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Real- -time time global global illumination illumination in in Real interactive applications applications and and interactive games games Lszl Szirmay Szirmay- -Kalos Kalos Lszl Motto Motto In theory, there is no


  1. Real- -time time global global illumination illumination in in Real interactive applications applications and and interactive games games László Szirmay Szirmay- -Kalos Kalos László

  2. Motto Motto In theory, there is no difference In theory, there is no difference between theory and practice. between theory and practice. In practice, there is. In practice, there is.

  3. Global I llumination I llumination rendering rendering Global 1. Visibility determination pixel 2. Illumination computation - New visibility and Illumination tasks

  4. Pure Local Local I llumination I llumination Pure 1. Color computation uses just local information pixel 2. Visibility only from the camera 3. Object order is free

  5. GPU hardware achitecture achitecture GPU hardware Interface vertices Transform+ Vertex Illumination Shader Geometry Shader triangles Clipping + Viewport transf. + Rasterization + interpolation fragments Fragment Texture Texturing Shader memory Compositing (Z-buffer, transparency)

  6. Keys to to GPUGI GPUGI Keys � Importance, reuse, and pre Importance, reuse, and pre- -computation computation � � Simplification Simplification � � Exploit the GPU Exploit the GPU � – Multipass Multipass rendering rendering – � Results Results of of a a previous previous pass pass can can only only be be used used � – Render Render- -to to- -texture texture – � Results Results of of one one pass pass can can be be used used by by another another pass pass � – Floating Floating point point textures textures – � HDR HDR radiance radiance and and geometric geometric data data in in texture texture memory memory �

  7. Simplified GI Simplified GI Approximated Participating multiple scattering media Artifact free composition Environment maps Localized Environment maps Small, Dynamic Large, Static objects environment Shadow, caustics Shadow, caustics Simpflied GI Precompution-aided GI Simplified GI

  8. Beyond local Beyond local illumination illumination Local illumination Variance Shadow maps Localized Environment maps Localized Diffuse/glossy irradiance maps Map, Obscurances, ambient occlusion, Texture Light path maps Photon map, light cube map

  9. = unfolding unfolding atlas = rure atlas Textrure Text u y x z v

  10. 1. Pre- -computation aided computation aided 1. Pre methods methods � Obscurances Obscurances, ambient occlusion , ambient occlusion � � Light maps Light maps � � Light path maps Light path maps �

  11. Fake methods ( obscurances obscurances, , Fake methods ( ambient occlusion) ambient occlusion) Good for macrostructure and mesostructure

  12. Light maps Light maps ∫ Ω L in ( x , ω ’ ) f ( x )cos θ ’ d ω ’ = f ( x ) ∫ Ω L in ( x , ω ’ ) cos θ ’ d ω ’ = L ( x ) Irradiance

  13. Allowing dynamic lighting Allowing dynamic lighting point Exit Entry point

  14. Preprocessing: : Exit Exit points points Preprocessing 1. Entry points: random 2. Exit points: correspond to texel centers

  15. Preprocessing: : Transfer Transfer Preprocessing from entry entry to to exit exit points points from entry point with unit irradiance

  16. Preprocessing: : Preprocessing Reference point point illumination illumination Reference unit irrad Virtual lights

  17. Entry point 2 Compression: PCA Entry point 1

  18. Having the transfer factors Having the transfer factors

  19. with stairs stairs Room with : Room Results: Results 4Mb per obj 16K entries 32 clusters 50 FPS

  20. 2. Environment map 2. Environment map based techniques based techniques � Specular Specular reflections and refractions reflections and refractions � � Diffuse/glossy indirect illumination Diffuse/glossy indirect illumination � � Global/localized approaches Global/localized approaches �

  21. Environment Environment mapping mapping

  22. Problems of of environment environment Problems map based based reflections reflections map Environment map Reference

  23. Localization: distance map Localization: distance map distance color

  24. Ray tracing of distance maps Ray tracing of distance maps

  25. Comparison of of Comparison Localized Refrections Refrections Localized

  26. Multiple interreflections interreflections Multiple � So far we decomposed the scene to the So far we decomposed the scene to the � reflector and to the “rest” reflector and to the “rest” � If all reflectors have their own distance If all reflectors have their own distance � map, it is correct. map, it is correct. Frame 2 Frame 1

  27. With multiple distance maps With multiple distance maps

  28. Caustics- -Causticus Causticus- -Kaustikos Kaustikos Caustics

  29. Caustic path generation Caustic path generation

  30. distance Caustics Caustics point location power

  31. Texture modulation modulation Texture Quads or points with dummy pos Texture uv of photon positions Vertex Pixel shader shader Billboard positions 32 x 32 Lit texture or Light map 256 x 256 filter

  32. Summation with Summation with alpha blending alpha blending

  33. Results (triangle) Results (triangle)

  34. Results (billboards) (billboards) Results

  35. Application: : Ray Ray- -tracing tracing Application effects in in games games effects

  36. Diffuse/ glossy reflection Diffuse/ glossy reflection L ( x , ω o ) = ∫ Ω L in ( y , ω i ) f ( ω i , x , ω o ) cos θ ’ d ω i cos θ ’ x

  37. Diffuse/ / Glossy Glossy Diffuse reflections reflections cos θ ’ o No self-occlusions! ∫ Ω L in ( o , ω i ) cos θ ’ d ω i

  38. Localized diffuse/ Localized diffuse/ glossy maps glossy maps radiance distance

  39. 3. Participating media 3. Participating media Participating Particles billboards medium r r r ( ) ω = ω ⋅ − α + α ⋅ + ω L ( j , ) I ( j , ) ( 1 ) C E j j j j Outgoing Incoming In-scattering Emission transparency radiance radiance term

  40. I lluminating participating I lluminating participating media: inscattering inscattering term term media: light source slice 1 light sky color pass slice 2 slice 3 final gathering pass billboard

  41. Explosions Explosions Particles Dust: 16 Fire: 135 Smoke: 112 FPS Spherical: 70 Planar: 80

  42. Shaded smoke Shaded smoke

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