Multiple Axis‐Aligned Filters for Rendering of Combined Distribution Effects

Distribution effects such as diffuse global illumination, soft shadows and depth of field, are most accurately rendered using Monte Carlo ray or path tracing. However, physically accurate algorithms can take hours to converge to a noise‐free image. A recent body of work has begun to bridge this gap, showing that both individual and multiple effects can be achieved accurately and efficiently. These methods use sparse sampling, GPU raytracers, and adaptive filtering for reconstruction. They are based on a Fourier analysis, which models distribution effects as a wedge in the frequency domain. The wedge can be approximated as a single large axis‐aligned filter, which is fast but retains a large area outside the wedge, and therefore requires a higher sampling rate; or a tighter sheared filter, which is slow to compute. The state‐of‐the‐art fast sheared filtering method combines low sampling rate and efficient filtering, but has been demonstrated for individual distribution effects only, and is limited by high‐dimensional data storage and processing.

[1]  Frédo Durand,et al.  Fourier depth of field , 2009, TOGS.

[2]  Kenny Mitchell,et al.  Adaptive rendering with linear predictions , 2015, ACM Trans. Graph..

[3]  Michael Potmesil,et al.  A lens and aperture camera model for synthetic image generation , 1981, SIGGRAPH '81.

[4]  Jaakko Lehtinen,et al.  Soft shadow volumes for ray tracing , 2005, ACM Trans. Graph..

[5]  Matthias Zwicker,et al.  Multidimensional adaptive sampling and reconstruction for ray tracing , 2008, ACM Trans. Graph..

[6]  Baining Guo,et al.  Progressive radiance evaluation using directional coherence maps , 1998, SIGGRAPH.

[7]  William R. Mark,et al.  Soft irregular shadow mapping: fast, high-quality, and robust soft shadows , 2009, I3D '09.

[8]  F. Durand A Frequency Analysis of Light Transport , 2011 .

[9]  Joel McCormack,et al.  Feline: fast elliptical lines for anisotropic texture mapping , 1999, SIGGRAPH.

[10]  Yung-Yu Chuang,et al.  SURE-based optimization for adaptive sampling and reconstruction , 2012, ACM Trans. Graph..

[11]  Rui Wang,et al.  Real‐time Depth of Field Rendering via Dynamic Light Field Generation and Filtering , 2010, Comput. Graph. Forum.

[12]  Frédo Durand,et al.  Practical filtering for efficient ray-traced directional occlusion , 2011, ACM Trans. Graph..

[13]  Jean-Michel Morel,et al.  Boosting monte carlo rendering by ray histogram fusion , 2014, ACM Trans. Graph..

[14]  Pradeep Sen,et al.  A machine learning approach for filtering Monte Carlo noise , 2015, ACM Trans. Graph..

[15]  John F. Hughes,et al.  Approximate depth of field effects using few samples per pixel , 2013, I3D '13.

[16]  Don P. Mitchell,et al.  Spectrally optimal sampling for distribution ray tracing , 1991, SIGGRAPH.

[17]  W. Pratt Digital Image Processing: Piks Scientific Inside , 1978 .

[18]  Marcus A. Magnor,et al.  Sample‐Based Manifold Filtering for Interactive Global Illumination and Depth of Field , 2015, Comput. Graph. Forum.

[19]  Frédo Durand,et al.  Frequency analysis and sheared filtering for shadow light fields of complex occluders , 2011, TOGS.

[20]  Jan Kautz,et al.  The State of the Art in Interactive Global Illumination , 2012, Comput. Graph. Forum.

[21]  Matthias Zwicker,et al.  Adaptive rendering with non-local means filtering , 2012, ACM Trans. Graph..

[22]  Jaakko Lehtinen,et al.  Recent Advances in Adaptive Sampling and Reconstruction for Monte Carlo Rendering , 2015, Comput. Graph. Forum.

[23]  Frédo Durand,et al.  5D Covariance tracing for efficient defocus and motion blur , 2013, TOGS.

[24]  Frédo Durand,et al.  Fast 4D Sheared Filtering for Interactive Rendering of Distribution Effects , 2015, ACM Trans. Graph..

[25]  Frédo Durand,et al.  Frequency analysis and sheared reconstruction for rendering motion blur , 2009, SIGGRAPH 2009.

[26]  R. Ramamoorthi,et al.  Adaptive wavelet rendering , 2009, SIGGRAPH 2009.

[27]  Steven McDonagh,et al.  Adaptive polynomial rendering , 2016, ACM Trans. Graph..

[28]  Frédo Durand,et al.  Factored axis-aligned filtering for rendering multiple distribution effects , 2014, ACM Trans. Graph..

[29]  Derek Nowrouzezahrai,et al.  Efficient and Accurate Spherical Kernel Integrals Using Isotropic Decomposition , 2015, ACM Trans. Graph..

[30]  Tomas Akenine-Möller,et al.  A geometry-based soft shadow volume algorithm using graphics hardware , 2003 .

[31]  Harry Shum,et al.  Plenoptic sampling , 2000, SIGGRAPH.

[32]  Loïc Barthe,et al.  High‐Quality Adaptive Soft Shadow Mapping , 2007, Comput. Graph. Forum.

[33]  Tomas Akenine-Möller,et al.  Layered Reconstruction for Defocus and Motion Blur , 2014, Comput. Graph. Forum.

[34]  Soheil Darabi,et al.  On filtering the noise from the random parameters in Monte Carlo rendering , 2012, TOGS.

[35]  Jacob Munkberg,et al.  Deep shading buffers on commodity GPUs , 2014, ACM Trans. Graph..

[36]  Frédo Durand,et al.  Axis-aligned filtering for interactive physically-based diffuse indirect lighting , 2013, ACM Trans. Graph..

[37]  Ravi Ramamoorthi,et al.  Axis-aligned filtering for interactive sampled soft shadows , 2012, ACM Trans. Graph..

[38]  Karthikeyan Vaidyanathan,et al.  Layered Light Field Reconstruction for Defocus Blur , 2015, TOGS.