4,039 research outputs found

    Lichttransportsimulation auf Spezialhardware

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    It cannot be denied that the developments in computer hardware and in computer algorithms strongly influence each other, with new instructions added to help with video processing, encryption, and in many other areas. At the same time, the current cap on single threaded performance and wide availability of multi-threaded processors has increased the focus on parallel algorithms. Both influences are extremely prominent in computer graphics, where the gaming and movie industries always strive for the best possible performance on the current, as well as future, hardware. In this thesis we examine the hardware-algorithm synergies in the context of ray tracing and Monte-Carlo algorithms. First, we focus on the very basic element of all such algorithms - the casting of rays through a scene, and propose a dedicated hardware unit to accelerate this common operation. Then, we examine existing and novel implementations of many Monte-Carlo rendering algorithms on massively parallel hardware, as full hardware utilization is essential for peak performance. Lastly, we present an algorithm for tackling complex interreflections of glossy materials, which is designed to utilize both powerful processing units present in almost all current computers: the Centeral Processing Unit (CPU) and the Graphics Processing Unit (GPU). These three pieces combined show that it is always important to look at hardware-algorithm mapping on all levels of abstraction: instruction, processor, and machine.Zweifelsohne beeinflussen sich Computerhardware und Computeralgorithmen gegenseitig in ihrer Entwicklung: Prozessoren bekommen neue Instruktionen, um zum Beispiel Videoverarbeitung, Verschlüsselung oder andere Anwendungen zu beschleunigen. Gleichzeitig verstärkt sich der Fokus auf parallele Algorithmen, bedingt durch die limitierte Leistung von für einzelne Threads und die inzwischen breite Verfügbarkeit von multi-threaded Prozessoren. Beide Einflüsse sind im Grafikbereich besonders stark , wo es z.B. für die Spiele- und Filmindustrie wichtig ist, die bestmögliche Leistung zu erreichen, sowohl auf derzeitiger und zukünftiger Hardware. In Rahmen dieser Arbeit untersuchen wir die Synergie von Hardware und Algorithmen anhand von Ray-Tracing- und Monte-Carlo-Algorithmen. Zuerst betrachten wir einen grundlegenden Hardware-Bausteins für alle diese Algorithmen, die Strahlenverfolgung in einer Szene, und präsentieren eine spezielle Hardware-Einheit zur deren Beschleunigung. Anschließend untersuchen wir existierende und neue Implementierungen verschiedener MonteCarlo-Algorithmen auf massiv-paralleler Hardware, wobei die maximale Auslastung der Hardware im Fokus steht. Abschließend stellen wir dann einen Algorithmus zur Berechnung von komplexen Beleuchtungseffekten bei glänzenden Materialien vor, der versucht, die heute fast überall vorhandene Kombination aus Hauptprozessor (CPU) und Grafikprozessor (GPU) optimal auszunutzen. Zusammen zeigen diese drei Aspekte der Arbeit, wie wichtig es ist, Hardware und Algorithmen auf allen Ebenen gleichzeitig zu betrachten: Auf den Ebenen einzelner Instruktionen, eines Prozessors bzw. eines gesamten Systems

    Path Throughput Importance Weights

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    Many Monte Carlo light transport simulations use multiple importance sampling (MIS) to weight between different path sampling strategies. We propose to use the path throughput to compute the MIS weights instead of the commonly used probability density per area measure. This new formulation is equivalent to the previous approach and results in the same weights as well as implementation. However, it is more intuitive and can help in understanding the effects of modifications to the weight function. We show some examples of required modifications which are often neglected in implementations. Also, our new perspective might help to derive MIS strategies for new samplers in the future.Comment: 7 pages, 1 figur

    Progressive Transient Photon Beams

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    In this work we introduce a novel algorithm for transient rendering in participating media. Our method is consistent, robust, and is able to generate animations of time-resolved light transport featuring complex caustic light paths in media. We base our method on the observation that the spatial continuity provides an increased coverage of the temporal domain, and generalize photon beams to transient-state. We extend the beam steady-state radiance estimates to include the temporal domain. Then, we develop a progressive version of spatio-temporal density estimations, that converges to the correct solution with finite memory requirements by iteratively averaging several realizations of independent renders with a progressively reduced kernel bandwidth. We derive the optimal convergence rates accounting for space and time kernels, and demonstrate our method against previous consistent transient rendering methods for participating media

    Bidirectional Rendering of Vector Light Transport

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    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

    Efficient Hardware Acceleration of Robust Volumetric Light Transport Simulation

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    Efficiently simulating the full range of light effects in arbitrary input scenes that contain participating media is a difficult task. Unified points, beams and paths (UPBP) is an algorithm capable of capturing a wide range of media effects, by combining bidirectional path tracing (BPT) and photon density estimation (PDE) with multiple importance sampling (MIS). A computationally expensive task of UPBP is the MIS weight computation, performed each time a light path is formed. We derive an efficient algorithm to compute the MIS weights for UPBP, which improves over previous work by eliminating the need to iterate over the path vertices. We achieve this by maintaining recursive quantities as subpaths are generated, from which the subpath weights can be computed. In this way, the full path weight can be computed by only using the data cached at the two vertices at the ends of the subpaths. Furthermore, a costly part of PDE is the search for nearby photon points and beams. Previous work has shown that a spatial data structure for photon mapping can be implemented using the hardware-accelerated bounding volume hierarchy of NVIDIA's RTX GPUs. We show that the same technique can be applied to different types of volumetric PDE and compare the performance of these data structures with the state of the art. Finally, using our new algorithm and data structures we fully implement UPBP on the GPU which we, to the best of our knowledge, are the first to do so
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