Global Illumination Shadow Layers
François Desrichard, David Vanderhaeghe, Mathias Paulin IRIT, Université de Toulouse, CNRS, INPT, UPS, UT1, UT2J, France
July 12, 2019
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
François Desrichard, David Vanderhaeghe, Mathias Paulin IRIT, Université de Toulouse, CNRS, INPT, UPS, UT1, UT2J, France
July 12, 2019
Arbitrary Output Variables (AOVs) allow editing without re-rendering We prov rovid ide sh shadow laye yers rs for for com
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Diffuse, specular, normal, depth... Animated geometry Textures, materials Light rig
Scene Composite Render
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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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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Main layer = original image Arnold / pbrt / Cycles, no shadow Ours, no shadow Ours, shadow layer Arnold, shadow matte
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Main layer Arnold, shadow matte Ours, shadow layer Compositing with the shadow layer
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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
Occlusion can be direct or indirect
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Black body render B Invisible render T Main layer I
As the difference between the two altered renders: S = T - B
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Invisible render T Black body render B Shadow layer S
Adding the shadow layer removes shadows
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Shadow layer with matte No shadow Main layer
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Path integral formulation for the main layer (Veach, 1997) For the shadow layer of caster C
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= { all geometric light paths in the scene } = { light paths encountering caster C } = measurement contribution function considering C invisible
○ Measuring with ⇔ scattering on all casters ○ Measuring with ⇔ skipping caster Ci
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i i i
p = 1 / 2
1. Intersect green
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Sblue Sgreen
1. Contribute to Sgreen
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Per-light separation
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Main layer Separate light sources; shadow ratio I / (I + S)
Direct and indirect separation
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Main layer Direct and indirect shadow ratio
Custom catchers and self-shadowing toggle
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Main layer With and without self-shadows
Balancing shadow strength
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Hibiscus / Pandanus shadow layer Locally color graded image Main layer
Shape transformation using the shadow ratio I / (I + S)
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Main layer I (I + S) ⨯ the transformed shadow ratio
For 1 to 5 casters, we measure a 1.1 to 1.3 overhead factor
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When a shadow is created by multiple casters, it cannot be assigned to
With N interacting casters, combinatorial explosion (2N shadow layers)
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Main layer Boxes as separate casters Both boxes as one caster
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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○ Amenable to Monte-Carlo integration algorithms
○ With an overhead in time and render convergence
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(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
(Sattler et al., 2005) SATTLER M., SARLETTE R., MÜCKEN T., KLEIN R.: Exploitation of human shadow perception for fast shadow
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
Usually exported using a light path expression: .* <[RT].’tallbox’> .*
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Scattered layer Black body render B Main layer I
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Shadow layer test Shadow removal test
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1. Propagation The first time a caster C is encountered, the path now belongs to
○ C is assigned to the path and always skipped ○ No other caster may be skipped
○ C will never be skipped ○ Other casters can still be assigned Both outcomes have probability p = 1 / 2 and introduce a factor 1 / p
encountered and contribute to its shadow layer Overall, less zero radiance paths
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Future work: locally adapt p to the probability of an encounter?
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p = 0 p = 1 Global illumination Direct shadows Direct illumination Global shadows p = 1 / 2 Our choice
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
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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
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256 03’ 28” 0.899 12% 10’ 784 0.271 0.5 4’ 15” 291
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Teaser Dragon Island Flowers
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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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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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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