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Interactive Rendering of Translucent Deformable Objects

Interactive Rendering of Translucent Deformable Objects. Tom Mertens 1 , Jan Kautz 2 , Philippe Bekaert 1 , Hans-Peter Seidel 2 , Frank Van Reeth 1. 1. 2. Overview. Goal Previous work Translucency model Our method Implementation Discussion, results and future work.

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Interactive Rendering of Translucent Deformable Objects

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  1. Interactive Rendering of Translucent Deformable Objects Tom Mertens1, Jan Kautz2, Philippe Bekaert1, Hans-Peter Seidel2, Frank Van Reeth1 1 2

  2. Overview • Goal • Previous work • Translucency model • Our method • Implementation • Discussion, results and future work

  3. Problem: Translucency BRDF BSSRDF

  4. 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)

  5. BSSRDF model • introduced by Jensen et al.(SIGGRAPH’01) • multiple scattering • materials with high albedo: marble, milk, wax, skin,… function of distance

  6. BSSRDF model • introduced by Jensen et al.(SIGGRAPH’01) • multiple scattering • materials with high albedo: marble, milk, wax, skin,… function of distance

  7. 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

  8. Our Method • boundary element method

  9. Our Method • boundary element method discretized radiance discretized irradiance

  10. Our Method • boundary element method discretized radiance form factor discretized irradiance

  11. example

  12. sample irradiance

  13. pull irradiance

  14. link roots

  15. subdivide link

  16. subdivide link again

  17. gather

  18. push

  19. 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

  20. 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

  21. Form Factor: • point to triangle • semi-analytical • Taylor expansion • advantages: • fast • accurate • noiseless • indispensable for local integration • more distant: 1 sample

  22. 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

  23. 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

  24. 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

  25. 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

  26. Future Work • recycle radiosity techniques • adaptive meshing, high order interpolation,… • improved oracle function • varying topology • full GPU implementation • non-homogeneous media

  27. Acknowledgements • Jens Vorsatz (mesh hierarchies) • P. Debevec (light probes) • funding: • European Regional Development Fund • Marie Curie doctoral fellowship

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