a) Our Method, 138 rpp, 3.14 sec (b) Equal time, 176 rpp, 3.11 sec (c) Our method, 138 rpp, 3.14 sec (d) Eq. quality, 5390 rpp, 130 sec (e) No factoring, 138 rpp, 3.10 sec defocus filter (pixels) num. primary rays (f) Primary filter and rpp 1 20 1 64 indirect filter (pixels) num. indirect rays (g) Indirect filter and rpp Figure 1: (a) The CHESS scene, with defocus blur, area light direct and indirect illumination, rendered at 900×1024 with an average 138 atomic rays per pixel (rpp), in 3.14 sec on an NVIDIA Titan GPU. We compare to different methods in the insets. Readers are encouraged to zoom into the PDF to examine the noise. The top row inset is a sharp in-focus region while the other two regions are defocus blurred; all insets include noisy direct and indirect illumination. In (b) we compare to equal time stratified Monte Carlo (MC) sampling with 176 rpp; in (c), Our method; and in (d), Equal quality MC with 5390 rpp is 40× slower. One of the key contributions of our method is factoring of texture and irradiance, so that irradiance can be pre-filtered before combining with texture. Without factoring, the defocus filter cannot remove noise for in-focus regions as shown in (e), top inset. In (f) and (g) top row, we show filter size for texture and indirect irradiance. Black pixels indicate that factoring cannot be used and irradiance cannot be pre-filtered. In the bottom row we show number of primary rays and indirect samples respectively. Our method uses separate sampling rates and filters for primary and secondary effects which makes it more effective.
AbstractMonte Carlo (MC) ray-tracing for photo-realistic rendering often requires hours to render a single image due to the large sampling rates needed for convergence. Previous methods have attempted to filter sparsely sampled MC renders but these methods have high reconstruction overheads. Recent work has shown fast performance for individual effects, like soft shadows and indirect illumination, using axis-aligned filtering. While some components of light transport such as indirect or area illumination are smooth, they are often multiplied by high-frequency components such as texture, which prevents their sparse sampling and reconstruction.We propose an approach to adaptively sample and filter for simultaneously rendering primary (defocus blur) and secondary (soft shadows and indirect illumination) distribution effects, based on a multi-dimensional frequency analysis of the direct and indirect illumination light fields. We describe a novel approach of factoring texture and irradiance in the presence of defocus blur, which allows for pre-filtering noisy irradiance when the texture is not noisy. Our approach naturally allows for different sampling rates for primary and secondary effects, further reducing the overall ray count. While the theory considers only Lambertian surfaces, we obtain promising results for moderately glossy surfaces. We demonstrate 30× sampling rate reduction compared to equal quality noise-free MC. Combined with a GPU implementation and l...