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Working Group « Pre-Filtering »
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Why Pre-filtering? Complex light transports and complex materials extensively studied Today key issue = management of details Very large scenes Complex objects High quality, antialiased rendering requires costly integrals per pixel Adaptive multisampling not a solution Pre-filtering = pre-integrate as much as possible
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General equation Screen space Integral over pixel Change of variables
Integral over pixel footprint Introduction of a Local Illumination Model Change of variables Integral over surface maps
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Uncorrelation hypothesis
Consequence: average of product = product of averages Application (when hypothesis valid – cf discussion): Average color Average BRDF Average « visibility » Average shadow
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Parallax effects
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Outline Using uncorrelation hypothesis & neglecting parallax:
Color map filtering Normal map filtering Horizon map filtering Shadow map filtering Procedural map filtering Summary Discussion of correlation & parallax effects Conclusion
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Color map filtering IF parallax effects neglected
THEN simple linear filtering of color map → Can use hardware anisotropic filtering gives
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Normal map filtering
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Normal map filtering IF parallax effects neglected
THEN « simple » linear filtering of BRDF but BRDF = 4D function, not easy to store Simplification hypothesis: BRDF represented with 2D distribution of normals gives normal map
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Normal map filtering Direct methods
Represent fx with linear parameters, mipmap them Convolution methods Further assume that To use ergodicity relation We get Represent px with linear parameters, mipmap them
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Normal map filtering Representing 2D distributions:
Single Gaussian lobe represented with mean and second moments (linear parameters) 3D lobe, 2D lobe in tangent plane, isotropic or anisotropic, etc Second moments sometimes deduced from the mean (Toksvig) Multiple lobes Spherical harmonics
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Horizon map filtering
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Horizon map filtering Fraction of S visible from viewer AND light
Visibility represented with horizon map Reformulate with horizon distribution functions Or write V in a basis (e.g. Legendre Polynomials) (parallax effects neglected) H = Heaviside function, non linear Horizon map V now linear in px!
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Horizon map filtering Representing horizon angle distributions:
Gaussian with mean and second moment Correlation between view and light directions: approximations [Tan et al.] hotspot effect [Ashikhmin et al.]
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Shadow map filtering
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Shadow map filtering Average shadow (parallax neglected)
Reformulate with depth distributions Or write S in a basis (e.g. use Fourier series) H = Heaviside function, non linear Shadow map (= depth map from light) S now linear in ps! gives Other metod
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Shadow map filtering Representing depth distributions
Gaussian with mean and second moment
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Procedural map filtering
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Procedural map filtering
Global fading Smooth transition from f(x) to its average Drawback: attenuate ALL frequencies Analytic integration Drawback: almost always impossible to compute analytically Workaround: apply on each term separately Frequency clamping For methods using frequency synthesis (sum of sinusoids, of trochoids, of noise functions, etc)
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Summary To pre-filter a map M used in a non-linear function f(M,y)
Direct methods: use a « change of variable » to get f(M,y)=g(K,y) with g linear in the new variables K Pre-filter the new K variables Convolution methods: Introduce the parameter distribution (= histogram) to get f(M,y)=∫f(m,y)px(m)dm, with px(m)=δ(m- Mx) Pre-filter linear parameters representing the px functions (e.g. mean and second moments, coefficients in a basis, etc). AND, at runtime, evaluate « convolution » f*pA
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Summary Finding linear parameters characterizing a function:
Use moments Use a basis of functions Bk Use a spanning set of functions OR → spare representation ki generally not linearly interpolable (counter-example: k = moments), requires alignment of « lobes »
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Discussion Uncorrelation hypothesis False for small footprints
Correlations between color and reflectance For each color channel, weight normals with reflectancel Correlations between color and visibility Correlations between reflectance and visibility Correlations between view and light visibility Approximate solutions (cf above)
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Discussion Parallax effects Parallax offset
Could be handled separately Parallax Jacobian Not handled in existing works Possible solution for normals
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Discussion Silhouettes and curvature Curvature and normal maps
Curvature of base surface influences normals Unless normals stored in global frame (instead of tangent frame) Curvature also influences horizon angles Silhouettes Raw mesh resolution becomes visible Silhouette clipping, shell mapping, relief mapping, etc Very anisotropic footprints
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Discussion Mesh filtering and extreme filtering
At large distance, mesh itself must be pre- filtered Removed mesh details must be incorporated in surface maps (bump maps, normal maps, etc) Topology changes can occur e.g. Tree foliage becomes a « volume » at large distance
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Conclusion Many hard problems remain to be solved!
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