Spherical Harmonic Lighting of Wavelength
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Transcript Spherical Harmonic Lighting of Wavelength
Spherical Harmonic Lighting of
Wavelength-dependent
Phenomena
Clifford Lindsay, Emmanuel Agu
Worcester Polytechnic Institute
(USA)
Introduction
Modeling of Light Interference As A BRDF
Compactly Store Surface Response and
Hemispheric Light Contribution In Terms Of Spherical
Harmonic Coefficients
Evaluation of Light And Reflection Is Done on GPU
Working With Spectral Color Space Instead of RGB
Spherical Harmonics
y ,
Spherical harmonics is a set of
basis functions defined in
spherical coordinates
m
l
4
ci
N
We can use spherical
harmonics to approximate the
original, where ci is a vector of
SH coefficient
We can then use
these coefficients to
reconstruct an
approximation to the
original signal
N
c B x
i 1
i
i
f x y x
N
j 1
j
i
j
Interference
Factors that Affect Light Interference:
Refractive index and thickness of the thin film
Refractive indices of the media 1 & 2
Incident Angle and incident SPD (Spectral Power Distribution)
Spectral BRDF
Just Like Regular BRDFs (but different)
Rendering equation
Function of 4 angles (incident, reflection)
Conservative
f ( s, ) 4 R f ( , ) sin (
2
s
2
What’s Different?
Different Color Interaction
Different Material Interaction
Different Viewer Interaction (non-reciprocal)
w cost )
Previous Work in S.H.
Diffuse Reflection Maps, Hanrahan, Ramamoorthi, 2001
Physically Based BRDFs, Westin 1992
Isotropic BRDFs with SH Maps, Hanrahan, Ramamoorthi, 2002
Arbitrary BRDFs, Kautz et al, 2002
Radiance Transfer, Glossy Surfaces, Self-shadow,
and Interreflection, Sloan et al, 2002
Our Approach
Two Stage Approach:
1. Pre-computation
Ls Li
f ( s, ) f i0 in
2. Render
n2
L
i 0
i
fi
Pre-computation
Total Light Contribution:
Set of coefficients approximating total light contribution
L0
Ls
Li
BRDF Response:
Texture map based all possible view vectors
V
c0,0 cn ,0
f ( s, )
c0,i cn ,i
GPU
Rendering:
V,T,B
Index Texture Map Based on view V
Vertex
Processor
Summing the coefficients for
final contribution
Add ambient, diffuse, Fresnel
for additional realism
Texture Map, fi
Uniform Var, Li
Fragment
Processor
n2
L
i 0
i
fi
Conclusion
Real-time rendering of complex materials
previously available to offline renderers (ray
tracers)
Data and Data structures that are GPU friendly
Evaluation of Spherical Harmonics is a linear
operation
Increased realism with Image Based Lighting and
accurate BRDFs with GPU acceleration
Results