A Frequency Analysis of Light Transport Fr é do Durand – MIT CSAIL With Nicolas Holzschuch, Cyril Soler, Eric Chan & Francois Sillion Artis Gravir/Imag-Inria.

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Presentation transcript:

A Frequency Analysis of Light Transport Fr é do Durand – MIT CSAIL With Nicolas Holzschuch, Cyril Soler, Eric Chan & Francois Sillion Artis Gravir/Imag-Inria & MIT CSAIL

Our research 3D rendering – Light transport – Material appearance – Real time rendering, hardware Computational Photography & Video – Image enhancement, dynamic range, relighting – Data-rich imaging – Image decomposition and manipulation In all cases, it's all about complicated signals

Understanding, manipulating and computing signals Discontinuities – Where things change Gradient – Useful for interpolation, criterion Frequency content (today's talk) – Useful for sampling – Useful for inverse problems – Sometimes useful as basis function Statistics And all these capture perceptual properties

Bilateral filter Signal decomposition that characterizes multiscale content and preserves discontinuities Tone mapping Flash no flash Meshes

Visibility Singularity approach (discontinuities) Fake shadow blurriness (signal characteristics are right, not values)

A Frequency Analysis of Light Transport F. Durand, MIT CSAIL N. Holzschuch, C. Soler, ARTIS/GRAVIR-IMAG INRIA E. Chan, MIT CSAIL F. Sillion, ARTIS/GRAVIR-IMAG INRIA

Illumination effects Blurry reflections: From [Ramamoorthi and Hanrahan 2001]

Illumination effects Shadow boundaries: © U. Assarsson Point light source Area light source

Illumination effects Indirect lighting is usually blurry: Indirect lighting only Direct lighting only

Frequency aspects of light transport Blurriness = frequency content – Sharp variations: high frequency – Smooth variations: low frequency All effects are expressed as frequency content: – Diffuse shading: low frequency – Shadows: introduce high frequencies – Indirect lighting: tends to be low frequency

Frequency content matters in graphics Sampling, antialiasing – Texture prefiltering – Light field sampling Fourier-like basis – Precomputed Radiance Transfer – Wavelet radiosity, SH Low-frequency assumption – Irradiance caching Image H. Wann Jensen [From Sloan et al.] Image M. Zwicker

Frequency content matters in vision Inverse lighting – And illumination invariants Shape from texture Shape from (de)focus – See our Defocus Matting [McGuire et al. Siggraph 2005] From Black and Rosenholtz 97 From Ramamoorthi & Hanrahan 01 Photograph Rendering

Problem statement How does light interaction in a scene explain the frequency content? Theoretical framework: – Understand the frequency spectrum of the radiance function – From the equations of light transport

Unified framework: Spatial frequency (e.g. shadows, textures) Angular frequency (e.g. blurry highlight)

Disclaimer: not Fourier optics We do not consider wave optics, interference, diffraction Only geometrical optics From [Hecht]

Overview Previous work Our approach: – Local light field – Transformations on local light field Case studies Conclusions and future directions

Previous work Vast body of literature: – Light field sampling – Perceptually-based rendering – Wavelets for Computer Graphics – Irradiance caching – Photon mapping – … We focus on frequency analysis in graphics & vision: – Texture antialiasing – Light field sampling – Reflection as a convolution

Texture pre-filtering [Heckbert 89] Input signal: texture map Perspective: transforms signal Image: resampling Fourier permits the derivation of filters minification magnification From [Heckbert 1989]

Light field sampling [Chai et al. 00, Isaksen et al. 00, Stewart et al. 03] – Light field spectrum as a function of object distance – No BRDF, occlusion ignored From [Chai et al. 2000]

Signal processing for reflection [Ramamoorthi & Hanrahan 01, Basri & Jacobs 03] Reflection on a curved surface is a convolution Direction only From [Ramamoorthi and Hanrahan 2001]

Overview Previous work Our approach: – Local light field – Transformations on local light field Case studies Conclusions and future directions

Our approach Light sources are input signal Interactions are filters/transforms – Transport – Visibility – BRDF – Etc.

Our approach Light sources are input signal Interactions are filters/transforms – Transport – Visibility – BRDF – Etc. Light source signal

Our approach Light sources are input signal Interactions are filters/transforms – Transport – Visibility – BRDF – Etc. Light source signal Transport

Our approach Light sources are input signal Interactions are filters/transforms – Transport – Visibility – BRDF – Etc. Light source signal Signal 1 Transport

Our approach Light sources are input signal Interactions are filters/transforms – Transport – Visibility – BRDF – Etc. Light source signal Transport Occlusion Signal 2

Our approach Light sources are input signal Interactions are filters/transforms – Transport – Visibility – BRDF – Etc. Light source signal Transport Occlusion Signal 3 Transport

Our approach Light sources are input signal Interactions are filters/transforms – Transport – Visibility – BRDF – Etc. Light source signal Transport Occlusion Signal 4 Transport BRDF

Local light field 4D light field, around a central ray Central ray

Local light field 4D light field, around a central ray We study its spectrum during transport

Local light field 4D light field, around a central ray We study its spectrum during transport

Local light field 4D light field, around a central ray We study its spectrum during transport

Local light field We give explanations in 2D Local light field is therefore 2D See paper for extension to 3D

Local light field parameterization Space and angle space angle Central ray

Local light field representation Density plot: Space Angle

Local light field Fourier spectrum We are interested in the Fourier spectrum of the local light field Also represented as a density plot

Local light field Fourier spectrum Spatial frequency Angular frequency

Fourier analysis 101 Spectrum corresponds to blurriness: – Sharpest feature has size ~ 1/F max Convolution theorem: – Multiplication of functions: spectrum is convolved – Convolution of functions: spectrum is multiplied Classical spectra: – Box  sinc – Dirac  constant

Overview Previous work Our approach: – Local light field – Transformations on local light field Case studies Conclusions and future directions

Overview Previous work Our approach: – Local light field – Transformations on local light field Transport Occlusion BRDF Curvature Other transforms Case studies Conclusions and future directions

Example scene Blockers Light source Receiver

Overview Previous work Our approach: – Local light field – Transformations on local light field Transport Occlusion BRDF Curvature Other transforms Case studies Conclusions and future directions

Transport Ray space v (angle) x (space) Ray space v (angle) x (space)

Transport Ray space v (angle) x (space) Ray space v (angle) x (space)

Transport Ray space v (angle) x (space) Ray space v (angle) x (space)

Transport Shear: x’ = x - v d Ray space v (angle) x (space) Ray space v (angle) x (space) d vd v x x’

Transport in Fourier space Shear in primal: x’ = x - v d Shear in Fourier, along the other dimension Ray space Fourier space  v (angle)  x (space) Fourier space  v (angle)  x (space) Video

Transport  Shear This is consistent with light field spectra [Chai et al. 00, Isaksen et al. 00] From [Chai et al. 2000]

Overview Previous work Our approach: – Local light field – Transformations on local light field Transport Occlusion BRDF Curvature Other transforms Case studies Conclusions and future directions

Occlusion: multiplication Occlusion is a multiplication in ray space – Convolution in Fourier space Creates new spatial frequency content – Related to the spectrum of the blockers

Occlusion Consider planar occluder Multiplication by binary function – Mostly in space

Occlusion Consider planar occluder Multiplication by binary function – Mostly in space blocker functionBefore occlusionAfter occlusion

Occlusion in Fourier Multiplication in primal Convolution in Fourier (creates high freq.) Ray space Fourier space  v (angle)  x (space) Fourier space  v (angle)  x (space) blocker spectrum blocker function

Overview Previous work Our approach: – Local light field – Transformations on local light field Transport Occlusion BRDF Curvature Other transforms Case studies Conclusions and future directions

Another propagation Blockers Light source Receiver

Overview Previous work Our approach: – Local light field – Transformations on local light field Transport Occlusion BRDF Curvature Other transforms Case studies Conclusions and future directions

BRDF integration Outgoing light: – Integration of incoming light times BRDF Outgoing light Incoming light BRDF

BRDF integration Ray-space: convolution – Outgoing light: convolution of incoming light and BRDF – For rotationally-invariant BRDFs Fourier domain: multiplication – Outgoing spectrum: multiplication of incoming spectrum and BRDF spectrum

BRDF in Fourier: multiplication  = BRDF is bandwidth-limiting in angle

Example: diffuse BRDF Convolve by constant: – multiply by horizontal window – Only spatial frequencies remain  =

Relation to previous work [Ramamoorthi & Hanrahan 01, Basri & Jacob 03] They consider a spatially-constant illumination But essentially, nothing much changed Ray space Fourier space

Overview Previous work Our approach: – Local light field – Transformations on local light field Transport Occlusion BRDF Curvature Other transforms Case studies Conclusions and future directions

Curvature Ray reaches curved surface: – Transform it into planar surface – “Unroll” curved surface Equivalent to changing angular content: – Linear effect on angular dimension – No effect on spatial dimension Shear in the angular dimension

Curvature For each point x, the normal has a different angle Equivalent to rotating incoming light We will reparameterize the light field x Normal at x Central normal

Curvature For each point x, the normal has a different angle Equivalent to rotating incoming light At center of space, nothing changed Central normal

Curvature For each point x, the normal has a different angle Equivalent to rotating incoming light The further away from central ray, the more rotated

Curvature For each point x, the normal has a different angle Equivalent to rotating incoming light The further away from central ray, the more rotated

Curvature For each point x, the normal has a different angle Equivalent to rotating incoming light The further away from central ray, the more rotated This is a shear, but vertical

Main transforms: summary Radiance/FourierEffect TransportShear OcclusionMultiplication/ConvolutionAdds spatial frequencies BRDFConvolution/MultiplicationRemoves angular frequencies CurvatureShear

Overview Previous work Our approach: – Local light field – Transformations on local light field Transport Occlusion BRDF Curvature Other transforms Case studies Conclusions and future directions

Extension to 3D It works. See paper:

Even more effects in paper Various technical details – Cosine/Fresnel term: – Central incidence angle: Texture mapping (multiplication/convolution) Separable BRDF Spatially varying BRDF (semi-convolution) …and full extension to 3D

Overview Previous work Our approach: – Local light field – Transformations on local light field Case studies: – Diffuse soft shadows – Solar oven – Adaptive shading sampling Conclusions and future directions

Overview Previous work Our approach: – Local light field – Transformations on local light field Case studies: – Diffuse soft shadows – Solar oven – Adaptive shading sampling Conclusions and future directions

Diffuse soft shadows Decreasing blockers size: – First high-frequencies increase – Then only low frequency – Non-monotonic behavior

Diffuse soft shadows (2) Occlusion : convolution in Fourier – creates high frequencies – Blockers scaled down  spectrum scaled up Fourier space  v (angle)  x (space) Fourier space  v (angle)  x (space) blocker spectrum

Diffuse soft shadows (3) Transport after occlusion: – Spatial frequencies moved to angular dimension Diffuse reflector: – Angular frequencies are cancelled

Diffuse soft shadows (3) Transport after occlusion: – Spatial frequencies moved to angular dimension Diffuse reflector: – Angular frequencies are cancelled

Overview Previous work Our approach: – Local light field – Transformations on local light field Case studies: – Diffuse soft shadows – Solar oven – Adaptive shading sampling Conclusions and future directions

Solar oven Curved surface In: parallel light rays Out: focal point

Solar oven Curved surface In: parallel light rays Out: focal point

Overview Previous work Our approach: – Local light field – Transformations on local light field Case studies: – Diffuse soft shadows – Solar oven – Adaptive shading sampling Conclusions and future directions

Adaptive shading sampling Monte-Carlo ray tracing Blurry regions need fewer shading samples

Adaptive shading sampling Per-pixel prediction of max. frequency (bandwidth) – Based on curvature, BRDF, distance to occluder, etc. – No spectrum computed, just estimate max frequency Per-pixel bandwidth criterion

Adaptive shading sampling Per-pixel prediction of max. frequency (bandwidth) – Based on curvature, BRDF, distance to occluder, etc. – No spectrum computed, just estimate max frequency Shading samples

Uniform sampling 20,000 samples

Adaptive sampling 20,000 samples

Overview Previous work Our approach: – Local light field – Transformations on local light field Case studies: – Diffuse soft shadows – Adaptive shading sampling Conclusions and future directions

Conclusions Unified framework: – For frequency analysis of radiance – In both space and angle – Simple mathematical operators – Extends previous analyses Explains interesting lighting effects: – Soft shadows, caustics Proof-of-concept: – Adaptive sampling

Future work More experimental validation on synthetic scenes Extend the theory: – Bump mapping, microfacet BRDFs, sub-surface scattering… – Participating media – Wave optics Applications to rendering: – Photon mapping, spatial sampling for PRT – Revisit traditional techniques Vision and shape from shading 3D displays aliasing Optics and computational photography

Acknowledgments Jaakko Lehtinen Reviewers of the MIT and ARTIS graphics groups Siggraph reviewers This work was supported in part by: – NSF CAREER award Transient Signal Processing for Realistic Imagery – NSF CISE Research Infrastructure Award ( EIA ) – ASEE National Defense Science and Engineering Graduate fellowship – INRIA Équipe associée – Realreflect EU IST project – MIT -France

Why Local Light Field? Linearization: –   tan  – Curvature – Extension to 3D Local information is what we need: – Local frequency content, for local sampling – Based on local properties of the scene (occluders)

Other bases? We’re not using Fourier as a function basis – Don’t recommend it, actually – Just used for analysis, understanding, predictions Results are useable with any other base: – Wavelets, Spherical Harmonics, point sampling, etc – Max. frequency translates in sampling rate Analysis relies on Fourier properties: – Especially the convolution theorem

Reflection on a surface: Full summary Angle of incidence Curvature Cosine/Fresnel term Mirror re-parameterization BRDF Curvature

Reflection on a surface: Full summary Angle of incidence: scaling Curvature: shear in angle Cosine/Fresnel term: multiplication/convolution Mirror re-parameterization BRDF: convolution/multiplication Curvature: shear in angle