Pure Path Tracing: the Good and the Bad Path tracing concentrates on important paths only –Those that hit the eye –Those from bright emitters/reflectors.

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Presentation transcript:

Pure Path Tracing: the Good and the Bad Path tracing concentrates on important paths only –Those that hit the eye –Those from bright emitters/reflectors It treats every pixel independently, and every point on every surface independently –Good for specularities, which vary quickly over surfaces –Bad for diffuse illumination, which varies very slowly over surfaces (except at sharp shadow boundaries) No need for meshing, and general surfaces

Storing Information on Surfaces Radiosity algorithms store radiosity (and maybe more) in a mesh –Adaptation of the mesh requires new solutions –Methods to capture specular transport are expensive and don’t incorporate importance Monte Carlo methods can store energy on surfaces –Tend to be view driven, or light source driven –“Mesh” points are generally random –Trade off noisy estimates for speed and generality

Ray Tracing Diffuse Transport Distribution ray tracing can in principle do diffuse interactions –Sample not only specular directions, but also diffuse –Cost precludes us, due to the vast number of rays required for adequate sampling Where is the expense? –Rays are sent to find information that may already have been found, but not recorded Solution: Store radiosity as it is found, and re-use

“Radiance” algorithm (Ward) When a diffuse contribution is computed, record it for later use Some questions: –How do we decide whether to use an old value, or compute a new one? –How do we store the contribution? –How many diffuse bounces to we trace?

Re-Using Values When a point is hit by a ray, and a diffuse value is required: –If a “good” estimate can be computed using stored results, use it –Otherwise, compute a new estimate for this point, and store it The quality of an estimate is based on geometric considerations…

Quality of Existing Data Examine: –Surface curvature between the required point and the existing data diffuse illumination changes with curvature –Brightness and the distance to other surfaces Influences how fast incoming illumination can change –Assume extreme variation in incoming radiance If existing values are used, weigh contribution by quality

Storing Radiosity Estimates Store samples in an octree –Same tree represents objects and speeds ray tracing –Radiosity values are stored at level appropriate to their quality range Good estimates have value over larger regions, so are stored higher in the tree Problems? –Resolving close surfaces may be very expensive

Implementation Notes Compute illumination due to light sources directly –Except if the light source is large, in which case treat it like any other surface (with emittance) Build up “paths” one bounce at a time –Eye rays determine where estimates are needed –Schedule rays for next round, and continue Exploit numerical gradient information How does it relate to Kajiya’s path tracing? Which paths does it have trouble with?

Multi-Pass Monte Carlo Methods Shoot rays from lights, bounce them off surfaces, and deposit some energy at each bounce Options: –Which effects to capture with each pass –Bounce off all surfaces, or only off specular surfaces –Data structures for energy storage

Simplest Version Send out packets from light sources, distributed according to a particular model (eg spotlight, area light, …) Store some portion of the energy at each surface, on a predefined mesh Trace eye rays to render final image Problems: –No adaptation on receivers –View not accounted for in sending out packets

Adaptive Radiosity Textures Heckbert 90 Store intensity in textures attached to the surfaces –Works for anything with reasonable texture coordinates –Texture is stored as a quadtree, and adapted Shoot from lights to add intensity to textures Also shoot from bright surfaces to get diffuse- diffuse transport Eye ray trace to render

Radiosity Textures Implementation Determine maximum texture resolution with an initial eye ray pass Paper does not describe complete implementation –No initial pass –No shooting from non-light sources –Only get LS*DS*E Difficulties: –Light rays must be sampled to fill textures on visible surfaces –Subdivision scheme require cooperation between lights and textures

Hybrid Radiosity Method Observation: Different techniques work best for different light transport paths Distribution ray tracing from the eye to get LDS*E Distribution ray tracing from the lights to get LS*DE Progressive radiosity and Monte Carlo path tracing to get D* paths Compute high frequency information per-pixel, and low frequency using progressive radiosity

Photon Maps As much an exercise in careful engineering as a new method Basic Idea: Store various “photon maps” on surfaces –Maps are balanced kd-trees on surfaces –Maps for caustics, diffuse illumination, volumes, … –Maps store incoming direction as well as position and energy

Producing the Image Use ray tracing to determine the visible points Radiance at a point is broken into several components: –One-bounce light from sources –Light reflected specularly from other points –Diffusely reflected caustics –Light reflected diffusely multiple times Each component is determined separately –Accurate method for directly seen light and “difficult” geometry –Approximate for diffusely reflected light (low weight)

Computing Contributions Direct illumination: –Accurate: Photon map gives approx. shadow, cast ray if not certain –Approximate: Use diffuse photon map directly Specular reflection: –Distribution ray tracing with importance Caustics: –Use caustics photon map directly Soft indirect illumination: –Accurate: “Radiance” style estimate –Approximate: Global photon map

Photon Map Summary Combines various techniques depending on the situation –Question: Can Veach’s multiple importance sampling be used to improve the results? Produces very good results reasonably efficiently Geometric problems can still cause bleeding

Global Illumination Summary