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    Contents

    Introduction

    Illumination

    Problem statement

    Approach

    Proposed algorithm Results

    Tonemapping

    Problem statement

    Approach

    Proposed algorithm

    Results

    Conclusions & Future Work

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    introduction

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    Computer graphics (CG)

    What is CG?It is the field where one utilizes digital data to generateimages

    Applications Training - Simulators

    military medical aviation

    Entertainment movies

    computer games Virtual Worlds

    virtual museums virtual cities

    Etc

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    3D Computer Graphics

    Geometric modeling

    the representation of the shapes of objects in the scene

    Animation

    the motion and deformation of the objects in the scene

    Rendering

    the process of producing 2D images from the description of the 3Dscene

    Computer graphics (CG)

    Rendering 2D image

    Rendering+

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    Object definition

    Local spaceModeling

    transformationsWorld space

    Viewingtransformations

    View space

    Projectionontoa

    unitcube&Clipping

    Clip spaceScreenmapping

    Projected spaceRasterization& Viewport mapping

    Display space

    Rendering Pipeline

    Compose scene,Define view

    & Lighting conditions

    Pixel Shading

    Vertex Shading

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    Importance of illumination

    Illumination in real world:

    Light stimulates sensors to see

    Without light human eye can not see

    Illumination in Computer Graphics:

    Provides spatial and geometric information Increases realism in the images

    no illumination spatial and geometric information simulated

    measured

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    1 2 3

    4 5 6

    7 8 9

    1 2 3

    4 5 6

    7 8 9

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    Motivation

    Contribution

    Improve rendering for real-time applications

    Illumination

    Tonemapping

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    illumination at each point of an object depends on: Incident light energy

    Reflectance properties of the object material

    BRDF: Bidirectional Reflectance Distribution Functiondefines how light coming from a given incoming

    direction is reflected towards an outgoing direction

    Parameters affecting illumination

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    Rendering equation

    p

    Outgoing Light

    BRDF x Incident Light

    + Reflected Light= Emitted Light

    Radiance

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    Computational expensive process

    Emphasis on realism - global illumination (offline methods)

    Emphasis on frame rate - local illumination

    Solving the rendering equation

    Raytracing Radiosity Photon mapping

    Shadow maps Shadow volumes

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    IlluminationProblem statement

    Towards real-time realism Computation of direct lighting only

    Taking into account incident radiance from allover the directions

    represented using environment maps distant lighting

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    IlluminationProblem statement

    Huge number of incident light directions (e.g 10

    3

    ) Run-time computation of not real-time performance

    Precomputations with what cost?

    PRT [Sloan]at each vertex

    static scenes + memory

    Precomputedshadow fields [Zhou]rigid objects + memory

    Real-timesoft shadows [Ren]

    geometry approx.

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    Proposed illumination algorithmApproach

    Precompute the in a way that isindependent of the geometry of the scene

    p depends on

    Irradiance

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    Proposed illumination algorithmApproach

    FullsphereIrradiance

    Irradiance

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    Proposed illumination algorithmApproach

    FI Factorization

    Fullsphere Irradiance Vector FIV(x,y,z)

    FIV

    x

    FIVy

    compute FIV

    p

    p

    .

    p

    Only a dot product !!(fast computation)

    Valid for any receiver(only a 3D vector save memory)

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    Compute and not

    Use FIV as an intermediate step

    Break down the problem

    Precomputations for dynamic scenes

    p

    Proposed illumination algorithmOverview

    p

    )( pp NI

    = -p p

    )(, pptot NI

    )(, ppocc NI

    p

    pI

    pFI

    p .

    p

    1 2

    d ll l h

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    .p

    IrradianceMap

    )(, pptot

    NI

    .

    Proposed illumination algorithmPreprocessing

    1

    p

    ? )(, pptot NI

    Precompute

    for all

    p

    2

    for eachsample position

    (i, j, k)

    EnvOcc

    for eachEnvOcc

    (i, j, k)

    compute FIV

    FIV (x, y, z)

    FIVs texture

    (~ 1MB)for 64x33x15 samples

    (72KB)

    P d ill i i l i h

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    For each pixel p of a receiver in the image:

    1. Get total irradiance assuming no occlusions

    2. Compute occluded irradiance

    3. Compute unoccluded irradiance

    4. Shade the pixel

    Proposed illumination algorithmRuntime: shading

    )( pp NI = -p p

    )(, pptot NI

    )(, ppocc NI

    1 2

    . .p.

    )(, pptot

    NI

    Irradiance Map

    )(, ppocc

    NI

    FIV of. )(, ppocc NFI

    )()()( ,, ppoccpptotpp NININI

    FIVs texture

    P d ill i ti l ith

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    Proposed illumination algorithmRuntime: special cases

    Partialoccluders

    Approximate FIV

    Overlappedoccluders

    P d ill i ti l ith

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    Proposed illumination algorithmRuntime: self-shadows

    p

    p

    shadows self-shadows

    pp

    p

    1 2

    P d ill i ti l ith

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    Proposed illumination algorithmResults

    GPU implementation of the algorithm (GLSL)

    Per-pixel illumination Speed-up the computations

    Intel Core 2 Duo 2.4GHz 2GB RAM NVIDIA GeForce 8800 GTS (512MB Ram)

    Environment map resolution: 32x32x6 pixels Higher resolution no difference at run-time fps

    only the preprocessing time

    Window resolution: 512x512

    Trilinear interpolation of the 8 nearest FIVs

    Comparing with ground truth solution Brute force solution Normalized Mean Square Error (NRMSE)

    P d ill i ti l ith

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    Proposed illumination algorithmResults

    Proposed algorithm result (without rendering the occluder)

    Result of brute force/ground truth solution

    Difference between the two

    P d ill i ti l ith

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    Proposed illumination algorithmResults

    Different Number of Samples

    Different Environment Maps(samples #: 256x129x30)

    (, , ) = (32,17,15)NRMSE = 0.023

    0.28 MBytes

    (, , ) = (64,33,30)NRMSE = 0.008

    2.17 MBytes

    (, , ) = (256,129,30)NRMSE = 0.007

    34 MBytes

    1 point lightNRMSE = 0.1

    2 area lightsNRMSE = 0.035

    Eucalyptus GroveNRMSE = 0.022

    P d ill i ti l ith

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    Proposed illumination algorithmResults

    Multiple occluders

    Partial Occluders

    NRMSE = 0.019 NRMSE = 0.019

    NRMSE = 0.026

    Correction: OFF

    NRMSE = 0.019

    Correction: ON

    P oposed ill mination algo ithm

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    Proposed illumination algorithmResults

    Other cases

    Deformable/Dynamic receiver

    Complex Scene10 objects

    ~ 300K vertices

    Self-shadows

    only direct direct &self-shadows

    difference

    Proposed illumination algorithm

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    Precomputation time & memory requirements

    Memory requirements: independent of the number of vertices

    linear to the number of samples

    Precomputations time:(implemented on CPU)

    linear to the number of samples

    Proposed illumination algorithmResults

    (, , ) = (32,17,15)

    NRMSE = 0.0233 mins / 0.28MB

    Proposed illumination algorithm

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    Combination of Objects

    Number of FPS: Independent of the number of vertices of the object

    Depends on the number of objects in the scene

    Memory requirements: Depends on the number of different types of objects

    multiple times the same object does not increase requirements

    Proposed illumination algorithmResults

    PRT Precomputed Dynamic FIV

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    COMPARISONWITH OTHER

    METHODS

    PRT

    Sloan

    SIGGRAPH

    PrecomputedShadow Fields

    Zhou

    SIGGRAPH

    DynamicSoft

    Shadows

    RenACM TOC

    FIV

    this thesis

    Env. Map (EM)Frequencies

    Low Low (dynamic scenes)High (static scenes)

    Low All

    Dynamic scenes Rigid Rigid DeformableDeformable

    receivers & rigidoccluders

    Geometry

    approx.

    No No Yes No

    Memoryrequirements

    dif. obj/vert./EM

    >GB

    50MB

    7 / 30K / low

    500 MB

    2 / 70K / high

    They do notdemonstrateany results

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    Proposed illumination algorithmHDR illumination

    High-quality illumination

    incident radiance natural values can be used

    Real-world

    Vast range of luminance values

    Examples: sunlight: 105 cd/m2

    indoor lighting: 102 cd/m2

    starlight: 10-3 cd/m2

    ~10 orders of magnitude in luminance values

    Within a scene we may have High Dynamic Range (HDR) ofluminance values

    dynamic range: ratio of the highest scene luminance to the lowestscene luminance

    Natural illumination

    Take into account HDR incident radiance from the environment

    Proposed Illumination Algorithm

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    HDR images can not be displayed on standard monitors (LDR)

    A final pass is needed to map HDR values to LDR

    Tonemapping

    Proposed Illumination AlgorithmHDR illumination

    Illuminationalgorithm

    HDRilluminated

    sceneHDR incidentradiance

    3D scene

    Angeloktistichurch in KitiLarnaca, Cyprus

    Tonemapping

    http://material/kiti_rect.hdrhttp://material/kiti_rect.hdrhttp://material/kiti_rect.hdrhttp://material/kiti_rect.hdrhttp://material/kiti_rect.hdrhttp://material/kiti_rect.hdr
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    Tonemapping

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    TonemappingProblem statement

    Tonemapping operators

    Global operators Local operators

    Global operators Apply same operation to all pixels Fast Computation Moderate quality results

    Local operators Take into consideration the local properties

    of individual pixels Preserve the local contrast reproduction

    local and global component

    Better quality results More computationally expensive Much slower than global operators

    We need High frame rates High-quality

    Proposed selective tonemapping

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    Proposed selective tonemappingApproach

    Apply the computational expensive local component of TMO

    in a selective way Only on the high contrast areas (important areas)

    edge detection algorithm

    Reduce expensive computations

    Maintain the quality

    Proposed selective tonemapping

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    globalcomponent

    LUM2RGB

    RGB2LUM

    HDR input (RGB) Luminance

    high contrastidentification

    high contrast

    apply localcomponent

    keep the originalLUM values

    LDR input (RGB)

    Proposed selective tonemappingFramework

    Proposed selective tonemapping

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    Proposed selective tonemappingResults

    HDR image

    Selective TM Local TM

    Important areas &superimposed VDP map

    VDP: Visual Difference Predictor

    GTM

    STM

    LTM

    Proposed selective tonemapping

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    Proposed selective tonemappingResults

    Sel

    ectiveTonem

    apping

    LocalTonemapp

    ing

    SpheronVR SpheronVR

    Proposed selective tonemapping

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    Proposed selective tonemappingResults

    Real-time fps for high resolution images Much faster than LTM (~3 times)

    Better quality results than GTM

    Better than GTM taking into account quality & time

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    Unified Rendering Pipeline

    Illuminationalgorithm

    HDR

    illuminatedscene

    HDR incidentradiance

    3D scene

    Tonemapping

    LDR

    illuminatedscene

    Unified Rendering Pipeline

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    Unified Rendering PipelineResults

    Visual error of illumination algorithm decreases or increases aftertonemapping? (error before TM VS error after TM)

    Different number of sampleswithout

    TMVDPmap

    (without)

    with

    TM

    VDPmap

    (with)

    Ground

    truth

    32x17x15

    64x33x30

    256x129x30

    Unified Rendering Pipeline

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    Unified Rendering PipelineResults

    Different environment maps

    with-out

    TM

    Groundtruth

    FIV

    VDP map

    withTM

    Groundtruth

    FIV

    VDP map

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    conclusions

    & future work

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    Conclusions

    Illumination Fullsphere Irradiance (new notion)

    Fullsphere Irradiance Vector (FIV)

    Integrate incident light energy within a 3D

    vector independent of

    arbitrary number of light sources

    Use FIVs to illuminate the scene Soft-shadows

    Real-time

    High-quality results

    Moderate memory requirements

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    Conclusions

    Tonemapping

    Selective Tonemapping Framework

    Speed up local TMOs

    Real-time for high resolution frames

    Keep quality (perceptually) of original local TMO

    Modular framework

    use any other local TMO

    use other algorithm for important areas identificationstep

    Makes illumination algorithm more tolerant toerrors

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    Future work

    Illumination Specular reflections

    no direct way to do that

    Adaptive sampling

    Online computations of FIVs GPU implementation

    only at samples needed

    First bounce of inter-reflections

    Tonemapping

    Exploit more temporal coherence between frames reuse parts of high contrast areas map

    High contrast areas map Important areas map

    what is important? e.g. the main character in a game

    Interactive/real-time rates

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    Publications

    1. Despina Michael and Yiorgos Chrysanthou. Automatic high level avatar guidance basedon affordance of movement, Eurographics 2003, In Proceedings Interactive Demos andPosters, pp 221-226, Published by the Eurographics Association, 2003.

    2. Benjamin Roch, Alessandro Artusi, Despina Michael, Yiorgos Chrysanthou, andAlan Chalmers. Interactive local tone mapping operator with the support ofgraphics hardware In ACM Proceedings, SCCG Conference 2007, Published byACM, 2007.

    3. Petros Patias, Yiorgos Chrysanthou, Stella Sylaiou, Charis Georgiadis, Despina Michael,and Stratos Stylianidis. The development of an e-museum for contemporary arts. InVirtual Systems and Multimedia, VSMM08, 2008.

    4. Samuel Obadan, Andreas Gregoriades, Harris Michail, Vicky Papadopoulou, DespinaMichael. A Robotic System for Home Security Enhancement, ICOST 2010.

    5. Despina Michael and Yiorgos Chrysanthou, Fullsphere -Irradiance factorizationfor real- time all-frequency illumination for dynamic scenes. ComputerGraphics Forum Journal, accepted for publication, 2010.

    6. Despina Michael, Panagiotis Zaharias and Yiorgos Chrysanthou. A virtual tour of theWalls of Nicosia: An assessment of childrens' experience and learning effectiveness,

    VAST 2010.

    7. Despina Michael, Nektarios Pelekanos, Isabelle Chrysanthou, Panagiotis Zaharias andYiorgos Chrysanthou, Comparative Study of Interactive Systems in a Museum,submitted EuroMed 2010.

    8. Selective Tonemapping, to be submitted in a CG journal.

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    Acknowledgments

    Yiorgos Chrysanthou

    Alessandro Artusi, CaSToRC The Cyprus Institute, Cyprus

    Benjamin Roch, Technical University of Vienna, Austria

    CG Group @ CS.UCY

    CS.UCY

    Family

    Aimilia, Andreas, Anna, Christos, Costas, Georgios I., George S.,Marios, Nearchos, Pyrros, Ritsa, Vicky (& little baby coming soon)

    PhD examination committee

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    Thank you for your attention!