1. Efficient Energy-Compensated VPLs using Photon Splatting
- Author
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Jamorn Sriwasansak, Adrien Gruson, Toshiya Hachisuka, The University of Tokyo (UTokyo), Japanese French Laboratory for Informatics (JFLI), National Institute of Informatics (NII)-Université Pierre et Marie Curie - Paris 6 (UPMC)-The University of Tokyo (UTokyo)-Centre National de la Recherche Scientifique (CNRS), The University of Tokyo, Japanese French Laboratory for Informatics ( JFLI ), and National Institute of Informatics ( NII ) -Université Pierre et Marie Curie - Paris 6 ( UPMC ) -Keio University-The University of Tokyo-Centre National de la Recherche Scientifique ( CNRS )
- Subjects
Many lights ,Density Estimation ,Computer science ,Global illumination ,Process (computing) ,ComputingMethodologies_IMAGEPROCESSINGANDCOMPUTERVISION ,020207 software engineering ,02 engineering and technology ,[ INFO.INFO-GR ] Computer Science [cs]/Graphics [cs.GR] ,Computer Graphics and Computer-Aided Design ,[INFO.INFO-GR]Computer Science [cs]/Graphics [cs.GR] ,Computer Science Applications ,Rendering (computer graphics) ,Computational science ,Computer graphics ,Path (graph theory) ,0202 electrical engineering, electronic engineering, information engineering ,020201 artificial intelligence & image processing ,Point (geometry) ,Importance sampling ,Efficient energy use ,ComputingMethodologies_COMPUTERGRAPHICS - Abstract
International audience; Efficient light transport simulation is important for many applications in computer graphics. Many-light methods based on virtual point lights (VPLs) especially work well for scenes consist mainly of diffuse materials. Rendered images with VPLs, however, are known to suffer from energy loss due to clamping of the VPL contributions. Removing this clamping, unfortunately, introduces significant variance in images due to the singularities of VPLs. We propose an efficient and practical algorithm which compensates energy loss of VPLs using yet another efficient rendering method – photon splatting. Recent unified path sampling frameworks show that VPLs are in fact photons. Based on this unified formulation, we propose to reuse VPLs as photons to compensate missing energy of clamped VPLs. This combination is very natural: the singularities of VPLs happen if a shading point is too close to VPLs, but such VPLs can also be seen as neighboring photons that are indeed useful for photon density estimation. We formulate this energy compensation process using multiple importance sampling to combine rendering with VPLs and photon splatting optimally. Our algorithm can be efficiently implemented on GPUs since rendering with VPLs and photon splatting are both suitable for GPUs. The results demonstrate that our method produces more accurate images in the same rendering time than the existing methods. For common use cases of rendering mostly diffuse scenes, our work leads to an efficient, accurate, and practical rendering algorithm based on VPLs.
- Published
- 2018
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