A Signal-Processing Framework for Forward and Inverse Rendering Ravi Ramamoorthi Stanford University Columbia University: Feb 11, 2002.

Slides:



Advertisements
Similar presentations
Environment Mapping CSE 781 – Roger Crawfis
Advertisements

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:
Computer Vision CS 776 Spring 2014 Photometric Stereo and Illumination Cones Prof. Alex Berg (Slide credits to many folks on individual slides)
Measuring BRDFs. Why bother modeling BRDFs? Why not directly measure BRDFs? True knowledge of surface properties Accurate models for graphics.
Light Fields PROPERTIES AND APPLICATIONS. Outline  What are light fields  Acquisition of light fields  from a 3D scene  from a real world scene 
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.
Lighting affects appearance. What is the Question ? (based on work of Basri and Jacobs, ICCV 2001) Given an object described by its normal at each.
Torrance Sparrow Model of Reflectance + Oren Nayar Model of Reflectance.
Rendering with Environment Maps Jaroslav Křivánek, KSVI, MFF UK
A Signal-Processing Framework for Inverse Rendering Ravi Ramamoorthi Pat Hanrahan Stanford University.
A Signal-Processing Framework for Forward and Inverse Rendering COMS , Lecture 8.
Advanced Computer Graphics (Spring 2005) COMS 4162, Lectures 18, 19: Monte Carlo Integration Ravi Ramamoorthi Acknowledgements.
An Efficient Representation for Irradiance Environment Maps Ravi Ramamoorthi Pat Hanrahan Stanford University.
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
Advanced Computer Graphics (Spring 2005) COMS 4162, Lecture 21: Image-Based Rendering Ravi Ramamoorthi
Measurement, Inverse Rendering COMS , Lecture 4.
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
A Theory of Locally Low Dimensional Light Transport Dhruv Mahajan (Columbia University) Ira Kemelmacher-Shlizerman (Weizmann Institute) Ravi Ramamoorthi.
Basic Principles of Surface Reflectance Lecture #3 Thanks to Shree Nayar, Ravi Ramamoorthi, Pat Hanrahan.
Computer Graphics (Fall 2004) COMS 4160, Lecture 16: Illumination and Shading 2 Lecture includes number of slides from.
Object recognition under varying illumination. Lighting changes objects appearance.
Measure, measure, measure: BRDF, BTF, Light Fields Lecture #6
Specular Reflections from Rough Surfaces Lecture #4 Thanks to Shree Nayar, Ravi Ramamoorthi, Pat Hanrahan.
Face Relighting with Radiance Environment Maps Zhen Wen 1, Zicheng Liu 2, Thomas Huang 1 Beckman Institute 1 University of Illinois Urbana, IL61801, USA.
Titre.
Shading / Light Thanks to Srinivas Narasimhan, Langer-Zucker, Henrik Wann Jensen, Ravi Ramamoorthi, Hanrahan, Preetham.
Image-Based Rendering from a Single Image Kim Sang Hoon Samuel Boivin – Andre Gagalowicz INRIA.
Efficient Irradiance Normal Mapping Ralf Habel, Michael Wimmer Institute of Computer Graphics and Algorithms Vienna University of Technology.
Analysis of Lighting Effects Outline: The problem Lighting models Shape from shading Photometric stereo Harmonic analysis of lighting.
Real-Time Rendering Digital Image Synthesis Yung-Yu Chuang 01/03/2006 with slides by Ravi Ramamoorthi and Robin Green.
Sources, Shadows, and Shading
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.
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:
Understanding the effect of lighting in images Ronen Basri.
All-Frequency Shadows Using Non-linear Wavelet Lighting Approximation Ren Ng Stanford Ravi Ramamoorthi Columbia SIGGRAPH 2003 Pat Hanrahan Stanford.
Interreflections : The Inverse Problem Lecture #12 Thanks to Shree Nayar, Seitz et al, Levoy et al, David Kriegman.
Diffuse Reflections from Rough Surfaces Lecture #5
Real-Time High Quality Rendering CSE 291 [Winter 2015], Lecture 2 Graphics Hardware Pipeline, Reflection and Rendering Equations, Taxonomy of Methods
Announcements Office hours today 2:30-3:30 Graded midterms will be returned at the end of the class.
Photo-realistic Rendering and Global Illumination in Computer Graphics Spring 2012 Material Representation K. H. Ko School of Mechatronics Gwangju Institute.
1 Surface Reflectance Estimation and Natural Illumination Statistics Ron Dror, Ted Adelson, Alan Willsky Artificial Intelligence Lab, Lab for Information.
Computer Graphics (Spring 2003) COMS 4160, Lecture 18: Shading 2 Ravi Ramamoorthi Guest Lecturer: Aner Benartzi.
Announcements Final Exam Friday, May 16 th 8am Review Session here, Thursday 11am.
Thank you for the introduction
Lighting affects appearance. Lightness Digression from boundary detection Vision is about recovery of properties of scenes: lightness is about recovering.
EECS 274 Computer Vision Sources, Shadows, and Shading.
Advanced Computer Graphics
Advanced Computer Graphics
Advanced Computer Graphics
Real-time environment map lighting
Shape from Shading and Texture
Presentation transcript:

A Signal-Processing Framework for Forward and Inverse Rendering Ravi Ramamoorthi Stanford University Columbia University: Feb 11, 2002

Illumination Illusion People perceive materials more easily under natural illumination than simplified illumination. Images courtesy Ron Dror and Ted Adelson

Illumination Illusion People perceive materials more easily under natural illumination than simplified illumination. Images courtesy Ron Dror and Ted Adelson

Material Recognition Photographs of 4 spheres in 3 different lighting conditions courtesy Dror and Adelson

Estimating BRDF and Lighting Photographs Geometric model Inverse Rendering Algorithm Lighting BRDF

Estimating BRDF and Lighting Photographs Geometric model Forward Rendering Algorithm Rendering Lighting BRDF

Estimating BRDF and Lighting Photographs Geometric model Forward Rendering Algorithm Rendering Novel lighting BRDF

Inverse Problems: Difficulties Angular width of Light Source Surface roughness Ill-posed (ambiguous)

Real-Time Rendering Interactive rendering with natural lighting, physical BRDFs

Motivation Understand nature of reflection and illumination Applications in computer graphics Real-time forward rendering Inverse rendering

Contributions of Thesis 1.Formalize reflection as convolution 2.Signal-processing framework 3.Practical forward and inverse algorithms

Outline Motivation Reflection as Convolution Preliminaries, assumptions Reflection equation, Fourier analysis (2D) Spherical Harmonic Analysis (3D) Signal-Processing Framework Applications Summary and Implications

Assumptions Known geometry Laser range scanner Structured light

Assumptions Known geometry Convex curved surfaces: no shadows, interreflection Complex geometry: use surface normal

Assumptions Known geometry Convex curved surfaces: no shadows, interreflection Distant illumination Photograph of mirror sphere Illumination: Grace Cathedral courtesy Paul Debevec

Assumptions Known geometry Convex curved surfaces: no shadows, interreflection Distant illumination Homogeneous isotropic materials Isotropic Anisotropic

Assumptions Known geometry Convex curved surfaces: no shadows, interreflection Distant illumination Homogeneous isotropic materials Later, practical algorithms: relax some assumptions

Reflection Lighting L Reflected Light Field BRDF B 

Reflection as Convolution (2D) Lighting Reflected Light Field BRDF L B B L L

Reflection as Convolution (2D) Lighting Reflected Light Field BRDF L B L B

Reflection as Convolution (2D) L B L B

Convolution x Signal f(x) Filter g(x) Output h(u) u

Convolution x Signal f(x) Filter g(x) Output h(u) u u1u1

Convolution x Signal f(x) Filter g(x) Output h(u) u u2u2

Convolution x Signal f(x) Filter g(x) Output h(u) u u3u3

Convolution x Signal f(x) Filter g(x) Output h(u) u Fourier analysis

Reflection as Convolution (2D) Frequency: product Spatial: integral Fourier analysis R. Ramamoorthi and P. Hanrahan “Analysis of Planar Light Fields from Homogeneous Convex Curved Surfaces under Distant Illumination” SPIE Photonics West 2001: Human Vision and Electronic Imaging VI pp L B L B

Related Work Qualitative observation of reflection as convolution: Miller & Hoffman 84, Greene 86, Cabral et al. 87,99 Reflection as frequency-space operator: D’Zmura 91 Lambertian reflection is convolution: Basri Jacobs 01 Our Contributions Explicitly derive frequency-space convolution formula Formal quantitative analysis in general 3D case

Spherical Harmonics

Spherical Harmonic Analysis 2D: 3D:

Outline Motivation Reflection as Convolution Signal-Processing Framework Insights, examples Well-posedness of inverse problems Applications Summary and Implications

Insights: Signal Processing Signal processing framework for reflection Light is the signal BRDF is the filter Reflection on a curved surface is convolution

Insights: Signal Processing Signal processing framework for reflection Light is the signal BRDF is the filter Reflection on a curved surface is convolution Filter is Delta function : Output = Signal Mirror BRDF : Image = Lighting [Miller and Hoffman 84] Image courtesy Paul Debevec

Insights: Signal Processing Signal processing framework for reflection Light is the signal BRDF is the filter Reflection on a curved surface is convolution Signal is Delta function : Output = Filter Point Light Source : Images = BRDF [Marschner et al. 00]

Amplitude Frequency Roughness Phong, Microfacet Models Mirror Illumination estimation ill-posed for rough surfaces Analytic formulae in R. Ramamoorthi and P. Hanrahan “A Signal-Processing Framework for Inverse Rendering” SIGGRAPH 2001 pp

Lambertian Incident radiance (mirror sphere) Irradiance (Lambertian) N R. Ramamoorthi and P. Hanrahan “On the Relationship between Radiance and Irradiance: Determining the Illumination from Images of a Convex Lambertian Object” Journal of the Optical Society of America A 18(10) Oct 2001 pp R. Basri and D. Jacobs “Lambertian Reflectance and Linear Subspaces” ICCV 2001 pp

Inverse Lighting Well-posed unless denominator vanishes BRDF should contain high frequencies : Sharp highlights Diffuse reflectors low pass filters: Inverse lighting ill-posed Given: B,ρ find L

Inverse BRDF Well-posed unless L lm vanishes Lighting should have sharp features (point sources, edges) BRDF estimation ill-conditioned for soft lighting Directional Source Area source Same BRDF Given: B,L find ρ

Factoring the Light Field Light Field can be factored Up to global scale factor Assumes reciprocity of BRDF Can be ill-conditioned Analytic formula derived Given: B find L and ρ 4D2D3D More knowns (4D) than unknowns (2D/3D)

Outline Motivation Reflection as Convolution Signal-Processing Framework Applications Forward rendering (convolution) Inverse rendering (deconvolution) Summary and Implications

Computing Irradiance Classically, hemispherical integral for each pixel Lambertian surface is like low pass filter Frequency-space analysis Incident Radiance Irradiance

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

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

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

Comparison Incident illumination 300x300 Irradiance map Texture: 256x256 Hemispherical Integration 2Hrs Irradiance map Texture: 256x256 Spherical Harmonic Coefficients 1sec

Video R. Ramamoorthi and P. Hanrahan “An Efficient Representation for Irradiance Environment Maps” SIGGRAPH 2001 pp R. Ramamoorthi and P. Hanrahan “Frequency Space Environment Map Rendering” submitted

Video

Inverse Rendering Miller and Hoffman 84 Marschner and Greenberg 97 Sato et al. 97 Dana et al. 99 Debevec et al. 00 Marschner et al. 00 Sato et al. 99 Lighting BRDF Known Unknown Known Textures are a third axis

Contributions Complex illumination Factorization of BRDF, lighting (find both) New representations and algorithms Formal study of inverse problems (well-posed?)

Complications Incomplete sparse data (few photographs) Concavities: Self Shadowing Spatially varying BRDFs

Complications Challenge: Incomplete sparse data (few photographs) Difficult to compute frequency spectra Solution: Use parametric BRDF model Dual angular and frequency space representation

Algorithm Validation Photograph KdKd 0.91 KsKs 0.09 μ 1.85  0.13 “True” values

Algorithm Validation Renderings Unknown lighting Photograph Known lighting KdKd KsKs μ  “True” values Image RMS error 5%

Inverse BRDF: Spheres Bronze Delrin PaintRough Steel Photographs Renderings (Recovered BRDF)

Complications Challenge: Complex geometry with concavities Self shadowing Solution: Use associativity of convolution Blur lighting, treat specular BRDF term as mirror Single ray for shadowing, easy in ray tracer

Complex Geometry 3 photographs of a sculpture Complex unknown illumination Geometry known Estimate microfacet BRDF and distant lighting

Comparison Photograph Rendering

New View, Lighting Photograph Rendering

Complications Challenge: Spatially varying BRDFs Solution: Use textures to modulate BRDF parameters

Textured Objects Photograph Rendering

Summary Reflection as convolution Frequency-space analysis gives many insights Practical forward and inverse algorithms Signal-Processing: A useful paradigm for forward and inverse rendering in graphics and vision

Implications and Future Work Duality between forward and inverse problems: Ill-posed inverse problem  fast forward algorithm Example: Inverse lighting from Lambertian surface ill-posed  computing irradiance is fast

Implications and Future Work Differential framework for reflection Analysis on object surface Complex illumination and BRDF

Implications and Future Work Analyzing intrinsic structure, complexity of light field: Sampling theory based on signal-processing How many images in image-based rendering? How many principal components in PCA?

Lighting Invariant Recognition Theory: Space of images infinite-dimensional for Lambertian [Belhumeur and Kriegman 98] Empirical: 5D subspace enough for diffuse objects [Hallinan 94, Epstein et al. 95, BK98, …] Images from Yale face database

Implications and Future Work Complex illumination in computer vision Generally assume simple lighting (point source) without considering visibility (attached shadows) Signal processing can be used to reduce effects of complex illumination (with shadows) to low-dimensional subspace Many applications: stereo, photometric stereo, shape from shading, lighting invariant recognition etc.

Acknowledgements Pat Hanrahan Marc Levoy Szymon Rusinkiewicz Steve Marschner Stanford graphics group Hodgson-Reed Stanford Graduate Fellowship NSF ITR grant # : “Interacting with the Visual World”

Papers R. Ramamoorthi and P. Hanrahan “A Signal-Processing Framework for Inverse Rendering” SIGGRAPH 2001 pp R. Ramamoorthi and P. Hanrahan “An Efficient Representation for Irradiance Environment Maps” SIGGRAPH 2001 pp R. Ramamoorthi and P. Hanrahan “Frequency Space Environment Map Rendering” submitted R. Ramamoorthi and P. Hanrahan “On the Relationship between Radiance and Irradiance: Determining the Illumination from images of a Convex Lambertian Object” Journal of the Optical Society of America A 18(10) 2001 pp R. Ramamoorthi and P. Hanrahan “Analysis of Planar Light Fields from Homogeneous Convex Curved Surfaces under Distant Illumination” SPIE Photonics West 2001: Human Vision and Electronic Imaging VI pp R. Ramamoorthi “Analytic PCA Construction for Theoretical Analysis of Lighting Variability, Including Attached Shadows, in a Single Image of a Convex Lambertian Object” CVPR 2001 workshop on Identifying Objects across Lighting Variations pp

The End

Photorealistic Rendering Materials/Lighting (Texture Reflectance[BRDF] Lighting) Realistic input models required Arnold Renderer: Marcos Fajardo Rendering Algorithm 80’ s,90’ s : Physically based Geometry 70’ s, 80’ s : Splines 90’ s : Range Data

Measuring Materials, Light Measure BRDF (reflectance): Point light source Measure Illumination: Mirror Sphere Illumination: Grace Cathedral courtesy Paul Debevec

Interactive Forward Rendering Classically, rendering with natural illumination is very expensive compared to using simplified illumination Directional Source Natural Illumination

Lighting Invariant Recognition Theory: Infinite number of light directions Space of images infinite-dimensional Empirical: 5D subspace enough for diffuse objects Images from Debevec et al. 00

Lighting Invariant Recognition Theory: Space of images infinite-dimensional for Lambertian [Belhumeur and Kriegman 98] Empirical: 5D subspace enough for diffuse objects [Hallinan 94, Epstein et al. 95, BK98, …]

Open Questions Relationship between spherical harmonics, PCA 9D approximation > 5D empirical subspace Key insight: Consider approximations over visible normals (upper hemisphere), not entire sphere Frontal % VAF 42%33%16% 4%2% SideAbove/Below Extreme sideCorner Ramamoorthi CVPR IOAVL 01

Light Field in 3D In flatland, 2D function In three dimensions, 4D function Plenoptic Light Field Surface Light Field

Dual Representation Dual Representation Diffuse BRDF: Filter width small in frequency domain Specular: Filter width small in spatial (angular) domain Practical Representation: Dual angular, frequency-space B B d diffuse B s specular Angular = + Frequency

Related Work Precomputed (prefiltered) Irradiance maps [Miller and Hoffman 84, Greene 86, Cabral et al 87] Empirical observation: Irradiance varies slowly with surface normal. Use low resolution irradiance maps Contributions Analytic Irradiance formula Fast computation Compact 9 parameter representation Procedural rendering with programmable shading hardware Our approach can be extended to general BRDFs

Comparison Photograph Rendering (unknown L) Rendering (known L)