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A Fast Rendering Method for Clouds Illuminated by Lightning Taking into Account Multiple Scattering. Yoshinori Dobashi (Hokkaido University) Yoshihiro Enjyo (Hokkaido University) Tsuyoshi Yamamoto (Hokkaido University) Tomoyuki Nishita (The University of Tokyo). Overview. - PowerPoint PPT Presentation
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A Fast Rendering Method for Clouds Illuminated by Lightning Taking into Account Multiple Scattering
A Fast Rendering Method for Clouds Illuminated by Lightning Taking into Account Multiple Scattering
Yoshinori Dobashi (Hokkaido University)Yoshihiro Enjyo (Hokkaido University)Tsuyoshi Yamamoto (Hokkaido University)Tomoyuki Nishita (The University of Tokyo)
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OverviewOverview
Introduction Previous Work Basic Idea of Our Method Precomputation of Basis Intensities Real-time Rendering Process Examples Conclusions & Future Work
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Introduction (1/3)Introduction (1/3)
Realistic Image Synthesis Visual Assessment, flight simulators, etc… Assuming under fine weather conditions
Simulation under bad weather conditions Rainfalls, windstorm, lightning, clouds, etc… Flight simulation/computer games Real-time rendering Reality
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Introduction (2/3)Introduction (2/3)
Example image
clouds illuminated by lightning
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Introduction (3/3)Introduction (3/3)
Multiple scattering Enhancing reality High computation
cost Difficult to achieve
real-time rendering
clouds
viewpoint
lightning
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Features of Proposed MethodFeatures of Proposed Method
Real-time rendering of clouds illuminated by lightning Arbitrary shapes of lightning Anisotropic multiple scattering Consisting of preprocess and real-time process Use of wavelet transform for drastically
accelerating intensity calculation
Assumption: Static clouds
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OverviewOverview
Introduction Previous Work Basic Idea of Our Method Precomputation of Basis Intensities Real-time Rendering Process Examples Conclusions & Future Work
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Previous Work on LightningPrevious Work on Lightning
Visual simulation of lightning [ Reed94] Use of random numbers to create shape of lightning strokes
Probabilistic modeling of lightning [Kruszewski99] Allowing user to control shapes
Physically-based animation of lightning [Kim04] Calculating propagation of lightning via physical simulation
Focusing on modeling shape of lightning Illumination on clouds are not considered.
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Previous Work on Fast Rendering of Clouds/SmokePrevious Work on Fast Rendering of Clouds/Smoke Rendering of clouds using GPU [Dobashi00]
Clouds/atmosphere illuminated by lightning Use of GPU for acceleration Single scattering only
Precomputed radiance transfer [Sloan02] Real-time rendering of clouds as well as glossy ob
jects Assuming light sources far from clouds Lihgtning is not considered.
[Dobashi01]
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OverviewOverview
Introduction Previous Work Basic Idea of Our Method Precomputation of Basis Intensities Real-time Rendering Process Examples Conclusions & Future Work
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Basic Idea of Our Method (1/7)Basic Idea of Our Method (1/7)
Shape of lightning Polylines generated
by Reed’s method [Reed94]
Density distribution of clouds Represented by 3D grid Use of Dobashi’s method
[Dobashi00]lightning
clouds
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Basic Idea of Our Method (2/7)Basic Idea of Our Method (2/7)
Intensity calculation of clouds Point sources on strokes Illuminations due to each
point source Multiple scattering Accumulation of illuminations
due to all point sources Preprocess and
real-time process point source
illuminate
lightning
clouds
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Basic Idea of Our Method (3/7)Basic Idea of Our Method (3/7)
simulation space
grid for clouds
grid for simulation space
Two separate grids
clouds
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Basic Idea of Our Method (4/7)Basic Idea of Our Method (4/7)
Virtual point sources at each grid point
clouds
simulation space
grid for clouds
grid for simulation space
virtual point source
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Basic Idea of Our Method (5/7)Basic Idea of Our Method (5/7)
Preprocess : computation of basis intensities
virtual point source (intensity = 1.0)
intensity calculation taking into account multiple scattering
save
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Basic Idea of Our Method (6/7)Basic Idea of Our Method (6/7)
Preprocess : computation of basis intensities
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Basic Idea of Our Method (6/7)Basic Idea of Our Method (6/7)
Preprocess : computation of basis intensities
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basis intensities
Basic Idea of Our Method (6/7)Basic Idea of Our Method (6/7)
Preprocess : computation of basis intensities
Repeating for all grid points
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Basic Idea of Our Method (7/7)Basic Idea of Our Method (7/7)
Real-time process : rendering of cloudsbasis intensities
intensity of virtual point sources
multiplication
accumulation
generating lightning
Fast but cost proportional to number of grid points Further acceleration by using wavelets
×
×
×
×
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OverviewOverview
Introduction Previous Work Basic Idea of Our Method Precomputation of Basis Intensities Real-time Rendering Process Examples Conclusions & Future Work
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Subdivision of Simulation SpaceSubdivision of Simulation Space
Contribution of virtual point source
clouds
r
intensity due to point source
1.0r2
virtual point source
simulation space
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Subdivision of Simulation SpaceSubdivision of Simulation Space
Adaptive subdivision
clouds
rl
rl+1
2
12
11
ll rr
2
12
11
ll rrsimulation space
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Precompuation of Basis IntensitiesPrecompuation of Basis Intensities
Intensity calculation due to virtual point source
virtual source l
grid point i : intensity at grid point i due to virtual source l
bil
ncld : number of grid points for clouds
bil
calculation of multiple scattering
(b1l, b2l, …, bncld,l)
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Precompuation of Basis IntensitiesPrecompuation of Basis Intensities
Intensity calculation due to virtual point source
virtual source l
grid point i basis intensitiesdue to virtual light lbil
calculation of multiple scattering
ncld : number of grid points for clouds
(b1l, b2l, …, bncld,l)
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Precompuation of Basis IntensitiesPrecompuation of Basis Intensities
Intensity calculation due to virtual point source
virtual source l
grid point i
ncld : number of grid points for clouds
bil
calculation of multiple scattering
wavelet transform
(b1l, b2l, …, bncld,l)
(B1l, B2l, …, Bncld,l)
basis intensitiesdue to virtual light l
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cldn
kikklil Bb
1
)(x
Precompuation of Basis IntensitiesPrecompuation of Basis Intensities
basis intensity at grid point i due to virtual source l
number of basis functions (= number of grid points for clouds)
coefficient after wavelet transform
basis function (Haar basis)
Basis intensities due to virtual source l
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Basis intensities due to virtual source l
Many of Bij are nearly zero. Discarding if |Bil| < ( : threshold)
Precompuation of Basis IntensitiesPrecompuation of Basis Intensities
ln
kikklil Bb
1
)(x
cldn
kikklil Bb
1
)(x
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Basis intensities due to virtual source l
Many of Bij are nearly zero. Discarding if |Bil| < ( : threshold)
cldn
kikklil Bb
1
)(x
Precompuation of Basis IntensitiesPrecompuation of Basis Intensities
ln
kikklil Bb
1
)(x
nl << ncld
Reducing memory requirement Accelerating intensity calculation
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OverviewOverview
Introduction Previous Work Basic Idea of Our Method Precomputation of Basis Intensities Real-time Rendering Process Examples Conclusions & Future Work
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Real-time Rendering Process (1/7)Real-time Rendering Process (1/7)
Calculation of intensities of virtual source
generating lightning
placing point sources on strokes
distributing to neighboring grid points
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Real-time Rendering Process (2/7)Real-time Rendering Process (2/7)
Calculation of intensity of virtual source
virtual source l intensity el
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Real-time Rendering Process (3/7)Real-time Rendering Process (3/7)
Weighted sum of basis intensities
basis intensities
e1
e2
e3
e4
final image
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Real-time Rendering Process (4/7)Real-time Rendering Process (4/7)
Final intensity Ii at grid point i for clouds
number of virtual sources with non-zero intensities
tn
llili ebI
lg
1
intensity Iigrid point i
virtual source lintensity el
basis intensity
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Real-time Rendering Process (5/7)Real-time Rendering Process (5/7)
Intensity Ii at grid point i for clouds
tn
llili ebI
lg
1
basis intensity
ln
kikklil Bb
1
)(x
coefficient after wavelet transform
number of virtual sources with non-zero intensities
basis intensity
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Real-time Rendering Process (6/7)Real-time Rendering Process (6/7)
Intensity Ii at grid point i for clouds
tn
lkllk BeH
lg
1
lt l n
kikk
n
l
n
kikklli HBeI
11 1
)()(lg
xx
1. Calculation of Hk
2. Inverse wavelet transform
wavelet transform of intensity distribution of clouds
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with wavelet
Real-time Rendering Process (7/7)Real-time Rendering Process (7/7)
Calculation of Intensities at all grid points for clouds
without wavelet
tn
lkllk BeH
lg
1
(k = 1, 2,…, nl)
tn
llili ebI
lg
1
(i = 1, 2,…, ncld)
nl << ncld (1/10)
+inversewavelet transform
O(ncld)
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OverviewOverview
Introduction Previous Work Basic Idea of Our Method Precomputation of Basis Intensities Real-time Rendering Process Examples Conclusions & Future Work
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ExamplesExamples
Simulation condition
simulation space20x20x7
Memory requirement for basis intensities without wavelet compression : 1137.5 MB with wavelet compression : 86 MB
compression to 1/13
intensity calculation : 32x32x4
cloud volume: 128x128x16
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Previous Method vs. Proposed MethodPrevious Method vs. Proposed Method
same visual quality
previous method[Max94] proposed method
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Previous Method vs. Proposed MethodPrevious Method vs. Proposed Method
0
10%
previous
proposed
difference image
(100 % = 255 difference in intensity)
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Previous Method vs. Proposed MethodPrevious Method vs. Proposed Method
Computation time Precomputation: 60 min (proposed method only) Real-time process:
computer: Pentium 3.5GHz,Ⅳ GeForece 7800 GTX
35 times faster
提案手法
0.2 秒Proposed method
0.06 sec.
Previous method
2.12 sec.
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Various examplesVarious examples
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DemoDemo
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AnimationAnimation
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ConclusionsConclusions
Real-time rendering of clouds illuminated by lightning Taking into account multiple scattering Precomputation of basis intensities Acceleration by using Haar wavelet transfor
m 16 frames per second on CPU
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Future WorkFuture Work
Further acceleration using GPU
Real-time rendering of realistic rain
Dynamic clouds