Mahdi M. Bagher / Cyril Soler / Kartic Subr / Laurent Belcour / Nicolas Holzschuch. Interactive rendering of acquired materials on dynamic geometry using bandwidth prediction. from Wikipedia. Illumination. BRDF. Shading. - PowerPoint PPT Presentation
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Mahdi M. Bagher / Cyril Soler / Kartic Subr / Laurent Belcour / Nicolas HolzschuchMahdi M. Bagher / Cyril Soler / Kartic Subr / Laurent Belcour / Nicolas Holzschuch
Interactive rendering of Interactive rendering of acquired materials on dynamic geometryacquired materials on dynamic geometry
using bandwidth predictionusing bandwidth prediction
• Direct reflection under distant illumination with no visibility and global illumination effects
• Rendering an image is computationally expensive.
Shading
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Illumination BRDF
Acquired Materials
• Using measured materials• photo-realistic rendering• large memory footprint
• Step 1• Compute g-buffers• Load Illumination and reflectance bandwidth
• Step 2• Estimate bandwidth and variance
• Step 3• Mip-map bandwidth and variance
• Step 4• Shade and up-sample
Video: algorithm
QuickTime™ and a decompressor
are needed to see this picture.
Roadmap
• Related work
• Our technique
• The goal
• Sparse sampling for reconstruction
• Adaptive sampling for integration
• Validation
• The rendering algorithm
• Results and comparisons
• Extension: MSAA
• Conclusion / Future work
Result (Final Image)
Result (Bandwidth)
Result (Variance)
Timings
• Fast bandwidth/variance estimation
• (8 ms)
(ms)(ms)
Timings
• Computation time scales linearly with the total number of shading samples
Comparison with Reference
Our algorithm(1015 ms)
Similar time(906 ms)
Similar quality(2639 ms)
Comparison with Spherical Gaussian Approximation (Wang et al. 2009)
Fast but different from ground-truth (notice that color changing effects are missing)
Path-traced reference
Interactive but more accurate
Roadmap
• Related work
• Our technique
• The goal
• Sparse sampling for reconstruction
• Adaptive sampling for integration
• Validation
• The rendering algorithm
• Results and comparisons
• Extension: MSAA
• Conclusion / Future work
ExtensionAdaptive Multi-Sample Anti-Aliasing
Video: adaptive MSAA
QuickTime™ and a decompressor
are needed to see this picture.
Timings
• Sub-linear performance for MSAA
Roadmap
• Related work
• Our technique
• The goal
• Sparse sampling for reconstruction
• Adaptive sampling for integration
• Validation
• The rendering algorithm
• Results and comparisons
• Extension: MSAA
• Conclusion / Future work
Conclusion
• Interactively shading dynamic geometry with acquired materials• Shade a fraction of pixels using bandwidth• Adaptively sample shading integrals• Combine shaded pixels using up-sampling
• Exploiting bandwidth to sub-linearly scale MSAA with deferred shading
Future Work
• Local light sources
• Better up-sampling algorithm
• Depth-of-field
• 6D bandwidth computation for SVBRDFs
• Visibility and indirect illumination
Thank you
Interactive rendering of Interactive rendering of acquired materials on dynamic geometryacquired materials on dynamic geometry
using bandwidth predictionusing bandwidth prediction