lec5-radiosity 1 [호환 모드]sungeui/icg_f15/slides_2015... · 2015-10-05 · 3 coming schedule...
TRANSCRIPT
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CS482: Instant Radiosity
Sung-Eui Yoon(윤성의)
Course URL:http://sglab.kaist.ac.kr/~sungeui/ICG
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Announcement●Mid-term exam
● Closed book● 1:00pm on Oct-20 at the class room
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Coming Schedule and Homework●Declare the team at the noah board by Oct-
5● Browse recent papers (2012 ~ 2015)
● You need to present two papers at the class ●Declare your chosen 2 papers at the board
by Oct-14 (Wed.)● First come, first served● Paper title, conf. name, publication year
●Decide our talk schedule on Oct.-15 (Th)● Student presentations will start right after
the mid-term exam● 3 talks per each class; 20 min for each talk
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Modified tentative schedule10월27일 Q and A29일 Student Presentation 111월3 Student Presentation 25 Student Presentation 312 Mid. Project Presentation 1
17 Mid. Project Presentation 219 Student Presentation 1
24 Student Presentation 212월1 Student Presentation 33 Q and A
8 Final Presentation 1 10 Final Presentation 2
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Presentation Guideline: Expectations●Good summary, not full detail, of the paper
● Talk about motivations of the work● Give a broad background on the related work● Explain main idea and results of the paper● Discuss strengths and weaknesses of the
method
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High-Level Ideas●Deliver most important ideas and results
● Do not talk about minor details● Give enough background instead
● Spend most time to figure out the most important things and prepare good slides for them● If possible, re-use existing slides/videos with
ack.
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Overall Structure● Prepare an overview slide
● Talk about most important things and connect them well
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Be Honest●Do not skip important ideas that you don’t
know● Explain as much as you know and mention that
you don’t understand some parts
● If you get questions you don’t know good answers, just say it
● In the end, you need to explain them before the semester ends
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Result Presentation●Give full experiment settings and present
data with the related information
● After showing the data, give a message that we can pull of the data
● Show images/videos, if there are
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Prepare a Quiz●Give two simple questions to draw
attentions● Ask a keyword● Simple true or false questions● Multiple choice questions
●Grade them in the scale of 0 and 10, and send the score to TA
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Audience feedback form-----------------------Date:Talk title:Speaker:
A. Was the talk well organized and well prepared?5: Excellent 4: good 3: okay 2: less than average 1: poor
B. Was the talk comprehensible? How well were important concepts covered?5: Excellent 4: good 3: okay 2: less than average 1: poor
Any comments to the speaker
-----------------------
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Class Objective●Understand instant radiosity
● Its general procedure● Its computational bottlenecks: shadow maps● Use imperfect shadow map and some recent
techniques
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Radiosity Algorithm● Subdivide the scene in small polygons● Compute a constant illumination value for
each polygon● Choose a viewpoint and display the visible
polygon● Keep doing this process
From Donald Fong’s slides
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Instant Radiosity Howto● Trace light paths from light source● Place virtual point lights (VPLs) at
intersections●Render scene, use VPLs as 180o spots ●Global illumination ensues
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LightEye
Shadow maps [Williams 1978]
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One-Bounce Indirect Illumination
●Officially close enough to full GI solution● Terminate light paths at first intersection
Tabellion and Lamorlette, SIGGRAPH 2004
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Baseline 1-Bounce Instant Radiosity
● Cast a bunch of rays from the light source● Rays must be distributed according to the
emission function● At each hit point, construct a VPL
● Render shadow map (paraboloid)● Yes, that’s a lot of shadow maps to render per
frame●Gather illumination from all VPLs
● Yes, that’s a lot of shadow map lookups per pixel
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Improved Instant Radiosity● LOD or approximation techniques
● Imperfect shadow maps● Point clouds
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PA2● Compile and run our skeleton codes of
instant radiosity
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Imperfect Shadow Maps for Efficient Computation of Indirect Illumination
Tobias Ritschel et al.Modfied from the author‘s slides
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Motivation
• Global illumination is perceptually important
Local illumination Global illumination
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Motivation
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Directlight
Frame t+1
Motivation
Directlight
Frame t
Indirect shadow
• Challenging: Dynamic indirect visibility
No indirect shadow
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Instant Radiosity
Direct light
Virtual point light
VPL
VPL
VPL
Indirectlight
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Instant Radiosity
This is 30 VPLs. You may need 1000…
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• 1024 VPLs• 100k 3D model • 32x32 depth map• 100x overdraw
Instant Radiosity bottleneck32
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Imperfect shadow maps
• Our observations:Low quality (imperfect) depth maps sufficient for many faint VPLs that form smooth lighting
• Our contribution:Efficient generation of low quality depth maps
• Main steps (detailed next)1. VPL generation2. Point‐based depth maps3. Pull‐push to fill holes4. Shading
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Step 1 VPL generationStep 2 Point based depth mapsStep 3 Pull pushStep 4 Shading
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Step 1: VPL generation
No direct lightNo VPLs!
Direct lightVPLs!
Render the scene into the
cube map
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Environment or Shadow Mapping
• Cube Maps– Low distortion– Accelerated by GPU– Introduces Seams
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Environment or Shadow Mapping
• Dual Paraboloid
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Step 1 VPL generationStep 2 Point based depth mapsStep 3 Pull pushStep 4 Shading
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Step 2: Point‐based depth maps
• Goal: Fill ~1000 depth maps for every frame?– Classic approach takes ca. 500ms for “Sponza”
– As correct as possible– Using only little bandwidth
• Solution: Simplify!– Use points (no connectivity)– As many as there are pixels
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Step 2: Point‐based depth maps
ImperfectClassic ImperfectSmaller pointsLess points
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Step 2: Point‐based depth maps
• Paraboloid depth maps– Single pass– Only with areas (e.g. tris)
• No tessellation problem– Tris need to be subdivided– Not with points
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VPL / Depth map
Step 2: Point‐based depth maps
• Pre‐process:Distribute points on surface– ~8k points for every VPL– Different set for every VPLs
• At runtime:Deform this distribution
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Step 2: Point‐based depth maps
• Store points relative to tris: deforms on‐the‐fly
Frame t Frame t+1
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Step 1 VPL generationStep 2 Point based depth mapsStep 3 Pull pushStep 4 Shading
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Step 3: Pull‐Push• Depth maps from points have holes
3D2D
Without pull‐pushClassic With pull‐push
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With pull‐push
Step 3: Pull‐Push
Without pull‐pushClassic
• We fill those holes using pull‐push ..
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Pull‐Push Method
Remove black holes by using the pyramid and by pushing values in the top-down manner
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With pull‐push
Step 3: Pull‐Push
Without pull‐push
• .. on all depth maps in parallel.
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Step 1 VPL generationStep 2 Point based depth mapsStep 3 Pull pushStep 4 Shading
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Step 4: Shading• Separate direct and indirect, both deferred• Indirect: Interleaved sampling, geometry aware blur filter
Direct + Indirect Direct only Indirect only
G‐Buffer
Simple blur
Edge‐aware
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Interleaved Sampling• Reduces the number of shadow map lookups per pixel
• For each pixel, use a subset of all VPLs• Apply geometry‐aware filtering
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Results: Performance
• “Christo’s Sponza”– 70k faces, dynamic– 1024 VPLs– 256x256 depth maps– 8k points each
• Breakdown• 7 ms VPL generation• 44 ms ISM• 8 ms Pull‐push• 15 ms Rendering• 4 ms G‐Buffer• 11 ms Direct light
• Total• 89 ms frame time• 11 frames / s
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Results: Quality (PBRT, hours)
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Results: Quality (Ours, 11 fps)
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Results
Multiple bounces
Natural illumination
Christo‘s Sponza
Complex, localarea lights
Caustics
Cornell box horse
Timings: Nvidia GeForce 8800 GTX
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Horse in Cornell box
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Christos Sponza
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Multiple bounces
• Imperfect reflective shadow maps– Multiple bounces– Complex direct lighting
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Multiple bounces
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Elephant under local arealight
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Caustics
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Conclusion
• Conclusion– Indirect visibility can be simplified– Imperfect shadow maps exploit this
• Future work– More scalable– Adaptive
• Better points• view dependant
– Perceptual evaluation
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Class Objective were:• Understand instant radiosity
– Its general procedure– Its computational bottlenecks: shadow maps– Use imperfect shadow map and some recent techniques
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Any Questions and HWs● Come up with one question on what we
have discussed in the class and submit at the end of the class● Submit four times in Sep./Oct. ● 1 for typical questions ● 2 for questions that have some thoughts or
surprise me
●Go over the next lecture slides before the class
●Watch 2 SIG/I3D/HPG videos and submit your summaries every Tue. class
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Next Time●Microrendering