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1.
This paper presents an improvement to the stochastic progressive photon mapping (SPPM), a method for robustly simulating complex global illumination with distributed ray tracing effects. Normally, similar to photon mapping and other particle tracing algorithms, SPPM would become inefficient when the photons are poorly distributed. An inordinate amount of photons are required to reduce the error caused by noise and bias to acceptable levels. In order to optimize the distribution of photons, we propose an extension of SPPM with a Metropolis‐Hastings algorithm, effectively exploiting local coherence among the light paths that contribute to the rendered image. A well‐designed scalar contribution function is introduced as our Metropolis sampling strategy, targeting at specific parts of image areas with large error to improve the efficiency of the radiance estimator. Experimental results demonstrate that the new Metropolis sampling based approach maintains the robustness of the standard SPPM method, while significantly improving the rendering efficiency for a wide range of scenes with complex lighting.  相似文献   

2.
Density estimation employed in multi‐pass global illumination algorithms give cause to a trade‐off problem between bias and noise. The problem is seen most evident as blurring of strong illumination features. In particular, this blurring erodes fine structures and sharp lines prominent in caustics. To address this problem, we introduce a photon mapping algorithm based on nonlinear anisotropic diffusion. Our algorithm adapts according to the structure of the photon map such that smoothing occurs along edges and structures and not across. In this way, we preserve important illumination features, while eliminating noise. We demonstrate the applicability of our algorithm through a series of tests. In the tests, we evaluate the visual and computational performance of our algorithm comparing it to existing popular algorithms.  相似文献   

3.
State‐of‐the‐art density estimation methods for rendering participating media rely on a dense photon representation of the radiance distribution within a scene. A critical bottleneck of such kernel‐based approaches is the excessive number of photons that are required in practice to resolve fine illumination details, while controlling the amount of noise. In this paper, we propose a parametric density estimation technique that represents radiance using a hierarchical Gaussian mixture. We efficiently obtain the coefficients of this mixture using a progressive and accelerated form of the Expectation‐Maximization algorithm. After this step, we are able to create noise‐free renderings of high‐frequency illumination using only a few thousand Gaussian terms, where millions of photons are traditionally required. Temporal coherence is trivially supported within this framework, and the compact footprint is also useful in the context of real‐time visualization. We demonstrate a hierarchical ray tracing‐based implementation, as well as a fast splatting approach that can interactively render animated volume caustics.  相似文献   

4.
This paper presents an analysis of the irradiance estimator often used in photon mapping algorithms and concludes that the classical approach with a constant kernel overestimates the correct value. We propose a new estimator that solves this problem and provide both theoretical and empirical studies to verify it.  相似文献   

5.
With the development of real-time ray tracing in recent years, it is now very interesting to ask if real-time performance can be achieved for high-quality rendering algorithms based on ray tracing. In this paper, we propose a pipelined architecture to implement reverse photon mapping. Our architecture can use real-time ray tracing to generate photon points and camera points, so the main challenge is how to implement the gathering phase that computes the final image. Traditionally, the gathering phase of photon mapping has only allowed coarse-grain parallelism, and this situation has been a source of inefficiency, cache thrashing, and limited throughput. To avail fine-grain pipelining and data parallelism, we arrange computations so that photons can be processed independently, similar to the way that triangles are efficiently processed in traditional real-time graphics hardware. We employ several techniques to improve cache behavior and to reduce communication overhead. Simulations show that the bandwidth requirements of this architecture are within the capacity of current and future hardware, and this suggests that photon mapping may be a good choice for real-time performance in the future.  相似文献   

6.
Recently, a combined approach of bagging (bootstrap aggregating) and noise addition was proposed and shown to result in a significantly improved generalization performance. But, the level of noise introduced, a crucial factor, was determined by trial and error. The procedure is not only ad hoc but also time consuming since bagging involves training a committee of networks. Here we propose a principled procedure of computing the level of noise, which is also computationally less expensive. The idea comes from kernel density estimation (KDE), a non-parametric probability density estimation method where appropriate kernel functions such as Gaussian are imposed on data. The kernel bandwidth selector is a numerical method for finding the width of a kernel function (called bandwidth). The computed bandwidth can be used as the variance of added noise. The proposed approach makes the trial and error procedure unnecessary, and thus provides a much faster way of finding an appropriate level of noise. In addition, experimental results show that the proposed approach results in an improved performance over bagging, particularly for noisy data.  相似文献   

7.
Feature extraction is among the most important problems in face recognition systems. In this paper, we propose an enhanced kernel discriminant analysis (KDA) algorithm called kernel fractional-step discriminant analysis (KFDA) for nonlinear feature extraction and dimensionality reduction. Not only can this new algorithm, like other kernel methods, deal with nonlinearity required for many face recognition tasks, it can also outperform traditional KDA algorithms in resisting the adverse effects due to outlier classes. Moreover, to further strengthen the overall performance of KDA algorithms for face recognition, we propose two new kernel functions: cosine fractional-power polynomial kernel and non-normal Gaussian RBF kernel. We perform extensive comparative studies based on the YaleB and FERET face databases. Experimental results show that our KFDA algorithm outperforms traditional kernel principal component analysis (KPCA) and KDA algorithms. Moreover, further improvement can be obtained when the two new kernel functions are used.  相似文献   

8.
Density estimation techniques such as the photon map method rely on a particle transport simulation to reconstruct indirect illumination, which is proportional to the particle density. In the photon map framework, particles are usually located using nearest‐neighbour methods due to their generality. However, these methods have an inherent tradeoff between local bias and noise in the reconstructed illumination, which depends on the density estimate bandwidth. This paper presents a bias compensating operator for nearest‐neighbour density estimation which adapts the bandwidth according to the estimated bias in the reconstructed illumination. ACM CSS: I.3.7 Three‐Dimensional Graphics and Realism Raytracing  相似文献   

9.
Point cloud data is one of the most common types of input for geometric processing applications. In this paper, we study the point cloud density adaptation problem that underlies many pre‐processing tasks of points data. Specifically, given a (sparse) set of points Q sampling an unknown surface and a target density function, the goal is to adapt Q to match the target distribution. We propose a simple and robust framework that is effective at achieving both local uniformity and precise global density distribution control. Our approach relies on the Gaussian‐weighted graph Laplacian and works purely in the points setting. While it is well known that graph Laplacian is related to mean‐curvature flow and thus has denoising ability, our algorithm uses certain information encoded in the graph Laplacian that is orthogonal to the mean‐curvature flow. Furthermore, by leveraging the natural scale parameter contained in the Gaussian kernel and combining it with a simulated annealing idea, our algorithm moves points in a multi‐scale manner. The resulting algorithm relies much less on the input points to have a good initial distribution (neither uniform nor close to the target density distribution) than many previous refinement‐based methods. We demonstrate the simplicity and effectiveness of our algorithm with point clouds sampled from different underlying surfaces with various geometric and topological properties.  相似文献   

10.
张小乾  王晶  薛旭倩  刘知贵 《控制与决策》2022,37(11):2977-2983
针对现有的多核学习(multiple kernel learning, MKL)子空间聚类方法忽略噪声和特征空间中数据的低秩结构问题,提出一种新的鲁棒多核子空间聚类方法(low-rank robust multiple kernel clustering, LRMKC),该方法结合块对角表示(block diagonal representation, BDR)与低秩共识核(low-rank consensus kernel, LRCK)学习,可以更好地挖掘数据的潜在结构.为了学习最优共识核,设计一种基于混合相关熵度量(mixture correntropy induced metric, MCIM)的自动加权策略,其不仅为每个核设置最优权重,而且通过抑制噪声提高模型的鲁棒性;为了探索特征空间数据的低秩结构,提出一种非凸低秩共识核学习方法;考虑到亲和度矩阵的块对角性质,对系数矩阵应用块对角约束.LRMKC将MKL、LRCK与BDR巧妙融合,以迭代提高各种方法的效率,最终形成一个处理非线性结构数据的全局优化方法.与最先进的MKL子空间聚类方法相比,通过在图像和文本数据集上的大量实验验证了LRMKC的优越性.  相似文献   

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