Figure 1: Tools with a flashlight. The scene is illuminated by caustics from the flashlight, which cause SDS paths on the flashlight and highly glossy reflections of caustics on the bolts and plier. The flashlight and the plier are out of focus. Using the same rendering time, our method (right) robustly renders the combination of the complex illumination setting and the distributed ray tracing effects where progressive photon mapping is inefficient (left). AbstractThis paper presents a simple extension of progressive photon mapping for simulating global illumination with effects such as depthof-field, motion blur, and glossy reflections. Progressive photon mapping is a robust global illumination algorithm that can handle complex illumination settings including specular-diffuse-specular paths. The algorithm can compute the correct radiance value at a point in the limit. However, progressive photon mapping is not effective at rendering distributed ray tracing effects, such as depthof-field, that requires multiple pixel samples in order to compute the correct average radiance value over a region. In this paper, we introduce a new formulation of progressive photon mapping, called stochastic progressive photon mapping, which makes it possible to compute the correct average radiance value for a region. The key idea is to use shared photon statistics within the region rather than isolated photon statistics at a point. The algorithm is easy to implement, and our results demonstrate how it efficiently handles scenes with distributed ray tracing effects, while maintaining the robustness of progressive photon mapping in scenes with complex lighting.
Figure 1: Tools with a flashlight. The scene is illuminated by caustics from the flashlight, which cause SDS paths on the flashlight and highly glossy reflections of caustics on the bolts and plier. The flashlight and the plier are out of focus. Using the same rendering time, our method (right) robustly renders the combination of the complex illumination setting and the distributed ray tracing effects where progressive photon mapping is inefficient (left). Abstract This paper presents a simple extension of progressive photon mapping for simulating global illumination with effects such as depth-of-field, motion blur, and glossy reflections. Progressive photon mapping is a robust global illumination algorithm that can handle complex illumination settings including specular-diffuse-specular paths. The algorithm can compute the correct radiance value at a point in the limit. However, progressive photon mapping is not effective at rendering distributed ray tracing effects, such as depth-of-field, that requires multiple pixel samples in order to compute the correct average radiance value over a region. In this paper, we introduce a new formulation of progressive photon mapping, called stochastic progressive photon mapping, which makes it possible to compute the correct average radiance value for a region. The key idea is to use shared photon statistics within the region rather than isolated photon statistics at a point. The algorithm is easy to implement , and our results demonstrate how it efficiently handles scenes with distributed ray tracing effects, while maintaining the robust-ness of progressive photon mapping in scenes with complex lighting .
Monte Carlo Path Integration (RMSE: 0.07836) Photon Density Estimation (RMSE: 0.04638) Unified Framework (RMSE: 0.01246) Figure 1: Equal-time comparison of rendered images of a bathroom scene with realistic lighting fixtures. This scene includes both glossy reflections and complex caustics due to lighting fixtures which are common in interior design. Existing light transport simulation methods including Monte Carlo path integration and photon density estimation cannot efficiently render scenes with such lighting phenomena. Our new framework for light transport simulation automatically combines Monte Carlo path integration and photon density estimation by extending the sampling space of light transport paths, and produces a significantly more accurate solution in the same rendering time. AbstractWe present a new sampling space for light transport paths that makes it possible to describe Monte Carlo path integration and photon density estimation in the same framework. A key contribution of our paper is the introduction of vertex perturbations, which extends the space of paths with loosely coupled connections. The new framework enables the computation of path probabilities in the same space under the same measure, which allows us to use multiple importance sampling to combine Monte Carlo path integration and photon density estimation. The resulting algorithm, unified path sampling, can robustly render complex combinations and glossy surfaces and caustics that are problematic for existing light transport simulation methods.
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