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Deep Screen Space Oliver Nalbach, Tobias Ritschel, Hans-Peter Seidel
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Screen Space Shading 3/15/2014Oliver Nalbach - Deep Screen Space2 [Bavoil et al. ‘08] [Ritschel et al. ‘09] [Jimenez et al. ‘09]
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Gathering in Screen Space 3/15/2014Oliver Nalbach - Deep Screen Space3
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Screen Space Tradeoffs Advantages Fast computation Inherently dynamic Versatile – Ambient occlusion – Indirect light – Scattering – Depth of field Disadvantages Typically used for small effect distances Strong view dependency – Grazing angles – Occlusions 3/15/2014Oliver Nalbach - Deep Screen Space4
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Example: Missing Occlusions 3/15/2014Oliver Nalbach - Deep Screen Space5 Horizon Based AO [Bavoil et al. 2008] Raytracing
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“Deep” Screen Space 3/15/2014Oliver Nalbach - Deep Screen Space6 Framebuffer Deep screen space informationScreen space information
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Two Necessary Steps 3/15/2014Oliver Nalbach - Deep Screen Space7 ??
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Distance-dependent Surfel Radii 3/15/2014Oliver Nalbach - Deep Screen Space8
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Two Necessary Steps 3/15/2014Oliver Nalbach - Deep Screen Space9 ?
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Distance-dependent Accuracy 3/15/2014Oliver Nalbach - Deep Screen Space10 Level of Detail surfel 3 1 1 1 2 2
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How to Sub-Sample? Low Resolution, Many SamplesHigh Resolution, Few Samples 3/15/2014Oliver Nalbach - Deep Screen Space11
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Gathering from Hierarchy? 3/15/2014Oliver Nalbach - Deep Screen Space12 [Lischinski et al. 1993] [Jensen & Buhler 2002] [Christensen 2008]
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Shell Splatting Idea 3/15/2014Oliver Nalbach - Deep Screen Space13 Shell 0 Sampling: 1/1 Shell 1 Sampling: 1/4 Shell 2 Sampling: 1/16
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3 Our Pipeline 3/15/2014Oliver Nalbach - Deep Screen Space14 1 4 2
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Hardware Surfel Cloud Generation 3/15/2014Oliver Nalbach - Deep Screen Space15 Hardware tessellation … in point mode
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Problem: Protruding Surfels 3/15/2014Oliver Nalbach - Deep Screen Space16 Move surfels towards center
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Shell Splatting Implementation 3/15/2014Oliver Nalbach - Deep Screen Space17 Level 0 Level 1 Level 2
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How to Compute the Splat Size? 3/15/2014Oliver Nalbach - Deep Screen Space18
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Joint Bilateral Blurring 3/15/2014Oliver Nalbach - Deep Screen Space19 Level 0Level 1 Level 2 Level 0Level 1 Level 2
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Combining the Levels 3/15/2014Oliver Nalbach - Deep Screen Space20 Level 0Level 1 Level 2 +
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Application: Ambient Occlusion 3/15/2014Oliver Nalbach - Deep Screen Space21 Deep screen space AO Horizon Based AO [Bavoil et al. 2008] Raytracing 10 ms22 ms> 1 s
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Application: Sub-surface Scattering 3/15/2014Oliver Nalbach - Deep Screen Space22 Deep screen space Sub-surface Scattering Screen Space Sub-surface Scattering [Jimenez et al. 2009] Diffusion approximation based on irradiance samples [Jensen and Buhler 2002] 5 ms22 ms> 1 s
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Problem: Indirect Visibility 3/15/2014Oliver Nalbach - Deep Screen Space23 Occluder Object Light source Raytracing Deep screen space
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Conclusion Supports arbitrarily deforming geometry Similar efficiency but without the strong viewing angle dependency Fits the rendering pipeline More applications seem possible – Indirect lighting of volumes – Motion blur – Depth of field 3/15/2014Oliver Nalbach - Deep Screen Space24
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Thank you. 3/15/2014Oliver Nalbach - Deep Screen Space25 Project page: http://www.mpi-inf.mpg.de/~onalbach/DeepScreenSpace/http://www.mpi-inf.mpg.de/~onalbach/DeepScreenSpace/ Contact: onalbach(at)mpi-inf.mpg.de
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