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Interactive Rendering of Translucent Deformable Objects Tom Mertens 1, Jan Kautz 2, Philippe Bekaert 1, Hans-Peter Seidel 2, Frank Van Reeth 1 1 2
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Overview Goal Previous work Translucency model Our method Implementation Discussion, results and future work
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Problem: Translucency BRDFBSSRDF
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Previous work Jensen et al. (SIGGRAPH ’01): –BSSRDF model Jensen et al. (SIGGRAPH ’02): –fast, production quality rendering Lensch et al. (PG ’02), Hao et al. (GI ’03), Carr et al. (GHW’03), Sloan et al. (SIGGRAPH’02-’03): –interactive, real-time rendering with precomputation Our paper: –interactive rendering –varying geometry and material (no precomputation)
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BSSRDF model function of distance introduced by Jensen et al. (SIGGRAPH’01) multiple scattering materials with high albedo: marble, milk, wax, skin,…
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BSSRDF model function of distance introduced by Jensen et al. (SIGGRAPH’01) multiple scattering materials with high albedo: marble, milk, wax, skin,…
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Integrating the BSSRDF hierarchical approach (Jensen et al. ‘02) –decouple light and surface sampling, –decouple light sampling from geometry –2-pass method: irradiance sampling – integration with octree –limitation: rebuilding samples & octree our method –integration ~ hierarchical radiosity mesh based: beneficial for geometry updates hierarchy = clustered triangles form factor for BSSRDF: fast local integration
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Our Method boundary element method
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Our Method boundary element method discretized irradiance discretized radiance
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Our Method boundary element method form factor discretized irradiance discretized radiance
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example
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sample irradiance
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pull irradiance
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link roots
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subdivide link
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subdivide link again
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gather
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push
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Hierarchical Evaluation hierarchy = clustered triangles –tree hierarchy subdivision: 4-to-1 splits face clustering evaluation ~ hierarchical radiosity 1.irradiance sampling + pull 2.construct link hierarchy 3.gather over each link 4.push + average at vertices “oracle” = solid angle interactions at different levels –speed advantage
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Form Factor: (mid)point to triangle semi-analytical –Taylor expansion advantages: –fast –accurate –noiseless indispensable for local integration more distant: 1 sample area integral integral over edges recursive midpoint
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Form Factor: point to triangle semi-analytical –Taylor expansion advantages: –fast –accurate –noiseless indispensable for local integration more distant: 1 sample
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Form Factor: point to triangle semi-analytical –Taylor expansion advantages: –fast –accurate –noiseless indispensable for local integration more distant: 1 sample point samplingform factor
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Implementation stored links –incremental updates –promote/demote links –real-time frame rate render on-the-fly –instant feedback –less memory overhead –interactive frame rate irradiance –point light (+ shadow) –environment map GPU –fresnel –tone mapping –shadow map
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Results 5-10 fps for 10-20K tris models –dual Xeon 2.4Ghz; ATI Radeon 9700 Demo video material changecandle twistshadow leakPerlin noise deformation
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Discussion practical technique for interactive applications speed advantage over previous hierarchical algorithm: –gathering in higher levels –efficient local integration –consistent hierarchy after deformation limitation = mesh –needs hierarchy –limited by resolution –fixed topology interactive applications often mesh-based anyway
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Future Work recycle radiosity techniques –adaptive meshing, high order interpolation,… –improved oracle function varying topology full GPU implementation non-homogeneous media
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Acknowledgements Jens Vorsatz (mesh hierarchies) P. Debevec (light probes) funding: –European Regional Development Fund –Marie Curie doctoral fellowship
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