Series Editors W. Hansmann W. Purgathofer F. Sillion S. J. Gortler K. Myszkowski (eds.) Rendering Techniques 2001 Proceedings of the Eurographics Workshop in London, United Kingdom, June 25-27, 2001 Eurographics Springer-Verlag Wien GmbH Prof. Dr. Steven J. Gortler Institute of Computer Science Harvard University Cambridge/Mass., USA Professor Dr. Karol Myszkowski Max-Planck-Institut für Informatik Saarbrücken, Germany This work is subject to copyright. All rights are reserved, whether the whole or part of the material is concerned, specifically those of translation, reprinting, re-use of illustrations, broadcasting, reproduction by photocopying machines or similar means, and storage in data banks. Product Liability: The publisher can give no guarantee for all the information contained in this book. This does also refer to information about drug dosage and application thereof. In every individual case the respective user must check its accuracy by consulting other pharmaceutical literature. The use of registered names, trademarks, etc. in this publication does not imply, even in the absence of a specific statement, that such names are exempt from the relevant protective laws and regulations and therefore free for general use. © 2001 Springer-Verlag Wien Originally published by Springer-Verlag Wien New York in 2001 Typesetting: Camera-ready by authors SPIN: 1084676 With 198 partly coloured Figures ISSN 0946-2767 ISBN 978-3-211-83709-2 ISBN 978-3-7091-6242-2 (eBook) DOI 10.1007/978-3-7091-6242-2 Preface This book contains the proceedings of the lih Eurographics Workshop on Rendering, which took place from the 25th to the 27th of June, 2001, in London, United Kingdom. Over the past 11 years, the workshop has become the premier forum dedicated to research in rendering. Much of the work in rendering now appearing in other conferences and journals builds on ideas originally presented at the workshop. This year we received a total of 74 submissions. Each paper was carefully reviewed by two of the 28 international programme committee members, as well as external reviewers, selected by the co-chairs from a pool of 125 individuals. In this review process, all submissions and reviews were handled electronically, with the exception of videos submitted with a few of the papers. The overall quality of the submissions was exceptionally high. Space and time constraints forced the committee to make some difficult decisions. In the end, 29 papers were accepted, and they appear here. Almost all papers are accompanied by color images, which appear at the end of the book. The papers treat the following varied topics: methods for local and global illumination, techniques for acquisition and modeling from images, image-based rendering, new image representations, hardware assisted methods, shadow algorithms, visibility, perception, texturing, and filtering. Each year, in addition to the reviewed contributions, the workshop includes invited presentations from internationally recognized experts. This year we were pleased to have Ed Catrnull (Pixar) and Michael Cohen (Microsoft Research) as invited speakers. As in previous years, we expect these proceedings to become an invaluable resource for both rendering researchers and practitioners. We wish to thank organizing chairmen Yiorgos Chrysanthou and Mel Slater and their colleagues at the Department of Computer Science, University College London, for their help in the production of the proceedings, and for taking care of all the local organization aspects of the workshop. We also want to acknowledge Sun Microsystems, SOl-Silicon Graphics, and Electronic Arts for contributing financial support. Finally, we wish to thank all the authors who submitted their work to the workshop, and the programme committee members and external reviewers for all the time and energy they invested in the review process. We were impressed with both the quality of the submissions and the quality of the reviews evaluating the papers. We are honored to present the results of this process in the form ofthis book. Steven Gortler Karol Myszkowski June,2001 PROGRAMME COMMITTEE CO-CHAIRS Steven J. Gortler (US) Karol Myszkowski (G) ORGANIZING COMMITTEE CO-CHAIRS Yiorgos L. Chrysanthou (UK) Mel Slater (UK) INTERNATIONAL PROGRAMME COMMITTEE Ronen Barzel (US) Eric Lafortune (B) Kadi Bouatouch (F) Dani Lischinski (IS) Per Christensen (US) Michael McCool (CA) Yiorgos Chrysanthou (UK) Nelson Max (US) Daniel Cohen-Or (IS) Sumant Pattanaik (US) Paul Debevec (US) Bernard Peroche (F) Oliver Deussen (G) Xavier Pueyo(E) Julie Dorsey (US) Werner Purgathofer (A) George Drettakis (F) Holly Rushmeier (US) Simon Gibson (UK) Christophe Schlick (F) Wolfgang Heidrich (CA) Peter Shirley (US) Erik Jansen (NL) Francois Sillion (F) Henrik Jensen (US) Brian Smits (US) Alexander Keller (G) Jos Starn (US) LOCAL COMMITTEE Alan Chalmers Sharif Razzaque Simon Gibson Maria Ruiz Andreas Loizides Bernhard Spanlang Celine Loscos Franco Tecchia Contents Thrifty Final Gather for Radiosity. ............................................................................................. 1 Annette Scheel, Marc Stamminger, Hans-Peter Seidel Reflected, Transmitted Irradiance from Area Sources Using Vertex Tracing .......................... 13 Michael M Stark, Richard F. Riesen/eld Simulating Non-Lambertian Phenomena Involving Linearly-Varying Luminaires ................. 25 Min Chen, James Arvo An Illumination Model for a Skin Layer Bounded by Rough Surfaces .................................... 39 Jos Stam Real-time, Photo-Realistic, Physically Based Rendering of Fine Scale Human Skin Structure. ........................................................................................ 53 Antonio Haro, Irfan Essa, Brian Guenter Efficient Cloth Modeling and Rendering. ................................................................................. 63 Katja Daubert, Hendrik P. A. Lensch, Wolfgang Heidrich" Hans-Peter Seidel Decoupling Strokes and High-Level Attributes for Interactive Traditional Drawing. ............. 71 Fredo Durand, Victor Ostromoukhov, Mathieu Miller, Francois Duranleau, Julie Dorsey Artistic Composition for Image Creation .................................................................................. 83 Bruce Gooch, Erik Reinhard, Chris Moulding, Peter Shirley Shader Lamps: Animating Real Objects With Image-Based lllumination ............................... 89 Ramesh Raskar, Greg Welch, Kok-Lim Low, Deepak Bandyopadhyay Image-Based Reconstruction of Spatially Varying Materials ................................................. 103 Hendrik P. A. Lensch, Jan Kautz, Michael Goesele, Wolfgang Heidrich, Hans-Peter Seidel Polyhedral Visual Hulls for Real-Time Rendering ................................................................. 115 Wojciech Matusik, Chris Buehler, Leonard McMillan The Wavelet Stream: Interactive Multi Resolution Light Field Rendering ........................... .l27 Ingmar Peter, Wolfgang Strasser Differential Point Rendering ................................................................................................... 139 Aravind Kalaiah, Amitabh Varshney Interactive Sampling, Rendering for Complex and Procedural Geometry. ........................... .l51 Mark Stamminger, George Drettakis Point-Based Impostors for Real-Time Visualization .............................................................. 163 Michael Wimmer, Peter Wonka, Francois Sillion VIII Opacity Shadow Maps ............................................................................................................ 177 Tae-Yong Kim, Ulrich Neumann Interactive Rendering of Trees with Shading and Shadows ................................................... 183 Alexandre Meyer, Fabrice Neyret, Pierre Poulin Combined Rendering of Polarization and Fluorescence Effects ............................................. 197 Alexander Wilkie, Robert F. Tobler, Werner Purgathofer Hardware-Accelerated from-Region Visibility Using a Dual Ray Space. .............................. 205 Vladlen Koltun, Yiorgos Chrysanthou, Daniel Cohen-Or Real-Time Occlusion Culling with a Lazy Occlusion Grid .................................................... 2l7 Heinrich Hey, Robert F. Tobler, Werner Purgathofer Perceptually Driven Simplification for Interactive Rendering. .............................................. 223 David Luebke, Benjamin Hallen Measuring the Perception of Visual Realism in Images ......................................................... 235 Paul Rademacher, Jed Lengyel, Ed Cutrell, Turner Whitted A Perceptually-Based Texture Caching Algorithm for Hardware-Based Rendering. ............ 249 Reynald. Dumont, Fabio Pel/acini, James A. Ferwerda Path Differentials and Applications ........................................................................................ 257 Frank Suykens, Yves Willems Interleaved Sampling. ............................................................................................................. 269 Alexander Keller, Wolfgang Heidrich Interactive Distributed Ray Tracing of Highly Complex Models. .......................................... 277 Ingo Wald, Philipp Slusal/ek, Carsten Benthin, Markus Wagner Realistic Reflections and Refractions on Graphics Hardware with Hybrid Rendering, Layered Environment Maps. ............................................................ 289 Ziyad S. Hakura, John M Snyder Texture, Shape Synthesis on Surfaces .................................................................................... 301 Lexing Ying, Aaron Hertzmann, Henning Biermann, Denis Zorin Real-Time High Dynamic Range Texture Mapping. .............................................................. 313 Jonathan Cohen, Chris Tchou, Tim Hawkins, Paul Debevec Color Plates ........................................................................................................................... .321 Thrifty Final Gather for Radiosity Annette Scheelt, Marc Stamminger:/:, Hans-Peter Seidelt tMax-Planck-Institut for Computer Science www.mpi-sb.mpg.de :l:iMAGIS/GRAVIR-REVES -INRIA Sophia Antipolis www-sop . inr ia . fr / reves / Abstract. Finite Element methods are well suited to the computation of the light distribution in mostly diffuse scenes, but the resulting mesh is often far from optimal to accurately represent illumination. Shadow boundaries are hard to capture in the mesh, and the illumination may contain artifacts due to light transports at different mesh hierarchy levels. To render a high quality image a costly final gather reconstruction step is usually done, which re-evaluates the il lumination integral for each pixel. In this paper an algorithm is presented which significantly speeds up the final gather by exploiting spatial and directional co herence information taken from the radiosity solution. Senders are classified, so that their contribution to a pixel is either interpolated from the radiosity solution or recomputed with an appropriate number of new samples. By interpolating this sampling pattern over the radiosity mesh, continuous solutions are obtained. 1 Introduction In the past 15 years, much research has been concentrated on improvements of the radiosity method. The computation of radiosity solutions of more than one million patches is now possible on contemporary standard PCs. However, these solutions most often do not meet high-quality demands of many commercial applications. The problem is inherent to the method: because lighting detail is generated in object space, very fine tessellation is necessary to capture fine lighting detail. Thus quality is not only a time, but also a memory issue. Furthermore, the widely used linear Gouraud interpolation is prone to Mach banding, so that a human observer perceives the tessellation structure easily. In addition, long thin triangles can lead to frayed shadow boundaries, and finally the different levels at which light is transported to a patch may lead to artifacts. To some extent, these issues can be addressed by adapting subdivision to lighting discontinuities [11,21] or by using higher-order interpolation (e.g. [6]). Ray-based Monte-Carlo methods usually compute the illumination at independent sample positions in image space. This point sampling allows exact lighting computa tions, but also makes the exploitation of coherence more difficult. As a result, illumi nation from big light sources or indirect light make the lighting computation expensive. For stochastic sampling as a rule 500 or 1000 samples per pixel are needed in such cases, and in some cases noise is still present. The idea of final gathering is to combine both approaches. In a view-independent preprocess a not necessarily perfect radiosity solution is computed. Then in a second view-dependent step ray tracing is performed that recomputes parts of the illumination considered critical. One common technique is to only recompute the direct light in this pass and to add the indirect light from the finite element solution (e.g. [16, 5]). Alternatively, the radiosity solution can be interpreted as a light source definition, and the last light bounce towards the eye is recomputed with ray tracing (e.g. [2]). S. J. Gortler et al. (eds.), Rendering Techniques 2001 © Springer-Verlag Wien 2001 2 1.1 Previous Work Compared to the huge number of publications on radiosity methods, the number of publications on a high quality rendering postprocess is surprisingly low. Often, a high quality rendering step is only a final chapter for a new radiosity algorithm, e.g. [11, 17, 2, 12], but only very few papers address the issue in detail. In [10], Kok et al. describe a method to decrease the number of shadow samples for area light sources exploiting information from a progressive radiosity pass. Their algo rithm subdivides senders adaptively in order to detect completely visible or occluded parts that can be processed quickly. With a clever shadow pattern scheme, the number of samples is reduced further. To some extent, this radiosity postprocessing step is done implicitly in the radiosity computation itself by the idea of Hierarchical Radiosity [8]. Several authors proposed the use of (hierarchical) radiosity for indirect light only, and to regenerate the usually more detailed direct illumination by ray tracing. More information from the radiosity solution is exploited in the local pass by Linschinski et al. [11]: Form factors are recomputed for each pixel and visibility for direct illumina tion only. Their approach is extended by StUrzlinger [20], where the number of samples is adapted to the relative contribution of the sources and visibility is computed in a stochastic approach. Christensen et al. [2] used a final gather step for reconstructing their radiance solutions. They gather all links with a fixed number of visibility samples, but also use the cluster hierarchy. It is pointed out that the final gather requires signif icant computation time and that despite their conservative resampling scheme artifacts still remain visible. Smits [17] uses a fixed number of visibility tests and analytic form factor evaluations for each point. For links carrying a relative error below a certain threshold, the estimate of the link itself is taken. To avoid bias which might occur due to the threshold, Russian Roulette is used with links whose relative error is below the threshold. The final gather step which is very briefly described for the algorithm presented in [12] extends these ideas. For each receiver, critical senders are determined, whose contribution is to be computed exactly by final gather. Bekaert et al. [1] use the radiosity solution for defining an importance function for a Monte-Carlo ray tracing step. A similar idea later followed in [14], where a radiosity solution is used to guide a Monte-Carlo path tracer. Finally, the photon map approach [9] is relevant, because it is essentially a final gathering approach, however it is based on a global photon tracing pass as preprocess. From the photon hits an approximate lighting solution can be computed quickly. The high quality images, however, are then obtained from a well optimized final gather step. 1.2 Idea The idea of this paper is to better exploit the information from the global radiosity step for a more 'thrifty' final gather. Consider the example in Fig. 1, middle, showing a coarse radiosity solution from a candle, illuminated by a big light source on the left and a smaller one on the right. Due to the different sizes of the light sources, the shadows are very different. The left shadow has a clear outline that blurs with the distance to the object; the right shadow is blurry and completely washed out after a short distance. The radiosity solution is obtained in a few seconds and thus of poor quality, but it is clear that for a final gather step valuable information can be obtained from it. In addition to the radiosity mesh which already captures the most important changes in illumination, the link structure contains per patch hints about shadow boundaries and the light sources responsible. Furthermore, during the radiosity computation more