Participating Media. Part I: participating media in general. Oskar Elek MFF UK Prague

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1 Participating Media Part I: participating media in general Oskar Elek MFF UK Prague

2 Outline Motivation Introduction Properties of participating media Rendering equation Storage strategies Non-interactive rendering strategies Interactive rendering strategies Atmospheric rendering Cloud rendering

3 Outline Motivation Introduction Properties of participating media Rendering equation Storage strategies Non-interactive rendering strategies Interactive rendering strategies Atmospheric rendering Cloud rendering

4 Motivation fluids

5 Motivation solids

6 Motivation beyond rendering

7 Outline Motivation Introduction Properties of participating media Rendering equation Storage strategies Non-interactive rendering strategies Interactive rendering strategies Atmospheric rendering Cloud rendering

8 Introduction What are participating media (PMa)? General meaning CG connotation

9 Introduction What are participating media (PMa)? General meaning CG connotation Why are PMa more challenging than B-rep rendering? At lease 1 DoF more Costly representation

10 Introduction What are participating media (PMa)? General meaning CG connotation Why are PMa more challenging than B-rep rendering? At lease 1 DoF more Costly representation General scattering vs. sub-surface scattering (BSSRDF)

11 Outline Motivation Introduction Properties of participating media Rendering equation Storage strategies Non-interactive rendering strategies Interactive rendering strategies Atmospheric rendering Cloud rendering

12 Properties event types 4 basic event types in PMa Single vs. multiple scattering

13 Properties event types 4 basic event types in PMa Single vs. multiple scattering A

14 Properties event types 4 basic event types in PMa Single vs. multiple scattering A E

15 Properties event types 4 basic event types in PMa Single vs. multiple scattering A E A E

16 Properties event types 4 basic event types in PMa Single vs. multiple scattering A E A E S

17 Properties event types 4 basic event types in PMa Single vs. multiple scattering A E A E S A E S

18 Properties medium composition Main property medium (particle) density

19 Properties medium composition Main property medium (particle) density Derived characteristics: σ e emission coefficient [m -1 ] σ a absorption coefficient [m -1 ] σ s scattering coefficient [m -1 ] σ t extinction coefficient (σ a + σ s ) e -σ dependency (σ = % transmittance)

20 Properties medium composition Main property medium (particle) density Derived characteristics: σ e emission coefficient [m -1 ] σ a absorption coefficient [m -1 ] σ s scattering coefficient [m -1 ] σ t extinction coefficient (σ a + σ s ) e -σ dependency (σ = % transmittance) σ a =5 σ a =10 σ a =15 σ a =30

21 Properties medium composition Main property medium (particle) density Derived characteristics: σ e emission coefficient [m -1 ] σ a absorption coefficient [m -1 ] σ s scattering coefficient [m -1 ] σ t extinction coefficient (σ a + σ s ) e -σ dependency (σ = % transmittance) σ a =5 σ a =10 σ a =15 σ a =30 More particle types linear combination of coefficients

22 Properties scattering directionality Phase function Describes directional distribution of scattered light Equivalent of BRDF for surfaces (probability density) Denotes scattering anisotropy (equivalent of diffuse vs. glossy surfaces)

23 Properties scattering directionality Phase function Describes directional distribution of scattered light Equivalent of BRDF for surfaces (probability density) Denotes scattering anisotropy (equivalent of diffuse vs. glossy surfaces) We recognize Rayleigh and Mie (light) scattering Uniform:

24 Properties scattering directionality Phase function Describes directional distribution of scattered light Equivalent of BRDF for surfaces (probability density) Denotes scattering anisotropy (equivalent of diffuse vs. glossy surfaces) We recognize Rayleigh and Mie (light) scattering Uniform: Rayleigh (λ -4 -dependent):

25 Properties scattering directionality Phase function Describes directional distribution of scattered light Equivalent of BRDF for surfaces (probability density) Denotes scattering anisotropy (equivalent of diffuse vs. glossy surfaces) We recognize Rayleigh and Mie (light) scattering Uniform: Rayleigh (λ -4 -dependent): Mie (Henyey-Greenstein approximation):

26 Properties other PMa characteristics Albedo efficiency of a single scattering event Defined as: 100 * σ s / (σ a + σ s ) [%] Mean number of scattering events depends on it

27 Properties other PMa characteristics Albedo efficiency of a single scattering event Defined as: 100 * σ s / (σ a + σ s ) [%] Mean number of scattering events depends on it Medium homogeneousness Strongly homogeneous Strongly inhomogeneous

28 Properties other PMa characteristics Albedo efficiency of a single scattering event Defined as: 100 * σ s / (σ a + σ s ) [%] Mean number of scattering events depends on it Medium homogeneousness Medium anisotropy (sundogs, parhelia)

29 Properties other PMa characteristics Albedo efficiency of a single scattering event Defined as: 100 * σ s / (σ a + σ s ) [%] Mean number of scattering events depends on it Medium homogeneousness Medium anisotropy (sundogs, parhelia) Shape complexity

30 Outline Motivation Introduction Properties of participating media Rendering equation Storage strategies Non-interactive rendering strategies Interactive rendering strategies Atmospheric rendering Cloud rendering

31 Volume rendering equation Standard (areal) RE

32 Volume rendering equation Standard (areal) RE Volume RE, directional formulation

33 Volume rendering equation Standard (areal) RE Volume RE, directional formulation

34 Volume rendering equation Standard (areal) RE Volume RE, directional formulation Volume RE, differential formulation (energy transport equation)

35 Beer-Lambert-Bouguer law Defines relation of medium composition to its light attenuating properties

36 Beer-Lambert-Bouguer law Defines relation of medium composition to its light attenuating properties

37 Beer-Lambert-Bouguer law Defines relation of medium composition to its light attenuating properties

38 Outline Motivation Introduction Properties of participating media Rendering equation Storage strategies Non-interactive rendering strategies Interactive rendering strategies Atmospheric rendering Cloud rendering

39 Storage strategies 3D density grids Pros: accuracy, easy detail representation, fast evaluation Cons: large storage space needed (esp. animations), difficult manipulation (editing), HDR media problems

40 Storage strategies 3D density grids Point sets Pros: adaptive, plausible storage space requirements, easier manipulation (editing), 1:1 particle simulation correspondence Cons: slower evaluation, less obvious interpolation scheme

41 Storage strategies 3D density grids Point sets Analytically defined Pros: no storage space required, (usually) very fast evaluation, allow precomputation (if low DoF), instant medium properties changes Cons: limited to simple shapes/situations

42 Storage strategies 3D density grids Point sets Analytically defined Combined Pros: possible good detail/storage space ratio Cons: more complicated manipulation

43 Storage strategies 3D density grids Point sets Analytically defined Combined Pros: possible good detail/storage space ratio Cons: more complicated manipulation

44 Outline Motivation Introduction Properties of participating media Rendering equation Storage strategies Non-interactive rendering strategies Interactive rendering strategies Atmospheric rendering Cloud rendering

45 Rendering strategies path tracing Similar to areal PT, solves directional VRE by generating random walks in the medium

46 Rendering strategies path tracing Similar to areal PT, solves directional VRE by generating random walks in the medium Evaluation Pros: simplicity, not limited to any PMa range, unbiasedness Cons: speed (in certain cases almost pathological), high variance

47 Rendering strategies event location generation Choose randomly Pros: unbiasedness Cons: awful efficiency

48 Rendering strategies event location generation Choose randomly Taking into account extinction

49 Rendering strategies event location generation Choose randomly Taking into account extinction Ray marching Pros: simplicity Cons: low efficiency, biasedness

50 Rendering strategies event location generation Choose randomly Taking into account extinction Ray marching Woodcock tracking Increment x by until

51 Rendering strategies event location generation Choose randomly Taking into account extinction Ray marching Woodcock tracking Increment x by until Pros: fast (using adaptive kd-tree scheme), unbiasedness Cons: slightly more complicated

52 Rendering strategies volumetric radiance transfer Similar to areal radiosity, solves energy transport equation

53 Rendering strategies volumetric radiance transfer Similar to areal radiosity, solves energy transport equation Pros: (theoretically) unbiased, linear scaling with number of scattering orders, computes energy state of the entire scene Cons: rather slow, high storage requirements, problems with inhomogeneous media and additional objects in scene

54 Rendering strategies volumetric photon mapping Once again, similar to areal PM Generates random walks in the medium, stores photon on each scattering event

55 Rendering strategies volumetric photon mapping Once again, similar to areal PM Generates random walks in the medium, stores photon on each scattering event Gathering more complicated beam radiance estimate

56 Rendering strategies volumetric photon mapping Once again, similar to areal PM Generates random walks in the medium, stores photon on each scattering event Gathering more complicated beam radiance estimate Evaluation widely used Pros: fast, easy extension from B-rep renderers, robust Cons: biasedness, necessary storage of photons

57 End (part I)

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