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Real-time Shading with Filtered Importance Sampling

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Real-time Shading with Filtered Importance Sampling

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    1. Real-time Shading with Filtered Importance Sampling Mark Colbert Ph.D. Candidate, University of Central Florida Graduate Intern, DX10 Driver Group - VCG

    2. Real-time Glossy Surface Reflection Gaming Lighting & Material Design Architecture Pre-visualization Car paints Entertainment

    3. Video Folder Link

    4. Goals High-fidelity interactive rendering (IBL/HDR) Accelerate performance using existing GPU hardware Minimal pre-computation Minimal code base Fast and easy integration into any production pipeline (Single GPU Shader!) Integrate the Illumination Integral IBL rendering using high dynamic range (HDR) environment maps HDR high dynamic range images using floats instead of U8s IBL rendering using high dynamic range (HDR) environment maps HDR high dynamic range images using floats instead of U8s

    5. Illumination Integral Summation of all surrounding light rays multiplied by the material function Ignores occlusion/visibility Material defined by the Bidirectional Reflectance Distribution Function (BRDF)

    6. Illumination Integral

    7. Illumination Integral Evaluation Discretize environment into pixels applied onto a 2D surface with some mapping Multiply each environment map pixel by the BRDF for an outgoing direction Requires thousands of pixels to be multiplied and summed for thousands of pixels on the screen Computationally expensive

    8. Fast Integral Evaluation Reduce the number of samples Borrow a technique from Stochastic Monte Carlo integration: Importance Sampling

    9. Monte Carlo Integration Sampling Evaluating a function at a discrete point Point chosen by a uniform distribution Provides estimate of the integral Integral Approximation (Estimator) Average of all samples Infinite samples = Integral

    10. Monte Carlo Estimator Estimator Assuming a uniform distribution

    11. Monte Carlo Estimator Variation (variance) from the actual integral solution Most research in reducing variance Markov Chain Monte Carlo (MCMC) Importance Sampling

    12. Importance Sample Given a priori knowledge of the integral, sample the function at points providing the best guess estimate Sample according to a weighted distribution

    13. Which Distribution? Product of illumination and BRDF Optimal Too expensive to compute on GPU Illumination Too many samples needed for glossy reflection BRDF Provides best choice May over sample dark regions

    14. Importance Sampling

    15. Sampling BRDFs Analytical BRDFs Phong [1975] Lafortune [1997] Ward [1992] Cook-Torrence [1982] Compute through PDFs and CDFs

    16. PDFs and CDFs PDF Probability Density Function Normalized form of the BRDF CDF Cumulative Distribution Function For multi-dimensional functions use Marginal PDF Conditional PDF

    17. Discrete Example Note, we use multiple random numbers for each dimensionNote, we use multiple random numbers for each dimension

    18. Monte Carlo Estimator Importance Sampling Estimator Divide by the Jacobian of the CDF (the PDF) since we are re-parameterizing the integral Intuitively, many samples representing 1Intuitively, many samples representing 1

    19. Importance Sampling

    20. Importance Sampling Problem Currently, unable to efficiently generate random numbers on the GPU Random number textures will fail due to the number of samples needed per pixel

    21. Quasi-Random Numbers Numbers that are NOT conditionally independent Provides an optimal sampling pattern when using only a few samples Star low discrepancy sequences What does this mean?

    22. Quasi-Random Numbers For small samples stratified sampling is most optimal It is the most uniform a non-power-of-two number of samples can be distributed Low Star Discrepancy It is the most uniform a non-power-of-two number of samples can be distributed Low Star Discrepancy

    23. Quasi-Random Numbers Many available sequences Hamersley Halton Folded Halton Folded Hamersley Radical inverse

    24. Quasi-Random Sampling

    25. Quasi-Random Importance Sampling Multiple mirror reflection artifact How do we remove the artifact/alias? Filter it!

    26. Filtered Importance Sampling

    27. Efficient Filtering Ideal Filter for sample k Filter across entire illumination integral Too expensive

    28. Efficient Filtering Approximation Why? Since, BRDF ~ PDF = relatively constant Cosine low frequency

    29. Filter Support How much to filter? Ideally precise region between a sample Isotropic Approximation Determine solid angle around sample Example 1: Uniform sampling We want to divide it evenly for uniform sampling

    30. Uniform Filtered Sampling Equal sampling

    31. BRDF-Proportional Filtered Sampling Example 2: Small PDF-value Less important region More filtering Example 3: High PDF-value More important region Use more samples (more variation/energy) Less filtering

    32. Filter Implementation Pre-compute the filter Filtering can be expensive Need to utilize existing GPU accelerated features Need minimal code base Mipmaps Remember needRemember need

    33. Implementing Prefiltering Mipmap Pyramid image structure used for storing prefilters Often used to remove texture aliasing

    34. Prefilter Optimization Need to keep prefiltering efficient Use a 2D map representation Cube Map ideal (low distortion) DX9/OGL filter decimation and reconstruction is independent per face (seam artifacts) Use dual paraboloid Captures entire environment in 2 images

    35. Dual Paraboloids

    36. Dual Paraboloids Still exhibit seams on the edges Scale the mapping

    37. Solid Angle to Mipmap Level Convert support size to Mipmapped texture lookup Convert solid angle to pixels Use ratio of solid angle of the sample to the solid angle of an environment texel

    38. Solid Angle to Mipmap Level Number of pixels is converted to Mipmap level by using logarithmic scaling Where ?p is the solid angle of a texel

    39. Solid Angle to Mipmap Level Distortion or solid angle of a direction for a dual paraboloid mapping Found by the Jacobian of the dual paraboloid mapping

    40. Filtered Importance Sampling

    41. Pseudocode

    42. Hybrid Solution More diffuse, slower convergence Use diffuse spherical harmonics Ramamoorthi and Hanrahan [2002] Simple vertex shader involving 3 vector-matrix-vector multiplications

    43. Examples Spheres - Grace Probe

    44. Examples Bunny Ennis Probe

    45. RMS Error Follows standard Follows standard

    46. Performance

    47. Performance Analysis Dual Paraboloid causes branched texture lookups Dramatic differences between one face or two faces of paraboloid in display Can reduce performance close to half

    48. Future Applications SHINE - Surface Highlighting via Interactive NeuroEvolution Design materials directly from reflected light under an HDR environment map

    49. More Information GPU-based Importance Sampling Mark Colbert & Jaroslav Krivanek (Releasing at SIGGRAPH 07)

    50. Signal Processing Theory Assume the illumination multiplied by the BRDF is a signal Analyze the DC term of Fourier spectrum Equivalent to illumination integral Define alias-free filter that for DC term Using isotropic approximations, filter is equivalent to intuitive meaning

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