3. LRR using Sparse Matrices and GPU.

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The designer defines a set of. Lighting Intentions (LI). LI are the objectives and constraints that designers want to achieve. 5 ...
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Contents 1. Introduction. 2. State of the Art. 3. LRR using Sparse Matrices and GPU. 4. LRR Applied to the Inverse lighting Problem. 5. Mean and Stdev as Lighting Intentions. 6. Sample-Based Radiosity Inverse Matrix. 7. Conclusions and Future Work. 2

Contents 1. Introduction. 2. State of the Art. 3. LRR using Sparse Matrices and GPU. 4. LRR Applied to the Inverse lighting Problem. 5. Mean and Stdev as Lighting Intentions. 6. Sample-Based Radiosity Inverse Matrix. 7. Conclusions and Future Work. 3

Light is a key design element

• It Influences the way we perceive and experience our environment. • It is an object to be modeled as the forms and materials. 4

The designer defines a set of Lighting Intentions (LI)

LI are the objectives and constraints that designers want to achieve. 5

Lighting Intentions (LI)

• Which surfaces should be illuminated with natural / artificial light? • Which surfaces should be in shadow? • Which are the maximum and minimum intensities allowed?

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Defining the LI: Light Map

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Inverse Lighting Problem (ILP) ILP is the problem of finding a parameter setting that meets the LI: •Position •Shape •Spectral Spectral power

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Problems in Lighting Design

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Problems in Lighting Design

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Lighting Design Defined as an Optimization Problem

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Context of the Thesis Work 1. First the geometry, second the light intentions. • This allow us to speed-up the optimization process.

2. There is not a formal language to describe lighting intentions. • Therefore, we could define easier-to-calculate LI.

3. Surfaces with diffuse reflection. • Then, we use radiosity algorithms based on finite elements. 12

Contents 1. Introduction.

2. State of the Art. 3. LRR using Sparse Matrices and GPU. 4. LRR Applied to the Inverse lighting Problem. 5. Mean and Stdev as Lighting Intentions. 6. Sample-Based Radiosity Inverse Matrix. 7. Conclusions and Future Work. 13

Radiosity

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Radiosity

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Light Coherence in Radiosity

[Baranoski et al. 1997], [Ashdown 2001], [Hasan 2007]. 16

Low-Rank Radiosity Example for a Cornell box composed by 5632 patches: Light coherence of the scene patches. VT U

RF =

UVT =

U, V are n x k , n >> k 17

Low-Rank Radiosity RF is substitute d by UV T ~ T B = ( I − YV )E ; Low-rank M :

~ ~ B = M E complexity O ( n 2 + nk 2 )

Y , V are n × k , n >> k where Y = − U ( I − V T U ) −1 based on Sherman - Morrison - Woodbury formula

(

~ B = E − Y VT E

)

has complexity O ( nk ) 18

Alternatives to Low-Rank Radiosity • [Golub and Van Loan 1996]: Truncated SVD and rank revealing QR. O(n2k).

• [Kontkanen et al. 2006]: Global Transport Operator (GTO). Accumulates the first terms of the Neumann series. Wavelets.

• [Halko et al. 2011], [Mahoney 2011]: random sampling that captures most action. O(n2log k)

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Inverse Lighting Problem • Find the emission E given the reflection values on the scene: C=B-E RF E = ( I − RF )C – – –

Problem ill-posed. The solution may contain negative emission values. C values are usually unknown.

→ Solve the ILP as an optimization problem.

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Prev.Works in Inverse Lighting Problem •

[Kawai et al. 1993]: unconstrained optimization , penalty and barrier method, hierarchical radiosity.



[Contensin 2002]: pseudo-inverse, iterative method.



[Tourre et al. 2008]: Optimization of daylight sources.



[Tena 1997], [Delepoulle et al. 2008]: population based methods.



[Castro et al. 2012]: heuristics, energy-saving goal. 21

Inverse Lighting Problem Solver Problem Definition Optimization Geom. & Mat.

Light Intentions: Global Illumination, Emitters Filters

Evaluation Radiosity solver Ch. 3

Optimization Variables

Designer Evaluation Ch. 4, 5, 6, 7

Ch. 4, 6

Ch. 4, 5, 6

Precomputation Process (Low-rank) Ch. 7 22

Contents 1. Introduction. 2. State of the Art.

3. LRR using Sparse Matrices and GPU. 4. LRR Applied to the Inverse lighting Problem. 5. Mean and Stdev as Lighting Intentions. 6. Sample-Based Radiosity Inverse Matrix. 7. Conclusions and Future Work. 23

LRR using Sparse Matrices and GPU Problem Definition Optimization Geom. & Mat.

Light Intentions: Global Illumination, Emitters Filters

Evaluation

Designer Evaluation

LRR solver

Optimization Variables

Precomputation Process (Low-rank) 24

From V matrix to an index vector ( I − RF ) ≈ ( I − UV T ) M = ( I − RF )

−1

~ ≈ ( I − YV ) = M T

From nk floating point numbers to k+1 integers. 25

B Calculation Using GPU ~ ~ T B = ( I − YV ) E = M E

(

~ T B = E−Y V E ~ B= 1 E42 X −Y 4 3 using xGEMV cuBLAS NVIDIA

,

) X42 E = V4 1 3 T

X (i )=

I ( i +1 ) −1

∑ E (s)

s=I ( i )

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Full vs. Sparse // CPU vs. GPU

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Contents 1. Introduction. 2. State of the Art. 3. LRR using Sparse Matrices and GPU.

4. Inverse lighting Problem using LRR. 5. Mean and Stdev as Lighting Intentions. 6. Sample-Based Radiosity Inverse Matrix. 7. Conclusions and Future Work. 28

Inverse Lighting Design for Interior Buildings Integrating Natural and Artificial Sources Problem Definition Optimization Geom. & Mat.

Light Intentions: Global Illumination, Emitters Filters

Evaluation

Designer Evaluation

LRR Solver

Optimization Variables

Precomputation Process (Low-rank) 29

Optimize the use of natural and artificial light resources

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ILP Formulated as an Optimization Problem

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Variable Neighborhood Search Neighborhoods:

In our case, the neighborhoods are defined by the number of variables modified and the range of variation 32

Convergence tests

25,000 iterations after 50 minutes. 33

Multilevel Method

25,000 iterations after 240 seconds.

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Multiobjective Optimization Problem

1.- VNS with ϵ-constraint method (Pareto front). 2.- Two-step process: 1st maximize natural light 2nd minimize artificial light

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Pareto Front

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Application in the Design of Filters

Institute du monde Arabe (Paris) by Jean Nouvel. 37

Application in the Design of Filters

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Contents 1. Introduction. 2. State of the Art. 3. LRR using Sparse Matrices and GPU. 4. LRR Applied to the Inverse lighting Problem.

5. Mean and Stdev as Lighting Intentions. 6. Sample-Based Radiosity Inverse Matrix. 7. Conclusions and Future Work. 39

µ and σ as Lighting Intentions Problem Definition Optimization Geom. & Mat.

Light Intentions: Global Illumination, Emitters Filters

Evaluation

Designer Evaluation

µ , σ solver

Optimization Variables

Precomputation Process (Low-rank) 40

µ and σ as Lighting Intentions s : surface B(s) : radiosity in s µ(B(s)) : mean of B(s) σ(B(s)) : Stdev of B(s) ILP: min σ(B(s)) subject to µ(B(s)) > 1

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µ and σ as Lighting Intentions Intuitive Lighting Intention

µ , σ Lighting Intention

to illuminate s

max ΣB(s)

max µ(B(s))

to overshadow s

min ΣB(s)

min µ(B(s))

to homogenize s

min σ(B(s))

to contrast s

max σ(B(s))

to delimit s

Bmin ≤ B(s) ≤ Bmax

Bmin ≤ µ ± ασ ≤ Bmax (*)

(*) Based on Chebyshev’s inequality 42

Efficient Computation of µ and σ using LRR = vE Complexity O(n), memory O(n)

= a Ca E T E

Complexity O(n+e2) ≈ O(n), memory O(n + k2) n >> k >> e 43

Simplification of the Optimization solver

25000 iterations after 10 seconds, for scenes containing 25000 patches. 44

Experimental Results

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α Determination for Chebyshev-Based Constraints

120 seconds to find a solution with α determination.

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Contents 1. Introduction. 2. State of the Art. 3. LRR using Sparse Matrices and GPU. 4. LRR Applied to the Inverse lighting Problem. 5. Mean and Stdev as Lighting Intentions.

6. Sample-Based Radiosity Inverse Matrix. 7. Conclusions and Future Work. 47

A Sample-Based Method for Computing the Radiosity Inverse Matrix Problem Definition Optimization Geom. & Mat.

Light Intentions: Global Illumination, Emitters Filters

Evaluation

Designer Evaluation

Radiosity solver

Optimization Variables

Precomputation Process (Low-rank) 48

Sample-based scene (SP)

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Sample-based RF

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Sample-based RF 200 patches

50 patches

scen e

5632 patches

RF

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Three Operators used to calculate B

b a

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Use of Operators to find B

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Use of Operators to find B

where

When u = S :

LRR equation ~ B = ( I − YV T ) E V sparse matrix

When PL = L : VT could is a sparse matrix 54

Properties Used to Build the Operators 1. The set of patches P is selected randomly, with a probability weighted by the area size. 2.

F(di,j)=F(i,j)

3. .

4.

.

5.

. 55

Operators as Matrices

complexity O(n|P| + n|P|2) , n >> |P|

LRR has O(n2 + nk2) 56

Estimation of Errors •

.



.



. LTI means Length of the Tolerance Interval. 57

Experimental Results (ER): σ •

1/ √|P|

.



.



. 58

Normal Distribution



Lilliefors test can not reject the normal distribution hypothesis in 80% of patches at 5% significance level, when |P|=80. 59

Sponza Atrium (80k Patches)

Hemicube view.

Upper corridor.

Lower corridor.

2 minutes to calculate 60

ILP in Sponza Atrium Sample of 2000 elements 25000 iterations

30 seconds

60 seconds

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ILP in Sponza Atrium

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Museum (170k Patches)

4 minutes to calculate

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ILP in the Museum

95 seconds to solve ILP 25000 iterations

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Contents 1. Introduction. 2. State of the Art. 3. LRR using Sparse Matrices and GPU. 4. LRR Applied to the Inverse lighting Problem. 5. Mean and Stdev as Lighting Intentions. 6. Sample-Based Radiosity Inverse Matrix.

7. Conclusions and Future Work. 65

Thesis Main Results SoA

Ch. 3, 4, 5

min f(E) Bmin ≤ B ≤ Bmax

min f(E) Bmin ≤ B ≤ Bmax ~ M based on LRR,

Trans Ch. 6

Ch. 6

Ch. 7

min f(µ,σ) gmin ≤ g(µ,σ) ≤ gmax

Sample-based method to~ compute M

~ M based on LRR, VNS

VNS, multilevel, MOP Precomp: O(n2k)

O(n2 + nk2)

O(n2 + nk2)

Iteration: O(n2)

O(nk)

O(n+e2)

O(n+e2)

Memory: O(nk)

O(nk)

O(n+k2)

O(n+k2)

n >> k

n >> k >> e

The use of GPU to calculate LRR ; V as an index vector

O(nk + nk2)

n >> k >> e 66

Future Work • Hybrid strategies: computation in CPU and GPU.

• Population based metaheuristics.

• Reduction of rank of sampled based M: – Variance reduction techniques. – Truncated SVD or rank revealing QR. 67

Future Work • Openings not covered by Lambertian diffusers:

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Future Work • Flux and Flux density goals and constraints.

69

Publications

70

Thanks

71

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