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1.
Monte‐Carlo path tracing techniques can generate stunning visualizations of medical volumetric data. In a clinical context, such renderings turned out to be valuable for communication, education, and diagnosis. Because a large number of computationally expensive lighting samples is required to converge to a smooth result, progressive rendering is the only option for interactive settings: Low‐sampled, noisy images are shown while the user explores the data, and as soon as the camera is at rest the view is progressively refined. During interaction, the visual quality is low, which strongly impedes the user's experience. Even worse, when a data set is explored in virtual reality, the camera is never at rest, leading to constantly low image quality and strong flickering. In this work we present an approach to bring volumetric Monte‐Carlo path tracing to the interactive domain by reusing samples over time. To this end, we transfer the idea of temporal antialiasing from surface rendering to volume rendering. We show how to reproject volumetric ray samples even though they cannot be pinned to a particular 3D position, present an improved weighting scheme that makes longer history trails possible, and define an error accumulation method that downweights less appropriate older samples. Furthermore, we exploit reprojection information to adaptively determine the number of newly generated path tracing samples for each individual pixel. Our approach is designed for static, medical data with both volumetric and surface‐like structures. It achieves good‐quality volumetric Monte‐Carlo renderings with only little noise, and is also usable in a VR context.  相似文献   

2.
We present two separate improvements to the handling of fluorescence effects in modern uni‐directional spectral rendering systems. The first is the formulation of a new distance tracking scheme for fluorescent volume materials which exhibit a pronounced wavelength asymmetry. Such volumetric materials are an important and not uncommon corner case of wavelength‐shifting media behaviour, and have not been addressed so far in rendering literature. The second one is that we introduce an extension of Hero wavelength sampling which can handle fluorescence events, both on surfaces, and in volumes. Both improvements are useful by themselves, and can be used separately: when used together, they enable the robust inclusion of arbitrary fluorescence effects in modern uni‐directional spectral MIS path tracers. Our extension of Hero wavelength sampling is generally useful, while our proposed technique for distance tracking in strongly asymmetric media is admittedly not very efficient. However, it makes the most of a rather difficult situation, and at least allows the inclusion of such media in uni‐directional path tracers, albeit at comparatively high cost. Which is still an improvement since up to now, their inclusion was not really possible at all, due to the inability of conventional tracking schemes to generate sampling points in such volume materials.  相似文献   

3.
Monte Carlo methods for physically‐based light transport simulation are broadly adopted in the feature film production, animation and visual effects industries. These methods, however, often result in noisy images and have slow convergence. As such, improving the convergence of Monte Carlo rendering remains an important open problem. Gradient‐domain light transport is a recent family of techniques that can accelerate Monte Carlo rendering by up to an order of magnitude, leveraging a gradient‐based estimation and a reformulation of the rendering problem as an image reconstruction. This state of the art report comprehensively frames the fundamentals of gradient‐domain rendering, as well as the pragmatic details behind practical gradient‐domain uniand bidirectional path tracing and photon density estimation algorithms. Moreover, we discuss the various image reconstruction schemes that are crucial to accurate and stable gradient‐domain rendering. Finally, we benchmark various gradient‐domain techniques against the state‐of‐the‐art in denoising methods before discussing open problems.  相似文献   

4.
The stochastic nature of Monte Carlo rendering algorithms inherently produces noisy images. Essentially, three approaches have been developed to solve this issue: improving the ray‐tracing strategies to reduce pixel variance, providing adaptive sampling by increasing the number of rays in regions needing so, and filtering the noisy image as a post‐process. Although the algorithms from the latter category introduce bias, they remain highly attractive as they quickly improve the visual quality of the images, are compatible with all sorts of rendering effects, have a low computational cost and, for some of them, avoid deep modifications of the rendering engine. In this paper, we build upon recent advances in both non‐local and collaborative filtering methods to propose a new efficient denoising operator for Monte Carlo rendering. Starting from the local statistics which emanate from the pixels sample distribution, we enrich the image with local covariance measures and introduce a nonlocal bayesian filter which is specifically designed to address the noise stemming from Monte Carlo rendering. The resulting algorithm only requires the rendering engine to provide for each pixel a histogram and a covariance matrix of its color samples. Compared to state‐of‐the‐art sample‐based methods, we obtain improved denoising results, especially in dark areas, with a large increase in speed and more robustness with respect to the main parameter of the algorithm. We provide a detailed mathematical exposition of our bayesian approach, discuss extensions to multiscale execution, adaptive sampling and animated scenes, and experimentally validate it on a collection of scenes.  相似文献   

5.
Recently researchers have started employing Monte Carlo‐like line sample estimators in rendering, demonstrating dramatic reductions in variance (visible noise) for effects such as soft shadows, defocus blur, and participating media. Unfortunately, there is currently no formal theoretical framework to predict and analyze Monte Carlo variance using line and segment samples which have inherently anisotropic Fourier power spectra. In this work, we propose a theoretical formulation for lines and finite‐length segment samples in the frequency domain that allows analyzing their anisotropic power spectra using previous isotropic variance and convergence tools. Our analysis shows that judiciously oriented line samples not only reduce the dimensionality but also pre‐filter C0 discontinuities, resulting in further improvement in variance and convergence rates. Our theoretical insights also explain how finite‐length segment samples impact variance and convergence rates only by pre‐filtering discontinuities. We further extend our analysis to consider (uncorrelated) multi‐directional line (segment) sampling, showing that such schemes can increase variance compared to unidirectional sampling. We validate our theoretical results with a set of experiments including direct lighting, ambient occlusion, and volumetric caustics using points, lines, and segment samples.  相似文献   

6.
In this paper, we present the first algorithm for progressive sampling of 3D surfaces with blue noise characteristics that runs entirely on the GPU. The performance of our algorithm is comparable to state‐of‐the‐art GPU Poisson‐disk sampling methods, while additionally producing ordered sequences of samples where every prefix exhibits good blue noise properties. The basic idea is, to reduce the 3D sampling domain to a set of 2.5D images which we sample in parallel utilizing the rasterization hardware of current GPUs. This allows for simple visibility‐aware sampling that only captures the surface as seen from outside the sampled object, which is especially useful for point‐based level‐of‐detail rendering methods. However, our method can be easily extended for sampling the entire surface without changing the basic algorithm. We provide a statistical analysis of our algorithm and show that it produces good blue noise characteristics for every prefix of the resulting sample sequence and analyze the performance of our method compared to related state‐of‐the‐art sampling methods.  相似文献   

7.
Depth‐of‐field is one of the most crucial rendering effects for synthesizing photorealistic images. Unfortunately, this effect is also extremely costly. It can take hundreds to thousands of samples to achieve noise‐free results using Monte Carlo integration. This paper introduces an efficient adaptive depth‐of‐field rendering algorithm that achieves noise‐free results using significantly fewer samples. Our algorithm consists of two main phases: adaptive sampling and image reconstruction. In the adaptive sampling phase, the adaptive sample density is determined by a ‘blur‐size’ map and ‘pixel‐variance’ map computed in the initialization. In the image reconstruction phase, based on the blur‐size map, we use a novel multiscale reconstruction filter to dramatically reduce the noise in the defocused areas where the sampled radiance has high variance. Because of the efficiency of this new filter, only a few samples are required. With the combination of the adaptive sampler and the multiscale filter, our algorithm renders near‐reference quality depth‐of‐field images with significantly fewer samples than previous techniques.  相似文献   

8.
We present a new outlier removal technique for a gradient‐domain path tracing (G‐PT) that computes image gradients as well as colors. Our approach rejects gradient outliers whose estimated errors are much higher than those of the other gradients for improving reconstruction quality for the G‐PT. We formulate our outlier removal problem as a least trimmed squares optimization, which employs only a subset of gradients so that a final image can be reconstructed without including the gradient outliers. In addition, we design this outlier removal process so that the chosen subset of gradients maintains connectivity through gradients between pixels, preventing pixels from being isolated. Lastly, the optimal number of inlier gradients is estimated to minimize our reconstruction error. We have demonstrated that our reconstruction with robustly rejecting gradient outliers produces visually and numerically improved results, compared to the previous screened Poisson reconstruction that uses all the gradients.  相似文献   

9.
Robust statistical methods are employed to reduce the noise in Monte Carlo ray tracing. Through the use of resampling, the sample mean distribution is determined for each pixel. Because this distribution is uni‐modal and normal for a large sample size, robust estimates converge to the true mean of the pixel values. Compared to existing methods, less additional storage is required at each pixel because the sample mean distribution can be distilled down to a compact size, and fewer computations are necessary because the robust estimation process is sampling independent and needs a small input size to compute pixel values. The robust statistical pixel estimators are not only resistant to impulse noise, but they also remove general noise from fat‐tailed distributions. A substantial speedup in rendering can therefore be achieved by reducing the number of samples required for a desired image quality. The effectiveness of the proposed approach is demonstrated for path tracing simulations.  相似文献   

10.
Many‐light rendering is becoming more common and important as rendering goes into the next level of complexity. However, to calculate the illumination under many lights, state of the art algorithms are still far from efficient, due to the separate consideration of light sampling and BRDF sampling. To deal with the inefficiency of many‐light rendering, we present a novel light sampling method named BRDF‐oriented light sampling, which selects lights based on importance values estimated using the BRDF's contributions. Our BRDF‐oriented light sampling method works naturally with MIS, and allows us to dynamically determine the number of samples allocated for different sampling techniques. With our method, we can achieve a significantly faster convergence to the ground truth results, both perceptually and numerically, as compared to previous many‐light rendering algorithms.  相似文献   

11.
Distributions of samples play a very important role in rendering, affecting variance, bias and aliasing in Monte‐Carlo and Quasi‐Monte Carlo evaluation of the rendering equation. In this paper, we propose an original sampler which inherits many important features of classical low‐discrepancy sequences (LDS): a high degree of uniformity of the achieved distribution of samples, computational efficiency and progressive sampling capability. At the same time, we purposely tailor our sampler in order to improve its spectral characteristics, which in turn play a crucial role in variance reduction, anti‐aliasing and improving visual appearance of rendering. Our sampler can efficiently generate sequences of multidimensional points, whose power spectra approach so‐called Blue‐Noise (BN) spectral property while preserving low discrepancy (LD) in certain 2‐D projections. In our tile‐based approach, we perform permutations on subsets of the original Sobol LDS. In a large space of all possible permutations, we select those which better approach the target BN property, using pair‐correlation statistics. We pre‐calculate such “good” permutations for each possible Sobol pattern, and store them in a lookup table efficiently accessible in runtime. We provide a complete and rigorous proof that such permutations preserve dyadic partitioning and thus the LDS properties of the point set in 2‐D projections. Our construction is computationally efficient, has a relatively low memory footprint and supports adaptive sampling. We validate our method by performing spectral/discrepancy/aliasing analysis of the achieved distributions, and provide variance analysis for several target integrands of theoretical and practical interest.  相似文献   

12.
We present an importance sampling method for the bidirectional scattering distribution function (bsdf) of hair. Our method is based on the multi‐lobe hair scattering model presented by Sadeghi et al. [ [SPJT10] ]. We reduce noise by drawing samples from a distribution that approximates the bsdf well. Our algorithm is efficient and easy to implement, since the sampling process requires only the evaluation of a few analytic functions, with no significant memory overhead or need for precomputation. We tested our method in a research raytracer and a production renderer based on micropolygon rasterization. We show significant improvements for rendering direct illumination using multiple importance sampling and for rendering indirect illumination using path tracing.  相似文献   

13.
The wide adoption of path‐tracing algorithms in high‐end realistic rendering has stimulated many diverse research initiatives. In this paper we present a coherent survey of methods that utilize Monte Carlo integration for estimating light transport in scenes containing participating media. Our work complements the volume‐rendering state‐of‐the‐art report by Cerezo et al. [ CPP*05 ]; we review publications accumulated since its publication over a decade ago, and include earlier methods that are key for building light transport paths in a stochastic manner. We begin by describing analog and non‐analog procedures for free‐path sampling and discuss various expected‐value, collision, and track‐length estimators for computing transmittance. We then review the various rendering algorithms that employ these as building blocks for path sampling. Special attention is devoted to null‐collision methods that utilize fictitious matter to handle spatially varying densities; we import two “next‐flight” estimators originally developed in nuclear sciences. Whenever possible, we draw connections between image‐synthesis techniques and methods from particle physics and neutron transport to provide the reader with a broader context.  相似文献   

14.
The most common solutions to the light transport problem rely on either Monte Carlo (MC) integration or density estimation methods, such as uni‐ & bi‐directional path tracing or photon mapping. Recent gradient‐domain extensions of MC approaches show great promise; here, gradients of the final image are estimated numerically (instead of the image intensities themselves) with coherent paths generated from a deterministic shift mapping. We extend gradient‐domain approaches to light transport simulation based on density estimation. As with previous gradient‐domain methods, we detail important considerations that arise when moving from a primal‐ to gradient‐domain estimator. We provide an efficient and straightforward solution to these problems. Our solution supports stochastic progressive density estimation, so it is robust to complex transport effects. We show that gradient‐domain photon density estimation converges faster than its primal‐domain counterpart, as well as being generally more robust than gradient‐domain uni‐ & bi‐directional path tracing for scenes dominated by complex transport.  相似文献   

15.
We present a versatile technique to convert textures with tristimulus colors into the spectral domain, allowing such content to be used in modern rendering systems. Our method is based on the observation that suitable reflectance spectra can be represented using a low‐dimensional parametric model that is intrinsically smooth and energy‐conserving, which leads to significant simplifications compared to prior work. The resulting spectral textures are compact and efficient: storage requirements are identical to standard RGB textures, and as few as six floating point instructions are required to evaluate them at any wavelength. Our model is the first spectral upsampling method to achieve zero error on the full sRGB gamut. The technique also supports large‐gamut color spaces, and can be vectorized effectively for use in rendering systems that handle many wavelengths at once.  相似文献   

16.
Recently, deep learning approaches have proven successful at removing noise from Monte Carlo (MC) rendered images at extremely low sampling rates, e.g., 1–4 samples per pixel (spp). While these methods provide dramatic speedups, they operate on uniformly sampled MC rendered images. However, the full promise of low sample counts requires both adaptive sampling and reconstruction/denoising. Unfortunately, the traditional adaptive sampling techniques fail to handle the cases with low sampling rates, since there is insufficient information to reliably calculate their required features, such as variance and contrast. In this paper, we address this issue by proposing a deep learning approach for joint adaptive sampling and reconstruction of MC rendered images with extremely low sample counts. Our system consists of two convolutional neural networks (CNN), responsible for estimating the sampling map and denoising, separated by a renderer. Specifically, we first render a scene with one spp and then use the first CNN to estimate a sampling map, which is used to distribute three additional samples per pixel on average adaptively. We then filter the resulting render with the second CNN to produce the final denoised image. We train both networks by minimizing the error between the denoised and ground truth images on a set of training scenes. To use backpropagation for training both networks, we propose an approach to effectively compute the gradient of the renderer. We demonstrate that our approach produces better results compared to other sampling techniques. On average, our 4 spp renders are comparable to 6 spp from uniform sampling with deep learning‐based denoising. Therefore, 50% more uniformly distributed samples are required to achieve equal quality without adaptive sampling.  相似文献   

17.
Recent work has shown that distributing Monte Carlo errors as a blue noise in screen space improves the perceptual quality of rendered images. However, obtaining such distributions remains an open problem with high sample counts and high‐dimensional rendering integrals. In this paper, we introduce a temporal algorithm that aims at overcoming these limitations. Our algorithm is applicable whenever multiple frames are rendered, typically for animated sequences or interactive applications. Our algorithm locally permutes the pixel sequences (represented by their seeds) to improve the error distribution across frames. Our approach works regardless of the sample count or the dimensionality and significantly improves the images in low‐varying screen‐space regions under coherent motion. Furthermore, it adds negligible overhead compared to the rendering times. Note: our supplemental material provides more results with interactive comparisons against previous work.  相似文献   

18.
19.
We generalize N‐rooks, jittered, and (correlated) multi‐jittered sampling to higher dimensions by importing and improving upon a class of techniques called orthogonal arrays from the statistics literature. Renderers typically combine or “pad” a collection of lower‐dimensional (e.g. 2D and 1D) stratified patterns to form higher‐dimensional samples for integration. This maintains stratification in the original dimension pairs, but looses it for all other dimension pairs. For truly multi‐dimensional integrands like those in rendering, this increases variance and deteriorates its rate of convergence to that of pure random sampling. Care must therefore be taken to assign the primary dimension pairs to the dimensions with most integrand variation, but this complicates implementations. We tackle this problem by developing a collection of practical, in‐place multi‐dimensional sample generation routines that stratify points on all t‐dimensional and 1‐dimensional projections simultaneously. For instance, when t=2, any 2D projection of our samples is a (correlated) multi‐jittered point set. This property not only reduces variance, but also simplifies implementations since sample dimensions can now be assigned to integrand dimensions arbitrarily while maintaining the same level of stratification. Our techniques reduce variance compared to traditional 2D padding approaches like PBRT's (0,2) and Stratified samplers, and provide quality nearly equal to state‐of‐the‐art QMC samplers like Sobol and Halton while avoiding their structured artifacts as commonly seen when using a single sample set to cover an entire image. While in this work we focus on constructing finite sampling point sets, we also discuss potential avenues for extending our work to progressive sequences (more suitable for incremental rendering) in the future.  相似文献   

20.
Distribution effects such as diffuse global illumination, soft shadows and depth of field, are most accurately rendered using Monte Carlo ray or path tracing. However, physically accurate algorithms can take hours to converge to a noise‐free image. A recent body of work has begun to bridge this gap, showing that both individual and multiple effects can be achieved accurately and efficiently. These methods use sparse sampling, GPU raytracers, and adaptive filtering for reconstruction. They are based on a Fourier analysis, which models distribution effects as a wedge in the frequency domain. The wedge can be approximated as a single large axis‐aligned filter, which is fast but retains a large area outside the wedge, and therefore requires a higher sampling rate; or a tighter sheared filter, which is slow to compute. The state‐of‐the‐art fast sheared filtering method combines low sampling rate and efficient filtering, but has been demonstrated for individual distribution effects only, and is limited by high‐dimensional data storage and processing. We present a novel filter for efficient rendering of combined effects, involving soft shadows and depth of field, with global (diffuse indirect) illumination. We approximate the wedge spectrum with multiple axis‐aligned filters, marrying the speed of axis‐aligned filtering with an even more accurate (compact and tighter) representation than sheared filtering. We demonstrate rendering of single effects at comparable sampling and frame‐rates to fast sheared filtering. Our main practical contribution is in rendering multiple distribution effects, which have not even been demonstrated accurately with sheared filtering. For this case, we present an average speedup of 6× compared with previous axis‐aligned filtering methods.  相似文献   

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