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Precomputed Local Radiance Transfer for Real-time Lighting Design. Anders Wang Kristensen Tomas Akenine-Moller Henrik Wann Jensen SIGGRAPH ‘05. Presented by Shao-Ti Lee. 2010/04/08. Outline. Introduction Related Work Constructing the Light Cloud Compressing Surface Radiance
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Precomputed Local Radiance Transfer for Real-time Lighting Design Anders Wang Kristensen Tomas Akenine-Moller Henrik Wann Jensen SIGGRAPH ‘05 Presented by Shao-Ti Lee 2010/04/08
Outline • Introduction • Related Work • Constructing the Light Cloud • Compressing Surface Radiance • Real-time Relighting • Results • Conclusion
Introduction • Related Work • Constructing the Light Cloud • Compressing Surface Radiance • Real-time Relighting • Results • Conclusion
Introduction • MAIN IDEA • Unstructured light cloud.
Introduction • MAIN IDEA • Unstructured light cloud.
Introduction • FEATURES • Local, not distant illumination. • Accurately represent incident radiance on different parts of the model. • Light positions and intensities are changeable. • Lights can be added or removed. • Materials can be glossy. • Camera is fully dynamic. • Scene is assumed to be static.
Introduction • Related Work • Constructing the Light Cloud • Compressing Surface Radiance • Real-time Relighting • Results • Conclusion
Related Work • Precompute the exitant radiance [Wood et al. 2000; Chen et al. 2002] • Basis: sphere harmonics.
Related Work • Sphere harmonics. Approximated Exitant Radiance SH Basis Approximated Exitant Radiance in the SH basis
Related Work • Clustered PCA(Principle Component Analysis) [Sloan et al. 2003] • For geometry data representation compression. Clustering Ex. K-Means PCA
Introduction • Related Work • Constructing the Light Cloud • Compressing Surface Radiance • Real-time Relighting • Results • Conclusion
Constructing the Light Cloud • Before doing this, first divide the geometry into a set of discrete zones using a simple top-down partitioning algorithm.
Constructing the Light Cloud • Use a two-stage approach to construct the light cloud. • Stage 1 Make a sufficiently dense uniform sampling of the region of interest. • Stage 2 The light cloud is then simplified by clustering similar lights using a bottom-up clustering algorithm.
Constructing the Light Cloud This is for point lights.
Constructing the Light Cloud This is for diffuse surface.
Constructing the Light Cloud S A B C Cluster List D E F A B C D E F G S H I G H I Priority queue sorted by △jk △AB △AD △BD △CE ….. Compute △SC , △SD , △SE , △SF , △SG , △SH , △SI and re-sort the priority queue to end a loop and stop until △jk≧1for all j, k
Introduction • Related Work • Constructing the Light Cloud • Compressing Surface Radiance • Real-time Relighting • Results • Conclusion
Compressing Surface Radiance • Before compression • Per vertex matrix X , with np = nb x nlelements per color channel. • nb : The number of SH bases. • nl: The number of lights. • After compression using CPCA weights Cluster Mean PCA vectors (bases)
Introduction • Related Work • Constructing the Light Cloud • Compressing Surface Radiance • Real-time Relighting • Results • Conclusion
Real-time Relighting • Organize the local lights in a kd-tree and locate the m nearest lights.
Real-time Relighting • To avoid undesirable popping effects, set the weight for each pre-computed local light to • After computing all weights, normalization is used. And all weights are multiplied by the powerof the light at l.
Real-time Relighting • Visibility problem Cannot assign weights! Solution: Use ray tracing with a few rays.
Real-time Relighting • Discontinuity Problem Suddenly disappear/appear due to occlusion! Solution: Smoothly fade out/in lights over time, but that now have become obscured by geometry.
Real-time Relighting • Computing Exitant Radiance • For each cluster, xm and bi are constant.
Real-time Relighting • Reconstruct the vector of SH coefficients representing exitant radiance in a vertex program by evaluating • Where is the variable to ensure that we get correct blending at the borders between clusters and between zones. • Recall that
Introduction • Related Work • Constructing the Light Cloud • Compressing Surface Radiance • Real-time Relighting • Results • Conclusion
Results Left: Method of authors. Right: Ray tracing with per pixel lighting.
Introduction • Related Work • Constructing the Light Cloud • Compressing Surface Radiance • Real-time Relighting • Results • Conclusion
Conclusion • The system handles indirect illumination efficiently for models with more than 100,000 triangles. • Future Work • Soft shadow • Spotlight