15 research outputs found

    A Dual-Beam Method-of-Images 3D Searchlight BSSRDF

    Full text link
    We present a novel BSSRDF for rendering translucent materials. Angular effects lacking in previous BSSRDF models are incorporated by using a dual-beam formulation. We employ a Placzek's Lemma interpretation of the method of images and discard diffusion theory. Instead, we derive a plane-parallel transformation of the BSSRDF to form the associated BRDF and optimize the image confiurations such that the BRDF is close to the known analytic solutions for the associated albedo problem. This ensures reciprocity, accurate colors, and provides an automatic level-of-detail transition for translucent objects that appear at various distances in an image. Despite optimizing the subsurface fluence in a plane-parallel setting, we find that this also leads to fairly accurate fluence distributions throughout the volume in the original 3D searchlight problem. Our method-of-images modifications can also improve the accuracy of previous BSSRDFs.Comment: added clarifying text and 1 figure to illustrate the metho

    Importance Sampling Microfacet-Based BSDFs using the Distribution of Visible Normals

    Get PDF
    International audienceWe present a new approach to microfacet-based BSDF importance sampling. Previously proposed sampling schemes for popular analytic BSDFs typically begin by choosing a microfacet normal at random in a way that is independent of direction of incident light. To sample the full BSDF using these normals requires arbitrarily large sample weights leading to possible fireflies. Additionally, at grazing angles nearly half of the sampled normals face away from the incident ray and must be rejected, making the sampling scheme inefficient. Instead, we show how to use the distribution of visible normals directly to generate samples, where normals are weighted by their projection factor toward the incident direction. In this way, no backfacing normals are sampled and the sample weights contain only the shadowing factor of outgoing rays (and additionally a Fresnel term for conductors). Arbitrarily large sample weights are avoided and variance is reduced. Since the BSDF depends on the microsurface model, we describe our sampling algorithm for two models: the V-cavity and the Smith models. We demonstrate results for both isotropic and anisotropic rough conductors and dielectrics with Beckmann and GGX distributions

    A Generalized Ray Formulation For Wave-Optics Rendering

    Full text link
    Under ray-optical light transport, the classical ray serves as a local and linear "point query" of light's behaviour. Such point queries are useful, and sophisticated path tracing and sampling techniques enable efficiently computing solutions to light transport problems in complex, real-world settings and environments. However, such formulations are firmly confined to the realm of ray optics, while many applications of interest, in computer graphics and computational optics, demand a more precise understanding of light. We rigorously formulate the generalized ray, which enables local and linear point queries of the wave-optical phase space. Furthermore, we present sample-solve: a simple method that serves as a novel link between path tracing and computational optics. We will show that this link enables the application of modern path tracing techniques for wave-optical rendering, improving upon the state-of-the-art in terms of the generality and accuracy of the formalism, ease of application, as well as performance. Sampling using generalized rays enables interactive rendering under rigorous wave optics, with orders-of-magnitude faster performance compared to existing techniques.Comment: For additional information, see https://ssteinberg.xyz/2023/03/27/rtplt
    corecore