34-Issue 4

Permanent URI for this collection

Darmstadt, Germany, June 23–26, 2015
Experimental Ideas & Implementations
Shadows
Stochastic Soft Shadow Mapping
Gabor Liktor, Stanislav Spassov, Gregor Mückl, and Carsten Dachsbacher
Portal-Masked Environment Map Sampling
Benedikt Bitterli, Jan Novák, and Wojciech Jarosz
Material Appearance
Extracting Microfacet-based BRDF Parameters from Arbitrary Materials with Power Iterations
Jonathan Dupuy, Eric Heitz, Jean-Claude Iehl, Pierre Poulin, and Victor Ostromoukhov
Physically Meaningful Rendering using Tristimulus Colours
Johannes Meng, Florian Simon, Johannes Hanika, and Carsten Dachsbacher
Appearance Changes and assets/images
Consistent Scene Editing by Progressive Difference assets/images
Tobias Günther and Thorsten Grosch
Unifying Color and Texture Transfer for Predictive Appearance Manipulation
Fumio Okura, Kenneth Vanhoey, Adrien Bousseau, Alexei A. Efros, and George Drettakis
Light Paths
Improved Half Vector Space Light Transport
Johannes Hanika, Anton Kaplanyan, and Carsten Dachsbacher
Probabilistic Connections for Bidirectional Path Tracing
Stefan Popov, Ravi Ramamoorthi, Fredo Durand, and George Drettakis
Manifold Next Event Estimation
Johannes Hanika, Marc Droske, and Luca Fascione
Exposure and Video
Smooth Loops from Unconstrained Video
Laura Sevilla-Lara, Jonas Wulff, Kalyan Sunkavalli, and Eli Shechtman
Radiometric Transfer: Example-based Radiometric Linearization of Photographs
Han Li and Pieter Peers
Motion Aware Exposure Bracketing for HDR Video
Yulia Gryaditskaya, Tania Pouli, Erik Reinhard, Karol Myszkowski, and Hans-Peter Seidel
Real-time Rendering and Filtering
Path-space Motion Estimation and Decomposition for Robust Animation Filtering
Henning Zimmer, Fabrice Rousselle, Wenzel Jakob, Oliver Wang, David Adler, Wojciech Jarosz, Olga Sorkine-Hornung, and Alexander Sorkine-Hornung
Wavelet Point-Based Global Illumination
Beibei Wang, Xiangxu Meng, and Tamy Boubekeur
Perception and Simplification
Modeling Luminance Perception at Absolute Threshold
Petr Kellnhofer, Tobias Ritschel, Karol Myszkowski, Elmar Eisemann, and Hans-Peter Seidel
Illumination-driven Mesh Reduction for Accelerating Light Transport Simulations
Andreas Reich, Tobias Günther, and Thorsten Grosch

BibTeX (34-Issue 4)
                
@article{
10.1111:cgf.12673,
journal = {Computer Graphics Forum}, title = {{
Stochastic Soft Shadow Mapping}},
author = {
Liktor, Gabor
 and
Spassov, Stanislav
 and
Mückl, Gregor
 and
Dachsbacher, Carsten
}, year = {
2015},
publisher = {
The Eurographics Association and John Wiley & Sons Ltd.},
DOI = {
10.1111/cgf.12673}
}
                
@article{
10.1111:cgf.12674,
journal = {Computer Graphics Forum}, title = {{
Portal-Masked Environment Map Sampling}},
author = {
Bitterli, Benedikt
 and
Novák, Jan
 and
Jarosz, Wojciech
}, year = {
2015},
publisher = {
The Eurographics Association and John Wiley & Sons Ltd.},
DOI = {
10.1111/cgf.12674}
}
                
@article{
10.1111:cgf.12675,
journal = {Computer Graphics Forum}, title = {{
Extracting Microfacet-based BRDF Parameters from Arbitrary Materials with Power Iterations}},
author = {
Dupuy, Jonathan
 and
Heitz, Eric
 and
Iehl, Jean-Claude
 and
Poulin, Pierre
 and
Ostromoukhov, Victor
}, year = {
2015},
publisher = {
The Eurographics Association and John Wiley & Sons Ltd.},
DOI = {
10.1111/cgf.12675}
}
                
@article{
10.1111:cgf.12676,
journal = {Computer Graphics Forum}, title = {{
Physically Meaningful Rendering using Tristimulus Colours}},
author = {
Meng, Johannes
 and
Simon, Florian
 and
Hanika, Johannes
 and
Dachsbacher, Carsten
}, year = {
2015},
publisher = {
The Eurographics Association and John Wiley & Sons Ltd.},
DOI = {
10.1111/cgf.12676}
}
                
@article{
10.1111:cgf.12677,
journal = {Computer Graphics Forum}, title = {{
Consistent Scene Editing by Progressive Difference Images}},
author = {
Günther, Tobias
 and
Grosch, Thorsten
}, year = {
2015},
publisher = {
The Eurographics Association and John Wiley & Sons Ltd.},
DOI = {
10.1111/cgf.12677}
}
                
@article{
10.1111:cgf.12678,
journal = {Computer Graphics Forum}, title = {{
Unifying Color and Texture Transfer for Predictive Appearance Manipulation}},
author = {
Okura, Fumio
 and
Vanhoey, Kenneth
 and
Bousseau, Adrien
 and
Efros, Alexei A.
 and
Drettakis, George
}, year = {
2015},
publisher = {
The Eurographics Association and John Wiley & Sons Ltd.},
DOI = {
10.1111/cgf.12678}
}
                
@article{
10.1111:cgf.12679,
journal = {Computer Graphics Forum}, title = {{
Improved Half Vector Space Light Transport}},
author = {
Hanika, Johannes
 and
Kaplanyan, Anton
 and
Dachsbacher, Carsten
}, year = {
2015},
publisher = {
The Eurographics Association and John Wiley & Sons Ltd.},
DOI = {
10.1111/cgf.12679}
}
                
@article{
10.1111:cgf.12680,
journal = {Computer Graphics Forum}, title = {{
Probabilistic Connections for Bidirectional Path Tracing}},
author = {
Popov, Stefan
 and
Ramamoorthi, Ravi
 and
Durand, Fredo
 and
Drettakis, George
}, year = {
2015},
publisher = {
The Eurographics Association and John Wiley & Sons Ltd.},
DOI = {
10.1111/cgf.12680}
}
                
@article{
10.1111:cgf.12681,
journal = {Computer Graphics Forum}, title = {{
Manifold Next Event Estimation}},
author = {
Hanika, Johannes
 and
Droske, Marc
 and
Fascione, Luca
}, year = {
2015},
publisher = {
The Eurographics Association and John Wiley & Sons Ltd.},
DOI = {
10.1111/cgf.12681}
}
                
@article{
10.1111:cgf.12682,
journal = {Computer Graphics Forum}, title = {{
Smooth Loops from Unconstrained Video}},
author = {
Sevilla-Lara, Laura
 and
Wulff, Jonas
 and
Sunkavalli, Kalyan
 and
Shechtman, Eli
}, year = {
2015},
publisher = {
The Eurographics Association and John Wiley & Sons Ltd.},
DOI = {
10.1111/cgf.12682}
}
                
@article{
10.1111:cgf.12683,
journal = {Computer Graphics Forum}, title = {{
Radiometric Transfer: Example-based Radiometric Linearization of Photographs}},
author = {
Li, Han
 and
Peers, Pieter
}, year = {
2015},
publisher = {
The Eurographics Association and John Wiley & Sons Ltd.},
DOI = {
10.1111/cgf.12683}
}
                
@article{
10.1111:cgf.12684,
journal = {Computer Graphics Forum}, title = {{
Motion Aware Exposure Bracketing for HDR Video}},
author = {
Gryaditskaya, Yulia
 and
Pouli, Tania
 and
Reinhard, Erik
 and
Myszkowski, Karol
 and
Seidel, Hans-Peter
}, year = {
2015},
publisher = {
The Eurographics Association and John Wiley & Sons Ltd.},
DOI = {
10.1111/cgf.12684}
}
                
@article{
10.1111:cgf.12685,
journal = {Computer Graphics Forum}, title = {{
Path-space Motion Estimation and Decomposition for Robust Animation Filtering}},
author = {
Zimmer, Henning
 and
Rousselle, Fabrice
 and
Jakob, Wenzel
 and
Wang, Oliver
 and
Adler, David
 and
Jarosz, Wojciech
 and
Sorkine-Hornung, Olga
 and
Sorkine-Hornung, Alexander
}, year = {
2015},
publisher = {
The Eurographics Association and John Wiley & Sons Ltd.},
DOI = {
10.1111/cgf.12685}
}
                
@article{
10.1111:cgf.12686,
journal = {Computer Graphics Forum}, title = {{
Wavelet Point-Based Global Illumination}},
author = {
Wang, Beibei
 and
Meng, Xiangxu
 and
Boubekeur, Tamy
}, year = {
2015},
publisher = {
The Eurographics Association and John Wiley & Sons Ltd.},
DOI = {
10.1111/cgf.12686}
}
                
@article{
10.1111:cgf.12687,
journal = {Computer Graphics Forum}, title = {{
Modeling Luminance Perception at Absolute Threshold}},
author = {
Kellnhofer, Petr
 and
Ritschel, Tobias
 and
Myszkowski, Karol
 and
Eisemann, Elmar
 and
Seidel, Hans-Peter
}, year = {
2015},
publisher = {
The Eurographics Association and John Wiley & Sons Ltd.},
DOI = {
10.1111/cgf.12687}
}
                
@article{
10.1111:cgf.12688,
journal = {Computer Graphics Forum}, title = {{
Illumination-driven Mesh Reduction for Accelerating Light Transport Simulations}},
author = {
Reich, Andreas
 and
Günther, Tobias
 and
Grosch, Thorsten
}, year = {
2015},
publisher = {
The Eurographics Association and John Wiley & Sons Ltd.},
DOI = {
10.1111/cgf.12688}
}

Browse

Recent Submissions

Now showing 1 - 17 of 17
  • Item
    Eurographics Symposium on Rendering
    (Eurographics Association, 2015) Lehtinen, Jaakko; Nowrouzezahrai, Derek; -
  • Item
    Stochastic Soft Shadow Mapping
    (The Eurographics Association and John Wiley & Sons Ltd., 2015) Liktor, Gabor; Spassov, Stanislav; Mückl, Gregor; Dachsbacher, Carsten; Jaakko Lehtinen and Derek Nowrouzezahrai
    In this paper, we extend the concept of pre-filtered shadow mapping to stochastic rasterization, enabling real-time rendering of soft shadows from planar area lights. Most existing soft shadow mapping methods lose important visibility information by relying on pinhole renderings from an area light source, providing plausible results only for small light sources. Since we sample the entire 4D shadow light field stochastically, we are able to closely approximate shadows of large area lights as well. In order to efficiently reconstruct smooth shadows from this sparse data, we exploit the analogy of soft shadow computation to rendering defocus blur, and introduce a multiplane pre-filtering algorithm. We demonstrate how existing pre-filterable approximations of the visibility function, such as variance shadow mapping, can be extended to four dimensions within our framework.
  • Item
    Portal-Masked Environment Map Sampling
    (The Eurographics Association and John Wiley & Sons Ltd., 2015) Bitterli, Benedikt; Novák, Jan; Jarosz, Wojciech; Jaakko Lehtinen and Derek Nowrouzezahrai
    We present a technique to e ciently importance sample distant, all-frequency illumination in indoor scenes. Standard environment sampling is ine cient 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 e cient rendering of non-di use light sources with soft shadows.
  • Item
    Extracting Microfacet-based BRDF Parameters from Arbitrary Materials with Power Iterations
    (The Eurographics Association and John Wiley & Sons Ltd., 2015) Dupuy, Jonathan; Heitz, Eric; Iehl, Jean-Claude; Poulin, Pierre; Ostromoukhov, Victor; Jaakko Lehtinen and Derek Nowrouzezahrai
    We introduce a novel fitting procedure that takes as input an arbitrary material, possibly anisotropic, and automatically converts it to a microfacet BRDF. Our algorithm is based on the property that the distribution of microfacets may be retrieved by solving an eigenvector problem that is built solely from backscattering samples. We show that the eigenvector associated to the largest eigenvalue is always the only solution to this problem, and compute it using the power iteration method. This approach is straightforward to implement, much faster to compute, and considerably more robust than solutions based on nonlinear optimizations. In addition, we provide simple conversion procedures of our fits into both Beckmann and GGX roughness parameters, and discuss the advantages of microfacet slope space to make our fits editable. We apply our method to measured materials from two large databases that include anisotropic materials, and demonstrate the benefits of spatially varying roughness on texture mapped geometric models.
  • Item
    Physically Meaningful Rendering using Tristimulus Colours
    (The Eurographics Association and John Wiley & Sons Ltd., 2015) Meng, Johannes; Simon, Florian; Hanika, Johannes; Dachsbacher, Carsten; Jaakko Lehtinen and Derek Nowrouzezahrai
    In photorealistic image synthesis the radiative transfer equation is often not solved by simulating every wavelength of light, but instead by computing tristimulus transport, for instance using sRGB primaries as a basis. This choice is convenient, because input texture data is usually stored in RGB colour spaces. However, there are problems with this approach which are often overlooked or ignored. By comparing to spectral reference renderings, we show how rendering in tristimulus colour spaces introduces colour shifts in indirect light, violation of energy conservation, and unexpected behaviour in participating media. Furthermore, we introduce a fast method to compute spectra from almost any given XYZ input colour. It creates spectra that match the input colour precisely. Additionally, like in natural reflectance spectra, their energy is smoothly distributed over wide wavelength bands. This method is both useful to upsample RGB input data when spectral transport is used and as an intermediate step for corrected tristimulus-based transport. Finally, we show how energy conservation can be enforced in RGB by mapping colours to valid reflectances.
  • Item
    Consistent Scene Editing by Progressive Difference Images
    (The Eurographics Association and John Wiley & Sons Ltd., 2015) Günther, Tobias; Grosch, Thorsten; Jaakko Lehtinen and Derek Nowrouzezahrai
    Even though much research was dedicated to the acceleration of consistent, progressive light transport simulations, the computation of fully converged images is still very time-consuming. This is problematic, as for the practical use in production pipelines, the rapid editing of lighting effects is important. While previous approaches restart the simulation with every scene manipulation, we make use of the coherence between frames before and after a modification in order to accelerate convergence of the context that remained similar. This is especially beneficial if a scene is edited that has already been converging for a long time, because much of the previous result can be reused, e.g., sharp caustics cast or received by the unedited scene parts. In its essence, our method performs the scene modification stochastically by predicting and accounting for the difference image. In addition, we employ two heuristics to handle cases in which stochastic removal is likely to lead to strong noise. Typical scene interactions can be broken down into object adding and removal, material substitution, camera movement and light editing, which we all examine in a number of test scenes both qualitatively and quantitatively. As we focus on caustics, we chose stochastic progressive photon mapping as the underlying light transport algorithm. Further, we show preliminary results of bidirectional path tracing and vertex connection and merging.
  • Item
    Unifying Color and Texture Transfer for Predictive Appearance Manipulation
    (The Eurographics Association and John Wiley & Sons Ltd., 2015) Okura, Fumio; Vanhoey, Kenneth; Bousseau, Adrien; Efros, Alexei A.; Drettakis, George; Jaakko Lehtinen and Derek Nowrouzezahrai
    Recent color transfer methods use local information to learn the transformation from a source to an exemplar image, and then transfer this appearance change to a target image. These solutions achieve very successful results for general mood changes, e.g., changing the appearance of an image from ''sunny'' to ''overcast''. However, such methods have a hard time creating new image content, such as leaves on a bare tree. Texture transfer, on the other hand, can synthesize such content but tends to destroy image structure. We propose the first algorithm that unifies color and texture transfer, outperforming both by leveraging their respective strengths. A key novelty in our approach resides in teasing apart appearance changes that can be modeled simply as changes in color versus those that require new image content to be generated. Our method starts with an analysis phase which evaluates the success of color transfer by comparing the exemplar with the source. This analysis then drives a selective, iterative texture transfer algorithm that simultaneously predicts the success of color transfer on the target and synthesizes new content where needed. We demonstrate our unified algorithm by transferring large temporal changes between photographs, such as change of season - e.g., leaves on bare trees or piles of snow on a street - and flooding.
  • Item
    Improved Half Vector Space Light Transport
    (The Eurographics Association and John Wiley & Sons Ltd., 2015) Hanika, Johannes; Kaplanyan, Anton; Dachsbacher, Carsten; Jaakko Lehtinen and Derek Nowrouzezahrai
    In this paper, we present improvements to half vector space light transport (HSLT) [KHD14], which make this approach more practical, robust for difficult input geometry, and faster. Our first contribution is the computation of half vector space ray differentials in a different domain than the original work. This enables a more uniform stratification over the image plane during Markov chain exploration. Furthermore, we introduce a new multi chain perturbation in half vector space, which, if combined appropriately with half vector perturbation, makes the mutation strategy both more robust to geometric configurations with fine displacements and faster due to reduced number of ray casts. We provide and analyze the results of improved HSLT and discuss possible applications of our new half vector ray differentials.
  • Item
    Probabilistic Connections for Bidirectional Path Tracing
    (The Eurographics Association and John Wiley & Sons Ltd., 2015) Popov, Stefan; Ramamoorthi, Ravi; Durand, Fredo; Drettakis, George; Jaakko Lehtinen and Derek Nowrouzezahrai
    Bidirectional path tracing (BDPT) with Multiple Importance Sampling is one of the most versatile unbiased rendering algorithms today. BDPT repeatedly generates sub-paths from the eye and the lights, which are connected for each pixel and then discarded. Unfortunately, many such bidirectional connections turn out to have low contribution to the solution. Our key observation is that we can importance sample connections to an eye sub-path by considering multiple light sub-paths at once and creating connections probabilistically. We do this by storing light paths, and estimating probability mass functions of the discrete set of possible connections to all light paths. This has two key advantages: we efficiently create connections with low variance by Monte Carlo sampling, and we reuse light paths across different eye paths. We also introduce a caching scheme by deriving an approximation to sub-path contribution which avoids high-dimensional path distance computations. Our approach builds on caching methods developed in the different context of VPLs. Our Probabilistic Connections for Bidirectional Path Tracing approach raises a major challenge, since reuse results in high variance due to correlation between paths. We analyze the problem of path correlation and derive a conservative upper bound of the variance, with computationally tractable sample weights. We present results of our method which shows significant improvement over previous unbiased global illumination methods, and evaluate our algorithmic choices.
  • Item
    Manifold Next Event Estimation
    (The Eurographics Association and John Wiley & Sons Ltd., 2015) Hanika, Johannes; Droske, Marc; Fascione, Luca; Jaakko Lehtinen and Derek Nowrouzezahrai
    We present manifold next event estimation (MNEE), a specialised technique for Monte Carlo light transport simulation to render refractive caustics by connecting surfaces to light sources (next event estimation) across transmissive interfaces. We employ correlated sampling by means of a perturbation strategy to explore all half vectors in the case of rough transmission while remaining outside of the context of Markov chain Monte Carlo, improving temporal stability. MNEE builds on differential geometry and manifold walks. It is very lightweight in its memory requirements, as it does not use light caching methods such as photon maps or importance sampling records. The method integrates seamlessly with existing Monte Carlo estimators via multiple importance sampling.
  • Item
    Smooth Loops from Unconstrained Video
    (The Eurographics Association and John Wiley & Sons Ltd., 2015) Sevilla-Lara, Laura; Wulff, Jonas; Sunkavalli, Kalyan; Shechtman, Eli; Jaakko Lehtinen and Derek Nowrouzezahrai
    Converting unconstrained video sequences into videos that loop seamlessly is an extremely challenging problem. In this work, we take the first steps towards automating this process by focusing on an important subclass of videos containing a single dominant foreground object. Our technique makes two novel contributions over previous work: first, we propose a correspondence-based similarity metric to automatically identify a good transition point in the video where the appearance and dynamics of the foreground are most consistent. Second, we develop a technique that aligns both the foreground and background about this transition point using a combination of global camera path planning and patch-based video morphing. We demonstrate that this allows us to create natural, compelling, loopy videos from a wide range of videos collected from the internet.
  • Item
    Radiometric Transfer: Example-based Radiometric Linearization of Photographs
    (The Eurographics Association and John Wiley & Sons Ltd., 2015) Li, Han; Peers, Pieter; Jaakko Lehtinen and Derek Nowrouzezahrai
    We present an example-based approach for radiometrically linearizing photographs that takes as input a radiometrically linear exemplar image and a target regular uncalibrated image of the same scene, possibly from a different viewpoint and/or under different lighting. The output of our method is a radiometrically linearized version of the target image. Modeling the change in appearance of a small image patch seen from a different viewpoint and/or under different lighting as a linear 1D subspace, allows us to recast radiometric transfer in a form similar to classic radiometric calibration from exposure stacks. The resulting radiometric transfer method is lightweight and easy to implement. We demonstrate the accuracy and validity of our method on a variety of scenes.
  • Item
    Motion Aware Exposure Bracketing for HDR Video
    (The Eurographics Association and John Wiley & Sons Ltd., 2015) Gryaditskaya, Yulia; Pouli, Tania; Reinhard, Erik; Myszkowski, Karol; Seidel, Hans-Peter; Jaakko Lehtinen and Derek Nowrouzezahrai
    Mobile phones and tablets are rapidly gaining significance as omnipresent image and video capture devices. In this context we present an algorithm that allows such devices to capture high dynamic range (HDR) video. The design of the algorithm was informed by a perceptual study that assesses the relative importance of motion and dynamic range. We found that ghosting artefacts are more visually disturbing than a reduction in dynamic range, even if a comparable number of pixels is affected by each. We incorporated these findings into a real-time, adaptive metering algorithm that seamlessly adjusts its settings to take exposures that will lead to minimal visual artefacts after recombination into an HDR sequence. It is uniquely suitable for real-time selection of exposure settings. Finally, we present an off-line HDR reconstruction algorithm that is matched to the adaptive nature of our real-time metering approach.
  • Item
    Path-space Motion Estimation and Decomposition for Robust Animation Filtering
    (The Eurographics Association and John Wiley & Sons Ltd., 2015) Zimmer, Henning; Rousselle, Fabrice; Jakob, Wenzel; Wang, Oliver; Adler, David; Jarosz, Wojciech; Sorkine-Hornung, Olga; Sorkine-Hornung, Alexander; Jaakko Lehtinen and Derek Nowrouzezahrai
    Renderings of animation sequences with physics-based Monte Carlo light transport simulations are exceedingly costly to generate frame-by-frame, yet much of this computation is highly redundant due to the strong coherence in space, time and among samples. A promising approach pursued in prior work entails subsampling the sequence in space, time, and number of samples, followed by image-based spatio-temporal upsampling and denoising. These methods can provide significant performance gains, though major issues remain: firstly, in a multiple scattering simulation, the final pixel color is the composite of many different light transport phenomena, and this conflicting information causes artifacts in image-based methods. Secondly, motion vectors are needed to establish correspondence between the pixels in different frames, but it is unclear how to obtain them for most kinds of light paths (e.g. an object seen through a curved glass panel). To reduce these ambiguities, we propose a general decomposition framework, where the final pixel color is separated into components corresponding to disjoint subsets of the space of light paths. Each component is accompanied by motion vectors and other auxiliary features such as reflectance and surface normals. The motion vectors of specular paths are computed using a temporal extension of manifold exploration and the remaining components use a specialized variant of optical flow. Our experiments show that this decomposition leads to significant improvements in three image-based applications: denoising, spatial upsampling, and temporal interpolation.
  • Item
    Wavelet Point-Based Global Illumination
    (The Eurographics Association and John Wiley & Sons Ltd., 2015) Wang, Beibei; Meng, Xiangxu; Boubekeur, Tamy; Jaakko Lehtinen and Derek Nowrouzezahrai
    Point-Based Global Illumination (PBGI) is a popular rendering method in special effects and motion picture productions. This algorithm provides a diffuse global illumination solution by caching radiance in a mesh-less hierarchical data structure during a pre-process, while solving for visibility over this cache, at rendering time and for each receiver, using microbuffers, which are localized depth and color buffers inspired from real time rendering environments. As a result, noise free ambient occlusion, indirect soft shadows and color bleeding effects are computed efficiently for high resolution image output and in a temporally coherent fashion. We propose an evolution of this method to address the case of non-diffuse inter-reflections and refractions. While the original PBGI algorithm models radiance using spherical harmonics, we propose to use wavelets parameterized on the direction space to better localize the radiance representation in the presence of highly directional reflectance. We also propose a new importance-driven adaptive microbuffer model to capture accurately incoming radiance at a point. Furthermore, we evaluate outgoing radiance using a fast wavelet radiance product and contain the induced larger memory footprint by encoding hierarchically the wavelets in the PBGI tree. As a result, our algorithm can handle non-lambertian BSDF in the light transport simulation, reproducing caustics and multiple reflections/refractions bounces with a similar quality to bidirectional path tracing in a large number of cases and for only a fraction of its computation time. Our approach is simple to implement and easy to integrate into any existing PBGI framework, with an intuitive control on the approximation error. We evaluate it on a collection of example scenes.
  • Item
    Modeling Luminance Perception at Absolute Threshold
    (The Eurographics Association and John Wiley & Sons Ltd., 2015) Kellnhofer, Petr; Ritschel, Tobias; Myszkowski, Karol; Eisemann, Elmar; Seidel, Hans-Peter; Jaakko Lehtinen and Derek Nowrouzezahrai
    When human luminance perception operates close to its absolute threshold, i. e., the lowest perceivable absolute values, appearance changes substantially compared to common photopic or scotopic vision. In particular, most observers report perceiving temporally-varying noise. Two reasons are physiologically plausible; quantum noise (due to the low absolute number of photons) and spontaneous photochemical reactions. Previously, static noise with a normal distribution and no account for absolute values was combined with blue hue shift and blur to simulate scotopic appearance on a photopic display for movies and interactive applications (e.g., games). We present a computational model to reproduce the specific distribution and dynamics of ''scotopic noise'' for specific absolute values. It automatically introduces a perceptually-calibrated amount of noise for a specific luminance level and supports animated imagery. Our simulation runs in milliseconds at HD resolution using graphics hardware and favorably compares to simpler alternatives in a perceptual experiment.
  • Item
    Illumination-driven Mesh Reduction for Accelerating Light Transport Simulations
    (The Eurographics Association and John Wiley & Sons Ltd., 2015) Reich, Andreas; Günther, Tobias; Grosch, Thorsten; Jaakko Lehtinen and Derek Nowrouzezahrai
    Progressive light transport simulations aspire a physically-based, consistent rendering to obtain visually appealing illumination effects, depth and realism. Thereby, the handling of large scenes is a difficult problem, as in typical scene subdivision approaches the parallel processing requires frequent synchronization due to the bouncing of light throughout the scene. In practice, however, only few object parts noticeably contribute to the radiance observable in the image, whereas large areas play only a minor role. In fact, a mesh simplification of the latter can go unnoticed by the human eye. This particular importance to the visible radiance in the image calls for an output-sensitive mesh reduction that allows to render originally out-of-core scenes on a single machine without swapping of memory. Thus, in this paper, we present a preprocessing step that reduces the scene size under the constraint of radiance preservation with focus on high-frequency effects such as caustics. For this, we perform a small number of preliminary light transport simulation iterations. Thereby, we identify mesh parts that contribute significantly to the visible radiance in the scene, and which we thus preserve during mesh reduction.