Accurate translucent material rendering under spherical gaussian lights
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Pacific Graphics 2012. PG 2012. Accurate Translucent Material Rendering under Spherical Gaussian Lights. Ling-Qi Yan 1 , Yahan Zhou 2 , Kun Xu 1 , Rui Wang 2. 1 Tsinghua University 2 University of Massachusetts. Pacific Graphics 2012. Introduction. Motivation Natural illumination

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Accurate Translucent Material Rendering under Spherical Gaussian Lights

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Accurate translucent material rendering under spherical gaussian lights

Pacific Graphics 2012

PG 2012

Accurate Translucent Material Rendering under Spherical Gaussian Lights

Ling-Qi Yan1, Yahan Zhou2, Kun Xu1, Rui Wang2

1 Tsinghua University

2University of Massachusetts


Introduction

Pacific Graphics 2012

Introduction

Motivation

  • Natural illumination

  • Accurate rendering

    Goal

  • Analytic solution

    Challenge

  • Light integration complexity

Accurate Translucent Material Rendering under Spherical Gaussian Lights


Background

Pacific Graphics 2012

Background

Translucent Material Rendering

  • BSSRDF representation

  • Multiple Scattering & Single Scattering

BRDF

BSSRDF

Accurate Translucent Material Rendering under Spherical Gaussian Lights


Background1

Pacific Graphics 2012

Background

Environment Lighting

  • Natural illumination

  • Light modeling methods

    Spherical Harmonics

    Wavelets

    SRBFs

Spherical Harmonics

Wavelets

SRBFs

Accurate Translucent Material Rendering under Spherical Gaussian Lights


Background2

Pacific Graphics 2012

Background

SRBF (Spherical Radial Basis Function)

  • Typically Spherical Gaussian (SG)

  • Useful Properties

    Closed under multiplication

    Has analytic solution under spherical integration

  • Widely used in rendering

    Environment lighting [Tsai and Shih 2006]

    Light Transport [Green 2007]

    BRDF [Wang 2009]

Accurate Translucent Material Rendering under Spherical Gaussian Lights


Introduction1

Pacific Graphics 2012

Introduction

Motivation

  • Natural illumination

  • Accurate rendering

    Goal

  • Analytic solution

    Challenge

  • Light integration complexity

Use SG lights!

Accurate Translucent Material Rendering under Spherical Gaussian Lights


Related works

Pacific Graphics 2012

Related Works

Translucent Material Rendering

  • Limitations:

    Vertical scattering path

Jensen et al. 2001

d’Eon et al. 2011

ground truth

[d’Eon et al, 2011]

Accurate Translucent Material Rendering under Spherical Gaussian Lights


Introduction2

Pacific Graphics 2012

Introduction

Motivation

  • Natural illumination

  • Accurate rendering

    Goal

  • Analytic solution

    Challenge

  • Light integration complexity

Use SG lights

Account for oblique scattering path

Accurate Translucent Material Rendering under Spherical Gaussian Lights


Related works1

Pacific Graphics 2012

Related Works

Translucent Material Rendering

  • Limitations:

    Vertical scattering path

    Unable to handle area lights(require sampling)

Jensen et al. 2001

d’Eon et al. 2011

Accurate Translucent Material Rendering under Spherical Gaussian Lights


Related works2

Pacific Graphics 2012

Related Works

Translucent Rendering under Environment Lighting

  • Wang et al. 2005

  • Xu et al. 2007

  • ……

Based on pre-computation!

Accurate Translucent Material Rendering under Spherical Gaussian Lights


Introduction3

Pacific Graphics 2012

Introduction

Motivation

  • Natural illumination

  • Accurate rendering

    Goal

  • Analytic solution

    Challenge

  • Light integration complexity

Use SG lights

Account for oblique scattering path

No extra numerical integration or scene-dependent precomputation

Accurate Translucent Material Rendering under Spherical Gaussian Lights


Overview

Pacific Graphics 2012

Overview

Main Contribution

An extended BSSRDF model

  • under Spherical Gaussian light

  • account for oblique scattering path

  • include multiple and single scattering

Accurate Translucent Material Rendering under Spherical Gaussian Lights


Approximating multiple scattering

Pacific Graphics 2012

Approximating Multiple Scattering

Multiple Scattering

Accurate Translucent Material Rendering under Spherical Gaussian Lights


Approximating multiple scattering1

Pacific Graphics 2012

Approximating Multiple Scattering

Multiple Scattering

Define as a combination of fluence term and flux term [d’Eon et al. 2011]

Accurate Translucent Material Rendering under Spherical Gaussian Lights


Approximating multiple scattering2

Pacific Graphics 2012

Approximating Multiple Scattering

Multiple Scattering

Define as a combination of fluence term and flux term [d’Eon et al. 2011]

Accurate Translucent Material Rendering under Spherical Gaussian Lights


Approximating multiple scattering3

Pacific Graphics 2012

Approximating Multiple Scattering

Diffusion Function

Accurate Translucent Material Rendering under Spherical Gaussian Lights


Approximating multiple scattering4

Pacific Graphics 2012

Approximating Multiple Scattering

Multiple Scattering

Fluence Integral

Flux Integral

Accurate Translucent Material Rendering under Spherical Gaussian Lights


Approximating multiple scattering5

Pacific Graphics 2012

Approximating Multiple Scattering

Fluence Integral

Change integral order so that

  • Inner integral: Spherical

  • Outer integral: Linear

Accurate Translucent Material Rendering under Spherical Gaussian Lights


Approximating multiple scattering6

Pacific Graphics 2012

Approximating Multiple Scattering

Fluence Integral

Our key insight

  • Can be represented by sphericalfunctions?

  • YES

Accurate Translucent Material Rendering under Spherical Gaussian Lights


Approximating multiple scattering7

Pacific Graphics 2012

Approximating Multiple Scattering

Diffusion Function

Approximate withsum of Gaussians

Accurate Translucent Material Rendering under Spherical Gaussian Lights


Approximating multiple scattering8

Pacific Graphics 2012

Approximating Multiple Scattering

Fluence Integral

Product-integral of two SGs!

Linear Integration Part

Spherical Integration Part

Accurate Translucent Material Rendering under Spherical Gaussian Lights


Approximating multiple scattering9

Pacific Graphics 2012

Approximating Multiple Scattering

Fluence Integral

inner integral

where

  • Variable:

  • Parameters:

Accurate Translucent Material Rendering under Spherical Gaussian Lights


Approximating multiple scattering10

Pacific Graphics 2012

Approximating Multiple Scattering

Fluence Integral

Now has analytical solution!

inner integral

Pre-fit into a 2D table of and

Accurate Translucent Material Rendering under Spherical Gaussian Lights


Approximating multiple scattering11

Pacific Graphics 2012

Approximating Multiple Scattering

Flux Integral

directional derivative

Additional term!

Accurate Translucent Material Rendering under Spherical Gaussian Lights


Approximating multiple scattering12

Pacific Graphics 2012

Approximating Multiple Scattering

Now has analytical solution!

Flux Integral

inner integral

Exponential attenuation!

Pre-fit into a 2D table

Accurate Translucent Material Rendering under Spherical Gaussian Lights


Approximating single scattering

Pacific Graphics 2012

Approximating Single Scattering

Single Scattering

scattering point

The outer integral: Sample along the refracted outgoing direction

The inner integral: To be analytically approximated!

Fresnel transmittance term

Attenuation term

Accurate Translucent Material Rendering under Spherical Gaussian Lights


Approximating single scattering1

Pacific Graphics 2012

Approximating Single Scattering

Single Scattering

Use soft shadow technique to approximate!

Use SG center to approximate!

Attenuation term

Phase function

Refracted SG light

Visibility term

Accurate Translucent Material Rendering under Spherical Gaussian Lights


Approximating single scattering2

Pacific Graphics 2012

Approximating Single Scattering

Single Scattering

  • For Eddington phase function

Both are analytical!

Accurate Translucent Material Rendering under Spherical Gaussian Lights


Results

Pacific Graphics 2012

Results

Accurate Translucent Material Rendering under Spherical Gaussian Lights


Conclusion

Pacific Graphics 2012

Conclusion

An extended BSSRDF model

  • under Spherical Gaussian light

  • accounts for oblique scattering path

  • including multiple and single scattering

Accurate Translucent Material Rendering under Spherical Gaussian Lights


Future works

Pacific Graphics 2012

Future Works

Heterogeneous translucent materials

Participating media

……

Accurate Translucent Material Rendering under Spherical Gaussian Lights


The end

Pacific Graphics 2012

The End

Thank you!

Any questions?

Accurate Translucent Material Rendering under Spherical Gaussian Lights


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