[info] scienceblog: SIGGRAPH: faster fog and smoke rendering

Alejandro Dubrovsky <alito at organicrobot.com> on Sun Aug 12 05:25:09 UTC 2007

(
pretty pictures always associated with SIGGRAPH. 
http://www.jacobsschool.ucsd.edu/news/news_releases/release.sfe?id=681
)

Render Smoke and Fog without being a Computation Hog

San Diego, CA, August 09, 2007 -- Computer scientists from UC San Diego
have developed a way to generate images like smoke-filled bars, foggy
alleys and smog-choked cityscapes without the computational drag and
slow speed of previous computer graphics methods.

“This is a huge computational savings. It lets you render explosions,
smoke, and the architectural lighting design in the presence these kinds
of visual effects much faster,” said Wojciech Jarosz, the UC San Diego
computer science Ph.D. candidate who led the study.

 
Cars in fog
The kind of foggy image that the new graphics method can render more
quickly and efficiently than other methods.

Today, rendering realistic computer generated images with smoke, fog,
clouds or other “participating media” (some of the light is actually
absorbed or reflected by the material, thus the term “participating”)
generally requires a lot of computational heavy lifting, time or both.

“Being able to accurately and efficiently simulate these kinds of scenes
is very useful,” said Wojciech Jarosz (pronounced “Voy-tek Yar-os”), the
project leader.

Jarosz and his colleagues from the UCSD Jacobs School of Engineering who
are working to improve the process of rendering these kinds of images
are presenting their work on Thursday, August 09, 2007 from 10:30-12:15
as a part of the “Traveling Light” session at SIGGRAPH, the premier
computer graphics and interactive technologies conference.

Imagine a smoke-filled bar. Between your eyes and that mysterious person
across the room is a cloud of smoke. In the real world, how well you can
see through the smoke depends on a series of factors that you do not
have to consciously think about. For graphics algorithms that render
these kinds of images, figuring out the lighting in smoky, cloudy or
foggy settings is a computational process that gets complicated fast.

With some existing computer graphics approaches, the system has to
compute the lighting at every point along the smoky line of sight
between your eyes and the person at the bar – and this leads to
computational bottlenecks. The new approach from Wojciech Jarosz and
colleagues from the UCSD Computer Science and Engineering Department of
the Jacobs School avoids this problem by taking computational short
cuts. Jarosz’s method, called “radiance caching,” makes it easier to
actually create realistic images of smoky bars and other images where
some material hanging in the air interacts with the light.

radiance cache 1

Each circle represents the areas for which a particular cache point is
valid. In order to compute the color arriving at the eye from a
particular direction, the method accumulates the lighting from all cache
points overlapping with the "line-of-sight" (shown in yellow).

radiance cache 2

Computing the color arriving at the eye along a different direction can
still re-use many of the same cache points (shown in yellow), and only
needs to compute two new cache points (shown in green) that can be
re-used for other directions.

With the new approach, when smoke, clouds, fog or other participating
media vary smoothly across a scene, you can compute the lighting
accurately at a small set of locations and then use that information to
interpolate the lighting at nearby points. This approach, which is an
extension of “irradiance caching,” cuts the number of computations along
the line of sight that need to be done to render an image.

In addition, the radiance caching system can identify and use previously
computed lighting values.

“If you want to compute all the lighting along a ray, our method saves
time and computational energy by considering all the precomputed values
that happen to intersect with the ray,” said Jarosz.

The computer scientists developed a metric based on the rate-of-change
of the measured light. “In areas where the lighting changes rapidly, we
can only re-use the cached values very locally, while areas where
lighting is very smooth, we can re-use the values over larger
distances,” said Jarosz.

For example, a uniformly foggy beach scene requires fewer calculations
than a foggy scene pierced with many rays of light.

“Our approach can be used for rendering both still images and
animations. For still images, our technique gains efficiency by re-using
lighting computations across smooth regions of an image. For animations
where only the camera moves, we can also re-use the cached values across
time, thereby gaining even more speedup,” Jarosz said.

In their SIGGRAPH presentation, Jarosz and his co-authors compared their
new system to two other approaches, “path tracing” and “photon mapping.”

“Our approach handles both heterogeneous media and anisotropic phase
functions, and it is several orders of magnitude faster than path
tracing. Furthermore, it is view driven and well suited in large scenes
where methods such as photon mapping become costly,” the authors write
in their SIGGRAPH sketch.

In the future, among other projects, the computer scientists would like
to develop a way to reuse the same cache points temporally – in
different frames of the same animation, for example.

Media Contact:
Daniel B. Kane
858-534-3262 (office)
858-926-8664 (cell)
dbkane at ucsd.edu

Author Contact:
Wojciech Jarosz
UCSD Computer Science Ph.D. student
wjarosz at ucsd.edu
858-349-1304 (phone)

“Radiance Caching for Participating Media,” by Wojciech Jarosz, Craig
Donner, Matthias Zwicker and Henrik Wann Jensen, University of
California, San Diego.

Download a copy of the paper at:
http://graphics.ucsd.edu/~wjarosz/vrc-sketch.html


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