Real-Time Indirect Illumination
Jeppe Revall Frisvad PhD student Informatics and Mathematical Modelling Technical University of Denmark
Real-Time Indirect Illumination Jeppe Revall Frisvad PhD student - - PowerPoint PPT Presentation
Real-Time Indirect Illumination Jeppe Revall Frisvad PhD student Informatics and Mathematical Modelling Technical University of Denmark Agenda Agenda Introduction Related work Concept Method Demo Conclusion June 2005
Jeppe Revall Frisvad PhD student Informatics and Mathematical Modelling Technical University of Denmark
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Agenda
Introduction Related work Concept Method Demo Conclusion
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Introduction
To obtain realism in synthetic images To simulate reality Illumination is crucial for shading in
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Introduction
We employ the well known
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Introduction
Light reflects (or bounces) off surfaces Light that has bounced more than once
Single-bounce indirect illumination is light
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Introduction
To allow for more realism in interactive
Application examples:
Feature animation pre-view Computer games Reality simulation of emergency scenarios
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Related work
Light mapping
Static global illumination
Refined global illumination solutions
Restrictions on scene changes
Spherical harmonics transfer functions
Low-frequency lighting environment
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Concept
A concept
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Method
Case study:
Cornell box with
Here in a standard
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Method
Direct illumination
With shadows
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Method
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Method
Indirect illumination
With specular reflections
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Method
Direct and single-bounce
Adding up the terms
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Method
Including DRM in the environment map for
Light paths: LD?D?Srt*E
Including environment mapping in the direct
Light paths: LSrt*DDSrt*E + LD?Srt*E
Including DRM in the Direct Radiance Map
Light paths: L(Srt*D)+DSrt*E + LD?Srt*E
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Method
Including DRM in the
Including environment
Including DRM in the
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Method
Including subsurface
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Method
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Method
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Method
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Method
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Demo
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Conclusion
Conceptual limiations
No indirect shadows No caustics
Problems due to limited processing power
Too low frame rate for games A direct radiance map is needed for each light
Objects are assumed to be perfectly diffuse or
Few samples result in color bleeding artifacts
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Conclusion
Direct Radiance Mapping (DRM) is a
DRM is independent of scene changes Much is achieved with simple means
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Conclusion