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An Approximate Global Illumination System for Computer Generated Films

An Approximate Global Illumination System for Computer Generated Films. presented by: Yu-Jen Chen. The main idea of this paper. Lighting models used in the production of CG feature animation have to be flexible , easy to control , and efficient to compute .

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An Approximate Global Illumination System for Computer Generated Films

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  1. An Approximate Global Illumination System for Computer Generated Films presented by: Yu-Jen Chen

  2. The main idea of this paper • Lighting models used in the production of CG feature animation have to be flexible, easy to control, and efficient to compute. • Global illumination techniques do not lend these. • Approximate global illumination system - indirect illumination (only one bounce) - micro-polygon based scan line renderer - modified irradiance gradient caching technique => enhance caching coherence - approximate lighting model

  3. Outline • Introduction • Previous Work • System Overview • Approximations and Optimizations - Path Length - Surface Properties - Ray Tracing Simplified Geometry - Radiosity maps - Irradiance Caching Coherence - Approximate Lighting Model • Tool Description • Results

  4. Introduction(1/5) • Very little animation work utilizes global illumination effects in its visuals. • Generally, simpler direct lighting models are used to render very complex and highly detailed scenes. => important light interactions between the elements of a scene are missing.

  5. Introduction(2/5) direct and indirect lighting direct lighting only

  6. Introduction(3/5) • Programmable shaders - implement customized lighting and shading models. • Extend to offer global illumination.

  7. Introduction(4/5) • To use global illumination in CG animation image making process, the render times have to be minimized, and tools must be provided to enable flexible art direction with a very short feedback loop. • Developed an indirect illumination tool - workflow efficiency - controllability

  8. Introduction(5/5) • Only consider a coarse geometric tessellation of the geometry during ray tracing. • Radiant exitance texture maps are used to accelerate final gathering and to help reduce the noise of final renders. • Using irradiance caching and enhance its efficiency and applicability to non-diffuse surfaces, by using it in conjunction with an approximate lighting model.

  9. Previous Work(1/5) • [1986 Kajiya] – Monte Carlo path tracing was first used by Kajiya to slove the rendering equation. • Although very general and simple to implement, this technique is very slow. • [1994 Dutre and Willems] – light tracing => the number of possible paths is also very large towards the camera. (high variance) • [1994 Veach and Guibas] – Bidirectional path tracing combines paths from the camera and from the light, statistically weighting each paired path contribution to the final image.

  10. Previous Work(2/5) • [1996 Lafortune] – Variance reduction techniques (Bias), improve rendering performance. • [1997 Veach and Guibas] – Metropolis light transport, which applies mutations to previously explored paths. • [1996 Pharr and Hanrahan] – Geometry-caching framework that allows a ray tracing engine to handle scenes that do not fit entirely in the computer’s memory.

  11. Previous Work(3/5) • [1997 Pharr] – Further enhance this technique by reordering the operations of the rendering algorithm, so as to maximize caching coherence. - orthogonal research directions have explored caching strategies to avoid recomputing similar quantities that can be extrapolated without significantly affecting the final image.

  12. Previous Work(4/5) • [1996, 2002 Jensen] – Photon mapping, the photon map acts as a cache of all the light paths throughout the scene, and using it appropriately significantly improves performance over previous algorithms.

  13. Previous Work(5/5) • [1992 Ward and Heckbert] – take advantage of spatial coherence, as well as the characteristic of the irradiance function over ideally diffuse surfaces, to apply sparse sampling of the indirect illumination throughout the scene. (irradiance caching) • Complex BRDFs => does not apply well and loses its benefit

  14. System Overview Only the irradiance cache is used to derive indirect illumination.

  15. Approximations and Optimizations • Much of the research in the field of global illumination has been focused on efficiently solving the rendering equation. • When mostly complex light paths contribute to the final image or when simulating indirect light cast by surfaces with complex BRDFs, the efficiency of simple algorithms degrades rapidly, even sophisticated algorithms do, too.

  16. - Path Length • Only indirect light paths containing a single bounce are simulated, by using a non-recursive light gathering algorithm.

  17. - Surface Properties • Treating only diffuse surface. • Caustics and glossy reflections are exceptions to this rule, which we leave for more specific algorithms to solve efficiency.

  18. Ray Tracing Simplified Geometry(1/4) • Ray tracing coarsely tessellated geometry. • Traditional biasing techniques that ignore intersections near the ray origin cannot be applied here, since they would create significant light or shadow leak problems. (only one bounce)

  19. Ray Tracing Simplified Geometry(2/4) • Ray offsetting algorithm • Geometric micro-displacement To ray trace simplified geometry, we adjust the ray origin.

  20. Ray Tracing Simplified Geometry(3/4) • Since we are ray tracing approximate geometry, diffuse self-interreflections cast by geometric micro-displacements might not be captured accurately. • This is often visually of small importance.

  21. Ray Tracing Simplified Geometry(4/4)

  22. Radiosity maps(1/2) • Texture maps – offer a constant time query. • During a pre-processing state, we compute and store radiance values for each texel. Since we simulate a single bounce of indirect light, our radiosity maps contain only direct illumination contributions.

  23. Radiosity maps(2/2) • Inverting the texture coordinates of the four corners of the four corners of the texel and obtain a corresponding quadrilateral on the surface. • No perceptible noise.

  24. Irradiance Caching Coherence(1/5) • Every irradiance sample is saved in a cache along with corresponding geometric information and irradiance gradient vectors. • This information is used to smoothly extrapolate irradiance values for neighboring positions.

  25. Irradiance Caching Coherence(2/5) • To enhance caching coherence for scenes containing high geometric detail and complex surface properties. • To compute the error of usinga sample i at any position x, we use the following function instead:

  26. Irradiance Caching Coherence(3/5) • K: accuracy, set to 1 in most cases. • α+: hard-coded to 10 degrees. • Ri: closest distance to the intersected surfaces during the evaluation of the irradiance sample i. • R+: 10 times the square root of the projected pixel area. • R-: 1.5 times the square root of the projected pixel area.

  27. Irradiance Caching Coherence(4/5) • To avoid sampling the irradiance, we loop over candidate cached samples with positive weight and compute the weighted average of their extrapolated contribution. • To avoid sampling patterns that are too spars or too dense. • The error function presented above avoids over-sampling the irradiance in corner areas.

  28. Irradiance Caching Coherence(5/5) irradiance sampling frequency using the original error function

  29. Approximate Lighting Model(1/5) • Enable the irradiance caching coherence, while perserving some of the properties of complex BRDFs. • By converting the irradiance to corresponding approximate incoming field radiance. => choose a dominant incoming light direction

  30. Approximate Lighting Model(2/5) • We compute the radiance as follows: • Where E(x,n) is the extrapolated irradiance at position x.

  31. Approximate Lighting Model(3/5) • We derive a dominant incoming light direction using the weighted average of the ray directions used in sampling the hemisphere.

  32. Approximate Lighting Model(4/5) • We choose three dominant incoming light directions instead. • is computed using equation (6) and using equation (7).

  33. Approximate Lighting Model(5/5) (d) irradiance sampling frequency (c) closeup of a complex BRDF

  34. Tool Description • The rendering workflow is presented as well as a description of the many controls available to the user.

  35. Shader Integration • Light shader and surface shader can be written independently. • Light shader: provide incoming light directions and colors. • Some rendering systems require the surface shader to explicitly invoke indirect lighting samples.

  36. Workflow • Getting quick visual feedback which speeds up interactive lighting turnaround. • Each new frame will compute light gathering only in regions of the image that have not been covered in previous frames.

  37. Art Direction • Even though a physically based algorithm is used to compute indirect illumination, its result might differ from the artist’s aesthetic goal. • The user can control which objects in the scene will receive indirect illumination and define the list of all the geometries that need to be ray-traced when gathering light.

  38. Results(1/3) • This tool was used extensively by artists during the production of the computer animated feature film “Shrek 2”.

  39. Results(2/3) using a single bounce of indirect light using multiple bounces of indirect light

  40. Result(3/3) Only a rough tessellation of the character skin is ray traced.

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