Many-light methods Clamping & compensation Jaroslav Kivnek - - PowerPoint PPT Presentation

many light methods clamping compensation
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Many-light methods Clamping & compensation Jaroslav Kivnek - - PowerPoint PPT Presentation

Many-light methods Clamping & compensation Jaroslav Kivnek Charles University, Prague Instant radiosity Approximate indirect illumination by 1. Generate VPLs 2. Render with VPLs 2 Clamping 1000 VPLs - no clamping 1000 VPLs -


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SLIDE 1

Many-light methods – Clamping & compensation

Jaroslav Křivánek

Charles University, Prague

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SLIDE 2
  • Approximate indirect illumination by
  • 1. Generate VPLs

2

Instant radiosity

  • 2. Render with VPLs
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SLIDE 3

3

Clamping

1000 VPLs - no clamping missing energy 1000 VPLs - clamping reference (path tracing)

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SLIDE 4

Clamping Compensation

Kollig & Keller, MCQMC 2004

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SLIDE 5
  • Clamping reduces variance but some energy is

lost

  • Find formula for the lost energy
  • Compute the lost energy by selective path

tracing

5

Idea

path tracing compensation full solution clamping

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SLIDE 6

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Clamping

x p

VPL power VPL emission distribution (BRDF lobe at p – for a diffuse VPL can be folded into Φ) Geometry term

ωo

Visibility

min{ c, }

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SLIDE 7
  • Clamping evaluates this equation
  • Can be written as

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Formal derivation

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SLIDE 8
  • Unbiased solution

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What’s missing?

Path tracing compensation of the clamped energy VPLs w/ clamping

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SLIDE 9
  • Compensation faster than path tracing

everything (many path terminated early)

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Result

path tracing compensation full solution clamping

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SLIDE 10

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Biased result with clamping

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SLIDE 11

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Unbiased result with compensation

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SLIDE 12

Dealing with Glossy Transport

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SLIDE 13

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Ground truth 1,000 VPLs 100,000 VPLs

Instant radiosity with glossy surfaces

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SLIDE 14

Effect of clamping

14

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SLIDE 15

Virtual Spherical Lights

Hašan, Křivánek & Bala, SIGGRAPH Asia 2009

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SLIDE 16
  • Cosine-weighted BRDF lobe at the VPL

location

Emission distribution of a VPL

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Glossy Diffuse

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SLIDE 17

Glossy VPL emission: illumination spikes

Common solution: Only diffuse BRDF at light location

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SLIDE 18

Remaining spikes

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SLIDE 19
  • Common solution: Clamp VPL contributions

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Remaining spikes

x x

  • VPL contribution =

VPL power . BRDF(x) . cos(x) . 1 / || p – x ||2 spike! p As || p – x || → 0, VSL contribution → ∞

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SLIDE 20

Instant radiosity: The practical version

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Clamping and diffuse-only VPLs: Illumination is lost!

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SLIDE 21

Comparison

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Clamped VPLs: Illumination loss Path tracing: Slow

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SLIDE 22

Recall: Emission Distribution of a VPL

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Spike!

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SLIDE 23

What happens as #lights → ∞ ?

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Spiky lights converge to a continuous function!

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SLIDE 24

Idea: We want a “virtual area light”

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Aggregate incoming illumination Aggregate

  • utgoing

illumination “Virtual area light”

Problem: What if surface is not flat?

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SLIDE 25

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VPL to VSL

x p l

Non-zero radius (r)

Ω

Integration over non-zero solid angle

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SLIDE 26

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Light Contribution

x p l

Non-zero radius (r)

Ω

Integration over non-zero solid angle

y

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SLIDE 27

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Light Contribution

x p l

Non-zero radius (r)

Ω

Integration over non-zero solid angle

y

Problem: Finding y requires ray-tracing

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SLIDE 28

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Simplifying Assumptions

x p l

Non-zero radius (r)

Ω

Integration over non-zero solid angle

y

  • Constant in Ω:

– Visibility – Surface normal – Light BRDF

  • Taken from p, the

light location

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SLIDE 29

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Light Contribution Updated

x p l

Non-zero radius (r)

Ω

Integration over non-zero solid angle

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SLIDE 30

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Virtual Spherical Light

  • All inputs taken from x and p

– Local computation

  • Same interface as any other light

– Can be implemented in a GPU shader

  • Visibility factored from the integration

– Can use shadow maps

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SLIDE 31
  • Matrix row-column sampling

– Shadow mapping for visibility – VSL integral evaluated in a GPU shader

  • Need more lights than in diffuse scenes

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Implementation

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SLIDE 32

Results: Kitchen

  • Most of the scene lit

indirectly

  • Many materials glossy

and anisotropic

Clamped VPLs 34 sec (GPU) – 2000 lights New VSLs: 4 min 4 sec (GPU) – 10000 lights Path tracing: 316 hours (8 cores)

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SLIDE 33

Results: Disney concert hall

  • Curved walls with no

diffuse component

  • Standard VPLs

cannot capture any reflection from walls

Clamped VPLs: 22 sec (GPU) – 4000 lights New VSLs: 1 min 26 sec (GPU) – 15000 lights Path tracing: 30 hours (8 cores)

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SLIDE 34

Results: Anisotropic tableau

  • Difficult case
  • Standard VPLs

capture almost no indirect illumination

Clamped VPLs: 32 sec (GPU) – 1000 lights New VSLs: 1 min 44 sec (GPU) – 5000 lights Path tracing: 2.2 hours (8 cores)

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SLIDE 35

Limitations: Blurring

  • VSLs can blur illumination
  • Converges as number of lights increases

5,000 lights - blurred

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1,000,000 lights - converged

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SLIDE 36
  • Many-light methods do not deal well with glossy

scenes

– Artifacts or energy loss – Energy loss -> change of material perception

  • Handling glossy effects with many-lights

– Virtual Spherical Lights – [Davidovič et al. 2010]

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Conclusions