Global Illumination Shadow Layers Franois Desrichard , David - - PowerPoint PPT Presentation

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Global Illumination Shadow Layers Franois Desrichard , David - - PowerPoint PPT Presentation

Global Illumination Shadow Layers Franois Desrichard , David Vanderhaeghe, Mathias Paulin IRIT, Universit de Toulouse, CNRS, INPT, UPS, UT1, UT2J, France July 12, 2019 Cinematic Lighting Design Scene Render Composite Animated geometry


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Global Illumination Shadow Layers

François Desrichard, David Vanderhaeghe, Mathias Paulin IRIT, Université de Toulouse, CNRS, INPT, UPS, UT1, UT2J, France

July 12, 2019

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Cinematic Lighting Design

Arbitrary Output Variables (AOVs) allow editing without re-rendering We prov rovid ide sh shadow laye yers rs for for com

  • mpositing with little

le ove

  • verh

rhead

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Diffuse, specular, normal, depth... Animated geometry Textures, materials Light rig

Scene Composite Render

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Shadows

Strong visual cue, subject to artistic expression Tolerant perception of shadow appearance (Hecher et al., 2014, Sattler et al., 2005)

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Nightmare by Alla Chernova Horizon-Based Ambient Occlusion (HBAO) in Destiny 2

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Previous Work

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Dragging with mouse (Pellacini et al., 2002) On-surface deformation (Ritschel et al., 2010) Rotation, pattern inlay (Obert et al., 2010) Shape simplification (DeCoro et al., 2007)

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SLIDE 5
  • Light overestimation
  • Empirical matte
  • No indirect shadows

Comparison with Available Renderers

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Main layer = original image Arnold / pbrt / Cycles, no shadow Ours, no shadow Ours, shadow layer Arnold, shadow matte

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SLIDE 6

Comparison with Current Renderers

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Main layer Arnold, shadow matte Ours, shadow layer Compositing with the shadow layer

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Contributions

  • Definition of shadow layer under global illumination
  • Characterization of the shadow layer in the path space
  • Path tracer rendering all layers in a single pass

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Defining Shadow

Interaction between three components The user defines caster and catcher by their surface How to account for indirect shadows?

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Light Caster Catcher

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Occlusion can be direct or indirect

Screen Space Definition

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Black body render B Invisible render T Main layer I

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As the difference between the two altered renders: S = T - B

Screen Space Definition

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  • =

Invisible render T Black body render B Shadow layer S

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Adding the shadow layer removes shadows

Screen Space Definition

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= +

Shadow layer with matte No shadow Main layer

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Discussion on this Definition

  • Agnostic to the rendering algorithm
  • Takes into account indirect shadows
  • Has a physical meaning: lost radiance
  • Self-shadowing cannot be recovered
  • No control on light or catcher
  • Two additional renders per object

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Path integral formulation for the main layer (Veach, 1997) For the shadow layer of caster C

Translation to the Path Space

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= { all geometric light paths in the scene } = { light paths encountering caster C } = measurement contribution function considering C invisible

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SLIDE 14
  • Input: N objects as casters Ci
  • Output: the main layer and N shadow layers in a single pass
  • The algorithm measures with , but also each with

○ Measuring with ⇔ scattering on all casters ○ Measuring with ⇔ skipping caster Ci

Integration in a Path Tracer

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i i i

}

p = 1 / 2

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SLIDE 15

1. Intersect green

Integration in a Path Tracer

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  • 3. Contribute to Sgreen
  • 4. Cannot skip blue
  • 2. Skip green now

?

Sblue Sgreen

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SLIDE 16

1. Contribute to Sgreen

Integration in a Path Tracer

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  • 3. Scatter on blue now
  • 4. Contribute to I
  • 2. Intersect blue

?

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SLIDE 17

Improved Artistic Control

Per-light separation

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Main layer Separate light sources; shadow ratio I / (I + S)

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Improved Artistic Control

Direct and indirect separation

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Main layer Direct and indirect shadow ratio

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Improved Artistic Control

Custom catchers and self-shadowing toggle

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Main layer With and without self-shadows

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Editing Examples

Balancing shadow strength

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Editing Examples

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+

Hibiscus / Pandanus shadow layer Locally color graded image Main layer

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Editing Examples

Shape transformation using the shadow ratio I / (I + S)

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Main layer I (I + S) ⨯ the transformed shadow ratio

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Performance Overhead

  • Additional intersection tests bring the most overhead
  • Managing samples and filtering incurs a per-caster cost
  • The sampling budget is now shared among all layers

For 1 to 5 casters, we measure a 1.1 to 1.3 overhead factor

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Limitations

When a shadow is created by multiple casters, it cannot be assigned to

  • nly one of them. A possible solution: consider them as one.

With N interacting casters, combinatorial explosion (2N shadow layers)

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Main layer Boxes as separate casters Both boxes as one caster

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Limitations

Using the notion of surface to define an object is limiting: how to handle participating media?

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Main layer No scattering No absorption

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Conclusion

  • Definition of shadow layer under global illumination

Editable at the post-processing stage

  • Characterization of the shadow layer in the path space

○ Amenable to Monte-Carlo integration algorithms

  • Path tracer rendering all layers in a single pass

○ With an overhead in time and render convergence

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SLIDE 27

Thank you for your attention

https://www.irit.fr/STORM/site/shadow-layers https://github.com/frcsdes/shadow-layers

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References

(DeCoro et al., 2007) DECORO C., COLE F., FINKELSTEIN A., RUSINKIEWICZ S.: Stylized shadows. In Proc. 5th International Symposium on Non-photorealistic Animation and Rendering (New York, NY, USA, 2007), NPAR ’07, ACM, pp. 77–83. doi:10.1145/1274871.1274884. (Hecher et al., 2014) HECHER M., BERNHARD M., MATTAUSCH O., SCHERZER D., WIMMER M.: A comparative perceptual study of soft-shadow algorithms. ACM Trans. Appl. Percept. 11, 2 (July 2014). doi:10.1145/2620029. (Obert et al., 2010) OBERT J., PELLACINI F., PATTANAIK S.: Visibility editing for all-frequency shadow design. Computer Graphics Forum 29, 4 (2010), 1441–1449. doi:10.1111/j.1467-8659.2010.01741.x. (Pellacini et al., 2002) PELLACINI F., TOLE P., GREENBERG D. P.: A user interface for interactive cinematic shadow design. ACM TOG 21, 3 (July 2002), 563–566. doi:10.1145/566654.566617. (Ritschel et al., 2010) RITSCHEL T., THORMÄHLEN T., DACHSBACHER C., KAUTZ J., SEIDEL H.-P.: Interactive on-surface signal

  • deformation. ACM TOG 29, 4 (July 2010), 36:1–36:8. doi:10.1145/1778765.1778773.

(Sattler et al., 2005) SATTLER M., SARLETTE R., MÜCKEN T., KLEIN R.: Exploitation of human shadow perception for fast shadow

  • rendering. In Proc. 2nd symposium on Applied perception in graphics and visualization (2005), APGV05, Association for Computing

Machinery, p. 131–134. doi:10.1145/1080402.1080426. (Veach, 1997) VEACH E.: Robust Monte Carlo Methods for Light Transport Simulation. PhD thesis, Stanford University, Stanford, CA, USA, 1997. AAI9837162. 28 28

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Usually exported using a light path expression: .* <[RT].’tallbox’> .*

  • Scattered Layer

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=

Scattered layer Black body render B Main layer I

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Scattered Layer

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Participating Media

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Shadow layer test Shadow removal test

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Integration in a Path Tracer

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1. Propagation The first time a caster C is encountered, the path now belongs to

  • Measure with ⇒ skip the surface and contribute to S

○ C is assigned to the path and always skipped ○ No other caster may be skipped

  • Measure with ⇒ scatter normally and contribute to I

○ C will never be skipped ○ Other casters can still be assigned Both outcomes have probability p = 1 / 2 and introduce a factor 1 / p

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  • 2. Direct lighting

If the path was assigned a caster the shadow ray can skip it, and contributes radiance to the corresponding shadow layer Otherwise:

  • An unoccluded shadow ray contributes to I
  • An occluded shadow ray can skip a caster that was never

encountered and contribute to its shadow layer Overall, less zero radiance paths

Integration in a Path Tracer

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Future work: locally adapt p to the probability of an encounter?

Skip Probability

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p = 0 p = 1 Global illumination Direct shadows Direct illumination Global shadows p = 1 / 2 Our choice

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Scene N Equal sampling Equal time Equal variance

SPP Time SSIM ZRP Time SPP μ-Var Var Time μ-SPP Teaser 2048 15’ 27” 0.903 26% 15’ 2048 0.003 0.01 18’ 24” 2321

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2048 17’ 27” 0.901 17% 15’ 1824 0.004 0.01 20’ 08” 2318

2

2048 18’ 07” 0.896 12% 15’ 1728 0.004 0.01 21’ 46” 2360

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2048 18’ 28” 0.896 10% 15’ 1696 0.004 0.01 22’ 14” 2371 Dragon 4096 27’ 53” 0.927 91% 30’ 9856 0.153 0.1 34’ 58” 8122

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4096 33’ 33” 0.889 90% 30’ 8256 0.153 0.1 41’ 44” 8139 Island 1024 34’ 30” 0.992 87% 30’ 960 0.007 0.01 39’ 36” 1277

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1024 42’ 35” 0.992 81% 30’ 768 0.007 0.01 51’ 11” 1289

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1024 46’ 05” 0.992 80% 30’ 704 0.008 0.01 54’ 16” 1310

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1024 47’ 20” 0.992 79% 30’ 704 0.008 0.01 55’ 56” 1317 Flowers 256 03’ 19” 0.901 15% 10’ 832 0.271 0.5 4’ 01” 291

1

256 03’ 28” 0.899 12% 10’ 784 0.271 0.5 4’ 15” 291

Performance Table

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Performance Table

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Teaser Dragon Island Flowers

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Implementation Guidelines

Bidirectional Path Tracing 1. Propagation Altered as path tracing for camera and light sub-paths 1. Integration The connection step can ignore occlusion Only form full paths with coherent propagation history: for instance, a sub-path that scattered on C cannot be connected to one that skipped C

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Implementation Guidelines

Photon Mapping 1. Propagation Altered as path tracing for photons and gathering rays 1. Integration Gathering must remain coherent with propagation history: for instance, photons that scattered on C cannot be gathered by rays that skipped C

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Implementation Guidelines

Metropolis Light Transport The mutation set does not change Propagation and integration are addressed during mutation acceptance 1. Propagation A mutated path is allowed to cross the surface of at most one caster C … 1. Integration … If the resulting history is coherent: it should not scatter on C elsewhere

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