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Interactive Light Transport with Virtual Point Lights Benjamin - - PowerPoint PPT Presentation

Presentation Introduction Formalizing the Problem Sampling VPLs: Metropolis Instant Radiosity Accumulating VPL contributions Coherent Metropolis Light Transport Conclusion Interactive Light Transport with Virtual Point Lights Benjamin


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Interactive Light Transport with Virtual Point Lights

Benjamin Segovia1,2

1ENTPE: Ecole Nationale des Travaux Publics de l’Etat 2LIRIS: Laboratoire d’InfoRmatique en Image et Syst`

emes d’information

Benjamin Segovia Interactive Light Transport with Virtual Point Lights

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Presentation Introduction Formalizing the Problem Sampling VPLs: Metropolis Instant Radiosity Accumulating VPL contributions Coherent Metropolis Light Transport Conclusion

Presentation

1

Introduction

2

Formalizing the Problem

3

Sampling VPLs: Metropolis Instant Radiosity

4

Accumulating VPL contributions

5

Coherent Metropolis Light Transport

6

Conclusion

Benjamin Segovia Interactive Light Transport with Virtual Point Lights

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Summary

1

Introduction

2

Formalizing the Problem

3

Sampling VPLs: Metropolis Instant Radiosity

4

Accumulating VPL contributions

5

Coherent Metropolis Light Transport

6

Conclusion

Benjamin Segovia Interactive Light Transport with Virtual Point Lights

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Why a Ph.D. in computer graphics?

Movie / FX industry Fast and robust rendering algorithms; Not necessary real-time but speed is fundamental.

Figure: Poseidon, 2006, rendered with Mental Ray

Benjamin Segovia Interactive Light Transport with Virtual Point Lights

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Why a Ph.D. in computer graphics?

Figure: Thee Dragon Room, rendered with yaCORT

Lighting design Physically-based rendering tools; Not necessary real-time.

Benjamin Segovia Interactive Light Transport with Virtual Point Lights

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Why a Ph.D. in computer graphics?

Video Games The most realistic rendering with strict constraints; Real time (more than 30 frames per second).

Figure: A Quake 3 scene, rendered with Qrender

Benjamin Segovia Interactive Light Transport with Virtual Point Lights

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What Does this Ph.D. Contain?

Common approach in science

1 Identify the physical problem

→ Simulating light transport;

2 Propose an appropriate mathematical formalism

→ The related physical quantities and the light transport equations;

3 Design algorithms to solve these equations

→ Computer science Numerical schemes Algorithms, codes . . .

The contribution of this Ph.D. thesis is mostly contained by the third point → Numerical schemes to solve the light transport equations

Benjamin Segovia Interactive Light Transport with Virtual Point Lights

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Overview of the Presentation

First, introduction of necessary concepts Physics: Physics of light transport → quantities and equations; Mathematics: Roots of Monte-Carlo and introduction of the appropriate formalism; Computer Graphics: Most common algorithms used to compute virtual pictures.

Benjamin Segovia Interactive Light Transport with Virtual Point Lights

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Overview of the Presentation

Then, presentation of the contributions Two classes of contributions: Coding Techniques: Once the set of VPLs has been computed, how can we accumulate their contributions ? → we present two techniques using graphics hardware; Sampling Techniques: How can we generate efficient sets of VPLs?

Benjamin Segovia Interactive Light Transport with Virtual Point Lights

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Summary

1

Introduction

2

Formalizing the Problem

3

Sampling VPLs: Metropolis Instant Radiosity

4

Accumulating VPL contributions

5

Coherent Metropolis Light Transport

6

Conclusion

Benjamin Segovia Interactive Light Transport with Virtual Point Lights

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The Rendering Equation - Three Point Form [Vea97]

Formalizes the behavior of materials and surfaces L(x′→x′′) = Le(x′→x′′)+

  • M

L(x→x′)fs(x→x′→x′′)G(x↔x′)dA(x) where:

L is the equilibrium outgoing radiance function; Le(x′→x′′) is the emitted radiance leaving x′ in the direction of x′′; fs(x→x′ →x′′) is the BSDF of the material; M is the union of all the surfaces of the scene; A is the Lebesgue (i.e. uniform) area measure on M; G(x↔x′) is the geometric term between x and x′.

Benjamin Segovia Interactive Light Transport with Virtual Point Lights

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The Measurement Equation

Response of a given captor / sensor Ij =

  • M×M

W (j)

e (x→x′)L(x→x′) G(x↔x′) dA(x) dA(x′)

where W (j)(x, ω) is the responsivity of sensor j.

Benjamin Segovia Interactive Light Transport with Virtual Point Lights

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Issues with Light Transport

High dimensional problem: light may bounce many times . . . High frequency problem: many discontinuities (shadows for example).

Benjamin Segovia Interactive Light Transport with Virtual Point Lights

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Issues with Light Transport

High dimensional problem: light may bounce many times . . . High frequency problem: many discontinuities (shadows for example). Integrand has very poor properties →

Benjamin Segovia Interactive Light Transport with Virtual Point Lights

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Issues with Light Transport

High dimensional problem: light may bounce many times . . . High frequency problem: many discontinuities (shadows for example). Integrand has very poor properties → Use Monte-Carlo integration!

Benjamin Segovia Interactive Light Transport with Virtual Point Lights

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Monte-Carlo Integration is Basically . . .

We want to integrate I =

  • Ω f (x)dµ(x)

where Ω is a given space; µ is an associated measure; f is a measurable function on (Ω, µ). With sufficient properties ... N random variables (Xn)n∈[1...N] with density p, then: lim

N→∞ IN = lim N→∞

1 N

N

  • n=1

f (Xn) p(Xn) = I almost surely

Benjamin Segovia Interactive Light Transport with Virtual Point Lights

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The Path Integral Formulation

Make the light transport problem an integration one Inject the rendering eq. into the measurement eq. and expand it: Ij = ∞

k=1

  • Mk+1
  • Le(xk→xk−1)G(x0↔x1) W (j)

e (x1→x0)

(k−1

i=1 fs(xi+1→xi→xi−1)G(xi↔xi+1))dA(x0) ... dA(xk)

  • Benjamin Segovia

Interactive Light Transport with Virtual Point Lights

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The Path Integral Formulation

Make the light transport problem an integration one Inject the rendering eq. into the measurement eq. and expand it: Ij = ∞

k=1

  • Mk+1
  • Le(xk→xk−1)G(x0↔x1) W (j)

e (x1→x0)

(k−1

i=1 fs(xi+1→xi→xi−1)G(xi↔xi+1))dA(x0) ... dA(xk)

  • The path integral formulation

Ij =

f (j)(x)dµ(x) Ω is the set of all finite length paths, µ its natural measure and f (j) obtained with the expansion.

Benjamin Segovia Interactive Light Transport with Virtual Point Lights

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A Short Pause Before the Remainder!

OK, a short summary! Monte-Carlo rendering is: Sample a path x with density p(x); Evaluate f (j)(x)

p(x) ;

Accumulate.

Benjamin Segovia Interactive Light Transport with Virtual Point Lights

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A Short Pause Before the Remainder!

OK, a short summary! Monte-Carlo rendering is: Sample a path x with density p(x); Evaluate f (j)(x)

p(x) ;

Accumulate. Most Monte-Carlo rendering methods → propose new ways to generate paths x. Basically, this Ph.D. presents new Monte-Carlo rendering techniques.

Benjamin Segovia Interactive Light Transport with Virtual Point Lights

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Short Overview of Path Integration

Core algorithm: path tracing [Kaj86] We generate a light path backward from the camera for each camera sensor (i.e. for each pixel)

Benjamin Segovia Interactive Light Transport with Virtual Point Lights

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Short Overview of Path Integration

Core algorithm: path tracing [Kaj86] We generate a light path backward from the camera for each camera sensor (i.e. for each pixel) Many, many similar techniques Bidirectional path tracing [VG94, LW93]; Light tracing [DLW93].

Benjamin Segovia Interactive Light Transport with Virtual Point Lights

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Path Tracing

Benjamin Segovia Interactive Light Transport with Virtual Point Lights

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Path Tracing

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Path Tracing

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Path Tracing

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Path Tracing

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Problems with these ”Pure” Path Tracing methods

No computation coherency Per-pixel computations are independent; No factorization.

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Problems with these ”Pure” Path Tracing methods

No computation coherency Per-pixel computations are independent; No factorization. We must design efficient techniques Most of them propose to use biased estimators: Photon Maps [Jen01, Jen96, Jen97]; Radiance / Irradiance Caches [WRC88, War94, Kˇ 05]; And . . .

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Problems with these ”Pure” Path Tracing methods

No computation coherency Per-pixel computations are independent; No factorization. Instant Radiosity [Kel97] → Replaces complete paths by ”Virtual Point Lights”

Benjamin Segovia Interactive Light Transport with Virtual Point Lights

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Instant Radiosity

Principles Splits each path x = {x0, x1, . . . , xn} into three parts: xc = {x0, x1} is the camera sub-path; xv is a geometric Virtual Point Light (VPL); xs is the remainder of the path connected to a light source.

x0 xc

xv xs x1

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Instant Radiosity

Principles For all sensors (i.e. pixels), use the same (xv, xs) light paths; Two-pass algorithm:

Propagation of light paths from the light sources (sampling); Accumulation of VPL contributions (gathering).

Do not forget: a VPL is a light path, not only a point!

x0 xc

xv xs x1

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The Two Steps of Instant Radiosity

Particle Propagation

Benjamin Segovia Interactive Light Transport with Virtual Point Lights

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The Two Steps of Instant Radiosity

Particle Propagation

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The Two Steps of Instant Radiosity

Particle Propagation

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The Two Steps of Instant Radiosity

Particle Propagation

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The Two Steps of Instant Radiosity

Particle Propagation

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The Two Steps of Instant Radiosity

Particle Propagation

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The Two Steps of Instant Radiosity

Incoming Radiance Field Integration

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The Two Steps of Instant Radiosity

Incoming Radiance Field Integration

Benjamin Segovia Interactive Light Transport with Virtual Point Lights

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The Two Steps of Instant Radiosity

Incoming Radiance Field Integration

Benjamin Segovia Interactive Light Transport with Virtual Point Lights

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The Two Steps of Instant Radiosity

Incoming Radiance Field Integration

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The Two Steps of Instant Radiosity

Incoming Radiance Field Integration

Benjamin Segovia Interactive Light Transport with Virtual Point Lights

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Advantages and Drawbacks of Instant Radiosity

Advantages Simple → the incoming radiance field is replaced by a set of points; Fast → can be easily implemented with coherent ray tracing

  • r rasterization.

Benjamin Segovia Interactive Light Transport with Virtual Point Lights

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Advantages and Drawbacks of Instant Radiosity

Advantages Simple → the incoming radiance field is replaced by a set of points; Fast → can be easily implemented with coherent ray tracing

  • r rasterization.

Drawbacks Variance problems → how must the VPLs be located? Does not handle all lighting phenomena → caustics . . .

Benjamin Segovia Interactive Light Transport with Virtual Point Lights

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Summary

1

Introduction

2

Formalizing the Problem

3

Sampling VPLs: Metropolis Instant Radiosity

4

Accumulating VPL contributions

5

Coherent Metropolis Light Transport

6

Conclusion

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Goal of Metropolis Instant Radiosity (MIR)

Properties of VPLs is fundamental

We must find VPLs which illuminate parts of the scene seen by the camera!

Benjamin Segovia Interactive Light Transport with Virtual Point Lights

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Goal of Metropolis Instant Radiosity (MIR)

Solution: Combine the robutness of Metropolis Light Transport and the efficiency of Instant Radiosity Principle of MIR Use the path sequence of Metropolis Light Transport to sample VPLs (”MLT part”); For each path, store the second point as a VPL; Accumulate all VPL contributions (”IR part”). With this sampler, all VPLs will bring the same amount of power to the camera

Benjamin Segovia Interactive Light Transport with Virtual Point Lights

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Metropolis Light Transport [VG97]

Principle (a short version) Consider the whole camera integrand f (c); Sample N paths with a density proportional to f (c); Count for each pixel j, the number Nj of paths which get into it; With Nj, N, and

  • Ω f (c)(x)dµ(x), compute the per-pixel

histogram of f (c); We have the intensity of each pixel!

Benjamin Segovia Interactive Light Transport with Virtual Point Lights

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Metropolis Light Transport [VG97]

Numerical schemes behind it Compute

  • Ω f (c)(x)dµ(x)

→ Use a standard bidirectional path tracer; Sample N paths with a density proportional to f (c) → Use a Metropolis-Hastings algorithm.

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Metropolis Light Transport [VG97]

Metropolis-Hastings Goal: given function f , sequentially sample random variables Xi with a density proportional to f ; Xi+1 and Xi are correlated by a mutation. The density of Xi is not exactly f , but with good properties (”ergodicity”), we can use all Xi: as if their densities were f as if they were independent

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MLT - Initial Path

  • Benjamin Segovia

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MLT - Candidate

  • Benjamin Segovia

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MLT - Candidate accepted → Count its contribution

  • Benjamin Segovia

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MIR - Compute the power received by the camera

With a bidirectional path tracer (or any other technique) compute the power Pc =

  • Ω f (c)(x)dµ(x) received by the camera.

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MIR - Sample ”path VPLs”

The core idea of the method MLT algorithm provides complete paths {x0, x1, xv, xs}; Remove points x0 and x1 and consider (xv, xs) as a ”path VPL”.

x0 xc

xv xs x1

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MIR - Sample ”path VPLs”

The core idea of the method MLT algorithm provides complete paths {x0, x1, xv, xs}; Remove points x0 and x1 and consider (xv, xs) as a ”path VPL”.

x0 xc

xv xs x1

Path VPL

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MIR - Sample ”path VPLs”

The core idea of the method MLT algorithm provides complete paths {x0, x1, xv, xs}; Remove points x0 and x1 and consider (xv, xs) as a ”path VPL”. We do not know the outgoing radiance functions of the VPLs; But, we can prove that these VPLs bring the same amount of power to the camera

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MIR - Cluster ”path VPLs” into ”geometric VPLs”

Cluster path VPLs with the same VPL location into one geometric VPL When applying mutations, VPL locations may remain unchanged: The candidate is rejected and the path is duplicated; Only the sub-path xc = {x0, x1} is mutated; Only the sub-path xs is mutated.

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MIR - Cluster ”path VPLs” into ”geometric VPLs”

Cluster path VPLs with the same VPL location into one geometric VPL When applying mutations, VPL locations may remain unchanged: The candidate is rejected and the path is duplicated; Only the sub-path xc = {x0, x1} is mutated; Only the sub-path xs is mutated.

x0 xc

xv xs x1

Before

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MIR - Cluster ”path VPLs” into ”geometric VPLs”

Cluster path VPLs with the same VPL location into one geometric VPL When applying mutations, VPL locations may remain unchanged: The candidate is rejected and the path is duplicated; Only the sub-path xc = {x0, x1} is mutated; Only the sub-path xs is mutated.

x0 xc

xv xs x1

Mutation

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MIR - Cluster ”path VPLs” into ”geometric VPLs”

Cluster path VPLs with the same VPL location into one geometric VPL When applying mutations, VPL locations may remain unchanged: The candidate is rejected and the path is duplicated; Only the sub-path xc = {x0, x1} is mutated; Only the sub-path xs is mutated.

x0 xc

xv xs x1

After

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MIR - Cluster ”path VPLs” into ”geometric VPLs”

Cluster path VPLs with the same VPL location into one geometric VPL When applying mutations, VPL locations may remain unchanged: The candidate is rejected and the path is duplicated; Only the sub-path xc = {x0, x1} is mutated; Only the sub-path xs is mutated.

x0 xc

xv x1

2 path VPLs into 1 geometric VPL

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MIR - Accumulate the VPL contributions

Set of m geometric VPLs xvi They bring a fixed amount of power to the camera equal to Pi = ki · Pc/n; n is the total number of path VPLs; ki is the number of path VPLs connected to xvi.

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MIR - Accumulate the VPL contributions

Set of m geometric VPLs xvi They bring a fixed amount of power to the camera equal to Pi = ki · Pc/n; n is the total number of path VPLs; ki is the number of path VPLs connected to xvi. We do not know the ”VPL power” Suppose that the power of the VPL is equal to 1; Compute the intensity of every pixel; Evaluate the total power P′

i ;

Scale all pixel intensities by Pi/P′

i .

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MIR - Decrease the VPL correlation

Classical Issue with Metropolis-Hastings Example: If a VPL is on a wall, there is a high probability that the next one will be on the wall too.

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MIR - Decrease the VPL correlation

Classical Issue with Metropolis-Hastings Example: If a VPL is on a wall, there is a high probability that the next one will be on the wall too. Increase Variance!

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MIR - Decrease the VPL correlation

Classical Issue with Metropolis-Hastings Example: If a VPL is on a wall, there is a high probability that the next one will be on the wall too. Increase Variance! Replace Metropolis-Hastings by Multiple-Try Metropolis-Hastings Idea (simplified explanation): generate many candidates at

  • nce and try to keep the best one;

Does not really change the conception of the algorithm; Details in the Ph.D. thesis.

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Results - MH vs MTMH - Same Computation Times

MH MTMH

Figure: Exploration of left/right contributions (256 VPLs)

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Results and Comparisons

Different tests were made Test scenes With directly-lit scenes; With many light sources; With difficult visibility layouts.

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Results and Comparisons

Different tests were made Other algorithms Standard Instant Radiosity [Kel97]; Power Sampling Technique [WBS03]; Bidirectional Instant Radiosity.

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Results - Simple Scenes - 256 VPLs - Same Computation Times

Reference (standard) STD - 0.02% BIR - 0.007% Power Sampling - 0.008% MIR - 0.009% Figure: Tests with Shirley’s Scene 10.

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Results - Difficult Visibility - 1024 VPLs - Same Computation Times

Standard / Power Sampling Bidirectional MIR Figure: Indirect illumination stress tests.

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Results - Difficult Visibility - 1024 VPLs - Same Computation Times

Standard / Power Sampling Bidirectional MIR Figure: Indirect illumination stress tests.

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Advantages

Thanks to MLT → Robust and fast sampling strategies; Thanks to Instant Radiosity → Fast and efficient gathering techniques: → We can use IGI; → We can use rasterization techniques . . . Non-intrusive algorithm → Can be used in any pre-existing renderer already using VPLs and Path Tracing.

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Drawbacks and Future Work

Does not handle flickering problems during animations Nothing is made to ensure temporal coherency → if one sample changes, the whole sequence is modified; Solution: Reuse the previous samples with a sequential sampler (see [GDH06]).

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Drawbacks and Future Work

And glossy and specular reflections ?! What happens if a part of the scene is seen through a highly glossy or a specular reflection ? Solution - Already implemented in yaCORT: → Instead, find the second diffuse surface to deposit the VPL with probability P; → While gathering, compute a camera sub-path which has a length with the same probability.

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Drawbacks and Future Work

And Caustics ?! Does not easily handle caustics.

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Summary

1

Introduction

2

Formalizing the Problem

3

Sampling VPLs: Metropolis Instant Radiosity

4

Accumulating VPL contributions

5

Coherent Metropolis Light Transport

6

Conclusion

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Non-interleaved Deferred Shading of Interleaved Sample Patterns

Goal We want to accumulate the contributions of a VPL set.

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Non-interleaved Deferred Shading of Interleaved Sample Patterns

Goal We want to accumulate the contributions of a VPL set. Issues Many light sources == Large fillrate; Many light sources == Many rasterization steps.

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Non-interleaved Deferred Shading of Interleaved Sample Patterns

Goal We want to accumulate the contributions of a VPL set. Issues Many light sources == Large fillrate; Many light sources == Many rasterization steps. Strategy: combine two techniques Deferred Shading → geometry rasterized once; Interleaved Sampling → decreases fill rate and maintains good image quality.

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Deferred Shading [DWS+88, ST90]

Principles The per-pixel geometric information is stored in a Geometric Buffer (G-buffer) (Normals, positions and colors) The G-buffer is then read to perform any lighting computation. It greatly simplifies the rendering pipeline and it also prevents the geometry from being reprojected each time a shading pass is performed.

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Interleaved Sampling [KH01]

Instead of evaluating all VPL contributions for all pixels, we use separate subsets of VPLs for every neighbor pixel. (a) Standard Sampling (b) Interleaved Sampling Already used in ray tracing → ”Instant Global Illumination”

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Interleaved Sampling [KH01]

Instead of evaluating all VPL contributions for all pixels, we use separate subsets of VPLs for every neighbor pixel. Already used in ray tracing → ”Instant Global Illumination”

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Overview of the Algorithm

Creation Splitting Shading Gathering Discontinuity Filtering Blending

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Overview of the Algorithm

Creation Splitting Shading Gathering Discontinuity Filtering Blending Conservative extension of deferred shading: all algorithms using deferred shading may also be used with our system.

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Core of the Algorithm: G-buffer Splitting

Principle G-buffer G split into n × m smaller tiled sub-buffers Gi,j Texel (x, y) from G goes to texel (x/n, y/m) of sub-buffer Gi, j with i = x mod n and j = y mod m.

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Core of the Algorithm: G-buffer Splitting

Principle G-buffer G split into n × m smaller tiled sub-buffers Gi,j Texel (x, y) from G goes to texel (x/n, y/m) of sub-buffer Gi, j with i = x mod n and j = y mod m. Fast Solution - Two-pass splitting Small blocks are split; Split blocks are translated. Results: fast A 1024 × 1024 192 bit G-buffer is split in 7 ms on a 6800GT; 20 ms with a one-pass splitting.

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Core of the Algorithm: Filtering

Coherency of the pixels Discontinuity buffer; Box blur on continuous zones of the screen.

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Core of the Algorithm: Filtering

Coherency of the pixels Discontinuity buffer; Box blur on continuous zones of the screen.

+X

P

+X

P

Figure: Box Blur

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Core of the Algorithm: Filtering

Coherency of the pixels Discontinuity buffer; Box blur on continuous zones of the screen. Interleaved Sub-sampling

Figure: Quality

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Results - 500 sources - 1024 × 768 - IS 8 × 6

Fully interactive applications No visibility for secondary light sources; Fast!

69 f/s 36 f/s (×31) 64 f/s 29 f/s (×25) 58 f/s 29 f/s (×26) 57 f/s 29 f/s (×30)

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Results - Physically Based Rendering - 1280 × 1024 - IS 2 × 2

Physically based rendering Visibility for secondary light sources

0.7 s - 14 f/s (×3.4) 4.0 s - 2.5 f/s (×1.5)

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Conclusion

To sum up . . . Generic extension of deferred shading; Trade-off between quality and speed.

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Summary

1

Introduction

2

Formalizing the Problem

3

Sampling VPLs: Metropolis Instant Radiosity

4

Accumulating VPL contributions

5

Coherent Metropolis Light Transport

6

Conclusion

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Issues with Virtual Point Lights

VPL based techniques Fast; Simple; Elegant. But: Do not handle all lighting phenomena; Use the same VPL family for all pixels.

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Issues with Virtual Point Lights

VPL based techniques Fast; Simple; Elegant. But: Do not handle all lighting phenomena; Use the same VPL family for all pixels. Alternative approach Instead of making Instant Radiosity more robust, make Metropolis Light Transport more coherent and faster.

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Advantages and Drawbacks of Metropolis Light Transport

Advantages Conceptually super simple; Very robust → it samples the density we want; Handles all kinds of lighting phenomena.

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Advantages and Drawbacks of Metropolis Light Transport

Advantages Conceptually super simple; Very robust → it samples the density we want; Handles all kinds of lighting phenomena. Drawbacks Pretty difficult to implement; Slow! → does not use efficient techniques like rasterization or coherent ray tracing.

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Coherent Metropolis Light Transport

Core idea

Replace standard MCMC mutations by Multiple-try ones. Goal: Generating many paths at the same time. Uses SIMD computations; Factorizes cache accesses! Fundamental for any commercial renderer

x

D D E E D diffuse

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Split MLT in Three Steps

Step 1: Exploration of the sample space with MCMC mutations Standard Metropolis Light Transport

time

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Split MLT in Three Steps

Step 1: Exploration of the sample space with MCMC mutations Provides a set of n path samples (xi)i∈[1...n] with density f (c)/||f (c)|| (Squares)

time

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Split MLT in Three Steps

Step 2: Fast exploration of the lens sub-space Lens sub-space: ES∗DS∗(L|D) Sub-paths from the camera which intersect two diffuse surfaces

time

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Split MLT in Three Steps

Step 2: Fast exploration of the lens sub-space Use multiple-try mutations. At each step, two families: ”Candidates” x∗

1 . . . x∗ p (Disks);

”Competitors” x∗∗

1 . . . x∗∗ p (Triangles).

time

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Split MLT in Three Steps

Step 3: Accumulate all sample contributions

Each family: use of the ”expected value”: accumulate x∗ according to Rg and x∗∗ according to 1 − Rg; Each element: accumulate each element x proportionally to f (c)(x)

time

Camera

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Implementation - Mutation strategies

Exploration of the entire space: standard MLT with bidirectional mutations only;

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Implementation - Mutation strategies

Exploration of the lens sub-space: use of lens and caustics pertuba- tions. Jittering; Gaussian distributions around the initial samples; ”Packetize” the rays → use SIMD instructions.

S

D D E

L a) b) c) Benjamin Segovia Interactive Light Transport with Virtual Point Lights

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Implementation - Mutation strategies

Exploration of the lens sub-space: use of lens and caustics pertuba- tions. With pictures . . .

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Results

Quality equivalent to the quality obtained with MLT but . . . As MLT, some parameters have to be carefully tuned: Lengths of MTMH sub-sequences;

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Results

Quality equivalent to the quality obtained with MLT but . . . As MLT, some parameters have to be carefully tuned: Lengths of MTMH sub-sequences; σ and the number of MTMH candidates.

(a) σ = 16 pixels (b) σ = 32 pixels (c) σ = 64 pixels

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Results

Quality equivalent to the quality obtained with MLT but . . . As MLT, some parameters have to be carefully tuned: Lengths of MTMH sub-sequences; σ and the number of MTMH candidates. Overall performance with SIMD Speed-up from 1.5 to 2.3.

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Results - Cache Simulation

Affinity with caches is fundamental Distribution ray tracing in complex scenes [CLF+03, Chr06]; Multi-resolution geometry caching; On-the-fly tesselation; Memory systems with difficult layouts: Cell processors (PS3, Blade Center) Xenon (XBOX 360) Larabee PC cluster . . .

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Results - Cache Simulation

Theater Three Dragons 4 Tri 16 Tri 128 Tri 4 Tri 16 Tri 128 Tri MLT 53% 61% 60% 54% 63% 70% CMLT 86% 92% 98% 81% 95% 99% IR 87% 93% 99% 82% 95% 99%

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CMLT - Conclusion and Remarks

Faster than MLT Simple extension of MLT → reorganization of the computations; Not real time (and not even interactive) but may be a good alternative.

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CMLT - Conclusion and Remarks

Faster than MLT Simple extension of MLT → reorganization of the computations; Not real time (and not even interactive) but may be a good alternative. But . . . As MIR, does not handle flickering problems during animation. It is a major problem with ”importance driven” methods.

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Summary

1

Introduction

2

Formalizing the Problem

3

Sampling VPLs: Metropolis Instant Radiosity

4

Accumulating VPL contributions

5

Coherent Metropolis Light Transport

6

Conclusion

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Conclusion

During three years . . . Many implementations: GPU, coherent ray tracing; Many numerical schemes.

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Conclusion

But . . . no ”ultimate” renderer was found! However . . . some personal points of view For absolute realism and large interactivity: Monte-Carlo + Brute Force + Carefully Designed Implementation is the only solution

No compression, no PRT, no expensive pre-computation; Rasterization vs ray tracing → Geometric efficiency vs lighting simulation efficiency?

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Merci!

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Per Christensen. Ray Tracing for the Movie ”Cars”. In IEEE Symposium on Interactive Ray Tracing, pages 1–6, 2006. Per Christensen, David M. Laur, Julian Fong, Wayne L. Wooten, , and Dana Batali. Ray Differentials and Multiresolution Geometry Caching for Distribution Ray Tracing in Complex Scenes. Proceedings of Eurographics 2003, pages 543–552, 2003. Philip Dutr´ e, Eric Lafortune, and Yves Willems. Monte Carlo Light Tracing with Direct Computation of Pixel Intensities.

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21–30, 1988. Abhijeet Ghosh, Arnaud Doucet, and Wolfgang Heidrich. Sequential Sampling for Dynamic Environment Map Illumination.

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197–206, 1990. Eric Veach. Robust Monte-Carlo Methods for Light Transport Simulation. PhD thesis, Standford University, 1997. Eric Veach and Leonidas Guibas. Bidirectional Estimators for Light Transport. In Proceedings of the 5th Eurographics Symposium on Rendering, pages 147–162, 1994. Eric Veach and Leonidas Guibas. Metropolis Light Transport.

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459–472, 1994. Ingo Wald, Carsten Benthin, and Philipp Slusallek. Interactive Global Illumination in Complex and Highly Occluded Environments. In Proceedings of the 14th Eurographics Symposium on Rendering, pages 74–81, 2003. Gregory Ward, Francis Rubinstein, and Robert Clear.

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