Thursday, May 7, 2009

Dynamic cube mapping for real reflection / refraction

As mentioned in previous post, I was working on how to create a true reflection / refraction model. Initially I try to use dual-paraboloid mapping but I wasn't satisfying with the result. Then I decided to look into dynamic cube mapping and searched around the Internet for some hints.

To my disappointment, I didn't get many useful results. Luckily I found a DirectX sample called HDR Cube Mapping which implemented dynamic cube mapping, and it helped me a lot :D. So I decided to write this blog to show my take on dynamic cube mapping and also serve as a tutorial for who wants to achieve this technique.

What is a cube map?

So first let's look at what a cube map is. Here is the definition of a cube map from DirectX document (Click on the image to see larger version):

So after we get the definition of cube map down, let's talk about the use of cube map. You can use cube map to create skybox to envelope your game and create any atmospheric effects such as day / night time. One use of cube map is sample texture for any reflection / refraction object. However, one flaw of this technique is since the cube map is static, the reflection / refraction model won't reflect / refract any object that are not part of that cubemap.

To overcome this flaw, we will look into dynamic cube mapping. As the name suggest, a dynamic cube map is dynamic and store information of all objects in the scene. It changes as the objects in the scene change. To build a dynamic cube map, you will render the scene six times, each time into a face of the cube map. You can render images to the individual faces of the cube map just like you would any other texture or surface object.

The most important thing when render to a cube map face is setting the transformation view matrices so that the camera is positioned properly and points in the proper direction for that face: forward (+z), backward (-z), left (-x), right (+x), up (+y), and down (-y). Here is the setup code:

void RenderIntoCubeMaps()
// Save the camera position
float xSave = gCamera->position().x;
float ySave = gCamera->position().y;
float zSave = gCamera->position().z;

// Set it to the reflection/refraction object position
// Here I put it at the origin (0, 0, 0)
gCamera->position().x = 0.0f;
gCamera->position().y = 0.0f;
gCamera->position().z = 0.0f;

// Prepare the projection matrix
D3DXMatrixPerspectiveFovLH(&mProj, D3DX_PI * 0.5f, 1.0f, 1.0f, 10000.0f);

Notice here the angle of projection. Since we break the space around us into 6 faces, we will use a projection of 90 degrees or PI / 2 to cover each one.

// Store the current back buffer and z-buffer
gd3dDevice->GetRenderTarget ( 0, &pBackBuffer );
if(SUCCEEDED( gd3dDevice->GetDepthStencilSurface( &pZBuffer ) ) )
gd3dDevice->SetDepthStencilSurface( g_pDepthCube );

Here we use a stencil buffer g_pDepthCube to help render into cube map faces. Move on to setup view matrix:

for(DWORD nFace = 0; nFace < 6; nFace++)
// Standard view that will be overridden below
D3DXVECTOR3 vEnvEyePt = D3DXVECTOR3(0.0f, 0.0f, 0.0f);
D3DXVECTOR3 vLookatPt, vUpVec;

vLookatPt = D3DXVECTOR3(1.0f, 0.0f, 0.0f);
vUpVec = D3DXVECTOR3(0.0f, 1.0f, 0.0f);
vLookatPt = D3DXVECTOR3(-1.0f, 0.0f, 0.0f);
vUpVec = D3DXVECTOR3( 0.0f, 1.0f, 0.0f);
vLookatPt = D3DXVECTOR3(0.0f, 1.0f, 0.0f);
vUpVec = D3DXVECTOR3(0.0f, 0.0f,-1.0f);
vLookatPt = D3DXVECTOR3(0.0f,-1.0f, 0.0f);
vUpVec = D3DXVECTOR3(0.0f, 0.0f, 1.0f);
vLookatPt = D3DXVECTOR3( 0.0f, 0.0f, 1.0f);
vUpVec = D3DXVECTOR3( 0.0f, 1.0f, 0.0f);
vLookatPt = D3DXVECTOR3(0.0f, 0.0f,-1.0f);
vUpVec = D3DXVECTOR3(0.0f, 1.0f, 0.0f);

D3DXMatrixLookAtLH( &mView, &vEnvEyePt, &vLookatPt, &vUpVec );

After the view and projection matrices have been set, we will render the scene into the cube map face. But to do so, we have to obtain a pointer that point to the surface of the cube map face and use it to render.

g_apCubeMap->GetCubeMapSurface((D3DCUBEMAP_FACES) nFace, 0, &pSurf));
gd3dDevice->SetRenderTarget (0, pSurf); // Set the render target.
ReleaseCOM( pSurf ); // Safely release the surface.

// Clear the z-buffer
gd3dDevice->Clear( 0L, NULL, D3DCLEAR_ZBUFFER, 0x000000ff, 1.0f, 0L) ;


// render code here....


// We're done, so restore the camera position
gCamera->pos().x = xSave;
gCamera->pos().y = ySave;
gCamera->pos().z = zSave;

// Restore the depth-stencil buffer and render target
if( pZBuffer )
gd3dDevice->SetDepthStencilSurface( pZBuffer );
ReleaseCOM( pZBuffer );
gd3dDevice->SetRenderTarget( 0, pBackBuffer );
ReleaseCOM( pBackBuffer );

So that's the code for implementing dynamic cube mapping. Now let's look at the result, disadvantage and optimization.


Video: YouTube link.


* Since there are sixe cube map faces, we have to render the scene six times every time. This can significantly slow down the frame rate of the application/gamese.


* There are ways to ensure that we don't have to render the scene six times every time. For example, we don't have to render into the face that the camera can't see.

* Use other technique such as dual-paraboloid mapping to achieve the same effect ( You can look at the right for GraphicRunner blog, he has an excellent tutorial on that ). However, dynamic cube mapping gives the best result compare to other techniques ( that's what I think :D ).

That's it folks. Hope you guys find this post helpful. If you have any questions or suggestions please let me know. Next I will try to implement a sun shader and crepuscular ray ( or God Ray ). Until next time, take care.