Reflected-Scene Impostors for Realistic Reflections at Interactive Rates
Voicu Popescu, Chunhui Mei, Jordan Dauble, and Elisha Sacks Purdue University
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Voicu Popescu, Chunhui Mei, Jordan Dauble, and Elisha Sacks Purdue University Reflected-Scene Impostors for Realistic Reflections at Interactive Rates Reflectionsa difficult problem Every reflector is a portal onto a world which is as
Voicu Popescu, Chunhui Mei, Jordan Dauble, and Elisha Sacks Purdue University
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which is as rich as the directly observed scene and which has complex image formation laws
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Approximation of reflected scene Feed-forward reflection rendering Image-Based Rendering Ray tracing
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– Intersection with reflector – Reflected ray – Intersection with reflected scene – antialiasing
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– Intersection with reflector – Reflected ray – Intersection with reflected scene – antialiasing
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provides
– Fast intersection with ray – Antialiasing
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– Reflected scene infinitely far away – Straight forward intersection with ray – Antialiasing computed in 2D (mipmapping)
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– Reflected scene infinitely far away – Straight forward intersection with ray – Antialiasing computed in 2D (mipmapping) – Drastic approximation, incorrect results close to the reflector
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impostors
– Considerable prior work on impostors – Reflector surface prevents desired viewpoint from getting too close to the impostor – Reflection distortion hides impostor artifacts
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– Fast construction – Fast intersection with ray – Antialiasing
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– Reflective billboards (normal mapped quads)
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– Fast construction YES – Fast intersection with ray YES – Antialiasing YES
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maximum reflection order K
– Compute reflected ray r – For reflection order 1 to K
– return EM(r)
– return DBi(r)
– r = DBi(r)
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maximum reflection order K
– Compute reflected ray r – For reflection order 1 to K
– return EM(r)
– return DBi(r)
– r = DBi(r)
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D+(R-1)+D = 5 intersections / pix
reflections
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D+(R-1)+D = 5 intersections / pix
reflections
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D+(R-1)+D = 5 intersections / pix
reflections
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D+(R-1)+D = 11 intersections / pix
reflections
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D+(R-1)+D = 11 intersections / pix
reflections
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Transition from impostor to environment map (red in left image) is discontinuous.
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E R r0 re r1 B a r1
d
ra rm rm=ra+(r1
d-ra)h/H
A q0 q1
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Left—continuous transition. Right—morph region (green), environment map (red).
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reflector
– Flat reflection – Lack of motion parallax
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– Fast construction YES – Fast intersection with ray ??? – Antialiasing YES
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Epipolar-like constraints: intersection computed as 1D search Still too many steps along epipolar segment
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Pre-rotate depth map. All rays ever needed project to rows. Pre-simplify rows.
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Rigid body transformations, color updates, and reflector updates do not require reconstruction.
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One rotated depth map every 20o, 10o, 3o, and 2o, respectively.
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– Fast, realistic – Increased modeling effort
lesser problem of rendering w/ impostors
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– occlusion-resistant
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– NSF, Intel, Microsoft, Computer Science Purdue, Visualization Laboratory Purdue
environment maps
Purdue for miscellaneous but important help