yajun wang, jiaping wang, nicolas holzschuch , kartic subr , jun- hai yong, baining guo

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Real-time Rendering of Heterogeneous Translucent Objects with Arbitrary Shapes. Yajun Wang, Jiaping Wang, Nicolas Holzschuch , Kartic Subr , Jun- Hai Yong, Baining Guo. TexPoint fonts used in EMF. - PowerPoint PPT Presentation

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Real-time Rendering of Heterogeneous Translucent Objects with Arbitrary Shapes

Yajun Wang, Jiaping Wang, Nicolas Holzschuch, Kartic Subr, Jun-Hai Yong, Baining Guo

Simulating translucency

2

Subsurface scattering

Simulating translucency

3

Subsurface scattering

Previous work

4

Previous work

•Monte-Carlo methods [DEJ99, PH00, LPT05 ]

physically accurate slow (several hours)

5

[DEJ99] [PH00]

Previous work

•Dipole diffusion approximation [JMLH01]

faster (minutes) homogenous, no complex shape

6

[JMLH01]

Previous work

•Extension of Dipole model real-time [DS03] ,multi-layer [DJ05] ,

scalable [AWB08]

homogenous

7

[DS03]

[AWB08] [DJ05]

Previous work

•Precomputed Radiance Transfer [XGL07]

[WCPW08]

real-time precomputation

8

[XGL07][WCPW08]

Previous work

•Diffusion Equation [Ish78, Sta95]

Regular grid and multi-grid scheme [Sta95]

first step off-line

The polygrid method [WZT08]

real-time , heterogeneous simple shape

9

Challenges

1. real-time rendering and editing

2. heterogeneous materials

3. complex shapes

10

Our Method

1. in real-time

2. with heterogeneous materials

3. in arbitrary domain

11

Our Method

•Overview•Solving the Diffusion Equation

▫Quadgraph▫Discretized Diffusion Equation▫Implementation on GPU

•Results•Limitations and Conclusions

12

Regular Grid

13

Our Method

Incoming radiance L i

InitializationIteration

Outgoing radiance L o

Optical Properties ( )x ( )xRadiant Fluence ( )x

Regular grid introduces shape constraintsOur domain for diffusion: tetrahedralized geometryInput: radiance incident on surfaceInput: radiance incident on surfaceDiffusion: Flux within objectOutput: Exiting radiance on surfaceExtract exiting radiance from flux at boundary

Diffusion Equation +FEM (2D example)

Our Method

•Overview•Solving the Diffusion Equation

▫Quadgraph▫Discretized Diffusion Equation▫Implementation on GPU

•Results•Limitations and Conclusions

14

QuadGraph

1. Representation of the object volume

2. GPU-friendly

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QuadGraph

•Construction : TetrahedralizationGoal: Regular connection

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Output : 4 classes of tetrahedra

[ACSYD05]

QuadGraph

•Construction: SplittingGoal: Regular connection

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Only tetrahedra in C0 and C1 left

QuadGraph

•Construction: TransformationGoal: Regular connection

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C0

C1

inner node

inner node + boundary node

QuadGraph

•Result: Regular connection grid

•For inner nodes -> 4 neighbors•For surface nodes -> 1 neighbor

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Our Method

•Overview•Solving the Diffusion Equation

▫Quadgraph▫Discretized Diffusion Equation▫Implementation on GPU

•Results•Limitations and Conclusions

20

Discretized DE

•Using the same method in [Sta95] [WZT08]

•Based on Quadgraph

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For inner nodes

For surface nodes

4 2

11

( ) ( ) /( )

( ) ( )

j t j ijjt i

i i

k n n dn

wk n n

1

4 ( )2 ( ) ( )

1( )

2 ( )

ss t k sk

drt s

s sk

q nA n n d

Fn

A n d

Our Method

•Overview•Solving the Diffusion Equation

▫Quadgraph▫Discretized Diffusion Equation▫Implementation on GPU

•Results•Limitations and Conclusions

22

Preprocess and Storage

• Per-node values stored using textures one part for interior nodes one part for surface nodes

23

Iteration on GPU

1. Initialization according to the illumination

2. Iteration on GPU until convergence

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Initalization During iteration Convergence

Speeding up scheme

•GPU cache coherence (Speed + 30%)

25

Packing the data of nodes by its spatial location

Speeding up scheme

•Multi-resolution (Speed + >100% )

Several Quadgraphs with different resolution

26

Our Method

•Overview•Solving the Diffusion Equation

▫Quadgraph▫Discretized Diffusion Equation▫Implementation on GPU

•Results•Limitations and Conclusions

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High genus

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Surface nodes: 121k Inner nodes: 260k Speed: 29.4 FPS

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High curvature

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Surface nodes: 82k Inner nodes: 226k Speed: 22.1FPS

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Real-time rendering

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Real-time editing of materials

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Real-time editing of geometry shape

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36

Speed

37

38

Quality

Our Method

•Overview•Solving the Diffusion Equation

▫Quadgraph▫Discretized Diffusion Equation▫Implementation on GPU

•Results•Limitations and Conclusions

39

Limitations

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1. Materials with high frequency

2. Deformation changing the topology

ConclusionsA new volumetric representation(Quadgraph) for

solving the diffusion equation.

Real-time rendering and editing Heterogeneous materials Complex shapes

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Questions ?

Thank you!

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