2,671 research outputs found
Anti-aliasing with stratified B-spline filters of arbitrary degree
A simple and elegant method is presented to perform anti-aliasing in raytraced images. The method uses stratified
sampling to reduce the occurrence of artefacts in an image and features a B-spline filter to compute the final
luminous intensity at each pixel. The method is scalable through the specification of the filter degree. A B-spline
filter of degree one amounts to a simple anti-aliasing scheme with box filtering. Increasing the degree of the B-spline generates progressively smoother filters. Computation of the filter values is done in a recursive way, as part of a sequence of Newton-Raphson iterations, to obtain the optimal sample positions in screen space. The proposed method can perform both anti-aliasing in space and in time, the latter being more commonly known as motion blur. We show an application of the method to the ray casting of implicit procedural surfaces
Manifold Path Guiding for Importance Sampling Specular Chains
Complex visual effects such as caustics are often produced by light paths
containing multiple consecutive specular vertices (dubbed specular chains),
which pose a challenge to unbiased estimation in Monte Carlo rendering. In this
work, we study the light transport behavior within a sub-path that is comprised
of a specular chain and two non-specular separators. We show that the specular
manifolds formed by all the sub-paths could be exploited to provide coherence
among sub-paths. By reconstructing continuous energy distributions from
historical and coherent sub-paths, seed chains can be generated in the context
of importance sampling and converge to admissible chains through manifold
walks. We verify that importance sampling the seed chain in the continuous
space reaches the goal of importance sampling the discrete admissible specular
chain. Based on these observations and theoretical analyses, a progressive
pipeline, manifold path guiding, is designed and implemented to importance
sample challenging paths featuring long specular chains. To our best knowledge,
this is the first general framework for importance sampling discrete specular
chains in regular Monte Carlo rendering. Extensive experiments demonstrate that
our method outperforms state-of-the-art unbiased solutions with up to 40x
variance reduction, especially in typical scenes containing long specular
chains and complex visibility.Comment: 14 pages, 19 figure
Foveated Path Tracing with Fast Reconstruction and Efficient Sample Distribution
Polunseuranta on tietokonegrafiikan piirtotekniikka, jota on käytetty pääasiassa ei-reaaliaikaisen realistisen piirron tekemiseen. Polunseuranta tukee luonnostaan monia muilla tekniikoilla vaikeasti saavutettavia todellisen valon ilmiöitä kuten heijastuksia ja taittumista. Reaaliaikainen polunseuranta on hankalaa polunseurannan suuren laskentavaatimuksen takia. Siksi nykyiset reaaliaikaiset polunseurantasysteemi tuottavat erittäin kohinaisia kuvia, jotka tyypillisesti suodatetaan jälkikäsittelykohinanpoisto-suodattimilla.
Erittäin immersiivisiä käyttäjäkokemuksia voitaisiin luoda polunseurannalla, joka täyttäisi laajennetun todellisuuden vaatimukset suuresta resoluutiosta riittävän matalassa vasteajassa. Yksi mahdollinen ratkaisu näiden vaatimusten täyttämiseen voisi olla katsekeskeinen polunseuranta, jossa piirron resoluutiota vähennetään katseen reunoilla. Tämän johdosta piirron laatu on katseen reunoilla sekä harvaa että kohinaista, mikä asettaa suuren roolin lopullisen kuvan koostavalle suodattimelle.
Tässä työssä esitellään ensimmäinen reaaliajassa toimiva regressionsuodatin. Suodatin on suunniteltu kohinaisille kuville, joissa on yksi polunseurantanäyte pikseliä kohden. Nopea suoritus saavutetaan tiileissä käsittelemällä ja nopealla sovituksen toteutuksella. Lisäksi työssä esitellään Visual-Polar koordinaattiavaruus, joka jakaa polunseurantanäytteet siten, että niiden jakauma seuraa silmän herkkyysmallia. Visual-Polar-avaruuden etu muihin tekniikoiden nähden on että se vähentää työmäärää sekä polunseurannassa että suotimessa. Nämä tekniikat esittelevät toimivan prototyypin katsekeskeisestä polunseurannasta, ja saattavat toimia tienraivaajina laajamittaiselle realistisen reaaliaikaisen polunseurannan käyttöönotolle.Photo-realistic offline rendering is currently done with path tracing, because it naturally produces many real-life light effects such as reflections, refractions and caustics. These effects are hard to achieve with other rendering techniques. However, path tracing in real time is complicated due to its high computational demand. Therefore, current real-time path tracing systems can only generate very noisy estimate of the final frame, which is then denoised with a post-processing reconstruction filter.
A path tracing-based rendering system capable of filling the high resolution in the low latency requirements of mixed reality devices would generate a very immersive user experience. One possible solution for fulfilling these requirements could be foveated path tracing, wherein the rendering resolution is reduced in the periphery of the human visual system. The key challenge is that the foveated path tracing in the periphery is both sparse and noisy, placing high demands on the reconstruction filter.
This thesis proposes the first regression-based reconstruction filter for path tracing that runs in real time. The filter is designed for highly noisy one sample per pixel inputs. The fast execution is accomplished with blockwise processing and fast implementation of the regression. In addition, a novel Visual-Polar coordinate space which distributes the samples according to the contrast sensitivity model of the human visual system is proposed. The specialty of Visual-Polar space is that it reduces both path tracing and reconstruction work because both of them can be done with smaller resolution. These techniques enable a working prototype of a foveated path tracing system and may work as a stepping stone towards wider commercial adoption of photo-realistic real-time path tracing
Analysis of reported error in Monte Carlo rendered images
Evaluating image quality in Monte Carlo rendered images is an important aspect of the rendering process as we often need to determine the relative quality between images computed using different algorithms and with varying amounts of computation. The use of a gold-standard, reference image, or ground truth (GT) is a common method to provide a baseline with which to compare experimental results. We show that if not chosen carefully the reference image can skew results leading to significant misreporting of error. We present an analysis of error in Monte Carlo rendered images and discuss practices to avoid or be aware of when designing an experiment
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