37-Issue 4
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Browsing 37-Issue 4 by Subject "Ray tracing"
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Item Deep Adaptive Sampling for Low Sample Count Rendering(The Eurographics Association and John Wiley & Sons Ltd., 2018) Kuznetsov, Alexandr; Kalantari, Nima Khademi; Ramamoorthi, Ravi; Jakob, Wenzel and Hachisuka, ToshiyaRecently, 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.Item Efficient Caustic Rendering with Lightweight Photon Mapping(The Eurographics Association and John Wiley & Sons Ltd., 2018) Grittmann, Pascal; Pérard-Gayot, Arsène; Slusallek, Philipp; Křivánek, Jaroslav; Jakob, Wenzel and Hachisuka, ToshiyaRobust and efficient rendering of complex lighting effects, such as caustics, remains a challenging task. While algorithms like vertex connection and merging can render such effects robustly, their significant overhead over a simple path tracer is not always justified and - as we show in this paper - also not necessary. In current rendering solutions, caustics often require the user to enable a specialized algorithm, usually a photon mapper, and hand-tune its parameters. But even with carefully chosen parameters, photon mapping may still trace many photons that the path tracer could sample well enough, or, even worse, that are not visible at all. Our goal is robust, yet lightweight, caustics rendering. To that end, we propose a technique to identify and focus computation on the photon paths that offer significant variance reduction over samples from a path tracer.We apply this technique in a rendering solution combining path tracing and photon mapping. The photon emission is automatically guided towards regions where the photons are useful, i.e., provide substantial variance reduction for the currently rendered image. Our method achieves better photon densities with fewer light paths (and thus photons) than emission guiding approaches based on visual importance. In addition, we automatically determine an appropriate number of photons for a given scene, and the algorithm gracefully degenerates to pure path tracing for scenes that do not benefit from photon mapping.Item Handling Fluorescence in a Uni-directional Spectral Path Tracer(The Eurographics Association and John Wiley & Sons Ltd., 2018) Mojzík, Michal; Fichet, Alban; Wilkie, Alexander; Jakob, Wenzel and Hachisuka, ToshiyaWe 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.Item Stratified Sampling of Projected Spherical Caps(The Eurographics Association and John Wiley & Sons Ltd., 2018) Ureña, Carlos; Georgiev, Iliyan; Jakob, Wenzel and Hachisuka, ToshiyaWe present a method for uniformly sampling points inside the projection of a spherical cap onto a plane through the sphere's center. To achieve this, we devise two novel area-preserving mappings from the unit square to this projection, which is often an ellipse but generally has a more complex shape. Our maps allow for low-variance rendering of direct illumination from finite and infinite (e.g. sun-like) spherical light sources by sampling their projected solid angle in a stratified manner. We discuss the practical implementation of our maps and show significant quality improvement over traditional uniform spherical cap sampling in a production renderer.