5 research outputs found

    Second-Order Occlusion-Aware Volumetric Radiance Caching

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    We present a second-order gradient analysis of light transport in participating media and use this to develop an improved radiance caching algorithm for volumetric light transport. We adaptively sample and interpolate radiance from sparse points in the medium using a second-order Hessian-based error metric to determine when interpolation is appropriate. We derive our metric from each point's incoming light field, computed by using a proxy triangulation-based representation of the radiance reflected by the surrounding medium and geometry. We use this representation to efficiently compute the first- and second-order derivatives of the radiance at the cache points while accounting for occlusion changes. We also propose a self-contained two-dimensional model for light transport in media and use it to validate and analyze our approach, demonstrating that our method outperforms previous radiance caching algorithms both in terms of accurate derivative estimates and final radiance extrapolation. We generalize these findings to practical three-dimensional scenarios, where we show improved results while reducing computation time by up to 30\% compared to previous work

    Filtering Techniques for Low-Noise Previews of Interactive Stochastic Ray Tracing

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    Progressive stochastic ray tracing is increasingly used in interactive applications. Examples of such applications are interactive design reviews and digital content creation. This dissertation aims at advancing this development. For one thing, two filtering techniques are presented, which can generate fast and reliable previews of global illumination solutions. For another thing, a system architecture is presented, which supports exchangeable rendering back-ends in distributed rendering systems

    Utilising path-vertex data to improve Monte Carlo global illumination.

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    Efficient techniques for photo-realistic rendering are in high demand across a wide array of industries. Notable applications include visual effects for film, entertainment and virtual reality. Less direct applications such as visualisation for architecture, lighting design and product development also rely on the synthesis of realistic and physically based illumination. Such applications assert ever increasing demands on light transport algorithms, requiring the computation of photo-realistic effects while handling complex geometry, light scattering models and illumination. Techniques based on Monte Carlo integration handle such scenarios elegantly and robustly, but despite seeing decades of focused research and wide commercial support, these methods and their derivatives still exhibit undesirable side effects that are yet to be resolved. In this thesis, Monte Carlo path tracing techniques are improved upon by utilizing path vertex data and intermediate radiance contributions readily available during rendering. This permits the development of novel progressive algorithms that render low noise global illumination while striving to maintain the desirable accuracy and convergence properties of unbiased methods. The thesis starts by presenting a discussion into optical phenomenon, physically based rendering and achieving photo realistic image synthesis. This is followed by in-depth discussion of the published theoretical and practical research in this field, with a focus on stochastic methods and modem rendering methodologies. This provides insight into the issues surrounding Monte Carlo integration both in the general and rendering specific contexts, along with an appreciation for the complexities of solving global light transport. Alternative methods that aim to address these issues are discussed, providing an insight into modem rendering paradigms and their characteristics. Thus, an understanding of the key aspects is obtained, that is necessary to build up and discuss the novel research and contributions to the field developed throughout this thesis. First, a path space filtering strategy is proposed that allows the path-based space of light transport to be classified into distinct subsets. This permits the novel combination of robust path tracing and recent progressive photon mapping algorithms to handle each subset based on the characteristics of the light transport in that space. This produces a hybrid progressive rendering technique that utilises the strengths of existing state of the art Monte Carlo and photon mapping methods to provide efficient and consistent rendering of complex scenes with vanishing bias. The second original contribution is a probabilistic image-based filtering and sample clustering framework that provides high quality previews of global illumination whilst remaining aware of high frequency detail and features in geometry, materials and the incident illumination. As will be seen, the challenges of edge-aware noise reduction are numerous and long standing, particularly when identifying high frequency features in noisy illumination signals. Discontinuities such as hard shadows and glossy reflections are commonly overlooked by progressive filtering techniques, however by dividing path space into multiple layers, once again based on utilising path vertex data, the overlapping illumination of varying intensities, colours and frequencies is more effectively handled. Thus noise is removed from each layer independent of features present in the remaining path space, effectively preserving such features
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