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

mc ray tracing
SMART_READER_LITE
LIVE PREVIEW

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


slide-1
SLIDE 1

CS580:

MC Ray Tracing:

Part III, Acceleration and Biased Tech.

Sung-Eui Yoon (윤성의)

Course URL: http://sglab.kaist.ac.kr/~sungeui/GCG

slide-2
SLIDE 2

2

Class Objectives:

  • Extensions to the basic MC path tracer
  • Bidirectional path tracer
  • Metropolis sampling
  • Biased techniques
  • Irradiance caching
  • Photon mapping
slide-3
SLIDE 3

3

General GI Algorithm

  • Design path generators
  • Path generators determine efficiency of GI

algorithm

  • Black boxes
  • Evaluate BRDF, ray intersection, visibility

evaluations, etc

slide-4
SLIDE 4

4

Other Rendering Techniques

  • Bidirectional path tracing
  • Metropolis
  • Biased techniques
  • Irradiance caching
  • Photon mapping
slide-5
SLIDE 5

5

slide-6
SLIDE 6

6

slide-7
SLIDE 7

7

slide-8
SLIDE 8

8

slide-9
SLIDE 9

9

slide-10
SLIDE 10

10

slide-11
SLIDE 11

11

slide-12
SLIDE 12

12

Other Rendering Techniques

  • Metropolis
  • Biased techniques
  • Irradiance caching
  • Photon mapping
slide-13
SLIDE 13

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
slide-14
SLIDE 14

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

slide-15
SLIDE 15

15

slide-16
SLIDE 16

16

slide-17
SLIDE 17

17

slide-18
SLIDE 18

18

slide-19
SLIDE 19

19

Metropolis

  • Advantages
  • Robust
  • Good for hard to find light paths
  • Disadvantage
  • Slow convergence for many important paths
  • Tricky to implement and get right
slide-20
SLIDE 20

20

Unbiased vs. Consistent

  • Unbiased
  • No systematic error
  • E[Iestimator] = I
  • Better results with larger N
  • Consistent
  • Converges to correct results with more samples
  • E[Iestimator] = I + ε, where limn∞ ε = 0
slide-21
SLIDE 21

21

Biased Methods

  • MC methods
  • Too noisy and slow
  • Nose is objectionable
  • Biased methods: store information

(caching)

  • Irradiance caching
  • Photon mapping
slide-22
SLIDE 22

22

Irradiance Caching

  • Introduced by Greg Ward 1988
  • Implemented in RADIANCE
  • Public-domain software
  • Exploits smoothness of irradiance
  • Cache and interpolate irradiance estimates
slide-23
SLIDE 23

23

Irradiance Caching

  • Indirect changes smoothly.

From Wang’s slides

slide-24
SLIDE 24

24

Irradiance Caching

  • Indirect changes smoothly.
  • Cache irradiance.

From Wang’s slides

slide-25
SLIDE 25

25

Irradiance Caching

  • Indirect changes smoothly.
  • Cache irradiance.

From Wang’s slides

slide-26
SLIDE 26

26

Irradiance Caching

  • Indirect changes smoothly.
  • Cache irradiance.
  • Interpolate them.

From Wang’s slides

slide-27
SLIDE 27

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?

slide-28
SLIDE 28

28

slide-29
SLIDE 29

29

Direct Indirect Indirect

From thesis of Jarosz

slide-30
SLIDE 30

30

Photon Mapping

  • 2 passes:
  • Shoot “photons” (light-rays) and record any

hit-points

  • Shoot viewing rays and collect information

from stored photons

slide-31
SLIDE 31

31

slide-32
SLIDE 32

32

Flux for each photon

slide-33
SLIDE 33

33

for diffuse materials

slide-34
SLIDE 34

34

Stored Photons

Generate a few hundreds of thousands of photons

slide-35
SLIDE 35

35

slide-36
SLIDE 36

36

Radiance Estimation

  • Compute N nearest photons
  • Consider a few hundreds of photons
  • Compute the radiance for each photon to
  • utgoing direction
  • Consider BRDF and
  • Divided by area
slide-37
SLIDE 37

37

Efficiency

  • Want k nearest photons
  • Use kd-tree
  • Using photon maps as it create noisy

images

  • Need extremely large amount of photons
slide-38
SLIDE 38

38

Perform direct illumination for visible surface using regular MC sampling

slide-39
SLIDE 39

39

Specular reflection and transmission are ray traced

slide-40
SLIDE 40

40

slide-41
SLIDE 41

41

slide-42
SLIDE 42

42

Result

350K photons for the caustic map

slide-43
SLIDE 43

43

  • 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

Progressive Photon Mapping [Hachisuka et al., SIG. A. 08]

slide-44
SLIDE 44

44

  • Photon mapping
  • Requires huge # of photons to avoid noises
  • Its quality is limited by the available memory

20M photons 165M photons 22 hours

Progressive Photon Mapping [Hachisuka et al., SIG. A. 08]

slide-45
SLIDE 45

45

  • 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

Overall Framework

slide-46
SLIDE 46

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

slide-47
SLIDE 47

47

Results

213M photons

slide-48
SLIDE 48

48

Comparison

slide-49
SLIDE 49

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

slide-50
SLIDE 50

50

Class Objectives were:

  • Extensions to the basic MC path tracer
  • Bidirectional path tracer
  • Metropolis sampling
  • Biased techniques
  • Irradiance caching
  • Photon mapping
slide-51
SLIDE 51

51

Summary

  • Two basic building blocks
  • Radiometry
  • Rendering equation
  • MC integration
  • MC ray tracing
  • Unbiased methods
  • Biased methods
slide-52
SLIDE 52

52

Summary