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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 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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  1. 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

  2. Pacific Graphics 2012 Introduction Motivation • Natural illumination • Accurate rendering Goal • Analytic solution Challenge • Light integration complexity Accurate Translucent Material Rendering under Spherical Gaussian Lights

  3. Pacific Graphics 2012 Background Translucent Material Rendering • BSSRDF representation • Multiple Scattering & Single Scattering BRDF BSSRDF Accurate Translucent Material Rendering under Spherical Gaussian Lights

  4. 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

  5. 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

  6. 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

  7. 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

  8. 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

  9. 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

  10. 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

  11. 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

  12. 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

  13. Pacific Graphics 2012 Approximating Multiple Scattering Multiple Scattering Accurate Translucent Material Rendering under Spherical Gaussian Lights

  14. 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

  15. 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

  16. Pacific Graphics 2012 Approximating Multiple Scattering Diffusion Function Accurate Translucent Material Rendering under Spherical Gaussian Lights

  17. Pacific Graphics 2012 Approximating Multiple Scattering Multiple Scattering Fluence Integral Flux Integral Accurate Translucent Material Rendering under Spherical Gaussian Lights

  18. 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

  19. 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

  20. Pacific Graphics 2012 Approximating Multiple Scattering Diffusion Function Approximate withsum of Gaussians Accurate Translucent Material Rendering under Spherical Gaussian Lights

  21. 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

  22. Pacific Graphics 2012 Approximating Multiple Scattering Fluence Integral inner integral where • Variable: • Parameters: Accurate Translucent Material Rendering under Spherical Gaussian Lights

  23. 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

  24. Pacific Graphics 2012 Approximating Multiple Scattering Flux Integral directional derivative Additional term! Accurate Translucent Material Rendering under Spherical Gaussian Lights

  25. 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

  26. 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

  27. 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

  28. Pacific Graphics 2012 Approximating Single Scattering Single Scattering • For Eddington phase function Both are analytical! Accurate Translucent Material Rendering under Spherical Gaussian Lights

  29. Pacific Graphics 2012 Results Accurate Translucent Material Rendering under Spherical Gaussian Lights

  30. 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

  31. Pacific Graphics 2012 Future Works Heterogeneous translucent materials Participating media …… Accurate Translucent Material Rendering under Spherical Gaussian Lights

  32. Pacific Graphics 2012 The End Thank you! Any questions? Accurate Translucent Material Rendering under Spherical Gaussian Lights

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