interactive photo-realistic 3d digital prototyping

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Interactive photo-realistic 3D digital prototyping OREALIA Luc Claustres – Technical Direc Mastering real-world materials using bidirectional texture functions

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Mastering real-world materials using bidirectional texture functions. OREALIA ™. Interactive photo-realistic 3D digital prototyping. Luc Claustres – Technical Director. - Presentation. - PowerPoint PPT Presentation

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Page 1: Interactive photo-realistic 3D digital prototyping

Interactive photo-realistic 3D digital prototypingOREALIA™

Luc Claustres – Technical Director

Mastering real-world materials using bidirectional texture functions

Page 2: Interactive photo-realistic 3D digital prototyping

Onesia develops and markets real time interactive photorealistic 3D rendering for computer-aided design, scientific visualization, and industries that require virtual prototyping

Orealia™ is the first entry-level virtual prototyping solution offering the power of high-end 3D rendering softwares

- Presentation

Page 3: Interactive photo-realistic 3D digital prototyping

- Adressed problems Product design is too slow

reduce time to market

Costs of Physical prototypes are too highno longer required

The interaction between Production and Marketing departments is difficultuser-friendly interface to share data

The quality of the output is not realisticenough to be used “out of the box”

Page 4: Interactive photo-realistic 3D digital prototyping

- Workflow

Page 5: Interactive photo-realistic 3D digital prototyping

Goal : capture the appearance of real-world materials and apply it to virtual prototypes in real-time

Single texture (photograph)x simple but unrealistic : flat appearance

Textures for different lighting/viewing configurations realistic : reflection, anisotropy and self-shadowing

- BTF (Bidirectional Texture Function)

Page 6: Interactive photo-realistic 3D digital prototyping

CPUCPU

- BTF overview

CompressionOptimizationCompressionOptimization

Acquisition

4 Textures

GPUGPU

BTF’sEvaluation

BTF’sEvaluation

Real-time 3D Visualization

Vertex/PixelShader

Vertex/PixelShader

Light direction

Viewer direction

Page 7: Interactive photo-realistic 3D digital prototyping

Light-Matter interaction is quite complex ! function defining how light is reflected on a surface

We need to simplifyti = tr, λi = λr, xi = xr → BTF

if invariant with respect to x (plain color) → BRDF

- BTF definition

Page 8: Interactive photo-realistic 3D digital prototyping

Measurement device example 151 digital consumer cameras (Canon PowerShot

A75) 2/3 measurements per day

• post-processing required for shiny materials like paint

Generates a huge amount of data 81x81 lighting/viewing directions – 256x256 = 1,3 GB

- Acquisition

Page 9: Interactive photo-realistic 3D digital prototyping

BTF viewed as a spatial-varying BRDF [McAlliste et al.]

For each pixel we use the Lafortune’s model

Generalise the Phong’s model Non-linear Anisotropic Adapted to a wide range of materials

- Modelling

Page 10: Interactive photo-realistic 3D digital prototyping

Parameter estimation

1. Diffuse component : ρd = minimum of all values

2. Albedo simplification : ρs is common to all lobes

3. Lobes : find best Cx,j, Cy,j, Cz,j, nj (j < 3) Levenberg-Marquardt non-linear optimisation

4. Residual s(x) to model the error least square approximation of BTF(x, ωi, ωr) - fr,x(ωi, ωr)

- Compression

Page 11: Interactive photo-realistic 3D digital prototyping

Performed through a vertex/fragment shader1. Retrieve texture coordinates2. Filter parameters stored in textures accordingly3. Compute light/viewing configuration4. Evaluate Lafortune’s model + residual accordingly5. Evaluate the rendering equation (sum up light

contributions)

- Reconstruction

Page 12: Interactive photo-realistic 3D digital prototyping

- BTF pipeline summary

Page 13: Interactive photo-realistic 3D digital prototyping

- Results (error)

Page 14: Interactive photo-realistic 3D digital prototyping

- Results (speed)

Page 15: Interactive photo-realistic 3D digital prototyping

- Results (demo) This work is based on a technological

transfer partnership with IRIT/UPS/CNRS (Toulouse -

France)

This work used public data provided by the Graphics Lab at Bonn

University

Page 16: Interactive photo-realistic 3D digital prototyping

You are welcome at

ONESIA booth B8

THANKS FOR YOUR ATTENTION