logging in or signing up IRTDO egsr03 Tomasina Download Post to : URL : Related Presentations : Share Add to Flag Embed Email Send to Blogs and Networks Add to Channel Uploaded from authorPOINTLite Insert YouTube videos in PowerPont slides with aS Desktop Copy embed code: (To copy code, click on the text box) Embed: URL: Thumbnail: WordPress Embed Customize Embed The presentation is successfully added In Your Favorites. Views: 42 Category: Entertainment License: All Rights Reserved Like it (1) Dislike it (0) Added: January 14, 2008 This Presentation is Public Favorites: 0 Presentation Description No description available. Comments Posting comment... Premium member Presentation Transcript Interactive Rendering of Translucent Deformable Objects: Interactive Rendering of Translucent Deformable Objects Tom Mertens1, Jan Kautz2, Philippe Bekaert1, Hans-Peter Seidel2, Frank Van Reeth1 1 2Overview: Overview Goal Previous work Translucency model Our method Implementation Discussion, results and future workProblem: Translucency: Problem: Translucency BRDF BSSRDFPrevious work: Previous work Jensen et al. (SIGGRAPH ’01): BSSRDF model Jensen et al. (SIGGRAPH ’02): fast, production quality rendering Lensch et al. (PG ’02), Hao et al. (GI ’03), Carr et al. (GHW’03), Sloan et al. (SIGGRAPH’02-’03): interactive, real-time rendering with precomputation Our paper: interactive rendering varying geometry and material (no precomputation) BSSRDF model: BSSRDF model function of distance introduced by Jensen et al. (SIGGRAPH’01) multiple scattering materials with high albedo: marble, milk, wax, skin,…BSSRDF model: BSSRDF model function of distance introduced by Jensen et al. (SIGGRAPH’01) multiple scattering materials with high albedo: marble, milk, wax, skin,…Integrating the BSSRDF: Integrating the BSSRDF hierarchical approach (Jensen et al. ‘02) decouple light and surface sampling, decouple light sampling from geometry 2-pass method: irradiance sampling – integration with octree limitation: rebuilding samples & octree our method integration ~ hierarchical radiosity mesh based: beneficial for geometry updates hierarchy = clustered triangles form factor for BSSRDF: fast local integrationOur Method: Our Method boundary element methodOur Method: Our Method boundary element method discretized irradiance discretized radiance Our Method: Our Method boundary element method form factor discretized irradiance discretized radiance example: examplesample irradiance: sample irradiancepull irradiance: pull irradiance link roots: link rootssubdivide link: subdivide linksubdivide link again: subdivide link againgather: gatherpush: push Hierarchical Evaluation: Hierarchical Evaluation hierarchy = clustered triangles tree hierarchy subdivision: 4-to-1 splits face clustering evaluation ~ hierarchical radiosity irradiance sampling + pull construct link hierarchy gather over each link push + average at vertices “oracle” = solid angle interactions at different levels speed advantageForm Factor:: Form Factor: (mid)point to triangle semi-analytical Taylor expansion advantages: fast accurate noiseless indispensable for local integration more distant: 1 sample area integral integral over edges recursive midpointForm Factor:: Form Factor: point to triangle semi-analytical Taylor expansion advantages: fast accurate noiseless indispensable for local integration more distant: 1 sampleForm Factor:: Form Factor: point to triangle semi-analytical Taylor expansion advantages: fast accurate noiseless indispensable for local integration more distant: 1 sample point sampling form factorImplementation: Implementation stored links incremental updates promote/demote links real-time frame rate render on-the-fly instant feedback less memory overhead interactive frame rate irradiance point light (+ shadow) environment map GPU fresnel tone mapping shadow mapResults: Results 5-10 fps for 10-20K tris models dual Xeon 2.4Ghz; ATI Radeon 9700 Demo video material change candle twist shadow leak Perlin noise deformationDiscussion: Discussion practical technique for interactive applications speed advantage over previous hierarchical algorithm: gathering in higher levels efficient local integration consistent hierarchy after deformation limitation = mesh needs hierarchy limited by resolution fixed topology interactive applications often mesh-based anywayFuture Work: Future Work recycle radiosity techniques adaptive meshing, high order interpolation,… improved oracle function varying topology full GPU implementation non-homogeneous media Acknowledgements: Acknowledgements Jens Vorsatz (mesh hierarchies) P. Debevec (light probes) funding: European Regional Development Fund Marie Curie doctoral fellowship You do not have the permission to view this presentation. In order to view it, please contact the author of the presentation.
IRTDO egsr03 Tomasina Download Post to : URL : Related Presentations : Share Add to Flag Embed Email Send to Blogs and Networks Add to Channel Uploaded from authorPOINTLite Insert YouTube videos in PowerPont slides with aS Desktop Copy embed code: (To copy code, click on the text box) Embed: URL: Thumbnail: WordPress Embed Customize Embed The presentation is successfully added In Your Favorites. Views: 42 Category: Entertainment License: All Rights Reserved Like it (1) Dislike it (0) Added: January 14, 2008 This Presentation is Public Favorites: 0 Presentation Description No description available. Comments Posting comment... Premium member Presentation Transcript Interactive Rendering of Translucent Deformable Objects: Interactive Rendering of Translucent Deformable Objects Tom Mertens1, Jan Kautz2, Philippe Bekaert1, Hans-Peter Seidel2, Frank Van Reeth1 1 2Overview: Overview Goal Previous work Translucency model Our method Implementation Discussion, results and future workProblem: Translucency: Problem: Translucency BRDF BSSRDFPrevious work: Previous work Jensen et al. (SIGGRAPH ’01): BSSRDF model Jensen et al. (SIGGRAPH ’02): fast, production quality rendering Lensch et al. (PG ’02), Hao et al. (GI ’03), Carr et al. (GHW’03), Sloan et al. (SIGGRAPH’02-’03): interactive, real-time rendering with precomputation Our paper: interactive rendering varying geometry and material (no precomputation) BSSRDF model: BSSRDF model function of distance introduced by Jensen et al. (SIGGRAPH’01) multiple scattering materials with high albedo: marble, milk, wax, skin,…BSSRDF model: BSSRDF model function of distance introduced by Jensen et al. (SIGGRAPH’01) multiple scattering materials with high albedo: marble, milk, wax, skin,…Integrating the BSSRDF: Integrating the BSSRDF hierarchical approach (Jensen et al. ‘02) decouple light and surface sampling, decouple light sampling from geometry 2-pass method: irradiance sampling – integration with octree limitation: rebuilding samples & octree our method integration ~ hierarchical radiosity mesh based: beneficial for geometry updates hierarchy = clustered triangles form factor for BSSRDF: fast local integrationOur Method: Our Method boundary element methodOur Method: Our Method boundary element method discretized irradiance discretized radiance Our Method: Our Method boundary element method form factor discretized irradiance discretized radiance example: examplesample irradiance: sample irradiancepull irradiance: pull irradiance link roots: link rootssubdivide link: subdivide linksubdivide link again: subdivide link againgather: gatherpush: push Hierarchical Evaluation: Hierarchical Evaluation hierarchy = clustered triangles tree hierarchy subdivision: 4-to-1 splits face clustering evaluation ~ hierarchical radiosity irradiance sampling + pull construct link hierarchy gather over each link push + average at vertices “oracle” = solid angle interactions at different levels speed advantageForm Factor:: Form Factor: (mid)point to triangle semi-analytical Taylor expansion advantages: fast accurate noiseless indispensable for local integration more distant: 1 sample area integral integral over edges recursive midpointForm Factor:: Form Factor: point to triangle semi-analytical Taylor expansion advantages: fast accurate noiseless indispensable for local integration more distant: 1 sampleForm Factor:: Form Factor: point to triangle semi-analytical Taylor expansion advantages: fast accurate noiseless indispensable for local integration more distant: 1 sample point sampling form factorImplementation: Implementation stored links incremental updates promote/demote links real-time frame rate render on-the-fly instant feedback less memory overhead interactive frame rate irradiance point light (+ shadow) environment map GPU fresnel tone mapping shadow mapResults: Results 5-10 fps for 10-20K tris models dual Xeon 2.4Ghz; ATI Radeon 9700 Demo video material change candle twist shadow leak Perlin noise deformationDiscussion: Discussion practical technique for interactive applications speed advantage over previous hierarchical algorithm: gathering in higher levels efficient local integration consistent hierarchy after deformation limitation = mesh needs hierarchy limited by resolution fixed topology interactive applications often mesh-based anywayFuture Work: Future Work recycle radiosity techniques adaptive meshing, high order interpolation,… improved oracle function varying topology full GPU implementation non-homogeneous media Acknowledgements: Acknowledgements Jens Vorsatz (mesh hierarchies) P. Debevec (light probes) funding: European Regional Development Fund Marie Curie doctoral fellowship