Lighting effects
- Highly Optimized Kdtree
- Volume and Photon Mapping
- Volume scattering Importance sampling
- Almost no ray marching: cylindric lookups
- Irradiance caching
- PhotonMap based Importance Sampling for final gathering
- Irradiance gradient (rotationnal only)
Description of modeling attempts for the canyon
Looking closely to the pictures from Antelope canyon, one can see
that the walls are made up piecewise...
The erosion seems to have mostly
smoothed the wall surfaces, but we can see several sharp edges (mostly
vertically), indicating a change in the way the wall was eroded. Furthermore,
the texture left on the wall clearly shows the rock is made up of thin layers,
for the main part horizontal but that have been tilted and distorted in some
weird ways.
So the idea was to catch that composition of the walls, by
trying to decompose the scene into "rock" volumes and "empty" volumes. The
constraints on that separation should be that each rock volume has its own 3D
texture; that its frontier with an empty surface is smooth; and that the
junction between that frontier and those of its neighbors should be continuous,
but with discontinuity in the normal.
The idea we wanted to explore was
to model these blocks by implicit surfaces.
An aborted approach : 3D Voronoi diagram
We first thought about a 3D Voronoi diagram, as a rough estimation of the
repartition of our volumes. Casting a bunch of control points of type "empty"
and "rock" in the scene, that gives a partition of the 3D space in too
half-spaces : points closest to a "rock" control point would belong to the
canyon walls, and points closest to an "empty" rock would belong to the air
beind the walls. The problem with that approach you end up with walls
constituted of polygonal meshes, wich is not the aspect we expect. We did no
find a way to smoothe these walls, without losing the sharp edges at some point.
The potential we were trying to define was a weighted sum of potentials,
the potential at each control point being defined by the inverse of exponential
of the distance from the control point studied to the point in space we want to
categorize. The exponential falloff guaranteed that the contours remained
approximately those given by the Voronoi diagram ; but such an approach did not
guarantee the continuity of our potential when going from one region of space to
another.
Second thought : CSG modeling (Mathieu & Clovis)
We still wanted to
model our walls with implicit surfaces, but each implicit surface would no
define a smooth surface of the walls, not considering edges. Intersection of
such volumes with constructive solid geometry would give us the desired sharp
edges we can see on the walls, which are not very numerous after all.
So
we needed to implement CSG modeling in PBRT, in order to define intersection of
volumes. We actually wanted to define our "basic volumes" for CSG modeling as
shapes, which are actually oriented surfaces and which are not always closed.
But one family of shapes in PBRT for which it is easy to define an "inside"
function is the shapes defined by quadratic equations, such as the sphere and
the cylinder.
Obviously, a surface defined as an isopotential of some
potential over space can be given an "inside" function very easily.
We
wanted to be able to do CSG modeling with at least the following basic shapes :
- the sphere : all it needed was the 'inside' function, since the surface is
already closed ;
- the cylinder : it had to be closed, adding base and bound disks below and
above the revolution surface ;
- a box : a very basic shape, ie a cube, which was not in PBRT
We
defined our CSG with two operations : union and intersection of shapes, with an
option to specify for each shape whether we consider the usual volume defined by
it or its complementary. Thus, all the operations needed were defined : union,
intersection, and difference by specifying the shape to be considered normally
and the shapes to be considered as differences (complementaries).
The most basic implicit surface : a "blob" (Clovis)
First approach
For our implict surface model now, we wanted to define
some potential function given a small set of control points. The idea was to
define a potential looking like an electric potential generated by a set of
ponctual points. The overall potential, given N points, would then be the sum
for i from 1 to N of potential values Ei(P) of the potential created by control
point Pi at the point of space P. The electric potential from a ponctual charge
goes as cst_i / dist(P, Pi)�.
A "blob" is defined as a (positive) isosurface
of such a potential :
Blob = { P in space | E(P) = SUM Pi(P) = cste }
So to exactly compute the potential at a given point in space, the
polynom to solve is of degree 2N-2, which is not pretty handy. An idea was then
to approximate the function 1/x� by a piecewise linear function in x�. for each
control point, then, the space would be divided into concentric spheres. Between
each two such spheres, the potential from the considered control point is then a
polynom of degree two in terms of the parameter t of the ray. Outside the outer
sphere, the potential is approximated to zero.
Thus, when going through
a ray, for each control point Pi, and for the set of concentric spheres Sij in
between each the potential generated by Pi is defined by a quadratic expression
in t, we compute the values tij1, tij2 giving an intersection point between the
ray and the sphere Sij. We try spheres Sij from largest to smallest, in order to
abort the computation as soon as we can. For tij1, if the ray is "entering" the
sphere, we add the polynomial expression of the potential inside S_ij (and
outside S_i(j-1)), substract the expression of the potential given from outer
sphere Si(j+1), and try ; if we go out of the sphere, the reverse operation will
be applied. The events tij are sorted in increasing order, along with the degree
two polynomial expression when "crossing" the event. We first initialize our
potential expression given the parameter t we start, with is tmin. Then, for
each event tij, we compute whethever E(P(t))=cst has a solution or not. If yes,
we are done ; if no, we proceed with the next event tij.
Actually, that
method, though working, was not really practical, since the ray could end up
being subdivided in N * (number_of_intervals_for_inv_dist2_approximation), with
the number of subdivision intervals increasing with the wanted accuracy. That
seemed not really scalable to what we wanted to do with blobs (having a lot of
control points), so we had to rethink the way blobs were defined.
Second approach
In fact, the major caveat of the above definition of a
ponctual potential is that it has infinite extent. Though physically very
reasonable, it was not realistic to actually define our pont potential that way.
So we wanted to have a potential with finite extent, decreasing as the inverse
square root of the distance to the potential point at least ; and another
constraint is that it should be expressed as an expression of the squared
distance, since that squared distance can be expressed as a degree two
polynomial in the parameter t of the ray, but the square root of that polynomial
does not give a polynomial.
We ended up rediscovering the definition
Povrayactually uses : a polynom of degree four in t, defined with parameter d� =
dist(P,Pi)� as : Ei(P) = Ei0 * (1 - d�/ri�)� if d < ri, and 0 otherwise, ri
standing for the influence radius of the potential point Pi. We are forced to
resort to a polynomial of degree 4 (a quartic), since we want the derivative of
that function (i.e. the gradient, i.e. the normal of the surface when
considering points of an isopotential surface) to be continuous in ri.
The algorithm to compute the intersection (given by parameter t) between
the ray and a blob defined by such a potential works in the same manner as
previously : detect and sort all 'events' ti where the potential changes of
expression, i.e. when entering or leaving an influence zone ; then march all the
ray and for each event, solve the quartic equation in t E(t) = cste defining the
blob. The actual polynom to solve is in fact of degree two whenever the portion
of the ray considered is inside a single influence zone, which will often be the
case in practice, presumably.
It is to note that the iterative algorithm
to find polynom roots in an interval is faster than the solving using general
expressions involving two radicals for the roots of a degree 4 polynomial.
Descartes rule and root isolation using Uspensky's method will incur less
computation in our case.
Here is what some basic blobs look like :
Actually, we defined our blob with some scaling along the axis, so that
anisotropic potentials could be defined (i.e. elliptical blob elements). Blobs
elements, as others basic shape elements, are defined in their local coordinated
system, with the potential point being at the center, and the potential being
isotropic. To compute the potential expression in t dued to a potential point,
we compute the ray parameters in the blob element coordinate system, and
retrieve the expression of the potential (which remains the same in any
coordinate system) in that frame.
"Final" Result
Here is what we managed to model by hand with our very simple blob model for
implicit surface. The result is not quite polished, and we actually did not try
to plug CSG together with those blob shapes (laking of time for that). I
actually spent much of my time modifying the potential expression for a single
point, this modifying 3-4 times my shape code, and striving to make it robust
(which in fact is not an easy task in ray tracing, much like for the problem we
encountered with CSG), I lacked time to make anything satisfying for the
modeling of the walls in the canyon. Here is the picture we got for the demo on
Monday (we did not show it though, being a bit ashamed of it...) :
Dust And Sand (Mathieu)
I do not wanted the dust to have this weird
homogeneous feeling, so I modeled a perlin noise volume density that with an
Henyey-GreenStein Phase Function. This allows to control the amount of front and
back scattering and at the same time is quite easy to importance-sample which
will be required in the photon mapping algorithm.
The sand is modeled with an improved version of the hw2 heightfield that can
be tiled at infinity. This one is defined by a grayscale image I created in
photoshop. I got rid of the seems by iteratively swapping the left/right and
top/down parts and painting on the seems.
Texturing of walls (Clovis)
I did not have time to try any interesting
texturing by the demo deadline, unfortunately. The idea, though, was to apply a
3D texture on each wall object of the scene.
We though that the basic 3D
texture would be a stack of thin layers of different color, in the brown tones
mainly. After that, each object would have its own geological history, thus
leading to a different configuration of the layers for each object. The layers
needs to not follow exactly horizontal plane, so it has to be perturbed in some
way, while trying to keep an overall constant orientation.
The method I just
tried today (Wednesday, June 9th) is to put a plain brown texture, and to scale
it by a number given position (x,y,z) of the point considered in object space.
The scaling factor I used, in order to get a 1-dimensional noise, was actually
just the FBm noise function applied in one space dimension (the x axis for
instance), and given as a single coordinate parameter a function of (x,y,z) ;
the value returned for the texture would be something like FBm( Point (f(x,y,z),
0, 0) , ). f(x,y,z) is given its major weight according to the y
coordinated, defining the "up" in the world coordinate system and assuming our
wall objects aren't much tilted. But to break the regularity such a simple noise
function would give, I smoothed it by adding some dependency on x and z as well.
The first idea was to sum all three coordinates, with more weight for y. But it
was still too "straight", so I also tried to mix the depth coordinate z with the
height y. With a bit of tweaking, the curves thats gived on the walls were not
too disgusting.
Here is the result I got. Unfortunately, we did not have time to fully wrap
up that modeling with the photon mapping and importance sampling Mathieu
implemented on his own side.
Lighting (Mathieu)
The main challenge in the scene we wanted to render is that the only direct
illumintation part of the image is the light shaft (both its volume, and the
surface of its base)
Highly Optimized Kdtree
The kdtree has been rewritten to produce
maximum efficiency the memory footprint of its index is reduced to a single
float per photon. The index is is stored in its depth first search order ather
than in a heap-like order. This helps memory coherency. Finally the lookup are
now iterative to be faster.
Volume Photon Mapping
The volume photon mapping algorithm has been
implemented in the guidelines of The "realistic image synthesis using photon
mapping" book from HW Jensen. It uses russian roulette and importance sampling
of the HG phase function. To reduce the artefacts, I implemented the volume and
surface gaussian and cone filters. The Constants in [Jensen] of the gaussian
filter do not normalize the gaussian filter by the way.
Irradiance caching
It uses rotationnal Irradiance gradient (from Ward
and Heckbert). These were easier to use than translationnal gradients because
they are easy to evaluate whatever the underlying pdf. The irradiance cahcing
algorithm features a photonmap based importance sampling of the final gathering
step to compute the irradiance samples. This comes directly drom the paper
"Importance sampling with Hemispherical Particle Footprints" from H Hey and W
Purgathofer.
The left ones feature a coarse irradiance caching approximation, the middle
ones are direct vizualisation of the photon map. The right ones are some of the
many tests (too few volume photons above, cloud too dense below). I especially
like the one above. I really do not know why this funky caustic effect has
appeared!!
Main Contribution: Volume Photon Mapping Integration with cylinder look ups
(Mathieu)
The way to compute multiple scattering is described in the
literature, as follows:
A spherical integral is evaluated at some given or
adaptative time steps along the ray. This produces high frequency noise because
the sampling is not equal along the ray and it is not efficient. If a high
degree of accuracy is required, the time steps will be small and consecutive
spherical lookups of the photon maps will be really correlated. If the direct
lighting is done via the photon map, the ray marching is done via the cylindric
lookup and not separately.
I figured out a way to sample this integral with
much less variance in the same running time. This integral over te length of the
ray and every direction can be computed using a cylinder-lookup of the photon
map. The kd tree is queried with a cylinder instead of a sphere qhich will also
decrease its radius is many photons were to be found. The cylinder is sliced
between each photon and thus each photon is now a unique sample of a given slice
of the cylinder. I thought about two ways to continue exploring this idea: first
a viewing cone could be used instead of a cylinder to get some visual
importance. The other idea is the opposite: to get a constant contribution per
photons, the cylinder should rather be shrunk so that the transmission divided
the radius squared is constant.
Here is the simple pbrt test scene, but here multiple scattering is
implemented via photonmapping. both image take roughly 100s to render. The left
one is the classic method that integrates over spheres at successive time steps.
The right one has the advantage of turning this high frequency noise into low
frequency. (the photon maps are here shown directly).