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Realistic Reflections and Refractions on Graphics Hardware with Hybrid Rendering and Layered Environment Maps Ziyad S. Hakura John M. Snyder Ziyad S. Hakura John M. Snyder
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Goal: Real-time rendering of Parameterized Image Spaces including Photorealistic, Reflective/Refractive Objects Goal: Real-time rendering of Parameterized Image Spaces including Photorealistic, Reflective/Refractive Objects Viewpoint Position Object Motion Object Motion
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Parameterized Image Spaces Space can be 1D, 2D, 3D or more Content author specifies parameters Space can be 1D, 2D, 3D or more Content author specifies parameters Light motion Viewpoint position Object motion
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Parameterized Image Spaces: Application Examples
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Animated Mechanism Animated Mechanism viewpoint x time
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Cockpit Lighting Cockpit Lighting Day light Night sky viewpoint x time of day
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Interactive Toy Story Limited viewpoint motion Head motion parallax puts the user “in the scene” Character parameters e.g. happiness/sadness Rose98, Gleicher98, Popović99 Limited viewpoint motion Head motion parallax puts the user “in the scene” Character parameters e.g. happiness/sadness Rose98, Gleicher98, Popović99 viewpoint x time x emotional state
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Overall Model
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Ray Tracing vs. Hybrid Rendering Ray Tracing Hybrid Rendering
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Related Work IBR Gortler96, Levoy96, Miller98, Wood00 Reflections Diefenbach96, Ofek98, Cabral99, Lischinski98, Bastos99 Refractions Heidrich99, Zongker99, Chuang00 Ray Tracing Kajiya86, Pharr97 IBR Gortler96, Levoy96, Miller98, Wood00 Reflections Diefenbach96, Ofek98, Cabral99, Lischinski98, Bastos99 Refractions Heidrich99, Zongker99, Chuang00 Ray Tracing Kajiya86, Pharr97
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Our Related Work Parameterized Texture Maps Hakura00 “pasted on” look away from pre-rendered views Parameterized Environment Maps Hakura01 view samples must be close together no refractions Parameterized Texture Maps Hakura00 “pasted on” look away from pre-rendered views Parameterized Environment Maps Hakura01 view samples must be close together no refractions
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Outline Greedy Ray Path Shading Model Fitting Environment Maps Hybrid Rendering Runtime Results and Conclusions Greedy Ray Path Shading Model Fitting Environment Maps Hybrid Rendering Runtime Results and Conclusions
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Greedy Ray Path Shading Model N N Reflective Path Reflective Path Refractive Path Refractive Path Trace two ray paths until rays exit object. Refractive Lens Object
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Greedy Ray Path Shading Model N N Reflective Path Reflective Path Refractive Path Refractive Path Trace two ray paths until rays exit object. Propagate child ray of greatest Fresnel coefficient. Trace two ray paths until rays exit object. Propagate child ray of greatest Fresnel coefficient. Refractive Lens Object
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Comparison of Shading Models Full binary ray tree Two-term greedy ray path Two-term greedy ray path
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Outline Greedy Ray Path Shading Model Fitting Environment Maps Hybrid Rendering Runtime Results and Conclusions Greedy Ray Path Shading Model Fitting Environment Maps Hybrid Rendering Runtime Results and Conclusions
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Impostor Fitting Algorithm For each point in parameter space For each local lens object generate outgoing rays in ray tracer record intersections with environment cluster intersections into layers fit textured impostor to each layer For each point in parameter space For each local lens object generate outgoing rays in ray tracer record intersections with environment cluster intersections into layers fit textured impostor to each layer
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Layered Environment Maps (EMs)
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EM Geometry Types Sphere at infinity Sphere Box Ellipsoid Cylinder Quadrilateral Sphere at infinity Sphere Box Ellipsoid Cylinder Quadrilateral
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Linear Hardware Model A x = b Unknown Texture Pixels Ray-Traced Image HW Filter Coefficients Hardware Render Hardware Render Screen Texture
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Inferred EMs original image
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Inferred EMs L 1 cup L 1 cup L 2 cols L 2 cols L 3 walls L 3 walls Reflection Term Reflection Term Refraction Term Refraction Term Inferred Environment Maps
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Outline Greedy Ray Path Shading Model Fitting Environment Maps Hybrid Rendering Runtime Results and Conclusions Greedy Ray Path Shading Model Fitting Environment Maps Hybrid Rendering Runtime Results and Conclusions
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Adaptive Tessellation Two criteria: ray path “topology” outgoing ray distance Consider both terms of shading model Two criteria: ray path “topology” outgoing ray distance Consider both terms of shading model
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Texture Coordinate Generation
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Overlaying/Blending Passes L R = L 1 (u R1,v R1 ) over L 2 (u R2,v R2 ) over L 3 (u R3,v R3 ) L T = L 1 (u T1,v T1 ) over L 2 (u T2,v R2 ) over L 3 (u T3,v T3 ) L R = L 1 (u R1,v R1 ) over L 2 (u R2,v R2 ) over L 3 (u R3,v R3 ) L T = L 1 (u T1,v T1 ) over L 2 (u T2,v R2 ) over L 3 (u T3,v T3 ) reflection term refraction term
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L R = L 1 (u R1,v R1 ) over L 2 (u R2,v R2 ) over L 3 (u R3,v R3 ) L T = L 1 (u T1,v T1 ) over L 2 (u T2,v R2 ) over L 3 (u T3,v T3 ) Single viewpoint (i): L i = L R i F R G R + L T i F T G T Blended viewpoint: L = L i + L i+1 (1- ) Requires 4n passes, where n is number of layers L R = L 1 (u R1,v R1 ) over L 2 (u R2,v R2 ) over L 3 (u R3,v R3 ) L T = L 1 (u T1,v T1 ) over L 2 (u T2,v R2 ) over L 3 (u T3,v T3 ) Single viewpoint (i): L i = L R i F R G R + L T i F T G T Blended viewpoint: L = L i + L i+1 (1- ) Requires 4n passes, where n is number of layers reflection term refraction term Overlaying/Blending Passes
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Outline Greedy Ray Path Shading Model Fitting Environment Maps Hybrid Rendering Runtime Results and Conclusions Greedy Ray Path Shading Model Fitting Environment Maps Hybrid Rendering Runtime Results and Conclusions
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1D viewspace circling teapot 8º separation between view samples simultaneous solution over 5 viewpoints 3 layers for teapot, 2 for cup 1D viewspace circling teapot 8º separation between view samples simultaneous solution over 5 viewpoints 3 layers for teapot, 2 for cup Experimental Setup
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Ray-Traced vs. Hybrid Ray-Traced 480 sec/frame Ray-Traced 480 sec/frame Hybrid Rendered 19 sec/frame Hybrid Rendered 19 sec/frame
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Benefit of Hybrid Rendering over Ray-Tracing Lower cost Adaptive ray-tracing algorithm Lower cost and higher predictability Greedy two-term shading model Environment substitution with layered shells Lower cost Adaptive ray-tracing algorithm Lower cost and higher predictability Greedy two-term shading model Environment substitution with layered shells
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Future Work Compression with hybrid rendering Handling glossy objects Matching full binary tree renderings More efficient pre-rendering Multi-dimensional Ray-Tracing Accelerating ray traced animations Making it faster (local ray tracing hardware?) Compression with hybrid rendering Handling glossy objects Matching full binary tree renderings More efficient pre-rendering Multi-dimensional Ray-Tracing Accelerating ray traced animations Making it faster (local ray tracing hardware?)
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End
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Overall Model
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Greedy Ray Path Shading Model = = result reflection term refraction term * * * * + + T T F T G T R R F R G R
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Surface Light Fields [Miller98,Wood00] Surface Light Field Dense sampling over surface points of low-resolution lumispheres Dense sampling over surface points of low-resolution lumispheres PEM Sparse sampling over viewpoints of high-resolution EMs Sparse sampling over viewpoints of high-resolution EMs
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Why Fit Impostors?
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geometric error of impostor Fitting accounts for:
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Why Fit Impostors? geometric error of impostor view-dependent shading in environment geometric error of impostor view-dependent shading in environment Fitting accounts for:
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Why Fit Impostors? geometric error of impostor view-dependent shading in environment geometric error of impostor view-dependent shading in environment Fitting accounts for:
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simultaneous inference over multiple views nearby views of lens object “direct” views (without lens object) solve confidence-weighted least squares simultaneous inference over multiple views nearby views of lens object “direct” views (without lens object) solve confidence-weighted least squares ray propagation incoming outgoing Preventing Disocclusion Artifacts
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with without Preventing Disocclusion Artifacts
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