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Published byElizabeth Fisher Modified over 9 years ago
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Monte Carlo I Previous lecture Analytical illumination formula This lecture Numerical evaluation of illumination Review random variables and probability Monte Carlo integration Sampling from distributions Sampling from shapes Variance and efficiency
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Lighting and Soft Shadows Challenges Visibility and blockers Varying light distribution Complex source geometry Source: Agrawala. Ramamoorthi, Heirich, Moll, 2000
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Penumbras and Umbras
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Monte Carlo Lighting 1 eye ray per pixel 1 shadow ray per eye ray FixedRandom
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Monte Carlo Algorithms Advantages Easy to implement Easy to think about (but be careful of statistical bias) Robust when used with complex integrands and domains (shapes, lights, …) Efficient for high dimensional integrals Efficient solution method for a few selected points Disadvantages Noisy Slow (many samples needed for convergence)
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Random Variables is chosen by some random process probability distribution (density) function
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Discrete Probability Distributions Discrete events X i with probability p i Cumulative PDF (distribution) Construction of samples To randomly select an event, Select X i if Uniform random variable
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Continuous Probability Distributions PDF (density) CDF (distribution) Uniform
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Sampling Continuous Distributions Cumulative probability distribution function Construction of samples Solve for X=P -1 (U) Must know: 1.The integral of p(x) 2.The inverse function P -1 (x)
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Example: Power Function Assume Trick
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Sampling a Circle
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RIGHT Equi-ArealWRONG Equi-Areal
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Rejection Methods Algorithm Pick U 1 and U 2 Accept U 1 if U 2 < f(U 1 ) Wasteful? Efficiency = Area / Area of rectangle
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Sampling a Circle: Rejection May be used to pick random 2D directions Circle techniques may also be applied to the sphere do { X=1-2*U 1 Y=1-2*U 2 } while(X 2 + Y 2 > 1)
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Monte Carlo Integration Definite integral Expectation of f Random variables Estimator
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Unbiased Estimator Assume uniform probability distribution for now Properties
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Over Arbitrary Domains a b
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Non-Uniform Distributions
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Direct Lighting – Directional Sampling Ray intersection Sample uniformly by
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Direct Lighting – Area Sampling Ray direction Sample uniformly by
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Examples 4 eye rays per pixel 1 shadow ray per eye ray FixedRandom
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Examples 4 eye rays per pixel 16 shadow rays per eye ray Uniform gridStratified random
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Examples 4 eye rays per pixel 64 shadow rays per eye ray Uniform gridStratified random
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Examples 4 eye rays per pixel 100 shadow rays per eye ray Uniform gridStratified random
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Examples 4 eye rays per pixel 16 shadow rays per eye ray 64 eye rays per pixel 1 shadow ray per eye ray
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Variance Definition Properties Variance decreases with sample size
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Direct Lighting – Directional Sampling Ray intersection Sample uniformly by
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Sampling Projected Solid Angle Generate cosine weighted distribution
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Examples Projected solid angle 4 eye rays per pixel 100 shadow rays Area 4 eye rays per pixel 100 shadow rays
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Variance Reduction Efficiency measure Techniques Importance sampling Sampling patterns: stratified, …
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Sampling a Triangle
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Here u and v are not independent! Conditional probability
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