Jiaping Wang1 Peiran Ren1,3 Minmin Gong1 John Snyder2 Baining Guo1,3 1 Microsoft Research Asia 2 Microsoft Research 3 Tsinghua University.
Download ReportTranscript 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 …