Browsing by Author "Droske, Marc"
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Item Once-more Scattered Next Event Estimation for Volume Rendering(The Eurographics Association and John Wiley & Sons Ltd., 2022) Hanika, Johannes; Weidlich, Andrea; Droske, Marc; Ghosh, Abhijeet; Wei, Li-YiWe present a Monte Carlo path tracing technique to sample extended next event estimation contributions in participating media: we consider one additional scattering vertex on the way to the next event, accounting for focused blur, resulting in visually interesting image features. Our technique is tailored to thin homogeneous media with strongly forward scattering phase functions, such as water or atmospheric haze. Previous methods put emphasis on sampling transmittances or geometric factors, and are either limited to isotropic scattering, or used tabulation or polynomial approximation to account for some specific phase functions. We will show how to jointly importance sample the product of an arbitrary phase function with analytic sampling in the solid angle domain and the two reciprocal squared distance terms of the adjacent edges of the transport path. The technique is fast and simple to implement in an existing rendering system. Our estimator is designed specifically for forward scattering, so the new technique has to be combined with other estimators to cover the backward scattering contributions.Item Optimised Path Space Regularisation(The Eurographics Association and John Wiley & Sons Ltd., 2021) Weier, Philippe; Droske, Marc; Hanika, Johannes; Weidlich, Andrea; Vorba, JirĂ; Bousseau, Adrien and McGuire, MorganWe present Optimised Path Space Regularisation (OPSR), a novel regularisation technique for forward path tracing algorithms. Our regularisation controls the amount of roughness added to materials depending on the type of sampled paths and trades a small error in the estimator for a drastic reduction of variance in difficult paths, including indirectly visible caustics. We formulate the problem as a joint bias-variance minimisation problem and use differentiable rendering to optimise our model. The learnt parameters generalise to a large variety of scenes irrespective of their geometric complexity. The regularisation added to the underlying light transport algorithm naturally allows us to handle the problem of near-specular and glossy path chains robustly. Our method consistently improves the convergence of path tracing estimators, including state-of-the-art path guiding techniques where it enables finding otherwise hard-to-sample paths and thus, in turn, can significantly speed up the learning of guiding distributions.Item Temporal Normal Distribution Functions(The Eurographics Association, 2020) Tessari, Lorenzo; Hanika, Johannes; Dachsbacher, Carsten; Droske, Marc; Dachsbacher, Carsten and Pharr, MattSpecular aliasing can make seemingly simple scenes notoriously hard to render efficiently: small geometric features with high curvature and near specular reflectance result in tiny lighting features which are difficult to resolve at low sample counts per pixel. LEAN and LEADR mapping can be used to convert geometric surface detail to anisotropic surface roughness in a preprocess. In scenes including fluid simulation this problem is particularly apparent with fast moving elements such as spray particles, which are typically represented as participating media in movie rendering. Both approaches, however, are only valid in the far-field regime where the geometric detail is much smaller than a pixel, while the challenge of resolving highlights remains in the meso-scale. Fast motion and the relatively long shutter intervals, commonly used in movie production, lead to strong variation of the surface normals seen under a pixel over time aggravating the problem. Recent specular anti aliasing approaches preintegrate geometric curvature under the pixel footprint for one specific ray to achieve noise free images at low sample counts. We extend these to anisotropic surface roughness and to account for the temporal surface normal variation due to motion blur. We use temporal derivatives to approximate the distribution of the surface normal seen under a pixel over the course of the shutter interval. Furthermore, we discuss how this can afterwards be combined with the surface BSDF in a practical way.