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Real-time Shading with Filtered Importance Sampling Jaroslav Křivánek Czech Technical University in Prague Mark Colbert University of Central Florida
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material design interfaces rendering algorithm to back up the interface immediate feedback Křivánek, Colbert Real-time shading with Filtered Importance Sampling2 Motivation
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3 Goal image-based lighting (environment maps) –improves material perception [Fleming et al. 2003] point light natural light images [Fleming et al. 2003]
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Křivánek, Colbert Real-time shading with Filtered Importance Sampling4 Goal arbitrary materials –low to high gloss, different BRDF models images by Pat Hanrahan
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Křivánek, Colbert Real-time shading with Filtered Importance Sampling5 Goal dynamic materials, geometry, lighting –no pre-computation production pipeline friendly –minimal code base / single GPU shader real-time shadows (env. map) –not necessarily
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Křivánek, Colbert Real-time shading with Filtered Importance Sampling6 Desired Results
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Křivánek, Colbert Real-time shading with Filtered Importance Sampling7 Related Work pre-filtered environment maps [ Kautz et al. 2000 ] frequency-space rendering [ Ramamoorthi et al. 2002 ], [ Ng et al. 2004 ] Efficient Reflectance and Visibility Approximations for Environment Map Rendering [ Green et al. 2007 ] Efficient Rendering of Spatial Bi-directional Reflectance Distribution Functions [ McAllister et al. 2002 ]
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Křivánek, Colbert Real-time shading with Filtered Importance Sampling8 Overview Motivation Goal Related Work Shading Algorithm Theory Real-time Shadows Results Conclusion
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Křivánek, Colbert Real-time shading with Filtered Importance Sampling9 BRDF Importance Sampling standard in MC ray tracing not used on the GPU
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Křivánek, Colbert Real-time shading with Filtered Importance Sampling10 Deterministic Sampling aliasing 40 samples per pixel
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Křivánek, Colbert Real-time shading with Filtered Importance Sampling11 Our Approach filtered importance sampling –less filtering where samples are denser –more filtering where they are sparser ),( 1 sizefilter oi pN
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Křivánek, Colbert Real-time shading with Filtered Importance Sampling12 Filtering MIP-maps level proportional to log of filter size independent of the BRDF
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Křivánek, Colbert Real-time shading with Filtered Importance Sampling13 Filtered Importance Sampling 40 samples per pixel
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Křivánek, Colbert Real-time shading with Filtered Importance Sampling14 Overview Motivation Goal Related Work Shading Algorithm Theory Real-time Shadows Results Conclusion
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Křivánek, Colbert Real-time shading with Filtered Importance Sampling15 Underlying Theory why theory? –identify approximations –suggest improvements … sampling & filtering –signal processing
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sample Křivánek, Colbert Real-time shading with Filtered Importance Sampling 16 Sampling and Reconstruction aliased original reconstruct alias = integration error DC-term = integral
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Křivánek, Colbert Real-time shading with Filtered Importance Sampling17 Application to Importance Sampling problem: non-uniform samples
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Křivánek, Colbert Real-time shading with Filtered Importance Sampling18 Conceptual Procedure warp (inverse BRDF IS) pre-filter (=convolve) warp back (BRDF IS)
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Křivánek, Colbert Real-time shading with Filtered Importance Sampling 19 Practice isotropic filter approximation
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Křivánek, Colbert Real-time shading with Filtered Importance Sampling20 Approximations isotropic filter shape constant BRDF / PDF ratio across filter support tri-linear filtering (MIP-map)
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Křivánek, Colbert Real-time shading with Filtered Importance Sampling 21 Anisotropic Filtering Experiments anisotropic filter approximation
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Křivánek, Colbert Real-time shading with Filtered Importance Sampling 22 tex2Dgrad for anisotropic texture look-up worse image quality – still don’t know why Anisotropic Filtering Experiments 16x anisotropic filter
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Křivánek, Colbert Real-time shading with Filtered Importance Sampling23 Overview Motivation Goal Related Work Shading Algorithm Theory Real-time Shadows Results Conclusion
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Křivánek, Colbert Real-time shading with Filtered Importance Sampling24 environment importance sampling (bright light sources = strongest shadows) Real-time Shadows
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Křivánek, Colbert Real-time shading with Filtered Importance Sampling25 shadow map for each sample Real-time Shadows
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Křivánek, Colbert Real-time shading with Filtered Importance Sampling26 convert to spherical harmonics at each texel visibility function Real-time Shadows
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spatial filtering Křivánek, Colbert Real-time shading with Filtered Importance Sampling27 no filteringafter filtering
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Křivánek, Colbert Real-time shading with Filtered Importance Sampling28 use for rendering –diffuse SH coefficient dot product –glossy attenuate each sample by the visibility Real-time Shadows
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Křivánek, Colbert Real-time shading with Filtered Importance Sampling 29 Overview Motivation Goal Related Work Shading Algorithm Theory Real-time Shadows Results Conclusion
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Křivánek, Colbert Real-time shading with Filtered Importance Sampling30 FIS Results – RMS Environment Sampling Filtered SamplingReference n = 3 5 Samples n = 17 100 Samples
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Křivánek, Colbert Real-time shading with Filtered Importance Sampling31 FIS Results – Complex Geometry 5 Samples50 Samples 200 SamplesReference 50 Samples
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Křivánek, Colbert Real-time shading with Filtered Importance Sampling32 FIS Results – BRDF Anisotropy limited anisotropy x = 0.01 x = 0.08 x = 0.01 x = 0.29 x = 0.01
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Křivánek, Colbert Real-time shading with Filtered Importance Sampling33 Shadows Results Reference (30,000 Samples) Our Method (16 Samples) Visual Error SH v. Ref8 samples16 samples64 samples
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NVIDIA GeForce 8800 GTX, Intel Core2 Duo, 512x512 Křivánek, Colbert Real-time shading with Filtered Importance Sampling34 Shadows Performance
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NVIDIA GeForce 8800 GTX, Intel Core2 Duo, 512x512 Křivánek, Colbert Real-time shading with Filtered Importance Sampling 35 Shadows Performance polygon count
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Křivánek, Colbert Real-time shading with Filtered Importance Sampling36 Video
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Křivánek, Colbert Real-time shading with Filtered Importance Sampling37 Conclusion glossy surface shading –practical, relatively accurate, no pre-computation –signal processing theory shadows –fast but very approximate –no pre-computation implementation details: GPU Gems 3 Code: graphics.cs.ucf.edu/gpusampling/
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Křivánek, Colbert Real-time shading with Filtered Importance Sampling38 Acknowledgements Dan Sýkora Petr Olšák Czech Ministry of Education –“Center for Computer Graphics” Aktion grant US National Science Foundation
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Additional Slides
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Křivánek, Colbert Real-time shading with Filtered Importance Sampling40 Numerical Integration as Signal Reconstruction integral = DC term integration by sampling 1.sample the function 2.reconstruct the DC term insufficient sampling -> aliasing alias may affect the DC term -> error anti-aliasing – pre-filtering
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Křivánek, Colbert Real-time shading with Filtered Importance Sampling41 Anti-aliasing by Pre-filtering reconstruct sample band-limit
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Křivánek, Colbert Real-time shading with Filtered Importance Sampling 42 Stochastic Sampling noise slower on the GPU 40 samples per pixel
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