Realtime Realistic Ocean Lighting

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Presentation transcript:

Realtime Realistic Ocean Lighting E. Bruneton & F. Neyret & N. Holzschuch

Motivation ocean surface is a highly complex problem storage expensive: waves at different wavelengths rendering expensive: waves at all distances illumination: sun, environment map, underwater scattering dynamic - no precomputations

Hierarchical approach: Geometry - Normals - BRDF Real-time Rendering Hierarchical approach: Geometry - Normals - BRDF

Hierarchical approach a regular grid in screen space is projected on the horizontal plane points are displaced by waves and projected back -> creates geometry compute normals per pixel use BRDF per point -> used for shading

Transition between details at each level, the waves are attenuated by factor according to their wavelength grid points - wavelengths > grid size normals - wavelengths > pixel size BRDF - the rest Attenuation parameter: w(a, b, x) = 3x'² - 2x'³ x' = clamp((x-a)/(b-a), 0, 1)

Geometry model deep ocean waves geometry: sum of trochoids hierarchical representation p = [x+ h sin(ωt - kx), h cos(ωt - kx)] ω = √gk N trochoids picked from spectrum

Close distance waves Covers wavelengths greater than λ / L (L - the size of the projected grid cell) Gerstner waves: each point is dispaced according to: Attenuation parameter: w_p = w(Nmin, Nmax, λ/L)

average normal inside a pixel we clamp subpixel waves Normals average normal inside a pixel we clamp subpixel waves Attenuation parameter: w_p = w(Nmin, Nmax, λ/l) [l - size of a projected pixel]

BRDF subpixel surface details microfacet model trochoids - independent random variables CLT - sum of trochoids: surface with slopes with Gaussian distribution with variance: Attenuation: w_r = 1 - w_n [1 - normal attenuation]

Ocean BRDF

Ocean BRDF

Ocean BRDF Change the integral measure from slopes to directions:

Work flow Project the points of the grid onto the plane, displace, and project back Compute normals per pixel Compute the lighting [is going to be described now]

Sun light Sky light Refracted light Rendering Sun light Sky light Refracted light

Sun light sun reflected at point p: - apply BRDF in the tangent plane alligned with the average normal n and the wind direction slope variances modelled by the Gauss distribution

microfacet model brdf (v, l) = p(ς) ρ(v, l) illumination from sky: Sky light microfacet model brdf (v, l) = p(ς) ρ(v, l) illumination from sky:

Average Fresnel reflectance Approximation. Fitting function:

Sky radiance environment map for better performance - filtering ellipse dependent on the Gaussian slope distributions parametrization: stereographic projection - so that we can filter with an ellipse around the mean reflectance

Map filtering

Refracted light the radiance reaching the surface from below - considered diffuse (because of multiple scattering) propotional to the sun and sky irradiance Replace BRDF with: Transmittance = 1 - Reflectance

Algorithm

[video]

Thank you for your attention!