Lec5-Radiosity 1 [호환 모드]sungeui/ICG_F15/Slides_2015... · 2015-10-05 · 3 Coming Schedule...

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CS482: Instant Radiosity Sung-Eui Yoon (윤성의) Course URL: http://sglab.kaist.ac.kr/~sungeui/ICG

Transcript of Lec5-Radiosity 1 [호환 모드]sungeui/ICG_F15/Slides_2015... · 2015-10-05 · 3 Coming Schedule...

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CS482: Instant Radiosity

Sung-Eui Yoon(윤성의)

Course URL:http://sglab.kaist.ac.kr/~sungeui/ICG

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Announcement●Mid-term exam

● Closed book● 1:00pm on Oct-20 at the class room

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Coming Schedule and Homework●Declare the team at the noah board by Oct-

5● Browse recent papers (2012 ~ 2015)

● You need to present two papers at the class ●Declare your chosen 2 papers at the board

by Oct-14 (Wed.)● First come, first served● Paper title, conf. name, publication year

●Decide our talk schedule on Oct.-15 (Th)● Student presentations will start right after

the mid-term exam● 3 talks per each class; 20 min for each talk

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Modified tentative schedule10월27일 Q and A29일 Student Presentation 111월3 Student Presentation 25 Student Presentation 312 Mid. Project Presentation 1

17 Mid. Project Presentation 219 Student Presentation 1

24 Student Presentation 212월1 Student Presentation 33 Q and A

8 Final Presentation 1 10 Final Presentation 2

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Presentation Guideline: Expectations●Good summary, not full detail, of the paper

● Talk about motivations of the work● Give a broad background on the related work● Explain main idea and results of the paper● Discuss strengths and weaknesses of the

method

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High-Level Ideas●Deliver most important ideas and results

● Do not talk about minor details● Give enough background instead

● Spend most time to figure out the most important things and prepare good slides for them● If possible, re-use existing slides/videos with

ack.

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Overall Structure● Prepare an overview slide

● Talk about most important things and connect them well

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Be Honest●Do not skip important ideas that you don’t

know● Explain as much as you know and mention that

you don’t understand some parts

● If you get questions you don’t know good answers, just say it

● In the end, you need to explain them before the semester ends

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Result Presentation●Give full experiment settings and present

data with the related information

● After showing the data, give a message that we can pull of the data

● Show images/videos, if there are

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Prepare a Quiz●Give two simple questions to draw

attentions● Ask a keyword● Simple true or false questions● Multiple choice questions

●Grade them in the scale of 0 and 10, and send the score to TA

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Audience feedback form-----------------------Date:Talk title:Speaker:

A. Was the talk well organized and well prepared?5: Excellent 4: good 3: okay 2: less than average 1: poor

B. Was the talk comprehensible? How well were important concepts covered?5: Excellent 4: good 3: okay 2: less than average 1: poor

Any comments to the speaker

-----------------------

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Class Objective●Understand instant radiosity

● Its general procedure● Its computational bottlenecks: shadow maps● Use imperfect shadow map and some recent

techniques

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Radiosity Algorithm● Subdivide the scene in small polygons● Compute a constant illumination value for

each polygon● Choose a viewpoint and display the visible

polygon● Keep doing this process

From Donald Fong’s slides

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Instant Radiosity Howto● Trace light paths from light source● Place virtual point lights (VPLs) at

intersections●Render scene, use VPLs as 180o spots ●Global illumination ensues

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LightEye

Shadow maps [Williams 1978]

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One-Bounce Indirect Illumination

●Officially close enough to full GI solution● Terminate light paths at first intersection

Tabellion and Lamorlette, SIGGRAPH 2004

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Baseline 1-Bounce Instant Radiosity

● Cast a bunch of rays from the light source● Rays must be distributed according to the

emission function● At each hit point, construct a VPL

● Render shadow map (paraboloid)● Yes, that’s a lot of shadow maps to render per

frame●Gather illumination from all VPLs

● Yes, that’s a lot of shadow map lookups per pixel

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Improved Instant Radiosity● LOD or approximation techniques

● Imperfect shadow maps● Point clouds

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PA2● Compile and run our skeleton codes of

instant radiosity

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Imperfect Shadow Maps for Efficient Computation of Indirect Illumination

Tobias Ritschel et al.Modfied from the author‘s slides

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Motivation

• Global illumination is perceptually important

Local illumination Global illumination

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Motivation

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Directlight

Frame t+1

Motivation

Directlight

Frame t

Indirect shadow

• Challenging: Dynamic indirect visibility

No indirect shadow

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Instant Radiosity

Direct light

Virtual point light

VPL

VPL

VPL

Indirectlight

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Instant Radiosity

This is 30 VPLs. You may need 1000…

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• 1024 VPLs• 100k 3D model • 32x32 depth map• 100x overdraw

Instant Radiosity bottleneck32

32

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Imperfect shadow maps

• Our observations:Low quality (imperfect) depth maps sufficient for many faint VPLs that form smooth lighting

• Our contribution:Efficient generation of low quality depth maps

• Main steps (detailed next)1. VPL generation2. Point‐based depth maps3. Pull‐push to fill holes4. Shading

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Step 1 VPL generationStep 2 Point based depth mapsStep 3 Pull pushStep 4 Shading

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Step 1: VPL generation

No direct lightNo VPLs!

Direct lightVPLs!

Render the scene into the

cube map

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Environment or Shadow Mapping

• Cube Maps– Low distortion– Accelerated by GPU– Introduces Seams

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Environment or Shadow Mapping

• Dual Paraboloid

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Step 1 VPL generationStep 2 Point based depth mapsStep 3 Pull pushStep 4 Shading

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Step 2: Point‐based depth maps

• Goal: Fill ~1000 depth maps for every frame?– Classic approach takes ca. 500ms for “Sponza”

– As correct as possible– Using only little bandwidth

• Solution: Simplify!– Use points (no connectivity)– As many as there are pixels

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Step 2: Point‐based depth maps

ImperfectClassic ImperfectSmaller pointsLess points

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Step 2: Point‐based depth maps

• Paraboloid depth maps– Single pass– Only with areas (e.g. tris)

• No tessellation problem– Tris need to be subdivided– Not with points

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VPL / Depth map

Step 2: Point‐based depth maps

• Pre‐process:Distribute points on surface– ~8k points for every VPL– Different set for every VPLs

• At runtime:Deform this distribution

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Step 2: Point‐based depth maps

• Store points relative to tris: deforms on‐the‐fly

Frame t Frame t+1

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Step 1 VPL generationStep 2 Point based depth mapsStep 3 Pull pushStep 4 Shading

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Step 3: Pull‐Push• Depth maps from points have holes

3D2D

Without pull‐pushClassic With pull‐push

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With pull‐push

Step 3: Pull‐Push

Without pull‐pushClassic

• We fill those holes using pull‐push ..

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Pull‐Push Method

Remove black holes by using the pyramid and by pushing values in the top-down manner

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With pull‐push

Step 3: Pull‐Push

Without pull‐push

• .. on all depth maps in parallel.

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Step 1 VPL generationStep 2 Point based depth mapsStep 3 Pull pushStep 4 Shading

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Step 4: Shading• Separate direct and indirect, both deferred• Indirect: Interleaved sampling, geometry aware blur filter

Direct + Indirect Direct only Indirect only

G‐Buffer

Simple blur

Edge‐aware

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Interleaved Sampling• Reduces the number of shadow map lookups per pixel

• For each pixel, use a subset of all VPLs• Apply geometry‐aware filtering

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Results: Performance

• “Christo’s Sponza”– 70k faces, dynamic– 1024 VPLs– 256x256 depth maps– 8k points each

• Breakdown• 7 ms VPL generation• 44 ms ISM• 8 ms Pull‐push• 15 ms Rendering• 4 ms  G‐Buffer• 11 ms Direct light

• Total• 89 ms frame time• 11 frames / s

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Results: Quality (PBRT, hours)

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Results: Quality (Ours, 11 fps)

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Results

Multiple bounces

Natural illumination

Christo‘s Sponza

Complex, localarea lights

Caustics

Cornell box horse

Timings: Nvidia GeForce 8800 GTX

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Horse in Cornell box

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Christos Sponza

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Multiple bounces

• Imperfect reflective shadow maps– Multiple bounces– Complex direct lighting

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Multiple bounces

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Elephant under local arealight

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Caustics

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Conclusion

• Conclusion– Indirect visibility can be simplified– Imperfect shadow maps exploit this

• Future work– More scalable– Adaptive

• Better points• view dependant

– Perceptual evaluation

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Class Objective were:• Understand instant radiosity

– Its general procedure– Its computational bottlenecks: shadow maps– Use imperfect shadow map and some recent techniques

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Any Questions and HWs● Come up with one question on what we

have discussed in the class and submit at the end of the class● Submit four times in Sep./Oct. ● 1 for typical questions ● 2 for questions that have some thoughts or

surprise me

●Go over the next lecture slides before the class

●Watch 2 SIG/I3D/HPG videos and submit your summaries every Tue. class

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Next Time●Microrendering