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Wave optics based glare generation techniques Real-time Rendering of Physically Based Optical Effects in Theory and Practice Masanori KAKIMOTO Tokyo University of Technology Wave optics based glare generation techniques Table of Contents • • • • • • Introduction Related work Fundamental theory Glare pattern image generation Implementation and examples Conclusion Real-time Rendering of Physically Based Optical Effects in Theory and Practice Wave optics based glare generation techniques INTRODUCTION Introduction • Vast majority of computer graphics theories are based upon geometrical optics • ~1% taking wave optics into account • If you need reality for glare effects, – Then wave optics may help • Computation power today is advantageous Wave-Related Phenomena and Effects • Diffraction – Glare – Airy disc • Interference – Surface coating – Thin film color effects • Polarization – Complex reflection – Image dehazing Requires wave optics Cannot simulate with extended rays Can be simulated w/ extended ray theories [CookTorrance1981], [Gondek1994], [Wolff1999], [Schechner 2001] Wave optics topics in this course focus on diffraction An Example of Glare A Simple Experiment of Glare (1) A pen-light used for the experiment A direct snapshot of the light A Simple Experiment of Glare (2) False eyelashes attached A direct snapshot of the light A Simple Experiment of Glare (3) Eyelashes rotated 90 degrees A direct snapshot of the light Real-time Rendering of Physically Based Optical Effects in Theory and Practice Wave optics based glare generation techniques RELATED WORK 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. 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] Real-Time Techniques for Glare • Real-time environment lighting [Mitchell 2002] • Racing game implementation [Kawase 2002, 2003] ©2002 BUNKASHA PUBLISHING CO.,LTD. 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] Real-time Rendering of Physically Based Optical Effects in Theory and Practice Wave optics based glare generation techniques FUNDAMENTAL THEORY Diffraction – A Major Cause of Glare Diffraction Geometrical optics Wave optics Diffraction Diffraction – A Major Cause of Glare Huygens-Fresnel Principle Accounts for Diffraction • Waves propagate concentrically, at EVERYWHERE on the wave front • Envelope curve of the secondary waves form the next wave front An Analysis of Diffraction Incident light Aperture Wave front Observation screen A Model for Diffraction Aperture S 𝑦𝑜 𝑡 𝑥𝑜 , 𝑦𝑜 = 1, 0, inside 𝑆 outside 𝑆 𝑦𝑓 𝑥𝑜 𝑃𝑜 𝑟= 𝑅 2 + 𝑥𝑓 − 𝑥𝑜 2 + 𝑦𝑓 − 𝑦𝑜 2 𝑥𝑓 𝑈𝑓 𝑥𝑓 , 𝑦𝑓 𝑅 Object region 𝑃𝑓 𝜆: wave length Observation region :Complex wave amplitude at point 𝑥𝑓 , 𝑦𝑓 See Appendix for the Analysis Fraunhofer Diffraction 𝑥𝑓 𝑦𝑓 𝐼𝑓 𝜆𝑅, 𝜆𝑅 2 ℱ 𝑡𝑜 𝑥𝑜 , 𝑦𝑜 2 𝑦𝑜 𝑦𝑓 𝑥𝑜 𝑥𝑓 𝑅 𝑡 𝑥𝑜 , 𝑦𝑜 𝐴 = 𝜆𝑅 𝐼𝑓 𝑥𝑓 , 𝑦𝑓 𝐼𝑓 ≡ 𝑈𝑓 𝐴 ℱ∙ 𝑅 2 : Wave intensity : Amplitude of incident light : Fourier transform operator : Sufficiently large distance 𝑅 ≫ 50m for 5mm2 aperture size and λ = 500nm Fraunhofer Approximation in a Lens System 𝑥𝑓 𝑦𝑓 𝐼𝑓 𝜆𝑓, 𝜆𝑓 𝐴 = 𝜆𝑓 The diffraction image through a lens system can be denoted using a 2D Fourier transform of the object that causes diffraction. [Goodman 1968] 2 2 ℱ 𝑡𝑜 𝑥𝑜 , 𝑦𝑜 𝑡𝑜 𝑥𝑜 , 𝑦𝑜 𝜆 𝑑𝑜 𝐼𝑓 𝑥𝑓 , 𝑦𝑓 𝑓 Real-time Rendering of Physically Based Optical Effects in Theory and Practice Wave optics based glare generation techniques GLARE PATTERN IMAGE GENERATION Diffraction w.r.t. Wave Length 𝑥𝑓 𝑦𝑓 𝐼𝑓 𝜆𝑓, 𝜆𝑓 𝜆𝑅 𝐼𝑓 𝑥𝑓 𝑦𝑓 , 𝜆𝑅 𝑓 𝜆𝑅 𝑓 𝐴 = 𝜆𝑓 𝜆𝐺 2 𝐼𝑓 ℱ 𝑡𝑜 𝑥𝑜 , 𝑦𝑜 𝑥𝑓 𝑦𝑓 , 𝜆𝐺 𝑓 𝜆𝐺 𝑓 𝜆𝐵 2 𝐼𝑓 𝑥𝑓 𝑦𝑓 , 𝜆𝐵 𝑓 𝜆𝐵 𝑓 Glare Pattern Image and Wave Lengths • The 2D pattern scaling ∝ 𝜆 • Diffraction intensity ∝ 𝜆−2 𝜆𝑅 𝐼𝑓 𝑥𝑓 𝑦𝑓 , 𝜆𝑅 𝑓 𝜆𝑅 𝑓 𝜆𝐺 𝐼𝑓 𝐼𝑓 𝑥𝑓 𝑦𝑓 , 𝜆𝑓 𝜆𝑓 𝑥𝑓 𝑦𝑓 , 𝜆𝐺 𝑓 𝜆𝐺 𝑓 𝐴 = 𝜆𝑓 𝜆𝐵 2 ℱ 𝑡𝑜 𝑥𝑜 , 𝑦𝑜 𝐼𝑓 2 𝑥𝑓 𝑦𝑓 , 𝜆𝐵 𝑓 𝜆𝐵 𝑓 Glare by a Hexagonal Diaphragm No filter Hexagonal diaphragm Output Glare A Cross Filter Pattern Cross filter pattern Pupil diaphragm Output Glare Eyelashes and Iris Diaphragm Drawn pattern of an eyelid and eyelashes Pupil diaphragm Glare for Red, Green, and Blue wave lengths Dynamic Glare • How glare changes its shape while moving Light source position Choose an input obstacle image 𝑡 𝑥𝑜 , 𝑦𝑜 𝑃 𝑥𝑜 , 𝑦𝑜 Output glare image Dynamic Glare • How glare changes its shape while moving Light source position Choose an input obstacle image 𝑡 𝑥𝑜 , 𝑦𝑜 𝑃 𝑥𝑜 , 𝑦𝑜 Output glare image Dynamic Glare • How glare changes its shape while moving Light source position Choose an input obstacle image 𝑡 𝑥𝑜 , 𝑦𝑜 𝑃 𝑥𝑜 , 𝑦𝑜 Output glare image Special Case: Circular Aperture • Use the analytical formula for ‘Airy Disc’ rather than FFT 𝜋𝑟 2 𝐴2 2𝐽1 𝑘𝑟 sin 𝜃 𝐼 𝜃 = 2 2 𝜆 𝑓 𝑘𝑟 sin 𝜃 2 𝜃: View angle 𝑟: Aperture radius 𝐽1 ∙ : The Bessel function of the first kind 𝑘 ≡ 2𝜋 𝜆 Input circular aperture * For a rectangular aperture, you can use another formula Output Glare (Airy Disc) Real-time Rendering of Physically Based Optical Effects in Theory and Practice Wave optics based glare generation techniques AN IMPLEMENTATION AND EXAMPLES Multi-Spectra Integration 𝜆𝑚𝑎𝑥 𝐆𝑅𝐺𝐵 = 𝐌 𝐼𝑓 𝑥𝑓 , 𝑦𝑓 , 𝜆 𝐂𝑋𝑌𝑍 𝜆 𝑆 𝜆 𝑑𝜆 𝜆𝑚𝑖𝑛 RGB Glare image for a light source Glare intensity (A 2D FFT result) Conversion from XYZ to RGB (3×3 matrix) Color matching function Spectral power distribution of the light source Processing Flow Light source spectra Color matching func. Output glare image 2 x(λ) y(λ) z(λ) 1.5 Fraunhofer diffraction 1 0.5 0 380 480 580 680 780 Light source intensity × FFT Input images (eyelashes and a pupil) Single spectrum glare image Glare image Sampling and Accumulation along Wave Lengths • 100 samples along visible light wave lengths (380nm – 700nm) may be sufficient 𝜆: One sample 𝜆: 4 samples Output glare images 𝜆: 100 samples Scale and Accumulate a Seed Glare Image • Need not compute FFT for each 𝜆 𝑥𝑓 𝑦𝑓 𝐼𝑓 𝜆𝑓, 𝜆𝑓 𝐼𝑓 Seed glare image assuming 𝜆 = 𝜆0 𝐴 = 𝜆𝑓 2 ℱ 𝑡𝑜 𝑥𝑜 , 𝑦𝑜 Accumulate 𝐆𝑅𝐺𝐵 Scale image by 𝜆 𝜆0 . Scale pixel value by 𝜆0 2 𝜆 . …… 2 A Result and a Reference 𝑡 𝑥𝑜 , 𝑦𝑜 × Input object and pupil image Light source, attachment and a camera 𝐆𝑅𝐺𝐵 Output glare image of an infinite point light A real snapshot Results for Different Light Sources 𝑆 𝜆 𝐆𝑅𝐺𝐵 An HID* A blue LED headlamp * High Intensity Discharge An incandescent lamp A white LED The sun Results for Different Brightness • Varied results from a single HDR glare image • Multiply the brightness of the current pixel in the input scene L=672 L=3188 L=68496 L=53 L=17332 Measured headlamp intensity distribution Unit: cd The L is equivalent to 𝐴2 , a squared amplitude of the incident light Rendering Glare from Light Sources Directly Viewed 1. Find the light source in screen space 2. Multiply the brightness according to the directional light distribution 3. Scatter or overlay glare image Glare from directly viewed light sources Rendering Glare on Highly Reflective Surfaces 1. 2. 3. 4. Prepare a light map of bright light sources Detect the reflecting points in screen space Multiply the mapped texel brightness Scatter or overlay glare image The used light map Glare on a reflective model [Kakimoto et al. 2010] An Application to Headlamp Evaluation Spectral power distributions Incandescent lamps High beam Directional intensity distributions Low beam HID lamps Real-time Rendering of Physically Based Optical Effects in Theory and Practice Wave optics based glare generation techniques CONCLUSIONS Conclusions • Glare image is a 2D Fourier Transform of the obstacle image – Make a seed glare image by FFT – Compute an intermediate HDR glare image by resizing, amplifying, and accumulating the seed glare along 𝜆 – Use spectral distributions of light source and sensitivity • Scatter or use billboard for each pixel detected as ‘bright’ – Multiply the intermediate glare by the pixel brightness 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. 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.