The invention refers to the designing of a refractive surface. In particular, the invention refers to a method of inverse caustic design.
The interplay of light and form is fundamental for how the world is perceived. Reflective or refractive objects exhibit particularly rich interactions with light, often creating fascinating caustic effects. Manually controlling the appearance of caustics is notoriously difficult, as slight changes to a specular surface can have large, non-local effects on the created caustic image. Objects such as the one shown in
This inverse light transport problem is addressed in recent publications including [Finckh et al. 2010], [Papas et al. 2011], [Kiser et al. 2012] and [Yue et al. to appear].
For a broader overview addressing this technical field it is referred to the survey of Patow and Pueyo [2005] that provides an extensive discussion of methods for inverse surface design based on a desired light transport behavior. An interesting related survey focusing on computational tools to design and fabricate material appearance has been presented by Hullin et al. [2013]. One of the first methods in computer graphics to approach the caustic design problem is the work of Finck and colleagues [2010]. They use an analysis-by-synthesis strategy that stochastically perturbs a given input surface to better match the desired caustic image. While interesting results can be achieved with this approach, the optimization, even with an efficient GPU implementation, incurs a high computational cost and can be prone to local minima leading to undesirable artifacts in the generated image.
Recently, there have been a number of papers related to this field that apply a more direct optimization approach. These can be divided into discrete patch-based approaches, and continuous parameterization based methods. Weyrich et al. [2009] generate a set of sloped, planar microfacets to realize a desired distribution of given ray directions. These microfactes are arranged in a regular grid using simulated annealing to minimize discontinuities. This approach is not designed to reproduce smooth distributions and does not scale well to high resolutions, which limits its applicability for caustic design. Papas et al. [2011] extend the microfacet approach to curved micropatches, which produce specks of light with an anisotropic Gaussian distribution. While significantly improving the quality of the caustic images, this method retains some of the discretization artifacts and has difficulties in resolving low intensity regions. Yue et al. [2012] propose a different optimization approach using re-configurable prismatic sticks that refract parallel light onto a screen. Their focus is on creative applications where several discrete images can be generated with a single set of refractive sticks. Beyond the limited resolution and other visual deficiencies, a main difficulty with these discrete approaches is that they need to solve a complex spatial arrangement problem. These typically lead to a NP-hard optimizations that require approximation solvers.
Yue et al. [to appear] and Kiser et al. [2012] address this problem by formulating a continuous optimization. Their solutions can produce smooth surfaces that lead to a significant improvement in the quality of the caustic images. The core idea is to find a continuous bijective mapping between incoming light and caustic image through a 2D parameterization that locally adapts area to match the desired target brightness. However, enforcing smoothness globally and requiring a one-to-one mapping is unnecessarily restrictive and thus limits the type of caustic images that can be produced. High-contrast regions, intense concentrations of light, or completely black areas are very difficult to achieve this way, as they lead to large deformations of the underlying geometry.
Gilmm and Oliker [2003] investigated inverse reflector design for far-field distributions, where only the direction of reflected ray is considered. They showed that certain far-field reflectors can be modeled by a 2nd order nonlinear elliptic PDE of Monge-Ampere type, which can be solved in variational form using Monge-Kantorovich mass transfer.
It is the object of the present invention to provide a method for designing a refractive surface that avoids the shortcomings of prior art and enables a broader range of target light distributions. Furthermore, it is an object to allow an easy fabrication of an object comprising such a refractive surface.
This object is achieved with a method having the features of claim 1.
Embodiments of the invention are described in the dependent claims.
The method according to the invention comprises providing a refractive object having a refractive surface with an initial geometry; determining a refraction of incident illumination through the refractive surface with the initial geometry to create a source irradiance ES distribution on a receiver; and determining a shape of the refractive surface of the refractive object such that a resulting irradiance distribution on the receiver matches a desired target irradiance ET provided by a user.
As a preparation, the initial geometry of the refractive object, the caustic generator, and the incident illumination on that object are determined. The position and orientation of a receiver screen on which the desired caustic image should appear can be specified as well. The receiver screen can be a diffuse planar surface of arbitrary orientation (e.g. vertical or inclined).
The initial refractive object can be a concave or convex slab of transparent material having essentially smooth and parallel surfaces. Furthermore, a number of assumptions can be made. For example, the assumption of a geometric model of optics with perfect specular scattering can be made. Furthermore, light rays can be assumed to arrive at each point of the source surface from a single direction only, which requires idealized illumination such as parallel light or light emitted by point sources.
The method of the invention enables high-contrast target images including completely black areas, point and curve singularities of infinite light density in the target image, as well as non-uniform input light distributions with free boundaries on non-planar base geometries.
The invention provides a method that permits to produce piecewise smooth surfaces of the transparent object and non-bijective mappings, which eliminates a number of shortcomings of previous methods. This leads to a significantly richer space of caustic images, including smooth transitions, singularities of infinite light density, and completely black areas. As a result an easier fabrication of a refractive object is enabled.
The invention significantly expands the creative possibilities of computational caustic design and enables caustic lighting for a variety of application domains, such interior and product design, lighting, architecture, or art.
The same principles apply to a reflective surface instead of a refractive surface. Hence, a reflective object comprising a reflective surface could be generated and used instead of a refractive object.
According to an embodiment an algorithm can be used for solving equations describing the problem for the shape of a transparent object including the refractive surface such that the refracted light paints a desired caustic image corresponding to the target irradiance ET on a receiver screen.
According to a further embodiment the determining a refraction of incident illumination through the refractive surface with the initial geometry to create the source irradiance ES distribution on the receiver includes tracing of rays of the incident illumination through the refractive surface of the refractive object with the initial geometry. The tracing of rays can be performed according the physical laws of refraction and reflection such as Snell's law. The tracing of several rays representing an entire light distribution incident on the refractive surface is performed in the same way.
According to another embodiment the method includes changing the shape of the refractive surface of the refractive object to obtain an optimized target surface including determining an optimal transport map (OTM) from a source irradiance ES distribution to a target irradiance ET distribution on the receiver, the map encoding how the irradiance distribution of light on the receiver needs to be modified to obtain the desired target image.
According to yet another embodiment the method further includes determining a target position xR on the receiver for each light ray that leaves the refractive surface of the refractive object such that the overall irradiance distribution closely matches the target irradiance ET, determining normals on the refractive surface of the refractive object using Snell's law, and integrating the normals to obtain the optimized target surface.
According to a further embodiment the method further includes representing incident illumination on the refractive surface of the refractive object as a triangle mesh on the refractive surface, where each vertex comprises an incoming direction and an intensity value of a ray; tracing of the rays through the refractive surface at the vertices of the mesh onto the receiver to obtain a piecewise linear representation of the source irradiance ES on the receiver, wherein each site si of a set S of sites on the receiver approximately represents the same amount of flux; discretizing a domain U including the set S of sites of the triangle mesh comprising generating a Voronoi diagram of S; and determining how each Voronoi cell Ci of the Voronoi diagram needs to be deformed and moved such that its flux Φi is distributed to match the desired target distribution ET. A Voronoi cell is a region of a number of regions into which a Voronoi diagram is divided, wherein the regions are defined by a set of points (called seeds, sites, or generators) which is specified beforehand and wherein for each seed there will be a corresponding region consisting of all points closer to that seed than to any other.
The optimal transport formulation indicated above in combination with an adaptive Voronoi discretization scheme enables a significantly broader range of target light distributions than previous methods. Instead of a triangle mesh any other suitable mesh geometry can be used, including, for example, a square or another polygonal mesh.
According to still another embodiment the method includes representing the target irradiance distribution ET as a power diagram of the sites S by determining weights w, of the power diagram that best match the target irradiance distribution ET.
According to yet another embodiment the weights are determined by the function:
According to an embodiment determining the shape of the refractive surface of the refractive object includes: a.) discretizing the surface of the refractive object with a triangle mesh that is initialized on the refractive surface of the refractive object with the initial geometry; b.) determining normals on the surface of the refractive object for each vertex of the mesh using Snell's law from the target positions xR on the receiver for each light ray as derived from the OTM; c.) moving the vertices to best match the target surface normal, while respecting the flux densities Φ; d.) iterating b.) and c.); and e.) integrating the normals on the surface of the refractive object.
According to yet another embodiment the target position xR where a ray impinges on the receiver is derived from the OTM by natural neighbor interpolation of the OTM on the source mesh.
According to a further embodiment moving the vertices to best match the target surface normals comprises minimizing the compound energy defined by argx min w·[Eint, Edir, Eflux, Ereg, Ebar], where w is a weighting factor and the integration energy Eint aligns the vertex normal ñ of MT with the target normals n derived from the OTM:
where n is determined by averaging the normal of incident triangles weighted by the incident angels. It is to be noted that the above formula includes any suitable recombination of the respective energies. For example, it is possible that the weight of one of the energies is zero. Furthermore, the formula may comprise additional or other regularization energies than those presently indicated.
According to yet another embodiment respecting the flux densities Φ comprises maintaining the flux over a cell of the mesh MT constant or significantly constant.
According to a further embodiment the method further comprises introducing discontinuities in the field of normals on the surface of the refractive object at optimally chosen locations. The introduction of discontinuities in the field of normals supports the generation of completely black regions in a target image obtained with light shined on a refractive or reflective surface produced according to embodiments of the invention.
According to yet another embodiment the method further comprises the inclusion of at least one of one or more point singularities and curve singularities of infinite light density in the target flux distribution ΦT, represented as
wherein flux and irradiance are related as Φ(Ω)=∫Ω E(x,y)dxdy for any subset Ω⊂IR2, including functions Φ0, Φ1, and Φ2 for point singularities, curve singularities, and area distributions, respectively, wherein a point singularity δ is specified by a position xδ e U and a flux Φδ such that
wherein a curve singularity is represented by a curve c: [0;L]→IR2 and a curve density function f: [0, L]→IR, where c is parameterized with respect to arc length and L is the total length of c such that
Φ1(Ω)=∫0LfΩ(t)dt,
where is fΩ the restriction of f onto Ω:
where E: U→IR is an integrable 2D irradiance function.
The inclusion of one or more point singularities and/or curve singularities permits the generation of very bright lines, points or areas or high light intensities that are modeled as infinite light densities in the target image.
According to the invention an object is provided that comprises at least one refractive or reflective surface that is designed according to the method as described above. In particular, the refractive or reflective surface which is obtained as a result of the method is transferred to the surface of a transparent piece or slab using a milling machine. However, the refractive or reflective surface can also be prepared using other processes such as etching, polishing, etc.
According to one embodiment the object is configured such that it can be illuminated with a point light source or a homogeneous light source emitting collimated light. The use of numerous different illumination sources is possible including the natural sunlight, light sources emitting collimated light or point light sources. Preferably, the object is optimized for wavelengths of the visual spectrum. However, objects designed for other wavelengths such as in the IR or UV spectrum may be conceived as well.
Furthermore, the object can be provided by a slab with a refractive or reflective surface that can be produced with one or more of numerous materials including acrylic, glass, metal etc. The slab and its reflective or refractive surface may have a square shape or a freeform shape. In a view from the top, the slab may have a rectangular, in particular, square shape or a circular shape, wherein the reflective or refractive surface is provided at least on one of the front and back surfaces. The slab may also have a generally concave lens-shape with substantially parallel surfaces. The index of refraction of the material may be in a range between 1.00 and 2.00.
According to one embodiment an antireflective coating is provided on at least one of the surfaces of the object.
Furthermore, a computer program is provided, comprising instructions that carry out the method of the invention when the program is run on a computer.
According to the invention several possible uses are provided. In particular, an object produced by the method of the invention or any embodiment thereof can, for example, be used as a part of a watch such as a wrist watch, such as for example a light reflecting or refracting watch glass or a part thereof, a light reflecting or refracting case or back of the watch or dial or a part thereof.
According to another use, an object produced by the method can be used for example as a refractive glass window of a room or shop or a part thereof projecting sunlight or artificial light into the room or shop or on a wall or floor of the room or shop, can be used as a reflective or refractive shop window or a part thereof that creates an image on the sidewalk when light is shined on the window from the inside or outside, and refracted or reflected thereby, respectively. Furthermore, an object produced by the method can be used as a reflective or refractive metallic or transparent facade element or a part thereof, such as for example a reflective or refractive metallic or transparent facade element with actuators to dynamically modify the shape of the facade.
According to another embodiment an object produced by the method can be used for example as a reflective car body or a part thereof creating an image on the road by reflecting the sun.
According to a further embodiment an object produced by the method can be used for example for an interior design object or a part thereof such as for example as a glass/acrylic table creating an image on the floor by light from a lamp at the ceiling, or as a lamp shade reflecting or refracting light.
According to yet another embodiment an object produced by the method can be used for example as a part of a consumer product such as a reflective or refractive back case of a phone or a portable computer.
According to still another embodiment an object produced by the method can be used for example as an optic component such as an optic component for beam shaping of a laser or light beam, as a reflector or a beam shaping glass of a lamp such as, for example, a car headlamp, or as a refractive or reflective lens to transfer one light distribution into another light distribution, e.g. to transfer an impinging non-uniform light distribution into a uniform light distribution after reflection or refraction by an object produced by the method.
Additional features, benefits and details of the invention will result from the following detailed description with regard to the accompanying drawing in which
In the following an exemplifying embodiment will is described with reference to the figures.
Using the present method for designing a refractive surface of a transparent object or slab, the initial geometry of the refractive object, i.e. the caustic generator 1, and the incident illumination on that object are determined first. As shown in
Below it is first described how the target distribution is defined. Subsequently, the core components of the algorithm are described. Then it will be explained how to compute an OTM using an optimization on a power diagram. Furthermore, an iterative optimization algorithm is described to compute the 3D surface of the caustic generator 1 from the OTM.
An optimal transport formulation has been used to map the source irradiance ES to the target ET in order to compute the target positions on the receiver 3 for each refracted light ray. In this setup, source and target are more conveniently represented as radiant flux measures ΦS and ΦT, respectively. A measure is a function that assigns a non-negative real number to subsets of a domain, satisfying certain properties such as non-negativity and countable additivity [Bogachev 2006].
Flux Φ and irradiance E are related as Φ(Ω)=∫ΩE(x,y)dxdy for any subset Ω⊂IR2. Let U be the union of the supports of ΦS and ΦT on the receiver, i.e. the smallest closed set such that ΦS (IR2\U)=ΦT (IR2\U)=0. In the following, the subscript for a radiant flux that can refer to either ΦS and ΦT is dropped.
One of the most fascinating features of caustics is the intense concentration of brightness when light is sharply focused onto points or curves. To capture this effect point and curve singularities of infinite light density are supported in the target distribution ΦT. These can be represented using point and line Dirac delta distributions [Zhang and Zheng 2012]. Three types of base functions Φ0, Φ1, and Φ2 are defined for point singularities, curve singularities, and area distributions, respectively. These base functions can then be combined arbitrarily to build the desired target distribution ΦT. A point singularity δ is specified by a position xδεU and a flux Φδ, such that
A curve singularity is represented by a curve c: [0, L]→IR2 and a curve density function f: [0, L]→IR, where c is parameterized with respect to arc length and L is the total length of c. Then Φ1 is defined as
Φ1(Ω)=∫0LfΩ(t)dt,
where is fΩ the restriction of f onto Ω:
Finally,
Φ2(Ω)=∫ΩE(x,y)dxdy,
is defined, where E: U→IR is an integrable 2D irradiance function.
Let {δ1, . . . , δNδ} be a set of Nδ point singularities and {γ1, . . . , γNγ} be a set of Nγ curve singularities. The target flux function ΦT is then represented by the combination of 0, 1, and 2-dimensional integral functions as
Curve singularities are modeled with piecewise linear representations. Unlike previous work, these singularities allow infinite light density. To represent the 2D irradiance function E a pixel grid of intensity values or a vector representation is supported. Note that both the source and the target distributions can contain regions of zero intensity anywhere in U. In particular for the target, completely black regions are not possible in previous methods that use continuous generator surfaces.
The goal of computational caustic design is to redirect light rays such that the desired target light image is drawn on the receiver screen. Since a mostly diffuse receiver is assumed that scatters light equally in all directions, the perception of the caustic image depends mainly on the flux density or irradiance at each point, but is largely independent of the direction of the incoming rays hitting the screen. This means that the optimization on the target positions of each light ray on the receiver can be formulated. In other words, the question needs to be answered of how the initial source positions of each ray on the receiver have to be moved towards new target positions such that the overall irradiance distribution matches the target ET as closely as possible. This problem is solved using an optimal transport formulation to compute the target positions.
Optimal transport is ideally suited to handle discontinuities and singularities, while maximizing smoothness to obtain high caustic image quality.
The basic concepts of optimal transport that are most relevant for the present approach are briefly discussed. For an extensive review it is referred to [Villani 2009]. Optimal transport is concerned with finding a mapping between two probability measures, a source measure ΦS and a target measure ΦT. A 2D transport map from μS to μT is a function π: U→U for some domain U⊂IR2, such that μS(Ω)=μT (π(Ω)) for every subset Ω⊂U. A global transport cost for π can be defined as
c(π)=∫U∥x−π(x)∥2dμS(x).
For this l2 cost measure it has been shown that a unique optimal transport map (OTM) exists that is a global minimizer of the total transport cost [Villani 2009]. Minimizing the transport cost in the present context means that overall the directions of the refracted light rays are modified as little as possible. This minimizes the change in curvature of the target surface and ensures that no foldovers are introduced in the mapping. Among other benefits, this simplifies physical fabrication and helps to avoid optical deficiencies such as internal reflections.
To apply the optimal transport formalism to the present problem, it is necessary to transform radiant flux measures ΦS and ΦT into probability measures, i.e. measures of total mass of one. This can be achieved as
where ΦS(U)=ΦT(U) is the total mass of Φ, assuming that no light is lost due to absorption.
The computation of the discrete OTM follows the algorithm introduced by Aurenhammer et al. [1998] and later extended and improved by Merigot [2011]. A similar approach has been proposed by de Goes et al. [2012].
It is assumed that the incident illumination is represented as a triangle mesh on the source surface, where each vertex carries an incoming direction and an intensity value. This triangle mesh is raytraced through the source surface onto the receiver screen to obtain a piecewise linear representation of the source irradiance ES. Here it is assumed that the refraction through the source surface does not create any fold-overs or singularities. ES is resampled such that each sample roughly represents the same amount of flux to best exploit the degrees of freedom in the OTM optimization. For this purpose, Lloyd sampling is applied on ES to obtain a set S={s1, . . . , sn} of sites siεU. The domain U is then discretized using a Voronoi diagram of S. The goal is to determine how each Voronoi cells need to be deformed and moved, such that its flux is distributed to match the desired target distribution. This can be achieved by representing the target distribution as a power diagram (weighted Voronoi diagram) on the sites S and finding suitable weights (see
Let Pω be the power diagram of S with a set of weights ω={ω1, . . . , ωn}. When all weights ωi are zero, the power diagram coincides with the Voronoi diagram, which is denoted as P0.
Let Ciω be the power cell of Pω associated with site si. Aurenhammer and colleagues [1998] have shown that there is a unique assignment of weights such that μS (Ci0)=μT (Ciω) for all i. Recalling the definitions of Equations 1 and 2, this means that for a suitable set of weights w, light refracted by the initial base geometry onto the Voronoi cell Ciω on the receiver will be redirected to the power cell Ciω of Pω. The ratio of areas of Ci0 and Ciω accounts for the relative difference of intensity in the source and target.
Merigot [2011] showed that the unknown weight vector ω can be found as a global minimizer of the convex function
This result is fundamental for the algorithm as it ensures that the OTM can be found by a suitable gradient descent scheme. It turns out that the corresponding gradients are simply the differences of the integrated source and target densities, i.e.
An L-BFGS solver [Liu and Nocedal 1989] is used to minimize the objective function f of Equation 3, following the multi-scale strategy proposed in [Merigot 2011]. It is referred to this paper for detailed derivations and implementation details. In all examples the number of points is scaled by a factor of four between two different levels of the multi-scale solver. The CGAL library [Yvinec 2013] with exact arithmetic is used to compute the power diagrams.
Merigot's solution maps a source density to a finite set of point sites. Presently, an inverse formulation is used, i.e. a set of sites, the samples on the source distribution, is mapped to the density defined by the target measure. This makes it possible to naturally integrate singularities in the target measure by adapting the calculations of the integrals in Equations 3 and 4 (see
The regularity of optimal transport has been studied extensively (see [Philippis and Figalli 2013] for a recent survey). Essentially, OTMs are continuous for a quadratic cost function like the one that is presently used, if the probability measures are sufficiently regular and the target convex. Nevertheless, discontinuities arise naturally in optimal transport for non-convex or high-contrast targets (see [Chodosh et al. 2013] for a sufficient condition for discontinuity in planar OTMs). Adjacent regions in the source can be mapped to distant regions on the target, which leads to discontinuities in the normals of the target surface. These discontinuities are in fact necessary when aiming at completely black interior regions, for example (see
The OTM provides us with a discrete mapping between source and target irradiance distributions. More precisely, it provides the positions where rays leaving the source surface should intersect the receiver. The goal of the target optimization is now to find the corresponding target surface that refracts the rays towards these target positions. For this purpose the target surface is discretized with a triangle mesh that is initialized on the source surface. Target normals are computed for each vertex, using Snell's law, from the target ray directions derived from the OTM. The optimization then moves the vertices to best match these normals while respecting the desired flux densities. Since modifying the vertex positions changes the target directions, this process is iterated (see
As illustrated in
Even though the OTM is curl-free, the normal derived from the corresponding targets are not necessarily integrable, due to the non-linearity introduced by Snell's law. To compute the target surface, we thus formulate an iterative optimization that solves for the target vertex positions by minimizing the following compound energy:
argxminw·[Eint;Edir;Eflux;Ereg;Ebar], (5)
where w is a weighting vector. The integration energy aligns the vertex normals n of MT with the target normals ñ derived from the OTM:
where n is computed by averaging the normals of incident triangles weighted by the incident angles [Botsch et al. 2010, Pg. 41]. Previous techniques constrain the vertices of MT to lie on the associated incoming ray direction and therefore only need to solve for a scalar vertex displacement. As illustrated in
where xS is the position of vertex v on the source surface. The projection operator proj returns the point on the line (xS, dI) closest to x. In addition, it is necessary to ensure that the flux over triangle t of MT remains constant, because the OTM was computed according to this flux. Therefore, a flux preservation energy is inserted for each triangle:
where tS is the triangle corresponding to t on the source surface. To maintain well-shaped triangles we add the regularization term:
E
reg
=∥LX∥
2
2, (9)
where the vertices of MT are stacked in X, and L is the corresponding combinatorial Laplacian matrix [Botsch et al. 2010]. Finally, an additional barrier energy is introduced to ensure the physical realizability of the piece by preventing the surface to fall beyond a certain distance dTH from the receiver:
where nR is the normal of the receiver plane. The pseudocode of the target optimization algorithm is provided below.
Equation 5 is solved using the auto-differentiation Levenberg-Marquadt optimization offered by the Ceres framework [Agarwal et al. 2013]. The optimization converges after a few outer iterations of Fresnel Mapping followed by 3D optimization. For all examples, set the weights for Eint and Ebar are set to 1. For the Einstein, Olympic, and Brain models 1×10−6 was used for the weight of Edir and no flux energy, while the Siggraph and Lena models are computed with 1×10−4 for Edir and 1×10−3 for Eflux. The results are not particularly sensitive to the choice of these parameters. More difficult to tune is the weight for regularization term Eref (values between 1×10−6 and 1×10−4 are selected in the examples). If chosen too low, triangle inversions might occur that lead to an inconsistent surface. On the other hand, if the weight is too high, a deviation from the optimal solution arises, which introduces distortions in the caustic image. It is intended to investigate more sophisticated regularization terms that prevent triangle inversions without negatively affecting the other objectives in the future.
In the following section several simulated results and physical prototypes computed by the optimization algorithm are presented. The approximation quality with a ground truth example is evaluated, a solution is compared to previous methods, and comments with regard to limitations of the present approach will be given. All light transport simulations have been generated using the physics-based rendering software LuxRender. The physical prototypes are fabricated in acrylic (PMMA, IOR: 1.49) with a CNC milling machine.
An exposure time of half a second (bottom left) and two seconds (bottom right) has been used in the photographs to show the high dynamic range of the caustic image. The setup for each example is listed below:
Thanks to the multi-scale approach of the OTM optimization, a roughly linear complexity is empirically observed in the number of input samples. However, each iteration requires a re-computation of the power diagram using exact arithmetic, which is computationally involved. For the example in
A key aspect of the present algorithm is that optimal transport automatically determines where discontinuities in the normal field should occur. Instead of having discontinuities everywhere as in [Weyrich et al. 2009; Papas et al. 2011], or no discontinuities anywhere as in [Kiser et al. 2012; Yue et al. to appear], the present method strikes a balance that achieves superior image quality, while not imposing unnecessary restrictions on the achievable caustic images. While the present optimization supports singularities in the target distribution, physical models will always deviate from the perfect surface and blur out singularities to finite areas (see
The present method solves for one specific mapping defined by the unique optimal transport map. While this mapping has several important benefits in terms of regularity and smoothness of the resulting caustic generator surface (see also the discussion in Section 4), potentially many other mappings exist for a specific target that might have interesting properties. For example, the optimal transport map by construction avoids fold-overs, which makes the caustic image rather stable under changes in the spatial configuration, e.g. when translating or rotating the piece with respect to the receiver (see also
The invention provides a powerful new tool for caustic design by an optimal transport formulation in combination with an iterative 3D optimization. The present method yields significantly better results for high-contrast caustics. This is achieved by explicit modeling of singularities and automatic placement of discontinuities in the surface normals, made possible by an adaptive discretization that conforms to the target irradiance distribution. As a consequence, the present method significantly broadens the kind of caustic images that can be produced, attaining a new visual quality not possible before.
A number of modifications can be provided without leaving the scope of the invention. The embodiment as described above includes several separate functional sections including the sections Singularities, Target, Optimal Transport, Continuous Optimal Transport, Discrete Optimal Transport, Discontinuities, Target Optimization, OTM Interpolation, 3D Optimization as described above. It is apparent that the described embodiment is just an example and it is noted that other embodiments are explicitly included that comprise only a combination of certain functional sections but not all of the sections. For example, embodiments can be realized that include only a certain number of these functional sections, while others are omitted. For example, a reflective or refractive surface or object can be produced that does not include singularities or discontinuities depending on the desired target image. Furthermore, it can be considered to provide a method that does not involve a 3D Optimization.
The present solution can serve as the basis for a number of future explorations. Modifications may include extending the caustic design process to handle multiple source surfaces, consider the dynamics of caustics as the spatial configuration changes, or optimizing for multiple caustic images in a single object. More generally, the present optimization algorithm is an example of performative form-finding: find a geometric shape that maximizes some per formative goal, in our case the reproduction of a desired caustic image. This kind of optimization has many other potential applications, for example in geometry or image editing, digital fabrication, or physical simulation. The unique benefits of the optimal transport formulation can potentially be transferred to these domains, opening up numerous new research questions for computer graphics and related fields.
Number | Date | Country | Kind |
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14175447.3 | Jul 2014 | EP | regional |
Filing Document | Filing Date | Country | Kind |
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PCT/EP2015/063005 | 6/11/2015 | WO | 00 |