Real-Time Depth Buffer Based Ambient Occlusion

Slides:



Advertisements
Similar presentations
GR2 Advanced Computer Graphics AGR
Advertisements

SI31 Advanced Computer Graphics AGR
13.1 si31_2001 SI31 Advanced Computer Graphics AGR Lecture 13 An Introduction to Ray Tracing.
Ambient Occlusion Fields and Decals in Infamous 2
Exploration of advanced lighting and shading techniques
CS123 | INTRODUCTION TO COMPUTER GRAPHICS Andries van Dam © 1/16 Deferred Lighting Deferred Lighting – 11/18/2014.
Parallax-Interpolated Shadow Map Occlusion
Exploration of bump, parallax, relief and displacement mapping
Week 9 - Friday.  What did we talk about last time?  Area lighting  Environment mapping  Blinn and Newell's method  Sphere mapping  Cubic environmental.
Computer graphics & visualization Global Illumination Effects.
Lecture 14 Illumination II – Global Models
Real-Time Rendering Self-Shadowing
Computer Graphics In4/MSc Computer Graphics Lecture Notes #15 Illumination III View Independent Rendering.
Ray Tracing CMSC 635. Basic idea How many intersections?  Pixels  ~10 3 to ~10 7  Rays per Pixel  1 to ~10  Primitives  ~10 to ~10 7  Every ray.
Week 10 - Monday.  What did we talk about last time?  Global illumination  Shadows  Projection shadows  Soft shadows.
3D Graphics Rendering and Terrain Modeling
Two Methods for Fast Ray-Cast Ambient Occlusion Samuli Laine and Tero Karras NVIDIA Research.
Separable Approximation of
I3D Fast Non-Linear Projections using Graphics Hardware Jean-Dominique Gascuel, Nicolas Holzschuch, Gabriel Fournier, Bernard Péroche I3D 2008.
Real-Time Rendering Paper Presentation Imperfect Shadow Maps for Efficient Computation of Indirect Illumination T. Ritschel T. Grosch M. H. Kim H.-P. Seidel.
CS6500 Adv. Computer Graphics © Chun-Fa Chang, Spring 2003 Object-Order vs. Screen-Order Rendering April 24, 2003.
GLSL Applications: 2 of 2 Patrick Cozzi University of Pennsylvania CIS Spring 2011.
Skin Rendering GPU Graphics Gary J. Katz University of Pennsylvania CIS 665 Adapted from David Gosselin’s Power Point and article, Real-time skin rendering,
Image-Based Proxy Accumulation for Real-Time Soft Global Illumination Peter-Pike Sloan, Naga K. Govindaraju, Derek Nowrouzezahrai *, John Snyder Microsoft.
Fast Global-Illumination on Dynamic Height Fields
CIS 681 Distributed Ray Tracing. CIS 681 Anti-Aliasing Graphics as signal processing –Scene description: continuous signal –Sample –digital representation.
Lecture 8 Advanced Rendering – Ray Tracing, Radiosity & NPR.
Part I: Basics of Computer Graphics Rendering Polygonal Objects (Read Chapter 1 of Advanced Animation and Rendering Techniques) Chapter
Use of Silhouette Edges and Ambient Occlusion in Particle Visualization James L. Bigler School of Computing August 16, 2004 Oral defense of.
02/04/03 Page 1 Rendering Visibility Lighting Texturing.
Post-rendering Cel Shading & Bloom Effect
Computer Graphics Shadows
Deep Screen Space Oliver Nalbach, Tobias Ritschel, Hans-Peter Seidel.
Computer Graphics Mirror and Shadows
Direct Illumination with Lazy Visibility Evaluation David Hart Philip Dutré Donald P. Greenberg Cornell University SIGGRAPH 99.
Ray Tracing Primer Ref: SIGGRAPH HyperGraphHyperGraph.
What is Computer Graphics and Image Processing? lAll visual computer output depends on computer graphics and image processing. l3D computer graphics is.
Technology and Historical Overview. Introduction to 3d Computer Graphics  3D computer graphics is the science, study, and method of projecting a mathematical.
Computer graphics & visualization REYES Render Everything Your Eyes Ever Saw.
Realtime Caustics using Distributed Photon Mapping Johannes Günther Ingo Wald * Philipp Slusallek Computer Graphics Group Saarland University ( * now at.
01/28/05© 2005 University of Wisconsin Last Time Improving Monte Carlo Efficiency.
Today More raytracing stuff –Soft shadows and anti-aliasing More rendering methods –The text book is good on this –I’ll be using images from the CDROM.
Culling Techniques “To cull” means “to select from group” In graphics context: do not process data that will not contribute to the final image The “group”
Jonathan M Chye Technical Supervisor : Mr Matthew Bett 2010.
Graphics Graphics Korea University cgvr.korea.ac.kr 1 Chapter 6 Special Effects 강 신 진강 신 진
CS447/ Realistic Rendering -- Radiosity Methods-- Introduction to 2D and 3D Computer Graphics.
Image-based Rendering. © 2002 James K. Hahn2 Image-based Rendering Usually based on 2-D imagesUsually based on 2-D images Pre-calculationPre-calculation.
1 Perception and VR MONT 104S, Fall 2008 Lecture 21 More Graphics for VR.
Radiosity Jian Huang, CS594, Fall 2002 This set of slides reference the text book and slides used at Ohio State.
Advanced Computer Graphics Shadow Techniques CO2409 Computer Graphics Week 20.
Global Illumination. Local Illumination  the GPU pipeline is designed for local illumination  only the surface data at the visible point is needed to.
Lecture 6 Rasterisation, Antialiasing, Texture Mapping,
Photo-realistic Rendering and Global Illumination in Computer Graphics Spring 2012 Hybrid Algorithms K. H. Ko School of Mechatronics Gwangju Institute.
Rendering & Compositing Jeremy Huddleston Companion Maya/Renderman/Shake Data:
Ray Tracing Fall, Introduction Simple idea  Forward Mapping  Natural phenomenon infinite number of rays from light source to object to viewer.
Real-Time Relief Mapping on Arbitrary Polygonal Surfaces Fabio Policarpo Manuel M. Oliveira Joao L. D. Comba.
Real-Time Dynamic Shadow Algorithms Evan Closson CSE 528.
Ambient Occlusion Patrick Cozzi University of Pennsylvania CIS Fall 2013.
Global Illumination (3) Path Tracing. Overview Light Transport Notation Path Tracing Photon Mapping.
David Luebke3/12/2016 Advanced Computer Graphics Lecture 3: More Ray Tracing David Luebke
09/23/03CS679 - Fall Copyright Univ. of Wisconsin Last Time Reflections Shadows Part 1 Stage 1 is in.
Distributed Ray Tracing. Can you get this with ray tracing?
Reconstruction For Rendering distribution Effect
© University of Wisconsin, CS559 Fall 2004
GPU Graphics Gary J. Katz University of Pennsylvania CIS 665
© 2003 University of Wisconsin
UMBC Graphics for Games
(c) 2002 University of Wisconsin
Patrick Cozzi University of Pennsylvania CIS Fall 2012
Directional Occlusion with Neural Network
Presentation transcript:

Real-Time Depth Buffer Based Ambient Occlusion Miguel Sainz Slide 1

Motivation Ambient occlusion approximates soft outdoor lighting (sky light) It gives perceptual clues of depth, curvature, and spatial proximity Traditional methods require pre-processing (bad for dynamic scenes) It can be done as a full screen pass It provides a GI look Slide 2

Ambient occlusion P Integral over the hemisphere Ω Weighted by cosine term for diffuse shading V( ) typically attenuated with distance to P

Why screen space? eye Depth buffer contains an approximate representation of the scene (micro patches) No dependence on scene complexity No pre-calculation (dynamic scenes are OK) Needs to work in world space or eye space (AO is a world space phenomenon) May also require a normal buffer z (Sampling of surfaces visible from the camera) Add Figure with: frustum, eye-space sphere with radius R, rays from eye to sphere

Related work - I3D 07 [Shanmugam and Okan 07] z p Approximate eye-space pixels by micro spheres Accumulate occlusion of spheres in a kernel Over-occlusion artifacts Because spheres don’t occlude one another z p Redo figs on pp Cite [] as caption of figure Uses normal + depth buffers

Horizon Split Ambient Occlusion (HSAO) eye Trace rays in screen space Sampling based (stochastic) Treat depth buffer as a height field No preprocessing required High quality (compared to a raytracer)

HSAO - Intuition Hemisphere can be partitioned in two parts based on the “horizon” Red rays are always occluded Grey rays are undetermined and need to be traced The horizon angle can be found by stepping along the tangent T(θ) θ Horizon angle Put animation P T(θ)

Horizon determination For each tangent ray Iterative approach N steps per ray Ray deflection towards surface Remove pseudocode ANIMATION

Horizon integration Piece-wise linear approximation of the horizon Closed form integral of occlusion contribution Improve figs (show h, show theta, show radius 1)

Normal occluders - intuition On some surface orientations will not hit any tangent V N P Horizon Normal

Normal occluders Ray marching Angle range constrained by the horizon Closed form for ray direction and AO integration Imrove fig (heights)

Additional Tweaks Linear attenuation Smart Blur Final compositing Remove banding discontinuities at the boundaries Smart Blur Remove the noise artifacts Use depth information to avoid edge leaking Final compositing Multiplier or ambient term

Dragon Resolution: 800x600 AO Render Time: 8.6ms Trace Radius: 1/4 Model’s Width Horizon Rays: 8 Number of steps: 8 Normal Rays per Direction: 2

Ray Marched!!! Dragon Resolution: 800x600 AO Render Time: 226.1 ms Trace Radius: 1/4 Model’s Width Number of Directions: 16 Number of steps: 16 Normal Rays per Direction: 8 Ray Marched!!!

Cornell Box Resolution: 800x800 AO Render Time: 16.9 ms Trace Radius: 1/4 Model’s Width Horizon Rays: 8 Number of steps: 8 Normal Rays per Direction: 2

Ray Marched!!! Cornell Box Resolution: 800x800 AO Render Time: 110.2 ms Trace Radius: 1/4 Model’s Width Number of directions: 16 Number of steps: 16 Normal Rays per Direction: 4 Ray Marched!!!

Demo time!!!

Speed-up tricks Shrink buffer Warp previous frame onto current (keep around depth buffer too) Attenuate and clip with distance Less (or none) normal contribution

For more information Contact me at msainz@nvidia.com Slides, code and whitepaper developer.nvidia.com (Thanks to Rouslan Dimitrov and Louis Bavoil)