Authors: Tobias Ritschel, Thorsten Grosch, Hans-Peter Seidel - - PowerPoint PPT Presentation

authors tobias ritschel thorsten grosch hans peter seidel
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Authors: Tobias Ritschel, Thorsten Grosch, Hans-Peter Seidel - - PowerPoint PPT Presentation

Authors: Tobias Ritschel, Thorsten Grosch, Hans-Peter Seidel Presented by: Gabe Schwartz Goals Authors aimed to simulate global illumination in real time. Goal was an approximation, not physically correct. Used screen-space (frame


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Authors: Tobias Ritschel, Thorsten Grosch, Hans-Peter Seidel Presented by: Gabe Schwartz

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Goals

 Authors aimed to simulate global illumination in real

time.

 Goal was an approximation, not physically correct.  Used screen-space (frame buffer) data for speed and

efficiency.

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Background

 Global Illumination (GI): lighting contribution from

indirect bounces (point has no direct path to light but is still lit).

 Color bleeding from nearby colored surfaces also results.

 Dynamic GI: For geometrically static scenes, very

complex GI (ex. Radiosity, photons etc…) can be pre- computed and stored with the geometry.

 This is not possible when the meshes or lighting can

change.

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Background

 Screen Space: Ordinarily, GI is computed in world

space.

 Might use all faces on all models.

 This computation is slow. By performing an

approximation on the pixel information given to us (say by OpenGL), things are faster.

 Approximation:

 Much of the scene information is lost.  Back faces are gone etc…  Impossible to do anything but approximate calculations.

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Ambient Occlusion

 Ambient Occlusion (AO) is one GI approximation

technique.

 Basics:

 For each point in the image, a set of random samples are

take on a sphere around that point.

 The shadowing at that point (occlusion) is proportional

to the number of those sample vectors that hit some

  • ther surface.

 This value is multiplied by the direct lighting shadows to

give a realistic shading feel to the image.

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SSDO and Indirect Bounces

 Authors propose using Screen Space Direct Occlusion

instead.

 This combines the effects of AO and direct

illumination.

 This SSDO information is combined with information

about the color of nearby pixels to provide color bleeding and soft shadows.

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Screen Space Direct Occlusion

 Instead of using random samples to weight the

shadows, do the following:

 Take random samples on a hemisphere around the point

in question.

 Test if they are inside or outside the mesh.  If they are inside, they are blocking the light, otherwise

the point is illuminated directly along that vector.

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Indirect Bounces

 These provide color bleeding simulation.  Patches are created on the surface, colored using color

information from the frame buffer.

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Issues and Solutions

 Remember, solution is in screen space and only

approximate.

 Result is biased.  In the third frame the color bleeding from the yellow

square is gone, because we can’t see it.

 This is not correct.  Solution: multiple cameras.

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False Shadowing + Missing Shadows

  • Point A is classified

as an occluder even though it really is not.

  • Point B is not, even

though the path to the map is blocked. Solution:

  • For A, use two depth

passes, check if it is between them.

  • For B, sample the

direction vector at more points.

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Comparison vs. Ground Truth

 PBRT = Physically Based Rendering Theory

 Well-known textbook on realistic rendering.

 They compare their results to those based on real light

transport physics:

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Room for Improvement

 More indirect bounces  Materials  Caching