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1.
Adaptive filtering techniques have proven successful in handling non‐uniform noise in Monte‐Carlo rendering approaches. A recent trend is to choose an optimal filter per pixel from a selection of non spatially‐varying filters. Nonetheless, the best filter choice is difficult to predict in the absence of a reference rendering. Our approach relies on the observation that the reconstruction error is locally smooth for a given filter. Hence, we propose to construct a dense error prediction from a small set of sparse but robust estimates. The filter selection is then formulated as a non‐local optimization problem, which we solve via graph cuts, to avoid visual artifacts due to inconsistent filter choices. Our approach does not impose any restrictions on the used filters, outperforms previous state‐of‐the‐art techniques and provides an extensible framework for future reconstruction techniques.  相似文献   

2.
The popularity of many‐light rendering, which converts complex global illumination computations into a simple sum of the illumination from virtual point lights (VPLs), for predictive rendering has increased in recent years. A huge number of VPLs are usually required for predictive rendering at the cost of extensive computational time. While previous methods can achieve significant speedup by clustering VPLs, none of these previous methods can estimate the total errors due to clustering. This drawback imposes on users tedious trial and error processes to obtain rendered images with reliable accuracy. In this paper, we propose an error estimation framework for many‐light rendering. Our method transforms VPL clustering into stratified sampling combined with confidence intervals, which enables the user to estimate the error due to clustering without the costly computing required to sum the illumination from all the VPLs. Our estimation framework is capable of handling arbitrary BRDFs and is accelerated by using visibility caching, both of which make our method more practical. The experimental results demonstrate that our method can estimate the error much more accurately than the previous clustering method.  相似文献   

3.
Monte Carlo integration is firmly established as the basis for most practical realistic image synthesis algorithms because of its flexibility and generality. However, the visual quality of rendered images often suffers from estimator variance, which appears as visually distracting noise. Adaptive sampling and reconstruction algorithms reduce variance by controlling the sampling density and aggregating samples in a reconstruction step, possibly over large image regions. In this paper we survey recent advances in this area. We distinguish between “a priori” methods that analyze the light transport equations and derive sampling rates and reconstruction filters from this analysis, and “a posteriori” methods that apply statistical techniques to sets of samples to drive the adaptive sampling and reconstruction process. They typically estimate the errors of several reconstruction filters, and select the best filter locally to minimize error. We discuss advantages and disadvantages of recent state‐of‐the‐art techniques, and provide visual and quantitative comparisons. Some of these techniques are proving useful in real‐world applications, and we aim to provide an overview for practitioners and researchers to assess these approaches. In addition, we discuss directions for potential further improvements.  相似文献   

4.
We address the problem of denoising Monte Carlo renderings by studying existing approaches and proposing a new algorithm that yields state‐of‐the‐art performance on a wide range of scenes. We analyze existing approaches from a theoretical and empirical point of view, relating the strengths and limitations of their corresponding components with an emphasis on production requirements. The observations of our analysis instruct the design of our new filter that offers high‐quality results and stable performance. A key observation of our analysis is that using auxiliary buffers (normal, albedo, etc.) to compute the regression weights greatly improves the robustness of zero‐order models, but can be detrimental to first‐order models. Consequently, our filter performs a first‐order regression leveraging a rich set of auxiliary buffers only when fitting the data, and, unlike recent works, considers the pixel color alone when computing the regression weights. We further improve the quality of our output by using a collaborative denoising scheme. Lastly, we introduce a general mean squared error estimator, which can handle the collaborative nature of our filter and its nonlinear weights, to automatically set the bandwidth of our regression kernel.  相似文献   

5.
We present Forward Light Cuts, a novel approach to real‐time global illumination using forward rendering techniques. We focus on unshadowed diffuse interactions for the first indirect light bounce in the context of large models such as the complex scenes usually encountered in CAD application scenarios. Our approach efficiently generates and uses a multiscale radiance cache by exploiting the geometry‐specific stages of the graphics pipeline, namely the tessellator unit and the geometry shader To do so, we assimilate virtual point lights to the scene's triangles and design a stochastic decimation process chained with a partitioning strategy that accounts for both close‐by strong light reflections, and distant regions from which numerous virtual point lights collectively contribute strongly to the end pixel. Our probabilistic solution is supported by a mathematical analysis and a number of experiments covering a wide range of application scenarios. As a result, our algorithm requires no precomputation of any kind, is compatible with dynamic view points, lighting condition, geometry and materials, and scales to tens of millions of polygons on current graphics hardware.  相似文献   

6.
We describe a painting machine and associated algorithms. Our modified industrial robot works with visual feedback and applies acrylic paint from a repository to a canvas until the created painting resembles a given input image or scene. The color differences between canvas and input are used to direct the application of new strokes. We present two optimization‐based algorithms that place such strokes in relation to already existing ones. Using these methods we are able to create different painting styles, one that tries to match the input colors with almost transparent strokes and another one that creates dithering patterns of opaque strokes that approximate the input color. The machine produces paintings that mimic those created by human painters and allows us to study the painting process as well as the creation of artworks.  相似文献   

7.
Numerous algorithms have been researched in the area of texture synthesis. However, it remains difficult to design a low‐cost synthesis scheme capable of generating high quality results while simultaneously achieving real‐time performance. Additional challenges include making a scheme parallel and being able to partially render/synthesize high‐resolution textures. Furthermore, it would be beneficial for a synthesis scheme to be able to incorporate Texture Compression and minimize the bandwidth usage, especially on mobile devices. In this paper, we propose a practical method which has low computational complexity and produces textures with small storage requirements. Through use of an index table, random access of the texture is another essential advantage, with which parallel rendering becomes feasible including generation of mip‐map sequences. Integrating the index table with existing compression algorithms, for example ETC or PVRTC, the bandwidth is further reduced and avoids the need for a separate, computationally expensive pass to compress the synthesized output. It should be noted that our texture synthesis achieves real‐time performance and low power consumption even on mobile devices, for which texture synthesis has been traditionally considered too expensive.  相似文献   

8.
The visual analysis of flows with inertial particle trajectories is a challenging problem because time‐dependent particle trajectories additionally depend on mass, which gives rise to an infinite number of possible trajectories passing through every point in space‐time. This paper presents an approach to a comparative visualization of the inertial particles’ separation behavior. For this, we define the Finite‐Time Mass Separation (FTMS), a scalar field that measures at each point in the domain how quickly inertial particles separate that were released from the same location but with slightly different mass. Extracting and visualizing the mass that induces the largest separation provides a simplified view on the critical masses. By using complementary coordinated views, we additionally visualize corresponding inertial particle trajectories in space‐time by integral curves and surfaces. For a quantitative analysis, we plot Euclidean and arc length‐based distances to a reference particle over time, which allows to observe the temporal evolution of separation events. We demonstrate our approach on a number of analytic and one real‐world unsteady 2D field.  相似文献   

9.
In this paper we present a novel approach to simulate image formation for a wide range of real world lenses in the Monte Carlo ray tracing framework. Our approach sidesteps the overhead of tracing rays through a system of lenses and requires no tabulation. To this end we first improve the precision of polynomial optics to closely match ground‐truth ray tracing. Second, we show how the Jacobian of the optical system enables efficient importance sampling, which is crucial for difficult paths such as sampling the aperture which is hidden behind lenses on both sides. Our results show that this yields converged images significantly faster than previous methods and accurately renders complex lens systems with negligible overhead compared to simple models, e.g. the thin lens model. We demonstrate the practicality of our method by incorporating it into a bidirectional path tracing framework and show how it can provide information needed for sophisticated light transport algorithms.  相似文献   

10.
We present a novel algorithm to reconstruct high‐quality images from sampled pixels and gradients in gradient‐domain Rendering. Our approach extends screened Poisson reconstruction by adding additional regularization constraints. Our key idea is to exploit local patches in feature images, which contain per‐pixels normals, textures, position, etc., to formulate these constraints. We describe a GPU implementation of our approach that runs on the order of seconds on megapixel images. We demonstrate a significant improvement in image quality over screened Poisson reconstruction under the L1 norm. Because we adapt the regularization constraints to the noise level in the input, our algorithm is consistent and converges to the ground truth.  相似文献   

11.
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   

12.
Many‐light methods approximate the light transport in a scene by computing the direct illumination from many virtual point light sources (VPLs), and render low‐noise images covering a wide range of performance and quality goals. However, they are very inefficient at representing glossy light transport. This is because a VPL on a glossy surface illuminates a small fraction of the scene only, and a tremendous number of VPLs might be necessary to render acceptable images. In this paper, we introduce Rich‐VPLs which, in contrast to standard VPLs, represent a multitude of light paths and thus have a more widespread emission profile on glossy surfaces and in scenes with multiple primary light sources. By this, a single Rich‐VPL contributes to larger portions of a scene with negligible additional shading cost. Our second contribution is a placement strategy for (Rich‐)VPLs proportional to sensor importance times radiance. Although both Rich‐VPLs and improved placement can be used individually, they complement each other ideally and share interim computation. Furthermore, both complement existing many‐light methods, e.g. Lightcuts or the Virtual Spherical Lights method, and can improve their efficiency as well as their application for scenes with glossy materials and many primary light sources.  相似文献   

13.
We present a robust, unbiased technique for intelligent light‐path construction in path‐tracing algorithms. Inspired by existing path‐guiding algorithms, our method learns an approximate representation of the scene's spatio‐directional radiance field in an unbiased and iterative manner. To that end, we propose an adaptive spatio‐directional hybrid data structure, referred to as SD‐tree, for storing and sampling incident radiance. The SD‐tree consists of an upper part—a binary tree that partitions the 3D spatial domain of the light field—and a lower part—a quadtree that partitions the 2D directional domain. We further present a principled way to automatically budget training and rendering computations to minimize the variance of the final image. Our method does not require tuning hyperparameters, although we allow limiting the memory footprint of the SD‐tree. The aforementioned properties, its ease of implementation, and its stable performance make our method compatible with production environments. We demonstrate the merits of our method on scenes with difficult visibility, detailed geometry, and complex specular‐glossy light transport, achieving better performance than previous state‐of‐the‐art algorithms.  相似文献   

14.
We present a new technique called Multiple Vertex Next Event Estimation, which outperforms current direct lighting techniques in forward scattering, optically dense media with the Henyey‐Greenstein phase function. Instead of a one‐segment connection from a vertex within the medium to the light source, an entire sub path of arbitrary length can be created and we show experimentally that 4–10 segments work best in practice. This is done by perturbing a seed path within the Monte Carlo context. Our technique was integrated in a Monte Carlo renderer, combining random walk path tracing with multiple vertex next event estimation via multiple importance sampling for an unbiased result. We evaluate this new technique against standard next event estimation and show that it significantly reduces noise and increases performance of multiple scattering renderings in highly anisotropic, optically dense media. Additionally, we discuss multiple light sources and performance implications of memory‐heavy heterogeneous media.  相似文献   

15.
This paper aims at rendering interactive visual effects inherent to complex interactions between trees and rain in real‐time in order to increase the realism of natural rainy scenes. Such a complex phenomenon involves a great number of physical processes influenced by various interlinked factors and its rendering represents a thorough challenge in Computer Graphics. We approach this problem by introducing an original method to render drops dripping from leaves after interception of raindrops by foliage. Our method introduces a new hydrological model representing interactions between rain and foliage through a phenomenological approach. Our model reduces the complexity of the phenomenon by representing multiple dripping drops with a new fully functional form evaluated per‐pixel on‐the‐fly and providing improved control over density and physical properties. Furthermore, an efficient real‐time rendering scheme, taking full advantage of latest GPU hardware capabilities, allows the rendering of a large number of dripping drops even for complex scenes.  相似文献   

16.
This paper presents a time‐varying, multi‐layered biophysically‐based model of the optical properties of human skin, suitable for simulating appearance changes due to aging. We have identified the key aspects that cause such changes, both in terms of the structure of skin and its chromophore concentrations, and rely on the extensive medical and optical tissue literature for accurate data. Our model can be expressed in terms of biophysical parameters, optical parameters commonly used in graphics and rendering (such as spectral absorption and scattering coefficients), or more intuitively with higher‐level parameters such as age, gender, skin care or skin type. It can be used with any rendering algorithm that uses diffusion profiles, and it allows to automatically simulate different types of skin at different stages of aging, avoiding the need for artistic input or costly capture processes. While the presented skin model is inspired on tissue optics studies, we also provided a simplified version valid for non‐diagnostic applications.  相似文献   

17.
Advances in computer graphics enable us to create digital images of astonishing complexity and realism. However, processing resources are still a limiting factor. Hence, many costly but desirable aspects of realism are often not accounted for, including global illumination, accurate depth of field and motion blur, spectral effects, etc. especially in real‐time rendering. At the same time, there is a strong trend towards more pixels per display due to larger displays, higher pixel densities or larger fields of view. Further observable trends in current display technology include more bits per pixel (high dynamic range, wider color gamut/fidelity), increasing refresh rates (better motion depiction), and an increasing number of displayed views per pixel (stereo, multi‐view, all the way to holographic or lightfield displays). These developments cause significant unsolved technical challenges due to aspects such as limited compute power and bandwidth. Fortunately, the human visual system has certain limitations, which mean that providing the highest possible visual quality is not always necessary. In this report, we present the key research and models that exploit the limitations of perception to tackle visual quality and workload alike. Moreover, we present the open problems and promising future research targeting the question of how we can minimize the effort to compute and display only the necessary pixels while still offering a user full visual experience.  相似文献   

18.
We present a technique to efficiently importance sample distant, all‐frequency illumination in indoor scenes. Standard environment sampling is inefficient in such cases since the distant lighting is typically only visible through small openings (e.g. windows). This visibility is often addressed by manually placing a portal around each window to direct samples towards the openings; however, uniformly sampling the portal (its area or solid angle) disregards the possibly high frequency environment map. We propose a new portal importance sampling technique which takes into account both the environment map and its visibility through the portal, drawing samples proportional to the product of the two. To make this practical, we propose a novel, portal‐rectified reparametrization of the environment map with the key property that the visible region induced by a rectangular portal projects to an axis‐aligned rectangle. This allows us to sample according to the desired product distribution at an arbitrary shading location using a single (precomputed) summed‐area table per portal. Our technique is unbiased, relevant to many renderers, and can also be applied to rectangular light sources with directional emission profiles, enabling efficient rendering of non‐diffuse light sources with soft shadows.  相似文献   

19.
Particle‐based simulation techniques, like the discrete element method or molecular dynamics, are widely used in many research fields. In real‐time explorative visualization it is common to render the resulting data using opaque spherical glyphs with local lighting only. Due to massive overlaps, however, inner structures of the data are often occluded rendering visual analysis impossible. Furthermore, local lighting is not sufficient as several important features like complex shapes, holes, rifts or filaments cannot be perceived well. To address both problems we present a new technique that jointly supports transparency and ambient occlusion in a consistent illumination model. Our approach is based on the emission‐absorption model of volume rendering. We provide analytic solutions to the volume rendering integral for several density distributions within a spherical glyph. Compared to constant transparency our approach preserves the three‐dimensional impression of the glyphs much better. We approximate ambient illumination with a fast hierarchical voxel cone‐tracing approach, which builds on a new real‐time voxelization of the particle data. Our implementation achieves interactive frame rates for millions of static or dynamic particles without any preprocessing. We illustrate the merits of our method on real‐world data sets gaining several new insights.  相似文献   

20.
    
Voxel‐based approaches are today's standard to encode volume data. Recently, directed acyclic graphs (DAGs) were successfully used for compressing sparse voxel scenes as well, but they are restricted to a single bit of (geometry) information per voxel. We present a method to compress arbitrary data, such as colors, normals, or reflectance information. By decoupling geometry and voxel data via a novel mapping scheme, we are able to apply the DAG principle to encode the topology, while using a palette‐based compression for the voxel attributes, leading to a drastic memory reduction. Our method outperforms existing state‐of‐the‐art techniques and is well‐suited for GPU architectures. We achieve real‐time performance on commodity hardware for colored scenes with up to 17 hierarchical levels (a 128K3voxel resolution), which are stored fully in core.  相似文献   

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