Browsing by Author "Morishima, Shigeo"
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Item Efficient Metropolis Path Sampling for Material Editing and Re-rendering(The Eurographics Association, 2018) Yamaguchi, Tomoya; Yatagawa, Tatsuya; Morishima, Shigeo; Fu, Hongbo and Ghosh, Abhijeet and Kopf, JohannesThis paper proposes efficient path sampling for re-rendering scenes after material editing. The proposed sampling method is based on Metropolis light transport (MLT) and distributes more path samples to pixels whose values have been changed significantly by editing. First, we calculate the difference between images before and after editing to estimate the changes in pixel values. In this step, we render the difference image directly rather than calculating the difference in the images by separately rendering the images before and after editing. Then, we sample more paths for pixels with larger difference values and render the scene after editing by reducing variances of Monte Carlo estimators using the control variates. Thus, we can obtain rendering results with a small amount of noise using only a small number of path samples. We examine the proposed sampling method with a range of scenes and demonstrate that it achieves lower estimation errors and variances over the state-of-the-art methods.Item GPU Smoke Simulation on Compressed DCT Space(The Eurographics Association, 2019) Ishida, Daichi; Ando, Ryoichi; Morishima, Shigeo; Cignoni, Paolo and Miguel, EderThis paper presents a novel GPU-based algorithm for smoke animation. Our primary contribution is the use of Discrete Cosine Transform (DCT) compressed space for efficient simulation. We show that our method runs an order of magnitude faster than a CPU implementation while retaining visual details with a smaller memory usage. The key component of our method is an on-the-fly compression and expansion of velocity, pressure and density fields. Whenever these physical quantities are requested during a simulation, we perform data expansion and compression only where necessary in a loop. As a consequence, our simulation allows us to simulate a large domain without actually allocating full memory space for it. We show that albeit our method comes with some extra cost for DCT manipulations, such cost can be minimized with the aid of a devised shared memory usage.Item Real-time Indirect Illumination of Emissive Inhomogeneous Volumes using Layered Polygonal Area Lights(The Eurographics Association and John Wiley & Sons Ltd., 2019) Kuge, Takahiro; Yatagawa, Tatsuya; Morishima, Shigeo; Lee, Jehee and Theobalt, Christian and Wetzstein, GordonIndirect illumination involving with visually rich participating media such as turbulent smoke and loud explosions contributes significantly to the appearances of other objects in a rendering scene. However, previous real-time techniques have focused only on the appearances of the media directly visible from the viewer. Specifically, appearances that can be indirectly seen over reflective surfaces have not attracted much attention. In this paper, we present a real-time rendering technique for such indirect views that involves the participating media. To achieve real-time performance for computing indirect views, we leverage layered polygonal area lights (LPALs) that can be obtained by slicing the media into multiple flat layers. Using this representation, radiance entering each surface point from each slice of the volume is analytically evaluated to achieve instant calculation. The analytic solution can be derived for standard bidirectional reflectance distribution functions (BRDFs) based on the microfacet theory. Accordingly, our method is sufficiently robust to work on surfaces with arbitrary shapes and roughness values. In addition, we propose a quadrature method for more accurate rendering of scenes with dense volumes, and a transformation of the domain of volumes to simplify the calculation and implementation of the proposed method. By taking advantage of these computation techniques, the proposed method achieves real-time rendering of indirect illumination for emissive volumes.