real-time rendering sub-surface scattering

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Real-time Rendering Sub-Surface Scattering CSE 781 Prof. Roger Crawfis

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Real-time Rendering Sub-Surface Scattering. CSE 781 Prof. Roger Crawfis. Subsurface Scattering: Translucency. Light enters and leaves at different locations on the surface bounces around (scatters) inside. Subsurface Scattering: Marble. Milk vs. Paint. Skin. Skin. - PowerPoint PPT Presentation

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Page 1: Real-time Rendering Sub-Surface Scattering

Real-time RenderingSub-Surface Scattering

CSE 781Prof. Roger Crawfis

Page 2: Real-time Rendering Sub-Surface Scattering

Subsurface Scattering: Translucency

Light enters and leaves at different locations on the surfacebounces around (scatters) inside

Page 3: Real-time Rendering Sub-Surface Scattering

Subsurface Scattering: Marble

Page 4: Real-time Rendering Sub-Surface Scattering

Milk vs. Paint

Page 5: Real-time Rendering Sub-Surface Scattering

Skin

Page 6: Real-time Rendering Sub-Surface Scattering

Skin

Page 7: Real-time Rendering Sub-Surface Scattering

Real-time RenderingImage-based Rendering

CSE 781Prof. Roger Crawfis

Page 8: Real-time Rendering Sub-Surface Scattering

modeling animation rendering

3Dscanning

motioncapture

image-basedrendering

The graphics pipeline

The traditional pipeline

A possible IBR pipeline

Page 9: Real-time Rendering Sub-Surface Scattering

Image caching[Shade et al., SIGGRAPH 1996]

Precompute BSP tree of scene (2D in this case) Draw nearby nodes (yellow) as geometry Render distant nodes (red) to RGB images (black) Composite images together

As observer moves if disparity exceeds a threshold, re-render image

Page 10: Real-time Rendering Sub-Surface Scattering

Apple QuickTime VR[Chen, Siggraph ’95]

Outward-lookingPanoramic views taken at regularly spaced

points

Inward-lookingViews taken at points on the surface of a

sphere

Page 11: Real-time Rendering Sub-Surface Scattering

The Plenoptic Function

Radiance as a function of position and directionin a static scene with fixed illumination

For general scenesÞ 5D function

L ( x, y, z, q, f )

Page 12: Real-time Rendering Sub-Surface Scattering

More parameterizations

Chords of a sphere

L ( q1, f1, q2, f2 )

convenient for spherical gantryfacilitates uniform sampling

Page 13: Real-time Rendering Sub-Surface Scattering

IBR Modelling and Rendering

Store and access only pixels No geometry, no light simulation, ... Input: set of images Output: image from new viewpoint

Large set of possible new viewpoints Interpolation allows translation, not just rotation

Lightfield, lumigraph: translate outside convex hull of object QuickTimeVR: camera rotates, no translation

Can point camera in or out