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View-Dependent Precomputed Light Transport Using Nonlinear Gaussian Function Approximations
Paul Green1 Jan Kautz1 Wojciech Matusik2 Frédo Durand1
MIT CSAIL1 MERL2
ACM Symposium in Interactive 3D Graphics 2006
View-Dependent Precomputed Light Transport Using Nonlinear Gaussian Function Approximations
View-Dependent Precomputed Light Transport Using Nonlinear Gaussian Function Approximations
View-Dependent Precomputed Light Transport Using Nonlinear Gaussian Function Approximations
Geometry & Viewpoint All-Frequency Lighting
Rendered Frame
Reflectance
Interactive 6D Relighting
Goal: 6D Relighting
High-quality view-dependent effects Sharp highlights
Spatially varying BRDFs
Allow rendering w/ large environment maps (e.g. 6x256x256)
Without paying a prohibitive data storage price
Applications
Games Architectural Visualization
Outline
Background / Previous Work PRT Nonlinear Approximation
Our Representation Rendering Fitting Results
Conclusion
Courtesy of Sloan et al. 2003
),( ooL pExit Radiance
Distant Radiance
Incident Radiance
Shadowing
Inter-reflection
Transport function maps distant light to incident light
Can Include BRDF if outgoing direction ωo is fixed
Precomputed Light Transport
),( oo pL
iL
Courtesy of Sloan et al. 2003
Radiance Lo at point p along direction is weighted sum of distant radiance Li
i,
, )()(),(
LT
p
p
p
o
o ioo LTL
Outgoing Radiance
Transport Vector
Distant Radiance (Environment Map)
o
Light Transport
Example
Transport Function Environment Map
BRDF Weighted Incident Radiance
Exit Radiance (outgoing color)
It’s a Dot Product Between Lighting and Transport Vectors!!
Light Transport
Data Size Problem Many GB’s of data Rendering is slow
6x64x64 cubemap ~24,000 mults/vert
Can reduce size in different basis: Spherical Harmonics Wavelets Zonal Harmonics
PRT with Spherical Harmonics
Precomputed Radiance Transfer [Sloan et al 02,03]Low Order Spherical HarmonicsSoft Shadows and Low Frequency LightingNot Suitable For Highly
Glossy Materials Not Practical For High
Frequency Lighting
Image from slides by Ng et al.2003
Nonlinear Wavelet PRT
Nonlinear Wavelet Lighting Approximation [Ng et al 03]
Haar Wavelets
Nonlinear Approximation
All Frequency Lighting
Fixed View For ArbitraryBRDFs
Image from slides by Ng et al.2003
Separable PRT
Factor BRDF into product of view-only and light-only functions [Liu et al 04, Wang et al 04]
Nonlinear Wavelet Approximation [Ng et al 03]
Need factorization per BRDFVery specular materials still
require many coefficients
Liu et al 04
Our Goal: 6D Relighting
High quality view-dependent effects
Representation of transport that enables Spatially varying BRDFs Arbitrary highlight scale compact storage High-res environment maps (e.g. 6x256x256)
Sparse view samplingRequires high-quality interpolation Over view directions Over mesh triangles
Outline
Background / Previous Work PRT Nonlinear Approximation
Our Representation Rendering Fitting Results
Conclusion
Factoring Transport
Represent with SH or Wavelets
View-independent (diffuse)
View-dependent
Nonlinear Gaussian Function Approximation?
Per view
Our Nonlinear Representation
),;()(N
, kkik
ki GwTo
p
k k- mean - std. deviation
Sum of N isotropic Gaussians
Previous work: Nonlinear Wavelet
Nonlinear: Approximating basis set depends on input
Truncate small coefficientsEffect of coefficients is still linear
Linear: First 8 Coefficients
SSE = 140.2
Nonlinear: 8 Largest Coefficients
SSE = 25.1
Our solution: Even More Nonlinear
We don’t start from linear basis No Truncation of coefficients Nonlinear parameter estimation Parameters have nonlinear effects
SSE = 5.61
Nonlinear sum of 2 GaussiansNonlinear: 8 Largest Coefficients
SSE = 25.1
Arbitrary freq bandwidth
Accurate approx w/small storage
Good interpolation
Good visual quality
Advantages of sum of Gaussians
original N = 1 N = 2 Haar 70 terms
Examples
p
1o 2o
Rendering
Approximated Transport Lighting
?
Gaussian Pyramid
Larger σ
Pre-convolve environment with Gaussians of varying sizes
Only done Once
Can start with large cubemap e.g. 6x256x256
Rendering
Tri-linear lookup in Gaussian Pyramid
Exit Radiance (outgoing color)
Approximated Transport Lighting
w,,
w
Rendering Novel ViewsPrecomputed Transport Functions for sparse
set of outgoing directions
Naïve solution: (Gouraud Shading) Interpolate Outgoing Radiance
Cross-fading artifacts)()()1())(~(
21 oooooo tLLttL
p
?
1o 2o
)(~ to
0t 1t
t
Better: Interpolate Parameters
Interpolate Gaussian parameters
Mean, Std. Dev, Weights
Analogous to Phong vs Gouraud shading p
?
1o 2o
)(~ to
0t 1t
t
t=0 t=1t=0.5
Per-Pixel Interpolation
Interpolation Drawbacks
Visibility may not interpolate correctly But is usually plausible
Correspondences Makes fitting more difficult
View-independent View-dependent
Data Fitting Precompute Raw Transport Data Solve large scale nonlinear
optimization problem For each vertex
For each view Fit Gaussians to transport data
p
1o 2o
Nonlinear Optimization
Objective has terms for Fitting the Data
Regularization Angular smoothness
and correspondences
Spatial smoothness
and correspondences
originalN = 2
N = 1
min -2
p
1n
2n
k
Error Plots
Results
6x256x256 Environment Maps Single Gaussian 2.8 GHz P4 1GB RAM Nvidia 6800 Ultra Software screen capture
Contributions
New parametric representation of PLT Compact Storage High Quality Interpolation of parameters Sparse View Sampling Efficient Rendering Spatially varying BRDFs
original N = 2 Haar
Questions?