Jiaping Wang1 Peiran Ren1,3 Minmin Gong1 John Snyder2 Baining Guo1,3 1 Microsoft Research Asia 2 Microsoft Research 3 Tsinghua University.
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Transcript Jiaping Wang1 Peiran Ren1,3 Minmin Gong1 John Snyder2 Baining Guo1,3 1 Microsoft Research Asia 2 Microsoft Research 3 Tsinghua University.
Jiaping Wang1 Peiran Ren1,3 Minmin Gong1
John Snyder2
Baining Guo1,3
1 Microsoft
Research Asia
2 Microsoft
Research
3 Tsinghua
University
Complex, detailed reflectance
Spatial/temporal variation
All BRDF types:
parametric ↔ measured
isotropic ↔ anisotropic
glossy ↔ mirror-like
Previous work
Spatial
Variation
SVBRDF
single
BRDF
static
dynamic
Temporal
Variation
Previous work
Spatial
Variation
[Ng03]
[Wang04]
[Liu04]
[Wang06]
[Tsai06]
[Krivanek08]
SVBRDF
single
BRDF
[Wang04]
static
dynamic
Temporal
Variation
Previous work
Spatial
Variation
[Green06]
[Green07]
SVBRDF
[Green06]
single
BRDF
[Wang04]
static
dynamic
Temporal
Variation
Previous work
Spatial
Variation
[Ben-Artzi06]
[Sun07]
[Ben-Artzi08]
SVBRDF
[Green06]
single
BRDF
[Wang04]
[Ben-Artzi06]
static
dynamic
Temporal
Variation
Previous work
Spatial
Variation
Our method:
- per-pixel SVBRDF
- dynamic SVBRDF
- all BRDF types
- all-frequency
SVBRDF
[Green06]
[Wang09]
[Wang04]
[Ben-Artzi06]
single
BRDF
static
dynamic
Temporal
Variation
Rendering Equation
2D lighting
4D visibility
6D reflectance (SVBRDF)
light
SVBRDF
o
n
x
visibility
i
cosine
Precomputed Radiance Transfer
Dot product
[Sloan et al. 2002]
light
light transfer
Precomputed Radiance Transfer
Dot product
light
light transfer
[Sloan et al. 2002]
Triple product
light
visibility
BRDF × cosine
[Ng et al. 2004]
Light Transport & Precomputed
Precomputed Radiance Transfer
Dot product
light
light transfer
[Sloan et al. 2002]
Triple product
light
visibility
light
visibility
BRDF × cosine
[Ng et al. 2004]
Ours method
BRDF
cosine
LT & P
LT & P
Precomputed Radiance Transfer
Dot product
light
light transfer
[Sloan et al. 2002]
Triple product
BRDF × cosine
light
visibility
light
visibility
BRDF
cosine
LT & P
LT & P
LT & P
[Ng et al. 2004]
Ours method
Algorithm Overview
o
Spherical Gaussians
Spherical Gaussians
Algorithm Overview
o
Spherical Gaussians
SSDF
Environment
Dynamic, spatial varying BRDF
Outline
Reflectance Representation
Microfacet Model with SGs
Visibility Representation
Signed Spherical Distance Function
Lighting & Rendering
o
Outline
Reflectance Representation
Microfacet Model with SGs
Visibility Representation
Signed Spherical Distance Function
Lighting & Rendering
o
Spherical Gaussian (SG)
center
intensity
sharpness
trivial rotation
all-frequency signals
Spherical Gaussian (SG)
center
intensity
sharpness
trivial rotation
all-frequency signals
inner product:
vector product:
SG Mixtures
Sum of Multiple SGs:
Original
SG, N = 7
SG, N = 3
SG, N = 1
Microfacet BRDF Model
surface modeled by tiny mirror facets
[Cook 82]
Microfacet BRDF Model
surface modeled by tiny mirror facets
[Cook 82]
normal distribution
Represented by SG
shadow term
fresnel term
Parametric Models
single-lobe, analytic approximation
Cook-Torrance [Cook et al. 1981]
Ward [Ward 1992]
Blinn-Phong [Blinn 1977]
Parametric BRDFs
7-lobe SGM ground truth
Anisotropic Parametric Models
nu=8, nv=128
nu=25, nv=400
nu=75, nv=1200
Measured BRDFs
BRDF from [Matusik03]
svBRDF from [Wang08] & [Lawance06]
Representation Efficiency
Parametric
BRDF
Texturing of original BRDF parameters
isotropic : 7 float/texel: diffuse, specular, shininess
Anisotropic: 8 float/texel: diffuse, specular, shininess u/v
Measured
BRDF
number
of SGs
Floats
per SG
floats per
texel
isotropic
1-3
4
4~12 + 3
anisotropic
2-7
6
12~42 + 3
Texturing of SGs
BRDF Slices
o
Normal Distribution
in Half-vector Domain
BRDF Slice
in light-vector
Half-vector Domain
SG Warping
SG not closed under -1
approx. by per-SG warp of D*
SG Warping
SG not closed under -1
approx. by per-SG warp of D*
Parametric svBRDF Painting
Outline
Reflectance Representation
Microfacet Model with SGs
Visibility Representation
Signed Spherical Distance Function
Lighting & Rendering
o
Visibility at one point
scene
x
binary visibility function
V(x,i)
Visibility Prerequisite
Preserve sharp visibility boundary
inner product for Diffuse Term
SGs
?
vector product for Specular Term
SGs
?
Spherical Signed Distance Function
i0
i1
binary visibility, V(i)
Vd(i0)
Vd(i1)
SSDF, Vd (i)
SSDF-SG Product
SSDF
Visibility
SSDF-SG Product
p
SSDF
p
Visibility
≈
p
Approx. Visibility for p
p
p
SG centered at p
Approx. Visibility for p
SSDF-SG Product
p
SSDF
≈
p
Visibility
p
Approx. Visibility for p
=0.329
p
SG centered at p
Inner product
vector product
Per-pixel Shading & Shadowing
Outline
Reflectance Representation
Microfacet Model with SGs
Visibility Representation
Signed Spherical Distance Function
Lighting & Rendering
o
Local Light Source
Point light
directional light
Environment Light
for diffuse shading
for specular shading
SGs (10 lobes)
prefiltered MIPMAP
[Tsai and Shih 2006]
[Kautz et al. 2000]
Environment Light
for diffuse shading
for specular shading
SGs (10 lobes)
prefiltered MIPMAP
[Tsai and Shih 2006]
[Kautz et al. 2000]
Environment + Local Lighting
Rendering Summary: Diffuse
Microfacet Model
Environment Light
Rendering Summary: Diffuse
Microfacet Model
Environment Light
●
BRDF Slice
in SGs
Cosine Term
in SGs
Environment
in SGs
Visibility
in SSDF
Rendering Summary: Specular
Microfacet Model
Environment Light
●
BRDF Slice
in SGs
Cosine Term
in SGs
Visibility
in SSDF
Prefiltered
Environment
Performance Summary
Scene
BRDF Type
svBRDF
Resolusion
svBRDF
Size
Env.
FPS
Pt.
FPS
1024×1024
7.2MB
171
250
Teapot
CT (iso. 1 SG)
Dragon
Ward (iso. 1 SG)
512×512
1.8MB
165
231
DishBall
AS (aniso. 7 SGs)
512×1024
4.1MB
55
30
card(iso. 2 SGs)
512×512
4.2MB
satin(aniso. 5 SGs)
850×850
22.4MB
48
35
velvet (aniso. 2SGs)
850×850
9.4MB
168
145
DishCard
Testing Machine
Intel Core2 Duo 3.2G CPU, 4GB memory
nVidia Geforce 8800 Ultra graphics card
Performance Summary
Scene
BRDF Type
svBRDF
Resolusion
svBRDF
Size
Env.
FPS
Pt.
FPS
1024×1024
7.2MB
171
250
Teapot
CT (iso. 1 SG)
Dragon
Ward (iso. 1 SG)
512×512
1.8MB
165
231
DishBall
AS (aniso. 7 SGs)
512×1024
4.1MB
55
30
card(iso. 2 SGs)
512×512
4.2MB
satin(aniso. 5 SGs)
850×850
22.4MB
48
35
velvet (aniso. 2SGs)
850×850
9.4MB
168
145
DishCard
Testing Machine
Intel Core2 Duo 3.2G CPU, 4GB memory
nVidia Geforce 8800 Ultra graphics card
All-Frequency Visual Effects
bump maps
dynamic
BRDFs
anisotropic
BRDFs
measured
BRDFs
Reflectance Painting
parametric BRDFs
measured SVBRDFs
Conclusion
Overall method:
glossy to mirror-like, detailed, dynamic reflectance
all-frequency shadows
real-time per-pixel shading
SG mixtures for microfacet-based reflectance
compact yet accurate
fast rotation, warping, products
SSDFs for visibility
fast products with SG mixtures
non-ghosting spatial interpolation
Conclusion
Overall method:
glossy to mirror-like, detailed, dynamic reflectance
all-frequency shadows
real-time per-pixel shading
SG mixtures for microfacet-based reflectance
compact yet accurate
fast rotation, warping, products
SSDFs for visibility
fast products with SG mixtures
non-ghosting spatial interpolation
Future work
dynamic visibility
inter-reflection
anisotropic spherical Gaussian
SSDF compression
simpler SVBRDF acquisition
Future work
dynamic visibility
inter-reflection
anisotropic spherical Gaussian
SSDF compression
simpler SVBRDF acquisition
Thank you for your attention.
Visibility Cuts [Cheslack-Postava et al.2008]
Light-cut framework
No highly glossy reflectance
Highly tessellation
Not real-time
SG Scaling
Shadowing and Fresnel terms
Assume low-frequency [Ashkmin01, Ngan05]
approx. by per-SG scale
SSDF Compression
PCA:
binary visibility
SSDF
compressed SSDF
Error sources
BRDF fitting error
diffuse light fitting error
SG warping error
SSDF-SG product error
SSDF compression error
SSDF-SG product error
visibility function is approximate
product is approximate
inner product error typically less than 2%
vector product error larger, but not visually
significant
error decreases as λ increases
SG mixtures
N-lobe approximation
original
SG, N = 3
L2 = 6.2%
SG, N = 2
L2 = 8.2%
violet-acrylic NDF [Ngan et al. 2005]
SG, N = 1
L2 = 25%
SG representation of lighting
distant light → environment map (EM)
diffuse shading:
○ fit EM with SG mixture (10 lobes) [Tsai and Shih 2006]
specular shading:
○ prefilter EM with SGs of various λ [Kautz et al. 2000]
EM Prefiltering with SGs
λ=21000,
level 1
λ =329,
level 4
…
MIPMAP of prefiltered cubemaps
λ reduced by 1/4 per level
λ =5.1,
level 7
…