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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


  1. Real-Time Rendering of Wave-Optical Effects on Scratched Surfaces Zdravko Velinov 1 , Sebastian Werner 1 , Matthias Hullin 1 1 University of Bonn, Germany

  2. Motivation • Iridescent scratches defined by wave-optical phenomena appear on many everyday items Real-Time Rendering of Wave-Optical Effects on Scratched Surfaces, Velinov 2 et al.

  3. Related Work • Scratched surfaces Bosch et al. Raymond et al. Yan et al. Werner et al. [BPMG04] [RGB16] [YHMR16] [WVJH17] • Area lighting Arvo Heitz et al. Lecocq et al. Dupuy et al. [Arv95] [HDHN16] [LDSM16] [DHB17] Real-Time Rendering of Wave-Optical Effects on Scratched Surfaces, Velinov 3 et al.

  4. Goals • 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 4 et al.

  5. Scratch Iridescence Model

  6. Combined Surface BRDF Model • Superposition of scratch S and masked base BRDF ℬ - parameterized by the direction cosine 𝜊 , spatial position x 1 𝑔 𝜊, x = 𝜌𝜏 2 |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] log 𝑔 𝜊, x Real-Time Rendering of Wave-Optical Effects on Scratched Surfaces, Velinov 6 et al.

  7. Incoherent superposition • Arbitrary base BRDF is enabled by neglecting interference 1 1 1 𝜌𝜏 2 (1 − ρ)|ℬ 𝜊 | 2 − |S 𝜊, x | 2 𝑔 𝜊, x = 𝜌𝜏 2 |ℬ 𝜊 − S 𝜊, x | 2 𝑔 𝜊, x ≈ 𝑔 𝜊, x ≈ |S 𝜊, x | 2 |ℬ 𝜊 | 2 𝜌𝜏 2 • Masking is performed according to the scratch density ρ • Separates the base from the scratch response! Real-Time Rendering of Wave-Optical Effects on Scratched Surfaces, Velinov 7 et al.

  8. 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 ∙ 𝜃 𝑏 𝜊 ∙ 𝜃 𝑡 x • We use the small angles approximation 𝐸 ≈ 1 − 𝑓 −𝑗4𝜌𝑒/𝜇 • Enables separability in angular domain! Real-Time Rendering of Wave-Optical Effects on Scratched Surfaces, Velinov 8 et al.

  9. Simplified integration in angular domain • The separable BRDF in angular domain simplifies integration significantly L = Ω + 𝑔 𝜊 𝑀 𝑗 𝑒𝜊 𝜊 = 𝜕 𝑗,𝑢 + 𝜕 𝑝,𝑢 • The projected outgoing direction 𝜕 𝑝,𝑢 acts as offset of the light source projection defined by the projected incident direction 𝜕 𝑗,𝑢 Real-Time Rendering of Wave-Optical Effects on Scratched Surfaces, Velinov 9 et al.

  10. Approximation motivation • Response by three scratches in direction cosine domain Real-Time Rendering of Wave-Optical Effects on Scratched Surfaces, Velinov 10 et al.

  11. Spherical Light Sources

  12. 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] Real-Time Rendering of Wave-Optical Effects on Scratched Surfaces, Velinov 12 et al.

  13. Approximation Comparison a) Monte Carlo b) Ours (Approximate Si) c) Exact analytic approximation Real-Time Rendering of Wave-Optical Effects on Scratched Surfaces, Velinov 13 et al.

  14. Polygonal Light Sources

  15. 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] Real-Time Rendering of Wave-Optical Effects on Scratched Surfaces, Velinov 15 et al.

  16. Approximation Comparison a) Monte Carlo b) Ours (Approximate Si) c) Exact analytic approximation Real-Time Rendering of Wave-Optical Effects on Scratched Surfaces, Velinov 16 et al.

  17. Anti-Aliasing and Scratch Density Real-Time Rendering of Wave-Optical Effects on Scratched Surfaces, Velinov et al.

  18. Anti-Aliasing and Base Masking • Taking the limit and correcting for small pixel footprint is good enough to approximate the integral in spatial domain 𝛽 = min 1 𝐵 ℘ , 1 2 𝐵 𝐷 +∞ 𝑡 2 |𝜃 ℘ | 2 ≈ 𝜃 𝑡 2 𝑒𝑦 𝑒𝑧 + (1 − 𝛽)𝐵 ℘ 𝜃 𝑡 2 𝛽 −∞ 𝑡 1 • Scratch density is similarly approximated 𝜍 ℘ ≈ 2 (𝑛) 𝑋 (𝑛) 𝑚 𝑑𝑝𝑜𝑢𝑏𝑗𝑜𝑓𝑒 𝐵 ℘ 𝑛 Real-Time Rendering of Wave-Optical Effects on Scratched Surfaces, Velinov 18 et al.

  19. Anti-Aliasing and Base Masking (Error) Real-Time Rendering of Wave-Optical Effects on Scratched Surfaces, Velinov 19 et al.

  20. Anti-Aliasing No Anti-Aliasing Anti-Aliasing (Ours) Monte Carlo (Box) Real-Time Rendering of Wave-Optical Effects on Scratched Surfaces, Velinov 20 et al.

  21. Implementation and Results

  22. Data Structure • Bounding Volume Hierarchy – threaded BVH with skip pointers [Smi98] – simplified compared to the DAG data structure from original 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 22 et al.

  23. Data Structure (Benchmark) Benchmark was performed on NVIDIA GTX 970M AA disabled AA enabled AA disabled AA disabled AA enabled AA enabled AA disabled AA disabled AA enabled AA enabled Type Type BVH BVH Per Triangle Array Per Triangle Array BVH BVH Type Type Type BVH BVH BVH Per Triangle Array Per Triangle Array Per Triangle Array BVH BVH BVH Zoom-In 0.5x 1x 2x 0.5x 1x 2x 0.5x 1x 2x Zoom-In Zoom-In 0.5x 0.5x 1x 1x 2x 2x 0.5x 0.5x 1x 1x 2x 2x 0.5x 0.5x 1x 1x 2x 2x Zoom-In Zoom-In 0.5x 0.5x 1x 1x 2x 2x 0.5x 0.5x 1x 1x 2x 2x 0.5x 0.5x 1x 1x 2x 2x Intersection 4.1ms 4.4ms 5.5ms 2.9ms 3.5ms 3.8ms 18.1ms 17.5ms 15.5ms Intersection Intersection 4.1ms 4.1ms 4.4ms 4.4ms 5.5ms 5.5ms 2.9ms 2.9ms 3.5ms 3.5ms 3.8ms 3.8ms 18.1ms 18.1ms 17.5ms 17.5ms 15.5ms 15.5ms Intersection Intersection 4.1ms 4.1ms 4.4ms 4.4ms 5.5ms 5.5ms 2.9ms 2.9ms 3.5ms 3.5ms 3.8ms 3.8ms 18.1ms 18.1ms 17.5ms 17.5ms 15.5ms 15.5ms Only Only Only Only Only Sphere 4.5ms 6.3ms 12.8ms 3.9ms 4.7ms 8ms Sphere Sphere Sphere 4.5ms 4.5ms 4.5ms 6.3ms 6.3ms 6.3ms 12.8ms 12.8ms 12.8ms 3.9ms 3.9ms 3.9ms 4.7ms 4.7ms 4.7ms 8ms 8ms 8ms 27.3ms 27.3ms 27.3ms 31.7ms 31.7ms 31.7ms 36.3ms 36.3ms 36.3ms Triangle Triangle 13.9ms 13.9ms 26.5ms 26.5ms 60.6ms 60.6ms 12.5ms 12.5ms 21.1ms 21.1ms 43.4ms 43.4ms 48.5ms 60.3ms 94.1ms 0.5x 1x 2x 2x Sphere 0.5x 1x No AA AA 2x 2x 0.5x 1x 0.5x 1x Triangle No AA AA Real-Time Rendering of Wave-Optical Effects on Scratched Surfaces, Velinov 23 et al.

  24. Interactive editing with complete model Real-Time Rendering of Wave-Optical Effects on Scratched Surfaces, Velinov 24 et al.

  25. 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 Real-Time Rendering of Wave-Optical Effects on Scratched Surfaces, Velinov 25 et al.

  26. Thank you Source Code: http://3dgraphics.guru/code/TempestRenderer-EG2018.zip Real-Time Rendering of Wave-Optical Effects on Scratched Surfaces, Velinov 26 et al.

  27. Ground truth Real-Time Rendering of Wave-Optical Effects on Scratched Surfaces, Velinov 27 et al.

  28. Complete BRDF + Light Source Line Integral 1 𝜌𝜏 2 (1 − ρ)|ℬ 𝜊 | 2 − |S 𝜊, x | 2 𝑔 𝜊, x ≈ (𝑛)2 𝑇 𝜊 𝑟 1 , 𝑟 2 = 𝑋 (𝑛)2 𝐸 (𝑛)2 𝜃 𝑡 ℵ 𝑛 𝜊, 𝑟 1 − ℵ 𝑛 𝜊, 𝑟 0 − 4 sin 2 𝑙𝑋 (𝑛) 𝑟/2 2 Si 𝑙𝑋 (𝑛) 𝑟 𝜌 ℵ 𝑛 𝜊, 𝑟 = 𝑙 2 𝑋 (𝑛)2 𝑟 𝑙𝑋 (𝑛) 𝜏𝜌 Real-Time Rendering of Wave-Optical Effects on Scratched Surfaces, Velinov 28 et al.

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