Interactive rendering of acquired materials on dynamic geometry using bandwidth prediction

Mahdi M. Bagher, Cyril Soler, Kartic Subr, Laurent Belcour, Nicolas Holzschuch
2012 Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games - I3D '12  
0 2 4 8 6 64 256 1024 4096 Figure 1 : We accelerate the shading of acquired materials by selectively shading pixels (white pixels in (d)) using bandwidth prediction (b), and adapting across pixels the number of samples used in the integration to the estimated illuminant variance (c). Our technique makes it possible to interactively render acquired materials while editing the geometry (material: red-metallic-paint). Abstract Shading complex materials such as acquired reflectances in multilight
more » ... vironments is computationally expensive. Estimating the shading integral involves sampling the incident illumination independently at several pixels. The number of samples required for this integration varies across the image, depending on an intricate combination of several factors. Adaptively distributing computational budget across the pixels for shading is therefore a challenging problem. In this paper we depict complex materials such as acquired reflectances, interactively, without any precomputation based on geometry. We first estimate the approximate spatial and angular variation in the local light field arriving at each pixel. This local bandwidth accounts for combinations of a variety of factors: the reflectance of the object projecting to the pixel, the nature of the illumination, the local geometry and the camera position relative to the geometry and lighting. We then exploit this bandwidth information to adaptively sample for reconstruction and integration. For example, fewer pixels per area are shaded for pixels projecting onto diffuse objects, and fewer samples are used for integrating illumination incident on specular objects.
doi:10.1145/2159616.2159637 dblp:conf/si3d/BagherSSBH12 fatcat:a4thckuhn5betd2vk66sp2a5be