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Primary Sample Space Path Guiding
Jerry Jinfeng Guo1, Pablo Bauszat1, Jacco Bikker2 and Elmar Eisemann1 3-July-2018 1: Delft University of Technology, the Netherlands 2: Utrecht University, the Netherlands
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Background Realistic rendering via light transport simulation
Path tracing and bi-directional path tracing Monte Carlo integration to solve the equation 11/21/201811/21/2018
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Path Construction 101 Motivation in 2D 11/21/201811/21/2018
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Related Work – Path Guiding
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Related Work – Path Guiding
Reduce Zero Radiance Paths Guide rays towards more promising region Essentially importance sampling PG with pre-computed caches [1][2] On-line PG [3][4] PG with reinforced approach [5] [1] Jensen et al. "Photon maps in bidirectional Monte Carlo ray tracing of complex objects.“, 1995 [2] Hey et al. "Importance sampling with hemispherical particle footprints.", 2002 [3] Vorba et al. "On-line learning of parametric mixture models for light transport simulation.", 2014 [4] Müller et al. "Practical Path Guiding for Efficient Light‐Transport Simulation.", 2017 [5] Dahm, Ken, and Alexander Keller. "Learning light transport the reinforced way.", 2017 11/21/201811/21/2018
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Related Work – Primary Sample Space
Metropolis light transport [7] Path configurations as samples Correlate samples as Markov states Mutation done by tweaking path configuration Primary sample space MLT [8] Tweaking random numbers Ease of implementation Primary samples: vectors of random numbers [ …, , , , … ] [ …, , , , … ] [7] Veach et al. "Metropolis light transport.“, 1997 [8] Kelemen et al. "A simple and robust mutation strategy for the metropolis light transport algorithm.", 2002. 11/21/201811/21/2018
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Our Objective To build a structure that affects sample generation
Takes as input samples from standard RNG Output are samples more concentrated in valuable regions 11/21/201811/21/2018
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Distinction All methods build spatial-directional structures in scene space Spatially distributed (3D) Hemispherical or spherical representation (2D) We work solely in primary sample space Out-of-kernel feature No need to explicitly build structures in scene space Clarification This project is about unidirectional path guiding No Metropolis sampling involved 11/21/201811/21/2018
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Overview A standard path tracing solution: {u0, u1, u2, u3, …}
Luminance Sampler Path Tracer Final Image 11/21/201811/21/2018
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Overview Our primary sample space guided path tracing:
{u0, u1, u2, u3, …} {u’0, u’1, u’2, u’3, …} Sampler K-d Tree Path Tracer Luminance {u’0, u’1, u’2, u’3, …}, L Final Image Last Iteration? 11/21/201811/21/2018
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Method – Our Structure We use a K dimensional binary tree as our structure K = MxN: M: bounces N: fixed random numbers each bounce consumes Each node encodes: Leaf flag Counter or right child index Luminance value 11/21/201811/21/2018
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Tree construction (refinement)
Method – Outline Sample collection Tree construction (refinement) Tree sampling Rendering 11/21/201811/21/2018
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Method – Sample Collection
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Method – Sample Collection
We use a two-tree design: one for sampling, one for collection Tree traversal, with samples & luminance ({u’0, u’1, u’2, u’3, …}, L) {u’0, u’1, u’2, u’3}, L Node Range for u0 Add luminance value Is Leaf? Get axis ui Get split via range[] ui Go left? Update Range for u1 Range for u2 Range for u3 … depth 11/21/201811/21/2018
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Method – Tree Construction
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Method – Tree Construction
Start with an empty tree Refine the tree after each iteration Refine the collection tree Copy it to the sample tree Node division criteria: leaf node counter 11/21/201811/21/2018
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Method – Tree Sampling 11/21/201811/21/2018
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Method – Tree Sampling Tree traversal, with primary sample {u0, u1, u2, u3, …}, {u0, u1, u2, u3} Range for u0 Range for u1 Range for u2 Range for u3 Node Is Leaf? Go left? Comp. value Get axis ui Split range[] ui Update … pdf depth 11/21/201811/21/2018
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Method – Tree Sampling With ranges available, we get the transformed sample by warping the input sample into these ranges We use a parameter to balance tree sampling and uniform random numbers 11/21/201811/21/2018
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Method – Rendering
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Method – Rendering Feed the path tracer with transformed sample
Simply fetch random number from a proper RNG after the end The final path length is not limited by k-d tree dimension Combine guided with uniform using multiple importance sampling Correctly reweight results using the pdf that comes along: 11/21/201811/21/2018
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Implementation Details
u0 u1 u2 u3 Max depth = 20 … Implemented in PBRT v3 K-d tree: K=4, M=2, N=2 K-d tree node division criteria 4 or 8 Max depth 20 8 bytes node layout K-d tree per image tile (16x16) Probability of sampling K-d tree 0.5 1/8 total sample budget for collection … 8 bytes 1 bit leaf flag 31 bits counter/index 32 bits node value 11/21/201811/21/2018
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Results – Ajar scene 256 collection spl. 2048 rendering spl.
800x450 n/a L: C: R: 2048 rendering spl. 256 collection spl. 1792 rendering spl. 4096 rendering spl. 11/21/201811/21/2018
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Results - Dinning room scene
800x450 2k PT: s 2k ours: s 512 ours: 542.5s 256 collection spl. 1792 rendering spl. 64 collection spl. 448 rendering spl. 2048 rendering spl. 11/21/201811/21/2018
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Results – Staircase scene
450x800 Ours 256: 238.1s PT 512: n/a Ours 512: n/a 512 64 collection spl. 448 rendering spl. 11/21/201811/21/2018
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Results – Kitchen scene
800x450 Ours 1K: 812.1s PT 4K: s Ours 4K: s 128 collection spl. 869 rendering spl. 512 collection spl. 3584 rendering spl. 4096 rendering spl. 11/21/201811/21/2018
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Results – Observations
MSEs In all scenes, our method brings down MSE Works in regions from where light can be reached with one or two bounces Zero radiance path ratios In all scenes, our method brings down zero radiance paths, best case by 39.5% Zero radiance path ratio goes down as more samples/iterations are invested Best case Kitchen scene 11/21/201811/21/2018
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Future work Acknowledgement Make the per tile structure adaptive
Higher dimensions Apply to Bi-directional path tracing Acknowledgement PBRT authors for the book and pbrt Benedikt Bitterli [1] for the awesome 3D scenes freely available online Reviewers for the insightful feedback [1] 11/21/201811/21/2018
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Conclusion We presented an unbiased path guiding scheme
Path guiding in primary sample space is practical Easy to implement Out-of-kernel feature Efficient 11/21/201811/21/2018
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Thank you! Questions are welcome! 11/21/201811/21/2018
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