realistic image synthesis
play

Realistic Image Synthesis - BRDFs and Direct Lighting - Philipp - PowerPoint PPT Presentation

Realistic Image Synthesis - BRDFs and Direct Lighting - Philipp Slusallek Karol Myszkowski Gurprit Singh Realistic Image Synthesis SS18 BRDFs and Direct Lighting Importance Sampling Example Example: Generate Cosine weighted distribution


  1. Realistic Image Synthesis - BRDFs and Direct Lighting - Philipp Slusallek Karol Myszkowski Gurprit Singh Realistic Image Synthesis SS18 – BRDFs and Direct Lighting

  2. Importance Sampling Example • Example: Generate Cosine weighted distribution – Generate ray according to cosine distribution with respect to normal – Need only average of the incident radiance Realistic Image Synthesis SS18 – BRDFs and Direct Lighting

  3. Multidimensional Inversion • Multidimensional Inversion Method (here 2D) – Goal: density function 𝑞(𝑦, 𝑧) with 𝑦 ∈ 𝑏, 𝑐 , 𝑧 ∈ [𝑑, 𝑒] – Compute cumulative distribution function 𝑧 𝑦 𝑄 𝑦, 𝑧 = න න 𝑞 𝑦′, 𝑧′ 𝑒𝑦′𝑒𝑧′ 𝑑 𝑏 – Random variables along x are generated by integrating 𝑄 over entire y-range (marginal density) ′ , 𝑧 ቚ 𝑧=𝑒 = ෠ ′ 𝜊 1 = 𝑄 𝜊 1 𝑄 𝜊 1 ′ = ෠ 𝑄 −1 (𝜊 1 ) ⇒ 𝜊 1 – Now, given 𝑦 = 𝜊′ 1 we have a one-dimensional problem but we still need to normalize ′ ቚ ′ = ෨ ′ 𝜊 2 ~ 𝑄 𝑦, 𝜊 2 𝑄 𝜊 2 𝑦=𝜊 1 ෨ 𝑄 −1 (𝜊 2 ) ′ ~ ෨ ′ = 𝑄 −1 𝜊 2 ⇒ 𝜊 2 ⇒ 𝜊 2 ෨ 𝑄(𝑒) Realistic Image Synthesis SS18 – BRDFs and Direct Lighting

  4. Multidim. Inversion: Hemisphere • Multidimensional probability function ( 𝑞 𝜕 = 𝑑𝑝𝑜𝑡𝑢 = 𝑑 ) 𝑑 = 1 න p 𝜕 𝑒𝜕 = 1 ⇒ 𝑑 න 𝑒𝜕 = 1 ⇒ 2𝜌 Ω + Ω + 𝑞 𝜕 = 1 𝑞 𝜄, 𝜒 = sin(𝜄) ⇒ with 𝑒𝜕 = 𝑡𝑗𝑜𝜄 𝑒𝜄d𝜒 2𝜌 2𝜌 • Marginal density function (integrating out 𝝌 ) 2𝜌 𝑡𝑗𝑜𝜄 𝜄 𝑡𝑗𝑜𝜄 ′ 𝑒𝜄 ′ = 1 − 𝑑𝑝𝑡𝜄 𝑞 𝜄 = න 2𝜌 𝑒𝜒 = 𝑡𝑗𝑜𝜄 ⇒ 𝜊 1 = 𝑄 𝜄 = න 0 0 • Conditional density function 𝜒 𝑞 𝜒 𝜄 = 𝑞(𝜄, 𝜒) = 1 2𝜌 𝑒𝜒 ′ = 𝜒 1 2𝜌 ⇒ 𝜊 2 = 𝑄 𝜒 𝜄 = න 𝑞(𝜄) 2𝜌 0 • Inverting, with: if (1 − 𝑌) is uniform in [𝟏, 𝟐] , so is 𝒀 𝜄 = 𝑑𝑝𝑡 −1 1 − 𝜊 1 = 𝑑𝑝𝑡 −1 𝜊 1 𝜒 = 2𝜌𝜊 2 Realistic Image Synthesis SS18 – BRDFs and Direct Lighting

  5. Sampling a BRDF • Uniformly distributed on the hemisphere ( ~𝑒𝜕 ) =  −  2 x cos( 2 ) ( 1 ) 1 2  =  2 =  −  1 2 y sin( 2 ) ( 1 )  =  1 2 acos( ) 2 =  z 2 • Cosine distributed on the hemisphere ( ~𝑑𝑝𝑡𝜄d𝜕 ) =  −  x cos( 2 ) ( 1 ) 1 2  =  2 1 =  −  y sin( 2 ) ( 1 )  =  1 2 acos( ) 2 =  z 2 • Cosine-power distributed on the hemisphere ( ~𝑑𝑝𝑡 𝑜 𝜄𝑒𝜕 ) 2 =  −  + n 1 x cos( 2 ) ( 1 ) 1 2  =  2 Also see 2 1 + =  −  n 1 y sin( 2 ) ( 1 ) Global Illumination Compentium 1 1 2  =  + by Philip Dutre (U. Leuven): acos( ) n 1 2 1 =  http://www.cs.kuleuven.ac.be/~phil/GI/ + z n 1 2 Realistic Image Synthesis SS18 – BRDFs and Direct Lighting

  6. Sampling a BRDF • Phong BRDF         =   +    n f ( , x , ) L cos d k L cos d k L cos cos d r i o i d i s i    + + +  N 2 k  =   • Sampling the diffuse part d I L ( ) cos 1 k k k N = – Uniform on the hemisphere k 1  N k  – Better: Cosine distributed =  d I L ( ) 1 k k N • Sampling the glossy part = k 1 – Uniform on the hemisphere  N 2 k   =    n s I L ( ) cos cos – Better: Cosine distributed 2 k k k k N = k 1 – Cosine-power distributed  N k   • Cdigon integrates only over =   n s I L ( ) cos 2 k k k positive hemisphere N = k 1 (see GI-Compendium)  N k  =   s I C L ( ) cos θ ' 2 digon k k k θ N = k 1 Realistic Image Synthesis SS18 – BRDFs and Direct Lighting

  7. Direct Lighting Computation • Need to compute the integral • See also – Shirley et al.: MC-Techniques for Direct Lighting Calculations • Single light source, not too close (>1/5 of its radius) – Small: • 1/𝑠 2 has low variance, cos𝜄 𝑦 has low variance – Planar: • cos𝜄 𝑧 has low variance too • Choose samples uniformly on light source geometry – Sampling directions could have high variance – For curved light sources • Take into account orientation/normal Realistic Image Synthesis SS18 – BRDFs and Direct Lighting

  8. Direct Lighting Computation Sampling projected solid angle Sampling light source area 4 eye rays per pixel 4 eye rays per pixel 100 shadow rays 100 shadow rays Realistic Image Synthesis SS18 – BRDFs and Direct Lighting

  9. Direct Lighting Computation Fixed sample location Random sample location 4 eye rays per pixel 4 eye rays per pixel 1 shadow ray each 1 shadow ray each Realistic Image Synthesis SS18 – BRDFs and Direct Lighting

  10. Direct Lighting Computation Sample locations on 2D grid Stratified random sample locations 4 eye rays per pixel 4 eye rays per pixel 64 shadow ray 64 shadow ray Realistic Image Synthesis SS18 – BRDFs and Direct Lighting

  11. Direct Lighting Computation Stratified random sample locations Stratified random sample locations 4 eye rays per pixel 64 eye rays per pixel 16 shadow ray 1 shadow ray Realistic Image Synthesis SS18 – BRDFs and Direct Lighting

  12. Direct Lighting Computation • Importance sampling of many light sources – Ray tracing cost grows with number of lights • Approaches – Equal probability (1/N L ) – Fixed weights according to total power of light  = i p • Sample as discrete probability density function   i i • Make sure that pdf is not zero if light could be visible – Must use conservative approximation – Stratification through spatial subdivision • Estimate the contribution of lights in each cell (e.g. octree) – Dynamic and adaptive importance sampling • Compute a running average of irradiance at nearby points • Use the relative contribution as the importance function • Should use coherent sampling • Might need to estimate separately for primary and secondary rays Realistic Image Synthesis SS18 – BRDFs and Direct Lighting

  13. Direct Lighting Computation • Example: Sampling thousands of lights interactively – At each pixel send random path into the scene & towards some light • Low overhead since we already trace many rays per pixel – Gives a rough estimate of light contribution to the entire image • Take maximum contribution of each light at any pixel • Might want to average over several images (less variance) – Use this estimate for importance sampling • Make sure every light is sampled eventually • Might ignore lights with very low probability (but introduces bias) – Trace samples ONLY from the eye • Avoids touching the entire scene • Minimizes working set for very large scenes – Published as [Wald et al., Interactive Global Illumination in Complex and Highly Occluded Environments, EGSR ’ 03] Realistic Image Synthesis SS18 – BRDFs and Direct Lighting

Download Presentation
Download Policy: The content available on the website is offered to you 'AS IS' for your personal information and use only. It cannot be commercialized, licensed, or distributed on other websites without prior consent from the author. To download a presentation, simply click this link. If you encounter any difficulties during the download process, it's possible that the publisher has removed the file from their server.

Recommend


More recommend