6,407 research outputs found
Bidirectional Rendering of Vector Light Transport
On the foundations of many rendering algorithms it is the symmetry between the path traversed by light and its adjoint path starting from the camera. However, several effects, including polarization or ¿uorescence, break that symmetry, and are de¿ned only on the direction of light propagation. This reduces the applicability of bidirectional methods that exploit this symmetry for simulating effectively light transport. In this work, we focus on how to include these non-symmetric effects within a bidirectional rendering algorithm. We generalize the path integral to support the constraints imposed by non-symmetric light transport. Based on this theoretical framework, we propose modi¿cations on two bidirectional methods, namely bidirectional path tracing and photon mapping, extending them to support polarization and ¿uorescence, in both steady and transient stat
Reversible Jump Metropolis Light Transport using Inverse Mappings
We study Markov Chain Monte Carlo (MCMC) methods operating in primary sample
space and their interactions with multiple sampling techniques. We observe that
incorporating the sampling technique into the state of the Markov Chain, as
done in Multiplexed Metropolis Light Transport (MMLT), impedes the ability of
the chain to properly explore the path space, as transitions between sampling
techniques lead to disruptive alterations of path samples. To address this
issue, we reformulate Multiplexed MLT in the Reversible Jump MCMC framework
(RJMCMC) and introduce inverse sampling techniques that turn light paths into
the random numbers that would produce them. This allows us to formulate a novel
perturbation that can locally transition between sampling techniques without
changing the geometry of the path, and we derive the correct acceptance
probability using RJMCMC. We investigate how to generalize this concept to
non-invertible sampling techniques commonly found in practice, and introduce
probabilistic inverses that extend our perturbation to cover most sampling
methods found in light transport simulations. Our theory reconciles the
inverses with RJMCMC yielding an unbiased algorithm, which we call Reversible
Jump MLT (RJMLT). We verify the correctness of our implementation in canonical
and practical scenarios and demonstrate improved temporal coherence, decrease
in structured artifacts, and faster convergence on a wide variety of scenes
The Iray Light Transport Simulation and Rendering System
While ray tracing has become increasingly common and path tracing is well
understood by now, a major challenge lies in crafting an easy-to-use and
efficient system implementing these technologies. Following a purely
physically-based paradigm while still allowing for artistic workflows, the Iray
light transport simulation and rendering system allows for rendering complex
scenes by the push of a button and thus makes accurate light transport
simulation widely available. In this document we discuss the challenges and
implementation choices that follow from our primary design decisions,
demonstrating that such a rendering system can be made a practical, scalable,
and efficient real-world application that has been adopted by various companies
across many fields and is in use by many industry professionals today
Transport-Based Neural Style Transfer for Smoke Simulations
Artistically controlling fluids has always been a challenging task.
Optimization techniques rely on approximating simulation states towards target
velocity or density field configurations, which are often handcrafted by
artists to indirectly control smoke dynamics. Patch synthesis techniques
transfer image textures or simulation features to a target flow field. However,
these are either limited to adding structural patterns or augmenting coarse
flows with turbulent structures, and hence cannot capture the full spectrum of
different styles and semantically complex structures. In this paper, we propose
the first Transport-based Neural Style Transfer (TNST) algorithm for volumetric
smoke data. Our method is able to transfer features from natural images to
smoke simulations, enabling general content-aware manipulations ranging from
simple patterns to intricate motifs. The proposed algorithm is physically
inspired, since it computes the density transport from a source input smoke to
a desired target configuration. Our transport-based approach allows direct
control over the divergence of the stylization velocity field by optimizing
incompressible and irrotational potentials that transport smoke towards
stylization. Temporal consistency is ensured by transporting and aligning
subsequent stylized velocities, and 3D reconstructions are computed by
seamlessly merging stylizations from different camera viewpoints.Comment: ACM Transaction on Graphics (SIGGRAPH ASIA 2019), additional
materials: http://www.byungsoo.me/project/neural-flow-styl
Review of simulating four classes of window materials for daylighting with non-standard BSDF using the simulation program Radiance
This review describes the currently available simulation models for window
material to calculate daylighting with the program "Radiance". The review is
based on four abstract and general classes of window materials, depending on
their scattering and redirecting properties (bidirectional scatter distribution
function, BSDF). It lists potential and limits of the older models and includes
the most recent additions to the software. All models are demonstrated using an
exemplary indoor scene and two typical sky conditions. It is intended as
clarification for applying window material models in project work or teaching.
The underlying algorithmic problems apply to all lighting simulation programs,
so the scenarios of materials and skies are applicable to other lighting
programs
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