glare generation techniques Realtime Rendering of Physically Based Optical Effects in Theory and Practice Masanori KAKIMOTO Tokyo University of Technology Wave optics based glare generation techniques ID: 295853
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Slide1Slide2
Wave optics based
glare generation techniques
Real-time
Rendering of Physically Based Optical Effects in Theory and PracticeMasanori KAKIMOTOTokyo University of Technology
Slide3
Wave optics based glare
generation techniques
Table of Contents
IntroductionRelated workFundamental theoryGlare pattern image generationImplementation and examplesConclusionSlide4
Introduction
Real-time Rendering of Physically Based Optical Effects in Theory and
Practice
Wave optics based glare generation techniquesSlide5
Introduction
Vast majority of
computer graphics theories are based
upon geometrical optics~1% taking wave optics into accountIf you need reality for glare effects,Then wave optics may helpComputation power today is advantageousSlide6
Wave-Related Phenomena and Effects
Diffraction
Glare
Airy discInterferenceSurface coatingThin film color effectsPolarizationComplex reflectionImage dehazingCan be simulated w/ extended ray theories[CookTorrance1981], [Gondek1994], [Wolff1999], [Schechner 2001]Requires wave opticsCannot simulate with extended rays
Wave optics topics in this course focus on diffractionSlide7
An Example of GlareSlide8
A Simple Experiment of Glare (1)
A pen-light used for
the
experimentA direct snapshot of the lightSlide9
A Simple Experiment of Glare (2)
False eyelashes attached
A direct snapshot
of the lightSlide10
A Simple Experiment of Glare (3)
Eyelashes rotated 90 degrees
A direct snapshot
of the lightSlide11
Related work
Real-time Rendering of Physically Based Optical Effects in Theory and
Practice
Wave optics based glare generation techniquesSlide12
Early Work for Glare Effect
Cross filter lens flare effect
[Shinya et al.1989]
Glare by eyelashes for night driving scene[Nakamae et al. 1990]Nakamae, E., K. Kaneda, T. Okamoto, and T. Nishita: A Lighting Model Aiming at Drive Simulators, in Proc. ACM SIGGRAPH ’90, pp. 395–404, 1990.Slide13
Early Work for Glare (cont’d)
Glare billboard
[
Rokita 1993]Eye structure analysis and glare filter compositor [Spencer et al. 1995]Glare filter on HDR images [Debevec et al. 1997]Slide14
Real-Time Techniques for Glare
Real-time environment lighting
[Mitchell 2002]
Racing game implementation [Kawase 2002, 2003]©2002 BUNKASHA PUBLISHING CO.,LTD.Slide15
Physically-Based Aproaches
Glare caused by Fraunhofer diffraction
[
Kakimoto et al. 2004, 2005]Inside-the-eye Fresnel diffraction[Ritschel et al. 2009]Real-time lens flare [Hullin et al. 2011]Slide16
Fundamental theory
Real-time Rendering of Physically Based Optical Effects in Theory and
Practice
Wave optics based glare generation techniquesSlide17
Diffraction – A Major Cause of Glare
Geometrical optics
Wave optics
Diffraction
DiffractionSlide18
Diffraction – A Major Cause of GlareSlide19
Huygens-Fresnel Principle Accounts for Diffraction
Waves propagate
concentrically,
at EVERYWHERE on the wave frontEnvelope curve of the secondary waves form the next wave frontSlide20
An Analysis of Diffraction
Aperture
Incident light
Wave front
Observation screenSlide21
A Model for Diffraction
Aperture
S
Observation region
Object
region
: Complex wave amplitude
at point
: wave length
Slide22
See Appendix for the AnalysisSlide23
Fraunhofer Diffraction
: Wave intensity
: Amplitude of incident light
: Fourier transform operator
: Sufficiently large distance
for
aperture size and
Slide24
Fraunhofer Approximation in a Lens System
The diffraction image through a lens system can be denoted using a 2D Fourier transform of the object that causes diffraction.
[Goodman 1968]
Slide25
Glare pattern image generation
Real-time Rendering of Physically Based Optical Effects in Theory and
Practice
Wave optics based glare generation techniquesSlide26
Diffraction w.r.t. Wave Length
Slide27
Glare Pattern Image and Wave Lengths
The 2D pattern scaling
Diffraction intensity
Slide28
Glare by a Hexagonal Diaphragm
No filter
Hexagonal diaphragm
Output GlareSlide29
A Cross Filter Pattern
Cross filter pattern
Pupil diaphragm
Output
GlareSlide30
Eyelashes and Iris Diaphragm
Drawn pattern of an eyelid and eyelashes
Pupil diaphragm
Glare for Red, Green, and Blue wave lengthsSlide31
Dynamic Glare
How glare changes its shape while moving
Light source position
Choose an input obstacle image
Output glare image
Slide32
Dynamic Glare
How glare changes its shape while moving
Light source position
Choose an input obstacle image
Output glare image
Slide33
Dynamic Glare
How glare changes its shape while moving
Light source position
Choose an input obstacle image
Output glare image
Slide34
Special Case: Circular Aperture
Use the analytical formula for ‘Airy Disc’ rather than FFT
View angle
Aperture radius
:
The Bessel function of the first kind
Output
Glare
(Airy Disc)
Input circular aperture
*
For
a rectangular
aperture,
you can use another formulaSlide35
An Implementation and examples
Real-time Rendering of Physically Based Optical Effects in Theory and
Practice
Wave optics based glare generation techniquesSlide36
Multi-Spectra Integration
Glare intensity
(
A 2D FFT result)
Spectral power distribution of the light source
Color matching function
Conversion from XYZ to RGB (3
3 matrix)
RGB Glare image for a light sourceSlide37
Light source intensity
Processing Flow
FFT
Fraunhofer diffraction
×
Light source spectra
Color matching
func
.
Single spectrum glare image
Glare image
Output glare image
Input images (eyelashes and a pupil)Slide38
Sampling and Accumulation along Wave Lengths
100 samples along visible light wave lengths (380nm – 700nm) may be sufficient
Output glare images
: One sample : 4 samples
: 100 samples
Slide39
Scale and Accumulate a Seed Glare Image
Need not compute FFT for each
Seed glare image assuming
Scale image by
Scale pixel value by
……
Accumulate
Slide40
A Result and a Reference
×
Light source, attachment and a camera
A real snapshot
Output glare image of an infinite point light
Input object and pupil image
Slide41
Results for Different Light Sources
A blue LED
An HID
*
headlamp
An
incandes
-cent
lamp
A white LED
The sun
*
High Intensity Discharge
Slide42
Results for Different Brightness
Varied results from a single HDR glare image
Multiply the brightness of the current pixel in the input scene
Measured headlamp intensity distributionUnit: cd
L
=68496
L
=17332
L
=3188
L
=672
L
=53
The
L
is equivalent to
, a squared amplitude of the incident light
Slide43
Rendering Glare from Light Sources Directly Viewed
Find the light source in screen space
Multiply the brightness according to the directional light distribution
Scatter or overlay glare imageGlare from directly viewed light sourcesSlide44
Rendering Glare on Highly Reflective Surfaces
Prepare a light map of bright light sources
Detect the reflecting points in
screen spaceMultiply the mapped texel brightnessScatter or overlay glare imageGlare on a reflective modelThe used light mapSlide45
An Application to Headlamp Evaluation
Incandescent lamps
HID
lamps
High beam
Low beam
Spectral power distributions
Directional intensity distributions
[Kakimoto et al. 2010]Slide46
Conclusions
Real-time Rendering of Physically Based Optical Effects in Theory and
Practice
Wave optics based glare generation techniquesSlide47
Conclusions
Glare
image
is a 2D Fourier Transform of the obstacle imageMake a seed glare image by FFTCompute an intermediate HDR glare image by resizing, amplifying, and accumulating the seed glare along Use spectral distributions of light source and sensitivityScatter or use billboard for each pixel detected as ‘bright’Multiply the intermediate glare by the pixel brightness Slide48
References
Goodman, J. W
. 1968.
Introduction to Fourier Optics. McGraw-Hill.Shinya, M., Saito, T., and Takahashi, T. 1989. Rendering Techniques for Transparent Objects. Proc. Graphics Interface ’89, pp. 173–182.Nakamae, E., Kaneda, K., Okamoto, T., and Nishita, T. 1995. A Lighting Model Aiming at Drive Simulators. Proc
. SIGGRAPH ’90, pp
. 395–404, 1990.
Rokita
,
P., 1993. A model for rendering high intensity
lights. Computers & Graphics, 17, 4, pp. 431–437.
Spencer
, G.,
Shirley
,
P., Zimmerman
,
K., and Greenberg, D. P. 1995. Physically-Based Glare Effects
for Digital
Images. Proc
.
SIGGRAPH
’95, pp.
325–334.
Stam
, J
. 1999. Diffraction
shaders
. Proc
.
SIGGRAPH
’99, pp.
101–110.
Mitchell, J. L. 2002.
RADEON 9700 Shading. State of the Art
in Hardware
Shading, Course Note #17, SIGGRAPH
2002.
Kawase
, M., and Nagaya, M. 2002. Real-time CG rendering techniques in DOUBLE-S.T.E.A.L. CEDEC 2002
,
Tokyo, No
.
1-3-A. (In Japanese)
Kawase
, M. 2003. Frame
Buffer
Postprocessing
Effects in DOUBLE-S.T.E.A.L (
Wreckless
). GDC 2003.Slide49
References
Kakimoto
, M., Matsuoka, K.,
Naemura, T., Nishita, T., and Harashima, H. 2004. Glare generation based on wave optics. Proc. Pacific Graphics 2004, pp. 133–142. (reprinted as CGF 24, 2, pp. 185–193)Kakimoto, M., Matsuoka, K., Naemura, T., Nishita, T., and Harashima, H. 2005. Glare Simulation and Its Application to Evaluation of Bright Lights with Spectral Power Distribution, Posters, SIGGRAPH 2005.Ritschel
, T., Ihrke, M., Frisvad
, J. R., Coppens, J.,
Myszkowski
, K., and Seidel, H.-P. 2009. Temporal Glare: Real-Time Dynamic Simulation of the Scattering in the Human Eye. Computer Graphics Forum (Proc.
Eurographics
).
Kakimoto, M.,
Nishita
, T.,
Naemura
, T.,
Harashima
, H. 2010. A Glare Effect Application to Headlamp Design Verification. Journal of IIEEJ (Institute of Image Electronics Engineers of Japan), 39, 4, 369–375. (In Japanese)
Hullin
, M., Eisemann, E., Seidel, H., Lee, S. 2011.
Physically-Based Real-Time Lens Flare Rendering. ACM
Trans. Graph.
30, 4, Article 108 (July 2011), 9 pages.
Cuypers
, T., Haber, T.,
Bekaert
, P., Oh, S. B., and
Raskar
, R. 2012. Reflectance model for diffraction. ACM Trans. Graph.
31
, 5, Article 122 (August 2012), 11 pages.