a perceptual heuristic for shadow computation in photo-realistic images wednesday, 2 august 2006...
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A Perceptual Heuristicfor Shadow Computationin Photo-Realistic Images
Wednesday, 2 August 2006
Peter Vangorp Olivier Dumont Toon Lenaerts Philip Dutré
Katholieke Universiteit Leuven
{peter.vangorp,olivier.dumont,toon.lenaerts,philip.dutre}@cs.kuleuven.be
IntroductionIntroduction
• 3 types of realistic rendering
– radiometric accuracy“render everything a photometer can detect”
IntroductionIntroduction
• 3 types of realistic rendering
– radiometric accuracy“render everything a photometer can detect”
– physiological perception“render only what the eye can see”
IntroductionIntroduction
• 3 types of realistic rendering
– radiometric accuracy“render everything a photometer can detect”
– physiological perception“render only what the eye can see”
– psychological perception“render only what the brain can see”
Radiometric accuracyRadiometric accuracy
• measure shapes, light sources, materials, ...
photometer
Cornell box
[Meyer et al. 1986]
Physiological perceptionPhysiological perception
• use low-level limitations of human visual system
threshold vs intensity, contrast sensitivity, ...
reference threshold map visibly indistinguishableadaptive rendering[Ramasubramanian et al. 1999]
Physiological perceptionPhysiological perception
• use low-level limitations of human visual system
threshold vs intensity, contrast sensitivity, ...
reference threshold map visibly indistinguishableadaptive rendering[Ramasubramanian et al. 1999]
Psychological perceptionPsychological perception
• use higher-level heuristics“Is a shadow necessary for the
realism of a scene?” [Thompson et al. 1998]
Psychological perceptionPsychological perception
• use higher-level heuristics“Is a shadow necessary for the
realism of a scene?”
“Do we need highlights to convey material properties?”
[Thompson et al. 1998]
[Fleming et al. 2004]
Psychological perceptionPsychological perception
• use higher-level heuristics“Is a shadow necessary for the
realism of a scene?”
“Do we need highlights to convey material properties?”
“How detailed should the geometry be?”
[Thompson et al. 1998]
[Luebke 2001]
[Fleming et al. 2004]
Motivation & GoalsMotivation & Goals
• Motivation
– shadows are important for perception of realism
• Goal
– detect perceptually important shadows in the scene
– render important shadows accurately
– approximate unimportant shadows
[Kersten et al. 1997]
MethodologyMethodology
1. Psycho-physical experiments
2. Derive a heuristic predicting shadow importance
3. Design a perceptually driven algorithm
4. Experimental validation
MethodologyMethodology
1. Psycho-physical experiments
2. Derive a heuristic predicting shadow importance
3. Design a perceptually driven algorithm
4. Experimental validation
MethodologyMethodology
1. Psycho-physical experiments
2. Derive a heuristic predicting shadow importance
3. Design a perceptually driven algorithm
4. Experimental validation
MethodologyMethodology
1. Psycho-physical experiments
2. Derive a heuristic predicting shadow importance
3. Design a perceptually driven algorithm
4. Experimental validation
1. Perceptual experiments1. Perceptual experiments
• Test setup: 162 images, varying sphere over 9 radii and 9 heights
correct shadow:
no shadow:(avg. illumination)
1. Perceptual experiments1. Perceptual experiments
• “Does the lighting in this image look realistic?”
– single stimulus– 5000+ decisions– avg. 2 sec / decision
2. Heuristic2. Heuristic
large differencein realism, e.g.
small differencein realism, e.g.
sphere radius sp
here
heig
ht
diff
eren
ce in
rea
lism
3. A perceptually driven algorithm3. A perceptually driven algorithm
• Ray tracing– shoot viewing ray
3. A perceptually driven algorithm3. A perceptually driven algorithm
• Ray tracing– shoot viewing ray– evaluate heuristic in hit point to be shaded
in function of distance and solid angle
solid angledistance
3. A perceptually driven algorithm3. A perceptually driven algorithm
• Preprocessing step
– shadow photon map
[Jensen and Christensen 1995]
3. A perceptually driven algorithm3. A perceptually driven algorithm
• Preprocessing step
– shadow photon map
– shadow photons augmented with heuristic
[Jensen and Christensen 1995]
shadow photon map
3. A perceptually driven algorithm3. A perceptually driven algorithm
For eachviewing ray
Gather nearestshadow photons
Calculate averageperceptual value
avg < threshold
approximate:photon map
render accurately:shadow rays
yes no
3. A perceptually driven algorithm3. A perceptually driven algorithm
For eachviewing ray
Gather nearestshadow photons
Calculate averageperceptual value
avg < threshold
approximate:photon map
render accurately:shadow rays
yes no
3. A perceptually driven algorithm3. A perceptually driven algorithm
For eachviewing ray
Gather nearestshadow photons
Calculate averageperceptual value
avg < threshold
approximate:photon map
render accurately:shadow rays
yes no
For eachviewing ray
Gather nearestshadow photons
Calculate averageperceptual value
avg < threshold
approximate:photon map
render accurately:shadow rays
yes no
user-definedthreshold
3. A perceptually driven algorithm3. A perceptually driven algorithm
3. A perceptually driven algorithm3. A perceptually driven algorithm
For eachviewing ray
Gather nearestshadow photons
Calculate averageperceptual value
avg < threshold
approximate:photon map
render accurately:shadow rays
yes no
user-definedthreshold
3. A perceptually driven algorithm3. A perceptually driven algorithm
For eachviewing ray
Gather nearestshadow photons
Calculate averageperceptual value
avg < threshold
approximate:photon map
render accurately:shadow rays
yes no
user-definedthreshold
4. Validation4. Validation
• Similar perceptual experiment
– “Do the lighting and the shadows look realistic?”
4. Validation4. Validation
• Similar perceptual experiment
– “Do the lighting and the shadows look realistic?”
• Stimuli: 6 scenes
– threshold 25%, 50%, 75%
– reference rendering (threshold 0%)
4. Validation4. Validation
• Similar perceptual experiment
– “Do the lighting and the shadows look realistic?”
• Stimuli: 6 scenes
– threshold 25%, 50%, 75%
– reference rendering (threshold 0%)
• 15 subjects, almost 6000 decisions, avg. 5 seconds
4. Validation4. Validation
• Up to 50% of the pixels can be approximated, without loss of perceptual realism
Threshold 25%Approx px 13%
Threshold 50%Approx px 24%
Threshold 75%Approx px 48%
Conclusions & Future WorkConclusions & Future Work
• Intuitions confirmed by statistical data
• Rendering algorithm driven by perceptual information
Conclusions & Future WorkConclusions & Future Work
• Intuitions confirmed by statistical data
• Rendering algorithm driven by perceptual information
• Extend methodology to other phenomena
• Different questions than “Does this look realistic?”
• Better ways to incorporate perceptual information
– currently no significant acceleration yet