light transport simulation

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LIGHT TRANSPORT SIMULATION Jaroslav Křivánek Charles University in Prague in the ArchViz and Visual Effects industries

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LIGHT TRANSPORT SIMULATION

Jaroslav Křivánek Charles University in Prague

in the ArchViz and Visual Effects industries

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School of Computer Science, CUNI

3

© Panoramio

Graphics@CUNI - J. Křivánek

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Industry collaboration

4 Graphics@CUNI - J. Křivánek

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Image synthesis (Rendering)

Scene description Image

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Arc

hite

ctur

e

Light transport simulation

© Alex Roman

Film

/ S

FX

© 20th Century Fox

Gam

es

© Electronic Arts

Ad-hoc solutions

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Global illumination – Color bleeding

Image credit: Michael Bunnell 7 Jaroslav Křivánek - Light Transport Simulation 7

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Traditional approach in VFX Manually placed lights to emulate GI effects

“Manual” global illumination

Monsters Inc., 2001 © Pixar Animation Studios

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Global illumination – Caustics

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Realistic rendering =

Light transport simulation (+ more)

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Light transport – Global illumination

© Duncan Howdin

Archviz Movies

Image courtesy of Columbia Pictures. © 2006 Columbia Pictures Industries, Inc.

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Light transport – Global illumination

Movies

2002, Shrek 2 (PDI/Dreamworks) 1 bounce indirect

Image courtesy of Columbia Pictures. © 2006 Columbia Pictures Industries, Inc.

2006, Monster House (Sony Imageworks) Full light transport

(path traced) Arnold renderer

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Full light transport simulation Accuracy Ease of use Visual consistency

Light transport – Global illumination

Movies

Image courtesy of Columbia Pictures. © 2006 Columbia Pictures Industries, Inc.

2006, Monster House (Sony Imageworks) Full light transport

(path traced) Arnold renderer

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Full light transport simulation Accuracy Ease of use Visual consistency

Light transport – Global illumination

More information

“The State of Rendering”

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Jaroslav Křivánek - Light Transport Simulation ŠKODA Rapid Catalogue

15

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Jaroslav Křivánek - Light Transport Simulation

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Fake or real?

CG III (NPGR010) – J. Křivánek 2015

Images courtesy Dudek Digital Imaging

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CG III (NPGR010) – J. Křivánek 2015

Images courtesy Maciek Ptaszynski

Fake or real?

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CG III (NPGR010) – J. Křivánek 2015

Image created by Weta Digital © 20th Century Fox

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CG III (NPGR010) – J. Křivánek 2015

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vimeo >> “The Great Gatsby VFX”

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vimeo >> “The Great Gatsby VFX”

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Research is going on

Light transport simulation is not a solved problem

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Limitations: Glossiness

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noise (high variance)

25

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Limitations: Participating media

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Limitations: Complex visibility

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Much recent progress

Common denominator: Path integral formulation of light transport [Veach and Guibas 1995], [Veach 1997]

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Outline

Jaroslav Křivánek - Light Transport Simulation

Path integral formulation of light transport Bidirectional path tracing Photon mapping

Vertex Connection and Merging

[SIGGRAPH Asia 2012] Unified Point Beams and Paths

[SIGGRAPH 2014] Zero-variance Random Walks

[SIGGRAPH 2014] On-line Learning of Parametric Mixture Models

[SIGGRAPH 2014] 29

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PATH INTEGRAL FORMULATION OF LIGHT

TRANSPORT

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Light transport

Geometric optics

emit

travel

reflect

Jaroslav Křivánek - Light Transport Simulation

scatter

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Light transport

Geometric optics

emit

travel

reflect

Jaroslav Křivánek - Light Transport Simulation

scatter

light transport path

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Camera response all paths hitting

the sensor

Light transport

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Path integral formulation

[Veach and Guibas 1995] [Veach 1997]

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Measurement contribution function

sensor sensitivity (“emitted importance”)

path throughput

emitted radiance

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Path integral formulation

?

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Path integral formulation

all path lengths

all possible vertex positions

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Path integral

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RENDERING :

EVALUATING THE PATH INTEGRAL

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Path integral

Monte Carlo integration

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Monte Carlo integration

General approach to numerical evaluation of integrals

x1

f(x)

0 1

p(x)

x2 x3 x4 x5 x6

Integral:

Monte Carlo estimate of I:

Correct „on average“:

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PG III (NPGR010) - J. Křivánek 2014

Slide credit: Iwan Kawrakov

42

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MC evaluation of the path integral

Sample path from some distribution with PDF

Evaluate the probability density

Evaluate the integrand

? ?

Path integral MC estimator

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Algorithms = different path sampling techniques

Path sampling

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Algorithms = different path sampling techniques

Path tracing

Path sampling

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Algorithms = different path sampling techniques

Light tracing

Path sampling

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Algorithms = different path sampling techniques

Same general form of estimator

Path sampling

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Local path sampling

Sample one path vertex at a time 1. From an a priori distribution

lights, camera sensors

2. Sample direction from an existing vertex

3. Connect sub-paths test visibility between vertices

Jaroslav Křivánek - Light Transport Simulation

BRDF lobe sampling

48

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Use of local path sampling

Path tracing Light tracing Bidirectional path tracing

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BIDIRECTIONAL PATH TRACING

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Bidirectional path tracing

Path tracing Light tracing

Bidirectional path sampling

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Unidirectional path sampling

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All possible bidirectional techniques vertex on a light sub-path vertex on en eye sub-path

path tracing

light tracing

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All possible bidirectional techniques vertex on a light sub-path vertex on en eye sub-path

path tracing

light tracing

VPLs

no single technique importance samples all the terms

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Bidirectional path tracing

Use all of the above sampling techniques

Weighted sum using

Multiple Importance Sampling

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Naive BPT implementation

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Other ways of generating the same path

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LIMITATIONS OF BIDIRECTIONAL PATH

TRACING

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Insufficient path sampling techniques

Reference solution Bidirectional path tracing 58

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Insufficient path sampling techniques

SDS paths sampled with zero (or very small) pdf

Jaroslav Křivánek - Light Transport Simulation

diffuse – D

specular – S

59

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PHOTON MAPPING

(DENSITY ESTIMATION)

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Photon mapping (Density estimation)

1. Many fwd walks + store particles (“photon map”) 2. Radiance estimate: (Kernel) density estimation

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Insufficient path sampling techniques

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Summary so far

Physically-plausible rendering = light transport simulation

Path-integral formulation Light transport = numerical evaluation of the path integral

Different algorithms = different estimators of the path integral

BPT, PM = among the most robust previous work

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OUR WORK

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Light Transport Simulation with

Vertex Connection and Merging

Jaroslav Křivánek

Charles University in

Prague

Philipp Slusallek

Saarland University

Tomáš Davidovič

Saarland University

Iliyan Georgiev

Saarland University

SIGGRAPH Asia 2012

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Bidirectional path tracing (30 min) 66

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Photon mapping (Density estimation) (30 min) 67

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Vertex connection and merging (30 min) 68

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Overview

Problem: different mathematical frameworks BPT: Monte Carlo estimator of a path integral PM: Density estimation

Key contribution: Reformulate photon mapping in Veach’s path integral framework

1) Formalize as path sampling technique 2) Derive path probability density

Combination of BPT and PM into a robust algorithm

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Sampling techniques

Unidirectional 2 ways

Vertex connection 4 ways

Vertex merging 5 ways

Total 11 ways

Light vertex Camera vertex

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VCM – Algorithm overview Stage 1: Light sub-path sampling

b) Connect to eye c) Build search struct. a) Trace sub-paths

Stage 2: Eye sub-path sampling

a) Vertex connection

VC

b) Vertex merging

VM

c) Continue sub-path

VC

VM

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Bidirectional path tracing (30 min) 72

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Stochastic progressive photon mapping (30 min) 73

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Vertex connection and merging (30 min) 74

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VC

VM

Relative technique contributions 75

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Bidirectional path tracing (30 min) 76

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Stochastic progressive photon mapping (30 min) 77

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Vertex connection and merging (30 min) 78

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BPT

PM

Relative technique contributions 79

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Remaining challenges

BPT VCM

VCM

80

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Additional resources

Implementation technical report

Image comparisons [iliyan.com]

SmallVCM – open-source VCM implementation [SmallVCM.com]

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VCM in production

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VCM: Summary

Image synthesis requires robust estimators

Vertex Connection and Merging Bidirectional path tracing + Photon mapping (density est.) Photon mapping (density est.) as a path sampling

technique

Invaluable tools Multiple importance sampling Path integral view of light transport

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UNIFYING POINTS, BEAMS, AND PATHS

IN VOLUMETRIC LIGHT TRANSPORT SIMULATION

Jaroslav Křivánek

Charles University in Prague

Petr Vévoda

Charles University in Prague

Toshiya Hachisuka Aarhus University

Iliyan Georgiev

Light Transportation Ltd.

Martin Šik

Charles University in Prague

Derek Nowrouzezahrai

Univesity of Montreal

Wojciech Jarosz

Disney Research Zurich

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Robust to: media properties, lighting

Goal: Robust rendering of media

rare dense

diffuse lighting

focused lighting

high scattering low scattering

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Existing volumetric rendering algorithms

MC path integration Path tracing [Kajiya ‘86, Rushmeier and Torrance ‘88]

Bidirectional path tracing [Lafortune and Willems ‘96]

Photon density estimation

Volumetric photon mapping [Jensen and Christensen ‘98]

Beam radiance estimate [Jarosz et al. ‘08]

Photon beams [Jarosz et al. ‘11]

Issue

No existing algorithm is robust enough

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Bidirectional path tracing 1 hour

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Volumetric photon mapping 1 hour

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Beam radiance estimate 1 hour

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Photon beams 1 hour

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Our algorithm 1 hour

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Our approach: Combine estimators

Multiple Importance Sampling [Veach and Guibas ‘95]

Previous work

Bidirectional path tracing (BPT) [Veach and Guibas ‘95]

Vertex connection and merging (VCM) [Georgiev et al. ‘12]

Unified path sampling (UPS) [Hachisuka et al. ‘12]

Our algorithm

“Unified points beams and paths” (UPBP)

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photon points

QUERY

RADIANCE REP.:

photon beams

point

beam

Beam - Point Point - Point

Point - Beam Beam - Point

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Why combine points and beams?

Won’t photon beams always outperform photon points?

from [Jarosz et al. ’11a]

100k photon points reference 5k photon beams

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Our variance analysis

dense media rare media

beams: points:

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Full transport

rare, fwd-scattering fog

back-scattering

back-scattering high albedo

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Medium transport only

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Pre

viou

s w

ork

com

par

ison

, 1 h

r Point-Point 3D (≈vol. ph. map.) Point-Beam 2D (=BRE)

Beam-Beam 1D (=photon beams) Bidirectional PT

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UPBP (our algorithm) 1 hour

99

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UPBP (our algorithm)

Beam-Beam 1D (photon beams)

Beam-Point 2D (BRE) 1931 iterations in 1 hour

1331 iterations in 1 hour

665 iterations in 1 hour

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Pre

viou

s w

ork

com

par

ison

, 1 h

r Point-Point 3D Point-Beam 2D

Beam-Beam 1D Bidirectional PT

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Point-Point 3D W

eigh

ted

con

trib

uti

ons

Point-Beam 2D

Beam-Beam 1D Bidirectional PT

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UPBP (our algorithm)

Beam-Beam 1D (photon beams)

Beam-Point 2D (BRE)

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Conclusions

Photon beams are not always better than photon points Rare media: beams Dense media: points

Practical combined algorithm Wide range of media properties

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Source code

http://www.smallupbp.com/

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Media coverage

Jaroslav Křivánek - Light Transport Simulation

http://www.fxguide.com/featured/ beam-rendering-extended-at-siggraph-2014/

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UPBP in production

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A ZERO-VARIANCE-BASED SAMPLING SCHEME FOR

MONTE CARLO SUBSURFACE SCATTERING

Jaroslav Křivánek Charles University in Prague

Eugene d’Eon Weta Digital

The work was done while both authors were with Weta Digital

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Image courtesy Eugene d’Eon

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Monte Carlo subsurface scattering

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Classical random walk Oblivious to the boundary

Goal Guide paths toward the

boundary

Motivation

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Teaser

Jaroslav Křivánek - Light Transport Simulation

Classical random walk New method Oblivious to the boundary Guides paths toward the boundary

Variance reduction Efficiency improvement

(shorter paths on average)

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Monte Carlo Subsurface Scattering

Accurate, no assumptions about the geometry Fits smoothly into a physically-based path tracer

BUT slow

Hundreds of scattering events to get an accurate answer

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“Deep penetration problems” (reactor shield design) Blind MC: One in a billion particles makes it through

slab (reactor shield)

Previous work in neutron transport

Jaroslav Křivánek - Light Transport Simulation

incident radiation

transmitted radiation

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Path stretching [Clark ’66, Ponti ‘71, Spanier ‘71] heuristic, manual “stretching parameter” setting

Previous work in neutron transport

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incident radiation

transmitted radiation

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Zero-variance random walk theory

Zero variance random walk theory [Kahn ‘54, Kalos and Whitlock ’08, Hoogenboom ’08, Booth ‘11]

[Dwivedi ‘81]

Synergistic path stretching and angular sampling Solid theory, no heuristics

We apply and extend these ideas in SSS in computer

graphics

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RESULTS

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Semi-infinite half-space test

Jaroslav Křivánek - Light Transport Simulation

albedo 0.4 0.8 0.95

new scheme

(Dwivedi)

classical sampling

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Semi-infinite half-space test

Jaroslav Křivánek - Light Transport Simulation

new scheme

(Dwivedi)

classical sampling

albedo 0.4 0.8 0.95

0.132

0.025 (5.3×) variance

variance 0.093

0.034 (2.7×)

0.020

0.020 (1×)

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Use in rendering

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Use in rendering – White sky illum.

Jaroslav Křivánek - Light Transport Simulation

25 samples per pixel

classical sampling (36 s) Dwivedi (21 s)

MIS: 75% Dwivedi (25 s)

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Use in rendering – IBL

Jaroslav Křivánek - Light Transport Simulation

equal-time comparison, 100 samples per pixel, 75% Dwivedi,

our result classical sampling

our result classical sampling

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Work in progress

Improved sampling Take boundary into account

Better radiance approximation

Matching 1st and 2nd moments of the true solution

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Semi-infinite half-space test

Jaroslav Křivánek - Light Transport Simulation

new scheme

(Dwivedi)

classical sampling

albedo 0.4 0.8 0.95

0.132

0.025 (5.3×) variance

variance 0.093

0.034 (2.7×)

0.020

0.020 (1×) improved

scheme

variance .001 (132×) .0008 (116×) .0002 (100×)

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Future work

Boundary conditions (Fresnel, rough)

Anisotropic scattering More rendering tests

Other applications of zero-variance schemes

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Summary

Monte Carlo solution for subsurface scattering

Zero-variance MC schemes

“Caseology” – analytic solutions for half-space problems

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WRAP-UP

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Summary

Light transport for image synthesis Advanced research Boundary of CG and other fields

Our contribution

Generic, robust and efficient algorithms Wide adoption in practice

Our plans

Enable new application domains

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We’re hiring!

Corona renderer

skilled programmers needed

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Collaboration

Let us know!

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THANK YOU!

Questions?

Jaroslav Křivánek Light Transport Simulation with Vertex Connection and Merging

[cgg.mff.cuni.cz/~jaroslav]