Irradiance Gradients in the Presence of Media & Occlusions - - PDF document

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Irradiance Gradients in the Presence of Media & Occlusions - - PDF document

Irradiance Gradients in the Presence of Media & Occlusions Wojciech Jarosz in collaboration with Matthias Zwicker and Henrik Wann Jensen University of California, San Diego June 23, 2008 Thursday, 6 September 12 Wojciech Jarosz 2007 2


slide-1
SLIDE 1

Irradiance Gradients

in the Presence of

Media & Occlusions

Wojciech Jarosz

in collaboration with

Matthias Zwicker and Henrik Wann Jensen

University of California, San Diego June 23, 2008

Thursday, 6 September 12

slide-2
SLIDE 2

2

Wojciech Jarosz 2007

Thursday, 6 September 12

* In this talk we are interested in rendering scenes such as this one, where there is a strong connection between lighting that arrives at surfaces and lighting within participating media such as dust in the air or smoke * In particular we are interested in effjciently computing the intricate indirect lighting arriving

  • n the surfaces.
slide-3
SLIDE 3

Previous Work

3

  • Irradiance Caching - Ward et al. ‘88
  • Irradiance Gradients - Ward and

Heckbert ‘92

  • Radiance Caching - Křivánek et al. ’05
  • Volumetric Radiance Caching - Jarosz et
  • al. ‘08

(Ir)radiance Caching Methods

Thursday, 6 September 12

* There has been a vast amount of work on how to compute indirect illlumination, enough to fill a whole course. * A popular technique, which is most related to our work, is irradiance caching, which was

  • riginally developed in 1988, and has been subsequently improved.
slide-4
SLIDE 4

Irradiance Caching

4

Direct (sharp discontinuities) Indirect (low frequency) Ward et al. ‘88

Thursday, 6 September 12

* The observation that ward made was that even though direct lighting may have sharp discontinuities, such as... * If we just look at indirect irradiance, by handling direct lighting separately, it tends to have a very smooth appearance.

slide-5
SLIDE 5

Irradiance Caching

4621 samples

Ward et al. ‘88

5

Thursday, 6 September 12

* This makes it a perfect candidate for sparse sampling and interpolation. * Irradiance caching computes indirect irradiance only at a sparse set of locations in the scene, and tries to interpolate these values as often as possible in order to gain effjciency. * On average only about 1 out of every 50 pixels need to compute indirect lighting in this image

slide-6
SLIDE 6

Previous Work

6

  • Irradiance Caching - Ward et al. ‘88
  • Irradiance Gradients - Ward and

Heckbert ’92

  • Radiance Caching - Křivánek et al. ’05
  • Volumetric Radiance Caching - Jarosz et
  • al. ‘08

(Ir)radiance Caching Methods

Thursday, 6 September 12

slide-7
SLIDE 7

Interpolation Quality

7

Ward and Heckbert ‘92

Thursday, 6 September 12

slide-8
SLIDE 8

Without Gradients With Gradients

Interpolation Quality

7

Ward and Heckbert ‘92

Thursday, 6 September 12

slide-9
SLIDE 9

Without Translational Gradients With Translational Gradients

Interpolation Quality

8

Ward and Heckbert ‘92

Thursday, 6 September 12

slide-10
SLIDE 10

Without Rotational Gradients With Rotational Gradients

Interpolation Quality

9

Ward and Heckbert ‘92

Thursday, 6 September 12

slide-11
SLIDE 11

Previous Work

10

  • Irradiance Caching - Ward et al. ‘88
  • Irradiance Gradients - Ward and

Heckbert ‘92

  • Radiance Caching - Křivánek et al. ’05
  • Support caching on glossy surfaces
  • Volumetric Radiance Caching - Jarosz et
  • al. ‘08

(Ir)radiance Caching Methods

Thursday, 6 September 12

slide-12
SLIDE 12

Previous Work

11

  • Irradiance Caching - Ward et al. ‘88
  • Irradiance Gradients - Ward and

Heckbert ‘92

  • Radiance Caching - Křivánek et al. ’05
  • Volumetric Radiance Caching - Jarosz et
  • al. ’08
  • Cache radiance within volume,

compute radiance gradients.

(Ir)radiance Caching Methods

Thursday, 6 September 12

slide-13
SLIDE 13

Previous Work

12

  • Irradiance Caching - Ward et al. ‘88
  • Irradiance Gradients - Ward and

Heckbert ‘92

  • Radiance Caching - Křivánek et al. ’05
  • Volumetric Radiance Caching - Jarosz et
  • al. ’08

(Ir)radiance Caching Methods

  • Do not take into account participating media

Thursday, 6 September 12

* The limitations of the first three methods is that they do not account for participating

  • media. They assume all surfaces are in a vacuum.

* This means we cannot efgectively apply these gradient methods if the scene contains media

slide-14
SLIDE 14
  • Irradiance Caching - Ward et al. ‘88
  • Irradiance Gradients - Ward and

Heckbert ‘92

  • Radiance Caching - Křivánek et al. ’05
  • Volumetric Radiance Caching - Jarosz et
  • al. ’08

Previous Work

13

(Ir)radiance Caching Methods

  • Does not take into account occlusions

Thursday, 6 September 12

* On the other hand, our previous work computes gradients within participating media, and it is possible to trivially apply this to irradiance gradients by only integrating over the hemisphere, instead of the whole sphere. * However, the drawback of our previous approach is that it does not take into account

  • cclusions which can lead to significant interpolation artifacts in regions with occlusion

changes.

slide-15
SLIDE 15

Goal

  • Compute accurate gradients
  • f irradiance on surfaces in

the presence of participating media AND occlusions.

14

Wojciech Jarosz 2007

Thursday, 6 September 12

* Our goal is to fill this gap in previous work and compute accurate gradients of irradiance on surfaces in the presence of participating media AND occlusions. * We are only interested in computing a translational gradient, since rotational gradients are not efgected by participating media.

slide-16
SLIDE 16

Participating Media

15

No Media With media

Thursday, 6 September 12

* To see why this is in fact an important problem which is not adequately handled by previous methods, lets consider the classic Cornell box both with and without media.

slide-17
SLIDE 17

No Media (indirect irradiance) With media (indirect irradiance)

Participating Media

16

Thursday, 6 September 12

* Irradiance caching with gradients can very efgectively compute the indirect illumination if no media is present. * However, since the gradient formulation does not account for media, significant artifacts appear if we apply these gradient computations when media is present * The reason for this is that these scenes invalidate a major underlying assumption of irradiance gradients, which is, that surfaces are embedded within a vacuum.

slide-18
SLIDE 18

No Media (indirect irradiance) With media (indirect irradiance)

Participating Media

16

Thursday, 6 September 12

* Irradiance caching with gradients can very efgectively compute the indirect illumination if no media is present. * However, since the gradient formulation does not account for media, significant artifacts appear if we apply these gradient computations when media is present * The reason for this is that these scenes invalidate a major underlying assumption of irradiance gradients, which is, that surfaces are embedded within a vacuum.

slide-19
SLIDE 19

Participating Media

16

Ward and Heckbert

Thursday, 6 September 12

* Irradiance caching with gradients can very efgectively compute the indirect illumination if no media is present. * However, since the gradient formulation does not account for media, significant artifacts appear if we apply these gradient computations when media is present * The reason for this is that these scenes invalidate a major underlying assumption of irradiance gradients, which is, that surfaces are embedded within a vacuum.

slide-20
SLIDE 20

Participating Media

17

Our Gradients

Thursday, 6 September 12

* Using the techniques described in our paper, in the same amount of time, we are able to compute a much more accurate gradient which allows for higher quality interpolation. * A key thing to note here is that the actual cache point locations are identical between these two images, just the gradient computation is changed.

slide-21
SLIDE 21

Participating Media

17

Our Gradients

Thursday, 6 September 12

* Using the techniques described in our paper, in the same amount of time, we are able to compute a much more accurate gradient which allows for higher quality interpolation. * A key thing to note here is that the actual cache point locations are identical between these two images, just the gradient computation is changed.

slide-22
SLIDE 22

Participating Media

17

Ward and Heckbert Gradients

Thursday, 6 September 12

* Using the techniques described in our paper, in the same amount of time, we are able to compute a much more accurate gradient which allows for higher quality interpolation. * A key thing to note here is that the actual cache point locations are identical between these two images, just the gradient computation is changed.

slide-23
SLIDE 23

medium

  • bject

light source

Volume Rendering Equation

18

camera (eye)

Thursday, 6 September 12

* In order to compute these gradients, we must first understand the behavior of light in the presence of media.

slide-24
SLIDE 24
  • bject

x

Volume Rendering Equation

19

Thursday, 6 September 12

* The radiance, L, arriving at any location x along a ray can be expressed using the volume rendering equation. * but at a high-level the meaning is pretty simple. * In the presence of participating media, the radiance is the sum of two terms:

slide-25
SLIDE 25

L(xs, ⇥ )

  • bject

                                                                                    

x xs Tr(x↔xs)

Volume Rendering Equation

20

surface radiance

Thursday, 6 September 12

* the right-hand term incorporates lighting arriving from a surface * before reaching the eye, this radiance must travel through the medium and so is attenuated by a transmission term

slide-26
SLIDE 26

L(xs, ⇥ )

  • bject

                                                                                    

x xs Tr(x↔xs)

Volume Rendering Equation

20

surface radiance

Thursday, 6 September 12

* the right-hand term incorporates lighting arriving from a surface * before reaching the eye, this radiance must travel through the medium and so is attenuated by a transmission term

slide-27
SLIDE 27
  • bject

                                                                                    

x xs s

Volume Rendering Equation

21

media radiance

Thursday, 6 September 12

* the left-hand term integrates the scattering of light from the medium along the whole length of the ray

slide-28
SLIDE 28
  • bject

                                                                                    

x xs s

Volume Rendering Equation

21

media radiance

Thursday, 6 September 12

* the left-hand term integrates the scattering of light from the medium along the whole length of the ray

slide-29
SLIDE 29
  • bject

x xt Li(xt, ⇥ )

Volume Rendering Equation

22

media radiance

Thursday, 6 September 12

* the main quantity that is integrated, Li, is inscattered radiance * This represents the amount of light that reaches some point in the volume (from any other location in the scene), and then subsequently scatterers towards the eye

slide-30
SLIDE 30
  • bject

                                  

x xt Tr(x↔xt) σs(xt) Li(xt, ⇥ )

Volume Rendering Equation

23

media radiance

Thursday, 6 September 12

* as this scattered light travels towards the eye it is also dissipated by extinction through the medium * this computation is very expensive and there has been a lot of work on how to solve this problem effjciently

slide-31
SLIDE 31

Contribution

24

  • Compute translational gradients of

irradiance in the presence of media

Thursday, 6 September 12

slide-32
SLIDE 32

Contribution

25

  • Compute translational gradients of

irradiance in the presence of media

  • Absorbing media
  • Emissive/scattering media

Thursday, 6 September 12

slide-33
SLIDE 33

Contribution

26

  • Compute translational gradients of

irradiance in the presence of media

  • Absorbing media
  • Emissive/scattering media
  • Higher quality irradiance interpolation

Thursday, 6 September 12

slide-34
SLIDE 34

Irradiance in Part. Med.

27

Thursday, 6 September 12

* Irradiance is simply the integral of the cosine weighted radiance over the hemisphere * Since we decomposed the definition of radiance as radiance coming from surfaces and radiance coming from the media, we can perform the same decomposition on the hemispherical integral.

slide-35
SLIDE 35

Irradiance in Part. Med.

27

Thursday, 6 September 12

* Irradiance is simply the integral of the cosine weighted radiance over the hemisphere * Since we decomposed the definition of radiance as radiance coming from surfaces and radiance coming from the media, we can perform the same decomposition on the hemispherical integral.

slide-36
SLIDE 36

Irradiance in Part. Med.

27

Thursday, 6 September 12

* Irradiance is simply the integral of the cosine weighted radiance over the hemisphere * Since we decomposed the definition of radiance as radiance coming from surfaces and radiance coming from the media, we can perform the same decomposition on the hemispherical integral.

slide-37
SLIDE 37

Irradiance in Part. Med.

27

Thursday, 6 September 12

* Irradiance is simply the integral of the cosine weighted radiance over the hemisphere * Since we decomposed the definition of radiance as radiance coming from surfaces and radiance coming from the media, we can perform the same decomposition on the hemispherical integral.

slide-38
SLIDE 38

Irradiance Gradient

28

Thursday, 6 September 12

* Since the total irradiance is the sum of two terms, the total irradiance gradient is just the sum of two gradient terms. * The right hand term is the gradient due to surface irradiance and the left is the gradient due to media irradiance. * In the remainder of the talk I will describe how we compute the two irradiance values and their corresponding gradients.

slide-39
SLIDE 39

Irradiance Gradient

28

Gradient from Surfaces

Thursday, 6 September 12

* Since the total irradiance is the sum of two terms, the total irradiance gradient is just the sum of two gradient terms. * The right hand term is the gradient due to surface irradiance and the left is the gradient due to media irradiance. * In the remainder of the talk I will describe how we compute the two irradiance values and their corresponding gradients.

slide-40
SLIDE 40

Irradiance Gradient

28

Gradient from Media Gradient from Surfaces

Thursday, 6 September 12

* Since the total irradiance is the sum of two terms, the total irradiance gradient is just the sum of two gradient terms. * The right hand term is the gradient due to surface irradiance and the left is the gradient due to media irradiance. * In the remainder of the talk I will describe how we compute the two irradiance values and their corresponding gradients.

slide-41
SLIDE 41

Irradiance From Surfaces

29

Thursday, 6 September 12

* Given the definition of the surface irradiance, we can estimate it by performing a stratified Monte Carlo integration. * This involves subdividing the hemisphere of directions into a number of strata, or cells, and sampling the radiance using a jittered sample within each cell. * The irradiance is just the sum of all the radiance samples weighted by their cell area and the cosine term. * This is exactly the approach used by standard irradiance caching techniques.

slide-42
SLIDE 42

Irradiance From Surfaces

29

Thursday, 6 September 12

* Given the definition of the surface irradiance, we can estimate it by performing a stratified Monte Carlo integration. * This involves subdividing the hemisphere of directions into a number of strata, or cells, and sampling the radiance using a jittered sample within each cell. * The irradiance is just the sum of all the radiance samples weighted by their cell area and the cosine term. * This is exactly the approach used by standard irradiance caching techniques.

slide-43
SLIDE 43

Irradiance From Surfaces

30

Thursday, 6 September 12

slide-44
SLIDE 44

Irradiance From Surfaces

30

Thursday, 6 September 12

slide-45
SLIDE 45

Irradiance Gradient From Surfaces

31

Thursday, 6 September 12

* We can compute the translational gradient of this estimate by using the product rule within the summation.

slide-46
SLIDE 46

Irradiance Gradient From Surfaces

32

Thursday, 6 September 12

slide-47
SLIDE 47

Irradiance Gradient From Surfaces

32

Thursday, 6 September 12

slide-48
SLIDE 48

Irradiance Gradient From Surfaces

33

Thursday, 6 September 12

* Computing the gradient therefore involves estimating how the cell areas change due to a translation * This term is what Ward and Heckbert derived * Our contribution is additionally taking into account a gradient of the cell radiance.

slide-49
SLIDE 49

Irradiance Gradient From Surfaces

33

gradient of cell area

(Ward and Heckbert)

Thursday, 6 September 12

* Computing the gradient therefore involves estimating how the cell areas change due to a translation * This term is what Ward and Heckbert derived * Our contribution is additionally taking into account a gradient of the cell radiance.

slide-50
SLIDE 50

Irradiance Gradient From Surfaces

33

gradient of cell area

(Ward and Heckbert)

gradient of cell radiance

(our contribution)

Thursday, 6 September 12

* Computing the gradient therefore involves estimating how the cell areas change due to a translation * This term is what Ward and Heckbert derived * Our contribution is additionally taking into account a gradient of the cell radiance.

slide-51
SLIDE 51

Gradient of Cell Radiance

34

Thursday, 6 September 12

* In participating media, the surface radiance is the product of two terms, so its gradient can be computed using the product rule. * We recently published a method at TOG which derives the necessary expressions for computing the gradient of the transmittance. * The gradient of cell radiance was ignored by all previous methods. This implies that all these methods (including radiance caching for glossy surfaces) assumed that all surfaces visible during final gather are Lambertian surfaces in a vacuum. * By incorporating this term we can not only account for participating media, but also get the added benefit of being able to handle glossy indirect reflectors.

slide-52
SLIDE 52

Gradient of Cell Radiance

34

Thursday, 6 September 12

* In participating media, the surface radiance is the product of two terms, so its gradient can be computed using the product rule. * We recently published a method at TOG which derives the necessary expressions for computing the gradient of the transmittance. * The gradient of cell radiance was ignored by all previous methods. This implies that all these methods (including radiance caching for glossy surfaces) assumed that all surfaces visible during final gather are Lambertian surfaces in a vacuum. * By incorporating this term we can not only account for participating media, but also get the added benefit of being able to handle glossy indirect reflectors.

slide-53
SLIDE 53

Gradient of Cell Radiance

34

Thursday, 6 September 12

* In participating media, the surface radiance is the product of two terms, so its gradient can be computed using the product rule. * We recently published a method at TOG which derives the necessary expressions for computing the gradient of the transmittance. * The gradient of cell radiance was ignored by all previous methods. This implies that all these methods (including radiance caching for glossy surfaces) assumed that all surfaces visible during final gather are Lambertian surfaces in a vacuum. * By incorporating this term we can not only account for participating media, but also get the added benefit of being able to handle glossy indirect reflectors.

slide-54
SLIDE 54

Gradient of Cell Radiance

34

Jarosz et al. ACM TOG ’08.

Attenuation due to media

Thursday, 6 September 12

* In participating media, the surface radiance is the product of two terms, so its gradient can be computed using the product rule. * We recently published a method at TOG which derives the necessary expressions for computing the gradient of the transmittance. * The gradient of cell radiance was ignored by all previous methods. This implies that all these methods (including radiance caching for glossy surfaces) assumed that all surfaces visible during final gather are Lambertian surfaces in a vacuum. * By incorporating this term we can not only account for participating media, but also get the added benefit of being able to handle glossy indirect reflectors.

slide-55
SLIDE 55

Gradient of Cell Radiance

34

Glossy indirect reflectors

Thursday, 6 September 12

* In participating media, the surface radiance is the product of two terms, so its gradient can be computed using the product rule. * We recently published a method at TOG which derives the necessary expressions for computing the gradient of the transmittance. * The gradient of cell radiance was ignored by all previous methods. This implies that all these methods (including radiance caching for glossy surfaces) assumed that all surfaces visible during final gather are Lambertian surfaces in a vacuum. * By incorporating this term we can not only account for participating media, but also get the added benefit of being able to handle glossy indirect reflectors.

slide-56
SLIDE 56

Hemispherical Sampling

35

Thursday, 6 September 12

* The way this derivation can be interpreted visually, is that we start with a hemispherical sampling around some point x

slide-57
SLIDE 57

Hemispherical Sampling

36

Thursday, 6 September 12

* We now know the radiance coming from each cell, and the distance to the surface within each cell, which results in a discretization of the visible environment. * In order to compute the gradient of irradiance, we consider how the contribution from each cell will change as we move the point x along the tangent plane.

slide-58
SLIDE 58

Hemispherical Sampling

36

Thursday, 6 September 12

* We now know the radiance coming from each cell, and the distance to the surface within each cell, which results in a discretization of the visible environment. * In order to compute the gradient of irradiance, we consider how the contribution from each cell will change as we move the point x along the tangent plane.

slide-59
SLIDE 59

Surface Irradiance Gradient

37

  

Thursday, 6 September 12

* Moving the point will result in the cell areas changing due to occlusions from neighboring surfaces (shown in grey). * Additionally, the radiance coming from each cell may change due to changes in extinction (shown in red).

slide-60
SLIDE 60

Absorbing Medium

38

y x

Thursday, 6 September 12

* To validate this gradient formulation we visualized the gradients within this simple synthetic scene, which contains a ground plane, an occluding block, and a polygon reflecting indirect light. The whole scene is embedded within an absorbing medium.

slide-61
SLIDE 61

Absorbing Medium

39

Irradiance on floor

Thursday, 6 September 12

* We can visualize the irradiance on the ground plane.

slide-62
SLIDE 62

Per-Pixel Irradiance Gradient

40

(Finite Differences)

Thursday, 6 September 12

* We can also compute a ground truth solution to the gradient by performing finite difgerences along the ground plane. * In these visualizations the absolute value of the x component of the gradient is shown in red and the y component is shown in blue. And we compute the gradient per-pixel * This unfortunately sufgers from significant noise.

slide-63
SLIDE 63

Per-Pixel Irradiance Gradient

41

(Finite Differences 10X)

Thursday, 6 September 12

* We can improve the quality by taking 10 times as many samples, and this starts to reveal the structure of the true gradient, however it is not a practical approach since it is very expensive

slide-64
SLIDE 64

Per-Pixel Irradiance Gradient

42

(Our Method)

Thursday, 6 September 12

* Using our approach, we can match the behavior of this gradient, with less noise, and using

  • nly 1/10th of the number of samples.
slide-65
SLIDE 65

Per-Pixel Irradiance Gradient

43

(Ward and Heckbert)

Thursday, 6 September 12

* If we were to compute the gradient using the original Ward and Heckbert formulation, the results are significantly difgerent than the finite difgerence gradients.

slide-66
SLIDE 66

Gradient Comparison

44

Why is the Ward & Heckbert gradient darker? Our Method Ward and Heckbert

Thursday, 6 September 12

* If we look at these side by side we can immediately see that the Ward and Heckbert version is darker. * For Ward & Heckbert, the radiance has an inverse squared fallofg * In participating media, which our gradients take into account, the radiance has a sharper fallofg since it is also attenuated by transmittance. * This leads to a higher gradient value.

slide-67
SLIDE 67

Gradient Comparison

44

Why is the Ward & Heckbert gradient darker? Our Method Ward and Heckbert

Thursday, 6 September 12

* If we look at these side by side we can immediately see that the Ward and Heckbert version is darker. * For Ward & Heckbert, the radiance has an inverse squared fallofg * In participating media, which our gradients take into account, the radiance has a sharper fallofg since it is also attenuated by transmittance. * This leads to a higher gradient value.

slide-68
SLIDE 68

Gradient Comparison

45

50 100 150 200 250 0.02 0.04 0.06 0.08 Pixel Gradient Magnitude 0.10 0.12

||∇E || - Our Method ||∇E || - Finite Difference ||∇E || - Ward and Heckbert ‘92

Thursday, 6 September 12

slide-69
SLIDE 69

Extrapolated Irradiance

46

Our Method Ward and Heckbert Same cache points

Thursday, 6 September 12

slide-70
SLIDE 70

Visual Break

47

Thursday, 6 September 12 This is frame 352 from the Patterson film taken on October 20, 1967. It is the most famous picture of bigfoot ever taken.

slide-71
SLIDE 71

Irradiance From Media

48

Thursday, 6 September 12

slide-72
SLIDE 72

where:

Irradiance From Media

48

Thursday, 6 September 12

slide-73
SLIDE 73

Ray Marching

49

Thursday, 6 September 12

slide-74
SLIDE 74
  • bject

x

Ray Marching

49

Thursday, 6 September 12

slide-75
SLIDE 75

where:

Irradiance From Media

50

Thursday, 6 September 12

slide-76
SLIDE 76

where:

  • Does not have an associated “distance”

Irradiance From Media

50

Thursday, 6 September 12

slide-77
SLIDE 77

where:

  • Does not have an associated “distance”
  • Cannot use the same gradient formulation

Irradiance From Media

50

Thursday, 6 September 12

slide-78
SLIDE 78

Hemispherical Sampling

51

Thursday, 6 September 12

* I’ll describe the process of computing the media irradiance gradient at a high level using this 2D example * the details of this process are in the paper.

slide-79
SLIDE 79

Ray Marching

52

Thursday, 6 September 12

* An individual cell in this case samples the medium at multiple steps using ray marching.

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SLIDE 80

Ray Marching

52

Thursday, 6 September 12

* An individual cell in this case samples the medium at multiple steps using ray marching.

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SLIDE 81

Ray Marching

53

Medium radiance interpreted as coming from “shells”

Thursday, 6 September 12

* In order to compute the contribution to the gradient for each cell, we interpret these samples as radiance come from multiple shells of difgerent radius

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SLIDE 82

Ray Marching

53

Medium radiance interpreted as coming from “shells”

shells

Thursday, 6 September 12

* In order to compute the contribution to the gradient for each cell, we interpret these samples as radiance come from multiple shells of difgerent radius

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SLIDE 83

Ray Marching

54

surfaces surfaces

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* We also want to handle occlusions from neighboring surfaces, like in the Ward and Heckbert formulation

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SLIDE 84

  

Media Irradiance Gradient

55

Each shell is

  • ccluded by

surfaces at a different rate as we move x.

Thursday, 6 September 12

* To compute the gradient contribution of each cell, we determine how each shell may be

  • ccluded by surfaces.

* The rate of occlusion depends on the distance to the “shell,” and the distance to the neighboring surface causing the occlusion (shown in blue) * This means that shells in front of neighboring surfaces do not get occluded with translation, and shells past surfaces get occluded faster with increased distance. * The media irradiance gradient can be thought of as applying the Ward and Heckbert gradient formulation to estimate the change in occlusion individually for each of these shells

  • f increasing radius.
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SLIDE 85

  

Media Irradiance Gradient

55

Each shell is

  • ccluded by

surfaces at a different rate as we move x. Determined by distance to shell and to

  • ccluder.

Shells do not

  • cclude

each other

Thursday, 6 September 12

* To compute the gradient contribution of each cell, we determine how each shell may be

  • ccluded by surfaces.

* The rate of occlusion depends on the distance to the “shell,” and the distance to the neighboring surface causing the occlusion (shown in blue) * This means that shells in front of neighboring surfaces do not get occluded with translation, and shells past surfaces get occluded faster with increased distance. * The media irradiance gradient can be thought of as applying the Ward and Heckbert gradient formulation to estimate the change in occlusion individually for each of these shells

  • f increasing radius.
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SLIDE 86

y x

Scattering Medium

56

Thursday, 6 September 12

* Using a modification of the previous scene, we can validate the correctness of our media irradiance gradients. * In this case, we use a scattering media, and a point light source. * The scene is constructed in a way where all lighting on the ground plane has first scattered within the medium.

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SLIDE 87

Per-Pixel Irradiance Gradient

57

(Finite Differences 10X)

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* We compute a ground truth gradient using finite difgerences * Even with a very large number of samples the finite difgerence gradient sufgers from significant noise

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SLIDE 88

Per-Pixel Irradiance Gradient

58

(Our Method)

Thursday, 6 September 12

* The gradients estimated using our method match the behavior of the true gradient but have significantly less noise using only 1/10th of the number of samples

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SLIDE 89

Per-Pixel Irradiance Gradient

59

(Ward and Heckbert)

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* The Ward and Heckbert gradient formulation again significantly difgers from the true gradient since it does not take into account media scattering.

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SLIDE 90

Per-Pixel Irradiance Gradient

60

Why is the Ward & Heckbert gradient darker? Our Method Ward and Heckbert

Thursday, 6 September 12

* In addition to having a difgerent structure, it is also overall darker. * This is because for Ward & Heckbert, all radiance is assumed to come from the surface past the medium. * and since the gradient is inversely proportional to the distance, this underestimates the gradient. * By comparing the gradients along a single scanline

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SLIDE 91

Per-Pixel Irradiance Gradient

60

Why is the Ward & Heckbert gradient darker? Our Method Ward and Heckbert

Thursday, 6 September 12

* In addition to having a difgerent structure, it is also overall darker. * This is because for Ward & Heckbert, all radiance is assumed to come from the surface past the medium. * and since the gradient is inversely proportional to the distance, this underestimates the gradient. * By comparing the gradients along a single scanline

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SLIDE 92

50 100 150 200 250 0.01 0.02 0.03 0.04 0.05 0.06 0.07 Pixel Gradient Magnitude

||∇E || - Our Method ||∇E || - Finite Difference ||∇E || - Ward and Heckbert ‘92

Gradient Comparison

61

Thursday, 6 September 12

* we see that our method (shown in blue) matches the ground truth, whereas Ward and Heckbert gradients (shown in red) significantly difger from this

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SLIDE 93

Extrapolated Irradiance

62

Our Method Ward and Heckbert Same cache points

Thursday, 6 September 12

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SLIDE 94

Gradient Comparison

63

  • In a scene with no walls, Ward &

Heckbert would estimate 0 gradients!

y x y x

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* This test scene is actually constructed to give the original Ward & Heckbert gradient a helping hand. * If we removed the box and the walls then Ward & Heckbert’s formulation would incorrectly estimate a 0 gradient everywhere, which would be of no benefit for interpolation.

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SLIDE 95

Convergence

64

16 1 32 48 64 0.0 0.2 0.4 0.6 0.8 1.0

Relative Error Number of Samples

Irradiance Gradient Magnitude Convergence

||∇E || - Our Method ||∇E || - Ward and Heckbert ‘92

Thursday, 6 September 12

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SLIDE 96

Results

65

  • Rendered at 1K horizontal resolution
  • On an Intel Core 2 Duo 2.4 GHz PC

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SLIDE 97

Smoky Cornell Box

66

(8:14)

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SLIDE 98

Smoky Cornell Box

67

Our Method

(8:14)

Ward and Heckbert

(8:10)

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SLIDE 99

Beam through Window

68

Our Method

(3:25)

Ward and Heckbert

(3:17)

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* still based on stochastic sampling, so there may still be errors (e.g., on the floor), not as bad as previous methods

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SLIDE 100

Disco Ball

69

(10:33)

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* All illumination on the ground plane has first scattered in the medium.

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SLIDE 101

Disco Ball

70

Our Method

(10:33)

Ward and Heckbert

(10:30)

Thursday, 6 September 12

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SLIDE 102

Future Work

71

  • Error metric

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SLIDE 103

Future Work

71

  • Error metric
  • Radiance gradients

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SLIDE 104

Future Work

71

  • Error metric
  • Radiance gradients
  • Radiance gradients in participating media

Thursday, 6 September 12

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SLIDE 105

Conclusion

  • Accurate irradiance gradients for scenes

with media and occlusions

  • Can be applied to the irradiance

caching algorithm for higher quality interpolation

72

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SLIDE 106

Thank You

73

Thursday, 6 September 12