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Monte Carlo Integration
COS 323 Acknowledgment: Tom Funkhouser
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Slide courtesy of Peter Shirley
Integration in 1D f(x) x=1 Slide courtesy of Peter Shirley
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Slide courtesy of Peter Shirley
We can approximate g(x) f(x) x=1 Slide courtesy of Peter Shirley
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Slide courtesy of Peter Shirley
Or we can average f(x) E(f(x)) x=1 Slide courtesy of Peter Shirley
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Estimating the average
f(x) E(f(x)) x1 xN Slide courtesy of Peter Shirley
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Slide courtesy of Peter Shirley
Other Domains f(x) < f >ab x=a x=b Slide courtesy of Peter Shirley
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Benefits of Monte Carlo
No “exponential explosion” in required number of samples with increase in dimension Resistance to badly-behaved functions
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Variance E(f(x)) x1 xN
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Variance Variance decreases as 1/N Error decreases as 1/sqrt(N)
E(f(x)) x1 xN
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Variance Problem: variance decreases with 1/N
Increasing # samples removes noise slowly E(f(x)) x1 xN
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Variance Reduction Techniques
Problem: variance decreases with 1/N Increasing # samples removes noise slowly Variance reduction: Stratified sampling Importance sampling
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Stratified Sampling Estimate subdomains separately Arvo Ek(f(x)) x1 xN
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Stratified Sampling This is still unbiased Ek(f(x)) x1 xN
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Stratified Sampling Less overall variance if less variance in subdomains Ek(f(x)) x1 xN
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Importance Sampling Put more samples where f(x) is bigger E(f(x)) x1
xN
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Importance Sampling This is still unbiased E(f(x)) for all N x1 xN
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Importance Sampling Zero variance if p(x) ~ f(x) E(f(x))
Less variance with better importance sampling x1 xN
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Generating Random Points
Uniform distribution: Use pseudorandom number generator 1 Probability W
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Pseudorandom Numbers Deterministic, but have statistical properties resembling true random numbers Common approach: each successive pseudorandom number is function of previous Linear congruential method: Choose constants carefully, e.g. a = b = c = 232 – 1
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Pseudorandom Numbers To get floating-point numbers in [0..1), divide integer numbers by c + 1 To get integers in range [u..v], divide by (c+1)/(v–u+1), truncate, and add u Better statistics than using modulo (v–u+1) Only works if u and v small compared to c
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Generating Random Points
Uniform distribution: Use pseudorandom number generator 1 Probability W
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Importance Sampling Specific probability distribution:
Function inversion Rejection Split into 2 slides: one for theta, one for phi.
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Importance Sampling “Inversion method”
Integrate f(x): Cumulative Distribution Function 1 Split into 2 slides: one for theta, one for phi.
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Importance Sampling “Inversion method”
Integrate f(x): Cumulative Distribution Function Invert CDF, apply to uniform random variable 1 Split into 2 slides: one for theta, one for phi.
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Importance Sampling Specific probability distribution:
Function inversion Rejection Split into 2 slides: one for theta, one for phi.
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Generating Random Points
“Rejection method” Generate random (x,y) pairs, y between 0 and max(f(x))
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Generating Random Points
“Rejection method” Generate random (x,y) pairs, y between 0 and max(f(x)) Keep only samples where y < f(x)
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Monte Carlo in Computer Graphics
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or, Solving Integral Equations for Fun and Profit
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or, Ugly Equations, Pretty Pictures
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Computer Graphics Pipeline
Modeling Animation Rendering Lighting and Reflectance
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Rendering Equation Surface Light Viewer [Kajiya 1986]
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Rendering Equation This is an integral equation Hard to solve!
Can’t solve this in closed form Simulate complex phenomena Heinrich
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Rendering Equation This is an integral equation Hard to solve!
Can’t solve this in closed form Simulate complex phenomena Jensen
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Monte Carlo Integration
f(x) Shirley
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Monte Carlo Path Tracing
Estimate integral for each pixel by random sampling
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Monte Carlo Global Illumination
Rendering = integration Antialiasing Soft shadows Indirect illumination Caustics
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Monte Carlo Global Illumination
Rendering = integration Antialiasing Soft shadows Indirect illumination Caustics Surface Eye Pixel x
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Monte Carlo Global Illumination
Rendering = integration Antialiasing Soft shadows Indirect illumination Caustics Light x’ Eye x Surface
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Monte Carlo Global Illumination
Rendering = integration Antialiasing Soft shadows Indirect illumination Caustics Herf
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Monte Carlo Global Illumination
Rendering = integration Antialiasing Soft shadows Indirect illumination Caustics Surface Light Eye w w’ x Surface
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Monte Carlo Global Illumination
Rendering = integration Antialiasing Soft shadows Indirect illumination Caustics Debevec
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Monte Carlo Global Illumination
Specular Surface Rendering = integration Antialiasing Soft shadows Indirect illumination Caustics Light Eye w w’ x Diffuse Surface
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Monte Carlo Global Illumination
Rendering = integration Antialiasing Soft shadows Indirect illumination Caustics Jensen
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Challenge Rendering integrals are difficult to evaluate
Multiple dimensions Discontinuities Partial occluders Highlights Caustics Drettakis
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Challenge Rendering integrals are difficult to evaluate
Multiple dimensions Discontinuities Partial occluders Highlights Caustics Jensen
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Monte Carlo Path Tracing
Big diffuse light source, 20 minutes Jensen
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Monte Carlo Path Tracing
1000 paths/pixel Jensen
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Monte Carlo Path Tracing
Drawback: can be noisy unless lots of paths simulated 40 paths per pixel: Lawrence
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Monte Carlo Path Tracing
Drawback: can be noisy unless lots of paths simulated 1200 paths per pixel: Lawrence
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Reducing Variance Observation: some paths more important (carry more energy) than others For example, shiny surfaces reflect more light in the ideal “mirror” direction Idea: put more samples where f(x) is bigger
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Importance Sampling Idea: put more samples where f(x) is bigger
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Effect of Importance Sampling
Less noise at a given number of samples Equivalently, need to simulate fewer paths for some desired limit of noise Uniform random sampling Importance sampling
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