Forskning

När jag studerade vid University of Massachusetts träffade jag Rui Wang som driver en forskningsgrupp inom datorgrafik där. Jag var delaktig i tre forskningsprojekt med honom som resulterade i följande publicerade artiklar. Projektens beskrivningar är Abstract-delen av artiklarna och jag låter de vara på engelska då många facktermer är svåra att översätta till svenska.

Bidirectional Importance Sampling for Unstructured Illumination

Recent research in bidirectional importance sampling has focused primarily on structured illumination sources such as distant environment maps, while unstructured illumination has received little attention. In this paper, we present a method for bidirectional importance sampling of unstructured illumination, allowing us to use the same method for sampling both distant as well as local/indirect sources. Building upon recent work in [WFA05], we model complex illumination as a large set of point lights. The subsequent sampling process draws samples only from this point set. We start by constructing a piecewise constant approximation for the lighting using an illumination cut [CPWAP08]. We show that this cut can be used directly for illumination importance sampling. We then use BRDF importance sampling followed by sample counting to update the cut, resulting in a bidirectional distribution that closely approximates the product of the illumination and BRDF. Drawing visibility samples from this new distribution significantly reduces the sampling variance. As a main advance over previous work, our method allows for unstructured sources, including arbitrary local direct lighting and one-bounce of indirect lighting.

Författare: Rui Wang, Oskar Åkerlund

Artikeln publicerades i Computer Graphics Forum 28(2), pp. 269-278 (Eurographics 2009) och utgjorde även mitt examensarbete i civilingenjörsutbildningen. [PDF - Artikeln] [PDF - Examensarbetet]

Fast, Realistic Lighting and Material Design using Nonlinear Cut
Approximation

We present an efficient computational algorithm for functions represented by a nonlinear piecewise constant approximation called cuts. Our main contribution is a single traversal algorithm for merging cuts that allows for arbitrary pointwise computation, such as addition, multiplication, linear interpolation, and multi-product integration. A theoretical error bound of this approach can be proved using a statistical interpretation of cuts. Our algorithm extends naturally to computation with many cuts and maps easily to modern GPUs, leading to significant advantages over existing methods based on wavelet approximation. We apply this technique to the problem of realistic lighting and material design under complex illumination with arbitrary BRDFs. Our system smoothly integrates all-frequency relighting of shadows and reflections with dynamic per-pixel shading effects, such as bump mapping and spatially varying BRDFs. This combination of capabilities is typically missing in current systems. We represent illumination and precomputed visibility as nonlinear sparse vectors; we then use our cut merging algorithm to simultaneously interpolate visibility cuts at each pixel, and compute the triple product integral of the illumination, interpolated visibility, and dynamic BRDF samples. Finally, we present a twopass, data-driven approach that exploits pilot visibility samples to optimize the construction of the light tree, leading to more efficient cuts and reduced datasets.

Författare: Ewen Cheslack-Postava, Rui Wang, Oskar Åkerlund, Fabio Pellacini

Artikeln publicerades i ACM Trans. Graph. 27(5) (ACM SIGGRAPH Asia 2008) [PDF] [Video] [Demo]

Precomputed Visibility Cuts for Interactive Relighting with Dynamic BRDFs

This paper presents a novel PRT-based method that uses precomputed visibility cuts for interactive relighting with all-frequency environment maps and arbitrary dynamic BRDFs. Our method is inspired by the recent Lightcuts approach and we parameterize distant environment lighting onto uniformly distributed sample points over the sphere. Using a binary tree structure of the points, we precompute and approximate each vertex’s visibility function into clusters that we call the precomputed visibility cuts. These cuts are iteratively selected with bounded approximation error and confined cluster size. At run-time, a GPU-based relighting algorithm quickly computes the view-dependent shading color by accessing a dynamically built light tree, the precomputed visibility cuts, and a direct sampling of an arbitrary BRDF using each visibility cluster’s average direction and the dynamic view direction. Compared to existing PRT techniques, our method guarantees uniform sampling of the lighting, requires no precomputed BRDF data, and can be easily extended to handle one-bounce glossy indirect transfer effects in real-time.

Författare: Oskar Åkerlund, Mattias Unger, Rui Wang

Artikeln publicerades i Proceedings of Pacific Graphics 2007 [PDF] [Video]

Visibility Cuts Hebe