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This document discusses innovative methodologies in light transport, focusing on Progressive Photon Beams and the Lightslice approach to address the Many-Lights problem. Key concepts include Modular Radiance Transfer, efficient ray-traced directional occlusion, and practical filtering techniques. We explore global illumination, sampling strategies for virtual point lights, and effective strategies for handling caustics and scattering. Additionally, we address limitations of current algorithms and suggest avenues for future research to enhance lighting simulations in graphics applications.
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25/11/2011 Shinji Ogaki LIGHT transport
4 Papers • Progressive Photon Beams • Lightslice: Matrix Slice Sampling for Many-Lights Problem • Modular Radiance Transfer • Practical Filtering for Efficient Ray-Traced Directional Occlusion
WojciechJarosz et at. Progressive Photon Beams
Photon Mapping • Cast Photons • Gather Fixed Search Radius Query Point Photon
Progressive Photon Mapping • LS+DS+E Paths • Accurate Caustics • Unlimited # of Photons Search Radius Reverse Photon Photon
PPB (Progressive Photon Beam) • Extension to Volume (LS+MS+E Paths) Query Ray Photon Beam
Radiative Transport Equation • L: Radiance • Tr: Transmittance • s: Surface • m: Media • σs: Scattering Coefficient • f: Phase Function Xs S Query Ray Xw W Photon Beam
Beam x Beam 1D Estimator Scattering Coef Kernel Flux
JiaweiOu et al. Lightslice: matrix slice sampling for many-lights problem
Many-Lights Problem • Global Illumination (Diffuse Indirect Illum.) • Matrix Interpretation of Many-Lights VPL (Virtual Point Light)
Many-Lights Problem • Global Illumination (Diffuse Indirect Illum.) • Matrix Interpretation of Many-Lights VPL (Virtual Point Light)
Many-Lights Problem • Global Illumination (Diffuse Indirect Illum.) • Matrix Interpretation of Many-Lights VPL (Virtual Point Light)
Many-Lights Problem • Global Illumination (Diffuse Indirect Illum.) • Matrix Interpretation of Many-Lights VPL (Virtual Point Light)
Many-Lights Problem • Global Illumination (Diffuse Indirect Illum.) • Matrix Interpretation of Many-Lights VPL (Virtual Point Light)
Many-Lights Problem • Global Illumination (Diffuse Indirect Illum.) • Matrix Interpretation of Many-Lights VPL (Virtual Point Light) Sample
Transport Matrix • Close to Low Rank . . . . . . . .
Algorithm • Matrix Slicing • Slice Sampling • Initial Light Clustering • Per Cluster Refinement
Results Slice Visualization
Results (cont’d) Lightslice MRCS Lightcut
Limitations • Parameter Selection (# of Slices etc.) • Glossy Surface • Animation • Matrix Sparsity • Comprehensive Comparison is missing (Coherent Light Cut and Pixelcuts?)
Bradford J. Loos et al. Modular radiance transfer
Module • Patched Local is Global Module
Transport Matrix (Local) • F: Direct to Indirect Transfer (One Bounce) Sample
Reduced Direct-to-Indirect Transferin Shape • Truncated SVD of F • Not so Sparse, Unfortunately Sample
Reduced Direct-to-Indirect Transferin Shape (cont’d) • Light Prior (Basis for Plausible Direct Lighting) Id1 Id2 …… Idm
Reduced Direct-to-Indirect Transferin Shape (cont’d) • Truncated SVD of M • Very Sparse Sample
Reduced Direct-to-Indirect Transferbetween Shapes (Local to Global) • Interface
Limitations • Lighting Condition outside of the Light Prior • High Frequency Glossy Transport • Large Scale Indirect Shadows within Blocks • Dictionary Shapes (e.g. Internal Occluders) • User Interface
Kevin Egan et al. Practical filtering for efficient ray-traced directional occlusion
Ambient Occlusion Hemisphere 1 0 1 1 0 (1+0+1+0+1)/5=0.6
Ambient Occlusionwith a Sparse Set of Rays • Cast Rays • Filter Expensive Cheap
Frequency Analysisand Sheared Filtering Occlusion Function f(x, y) Flatland Scene Light(y) 0 Light(y) 1 y Occluders y 0 Receiver(x) 1 x Receiver(x) y x Occluder Spectrum Bandlimited by Filter Occluder Spectrum x
Rotationally-Invariant Filter Infinitesimal Sub-domains
Results 6+ mins to filter
Limitations • Artifacts due to Undersampling in the 1st Pass • Smoothes out some Areas of Detail • Noise in Areas where Brute Force Computation is used