Abstract

AbstractRobust and efficient rendering of complex lighting effects, such as caustics, remains a challenging task. While algorithms like vertex connection and merging can render such effects robustly, their significant overhead over a simple path tracer is not always justified and – as we show in this paper ‐ also not necessary. In current rendering solutions, caustics often require the user to enable a specialized algorithm, usually a photon mapper, and hand‐tune its parameters. But even with carefully chosen parameters, photon mapping may still trace many photons that the path tracer could sample well enough, or, even worse, that are not visible at all.Our goal is robust, yet lightweight, caustics rendering. To that end, we propose a technique to identify and focus computation on the photon paths that offer significant variance reduction over samples from a path tracer. We apply this technique in a rendering solution combining path tracing and photon mapping. The photon emission is automatically guided towards regions where the photons are useful, i.e., provide substantial variance reduction for the currently rendered image. Our method achieves better photon densities with fewer light paths (and thus photons) than emission guiding approaches based on visual importance. In addition, we automatically determine an appropriate number of photons for a given scene, and the algorithm gracefully degenerates to pure path tracing for scenes that do not benefit from photon mapping.

Highlights

  • Lighting in real-world scenes produces a broad range of visual effects

  • We propose a method to improve efficiency in one common setting: Scenes that are for the most part handled well by a path tracer but require light tracing or photon mapping to capture small but important caustic effects

  • We compared the performance of four different approaches: A simple path tracer, the vertex merging (VM) algorithm with uniform photon emission, VM with emission guiding based on the visual importance of all photons (VM+EG), and VM with emission guiding based on only the useful photons (VM+EG+U)

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Summary

Introduction

Lighting in real-world scenes produces a broad range of visual effects. Direct and smooth indirect illumination, for instance, are well resolved by the path tracing algorithm, following light transport paths from the camera. Strong, concentrated indirect illumination, and especially caustics, can be rendered more efficiently by tracing paths from the light sources. Bidirectional algorithms, combining multiple sampling techniques via multiple importance sampling (MIS) [VG95b], have been introduced [Vea97,GKDS12,HPJ12,KGH∗14]. Such algorithms are robust in the sense that their performance does not drastically drop c 2018 The Author(s) Computer Graphics Forum c 2018 The Eurographics Association and John Wiley & Sons Ltd. Published by John Wiley & Sons Ltd. This section reviews the basic concepts behind our derivation: The path integral formulation of light transport and multiple importance sampling. The original rendering equation [Kaj86] can be rewritten as an integral over all light-transporting paths [Vea97]: I = f (x)dμ(x) (1). The emitted radiance Le and the pixel sensitivity We are modified by the throughput of the path: The product of all geometry terms G and scattering distributions ρs [Vea97]

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