Inverse Rendering Methods for Hardware-Accelerated Display of Parameterized Image Spaces Ziyad S. Hakura.
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Inverse Rendering Methods for Hardware-Accelerated Display of Parameterized Image Spaces Ziyad S. Hakura Real-time rendering of Parameterized Image Spaces with Photorealistic Image Quality Object Motion Viewpoint Position •Animation time parameter •Viewpoint parameter along circle Cockpit Lighting Day light Night sky Interactive Toy Story •Limited viewpoint motion •Head motion parallax puts the user “in the scene” •Character parameters e.g. happiness/sadness •Rose98, Gleicher98, Popović99 Parameterized Image Spaces •Space can be 1D, 2D or more •Content author specifies parameters Object motion Light motion Viewpoint position Interactive Motion View Light An interactive user is free to move anywhere in the parameter space Ray-Tracing Texture-Mapping Graphics Hardware Ray Tracing Display Eye Z-Buffer Graphics Hardware Display Eye Pixel Fill Rate vs. Time 1E+9 Pixel Fill Rate 800E+6 600E+6 400E+6 200E+6 000E+0 Apr-97 Oct-97 Apr-98 Oct-98 Apr-99 Oct-99 Apr-00 Oct-00 Time Overall Model Render Ray-Traced Images Offline PREPROCESS Encode images in terms of 3D Graphics Primitives Decode images using Graphics Hardware RUN-TIME Overall Model Render Ray-Traced Images Offline PREPROCESS Encode images in terms of 3D Graphics Primitives Decode images using Graphics Hardware RUN-TIME Overall Model Render Ray-Traced Images Offline PREPROCESS Encode images in terms of 3D Graphics Primitives Decode images using Graphics Hardware RUN-TIME Related Work •Hardware Shading Models •Diefenbach96, Walter97, Ofek98, Udeshi99, Cabral99, •Kautz99, Heidrich99 •Image-Based Rendering (IBR) •Chen93, Levoy96, Gortler96, Debevec96, Shade98, •Miller98, Debevec98, Bastos99, Heidrich99, Wood00 •Animation Compression •Guenter93, Levoy95, Agrawal95, Cohen-Or99 Contributions •Inverse rendering method for inferring texture maps •Hardware-accelerated decoding of compressed parameterized image spaces •Parameterized environment maps representation for moving away from pre-rendered samples •Hybrid rendering for refractive objects Outline •Motivation •Texture Inference •Parameterized Texture Compression •Parameterized Environment Maps •Hybrid Rendering •Conclusion Consider a Single Image p2 p1 Parameterized Image Space Single Image How do we represent the shading on each object? Texture Mapping + 3D Mesh = 2D Texture 2D Image Texture Inference by Inverse Rendering + 3D Mesh = 2D Ray-Traced Image 2D Texture Linear Hardware Model A HW Filter Coefficients x = Unknown Texture Pixels Texture b Ray-Traced Image Screen Hardware Render Texture Inference Ax x = texture values b = ray-traced image |Ax – b + 2 r(x)| Forward Mapping Method ........ ........ ........ ........ ........ ........ ........ ........ Ray-Traced Inverse Fitted Forward Mapped PSNR=41.8dB PSNR=35.4dB Outline •Motivation •Texture Inference •Parameterized Texture Compression •Parameterized Environment Maps •Hybrid Rendering •Conclusion Parameterized Texture Compression p2 V U View p1 Why compress textures instead of images? •Textures better capture coherence •Independent of where in image object appears •Object silhouettes correctly rendered from geometry •Viewpoint can move away from original samples •No geometric disocclusions Laplacian Pyramid 8x8 4x4 2x2 1x1 level 1 level 2 level 3 level 0 64 images 16 images 4 images 1 image Adaptive Pyramid 8 x 2 8x8 4x1 2x2 4x4 1x1 1x4 2x8 level 0 level 1 level 2 level 3 MPEG-Image, 355:1 Laplacian-Texture, 379:1 PSNR=36.8dB PSNR=38.7dB Runtime System •Decompresses texture images •Caches uncompressed textures in memory •Textures in top of pyramid likely to be re-used •Generates rendering calls to graphics system Outline •Motivation •Texture Inference •Parameterized Texture Compression •Parameterized Environment Maps •Hybrid Rendering •Conclusion How to handle reflective objects? Problem: Movement away from pre-rendered views gives a pasted-on look Solution: Parameterized Environment Maps Static Environment Maps (EMs) Reflection Ray N Eye Generated using standard techniques: •Photograph a physical sphere in an environment •Render six faces of a cube from object center Problem with Static EM Ray-Traced Static EM Self-reflections are missing Parameterized Environment Maps (PEM) EM1 EM2 EM3 EM4 EM5 EM6 EM7 EM8 Environment Map Geometry EM Geometry EM Texture Mapping Reflection Ray (u,v) N EM Texture Eye Why Parameterize Environment Maps? •Captures view-dependent shading in environment •Accounts for geometric error due to approximation of environment with simple geometry Surface Light Fields [Miller98,Wood00] Surface Light Field Dense sampling over surface points of low-resolution lumispheres PEM Sparse sampling over viewpoints of high-resolution EMs Layering of Paramaterized Environment Maps distant EM reflector local EM Segment environment into local and distant maps •Allows different EM geometries in each layer •Supports parallax between layers Segmented, Ray-Traced Images Distant Local Color Local Alpha Fresnel EMs are inferred for each layer separately Inferred EMs per Viewpoint Distant Local Color Local Alpha Experimental Setup •1D view space •1˚ separation between views •100 sampled viewpoints Ray-Traced vs. PEM Closely match local reflections like self-reflections Movement Away from Viewpoint Samples Ray-Traced PEM Layered PEM vs. Infinite Sphere PEM distant EM Reflection Ray Direction reflector N local EM Eye Layered PEM Infinite Sphere PEM Outline •Motivation •Texture Inference •Parameterized Texture Compression •Parameterized Environment Maps •Hybrid Rendering •Conclusion How to handle refractive objects? Problem: Outgoing ray direction hard to predict from first surface intersection N Eye Refractive Path Solution: Hybrid Rendering Outgoing ray Hybrid Rendering Hybrid Rendering Texture Mapping Graphics Hardware Ray-Tracing Hybrid Rendering •Greedy Ray Path Shading Model •Adaptive Tessellation •Layered, Parameterized Environment Maps Greedy Ray Path Shading Model Reflective Path Refractive Object N Eye Refractive Path Trace two ray paths until rays exit refractive object Comparison of Shading Models Full ray tree Two-term greedy ray path Adaptive Tessellation •Two criteria: •Ray path “topology” •Outgoing ray distance •Consider both terms of shading model Layered EMs local refractive object ... EM1 ... EM2 ... EM3 ... EM4 ... EM5 ... EM6 inferred EMs per viewpoint ... EM7 ... EM8 Inferred EMs L1 L2 L3 Reflection Refraction Term Term Inferred Environment Maps Ray-Traced vs. Hybrid Ray-Traced 480 sec/frame Hybrid Rendered 19 sec/frame Benefit of Hybrid Rendering over Ray-Tracing •Lower cost •Adaptive ray-tracing algorithm •Lower cost and higher predictability •Greedy two-term shading model •Substitute environment with layered shells Outline •Motivation •Texture Inference •Parameterized Texture Compression •Parameterized Environment Maps •Hybrid Rendering •Conclusion Conclusion •Provide photorealistic rendering of parameterized image spaces •Texture inference by Inverse Rendering •Parameterized Texture Compression •Parameterized Environment Maps •Hybrid Rendering Recommendations for Graphics Hardware •Decompression of textures in hardware •Compression algorithms •Decoding from parameter-dependent texture blocks •More dynamic range in texture pixels •Ray-tracing for local models Future Work •More sophisticated models for hardware rendering •e.g. fitting area light sources •Effect of hybrid rendering on compression •More efficient pre-rendering of ray-traced images •Multi-dimensional Ray-Tracing •Higher dimensions Acknowledgements •Bernard Widrow Acknowledgements •Bernard Widrow •John Snyder Acknowledgements •Bernard Widrow •John Snyder •Anoop Gupta Acknowledgements •Bernard Widrow •John Snyder •Anoop Gupta •Pat Hanrahan Acknowledgements •Bernard Widrow •John Snyder •Anoop Gupta •Pat Hanrahan •Jed Lengyel, Turner Whitted, and others at Microsoft Research Acknowledgements •Bernard Widrow •John Snyder •Anoop Gupta •Pat Hanrahan •Jed Lengyel, Turner Whitted, and others at Microsoft Research •Graphics Friends at Stanford Acknowledgements •Bernard Widrow •John Snyder •Anoop Gupta •Pat Hanrahan •Jed Lengyel, Turner Whitted, and others at Microsoft Research •Graphics Friends at Stanford •Administrators •John Gerth, Charles Orgish, Kevin Colton •Darlene Hadding, Ada Glucksman, Heather Gentner Acknowledgements •Bernard Widrow •John Snyder •Anoop Gupta •Pat Hanrahan •Jed Lengyel, Turner Whitted, and others at Microsoft Research •Graphics Friends at Stanford •Administrators •John Gerth, Charles Orgish, Kevin Colton •Darlene Hadding, Ada Glucksman, Heather Gentner •Friends •Ulrich Stern, Ravi Soundararajan, Kanna Shimizu, •Gaurishankar Govindaraju, Luke Chang, Johannes Helander Acknowledgements •Bernard Widrow •John Snyder •Anoop Gupta •Pat Hanrahan •Jed Lengyel, Turner Whitted, and others at Microsoft Research •Graphics Friends at Stanford •Administrators •John Gerth, Charles Orgish, Kevin Colton •Darlene Hadding, Ada Glucksman, Heather Gentner •Friends •Ulrich Stern, Ravi Soundararajan, Kanna Shimizu, •Gaurishankar Govindaraju, Luke Chang, Johannes Helander •Mother and Sisters Dima and Dalia Acknowledgements •Bernard Widrow •John Snyder •Anoop Gupta •Pat Hanrahan •Jed Lengyel, Turner Whitted, and others at Microsoft Research •Graphics Friends at Stanford •Administrators •John Gerth, Charles Orgish, Kevin Colton •Darlene Hadding, Ada Glucksman, Heather Gentner •Friends •Ulrich Stern, Ravi Soundararajan, Kanna Shimizu, •Gaurishankar Govindaraju, Luke Chang, Johannes Helander •Mother and Sisters Dima and Dalia •Father END