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A Hierarchical Volumetric Shadow Algorithm for Single Scattering

A Hierarchical Volumetric Shadow Algorithm for Single Scattering. Ilya Baran , Jiawen Chen, Jonathan Ragan-Kelley, Frédo Durand, Jaakko Lehtinen Computer Science and Artificial Intelligence Laboratory Massachusetts Institute of Technology. Volumetric scattering with shadows.

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A Hierarchical Volumetric Shadow Algorithm for Single Scattering

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  1. A Hierarchical Volumetric ShadowAlgorithm for Single Scattering IlyaBaran, Jiawen Chen, Jonathan Ragan-Kelley,Frédo Durand, JaakkoLehtinen Computer Science and Artificial Intelligence Laboratory Massachusetts Institute of Technology

  2. Volumetric scattering with shadows Photo by Frédo Durand

  3. Alan Wake by Remedy Entertainment

  4. Related work • Ray marching(brute force) • Analytical scattering models • Sky lighting, bloom, etc. • Doesn’t account for visibility • Sun et al. [2005]

  5. Shadow volume methods • Max [1986] • Analytical integration • Wyman and Ramsey [2008] • Ray marching along intervals

  6. Related work • Engelhardt and Dachsbacher [2010] • Detect discontinuities, subsample and interpolate • Performance depends on occluder complexity • Epipolar geometry • Detected discontinuties • Engelhardt and Dachsbacher [2010]

  7. Overview • Incremental integration • Approximating single scattering • Epipolarrectification ~

  8. Simplified scenario • Orthographic camera • Light direction perpendicular to view direction • Visibility only

  9. d r

  10. Brute force complexity: O(rd) 7 1 5

  11. Brute force complexity: O(rd) 7 1 5 5

  12. Bit mask Process top down incrementally 1 1 1 1 1 1 1

  13. Bit mask 7 1 1 1 1 1 1 1

  14. Bit mask 7 1 1 1 1 1 1 1 1

  15. Bit mask 7 1 1 1 1 1 1 1 1

  16. Bit mask 7 1 1 0 0 1 1 1 1

  17. Bit mask 7 1 5 1 0 0 1 1 1 1

  18. Bit mask algorithm complexity: O(rd) Bit mask 7 1 5 5 2 2 3 1 0 0 1 1 1 1

  19. Partial sum trees • Binary tree • Each node storessum of children 4 2 2 2 0 1 1 1 1 0 0 1 0 1 0

  20. Tree update 4 2 2 2 0 1 1 1 1 0 0 0 0 1 0

  21. Tree update 4 2 2 2 0 0 1 1 1 0 0 0 0 1 0

  22. Tree update 4 2 1 2 0 0 1 1 1 0 0 0 0 1 0

  23. Tree update 3 2 1 2 0 0 1 1 1 0 0 0 0 1 0

  24. Tree query 3 2 1 2 0 0 1 1 1 0 0 0 0 1 0 ∑ = 3

  25. Complexity • 2D • Brute force: O(rd) • Incremental with bit mask: O(rd) • Incremental with tree: O( (r+d) log d ) • 3D: s independent slices • Brute force: O(srd) • Incremental with tree: O( s (r+d) log d )

  26. Textured lights Light texture 0.8 0.1 0.5 0.3 0.2 1 0.8 1 Light attenuation 0.9 0.8 0.6 0.5 0.4 0.3

  27. SVD approximation + + = ~ + A U SVT

  28. Epipolar rectification Light direction Eye Epipolar slices

  29. Epipolar coordinates Directional light Point light

  30. Depth map resampling Camera depth map Rectify Rectify Corresponding epipolar slice Light depth map

  31. Equal quality comparison: Sibenik Ray marching Our method 169 sec 9.9 sec (17.1x)

  32. Equal quality comparison: Terrain Ray marching Our method 54 sec 1.3 sec (41.5x)

  33. Equal quality comparisons: Trees Ray marching Our method 277 sec 2.3 sec (120.4x)

  34. GPU Performance on Sibenik

  35. GPU Performance on Trees

  36. Limitations and future work • Non-homogeneous media • All points in volume must be visited • SVD will have high rank • GPU performance • Dynamic data structure: limited parallelism • Bandwidth intensive • Requires CUDA, not suitable for consoles

  37. Summary • Hierarchical volumetric shadow algorithm with complexity guarantees • Significant speedupson CPUs • Moderately faster than state-of-the art on GPUs

  38. GPU Performance on Sibenik

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