Re: [Algorithms] More SH exponentiation questions
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From: Ben Y. <shu...@gm...> - 2009-11-11 04:26:26
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Sorry, hit enter a bit prematurely. Regarding Figure 3, I wanted to also ask how the values for AB were derived for multiple overlapping spheres. It's basically what I'm trying to accomplish... On Wed, Nov 11, 2009 at 12:04 PM, Ben Yeoh <shu...@gm...> wrote: > Hi Peter, > > Thanks for chiming in! > > Okay, let me elaborate a bit. > > Basically, I'm trying to avoid doing any factorization to reduce the log > magnitude (besides DC isolation) in the pixel shader for performance > reasons. It still looks prohibitively expensive even with 3rd order SHs and > John's code generator. I was hoping that the artifacts arising with just the > OL approach with overlapping sphere occluders would be similar to what is > shown in the bunny example in Figure 9 in the paper, which looks to me like > fainter shadows. I think I'm willing to live with that if that's the case... > > So the pure OL approach (fit to a single sphere) with 1 sphere occluder in > the scene works fine. But when I have multiple overlapping spheres though as > in the bunny example, there's some pretty objectionable "shadow > saturation"/ringing artifacts when those overlapping spheres are "close" to > the receiver. In fact, it looks very different compared to the Figure 9 > example. I'm guessing that's because the OL approximation in Figure 9 was > fit to multiple spheres (ie, 63 spheres for the bunny?), wheares I was only > fitting to a single sphere. Am I right to assume this? > > Now, going along this line, I've tried a couple of things to "fit" the AB > table to multiple sphere occluders (which didn't work) : > > 1. Multiply the log visibility coeffs by 2 (for 2 sphere occluders) and use > that to find AB instead. > > 2. Do a triple product on the sphere visibility coeffs (ie, F * F) and use > that to find the log and AB. > > > > > > > > On Wed, Nov 11, 2009 at 2:29 AM, Peter-Pike Sloan < > pet...@ho...> wrote: > >> >> I'm not really sure what you are talking about. You might want to email >> John directly, I think we just computed a bunch of pairs and then built the >> table as a function of log magnitude (after DC isolation.) >> >> You could pose computing the ab texture itself as a least squares problem, >> and include training examples that were the result of multiple spheres >> (instead of just single spheres), but I don't think we did that... >> >> Are you referring to figure 3 in the paper? It is really just showing the >> OL pretty much just works as long as the magnitude is small enough... >> >> Peter-Pike Sloan >> >> ------------------------------ >> Date: Tue, 10 Nov 2009 16:58:04 +0800 >> From: shu...@gm... >> To: gda...@li... >> Subject: [Algorithms] More SH exponentiation questions >> >> Has anyone implemented SH exponentiation AND managed to approximate the >> optimal linear (OL) values for 2 or more sphere occluders? >> >> The SH paper briefly mentioned/implied that the authors managed to fit the >> OL approximation to multiple spheres, which still has some artifacts with >> inaccurate/lighter occlusion, but is still preferable to the single sphere >> approximation when dealing with multiple sphere occluders, which is common >> in most "practical" cases. >> >> If anyone has some idea how the fitting to multiple spheres thing is done >> - that'll be awesome. >> >> >> >> ------------------------------------------------------------------------------ >> Let Crystal Reports handle the reporting - Free Crystal Reports 2008 >> 30-Day >> trial. Simplify your report design, integration and deployment - and focus >> on >> what you do best, core application coding. Discover what's new with >> Crystal Reports now. http://p.sf.net/sfu/bobj-july >> _______________________________________________ >> GDAlgorithms-list mailing list >> GDA...@li... >> https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list >> Archives: >> http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list >> > > |