Free Path Sampling in High Resolution Inhomogeneous Participating Media

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Free Path Sampling in High Resolution Inhomogeneous Participating Media Budapest University of Technology and Economics, Hungary Szirmay-Kalos László Magdics Milán Tóth Balázs

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Free Path Sampling in High Resolution Inhomogeneous Participating Media. Szirmay-Kalos László Magdics Milán Tóth Balázs. Budapest University of Technology and Economics, Hungary. Problem statement. GI rendering in participating media: Free path between scattering points - PowerPoint PPT Presentation

Transcript of Free Path Sampling in High Resolution Inhomogeneous Participating Media

Page 1: Free Path Sampling in High Resolution Inhomogeneous Participating Media

Free Path Sampling in High Resolution Inhomogeneous Participating Media

Budapest University of Technology and Economics, Hungary

Szirmay-Kalos LászlóMagdics MilánTóth Balázs

Page 2: Free Path Sampling in High Resolution Inhomogeneous Participating Media

Problem statement• GI rendering in participating media:

– Free path between scattering points– Absorption or scattering– Scattering direction

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Free Path Sampling

))(exp(1)(

d)()(0

ssPr

ttss

Optical depth

CDF of free path))(exp(1 s

r s

Sampling equation

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Homogeneous case is simple

)1log( r

s

)exp(1)(

)(

ssPr

ss

sr)exp(1 s

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Ray marching

• Complexity grows with the resolution• Independent of the density variation• Slow in high resolution low density media

)exp(1 si

i

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Woodcock tracking

• Resolution independent• Complexity grows with the density variation • Slow in strongly inhomogeneous media

Accept with prob: (t)/max

)exp(1 maxs

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Contribution of this paper• Sampling scheme for inhomogeneous media

– Generalization of Woodcock tracking and ray marching

– Involves them as two extreme cases– Offers new possibilities between them

• Application for high resolution voxel arrays• Application for procedurally generated media

of ”unlimited resolution”

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High densityregion Low density

region

PhotonFreepath

Inhomogeneous media

Particle and itsscattering lobe

Spatial density variation Scattering lobe (albedo +Phase function) variation

Collision

In free path sampling onlydensity variation matters!

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PhotonVirtualcollision

Realcollision

Virtual particle and itsscattering lobe

Mix virtual particles to modify the density but to keep the radiance

Probability of hitting a real particle:

(t)/((t)+virtual (t))=(t)/comb(t)

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Sampling with virtual particles

• Find comb(t) = (t)+virtual(t)

– upper bounding function extinction comb(t),

– Analytic evaluation:

• Sample with comb(t)

• Real collision with probability (t)/comb(t)

s

tts0

comb d)()(

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Challenges• For the volume density find an analytically

integrable sharp upperbound• Voxel arrays: constant or linear upper-bound

in super-voxels• Procedural definition: depends on the actual

procedure– We demonstrate it with Perlin noise

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Procedural media (Perlin noise))1(S

)2(S

)3(S

)( pn

p

p

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Upper bound: construction up to a limited scale

)1(max

)( ˆ)( kk Spn upper-bound

noise)(xn

p

original resolution

super-voxelresolution

)1(S

)2(S

)3(S

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Line integration

super-voxels

original voxels

ray

min0 ss s

1s2s

3s

maxs

real depth

optical depth

),( 10 ss),( 21 ss

),( 32 ss

scattering point where )1log()( rs

ns

1ns

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5123 voxel array, 32 million rays

Ray marching: 9 sec: Woodcock: 7 sec: New: 1.4 sec:

Million rays per second with respect to the super voxel resolution

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Perlin noise clouds, 9 million rays

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Scalability

Million rays per second

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Videos

• 40963 effective resolution• 1283 super-voxel grid• 50 million photons/frame• 9 sec/frame

• 40963 effective resolution• 1283 super-voxel grid• 5 million photons/frame• 1 sec/frame

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Conclusions• Handling of inhomogeneous media by mixing virtual

particles that– Simplify free path length sampling– Do not change the radiance

• Compromise between ray marching and Woodcock tracking– Much better than ray marching in high resolution media– Much better than Woodcock tracking in strongly

inhomogeneous media