Volume Stylizer: Tomography-based Volume Painting Oliver Klehm1, Ivo Ihrke1,2, Hans-Peter Seidel1, Elmar Eisemann3 1 Max-Planck-Institut für Informatik 2 Saarland University 3 TU Delft I3D 2013 23/03/2012 Oliver Klehm, 2 Motivation Oliver Klehm, 3 Want to influence the appearance of volumes (voxels) • Editing on a fine-grained level is non-intuitive • No suitable tools available o A Programmable System For Artistic Volumetric Lighting [Nowrouzezahrai2011] Approach: • Inverse rendering: editing by painting Our Goal Oliver Klehm, 4 What do we modify • Volume parameters (per voxel) o Emission o Albedo o Extinction Our Goal Oliver Klehm, 5 What do we modify • Volume parameters (per voxel) From what do we edit the parameters • Arbitrary input images (target views) • In practice: rendered images that were painted Our Goal: Volume Painting Oliver Klehm, 6 Our Goal: Volume Painting Oliver Klehm, 7 Our Goal Oliver Klehm, 8 What do we modify • Volume parameters (per voxel) From what do we edit the parameters • Arbitrary input images (target views) • In practice: rendered images that were painted Additional required information • Per image: camera parameters (viewing position, direction) • Lighting, scene How do we optimize • Per-pixel difference to input image • Linear problem • Inconsistent input -> least-squares solution Specific Goal Oliver Klehm, 9 Given: each pixel k of target view as a constraint pixel Data associated: ray origin, direction, target radiance Try to reconstruct volume properties, such that computed radiance matches target radiance (per pixel k) Problem overview Oliver Klehm, 10 A single pixel may influence many voxels And vice versa… Volume Rendering Oliver Klehm, 11 Volume Reconstruction Oliver Klehm, 12 Represent the target field (e.g. basis functions ) as linear combination of • Common for stored volumes (== voxels: box/triangle basis fct.) Reconstruct coefficient vector , such that Includes target Includes volume rendering Emission Reconstruction Oliver Klehm, 13 Optimization Oliver Klehm, 14 W is huge, ill-conditioned, …! => iterative conjugate gradient method We need to compute: • Objective Function: • Derivative: The trick: = => this is rendering / back-projection! Implementation Oliver Klehm, 15 Pre-computation • Cache incoming light in volume per voxel • Sub-sample environment map, deep shadow maps Optimization • 1. objective function evaluation o Voxel traversal, gathering pre-cached incoming light Implementation Oliver Klehm, 16 Pre-computation • Cache incoming light in volume per voxel • Sub-sample environment map, deep shadow maps Optimization • 1. objective function evaluation • 2. gradient of objective function Implementation Oliver Klehm, 17 Pre-computation • Cache incoming light in volume per voxel • Sub-sample environment map, deep shadow maps Optimization • 1. objective function evaluation • 2. gradient of objective function • Additional vector arithmetic (addition, norm2, …) Results - Video Oliver Klehm, 18 Limitations / Future Work Oliver Klehm, 19 How to handle inconsistent inputs? How to define intermediate views? How to generalize? – requires different optimization Optimize for volume and lighting Conclusion Oliver Klehm, 20 3D volume properties by 2D painting Standard Rendering Model Fast GPU Optimization for interactive sessions Thank you Fast Implementation Oliver Klehm, 21 All OpenGL Vectors are actually 3D Textures Operations as shaders • Matrix multiplication is volume rendering • Arithmetic operations are “simple” shaders => Reconstruction in order of seconds Results Oliver Klehm, 22 Results Oliver Klehm, 23 Results - Extinction Oliver Klehm, 24 Related Work Oliver Klehm, 25 Light Editing • Lighting with paint [Pellacini2007] o Non-linear light optimization • BendyLights [Kerr2010] o Editing of spot lights • Optimizing Environment Maps for Material Depiction [Bousseau2011] o Optimization with adhoc metrics Volume editing • A Programmable System For Artistic Volumetric Lighting [Nowrouzezahrai2011] o o o o Derivation of volume properties for single light beam only Replacing physically-motivated parts of rendering with shaders Homogeneous media only Treat light beam as string of light (e.g. flow of particle) • Automatically Adjusting Parameters for Rendering Clouds using Photographs [Dobashi2012] Related Work Oliver Klehm, 26 Tomography • Ihrke • Wetzstein • Lanmann Fabrication • Shadow Art [Pauly2009] • Manufactoring Layered Attenuators for Multiple Prescribed Shadow Images [Baran2012] Volume Properties Oliver Klehm, 27 Properties to reconstruct: • Extinction (overall density of volume) • Albedo (amount of scattering) • Emission (self glow) Assumption: Single Scattering! • Light scatters ONCE in volume Emission reconstruction Oliver Klehm, 28 Background / first surface, attenuated by volume Integration along view ray Attenuation by volume Number of particles (extinction) In-scattered light
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