Real-time Rendering Sub-Surface Scattering
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Transcript of Real-time Rendering Sub-Surface Scattering
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Real-time RenderingSub-Surface Scattering
CSE 781Prof. Roger Crawfis
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Subsurface Scattering: Translucency
Light enters and leaves at different locations on the surfacebounces around (scatters) inside
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Subsurface Scattering: Marble
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Milk vs. Paint
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Skin
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Skin
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Real-time RenderingImage-based Rendering
CSE 781Prof. Roger Crawfis
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modeling animation rendering
3Dscanning
motioncapture
image-basedrendering
The graphics pipeline
The traditional pipeline
A possible IBR pipeline
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Image caching[Shade et al., SIGGRAPH 1996]
Precompute BSP tree of scene (2D in this case) Draw nearby nodes (yellow) as geometry Render distant nodes (red) to RGB images (black) Composite images together
As observer moves if disparity exceeds a threshold, re-render image
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Apple QuickTime VR[Chen, Siggraph ’95]
Outward-lookingPanoramic views taken at regularly spaced
points
Inward-lookingViews taken at points on the surface of a
sphere
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The Plenoptic Function
Radiance as a function of position and directionin a static scene with fixed illumination
For general scenesÞ 5D function
L ( x, y, z, q, f )
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More parameterizations
Chords of a sphere
L ( q1, f1, q2, f2 )
convenient for spherical gantryfacilitates uniform sampling
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IBR Modelling and Rendering
Store and access only pixels No geometry, no light simulation, ... Input: set of images Output: image from new viewpoint
Large set of possible new viewpoints Interpolation allows translation, not just rotation
Lightfield, lumigraph: translate outside convex hull of object QuickTimeVR: camera rotates, no translation
Can point camera in or out