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LOGO 1 Micro-Rendering for Scalable Parallel Final Gathering 廖廖廖

Micro-Rendering for Scalable Parallel Final Gathering

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Micro-Rendering for Scalable Parallel Final Gathering. 廖仁豪. Outline. -Abstract -Introduction -Scalable, Parallel Final Gathering - Hierarchical Point-Based Representation - Final Gathering Using Micro-Rendering - BRDF Importance Sampling - Bilateral Upsampling - PowerPoint PPT Presentation

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Page 1: Micro-Rendering for Scalable Parallel Final Gathering

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Micro-Rendering for Scalable Parallel Final Gathering

廖仁豪

Page 2: Micro-Rendering for Scalable Parallel Final Gathering

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Outline

-Abstract -Introduction -Scalable, Parallel Final Gathering

-Hierarchical Point-Based Representation

-Final Gathering Using Micro-Rendering

-BRDF Importance Sampling-Bilateral Upsampling

-Result & Discussion

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Abstract

Micro-rendering : traverse and rasterize a

hierarchical point-based scene into an importance-warped micro-buffer.

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Introduction

Global illumination : - high quality BRDF - interactive speed CUDA 、 hierarchical point-base 、

bilateral upsampling

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Introduction

Final gathering : render the directly illuminated

scene from every visible point and convolve with the BRDF.

eye

x

y0

y1

yi

normal

ω0

ω1

ωi

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Introduction

QSplat :- a hierarchy of bounding spheres.- leaf node -> surface element.

(oriented disc & radius) - lower cost for point-based

rendering.

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Scalable, Parallel Final Gathering

Hierarchical Point-Based Representation :

- random points proportional to the triangle areas.- build the hierarchy by computing a BSP of the point samples.

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Scalable, Parallel Final Gathering

Hierarchical Point-Based Representation :

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Scalable, Parallel Final Gathering

Hierarchical Point-Based Representation :

- for deforming geometry : only update node data.

(pos 、 normal…)

- for moving object : create separate point hierarchies.

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Scalable, Parallel Final Gathering

Final Gathering Using Micro-Rendering :

1-pixelsizednodes

Biggerthan pixel

Biggerthan pixel

Pixel-sized

Biggerthan pixel

Pixel-sized

Pixel-sized

Pixel-sized

Biggerthan pixel

Biggerthan pixel

Pixel-sized

Pixel-sized

Q-Splat

Page 11: Micro-Rendering for Scalable Parallel Final Gathering

Micro-RenderingforScalable, Parallel Final Gathering(Ritschel et al.)

Mic

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ebuff

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Q-SPLATGATHERING

Page 12: Micro-Rendering for Scalable Parallel Final Gathering

Micro-RenderingforScalable, Parallel Final Gathering(Ritschel et al.)

Q-SPLATGATHERING

Mic

ro-f

ram

ebuff

er

Mic

ro-d

epth

buffe

r

Page 13: Micro-Rendering for Scalable Parallel Final Gathering

Micro-RenderingforScalable, Parallel Final Gathering(Ritschel et al.)

PREVENTINGHOLES

Mic

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Mic

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epth

buffe

r

Leaf

Leaf

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Micro-RenderingforScalable, Parallel Final Gathering(Ritschel et al.)

PREVENTINGHOLES

Withoutray-casting Withray-casting

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Scalable, Parallel Final Gathering

Final Gathering Using Micro-Rendering :

- micro-buffer stores the index to the nearest visible node.

- Reflected radiance :

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Scalable, Parallel Final Gathering

BRDF Importance Sampling :- all the details cover a few pixels only and the rest is wasted.

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Scalable, Parallel Final Gathering

BRDF Importance Sampling :

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Scalable, Parallel Final Gathering

Bilateral Upsampling :- trade quality for speed.- indirect illumination is typically low-frequency.- indirect: low resolution direct: full resolution

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Result & Discussion

Multi-bounce :- with instant radiosity- with radiosity- with photon mapping

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Result & Discussion

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Result & Discussion

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