path tracing computer graphics path tracing 2009 fabio pellacini 1
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1 path tracing computer graphics path tracing 2009 fabio pellacini 1
2 path tracing Monte Carlo algorithm for solving the rendering equation computer graphics path tracing 2009 fabio pellacini 2
3 solving rendering equation advantages predictive simulation can be used for architecture, engineering, photorealistic if simulation if correct, images will look real disadvantages (really) slow simulation of physics is computationally very expensive need accurate geometry, materials and lights otherwise just a correct solution to the wrong problem computer graphics path tracing 2009 fabio pellacini 3
4 rendering equation x x [Bala] computer graphics path tracing 2009 fabio pellacini 4
5 basic path tracing need to evaluate radiance at x in direction Θ determine visible point look up emission [Bala] computer graphics path tracing 2009 fabio pellacini 5
6 basic path tracing need to evaluate use Monte Carlo estimation computer graphics path tracing 2009 fabio pellacini 6
7 basic path tracing generate random direction Ψ i with p(ψ i ) evaluate BRDF evaluate cosine evaluate [Bala] computer graphics path tracing 2009 fabio pellacini 7
8 basic path tracing need to evaluate determine visible point from x in direction Ψ i in vacuum [Bala] computer graphics path tracing 2009 fabio pellacini 8
9 basic path tracing need to evaluate recursively execute procedure [Bala] computer graphics path tracing 2009 fabio pellacini 9
10 russian roulette when to stop recursion? light bounce infinitely in the environment but every bounce has less energy in many cases 3-4 bounces are enough [Bala] computer graphics path tracing 2009 fabio pellacini 10
11 russian roulette stop after k bounces introduces bias (consistent error) in the solution need to make k large to capture all cases Monte Carlo strategy (Russian Roulette) as stopping criterion pick a probability with which to stop the path at each intersection, test the path correct the radiance estimator accordingly computer graphics path tracing 2009 fabio pellacini 11
12 russian roulette [Dutré, Bekaert, Bala] computer graphics path tracing 2009 fabio pellacini 12
13 russian roulette computer graphics path tracing 2009 fabio pellacini 13
14 russian roulette if f is a recursive integral, only continue with probability but weight back the radiance example: path tracing with only 1 chance in 10 the ray will continue estimate radiance of the ray multiplies by 10 intuition: instead of shooting 10 rays, shoot 1 but weight its contribution 10 times computer graphics path tracing 2009 fabio pellacini 14
15 russian roulette how to choose the probability? small fixed value: longer paths slow but accurate big fixed value: shorter paths fast but inaccurate proportional to integral of reflected light adapts to material properties darker patches will statistically shorten paths exactly like in physics computer graphics path tracing 2009 fabio pellacini 15
16 basic path tracing pseudocode computeimage() foreach pixel (i,j) estimatedradiance[i,j] = 0 for s = 1 to #viewsamples generate Q in pixel (i,j) theta = (Q E)/ Q-E x = trace(e,theta) estimatedradiance [i,j] += computeradiance(x,-theta) estimatedradiance [i,j] /= #viewsamples [Dutré, Bekaert, Bala] computeradiance(x, theta) estimatedradiance = basicpt(x, theta) return estimatedradiance computer graphics path tracing 2009 fabio pellacini 16
17 basic path tracing pseudocode basicpt(x, theta) estimatedradiance = Le(x, theta) if(not absorbed) // russian roulette for s = 1 to #radiancesamples psi = generate random dir on hemisphere y = trace(x, psi) estimatedradiance += basicpt(y,-psi) * BRDF(x,psi,theta) * cos(nx,psi) / pdf(psi) estimatedradiance /= #paths return estradiance/(1-absorption) [Dutré, Bekaert, Bala] computer graphics path tracing 2009 fabio pellacini 17
18 basic path tracing intuition [Dutré, Bekaert, Bala] computer graphics path tracing 2009 fabio pellacini 18
19 basic path tracing intuition [Dutré, Bekaert, Bala] computer graphics path tracing 2009 fabio pellacini 19
20 basic path tracing performance 1 sample 16 samples 256 samples [Bala] computer graphics path tracing 2009 fabio pellacini 20
21 monte carlo vs. deterministic integration Monte Carlo Deterministic [Bala] computer graphics path tracing 2009 fabio pellacini 21
22 next event estimation in basic path tracing if path does not hit a light, its radiance is 0 unlikely to hit a light by randomly picking dirs. next event estimation want to directly sample light sources by splitting direct and indirect illumination estimation two separate Monte Carlo processes by using area formulation for direct illumination by using hemispherical formulation for indirect computer graphics path tracing 2009 fabio pellacini 22
23 direct and indirect illum. formulation x x [Bala] computer graphics path tracing 2009 fabio pellacini 23
24 direct and indirect illum. formulation [Bala] computer graphics path tracing 2009 fabio pellacini 24
25 direct and indirect illum. formulation computer graphics path tracing 2009 fabio pellacini 25
26 direct illum. hemisphere sampling [Dutré, Bekaert, Bala] computer graphics path tracing 2009 fabio pellacini 26
27 direct illum. area sampling [Dutré, Bekaert, Bala] computer graphics path tracing 2009 fabio pellacini 27
28 indirect illum. hemisphere sampling discard Le if ray hits light [Dutré, Bekaert, Bala] computer graphics path tracing 2009 fabio pellacini 28
29 indirect illum. recursive evaluation [Dutré, Bekaert, Bala] computer graphics path tracing 2009 fabio pellacini 29
30 next event estimation performance without with [Bala] 16 samples computer graphics path tracing 2009 fabio pellacini 30
31 next event estimation performance 1 sample 4 samples [Bala] 16 samples 256 samples computer graphics path tracing 2009 fabio pellacini 31
32 direct illumination one light depends on emitted radiance distribution Le how to pick points y on the light how many points to use number of shadow rays computer graphics path tracing 2009 fabio pellacini 32
33 direct illumination one light each light type has its own physical models angular distribution defines different light types flood, fill, spot, ect simplest model: emitted radiance is a constant computer graphics path tracing 2009 fabio pellacini 33
34 direct illumination one light uniform sampling of light area simply sample that [0,1] square and rescale works fairly well in practice slightly better techniques exists tough computer graphics path tracing 2009 fabio pellacini 34
35 direct illumination many lights [Dutré, Bekaert, Bala] computer graphics path tracing 2009 fabio pellacini 35
36 direct illumination many lights how to allocate samples between different lights various techniques, some quite advanced computer graphics path tracing 2009 fabio pellacini 36
37 direct illumination many lights split samples uniformly between lights same as M light integrals with previous sampling simple but inefficient would like to weight more brighter lights won t cover in this class computer graphics path tracing 2009 fabio pellacini 37
38 indirect illumination depends on how to sample the hemisphere uniform distribution importance sampling: pick p to match integral cosine distribution BRDF distribution BRDF*cosine distribution computer graphics path tracing 2009 fabio pellacini 38
39 indirect illumination uniform dist. [Bala] computer graphics path tracing 2009 fabio pellacini 39
40 indirect illumination cosine dist. [Bala] computer graphics path tracing 2009 fabio pellacini 40
41 indirect illumination BRDF Dist. [Bala] computer graphics path tracing 2009 fabio pellacini 41
42 indirect illumination BRDF*Cosine Dist. [Bala] computer graphics path tracing 2009 fabio pellacini 42
43 importance sampling performance without with [Bala] computer graphics path tracing 2009 fabio pellacini 43
44 pt pseudocode pixel sampling computeimage() foreach pixel (i,j) estimatedradiance[i,j] = 0 for s = 1 to #viewsamples generate Q in pixel (i,j) theta = (Q E)/ Q-E x = trace(e,theta) estimatedradiance [i,j] += computeradiance(x,-theta) estimatedradiance [i,j] /= #viewsamples [Dutré, Bekaert, Bala] computer graphics path tracing 2009 fabio pellacini 44
45 pt pseudocode radiance estimation computeradiance(x,theta) estimatedradiance = Le(x,theta) estimatedradiance += directillumination(x, theta) estimatedradiance += indirectillumination(x, theta) return estimatedradiance [Dutré, Bekaert, Bala] computer graphics path tracing 2009 fabio pellacini 45
46 pt pseudocode direct illumination directillumination(x,theta) estimatedradiance = 0 for s = 1 to #shadowrays k = pick random light y = generate random point on light k psi = (x-y) / x-y estimatedradiance += Le_k(y,-psi) * BRDF(x,psi,tetha) * G(x,y) * V(x,y) / (p(k)*p(y k)) estimateradiance /= #shadowrays return estimatedradiance [Dutré, Bekaert, Bala] computer graphics path tracing 2009 fabio pellacini 46
47 pt pseudocode direct illumination UL directillumination(x,theta) estimatedradiance = 0 for k = 1 to #lights for s = 1 to #shadowrays / #lights y = generate random point on light k psi = (x-y) / x-y estimatedradiance += Le_k(y,-psi) * BRDF(x,psi,tetha) * G(x,y) * V(x,y) / p(y) estimateradiance /= #shadowrays return estimatedradiance [Dutré, Bekaert, Bala] computer graphics path tracing 2009 fabio pellacini 47
48 pt pseudocode indirect illumination indirectillumination(x,theta) estimatedradiance = 0 if(not absorbed) // russian roulette for s = 1 to #indirectsamples psi = generate random dir on hemisphere y = trace(x, psi) estimatedradiance += computeradiance(y,-psi) * BRDF(x,psi,theta) * cos(nx,psi) / pdf(psi) estimatedradiance /= #indirectsamples return estimatedradiance /(1-absorption) [Dutré, Bekaert, Bala] computer graphics path tracing 2009 fabio pellacini 48
49 beyond path tracing bidirectional techniues computer graphics path tracing 2009 fabio pellacini 49
50 path tracing perfectly accurate, but slow to converge noise remains in the image for a long time intuition: is there are bright reflections, we cannot sample them directly halogen lamps idea: shoot paths from the eye and from the light eye paths: work well for reflections light paths: pick up secondary sources in reality very complex computer graphics path tracing 2009 fabio pellacini 50
51 bidirectional path tracing [Dutré, Bekaert, Bala] computer graphics path tracing 2009 fabio pellacini 51
52 bidirectional path tracing [Dutré, Bekaert, Bala] computer graphics path tracing 2009 fabio pellacini 52
53 photon mapping [Dutré, Bekaert, Bala] computer graphics path tracing 2009 fabio pellacini 53
54 photon mapping [Dutré, Bekaert, Bala] computer graphics path tracing 2009 fabio pellacini 54
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