The Beam Radiance Estimate for Volumetric Photon Mapping Wojciech - - PDF document

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The Beam Radiance Estimate for Volumetric Photon Mapping Wojciech - - PDF document

The Beam Radiance Estimate for Volumetric Photon Mapping Wojciech Jarosz in collaboration with Matthias Zwicker and Henrik Wann Jensen University of California, San Diego April 17, 2008 Thursday, 6 September 12 Motivation


slide-1
SLIDE 1

The Beam Radiance Estimate

for Volumetric Photon Mapping

Wojciech Jarosz

in collaboration with

Matthias Zwicker and Henrik Wann Jensen

University of California, San Diego April 17, 2008

Thursday, 6 September 12

slide-2
SLIDE 2

http://www.kevinyank.com

Motivation

http://mev.fopf.mipt.ru

2

Wojciech Jarosz Thursday, 6 September 12

* In this talk, we are interested in rendering scene with participating media, or scenes where the volume or medium participates in the lighting interactions. * These are just a few example photographs of the types of efgects that are caused by participating media.

slide-3
SLIDE 3

medium

  • bject

light source

Theoretical Background

3

camera (eye)

Thursday, 6 September 12

slide-4
SLIDE 4
  • bject

x

Volume Rendering Equation

4

Thursday, 6 September 12

* The radiance, L, arriving at the eye along a ray can be expressed using the volume rendering equation. * Now this may seem like a very intimidating and complex equation, and that’s because it is (at least computationally) * but at a high-level the meaning is pretty simple. * the radiance arriving at the eye is the sum of two terms:

slide-5
SLIDE 5

L(xs, ⇥ )

  • bject

                                                                                    

x xs Tr(x↔xs)

Volume Rendering Equation

5

Thursday, 6 September 12

* the right-hand term incorporates lighting arriving from a surface * before reaching the eye, this radiance must travel through the medium and so is attenuated by a transmission term

slide-6
SLIDE 6
  • bject

                                                                                    

x xs s

Volume Rendering Equation

6

Thursday, 6 September 12

* the left-hand term integrates the scattering of light from the medium along the whole length of the ray

slide-7
SLIDE 7
  • bject

x xt Li(xt, ⇥ )

Volume Rendering Equation

Li(xt, ⌃ ) =

  • Ω4π

p(xt, ⌃ , ⌃ t)L(xt, ⌃ t) dt

7

Thursday, 6 September 12

* the main quantity that is integrated, Li, is inscattered radiance * Li itself is an integral. it represents the amount of light that reaches some point in the volume (from any other location in the scene), and then subsequently scatterers towards the eye * Li this brings about a recursive nature of the volume rendering equation and is extremely expensive to compute

slide-8
SLIDE 8
  • bject

                                  

x xt Tr(x↔xt) σs(xt) Li(xt, ⇥ )

Volume Rendering Equation

8

Thursday, 6 September 12

* as this scattered light travels towards the eye it is also dissipated by extinction through the medium * this computation is very expensive and there has been a lot of work on how to solve this problem effjciently

slide-9
SLIDE 9

Previous Work

Finite Element

  • Zonal Method [Rushmeier and Torrance 87; Bhate and Tokuta 92]
  • Diffusion [Stam 95]
  • Requires discretization

Monte Carlo

  • Path tracing [Kajiya and Herzen 84; Kajiya 86; Lafortune and Willems

96]

  • Photon mapping [Jensen and Christensen 1998]
  • Metropolis [Pauly, Kollig, and Keller 00]
  • Path Integration [Premože 03]
  • Slow convergence/noisy results.

9

Thursday, 6 September 12

* previous methods can roughly be split up into two main categories.

slide-10
SLIDE 10

Previous Work

Monte Carlo

  • Photon mapping [Jensen and Christensen 1998]
  • Costly for scenes with large extent

Henrik Wann Jensen 2000

10

Thursday, 6 September 12

* One of the techniques that has proven more popular is photon mapping

slide-11
SLIDE 11
  • bject

Volumetric Photon Mapping

11

Thursday, 6 September 12

* volumetric photon mapping starts by shooting photons from light sources * these photons carry energy and are deposited at surfaces and within the volume at scattering events * after the photon tracing stage the photon density represents the distribution of radiance within the scene.

slide-12
SLIDE 12
  • bject

xt

Volumetric Photon Mapping

Li(xt, ⌅ ) approximated using photon map

12

Thursday, 6 September 12

* the local information in the photon map is used to effjciently estimate values of inscattered radiance * at any location within the medium inscattered radiance is computed by taking a local average of the photon energy. * effjciency is gained by reusing a relatively small collection of photons to compute inscattered radiance at all locations in the image (no new rays need to be traced to compute Li) * by reusing photons during this process, the lighting is blurred or smoothed out, which reduces high frequency noise, but introduces bias

slide-13
SLIDE 13
  • bject

Volumetric Photon Mapping (Ray Marching)

13

Thursday, 6 September 12

* However, in order to approximate the integral along the ray, photon mapping uses ray marching. * ray marching is a 1D numerical integration technique which is computed by taking small steps along the ray and evaluating the inscattered radiance at each discrete step.

slide-14
SLIDE 14

Volumetric Photon Mapping

Conventional Radiance Estimate

14

Thursday, 6 September 12

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SLIDE 15

Volumetric Photon Mapping

Conventional Radiance Estimate

15

Thursday, 6 September 12

slide-16
SLIDE 16

Volumetric Photon Mapping

Conventional Radiance Estimate

16

Thursday, 6 September 12

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SLIDE 17

Volumetric Photon Mapping

Conventional Radiance Estimate

17

Thursday, 6 September 12

slide-18
SLIDE 18

Volumetric Photon Mapping

Conventional Radiance Estimate

18

Thursday, 6 September 12

slide-19
SLIDE 19

Volumetric Photon Mapping

Conventional Radiance Estimate

19

Thursday, 6 September 12

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SLIDE 20

Drawbacks

20

Thursday, 6 September 12

* if the step size is too small, then we may find the same photons multiple times (shown in blue) * if the step size is too big, we miss features (as shown in orange).

slide-21
SLIDE 21

Drawbacks

  • Radiance estimation is

expensive

  • Requires range search

in photon map

  • Performed numerous

times per ray

20

Thursday, 6 September 12

* if the step size is too small, then we may find the same photons multiple times (shown in blue) * if the step size is too big, we miss features (as shown in orange).

slide-22
SLIDE 22

Large Step-size

Drawbacks

21

Thursday, 6 September 12

* the way this manifests itself in renderings is high-frequency noise * with a large step-size we may completely jump over the narrow lighthouse beam * there is a tension between effjciency and noise in setting this parameters

slide-23
SLIDE 23

Large Step-size

Drawbacks

21

Thursday, 6 September 12

* the way this manifests itself in renderings is high-frequency noise * with a large step-size we may completely jump over the narrow lighthouse beam * there is a tension between effjciency and noise in setting this parameters

slide-24
SLIDE 24

Large Step-size

Drawbacks

Very Small Step-size

21

Thursday, 6 September 12

* the way this manifests itself in renderings is high-frequency noise * with a large step-size we may completely jump over the narrow lighthouse beam * there is a tension between effjciency and noise in setting this parameters

slide-25
SLIDE 25

Goal

  • Render high-quality, noise-free images

using photon mapping, faster.

22

Thursday, 6 September 12

slide-26
SLIDE 26

Goal

  • Render high-quality, noise-free images

using photon mapping, faster.

  • Eliminate ray marching by finding all

photons which contribute to the entire length of a ray.

22

Thursday, 6 September 12

slide-27
SLIDE 27

Goal

  • Need to solve:
  • How do we find photons?
  • How do we use photons?

23

Thursday, 6 September 12

* Find all photons which contribute to the entire length of a ray. * Given all photons along ray, how do we use them to compute a radiance estimate?

slide-28
SLIDE 28

Outline

  • Need to solve:

2) How do we find photons? 1) How do we use photons?

24

Thursday, 6 September 12

* I’ll cover these in reverse order. * This will require some equations (to convince you that I didn’t just make this up)

slide-29
SLIDE 29

Outline

  • Need to solve:

2) How do we find photons? 1) How do we use photons? 3) Render pretty pictures! (quickly)

24

Thursday, 6 September 12

* I’ll cover these in reverse order. * This will require some equations (to convince you that I didn’t just make this up)

slide-30
SLIDE 30

Outline

  • Need to solve:

2) How do we find photons? 1) How do we use photons? 3) Render pretty pictures! (quickly)

25

Thursday, 6 September 12

* I’ll cover these in reverse order. * This will require some equations (to convince you that I didn’t just make this up)

slide-31
SLIDE 31

Approach

  • High level description of photon

mapping is intuitive, but difficult to generalize

  • Theoretical reformulation of volumetric

photon mapping

  • Using the Measurement Equation
  • More flexible

26

Thursday, 6 September 12

* this reformulation allows us to mathematically express higher level radiometric quantities * for instance, if we don’t just want the radiance at a point, but want the total flux on a surface, or the accumulate radiance along a line. * and it shows us how to estimate these values using the photon map.

slide-32
SLIDE 32

Measurement Equation

  • Radiance, , is a 5D function over

position, , and direction, .

27

Thursday, 6 September 12

* concisely written as an inner product between the radiance field and a weighting function * the weighting function is typically non-zero only within a small region of the whole domain

slide-33
SLIDE 33

Measurement Equation

  • Radiance, , is a 5D function over

position, , and direction, .

  • A measurement is a weighted integral
  • f radiance:

27

Thursday, 6 September 12

* concisely written as an inner product between the radiance field and a weighting function * the weighting function is typically non-zero only within a small region of the whole domain

slide-34
SLIDE 34

Measurement Equation

  • Radiance, , is a 5D function over

position, , and direction, .

  • A measurement is a weighted integral
  • f radiance:

= We, L⇥

27

Thursday, 6 September 12

* concisely written as an inner product between the radiance field and a weighting function * the weighting function is typically non-zero only within a small region of the whole domain

slide-35
SLIDE 35

Measurement Equation

= We, L⇥

27

Thursday, 6 September 12

* concisely written as an inner product between the radiance field and a weighting function * the weighting function is typically non-zero only within a small region of the whole domain

slide-36
SLIDE 36

Measurement Equation

= We, L⇥

  • Many global illumination algorithms

can be expressed this way

28

Thursday, 6 September 12

* concisely written as an inner product between the radiance field and a weighting function * the weighting function is typically non-zero only within a small region of the whole domain

slide-37
SLIDE 37

Measurement Equation

= We, L⇥

  • Many global illumination algorithms

can be expressed this way

  • path tracing

28

Thursday, 6 September 12

* concisely written as an inner product between the radiance field and a weighting function * the weighting function is typically non-zero only within a small region of the whole domain

slide-38
SLIDE 38

Measurement Equation

= We, L⇥

  • Many global illumination algorithms

can be expressed this way

  • path tracing
  • radiosity

28

Thursday, 6 September 12

* concisely written as an inner product between the radiance field and a weighting function * the weighting function is typically non-zero only within a small region of the whole domain

slide-39
SLIDE 39

Measurement Equation

= We, L⇥

  • Many global illumination algorithms

can be expressed this way

  • path tracing
  • radiosity
  • particle tracing [Veach98]

28

Thursday, 6 September 12

* concisely written as an inner product between the radiance field and a weighting function * the weighting function is typically non-zero only within a small region of the whole domain

slide-40
SLIDE 40

Photon Mapping as a Measurement

  • Photon tracing generates N weighted

sample rays, or photons

  • : ray
  • : corresponding weight

(i, xi, ⌅ ⇥i) αi (xi, ⇤ i)

29

Thursday, 6 September 12

* Veach showed that given certain constraints on how the photons are distributed, unbiased measurements can be estimated as a weighted sum * Veach showed this for particle tracing on surfaces, and we extend his derivation to include participating media * Arbitrary measurements can be computed using the photon map

slide-41
SLIDE 41

Photon Mapping as a Measurement

  • Photon tracing generates N weighted

sample rays, or photons

  • : ray
  • : corresponding weight
  • Unbiased measurements can be

estimated as a weighted sum of photons:

(i, xi, ⌅ ⇥i) αi (xi, ⇤ i) E

  • 1

N

N

i=1

We(xi, ⇥i)i ⇥ = We, L⇥

29

Thursday, 6 September 12

* Veach showed that given certain constraints on how the photons are distributed, unbiased measurements can be estimated as a weighted sum * Veach showed this for particle tracing on surfaces, and we extend his derivation to include participating media * Arbitrary measurements can be computed using the photon map

slide-42
SLIDE 42

Photon Mapping as a Measurement

E

  • 1

N

N

i=1

We(xi, ⇥i)i ⇥ = We, L⇥

29

Thursday, 6 September 12

* Veach showed that given certain constraints on how the photons are distributed, unbiased measurements can be estimated as a weighted sum * Veach showed this for particle tracing on surfaces, and we extend his derivation to include participating media * Arbitrary measurements can be computed using the photon map

slide-43
SLIDE 43
  • Veach showed that the conventional

radiance estimate (for surfaces) is a measurement, where blurs photon contributions across surfaces.

  • Also true for conventional volumetric

radiance estimate, but blurs within volume.

Conventional Radiance Estimate

E

  • 1

N

N

i=1

We(xi, ⇥i)i ⇥ = We, L⇥

30

Thursday, 6 September 12

slide-44
SLIDE 44

Arbitrary Measurements Using the Photon Map

  • However, any arbitrary weighting

function can be used to compute a different measurement.

E

  • 1

N

N

i=1

We(xi, ⇥i)i ⇥ = We, L⇥

31

Thursday, 6 September 12

* if we can represent the quantity we want to compute as a measurement, then we can compute estimates of that quantity using the measurement equation

slide-45
SLIDE 45

Arbitrary Measurements Using the Photon Map

  • However, any arbitrary weighting

function can be used to compute a different measurement.

  • If we can express our problem as a

measurement, we can estimate it using the photon map.

E

  • 1

N

N

i=1

We(xi, ⇥i)i ⇥ = We, L⇥

31

Thursday, 6 September 12

* if we can represent the quantity we want to compute as a measurement, then we can compute estimates of that quantity using the measurement equation

slide-46
SLIDE 46
  • bject

x

Volume Rendering Equation

E

  • 1

N

N

i=1

We(xi, ⇥i)i ⇥ = We, L⇥

32

Thursday, 6 September 12

slide-47
SLIDE 47
  • bject

                                                                                    

x xs s

Volume Rendering Equation

E

  • 1

N

N

i=1

We(xi, ⇥i)i ⇥ = We, L⇥

32

Thursday, 6 September 12

slide-48
SLIDE 48

Volume Rendering Equation

E

  • 1

N

N

i=1

We(xi, ⇥i)i ⇥ = We, L⇥

32

Thursday, 6 September 12

slide-49
SLIDE 49

Volume Rendering Equation

E

  • 1

N

N

i=1

We(xi, ⇥i)i ⇥ = We, L⇥

33

Thursday, 6 September 12

slide-50
SLIDE 50

Volume Rendering Equation

E

  • 1

N

N

i=1

We(xi, ⇥i)i ⇥ = We, L⇥ Li(xt, ⌃ ) =

  • Ω4π

p(xt, ⌃ , ⌃ t)L(xt, ⌃ t)dt

where:

33

Thursday, 6 September 12

slide-51
SLIDE 51

Volume Rendering Equation

E

  • 1

N

N

i=1

We(xi, ⇥i)i ⇥ = We, L⇥ s

  • Ω4π

Tr(x↔xt)s(xt)p(xt, ⇥, ⇥t)L(xt, ⇥t) d⇥t dt Li(xt, ⌃ ) =

  • Ω4π

p(xt, ⌃ , ⌃ t)L(xt, ⌃ t)dt

where:

33

Thursday, 6 September 12

slide-52
SLIDE 52

Beam Radiance

E

  • 1

N

N

i=1

We(xi, ⇥i)i ⇥ = We, L⇥ s

  • Ω4π

Tr(x↔xt)s(xt)p(xt, ⇥, ⇥t)L(xt, ⇥t) d⇥t dt

34

Thursday, 6 September 12

slide-53
SLIDE 53

Beam Radiance

E

  • 1

N

N

i=1

We(xi, ⇥i)i ⇥ = We, L⇥ s

  • Ω4π

Tr(x↔xt)s(xt)p(xt, ⇥, ⇥t)L(xt, ⇥t) d⇥t dt

34

Thursday, 6 September 12

slide-54
SLIDE 54

Beam Radiance

E

  • 1

N

N

i=1

We(xi, ⇥i)i ⇥ = We, L⇥ s

  • Ω4π

Tr(x↔xt)s(xt)p(xt, ⇥, ⇥t)L(xt, ⇥t) d⇥t dt

34

Thursday, 6 September 12

slide-55
SLIDE 55

Beam Radiance

E

  • 1

N

N

i=1

We(xi, ⇥i)i ⇥ = We, L⇥ s

  • Ω4π

Tr(x↔xt)s(xt)p(xt, ⇥, ⇥t)L(xt, ⇥t) d⇥t dt

34

Thursday, 6 September 12

slide-56
SLIDE 56

Beam Radiance

E

  • 1

N

N

i=1

We(xi, ⇥i)i ⇥ = We, L⇥ s

  • Ω4π

Tr(x↔xt)s(xt)p(xt, ⇥, ⇥t)L(xt, ⇥t) d⇥t dt

Change integration over t into integration over V.

34

Thursday, 6 September 12

slide-57
SLIDE 57

Beam Radiance is a Measurement

E

  • 1

N

N

i=1

We(xi, ⇥i)i ⇥ = We, L⇥

Change integration over t into integration over V. Use delta function, , to limit integration to line.

35

Thursday, 6 September 12

* delta function means we only get a useable estimate if a photon falls directly on the line

slide-58
SLIDE 58

Beam Radiance (Bias)

E

  • 1

N

N

i=1

We(xi, ⇥i)i ⇥ = We, L⇥

In practice, use cylindrical blurring kernel, K.

36

Thursday, 6 September 12

* so in practice we replace the delta function with a blurring kernel which blurs radiance from the line into a cylinder. * the kernel allows photons that are not directly on the line to be used in the estimate * we have the freedom to choose the exact form of this blurring kernel

slide-59
SLIDE 59

Beam Radiance (Bias)

E

  • 1

N

N

i=1

We(xi, ⇥i)i ⇥ = We, L⇥

36

Thursday, 6 September 12

* so in practice we replace the delta function with a blurring kernel which blurs radiance from the line into a cylinder. * the kernel allows photons that are not directly on the line to be used in the estimate * we have the freedom to choose the exact form of this blurring kernel

slide-60
SLIDE 60

Volumetric Photon Mapping

Conventional Radiance Estimate

37

Thursday, 6 September 12

slide-61
SLIDE 61

Volumetric Photon Mapping

Conventional Radiance Estimate

37

Thursday, 6 September 12

slide-62
SLIDE 62

Volumetric Photon Mapping

Conventional Radiance Estimate

38

Thursday, 6 September 12

slide-63
SLIDE 63

Volumetric Photon Mapping

Beam Radiance Estimate

39

Thursday, 6 September 12

slide-64
SLIDE 64

Volumetric Photon Mapping

Beam Radiance Estimate

39

Thursday, 6 September 12

slide-65
SLIDE 65

What is ?

40

  • A fixed-size kernel results in a uniform

blur of the photon map.

  • In this case, we need to find photons in

fixed-radius cylinder about ray.

Thursday, 6 September 12

slide-66
SLIDE 66

Fixed Radius Comparison

Beam Estimate

41

Thursday, 6 September 12

* When using a constant blurring radius, in the limit the conventional and beam radiance estimates are equivalent. * uses exactly the same photon map

slide-67
SLIDE 67

Fixed Radius Comparison

  • Conv. Estimate Beam Estimate

41

Thursday, 6 September 12

* When using a constant blurring radius, in the limit the conventional and beam radiance estimates are equivalent. * uses exactly the same photon map

slide-68
SLIDE 68

Fixed Radius Comparison

  • Conv. Estimate Beam Estimate

(4:21) (4:15)

41

Thursday, 6 September 12

* When using a constant blurring radius, in the limit the conventional and beam radiance estimates are equivalent. * uses exactly the same photon map

slide-69
SLIDE 69

Fixed Radius Comparison

  • Conv. Estimate
  • Conv. Estimate

Beam Estimate

(4:21) (4:15) (∞)

41

Thursday, 6 September 12

* When using a constant blurring radius, in the limit the conventional and beam radiance estimates are equivalent. * uses exactly the same photon map

slide-70
SLIDE 70

Conventional Radiance Estimate

Fixed Radius Nearest Neighbor

42

Thursday, 6 September 12

* however, in practice a fixed radius is rarely used, and the nearest neighbors method is used to adapt the radius to the local density of photons

slide-71
SLIDE 71

Conventional Beam

43

Adaptive ?

Thursday, 6 September 12

* The conventional radiance estimate uses the k-nearest neighbor method at a point. * How can we generalize this along a line?

slide-72
SLIDE 72

Conventional Beam

Adaptive radius ?

43

Adaptive ?

Thursday, 6 September 12

* The conventional radiance estimate uses the k-nearest neighbor method at a point. * How can we generalize this along a line?

slide-73
SLIDE 73

Primal vs. Dual

44

Primal

Thursday, 6 September 12

* in order to address this we turn to the primal vs. dual interpretation of density estimation * two difgerent interpretations of density estimation * exactly equivalent for fixed-radius searches

slide-74
SLIDE 74

Primal vs. Dual

44

Primal Dual

Thursday, 6 September 12

* in order to address this we turn to the primal vs. dual interpretation of density estimation * two difgerent interpretations of density estimation * exactly equivalent for fixed-radius searches

slide-75
SLIDE 75

Primal vs. Dual

44

Primal

allow radius to vary: adaptive kernel method

Dual

Thursday, 6 September 12

* in order to address this we turn to the primal vs. dual interpretation of density estimation * two difgerent interpretations of density estimation * exactly equivalent for fixed-radius searches

slide-76
SLIDE 76

Volumetric Photon Mapping

Beam Radiance Estimate

45

Thursday, 6 September 12

slide-77
SLIDE 77

Volumetric Photon Mapping

Beam Radiance Estimate

46

Thursday, 6 September 12

slide-78
SLIDE 78

Volumetric Photon Mapping

Beam Radiance Estimate

47

Thursday, 6 September 12

slide-79
SLIDE 79

Volumetric Photon Mapping

Beam Radiance Estimate

48

Thursday, 6 September 12

slide-80
SLIDE 80

Adaptive Radius Comparison

  • Conv. Estimate
  • Conv. Estimate

Beam Estimate

49

Thursday, 6 September 12

slide-81
SLIDE 81

Adaptive Radius Comparison

  • Conv. Estimate
  • Conv. Estimate

Beam Estimate

(6:38) (6:22) (∞)

49

Thursday, 6 September 12

slide-82
SLIDE 82

Algorithm

50

1) Shoot photons from light sources. 2) Construct a balanced kD-tree for the photons. 3) Assign a radius for each photon (photon-discs). 4) Create acceleration structure over photon-discs. 5) Render:

  • For each ray through the medium,

accumulate all photon-discs that intersect ray.

Thursday, 6 September 12

* first two steps identical to regular photon mapping

slide-83
SLIDE 83

Same as Regular Photon Mapping

Algorithm

50

1) Shoot photons from light sources. 2) Construct a balanced kD-tree for the photons. 3) Assign a radius for each photon (photon-discs). 4) Create acceleration structure over photon-discs. 5) Render:

  • For each ray through the medium,

accumulate all photon-discs that intersect ray.

Thursday, 6 September 12

* first two steps identical to regular photon mapping

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SLIDE 84

Same as Regular Photon Mapping Our Method

Algorithm

50

1) Shoot photons from light sources. 2) Construct a balanced kD-tree for the photons. 3) Assign a radius for each photon (photon-discs). 4) Create acceleration structure over photon-discs. 5) Render:

  • For each ray through the medium,

accumulate all photon-discs that intersect ray.

Thursday, 6 September 12

* first two steps identical to regular photon mapping

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SLIDE 85

Algorithm

51

1) Shoot photons from light sources.

  • bject

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SLIDE 86

Algorithm

52

2) Construct a balanced kD-tree for the photons.

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SLIDE 87

Algorithm

53

2) Construct a balanced kD-tree for the photons.

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SLIDE 88

Algorithm

54

3) Assign a radius for each photon (photon-discs).

Adaptive: perform k-NN search at each photon

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* if we use a fixed kernel, then each radius is the same, otherwise the radius is computed from the local density of each photon

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SLIDE 89

Algorithm

55

4) Create a bounding-box hierarchy over

photon-discs

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SLIDE 90

d e a b c g f

Algorithm

56

4) Create a bounding-box hierarchy over

photon-discs

a c f b d e g

kD-tree

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SLIDE 91

d e a b c g f

Algorithm

56

4) Create a bounding-box hierarchy over

photon-discs

a c f b d e g

kD-tree

a c f b d e g

BBH reuse hierarchical structure of kD-tree

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SLIDE 92

Algorithm

57

5) Render: For each ray through the medium,

accumulate all photon-discs that intersect ray.

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SLIDE 93

Results

58

  • 1K horizontal resolution
  • 2.4 GHz Core 2 Duo (using one Core)
  • Comparing identical photon maps

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SLIDE 94

Smoky Cornell Box

  • Conv. Estimate

Beam Estimate

59

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SLIDE 95

Smoky Cornell Box

  • Conv. Estimate

Beam Estimate

(4:03) (3:35)

59

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SLIDE 96

Lighthouse

Conventional Estimate Beam Estimate

60

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SLIDE 97

Lighthouse

Conventional Estimate Beam Estimate

(1:12) (1:05)

60

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SLIDE 98

Cars on Foggy Street

Conventional Estimate Beam Estimate

61

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SLIDE 99

Cars on Foggy Street

Conventional Estimate Beam Estimate

(2:02) (1:53)

61

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SLIDE 100

Summary

  • Theoretical reformulation of PM

(measurement equation)

  • Beam radiance estimate
  • Eliminates ray-marching (and all

high-frequency noise) in PM

  • Same photon map as conv. PM
  • Can handle adaptive search radius

62

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SLIDE 101

Questions?

63

Thursday, 6 September 12