micro-rendering for scalable parallel final gathering
DESCRIPTION
Micro-Rendering for Scalable Parallel Final Gathering. 廖仁豪. Outline. -Abstract -Introduction -Scalable, Parallel Final Gathering - Hierarchical Point-Based Representation - Final Gathering Using Micro-Rendering - BRDF Importance Sampling - Bilateral Upsampling - PowerPoint PPT PresentationTRANSCRIPT
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Micro-Rendering for Scalable Parallel Final Gathering
廖仁豪
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Outline
-Abstract -Introduction -Scalable, Parallel Final Gathering
-Hierarchical Point-Based Representation
-Final Gathering Using Micro-Rendering
-BRDF Importance Sampling-Bilateral Upsampling
-Result & Discussion
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Abstract
Micro-rendering : traverse and rasterize a
hierarchical point-based scene into an importance-warped micro-buffer.
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Introduction
Global illumination : - high quality BRDF - interactive speed CUDA 、 hierarchical point-base 、
bilateral upsampling
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Introduction
Final gathering : render the directly illuminated
scene from every visible point and convolve with the BRDF.
eye
x
y0
y1
yi
normal
ω0
ω1
ωi
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Introduction
QSplat :- a hierarchy of bounding spheres.- leaf node -> surface element.
(oriented disc & radius) - lower cost for point-based
rendering.
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Scalable, Parallel Final Gathering
Hierarchical Point-Based Representation :
- random points proportional to the triangle areas.- build the hierarchy by computing a BSP of the point samples.
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Scalable, Parallel Final Gathering
Hierarchical Point-Based Representation :
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Scalable, Parallel Final Gathering
Hierarchical Point-Based Representation :
- for deforming geometry : only update node data.
(pos 、 normal…)
- for moving object : create separate point hierarchies.
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Scalable, Parallel Final Gathering
Final Gathering Using Micro-Rendering :
1-pixelsizednodes
Biggerthan pixel
Biggerthan pixel
Pixel-sized
Biggerthan pixel
Pixel-sized
Pixel-sized
Pixel-sized
Biggerthan pixel
Biggerthan pixel
Pixel-sized
Pixel-sized
Q-Splat
Micro-RenderingforScalable, Parallel Final Gathering(Ritschel et al.)
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Q-SPLATGATHERING
Micro-RenderingforScalable, Parallel Final Gathering(Ritschel et al.)
Q-SPLATGATHERING
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Micro-RenderingforScalable, Parallel Final Gathering(Ritschel et al.)
PREVENTINGHOLES
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Leaf
Leaf
Micro-RenderingforScalable, Parallel Final Gathering(Ritschel et al.)
PREVENTINGHOLES
Withoutray-casting Withray-casting
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Scalable, Parallel Final Gathering
Final Gathering Using Micro-Rendering :
- micro-buffer stores the index to the nearest visible node.
- Reflected radiance :
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Scalable, Parallel Final Gathering
BRDF Importance Sampling :- all the details cover a few pixels only and the rest is wasted.
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Scalable, Parallel Final Gathering
BRDF Importance Sampling :
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Scalable, Parallel Final Gathering
Bilateral Upsampling :- trade quality for speed.- indirect illumination is typically low-frequency.- indirect: low resolution direct: full resolution
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Result & Discussion
Multi-bounce :- with instant radiosity- with radiosity- with photon mapping
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Result & Discussion
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Result & Discussion
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