Differential Instant Radiosity for Mixed Reality

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Differential Instant Radiosity for Mixed Reality Martin Knecht, Christoph Traxler, Oliver Mattausch, Werner Purgathofer, Michael Wimmer Institute of Computer Graphics and Algorithms Vienna University of Technology

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Differential Instant Radiosity for Mixed Reality. Martin Knecht, Christoph Traxler, Oliver Mattausch, Werner Purgathofer, Michael Wimmer Institute of Computer Graphics and Algorithms Vienna University of Technology. Motivation. Motivation. Problem statement. - PowerPoint PPT Presentation

Transcript of Differential Instant Radiosity for Mixed Reality

Page 1: Differential Instant Radiosity for Mixed Reality

Differential Instant Radiosity for Mixed Reality

Martin Knecht, Christoph Traxler, Oliver Mattausch, Werner Purgathofer, Michael Wimmer

Institute of Computer Graphics and AlgorithmsVienna University of Technology

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Motivation

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Motivation

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Problem statement

Virtual objects should seamlessly blend into the real scene

Provide a plausible illusion

Simulation of light interaction between real and virtual objects is necessary

Solution should run at interactive to real-time frame rates

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Related Work

Image Based LightingRitschel and Grosch used a HDR camera to capture environment

Hierarchical Importance Sampling, Clarberg

Real-time Global IlluminationInstant Radiosity introduced by Keller

Imperfect Shadow Maps from Ritschel et. al

Merging Real and Virtual ScenesDifferential Rendering introduced by Fournier and extended by Debevec

Differential Photon Mapping from Grosch5Martin Knecht

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Assumptions

Geometry of real scene known

BRDFs of real surfaces are known

Surrounding illumination is distant

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Differential Instant Radiosity for MR

Idea: Combine Differential Rendering (DR) with Instant Radiosity (IR)

Why? DR adds virtual objects to real scene

IR fast method to compute GI solution in real-time

But: Two solutions are needed for DR!

not really

How? Keep track on the light paths

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GI - Instant Radiosity

Use Virtual Point Lights (VPLs) to approximate global illumination

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GI - Instant Radiosity

Use Virtual Point Lights (VPLs) to approximate global illumination

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GI - Instant Radiosity

Use Virtual Point Lights (VPLs) to approximate global illumination

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GI - Instant Radiosity

Use Virtual Point Lights (VPLs) to approximate global illumination

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GI - Instant Radiosity

Use Virtual Point Lights (VPLs) to approximate global illumination

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Differential Rendering

Method to add virtual objects into real scene images

Compute two global illumination solutions and add only difference to real scene image

+ Minimizes visual error from wrong BRDF approximations

- We need to calculate two GI solutions in real-time

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Differential Rendering

Difference BufferGrey means no difference

GI(Real + Virtual) GI(Real)

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Differential Rendering

Masked Video Image Difference Buffer

Final Image15Martin Knecht

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How to get GI(Real+Virtual) and GI(Real)?Keep track on the light paths

L: Lightsource

D: Diffuse light bounce

S: Specular light bounce

E: Eye

Heckberts classification

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How to get GI(Real+Virtual) and GI(Real)?Keep track on the light paths

L: Lightsource

D: Diffuse light bounce

S: Specular light bounce

E: Eye

Direct illumination: LDE

Heckberts classification

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How to get GI(Real+Virtual) and GI(Real)?Keep track on the light paths

L: Lightsource

D: Diffuse light bounce

S: Specular light bounce

E: Eye

Direct illumination: LDE

1st bounce diffuse indirect illumination: LDDE

Heckberts classification

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Differential Instant Radiosity for MR

Calculate shading result only once

Decide on path information to which GI solution the result belongs

L[x]D[x]E

L[x]D[x]D[x]E

[x] can be „real“ or „virtual“

All „real“ then add to GI(Real+Virtual) and GI(Real)

One [x] „virtual“, only add to GI(Real+Virtual)19Martin Knecht

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LRDRDRE path

Differential Instant Radiosity for MR

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GI(Real + Virtual) GI(Real)

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LRDRDRE path

Added to both Buffers

Differential Instant Radiosity for MR

GI(Real + Virtual) GI(Real)

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LRDRDVE path

Differential Instant Radiosity for MR

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GI(Real + Virtual) GI(Real)

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LRDRDVE path

Add only to the

GI(Real+Virtual)

Buffer

Differential Instant Radiosity for MR

GI(Real + Virtual) GI(Real)

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Differential Instant Radiosity for MR

Take blocking geometry into account

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LRDRDRE path

Differential Instant Radiosity for MR

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GI(Real + Virtual) GI(Real)

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LRDRDRE path

Virtual red wall blocks light!

Differential Instant Radiosity for MR

GI(Real + Virtual) GI(Real)

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Limitations

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Limitations

Double shadowing

Incosistent color bleeding

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Results

Test deviceCore2 Quad CPU Q9550 at 2.8GHz

8GB RAM

NVIDIA Geforce GTX 285 with 1GB VRAM

Windows 7 64-Bit

C# with SlimDX to access DirectX 10

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Results

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Results

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Results

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Results

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Our method uses instant radiosity to simulate mutual influence between objects

Direct Illumination

Indirect Illumination

Combination of Differential Rendering and Instant Radiosity

Lightsources, objects, camera can be dynamic

Cannot take all paths into account

Works reasonable fast (20 – 30 fps)

Conclusion

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Consider all light paths

Add camera artifacts

Camera-based, real-time reconstruction of geometry

Real-time BRDF estimation

Future Work

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Thank you for your attention!

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