Interactive Rendering of Atmospheric Scattering Effects Using Graphics Hardware
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1 Ineracive Rendering of Amopheric Scaering Effec Uing Graphic Hardware Yohinori Dobahi Tuyohi Yamamoo Tomoyui Nihia Hoaido Univeriy Hoaido Univeriy Toyo Univeriy
2 Overview Inroducion - moivaion - previou wor Rendering Ligh Beam - baic Idea - probem - high quaiy rendering Rendering he Earh Amophere - rendering y - rendering he earh viewed from pace Reu Concuion
3 Overview Inroducion - moivaion - previou wor Rendering Ligh Beam - baic Idea - probem - high quaiy rendering Rendering he Earh Amophere - rendering y - rendering he earh viewed from pace Reu Concuion
4 Overview Inroducion - moivaion - previou wor Rendering Ligh Beam - baic Idea - probem - high quaiy rendering Rendering he Earh Amophere - rendering y - rendering he earh viewed from pace Reu Concuion
5 Moivaion Rea-ime rendering of reaiic image Amopheric Scaering Effec - caering and aborpion of igh due o ma parice - poigh - unigh hrough window - earh amophere require ong compuaion ime Our Goa: Rea-ime rendering of amopheric effec
6 Previou Wor Voume rendering [e.g. Behren98, Weermann98] - ue of voxe o ore he ineniy of igh - conuming exure memory for voume daa - difficu o capure he edge of haf of igh edge of hadow edge of poigh
7 Previou Wor 2D exure baed approach [Dobahi01, Everi99] - ue of hadow and projecive exure mapping - arifac due o amping error Inereaved amping [Keer01] - a genera and efficien ouion o he amping probem - no opima for rendering amopheric caering Earh amophere - no mehod for rea-ime rendering of reaiic image
8 Propoed Mehod Precie and efficien rendering of amopheric effec Rendering igh beam - poin/infinie igh ource - uniform deniy of amopheric parice Rendering earh amophere - y - he earh viewed from pace - deniy decreae exponeniay according o he heigh from he ground
9 Overview Inroducion - moivaion - previou wor Rendering Ligh Beam - baic Idea - probem - high quaiy rendering Rendering he Earh Amophere - rendering y - rendering he earh viewed from pace Reu Concuion
10 Shading Mode for Ligh Beam Ineniy a viewpoin I ( (, H( ) g(, d = T I 0 poin ource I eye viewpoin caered igh
11 Shading Mode for Ligh Beam Ineniy a viewpoin I ( (, H( ) g(, d = T I 0 poin igh I I (, ineniy of igh H ( ) viibiiy funcion g (, aenuaion funcion I viewpoin P
12 Baic Idea [Dobahi00] Ineniy a viewpoin I ( ) (, H( ) g(, d = = T I 0 n = 1 I (, H ( ) g (, compued a aice poin igh viewpoin amping pane creen
13 Baic Idea Ineniy a viewpoin I ( (, H( ) g(, d = T I 0 [Dobahi00] = n = 1 I (, H ( ) g (, igh map poin igh igh map exure mapping viewpoin
14 Baic Idea Ineniy a viewpoin I ( (, H( ) g(, d = T I 0 [Dobahi00] = n = 1 I (, H ( ) g (, poin igh objec hadow mapping viewpoin
15 Baic Idea Ineniy a viewpoin I ( (, H( ) g(, d = T I 0 [Dobahi00] = n = 1 I (, H ( ) g (, poin igh objec hadow mapping viewpoin render amping pane wih addiive bending
16 Probem Accuracy number of pane number of aice poin Many pane/aice for high quaiy image - arifac due o quanizaion error peudo-conour amping error quanizaion wih 8 bi preciion in mo hardware accumuaion of error in proporion o number of amping pane - increae in rendering ime number of pane rendering ime number of aice poin
17 High Quaiy Rendering Ineniy a viewpoin poin igh I ( (, H( ) g(, d = T I 0 I = n = 1 DI (, +D DI (, = I (, H( ) g(, d I D P
18 High Quaiy Rendering Ineniy a viewpoin poin igh I ( (, H( ) g(, d = T I 0 I = n = 1 DI (, +D DI (, = I (, H( ) g(, d I D P change everey change moohy con. in D
19 High Quaiy Rendering Ineniy a viewpoin poin igh I ( (, H( ) g(, d = T I 0 I = n = 1 DI (, +D DI (, = I (, H( ) g(, d I D P + D I (, H( ) d x + D g (, d f h f
20 High Quaiy Rendering Ineniy a viewpoin I ( (, H( ) g(, d = T I 0 = n = 1 DI (, +D DI (, = I (, H( ) g(, d I poin igh I = 1.0 caered igh + D I (, H( ) d x + D g (, d f h f caering componen
21 High Quaiy Rendering Ineniy a viewpoin I ( (, H( ) g(, d = T I 0 = n = 1 DI (, +D DI (, = I (, H( ) g(, d objec I poin igh I raio of reached igh + D I (, H( ) d f h x + D g (, d Iuminaion componen f caering componen
22 High Quaiy Rendering Scaering componen f : + D - change moohy - can be amped a a arge inerva ue of exure o ore pre-inegraed vaue g (, ) d Iuminaion componen f h : + D I (, H ( ) d - incude viibiiy H and ineniy diribuion I - mu be amped a a hor inerva ub-pane for accurae amping
23 High Quaiy Rendering Scaering componen f : - change moohy - can be amped a a arge inerva ue of exure o ore pre-inegraed vaue + D g (, ) d Iuminaion componen f h : + D I (, H ( ) d - incude viibiiy H and ineniy diribuion I - mu be amped a a hor inerva ub-pane for accurae amping
24 Texure for Scaering Componen f (, ) = + D exp( -br c( + rc F( a, 2 r deniy c b aenuaion raio diance beween viewpoin and P diance beween igh and P diance beween viewpoin and P F(a, phae funcion a phae ange )) d viewpoin (poin igh) amping pane P a poin igh amping pane +1 P D
25 Texure for Scaering Componen f (, = + D exp( -br c( + rc F( a, 2 - oca coordinae UV = u'-u + coa = -u'/ 2 2 = u' + v 2 )) d (poin igh) amping pane viewpoin P(u, P v) a poin igh amping pane +1 P (u, v) D Q V U
26 Texure for Scaering Componen f c ( u, v, c q( u, v, = = exp( βρ ) u q( u, v, λ) = c + ρ 1 cf(co u 2 c exp( βρ x ( u'/ ( u' + v 2 2 u' + v 2 u' 2 + v 2 ), λ) + u' u)) du' c : conan for each amping pane q u, v, ) ( : 2D exure f i evauaed preciey ince exure ore inegraed vaue amping pane a V reducing quanizaion viewpoin P (u, v) error P(u, v) D poin igh amping pane +1 Q U
27 High Quaiy Rendering Scaering componen f : - change moohy - can be amped a a arge inerva ue of exure o ore pre-inegraed vaue + D g (, ) d Iuminaion componen f h : + D I (, H ( ) d - incude viibiiy H and ineniy diribuion I - mu be amped a a hor inerva ub-pane for accurae amping
28 Compuaion of Iuminaion Componen +D f (, = I (, H( ) d h - m ub-pane beween amping pane and +1 f h (, = 1 m m -1 j= 0 I ( r, H( r r j : diance beween viewpoin and ub-pane j - m i deermined adapivey j j ) ub-pane viewpoin rong ineniy many ub-pane amping pane igh
29 Compuaion of Iuminaion Componen Deermining number of ub-pane, m 1. hoo a ray 2. compue ineniy of caered igh ue exure for caering componen 3. generae ub-pane in proporion o ineniy Ineniy of caered igh m e e :uer-pecified hrehod ub-pane viewpoin igh ame conribuion of amping each ub-pane o pixe ineniy
30 Overview Inroducion - moivaion - previou wor Rendering Ligh Beam - baic Idea - probem - high quaiy rendering Rendering he Earh Amophere - rendering y - rendering he earh viewed from pace Reu Concuion
31 Rendering Earh Amophere No hadow of objec Rendering Sy - exending mehod for igh beam Rendering he earh viewed from pace amophere viewpoin earh
32 Rendering Earh Amophere No hadow of objec Rendering Sy - exending mehod for igh beam Rendering he earh viewed from pace - amophere i very hin ayer covering he earh viewpoin earh amophere
33 Rendering Earh Amophere No hadow of objec Rendering Sy - exending mehod for igh beam Rendering he earh viewed from pace - amophere i very hin ayer covering he earh - ue of amping phere inead of amping pane viewpoin earh amping phere amophere
34 Rendering Earh Amophere No hadow of objec Rendering Sy - exending mehod for igh beam Rendering he earh viewed from pace - amophere i very hin ayer covering he earh viewpoin earh amophere - ue of amping phere inead of amping pane amping phere
35 Rendering Sy Ineniy a viewpoin I v T ( = I ( F( a, r(, g (, g (, d un 0 v I un I un( ): ineniy of unigh F ( a, r (, g, ) ( : aenuaion raio beween P and P : phae funcion : deniy of parice P a P amophere P v viewpoin earh g, ) ( : aenuaion raio beween v P and P v
36 Rendering Sy Ineniy a viewpoin I v T ( = I ( F( a, r(, g (, g (, d un 0 v I un( ): ineniy of unigh F ( a, r (, g, ) ( : aenuaion raio beween P and P v g, ) ( : aenuaion raio beween P and P v : phae funcion : deniy of parice earh amophere P v viewpoin
37 Rendering Sy Ineniy a viewpoin I v n = 1-1 ( = I ( F( a, R( ) g (, Dg (, un I un( ): ineniy of unigh g, ) j= 1 ( : aenuaion raio beween P and P v j +1 P P I un amophere P v viewpoin F ( a, D g v(, : phae funcion : aenuaion beween amping pane and +1 earh R () : cumuaive deniy of parice beween amping pane and +1
38 Rendering Sy Ineniy a viewpoin I v n = 1-1 ( = I ( F( a, R( ) g (, Dg (, un j= 1 Agorihm creae exure of g, Dg v, R for = n o 1, repea: - map g, Dg v, R exure ono amping pane v j earh P v viewpoin
39 Rendering Sy Ineniy a viewpoin I v n = 1-1 ( = I ( F( a, R( ) g (, Dg (, un j = 1 Agorihm creae exure of g, Dg v, R for = n o 1, repea: - map g, Dg v, R exure ono amping pane - compue I un F a aice poin v j earh P v viewpoin
40 Rendering Sy Ineniy a viewpoin I v n = 1-1 ( = I ( F( a, R( ) g (, Dg (, un j = 1 Agorihm creae exure of g, Dg v, R for = n o 1, repea: - map g, Dg v, R exure ono amping pane - compue I un F a aice poin - draw pane wih bending: FB = FB x Dg v + F x R x g v j earh (FB: frame buffer) P v viewpoin aenuaion ineniy of caered igh
41 Rendering Sy Ineniy a viewpoin I v n = 1-1 ( = I ( F( a, R( ) g (, Dg (, un j = 1 Agorihm creae exure of g, Dg v, R for = n o 1, repea: - map g, Dg v, R exure ono amping pane - compue I un F a aice poin - draw pane wih bending: FB = FB x Dg v + F x R x g v j earh (FB: frame buffer) P v viewpoin aenuaion ineniy of caered igh
42 Rendering Sy Texure of g, Dg v, R g (, = PP exp( - 0 PP b( r( d I un b : exincion coefficien (conan) r : deniy of parice r ( h) = exp( -ah) (a: con) P h P earh amophere P v viewpoin
43 Rendering Sy Texure of g, Dg v, R g (, = PP exp( - 0 PP b( r( d I un b : exincion coefficien (conan) r : deniy of parice r ( h) = exp( -ah) g ( PP, g ( h, q, (a: con) P q h P earh amophere P v viewpoin
44 Rendering Sy Texure of g, Dg v, R g (, = PP exp( - 0 PP b( r( d I un b : exincion coefficien (conan) r : deniy of parice g r ( h) = exp( -ah) ( PP, g ( h, q, (a: con) q v P h P earh amophere P v viewpoin Dg ( PP, Dg ( h, q, v v v v R( PP, R( h, q, v v ore a 2D exure
45 Overview Inroducion - moivaion - previou wor Rendering Ligh Beam - baic Idea - probem - high quaiy rendering Rendering he Earh Amophere - rendering y - rendering he earh viewed from pace Reu Concuion
46 Experimena Reu previou mehod previou mehod propoed mehod #pane: 40 meh: 60x60 #pane: 160 meh: 60x60 #pane: 30 #ub-pane: 120 (ave.) meh: 10x10 compuer: Ahon 1.7GHz, GeForce3
47 Experimena Reu mehod previou inereaved [Keer01] propoed ray-racing reu # of pane (ub-pane) (174) meh 60x90 10x15 10x15 - ime 0.13 [ec.] 0.12 [ec.] 0.08 [ec.] 29 [ec.] Image ize: 300x450 compuer: Ahon 1.7GHz, GeForce3 -
48 Experimena Reu mehod previou inereaved [Keer01] propoed ray-racing reu # of pane (ub-pane) (174) meh 60x90 10x15 10x15 - ime 0.13 [ec.] 0.12 [ec.] 0.08 [ec.] 29 [ec.] Image ize: 300x450 compuer: Ahon 1.7GHz, GeForce3 -
49 Reu amping pane: 9 ub-pane:309 ime: 0.32 [ec.] amping pane: 30 ub-pane:263 ime: 0.12 [ec.] Image ize: 720x480 compuer: Ahon 1.7GHz, GeForce3
50 Reu amping pane: 100(y) 30(haf) ub-pane:135 ime: 0.16 [ec.] amping phere: 10 ime: 0.06 [ec.] Image ize: 720x480 compuer: Ahon 1.7GHz, GeForce3
51 DEMO Rea-ime Animaion Uing Noe PC Penium III (1.2 GHz) Nvidia GeForce 2 Go
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