Parallel Final Gathering

spongemintSoftware and s/w Development

Dec 2, 2013 (3 years and 8 months ago)

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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




1
Max
-
Planck
-
Institut Informatik
2
VISUS / University Stuttgart
3
University College London

SIGGRAPH
Asia

2009

Friday
, 18
December
, 2009, Yokohama, Japan

Micro
-
Rendering

for

Scalable
, Parallel Final
Gathering

(
Ritschel

et al.)

MOTIVATION

Without

global
illumination

With

global
illumination

Micro
-
Rendering

for

Scalable
, Parallel Final
Gathering

(
Ritschel

et al.)

Micro
-
Rendering

for

Scalable
, Parallel Final
Gathering

(
Ritschel

et al.)

PREVIOUS

WORK

Finite Element:
Antiradiance

Dachsbacher

et al. 2007

Finite Element:
Implicit

Visibility

Dong

et al. 2007

(Parallel)
r
ay
-
tracing

Wang

et al. 2009

PRT:
Spherical

Harmonics

Sloan

et al. 2004

PRT:
Wavelets

Ng et al. 2004

Micro
-
Rendering

for

Scalable
, Parallel Final
Gathering

(
Ritschel

et al.)

PREVIOUS

WORK

Instant radiosity

Keller 1997


Many
-
lights

approach

Walter et al. 2005

Hasan et al. 2007

Chevlak
-
Postavak

et al. 2008

VPL
visibility

Laine

et al. 2007

Ritschel

et al. 2008

Micro
-
Rendering

for

Scalable
, Parallel Final
Gathering

(
Ritschel

et al.)

PREVIOUS

WORK

Ambient
Occlusion

Zhukov

1998

Landis

2002

Shanmugam

and
Orikan

2005

Ritschel

et al. 2008


Disk
-
based

Color
Bleeding

Bunell

2005

Christensen

2008

Micro
-
Rendering

for

Scalable
, Parallel Final
Gathering

(
Ritschel

et al.)

IDEA

Micro
-
Rendering

for

Scalable
, Parallel Final
Gathering

(
Ritschel

et al.)

A
TRANSPOSED

PIPELINE

Global Illumination

=

Several ten
-
thousand, tiny scene
renderings for
each frame

for each pixel

...

Micro
-
Rendering

for

Scalable
, Parallel Final
Gathering

(
Ritschel

et al.)

Q
-
SPLAT

Szymon
Rusinkiewicz

and

Marc
Levoy
:

QSplat
: A Multiresolution
Point
Rendering

System
for

Large
Meshes

SIGGRAPH 2001


Michelangelo
:

St. Mathew (
unfinished
)

Before

1501

Micro
-
Rendering

for

Scalable
, Parallel Final
Gathering

(
Ritschel

et al.)

1
-
pixel

sized

nodes

Q
-
SPLAT

Bigger

than pixel

Bigger

than pixel

Pixel
-
sized

Bigger

than pixel

Pixel
-
sized

Pixel
-
sized

Pixel
-
sized

Bigger

than pixel

Bigger

than pixel

Pixel
-
sized

Pixel
-
sized

Micro
-
Rendering

for

Scalable
, Parallel Final
Gathering

(
Ritschel

et al.)

TREE

REPRESENTATION

Position,
radius

Normal
cones

Average

intensity

...
millions

of ...

Micro
-
Rendering

for

Scalable
, Parallel Final
Gathering

(
Ritschel

et al.)

Micro
-
framebuffer

Q
-
SPLAT

GATHERING

Micro
-
Rendering

for

Scalable
, Parallel Final
Gathering

(
Ritschel

et al.)

Q
-
SPLAT

GATHERING

Micro
-
framebuffer

Micro
-
depthbuffer

Micro
-
Rendering

for

Scalable
, Parallel Final
Gathering

(
Ritschel

et al.)

PREVENTING

HOLES

Micro
-
framebuffer

Micro
-
depthbuffer

Leaf



Leaf



Micro
-
Rendering

for

Scalable
, Parallel Final
Gathering

(
Ritschel

et al.)

PREVENTING

HOLES

Without

ray
-
casting

With

ray
-
casting

Micro
-
Rendering

for

Scalable
, Parallel Final
Gathering

(
Ritschel

et al.)

DIFFUSE BRDF

Light

Diffuse BRDF

Regular

z
-
buffer

ʃ



=

Micro
-
Rendering

for

Scalable
, Parallel Final
Gathering

(
Ritschel

et al.)

SPECULAR

BRDF

Light

Specular

BRDF

Regular

z
-
buffer

ʃ



=

Micro
-
Rendering

for

Scalable
, Parallel Final
Gathering

(
Ritschel

et al.)

BRDF
WARPING

Light

Warped z
-
buffer

ʃ

=

BRDF



Area



Micro
-
Rendering

for

Scalable
, Parallel Final
Gathering

(
Ritschel

et al.)

BRDF
WARPING

Light

Warped

z
-
buffer

ʃ

=

Micro
-
Rendering

for

Scalable
, Parallel Final
Gathering

(
Ritschel

et al.)

BRDF WARPING

Micro
-
Rendering

for

Scalable
, Parallel Final
Gathering

(
Ritschel

et al.)

SCALABILITY
:
OCCLUSION

24x24

0.7
frames

/ second

16x16

1.5
frames

/ second

8x8

3.2
frames

/ second

Micro
-
Rendering

for

Scalable
, Parallel Final
Gathering

(
Ritschel

et al.)

VS.
IMPERFECT

SHADOW

MAPS

Ritschel

et al.
:
Imperfect

Shadow

Maps

(
Previous
)

SIGGRAPH
Asia

2008


5
frames

/ second

Ritschel

et al.
:
Micro
-
Rendering

(
Ours
)

SIGGRAPH
Asia

2009


5
frames

/ second

Micro
-
Rendering

for

Scalable
, Parallel Final
Gathering

(
Ritschel

et al.)

SCALABILITY
: MATERIALS

1x1

2x2

4x4

K
d

= 1

K
d

= 0.5, N = 5

K
d

= 0, N = 20

Micro
-
Rendering

for

Scalable
, Parallel Final
Gathering

(
Ritschel

et al.)

Micro
-
Rendering

for

Scalable
, Parallel Final
Gathering

(
Ritschel

et al.)

MULTIPLE
BOUNCES

No
Bounce

1
Bounce

10
frames

/ second

2
Bounces

5
frames

/ second

Micro
-
Rendering

for

Scalable
, Parallel Final
Gathering

(
Ritschel

et al.)

MULTIPLE
BOUNCES

Tree

DirectlLight

Tree

Indirect

light

Image

2
-
bounce
indirect

light

Micro
-
Rendering

for

Scalable
, Parallel Final
Gathering

(
Ritschel

et al.)

GATHERING PHOTON MAPS

Surfels

lit

by

photon

mapping

density

estimate

Final
gathering

from

lit

surfels
, 2
frames

/ second

Micro
-
Rendering

for

Scalable
, Parallel Final
Gathering

(
Ritschel

et al.)

CONCLUSION

Microrendering

computes

final
gathering

for

large
and
dynamic

scenes

with

glossy

materials

in
parallel

Micro
-
Rendering

for

Scalable
, Parallel Final
Gathering

(
Ritschel

et al.)

FUTURE
WORK

1.
Complex

deformations

result

in an in
efficient

tree

...
a
body

of
work

existst

for

ray
-
tracing

2.
Adaptivity

in
screen

space

...
also a
body

of
work

for

radiance

and
irradiance

caching

3.
Reduce

local

memory

footprint

...
we

think

we

will
get

it

down
by

an order of
magnitude

Micro
-
Rendering

for

Scalable
, Parallel Final
Gathering

(
Ritschel

et al.)

THANK

YOU
!

We

acknowledgemens


Michael Wand

Elmar
Eisemann

Robrt

Strzodka

Rober

Herzog

Zhao
Dong

Robert W. Sumner

Jovan
Popovic

Stanford 3D
Scanning

Repository

Internal

Review

Internal

Review

Discussion

Discussion

Discussion

Animal

animation

Animal

animation

3D
models

Micro
-
Rendering

for

Scalable
, Parallel Final
Gathering

(
Ritschel

et al.)

AO

Bounces

Specular

Parallel

Visibility

Disk
-
based

AO

Bunnell

200)

Yes

Yes

No

Yes

None

Hemispherical

Rasterization

Kautz

et al. 2005

Yes

Maybe

No

Yes

Rasterize

/

Forward

Pixar

Color
Bleeding

Christensen

2008

Yes

Yes

Maybe

Maybe

Rasterize

/

Forward

Micro
-
rendering


Ritschel

et al., 2009

Yes

Yes

Yes

Yes

Rasterize

/

Forward

Lightcuts

Walter et al., 2005

Yes

Yes

Yes

Maybe

Raytracing

/

Backwards

HIDDEN

SLIDE

1

Micro
-
Rendering

for

Scalable
, Parallel Final
Gathering

(
Ritschel

et al.)

HIDDEN

SLIDE

2

Probability

density

Cummulative

density