Team Alice

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Section: Scientific Foundations

Keywords : Radiosity, Radiance, Finite Elements Modeling, Monte-Carlo, Physically-Based Rendering.

Numerical light simulation

Participants : Laurent Alonso, Gregory Lecot, Bruno Lévy, Bruno Vallet.

Numerical simulation of light means solving for light intensity in the ``Rendering Equation'', an integral equation modeling energy transfers (or light intensity transfers). The Rendering Equation was first formalized by Kajiya [23] , and is given by:

Im1 $\mtable{...}$(1)

Computing global illumination (i.e., solving for intensity in Equation 1 ) in general environments is a challenging task. Global illumination may be considered in terms of computing the interactions between the lighting signal and the geometric signal (i.e., the scene). These interactions occur at various scales . This issue belongs to the same class of problems encountered by Geometry Processing, described in the previous section. As a consequence, the signal processing family of approaches is again a well-suited formalism. As such, the multi-scale approach is a natural choice, which dramatically improves performances. Environments composed of a large number of primitives, such as highly tessellated models, show a high variability of these scales.

In addition, these methods are challenged with more and more complex materials that need to be taken into account in the simulation. The simple diffuse Lambert law has been replaced with much more complex reflection models. The goal is to create synthetic images that no longer have a synthetic aspect, in particular when human characters are considered.

One of the difficulties is finding efficient ways of evaluating the visibility term. This is typically a Computational Geometry problem, i.e., a matter of finding the right combinatorial data structure (the visibility complex ), studying its complexity and deriving algorithms to construct it. To deal with this issue, several teams (including VEGAS, ARTIS and REVES) study the visibility complex.

The other terms of the Rendering Equation cannot be solved analytically in general. Many different numerical resolution methods have been used. The main difficulties of the discipline is that each time a new physical effect should be simulated, the numerical resolution methods need to be adapted. In the worst case, it is even necessary to design a new ad-hoc numerical resolution method. For instance, in Monte-Carlo based solvers, several sampling maps are used, one for each effect (a map is used for the diffuse part of lighting, another map is used for caustics ...). As a consequence, the discipline becomes a collection of (sometimes mutually exclusive) techniques, where each of these technique can only simulate a specific lighting effect.

The other difficulty is to satisfy two somewhat antinomic objectives at the same time. On the one hand, we want to simulate complex physical phenomena (subsurface scattering, polarization, interferences, ...), responsible for subtle lighting effects. On the other hand, we want to visualize the result of the simulation in real-time.

We first experimented finite-element methods in parameter space, and developped the Virtual Mesh approach [2] and a parallel solution mechanism for the associated hierarchical finite element formulation [3] The initial method was dedicated to scenes composed of quadrics. We combined this method with our Geometry Processing methods to improve the visualization [9] . More recently, we developped a method to directly apply the finite element method on tesselated models [16] .

One of our goals is now to design new representations of lighting coupled with the geometric representation. These representations of lighting need to be general enough so as to be easily extended when multiple physical phenomena should be simulated. Moreover, we want to be able to use these representations of lighting in the frame of real-time visualization.


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