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Atmospheric Effects Interactive Rendering of Atmospheric Scattering Effects Using Graphics Hardware Tsuyoshi Yamamoto Tomoyuki Nishita Tokyo University.

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Presentation on theme: "Atmospheric Effects Interactive Rendering of Atmospheric Scattering Effects Using Graphics Hardware Tsuyoshi Yamamoto Tomoyuki Nishita Tokyo University."— Presentation transcript:

1 Atmospheric Effects Interactive Rendering of Atmospheric Scattering Effects Using Graphics Hardware Tsuyoshi Yamamoto Tomoyuki Nishita Tokyo University Yoshinori Dobashi Hokkaido University

2 Atmospheric Effects Overview Introduction Rendering Light Beams Rendering the Earth’s Atmosphere - motivation - previous work - basic Idea - problems - high quality rendering - rendering sky - rendering the earth viewed from space Results Conclusion

3 Atmospheric Effects Overview Introduction Rendering Light Beams Rendering the Earth’s Atmosphere - motivation - previous work - basic Idea - problems - high quality rendering - rendering sky - rendering the earth viewed from space Results Conclusion Introduction - motivation - previous work Rendering Light Beams - basic Idea - problems - high quality rendering Rendering the Earth’s Atmosphere - rendering sky - rendering the earth viewed from space Results Conclusion

4 Atmospheric Effects Overview Introduction Rendering Light Beams Rendering the Earth’s Atmosphere - motivation - previous work - basic Idea - problems - high quality rendering - rendering sky - rendering the earth viewed from space Results Conclusion

5 Atmospheric Effects Real-time rendering of realistic images Real-time rendering of realistic images Atmospheric Scattering Effects Motivation - spotlights - sunlight through windows - earth’s atmosphere Real-time rendering of atmospheric effects Real-time rendering of atmospheric effects Our Goal: requires long computation time - scattering and absorption of light due to small particles

6 Atmospheric Effects Previous Work - use of voxels to store the intensity of light Volume rendering [e.g. Behrens98, Westermann98] - consuming texture memory for volume data - difficult to capture the edges of shafts of light edges of spotlight edges of shadows

7 Atmospheric Effects Previous Work Interleaved sampling [Keller01] - a general and efficient solution to the sampling problem - not optimal for rendering atmospheric scattering 2D texture based approach [Dobashi01, Everitt99] Earth’s atmosphere - no methods for real-time rendering of realistic images - use of shadow and projective texture mapping - artifacts due to sampling errors

8 Atmospheric Effects Proposed Method Rendering light beams - point/infinite light sources - uniform density of atmospheric particles Rendering earth’s atmosphere - sky - density decreases exponentially according to the height from the ground - the earth viewed from space Precise and efficient rendering of atmospheric effects

9 Atmospheric Effects Overview Introduction Rendering Light Beams Rendering the Earth’s Atmosphere - motivation - previous work - basic Idea - problems - high quality rendering - rendering sky - rendering the earth viewed from space Results Conclusion

10 Atmospheric Effects point source I eye viewpoint scattered light   T ls dttgtHtII 0 ),()(),()( Intensity at viewpoint Shading Model for Light Beams

11 Atmospheric Effects IsIs t point light viewpoint P IlIl tH)( : visibility function Shading Model for Light Beams   T ls dttgtHtII 0 ),()(),()( : intensity of light l tI),( : attenuation function tg),( Intensity at viewpoint

12 Atmospheric Effects Basic Idea Intensity at viewpoint [Dobashi00]   T ls dttgtHtII 0 ),()(),()(    n k1 l tI),( tg),( tH)( screen sampling plane viewpoint point light computed at lattices

13 Atmospheric Effects    n k1 Basic Idea l tI),( tg),( Intensity at viewpoint   T ls dttgtHtII 0 ),()(),()( tH)( light map texture mapping light map viewpoint point light [Dobashi00]

14 Atmospheric Effects    n k1 Basic Idea l tI),( tg),( Intensity at viewpoint   T ls dttgtHtII 0 ),()(),()( tH)( viewpoint point light [Dobashi00] object shadow mapping

15 Atmospheric Effects    n k1 Basic Idea l tI),( tg),( Intensity at viewpoint   T ls dttgtHtII 0 ),()(),()( tH)( viewpoint point light render sampling planes with additive blending [Dobashi00] object shadow mapping

16 Atmospheric Effects accumulation of errors in proportion to number of sampling planes quantization with 8 bit precision in most hardware - artifacts due to quantization errors Problems Many planes/lattices for high quality image Accuracy number of planes number of lattice points  - increase in rendering time rendering time  number of planes number of lattice points sampling errors pseudo-contours

17 Atmospheric Effects High Quality Rendering    n k1 s t II ),(   T ls dttgtHtII 0 ),()(),()(    tt t lks k k dttgtHtItI),()(),(),( IsIs t point light P IlIl tt Intensity at viewpoint

18 Atmospheric Effects High Quality Rendering    n k1 s t II ),(   T ls dttgtHtII 0 ),()(),()(    tt t lks k k dttgtHtItI),()(),(),( IsIs t point light P IlIl tt Intensity at viewpoint changes severely changes smoothly const. in  t

19 Atmospheric Effects High Quality Rendering    n k1 s t II ),(   T ls dttgtHtII 0 ),()(),()(    tt t lks k k dttgtHtItI),()(),(),( IsIs t point light P IlIl tt Intensity at viewpoint fhfh flfl    tt t l k k dttHtI)(),(   tt t k k dttg),( x

20 Atmospheric Effects High Quality Rendering    n k1 s t II ),(   T ls dttgtHtII 0 ),()(),()(    tt t lks k k dttgtHtItI),()(),(),( IsIs point light IlIl Intensity at viewpoint fhfh flfl    tt t l k k dttHtI)(),(   tt t k k dttg),( x = 1.0 scattered light scattering component

21 Atmospheric Effects High Quality Rendering    n k1 s t II ),(   T ls dttgtHtII 0 ),()(),()(    tt t lks k k dttgtHtItI),()(),(),( IsIs point light IlIl Intensity at viewpoint fhfh flfl    tt t l k k dttHtI)(),(   tt t k k dttg),( x scattering component ratio of reached light object Illumination component

22 Atmospheric Effects sub-planes for accurate sampling use of texture to store pre-integrated values High Quality Rendering Illumination component fh:fh:   tt t l k k dttHtI)(),( Scattering component fl:fl:   tt t k k dttg),( - changes smoothly - can be sampled at a large interval - includes visibility H and intensity distribution I l - must be sampled at a short interval

23 Atmospheric Effects sub-planes for accurate sampling use of texture to store pre-integrated values High Quality Rendering - changes smoothly - can be sampled at a large interval - includes visibility H and intensity distribution I l - must be sampled at a short interval Illumination component fh:fh:   tt t l k k dttHtI)(),( Scattering component fl:fl:   tt t k k dttg),(

24 Atmospheric Effects Textures for Scattering Component     tt t c ckl k k dt s ts Ftf 2 ))(exp( ),(),(   (point light) tktk  viewpoint point light s t P’ tt P : phase function )( , F cc : density  : attenuation ratio  : phase angle s : distance between light and P’ t : distance between viewpoint and P’ tktk : distance between viewpoint and P sampling plane k sampling plane k+1

25 Atmospheric Effects P’ P     tt t c ckl k k dt s ts Ftf 2 ))(exp( ),(),(    s point light (point light) sampling plane k sampling plane k+1 tktk viewpoint t tt - local coordinate UV P(u, v) Q P’(u’, v) U V k tuut  ' su/'cos  222 'vus  Textures for Scattering Component

26 Atmospheric Effects  s point light P’(u’, v) sampling plane k sampling plane k+1 tktk viewpoint t tt P(u, v) ),,(),,( vuqcvuf kl  )exp( kck tc  ' ' ))''(exp( )),'/'((cos),,( 22 22 221 du vu uuvu vuuFvuq c tu u c         x k c : constant for each sampling plane vuq),,( : 2D texture f l is evaluated precisely since texture stores integrated values Q U V reducing quantization errors Textures for Scattering Component

27 Atmospheric Effects sub-planes for accurate sampling use of texture to store pre-integrated values High Quality Rendering - changes smoothly - can be sampled at a large interval - includes visibility H and intensity distribution I l - must be sampled at a short interval Illumination component fh:fh:   tt t l k k dttHtI)(),( Scattering component fl:fl:   tt t k k dttg),(

28 Atmospheric Effects light Computation of Illumination Component    tt t lkh k k dttHtItf)(),(),( viewpoint sampling plane sub-plane - m k sub-planes between sampling planes k and k+1 - m k is determined adaptively strong intensity many sub-planes     1 0 )(),( 1 ),( k m j jjl k kh rHrI m tf r j : distance between viewpoint and sub-plane j

29 Atmospheric Effects light viewpoint sampling plane sub-plane Determining number of sub-planes, m k Determining number of sub-planes, m k 1. shoot a ray 2. compute intensity of scattered light 3. generate sub-planes in proportion to intensity use textures for scattering component Intensity of scattered light mkmk  :user-specified threshold  same contribution of each sub-plane to pixel intensity Computation of Illumination Component

30 Atmospheric Effects Overview Introduction Rendering Light Beams Rendering the Earth’s Atmosphere - motivation - previous work - basic Idea - problems - high quality rendering - rendering sky - rendering the earth viewed from space Results Conclusion

31 Atmospheric Effects Rendering Earth’s Atmosphere No shadows of objects Rendering Sky - extending method for light beams Rendering the earth viewed from space earth viewpoint atmosphere

32 Atmospheric Effects Rendering Earth’s Atmosphere No shadows of objects Rendering Sky - extending method for light beams Rendering the earth viewed from space atmosphere viewpoint earth - atmosphere is very thin layer covering the earth

33 Atmospheric Effects Rendering Earth’s Atmosphere No shadows of objects Rendering Sky - extending method for light beams Rendering the earth viewed from space atmosphere viewpoint earth sampling spheres - use of sampling spheres instead of sampling plane - atmosphere is very thin layer covering the earth

34 Atmospheric Effects Rendering Earth’s Atmosphere No shadows of objects Rendering Sky - extending method for light beams Rendering the earth viewed from space - atmosphere is very thin layer covering the earth - use of sampling spheres instead of sampling plane atmosphere viewpoint earth sampling spheres

35 Atmospheric Effects Intensity at viewpoint Intensity at viewpoint Rendering Sky   T vlsunv dttgsgt  FII 0 ),(),(),(),()()(  sun I)( : intensity of sunlight l sg),( : attenuation ratio between P s and P v tg),( : attenuation ratio between P and P v F),(  : phase function : density of particles t  ),(  s t P viewpoint earth PsPs atmosphere PvPv sun I

36 Atmospheric Effects Rendering Sky Intensity at viewpoint Intensity at viewpoint   T vlsunv dttgsgt  FII 0 ),(),(),(),()()(  sun I)( : intensity of sunlight v tg),( : attenuation ratio between P s and P l sg),( : attenuation ratio between P and P v F),(  : phase function : density of particles t  ),( earth viewpoint atmosphere PvPv

37 Atmospheric Effects Rendering Sky Intensity at viewpoint Intensity at viewpoint earth viewpoint atmosphere PvPv       n k k j jvlsunv tgsgtFII 1 1 1 ),(),()(),()()( R  P PsPs k k+1 sun I)( : intensity of sunlight l sg),( : attenuation ratio between P s and P F),(  : phase function ),( kv tg  : attenuation between sampling planes k and k+1 t)( R : cumulative density of particles between sampling planes k and k+1 sun I

38 Atmospheric Effects earth Rendering Sky Algorithm Algorithm create textures of g l,  g v, R for k = n to 1, repeat: - map g l,  g v, R textures onto sampling plane k Intensity at viewpoint Intensity at viewpoint       n k k j jvlsunv tgsgtFII 1 1 1 ),(),()(),()()( R  viewpoint PvPv

39 Atmospheric Effects earth Rendering Sky Algorithm Algorithm create textures of g l,  g v, R for k = n to 1, repeat: - map g l,  g v, R textures onto sampling plane k Intensity at viewpoint Intensity at viewpoint       n k k j jvlsunv tgsgtFII 1 1 1 ),(),()(),()()( R  - compute I sun F at lattice points viewpoint PvPv

40 Atmospheric Effects earth Rendering Sky Algorithm Algorithm create textures of g l,  g v, R for k = n to 1, repeat: - map g l,  g v, R textures onto sampling plane k - draw plane with blending: FB = FB x  g v + F x R x g l ( FB : frame buffer) intensity of scattered light attenuation Intensity at viewpoint Intensity at viewpoint       n k k j jvlsunv tgsgtFII 1 1 1 ),(),()(),()()( R  viewpoint PvPv - compute I sun F at lattice points

41 Atmospheric Effects earth Rendering Sky Algorithm Algorithm create textures of g l,  g v, R for k = n to 1, repeat: - map g l,  g v, R textures onto sampling plane k - draw plane with blending: FB = FB x  g v + F x R x g l ( FB : frame buffer) intensity of scattered light attenuation Intensity at viewpoint Intensity at viewpoint       n k k j jvlsunv tgsgtFII 1 1 1 ),(),()(),()()( R  viewpoint PvPv - compute I sun F at lattice points

42 Atmospheric Effects Rendering Sky Textures of Textures of g l,  g v, R sun I P viewpoint earth PsPs s atmosphere : extinction coefficient (constant)  : density of particles  )exp()(ahh  ( a : const)   s PP dll 0 ))()(exp(  sl PPg),( PvPv h

43 Atmospheric Effects Rendering Sky sun I P viewpoint earth PsPs atmosphere h ll s Textures of Textures of g l,  g v, R PvPv : extinction coefficient (constant)  : density of particles  )exp()(ahh  ( a : const)   s PP dll 0 ))()(exp(  sl PPg),( ),,(),(  llsl hgPPg 

44 Atmospheric Effects ),,(),(  vvvv hgPPg  ),,(),(  vv hRPPR  ),,(),(  llsl hgPPg  Rendering Sky sun I P viewpoint earth PsPs atmosphere h vv Textures of Textures of g l,  g v, R store as 2D textures PvPv : extinction coefficient (constant)  : density of particles  )exp()(ahh  ( a : const)   s PP dll 0 ))()(exp(  sl PPg),(

45 Atmospheric Effects Overview Introduction Rendering Light Beams Rendering the Earth’s Atmosphere - motivation - previous work - basic Idea - problems - high quality rendering - rendering sky - rendering the earth viewed from space Results Conclusion

46 Atmospheric Effects Experimental Results #planes: 40 mesh: 60x60 #planes: 160 mesh: 60x60 #planes: 30 #sub-planes: 120 (ave.) mesh: 10x10 previous method proposed method computer: Athlon 1.7GHz, GeForce3

47 Atmospheric Effects Experimental Results Image size: 300x450 computer: Athlon 1.7GHz, GeForce3 # of planes (sub- planes) time result method 40 0.13 [sec.] previous ray-tracing 29 [sec.] - interleaved [Keller01] 0.12 [sec.] 160 mesh 60x9010x15 - 23 (174) 0.08 [sec.] proposed 10x15

48 Atmospheric Effects Experimental Results # of planes (sub- planes) time result method 40 0.13 [sec.] previous ray-tracing 29 [sec.] - interleaved [Keller01] 0.12 [sec.] 160 Image size: 300x450 computer: Athlon 1.7GHz, GeForce3 mesh 60x9010x15 - 23 (174) 0.08 [sec.] proposed 10x15

49 Atmospheric Effects Results sampling plane: 9 sub-plane:309 sampling plane: 30 sub-plane:263 Image size: 720x480 computer: Athlon 1.7GHz, GeForce3 time: 0.32 [sec.] time: 0.12 [sec.]

50 Atmospheric Effects sampling plane: 100(sky) 30(shaft) sub-plane:135 time: 0.16 [sec.] Results Image size: 720x480 computer: Athlon 1.7GHz, GeForce3 sampling sphere: 10 time: 0.06 [sec.]

51 Atmospheric Effects DEMO Real-time Animation Using Note PC Pentium III (1.2 GHz) Nvidia GeForce 2 Go

52 Atmospheric Effects Conclusion Fast rendering of atmospheric effects - 2D textures to store intensities of scattered light - sub-planes for precise sampling of shadows - rendering of sky Rendering of light beams Extension to rendering earth’s atmosphere - rendering of earth viewed from space


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