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Tabular Importance Sampling Methods in Global Illumination

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Title: Tabular Importance Sampling Methods in Global Illumination


1
Tabular Importance Sampling Methods in Global
Illumination
  • David Cline
  • Brigham Young University

2
Global Illumination
3
The Measurement Equation
Lens
Pixel
Incoming radiance
Image plane
4
The Rendering Equation
Participating Medium (smoke)
Lens
Reflection
Radiance
Scatter event
Surface
5
Dimensionality
  • Dimensionality of the measurement equation
  • Time (1D)
  • Pixel Sensor (2D)
  • Lens (2D)
  • Distance to Scatter Event (1D)
  • Scattering Direction (2D)
  • 8 dimensions, just for single scattering!

6
Monte Carlo (MC) Rendering
  • For each pixel
  • Average samples of the measurement equation (ray
    paths).

7
MC Sample in World Space (Ray Path)
Point on light
Time
Scatter direction
Point on pixel
Point on lens
Distance to scatter event
8
MC Sample in World Space (Ray Path)
Point on light
Time
Scatter direction
Point on pixel
Point on lens
Distance to scatter event

pixel term pixel prob
lens term lens prob
distance term distance prob
scatter term scatter prob
x
x
x
Pixel val
9
MC Sample in Preimage Space, 0,1)n
x0, x1, x2, x3, x4, x5, x6, x7, x8, x9, x10,
x11,
10
MC Sample in Preimage Space, 0,1)n
Point on light
Distance in medium
Scatter direction
Time
x0, x1, x2, x3, x4, x5, x6, x7, x8, x9, x10,
x11,
Point on lens
Point on pixel
Which light
Reflect or transmit
11
How many samples?
  • 50,000 samples per pixel! What can be done?

12
Importance Sampling
  • Vary the method that converts from preimage to
    world space.

Preimage space
Importance sampling
World space
13
Tabular Importance Sampling
  • Discrete probability tables to help importance
    sampling.

Less samples
More samples
14
Existing Tabular Methods
  • Pixel Area Sampling
  • Ernst, Stamminger, Greiner
  • Filter Importance Sampling (2006)
  • BRDF Sampling (light scattering)
  • Lawrence, Rusinkiwicz, Ramamoorthi
  • Efficient BRDF importance sampling using a
    factored representation (2004)

15
Existing Tabular Methods
  • Environment Map Sampling (light source)
  • Debevec
  • A Median Cut Algorithm for Light Probe Sampling
    (2005)
  • Lawrence, Rusinkiwicz, Ramamoorthi
  • Adaptive Numerical Cumulative Distribution
    Functions for Efficient Importance Sampling
    (2005)
  • Product Sampling (BRDF x Light Source)
  • Clarberg, Jarosz, Akenine-Möller, Jensen
  • Wavelet Importance Sampling (2005)

16
Existing Tabular Methods
  • Direction in Space Sampling
  • Jensen
  • Importance Driven Path Tracing using the photon
    map (1995)
  • Hey, Werner
  • Importance sampling with hemispherical particle
    footprints (2002)
  • Steinhurst, Lastra
  • Global importance sampling of glossy surfaces
    using the photon map (2006)

17
Two Stage Importance Sampling
  • David Cline, Parris Egbert, Justin Talbot, David
    Cardon
  • Two Stage Importance Sampling for Direct
    Lighting. Eurographics Symposium on Rendering,
    2006.

18
Two Stage Importance Sampling
  • Simplifications
  • One primary ray per pixel
  • Poor anti-aliasing on the image plane
  • Pinhole Camera
  • Not time dependent
  • No participating media
  • Direct lighting only
  • The light is an environment map

19
Two Stage Importance Sampling
  • 2D function to integrate for each pixel.

Incident Light
BRDF
20
Direct Lighting Function
  • Triple product
  • Environment Map x BRDF x Visibility

Visibility
Environment Map
Triple Product
BRDF
21
Current Solutions
  • Comparison of importance functions

Multiple Importance Sampling
Environment Map
Double Product
BRDF
22
Two Stage Importance Sampling
  • Algorithm
  • Create summed area table of environment map
  • For each primary ray
  • Partition environment map to approximate the
    double product
  • Warp uniform samples based on the partition
  • Cast rays to test visibility

23
Light Source Partition
  • Summed area table (cdf) of the environment map.

24
Light Source Partition
  • Make a kd-tree partition to approximate the BRDF
    over the domain of the environment map.

25
Light Source Partition
  • Make an initial partition based on the surface
    normal and peaks of the BRDF.

26
Light Source Partition
  • Subdivide regions likely to have high error.

27
Approximate Product
Summed Area Table
Approximate Product
Light Source Partition
28
Example Products
Actual Product
Actual Product
Partition
Partition
29
How Can We Use the Product?
30
Sample Warping
31
Sample Warping
32
Sample Warping
33
Two Stage IS Results
Eucalyptus Grove 5 seconds
MIS (4 spp)
2 Stage (2 spp)
34
Two Stage IS Results
Eucalyptus Grove 14 seconds
MIS (16 spp)
2 Stage (8 spp)
35
Two Stage IS Results
Eucalyptus Grove 50 seconds
MIS (64 spp)
2 Stage (32 spp)
36
What about Shadows?
37
Triple Product Sampling
  • David Cline, Parris Egbert, Kenric White
  • Towards Triple Product Sampling in Direct
    Lighting. Poster, IEEE Symposium on Interactive
    Ray Tracing, 2006.

38
Triple Product Sampling
  • How can we add a visibility term to the double
    product in two stage importance sampling?

Visibility
Environment Map
Triple Product
BRDF
39
Visibility Maps
  • Create low resolution visibility maps at a sparse
    set of locations.

40
World Space Visibility Maps
41
World Space Visibility Maps
Two Stage
World Space Maps
42
World Space Visibility Maps
  • Problem
  • Work wasted in shadowed areas.
  • Observation
  • Wouldnt it be better to cull shadowed samples
    BEFORE they get warped (in Preimage space)?

43
Preimage Space Visibility Maps
44
Preimage Space Visibility Maps
Two Stage
Preimage Space
45
The Price We Pay
Bump Mapped
No Bump Map
46
Preimage Space Visibility Maps
  • Problems
  • Bumpy surfaces
  • Only direct lighting
  • Little propagation of info between pixels

47
What can we take from this?
  • Probability maps can augment importance sampling.
  • Preimage space is preferable.

48
Sample Swarming
49
Sample Swarming
  • Probability maps for more things than just
    direction
  • Create maps lazily
  • Use Preimage space maps most of the time
  • Propagate map info. by map averaging.

50
Sample Swarming
  • Standard Importance Sampling

Importance Sampling
Samples in World space
Uniform points in 0,1)n
51
Sample Swarming
  • World Space Maps

Standard Importance Sampling
Combine probabilities
Non-uniform Samples in World space
Uniform points in 0,1)n
World Space Map
52
Sample Swarming
  • Preimage Space Maps

Standard Importance Sampling
Preimage Space Map
Non-uniform Samples in World space
Uniform points in 0,1)n
Non-uniform Points in 0,1)n
53
Importance Propagation
  • Scan back and forth.
  • Create current pixels maps by averaging
    neighbors.
  • Once a pixel is rendered, its maps are updated
    based rendered samples.

Active Pixel Maps
Time (1D)
Image
Lens (2D)
Active rows
Participating media (1D)
Bifurcation (discrete)
Current Pixel
Light selection (discrete)
Point on light (2D)
Scatter direction (1D)
54
Time Map
Helps select an instant in time
Sample Swarming (16 spp)
Path Tracing (16 spp)
Desired Image
55
Lens Map
Helps select points on the lens
(same scene without blur)
Sample Swarming (32 spp)
Path Tracing (32 spp)
Desired Image
56
Participating Media Map
Helps find important depths into the
participating media
Sample Swarming (32 spp)
Path Tracing (32 spp)
Desired Image
57
Bifurcation Map
Helps decide between reflection and transmission
Sample Swarming (16 spp)
Path Tracing (16 spp)
Desired Image
58
Light Selection Map
Helps determine which light to sample
Sample Swarming (6 spp)
Path Tracing (6 spp)
Desired Image
59
Point on Light Map
Helps determine which point on a light source to
sample
Sample Swarming (32 spp)
Path Tracing (32 spp)
Desired Image
60
Direction Map
Helps determine scatter direction
Sample Swarming (32 spp)
Path Tracing (32 spp)
Desired Image
61
More Realistic Example
Path Tracing (256 spp)
62
More Realistic Example
Sample Swarming (256 spp)
63
Issues
  • Each map is a 1 or 2D projection of a high
    dimensional space.
  • The maps dont always cooperate.
  • Map resolution and which maps are active is set
    manually.
  • Information propagates down, back and forth, but
    not up.

64
Thank You.
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