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Rendering Outdoor Light Scattering in Real Time

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Rendering Outdoor Light Scattering in Real Time Naty Hoffman Westwood Studios naty_at_westwood.com Arcot J Preetham ATI Research preetham_at_ati.com Outline Basics ... – PowerPoint PPT presentation

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Title: Rendering Outdoor Light Scattering in Real Time


1
Rendering Outdoor Light Scattering in Real Time
  • Naty Hoffman
  • Westwood Studios
  • naty_at_westwood.com

Arcot J Preetham ATI Research preetham_at_ati.com
2
Outline
  • Basics
  • Atmospheric Light Scattering
  • Radiometric Quantities
  • From Radiance to Pixels
  • Scattering Theory
  • Absorption, Out-Scattering, In-Scattering
  • Rayleigh and Mie Scattering
  • Implementation
  • Aerial Perspective, Sunlight, Skylight
  • Vertex Shader
  • Future Work

3
Atmospheric Light Scattering
  • Is caused by a variety of particles
  • Molecules, dust, water vapor, etc.
  • These can cause light to be
  • Scattered into the line of sight (in-scattering)
  • Scattered out of the line of sight
    (out-scattering)
  • Absorbed altogether (absorption)

4
Atmospheric Light Scattering
  • Illuminates the sky

5
Atmospheric Light Scattering
  • Attenuates and colors the Sun

6
Atmospheric Light Scattering
  • Attenuates and colors distant objects

7
Atmospheric Light Scattering
  • Varies by
  • Time of Day
  • Weather
  • Pollution

8
Atmospheric Light Scattering
  • Varies by
  • Time of Day
  • Weather
  • Pollution

9
Atmospheric Light Scattering
  • Varies by
  • Time of Day
  • Weather
  • Pollution

10
Atmospheric Light Scattering
  • Varies by
  • Time of Day
  • Weather
  • Pollution

11
Atmospheric Light Scattering
  • Varies between planets

12
Atmospheric Light Scattering
  • Extinction (Absorption, Out-scattering)
  • Phenomena which remove light
  • Multiplicative
  • In-scattering
  • Phenomenon which adds light
  • Additive
  • Combined

13
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14
Radiometric Quantities
  • Radiant Flux
  • Radiance
  • Irradiance

15
Radiometric Quantities
  • Radiant Flux
  • Quantity of light through a surface
  • Radiant power (energy / time)
  • Watt

16
Radiometric Quantities
  • Radiance L
  • Quantity of light in a single ray
  • Radiant flux / area / solid angle
  • Watt / (meter2 steradian)

17
Radiometric Quantities
  • Irradiance E
  • Quantity of light incident to a surface point
  • Incident radiant flux / area (Watt / meter2)
  • Radiance integrated over hemisphere

18
From Radiance to Pixels
  • Compute radiance incident to eye through each
    screen pixel

19
From Radiance to Pixels
  • Pixel value based on radiance
  • But radiance is distributed continuously along
    the spectrum
  • We need three numbers R, G, B

20
From Radiance to Pixels
  • SPD (Spectral Power Distribution) to RGB
  • Fast approach
  • Do all math at R, G, B sample wavelengths
  • Correct approach
  • Use SPDs, convert final radiance to RGB

M
L
S
400nm
500nm
600nm
700nm
21
Absorption
  • Absorption cross section
  • Absorbed radiant flux per unit incident
    irradiance
  • Units of area (meter2)

22
Absorption
  • Absorption cross section

23
Absorption
  • Absorption coefficient
  • Particle density times absorption cross section
  • Units of inverse length (meter-1)

24
Absorption
  • Total absorption cross section
  • Probability of absorption

A
ds
25
Absorption
  • Attenuation of radiance from travel through a
    constant-density absorptive medium

L0
L(s)
s
26
Out-Scattering
  • Exactly as in the absorption case
  • Scattering cross section
  • Scattering coefficient
  • Attenuation due to out-scattering in a
    constant-density medium

27
Extinction
  • Both absorption and out-scattering attenuate
    light
  • They can be combined as extinction
  • Extinction coefficient
  • Total attenuation from extinction

28
In-Scattering
  • Light is scattered into a view ray from all
    directions
  • From the sun
  • From the sky
  • From the ground
  • We will only handle in-scattering from the sun

29
In-Scattering
  • Where does a scattered photon go?
  • Scattering phase function
  • If a photon is scattered, gives the probability
    it goes in direction
  • Most atmospheric particles are spherical or very
    small

30
In-Scattering
  • How do we use for in-scattering?
  • In-scatter probability
  • In-scatter radiance

Sun
Eye ray
31
In-Scattering
  • In-scattering over a path
  • Radiance from a single event
  • Over a distance ds
  • Angular scattering coefficient
  • In-scattering over ds
  • Units of meter-1 steradian-1

32
In-Scattering
  • Added radiance from solar in-scattering through a
    constant-density scattering medium

s
33
Extinction and In-Scattering
s
34
Extinction and In-Scattering
  • Compare to hardware fog
  • Monochrome extinction
  • Added color completely non-directional

35
Rayleigh Scattering
  • Small particles
  • is proportional to

36
Rayleigh Scattering
  • Phase function

37
Rayleigh Scattering
38
Mie Scattering
  • Larger, spherical particles
  • Phase function approximation
  • Henyey-Greenstein

0
-0.5
0.5
-0.75
0.75
39
Mie Scattering
  • Wavelength dependence
  • Complex and depends on exact size of particle
  • In practice, air usually contains a mix of
    various sizes of Mie particles
  • In the aggregate these tend to average out any
    wavelength dependence

40
Mie Scattering
41
Combined Scattering
  • In practice, air contains both Rayleigh and Mie
    scatterers
  • Absorption is usually slight
  • We will use

42
Parameters
  • Atmospheric parameters
  • Constant?
  • Affected by extinction
  • Constant

43
Implementation
How ?
With scattering
Without scattering
44
Implementation
  • Aerial Perspective
  • Extinction Inscattering
  • Rays low in atmosphere
  • Constant density good approximation

s
45
Implementation
  • Sunlight
  • is white
  • Density is not constant!
  • Use a more accurate model for Fex?

46
Implementation
  • Sunlight
  • Virtual sky dome, use simple model

density
distance
47
Implementation
  • Sky color
  • Density is not constant!
  • More accurate model too expensive
  • Many computations needed per frame
  • Sky geometry
  • Virtual sky dome

48
Implementation
  • Compute
  • Can be done with textures
  • 1D texture for
  • Texture coordinate is a function of s
  • 2D texture for
  • Texture coords are functions of s,
  • Combine in pixel shader
  • We decided on a different approach

49
Implementation
  • Compute
  • Use vertex shader to compute
  • Apply as vertex interpolated colors
  • In pixel shader, or even fixed pipeline
  • Pros
  • Doesnt use valuable texture slots
  • Can change atmosphere properties
  • Cons
  • Somewhat dependent on tessellation

50
Vertex Shader
Position
Constants
Transform Matrix
Outputs
Vertex Shader
Sun Direction
Eye Position
51
Vertex Shader
52
Vertex Shader
  • Current Implementation
  • 33 Instructions
  • Not including macro expansion
  • Could probably be optimized
  • 8 registers

53
Pixel Shader
L L0 Fex Lin
L0

X
L0 Fex
Fex
54
Pixel Shader
L L0 Fex Lin
L0 Fex


L L0 Fex Lin
Lin
55
Results
56
Rayleigh Scattering - high Mie Scattering
- low Sun Altitude - high
57
Rayleigh Scattering - low Mie Scattering
- high Sun Altitude - high
58
Rayleigh Scattering - medium Mie Scattering
- medium Sun Altitude - low
59
Planet Mars like scattering
60
Demo
61
Conclusion
  • Scattering is easy to implement.
  • Easy to add to an existing rendering framework
  • compute Fex and Lin
  • apply these to existing color to get final color

62
Future Work
  • In-scattering from sky
  • Clouds (scattering and extinction)
  • Volumetric cloud shadows
  • Non-uniform density distributions
  • Full-spectrum math?

63
Acknowledgements
  • We would like to thank
  • Kenny Mitchell for the terrain engine used in our
    demo
  • Solomon Srinivasan for help with the demo movie

64
References
  • Blinn1982 J. F. Blinn. Light Reflection
    Functions for Simulation of Clouds and Dusty
    Surfaces.
  • Dutré2001 P. Dutré. Global Illumination
    Compendium.
  • Henyey1941 L. G. Henyey and J. L. Greenstein.
    Diffuse Reflection in the Galaxy.
  • Hoffman2001 N. Hoffman and K. J. Mitchell.
    Photorealistic Terrain Lighting in Real Time.
  • Klassen1987 R. V. Klassen. Modeling the Effect
    of the Atmosphere on Light.
  • Mie1908 G. Mie. Bietage zur Optik truber Medien
    Speziell Kolloidaler Metallosungen.
  • Preetham1999 A. J. Preetham, P. Shirley, B. E.
    Smits. A Practical Analytic Model for Daylight.
  • Rayleigh1871 J. W. Strutt (Lord Rayleigh). On
    the light from the sky, its polarization and
    colour.
  • Yee2002 H. Yee, P. Dutré, S. Pattanaik.
    Fundamentals of Lighting and Perception The
    Rendering of Physically Accurate Images.

65
THANK YOU
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