Reduced Aggregate Scattering Operators

Size: px
Start display at page:

Download "Reduced Aggregate Scattering Operators"

Transcription

1 Reduced Aggregate Scattering Operators for Path Tracing s Adrian Blumer Jan Novák Ralf Habel Derek Nowrouzezahrai Wojciech Jarosz

2 Overview Reduced Aggregate Scattering Operators for Path Tracing 2

3 Overview Reduced Aggregate Scattering Operators for Path Tracing 3

4 Overview Reduced Aggregate Scattering Operators for Path Tracing 4

5 Overview Reduced Aggregate Scattering Operators for Path Tracing 5

6 Overview Reduced Aggregate Scattering Operators for Path Tracing 6

7 Motivation image sources: clouds: tree: snowmen: sheep: 7

8 Selected Related Work Clustered principal components for precomputed radiance transfer Sloan et al., 2003 Modular radiance transfer Loos et al., 2011 A Practical Model for Subsurface Light Transport Henrik et al., 2001 Much more: importance sampling, caching of light transport, vegetation rendering, subsurface scattering, 9

9 Precomputation Path tracer integration

10 Precomputation Path tracer integration

11 indirect illumination Method Light transport as a matrix operation direct illumination indirect transport matrix direct = 12

12 indirect illumination Method Light transport as a matrix operation direct illumination indirect basis transform transport basis transform direct = 13

13 Method Learning reduced bases configuration 1 # of vertices Modular radiance transfer Loos et al.,

14 Method Learning reduced bases configuration 1 configuration 2 # of vertices Modular radiance transfer Loos et al.,

15 Method Learning reduced bases configuration 1 configuration 2... # of vertices Modular radiance transfer Loos et al.,

16 Method Learning reduced bases configuration 1 configuration 2... # of vertices Modular radiance transfer Loos et al.,

17 Method Learning reduced bases configuration 1 configuration 2... # of vertices Modular radiance transfer Loos et al.,

18 Method Learning reduced bases # of vertices # of configuarions Modular radiance transfer Loos et al.,

19 Method Learning reduced bases # of vertices Compress using SVD + # of configurations truncate Modular radiance transfer Loos et al.,

20 Method Learning reduced bases # of vertices # of basis functions compact basis Modular radiance transfer Loos et al.,

21 Method Learning reduced bases # of vertices # of basis functions compact basis Modular radiance transfer Loos et al.,

22 Method Learning reduced bases # of vertices # of basis functions compact basis Modular radiance transfer Loos et al.,

23 Method Learning reduced bases # of vertices # of basis functions compact basis Modular radiance transfer Loos et al.,

24 Method Learning reduced bases # of vertices # of basis functions clustered compact basis 25 Clustered principal components for precomputed radiance transfer Sloan et al. 2003

25 indirect illumination Method Learning reduced bases direct illumination indirect indirect basis transform transport direct basis basis transform transform direct = 26

26 Precomputation Path tracer integration

27 Path tracer integration Monte Carlo evaluation 29

28 Path tracer integration batching and caching direct illumination cache 30

29 Path tracer integration batching and caching direct illumination cache 31

30 Path tracer integration batching and caching direct illumination cache 32

31 Path tracer integration batching and caching indirect illumination cache direct illumination cache between batches, apply transport 33

32 Path tracer integration batching and caching indirect illumination cache direct illumination cache 34

33 Path tracer integration Importance caching and sampling 35

34 Path tracer integration Importance caching and sampling Importance cache 36

35 Path tracer integration Importance caching and sampling Importance cache 37

36 Path tracer integration Importance caching and sampling Importance cache sampling weights between batches, apply transport 38

37 Path tracer integration Importance caching and sampling sampling weights 39

38 Path tracer integration Importance caching and sampling sampling weights 40

39 Results

40 Quality Path tracing Path tracing with RASO Side lighting (in the training set) *indirect illumination only 42

41 Quality Path tracing Path tracing with RASO Back-lighting (not in the training set) *indirect illumination only 43

42 Quality Path tracing Path tracing with RASO Ambient sky (not in the training set) *indirect illumination only 44

43 Quality Path tracing Path tracing with RASO Front-lighting with occluder (not in the training set) *indirect illumination only 45

44 Performance Equal-time Path tracing 46

45 Performance Equal-time Path tracing with RASOs (ours) 47

46 Temporal stability TODO: video? 48

47 Homogeneous volume PT PT with RASO PT with RASO (17 min) (3.1 min) (6 s) Diffusion dipole (6 s) multiple-scattering only, discretization: voxel grid, dipole parameters hand-tweaked for visually similar result 49

48 Conclusion Advantages - fast convergence - perceptually unobtrusive error Limitations - precomputation & storage - bias - temporal stability 50

49 Future Work - All-frequency Transport - Application to Clouds - Non-negative matrix factorization 51

50 Thanks for your time! Questions?

Advanced Graphics. Path Tracing and Photon Mapping Part 2. Path Tracing and Photon Mapping

Advanced Graphics. Path Tracing and Photon Mapping Part 2. Path Tracing and Photon Mapping Advanced Graphics Path Tracing and Photon Mapping Part 2 Path Tracing and Photon Mapping Importance Sampling Combine importance sampling techniques Reflectance function (diffuse + specular) Light source

More information

- Volume Rendering -

- Volume Rendering - Computer Graphics - Volume Rendering - Pascal Grittmann Using pictures from: Monte Carlo Methods for Physically Based Volume Rendering; SIGGRAPH 2018 Course; Jan Novák, Iliyan Georgiev, Johannes Hanika,

More information

- Volume Rendering -

- Volume Rendering - Computer Graphics - Volume Rendering - Pascal Grittmann, Jaroslav Křivánek Using pictures from: Monte Carlo Methods for Physically Based Volume Rendering; SIGGRAPH 2018 Course; Jan Novák, Iliyan Georgiev,

More information

Global Illumination. COMP 575/770 Spring 2013

Global Illumination. COMP 575/770 Spring 2013 Global Illumination COMP 575/770 Spring 2013 Final Exam and Projects COMP 575 Final Exam Friday, May 3 4:00 pm COMP 770 (and 575 extra credit) Projects Final report due by end of day, May 1 Presentations:

More information

MIT Monte-Carlo Ray Tracing. MIT EECS 6.837, Cutler and Durand 1

MIT Monte-Carlo Ray Tracing. MIT EECS 6.837, Cutler and Durand 1 MIT 6.837 Monte-Carlo Ray Tracing MIT EECS 6.837, Cutler and Durand 1 Schedule Review Session: Tuesday November 18 th, 7:30 pm bring lots of questions! Quiz 2: Thursday November 20 th, in class (one weeks

More information

Virtual Spherical Lights for Many-Light Rendering of Glossy Scenes

Virtual Spherical Lights for Many-Light Rendering of Glossy Scenes Virtual Spherical Lights for Many-Light Rendering of Glossy Scenes Miloš Hašan Jaroslav Křivánek * Bruce Walter Kavita Bala Cornell University * Charles University in Prague Global Illumination Effects

More information

Schedule. MIT Monte-Carlo Ray Tracing. Radiosity. Review of last week? Limitations of radiosity. Radiosity

Schedule. MIT Monte-Carlo Ray Tracing. Radiosity. Review of last week? Limitations of radiosity. Radiosity Schedule Review Session: Tuesday November 18 th, 7:30 pm, Room 2-136 bring lots of questions! MIT 6.837 Monte-Carlo Ray Tracing Quiz 2: Thursday November 20 th, in class (one weeks from today) MIT EECS

More information

INTERACTIVE LIGHT SCATTERING WITH PRINCIPAL-ORDINATE PROPAGATION

INTERACTIVE LIGHT SCATTERING WITH PRINCIPAL-ORDINATE PROPAGATION Graphics Interface 2014 May 7th to 9th, Montreal, Quebec, Canada INTERACTIVE LIGHT SCATTERING WITH PRINCIPAL-ORDINATE PROPAGATION Oskar Elek (1,2,3) Tobias Ritschel (1,2,3) Carsten Dachsbacher (4) Hans-Peter

More information

COMBINING VOLUMETRIC ESTIMATORS

COMBINING VOLUMETRIC ESTIMATORS COMBINING VOLUMETRIC ESTIMATORS Jaroslav Křivánek Charles University Render Legion Chaos Group UNIFYING POINTS, BEAMS, AND PATHS IN VOLUMETRIC LIGHT TRANSPORT SIMULATION Jaroslav Křivánek Charles University

More information

Final Project: Real-Time Global Illumination with Radiance Regression Functions

Final Project: Real-Time Global Illumination with Radiance Regression Functions Volume xx (200y), Number z, pp. 1 5 Final Project: Real-Time Global Illumination with Radiance Regression Functions Fu-Jun Luan Abstract This is a report for machine learning final project, which combines

More information

Multiple Importance Sampling for Emissive Effects

Multiple Importance Sampling for Emissive Effects Multiple Importance Sampling for Emissive Effects Ryusuke Villemin, Christophe Hery Pixar Technical Memo 13-02 1 Introduction With the advent of global illumination, emissive volumes interact with objects

More information

Biased Monte Carlo Ray Tracing:

Biased Monte Carlo Ray Tracing: Biased Monte Carlo Ray Tracing: Filtering, Irradiance Caching and Photon Mapping Dr. Henrik Wann Jensen Stanford University May 24, 2001 Unbiased and consistent Monte Carlo methods Unbiased estimator:

More information

Motivation. My General Philosophy. Assumptions. Advanced Computer Graphics (Spring 2013) Precomputation-Based Relighting

Motivation. My General Philosophy. Assumptions. Advanced Computer Graphics (Spring 2013) Precomputation-Based Relighting Advanced Computer Graphics (Spring 2013) CS 283, Lecture 17: Precomputation-Based Real-Time Rendering Ravi Ramamoorthi http://inst.eecs.berkeley.edu/~cs283/sp13 Motivation Previously: seen IBR. Use measured

More information

Today. Participating media. Participating media. Rendering Algorithms: Participating Media and. Subsurface scattering

Today. Participating media. Participating media. Rendering Algorithms: Participating Media and. Subsurface scattering Today Rendering Algorithms: Participating Media and Subsurface Scattering Introduction Rendering participating media Rendering subsurface scattering Spring 2009 Matthias Zwicker Participating media Participating

More information

Irradiance Gradients. Media & Occlusions

Irradiance Gradients. Media & Occlusions Irradiance Gradients in the Presence of Media & Occlusions Wojciech Jarosz in collaboration with Matthias Zwicker and Henrik Wann Jensen University of California, San Diego June 23, 2008 Wojciech Jarosz

More information

CS354R: Computer Game Technology

CS354R: Computer Game Technology CS354R: Computer Game Technology Real-Time Global Illumination Fall 2018 Global Illumination Mirror s Edge (2008) 2 What is Global Illumination? Scene recreates feel of physically-based lighting models

More information

Importance Sampling of Area Lights in Participating Media

Importance Sampling of Area Lights in Participating Media Importance Sampling of Area Lights in Participating Media Christopher Kulla Marcos Fajardo Outline Previous Work Single Scattering Equation Importance Sampling for Point Lights Importance Sampling for

More information

To Do. Real-Time High Quality Rendering. Motivation for Lecture. Monte Carlo Path Tracing. Monte Carlo Path Tracing. Monte Carlo Path Tracing

To Do. Real-Time High Quality Rendering. Motivation for Lecture. Monte Carlo Path Tracing. Monte Carlo Path Tracing. Monte Carlo Path Tracing Real-Time High Quality Rendering CSE 274 [Fall 2015], Lecture 5 Tour of Modern Offline Rendering To Do Project milestone (1-2 pages), final project proposal Due on Oct 27 Please get in touch with me if

More information

SOME THEORY BEHIND REAL-TIME RENDERING

SOME THEORY BEHIND REAL-TIME RENDERING SOME THEORY BEHIND REAL-TIME RENDERING Jaroslav Křivánek Charles University in Prague Off-line realistic rendering (not yet in rea-time) Ray tracing 3 4 Image created by Bertrand Benoit Rendered in Corona

More information

Korrigeringar: An introduction to Global Illumination. Global Illumination. Examples of light transport notation light

Korrigeringar: An introduction to Global Illumination. Global Illumination. Examples of light transport notation light An introduction to Global Illumination Tomas Akenine-Möller Department of Computer Engineering Chalmers University of Technology Korrigeringar: Intel P4 (200): ~42M transistorer Intel P4 EE (2004): 78M

More information

Towards Interactive Global Illumination Effects via Sequential Monte Carlo Adaptation. Carson Brownlee Peter S. Shirley Steven G.

Towards Interactive Global Illumination Effects via Sequential Monte Carlo Adaptation. Carson Brownlee Peter S. Shirley Steven G. Towards Interactive Global Illumination Effects via Sequential Monte Carlo Adaptation Vincent Pegoraro Carson Brownlee Peter S. Shirley Steven G. Parker Outline Motivation & Applications Monte Carlo Integration

More information

Introduction to Photon Mapping RADIANCE Workshop 2010 Course Advanced Fenestration

Introduction to Photon Mapping RADIANCE Workshop 2010 Course Advanced Fenestration Introduction to Photon Mapping RADIANCE Workshop 2010 Course Advanced Fenestration Roland Schregle Motivation: Caustics Light transport from specular surfaces gives rise to caustics on diffuse surfaces.

More information

The Shading Probe: Fast Appearance Acquisition for Mobile AR

The Shading Probe: Fast Appearance Acquisition for Mobile AR The Shading Probe: Fast Appearance Acquisition for Mobile AR Dan Andrei Calian * Kenny Mitchell Derek Nowrouzezahrai Jan Kautz * * University College London Disney Research Zürich University of Montreal

More information

Simulating Smoke with an Octree Data Structure and Ray Marching

Simulating Smoke with an Octree Data Structure and Ray Marching Simulating Smoke with an Octree Data Structure and Ray Marching Edward Eisenberger Maria Montenegro Abstract We present a method for simulating and rendering smoke using an Octree data structure and Monte

More information

Choosing the Right Algorithm & Guiding

Choosing the Right Algorithm & Guiding Choosing the Right Algorithm & Guiding PHILIPP SLUSALLEK & PASCAL GRITTMANN Topics for Today What does an implementation of a high-performance renderer look like? Review of algorithms which to choose for

More information

CSCI 4972/6963 Advanced Computer Graphics Quiz 2 Tuesday April 17, 2007 noon-1:30pm

CSCI 4972/6963 Advanced Computer Graphics Quiz 2 Tuesday April 17, 2007 noon-1:30pm CSCI 4972/6963 Advanced Computer Graphics Quiz 2 Tuesday April 17, 2007 noon-1:30pm Name: RCS username: This quiz is closed book & closed notes except for one 8.5x11 (double-sided) sheet of notes. Please

More information

Subsurface Scattering & Complex Material Properties

Subsurface Scattering & Complex Material Properties Last Time? Subsurface Scattering & What is a Pixel? Aliasing Fourier Analysis Sampling & Reconstruction Mip maps Reading for Today: Optional Reading for Today Correlated Multi-Jittered Sampling, Andrew

More information

A Brief Overview of. Global Illumination. Thomas Larsson, Afshin Ameri Mälardalen University

A Brief Overview of. Global Illumination. Thomas Larsson, Afshin Ameri Mälardalen University A Brief Overview of Global Illumination Thomas Larsson, Afshin Ameri Mälardalen University 1 What is Global illumination? Global illumination is a general name for realistic rendering algorithms Global

More information

Dynamic Ambient Occlusion and Indirect Lighting. Michael Bunnell NVIDIA Corporation

Dynamic Ambient Occlusion and Indirect Lighting. Michael Bunnell NVIDIA Corporation Dynamic Ambient Occlusion and Indirect Lighting Michael Bunnell NVIDIA Corporation Environment Lighting Environment Map + Ambient Occlusion + Indirect Lighting New Radiance Transfer Algorithm Useful for

More information

Global Illumination and Monte Carlo

Global Illumination and Monte Carlo Global Illumination and Monte Carlo MIT EECS 6.837 Computer Graphics Wojciech Matusik with many slides from Fredo Durand and Jaakko Lehtinen ACM. All rights reserved. This content is excluded from our

More information

Global Illumination. Why Global Illumination. Pros/Cons and Applications. What s Global Illumination

Global Illumination. Why Global Illumination. Pros/Cons and Applications. What s Global Illumination Global Illumination Why Global Illumination Last lecture Basic rendering concepts Primitive-based rendering Today: Global illumination Ray Tracing, and Radiosity (Light-based rendering) What s Global Illumination

More information

Rendering Algorithms: Real-time indirect illumination. Spring 2010 Matthias Zwicker

Rendering Algorithms: Real-time indirect illumination. Spring 2010 Matthias Zwicker Rendering Algorithms: Real-time indirect illumination Spring 2010 Matthias Zwicker Today Real-time indirect illumination Ray tracing vs. Rasterization Screen space techniques Visibility & shadows Instant

More information

Philipp Slusallek Karol Myszkowski. Realistic Image Synthesis SS18 Instant Global Illumination

Philipp Slusallek Karol Myszkowski. Realistic Image Synthesis SS18 Instant Global Illumination Realistic Image Synthesis - Instant Global Illumination - Karol Myszkowski Overview of MC GI methods General idea Generate samples from lights and camera Connect them and transport illumination along paths

More information

Photon Mapping. Kadi Bouatouch IRISA

Photon Mapping. Kadi Bouatouch IRISA Kadi Bouatouch IRISA Email: kadi@irisa.fr 1 Photon emission and transport 2 Photon caching 3 Spatial data structure for fast access 4 Radiance estimation 5 Kd-tree Balanced Binary Tree When a splitting

More information

Outline of Lecture. Real-Time High Quality Rendering. Geometry or Vertex Pipeline. Basic Hardware Pipeline. Pixel or Fragment Pipeline

Outline of Lecture. Real-Time High Quality Rendering. Geometry or Vertex Pipeline. Basic Hardware Pipeline. Pixel or Fragment Pipeline Real-Time High Quality Rendering CSE 274 [Fall 2015], Lecture 2 Graphics Hardware Pipeline, Reflection and Rendering Equations, Taonomy of Methods http://www.cs.ucsd.edu/~ravir Outline of Lecture Taonomy

More information

Photon Mapping. Michael Doggett Department of Computer Science Lund university

Photon Mapping. Michael Doggett Department of Computer Science Lund university Photon Mapping Michael Doggett Department of Computer Science Lund university Outline Photon Mapping (ch. 14 in textbook) Progressive Stochastic 2011 Michael Doggett How to make light sampling faster?

More information

Lighting Simulations: A Parametric Perspective. Sarith Subramaniam

Lighting Simulations: A Parametric Perspective. Sarith Subramaniam Lighting Simulations: A Parametric Perspective Sarith Subramaniam 1 Thinking parametrically 2 How many reflections are required to simulate venetian blinds? Should I use venetian blinds? 1 2 4 6 3 Which

More information

Today. Rendering algorithms. Rendering algorithms. Images. Images. Rendering Algorithms. Course overview Organization Introduction to ray tracing

Today. Rendering algorithms. Rendering algorithms. Images. Images. Rendering Algorithms. Course overview Organization Introduction to ray tracing Today Rendering Algorithms Course overview Organization Introduction to ray tracing Spring 2010 Matthias Zwicker Universität Bern Rendering algorithms Problem statement Given computer representation of

More information

Stochastic Path Tracing and Image-based lighting

Stochastic Path Tracing and Image-based lighting EDA101 : Advanced Shading and Rendering Stochastic Path Tracing and Image-based lighting Michael Doggett 2008 Tomas Akenine-Möller 1 This is what we want: Courtesy of Henrik Wann Jensen Courtesy of Paul

More information

Efficient Caustic Rendering with Lightweight Photon Mapping

Efficient Caustic Rendering with Lightweight Photon Mapping Efficient Caustic Rendering with Lightweight Photon Mapping Pascal Grittmann 1,3 Arsène Pérard-Gayot 1 Philipp Slusallek 1,2 Jaroslav Kr ivánek 3,4 1 Saarland University 2 DFKI Saarbrücken 3 Charles University,

More information

Participating Media. Part I: participating media in general. Oskar Elek MFF UK Prague

Participating Media. Part I: participating media in general. Oskar Elek MFF UK Prague Participating Media Part I: participating media in general Oskar Elek MFF UK Prague Outline Motivation Introduction Properties of participating media Rendering equation Storage strategies Non-interactive

More information

Multiresolution Radiosity Caching for Global Illumination in Movies

Multiresolution Radiosity Caching for Global Illumination in Movies Multiresolution Radiosity Caching for Global Illumination in Movies Per Christensen George Harker Jonathan Shade Brenden Schubert Dana Batali Pixar Animation Studios SIGGRAPH 2012 Background Global illumination

More information

Delta Radiance Transfer

Delta Radiance Transfer ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games 2012 Delta Radiance Transfer Bradford J. Loos1,2 Derek Nowrouzezahrai3 Wojciech Jarosz3 Peter-Pike Sloan1 1 2 3 Disney Interactive Studios University

More information

The Spherical Harmonics Discrete Ordinate Method for Atmospheric Radiative Transfer

The Spherical Harmonics Discrete Ordinate Method for Atmospheric Radiative Transfer The Spherical Harmonics Discrete Ordinate Method for Atmospheric Radiative Transfer K. Franklin Evans Program in Atmospheric and Oceanic Sciences University of Colorado, Boulder Computational Methods in

More information

Motivation: Monte Carlo Path Tracing. Sampling and Reconstruction of Visual Appearance. Monte Carlo Path Tracing. Monte Carlo Path Tracing

Motivation: Monte Carlo Path Tracing. Sampling and Reconstruction of Visual Appearance. Monte Carlo Path Tracing. Monte Carlo Path Tracing Sampling and Reconstruction of Visual Appearance CSE 274 [Winter 2018], Lecture 4 Ravi Ramamoorthi http://www.cs.ucsd.edu/~ravir Motivation: Key application area for sampling/reconstruction Core method

More information

Statistical Acceleration for Animated Global Illumination

Statistical Acceleration for Animated Global Illumination Statistical Acceleration for Animated Global Illumination Mark Meyer John Anderson Pixar Animation Studios Unfiltered Noisy Indirect Illumination Statistically Filtered Final Comped Frame Figure 1: An

More information

Ongoing Developments in Photon Mapping

Ongoing Developments in Photon Mapping Ongoing Developments in Photon Mapping Roland Schregle, Stephen Wittkopf Competence Centre Envelopes and Solar Energy (CC-EASE) 13th International RADIANCE Workshop 2014 London, UK Outline 1. Introduction

More information

Today. Rendering algorithms. Rendering algorithms. Images. Images. Rendering Algorithms. Course overview Organization Introduction to ray tracing

Today. Rendering algorithms. Rendering algorithms. Images. Images. Rendering Algorithms. Course overview Organization Introduction to ray tracing Today Rendering Algorithms Course overview Organization Introduction to ray tracing Spring 2009 Matthias Zwicker Universität Bern Rendering algorithms Problem statement Given computer representation of

More information

Monte Carlo Ray Tracing. Computer Graphics CMU /15-662

Monte Carlo Ray Tracing. Computer Graphics CMU /15-662 Monte Carlo Ray Tracing Computer Graphics CMU 15-462/15-662 TODAY: Monte Carlo Ray Tracing How do we render a photorealistic image? Put together many of the ideas we ve studied: - color - materials - radiometry

More information

Participating Media. Part II: interactive methods, atmosphere and clouds. Oskar Elek MFF UK Prague

Participating Media. Part II: interactive methods, atmosphere and clouds. Oskar Elek MFF UK Prague Participating Media Part II: interactive methods, atmosphere and clouds Oskar Elek MFF UK Prague Outline Motivation Introduction Properties of participating media Rendering equation Storage strategies

More information

Importance Sampling Spherical Harmonics

Importance Sampling Spherical Harmonics Importance Sampling Spherical Harmonics Wojciech Jarosz 1,2 Nathan A. Carr 2 Henrik Wann Jensen 1 1 University of California, San Diego 2 Adobe Systems Incorporated April 2, 2009 Spherical Harmonic Sampling

More information

Mixing Monte Carlo and Progressive Rendering for Improved Global Illumination

Mixing Monte Carlo and Progressive Rendering for Improved Global Illumination Mixing Monte Carlo and Progressive Rendering for Improved Global Illumination Ian C. Doidge Mark W. Jones Benjamin Mora Swansea University, Wales Thursday 14 th June Computer Graphics International 2012

More information

Corona Sky Corona Sun Corona Light Create Camera About

Corona Sky Corona Sun Corona Light Create Camera About Plugin menu Corona Sky creates Sky object with attached Corona Sky tag Corona Sun creates Corona Sun object Corona Light creates Corona Light object Create Camera creates Camera with attached Corona Camera

More information

Progressive Expectation Maximization for Hierarchical Volumetric Photon Mapping

Progressive Expectation Maximization for Hierarchical Volumetric Photon Mapping Progressive Expectation Maximization for Hierarchical Volumetric Photon Mapping Wenzel Jakob 1,2 Christian Regg 1,3 Wojciech Jarosz 1 1 Disney Research, Zürich 2 Cornell University 3 ETH Zürich Thank you

More information

Global Illumination CS334. Daniel G. Aliaga Department of Computer Science Purdue University

Global Illumination CS334. Daniel G. Aliaga Department of Computer Science Purdue University Global Illumination CS334 Daniel G. Aliaga Department of Computer Science Purdue University Recall: Lighting and Shading Light sources Point light Models an omnidirectional light source (e.g., a bulb)

More information

A Frequency Analysis of Light Transport

A Frequency Analysis of Light Transport A Frequency Analysis of Light Transport Frédo Durand MIT CSAIL With Nicolas Holzschuch, Cyril Soler, Eric Chan & Francois Sillion Artis Gravir/Imag-Inria & MIT CSAIL Our research 3D rendering Light transport

More information

Optical Models of Direct Volume Rendering by Nelson Max

Optical Models of Direct Volume Rendering by Nelson Max Optical Models of Direct Volume Rendering by Nelson Max By Michael Shah Duration: 15~20minutes February 7, 2011 Slides and study guide available at http://www.cse.ohio-state.edu/ ~shahmi/coursework.html

More information

GAMES Webinar: Rendering Tutorial 2. Monte Carlo Methods. Shuang Zhao

GAMES Webinar: Rendering Tutorial 2. Monte Carlo Methods. Shuang Zhao GAMES Webinar: Rendering Tutorial 2 Monte Carlo Methods Shuang Zhao Assistant Professor Computer Science Department University of California, Irvine GAMES Webinar Shuang Zhao 1 Outline 1. Monte Carlo integration

More information

COMP371 COMPUTER GRAPHICS

COMP371 COMPUTER GRAPHICS COMP371 COMPUTER GRAPHICS SESSION 15 RAY TRACING 1 Announcements Programming Assignment 3 out today - overview @ end of the class Ray Tracing 2 Lecture Overview Review of last class Ray Tracing 3 Local

More information

Lecture 18: Primer on Ray Tracing Techniques

Lecture 18: Primer on Ray Tracing Techniques Lecture 18: Primer on Ray Tracing Techniques 6.172: Performance Engineering of Software Systems Joshua Slocum November 16, 2010 A Little Background Image rendering technique Simulate rays of light - ray

More information

Efficient Simulation of Light Transport in Scenes with Participating Media using Photon Maps

Efficient Simulation of Light Transport in Scenes with Participating Media using Photon Maps Efficient Simulation of ight Transport in Scenes ith Participating Media using Photon Maps Paper by Henrik Wann Jensen Per H. Christensen Presented by Abhinav Golas 1 Overvie What is participative media?

More information

Part I The Basic Algorithm. Principles of Photon Mapping. A two-pass global illumination method Pass I Computing the photon map

Part I The Basic Algorithm. Principles of Photon Mapping. A two-pass global illumination method Pass I Computing the photon map Part I The Basic Algorithm 1 Principles of A two-pass global illumination method Pass I Computing the photon map A rough representation of the lighting in the scene Pass II rendering Regular (distributed)

More information

Biased Monte Carlo Ray Tracing

Biased Monte Carlo Ray Tracing Biased Monte Carlo Ray Tracing Filtering, Irradiance Caching, and Photon Mapping Henrik Wann Jensen Stanford University May 23, 2002 Unbiased and Consistent Unbiased estimator: E{X} =... Consistent estimator:

More information

2/1/10. Outline. The Radiance Equation. Light: Flux Equilibrium. Light: Radiant Power. Light: Equation. Radiance. Jan Kautz

2/1/10. Outline. The Radiance Equation. Light: Flux Equilibrium. Light: Radiant Power. Light: Equation. Radiance. Jan Kautz Outline Jan Kautz Basic terms in radiometry Radiance Reflectance The operator form of the radiance equation Meaning of the operator form Approximations to the radiance equation 2005 Mel Slater, 2006 Céline

More information

THEA RENDER ADAPTIVE BSD ENGINE

THEA RENDER ADAPTIVE BSD ENGINE THEA RENDER ADAPTIVE BSD ENGINE ADAPTIVE (BSD) ENGINE Adaptive (BSD) is the name of the biased engine inside Thea Render. This engine is a biased one (this is why we use the abbreviation "BSD") as it uses

More information

Photon Mapping. Due: 3/24/05, 11:59 PM

Photon Mapping. Due: 3/24/05, 11:59 PM CS224: Interactive Computer Graphics Photon Mapping Due: 3/24/05, 11:59 PM 1 Math Homework 20 Ray Tracing 20 Photon Emission 10 Russian Roulette 10 Caustics 15 Diffuse interreflection 15 Soft Shadows 10

More information

Global Illumination. CSCI 420 Computer Graphics Lecture 18. BRDFs Raytracing and Radiosity Subsurface Scattering Photon Mapping [Ch

Global Illumination. CSCI 420 Computer Graphics Lecture 18. BRDFs Raytracing and Radiosity Subsurface Scattering Photon Mapping [Ch CSCI 420 Computer Graphics Lecture 18 Global Illumination Jernej Barbic University of Southern California BRDFs Raytracing and Radiosity Subsurface Scattering Photon Mapping [Ch. 13.4-13.5] 1 Global Illumination

More information

6.837 Introduction to Computer Graphics Quiz 2 Thursday November 20, :40-4pm One hand-written sheet of notes allowed

6.837 Introduction to Computer Graphics Quiz 2 Thursday November 20, :40-4pm One hand-written sheet of notes allowed 6.837 Introduction to Computer Graphics Quiz 2 Thursday November 20, 2003 2:40-4pm One hand-written sheet of notes allowed Name: 1 2 3 4 5 6 7 / 4 / 15 / 5 / 5 / 12 / 2 / 7 Total / 50 1 Animation [ /4]

More information

CS 563 Advanced Topics in Computer Graphics Irradiance Caching and Particle Tracing. by Stephen Kazmierczak

CS 563 Advanced Topics in Computer Graphics Irradiance Caching and Particle Tracing. by Stephen Kazmierczak CS 563 Advanced Topics in Computer Graphics Irradiance Caching and Particle Tracing by Stephen Kazmierczak Introduction Unbiased light transport algorithms can sometimes take a large number of rays to

More information

Anti-aliasing. Images and Aliasing

Anti-aliasing. Images and Aliasing CS 130 Anti-aliasing Images and Aliasing Aliasing errors caused by rasterizing How to correct them, in general 2 1 Aliased Lines Stair stepping and jaggies 3 Remove the jaggies Anti-aliased Lines 4 2 Aliasing

More information

Global Illumination. Global Illumination. Direct Illumination vs. Global Illumination. Indirect Illumination. Soft Shadows.

Global Illumination. Global Illumination. Direct Illumination vs. Global Illumination. Indirect Illumination. Soft Shadows. CSCI 480 Computer Graphics Lecture 18 Global Illumination BRDFs Raytracing and Radiosity Subsurface Scattering Photon Mapping [Ch. 13.4-13.5] March 28, 2012 Jernej Barbic University of Southern California

More information

Discussion. Smoothness of Indirect Lighting. History and Outline. Irradiance Calculation. Irradiance Caching. Advanced Computer Graphics (Spring 2013)

Discussion. Smoothness of Indirect Lighting. History and Outline. Irradiance Calculation. Irradiance Caching. Advanced Computer Graphics (Spring 2013) Advanced Computer Graphics (Spring 2013 CS 283, Lecture 12: Recent Advances in Monte Carlo Offline Rendering Ravi Ramamoorthi http://inst.eecs.berkeley.edu/~cs283/sp13 Some slides/ideas courtesy Pat Hanrahan,

More information

Point based global illumination is now a standard tool for film quality renderers. Since it started out as a real time technique it is only natural

Point based global illumination is now a standard tool for film quality renderers. Since it started out as a real time technique it is only natural 1 Point based global illumination is now a standard tool for film quality renderers. Since it started out as a real time technique it is only natural to consider using it in video games too. 2 I hope that

More information

Advanced Graphics. Global Illumination. Alex Benton, University of Cambridge Supported in part by Google UK, Ltd

Advanced Graphics. Global Illumination. Alex Benton, University of Cambridge Supported in part by Google UK, Ltd Advanced Graphics Global Illumination 1 Alex Benton, University of Cambridge A.Benton@damtp.cam.ac.uk Supported in part by Google UK, Ltd What s wrong with raytracing? Soft shadows are expensive Shadows

More information

Global Illumination. Global Illumination. Direct Illumination vs. Global Illumination. Indirect Illumination. Soft Shadows.

Global Illumination. Global Illumination. Direct Illumination vs. Global Illumination. Indirect Illumination. Soft Shadows. CSCI 420 Computer Graphics Lecture 18 Global Illumination Jernej Barbic University of Southern California BRDFs Raytracing and Radiosity Subsurface Scattering Photon Mapping [Angel Ch. 11] 1 Global Illumination

More information

Precomputation-Based Real-Time Rendering

Precomputation-Based Real-Time Rendering CS294-13: Advanced Computer Graphics Lecture #11 Real-Time Rendering University of California, Berkeley Precomputation-Based Real-Time Rendering Lecture #11: Wednesday, 7 October 2009 Lecturer: Ravi Ramamoorthi

More information

The Rendering Equation & Monte Carlo Ray Tracing

The Rendering Equation & Monte Carlo Ray Tracing Last Time? Local Illumination & Monte Carlo Ray Tracing BRDF Ideal Diffuse Reflectance Ideal Specular Reflectance The Phong Model Radiosity Equation/Matrix Calculating the Form Factors Aj Ai Reading for

More information

Interactive Indirect Illumination Using Voxel Cone Tracing

Interactive Indirect Illumination Using Voxel Cone Tracing Interactive Indirect Illumination Using Voxel Cone Tracing Andreas Heider Technische Universität München heidera@in.tum.de Abstract Plausible illumination is crucial for rendering realistic images, but

More information

In this part, I will mostly talk about the vertex merging technique (a.k.a. kernel estimation).

In this part, I will mostly talk about the vertex merging technique (a.k.a. kernel estimation). 1 As it was thoroughly discussed by the previous course speakers, photon mapping methods are good at handling such difficult light transport methods, as caustics and reflected caustics. However, on the

More information

Ray Tracing. CSCI 420 Computer Graphics Lecture 15. Ray Casting Shadow Rays Reflection and Transmission [Ch ]

Ray Tracing. CSCI 420 Computer Graphics Lecture 15. Ray Casting Shadow Rays Reflection and Transmission [Ch ] CSCI 420 Computer Graphics Lecture 15 Ray Tracing Ray Casting Shadow Rays Reflection and Transmission [Ch. 13.2-13.3] Jernej Barbic University of Southern California 1 Local Illumination Object illuminations

More information

Precomputed Radiance Transfer: Theory and Practice

Precomputed Radiance Transfer: Theory and Practice 1 Precomputed Radiance Transfer: Peter-Pike Sloan Microsoft Jaakko Lehtinen Helsinki Univ. of Techn. & Remedy Entertainment Jan Kautz MIT 2 Introduction Jan Kautz MIT 3 Introduction We see here an example

More information

Other Rendering Techniques CSE 872 Fall Intro You have seen Scanline converter (+z-buffer) Painter s algorithm Radiosity CSE 872 Fall

Other Rendering Techniques CSE 872 Fall Intro You have seen Scanline converter (+z-buffer) Painter s algorithm Radiosity CSE 872 Fall Other Rendering Techniques 1 Intro You have seen Scanline converter (+z-buffer) Painter s algorithm Radiosity 2 Intro Some more Raytracing Light maps Photon-map Reyes Shadow maps Sahdow volumes PRT BSSRF

More information

Progressive Virtual Beam Lights

Progressive Virtual Beam Lights Eurographics Symposium on Rendering 2012 Fredo Durand and Diego Gutierrez (Guest Editors) Volume 31 (2012), Number 4 Progressive Virtual Beam Lights Jan Novák 1,2 Derek Nowrouzezahrai 1,3 Carsten Dachsbacher

More information

An Approach to Point Based Approximate Color Bleeding With Volumes

An Approach to Point Based Approximate Color Bleeding With Volumes An Approach to Point Based Approximate Color Bleeding With Volumes Christopher J. Gibson and Zoë J. Wood California Polytechnic State University Abstract. Achieving realistic or believable global illumination

More information

The Rendering Equation. Computer Graphics CMU /15-662

The Rendering Equation. Computer Graphics CMU /15-662 The Rendering Equation Computer Graphics CMU 15-462/15-662 Review: What is radiance? Radiance at point p in direction N is radiant energy ( #hits ) per unit time, per solid angle, per unit area perpendicular

More information

Introduction. Chapter Computer Graphics

Introduction. Chapter Computer Graphics Chapter 1 Introduction 1.1. Computer Graphics Computer graphics has grown at an astounding rate over the last three decades. In the 1970s, frame-buffers capable of displaying digital images were rare and

More information

CS348B: Image Synthesis

CS348B: Image Synthesis Page 1 CS348B: Image Synthesis Goal: How to generate realistic images? Applications Movies Interactive entertainment Industrial design Architecture Showcase products Final Fantasy Cultural heritage Holy

More information

Local Illumination Environments for Direct Lighting Acceleration

Local Illumination Environments for Direct Lighting Acceleration Thirteenth Eurographics Workshop on Rendering (2002) P. Debevec and S. Gibson (Editors) Local Illumination Environments for Direct Lighting Acceleration Sebastian Fernandez Kavita Bala Donald P. Greenberg

More information

The OpenRT Real-Time Ray-Tracing Project

The OpenRT Real-Time Ray-Tracing Project ntroduction The OpenRT Real-Time Ray-Tracing Project 서강대학교 Computer Graphics 연구실 July 22, 2008 ntroduction Project Summary Origin Goal Consists of RTRT realtime-raytracing project of the University of

More information

Advanced Computer Graphics CS 563: Real Time Volumetric Shadows using 1D Min Max Mipmaps

Advanced Computer Graphics CS 563: Real Time Volumetric Shadows using 1D Min Max Mipmaps Advanced Computer Graphics CS 563: Real Time Volumetric Shadows using 1D Min Max Mipmaps Rob Martin Computer Science Dept. Worcester Polytechnic Institute (WPI) Introduction We want to model the effects

More information

Bidirectional Lightcuts

Bidirectional Lightcuts Bidirectional Lightcuts Bruce Walter Pramook Khungurn Kavita Bala Cornell University 1 Realistic Rendering Challenge Complex light sources Global illumination Wide range of materials Images: Autodesk 360

More information

Sequential Monte Carlo Adaptation in Low-Anisotropy Participating Media. Vincent Pegoraro Ingo Wald Steven G. Parker

Sequential Monte Carlo Adaptation in Low-Anisotropy Participating Media. Vincent Pegoraro Ingo Wald Steven G. Parker Sequential Monte Carlo Adaptation in Low-Anisotropy Participating Media Vincent Pegoraro Ingo Wald Steven G. Parker Outline Introduction Related Work Monte Carlo Integration Radiative Energy Transfer SMC

More information

An introduction to Global Illumination. Tomas Akenine-Möller Department of Computer Engineering Chalmers University of Technology

An introduction to Global Illumination. Tomas Akenine-Möller Department of Computer Engineering Chalmers University of Technology An introduction to Global Illumination Tomas Akenine-Möller Department of Computer Engineering Chalmers University of Technology Misc Till alla lärare på masternivån, Undervisningen på Chalmers masterprogram

More information

Precomputed & Hybrid Variants of Lightcuts

Precomputed & Hybrid Variants of Lightcuts Precomputed & Hybrid Variants of Lightcuts Tim Condon Bruce Walter Kavita Bala Cornell University Abstract Our extensions to multidimensional lightcuts improve rendering performance using precomputation

More information

S(wi)SS: A flexible and robust sub-surface scattering shader

S(wi)SS: A flexible and robust sub-surface scattering shader SIGRAD 2014 M. Obaid, D. Sjölie, E. Sintorn and M. Fjeld (Editors) S(wi)SS: A flexible and robust sub-surface scattering shader A. Tsirikoglou 1, S. Ekeberg 2, J. Vikström 2, J. Kronander 1 and J. Unger

More information

Module 5: Video Modeling Lecture 28: Illumination model. The Lecture Contains: Diffuse and Specular Reflection. Objectives_template

Module 5: Video Modeling Lecture 28: Illumination model. The Lecture Contains: Diffuse and Specular Reflection. Objectives_template The Lecture Contains: Diffuse and Specular Reflection file:///d /...0(Ganesh%20Rana)/MY%20COURSE_Ganesh%20Rana/Prof.%20Sumana%20Gupta/FINAL%20DVSP/lecture%2028/28_1.htm[12/30/2015 4:22:29 PM] Diffuse and

More information

Illumination Under Trees. Nelson Max University of Tokyo, and University of California, Davis

Illumination Under Trees. Nelson Max University of Tokyo, and University of California, Davis Illumination Under Trees Nelson Max University of Tokyo, and University of California, Davis Topics Hierarchical image based rendering for trees Atmospheric illumination and shadows Shadow penumbras with

More information

Motivation. Advanced Computer Graphics (Fall 2009) CS 283, Lecture 11: Monte Carlo Integration Ravi Ramamoorthi

Motivation. Advanced Computer Graphics (Fall 2009) CS 283, Lecture 11: Monte Carlo Integration Ravi Ramamoorthi Advanced Computer Graphics (Fall 2009) CS 283, Lecture 11: Monte Carlo Integration Ravi Ramamoorthi http://inst.eecs.berkeley.edu/~cs283 Acknowledgements and many slides courtesy: Thomas Funkhouser, Szymon

More information

Practical Product Importance Sampling for Direct Illumination

Practical Product Importance Sampling for Direct Illumination Eurographics 2008 Practical Product Importance Sampling for Direct Illumination Petrik Clarberg Tomas Akenine-Möller Lund University Sweden This work was presented by Petrik Clarberg at Eurographics 2008

More information

Irradiance Caching in Pixar s RenderMan

Irradiance Caching in Pixar s RenderMan Practical Global Illumination With Irradiance Caching (SIGGRAPH 2008 Class) Irradiance Caching in Pixar s RenderMan Pixar Animation Studios Overview Irradiance caching in Pixar s RenderMan: simpler than

More information