rendering translucent materials using sss

17
1 Rendering translucent materials using SSS Implemented by João Pedro Jorge & Willem Frishert

Upload: juana

Post on 13-Jan-2016

35 views

Category:

Documents


0 download

DESCRIPTION

Rendering translucent materials using SSS. Implemented by Jo ão Pedro Jorge & Willem Frishert. Introduction. Translucent objects Light scattering through the object due to material properties. BSSRDF vs BRDF. BRDF approximation of BSSRDF Light enters and leaves at the same point. BSSRDF. - PowerPoint PPT Presentation

TRANSCRIPT

Page 1: Rendering translucent materials using SSS

1

Rendering translucent materials using SSS

Implemented by

João Pedro Jorge &

Willem Frishert

Page 2: Rendering translucent materials using SSS

2

Introduction

Translucent objects Light scattering through the object due to material

properties

Page 3: Rendering translucent materials using SSS

3

BSSRDF vs BRDF

BRDF approximation of BSSRDF Light enters and leaves at the same point

Page 4: Rendering translucent materials using SSS

4

BSSRDF

Heavy computation due to integration Proposed approximation

A Rapid Hierarchical Rendering Technique for Translucent Materials – Jensen et al.

Based on A Practical Model for Subsurface Light Transport – Jensen et al.

Page 5: Rendering translucent materials using SSS

5

BSSRDF model: Single scattering Multiple scattering (dominant)

The Diffusion Approximation Multiple scattering inside the object lead to diffuse

scattering/blur

Approach

Page 6: Rendering translucent materials using SSS

6

Diffusion Approximation

2 pass technique: First, computing the irradiance at sample positions

on the surface Second, evaluate the diffusion approximation

using irradiance from first pass

Page 7: Rendering translucent materials using SSS

7

Sampling the irradiance

Spread sample points uniformly across the surface – using Turk’s point repulsion algorithm.

Compute irradiance at these points using basic Monte Carlo estimator

Number of points related to mean free path and total surface area

Page 8: Rendering translucent materials using SSS

8

Turk’s Point Repulsion

Points are seen as particles that repel each other Solved by relaxation techniques Compute forces (fold/unfold triangles) between

points Transformation matrices to make triangles coplanar

Apply forces, moving points across the surface Find edge intersections Triangle use sets to move points across edges

Page 9: Rendering translucent materials using SSS

9

Evaluating Diffuse Approximation Options:

Sum the contribution from all the samplesComputationally expensive since most objects have

thousands of samples on the surface Hierarchical evaluation

Store irradiance values on an octree Evaluate voxels regarding the maximum solid angle

spanned

Each node stores Ev, Av and Pv

Page 10: Rendering translucent materials using SSS

10

A function extracted from medical sciences to calculate how light varies when traveling through a material

Dipole Diffusion Approximation

Page 11: Rendering translucent materials using SSS

11

Computing the dipole diffusion approximation

Input values:

Page 12: Rendering translucent materials using SSS

12

Issues

Initial approach: Using a Renderman renderer: Pixie

Change to PBRT: Setting it up Computation of the number of samples on

the surface and mean free path Turk’s algorithm took 50% of the total time

Floating point precision issues

Page 13: Rendering translucent materials using SSS

13

Conclusions

Turk’s point repulsion Problems with large meshes Triangle/sample ratio

Empirical vs measured values for: Amount of work spent: ~200hrs/person

Page 14: Rendering translucent materials using SSS

14

Intermediate Results

Page 15: Rendering translucent materials using SSS

15

Final Results

Page 16: Rendering translucent materials using SSS

16

Final Results

Page 17: Rendering translucent materials using SSS

17

Final Results