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MonteCarlo Methods

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Most contribution from first ray. ... 256 x 256 image. Ray Traced (no ambient) Path Traced. Light scattered by sphere. Slide 21 ... – PowerPoint PPT presentation

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Title: MonteCarlo Methods


1
Monte-Carlo Methods
2
Topics
  • Kajiyas paper
  • Showed that existing rendering methods are
    approximations of rendering equation.
  • Introduced path tracing.
  • More recent work Lafortune, Veach.

3
Kajiyas Rendering Equation
  • Expressed as point-to-point transfer
  • Integral is over S,
  • union of all surfaces

4
Rendering Equation Terms
  • is unoccluded two-point transport intensity
  • Energy per unit time per unit area of source per
    unit area of target

5
Rendering Equation Terms
  • is geometry term
  • 0 if x not visible from x, 1/r2 if visible.

6
Rendering Equation Terms
  • is unoccluded emittance term

7
Rendering Equation Terms
  • is unoccluded three-point transport reflectance
    (scattering term)
  • Intensity scattered to x by x originating from
    x

8
Why express as point-to-point?
  • Wants to set up for a path tracing solution
  • Point-to-point transfer of energy

9
Relationship to OtherRendering Methods
  • Compared rendering eqn. to conventional polygon
    rendering, ray tracing and distributed ray
    tracing.
  • Let scattering,

10
Relationship to Utah Approx.
  • Geometry term, g, only computed to eye.
  • g? is ambient term.
  • Scattering operator, M, only operates on point
    sources (?0), ignores visibility to light (no
    shadows).
  • M is now only sum over lights, not integration
  • Later extensions for shadows and area lights

11
Relationship to Ray Tracing
  • M0 now one reflection, one refraction, and cosine
    for diffuse term
  • Computes visibility, g, of point lights
    (generates shadow)
  • M still small sum

12
Relationship to Distributed Ray Tracing
  • Similar equation to Whitteds
  • Now need to evaluate M as integral
  • M now distribution around reflection, refraction,
    and shadow ray
  • Ambient term still elusive

13
Relationship to Radiosity
  • Solves energy balance, but only for diffuse.
  • Derives equations for radiosity from the one
    presented.
  • Points out that solving visibility is expensive
    and that you may not need radiosity for all
    surfaces (on other hand, you might).

14
Kajiyas Path Tracing
15
Method
  • At each hit,
  • One ray cast based on specular, diffuse, and
    transmission coefficients
  • One random ray per light
  • Constant number of rays per pixel (40)

16
Markov Chains for Solution
p 0.11
p 0.08
p 1
p 0.02
Absorbing state
17
Algorithm
  • Choose pt. x visible from eye
  • Add in radiated intensity
  • For length of Markov path
  • Select pt. x and compute g(x, x)
  • Calculate reflectance ?(x, x, x), multiply by
    ?(x, x)
  • Add contribution to pixel

18
Sampling
  • Most important factor in Monte Carlo
  • Need to avoid bias
  • But also need to make most out of few rays
  • Otherwise, noisy images
  • Kajiya discusses several ways.
  • Better to look in more modern reference
  • Glassner
  • Recent dissertations

19
Path Tracing
  • Postulates that even for ray tracing, following
    one path (probabilistically) is better.
  • Why? Most contribution from first ray.
  • Need to be careful about proportion of
    reflection, refraction, and shadow rays.

20
Results
256 x 256 image
Ray Traced (no ambient)
Path Traced
Light scattered by sphere
401 minutes
533 minutes
21
Results
Objects are gray, except for spheres and
base. Color bleeding Caustics
22
Current Methods
  • Bi-directional path tracing (Lafortune and Veach)
  • Metropolis (Veach)

23
Pure Path Tracing
24
Pure Path Tracing
Best for big luminaires. If lights small, few
hits and large variance.
25
With Shadow Ray to Lights
26
With Shadow Ray to Lights
Small lights OK. Best for specular surfaces.
27
Light Tracing
28
Light Tracing
Small lights OK. Best for caustics.
29
Bi-Directional Path Tracing
30
Bi-Directional Path Tracing
31
Generating Samples
  • Generated as groups
  • Prefix from light joined with suffix from (to)
    eye (if edge is not obstructed)
  • Russian roulette to cut off path
  • Contribution must be multiplied by probability of
    generating path

32
Results (from Veach)
33
Metropolis
  • Method for importance sampling
  • A path is a sequence of points from a light
    to the eye.
  • Let be the image contribution function,
    a measure of contribution over path
  • is flux
    contributed by paths D
  • Strategy generate sequence of paths
  • with probability proportional to

34
Mutations
  • New path Xi1 mutated from Xi
  • Probability of rejecting each mutation keeps
    paths distributed according to contribution
  • Discard start-up to reduce bias
  • Can be run from a set of seed paths
  • Run some bi-directional paths to find good seeds

35
Implementation
  • Path selection important
  • minimize rejected paths, but not too correlated
  • finds sub-paths and replace
  • or perturb vertices of path (for caustics, etc)
  • Mutation of lens path, (LD)DSE, to cover
    image pixels
  • Adds direct lighting
  • rejects path if found by Metropolis

36
Results
Light for this example comes only through crack
in doorway
37
Results
There are specific mutations to capture caustics.
38
Advantages
  • Works well for difficult lighting
  • because it stays in important area
  • Like bi-directional path tracing theres just a
    little work to get a new path

39
References
  • Kajiya, Jim, The Rendering Equation, SIGGRAPH
    86.
  • Lafortune papers and thesis
  • Veach papers and thesis
  • Jensen papers
  • Shirley draft of MC book on his web page
  • Kalos Whitlock, Monte Carlo Methods, 1986.
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