Real- -time time global global illumination illumination in in - - PowerPoint PPT Presentation

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Real- -time time global global illumination illumination in in - - PowerPoint PPT Presentation

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


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Real Real-

  • time

time global global illumination illumination in in interactive interactive applications applications and and games games

László László Szirmay Szirmay-

  • Kalos

Kalos

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SLIDE 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.

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Global Global I llumination I llumination rendering rendering

pixel

  • 1. Visibility determination
  • 2. Illumination computation
  • New visibility and

Illumination tasks

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Pure Pure Local Local I llumination I llumination

pixel

  • 1. Color computation uses just

local information

  • 2. Visibility only from the camera
  • 3. Object order is free
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SLIDE 5

GPU hardware GPU hardware achitecture achitecture

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

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SLIDE 6

Keys Keys to to GPUGI GPUGI

  • 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

  • f a

a previous previous pass pass can can only

  • nly be

be used used

– – Render

Render-

  • to

to-

  • texture

texture

  • Results

Results of

  • f one
  • ne 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

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SLIDE 7

Simplified GI Simplified GI

Large, Static environment Small, Dynamic

  • bjects

Participating media Precompution-aided GI Shadow, caustics Simplified GI Localized Environment maps Shadow, caustics Simpflied GI Approximated multiple scattering Artifact free composition Environment maps

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SLIDE 8

Beyond local Beyond local illumination illumination

Local illumination Variance Shadow maps Localized Environment maps Localized Diffuse/glossy irradiance maps Obscurances, ambient occlusion, Photon map, light cube map Light path maps

Map, Texture

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SLIDE 9

Text Textrure rure atlas atlas = = unfolding unfolding

u v x y z

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SLIDE 10
  • 1. Pre
  • 1. Pre-
  • computation aided

computation aided methods methods

  • Obscurances

Obscurances, ambient occlusion , ambient occlusion

  • Light maps

Light maps

  • Light path maps

Light path maps

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SLIDE 11

Fake methods ( Fake methods ( obscurances

  • bscurances,

, ambient occlusion) ambient occlusion)

Good for macrostructure and mesostructure

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Light maps Light maps ∫Ω Lin(x,ω’) f(x)cosθ’dω’ =

f(x) ∫Ω Lin(x,ω’) cosθ’dω’ =L(x)

Irradiance

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SLIDE 13

Allowing dynamic lighting Allowing dynamic lighting

Entry point Exit point

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Preprocessing Preprocessing: : Exit Exit points points

  • 1. Entry points:

random

  • 2. Exit points:

correspond to texel centers

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SLIDE 15

Preprocessing Preprocessing: : Transfer Transfer from from entry entry to to exit exit points points

entry point with unit irradiance

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SLIDE 16

Preprocessing Preprocessing: : Reference Reference point point illumination illumination

Virtual lights unit irrad

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Entry point 1 Entry point 2 Compression: PCA

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SLIDE 18

Having the transfer factors Having the transfer factors

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Results Results: : Room Room with with stairs stairs

16K entries 32 clusters 4Mb per obj 50 FPS

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  • 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

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SLIDE 21

Environment Environment mapping mapping

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Problems Problems of

  • f environment

environment map map based based reflections reflections

Environment map Reference

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distance color

Localization: distance map Localization: distance map

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Ray tracing of distance maps Ray tracing of distance maps

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Comparison Comparison of

  • f

Localized Localized Refrections Refrections

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Multiple Multiple interreflections interreflections

  • 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 1 Frame 2

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SLIDE 27

With multiple distance maps With multiple distance maps

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Caustics Caustics-

  • Causticus

Causticus-

  • Kaustikos

Kaustikos

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Caustic path generation Caustic path generation

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SLIDE 30

Caustics Caustics

distance

point location power

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SLIDE 31

32 x 32

Texture Texture modulation modulation

Texture uv of photon positions Vertex shader Billboard positions filter Pixel shader Lit texture or Light map

256 x 256

Quads or points with dummy pos

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SLIDE 32

Summation with Summation with alpha blending alpha blending

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Results (triangle) Results (triangle)

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Results Results (billboards) (billboards)

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Application Application: : Ray Ray-

  • tracing

tracing effects effects in in games games

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Diffuse/ glossy reflection Diffuse/ glossy reflection

cosθ’ L(x, ωo) = ∫Ω Lin(y,ωi) f(ωi,x,ωo) cosθ’ dωi x

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SLIDE 37

Diffuse Diffuse/ / Glossy Glossy reflections reflections

cosθ’

∫Ω Lin(o,ωi) cosθ’ dωi

  • No

self-occlusions!

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SLIDE 38

Localized diffuse/ Localized diffuse/ glossy maps glossy maps

distance radiance

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  • 3. Participating media
  • 3. Participating media

billboards

( )

ω α α ω ω r r r

j j j j

E C j I j L + ⋅ + − ⋅ = ) 1 ( ) , ( ) , (

Incoming radiance In-scattering term transparency Outgoing radiance Emission

Particles Participating medium

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I lluminating participating I lluminating participating media: media: inscattering inscattering term term

sky color billboard slice 1 slice 2 slice 3 light source light pass final gathering pass

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

Explosions Explosions

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Shaded smoke Shaded smoke

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