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Rendering Parametrizable Planetary Atmospheres with Multiple Scattering in Real-Time Oskar Elek Charles University Prague Oskar Elek CESCG'09 Oskar Elek CESCG 09 ... – PowerPoint PPT presentation

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Title: Sn


1
Rendering Parametrizable Planetary Atmospheres
with Multiple Scattering in Real-Time
Oskar Elek Charles University Prague
2
Motivation
  • Why atmosphere?

Oskar Elek
CESCG09
3
Motivation
  • Why real-time?

Oskar Elek
CESCG09
4
Outline
  • Introduction
  • Related work
  • Model and its precomputation
  • Rendering
  • Results
  • Conclusion
  • Interactive demonstration

Oskar Elek
CESCG09
5
Outline
  • Introduction
  • Related work
  • Model and its precomputation
  • Rendering
  • Results
  • Conclusion
  • Interactive demonstration

Oskar Elek
CESCG09
6
Introduction
  • Participating media

Oskar Elek
CESCG09
7
Introduction
  • Participating media
  • Light scattering
  • Rayleigh / Mie
  • Multiple scattering

Oskar Elek
CESCG09
8
Introduction
  • Participating media
  • Light scattering
  • Rayleigh / Mie
  • Multiple scattering
  • Parametrizability

Oskar Elek
CESCG09
9
Outline
  • Introduction
  • Related work
  • Model and its precomputation
  • Rendering
  • Results
  • Conclusion
  • Interactive demonstration

Oskar Elek
CESCG09
10
Related work
  • Scattering physics
  • Rayleigh (1871)
  • Mie (1908)
  • Non-realtime methods
  • Nishita et al. (1993, 1996)
  • Haber et al. (2005)
  • Real-time methods
  • Schafhitzel et al. (2007)
  • Bruneton and Neyret (2008)

Oskar Elek
CESCG09
11
Outline
  • Introduction
  • Related work
  • Model and its precomputation
  • Rendering
  • Results
  • Conclusion
  • Interactive demonstration

Oskar Elek
CESCG09
12
Scattering model
Oskar Elek
CESCG09
13
Scattering model
Oskar Elek
CESCG09
14
Precomputation
  • We need scattering for
  • Every position
  • Every view direction
  • Every sun direcion

Oskar Elek
CESCG09
15
Precomputation
  • We need scattering for
  • Every position
  • Every view direction
  • Every sun direcion
  • Naïve implementation - 9 DoF!

Oskar Elek
CESCG09
16
Precomputation
  • We need scattering for
  • Every position
  • Every view direction
  • Every sun direcion
  • Naïve implementation - 9 DoF!
  • Improved parametrization
  • Polar coordinates
  • Observer altitude
  • Without azimuth

Oskar Elek
CESCG09
17
Precomputation
  • We need scattering for
  • Every position
  • Every view direction
  • Every sun direcion
  • Naïve implementation - 9 DoF!
  • Improved parametrization
  • Polar coordinates
  • Observer altitude
  • Without azimuth

Oskar Elek
CESCG09
18
Multiple scattering
Oskar Elek
CESCG09
19
Multiple scattering
  • Computational complexity Ck(n2n3)k

Oskar Elek
CESCG09
20
Multiple scattering
  • Computational complexity Ck(n2n3)k
  • Higher scattering orders similar to IS for P

Oskar Elek
CESCG09
21
Multiple scattering
  • Solution iterative computation
  • Scattering texture contains previous order


Oskar Elek
CESCG09
22
Multiple scattering
  • Solution iterative computation
  • Scattering texture contains previous order



Oskar Elek
CESCG09
23
Multiple scattering
  • Solution iterative computation
  • Scattering texture contains previous order


  • New complexity Cn2 (k-1)C(n2n3)
  • n3 term now fast

Oskar Elek
CESCG09
24
Outline
  • Introduction
  • Related work
  • Model and its precomputation
  • Rendering
  • Results
  • Conclusion
  • Interactive demonstration

Oskar Elek
CESCG09
25
Rendering
  • On graphics hardware
  • Fragment shader evaluation
  • Simple spherical geometry
  • Terrain taken into account in Schafhitzel et al.

Oskar Elek
CESCG09
26
Rendering
  • On graphics hardware
  • Fragment shader evaluation
  • Simple spherical geometry
  • Terrain taken into account in Schafhitzel et al.
  • Atmosphere
  • Evaluate h, ? and d
  • Fetch sky colour
  • Front face culling enabled

Oskar Elek
CESCG09
27
Rendering
  • On graphics hardware
  • Fragment shader evaluation
  • Simple spherical geometry
  • Terrain taken into account in Schafhitzel et al.
  • Atmosphere
  • Evaluate h, ? and d
  • Fetch sky colour
  • Front face culling enabled

Oskar Elek
CESCG09
28
Rendering
  • Planet
  • Scattering
  • Direct illumination
  • Water reflection
  • Ambient light

Oskar Elek
CESCG09
29
Rendering
  • Planet
  • Scattering
  • Direct illumination
  • Water reflection
  • Ambient light(precomputed in texture)

Oskar Elek
CESCG09
30
Rendering
  • Planet
  • Scattering
  • Direct illumination
  • Water reflection
  • Ambient light(precomputed in texture)

Oskar Elek
CESCG09
31
Outline
  • Introduction
  • Related work
  • Model and its precomputation
  • Rendering
  • Results
  • Conclusion
  • Interactive demonstration

Oskar Elek
CESCG09
32
Results
  • 0.2x Earth atmosphere density
  • 5x Earths atmosphere density

Oskar Elek
CESCG09
33
Results
  • Single scattering
  • Multiple scattering

Oskar Elek
CESCG09
34
Outline
  • Introduction
  • Related work
  • Model and its precomputation
  • Rendering
  • Results
  • Conclusion
  • Interactive demonstration

Oskar Elek
CESCG09
35
Conclusion
  • We present
  • Precomputation scheme for multiple scattering in
    parametrizable atmosphere
  • 5 MB for whole dataset
  • Real-time rendering algorithm for entire planet
  • 180 FPS _at_ 1024x768 (GeForce 8800GT)

Oskar Elek
CESCG09
36
Demonstration
Oskar Elek
CESCG09
37
End
  • Thank you for your attention
  • Questions?

Oskar Elek
CESCG09
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