Micro-Rendering for Scalable , Parallel Final Gathering
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Transcript of Micro-Rendering for Scalable , Parallel Final Gathering
Micro-Rendering for Scalable,Parallel Final Gathering
Tobias Ritschel1 Thomas Engelhardt2 Thorsten Grosch1
Hans-Peter Seidel1 Jan Kautz3 Carsten Dachsbacher2
1Max-Planck-Institut Informatik 2VISUS / University Stuttgart 3University College London
SIGGRAPH Asia 2009Friday, 18 December, 2009, Yokohama, Japan
Micro-Rendering for Scalable, Parallel Final Gathering (Ritschel et al.)
MOTIVATION
Without global illumination With global illumination
Micro-Rendering for Scalable, Parallel Final Gathering (Ritschel et al.)
Micro-Rendering for Scalable, Parallel Final Gathering (Ritschel et al.)
PREVIOUS WORK
Finite Element: AntiradianceDachsbacher et al. 2007
Finite Element: Implicit VisibilityDong et al. 2007
(Parallel) ray-tracingWang et al. 2009
PRT: Spherical HarmonicsSloan et al. 2004
PRT: WaveletsNg et al. 2004
Micro-Rendering for Scalable, Parallel Final Gathering (Ritschel et al.)
PREVIOUS WORK
Instant radiosityKeller 1997
Many-lights approachWalter et al. 2005Hasan et al. 2007Chevlak-Postavak et al. 2008
VPL visibilityLaine et al. 2007Ritschel et al. 2008
Micro-Rendering for Scalable, Parallel Final Gathering (Ritschel et al.)
PREVIOUS WORK
Ambient OcclusionZhukov 1998Landis 2002Shanmugam and Orikan 2005Ritschel et al. 2008
Disk-based Color BleedingBunell 2005Christensen 2008
Micro-Rendering for Scalable, Parallel Final Gathering (Ritschel et al.)
IDEA
Micro-Rendering for Scalable, Parallel Final Gathering (Ritschel et al.)
A TRANSPOSED PIPELINE
Global Illumination =
Several ten-thousand, tiny scene renderings for each frame
for each pixel...
Micro-Rendering for Scalable, Parallel Final Gathering (Ritschel et al.)
Q-SPLAT
Szymon Rusinkiewicz and Marc Levoy:QSplat: A Multiresolution Point Rendering System for Large MeshesSIGGRAPH 2001
Michelangelo:St. Mathew (unfinished) Before 1501
Micro-Rendering for Scalable, Parallel Final Gathering (Ritschel et al.)
1-pixelsizednodes
Q-SPLAT
Biggerthan pixel
Biggerthan pixel
Pixel-sized
Biggerthan pixel
Pixel-sized Pixel-sized
Pixel-sized
Biggerthan pixel
Biggerthan pixel
Pixel-sized Pixel-sized
Micro-Rendering for Scalable, Parallel Final Gathering (Ritschel et al.)
TREE REPRESENTATION
Position, radius
Normal cones
Average intensity
... millions of ...
Micro-Rendering for Scalable, Parallel Final Gathering (Ritschel et al.)
Mic
ro-fr
ameb
uffer
Q-SPLAT GATHERING
Micro-Rendering for Scalable, Parallel Final Gathering (Ritschel et al.)
Q-SPLAT GATHERING
Mic
ro-fr
ameb
uffer
Mic
ro-d
epth
buffe
r
Micro-Rendering for Scalable, Parallel Final Gathering (Ritschel et al.)
PREVENTING HOLES
Mic
ro-fr
ameb
uffer
Mic
ro-d
epth
buffe
r
Leaf
Leaf
Micro-Rendering for Scalable, Parallel Final Gathering (Ritschel et al.)
PREVENTING HOLES
Without ray-casting With ray-casting
Micro-Rendering for Scalable, Parallel Final Gathering (Ritschel et al.)
DIFFUSE BRDF
Light Diffuse BRDF
Regular z-buffer
ʃ • =
Micro-Rendering for Scalable, Parallel Final Gathering (Ritschel et al.)
SPECULAR BRDF
Light Specular BRDF
Regular z-buffer
ʃ • =
Micro-Rendering for Scalable, Parallel Final Gathering (Ritschel et al.)
BRDF WARPING
Light
Warped z-buffer
ʃ =
BRDF
•
Area
•
Micro-Rendering for Scalable, Parallel Final Gathering (Ritschel et al.)
BRDF WARPING
Light
Warped z-buffer
ʃ =
Micro-Rendering for Scalable, Parallel Final Gathering (Ritschel et al.)
BRDF WARPING
Micro-Rendering for Scalable, Parallel Final Gathering (Ritschel et al.)
SCALABILITY: OCCLUSION
24x240.7 frames / second
16x161.5 frames / second
8x83.2 frames / second
Micro-Rendering for Scalable, Parallel Final Gathering (Ritschel et al.)
VS. IMPERFECT SHADOW MAPS
Ritschel et al.: Imperfect Shadow Maps (Previous)SIGGRAPH Asia 2008
5 frames / second
Ritschel et al.: Micro-Rendering (Ours)SIGGRAPH Asia 2009
5 frames / second
Micro-Rendering for Scalable, Parallel Final Gathering (Ritschel et al.)
SCALABILITY: MATERIALS
1x12x2
4x4
Kd = 1Kd = 0.5, N = 5Kd = 0, N = 20
Micro-Rendering for Scalable, Parallel Final Gathering (Ritschel et al.)
Micro-Rendering for Scalable, Parallel Final Gathering (Ritschel et al.)
MULTIPLE BOUNCESNo Bounce 1 Bounce
10 frames / second2 Bounces
5 frames / second
Micro-Rendering for Scalable, Parallel Final Gathering (Ritschel et al.)
MULTIPLE BOUNCES
TreeDirectlLight
TreeIndirect light
Image2-bounce indirect light
Micro-Rendering for Scalable, Parallel Final Gathering (Ritschel et al.)
GATHERING PHOTON MAPSSurfels lit by photon mapping density estimate Final gathering from lit surfels, 2 frames / second
Micro-Rendering for Scalable, Parallel Final Gathering (Ritschel et al.)
CONCLUSIONMicrorendering computes final gathering for large and dynamic scenes with
glossy materials in parallel
Micro-Rendering for Scalable, Parallel Final Gathering (Ritschel et al.)
FUTURE WORK
1. Complex deformations result in an in efficient tree... a body of work existst for ray-tracing
2. Adaptivity in screen space... also a body of work for radiance and irradiance caching
3. Reduce local memory footprint... we think we will get it down by an order of magnitude
Micro-Rendering for Scalable, Parallel Final Gathering (Ritschel et al.)
THANK YOU!
We acknowledgemens
Michael WandElmar EisemannRobrt StrzodkaRober HerzogZhao DongRobert W. SumnerJovan PopovicStanford 3D Scanning Repository
Internal ReviewInternal ReviewDiscussionDiscussionDiscussionAnimal animationAnimal animation3D models
Micro-Rendering for Scalable, Parallel Final Gathering (Ritschel et al.)
AO Bounces Specular Parallel Visibility
Disk-based AOBunnell 200) Yes Yes No Yes None
Hemispherical RasterizationKautz et al. 2005
Yes Maybe No Yes Rasterize / Forward
Pixar Color BleedingChristensen 2008 Yes Yes Maybe Maybe Rasterize /
Forward
Micro-rendering Ritschel et al., 2009 Yes Yes Yes Yes Rasterize /
Forward
LightcutsWalter et al., 2005 Yes Yes Yes Maybe Raytracing /
Backwards
HIDDEN SLIDE 1
Micro-Rendering for Scalable, Parallel Final Gathering (Ritschel et al.)
HIDDEN SLIDE 2
Probability density
Cummulative density