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    Path Guiding with Vertex Triplet Distributions

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    Good importance sampling strategies are decisive for the quality and robustness of photorealistic image synthesis with Monte Carlo integration. Path guiding approaches use transport paths sampled by an existing base sampler to build and refine a guiding distribution. This distribution then guides subsequent paths in regions that are otherwise hard to sample. We observe that all terms in the measurement contribution function sampled during path construction depend on at most three consecutive path vertices. We thus propose to build a 9D guiding distribution over vertex triplets that adapts to the full measurement contribution with a 9D Gaussian mixture model (GMM). For incremental path sampling, we query the model for the last two vertices of a path prefix, resulting in a 3D conditional distribution with which we sample the next vertex along the path. To make this approach scalable, we partition the scene with an octree and learn a local GMM for each leaf separately. In a learning phase, we sample paths using the current guiding distribution and collect triplets of path vertices. We resample these triplets online and keep only a fixed-size subset in reservoirs. After each progression, we obtain new GMMs from triplet samples by an initial hard clustering followed by expectation maximization. Since we model 3D vertex positions, our guiding distribution naturally extends to participating media. In addition, the symmetry in the GMM allows us to query it for paths constructed by a light tracer. Therefore our method can guide both a path tracer and light tracer from a jointly learned guiding distribution

    GPU ์ƒ์—์„œ์˜ ๋น ๋ฅด๊ณ  ๊ฐ€๋ฒผ์šด Path Guiding ์•Œ๊ณ ๋ฆฌ์ฆ˜

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    ํ•™์œ„๋…ผ๋ฌธ(์„์‚ฌ) -- ์„œ์šธ๋Œ€ํ•™๊ต๋Œ€ํ•™์› : ๊ณต๊ณผ๋Œ€ํ•™ ์ „๊ธฐยท์ •๋ณด๊ณตํ•™๋ถ€, 2022.2. ๊น€์˜๋ฏผ.We propose a simple, yet practical path guiding algorithm that runs on GPU. Path guiding renders photo-realistic images by simulating the iterative bounces of rays, which are sampled from the radiance distribution. The radiance distribution is often learned by serially updating the hierarchical data structure to represent complex scene geometry, which is not easily implemented with GPU. In contrast, we employ a regular data structure and allow fast updates by processing a significant number of rays with GPU. We further increase the efficiency of radiance learning by employing SARSA used in reinforcement learning. SARSA does not include aggregation of incident radiance from all directions nor storing all of the previous paths. The learned distribution is then importance-sampled with an optimized rejection sampling, which adapts the current surface normal to reflect finer geometry than the grid resolution. All of the algorithms have been implemented on GPU using megakernal architecture with NVIDIA OptiX. Through numerous experiments on complex scenes, we demonstrate that our proposed path guiding algorithm works efficiently on GPU, drastically reducing the number of wasted paths.๋ณธ ์—ฐ๊ตฌ๋Š” GPU ์ƒ์—์„œ ์ž‘๋™ํ•˜๋Š” ๊ฐ„๋‹จํ•˜์ง€๋งŒ ํšจ๊ณผ์ ์ธ path guiding ์•Œ๊ณ ๋ฆฌ์ฆ˜์„ ์ œ์•ˆํ•œ๋‹ค. Path guiding์€ path tracing์˜ ๋…ธ์ด์ฆˆ๋ฅผ ์ค„์ด๊ธฐ ์œ„ํ•ด ์ œ์•ˆ๋œ ๊ธฐ๋ฒ•์œผ๋กœ ์ƒ˜ํ”Œ๋ง ๊ณผ์ •์—์„œ ๋ณต์‚ฌ ํœ˜๋„(radiance)๋ฅผ ๋ฐฐ์šฐ๊ณ  ์ด๋ฅผ ์ด์šฉํ•ด ์ค‘์š”๋„ ์ƒ˜ํ”Œ๋ง(importance sampling)์„ ์ˆ˜ํ–‰ํ•œ๋‹ค. ๋ณต์‚ฌ ํœ˜๋„์˜ ๋ณต์žกํ•œ ๋ถ„ํฌ๋ฅผ ๋ฐฐ์šฐ๊ธฐ ์œ„ํ•ด ์ด์ „์˜ ๋…ผ๋ฌธ๋“ค์—์„œ๋Š” ๋ณต์žกํ•œ ์žฌ๊ท€์  ๋ฐ์ดํ„ฐ ๊ตฌ์กฐ๋ฅผ ์ œ์•ˆํ•˜๊ณ  ์ด๋ฅผ ์ˆœ์ฐจ์ ์œผ๋กœ ์—…๋ฐ์ดํŠธ ํ•˜์˜€์ง€๋งŒ ์ด๋Š” CPU์ƒ์—์„œ์˜ path tracing๋งŒ์„ ๊ฐ€์ •ํ•œ ๊ฒƒ์œผ๋กœ GPU์ƒ์—์„œ๋Š” ์‰ฝ๊ฒŒ ๊ตฌํ˜„ํ•˜๊ธฐ ์–ด๋ ค์šฐ๋ฉฐ ํšจ๊ณผ์ ์œผ๋กœ ์ž‘๋™ํ•˜์ง€ ์•Š๋Š”๋‹ค. ๋ณธ ๋…ผ๋ฌธ์—์„œ๋Š” GPU ์นœํ™”์ ์ธ ๊ฐ„๋‹จํ•œ ๊ทธ๋ฆฌ๋“œ ํ˜•ํƒœ์˜ ๋ฐ์ดํ„ฐ๋ฅผ ์‚ฌ์šฉํ•ด path guiding ์•Œ๊ณ ๋ฆฌ์ฆ˜์„ ์ง„ํ–‰ํ•˜์˜€๋‹ค. ๋˜ํ•œ path guiding์˜ ๋‘ ๊ฐ€์ง€ ๋ชฉํ‘œ-(1) ๋ณต์‚ฌ ํœ˜๋„ ํ•™์Šต๊ณผ (2) ํ•™์Šต๋œ ๋ณต์‚ฌ ํœ˜๋„ ๋ถ„ํฌ๋ฅผ ์ด์šฉํ•œ ์ค‘์š”๋„ ์ƒ˜ํ”Œ๋ง-๋ฅผ GPU ์ƒ์—์„œ ํšจ๊ณผ์ ์œผ๋กœ ๊ตฌํ˜„ํ•˜๊ธฐ ์œ„ํ•ด ๋‹ค์Œ๊ณผ ๊ฐ™์€ ๋ฐฉ๋ฒ•์„ ์ œ์‹œํ•œ๋‹ค. ์šฐ์„  ๋ณต์‚ฌ ํœ˜๋„ ํ•™์Šต์˜ ๊ฒฝ์šฐ, ๊ฐ•ํ™”ํ•™์Šต๊ณผ ๋ณต์‚ฌ ํœ˜๋„ ํ•™์Šต์˜ ๊ตฌ์กฐ์  ์œ ์‚ฌ์„ฑ์„ ๋ฐํžŒ ์ด์ „ ์—ฐ๊ตฌ๋ฅผ ํ™•์žฅํ•˜์—ฌ ๊ฐ€๋ณ๊ณ  ๋น ๋ฅธ SARSA๋ฅผ ์ด์šฉํ•œ ํ•™์Šต ๋ฐฉ๋ฒ•์„ ์ œ์•ˆํ•˜์˜€๋‹ค. ํ•™์Šต๋œ ๋ณต์‚ฌ ํœ˜๋„๋Š” ๊ณต๊ฐ„-๋ฐฉํ–ฅ์„ ๊ทธ๋ฆฌ๋“œ ํ˜•ํƒœ๋กœ ๋ถ„ํ• ํ•œ GPU์ƒ์˜ ๋ฐ์ดํ„ฐ ๊ตฌ์กฐ์— ์ €์žฅ๋œ๋‹ค. ํ•™์Šต๋œ ๋ณต์‚ฌ ํœ˜๋„๋ฅผ ์‚ฌ์šฉํ•œ ์ค‘์š”๋„ ์ƒ˜ํ”Œ๋ง์˜ ๊ฒฝ์šฐ ๋ฒ•์„  ๋ฒกํ„ฐ ๋ฐฉํ–ฅ์— ์œ ํšจํ•˜์ง€ ์•Š์€ ์ƒ˜ํ”Œ๋“ค์€ ์ œ์™ธํ•œ ๋’ค, ๋ฆฌ์ ์…˜ ์ƒ˜ํ”Œ๋ง(rejection sampling)์„ ์ด์šฉํ•ด ์ค‘์š”๋„ ์ƒ˜ํ”Œ๋ง(importance sampling)์„ ์ˆ˜ํ–‰ํ•˜์˜€๋‹ค. ๋ชจ๋“  ์•Œ๊ณ ๋ฆฌ์ฆ˜์€ NVIDIA OptiX๋ฅผ ์‚ฌ์šฉํ•ด GPU์ƒ์—์„œ megakernel ๊ตฌ์กฐ๋กœ ๊ตฌํ˜„๋˜์—ˆ๋‹ค. ๋ณต์žกํ•œ ๊ตฌ์กฐ์˜ ์”ฌ ๋ฐ์ดํ„ฐ์— ๋Œ€ํ•ด ์—ฌ๋Ÿฌ ๋ฒˆ ์‹คํ—˜์„ ์ˆ˜ํ–‰ํ•˜์˜€์œผ๋ฉฐ ๋ณธ ์—ฐ๊ตฌ์—์„œ ์ œ์•ˆํ•œ ๋ฐฉ๋ฒ•์˜ ์šฐ์ˆ˜์„ฑ์„ ํ™•์ธํ•˜์˜€๋‹ค.Abstract i Chapter 1 Introduction 1 Chapter 2 Background and Related Works 4 2.1 Ray Tracing on GPU 4 2.2 Path Guiding 5 2.3 Reinforcement Learning and Light Transport 6 Chapter 3 Problem Setting and Overview 7 Chapter 4 Fast and Lightweight Radiance Learning 10 4.1 Analogy between the Rendering Equation and Reinforcement Learning 10 4.2 Fast and Lightweight Radiance Learning with SARSA 12 Chapter 5 Efficient Importance Sampling from Learned Radiance 16 5.1 Importance Sampling on Hemispherical Domain 16 5.2 Fast and Efficient Importance Sampling with Optimized Rejection Sampling 18 5.3 Normalizing Term Calculation with Memoization 20 Chapter 6 Experiments and Results 22 6.1 GPU-based Path Guiding with a Regular Grid 23 6.2 Comparison for Radiance Learning Methods 25 6.3 Comparison for Radiance Sampling Methods 27 Chapter 7 Conclusion 35 Appendix A Additional Experimental Results 36 A.1 Comparison for Spatial Directional Resolution 36 A.2 Equal SPP Comparison 36 Appendix B Pseudocode for the Algorithm 39 ์ดˆ๋ก 46 Acknowledgements 47์„

    Online Neural Path Guiding with Normalized Anisotropic Spherical Gaussians

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    The variance reduction speed of physically-based rendering is heavily affected by the adopted importance sampling technique. In this paper we propose a novel online framework to learn the spatial-varying density model with a single small neural network using stochastic ray samples. To achieve this task, we propose a novel closed-form density model called the normalized anisotropic spherical gaussian mixture, that can express complex irradiance fields with a small number of parameters. Our framework learns the distribution in a progressive manner and does not need any warm-up phases. Due to the compact and expressive representation of our density model, our framework can be implemented entirely on the GPU, allowing it produce high quality images with limited computational resources

    Onceโ€more scattered next event estimation for volume rendering

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    Towards a unified linear kinetic transport model with the trace ion module for EIRENE

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    Linear kinetic Monte Carlo particle transport models are frequently employed in fusion plasma simulations to quantify atomic and surface effects on the main plasma flow dynamics. Separate codes are used for transport of neutral particles (incl. radiation) and charged particles (trace impurity ions). Integration of both modules into main plasma fluid solvers provides then self consistent solutions, in principle. The required interfaces are far from trivial, because rapid atomic processes in particular in the edge region of fusion plasmas require either smoothing and resampling, or frequent transfer of particles from one into the other Monte Carlo code. We propose a different scheme here, in which despite the inherently different mathematical form of kinetic equations for ions and neutrals (e.g. Fokker-Planck vs. Boltzmann collision integrals) both types of particle orbits can be integrated into one single code. We show that the approximations and shortcomings of this "single sourcing" concept (e.g., restriction to explicit ion drift orbit integration) can be fully tolerable in a wide range of typical fusion edge plasma conditions, and be overcompensated by the code-system simplicity, as well as by inherently ensured consistency in geometry (one single numerical grid only) and (the common) atomic and surface process modulesComment: 15 pages, 7 figure
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