spherical harmonic lighting of wavelength-dependent phenomena
DESCRIPTION
Spherical Harmonic Lighting of Wavelength-dependent Phenomena. Clifford Lindsay, Emmanuel Agu Worcester Polytechnic Institute (USA). Introduction. Modeling of Light Interference As A BRDF. - PowerPoint PPT PresentationTRANSCRIPT
Spherical Harmonic Lighting of Spherical Harmonic Lighting of Wavelength-dependent Wavelength-dependent PhenomenaPhenomenaClifford Lindsay, Emmanuel AguClifford Lindsay, Emmanuel AguWorcester Polytechnic Institute Worcester Polytechnic Institute (USA)(USA)
Introduction
Modeling of Light Interference As A BRDFModeling of Light Interference As A BRDF
Compactly Store Surface Response and Compactly Store Surface Response and Hemispheric Light Contribution In Terms Of Hemispheric Light Contribution In Terms Of Spherical Harmonic CoefficientsSpherical Harmonic Coefficients
Evaluation of Light And Reflection Is Done on GPUEvaluation of Light And Reflection Is Done on GPU
Working With Spectral Color Space Instead of RGBWorking With Spectral Color Space Instead of RGB
Spherical Harmonics
xBcN
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1
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Nc
1
4
We can then use We can then use these coefficients to these coefficients to reconstruct an reconstruct an approximation to the approximation to the original signaloriginal signal
We can use spherical We can use spherical harmonics to approximate the harmonics to approximate the original, where original, where ccii is a vector of is a vector of SH coefficientSH coefficient
Spherical harmonics is a set of Spherical harmonics is a set of basis functions defined in basis functions defined in spherical coordinatesspherical coordinates
InterferenceInterferenceFactors that Affect Light InterferenceFactors that Affect Light Interference::
Refractive index and thickness of the thin filmRefractive index and thickness of the thin film Refractive indices of the media 1 & 2Refractive indices of the media 1 & 2 Incident Angle Incident Angle and incident SPD (Spectral Power and incident SPD (Spectral Power
Distribution)Distribution)
Spectral BRDFSpectral BRDF
Just Like Regular BRDFs (but different)Just Like Regular BRDFs (but different) Rendering equationRendering equation Function of 4 angles (incident, reflection)Function of 4 angles (incident, reflection) ConservativeConservative
What’s Different?What’s Different? Different Color InteractionDifferent Color Interaction Different Material InteractionDifferent Material Interaction Different Viewer Interaction (non-reciprocalDifferent Viewer Interaction (non-reciprocal))
)cos2(sin),(4),( 2t
sf wRsf
Previous Work in S.H.Previous Work in S.H.
Diffuse Reflection Maps, Hanrahan, Ramamoorthi, 2001Diffuse Reflection Maps, Hanrahan, Ramamoorthi, 2001
Physically Based BRDFs, Westin 1992Physically Based BRDFs, Westin 1992
Isotropic BRDFs with SH Maps, Hanrahan, Ramamoorthi, 2002Isotropic BRDFs with SH Maps, Hanrahan, Ramamoorthi, 2002
Arbitrary BRDFs, Kautz et al, 2002Arbitrary BRDFs, Kautz et al, 2002
Radiance Transfer, Glossy Surfaces, Self-shadow, Radiance Transfer, Glossy Surfaces, Self-shadow, and Interreflection, Sloan et al, 2002and Interreflection, Sloan et al, 2002
Our ApproachOur Approach
Two Stage ApproachTwo Stage Approach::1. Pre-computation1. Pre-computation
2. Render2. Render
is LL
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0),(
2
0
n
iii fL
Pre-computation
V
ini
n
cc
ccsf
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0,0,0
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Total Light Contribution:Total Light Contribution:
BRDF Response:BRDF Response: Texture map based all possible view vectorsTexture map based all possible view vectors
i
s
L
LL
0
Set of coefficients approximating total light contributionSet of coefficients approximating total light contribution
GPU
V,T,BV,T,B
Vertex Processor
Fragment Processor
Texture Map, Texture Map, ffii
2
0
n
iii fLUniform Var, Li
Rendering:Rendering:
Index Texture Map Based on view Index Texture Map Based on view VV
Summing the coefficients for Summing the coefficients for final contributionfinal contribution
Add ambient, diffuse, Fresnel Add ambient, diffuse, Fresnel for additional realismfor additional realism
ConclusionConclusion
Real-time rendering of complex materials Real-time rendering of complex materials previously available to offline renderers (ray previously available to offline renderers (ray tracers)tracers)
Data and Data structures that are GPU friendlyData and Data structures that are GPU friendly
Evaluation of Spherical Harmonics is a linear Evaluation of Spherical Harmonics is a linear operationoperation
Increased realism with Image Based Lighting and Increased realism with Image Based Lighting and accurate BRDFs with GPU accelerationaccurate BRDFs with GPU acceleration
Results