29 research outputs found

    Foveated Path Tracing with Fast Reconstruction and Efficient Sample Distribution

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    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

    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

    Real-Time Noise Removal in Foveated Path Tracing

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    Path tracing is a method for rendering photorealistic two-dimensional images of three-dimensional scenes based on computing intersection between the scene geometry and light rays traveling through the scene. The rise in parallel computation resources in devices such as graphics processing units (GPUs) have made it more and more viable to do path tracing in real time. To achieve real-time performance, path tracing can be further optimized by using foveated rendering, where the properties of the human visual system are exploited to reduce the number of rays outside the central point of vision (fovea), where the human eye cannot discern fine detail. The reduction in the number of rays can, however, lead to several issues. Noise appears in the image as a result of an inadequate number of path tracing samples allocated to each pixel. Furthermore, the variation in the noise from one animation frame to the next appears as flicker. Finally, artifacts can appear when the spatially subsampled image is upsampled to a uniform resolution for display. In this thesis, solutions to the aforementioned issues are explored by implementing three noise removal methods into a foveated path tracing rendering system. The computational performance and the visual quality of the implemented methods is evaluated. Of the implemented methods, cross-bilateral filter provides the best quality, but its runtime doesn't scale well to large filter sizes. Large filter sizes are enabled by the À-Trous approximation of the cross-bilateral filter, at the cost of generating more artifacts in the result. Overall, while the implemented methods are able to provide visually pleasing results in some scenarios, improvements in the algorithms (e.g., local filter parameter selection) are needed to reach the quality seen in offline methods

    A Visualization Tool Used to Develop New Photon Mapping Techniques

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    We present a visualisation tool aimed specifically at the development and optimisation of photon map denoising methods. Our tool allows the rapid testing of hypotheses and algorithms through the use of parallel coordinates, domain-specific scripting, color mapping and point plots. Interaction is carried out by brushing, adjusting parameters and focus-plus-context, and yields interactive visual feedback and debugging information. We demonstrate the use of the tool to explore high-dimensional photon map data, facilitating the discovery of novel parameter spaces which can be used to dissociate complex caustic illumination. We then show how these new parameterisations may be used to improve upon pre-existing noise removal methods in the context of the photon relaxation framework

    New algorithms for the analysis of live-cell images acquired in phase contrast microscopy

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    La détection et la caractérisation automatisée des cellules constituent un enjeu important dans de nombreux domaines de recherche tels que la cicatrisation, le développement de l'embryon et des cellules souches, l’immunologie, l’oncologie, l'ingénierie tissulaire et la découverte de nouveaux médicaments. Étudier le comportement cellulaire in vitro par imagerie des cellules vivantes et par le criblage à haut débit implique des milliers d'images et de vastes quantités de données. Des outils d'analyse automatisés reposant sur la vision numérique et les méthodes non-intrusives telles que la microscopie à contraste de phase (PCM) sont nécessaires. Comme les images PCM sont difficiles à analyser en raison du halo lumineux entourant les cellules et de la difficulté à distinguer les cellules individuelles, le but de ce projet était de développer des algorithmes de traitement d'image PCM dans Matlab® afin d’en tirer de l’information reliée à la morphologie cellulaire de manière automatisée. Pour développer ces algorithmes, des séries d’images de myoblastes acquises en PCM ont été générées, en faisant croître les cellules dans un milieu avec sérum bovin (SSM) ou dans un milieu sans sérum (SFM) sur plusieurs passages. La surface recouverte par les cellules a été estimée en utilisant un filtre de plage de valeurs, un seuil et une taille minimale de coupe afin d'examiner la cinétique de croissance cellulaire. Les résultats ont montré que les cellules avaient des taux de croissance similaires pour les deux milieux de culture, mais que celui-ci diminue de façon linéaire avec le nombre de passages. La méthode de transformée par ondelette continue combinée à l’analyse d'image multivariée (UWT-MIA) a été élaborée afin d’estimer la distribution de caractéristiques morphologiques des cellules (axe majeur, axe mineur, orientation et rondeur). Une analyse multivariée réalisée sur l’ensemble de la base de données (environ 1 million d’images PCM) a montré d'une manière quantitative que les myoblastes cultivés dans le milieu SFM étaient plus allongés et plus petits que ceux cultivés dans le milieu SSM. Les algorithmes développés grâce à ce projet pourraient être utilisés sur d'autres phénotypes cellulaires pour des applications de criblage à haut débit et de contrôle de cultures cellulaires.Automated cell detection and characterization is important in many research fields such as wound healing, embryo development, immune system studies, cancer research, parasite spreading, tissue engineering, stem cell research and drug research and testing. Studying in vitro cellular behavior via live-cell imaging and high-throughput screening involves thousands of images and vast amounts of data, and automated analysis tools relying on machine vision methods and non-intrusive methods such as phase contrast microscopy (PCM) are a necessity. However, there are still some challenges to overcome, since PCM images are difficult to analyze because of the bright halo surrounding the cells and blurry cell-cell boundaries when they are touching. The goal of this project was to develop image processing algorithms to analyze PCM images in an automated fashion, capable of processing large datasets of images to extract information related to cellular viability and morphology. To develop these algorithms, a large dataset of myoblasts images acquired in live-cell imaging (in PCM) was created, growing the cells in either a serum-supplemented (SSM) or a serum-free (SFM) medium over several passages. As a result, algorithms capable of computing the cell-covered surface and cellular morphological features were programmed in Matlab®. The cell-covered surface was estimated using a range filter, a threshold and a minimum cut size in order to look at the cellular growth kinetics. Results showed that the cells were growing at similar paces for both media, but their growth rate was decreasing linearly with passage number. The undecimated wavelet transform multivariate image analysis (UWT-MIA) method was developed, and was used to estimate cellular morphological features distributions (major axis, minor axis, orientation and roundness distributions) on a very large PCM image dataset using the Gabor continuous wavelet transform. Multivariate data analysis performed on the whole database (around 1 million PCM images) showed in a quantitative manner that myoblasts grown in SFM were more elongated and smaller than cells grown in SSM. The algorithms developed through this project could be used in the future on other cellular phenotypes for high-throughput screening and cell culture control applications

    Frequency Based Radiance Cache for Rendering Animations

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    International audienceWe propose a method to render animation sequences with direct distant lighting that only shades a fraction of the total pixels. We leverage frequency-based analyses of light transport to determine shading and image sampling rates across an animation using a samples cache. To do so, we derive frequency bandwidths that account for the complexity of distant lights, visibility, BRDF, and temporal coherence during animation. We finaly apply a cross-bilateral filter when rendering our final images from sparse sets of shading points placed according to our frequency-based oracles (generally < 25% of the pixels, per frame)

    Ray Tracing Gems

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    This book is a must-have for anyone serious about rendering in real time. With the announcement of new ray tracing APIs and hardware to support them, developers can easily create real-time applications with ray tracing as a core component. As ray tracing on the GPU becomes faster, it will play a more central role in real-time rendering. Ray Tracing Gems provides key building blocks for developers of games, architectural applications, visualizations, and more. Experts in rendering share their knowledge by explaining everything from nitty-gritty techniques that will improve any ray tracer to mastery of the new capabilities of current and future hardware. What you'll learn: The latest ray tracing techniques for developing real-time applications in multiple domains Guidance, advice, and best practices for rendering applications with Microsoft DirectX Raytracing (DXR) How to implement high-performance graphics for interactive visualizations, games, simulations, and more Who this book is for: Developers who are looking to leverage the latest APIs and GPU technology for real-time rendering and ray tracing Students looking to learn about best practices in these areas Enthusiasts who want to understand and experiment with their new GPU

    Adversarial Monte Carlo Denoising with Conditioned Auxiliary Feature Modulation

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    Une approche fréquentielle pratique pour l'échantillonnage adaptatif en espace image

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    En synthèse d'images réalistes, l'intensité finale d'un pixel est calculée en estimant une intégrale de rendu multi-dimensionnelle. Une large portion de la recherche menée dans ce domaine cherche à trouver de nouvelles techniques afin de réduire le coût de calcul du rendu tout en préservant la fidelité et l'exactitude des images résultantes. En tentant de réduire les coûts de calcul afin d'approcher le rendu en temps réel, certains effets réalistes complexes sont souvent laissés de côté ou remplacés par des astuces ingénieuses mais mathématiquement incorrectes. Afin d'accélerer le rendu, plusieurs avenues de travail ont soit adressé directement le calcul de pixels individuels en améliorant les routines d'intégration numérique sous-jacentes; ou ont cherché à amortir le coût par région d'image en utilisant des méthodes adaptatives basées sur des modèles prédictifs du transport de la lumière. L'objectif de ce mémoire, et de l'article résultant, est de se baser sur une méthode de ce dernier type[Durand2005], et de faire progresser la recherche dans le domaine du rendu réaliste adaptatif rapide utilisant une analyse du transport de la lumière basée sur la théorie de Fourier afin de guider et prioriser le lancer de rayons. Nous proposons une approche d'échantillonnage et de reconstruction adaptative pour le rendu de scènes animées illuminées par cartes d'environnement, permettant la reconstruction d'effets tels que les ombres et les réflexions de tous les niveaux fréquentiels, tout en préservant la cohérence temporelle.In realistic image synthesis, a pixel's final intensity is computed by estimating a multi-dimensional shading integral. A large part of the research in this domain is thus aimed at finding new techniques to reduce the computational cost of rendering while preserving the fidelity and correctness of the resulting images. When trying to reduce rendering costs to approach real-time computation, complex realistic effects are often left aside or replaced by clever but mathematically incorrect tricks. To accelerate rendering, previous directions of work have either addressed the computation of individual pixels by improving the underlying numerical integration routines; or have sought to amortize the computation across regions of an image using adaptive methods based on predictive models of light transport. This thesis' - and resulting paper's - objective is to build upon the latter of the aforementioned classes of methods[Durand2005], and foray into fast adaptive rendering techniques using frequency-based light transport analysis to efficiently guide and prioritize ray tracing. We thus propose an adaptive sampling and reconstruction approach to render animated scenes lit by environment lighting and faithfully reconstruct all-frequency shading effects such as shadows and reflections while preserving temporal coherency
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