Sample‐Based Manifold Filtering for Interactive Global Illumination and Depth of Field

dc.contributor.authorBauszat, P.en_US
dc.contributor.authorEisemann, M.en_US
dc.contributor.authorJohn, S.en_US
dc.contributor.authorMagnor, M.en_US
dc.contributor.editorDeussen, Oliver and Zhang, Hao (Richard)en_US
dc.date.accessioned2015-03-02T19:44:52Z
dc.date.available2015-03-02T19:44:52Z
dc.date.issued2015en_US
dc.description.abstractWe present a fast reconstruction filtering method for images generated with Monte Carlo–based rendering techniques. Our approach specializes in reducing global illumination noise in the presence of depth‐of‐field effects at very low sampling rates and interactive frame rates. We employ edge‐aware filtering in the sample space to locally improve outgoing radiance of each sample. The improved samples are then distributed in the image plane using a fast, linear manifold‐based approach supporting very large circles of confusion. We evaluate our filter by applying it to several images containing noise caused by Monte Carlo–simulated global illumination, area light sources and depth of field. We show that our filter can efficiently denoise such images at interactive frame rates on current GPUs and with as few as 4–16 samples per pixel. Our method operates only on the colour and geometric sample information output of the initial rendering process. It does not make any assumptions on the underlying rendering technique and sampling strategy and can therefore be implemented completely as a post‐process filter.We present a fast reconstruction filtering method for images generated with Monte Carlo–based rendering techniques. Our approach specializes in reducing global illumination noise in the presence of depth‐of‐field effects at very low sampling rates and interactive frame rates. We employ edge‐aware filtering in the sample space to locally improve outgoing radiance of each sample. The improved samples are then distributed in the image plane using a fast, linear manifold‐based approach supporting very large circles of confusion. We evaluate our filter by applying it to several images containing noise caused by Monte Carlo–simulated global illumination, area light sources and depth of field. We show that our filter can efficiently denoise such images at interactive frame rates on current GPUs and with as few as 4–16 spp.en_US
dc.description.number1en_US
dc.description.sectionheadersArticlesen_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume34en_US
dc.identifier.doi10.1111/cgf.12511en_US
dc.identifier.urihttps://doi.org/10.1111/cgf.12511en_US
dc.publisherCopyright © 2015 The Eurographics Association and John Wiley & Sons Ltd.en_US
dc.titleSample‐Based Manifold Filtering for Interactive Global Illumination and Depth of Fielden_US
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