Scaling Virtual Worlds with a Physical Metaphor
IEEE Pervasive Computing
Online virtual worlds have long been an anticipated
medium for digital communications. They provide a
compelling substrate for shared, networked
environments where people can communicate, shop,
socialize, collaborate, and learn. However, today's
systems fall short of their imagined potential. The
Meru project is designing and implementing an
architecture for virtual worlds of the future. Our
key insight is that a virtual model of the real
world is a comfortable metaphor which addresses a
wide range of issues including security,
scalability, and federation. This symmetry between
real and virtual worlds also permits a natural
interaction between the two.
Fast, Realistic Lighting and Material Design using
Nonlinear Cut Approximation
SIGGRAPH Asia 2008
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 two-pass,
data-driven approach that exploits pilot visibility
samples to optimize the construction of the light
tree, leading to more efficient cuts and reduced
datasets.
Real-time Editing and Relighting of Homogeneous
Translucent Materials
The Visual Computer Journal,
Proceedings of Computer Graphics International
2008
Existing techniques for fast, high-quality rendering
of translucent materials often fix BSSRDF parameters
at precomputation time. We present a novel method for
accurate rendering and relighting of translucent
materials that also enables real-time editing and
manipulation of homogeneous diffuse BSSRDFs. We first
apply PCA analysis on diffuse multiple scattering to
derive a compact basis set, consisting of only twelve
1D functions. We discovered that this small basis set
is accurate enough to approximate a general diffuse
scattering profile. For each basis, we then precompute
light transport data representing the translucent
transfer from a set of local illumination samples to
each rendered vertex. This local transfer model allows
our system to integrate a variety of lighting models
in a single framework, including environment lighting,
local area lights, and point lights. To reduce the PRT
data size, we compress both the illumination and
spatial dimensions using efficient nonlinear
wavelets. To edit material properties in real-time, a
user-defined diffuse BSSRDF is dynamically projected
onto our precomputed basis set, and is then multiplied
with the translucent transfer information on the
fly. Using our system, we demonstrate realistic,
real-time translucent material editing and relighting
effects under a variety of complex, dynamic lighting
scenarios.
4D Compression and Relighting with High-Resolution
Light Transport Matrices
Proceedings of ACM Symposium on Interactive 3D Graphics, 2007
This paper presents a method
for efficient compression and relighting with
high-resolution, precomputed light transport
matrices. We accomplish this using a 4D wavelet
transform, transforming the columns of the transport
matrix, in addition to the 2D row transform used in
previous work. We show that a standard 4D wavelet
transform can actually inflate portions of the matrix,
because high frequency lights lead to high frequency
images that cannot easily be compressed. Therefore, we
present an adaptive 4D wavelet transform that
terminates at a level that avoids inflation and
maximizes sparsity in the matrix data. Finally, we
present an algorithm for fast relighting from
adaptively compressed transport matrices. Combined
with a GPU-based precomputation pipeline, this results
in an image and geometry relighting system that
performs significantly better than 2D compression
techniques, on average 2x-3x better in terms of
storage cost and rendering speed for equal quality
matrices.