Progressive Expectation–Maximization for Hierarchical Volumetric Photon Mapping
Wenzel Jakob1,2 Christian Regg1,3 Wojciech Jarosz1
1 Disney Research, Zürich 2 Cornell University 3 ETH Zürich
Saturday, August 4, 12
Progressive ExpectationMaximization for Hierarchical Volumetric - - PowerPoint PPT Presentation
Progressive ExpectationMaximization for Hierarchical Volumetric Photon Mapping Wenzel Jakob 1,2 Christian Regg 1,3 Wojciech Jarosz 1 1 Disney Research, Zrich 2 Cornell University 3 ETH Zrich Saturday, August 4, 12 Motivation Volumetric
Wenzel Jakob1,2 Christian Regg1,3 Wojciech Jarosz1
1 Disney Research, Zürich 2 Cornell University 3 ETH Zürich
Saturday, August 4, 12
Volumetric photon mapping
Issues
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Beam radiance estimate : 917K photons Per-pixel render time
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Per-pixel render time
Beam radiance estimate : 917K photons Our method: 4K Gaussians Per-pixel render time Render time: 281 s Render time: 125 s
Our approach:
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Beam radiance estimate : 4M photons Our method: 16K Gaussians Render time: 727s Render time: 457 s
Our approach:
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[Schjøth et al. 08]
[Spencer et al. 09]
[Spencer et al. 09]
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Given photons approximately determine their density
Nonparametric:
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Given photons approximately determine their density
Nonparametric:
Parametric:
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256 Gaussians 1024 Gaussians 4096 Gaussians 16384 Gaussians Target density [Papas et al.]
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Unknown parameters :
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Approach: find the “most likely” parameters, i.e.
Mixture model Photon locations
Estimated parameters
Expectation maximization
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E-Step: M-Step:
M E
establish soft assignment between photons and Gaussians maximize the expected likelihood
good starting guess needed!
(where : photon count)
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Accelerated EM by [Verbeek et al. 06]
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Stored cell statistics:
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Stored cell statistics:
Our modifications:
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Stored cell statistics:
Our modifications:
shooting passes
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Stored cell statistics:
Our modifications:
shooting passes
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Progressive EM Progressive EM
E M
Shoot photons Initial guess Build Hierarchy Render Refine partition Shoot more photons
converged? yes no
Shoot photons Initial guess Render Build Hierarchy
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...
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1 2 3 4 5 6 7 8
Agglomerative construction:
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Example hierarchy:
Criterion 1: bounding box intersected? Criterion 2: solid angle large enough?
Tr
Criterion 3: attenuation low enough?
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23 BRE: 1M Photons 23+192 = 215 s
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24 Our method: 4K Gaussians 35+24 = 59 s
(fit to 1M photons)
(3.6×)
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25 BRE: 18M Photons 507+609 = 1116 s
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26 Our method: 64K Gaussians 868+66 = 934 s
(fit to 18M photons)
(1.2×)
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27 BRE: 4M Photons 89 + 638 = 727 s
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28 Our method: 16K Gaussians 330 + 127 = 457 s
(1.6×)
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E M
Shoot photons Initial guess Build Hierarchy Render
Progressive EM
Refine cut Shoot more photons
converged? yes no
Faster fitting, no temporal noise
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GPU-based rasterizer:
(4096-term GMM requires only ~240KB of storage)
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Contributions
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