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Real-time Shading with Free-form Planar Area Lights using Linearly Transformed Cosines (JCGT & I3D 2022)

Real-time Shading with Free-form Planar Area Lights using Linearly Transformed Cosines (JCGT & I3D 2022)

Presentation slides for the research, "Real-time Shading with Free-form Planar Area Lights using Linearly Transformed Cosines" by Kuge et al., which is presented at I3D 2022 (invited from JCGT).

JCGT article link: http://jcgt.org/published/0011/01/01/

Tatsuya Yatagawa

May 09, 2022
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  1. Real-time Shading with Free-form Planar Area Lights using Linearly Transformed

    Cosines Takahiro Kuge1 ◦Tatsuya Yatagawa2 Shigeo Morishima1 1Waseda University 2The University of Tokyo
  2. Pioneering work by Baum et al. [1989] l Lambertian surface

    illuminated by polygonal light 2 Real-time rendering of flat area lights 𝐼 = # ! 𝐿 cos 𝜃 d𝜔 = Cosine is integrated over a solid angle = The integral equals to area of projected figure [Lambert 1760] Light source Solid angle: 𝛀 Projected figure Shading point * A figure is projected to “local” shading plane, and the shaded object should not be planar.
  3. Area of projected figure is analytic when light shape is

    polygon 3 Baum’s formula = - - Sum of areas of projected “fans” 𝐼 = + # acos 𝐩# ⋅ 𝐩$ 𝐩#×𝐩$ 𝐩# ×𝐩$ ⋅ 𝐞% 𝑗 = 𝑖 + 1 mod 𝑁, 𝐞𝐳 is unit vector along z axis. Light source Solid angle: Ω Projected figure Shading point
  4. l Surfaces with Phong BRDF [Arvo 1995] l Surfaces with

    Microfacet BRDF (GGX) [Heitz+ 2016] l Special light shapes, e.g., ellipses and lines [Heitz & Hill 2017] l Polygon-clipped spherical harmonics [Wang+ 2018; Belcour+ 2018] 4 Extensions of Baum’s approach [Heitz & Hill 2017] [Wang et al. 2018] Free-form area lights hasn’t been well investigated!
  5. Real-time shading with free-form area lights bounded by 3rd-order Bezier

    l Approximate boundary curve with polyline, then apply Baum’s method → Adaptive polygonization based on magnitude of light contribution l Extend [Heitz+ 2016] to handle Microfacet BRDF → Efficient clipping operation (shown later) for polynomial curve Research objectives 5 Real-time shading with free-form area lights bounded by 3rd-order Bezier l Approximate boundary curve with polyline, then apply Baum’s method → Adaptive polygonization based on magnitude of light contribution l Extend [Heitz+ 2016] to handle Microfacet BRDF → Efficient clipping operation (shown later) for polynomial curve
  6. Requirement: Area of projected figure is solved analytically Assume polynomial

    curve 𝐶 𝑡 = 𝑥 𝑡 , 𝑦 𝑡 , 𝑧 𝑡 is projected to ( 𝐶(𝑡) 6 Why difficult to handle polynomial curves? 𝐴 = # ! "($) $ 𝑦 d$ 𝑥 = # $ 𝑦 𝑡 d$ 𝑥(𝑡) d𝑡 d𝑡 + 𝐶 𝑡 = $ 𝑥 𝑡 , $ 𝑦 𝑡 , ̃ 𝑧 𝑡 = 𝑥 𝑡 𝐶 𝑡 , 𝑦 𝑡 𝐶 𝑡 , 𝑧(𝑡) 𝐶(𝑡) = # 𝑦 𝑡 𝑥& 𝑡 + 𝑦& 𝑡 + 𝑧&(𝑡) d d𝑡 𝑥(𝑡) 𝑥& 𝑡 + 𝑦& 𝑡 + 𝑧&(𝑡) d𝑡 In general, fractional function does not have analytic infinite integral Projected figure Light source Shading point = # 𝑃(3𝐷 − 1) 𝑃(4𝐷) d𝑡 z y x 𝐶(𝑡) % 𝐶(𝑡) (𝑃 𝐷 : 𝐷th-order polynomial, 𝐷: order of polynomial curve) projection on hemisphere
  7. Ramer-Douglas-Peucker algorithm Originally, a method for approximating curve based on

    “distance” (see figure below) Adaptive boundary curve polygonization 7 Extension for light contribution: l Compute increase/decrease of light contribution when new point added l Subdivide a curve until increase/decrease is sufficiently small
  8. For each partial curve, add a midpoint and calculate light

    contribution from a triangle 8 Adaptive boundary curve polygonization continue much contribution terminate little contribution terminate Contribution of each triangle is calculated using Baum’s formula Partial curve is always divided by a midpoint No re-computation required little contribution
  9. 9 Threshold for traverse termination Experiments with constant threshold for

    different roughness l Intuition: small threshold slows down shading computation. Low roughness Time: not affected Quality: affected → small thres. can be used High roughness Time: affected Quality: not affected → large thres. will be fine
  10. 10 Threshold for traverse termination Accordingly, we can use a

    threshold proportional to roughness With adaptive thresholding, we obtain both speed and accuracy
  11. Real-time shading with free-form area lights bounded by 3rd-order Bezier

    l Approximate boundary curve with polyline, then apply Baum’s method → Adaptive polygonization based on magnitude of light contribution l Extend [Heitz+ 2016] to handle Microfacet BRDF → Efficient clipping operation (shown later) for polynomial curve Research objectives 11
  12. Microfacet BRDF is approximated by linearly transforming cosine distribution 12

    Linearly Transformed Cosines [Heitz et al. 2016] Linear transformation Cosine distribution BRDF By linear transformation, Baum’s formula is available for microfacet BRDF! Light shape deformation
  13. A part can be hidden under the ground after deformed

    by inverse transformation l Baum’s formula enforce area light is on upper hemisphere → We need to clip (= exclude) the part under the ground 13 Clipping operation For polygon, each edge is checked intersection with the ground plane Unfortunately, adaptive polygonization results in considerably many edges Cosine distribution BRDF Linear transformation Light shape deformation This part must be clipped!
  14. l Points of intersection between boundary curve and shading plane

    → Those with 𝑧 = 0 on the boundary curve → Solving cubic equation for z coordinates is sufficient (3rd-order Bezier) l Owing to affine invariance of Bezier, we can efficiently evaluate transformed curve by transforming only control points → We can instantly obtain the cubic equation Algebraic clipping 14 𝑎 = −𝑝&,( + 3 𝑝),( − 𝑝*,( + 𝑝+,( 𝑏 = 3(𝑝&,( − 2𝑝),( + 𝑝*,( ) 𝑐 = 3(−𝑝&,( + 𝑝),( ) 𝑑 = 𝑝&,( Specifically, we solve the equation below 𝑎𝑡+ + 𝑏𝑡* + 𝑐𝑡 + 𝑑 = 0, We can algebraically solve polynomial equation whose order is less than five. 𝑡 ∈ 0, 1
  15. What we need are only real-number solutions l [Blinn 2007]

    shows an efficient solution for cubic equation 15 Algebraic solution for cubic equation Reference: http://momentsingraphics.de/CubicRoots.html#_Blinn07b
  16. Computer: CPU: Intel Xeon 5119 Gold GPU: NVIDIA GeForce 1080

    (8GB Memory) RAM: 64GB Implementation: l We use the method for both diffuse and specular (shading is computed twice). l We assume light source itself can intersect with a shading surface (clipping is performed twice) Reference pictures: Rendered by Blender Cycles, Unidirectional Path Tracing (GPU enabled) 16 Experiment
  17. Currently, our method spends 1ms for each interval of Bezier

    curve 17 Rendering result: Concave shape with cavity
  18. Currently, our method spends 1ms for each interval of Bezier

    curve 19 Rendering result: Textured light
  19. Comparison method l Divide curve domain into a fixed number

    of intervals l Then, apply [Heitz+ 2016] with clipping operation to resulting polygon Comparison with [Heitz+ 2016] 20 For same-quality image, our method is twice faster! equal time equal quality
  20. Order of computation is a dominant factor. 21 Why ours

    is faster? [Heitz et al. 2016] 1. Divide entire boundary curve into line segments 2. For every line segment, ・Shading computation ・Clipping operation Our method 1. Clip boundary curve → Reduce # of curves 2. For only remained curves, ・Adaptive polygonization ・Shading computation First clipping operation reduce the number of curves processed + Adaptive polygonization concentrates more resource on more important parts
  21. Our method shares the same limitations with [Heitz+ 2016] 22

    Limitations Low accuracy for textured lights Highly rough surface illuminated from small grating angle Light is entirely hidden under the ground
  22. New real-time shading method for area lights contoured by 3rd-order

    Bezier. l Contrib. #1: Adaptive boundary curve polygonization based on light contribution l Contrib. #2: Efficient clipping operation for polynomial curve (algebraic clipping) → More efficient than straightforward application of previous method Conclusion 23 The same idea will be available for rational Bezier and B-splines!