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Micro-Rendering for Scalable , Parallel Final Gathering

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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Micro-Rendering for Scalable , Parallel Final Gathering

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  1. 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

  2. Withoutglobal illumination Withglobal illumination Motivation

  3. (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

  4. 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

  5. Ambient Occlusion • Zhukov 1998 • Landis 2002 • Shanmugam and Orikan 2005 • Ritschel et al. 2008 • Disk-based Color Bleeding • Bunell 2005 • Christensen 2008 PreviousWork

  6. Idea

  7. for each pixel ... Global Illumination = Several ten-thousand, tiny scene renderings for each frame A transposedpipeline

  8. Szymon Rusinkiewiczand Marc Levoy:QSplat: A Multiresolution Point Rendering System for Large Meshes SIGGRAPH 2001 Michelangelo: St. Mathew (unfinished) Before 1501 Q-Splat

  9. 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

  10. Position, radius Normal cones ... millions of ... Averageintensity Treerepresentation

  11. Micro-framebuffer Q-SplatGathering

  12. Micro-framebuffer Micro-depthbuffer Q-SplatGathering

  13. Leaf Leaf Micro-framebuffer Micro-depthbuffer Preventingholes

  14. Withray-casting Withoutray-casting Preventingholes

  15. Diffuse BRDF Light ʃ • = Regularz-buffer Diffuse BRDF

  16. Specular BRDF Light ʃ • = Regularz-buffer Specular BRDF

  17. Area Light BRDF ʃ = • • Warped z-buffer BRDF Warping

  18. Light ʃ = Warpedz-buffer BRDF Warping

  19. BRDF Warping

  20. 24x24 0.7 frames / second 16x16 1.5 frames / second 8x8 3.2 frames / second Scalability: Occlusion

  21. 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

  22. Kd = 0, N = 20 Kd = 0.5, N = 5 Kd = 1 1x1 2x2 4x4 Scalability: Materials

  23. No Bounce 1 Bounce 10 frames / second 2 Bounces 5 frames / second Multiple Bounces

  24. Tree DirectlLight Tree Indirect light Image 2-bounce indirect light Multiple Bounces

  25. Surfelslitbyphotonmappingdensityestimate Final gatheringfromlitsurfels, 2 frames / second Gathering Photon Maps

  26. Microrenderingcomputesfinal gatheringforlarge and dynamicsceneswithglossymaterialsin parallel Conclusion

  27. 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

  28. 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!

  29. HiddenSlide 1

  30. Probabilitydensity Cummulativedensity HiddenSlide 2

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