5 research outputs found

    Ensemble metropolis light transport

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    This article proposes a Markov Chain Monte Carlo (MCMC) rendering algorithm based on a family of guided transition kernels. The kernels exploit properties of ensembles of light transport paths, which are distributed according to the lighting in the scene, and utilize this information to make informed decisions for guiding local path sampling. Critically, our approach does not require caching distributions in world space, saving time and memory, yet it is able to make guided sampling decisions based on whole paths. We show how this can be implemented efficiently by organizing the paths in each ensemble and designing transition kernels for MCMC rendering based on a carefully chosen subset of paths from the ensemble. This algorithm is easy to parallelize and leads to improvements in variance when rendering a variety of scenes

    Practical Product Path Guiding Using Linearly Transformed Cosines

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    International audiencePath tracing is now the standard method used to generate realistic imagery in many domains, e.g., film, special effects, architecture etc. Path guiding has recently emerged as a powerful strategy to counter the notoriously long computation times required torender such images. We present a practical path guiding algorithm that performs product sampling, i.e., samples proportionalto the product of the bidirectional scattering distribution function (BSDF) and incoming radiance. We use a spatial-directionalsubdivision to represent incoming radiance, and introduce the use of Linearly Transformed Cosines (LTCs) to represent theBSDF during path guiding, thus enabling efficient product sampling. Despite the computational efficiency of LTCs, several optimizations are needed to make our method cost effective. In particular, we show how we can use vectorization, precomputation,as well as strategies to optimize multiple importance sampling and Russian roulette to improve performance. We evaluate ourmethod on several scenes, demonstrating consistent improvement in efficiency compared to previous work, especially in sceneswith significant glossy inter-reflection

    Active Exploration for Neural Global Illumination of Variable Scenes

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    International audienceNeural rendering algorithms introduce a fundamentally new approach for photorealistic rendering, typically by learning a neural representation of illumination on large numbers of ground truth images. When training for a given variable scene, i.e., changing objects, materials, lights and viewpoint, the space D of possible training data instances quickly becomes unmanageable as the dimensions of variable parameters increase. We introduce a novel Active Exploration method using Markov Chain Monte Carlo, which explores D, generating samples (i.e., ground truth renderings) that best help training and interleaves training and on-the-fly sample data generation. We introduce a self-tuning sample reuse strategy to minimize the expensive step of rendering training samples. We apply our approach on a neural generator that learns to render novel scene instances given an explicit parameterization of the scene configuration. Our results show that Active Exploration trains our network much more efficiently than uniformly sampling, and together with our resolution enhancement approach, achieves better quality than uniform sampling at convergence. Our method allows interactive rendering of hard light transport paths (e.g., complex caustics) -- that require very high samples counts to be captured -- and provides dynamic scene navigation and manipulation, after training for 5-18 hours depending on required quality and variations

    Fast and interactive ray-based rendering

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    This thesis was submitted for the award of Doctor of Philosophy and was awarded by Brunel University LondonDespite their age, ray-based rendering methods are still a very active field of research with many challenges when it comes to interactive visualization. In this thesis, we present our work on Guided High-Quality Rendering, Foveated Ray Tracing for Head Mounted Displays and Hash-based Hierarchical Caching and Layered Filtering. Our system for Guided High-Quality Rendering allows for guiding the sampling rate of ray-based rendering methods by a user-specified Region of Interest (RoI). We propose two interaction methods for setting such an RoI when using a large display system and a desktop display, respectively. This makes it possible to compute images with a heterogeneous sample distribution across the image plane. Using such a non-uniform sample distribution, the rendering performance inside the RoI can be significantly improved in order to judge specific image features. However, a modified scheduling method is required to achieve sufficient performance. To solve this issue, we developed a scheduling method based on sparse matrix compression, which has shown significant improvements in our benchmarks. By filtering the sparsely sampled image appropriately, large brightness variations in areas outside the RoI are avoided and the overall image brightness is similar to the ground truth early in the rendering process. When using ray-based methods in a VR environment on head-mounted display de vices, it is crucial to provide sufficient frame rates in order to reduce motion sickness. This is a challenging task when moving through highly complex environments and the full image has to be rendered for each frame. With our foveated rendering sys tem, we provide a perception-based method for adjusting the sample density to the user’s gaze, measured with an eye tracker integrated into the HMD. In order to avoid disturbances through visual artifacts from low sampling rates, we introduce a reprojection-based rendering pipeline that allows for fast rendering and temporal accumulation of the sparsely placed samples. In our user study, we analyse the im pact our system has on visual quality. We then take a closer look at the recorded eye tracking data in order to determine tracking accuracy and connections between different fixation modes and perceived quality, leading to surprising insights. For previewing global illumination of a scene interactively by allowing for free scene exploration, we present a hash-based caching system. Building upon the concept of linkless octrees, which allow for constant-time queries of spatial data, our frame work is suited for rendering such previews of static scenes. Non-diffuse surfaces are supported by our hybrid reconstruction approach that allows for the visualization of view-dependent effects. In addition to our caching and reconstruction technique, we introduce a novel layered filtering framework, acting as a hybrid method between path space and image space filtering, that allows for the high-quality denoising of non-diffuse materials. Also, being designed as a framework instead of a concrete filtering method, it is possible to adapt most available denoising methods to our layered approach instead of relying only on the filtering of primary hitpoints

    Statistical learning of random probability measures

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    The study of random probability measures is a lively research topic that has attracted interest from different fields in recent years. In this thesis, we consider random probability measures in the context of Bayesian nonparametrics, where the law of a random probability measure is used as prior distribution, and in the context of distributional data analysis, where the goal is to perform inference given avsample from the law of a random probability measure. The contributions contained in this thesis can be subdivided according to three different topics: (i) the use of almost surely discrete repulsive random measures (i.e., whose support points are well separated) for Bayesian model-based clustering, (ii) the proposal of new laws for collections of random probability measures for Bayesian density estimation of partially exchangeable data subdivided into different groups, and (iii) the study of principal component analysis and regression models for probability distributions seen as elements of the 2-Wasserstein space. Specifically, for point (i) above we propose an efficient Markov chain Monte Carlo algorithm for posterior inference, which sidesteps the need of split-merge reversible jump moves typically associated with poor performance, we propose a model for clustering high-dimensional data by introducing a novel class of anisotropic determinantal point processes, and study the distributional properties of the repulsive measures, shedding light on important theoretical results which enable more principled prior elicitation and more efficient posterior simulation algorithms. For point (ii) above, we consider several models suitable for clustering homogeneous populations, inducing spatial dependence across groups of data, extracting the characteristic traits common to all the data-groups, and propose a novel vector autoregressive model to study of growth curves of Singaporean kids. Finally, for point (iii), we propose a novel class of projected statistical methods for distributional data analysis for measures on the real line and on the unit-circle
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