Master Thesis Real-time Realistic Rain Rendering Carles Creus - - PowerPoint PPT Presentation

master thesis real time realistic rain rendering
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Master Thesis Real-time Realistic Rain Rendering Carles Creus - - PowerPoint PPT Presentation

Introduction State of the art Our method Results and Conclusions Master Thesis Real-time Realistic Rain Rendering Carles Creus Advisor: Gustavo Patow Facultat dInform` atica de Barcelona July 8, 2010 Introduction State of the art Our


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Introduction State of the art Our method Results and Conclusions

Master Thesis Real-time Realistic Rain Rendering

Carles Creus

Advisor: Gustavo Patow Facultat d’Inform` atica de Barcelona July 8, 2010

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Introduction State of the art Our method Results and Conclusions

1

Introduction Motivation Rain phenomena

2

State of the art Approaches Summary

3

Our method Proposal Preprocess Real-time

4

Results and Conclusions Tests Conclusions

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Introduction State of the art Our method Results and Conclusions

Motivation

Weather is used to transmit specific moods Filming becomes expensive and laborious Synthetic methods simplify the task Our focus: rain rendering Difficulties Huge variety of phenomena Complex physical evolutions, optical properties Overwhelming amount of small details

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Introduction State of the art Our method Results and Conclusions

Rain phenomena - Raindrops

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Introduction State of the art Our method Results and Conclusions

Rain phenomena - Puddles, splashes, coronas and ripples

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Introduction State of the art Our method Results and Conclusions

Rain phenomena - Other

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Introduction State of the art Our method Results and Conclusions

State of the art

Each method simulates a specific subset of phenomena Simplifications on optical properties and physics Traditionally, framerate chosen over realism

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Introduction State of the art Our method Results and Conclusions

Garg - 2006

Objectives

1 Complex lighting patterns for close-up shots:

Create a photorealistic model to render rain streaks using: → light direction → view direction → raindrop shape Create a database of precomputed rain streak renders

2 Add rain streaks to videos

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Introduction State of the art Our method Results and Conclusions

Garg - Model

Base Oscillation model developed in atmospheric sciences: Assumes that the equilibrium shape is spherical The shape is expressed as a combination of harmonics But it does not specify the parameters for the oscillation → Capture real images and compare with synthetic renders

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Introduction State of the art Our method Results and Conclusions

Garg - Real captures

Setup Drops released from 15m r0 = 2mm Light 1m away HDR camera 3m away 10 repetitions

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Introduction State of the art Our method Results and Conclusions

Garg - Comparison

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Introduction State of the art Our method Results and Conclusions

Rousseau - 2006

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Introduction State of the art Our method Results and Conclusions

Tariq - 2007

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Introduction State of the art Our method Results and Conclusions

Tatarchuk - 2006

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Introduction State of the art Our method Results and Conclusions

Centelles - 2009

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Introduction State of the art Our method Results and Conclusions

Summary

Real-time Raindrops Ground collision Moving camera Wind Lightning Reflection, Refraction Participating media Splashes Ripples Dripping Garg ✗ ✓ ✓ ✓ ✗ ✗ ✗ ✗ ✗ ✗ ✗ Wang ✓ ✓ ✗ ✓ ✗ ✗ ✗ ✗ ✗ ✗ ✗ Rousseau ✓ ✓ ✗ ✓ ✗ ✗ ✓ ✗ ✗ ✗ ✗ Tariq ✓ ✓ ✗ ✓ ✓ ✗ ✗ ✓ ✗ ✗ ✗ Centelles ✓ ✓ ✗ ✓ ✗ ✗ ✗ ✓ ✗ ✗ ✗ Tatarchuk ✓ ✓ ✓ ✗ ✓ ✓ ✓ ✓ ✓ ✓ ✓ Our method ✓ ✓ ✓ ✓ ✗ ✗ ✗ ✗ ✓ ✗ ✗

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Introduction State of the art Our method Results and Conclusions

Summary

Open issues ✗ Comprehensive algorithms have poor user interaction ✗ Restricted artistic direction ✗ Each phenomena decoupled from the rest ✗ Seldom interaction with the scene

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Introduction State of the art Our method Results and Conclusions

Proposal

Objectives Real-time rendering of raindrops Realistic raindrop illumination Interaction with the scene:

splashes no indoor rain

Arbitrary rain placement and density

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Introduction State of the art Our method Results and Conclusions

Overview

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Introduction State of the art Our method Results and Conclusions

Overview

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Introduction State of the art Our method Results and Conclusions

Preprocess - Atlas

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Introduction State of the art Our method Results and Conclusions

Preprocess - Atlas

450 images 2880 x 3606 12 mipmap levels

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Introduction State of the art Our method Results and Conclusions

Preprocess - Atlas

5 images 32 x 3606 12 mipmap levels

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Introduction State of the art Our method Results and Conclusions

Preprocess - Splash animation

21 frames 48 x 32 6 mipmap levels

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Introduction State of the art Our method Results and Conclusions

Preprocess - Particle generation

Rain space scheme

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Introduction State of the art Our method Results and Conclusions

Preprocess - Particle generation

Rain space scheme - Optimization

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Introduction State of the art Our method Results and Conclusions

Preprocess - Particle generation

Particle packets Worldwide Tree:

Quad-tree Kd-tree

Grid

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Introduction State of the art Our method Results and Conclusions

Preprocess - Particle generation

Particle packets Worldwide Tree:

Quad-tree Kd-tree

Grid

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Introduction State of the art Our method Results and Conclusions

Preprocess - Particle generation

Particle packets Worldwide Tree:

Quad-tree Kd-tree

Grid

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Introduction State of the art Our method Results and Conclusions

Preprocess - Particle generation

Particle packets Worldwide Tree:

Quad-tree Kd-tree

Grid

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Introduction State of the art Our method Results and Conclusions

Preprocess - Particle generation

Particle packets Worldwide Tree:

Quad-tree Kd-tree

Grid

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Introduction State of the art Our method Results and Conclusions

Real-time - CPU - Time animation

Fall animated with a global parameter in [0, 1). Updated with: ∆time heightlocal/velocityfall

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Introduction State of the art Our method Results and Conclusions

Real-time - CPU - Local space movement

Height correction

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Introduction State of the art Our method Results and Conclusions

Real-time - CPU - Packet handling

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Introduction State of the art Our method Results and Conclusions

Real-time - GPU - Vertex shader

Placement Particle state

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Introduction State of the art Our method Results and Conclusions

Real-time - GPU - Geometry shader

Billboard expansion Drops: lighting parameters Splash: animation frame

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Introduction State of the art Our method Results and Conclusions

Real-time - GPU - Fragment shader

Texture fetch Shadowing Shading

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Introduction State of the art Our method Results and Conclusions

Test settings

City model (by www.Daz3D.com) 780K polygons 140 textures (color + alpha mask + bump map) Rain 400 x 400 meters, 230 meters high 375M particles 3606 x 2880 and 32 x 2880 mipmapped atlases (x10) 21 animation frames of 48 x 32 Computer Intel R

Core

TM 2 Duo at 3 GHz

NVIDIA R

GeForce R GTX 280 with 1GB of memory

Screen size of 1280 x 720

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Introduction State of the art Our method Results and Conclusions

Results

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Introduction State of the art Our method Results and Conclusions

Results

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Introduction State of the art Our method Results and Conclusions

Results

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Introduction State of the art Our method Results and Conclusions

Performance

Local space analysis

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Introduction State of the art Our method Results and Conclusions

Performance

Radius analysis

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Introduction State of the art Our method Results and Conclusions

Performance

Packet size analysis

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Introduction State of the art Our method Results and Conclusions

Performance

Light amount analysis

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Introduction State of the art Our method Results and Conclusions

Conclusions

✓ Realistic raindrop highlights ✓ Lighting considering shadows ✓ Easy rain configuration:

rain space density map

✓ Scene interaction:

no indoor rain splashes

✓ Good performance:

Particle packets handled with few and fast operations Per-particle operations only in GPU

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Introduction State of the art Our method Results and Conclusions

Limitations

✗ Drop blending needs a depth buffer

→ no semi-transparent geometry → no volumetric data

✗ Tighter bounds on simulation volume hindered by present

  • rganization

✗ Huge impact on performance due to light sources ✗ Unrealistic and repetitive splashes

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Introduction State of the art Our method Results and Conclusions

End

Thanks! Questions?