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1.
Recently, deep learning-based denoising approaches have led to dramatic improvements in low sample-count Monte Carlo rendering. These approaches are aimed at path tracing, which is not ideal for simulating challenging light transport effects like caustics, where photon mapping is the method of choice. However, photon mapping requires very large numbers of traced photons to achieve high-quality reconstructions. In this paper, we develop the first deep learning-based method for particle-based rendering, and specifically focus on photon density estimation, the core of all particle-based methods. We train a novel deep neural network to predict a kernel function to aggregate photon contributions at shading points. Our network encodes individual photons into per-photon features, aggregates them in the neighborhood of a shading point to construct a photon local context vector, and infers a kernel function from the per-photon and photon local context features. This network is easy to incorporate in many previous photon mapping methods (by simply swapping the kernel density estimator) and can produce high-quality reconstructions of complex global illumination effects like caustics with an order of magnitude fewer photons compared to previous photon mapping methods. Our approach largely reduces the required number of photons, significantly advancing the computational efficiency in photon mapping.  相似文献   

2.
Backward polygon beam tracing methods, that is beam tracing from the light source (L), are well suited to gather path coherency from specular (S) scattering surfaces. These methods are useful for modelling and efficiently simulating caustics on diffuse (D) surfaces; an effect due to LS+D transport paths. This paper generalizes backward polygon beam tracing to include a glossy (G) scattering surface. To this end the details of a beam tracing lumped model and implementation of L(S | G)D transport paths are presented. Although we limit the discussion to short transport paths, we show that backward beam tracing is faster than photon mapping by an order of magnitude for rendering caustics from glossy and specular surfaces.  相似文献   

3.
In this paper, we seek to eliminate the noise caused by caustic paths during progressive Monte Carlo path tracing. We employ a filtering strategy over path space, handling each subspace using specialized derivations of path tracing and progressive photon mapping. Evaluating diffuse paths with path tracing allows the use of sample stratification over both pixels and the image as a whole, whilst sharp detailed caustics are produced using progressive photon mapping. This is an efficient, low noise progressive algorithm with vanishing bias combining the advantages of both Monte Carlo methods, and particle tracing.  相似文献   

4.
Spectral Monte‐Carlo methods are currently the most powerful techniques for simulating light transport with wavelength‐dependent phenomena (e.g., dispersion, colored particle scattering, or diffraction gratings). Compared to trichromatic rendering, sampling the spectral domain requires significantly more samples for noise‐free images. Inspired by gradient‐domain rendering, which estimates image gradients, we propose spectral gradient sampling to estimate the gradients of the spectral distribution inside a pixel. These gradients can be sampled with a significantly lower variance by carefully correlating the path samples of a pixel in the spectral domain, and we introduce a mapping function that shifts paths with wavelength‐dependent interactions. We compute the result of each pixel by integrating the estimated gradients over the spectral domain using a one‐dimensional screened Poisson reconstruction. Our method improves convergence and reduces chromatic noise from spectral sampling, as demonstrated by our implementation within a conventional path tracer.  相似文献   

5.
Adaptive Caustic Maps Using Deferred Shading   总被引:1,自引:0,他引:1  
Caustic maps provide an interactive image-space method to render caustics, the focusing of light via reflection and refraction. Unfortunately, caustic mapping suffers problems similar to shadow mapping: aliasing from poor sampling and map projection as well as temporal incoherency from frame-to-frame sampling variations. To reduce these problems, researchers have suggested methods ranging from caustic blurring to building a multiresolution caustic map. Yet these all require a fixed photon sampling, precluding the use of importance-based photon densities. This paper introduces adaptive caustic maps. Instead of densely sampling photons via a rasterization pass, we adaptively emit photons using a deferred shading pass. We describe deferred rendering for refractive surfaces, which speeds rendering of refractive geometry up to 25% and with adaptive sampling speeds caustic rendering up to 200%. These benefits are particularly noticable for complex geometry or using millions of photons. While developed for a GPU rasterizer, adaptive caustic map creation can be performed by any renderer that individually traces photons, e.g., a GPU ray tracer.  相似文献   

6.
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   

7.
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   

8.
We solve the light transport problem by introducing a novel unbiased Monte Carlo algorithm called replica exchange light transport, inspired by the replica exchange Monte Carlo method in the fields of computational physics and statistical information processing. The replica exchange Monte Carlo method is a sampling technique whose operation resembles simulated annealing in optimization algorithms using a set of sampling distributions. We apply it to the solution of light transport integration by extending the probability density function of an integrand of the integration to a set of distributions. That set of distributions is composed of combinations of the path densities of different path generation types: uniform distributions in the integral domain, explicit and implicit paths in light (particle/photon) tracing, indirect paths in bidirectional path tracing, explicit and implicit paths in path tracing, and implicit caustics paths seen through specular surfaces including the delta function in path tracing. The replica‐exchange light transport algorithm generates a sequence of path samples from each distribution and samples the simultaneous distribution of those distributions as a stationary distribution by using the Markov chain Monte Carlo method. Then the algorithm combines the obtained path samples from each distribution using multiple importance sampling. We compare the images generated with our algorithm to those generated with bidirectional path tracing and Metropolis light transport based on the primary sample space. Our proposing algorithm has better convergence property than bidirectional path tracing and the Metropolis light transport, and it is easy to implement by extending the Metropolis light transport.  相似文献   

9.
通过对渐进式光子映射算法进行扩展,提出了一种基于自适应光子发射的渐进式光子映射算法.渐进式光子映射是一个多遍的全局光照算法,通过不断发射光子并渐进更新场景各点的光能估计能使其最终能收敛到无偏差的结果.由于渐进式光子映射完全使用密度估计来计算各点的光能,因此其收敛速度受光子分布影响较大.利用渐进式光子映射算法中固有的场景统计信息以及其多遍的特点,设计了一个自适应的光子发射策略,使得发射的光子能更多的分布在对最终绘制有效的区域,提高了原算法的绘制效率.  相似文献   

10.
This paper presents a new technique for rendering caustics on non-Lambertian surfaces. The method is based on an extension of the photon map which removes previous restrictions limiting the usage to Lambertian surfaces. We add information about the incoming direction to the photons and this allows us to combine the photon map with arbitrary reflectance functions. By using a cone-filter we improve the quality of the radiance estimate in particular at discontinuities. Furthermore we introduce balancing of the photon map which not only reduces the memory requirements but also significantly reduces the rendering time. We have used the method to render caustics on surfaces with reflectance functions varying from Lambertian to glossy specular.  相似文献   

11.
光子映射是近年发展起来的一种新的全局光照算法。本文依据光子映射对实体物体的渲染,将其扩展到对包含参与介质的场景的渲染,为此提出了一个两路的渲染算法。在第一路中,光子从光源发射,并使用光子追踪来构造体光子图;第二路从视点出发向场景中发射光线,使用光线追踪来进行渲染,其中,根据构造好的光子图,用光线步进进行
行递归的辐射估计,得出最终光强。  相似文献   

12.
We present a photon splatting technique which reduces noise and blur in the rendering of caustics. Blurring of illumination edges is an inherent problem in photon splatting, as each photon is unaware of its neighbours when being splatted. This means that the splat size is usually based on heuristics rather than knowledge of the local flux density. We use photon differentials to determine the size and shape of the splats such that we achieve adaptive anisotropic flux density estimation in photon splatting. As compared to previous work that uses photon differentials, we present the first method where no photons or beams or differentials need to be stored in a map. We also present improvements in the theory of photon differentials, which give more accurate results and a faster implementation. Our technique has good potential for GPU acceleration, and we limit the number of parameters requiring user adjustment to an overall smoothing parameter and the number of photons to be traced.  相似文献   

13.
Monte Carlo Path Tracing is a core light transport technique which is used for modern methods (like BDPT, MLT, VCM and others). One of the main challenge of efficient GPU Path Tracing implementation is inefficient workload caused by paths of different lengths; few threads process the long paths, while other threads are idle. A work distribution technique called “Path Regeneration” is commonly used to solve this problem. We introduce a novel GPU implementation of path regeneration technique called “in place block based path regeneration.” In comparison to previous approaches our algorithm possesses two main advantages: it has lower self-cost and it does not move any per-ray data along threads in memory, thus, our algorithm can be easily integrated to any advanced path tracing technique (like BDPT, MLT and other) or photon mapping. We tested our solution with path tracing using both CUDA and OpenCL.  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.
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   

16.
On the foundations of many rendering algorithms it is the symmetry between the path traversed by light and its adjoint path starting from the camera. However, several effects, including polarization or fluorescence, break that symmetry, and are defined only on the direction of light propagation. This reduces the applicability of bidirectional methods that exploit this symmetry for simulating effectively light transport. In this work, we focus on how to include these non‐symmetric effects within a bidirectional rendering algorithm. We generalize the path integral to support the constraints imposed by non‐symmetric light transport. Based on this theoretical framework, we propose modifications on two bidirectional methods, namely bidirectional path tracing and photon mapping, extending them to support polarization and fluorescence, in both steady and transient state.  相似文献   

17.
贺怀清  孙希栋 《计算机应用》2012,32(7):1939-1942
针对串行情况下光子映射算法速度慢的问题,对光子映射算法并行化进行可行性分析,充分利用图像处理器(GPU)的统一设备计算架构(CUDA)的并行和计算能力,实现光子映射算法的并行化。同时针对算法中光子发射追踪阶段生成GPU线程数与光子数相同的方法的不足以及平均分配方法所造成的资源浪费等,提出线程之间协同工作的方法并采用动态平衡处理,使光子渲染速度提升了将近一倍。实验结果证明了多线程间协同工作及动态平衡相结合方法的有效性。  相似文献   

18.
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   

19.
In recent years, much work was devoted to the design of light editing methods such as relighting and light path editing. So far, little work addressed the target‐based manipulation and animation of caustics, for instance to a differently‐shaped caustic, text or an image. The aim of this work is the animation of caustics by blending towards a given target irradiance distribution. This enables an artist to coherently change appearance and style of caustics, e.g., for marketing applications and visual effects. Generating a smooth animation is nontrivial, as photon density and caustic structure may change significantly. Our method is based on the efficient solution of a discrete assignment problem that incorporates constraints appropriate to make intermediate blends plausibly resemble caustics. The algorithm generates temporally coherent results that are rendered with stochastic progressive photon mapping. We demonstrate our system in a number of scenes and show blends as well as a key frame animation.  相似文献   

20.
In this paper, we present a framework based on a generic representation, which is able to handle most of the radiometric quantities required by global illumination software. A sparse representation in the wavelet space is built using the separation between the directional and the wavelength dependencies of such radiometric quantities. Particularly, we show how to use this representation for spectral power distribution, spectral reflectance and phase function measurements modeling. Then, we explain how the representation is useful for performing spectral rendering. On the one hand, it speeds up spectral path tracing by importance sampling to generate reflected directions and by avoiding expensive computations usually done on-the-fly. On the other hand, it allows efficient spectral photon mapping, both in terms of memory and speed. We also show how complex light emission from real luminaires can be efficiently sampled to emit photons with our numerical model.  相似文献   

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