Voxel-Based Global-Illumination

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Transcription:

Voxel-Based Global-Illumination By Thiedemann, Henrich, Grosch, and Müller Real-Time Near-Field Global Illumination on a Voxel Model (Morteza), M.Sc. Marc Treib

Overview Illumination What is voxelization? Paper s Voxelization Method Paper s Voxel/Ray Intersection Method Near Global-Illumination Based on Voxel-Model Results

Illumination Direct Illumination Indirect Illumination

Types of Illumination Direct Illumination Reflection can be computed locally (using Normal and Material Specification) Local Illumination

Types of Illumination Indirect Illumination The reflected light cannot be computed locally Global Illumination

Ray Tracing

Ray Tracing Algorithm Image Raytrace (Camera cam, Scene scene, int width, int height) { Image image = new Image (width, height) ; for (int i = 0 ; i < height ; i++) for (int j = 0 ; j < width ; j++) { Ray ray = RayThruPixel (cam, i, j) ; Intersection hit = Intersect (ray, scene) ; image[i][j] = FindColor (hit) ; } return image ; }

Ray Tracing Algorithm Image Raytrace (Camera cam, Scene scene, int width, int height) { Image image = new Image (width, height) ; for (int i = 0 ; i < height ; i++) for (int j = 0 ; j < width ; j++) { Ray ray = RayThruPixel (cam, i, j) ; Intersection hit = Intersect (ray, scene) ; image[i][j] = FindColor (hit) ; } return image ; }

Ray Tracing Accelaration Classification of Accelaration Techniques for ray tracing Faster ray-object intersections Fewer Ray-Object Intersections Fewer Rays

What is voxelization?

Types of Voxelization Binary Voxelization A cell stores whether geometry is present in this cell or not Multi-Valued Voxelization A cell can also stores arbitrary other data like BRDF, normal or Radiance Boundary Voxelization Encodes the object surfaces only Solid Voxelization Captures the interior of a model

Contributions A new atlas-based voxelization method An improved ray/voxel intersection test Real-time near-field illumination with voxel visibility

Goal Computing global illumination in real time, given a large and dynamic scene.

Atlas-Based Voxelization (1/5)

Atlas-Based Voxelization (2/5)

Atlas-Based Voxelization (3/5) Performance is directly related to the number of rendered vertices Sufficient atlas-texture resolution

Atlas-Based Voxelization (4/5) Environment Geforce GTX 295, Intel Core 2 Duo 3.16 Ghz, 4 GB RAM Performance

Atlas-Based Voxelization (5/5) Pros No restrictions to the objects Applicable for dynamics rigid bodies and moderately deforming models Cons Each object has to have a texture atlas Low atlas texture resolution causes holes in voxelization Not allow strong deformation of the objects

Ray Tracing Accelaration Classification of Accelaration Techniques for ray tracing Faster ray-object intersections Efficient intersectors Fewer Ray-Object Intersections Bounding Volumes (Boxes, Spheres) Space Subdivision Fewer Rays Adaptive Tree-Depth Control Stochastic Sampling

Hierarchical Ray-Voxel Intersection Test (1/3) Use a binary voxelized scene representation(why only in 2-dimensions) Build a Maximum mip-map hierarchy

Hierarchical Ray-Voxel Intersection Test (2/3)

Hierarchical Ray-Voxel Intersection Test (2/3)

Hierarchical Ray-Voxel Intersection Test (2/3)

Hierarchical Ray-Voxel Intersection Test (2/3)

Hierarchical Ray-Voxel Intersection Test (2/3)

Hierarchical Ray-Voxel Intersection Test (2/3)

Hierarchical Ray-Voxel Intersection Test Algorithm (3/3)

Ray Tracing Algorithm Image Raytrace (Camera cam, Scene scene, int width, int height) { Image image = new Image (width, height) ; for (int i = 0 ; i < height ; i++) for (int j = 0 ; j < width ; j++) { Ray ray = RayThruPixel (cam, i, j) ; Intersection hit = Intersect (ray, scene) ; image[i][j] = FindColor (hit) ; } return image ; }

Outgoing Radiance L o p, ω o = 2π + f r p, ω i, ω o L i p, ω i cos θ i d ωi BRDF

Outgoing Radiance L o p, ω o = 2π + f r p, ω i, ω o L i p, ω i cos θ i d ωi BRDF Outgoing Direction Incoming Direction

Monte Carlo Estimator I = a b f x dx Monte Carlo Estimator: I = b a n j=1 n f(x j )

Monte Carlo Importance Sampling Monte Carlo Estimator: I = b a n j=1 n f(x j ) p(x j )

Outgoing Radiance L o p, ω o = 2π + f r p, ω i, ω o L i p, ω i cos θ i d ωi L i p, ω i = L o r(p, ω i ), ω i L o p, ω o = 2π + f r p, ω i, ω o L o r(p, ω i ), ω i cos θ i d ωi

One Bounce is enough!

Real-Time Near-Field Single Bounce Indirect Light Generate RSM (Reflective Shadow Map) for fast near-field illumination Shoot N rays from x with maximum distance r Find first intersection point using binary voxelization Gather direct radiance from RSM

Real-Time Near-Field Single Bounce Indirect Light

Results (movie)

Results The effect of changing the voxel resolution 32x32x128 (47fps) 64x64x128 (36fps) 128x128x128 (25fps)

Results Voxel-Based Single Bounce illumination with different Radiuses R R = 1.5 (37 fps) R = 4.0 - center (27 fps) R = 4.0 right (21 fps)

Results 2 (Movie)

Thank you very much!!! :D

Questions?

References Reference Name TUM s Computer Graphics Course Slides 2013 Ray Tracing from Group Up, 2007 by AK Peters Ltd GPU Pro 3, 2012 by CRC Press An Approximate Global-Illumination System for Computer Generated Films Voxel-Based Global Illumination, Proceedings of ACM Symposium on Interactive 3D Graphics and Games 2011 (I3D'11) Voxel-Based Global Illumination slides at Computer Graphics and Image Processing Lab, SNU http://graphics.snu.ac.kr/class/graphics2011/materials/paper09_voxel_gi.pdf Author Prof. Westermann, TU-Munich Kevvin Suffern Wolfgang Engel Tabellion, E. And Lamorlette, A. Thiedemann, Henrich, Grosch, and Müller Jin Hur, Junhyuk Yoon