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This paper presents an innovative method for interactive rendering of translucent deformable objects without prior precomputation, utilizing a Boundary Scattering Surface Reflectance Distribution Function (BSSRDF) model. By combining hierarchical techniques with mesh-based approaches, the method achieves real-time performance while handling varying geometries and materials. The results demonstrate significant improvements in speed and efficiency compared to previous algorithms. Future work includes enhancements in adaptive meshing and expansion to non-homogeneous media, aiming for versatility in diverse applications.
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Interactive Rendering of Translucent Deformable Objects Tom Mertens1, Jan Kautz2, Philippe Bekaert1, Hans-Peter Seidel2, Frank Van Reeth1 1 2
Overview • Goal • Previous work • Translucency model • Our method • Implementation • Discussion, results and future work
Problem: Translucency BRDF BSSRDF
Previous work • Jensen et al. (SIGGRAPH ’01): • BSSRDF model • Jensen et al. (SIGGRAPH ’02): • fast, production quality rendering • Lensch et al. (PG ’02), Hao et al. (GI ’03), Carr et al. (GHW’03), Sloan et al. (SIGGRAPH’02-’03): • interactive, real-time rendering with precomputation • Our paper: • interactive rendering • varying geometry and material (no precomputation)
BSSRDF model • introduced by Jensen et al.(SIGGRAPH’01) • multiple scattering • materials with high albedo: marble, milk, wax, skin,… function of distance
BSSRDF model • introduced by Jensen et al.(SIGGRAPH’01) • multiple scattering • materials with high albedo: marble, milk, wax, skin,… function of distance
Integrating the BSSRDF • hierarchical approach (Jensen et al. ‘02) • decouple light and surface sampling, • decouple light sampling from geometry • 2-pass method: • irradiance sampling – integration with octree • limitation: rebuilding samples & octree • our method • integration ~ hierarchical radiosity • mesh based: beneficial for geometry updates • hierarchy = clustered triangles • form factor for BSSRDF: fast local integration
Our Method • boundary element method
Our Method • boundary element method discretized radiance discretized irradiance
Our Method • boundary element method discretized radiance form factor discretized irradiance
Hierarchical Evaluation • hierarchy = clustered triangles • tree hierarchy • subdivision: 4-to-1 splits • face clustering • evaluation ~ hierarchical radiosity • irradiance sampling + pull • construct link hierarchy • gather over each link • push + average at vertices • “oracle” = solid angle • interactions at different levels • speed advantage
Form Factor: area integral • (mid)point to triangle • semi-analytical • Taylor expansion • advantages: • fast • accurate • noiseless • indispensable for local integration • more distant: 1 sample integral over edges recursive midpoint
Form Factor: • point to triangle • semi-analytical • Taylor expansion • advantages: • fast • accurate • noiseless • indispensable for local integration • more distant: 1 sample
Form Factor: • point to triangle • semi-analytical • Taylor expansion • advantages: • fast • accurate • noiseless • indispensable for local integration • more distant: 1 sample point sampling form factor
stored links incremental updates promote/demote links real-time frame rate render on-the-fly instant feedback less memory overhead interactive frame rate Implementation • GPU • fresnel • tone mapping • shadow map • irradiance • point light (+ shadow) • environment map
Results • 5-10 fps for 10-20K tris models • dual Xeon 2.4Ghz; ATI Radeon 9700 • Demo video material change candle twist shadow leak Perlin noise deformation
Discussion • practical technique for interactive applications • speed advantage over previous hierarchical algorithm: • gathering in higher levels • efficient local integration • consistent hierarchy after deformation • limitation = mesh • needs hierarchy • limited by resolution • fixed topology • interactive applications often mesh-based anyway
Future Work • recycle radiosity techniques • adaptive meshing, high order interpolation,… • improved oracle function • varying topology • full GPU implementation • non-homogeneous media
Acknowledgements • Jens Vorsatz (mesh hierarchies) • P. Debevec (light probes) • funding: • European Regional Development Fund • Marie Curie doctoral fellowship