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SIGGRAPH Asia 2009 Friday , 18 December , 2009, Yokohama, Japan. Micro-Rendering for Scalable , Parallel Final Gathering. Tobias Ritschel 1 Thomas Engelhardt 2 Thorsten Grosch 1 Hans-Peter Seidel 1 Jan Kautz 3 Carsten Dachsbacher 2
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SIGGRAPH Asia 2009 Friday, 18 December, 2009, Yokohama, Japan Micro-RenderingforScalable,Parallel Final Gathering Tobias Ritschel1 Thomas Engelhardt2 Thorsten Grosch1 Hans-Peter Seidel1 Jan Kautz3 Carsten Dachsbacher2 1Max-Planck-Institut Informatik 2VISUS / University Stuttgart 3University College London
Withoutglobal illumination Withglobal illumination Motivation
(Parallel) ray-tracing Wang et al. 2009 • Finite Element: Antiradiance • Dachsbacher et al. 2007 • Finite Element: ImplicitVisibility • Dong et al. 2007 • PRT: SphericalHarmonics • Sloan et al. 2004 • PRT: Wavelets • Ng et al. 2004 PreviousWork
Instant radiosity Keller 1997 Many-lightsapproach Walter et al. 2005 Hasan et al. 2007 Chevlak-Postavak et al. 2008 • VPL visibility • Laine et al. 2007 • Ritschel et al. 2008 PreviousWork
Ambient Occlusion • Zhukov 1998 • Landis 2002 • Shanmugam and Orikan 2005 • Ritschel et al. 2008 • Disk-based Color Bleeding • Bunell 2005 • Christensen 2008 PreviousWork
for each pixel ... Global Illumination = Several ten-thousand, tiny scene renderings for each frame A transposedpipeline
Szymon Rusinkiewiczand Marc Levoy:QSplat: A Multiresolution Point Rendering System for Large Meshes SIGGRAPH 2001 Michelangelo: St. Mathew (unfinished) Before 1501 Q-Splat
Bigger than pixel Bigger than pixel Bigger than pixel Bigger than pixel Bigger than pixel Pixel-sized Pixel-sized 1-pixelsizednodes Pixel-sized Pixel-sized Pixel-sized Pixel-sized Q-Splat
Position, radius Normal cones ... millions of ... Averageintensity Treerepresentation
Micro-framebuffer Q-SplatGathering
Micro-framebuffer Micro-depthbuffer Q-SplatGathering
Leaf Leaf Micro-framebuffer Micro-depthbuffer Preventingholes
Withray-casting Withoutray-casting Preventingholes
Diffuse BRDF Light ʃ • = Regularz-buffer Diffuse BRDF
Specular BRDF Light ʃ • = Regularz-buffer Specular BRDF
Area Light BRDF ʃ = • • Warped z-buffer BRDF Warping
Light ʃ = Warpedz-buffer BRDF Warping
24x24 0.7 frames / second 16x16 1.5 frames / second 8x8 3.2 frames / second Scalability: Occlusion
Ritschel et al.: ImperfectShadowMaps (Previous) SIGGRAPH Asia 2008 5 frames / second Ritschel et al.: Micro-Rendering (Ours) SIGGRAPH Asia 2009 5 frames / second VS. ImperfectShadowMaps
Kd = 0, N = 20 Kd = 0.5, N = 5 Kd = 1 1x1 2x2 4x4 Scalability: Materials
No Bounce 1 Bounce 10 frames / second 2 Bounces 5 frames / second Multiple Bounces
Tree DirectlLight Tree Indirect light Image 2-bounce indirect light Multiple Bounces
Surfelslitbyphotonmappingdensityestimate Final gatheringfromlitsurfels, 2 frames / second Gathering Photon Maps
Microrenderingcomputesfinal gatheringforlarge and dynamicsceneswithglossymaterialsin parallel Conclusion
Complexdeformationsresult in an in efficienttree... a body of workexiststforray-tracing Adaptivity in screenspace... also a body of workforradiance and irradiancecaching Reducelocalmemoryfootprint... wethinkwe will getit down by an order of magnitude Future Work
Weacknowledgemens Michael Wand Elmar Eisemann RobrtStrzodka Rober Herzog Zhao Dong Robert W. Sumner Jovan Popovic Stanford 3D ScanningRepository InternalReview InternalReview Discussion Discussion Discussion Animalanimation Animalanimation 3D models Thankyou!
Probabilitydensity Cummulativedensity HiddenSlide 2