Download presentation
Presentation is loading. Please wait.
1
Jiaping Wang 1 Peiran Ren 1,3 Minmin Gong 1 John Snyder 2 Baining Guo 1,3 1 Microsoft Research Asia 2 Microsoft Research 3 Tsinghua University
2
Complex, detailed reflectance Spatial/temporal variation All BRDF types: parametric ↔ measured isotropic ↔ anisotropic glossy ↔ mirror-like
3
Previous work Temporal Variation Spatial Variation static single BRDF SVBRDF dynamic
4
Previous work [Wang04] [Ng03] [Wang04] [Liu04] [Wang06] [Tsai06] [Krivanek08] Temporal Variation Spatial Variation static single BRDF SVBRDF dynamic
5
Previous work [Wang04] [Green06] [Green07] [Green06] Temporal Variation Spatial Variation static single BRDF SVBRDF dynamic
6
Previous work [Wang04] [Ben-Artzi06] [Sun07] [Ben-Artzi08] [Green06] [Ben-Artzi06] Temporal Variation Spatial Variation static single BRDF SVBRDF dynamic
7
Previous work [Wang04] [Green06] [Ben-Artzi06] Our method: - per-pixel SVBRDF - dynamic SVBRDF - all BRDF types - all-frequency Our method: - per-pixel SVBRDF - dynamic SVBRDF - all BRDF types - all-frequency [Wang09] Temporal Variation Spatial Variation static single BRDF SVBRDF dynamic
8
Rendering Equation 2D lighting 4D visibility 6D reflectance (SVBRDF) SVBRDF lightvisibility cosine o i n x
9
Precomputed Radiance Transfer Dot product [Sloan et al. 2002] light transfer light
10
Precomputed Radiance Transfer Dot product [Sloan et al. 2002] Triple product [Ng et al. 2004 ] light transfer light Light Transport & Precomputed BRDF × cosine light visibility
11
Precomputed Radiance Transfer Dot product [Sloan et al. 2002] Triple product [Ng et al. 2004 ] Ours method light transfer light BRDF × cosine light visibility light BRDFvisibilitycosine LT & P
12
Precomputed Radiance Transfer Dot product [Sloan et al. 2002] Triple product [Ng et al. 2004 ] Ours method light transfer light BRDF × cosine light visibility light BRDFvisibilitycosine LT & P
13
Algorithm Overview Spherical Gaussians o
15
Algorithm Overview Spherical Gaussians SSDF o Environment
16
Dynamic, spatial varying BRDF
17
o Outline Reflectance Representation Microfacet Model with SGs Visibility Representation Signed Spherical Distance Function Lighting & Rendering
18
o Outline Reflectance Representation Microfacet Model with SGs Visibility Representation Signed Spherical Distance Function Lighting & Rendering
19
trivial rotation all-frequency signals intensity sharpness center Spherical Gaussian (SG)
20
trivial rotation all-frequency signals intensity sharpness center Spherical Gaussian (SG) inner product: vector product:
21
SG Mixtures Sum of Multiple SGs : Origina l SG, N = 7SG, N = 3SG, N = 1
22
Microfacet BRDF Model [Cook 82] surface modeled by tiny mirror facets
23
Microfacet BRDF Model [Cook 82] surface modeled by tiny mirror facets shadow term fresnel term normal distribution Represented by SG
24
single-lobe, analytic approximation Cook-Torrance [Cook et al. 1981] Ward [Ward 1992] Blinn-Phong [Blinn 1977] Parametric Models
25
Parametric BRDFs
26
n u =8, n v =128 n u =25, n v =400 n u = 75, n v = 1200 7-lobe SGM ground truth Anisotropic Parametric Models
27
Measured BRDFs BRDF from [Matusik03] svBRDF from [Wang08] & [Lawance06]
28
Representation Efficiency Parametric BRDF Texturing of original BRDF parameters isotropic : 7 float/texel: diffuse, specular, shininess Anisotropic: 8 float/texel: diffuse, specular, shininess u/v Measured BRDF Texturing of SGs number of SGs Floats per SG floats per texel isotropic1-344~12 + 3 anisotropic2-7612~42 + 3
29
Normal Distribution in Half-vector Domain BRDF Slice in light-vector o BRDF Slices Half-vector Domain
30
SG Warping SG not closed under -1 approx. by per-SG warp of D *
31
SG Warping SG not closed under -1 approx. by per-SG warp of D *
32
Parametric svBRDF Painting
33
o Outline Reflectance Representation Microfacet Model with SGs Visibility Representation Signed Spherical Distance Function Lighting & Rendering
34
Visibility at one point scene binary visibility function x V(x,i)
35
Visibility Prerequisite Preserve sharp visibility boundary inner product for Diffuse Term vector product for Specular Term SGs ? ?
36
binary visibility, V(i) i0i0 i1i1 SSDF, V d (i) V d (i 1 ) V d (i 0 ) Spherical Signed Distance Function
37
SSDF-SG Product SSDFVisibility
38
SSDF-SG Product p p p SG centered at p SSDFVisibility p ≈ Approx. Visibility for p p
39
SSDF-SG Product p p p SG centered at p SSDFVisibility p ≈ Approx. Visibility for p =0.329 Inner product vector product
40
Per-pixel Shading & Shadowing
41
o Outline Reflectance Representation Microfacet Model with SGs Visibility Representation Signed Spherical Distance Function Lighting & Rendering
42
Point light directional light Local Light Source
43
prefiltered MIPMAP [Kautz et al. 2000] SGs (10 lobes) [Tsai and Shih 2006] for diffuse shading for specular shading Environment Light
44
prefiltered MIPMAP [Kautz et al. 2000] SGs (10 lobes) [Tsai and Shih 2006] for diffuse shading for specular shading Environment Light
45
Environment + Local Lighting
46
Rendering Summary: Diffuse Microfacet Model Environment Light
47
Rendering Summary: Diffuse Microfacet Model Environment Light Visibility in SSDF ● BRDF Slice in SGs Cosine Term in SGs Environment in SGs
48
Rendering Summary: Specular Microfacet Model Environment Light BRDF Slice in SGs Cosine Term in SGs Visibility in SSDF Prefiltered Environment ●
49
Performance Summary SceneBRDF Type svBRDF Resolusion svBRDF Size Env. FPS Pt. FPS Teapot CT (iso. 1 SG) 1024×10247.2MB171250 Dragon Ward (iso. 1 SG) 512×5121.8MB165231 DishBall AS (aniso. 7 SGs) 512×10244.1MB5530 DishCard card(iso. 2 SGs) 512×5124.2MB satin(aniso. 5 SGs) 850×85022.4MB4835 velvet (aniso. 2SGs) 850×8509.4MB168145 Testing Machine Intel Core2 Duo 3.2G CPU, 4GB memory nVidia Geforce 8800 Ultra graphics card
50
Performance Summary SceneBRDF Type svBRDF Resolusion svBRDF Size Env. FPS Pt. FPS Teapot CT (iso. 1 SG) 1024×10247.2MB171250 Dragon Ward (iso. 1 SG) 512×5121.8MB165231 DishBall AS (aniso. 7 SGs) 512×10244.1MB5530 DishCard card(iso. 2 SGs) 512×5124.2MB satin(aniso. 5 SGs) 850×85022.4MB4835 velvet (aniso. 2SGs) 850×8509.4MB168145 Testing Machine Intel Core2 Duo 3.2G CPU, 4GB memory nVidia Geforce 8800 Ultra graphics card
51
bump maps dynamic BRDFs anisotropic BRDFs measured BRDFs All-Frequency Visual Effects
52
parametric BRDFs measured SVBRDFs Reflectance Painting
53
Conclusion Overall method: glossy to mirror-like, detailed, dynamic reflectance all-frequency shadows real-time per-pixel shading SG mixtures for microfacet-based reflectance compact yet accurate fast rotation, warping, products SSDFs for visibility fast products with SG mixtures non-ghosting spatial interpolation
54
Conclusion Overall method: glossy to mirror-like, detailed, dynamic reflectance all-frequency shadows real-time per-pixel shading SG mixtures for microfacet-based reflectance compact yet accurate fast rotation, warping, products SSDFs for visibility fast products with SG mixtures non-ghosting spatial interpolation
55
Future work dynamic visibility inter-reflection anisotropic spherical Gaussian SSDF compression simpler SVBRDF acquisition
56
Future work dynamic visibility inter-reflection anisotropic spherical Gaussian SSDF compression simpler SVBRDF acquisition
57
Thank you for your attention.
59
Visibility Cuts [Cheslack-Postava et al.2008] Light-cut framework No highly glossy reflectance Highly tessellation Not real-time
60
SG Scaling Shadowing and Fresnel terms Assume low-frequency [Ashkmin01, Ngan05] approx. by per-SG scale
61
SSDF Compression PCA: binary visibility SSDF compressed SSDF
62
Error sources BRDF fitting error diffuse light fitting error SG warping error SSDF-SG product error SSDF compression error
63
SSDF-SG product error visibility function is approximate product is approximate inner product error typically less than 2% vector product error larger, but not visually significant error decreases as λ increases
64
SG mixtures N -lobe approximation violet-acrylic NDF [Ngan et al. 2005] origina l SG, N = 3 L2 = 6.2% SG, N = 2 L2 = 8.2% SG, N = 1 L2 = 25%
65
SG representation of lighting distant light → environment map (EM) diffuse shading: ○ fit EM with SG mixture (10 lobes) [Tsai and Shih 2006] specular shading: ○ prefilter EM with SGs of various λ [Kautz et al. 2000]
66
EM Prefiltering with SGs … … MIPMAP of prefiltered cubemaps λ reduced by 1/4 per level λ =21000, level 1 λ =329, level 4 λ =5.1, level 7
Similar presentations
© 2025 SlidePlayer.com. Inc.
All rights reserved.