Global Illumination with Photon Map Compensation
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1 Institut für Comutergrahik und Algorithmen Technische Universität Wien Karlslatz 13/186/2 A-1040 Wien AUSTRIA Tel: +43 (1) Fax: +43 (1) Institute of Comuter Grahics and Algorithms Vienna University of Technology other services: htt:// ft://ft.cg.tuwien.ac.at Global Illumination with Photon Ma Comensation Heinrich Hey Werner Purgathofer TR January 2001 Abstract We resent a new method for the simulation of global illumination by utilization of a hoton ma. It uses an advanced radiance estimation which, in contrast to classical nearest neighbor area estimation, does not assume that the nearest neighbor hotons lie in one lane or that they are uniformly distributed around the illuminated oint. This allows us to correcly handle indirect illumination, eg. caustics, at edges and corners of objects without causing illumination artefacts in the vicinity of the edges and corners. We show how high quality results can be achieved by directly visualizing this illumination estimate without the usual low frequency noise of hoton mas and without requiring a very large hoton ma.
2 Global Illumination with Photon Ma Comensation Heinrich Hey Werner Purgathofer Vienna University of Technology Abstract. We resent a new method for the simulation of global illumination by utilization of a hoton ma. It uses an advanced radiance estimation which, in contrast to classical nearest neighbor area estimation, does not assume that the nearest neighbor hotons lie in one lane or that they are uniformly distributed around the illuminated oint. This allows us to correcly handle indirect illumination, eg. caustics, at edges and corners of objects without causing illumination artefacts in the vicinity of the edges and corners. We show how high quality results can be achieved by directly visualizing this illumination estimate without the usual low frequency noise of hoton mas and without requiring a very large hoton ma. 1 Introduction Photon mas allow to simulate global illumination in scenes with general bidirectional scattering distribution functions (BSDF). They store illumination information in the scene in form of hotons which are distributed by light aths that are shot from the lightsources. This illumination information can then be used for the image generation with view aths that are shot from the camera. Classical nearest neighbor area estimation [Jen96a] estimates the radiance at a given oint on a surface by searching for the k (tyically 50) nearest hotons. It assumes that these hotons lie in a lane inside a circular area with a radius that corresonds to the farest distance of these hotons to the oint, and that these hotons distribute their ower over the whole circular area. This radiance estimation generates artifacts in the adjacency of edges and corners of objects, because those hotons which contribute to the illumination of a oint in this region are distributed only at one side of the edge or corner, or they do not lie on the same lane as the oint of interest, eg. on an adjacent surface with a different normal. The contribution of hotons from such adjacent surfaces can be minimized by exanding an ellisoid, which is oriented according to the tangent lane of the oint, instead of a shere to search for the nearest neighbor hotons, but this does not solve the roblem that the hotons cover only a art of the estimated area. Therefore in such a case this method gives an inaroriate illumination estimate, and the resulting artifact is a region with wrong illumination near the edge or corner (see figure 3a). Such artifacts can be avoided with an adative nearest neighbor estimation [Mys97], but this technique requires large quasi-lanar surfaces with illumination mas.
3 Existing hoton ma-based global illumination methods [JC95, Jen96b, JC98] use this simle illumination estimate at a directly visible surface only to dislay illumination which is caused by secular light aths (caustics) or if the surface has a low contribution to the image. Such a caustic may be small and high frequent, so that artifacts are hardly visible, but it may as well form a bright low frequent illumination on a large visible scene art, where artifacts at edges and corners will be strongly visible. Otherwise these methods [Jen96b, JC98] calculate indirect diffuse illumination at a visible oint by shooting additional rays from this oint which gather a large enough number of radiance estimates from the scene that are averaged so that the effect of a few wrong estimates is minimized [Dri ]. This final gathering oeration can be accelerated by using irradiance gradients [WH92] and by recalculating irradiance estimates at diffuse surfaces so that each of these irradiance estimates has to be calculated only once [Chr99]. Our new method avoids illumination artifacts at edges and corners by usage of an advanced radiance estimation that comensates the distribution of the nearest neighbor hotons of a requested oint in the adjacency of edges and corners. We show that high quality results can be achieved by using this calculated illumination directly at visible surfaces without final gathering. Note that our calculated illumination can nevertheless also be used with final gathering. In section 2 we describe the generation of a hoton ma in a light ass, and how this illumination information is directly visualized in a view ass which uses the radiance estimation that is resented in section 3. In section 4 we show how high quality results can be achieved by minimizing the tyical low frequency noise of a hoton ma without using a very large hoton ma. Our imlementation and results are described in section 5. We finally resent our conclusions in section 6. 2 Light ass and view ass A hoton ma is generated in a light ass. The lightsources shoot their energy into the scene by shooting stochastically distributed light aths. At each oint after the first bounce where a light ath hits an object, information about the incoming indirect light is stored in form of a hoton if the object is diffuse or soft glossy. The hoton stores the hit osition, the incoming direction of the light ath and the incoming light ower. The hotons are organized in a satial structure, eg. a kd-tree, which reresents the hoton ma [Jen96a]. This way the illumination information is stored without needing a meshing of the scene. If a view ass with final gathering is used then of course a searate caustic hoton ma [Jen96b] should be used which contains the hotons with secular light aths. After the light ass the illumination information in the hoton ma is used to render the scene in a view ass. Stochastically distributed view aths that samle the image lane are shot from the camera into the scene. At a hit oint of a view ath at an
4 object, the view ath is continued only if the object is secular or strong glossy. The view ath is continued by shooting a ray from the hit oint. The outgoing direction of the ray is stochastically distributed according to the BSDF of the object. Alternatively imortance samling by means of the hoton ma [Jen95] can be used. Otherwise, if the hit object is diffuse or soft glossy, the view ath ends at this oint and the outgoing radiance of the object at this oint into the incoming direction of the view ath is comuted by means of the k (user defined, tyically 50) nearest neighbor hotons to this oint, as described in section 3. Otionally final gathering [Jen96b] may be used for the diffuse indirect illumination. Direct illumination from lightsources is calculated by casting shadow rays to the lightsources to reduce the size of the hoton ma and to minimize the noise in the generated illumination. 3 Radiance estimation To calculate the radiance of a given oint x we exand an axis aligned cube, which is centered at x, until it contains k hotons. In articluar at edges and corners of objects these nearest neighbor hotons will not lie in one lane, and of course they will not lie in areas of the cube where no object surface is (see figure 1). Each nearest neighbor hoton has a target area A, which corresonds to the rojection of the diffuse or soft glossy geometry inside the cube onto a lane erendicular to the hoton s incoming direction (see figure 2). Each nearest neighbor hoton distributes the flux that it carries over this target area. This yields the hoton s flux area density u in its target area. u = (1) A The hoton s irradiance at x, which has the surface normal N, is therefore E = N. (2) A This finally gives us the estimate for the radiance L of x into the incoming direction i of the view ath. f r is the BSDF at x from to i. L k = 1 A Nf r( x,, i) (3)
5 Fig. 1. Geometry and nearest neighbor hotons (with incoming directions) in their bounding cube around the requested oint x. Fig. 2. Each nearest neighbor hoton has an individual target area, deendent on its incoming direction from which it hits the diffuse or soft glossy geometry in the cube around the requested oint x. The only remaining question is how to calculate A. To do this we first cli all diffuse or soft glossy objects that intersect the cube into the cube. For non-olygonal objects we realize this by tesselating their arts that intersect the cube into olygons. Note that the tesselation is only needed here to calculate A, raycasting can still be done with the original object reresentations. Usually this results in only very few olygons due to the small extent of the cube. We then calculate for each of these olygons its area A g inside the cube. This, of course, has to be done only once for x.
6 We then calculate the target area of a nearest neighbor hoton as A = Ag Ng. (4) g P N g is the olygon s normal and P is the set of diffuse or soft glossy olygons inside the cube which are frontfacing to the hoton (0< N g ). This assumes that the frontfacing olygons are not overlaing in the hoton s target area, which is justifiable because usually the cube will contain only a very small and simle iece of geometry with very few olygons. 4 Noise reduction We minimize the noise in the generated illumination, and we simultaneously minimize the memory requirements by reeating the light ass and the view ass several times with a searate small hoton ma for each air of light ass and view ass. This corresonds to averaging several images which are generated with different hoton mas. For each of these view asses only a low average number of view aths er ixel is necessary, so that for comlex scenes the total number of view aths is aroximately the same as if a single view ass with a single large hoton ma would be used. If a single air of light ass and view ass would be used instead then a larger number of nearest neighbor hotons would be required to achieve the same level of noise reduction, and their single hoton ma would therefore have to contain as many hotons as all the small hoton mas together to achieve the same low level of blurring. Additionally density control for hoton mas [SW00] may be used to limit the size of the hoton ma to the necessary hoton density. This solution suorts the generation of images with successively increasing quality by adding airs of light asses and view asses until the achieved image quality is good enough. This of course also allows to generate fast review images. Furthermore it allows to simulate motion blurring by selecting a searate oint in time of the scene for each air of light ass and view ass and its corresonding hoton ma. 5 Imlementation and results We have imlemented and comared classical nearest neighbor area estimation [Jen96a] and our new radiance estimation. For both methods we have alied the noise reduction as described in section 4. In the images in figure 3 we have used the same set of hoton mas for both methods (see figure 3c). These hoton mas are generated and visualized in 50 airs or light asses and view asses er image. Each hoton ma contains between and hotons. We have not
7 otimized the memory consumtion of our imlementation, because we have imlemented it uon an existing rendering system 1, and for sake of simlicity we have used its default data tyes, because it suorts several different multi-sectral color reresentations (for our tests we have nevertheless used rgb colors). Therefore we needed 96 bytes er hoton. Nevertheless the hoton ma could as well be stored in a more comact format [Jen96a]. Additionally density control [SW00] could be used to achieve a more uniform hoton distribution and therefore a smaller number of hotons. In the view asses we have used k =50 for both methods. We have done the distinction between soft and strong glossy surfaces according to a shininess threshold. This static solution roved to roduce less noise than using russian roulette to decide if the surface at a hit oint is soft or strong glossy. In the scene in figure 3 most arts of the scene are exclusively indirectly illuminated. Only a art of the walls and ceiling is directly illuminated by the lightsources. The scene contains several surfaces which are soft or strong glossy. In articular the large strong glossy floor (Blinn reflection model) has a high contribution to the indirect illumination in the room. Fig. 3a uses classical nearest neighbor area estimation to calculate the illumination, which results in illumination artifacts at edges (eg. on the table and chairs) and corners (eg. on the walls). Fig. 3b uses our new radiance estimation which avoids these artifacts. 6 Conclusion We have resented a new method to calculate global illumation with hoton mas. In our results we have shown that it also gives correct artifact free illumination results in the regions near edges and corners without using final gathering, as it is necessary eg. for caustics. This is due to a new radiance estimation which comensates the distribution of the nearest neighbor hotons of an illuminated oint in such a region. Future work includes the arallelization of this technique that utilizes the indeendence of the light asses and view asses and their hoton mas. Acknowledgments This work has been suorted by the Austrian Science Fund (FWF) roject no. P13600-INF. References [Chr99] P. H. Christensen. Faster Photon Ma Global Illumination. Journal of grahics tools vol. 4 no [Dri00] T. Driemeyer. Rendering with mental ray. Sringer-Verlag
8 [Jen95] [JC95] [Jen96a] [Jen96b] [JC98] [Mys97] [SW00] [WH92] H. W. Jensen. Imortance Driven Path Tracing using the Photon Ma. Eurograhics Worksho on Rendering H. W. Jensen, N. J. Christensen. Photon Mas in Bidirectional Monte Carlo Ray Tracing of Comlex Objects. Comuters & Grahics vol. 19 no H. W. Jensen. Rendering Caustics on Non-Lambertian Surfaces. Grahics Interface H. W. Jensen. Global Illumination using Photon Mas. EUROGRAPHICS worksho on rendering 1996 H. W. Jensen, P. H. Christensen. Efficient Simulation of Light Transort in Scenes with Particiating Media using Photon Mas. SIGGRAPH K. Myszkowski. Lighting Reconstruction Using Fast and Adative Density Estimation Techniques. EUROGRAPHICS worksho on rendering 97 F. Suykens, Y. D. Willems. Density Control for Photon Mas. EUROGRAPHICS worksho on rendering G. J. Ward, P. S. Heckbert. Irradiance Gradients. EUROGRAPHICS worksho on rendering
9 Fig. 3. a (to): Classical nearest neighbor area estimation generates illumination artefacts at edges and corners. b (middle): Our new radiance estimation avoids these artifacts. c (bottom): One of the hotonmas which were used for both methods.
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