8,005 research outputs found

    Frequency Based Radiance Cache for Rendering Animations

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    International audienceWe propose a method to render animation sequences with direct distant lighting that only shades a fraction of the total pixels. We leverage frequency-based analyses of light transport to determine shading and image sampling rates across an animation using a samples cache. To do so, we derive frequency bandwidths that account for the complexity of distant lights, visibility, BRDF, and temporal coherence during animation. We finaly apply a cross-bilateral filter when rendering our final images from sparse sets of shading points placed according to our frequency-based oracles (generally < 25% of the pixels, per frame)

    Efficient Methods for Computational Light Transport

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    En esta tesis presentamos contribuciones sobre distintos retos computacionales relacionados con transporte de luz. Los algoritmos que utilizan información sobre el transporte de luz están presentes en muchas aplicaciones de hoy en día, desde la generación de efectos visuales, a la detección de objetos en tiempo real. La luz es una valiosa fuente de información que nos permite entender y representar nuestro entorno, pero obtener y procesar esta información presenta muchos desafíos debido a la complejidad de las interacciones entre la luz y la materia. Esta tesis aporta contribuciones en este tema desde dos puntos de vista diferentes: algoritmos en estado estacionario, en los que se asume que la velocidad de la luz es infinita; y algoritmos en estado transitorio, que tratan la luz no solo en el dominio espacial, sino también en el temporal. Nuestras contribuciones en algoritmos estacionarios abordan problemas tanto en renderizado offline como en tiempo real. Nos enfocamos en la reducción de varianza para métodos offline,proponiendo un nuevo método para renderizado eficiente de medios participativos. En renderizado en tiempo real, abordamos las limitacionesde consumo de batería en dispositivos móviles proponiendo un sistema de renderizado que incrementa la eficiencia energética en aplicaciones gráficas en tiempo real. En el transporte de luz transitorio, formalizamos la simulación de este tipo transporte en este nuevo dominio, y presentamos nuevos algoritmos y métodos para muestreo eficiente para render transitorio. Finalmente, demostramos la utilidad de generar datos en este dominio, presentando un nuevo método para corregir interferencia multi-caminos en camaras Timeof- Flight, un problema patológico en el procesamiento de imágenes transitorias.n this thesis we present contributions to different challenges of computational light transport. Light transport algorithms are present in many modern applications, from image generation for visual effects to real-time object detection. Light is a rich source of information that allows us to understand and represent our surroundings, but obtaining and processing this information presents many challenges due to its complex interactions with matter. This thesis provides advances in this subject from two different perspectives: steady-state algorithms, where the speed of light is assumed infinite, and transient-state algorithms, which deal with light as it travels not only through space but also time. Our steady-state contributions address problems in both offline and real-time rendering. We target variance reduction in offline rendering by proposing a new efficient method for participating media rendering. In real-time rendering, we target energy constraints of mobile devices by proposing a power-efficient rendering framework for real-time graphics applications. In transient-state we first formalize light transport simulation under this domain, and present new efficient sampling methods and algorithms for transient rendering. We finally demonstrate the potential of simulated data to correct multipath interference in Time-of-Flight cameras, one of the pathological problems in transient imaging.<br /

    Towards Fully Dynamic Surface Illumination in Real-Time Rendering using Acceleration Data Structures

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    The improvements in GPU hardware, including hardware-accelerated ray tracing, and the push for fully dynamic realistic-looking video games, has been driving more research in the use of ray tracing in real-time applications. The work described in this thesis covers multiple aspects such as optimisations, adapting existing offline methods to real-time constraints, and adding effects which were hard to simulate without the new hardware, all working towards a fully dynamic surface illumination rendering in real-time.Our first main area of research concerns photon-based techniques, commonly used to render caustics. As many photons can be required for a good coverage of the scene, an efficient approach for detecting which ones contribute to a pixel is essential. We improve that process by adapting and extending an existing acceleration data structure; if performance is paramount, we present an approximation which trades off some quality for a 2–3× improvement in rendering time. The tracing of all the photons, and especially when long paths are needed, had become the highest cost. As most paths do not change from frame to frame, we introduce a validation procedure allowing the reuse of as many as possible, even in the presence of dynamic lights and objects. Previous algorithms for associating pixels and photons do not robustly handle specular materials, so we designed an approach leveraging ray tracing hardware to allow for caustics to be visible in mirrors or behind transparent objects.Our second research focus switches from a light-based perspective to a camera-based one, to improve the picking of light sources when shading: photon-based techniques are wonderful for caustics, but not as efficient for direct lighting estimations. When a scene has thousands of lights, only a handful can be evaluated at any given pixel due to time constraints. Current selection methods in video games are fast but at the cost of introducing bias. By adapting an acceleration data structure from offline rendering that stochastically chooses a light source based on its importance, we provide unbiased direct lighting evaluation at about 30 fps. To support dynamic scenes, we organise it in a two-level system making it possible to only update the parts containing moving lights, and in a more efficient way.We worked on top of the new ray tracing hardware to handle lighting situations that previously proved too challenging, and presented optimisations relevant for future algorithms in that space. These contributions will help in reducing some artistic constraints while designing new virtual scenes for real-time applications

    Ray Tracing Gems

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    This book is a must-have for anyone serious about rendering in real time. With the announcement of new ray tracing APIs and hardware to support them, developers can easily create real-time applications with ray tracing as a core component. As ray tracing on the GPU becomes faster, it will play a more central role in real-time rendering. Ray Tracing Gems provides key building blocks for developers of games, architectural applications, visualizations, and more. Experts in rendering share their knowledge by explaining everything from nitty-gritty techniques that will improve any ray tracer to mastery of the new capabilities of current and future hardware. What you'll learn: The latest ray tracing techniques for developing real-time applications in multiple domains Guidance, advice, and best practices for rendering applications with Microsoft DirectX Raytracing (DXR) How to implement high-performance graphics for interactive visualizations, games, simulations, and more Who this book is for: Developers who are looking to leverage the latest APIs and GPU technology for real-time rendering and ray tracing Students looking to learn about best practices in these areas Enthusiasts who want to understand and experiment with their new GPU

    Manifold Path Guiding for Importance Sampling Specular Chains

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    Complex visual effects such as caustics are often produced by light paths containing multiple consecutive specular vertices (dubbed specular chains), which pose a challenge to unbiased estimation in Monte Carlo rendering. In this work, we study the light transport behavior within a sub-path that is comprised of a specular chain and two non-specular separators. We show that the specular manifolds formed by all the sub-paths could be exploited to provide coherence among sub-paths. By reconstructing continuous energy distributions from historical and coherent sub-paths, seed chains can be generated in the context of importance sampling and converge to admissible chains through manifold walks. We verify that importance sampling the seed chain in the continuous space reaches the goal of importance sampling the discrete admissible specular chain. Based on these observations and theoretical analyses, a progressive pipeline, manifold path guiding, is designed and implemented to importance sample challenging paths featuring long specular chains. To our best knowledge, this is the first general framework for importance sampling discrete specular chains in regular Monte Carlo rendering. Extensive experiments demonstrate that our method outperforms state-of-the-art unbiased solutions with up to 40x variance reduction, especially in typical scenes containing long specular chains and complex visibility.Comment: 14 pages, 19 figure

    Photorealistic physically based render engines: a comparative study

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    Pérez Roig, F. (2012). Photorealistic physically based render engines: a comparative study. http://hdl.handle.net/10251/14797.Archivo delegad

    Fast photorealistic techniques to simulate global illumination in videogames and virtual environments

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    Per al càlcul de la il·luminació global per a la síntesi d'imatges d'escenaris virtuals s'usen mètodes físicament acurats com a radiositat o el ray-tracing. Aquests mètodes són molt potents i capaços de generar imatges de gran realisme, però són molt costosos. A aquesta tesi presenta algunes tècniques per simular i/o accelerar el càlcul de la il·luminació global. La tècnica de les obscurances es basa en la suposició que com més amagat és un punt a l'escena, més fosc s'ha de veure. Es calcula analitzant l'entorn geomètric del punt i ens dóna un valor per a la seva il·luminació indirecta, que no és físicament acurat, però sí aparentment realista.Aquesta tècnica es millora per a entorns en temps real com els videojocs. S'aplica també a entorns de ray-tracing per a la generació d'imatges realistes. En aquest context, el càlcul de seqüències de frames per a l'animació de llums i càmeres s'accelera enormement reusant informació entre frames.Les obscurances serveixen per a simular la il·luminació indirecta d'una escena. La llum directa es calcula apart i de manera independent. El desacoblament de la llum directa i la indirecta és una gran avantatge, i en treurem profit. Podem afegir fàcilment l'efecte de coloració entre objectes sense afegir temps de càlcul. Una altra avantatge és que per calcular les obscurances només hem d'analitzar un entorn limitat al voltant del punt.Per escenes virtuals difuses, la radiositat es pot precalcular i l'escena es pot navegar amb apariència realista, però si un objecte de l'escena es mou en un entorn dinàmic en temps real, com un videojoc, el recàlcul de la il·luminació global de l'escena és prohibitiu. Com les obscurances es calculen en un entorn limitat, es poden recalcular en temps real per a l'entorn de l'objecte que es mou a cada frame i encara aconseguir temps real.A més, podem fer servir les obscurances per a calcular imatges de gran qualitat, o per seqüències d'imatges per una animació, com en el ray-tracing. Això ens permet tractar materials no difusos i investigar l'ús de tècniques normalment difuses com les obscurances en entorns generals. Quan la càmera està estàtica, l'ús d'animació de llum només afecta la il·luminació directa, i si usem obscurances per a la llum indirecta, gràcies al seu desacoblament, el càlcul de sèries de frames per a una animació és molt ràpid. El següent pas és afegir animació de càmera, reusant els valors de les obscurances entre frames. Aquesta última tècnica de reús d'informació de la il·luminació del punt d'impacte entre frames la podem usar per a tècniques acurades d'il·luminació global com el path-tracing, i nosaltres estudiem com reusar aquesta informació de manera no esbiaixada. A més, estudiem diferents tècniques de mostreig per a la semi-esfera, i les obscurances es calculen amb una nova tècnica, aplicant depth peeling amb GPU.To compute global illumination solutions for rendering virtual scenes, physically accurate methods based on radiosity or ray-tracing are usually employed. These methods, though powerful and capable of generating images with high realism, are very costly. In this thesis, some techniques to simulate and/or accelerate the computation of global illumination are studied. The obscurances technique is based on the supposition that the more occluded is a point in the scene, the darker it will appear. It is computed by analyzing the geometric environment of the point and gives a value for the indirect illumination for the point that is, though not physically accurate, visually realistic. This technique is enhanced and improved in real-time environments as videogames. It is also applied to ray-tracing frameworks to generate realistic images. In this last context, sequences of frames for animation of lights and cameras are dramatically accelerated by reusing information between frames.The obscurances are computed to simulate the indirect illumination of a scene. The direct lighting is computed apart and in an independent way. The decoupling of direct and indirect lighting is a big advantage, and we will take profit from this. We can easily add color bleeding effects without adding computation time. Another advantage is that to compute the obscurances we only need to analyze a limited environment around the point. For diffuse virtual scenes, the radiosity can be precomputed and we can navigate the scene with a realistic appearance. But when a small object moves in a dynamic real-time virtual environment, as a videogame, the recomputation of the global illumination of the scene is prohibitive. Thanks to the limited reach of the obscurance computation, we can recompute the obscurances only for the limited environment of the moving object for every frame and still have real-time frame rates. Obscurances can also be used to compute high quality images, or sequences of images for an animation, in a ray-tracing-like. This allows us to deal with non-diffuse materials and to research the use of a commonly diffuse technique as obscurances in general environments. For static cameras, using light animation only affects to direct lighting, and if we use obscurances for the indirect lighting, thanks to the decoupling of direct and indirect illumination, the computation of a series of frames for the animation is very fast. The next step is to add camera animation, reusing the obscurances results between frames. Using this last technique of reusing the illumination of the hit points between frames for a true global illumination technique as path tracing, we study how we can reuse this information in an unbiased way. Besides, a study of different sampling techniques for the hemisphere is made, obscurances are computed with the depth-peeling technique and using GPU
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