Ad Advanced Computer Graphics d C G hi CS 563: Real ‐ Time Ocean Rendering [Real ‐ Time Realistic Ocean Lighting using Seamless [R l Ti R li ti O Li hti i S l Transitions from Geometry to BRDF] Xin Wang March, 20, 2012 , , Computer Science Dept. Worcester Polytechnic Institute (WPI)
B Background k d  Photorealistic rendering image  Photorealistic rendering image  Cannot be used in games, simulators, etc…  Realistic animation and rendering
I t Introduction d ti  Hierarchical modeling of the ocean  Hierarchical modeling of the ocean  Illumination reflection using BRDF  Lighting effects h ff  BRDF model  Approximate formula for computing the surfaces f l f h f  Rendering
P Pervious Work i W k  Physical ocean models  Physical ocean models.  [CM54,PM64,RD07]  Computer graphics ocean models. C t hi d l  [Tes01,CC06,HVT*06]  Reflectance models. fl d l  [CT81,AS00,RDP05]  Multi ‐ resolution reflectance models.  [Kaj85,HSR07]
O Ocean Model – Phase I M d l Ph I  Dynamic scene no pre computations  Dynamic scene, no pre ‐ computations  physical facts about deep water waves  Trochoid Waves.  A gerstner wave is defined by p = [ x+hsin(wt − kx), hcos(wt − kx)]T , where w = gk. p [ ( ), ( )] , g
O Ocean Model – Phase II M d l Ph II  Ocean surface with sum of n trochoid wave trains  Ocean surface with sum of n trochoid wave trains  Three sub ‐ models.
O Ocean Model – Phase II M d l Ph II  Model hierarchy  Average positions  Compute inside a grid cell by filtering the trochoids  Average normals  Compute inside a pixel  BRDFs BRDFs  Subpixel surface details with statistical properties
O Ocean Model – Result M d l R lt
O Ocean BRDF BRDF  A very accurate BRDF model for anisotropic  A very accurate BRDF model for anisotropic rough surfaces.
O Ocean BRDF BRDF  BRDF model coordinates  BRDF model coordinates  v and l are unit vectors towards the viewer and the light f is the normal of a microfacet whose x and y light. f is the normal of a microfacet whose x and y
O Ocean Lighting – Sun Lighting Li hti S Li hti  Compute the light reflected from the Sun at P by  Compute the light reflected from the Sun at P by applying the BRDF  BRDF as constant over the Sum solid angle Ω sun BRDF t t th S lid l Ω  Self ‐ shadowing can be provided with a shadow map for close views
O Ocean Lighting – Sky Lighting Li hti Sk Li hti  Light reflected from the sky dome is difficult  Light reflected from the sky dome is difficult  Approximate method for specular to diffuse BRDFs assuming an isotropic or anisotropic BRDF i i t i i t i Gaussian slope distribution  Three steps: Th t  Approximate environment lighting  Average Fresnel reflectance A F l fl  Average sky radiance
Sky Lighting – Approximate environment lighting i t li hti  BRDF is proportional to the fraction of micro  BRDF is proportional to the fraction of micro ‐ facets  Approximation is exact when BRDF is purely specular l
Sky Lighting – Average Fresnel reflectance fl t  Plot of the reflectance of anisotropic rough  Plot of the reflectance of anisotropic rough surface (green), and filter function (red)
Sk Li hti Sky Lighting – Average sky radiance A k di  Environment map filtering  Environment map filtering  The reflected light L is an elliptical Gaussian filter  Environment map transformed filter
O Ocean Lighting – Refracted Lighting Li hti R f t d Li hti  Light coming from the Sun and Sky also refracted  Light coming from the Sun and Sky also refracted inside the water  Also refracted again to the viewer Al f t d i t th i  Radiance Lsea reaching the surface from below is diff diffuse
O Ocean Lighting – Result Li hti R lt  Reflected sun light reflected sky light light  Reflected sun light, reflected sky light, light refracted from the water to final result
S Summary of Lighting Algorithm f Li hti Al ith
E t Extensions i  Local waves  Local waves  Support other waves than trochoids  Local reflections L l fl ti  Use reflection map in screen space  Multiple reflections l l fl  Environment map approximate sky irradiance  Planet ‐ scale rendering  Render a sphere with Ross BRDF
I Implementation l t ti  Vertex shader projects the screen space regular  Vertex shader projects the screen space regular grid  Fragment shader computes the per pixel normals F t h d t th i l l and the Sun, Sky and refracted light  Use a geometric progression for the wavelengths U t i i f th l th
R Result lt
R Result lt
R Result lt
C Compare to real photo t l h t
References  An anisotropic phong BRDF model. Ashikhmin M., Shirley P. Journal of Graphics Tool 5(2000)  GPU ‐ based real ‐ time simulation and rendering of GPU b d l i i l i d d i f unbounded ocean surface. Yang X., Pi X., Zheng L., Li S In International Conference on Computer Aided S. In International Conference on Computer Aided Design and Computer Graphics (2005)  Simulating ocean water Tessendorf J ACM  Simulating ocean water. Tessendorf J. ACM SIGGRAPH course notes (2001)
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