Direction des Relations Internationales (DRI)
INRIA Programme "Associate Teams "
(Renwal Form)
ASSOCIATE TEAM |
RTR2A |
selection
|
2004 extended to a new partner in 2008 |
Renewal
|
2009 |
INRIA project: SIAMES/BUNRAKU |
Foreign partners |
Unité de recherche INRIA : Rennes Thème INRIA : Cognitive |
University of Central Florida, University of Utah, US |
French Coordinator
|
Foreign Coordinator 2
|
Foreign Coordinator 2 | |
Last Name, First Name |
Kadi Bouatouch |
Sumant Pattanaik |
Charles Hansen |
Title | Professor | Associate Professor |
Professor |
Institution (précisez le département et/ou le laboratoire) |
INRIA Rennes, Université de Rennes 1 |
Computer Graphics
Lab. University of Central Florida, School of Computer Science |
School of Computing, |
Adress |
Campus de Beaulieu, 35042 Rennes Cedex |
School of Computer Sciences, University of Central
Florida Orlando, Florida, 32816-2362, USA |
School of Computing, University of UTAH 50 S. Central Campus Drive, RM 3190 MEB Salt Lake City, Utah 84112 |
URL | www.irisa.fr/siames/Kadi.Bouatouch | http://www.cs.ucf.edu/~sumant/ | http://www.cs.utah.edu/~hansen/ |
Tel | 02 99 84 72 58 |
+1 407 823 2638 |
+1 801 581 3154 |
Fax | 02 99 84 71 71 |
+1 407 823 5419 |
+1 801 581 5843 |
kadi@irisa.fr | sumant@cs.ucf.edu | hansen@cs.utah.edu |
Rendu et Illumination Globale en Temps Réel------- Rendering and Global illumination in Real-Time |
Description (about
10 lignes) : The targetted objective is real time rendering and real-time golbal illumination computation for static and dynamic scenes. The first objective is real-time high fidelity rendering of dynamic scenes. Rendering complex scenes using a classical graphics pipeline (Z-buffering, Phong's shading model, multitexturing, etc.) can be efficiently performed with commodity graphics cards. However, real-time rendering of scenes, for which global illumination is computed, still is a challenge for many researchers. Indeed, global illumination followed by a rendering step (that we call high fidelity rendering) is a demanding process in terms of computing and memory resources. The approch proposed in this collaboration has to intensively exploit the performances of the new graphics cards to meet the real-time constraint. The second objective is to extend our global illumination algorithms to volumetric data such as medical images and other semi-transparent objects. Light transport in such objects must account for: multiple scattering, attenuation effects, etc. Computing and rendering these effects amounts to solve the radiative transfer equation which is very time consuming. Realistic and fast approximations are needed. |
1. Scientific Objectives of the proposal
Our objective is real-time high fidelity rendering of dynamic scenes. Rendering complex scenes using a classical graphics pipeline (Z-buffering, Phong's shading model, multitexturing, etc.) can be efficiently performed with commodity graphics cards. However, real-time rendering of scenes, for which global illumination is computed, still is a challenge for many researchers. Indeed, global illumination followed by a rendering step (that we call high fidelity rendering) is a demanding process in terms of computing and memory resources.
Computing global illumination amounts to solve the rendering equation which is an integral equation. Unfortunately, this equation does not have an analytic solution in general. Consequently, Monte Carlo integration is the method of choice for solving it. However, Monte Carlo integration requires the computation of many samples, which makes it demanding in terms of computation time. Our objective is to propose an algorithm which allows for interactive hgih fidelity rendering and global illumination.
Our approach makes use of ray tracing, Monte Carlo integration
and caching. It aims at extending the ``irradiance caching'' algorithm (Greg
Ward 1994). Note that this algorithm is based on the observation that the diffuse
component of radiance, reflected on a diffuse surface and due to indirect illumination,
changes very slowly on this surface. This allows to sparsely sample and to cache
the incoming radiances at these samples, then to reuse the cached samples to
estimate the incoming radiance at nearby points. This method is computationally
efficient since the sampling is sparse. However it is limited to diffuse indirect
lighting computation.Our work consists in extending the irradiance caching approach to indirect
glossy global illumination. Our algorithm relies on ``radiance caching''. It
is based on the caching of directional incoming radiances. We have first designed
a new set of basis functions defined on the hemisphere to represent directional
incoming radiance and BRDFs (Gautron et al. 2004). This representation, along
with a new gradient-based interpolation method (Krivanek et al. 2004), are the
bases of our radiance caching-based algorithm. We are also experimenting with
spherical wavelets to represent BRDFs and incoming radiances. Our radiance caching
algorithm will intensively exploit the power of programmable GPUs (Gautron et
al. 2005), to make global illumination more interactive. .*
2. Presentation of the partners
Kadi Bouatouch is an electronics and automatic systems
engineer (ENSEM 1974). He was awarded a PhD in 1977 and a higher doctorate on
computer science in the field of computer graphics in 1989. His is working on global
illumination, lighting simulation for complex environments, GPU based rendering
and computer vision.. He is currently Professor
at the
3. Impact
Sumant Pattanaik and Kadi Bouatouch have a long experience in computer graphics, especially in rendering, global illumination and visual perception. The associate team has made possible a fruitful collaboration in terms of publications, see publi1 and publi2. The corresponding groups have similar objectives: real-time rendering and global illumination.
Chuck Hansen has a long experience in computer graphics, visualization and parallelism for graphics. The bunraku and UCF groups will benefit from his skills through this collaboration . The Bunraku and UCF teams would acquire a skill in volume visualization and parallelism while the Utah team will benefit from our experience in rendering and global illumination.
4. Miscellaneous :
This was the first year of the extended associate team. Indeed, the university of UTAH has joined us for a new adenture. |
In 2008 we have still addressed the following topics : (1) real-time rendering of complex nature scenes with dynamic lighting and shadow casting, (2) Real-time rendering of globally illuminated volume data.
1. Exchanges
Professor Charles Hansen will spend two weeks in Rennes in 2009. I will visit Utah for one week.1. ESTIMATION OF THE EXPENSES ENTAILED BY THE MISSIONS INRIA TOWARD THE PARTNERS |
Number of people
|
Estimated cost
|
Chercheurs confirmés | 1 | 2200 € |
Post-doctorants |
||
Doctorants | 1 | 2000 € |
Stagiaires |
||
Autre (précisez) : |
||
Total
|
3 | 4200 € |
2. ESTIMATION OF THE EXPENSES ENTAILED BY THE INVITATIONS OF THE PARTNERS |
Number of people
|
Estimated cost
|
Chercheurs confirmés | 1 | 2200 € |
Post-doctorants |
||
Doctorants | 2 | 8000 € |
Stagiaires |
||
Autre (précisez) : |
||
Total
|
5 | 10200 € |
2. Co-funding (external funding)
The first partner (UCF) has already financed Kevin Boulanger's PhD as well as his Master for more than two years (from february 2005 to august 2005 as a Master student, from september 2005 to august 2007 as a PhD student). Then, from september 2007 to september 2008 Kevin Boulanger got a grant from INRIA Rennes Bretagne Atlantique.
EXPECTED EXTERNAL FUNDING | |
Institution
|
Amount
|
University of Central Florida, USA |
Not this year |
University of Utah | Not this year |
University of Rennes 1 (university contracts managed by Kadi Bouatouch) | 6400 € |
Total
|
6400 € |
3. Budget request
Comments
|
Amount
|
A. Global cost of the proposal (total tables 1 and 2 : invitations, missions, ...) | 14400 € |
B. Co-funding used (Other fundings than "Associate Team Equipe") | 6400 € |
Requested funding for the "Associate Team" (A.-B.) (maximum
10 K€)
|
8000 € |