RealReflect Real-Time Visualization of Complex Reflectance Properties in Virtual Prototyping

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Átírás:

RealReflect Real-Time Visualization of Complex Reflectance Properties in Virtual Prototyping Reinhard Klein, Jan Meseth, Gero Müller, Ralf Sarlette, Michael Guthe, Ákos Balázs University of Bonn Computer Graphics Group

RealReflect RealReflect is funded by the European Union under project IST-2001 2001-34744 Project duration: 04/2002 03/2005 www.realreflect.org

Participants Vienna University of Technology, Austria University of Bonn, Germany UTIA Prague, Czech Republic MPI Saarbrücken, Germany INRIA Grenoble, France DaimlerChrysler AG, Germany Faurecia, France vr architects, Austria IC:IDO GmbH, Germany

Motivation Virtual Reality puts real-time demands first Defficiencies in rendering quality

Motivation Virtual Reality uses simple Reflectance Properties like Phong Model Textures Simple Bump Mapping Simple Global Illumination Radiosity Solution lit textures on gear box (Daimler Chrysler)

Goal of RealReflect Increase Increase Realism in Virtual Reality Accurate Materials Accurate Texturing Texture Mapping Texture Synthesis Accurate Global Light Simulation and Visualization Real-Time, High- Quality Visualization BTFs on gear box (Daimler Chrysler)

Challenges of RealReflect Huge amounts of Data Geometry Material High-Quality Demands Quality determined by weakest link in processing pipeline Real-Time Demands in VR-Applications Data amounts High Quality Rendering Integration Issues Port Desktop Applications into VR-System

RealReflect Pipeline Geometry Data Material Probe Light Source Inputs: Geometry DaimlerChrysler, vr architects Material Probes DaimlerChrysler, Faurecia Light Sources DaimlerChrysler, vr architects

Automatic Material Acquisition University of Bonn

Light Source Acquisition Vienna University of Technology MPI Saarbrücken

Texture Mapping University of Bonn

BTF Analysis, Compression + Synthesis UTIA Prague University of Bonn

Occlusion Culling, LOD Generation University of Bonn Vienna University of Technology

Accurate Global Light Simulation INRIA Grenoble Vienna University of Technology

SLF Rendering University of Bonn Vienna University of Technology

BTF Rendering University of Bonn Vienna University of Technology

Real-Time Tone Mapping MPI Saarbrücken Vienna University of Technology

Material Acquisition Standard Standard material representations insufficient Measurement of material s reflectance behavior (BTF) Automatic procedure due to large number of required measurements University of Bonn

Material Acquisition Automatic, High-Quality Acquisition System [Sattler et al. 2003] Setup of Automatic Acquisition System

Material Acquisition RGB Measurements of Several Probes Different View of Proposte Material Frontal View of Proposte Material Example View of Knitted Wool

Material Acquisition Postprocessing Step Registration Normalization Cutting Publicly available! Corduroy framed Proposte cut BTF Database Bonn http://btf.cs.uni-bonn.de/

Remaining Work Material Acquisition High-Dynamic Range (HDR) measurements Spectral measurements Accellerate measurement speed Adaptive measurement procedure Extend BTF database

BTF Texture Synthesis Automatic BTF Analysis, Compression and Synthesis Measured material probes have small extend Generation of large BTF textures with given appearance attributes Reduce storage requirements UTIA Prague University of Bonn

BTF Texture Synthesis I Markov Random Field approach Model BTF as high-dimensional stochastic process Minimal storage cost Efficient model online generation Good results for standard textures Prelimiary results for BTFs MRF combined with height map original synthesized [Haindl and Havliček 2002 a] [Haindl and Havliček 2002 b] [Haindl 2002] [Grim 2002]

BTF Texture Synthesis II BTF Texture synthesis by example Knitted Wool Proposte Corduroy [Meseth et al. 2003]

BTF Texture Synthesis Remaining Work Improve MRF BTF models Quality Efficiency Improve Texture by Example Better distance measure for BTFs New approach for dimensionality reduction

Texture Mapping Automatic Texture Mapping Achieve suitable mapping of material to trimmed NURBS models or triangular models Orientation constraints Distortion constraints Placement constraints University of Bonn

Texture Mapping Texture atlas generation for trimmed NURBS models Texture Atlas Minimizing Angle- and Area Deformation [Guthe and Klein, 2003] Textured Result

Texture Mapping Parameterization of triangular models Single parameter trades off angle and area preservation Guaranteed avoidance of face flips [Degener et al. 2003] horse model parameterized using different angle/area preservation tradeoff factors

Remaining Work Texture Mapping Parameterization of huge models Run-Time efficiency Out-of of-core solutions? Include orientation constraints into our texturing algorithm for triangular meshes Development of intuitive user interface Plugins for commercial modelling software

LOD and Culling Occlusion Culling, LOD Generation Reduction of amount of rendered data Out-of of-core data handling Appearance preservation Handle both trimmed NURBS and triangular models University of Bonn Vienna Univ. of Tech.

LOD and Culling High-quality, real-time trimmed NURBS rendering Integration of Normal Maps Image Based Lighting About 20 fps [Balázs et al. 2003]

LOD and Culling Out-of-Core rendering of huge triangular models High-Quality Real-Time About 100 fps [Guthe et al. 2003]

Remaining Work LOD and Culling Integration of occlusion culling mechanisms Appearance preserving LOD generation Run-time optimized simplifier Integration into scenegraph API (OpenSG)

Light Source Acquisition Automatic Light Source Acquisition Required for Accurate Light Simulation Captures Spectral Light Emission Light Source Estimation Required for Real-Time BTF rendering Vienna Univ. of Tech. MPI Saarbrücken

Light Source Acquisition Unfortunately neglected in the project proposal Important work done already Acquisition of real light sources [Goesele et al. 2003] Rendering with acquired light sources Goniomentric diagram mapping [Havran et al. 2003]

Accurate Light Simulation Accurate Light Simulation Simulates global effects Important for safety relevant simulations Inclusion of accurate material representations (BTFs) Spectral data handling Generates SLFs for real-time rendering INRIA Grenoble Vienna Univ. of Tech.

Accurate Light Simulation Current version Achieves high-quality results Includes spectral effects Purgathofer, Wilkie et al.

Accurate Light Simulation Remaining Work Photon Tracer for triangular and trimmed NURBS based models Inclusion of BTFs Conversion of results to real-time renderable format

SLF Rendering Surface Light Field (SLF) Rendering Real-time visualization of light simulation results Large amounts of material data requires out-of of-core scheme Few previous research results University of Bonn Vienna Univ. of Tech.

BTF Rendering Bidirectional Texture Function (BTF) Rendering High-quality preview of scenes Includes all local effects like inter-reflections, reflections, self- shadowing, subsurface scattering and self-occlusion Lacks global effects Large amounts of material data University of Bonn Vienna Univ. of Tech.

BTF Rendering Local PCA based BTF renderer [Müller et al. 2003] Gear box (DaimlerChrysler) with lit textures: the surface structure of the material appears flat BTF textured gear box (DaimlerChrysler): the surface structure of the material becomes visible

Remaining Work BTF Rendering Handling of large scenes with many materials LOD representations Integration with LOD and culling Integration into Scenegraph API (OpenSG)

Tone Mapping Tone Mapping Mapping of HDR rendering results to LDR display devices Account for Human Visual System (HVS) Account for display device characteristics Real-time requirements Vienna Univ. of Tech. MPI Saarbrücken

Tone Mapping Tone Mapping operator Based on evaluation of existing operators Log compression of luminance values Efficiently implemen- table in hardware Achieves real-time frame rates Linear vs. log mapping [Drago et al. 2002] [Drago et al. 2003]

Tone Mapping Real-time Tone Mapping framework Real-time application of arbitrary global tone mapping operators Evaluation mainly in a fragment program Original operator vs. speed-up version [Artusi et al. 2003]

Remaining Work Tone Mapping Integration of time dependency of the HVS Integration of defects of HVS Glare effect Visual acuity Integration with real-time renderers

Integration Integrate RealReflect Pipeline into VR system IDO:Base (IC:IDO) Enhance existing Scene Editor Integrate OpenSG into IDO:Base

Acknowledgements RealReflect is funded by the European Union under project IST-2001 2001-34744 We thank all our project partners for the excellent collaboration. The models were kindly provided by DaimlerChrysler and Volkswagen. The HDR environments are from Paul Debevec.