Effects on Scratched Surfaces Zdravko Velinov 1 , Sebastian Werner 1 - - PowerPoint PPT Presentation

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Effects on Scratched Surfaces Zdravko Velinov 1 , Sebastian Werner 1 - - PowerPoint PPT Presentation

Real-Time Rendering of Wave-Optical Effects on Scratched Surfaces Zdravko Velinov 1 , Sebastian Werner 1 , Matthias Hullin 1 1 University of Bonn, Germany Motivation Iridescent scratches defined by wave-optical phenomena appear on many


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Real-Time Rendering of Wave-Optical Effects on Scratched Surfaces

Zdravko Velinov1, Sebastian Werner1, Matthias Hullin1

1 University of Bonn, Germany

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Motivation

Real-Time Rendering of Wave-Optical Effects on Scratched Surfaces, Velinov et al.

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  • Iridescent scratches defined by wave-optical phenomena appear
  • n many everyday items
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Related Work

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  • Scratched surfaces
  • Area lighting

Yan et al. [YHMR16] Raymond et al. [RGB16] Werner et al. [WVJH17] Bosch et al. [BPMG04] Arvo [Arv95]

Real-Time Rendering of Wave-Optical Effects on Scratched Surfaces, Velinov et al.

Lecocq et al. [LDSM16] Heitz et al. [HDHN16] Dupuy et al. [DHB17]

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Goals

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  • Area lighting of worn surfaces covered by iridescent scratches
  • Anti-aliasing of scratches based on camera pixel footprint
  • Everything in real-time with single sample per pixel both in

spatial and angular domain

Real-Time Rendering of Wave-Optical Effects on Scratched Surfaces, Velinov et al.

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Scratch Iridescence Model

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Combined Surface BRDF Model

  • Superposition of scratch S and

masked base BRDF ℬ - parameterized by the direction cosine 𝜊, spatial position x 𝑔 𝜊, x = 1 𝜌𝜏2 |ℬ 𝜊 − S 𝜊, x |2

  • Base BRDF in this case is limited

to the smooth coherent model

  • Scratch BRDF is defined according

to [WVJH17]

Real-Time Rendering of Wave-Optical Effects on Scratched Surfaces, Velinov et al.

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log 𝑔 𝜊, x

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Incoherent superposition

  • Arbitrary base BRDF is enabled by neglecting interference
  • Masking is performed according to the scratch density ρ
  • Separates the base from the scratch response!

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𝑔 𝜊, x = 1 𝜌𝜏2 |ℬ 𝜊 − S 𝜊, x |2 𝑔 𝜊, x ≈ 1 𝜌𝜏2 (1 − ρ)|ℬ 𝜊 |2 − |S 𝜊, x |2 |ℬ 𝜊 |2 𝑔 𝜊, x ≈ 1 𝜌𝜏2 |S 𝜊, x |2

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Scratch BRDF

  • Defined by width function W

across the scratch, depth function D and longitudinal integral term 𝜃 𝑇 𝜊, x = 𝑋 𝜊 ∙ 𝐸 ∙ 𝜃 𝜊, x = 𝑋 𝜊 ∙ 𝐸 ∙ 𝜃𝑏 𝜊 ∙ 𝜃𝑡 x

  • We use the small angles

approximation 𝐸 ≈ 1 − 𝑓−𝑗4𝜌𝑒/𝜇

  • Enables separability in angular

domain!

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Simplified integration in angular domain

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  • The separable BRDF in angular domain simplifies integration

significantly

  • The projected outgoing direction 𝜕𝑝,𝑢 acts as offset of the light

source projection defined by the projected incident direction 𝜕𝑗,𝑢 L =

Ω+ 𝑔 𝜊 𝑀𝑗 𝑒𝜊

𝜊 = 𝜕𝑗,𝑢 + 𝜕𝑝,𝑢

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Approximation motivation

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  • Response by three

scratches in direction cosine domain

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Spherical Light Sources

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Spherical Light Source

  • 1. Check for sphere underneath

horizon

  • 2. Project disk in direction cosine

domain

  • 3. Intersect horizon arc, if

needed

  • 4. Intersect projected ellipse
  • 5. Assemble line segment
  • 6. Evaluate integral and

superimpose on Spherical Pivot Transformed Distribution (SPTD) [DHB17]

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Approximation Comparison

a) Monte Carlo b) Ours (Approximate Si) c) Exact analytic approximation

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Real-Time Rendering of Wave-Optical Effects on Scratched Surfaces, Velinov et al.

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Polygonal Light Sources

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Polygonal Light Source Algorithm

1. Clip (split) triangle to the upper hemisphere 2. Project triangle into direction cosine domain as arcs 3. Intersect arcs with reflected band 4. Cull points outside of a triangle 5. Sort intersection points with bitonic sort and assemble line segments 6. Evaluate integral and superimpose on Linearly Transformed Cosines (LTC) [HDHN16]

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Approximation Comparison

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Real-Time Rendering of Wave-Optical Effects on Scratched Surfaces, Velinov et al.

a) Monte Carlo b) Ours (Approximate Si) c) Exact analytic approximation

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Anti-Aliasing and Scratch Density

Real-Time Rendering of Wave-Optical Effects on Scratched Surfaces, Velinov et al.

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Anti-Aliasing and Base Masking

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Real-Time Rendering of Wave-Optical Effects on Scratched Surfaces, Velinov et al.

  • Taking the limit and correcting for small pixel footprint is good

enough to approximate the integral in spatial domain

  • Scratch density is similarly approximated

𝜍℘ ≈ 2 𝐵℘

𝑛

𝑋(𝑛)𝑚𝑑𝑝𝑜𝑢𝑏𝑗𝑜𝑓𝑒

(𝑛)

𝛽 = min 1 2 𝐵℘ 𝐵𝐷 , 1 |𝜃℘|2 ≈

−∞ +∞ 𝑡1 𝑡2

𝜃𝑡 2 𝑒𝑦 𝑒𝑧 + (1 − 𝛽)𝐵℘ 𝜃𝑡 2 𝛽

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Anti-Aliasing and Base Masking (Error)

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Anti-Aliasing

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No Anti-Aliasing Anti-Aliasing (Ours) Monte Carlo (Box)

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Implementation and Results

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Data Structure

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  • Bounding Volume Hierarchy – threaded BVH with skip pointers

[Smi98] – simplified compared to the DAG data structure from

  • riginal paper [WVJH17]
  • Per Triangle Array
  • Traversed by using PrimitiveID from Visibility Buffer
  • Requires covering scratches associated with nearby triangles that fall

within the coherence area

  • Similarly applicable in regular path tracing

Real-Time Rendering of Wave-Optical Effects on Scratched Surfaces, Velinov et al.

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Data Structure (Benchmark)

AA disabled AA enabled Type BVH Per Triangle Array BVH Zoom-In 0.5x 1x 2x 0.5x 1x 2x 0.5x 1x 2x Intersection Only 4.1ms 4.4ms 5.5ms 2.9ms 3.5ms 3.8ms 18.1ms 17.5ms 15.5ms

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Sphere Triangle

Real-Time Rendering of Wave-Optical Effects on Scratched Surfaces, Velinov et al.

Benchmark was performed on NVIDIA GTX 970M

AA disabled AA enabled Type BVH Per Triangle Array BVH Zoom-In 0.5x 1x 2x 0.5x 1x 2x 0.5x 1x 2x Intersection Only 4.1ms 4.4ms 5.5ms 2.9ms 3.5ms 3.8ms 18.1ms 17.5ms 15.5ms Sphere 4.5ms 6.3ms 12.8ms 3.9ms 4.7ms 8ms AA disabled AA enabled Type BVH Per Triangle Array BVH Zoom-In 0.5x 1x 2x 0.5x 1x 2x 0.5x 1x 2x Intersection Only 4.1ms 4.4ms 5.5ms 2.9ms 3.5ms 3.8ms 18.1ms 17.5ms 15.5ms Sphere 4.5ms 6.3ms 12.8ms 3.9ms 4.7ms 8ms 27.3ms 31.7ms 36.3ms AA disabled AA enabled Type BVH Per Triangle Array BVH Zoom-In 0.5x 1x 2x 0.5x 1x 2x 0.5x 1x 2x Intersection Only 4.1ms 4.4ms 5.5ms 2.9ms 3.5ms 3.8ms 18.1ms 17.5ms 15.5ms Sphere 4.5ms 6.3ms 12.8ms 3.9ms 4.7ms 8ms 27.3ms 31.7ms 36.3ms Triangle 13.9ms 26.5ms 60.6ms 12.5ms 21.1ms 43.4ms AA disabled AA enabled Type BVH Per Triangle Array BVH Zoom-In 0.5x 1x 2x 0.5x 1x 2x 0.5x 1x 2x Intersection Only 4.1ms 4.4ms 5.5ms 2.9ms 3.5ms 3.8ms 18.1ms 17.5ms 15.5ms Sphere 4.5ms 6.3ms 12.8ms 3.9ms 4.7ms 8ms 27.3ms 31.7ms 36.3ms Triangle 13.9ms 26.5ms 60.6ms 12.5ms 21.1ms 43.4ms 48.5ms 60.3ms 94.1ms No AA No AA AA AA 0.5x 1x 2x 0.5x 1x 2x 0.5x 1x 2x 0.5x 1x 2x

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Interactive editing with complete model

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Real-Time Rendering of Wave-Optical Effects on Scratched Surfaces, Velinov et al.

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Summary

  • Improved performance several orders of magnitude compared

to [WVJH17] and enabled real-time performance

  • Polygonal and sphere light sources with potential for generalizing to

more simple shapes

  • Anti-aliasing through approximate integration in spatial domain
  • More performant specialized data structure which are also compatible

with original model

  • Properties of the original model are preserved by

approximations

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Real-Time Rendering of Wave-Optical Effects on Scratched Surfaces, Velinov et al.

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Thank you

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Source Code: http://3dgraphics.guru/code/TempestRenderer-EG2018.zip

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Ground truth

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Complete BRDF + Light Source Line Integral

𝑔 𝜊, x ≈ 1 𝜌𝜏2 (1 − ρ)|ℬ 𝜊 |2 − |S 𝜊, x |2 𝑇 𝜊 𝑟1, 𝑟2 = 𝑋(𝑛)2𝐸(𝑛)2𝜃𝑡

(𝑛)2

ℵ 𝑛 𝜊, 𝑟1 − ℵ 𝑛 𝜊, 𝑟0 ℵ 𝑛 𝜊, 𝑟 = 𝜌 𝜏𝜌 2 Si 𝑙𝑋(𝑛)𝑟 𝑙𝑋(𝑛) − 4 sin2 𝑙𝑋(𝑛)𝑟/2 𝑙2𝑋(𝑛)2𝑟

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