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View-Dependent Precomputed Light Transport Using Nonlinear Gaussian Function Approximations Paul Green 1 Jan Kautz 1 Wojciech Matusik 2 Frédo Durand 1 MIT CSAIL 1 MERL 2 ACM Symposium in Interactive 3D Graphics 2006 View-Dependent Precomputed Light Transport Using Nonlinear Gaussian Function Approximations
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Geometry & Viewpoint All-Frequency Lighting Rendered Frame Reflectance Interactive 6D Relighting
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Goal: 6D Relighting High-quality view-dependent effects Sharp highlights Spatially varying BRDFs Allow rendering w/ large environment maps (e.g. 6x256x256) Without paying a prohibitive data storage price
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Applications Games Architectural Visualization
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Outline Background / Previous Work PRT Nonlinear Approximation Our Representation Rendering Fitting Results Conclusion
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Courtesy of Sloan et al. 2003 Exit Radiance Distant Radiance Incident Radiance Shadowing Inter-reflection Transport function maps distant light to incident light Can Include BRDF if outgoing direction ω o is fixed Precomputed Light Transport
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Courtesy of Sloan et al. 2003 Radiance L o at point p along direction is weighted sum of distant radiance L i Outgoing Radiance Transport Vector Distant Radiance (Environment Map) Light Transport
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Example Transport Function Environment Map BRDF Weighted Incident Radiance Exit Radiance (outgoing color) It’s a Dot Product Between Lighting and Transport Vectors!!
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Light Transport Data Size Problem Many GB’s of data Rendering is slow 6x64x64 cubemap ~24,000 mults/vert Can reduce size in different basis: Spherical Harmonics Wavelets Zonal Harmonics
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PRT with Spherical Harmonics Precomputed Radiance Transfer [Sloan et al 02,03] Low Order Spherical Harmonics Soft Shadows and Low Frequency Lighting Not Suitable For Highly Glossy Materials Not Practical For High Frequency Lighting Image from slides by Ng et al.2003
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Nonlinear Wavelet PRT Nonlinear Wavelet Lighting Approximation [Ng et al 03] Haar Wavelets Nonlinear Approximation All Frequency Lighting Fixed View For Arbitrary BRDFs Image from slides by Ng et al.2003
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Separable PRT Factor BRDF into product of view-only and light-only functions [Liu et al 04, Wang et al 04] Nonlinear Wavelet Approximation [Ng et al 03] Need factorization per BRDF Very specular materials still require many coefficients Liu et al 04
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Our Goal: 6D Relighting High quality view-dependent effects Representation of transport that enables Spatially varying BRDFs Arbitrary highlight scale compact storage High-res environment maps (e.g. 6x256x256) Sparse view sampling Requires high-quality interpolation Over view directions Over mesh triangles
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Outline Background / Previous Work PRT Nonlinear Approximation Our Representation Rendering Fitting Results Conclusion
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Factoring Transport Represent with SH or Wavelets View-independent (diffuse) View-dependent Nonlinear Gaussian Function Approximation ? Per view
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Our Nonlinear Representation - mean- std. deviation Sum of N isotropic Gaussians
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Previous work: Nonlinear Wavelet Nonlinear: Approximating basis set depends on input Truncate small coefficients Effect of coefficients is still linear Linear: First 8 Coefficients SSE = 140.2 Nonlinear: 8 Largest Coefficients SSE = 25.1
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Our solution: Even More Nonlinear We don’t start from linear basis No Truncation of coefficients Nonlinear parameter estimation Parameters have nonlinear effects SSE = 5.61 Nonlinear sum of 2 Gaussians Nonlinear: 8 Largest Coefficients SSE = 25.1
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Arbitrary freq bandwidth Accurate approx w/small storage Good interpolation Good visual quality Advantages of sum of Gaussians original N = 1 N = 2 Haar 70 terms
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Examples p
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Rendering Approximated Transport Lighting ?
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Gaussian Pyramid Larger σ Pre-convolve environment with Gaussians of varying sizes Only done Once Can start with large cubemap e.g. 6x256x256
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Rendering Tri-linear lookup in Gaussian Pyramid Exit Radiance (outgoing color) Approximated Transport Lighting
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Rendering Novel Views Precomputed Transport Functions for sparse set of outgoing directions Naïve solution: (Gouraud Shading) Interpolate Outgoing Radiance Cross-fading artifacts p ?
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Better: Interpolate Parameters Interpolate Gaussian parameters Mean, Std. Dev, Weights Analogous to Phong vs Gouraud shading p ? t=0t=1t=0.5
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Per-Pixel Interpolation
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Interpolation Drawbacks Visibility may not interpolate correctly But is usually plausible Correspondences Makes fitting more difficult View-independent View-dependent
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Data Fitting Precompute Raw Transport Data Solve large scale nonlinear optimization problem For each vertex For each view Fit Gaussians to transport data p
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Nonlinear Optimization Objective has terms for Fitting the Data Regularization Angular smoothness and correspondences Spatial smoothness and correspondences original N = 2 N=1N=1 - p
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Error Plots
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Results 6x256x256 Environment Maps Single Gaussian 2.8 GHz P4 1GB RAM Nvidia 6800 Ultra Software screen capture
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Contributions New parametric representation of PLT Compact Storage High Quality Interpolation of parameters Sparse View Sampling Efficient Rendering Spatially varying BRDFs original N = 2Haar
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Questions?
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