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On robust Monte Carlo algorithms for multi-pass global illumination Frank Suykens – De Laet 17 September 2002
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Overview Introduction –Realistic image synthesis –Global illumination Algorithms for global illumination Contributions –Weighted multi-pass methods –Path differentials –Density control for photon maps Conclusion
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Overview Introduction –Realistic image synthesis –Global illumination Algorithms for global illumination Contributions –Weighted multi-pass methods –Path differentials –Density control for photon maps Conclusion
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Realistic image synthesis Goal: Compute images that appear to an observer as real photographs Which one is real?
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Realistic image synthesis Applications –Architecture –Movie industry –Lighting design –Computer games –Archeology –Product design –…
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Realistic image synthesis Scene description Light Transport Simulation Compute illumination Image
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Scene description Geometry Materials Light sources Camera / Eye Position, size, … (e.g., CAD)
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Scene description Geometry Materials Light sources Camera / Eye Diffuse paint, glass, metal, … BSDF
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Materials: BSDF Bidirectional scattering distribution function (reflection & transmission) x Fraction of incoming radiance L(x ) that is scattered into the direction θ
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BSDF Components Diffuse (D)Glossy (G)Specular (S) Diffuse, glossy and specular: (D|G|S) = X
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Scene description Geometry Materials Light sources Camera / Eye Position, brightness, spotlight, …
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Scene description Geometry Materials Light sources Camera / Eye Position, viewing angle, …
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Realistic image synthesis Scene description Light Transport Simulation Compute illumination Image Geometry Materials Light sources Camera/Eye
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Compute illumination For every pixel: how much light passes through? Account for all possible paths from light to eye! Global illumination Light Transport Simulation
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Global illumination Mathematical basis for light transport Outgoing radiance L in x in direction θ ? x L Rendering equation Light Transport Simulation
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Rendering equation =+ Radiance x L Integration over all directions BSDF Unknown incoming radiance x LeLe Self emitted radiance LrLr Reflected (& refracted) radiance x Light Transport Simulation Recursive
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Realistic image synthesis Scene description Light Transport Simulation Compute illumination Image Geometry Materials Light sources Camera/Eye Global illumination Rendering equation
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Overview Introduction –Realistic image synthesis –Global illumination Algorithms for global illumination Contributions –Weighted multi-pass methods –Path differentials –Density control for photon maps Conclusion
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Example scene Specular refraction Caustics Indirect caustics Indirect illumination Many different illumination features: We want a full global illumination solution!
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Algorithms for global illumination Computation: Numerical integration –Monte Carlo integration Algorithms –Image space algorithms Stochastic ray tracing Particle tracing Bidirectional path tracing –Object space algorithms Radiosity
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Monte Carlo integration Estimate integrals by random sampling –draw a number of random samples –average their contribution estimate of integral Statistical errors Noise in images Convergence: More samples, less noise
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Stochastic ray tracing Trace paths starting from the eye 9 paths/pixel L E Monte Carlo integration
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Particle tracing Trace paths starting from the light 9 paths/pixel L E Pattanaik ’92, Dutré ’93
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Bidirectional path tracing Trace paths starting from the light AND the eye L E Lafortune ’93, Veach ’94
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Comparison Same computation time (± 5 min.) Stochastic ray tracing (9 samples per pixel) Particle tracing (9 samples per pixel) Bidirectional path tracing (4 samples per pixel)
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Radiosity methods Object space method Diffuse surfaces only View independent Galerkin radiosity
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Overview Introduction –Realistic image synthesis –Global illumination Algorithms for global illumination Contributions –Weighted multi-pass methods –Path differentials –Density control for photon maps Conclusion
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Overview Introduction –Realistic image synthesis –Global illumination Algorithms for global illumination Contributions –Weighted multi-pass methods –Path differentials –Density control for photon maps Conclusion
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Multi-pass methods Combine different algorithms Separate light transport –Based on BSDF components –Different algorithms different illumination –Preserve strengths of individual algorithms Regular expressions (e.g., LD *, LX * E ) –derive path evaluation from regular expression
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Radiosity & stochastic ray tracing LD * (G|S)X * E LX*E E D|G|S LD * G|S Full global illumination but drawbacks of stoch. ray tracing Combine with bidirectional path tracing 1. Radiosity 2. Stochastic ray tracing Use radiosity solution at end points
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Multi-pass configuration ++ BPTUse weighting Rad + SR L(G|S)X*E LD(G|S)X*E + LDE ??? Self-emitted light Direct diffuse Indirect diffuse LDD + (G|S)X*E + LDD + E
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Weighting instead of separation –allow overlapping transport between different algorithms –weight individual paths automatic ‘separation’ Technique –General Monte Carlo variance reduction technique –Constraints, weighting heuristics Weighted multi-pass methods
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Results (unweighted) Bidirectional path tracingRadiosity + stoch. ray tracing LD(G|S)X*E + LDE
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Results (weighted) + Bidirectional path tracingRadiosity + stoch. ray tracing LD(G|S)X*E + LDE
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Final result BPT only Radiosity + Stoch. RT Weighted combination Radiosity + Stoch. RT and Bidirectional path tracing
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Conclusion: WMP Multi-pass methods –separation: path evaluation from regular expression –weighting: each path is weighted individually automatic ‘separation’ General technique Robust combination of bidirectional path tracing and radiosity
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Overview Introduction –Realistic image synthesis –Global illumination Algorithms for global illumination Contributions –Weighted multi-pass methods –Path differentials –Density control for photon maps Conclusion
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Path differentials Idea –Many algorithms trace paths –A path is infinitely thin: no neighborhood information –Knowledge about ‘region of influence’ or ‘footprint ’ would be useful in many applications: bias-noise trade-off Footprint definition Path differentials
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Path footprint Path = function of random variables –direction sampling, light source sampling, …
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Path footprint Variables change path perturbation
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Path footprint Set of path perturbations footprint
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Path differentials Partial derivatives –approximate perturbations –combine into footprint (first order Taylor approx.) –footprint estimate from a single path!
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Applications Path differentials widely applicable –Any Monte Carlo path sampling algorithm Texture filtering Hierarchical particle tracing radiosity Importance maps
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Application: hierarchical radiosity Particle tracing radiosity L Trace light paths Each hit contributes to the illumination of the element In which level should the particle contribute? Path differentials: size of footprint size of element Small elements noise Large elements blur fixed hierarchical
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Application: hierarchical radiosity Fixed size (large) Fixed size (small) Path differentials
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Application: hierarchical radiosity Fixed size (large) Fixed size (small) Path differentials
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Conclusion: Path differentials New, robust technique to compute path footprint Handles general BSDFs, complex geometry Many applications in global illumination
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Overview Introduction –Realistic image synthesis –Global illumination Algorithms for global illumination Contributions –Weighted multi-pass methods –Path differentials –Density control for photon maps Conclusion
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Photon mapping Popular 2-pass global illumination algorithm Jensen ’96, … 1. Particle tracing trace light paths
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1. Particle tracing trace light paths record all hitpoints Photon mapping Popular 2-pass global illumination algorithm Set of photons: ‘Photon map’ Jensen ’96, …
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Photon mapping Density of photons radiance estimate Photon hits Radiance estimate
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Photon mapping: second pass Global map: indirect visualization Caustic map: direct visualization Global map Caustic map Final image 2. Stochastic ray tracing indirect direct
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Photon mapping examples
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Photon mapping Advantages –efficient, full global illumination –robust (photon map independent of geometrical complexity) Difficulties –many photons a lot of memory! –how many photons needed? Density control
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Density control Only store photons when more photons are needed –choose target density –new photon hit: target density reached? No store photon Yes redistribute photon power among neighbors
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Density control Target density? Importance maps Path differentials can be used! Trace ‘importons’ from eye importance map OverviewViewpoint Target density Error analysis
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Results: photon map construction Actual density of photon map Radiance estimate No density control, 400.000 photons Density control, 57.000 photons
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Results: final image No density control, 400.000 photons With density control, 57.000 photons No visible difference with 1/7 th of the photons
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Conclusion: Density control Fewer photons: memory efficient Global & Caustic map Important step towards error control
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Overview Introduction –Realistic image synthesis –Global illumination Algorithms for global illumination Contributions –Weighted multi-pass methods –Path differentials –Density control for photon maps Conclusion
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Conclusion General techniques to construct better, more robust global illumination methods –Weighted multi-pass methods –Path differentials –Density control for photon maps Wide applicability (general scenes, other algorithms) Future work: –improved techniques –more applications RenderPark: our freely available global illumination software (www.renderpark.be)
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Future work Improved techniques –Path differentials: second order derivatives –Error control for photon maps More applications –Weighted multi-pass & photon maps –Path differentials New techniques
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Light transport simulation For every pixel: how much light passes?
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Weighted multi-pass methods 1.Separation –derived directly from regular expressions 2.Weighting –weight overlapping transport –automatically preserves strengths –extension of multiple importance sampling
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Path footprint Region of influence? Distance to neighboring paths?
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Regular expressions Convenient representation of partial light transport Examples –LD * E : paths with one or more diffuse reflections radiosity solution –L(D|G|S) * E = LX * E : paths including all BSDF components full global illumination
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Multi-pass example Radiosity preprocess (LD * )+ stochastic ray tracing ((G|S) * E) LD * ELD * (G|S) * E
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Path footprint
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Bidirectional path tracing Trace paths starting from the light AND the eye Different ways to generate the same path Multiple importance sampling L E
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Weighting instead of separation Extension of multiple importance sampling –combine paths of different length General Monte Carlo variance reduction technique –constraints, weighting heuristics Weighted multi-pass methods L E L E LD Rad + SR BPT
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Bidirectional path tracing Trace paths starting from the light AND the eye Different ways to generate the same path Multiple importance sampling L E
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Example scene We want a full global illumination solution! (without waiting too long) Classical ray tracing (30 sec)Bidirectional path tracing (20 hrs)
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Contributions General techniques to construct better, more robust global illumination algorithms –full global illumination –Monte Carlo algorithms –multi-pass algorithms On robust Monte Carlo algorithms for multi-pass global illumination
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Radiosity & stochastic ray tracing E Use radiosity solution at end points D|G|S LD * G|S LD * (G|S)(D|G|S) * E LX*E Full global illumination but drawbacks of stoch. ray tracing Combine with bidirectional path tracing
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Path footprint estimation Beam tracing, cone tracing, … –difficult intersection tests –difficult to handle general reflection/refraction Extend to finite size Heckbert ‘84, Amanatides ‘84, …
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Path footprint estimation Partial derivatives: Footprint estimated from a single path –General reflection/refraction –No change in intersection tests Path differentials
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Path differentials: technique Path = function of (random) variables D D’ D’ = f(D, u,v) = f(u 0, u 1,…, u,v) (random) variables Path differentials –small neighborhood in domain small neighborhood around a vertex –partial derivatives & first order Taylor approximation Domain 0 1 1 1
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Application: texture filtering Filter textures locally –reduces noise caused by texture variation –fast box filter over the estimated footprint Extends Igehy ‘99
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Filtering over footprint (4 s/p)No filtering (4 s/p) Application: texture filtering
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