15 research outputs found

    The Iray Light Transport Simulation and Rendering System

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    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

    Efficient Storage and Importance Sampling for Fluorescent Reflectance

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    We propose a technique for efficient storage and importance sampling of fluorescent spectral data. Fluorescence is fully described by a re-radiation matrix, which for a given input wavelength indicates how much energy is re-emitted at other wavelengths. However, such representation has a considerable memory footprint. To significantly reduce memory requirements, we propose the use of Gaussian mixture models for the representation of re-radiation matrices. Instead of the full-resolution matrix, we work with a set of Gaussian parameters that also allow direct importance sampling. Furthermore, if accuracy is of concern, a re-radiation matrix can be used jointly with efficient importance sampling provided by the Gaussian mixture. In this paper, we present our pipeline for efficient storage of bispectral data and provide its extensive evaluation on a large set of bispectral measurements. We show that our method is robust and colour accurate even with its comparably minor memory requirements and that it can be seamlessly integrated into a standard Monte Carlo path tracer

    Predictive Rendering

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    Generating renderers

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    Most production renderers developed for the film industry are huge pieces of software that are able to render extremely complex scenes. Unfortunately, they are implemented using the currently available programming models that are not well suited to modern computing hardware like CPUs with vector units or GPUs. Thus, they have to deal with the added complexity of expressing parallelism and using hardware features in those models. Since compilers cannot alone optimize and generate efficient programs for any type of hardware, because of the large optimization spaces and the complexity of the underlying compiler problems, programmers have to rely on compiler-specific hardware intrinsics or write non-portable code. The consequence of these limitations is that programmers resort to writing the same code twice when they need to port their algorithm on a different architecture, and that the code itself becomes difficult to maintain, as algorithmic details are buried under hardware details. Thankfully, there are solutions to this problem, taking the form of Domain-Specific Lan- guages. As their name suggests, these languages are tailored for one domain, and compilers can therefore use domain-specific knowledge to optimize algorithms and choose the best execution policy for a given target hardware. In this thesis, we opt for another way of encoding domain- specific knowledge: We implement a generic, high-level, and declarative rendering and traversal library in a functional language, and later refine it for a target machine by providing partial evaluation annotations. The partial evaluator then specializes the entire renderer according to the available knowledge of the scene: Shaders are specialized when their inputs are known, and in general, all redundant computations are eliminated. Our results show that the generated renderers are faster and more portable than renderers written with state-of-the-art competing libraries, and that in comparison, our rendering library requires less implementation effort.Die meisten in der Filmindustrie zum Einsatz kommenden Renderer sind riesige Softwaresysteme, die in der Lage sind, extrem aufwendige Szenen zu rendern. Leider sind diese mit den aktuell verfügbaren Programmiermodellen implementiert, welche nicht gut geeignet sind für moderne Rechenhardware wie CPUs mit Vektoreinheiten oder GPUs. Deshalb müssen Entwickler sich mit der zusätzlichen Komplexität auseinandersetzen, Parallelismus und Hardwarefunktionen in diesen Programmiermodellen auszudrücken. Da Compiler nicht selbständig optimieren und effiziente Programme für jeglichen Typ Hardware generieren können, wegen des großen Optimierungsraumes und der Komplexität des unterliegenden Kompilierungsproblems, müssen Programmierer auf Compiler-spezifische Hardware-“Intrinsics” zurückgreifen, oder nicht portierbaren Code schreiben. Die Konsequenzen dieser Limitierungen sind, dass Programmierer darauf zurückgreifen den gleichen Code zweimal zu schreiben, wenn sie ihre Algorithmen für eine andere Architektur portieren müssen, und dass der Code selbst schwer zu warten wird, da algorithmische Details unter Hardwaredetails verloren gehen. Glücklicherweise gibt es Lösungen für dieses Problem, in der Form von DSLs. Diese Sprachen sind maßgeschneidert für eine Domäne und Compiler können deshalb Domänenspezifisches Wissen nutzen, um Algorithmen zu optimieren und die beste Ausführungsstrategie für eine gegebene Zielhardware zu wählen. In dieser Dissertation wählen wir einen anderen Weg, Domänenspezifisches Wissen zu enkodieren: Wir implementieren eine generische, high-level und deklarative Rendering- und Traversierungsbibliothek in einer funktionalen Programmiersprache, und verfeinern sie später für eine Zielmaschine durch Bereitstellung von Annotationen für die partielle Auswertung. Der “Partial Evaluator” spezialisiert dann den kompletten Renderer, basierend auf dem verfügbaren Wissen über die Szene: Shader werden spezialisiert, wenn ihre Eingaben bekannt sind, und generell werden alle redundanten Berechnungen eliminiert. Unsere Ergebnisse zeigen, dass die generierten Renderer schneller und portierbarer sind, als Renderer geschrieben mit den aktuellen Techniken konkurrierender Bibliotheken und dass, im Vergleich, unsere Rendering Bibliothek weniger Implementierungsaufwand erfordert.This work was supported by the Federal Ministry of Education and Research (BMBF) as part of the Metacca and ProThOS projects as well as by the Intel Visual Computing Institute (IVCI) and Cluster of Excellence on Multimodal Computing and Interaction (MMCI) at Saarland University. Parts of it were also co-funded by the European Union(EU), as part of the Dreamspace project

    Computational Light Transport for Forward and Inverse Problems.

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    El transporte de luz computacional comprende todas las técnicas usadas para calcular el flujo de luz en una escena virtual. Su uso es ubicuo en distintas aplicaciones, desde entretenimiento y publicidad, hasta diseño de producto, ingeniería y arquitectura, incluyendo el generar datos validados para técnicas basadas en imagen por ordenador. Sin embargo, simular el transporte de luz de manera precisa es un proceso costoso. Como consecuencia, hay que establecer un balance entre la fidelidad de la simulación física y su coste computacional. Por ejemplo, es común asumir óptica geométrica o una velocidad de propagación de la luz infinita, o simplificar los modelos de reflectancia ignorando ciertos fenómenos. En esta tesis introducimos varias contribuciones a la simulación del transporte de luz, dirigidas tanto a mejorar la eficiencia del cálculo de la misma, como a expandir el rango de sus aplicaciones prácticas. Prestamos especial atención a remover la asunción de una velocidad de propagación infinita, generalizando el transporte de luz a su estado transitorio. Respecto a la mejora de eficiencia, presentamos un método para calcular el flujo de luz que incide directamente desde luminarias en un sistema de generación de imágenes por Monte Carlo, reduciendo significativamente la variancia de las imágenes resultantes usando el mismo tiempo de ejecución. Asimismo, introducimos una técnica basada en estimación de densidad en el estado transitorio, que permite reusar mejor las muestras temporales en un medio parcipativo. En el dominio de las aplicaciones, también introducimos dos nuevos usos del transporte de luz: Un modelo para simular un tipo especial de pigmentos gonicromáticos que exhiben apariencia perlescente, con el objetivo de proveer una forma de edición intuitiva para manufactura, y una técnica de imagen sin línea de visión directa usando información del tiempo de vuelo de la luz, construida sobre un modelo de propagación de la luz basado en ondas.<br /

    Modelagem de aparência baseada em biofísica para tecidos do fígado humano

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    A representação gráfica de tecidos humanos é uma importante demanda para aplicações de áreas como ensino, entretenimento e treinamento médico. Frequentemente, a simulação de tais materiais envolve considerar características dinâmicas vinculadas as suas funções no corpo humano e que influenciam diretamente também em sua aparência. O fígado humano, apesar de um órgão interno, portanto, de difícil acesso, possui diferentes modelos de representação apresentados na literatura da Computação Gráfica (CG). Entretanto, tais modelos desconsideram as influências das propriedades ópticas dos elementos biofísicos que compõem os tecidos hepáticos, fornecendo assim, aproximações cuja parametrização controla apenas um estado específico do material orgânico, em geral, avaliando visualmente o resultado. O presente trabalho apresenta a modelagem dos tecidos do fígado humano através da descrição dos elementos biofísicos que compõem suas camadas estruturais: o parênquima e a cápsula de Glisson. Além disso, tal modelo implementa a interação luz-matéria em termos de eventos como a absorção, dispersão, reflexão e transmissão de luz, como processos biológicos que produzem a coloração específica do material, ou seja, sua resposta espectral. A abordagem matemática do modelo é definida como numérica e estocástica, para a qual é apresentada uma solução para garantir sua convergência. Reunindo recentes descrições sobre a estrutura dos tecidos hepáticos e sua interação com a luz apresentadas na literatura biomédica, o modelo desenvolvido representa a primeira solução baseada em biofísica para um órgão interno do corpo humano. Os resultados de imagens geradas através do modelo são apresentados junto a fotografias de tecidos análogos, assim como, curvas de respostas espectrais e espaciais disponíveis na literatura biomédica são comparadas com as produzidas pelo modelo desenvolvido, evidenciando a capacidade deste na representação gráfica do tecido hepático
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