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Virtual Light Field [email protected] College London
GR/R13685/01
Research funded by:
Propagating the VLF - Problems and Solutions II
Insu Yu
VLF Project
Overview
Specular Transfer– Determination of reflected Direction– Forward/Backward Transfer– Discontinuity and Resampling
Caustics– What is caustics– Holes & Jittering
Propagation Issues – Progressive propagation – Effect of Parameter Adjustment
VLF Project
Specular Reflection
What is Ideal specular reflection model ?
– All the incoming Energy (L) is reflected off the direction(R) of a surface
– Incidence angle (θi) equals the angle of specular reflection (θr)
– A Mirror Reflection
How can we adapt this model on VLF ?
N
L R
θi θr
VLF Project
Determination of reflected direction
Discrete ‘Uniformly Sampled Directions’– Due to the Representation of Finite Directions, an Ideal
reflected PSF direction can hardly be found
N
L R
PSF Directions (Quadrant) VLF Specular Reflection
VLF Project
Nearest Vs Tri-linear Directions
Nearest direction – Select closest direction to the
reflected direction– Works better on High
Resolution Directions
PSF
Tile
Finding Nearest PSF Direction
VLF Project
Nearest Vs Tri-linear Directions (Cont’)
Tri-linear – Select Three PSF direction which
enclose the reflected Direction – Transfer Incoming Energy to three
Directions according to barycentric weights of each direction
– Glossy not perfect specular – Tri-linear interpolated transfer introduce
excessive blurring
P1
P2
P3
K1
K3K2
Tri-linear Transfer
VLF Project
Forward Vs Backward Mapping
Forward mapping– Diffuse to Specular Transfer– Shooting Energy from Sender to
Receiver– Miss-alignment of source to
destination leads holes
PSF
Tile
Forward Mapping
Holes
VLF Project
Forward Vs Backward Mapping (Cont’)
Backward mapping– Trace a ray in Reflected
Direction in back order– One-to-One mapping– UV uniform subdivision on
receiver planes– Need to use bilinear
interpolation scheme to pull the radiance values
Backward Mapping
PS
F
Reflected PSF direction ’
QC
(Diffuse Sender)
P (Specular Receiver)
LU (
’,s’,t’,P)
Vis
ibili
ty e
xcha
nge
buffe
r
VLF Project
Discontinuities & Resampling
Specular Reflection is not jittered– Diffuse Surfaces are jittered multiple time– Due to Directional Energy Transfer– URM is updated only once where Diffuse to
Specular Transfer occurs
Blocky discontinuities appear despite Tri-linear transfer
Resample all TRM at end of propagation by backwards ray tracing
Resampling
VLF Project
Relation to Directions
Accuracy of Specular Transfer is proportional to the number of directions
Light Field Ray TracingSpecular Reflection (ES*D)
VLF Project
Caustics
VLF Project
Caustics
Caustics comes free as in Specular to Diffuse Transfer
VLF Project
Specular to Diffuse Transfer
Caustics present where Diffuse surface gathers energy from specular senders
LU(,s,t,Q)Temporary
Radiance Tile
Q(Specular Sender)
PN
( Diffuse Receiver)
Vis
ibili
ty e
xch
an
ge
bu
ffe
r
PS
F
VLF Project
Holes and Jittering
Holes Artefact– Due to representation of
Discretisation Directions– Transfer from small reflector
to large receiver– Long distance between
reflector and receiver Increase sampling density
of directions More jittered samples for
caustic
VLF Project
Filtering
Filtering to achieve accuracy and avoid aliasing
Caustics on Diffuse map can be excessively Blurred & introduce light leaking
– Require Adjustment of Gaussian Kernel Sigma
Possible to have higher resolution diffuse maps on caustic receivers
Can exploit additional map for caustics
VLF Project
Propagation
Propagation Process over various iterations
VLF Project
Progressive Propagation
Progressive propagation framework– Estimating unshot radiance– Selecting shooting sources & managing swapping
of maps– Purging of unshot energy– Zero-energy surfaces are never senders
Other issue– Capping of scenes
VLF Project
Scalability Test (Effect of parameters)
Various Polygons Various PSF Directions Various PSF Size &
Tile Size
Propagation time and on memory
Dual Xeon 1.7Ghz
VLF Project
Effect of parameters (Polygons)
Propagation time varies quadratically with the number of polygons (513 Direction, 8x8 Tiles, 64x64 Cells)
The memory grows linearly with the number of polygons TEST Scene
– One Emitter– polygons 224 to 1736– 5:1 ratio of diffuse to
specular surfaces
0 200 400 600 800 1000 1200 1400 1600 1800-50
0
50
100
150
200
250
300
350
400
450
Number of Polygons
Pro
pagation T
ime f
or
4 C
ycle
s (
min
s)
VLF Project
Effect of parameters (Directions)
Increasing PSF Directions– Pros
The greater accuracy is achieved Less jittering is necessary (overcome
missing holes)– Cons
More memory usage Longer Propagation Time
Linear Relationship between the number of direction and propagation time/memory Office Test Scene
VLF Project
Effect of parameters (PSF/Tile Resolution)
Size of Tile/PSF resolution determine the speed of propagation & rendering
Increasing Resolution results in faster intersection searching but more memory & propagation time
VLF Project
Question
?