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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