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Many-light methods – Clamping & compensation Jaroslav Křivánek Charles University, Prague
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Many-light methods – Clamping & compensation

Feb 22, 2016

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Many-light methods – Clamping & compensation. Jaroslav Křivánek Charles University, Prague. Instant radiosity. Approximate indirect illumination by Virtual Point Lights (VPLs). Render with VPLs. Generate VPLs. Clamping. 1000 VPLs - clamping. reference (path tracing). - PowerPoint PPT Presentation
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Page 1: Many-light methods –  Clamping & compensation

Many-light methods – Clamping &

compensationJaroslav Křivánek

Charles University, Prague

Page 2: Many-light methods –  Clamping & compensation

• Approximate indirect illumination byVirtual Point Lights (VPLs)

1. Generate VPLs

2

Instant radiosity

2. Render with VPLs

Page 3: Many-light methods –  Clamping & compensation

3

Clamping

1000 VPLs - no clamping

missing energy

1000 VPLs - clamping reference (path tracing)

Page 4: Many-light methods –  Clamping & compensation

Clamping Compensation

Kollig & Keller, MCQMC 2004

Page 5: Many-light methods –  Clamping & compensation

• Clamping reduces variance but some energy is lost

• Find formula for the lost energy• Compute the lost energy by selective

path tracing

5

Idea

path tracing compensationfull solution clamping

Page 6: Many-light methods –  Clamping & compensation

6

Clamping

x

p )()(

)()(

contribVPL

o

xpxpxpxp

VG

BRDFEDF

VPL power

VPL emission distribution(BRDF lobe at p – for a diffuse VPL can be folded into )

Geometry term

o

Visibility

min c,

Page 7: Many-light methods –  Clamping & compensation

• Clamping evaluates this equation

• Can be written as

7

Formal derivation

Page 8: Many-light methods –  Clamping & compensation

• Unbiased solution

8

What’s missing?

Path tracingcompensation of the clamped energy

VPLs w/ clamping

Page 9: Many-light methods –  Clamping & compensation

• Compensation faster than path tracing everything (many path terminated early)

9

Result

path tracing compensationfull solution clamping

Page 10: Many-light methods –  Clamping & compensation

10

Biased result with clamping

Page 11: Many-light methods –  Clamping & compensation

11

Unbiased result with compensation

Page 12: Many-light methods –  Clamping & compensation

Dealing with Glossy Transport

Page 13: Many-light methods –  Clamping & compensation

13

Ground truth 1,000 VPLs 100,000 VPLs

Instant radiosity with glossy surfaces

Page 14: Many-light methods –  Clamping & compensation

Effect of clamping

material change

VPLs w/ clamping

GI reference

artifacts

VPL

14

Page 15: Many-light methods –  Clamping & compensation

Virtual Spherical Lights

Hašan, Křivánek & Bala, SIGGRAPH Asia 2009

Page 16: Many-light methods –  Clamping & compensation

• Cosine-weighted BRDF lobe at the VPL location

Emission distribution of a VPL

16

Glossy

Diffuse

Page 17: Many-light methods –  Clamping & compensation

Glossy VPL emission: illumination spikes

Common solution: Only diffuse BRDF at light location

17

Page 18: Many-light methods –  Clamping & compensation

Remaining spikes

18

Page 19: Many-light methods –  Clamping & compensation

• Common solution: Clamp VPL contributions 19

Remaining spikes

x x

• VPL contribution = VPL power . BRDF(x) . cos(x) . 1 / || p – x ||2

spike!

p

As || p – x || → 0, VSL contribution → ∞

Page 20: Many-light methods –  Clamping & compensation

Instant radiosity: The practical version

20

Clamping and diffuse-only VPLs:Illumination is lost!

Page 21: Many-light methods –  Clamping & compensation

Comparison

21

Clamped VPLs: Illumination loss

Path tracing: Slow

Page 22: Many-light methods –  Clamping & compensation

Recall: Emission Distribution of a VPL

22

Spike!

Page 23: Many-light methods –  Clamping & compensation

What happens as #lights ?

23Spiky lights converge to a continuous function!

Page 24: Many-light methods –  Clamping & compensation

Idea: We want a “virtual area light”

24

Aggregate

incoming illuminati

on

Aggregate

outgoing illuminati

on “Virtual area light”

Problem: What if surface is not flat?

Page 25: Many-light methods –  Clamping & compensation

25

VPL to VSL

x

p

l

Non-zero radius (r)

Ω

Integration over

non-zero solid angle

Page 26: Many-light methods –  Clamping & compensation

26

Light Contribution

x

p

l

Non-zero radius (r)

Ω

Integration over

non-zero solid angle

y

Page 27: Many-light methods –  Clamping & compensation

27

Light Contribution

x

p

l

Non-zero radius (r)

Ω

Integration over

non-zero solid angle

y

Problem: Finding y

requires ray-tracing

Page 28: Many-light methods –  Clamping & compensation

28

Simplifying Assumptions

x

p

l

Non-zero radius (r)

Ω

Integration over

non-zero solid angle

y

• Constant in Ω: – Visibility– Surface normal– Light BRDF

• Taken from p, the light location

Page 29: Many-light methods –  Clamping & compensation

29

Light Contribution Updated

x

p

l

Non-zero radius (r)

Ω

Integration over

non-zero solid angle

Page 30: Many-light methods –  Clamping & compensation

30

Virtual Spherical Light• All inputs taken from x and p

– Local computation• Same interface as any other light

– Can be implemented in a GPU shader• Visibility factored from the integration

– Can use shadow maps

Page 31: Many-light methods –  Clamping & compensation

• Matrix row-column sampling– Shadow mapping for visibility– VSL integral evaluated in a GPU shader

• Need more lights than in diffuse scenes

31

Implementation

Page 32: Many-light methods –  Clamping & compensation

Results: Kitchen• Most of the scene

lit indirectly• Many materials

glossy and anisotropic

Clamped VPLs34 sec (GPU) – 2000 lights

New VSLs:4 min 4 sec (GPU) – 10000 lights

Path tracing:316 hours (8 cores)

32

Page 33: Many-light methods –  Clamping & compensation

Results: Disney concert hall• Curved walls with

no diffuse component

• Standard VPLs cannot capture any reflection from walls

Clamped VPLs: 22 sec (GPU) – 4000 lights

New VSLs: 1 min 26 sec (GPU) – 15000 lights

Path tracing: 30 hours (8 cores)

33

Page 34: Many-light methods –  Clamping & compensation

Results: Anisotropic tableau• Difficult case• Standard VPLs

capture almost no indirect illumination

Clamped VPLs: 32 sec (GPU) – 1000 lights

New VSLs: 1 min 44 sec (GPU) – 5000 lights

Path tracing: 2.2 hours (8 cores)

34

Page 35: Many-light methods –  Clamping & compensation

Limitations: Blurring• VSLs can blur illumination• Converges as number of lights

increases

5,000 lights - blurred

35

1,000,000 lights - converged

Page 36: Many-light methods –  Clamping & compensation

• Many-light methods do not deal well with glossy scenes– Artifacts or energy loss– Energy loss -> change of material

perception

• Handling glossy effects with many-lights– Virtual Spherical Lights– [Davidovič et al. 2010]

36

Conclusions