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Interactive Hair Rendering Under Environment Lighting Valentin JANIAUT Zhong Ren, Kun Zhou, Tengfei Li, Wei Hua, Baining Guo
Hair Rendering Hair fiber represented with lines primitives Basic shading model is not realistic at all. 1 fiber 4 strands Basic OpenGL illumination Deep Opacity Map [YUK08]
Environment Lighting Natural Illumination No directional light Single Light Environment Lighting
Spherical Function How to represent a spherical function? SRBF
Spherical Radial Basis Function Useful to approximate spherical function  Spherical Coordinate of the center of the SRBF Number of SRBF to use for the approximation Spherical Coordinate of the Spherical Function Bandwidth of the center of the SRBF Coefficient depending of the problem SRBF with actually 5 parameters ,[object Object],[object Object]
SRBF and Environment Lighting We can now represent the environment lighting as the sum of the SRBF lights, as following:
Outgoing Curved Intensity Diameter of the hair fiber Bidirectional scattering function Transmittance Environment Lighting
Transmittance or Absorbtance Transmittance is the fraction of incident light that passes through a sample. Attenuation coefficient. Density function: ,[object Object]
 0 otherwise,[object Object]
Kajiya and Kay model [1989],[object Object]
Effective Transmittance Last step of our simplification Average attenuation of the SRBF Lighting j. ,[object Object],[object Object]
Convolving SRBF and Scattering Function Marschner et al. model [2003]   With:   cos(ϕξ-ϕo)  
Computing Effective Transmittance ,[object Object]
 Use of the Deep Opacity Map techniquePrecomputed in a table
Self-shadowing Opacity Shadow Map Deep Opacity Map
Deep Opacity Map Zo Z1 Z2 Z3 T z z1 z2 z3 Compute the optical depth
Multiple Scattering More realistic model. Convolution of SRBF and scattering function. Transmittance
Multiple Scattering Computation Voxelize Hair Model For each voxel store: ϖ: Average Fiber Direction ν : Standard Deviation of fiber direction ςtΤ : Perpendicular Attenuation Coefficient Sample Tfand σfon a rough grid Store as 3D texture Hardware tri-linear interpolation
Algorithm OverviewSingle Scattering ,[object Object]
Generate Deep Opacity Depth Map (DODM)
Construct the Summed Area Table
Sample the effective transmittance
Sample the single scattering integralPrecompute SRBF decomposition Single Scattering integration table
Results

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Slides Hair Rendering

  • 1. Interactive Hair Rendering Under Environment Lighting Valentin JANIAUT Zhong Ren, Kun Zhou, Tengfei Li, Wei Hua, Baining Guo
  • 2. Hair Rendering Hair fiber represented with lines primitives Basic shading model is not realistic at all. 1 fiber 4 strands Basic OpenGL illumination Deep Opacity Map [YUK08]
  • 3. Environment Lighting Natural Illumination No directional light Single Light Environment Lighting
  • 4. Spherical Function How to represent a spherical function? SRBF
  • 5.
  • 6. SRBF and Environment Lighting We can now represent the environment lighting as the sum of the SRBF lights, as following:
  • 7. Outgoing Curved Intensity Diameter of the hair fiber Bidirectional scattering function Transmittance Environment Lighting
  • 8.
  • 9.
  • 10.
  • 11.
  • 12. Convolving SRBF and Scattering Function Marschner et al. model [2003]   With:   cos(ϕξ-ϕo)  
  • 13.
  • 14. Use of the Deep Opacity Map techniquePrecomputed in a table
  • 15. Self-shadowing Opacity Shadow Map Deep Opacity Map
  • 16. Deep Opacity Map Zo Z1 Z2 Z3 T z z1 z2 z3 Compute the optical depth
  • 17. Multiple Scattering More realistic model. Convolution of SRBF and scattering function. Transmittance
  • 18. Multiple Scattering Computation Voxelize Hair Model For each voxel store: ϖ: Average Fiber Direction ν : Standard Deviation of fiber direction ςtΤ : Perpendicular Attenuation Coefficient Sample Tfand σfon a rough grid Store as 3D texture Hardware tri-linear interpolation
  • 19.
  • 20. Generate Deep Opacity Depth Map (DODM)
  • 21. Construct the Summed Area Table
  • 22. Sample the effective transmittance
  • 23. Sample the single scattering integralPrecompute SRBF decomposition Single Scattering integration table
  • 25. Limitations Runtime change of hair properties precomputation is costly (~50 minutes) Eccentricity of hair scattering is omitted Additional video memory for the integral tables 12MB for single scattering 24MB for single + multiple scattering no per-fiber hair property
  • 26. References http://www.kunzhou.net/ (Author of the main paper, some of his slides are used in this slideshow) http://www.cemyuksel.com/ (Author of the Deep Opacity Maps and numerous other paper about hair rendering) Illustration on slide 10 comes from wikipedia. http://www.cse.cuhk.edu.hk/~ttwong/papers/srbf/srbf.html Lecture about SRBF.
  • 27. Q/A