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MC Ray Tracing: Part III, Acceleration and Biased Tech. Sung-Eui - PowerPoint PPT Presentation

CS580: MC Ray Tracing: Part III, Acceleration and Biased Tech. Sung-Eui Yoon ( ) Course URL: http://sglab.kaist.ac.kr/~sungeui/GCG Class Objectives: Extensions to the basic MC path tracer Bidirectional path tracer


  1. CS580: MC Ray Tracing: Part III, Acceleration and Biased Tech. Sung-Eui Yoon ( 윤성의 ) Course URL: http://sglab.kaist.ac.kr/~sungeui/GCG

  2. Class Objectives: ● Extensions to the basic MC path tracer ● Bidirectional path tracer ● Metropolis sampling ● Biased techniques ● Irradiance caching ● Photon mapping 2

  3. General GI Algorithm ● Design path generators ● Path generators determine efficiency of GI algorithm ● Black boxes ● Evaluate BRDF, ray intersection, visibility evaluations, etc 3

  4. Other Rendering Techniques ● Bidirectional path tracing ● Metropolis ● Biased techniques ● Irradiance caching ● Photon mapping 4

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  12. Other Rendering Techniques ● Metropolis ● Biased techniques ● Irradiance caching ● Photon mapping 12

  13. Metropolis ● Based on Metropolis sampling (1950’s) ● Introduced by Veach and Guibas to CG ● Deals with hard to find light paths ● Robust ● Hairy math, but it works ● Not that easy to implement 13

  14. Metropolis ● Generate paths ● Once a valid path is found, mutate it to generate new valid paths ● Advantages: ● Path re-use ● Local exploration: found hard-to-find light distribution, mutate to find other such paths 14

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  19. Metropolis ● Advantages ● Robust ● Good for hard to find light paths ● Disadvantage ● Slow convergence for many important paths ● Tricky to implement and get right 19

  20. Unbiased vs. Consistent ● Unbiased ● No systematic error ● E[I estimator ] = I ● Better results with larger N ● Consistent ● Converges to correct results with more samples ● E[I estimator ] = I + ε , where lim n  ∞ ε = 0 20

  21. Biased Methods ● MC methods ● Too noisy and slow ● Nose is objectionable ● Biased methods: store information (caching) ● Irradiance caching ● Photon mapping 21

  22. Irradiance Caching ● Introduced by Greg Ward 1988 ● Implemented in RADIANCE ● Public-domain software ● Exploits smoothness of irradiance ● Cache and interpolate irradiance estimates 22

  23. Irradiance Caching ● Indirect changes smoothly. 23 From Wang’s slides

  24. Irradiance Caching ● Indirect changes smoothly. ● Cache irradiance. 24 From Wang’s slides

  25. Irradiance Caching ● Indirect changes smoothly. ● Cache irradiance. 25 From Wang’s slides

  26. Irradiance Caching ● Indirect changes smoothly. ● Cache irradiance. ● Interpolate them. 26 From Wang’s slides

  27. Irradiance Caching Approach ● Irradiance E(x) estimated using MC ● Cache irradiance when possible ● Store in octree for fast access ● When do we use this cache of irradiance values? 27

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  29. Indirect Indirect Direct From thesis of Jarosz 29

  30. Photon Mapping ● 2 passes: ● Shoot “photons” (light-rays) and record any hit-points ● Shoot viewing rays and collect information from stored photons 30

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  32. Flux for each photon 32

  33. for diffuse materials 33

  34. Stored Photons Generate a few hundreds of thousands of photons 34

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  36. Radiance Estimation ● Compute N nearest photons ● Consider a few hundreds of photons ● Compute the radiance for each photon to outgoing direction ● Consider BRDF and ● Divided by area 36

  37. Efficiency ● Want k nearest photons ● Use kd-tree ● Using photon maps as it create noisy images ● Need extremely large amount of photons 37

  38. Perform direct illumination for visible surface using regular MC sampling 38

  39. Specular reflection and transmission are ray traced 39

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  42. for the caustic 350K photons map Result 42

  43. Progressive Photon Mapping [Hachisuka et al., SIG. A. 08] ● Photon mapping ● A consistent algorithm and good at caustics and SDS paths ● Requires huge # of photons to avoid noises Img.blog.yahoo.co.kr/ybi 43

  44. Progressive Photon Mapping [Hachisuka et al., SIG. A. 08] ● Photon mapping ● Requires huge # of photons to avoid noises ● Its quality is limited by the available memory 22 hours 20M photons 165M photons 44

  45. Overall Framework ● Achieve arbitrary accuracy without requiring infinite memory ● Uses multiple phases ● Store extra information for all the hit points along all the ray paths ● E.g., accumulated # of photons, flux, and current radius 45

  46. Key Idea ● We want to increase # of photons and reduce radius while keeping photon density ● Key assumption: ● Uniform photon density and illumination within each radius 46

  47. 213M photons Results 47

  48. Comparison 48

  49. Future Work ● Stopping criteria and error estimate ● How many photons do we need? ● Adaptive photon tracing ● We know how many photons are used in each hit point in the PPM framework 49

  50. Class Objectives were: ● Extensions to the basic MC path tracer ● Bidirectional path tracer ● Metropolis sampling ● Biased techniques ● Irradiance caching ● Photon mapping 50

  51. Summary ● Two basic building blocks ● Radiometry ● Rendering equation ● MC integration ● MC ray tracing ● Unbiased methods ● Biased methods 51

  52. Summary 52

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