Hierarchical Radiosity w ith Multiresolution Meshes Andrew - - PowerPoint PPT Presentation

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Hierarchical Radiosity w ith Multiresolution Meshes Andrew - - PowerPoint PPT Presentation

Hierarchical Radiosity w ith Multiresolution Meshes Andrew Willmott Thes is Propos al Thes is Committee: Paul Heckbert (CMU) David OHallaron (CMU) Andy Witkin (CMU) Francois Sillion (INRIA) Overview S tate of the art radiosity


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SLIDE 1

Hierarchical Radiosity w ith Multiresolution Meshes

Andrew Willmott Thes is Propos al

Thes is Committee: Paul Heckbert (CMU) David O’Hallaron (CMU) Andy Witkin (CMU) Francois Sillion (INRIA)

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SLIDE 2

Overview

  • S tate of the art radiosity methods can’t

handle s cenes compos ed of complex

  • bjects well

– Complex means 100,000-1,000,000 triangles. – Memory consumption is critical

  • I propos e to make radios ity us eable for

s uch s cenes through the us e of surface sim plification.

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SLIDE 3

Roadm ap

  • What’s Radios ity anyway?
  • Problems with Exis ting Methods
  • Motivation
  • Approach
  • Current Res ults
  • Plans and S chedule
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SLIDE 4

Global Illum ination

  • Local illumination

– Light source to surface to eye, nothing but that.

  • Global illumination

– Consider secondary bounces of light – Reflections (sharp / soft), refractions...

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SLIDE 5

Illum ination Methods

  • Ray-tracing

– Cast rays from eye out into the scene. – Best at specular, can be adapted for diffuse surfaces – Point light sources

  • Radios ity

– Best at diffuse, can be adapted for glossy surfaces – Area light sources

Diffuse Reflection Specular Reflection

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SLIDE 6

Radiosity : Que?

  • Dis cretis e s cene into elements , calculate trans fer

coefficients between elements

  • S olve s ys tem of linear equations for radiosity
  • Linearly interpolate the res ult for dis play
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SLIDE 7

The Radiosity Method

  • Definitions

– Radiosity : diffuse light radiated by an area (Watts m -2). Irradiance: incoming radiosity – Have k input polygons, decimate into n elements

  • S olving the s ys tem

– Initially used standard matrix techniques (J acobi, Gauss-Seidel) – Solver iterates until solution converges – But this is O(n2) in time and space

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SLIDE 8

Progressive Radiosity

– Little used Southwell relaxation technique – Track unshot radiosity in scene – Repeatedly shoot element with most unshot radiosity: can see results improving – O(n2) speed, O(n) memory

4 shots 40 shots 80 shots

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SLIDE 9

Hierarchical Radiosity

– Use adaptive, hierarchical mesh (quadtree) – Distant surfaces: use coarse level of quadtree, close surfaces: use fine level – O(k2 + n) time and space complexity – k2 is a problem for k > 1000 polygons.

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SLIDE 10

Exam ple Hierarchy

C D E F G H I J A B

polygon/element cluster link

Hierarchical Radiosity

C-J A B

Flatland

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SLIDE 11

Clustering

  • Clus ter groups of polygons together into

volum es

– Use these to unify separate hierarchies – O(klogk + n) time, O(k + n) space complexity – Makes > 100,000 polygon scenes practical

  • However...

– Must correct for projected area of cluster in direction of link: O(klogk) process – Must touch all input geometry on each iteration

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SLIDE 12

Exam ple Cluster Hierarchy

polygon/element cluster link

C D E F G H I J A B P Q

Hierarchical Radiosity with Clustering

C-J A B

Flatland

Q P

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SLIDE 13

Current State of the Art

  • Res earch

– Hierarchical/wavelet radiosity systems

  • High-end: Lights cape, Lightworks

– Progressive radiosity, 1,000-100,000 polygon scenes – Raytracing post-pass to add specular component, 2-3 hour renders is fine.

  • Virtual worlds (read: games )

– Progressive radiosity, 10,000 polygon scenes – Quick previews, 10 minute final renders.

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SLIDE 14

Lightscape Rendering

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SLIDE 15

Gam e Mesh

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SLIDE 16

Alternative Diffuse Methods

  • Us e raytracing, cache diffus e s amples

– RADIANCE [Ward], Photon maps [J ensen] – As fast as or faster than existing, progressive radiosity methods – Hierarchical methods should be faster, but often are not, because of memory consumption. – If radiosity can’t match RADIANCE soon, perhaps it’s best forgotten as a general purpose technique.

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SLIDE 17

Problem s w ith Existing Radiosity Methods

  • S peed

– Above 10,000 polygons, progressive gets very slow due to k2 performance. – Hierarchical better, but higher memory use means it’s still impractical for large scenes – Large scenes in research: 200,000 polygons; 1.5 hours, 170Mb.

  • Quality

– Not satisfactory! Shadows cause problems – Discontinuity meshing can help

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SLIDE 18

My Motivation

  • Want to apply radios ity methods to

indus trial-s trength s cenes

– Models are 100,000 -> 1,000,000 polygons. Scenes have many models, texture maps, bump maps – Most rendering done on 64Mb->128Mb workstations – Render times must be minutes, not hours!

  • Hierarchical Radios ity has promis e

– links are useful for recalculating shadows

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SLIDE 19

Problem : Com plex Models

204,000 triangle model. Medium resolution version!

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SLIDE 20

Problem : Poor Meshing

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SLIDE 21

My Approach

  • Us e multires olution models

– Avoid correcting for projected area: No klogk – Much better locality during simulation; no longer touch all input polygons on each iteration – Makes possible sublinear performance in k

  • Us e directional refinement (not quadtree)

– Adapt to shadow discontinuities better – Avoid explicitly locating discontinuities

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SLIDE 22

Original Goal

  • S omehow perform radios ity
  • n sim plified vers ion of
  • riginal model
  • Mos t models have large,

s mooth regions which can be approximated well

  • Only us e detailed geometry

when neces s ary 108,000 triangles, 707s 1000 triangles, 7s

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SLIDE 23

Multiresolution Hierarchy

polygon/element cluster link C D E F G H I J A B P Q A B C D E F G H I J T

NOT USED

Hierarchical Radiosity with Clustering Multiresolution Radiosity

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SLIDE 24

Multiresolution Meshes

  • Algorithm

– Start with original model – Progressively simplify with edge collapses

  • Output

– Log of simplification operations – Can be written as a binary tree of vertices – Cuts across this tree give models of various resolutions

Before After collapse

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SLIDE 25

Multiresolution Meshes

  • Us e Garland’s Technique (Quadrics )

– Fast, has the properties we want 2320 polygons 500 polygons 110 polygons

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SLIDE 26

A New Hierarchy

Input polygons Simplify Refine OLD: Hierarchical Radiosity with Clustering NEW: Multiresolution Radiosity

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SLIDE 27

Above the Input Poly gons

Volume Clusters Face Clusters Simplify Input polygons

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SLIDE 28

A Real Volum e Hierarchy

7 levels deep 5800 polygon cow

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SLIDE 29

Below the Input Poly gons

Regular, quadtree refinement Edge-split refinement Input polygons Refine

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SLIDE 30

But Wait!

  • Traditional approach

to radios ity trans fer leads to faceted appearance.

  • S calar trans fer of

radios ity ill-s uited to clus ters of directionally independent polys

  • Luckily: Vector

radios ity to the res cue 108,000 triangles, 7s

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SLIDE 31

Scalar Transfer

  • Cons ider the following two face clus ters
  • Ai all cons idered to have the s ame

irradiance, Ei

Aj n ˆ j rji Ai n ˆ i

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SLIDE 32

m P

Ai n ˆ i

E

Vector Transfer

  • Us e Vector approximations in trans fer
  • Irradiance of Ai is now E.ni
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SLIDE 33

Im proved Dragon

Before After

7s 8s

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SLIDE 34

Initial Results

  • Prototype of multires .

radios ity s ys tem up and running

  • Compared it to HRC

implementation

  • 200,000 polygon

s cene, 7 complex models

  • Both methods s hare

code where pos s ible

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SLIDE 35

Current Results

Parameter HRC MR Simulation Memory 31Mb 10Mb Rays cast 2.1 million 1.7 million Execution time 80 minutes 9 minutes Links used 134860 117491 Volume clusters 22774 331 Face clusters/faces 199124 8800

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SLIDE 36

Tasks

  • Es tablis h bes t face-clus ter hierarchy to

us e

  • Eliminate remaining s hading

dis continuities

  • Find good link vis ibility repres entation
  • Extend us e of mes h pas t input polygons
  • Es tablis h s ublinear performance

empirically

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SLIDE 37

Schedule

Activity Months Start Date Find Best Clustering Method 1 April ‘98 Seam Elimination 2 Visibility Scheme 2 August ‘98 Input-polygon Refinement 3 Slack time/addition of features to system 2 January ‘99 Experiments and testing 3 Writing Dissertation 4 June ‘99 Total/Finish 18 October ‘99

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SLIDE 38

User Testim ony ...

Us enet Pos ting:

It's not so much that Lightscape is too slow, but it really does not seem to like the fine meshes generated by Rhino

  • n curvy surfaces. If you generate a sparser polygon object

in Rhino it works better but the outlines of the curves get angly in Lightscape; if you get a fine enough mesh to smooth out all the curves, Lightscape (in my limited experience) leaves out lots of polygons when you raytrace even if you get it to import the polygons succesfully to begin with.

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SLIDE 39

Best Case, Worst Case?

  • Bes t Cas e

– Radiosity becomes practical with very large scenes – Animation houses start using it for soft-shadow illumination

  • Wors t Cas e

– Surface refinement methods don’t prove to be beneficial – Can’t improve quality of the results enough