Download presentation
Presentation is loading. Please wait.
Published byGwendolyn Byrd Modified over 9 years ago
1
Real-Time Relighting Digital Image Synthesis Yung-Yu Chuang 1/10/2008 with slides by Ravi Ramamoorthi, Robin Green and Milos Hasan
2
Realistic rendering We have talked about photorealistic rendering for complex materials, complex geometry and complex lighting. They are realistic but slow.
3
Real-time rendering Its goal is to achieve interactive rendering with reasonable quality. It ’ s important in many applications such as games, visualization, computer-aided design, …
4
Real-Time relighting Lighting is the process of adjusting lights. It is an important but time-consuming step in animation production pipeline. Relighting algorithms for two kinds of lights –Distant environment lights –Near-field lights for production
5
Relighting algorithms for distant environment lights
6
Natural illumination People perceive materials more easily under natural illumination than simplified illumination. Images courtesy Ron Dror and Ted Adelson
7
Natural illumination Rendering with natural illumination is more expensive compared to using simplified illumination directional source natural illumination
8
Reflection maps Blinn and Newell, 1976
9
Environment maps Miller and Hoffman, 1984
10
HDR lighting
11
Examples of complex environment light
13
Direct lighting with complex illumination p q
14
Function approximation G(x): the function to approximate B 1 (x), B 2 (x), … B n (x): basis functions We want Storing a finite number of coefficients c i gives an approximation of G(x)
15
Function approximation How to find coefficients c i ? –Minimize an error measure What error measure? –L 2 error Coefficients
16
Basis Functions are pieces of signal that can be used to produce approximations to a function Function approximation
17
We can then use these coefficients to reconstruct an approximation to the original signal Function approximation
18
We can then use these coefficients to reconstruct an approximation to the original signal Function approximation
19
Orthogonal basis functions Orthogonal Basis Functions –These are families of functions with special properties –Intuitively, it’s like functions don’t overlap each other’s footprint A bit like the way a Fourier transform breaks a functions into component sine waves
20
Integral of product
21
Basis functions Transform data to a space in which we can capture the essence of the data better Spherical harmonics, similar to Fourier transform in spherical domain, is used in PRT.
22
Real spherical harmonics A system of signed, orthogonal functions over the sphere Represented in spherical coordinates by the function where l is the band and m is the index within the band
23
Real spherical harmonics
24
Reading SH diagrams – + Not this direction This direction
25
Reading SH diagrams – + Not this direction This direction
26
The SH functions
28
Spherical harmonics
29
-2012 0 1 2 m l
30
SH projection First we define a strict order for SH functions Project a spherical function into a vector of SH coefficients
31
SH reconstruction To reconstruct the approximation to a function We truncate the infinite series of SH functions to give a low frequency approximation
32
Examples of reconstruction
33
An example Take a function comprised of two area light sources –SH project them into 4 bands = 16 coefficients
34
Low frequency light source We reconstruct the signal –Using only these coefficients to find a low frequency approximation to the original light source
35
Harr wavelets Scaling functions ( V j ) Wavelet functions ( W j ) The set of scaling functions and wavelet functions forms an orthogonal basis
36
Harr wavelets
37
Example for wavelet transform Delta functions, f=(9,7,3,5) in V 2
38
Wavelet transform V 1, W 1
39
Example for wavelet transform V 0, W 0, W 1
40
Example for wavelet transform
41
Quadratic B–spline scaling and wavelets
42
2D Harr wavelets
43
Example for 2D Harr wavelets
44
Applications 19% 5% L 2 1% 15% L 2 3% 10% L 2
45
Relighting algorithms for animation production
46
Relighting for production Lighting is a time-consuming process. Artists adjust lighting parameters and wait for a couple of hours or days to get feedback. Local shading with complex scene and many lights Interactive relighting –Interative visual eedback –Fixed scene and camera –Lower quality –Scalable with sene complexity and number of lights
47
Deep framebuffer Gershbein and Hanrahan, SIGGRAPH 2000
48
Deep framebuffer
50
LPICS Pixar, SIGGRPH 2005. A practical realization for the deep framebuffer approach on GPUs LPICS 0.1s Final renderer 2,000s video
51
Lightspeed ILM, SIGGRAPH 2007 An even more practical system with automatic shader conversion. (2.7s v.s. 57m)
52
Direct-to-indirect transfer Hasan et. al. SIGGRAPH 2006 Deep framebuffer approaches only support local shading, but not indirect lighting direct lightingWith indirect lighting
53
Concept Distribute gather samples on scene surfaces
54
Concept Direct illumination on both gather samples and view samples
55
Concept Inter-reflections between gather samples
56
Concept Final gather on view samples
57
Inter-reflections between gather samples gather sample
58
Inter-reflections between gather samples Assume all gather samples are diffuse
59
Inter-reflections between gather samples
61
Final gathering
62
Direct on gather Indirect on view Final Transfer matrix Direct on view Concept
63
Scene: Still Life Precomputation: 1.6 hours 11.4 – 18.7 fps Polygon: 107k
64
Scene: Temple Precomputation: 2.5 hours8.5 – 25.8 fpsPolygon: 2M
65
Scene: Hair Ball Precomputation: 2.9 hours9.7 – 24.7 fpsPolygon: 320k
66
Scene: Sponza Atrium Precomputation: 1.5 hours13.7 – 24.9 fpsPolygon: 66k
67
Comparison DTI: 8-25 fps (2.5 hr precomputation) Monte Carlo path tracer: 32 hours
Similar presentations
© 2025 SlidePlayer.com. Inc.
All rights reserved.