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Path Guiding with Vertex Triplet Distributions
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 ์์์์ ๋น ๋ฅด๊ณ ๊ฐ๋ฒผ์ด Path Guiding ์๊ณ ๋ฆฌ์ฆ
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ผ๋ฌธ(์์ฌ) -- ์์ธ๋ํ๊ต๋ํ์ : ๊ณต๊ณผ๋ํ ์ ๊ธฐยท์ ๋ณด๊ณตํ๋ถ, 2022.2. ๊น์๋ฏผ.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 ์ฐ๊ตฌ๋ GPU ์์์ ์๋ํ๋ ๊ฐ๋จํ์ง๋ง ํจ๊ณผ์ ์ธ path guiding ์๊ณ ๋ฆฌ์ฆ์ ์ ์ํ๋ค. Path guiding์ path tracing์ ๋
ธ์ด์ฆ๋ฅผ ์ค์ด๊ธฐ ์ํด ์ ์๋ ๊ธฐ๋ฒ์ผ๋ก ์ํ๋ง ๊ณผ์ ์์ ๋ณต์ฌ ํ๋(radiance)๋ฅผ ๋ฐฐ์ฐ๊ณ ์ด๋ฅผ ์ด์ฉํด ์ค์๋ ์ํ๋ง(importance sampling)์ ์ํํ๋ค. ๋ณต์ฌ ํ๋์ ๋ณต์กํ ๋ถํฌ๋ฅผ ๋ฐฐ์ฐ๊ธฐ ์ํด ์ด์ ์ ๋
ผ๋ฌธ๋ค์์๋ ๋ณต์กํ ์ฌ๊ท์ ๋ฐ์ดํฐ ๊ตฌ์กฐ๋ฅผ ์ ์ํ๊ณ ์ด๋ฅผ ์์ฐจ์ ์ผ๋ก ์
๋ฐ์ดํธ ํ์์ง๋ง ์ด๋ CPU์์์์ path tracing๋ง์ ๊ฐ์ ํ ๊ฒ์ผ๋ก GPU์์์๋ ์ฝ๊ฒ ๊ตฌํํ๊ธฐ ์ด๋ ค์ฐ๋ฉฐ ํจ๊ณผ์ ์ผ๋ก ์๋ํ์ง ์๋๋ค. ๋ณธ ๋
ผ๋ฌธ์์๋ GPU ์นํ์ ์ธ ๊ฐ๋จํ ๊ทธ๋ฆฌ๋ ํํ์ ๋ฐ์ดํฐ๋ฅผ ์ฌ์ฉํด path guiding ์๊ณ ๋ฆฌ์ฆ์ ์งํํ์๋ค. ๋ํ path guiding์ ๋ ๊ฐ์ง ๋ชฉํ-(1) ๋ณต์ฌ ํ๋ ํ์ต๊ณผ (2) ํ์ต๋ ๋ณต์ฌ ํ๋ ๋ถํฌ๋ฅผ ์ด์ฉํ ์ค์๋ ์ํ๋ง-๋ฅผ GPU ์์์ ํจ๊ณผ์ ์ผ๋ก ๊ตฌํํ๊ธฐ ์ํด ๋ค์๊ณผ ๊ฐ์ ๋ฐฉ๋ฒ์ ์ ์ํ๋ค. ์ฐ์ ๋ณต์ฌ ํ๋ ํ์ต์ ๊ฒฝ์ฐ, ๊ฐํํ์ต๊ณผ ๋ณต์ฌ ํ๋ ํ์ต์ ๊ตฌ์กฐ์ ์ ์ฌ์ฑ์ ๋ฐํ ์ด์ ์ฐ๊ตฌ๋ฅผ ํ์ฅํ์ฌ ๊ฐ๋ณ๊ณ ๋น ๋ฅธ SARSA๋ฅผ ์ด์ฉํ ํ์ต ๋ฐฉ๋ฒ์ ์ ์ํ์๋ค. ํ์ต๋ ๋ณต์ฌ ํ๋๋ ๊ณต๊ฐ-๋ฐฉํฅ์ ๊ทธ๋ฆฌ๋ ํํ๋ก ๋ถํ ํ GPU์์ ๋ฐ์ดํฐ ๊ตฌ์กฐ์ ์ ์ฅ๋๋ค. ํ์ต๋ ๋ณต์ฌ ํ๋๋ฅผ ์ฌ์ฉํ ์ค์๋ ์ํ๋ง์ ๊ฒฝ์ฐ ๋ฒ์ ๋ฒกํฐ ๋ฐฉํฅ์ ์ ํจํ์ง ์์ ์ํ๋ค์ ์ ์ธํ ๋ค, ๋ฆฌ์ ์
์ํ๋ง(rejection sampling)์ ์ด์ฉํด ์ค์๋ ์ํ๋ง(importance sampling)์ ์ํํ์๋ค. ๋ชจ๋ ์๊ณ ๋ฆฌ์ฆ์ NVIDIA OptiX๋ฅผ ์ฌ์ฉํด GPU์์์ megakernel ๊ตฌ์กฐ๋ก ๊ตฌํ๋์๋ค. ๋ณต์กํ ๊ตฌ์กฐ์ ์ฌ ๋ฐ์ดํฐ์ ๋ํด ์ฌ๋ฌ ๋ฒ ์คํ์ ์ํํ์์ผ๋ฉฐ ๋ณธ ์ฐ๊ตฌ์์ ์ ์ํ ๋ฐฉ๋ฒ์ ์ฐ์์ฑ์ ํ์ธํ์๋ค.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
์ด๋ก 46
Acknowledgements 47์
Online Neural Path Guiding with Normalized Anisotropic Spherical Gaussians
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
Towards a unified linear kinetic transport model with the trace ion module for EIRENE
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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