Augmented Reality offers many applications today, especially on mobile devices. Due to the lack of mobile hardware for illumination measurements, photorealistic rendering with consistent appearance of virtual objects is still an area of active research. In this paper, we present a full two-stage pipeline for environment acquisition and augmentation of live camera images using a mobile device with a depth sensor. We show how to directly work on a recorded 3D point cloud of the real environment containing high dynamic range color values. For unknown and automatically changing camera settings, a color compensation method is introduced. Based on this, we show photorealistic augmentations using variants of differential light simulation techniques. The presented methods are tailored for mobile devices and run at interactive frame rates. However, our methods are scalable to trade performance for quality and can produce quality renderings on desktop hardware.
Multiple importance sampling is a tool to weight the results of different samplers with the goal of a minimal variance for the sampled function. If applied to light transport paths, this tool enables techniques such as bidirectional path tracing and vertex connection and merging. The latter generalizes the path probability measure to merges-also known as photon mapping. Unfortunately, the resulting heuristic can fail, resulting in a noticeable increase of noise. This chapter provides an insight into why things go wrong and proposes a simple-to-implement heuristic that is closer to an optimal solution and more reliable over different scenes. The trick is to use footprint estimates of sub-paths to predict the true variance reduction that is introduced by reusing all the photons.
Today, Monte Carlo light transport algorithms are used in many applications to render realistic images. Depending on the complexity of the used methods, several light effects can or cannot be found by the sampling process. Especially, specular and smooth glossy surfaces often lead to high noise and missing light effects.
Path space regularization provides a solution, improving any sampling algorithm, by modifying the material evaluation code. Previously, Kaplanyan and Dachsbacher [KD13] introduced the concept for pure specular interactions. We extend this idea to the commonly used microfacet models by manipulating the roughness parameter prior to the evaluation. We also show that this kind of regularization requires a change in the MIS weight computation and provide the solution. Finally, we propose two heuristics to adaptively reduce the introduced bias.
Using our method, many complex light effects are reproduced and the fidelity of smooth objects is increased. Additionally, if a path was sampleable before, the variance is partially reduced.
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