共查询到20条相似文献,搜索用时 15 毫秒
1.
Recent research in bidirectional importance sampling has focused primarily on structured illumination sources such as distant environment maps, while unstructured illumination has received little attention. In this paper, we present a method for bidirectional importance sampling of unstructured illumination, allowing us to use the same method for sampling both distant as well as local/indirect sources. Building upon recent work in [ WFA*05 ], we model complex illumination as a large set of point lights. The subsequent sampling process draws samples only from this point set. We start by constructing a piecewise constant approximation for the lighting using an illumination cut [ CPWAP08 ]. We show that this cut can be used directly for illumination importance sampling. We then use BRDF importance sampling followed by sample counting to update the cut, resulting in a bidirectional distribution that closely approximates the product of the illumination and BRDF. Drawing visibility samples from this new distribution significantly reduces the sampling variance. As a main advance over previous work, our method allows for unstructured sources, including arbitrary local direct lighting and one-bounce of indirect lighting. 相似文献
2.
In this paper we present the first practical method for importance sampling functions represented as spherical harmonics (SH). Given a spherical probability density function (PDF) represented as a vector of SH coefficients, our method warps an input point set to match the target PDF using hierarchical sample warping. Our approach is efficient and produces high quality sample distributions. As a by-product of the sampling procedure we produce a multi-resolution representation of the density function as either a spherical mip-map or Haar wavelet. By exploiting this implicit conversion we can extend the method to distribute samples according to the product of an SH function with a spherical mip-map or Haar wavelet. This generalization has immediate applicability in rendering, e.g., importance sampling the product of a BRDF and an environment map where the lighting is stored as a single high-resolution wavelet and the BRDF is represented in spherical harmonics. Since spherical harmonics can be efficiently rotated, this product can be computed on-the-fly even if the BRDF is stored in local-space. Our sampling approach generates over 6 million samples per second while significantly reducing precomputation time and storage requirements compared to previous techniques. 相似文献
3.
The visibility function in direct illumination describes the binary visibility over a light source, e.g., an environment map. Intuitively, the visibility is often strongly correlated between nearby locations in time and space, but exploiting this correlation without introducing noticeable errors is a hard problem. In this paper, we first study the statistical characteristics of the visibility function. Then, we propose a robust and unbiased method for using estimated visibility information to improve the quality of Monte Carlo evaluation of direct illumination. Our method is based on the theory of control variates, and it can be used on top of existing state‐of‐the‐art schemes for importance sampling. The visibility estimation is obtained by sparsely sampling and caching the 4D visibility field in a compact bitwise representation. In addition to Monte Carlo rendering, the stored visibility information can be used in a number of other applications, for example, ambient occlusion and lighting design. 相似文献
4.
The efficient evaluation of visibility in a three‐dimensional scene is a longstanding problem in computer graphics. Visibility evaluations come in many different forms: figuring out what object is visible in a pixel; determining whether a point is visible to a light source; or evaluating the mutual visibility between 2 surface points. This paper provides a new, experimental view on visibility, based on a probabilistic evaluation of the visibility function. Instead of checking the visibility against all possible intervening geometry the visibility between 2 points is now evaluated by testing only a random subset of objects. The result is not a Boolean value that is either 0 or 1, but a numerical value that can even be negative. Because we use the visibility evaluation as part of the integrand in illumination computations, the probabilistic evaluation of visibility becomes part of the Monte Carlo procedure of estimating the illumination integral, and results in an unbiased computation of illumination values in the scene. Moreover, the number of intersections tests for any given ray is decreased, since only a random selection of geometric primitives is tested. Although probabilistic visibility is an experimental and new idea, we present a practical algorithm for direct illumination that uses the probabilistic nature of visibility evaluations. 相似文献
5.
Yonghao Yue Kei Iwasaki Bing‐Yu Chen Yoshinori Dobashi Tomoyuki Nishita 《Computer Graphics Forum》2011,30(7):1911-1919
Photo‐realistic rendering of inhomogeneous participating media with light scattering in consideration is important in computer graphics, and is typically computed using Monte Carlo based methods. The key technique in such methods is the free path sampling, which is used for determining the distance (free path) between successive scattering events. Recently, it has been shown that efficient and unbiased free path sampling methods can be constructed based on Woodcock tracking. The key concept for improving the efficiency is to utilize space partitioning (e.g., kd‐tree or uniform grid), and a better space partitioning scheme is important for better sampling efficiency. Thus, an estimation framework for investigating the gain in sampling efficiency is important for determining how to partition the space. However, currently, there is no estimation framework that works in 3D space. In this paper, we propose a new estimation framework to overcome this problem. Using our framework, we can analytically estimate the sampling efficiency for any typical partitioned space. Conversely, we can also use this estimation framework for determining the optimal space partitioning. As an application, we show that new space partitioning schemes can be constructed using our estimation framework. Moreover, we show that the differences in the performances using different schemes can be predicted fairly well using our estimation framework. 相似文献
6.
Interactive computation of global illumination is a major challenge in current computer graphics research. Global illumination heavily affects the visual quality of generated images. It is therefore a key attribute for the perception of photo‐realistic images. Path tracing is able to simulate the physical behaviour of light using Monte Carlo techniques. However, the computational burden of this technique prohibits interactive rendering times on standard commodity hardware in high‐quality. Trying to solve the Monte Carlo integration with fewer samples results in characteristic noisy images. Global illumination filtering methods take advantage of the fact that the integral for neighbouring pixels may be very similar. Averaging samples of similar characteristics in screen‐space may approximate the correct integral, but may result in visible outliers. In this paper, we present a novel path tracing pipeline based on an edge‐aware filtering method for the indirect illumination which produces visually more pleasing results without noticeable outliers. The key idea is not to filter the noisy path traced images but to use it as a guidance to filter a second image composed from characteristic scene attributes that do not contain noise by default. We show that our approach better approximates the Monte Carlo integral compared to previous methods. Since the computation is carried out completely in screen‐space it is therefore applicable to fully dynamic scenes, arbitrary lighting and allows for high‐quality path tracing at interactive frame rates on commodity hardware. 相似文献
7.
Computing direct illumination efficiently is still a problem of major significance in computer graphics. The evaluation involves an integral over the surface areas of the light sources in the scene. Because this integral typically features many discontinuities, introduced by the visibility term and complex material functions, Monte Carlo integration is one of the only general techniques that can be used to compute the integral. In this paper, we propose to evaluate the direct illumination using line samples instead of point samples. A direct consequence of line sampling is that the two‐dimensional integral over the area of the light source is reduced to a one‐dimensional integral. We exploit this dimensional reduction by relying on the property that commonly used sampling patterns, such as stratified sampling and low‐discrepancy sequences, converge faster when the dimension of the integration domain is reduced. We show that, while line sampling is generally more computationally intensive than point sampling, the variance of a line sample is smaller than that of a point sample, resulting in a higher order of convergence. 相似文献
8.
Sebastian Herholz Oskar Elek Jiří Vorba Hendrik Lensch Jaroslav Křivánek 《Computer Graphics Forum》2016,35(4):67-77
The efficiency of Monte Carlo algorithms for light transport simulation is directly related to their ability to importance‐sample the product of the illumination and reflectance in the rendering equation. Since the optimal sampling strategy would require knowledge about the transport solution itself, importance sampling most often follows only one of the known factors – BRDF or an approximation of the incident illumination. To address this issue, we propose to represent the illumination and the reflectance factors by the Gaussian mixture model (GMM), which we fit by using a combination of weighted expectation maximization and non‐linear optimization methods. The GMM representation then allows us to obtain the resulting product distribution for importance sampling on‐the‐fly at each scene point. For its efficient evaluation and sampling we preform an up‐front adaptive decimation of both factor mixtures. In comparison to state‐of‐the‐art sampling methods, we show that our product importance sampling can lead to significantly better convergence in scenes with complex illumination and reflectance. 相似文献
9.
We introduce image-space radiosity and a hierarchical variant as a method for interactively approximating diffuse indirect illumination in fully dynamic scenes. As oft observed, diffuse indirect illumination contains mainly low-frequency details that do not require independent computations at every pixel. Prior work leverages this to reduce computation costs by clustering and caching samples in world or object space. This often involves scene preprocessing, complex data structures for caching, or wasted computations outside the view frustum. We instead propose clustering computations in image space, allowing the use of cheap hardware mipmapping and implicit quadtrees to allow coarser illumination computations. We build on a recently introduced multiresolution splatting technique combined with an image-space lightcut algorithm to intelligently choose virtual point lights for an interactive, one-bounce instant radiosity solution. Intelligently selecting point lights from our reflective shadow map enables temporally coherent illumination similar to results using more than 4096 regularly-sampled VPLs. 相似文献
10.
Monte Carlo rendering algorithms generally rely on some form of importance sampling to evaluate the measurement equation. Most of these importance sampling methods only take local information into account, however, so the actual importance function used may not closely resemble the light distribution in the scene. In this paper, we present Table‐driven Adaptive Importance Sampling (TAIS), a sampling technique that augments existing importance functions with tabular importance maps that direct sampling towards undersampled regions of path space. The importance maps are constructed lazily, relying on information gathered during the course of sampling. During sampling the importance maps act either in parallel with or as a preprocess to existing importance sampling methods. We show that our adaptive importance maps can be effective at reducing variance in a number of rendering situations. 相似文献
11.
This paper presents a novel method that effectively combines both control variates and importance sampling in a sequential Monte Carlo context. The radiance estimates computed during the rendering process are cached in a 5D adaptive hierarchical structure that defines dynamic predicate functions for both variance reduction techniques and guarantees well‐behaved PDFs, yielding continually increasing efficiencies thanks to a marginal computational overhead. While remaining unbiased, the technique is effective within a single pass as both estimation and caching are done online, exploiting the coherency in illumination while being independent of the actual scene representation. The method is relatively easy to implement and to tune via a single parameter, and we demonstrate its practical benefits with important gains in convergence rate and competitive results with state of the art techniques. 相似文献
12.
Kirill Garanzha 《Computer Graphics Forum》2009,28(4):1199-1206
In this paper we present a hybrid algorithm for building the bounding volume hierarchy (BVH) that is used in accelerating ray tracing of animated models. This algorithm precomputes densely packed clusters of triangles on surfaces. Folowing that, a set of clusters is used to rebuild the BVH in every frame. Our approach utilizes the assumption that groups of connected triangles remain connected throughout the course of the animation. We introduce a novel heuristic to create triangle clusters that are designed for high performance ray tracing. This heuristic combines the density of connectivity, geometric size and the shape of the cluster.
Our approach accelerates the BVH builder by an order of magnitude rebuilding only the set of clusters that is much smaller than the original set of triangles. The speed-up is achieved against a 'brute-force' BVH builder that repartitions all triangles in every frame of animation without using any pre-clustering. The rendering performance is not affected when a cluster contains a few dozen triangles. We demonstrate the real-time/interactive ray tracing performance for highly-dynamic complex models. 相似文献
Our approach accelerates the BVH builder by an order of magnitude rebuilding only the set of clusters that is much smaller than the original set of triangles. The speed-up is achieved against a 'brute-force' BVH builder that repartitions all triangles in every frame of animation without using any pre-clustering. The rendering performance is not affected when a cluster contains a few dozen triangles. We demonstrate the real-time/interactive ray tracing performance for highly-dynamic complex models. 相似文献
13.
R. Marques C. Bouville M. Ribardière L. P. Santos K. Bouatouch 《Computer Graphics Forum》2013,32(8):134-143
Quasi‐Monte Carlo (QMC) methods exhibit a faster convergence rate than that of classic Monte Carlo methods. This feature has made QMC prevalent in image synthesis, where it is frequently used for approximating the value of spherical integrals (e.g. illumination integral). The common approach for generating QMC sampling patterns for spherical integration is to resort to unit square low‐discrepancy sequences and map them to the hemisphere. However such an approach is suboptimal as these sequences do not account for the spherical topology and their discrepancy properties on the unit square are impaired by the spherical projection. In this paper we present a strategy for producing high‐quality QMC sampling patterns for spherical integration by resorting to spherical Fibonacci point sets. We show that these patterns, when applied to illumination integrals, are very simple to generate and consistently outperform existing approaches, both in terms of root mean square error (RMSE) and image quality. Furthermore, only a single pattern is required to produce an image, thanks to a scrambling scheme performed directly in the spherical domain. 相似文献
14.
We introduce a set of robust importance sampling techniques which allow efficient calculation of direct and indirect lighting from arbitrary light sources in both homogeneous and heterogeneous media. We show how to distribute samples along a ray proportionally to the incoming radiance for point and area lights. In heterogeneous media, we decouple ray marching from light calculations by computing a representation of the transmittance function that can be quickly evaluated during sampling, at the cost of a small amount of bias. This representation also allows the calculation of another probability density function which can direct samples to regions most likely to scatter light. These techniques are orthogonal and can be combined via multiple importance sampling to further reduce variance. Our method has very modest per‐ray memory requirements and does not require any preprocessing, making it simple to integrate into production ray tracing based renderers. 相似文献
15.
Abhijeet Ghosh Tongbo Chen Pieter Peers Cyrus A. Wilson Paul Debevec 《Computer Graphics Forum》2009,28(4):1161-1170
This paper presents a novel method for estimating specular roughness and tangent vectors, per surface point, from polarized second order spherical gradient illumination patterns. We demonstrate that for isotropic BRDFs, only three second order spherical gradients are sufficient to robustly estimate spatially varying specular roughness. For anisotropic BRDFs, an additional two measurements yield specular roughness and tangent vectors per surface point. We verify our approach with different illumination configurations which project both discrete and continuous fields of gradient illumination. Our technique provides a direct estimate of the per-pixel specular roughness and thus does not require off-line numerical optimization that is typical for the measure-and-fit approach to classical BRDF modeling. 相似文献
16.
There are two major ways of calculating ray and parametric surface intersections in rendering. The first is through the use of tessellated triangles, and the second is to use parametric surfaces together with numerical methods such as Newton's method. Both methods are computationally expensive and complicated to implement. In this paper, we focus on Phong Tessellation and introduce a simple direct ray tracing method for Phong Tessellation. Our method enables rendering smooth surfaces in a computationally inexpensive yet robust way. 相似文献
17.
We present an unbiased method for generating caustic lighting using importance sampled Path Tracing with Caustic Forecasting. Our technique is part of a straightforward rendering scheme which extends the Illumination by Weak Singularities method to allow for fully unbiased global illumination with rapid convergence. A photon shooting preprocess, similar to that used in Photon Mapping, generates photons that interact with specular geometry. These photons are then clustered, effectively dividing the scene into regions which will contribute similar amounts of caustic lighting to the image. Finally, the photons are stored into spatial data structures associated with each cluster, and the clusters themselves are organized into a spatial data structure for fast searching. During rendering we use clusters to decide the caustic energy importance of a region, and use the local photons to aid in importance sampling, effectively reducing the number of samples required to capture caustic lighting. 相似文献
18.
Interactive global illumination for fully deformable scenes with dynamic relighting is currently a very elusive goal in the area of realistic rendering. In this work we propose a system that is based on explicit visibility calculations and which is highly efficient and scalable. The rendering equation defines the light exchange between surfaces, which we approximate by subsampling. By utilizing the power of modern parallel GPUs using the CUDA framework we achieve interactive frame rates. Since we update the global illumination continuously in an asynchronous fashion, we maintain interactivity at all times for moderately complex scenes. We show that we can achieve higher frame rates for scenes with moving light sources, diffuse indirect illumination and dynamic geometry than other current methods, while maintaining a high image quality. 相似文献
19.
Deformation is a topic of interest in many disciplines. In particular in medical research, deformations of surfaces and even entire volumetric structures are of interest. Clear visualization of such deformations can lead to important insight into growth processes and progression of disease.
We present new techniques for direct focus+context visualization of deformation fields representing transformations between pairs of volumetric datasets. Typically, such fields are computed by performing a non-rigid registration between two data volumes. Our visualization is based on direct volume rendering and uses the GPU to compute and interactively visualize features of these deformation fields in real-time. We integrate visualization of the deformation field with visualization of the scalar volume affected by the deformations. Furthermore, we present a novel use of texturing in volume rendered visualizations to show additional properties of the vector field on surfaces in the volume. 相似文献
We present new techniques for direct focus+context visualization of deformation fields representing transformations between pairs of volumetric datasets. Typically, such fields are computed by performing a non-rigid registration between two data volumes. Our visualization is based on direct volume rendering and uses the GPU to compute and interactively visualize features of these deformation fields in real-time. We integrate visualization of the deformation field with visualization of the scalar volume affected by the deformations. Furthermore, we present a novel use of texturing in volume rendered visualizations to show additional properties of the vector field on surfaces in the volume. 相似文献
20.
The morphable model has been employed to efficiently describe 3D face shape and the associated albedo with a reduced set of basis vectors. The spherical harmonics (SH) model provides a compact basis to well approximate the image appearance of a Lambertian object under different illumination conditions. Recently, the SH and morphable models have been integrated for 3D face shape reconstruction. However, the reconstructed 3D shape is either inconsistent with the SH bases or obtained just from landmarks only. In this work, we propose a geometrically consistent algorithm to reconstruct the 3D face shape and the associated albedo from a single face image iteratively by combining the morphable model and the SH model. The reconstructed 3D face geometry can uniquely determine the SH bases, therefore the optimal 3D face model can be obtained by minimizing the error between the input face image and a linear combination of the associated SH bases. In this way, we are able to preserve the consistency between the 3D geometry and the SH model, thus refining the 3D shape reconstruction recursively. Furthermore, we present a novel approach to recover the illumination condition from the estimated weighting vector for the SH bases in a constrained optimization formulation independent of the 3D geometry. Experimental results show the effectiveness and accuracy of the proposed face reconstruction and illumination estimation algorithm under different face poses and multiple‐light‐source illumination conditions. 相似文献