Rendering - Experimental Ideas & Implementations 2018
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Browsing Rendering - Experimental Ideas & Implementations 2018 by Subject "Computing methodologies"
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Item Approximate svBRDF Estimation From Mobile Phone Video(The Eurographics Association, 2018) Albert, Rachel A.; Chan, Dorian Yao; Goldman, Dan B.; O'Brien, James F.; Jakob, Wenzel and Hachisuka, ToshiyaWe describe a new technique for obtaining a spatially varying BRDF (svBRDF) of a flat object using printed fiducial markers and a cell phone capable of continuous flash video. Our homography-based video frame alignment method does not require the fiducial markers to be visible in every frame, thereby enabling us to capture larger areas at a closer distance and higher resolution than in previous work. Pixels in the resulting panorama are fit with a BRDF based on a recursive subdivision algorithm, utilizing all the light and view positions obtained from the video. We show the versatility of our method by capturing a variety of materials with both one and two camera input streams and rendering our results on 3D objects under complex illumination.Item Diffuse-Specular Separation using Binary Spherical Gradient Illumination(The Eurographics Association, 2018) Kampouris, Christos; Zafeiriou, Stefanos; Ghosh, Abhijeet; Jakob, Wenzel and Hachisuka, ToshiyaWe introduce a novel method for view-independent diffuse-specular separation of albedo and photometric normals without requiring polarization using binary spherical gradient illumination. The key idea is that with binary gradient illumination, a dielectric surface oriented towards the dark hemisphere exhibits pure diffuse reflectance while a surface oriented towards the bright hemisphere exhibits both diffuse and specular reflectance. We exploit this observation to formulate diffuse-specular separation based on color-space analysis of a surface's response to binary spherical gradients and their complements. The method does not impose restrictions on viewpoints and requires fewer photographs for multiview acquisition than polarized spherical gradient illumination. We further demonstrate an efficient two-shot capture using spectral multiplexing of the illumination that enables diffuse-specular separation of albedo and heuristic separation of photometric normals.Item An Improved Multiple Importance Sampling Heuristic for Density Estimates in Light Transport Simulations(The Eurographics Association, 2018) Jendersie, Johannes; Grosch, Thorsten; Jakob, Wenzel and Hachisuka, ToshiyaVertex connection and merging (VCM) is one of the most robust light transport simulation algorithms developed so far. It combines bidirectional path tracing with photon mapping using multiple importance sampling (MIS). However, there are scene setups where the current weight computation is not optimal. If different merge events on a single path have roughly the same likelihood to be found, but different photon densities, this leads to high variance samples. We show how to improve the heuristic for density estimation events to overcome this issue by including the photon density into the MIS computation. This leads to a faster convergence in VCM and related techniques. The proposed change is easy to implement and is orthogonal to other improvements of the algorithm.Item Matrix Bidirectional Path Tracing(The Eurographics Association, 2018) Chaitanya, Chakravarty Reddy Alla; Belcour, Laurent; Hachisuka, Toshiya; Premoze, Simon; Pantaleoni, Jacopo; Nowrouzezahrai, Derek; Jakob, Wenzel and Hachisuka, ToshiyaSampled paths in Monte Carlo ray tracing can be arbitrarily close to each other due to its stochastic nature. Such clumped samples in the path space tend to contribute little toward an accurate estimate of each pixel. Bidirectional light transport methods make this issue further complicated since connecting paths of sampled subpaths can be arbitrarily clumped again. We propose a matrix formulation of bidirectional light transport that enables stratification (and low-discrepancy sampling) in this connection space. This stratification allows us to distribute computation evenly across contributing paths in the image, which is not possible with standard bidirectional or Markov chain solutions. Each element in our matrix formulation represents a pair of connected eye- and light-subpaths. By carefully reordering these elements, we build a 2D space where equally contributing paths are distributed coherently. We devise an unbiased rendering algorithm that leverages this coherence to effectively sample path space, consistently achieving a 2-3x speedup in radiometrically complex scenes compared to the state-of-the-art.Item Primary Sample Space Path Guiding(The Eurographics Association, 2018) Guo, Jerry Jinfeng; Bauszat, Pablo; Bikker, Jacco; Eisemann, Elmar; Jakob, Wenzel and Hachisuka, ToshiyaGuiding path tracing in light transport simulation has been one of the practical choices for variance reduction in production rendering. For this purpose, typically structures in the spatial-directional domain are built. We present a novel scheme for unbiased path guiding. Different from existing methods, we work in primary sample space. We collect records of primary samples as well as the luminance that the resulting path contributes and build a multiple dimensional structure, from which we derive random numbers that are fed into the path tracer. This scheme is executed completely outside the rendering kernel. We demonstrate that this method is practical and efficient. We manage to reduce variance and zero radiance paths by only working in the primary sample space.Item Scalable Real-Time Shadows using Clustering and Metric Trees(The Eurographics Association, 2018) Deves, François; Mora, Frédéric; Aveneau, Lilian; Ghazanfarpour, Djamchid; Jakob, Wenzel and Hachisuka, ToshiyaReal-time shadow algorithms based on geometry generally produce high quality shadows. Recent works have considerably improved their efficiency. However, scalability remains an issue because these methods strongly depend on the geometric complexity. This paper focuses on this problem. We present a new real-time shadow algorithm for non-deformable models that scales the geometric complexity. Our method groups triangles into clusters by precomputing bounding spheres or bounding capsules (line-swept spheres). At each frame, we build a ternary metric tree to partition the spheres and capsules according to their apparent distance from the light. Then, this tree is used as an acceleration data structure to determine the visibility of the light for each image point. While clustering allows to scale down the geometric complexity, metric trees allow to encode the bounding volumes of the clusters in a hierarchical data structure. Our experiments show that our approach remains efficient, including with models with over 70 million triangles.Item Screen Space Approximate Gaussian Hulls(The Eurographics Association, 2018) Meder, Julian; Brüderlin, Beat; Jakob, Wenzel and Hachisuka, ToshiyaThe Screen Space Approximate Gaussian Hull method presented in this paper is based on an output sensitive, adaptive approach, which addresses the challenge of high quality rendering even for high resolution displays and large numbers of light sources or indirect lighting. Our approach uses dynamically sparse sampling of the light information on a low-resolution mesh approximated from screen space and applying these samples in a deferred shading stage to the full resolution image. This preserves geometric detail unlike common approaches using lower resolution rendering combined with upsampling strategies. The light samples are expressed by spherical Gaussian distribution functions, for which we found a more precise closed form integration compared to existing approaches. Thus, our method does not exhibit the quality degradation shown by previously proposed approaches and we show that the implementation is very efficient. Moreover, being an output sensitive approach, it can be used for massive scene rendering without additional cost.Item Soft Transparency for Point Cloud Rendering(The Eurographics Association, 2018) Seemann, Patrick; Palma, Gianpaolo; Dellepiane, Matteo; Cignoni, Paolo; Goesele, Michael; Jakob, Wenzel and Hachisuka, ToshiyaWe propose a novel rendering framework for visualizing point data with complex structures and/or different quality of data. The point cloud can be characterized by setting a per-point scalar field associated to the aspect that differentiates the parts of the dataset (i.e. uncertainty given by local normal variation). Our rendering method uses the scalar field to render points as solid splats or semi-transparent spheres with non-uniform density to produce the final image. To that end, we derive a base model for integrating density in (intersecting) spheres for both the uniform and non-uniform setting and introduce a simple and fast approximation which yields interactive rendering speeds for millions of points. Because our method only relies on the basic OpenGL rasterization pipeline, rendering properties can be adjusted in real-time by user. The method has been tested on several datasets with different characteristics, and user studies show that a clearer understanding of the scene is possible in comparison with point splatting techniques and basic transparency rendering.