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Ad Advanced Computer Graphics d C G hi CS 563: Real Time Ocean Rendering [Real Time Realistic Ocean Lighting using Seamless [R l Ti R li ti O Li hti i S l Transitions from Geometry to BRDF] Xin Wang March, 20, 2012 , , Computer


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SLIDE 1

Ad d C G hi Advanced Computer Graphics CS 563: Real‐Time Ocean Rendering

[R l Ti R li ti O Li hti i S l [Real‐Time Realistic Ocean Lighting using Seamless Transitions from Geometry to BRDF]

Xin Wang

March, 20, 2012 , , Computer Science Dept. Worcester Polytechnic Institute (WPI)

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SLIDE 2

B k d Background

 Photorealistic rendering image  Photorealistic rendering image

 Cannot be used in games, simulators, etc…

 Realistic animation and rendering

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SLIDE 3

I t d ti Introduction

 Hierarchical modeling of the ocean  Hierarchical modeling of the ocean  Illumination reflection using BRDF

h ff

 Lighting effects  BRDF model

f l f h f

 Approximate formula for computing the surfaces  Rendering

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SLIDE 4

P i W k Pervious Work

 Physical ocean models  Physical ocean models.

 [CM54,PM64,RD07]

C t hi d l

 Computer graphics ocean models.

 [Tes01,CC06,HVT*06]

fl d l

 Reflectance models.

 [CT81,AS00,RDP05]

 Multi‐resolution reflectance models.

 [Kaj85,HSR07]

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SLIDE 5

O M d l Ph I Ocean Model – Phase I

 Dynamic scene no pre computations  Dynamic scene, no pre‐computations  physical facts about deep water waves  Trochoid Waves.

 A gerstner wave is defined by

p = [x+hsin(wt −kx), hcos(wt −kx)]T , where w = gk. p [ ( ), ( )] , g

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SLIDE 6

O M d l Ph II Ocean Model – Phase II

 Ocean surface with sum of n trochoid wave trains  Ocean surface with sum of n trochoid wave trains  Three sub‐models.

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SLIDE 7

O M d l Ph II Ocean Model – Phase II

 Model hierarchy

 Average positions

 Compute inside a grid cell by filtering the trochoids

 Average normals

 Compute inside a pixel

 BRDFs

BRDFs

 Subpixel surface details with statistical properties

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SLIDE 8

O M d l R lt Ocean Model – Result

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SLIDE 9

O BRDF Ocean BRDF

 A very accurate BRDF model for anisotropic  A very accurate BRDF model for anisotropic

rough surfaces.

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O BRDF Ocean BRDF

 BRDF model coordinates  BRDF model coordinates

 v and l are unit vectors towards the viewer and the

light f is the normal of a microfacet whose x and y

  • light. f is the normal of a microfacet whose x and y
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SLIDE 11

O Li hti S Li hti Ocean Lighting – Sun Lighting

 Compute the light reflected from the Sun at P by  Compute the light reflected from the Sun at P by

applying the BRDF BRDF t t th S lid l Ω

 BRDF as constant over the Sum solid angle Ωsun  Self‐shadowing can be provided with a shadow

map for close views

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SLIDE 12

O Li hti Sk Li hti Ocean Lighting – Sky Lighting

 Light reflected from the sky dome is difficult  Light reflected from the sky dome is difficult  Approximate method for specular to diffuse

BRDF i i t i i t i BRDFs assuming an isotropic or anisotropic Gaussian slope distribution Th t

 Three steps:

 Approximate environment lighting

A F l fl

 Average Fresnel reflectance  Average sky radiance

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SLIDE 13

Sky Lighting – Approximate i t li hti environment lighting

 BRDF is proportional to the fraction of micro  BRDF is proportional to the fraction of micro‐

facets

 Approximation is exact when BRDF is purely

l specular

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SLIDE 14

Sky Lighting – Average Fresnel fl t reflectance

 Plot of the reflectance of anisotropic rough  Plot of the reflectance of anisotropic rough

surface (green), and filter function (red)

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SLIDE 15

Sk Li hti A k di Sky Lighting – Average sky radiance

 Environment map filtering  Environment map filtering  The reflected light L is an elliptical Gaussian filter  Environment map transformed filter

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SLIDE 16

O Li hti R f t d Li hti Ocean Lighting – Refracted Lighting

 Light coming from the Sun and Sky also refracted  Light coming from the Sun and Sky also refracted

inside the water Al f t d i t th i

 Also refracted again to the viewer  Radiance Lsea reaching the surface from below is

diff diffuse

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O Li hti R lt Ocean Lighting – Result

 Reflected sun light reflected sky light light  Reflected sun light, reflected sky light, light

refracted from the water to final result

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SLIDE 18

S f Li hti Al ith Summary of Lighting Algorithm

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SLIDE 19

E t i Extensions

 Local waves  Local waves

 Support other waves than trochoids

L l fl ti

 Local reflections

 Use reflection map in screen space

l l fl

 Multiple reflections

 Environment map approximate sky irradiance

 Planet‐scale rendering

 Render a sphere with Ross BRDF

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SLIDE 20

I l t ti Implementation

 Vertex shader projects the screen space regular  Vertex shader projects the screen space regular

grid F t h d t th i l l

 Fragment shader computes the per pixel normals

and the Sun, Sky and refracted light U t i i f th l th

 Use a geometric progression for the wavelengths

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SLIDE 21

R lt Result

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SLIDE 22

R lt Result

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R lt Result

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C t l h t Compare to real photo

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References

 An anisotropic phong BRDF model. Ashikhmin M.,

Shirley P. Journal of Graphics Tool 5(2000) GPU b d l i i l i d d i f

 GPU‐based real‐time simulation and rendering of

unbounded ocean surface. Yang X., Pi X., Zheng L., Li S In International Conference on Computer Aided

  • S. In International Conference on Computer Aided

Design and Computer Graphics (2005)

 Simulating ocean water Tessendorf J ACM  Simulating ocean water. Tessendorf J. ACM

SIGGRAPH course notes (2001)