Rendering with Environment Maps Jaroslav Křivánek, KSVI, MFF UK

Slides:



Advertisements
Similar presentations
Jan Kautz, MPI Informatik Peter-Pike Sloan, Microsoft Research
Advertisements

Spherical Harmonic Lighting Jaroslav Křivánek. Overview Function approximation Function approximation Spherical harmonics Spherical harmonics Some other.
Real-time Shading with Filtered Importance Sampling
Computer graphics & visualization Global Illumination Effects.
Environment Mapping CSE 781 – Roger Crawfis
Real-Time High Quality Rendering CSE 291 [Winter 2015], Lecture 3 Shadow and Environment Mapping
Spherical Convolution in Computer Graphics and Vision Ravi Ramamoorthi Columbia Vision and Graphics Center Columbia University SIAM Imaging Science Conference:
Spherical Harmonic Lighting of Wavelength-dependent Phenomena Clifford Lindsay, Emmanuel Agu Worcester Polytechnic Institute (USA)
Measuring BRDFs. Why bother modeling BRDFs? Why not directly measure BRDFs? True knowledge of surface properties Accurate models for graphics.
Frequency Domain Normal Map Filtering Charles Han Bo Sun Ravi Ramamoorthi Eitan Grinspun Columbia University.
Advanced Computer Graphics
Foundations of Computer Graphics (Spring 2012) CS 184, Lecture 21: Radiometry Many slides courtesy Pat Hanrahan.
Basic Principles of Surface Reflectance
Advanced Computer Graphics (Spring 2013) CS 283, Lecture 8: Illumination and Reflection Many slides courtesy.
Advanced Computer Graphics (Fall 2009) CS 294, Rendering Lecture 7: High Quality Real-Time Rendering Ravi Ramamoorthi
Week 9 - Wednesday.  What did we talk about last time?  Fresnel reflection  Snell's Law  Microgeometry effects  Implementing BRDFs  Image based.
A Signal-Processing Framework for Inverse Rendering Ravi Ramamoorthi Pat Hanrahan Stanford University.
Real-Time Rendering Paper Presentation Imperfect Shadow Maps for Efficient Computation of Indirect Illumination T. Ritschel T. Grosch M. H. Kim H.-P. Seidel.
Master Thesis Lighting and materials for real-time game engines
A Signal-Processing Framework for Forward and Inverse Rendering COMS , Lecture 8.
An Efficient Representation for Irradiance Environment Maps Ravi Ramamoorthi Pat Hanrahan Stanford University.
Advanced Computer Graphics (Fall 2010) CS 283, Lecture 18: Precomputation-Based Real-Time Rendering Ravi Ramamoorthi
Real-Time Rendering COMS , Lecture 9. Real-Time Rendering Demo Motivation: Interactive rendering with complex natural illumination and realistic,
Computer Graphics (Fall 2005) COMS 4160, Lecture 16: Illumination and Shading 1
Computational Fundamentals of Reflection COMS , Lecture
Computer Graphics (Spring 2008) COMS 4160, Lecture 20: Illumination and Shading 2
Advanced Computer Graphics (Fall 2009) CS , Lecture 1: Introduction and History Ravi Ramamoorthi Some.
A Signal-Processing Framework for Forward and Inverse Rendering Ravi Ramamoorthi Ravi Ramamoorthi
Advanced Computer Graphics (Fall 2010) CS 283, Lecture 16: Image-Based Rendering and Light Fields Ravi Ramamoorthi
A Signal-Processing Framework for Forward and Inverse Rendering Ravi Ramamoorthi Ph.D. Orals: June 3, 2002.
Advanced Computer Graphics (Fall 2010) CS 283, Lecture 10: Global Illumination Ravi Ramamoorthi Some images courtesy.
Computer Graphics (Fall 2008) COMS 4160, Lecture 19: Illumination and Shading 2
Advanced Computer Graphics (Fall 2010) CS 283, Lecture 17: Frequency Analysis and Signal Processing for Rendering Ravi Ramamoorthi
Real-Time High Quality Rendering COMS 6160 [Fall 2004], Lecture 4 Shadow and Environment Mapping
Basic Principles of Surface Reflectance
Exploiting Temporal Coherence for Incremental All-Frequency Relighting Ryan OverbeckRavi Ramamoorthi Aner Ben-ArtziEitan Grinspun Columbia University Ng.
Real-Time High Quality Rendering COMS 6160 [Fall 2004], Lecture 3 Overview of Course Content
Precomputed Radiance Transfer Harrison McKenzie Chapter.
A Signal-Processing Framework for Forward and Inverse Rendering Ravi Ramamoorthi Stanford University Columbia University: Feb 11, 2002.
Computer Graphics (Fall 2004) COMS 4160, Lecture 16: Illumination and Shading 2 Lecture includes number of slides from.
Real-Time Rendering and Interaction with Complex Lighting and Materials Ravi Ramamoorthi Rendering Laboratory Columbia University Intel: August 13, 2004.
Face Relighting with Radiance Environment Maps Zhen Wen 1, Zicheng Liu 2, Thomas Huang 1 Beckman Institute 1 University of Illinois Urbana, IL61801, USA.
Computer Graphics Inf4/MSc Computer Graphics Lecture Notes #16 Image-Based Lighting.
Pre-computed Radiance Transfer Jaroslav Křivánek, KSVI, MFF UK
Shading / Light Thanks to Srinivas Narasimhan, Langer-Zucker, Henrik Wann Jensen, Ravi Ramamoorthi, Hanrahan, Preetham.
Sebastian Enrique Columbia University Real-Time Rendering Using CUReT BRDF Materials with Zernike Polynomials CS Topics.
-Global Illumination Techniques
Real-Time Rendering Digital Image Synthesis Yung-Yu Chuang 01/03/2006 with slides by Ravi Ramamoorthi and Robin Green.
An Efficient Representation for Irradiance Environment Maps Ravi Ramamoorthi Pat Hanrahan Stanford University SIGGRAPH 2001 Stanford University SIGGRAPH.
Real-Time Relighting Digital Image Synthesis Yung-Yu Chuang 1/10/2008 with slides by Ravi Ramamoorthi, Robin Green and Milos Hasan.
Real-time Shading with Filtered Importance Sampling Jaroslav Křivánek Czech Technical University in Prague Mark Colbert University of Central Florida.
Taku KomuraComputer Graphics Local Illumination and Shading Computer Graphics – Lecture 10 Taku Komura Institute for Perception, Action.
View-Dependent Precomputed Light Transport Using Nonlinear Gaussian Function Approximations Paul Green 1 Jan Kautz 1 Wojciech Matusik 2 Frédo Durand 1.
Lighting affects appearance. How do we represent light? (1) Ideal distant point source: - No cast shadows - Light distant - Three parameters - Example:
All-Frequency Shadows Using Non-linear Wavelet Lighting Approximation Ren Ng Stanford Ravi Ramamoorthi Columbia SIGGRAPH 2003 Pat Hanrahan Stanford.
Image-Based Lighting © Eirik Holmøyvik …with a lot of slides donated by Paul Debevec CS194: Image Manipulation & Computational Photography Alexei Efros,
Fast Approximation to Spherical Harmonics Rotation Sumanta Pattanaik University of Central Florida Kadi Bouatouch IRISA / INRIA Rennes Jaroslav Křivánek.
Fast Approximation to Spherical Harmonics Rotation
Real-Time High Quality Rendering CSE 291 [Winter 2015], Lecture 2 Graphics Hardware Pipeline, Reflection and Rendering Equations, Taxonomy of Methods
Differential Instant Radiosity for Mixed Reality Martin Knecht, Christoph Traxler, Oliver Mattausch, Werner Purgathofer, Michael Wimmer Institute of Computer.
Computer Graphics (Spring 2003) COMS 4160, Lecture 18: Shading 2 Ravi Ramamoorthi Guest Lecturer: Aner Benartzi.
Local Illumination and Shading
Thank you for the introduction
Non-Linear Kernel-Based Precomputed Light Transport Paul Green MIT Jan Kautz MIT Wojciech Matusik MIT Frédo Durand MIT Henrik Wann Jensen UCSD.
Toward Real-Time Global Illumination. Global Illumination == Offline? Ray Tracing and Radiosity are inherently slow. Speedup possible by: –Brute-force:
Toward Real-Time Global Illumination. Project Ideas Distributed ray tracing Extension of the radiosity assignment Translucency (subsurface scattering)
Advanced Computer Graphics
Advanced Computer Graphics
Computer Graphics (Fall 2003)
Real-time Global Illumination with precomputed probe
Presentation transcript:

Rendering with Environment Maps Jaroslav Křivánek, KSVI, MFF UK

Acknowledgement Mostly based on Ravi Ramamoorthi’s slides available from

Goal Real-time rendering with complex lighting, shadows, and possibly GI Infeasible – too much computation for too small a time budget Approaches  Lift some requirements, do specific-purpose tricks Environment mapping, irradiance environment maps SH-based lighting  Split the effort Offline pre-computation + real-time image synthesis “Pre-computed radiance transfer”

Environment mapping (a.k.a. image- based lighting) Miller and Hoffman, 1984 Later, Greene 86, Cabral et al, Debevec 97, …

Assumptions Distant illumination No shadowing, interreflection

6 Image-based lighting Illuminating CG objects using measurements of real light (=light probes) © Paul Debevec

7 Point Light Source © Paul Debevec

8

9

10 © Paul Debevec

11 © Paul Debevec

Video –Rendering with natural light –Fiat Lux 12

Sampling strategies

Real-time rendering Mirror surfaces easy (just a texture look-up) What if the surface is rougher… Or completely diffuse?

Phong model for rough surfaces  Illumination function of reflection direction R Lambertian diffuse surface  Illumination function of surface normal N Reflection Maps [Miller and Hoffman, 1984]  Irradiance (indexed by N) and Phong (indexed by R) Reflection Maps Chrome SphereMatte Sphere

Reflection Maps Can’t do dynamic lighting  Slow blurring in pre-process

SH-based Irradiance Env. Maps Incident Radiance (Illumination Environment Map) Irradiance Environment Map R N

Analytic Irradiance Formula Lambertian surface acts like low-pass filter Ramamoorthi and Hanrahan 01 Basri and Jacobs 01

9 Parameter Approximation Exact image Order 0 1 term RMS error = 25 %

9 Parameter Approximation Exact image Order 1 4 terms RMS Error = 8%

9 Parameter Approximation Exact image Order 2 9 terms RMS Error = 1% For any illumination, average error < 3% [Basri Jacobs 01]

Real-Time Rendering Simple procedural rendering method (no textures)  Requires only matrix-vector multiply and dot-product  In software or NVIDIA vertex programming hardware Widely used in Games (AMPED for Microsoft Xbox), Movies (Pixar, Framestore CFC, …)

SH-based Irradiance Env. Maps Images courtesy Ravi Ramamoorthi & Pat Hanrahan

Video – Ramamoorthi & Hanrahan 2001

SH-based Arbitrary BRDF Shading 1 [Kautz et al. 2003] Arbitrary, dynamic env. map Arbitrary BRDF No shadows SH representation  Environment map (one set of coefficients)  Scene BRDFs (one coefficient vector for each discretized view direction)

SH-based Arbitrary BRDF Shading 2 BRDF Representation  BRDF coefficient vector for a given  o, looked up from a texture (use e.g. paraboloid mapping to map  o to a texture coordinate)  BRDF coefficients pre- computed for all scene BRDFs (SH projection)

Rendering: for each vertex / pixel, do SH-based Arbitrary BRDF Shading 3 Environment mapBRDF = coeff. dot product  ()

SH-based Arbitrary BRDF Shading 4 BRDF is in local frame Environment map in global frame Need coordinate frame alignment -> SH rotation SH closed under rotation  rotation matrix  Fastest known procedure is the zxzxz-decomposition [Kautz et al. 2003]

SH-based Arbitrary BRDF Shading 5

Video: Kautz 2003

Environment Map Summary Very popular for interactive rendering Extensions handle complex materials Shadows with precomputed transfer But cannot directly combine with shadow maps Limited to distant lighting assumption