VLDB 2026 Research / reviewers in the wild / expert
Toshiya Hachisuka
dblp:78/4037
· DBLP profile ↗
45ranked-venue papers
8as first author
14since 2021 · last 2026
0000-0003-0284-3776ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 45 · 8 first-author · 14 since 2021Human-computer interaction and ubiquitous computing · 6 · 1 first-author · 4 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Deep Residual Combiner: A Learned Fusion of Spatial, Temporal, and Multiscale Correlated Pixel EstimatesabstractAbstract Correlation‐based rendering techniques continue to advance, and efficiently exploiting correlations between pixel estimates has become increasingly important. The deep combiner framework [BHHM20] allows us to fuse independent and correlated pixel estimates but focuses solely on spatial correlations. We propose a generalization of the deep combiner framework, the deep residual combiner, that is designed to exploit correlations across spatial, temporal, and multiscale domains. The deep residual combiner enables robust cross‐domain fusion, effectively reducing systematic artifacts and significantly enhancing temporal coherence, both of which are especially important in animation scenarios. We demonstrate the effectiveness of our proposed method through several practical applications, showcasing improvements in temporal stability, visual fidelity, and reduction of residual errors across diverse rendering scenarios compared to prior approaches. Euan Hughes, Toshiya Hachisuka |
Comput. Graph. Forum | 3 |
| 2025 | Gaussian Integral Linear Operators for Precomputed GraphicsabstractIntegral linear operators play a key role in many graphics problems, but solutions obtained via Monte Carlo methods often suffer from high variance. A common strategy to improve the efficiency of integration across various inputs is to precompute the kernel function. Traditional methods typically rely on basis expansions for both the input and output functions. However, using fixed output bases can restrict the precision of output reconstruction and limit the compactness of the kernel representation. In this work, we introduce a new method that approximates both the kernel and the input function using Gaussian mixtures. This formulation allows the integral operator to be evaluated analytically, leading to improved flexibility in kernel storage and output representation. Moreover, our method naturally supports the sequential application of multiple operators and enables closed-form operator composition, which is particularly beneficial in tasks involving chains of operators. We demonstrate the versatility and effectiveness of our approach across a variety of graphics problems, including environment map relighting, boundary value problems, and fluorescence rendering. Haolin Lu 0001, Yash Belhe, Gurprit Singh, Tzu-Mao Li, Toshiya Hachisuka |
ACM Trans. Graph. | 5 |
| 2025 | Segment-based Light Transport SimulationabstractWe propose a novel segment-based light transport framework that uses segments as the basic unit of light transport. Unlike vertex-based formulations, our segment-based formulation naturally accommodates the disconnected subpaths encountered in photon density estimation and path filtering methods, and opens the door to a wide range of new rendering methods that consider segments as a sampling primitive. To facilitate the development of segment-based rendering methods, we introduce several segment sampling techniques and estimation strategies, including a highly-performant recursive estimator. One of our key contributions is a general-purpose segment sampling framework based on marginal multiple importance sampling (MMIS). To demonstrate the practicality of our sampling framework, we show how it allows us to easily implement a robust bidirectional path filtering method — challenging under a vertex-based formulation — achieving superior filtering efficiency and convergence compared to state-of-the-art approaches. Wenyou Wang, Rex West, Toshiya Hachisuka |
ACM Trans. Graph. | 3 |
| 2024 | Projected Walk on Spheres: A Monte Carlo Closest Point Method for Surface PDEsabstractWe present projected walk on spheres (PWoS), a novel pointwise and discretization-free Monte Carlo solver for surface PDEs with Dirichlet boundaries, as a generalization of the walk on spheres method (WoS) [Muller 1956; Sawhney and Crane 2020]. We adapt the recursive relationship of WoS designed for PDEs in volumetric domains to a volumetric neighborhood around the surface, and at the end of each recursion step, we project the sample point on the sphere back to the surface. We motivate this simple modification to WoS with the theory of the closest point extension used in the closest point method. To define the valid volumetric neighborhood domain for PWoS, we develop strategies to estimate the local feature size of the surface and to compute the distance to the Dirichlet boundaries on the surface extended in their normal directions. We also design a mean value filtering method for PWoS to improve the method's efficiency when the surface is represented as a polygonal mesh or a point cloud. Finally, we study the convergence of PWoS and demonstrate its application to graphics tasks, including diffusion curves, geodesic distance computation, and wave propagation animation. We show that our method works with various types of surfaces, including a surface of mixed codimension. Ryusuke Sugimoto, Nathan D. King, Toshiya Hachisuka, Christopher Batty |
SIGGRAPH Asia | 3 |
| 2024 | Lossless Basis Expansion for Gradient-Domain RenderingabstractAbstract Gradient‐domain rendering utilizes difference estimates with shift mapping to reduce variance in Monte Carlo rendering. Such difference estimates are effective under the assumption that pixels for difference estimates have similar integrands. This assumption is often violated because it is common to have spatially varying BSDFs with material maps, which potentially result in a very different integrand per pixel. We introduce an extension of gradient‐domain rendering that effectively supports such per‐pixel variation in BSDFs based on basis expansion. Basis expansion for BSDFs has been used extensively in other problems in rendering, where the goal is to approximate a given BSDF by a weighted sum of predefined basis functions. We instead utilize lossless basis expansion, representing a BSDF without any approximation by adding the remaining difference in the original basis expansion. This lossless basis expansion allows us to cancel more terms via shift mapping, resulting in low variance difference estimates even with per‐pixel BSDF variation. We also extend the Poisson reconstruction process to support this basis expansion. Regular gradient‐domain rendering can be expressed as a special case of our extension, where the basis is simply the BSDF per pixel (i.e., no basis expansion). We provide proof‐of‐concept experiments and showcase the effectiveness of our method for scenes with highly varying material maps. Our results show noticeable improvement over regular gradient‐domain rendering under both L1 and L2 reconstructions. The resulting formulation via basis expansion essentially serves as a new way of path reuse among pixels in the presence of per‐pixel variation. Qiqin-Maxwell Fang, Toshiya Hachisuka |
Comput. Graph. Forum | 2 |
| 2024 | Efficient Image-Space Shape Splatting for Monte Carlo RenderingabstractA typical Monte Carlo rendering method contributes one light path only to a single pixel at a time. Reusing light paths across multiple pixels, however, can amortize the cost and improve the efficiency. The state of the art of path reuse is to employ shift mapping to reduce the cost of path reuse, while its computation cost is still proportional to the number of pixels processed in shift mapping. We propose a general framework for efficiently reusing light paths to multiple pixels arranged in arbitrary two-dimensional shapes. Our shape is defined as a set of multiple pixels, and the framework allows us to reuse light paths among pixels in a shape faster than simply evaluating all pixels via shift mapping. The key idea is to sparsely evaluate the contribution of shifted paths at random pixels within the shape and interpolate the contribution to the other pixels. We apply a debiasing estimator to ensure unbiasedness. Our method can be integrated with many existing rendering methods and brings consistent improvement over its single-pixel counterpart. Xiaochun Tong, Toshiya Hachisuka |
ACM Trans. Graph. | 2 |
| 2023 | Input-Dependent Uncorrelated Weighting for Monte Carlo DenoisingabstractImage-space denoising techniques have been widely employed in Monte Carlo rendering, typically blending neighboring pixel estimates using a denoising kernel. It is widely recognized that a kernel should be adapted to characteristics of the input pixel estimates in order to ensure robustness to diverse image features and amount of noise. Denoising with such an input-dependent kernel, however, can introduce a bias that makes the denoised estimate even less accurate than the noisy input estimate. Consequently, it has been considered essential to balance the bias introduced by denoising and the reduction of noise. We propose a new framework to define an input-dependent kernel that departs from the existing approaches based on error estimation or supervised learning. Rather than seeking an optimal bias-noise balance as in those existing approaches, we propose to constrain the amount of bias introduced by denoising. Such a constraint is made possible by the concept of uncorrelated statistics, which has never been applied for denoising. By designing an input-dependent kernel with uncorrelated weights against the input pixel estimates, our denoising kernel can reduce data-dependent noise with a negligible amount of bias in most cases. We demonstrate the effectiveness of our method for various scenes. Jonghee Back, Binh-Son Hua, Toshiya Hachisuka, Bochang Moon |
SIGGRAPH Asia | 3 |
| 2023 | Quantum Ray Marching: Reformulating Light Transport for Quantum ComputersabstractThe use of quantum computers in computer graphics has gained interest in recent years, especially for the application to rendering. The current state of the art in quantum rendering relies on Grover’s search for finding ray intersections in for M primitives. This quantum approach is faster than the naive approach of O(M) but slower than O(log M) of modern ray tracing with an acceleration data structure. Furthermore, this quantum ray tracing method is fundamentally limited to casting one ray at a time, leaving quantum rendering scales for the number of rays the same as non-quantum algorithms. We present a new quantum rendering method, quantum ray marching, based on the reformulation of ray marching as a quantum random walk. Our work is the first complete quantum rendering pipeline capable of light transport simulation and remains asymptotically faster than non-quantum counterparts. Our quantum ray marching can trace an exponential number of paths with polynomial cost, and it leverages quantum numerical integration to converge in O(1/N) for N estimates as opposed to non-quantum . These properties led to first quantum rendering that is asymptotically faster than non-quantum Monte Carlo rendering. We numerically tested our algorithm by rendering 2D and 3D scenes. Logan Mosier, Morgan McGuire, Toshiya Hachisuka |
SIGGRAPH Asia | 3 |
| 2023 | A Practical Walk-on-Boundary Method for Boundary Value ProblemsabstractWe introduce the walk-on-boundary (WoB) method for solving boundary value problems to computer graphics. WoB is a grid-free Monte Carlo solver for certain classes of second order partial differential equations. A similar Monte Carlo solver, the walk-on-spheres (WoS) method, has been recently popularized in computer graphics due to its advantages over traditional spatial discretization-based alternatives. We show that WoB's intrinsic properties yield further advantages beyond those of WoS. Unlike WoS, WoB naturally supports various boundary conditions (Dirichlet, Neumann, Robin, and mixed) for both interior and exterior domains. WoB builds upon boundary integral formulations, and it is mathematically more similar to light transport simulation in rendering than the random walk formulation of WoS. This similarity between WoB and rendering allows us to implement WoB on top of Monte Carlo ray tracing, and to incorporate advanced rendering techniques (e.g., bidirectional estimators with multiple importance sampling, the virtual point lights method, and Markov chain Monte Carlo) into WoB. WoB does not suffer from the intrinsic bias of WoS near the boundary and can estimate solutions precisely on the boundary. Our numerical results highlight the advantages of WoB over WoS as an attractive alternative to solve boundary value problems based on Monte Carlo. Ryusuke Sugimoto, Terry Chen, Yiti Jiang, Christopher Batty, Toshiya Hachisuka |
ACM Trans. Graph. | 5 |
| 2022 | Marginal Multiple Importance SamplingabstractMultiple importance sampling (MIS) is a powerful tool to combine different sampling techniques in a provably good manner. MIS requires that the techniques’ probability density functions (PDFs) are readily evaluable point-wise. However, this requirement may not be satisfied when (some of) those PDFs are marginals, i.e., integrals of other PDFs. We generalize MIS to combine samples from such marginal PDFs. The key idea is to consider each marginalization domain as a continuous space of sampling techniques with readily evaluable (conditional) PDFs. We stochastically select techniques from these spaces and combine the samples drawn from them into an unbiased estimator. Prior work has dealt with the special cases of multiple classical techniques or a single marginal one. Our formulation can handle mixtures of those. Rex West, Iliyan Georgiev, Toshiya Hachisuka |
SIGGRAPH Asia | 3 |
| 2022 | Single-pass stratified importance resamplingabstractAbstract Resampling is the process of selecting from a set of candidate samples to achieve a distribution (approximately) proportional to a desired target. Recent work has revisited its application to Monte Carlo integration, yielding powerful and practical importance sampling methods. One drawback of existing resampling methods is that they cannot generate stratified samples. We propose two complementary techniques to achieve efficient stratified resampling. We first introduce bidirectional CDF sampling which yields the same result as conventional inverse CDF sampling but in a single pass over the candidates, without needing to store them, similarly to reservoir sampling. We then order the candidates along a space‐filling curve to ensure that stratified CDF sampling of candidate indices yields stratified samples in the integration domain. We showcase our method on various resampling‐based rendering problems. Ege Ciklabakkal, Adrien Gruson, Iliyan Georgiev, Derek Nowrouzezahrai, Toshiya Hachisuka |
Comput. Graph. Forum | 5 |
| 2022 | Surface-Only Dynamic Deformables using a Boundary Element MethodabstractAbstract We propose a novel surface‐only method for simulating dynamic deformables without the need for volumetric meshing or volumetric integral evaluations. While based upon a boundary element method (BEM)for linear elastodynamics, our method goes beyond simple adoption of BEM by addressing several of its key limitations. We alleviate large displacement artifacts due to linear elasticity by extending BEM with a moving reference frame and surface‐only fictitious forces, so that it only needs to handle deformations. To reduce memory and computational costs, we present a simple and practical method to compress the series of dense matrices required to simulate propagation of elastic waves over time. Furthermore, we explore a constraint enforcement mechanism and demonstrate the applicability of our method to general computer animation problems, such as frictional contact. Ryusuke Sugimoto, Christopher Batty, Toshiya Hachisuka |
Comput. Graph. Forum | 3 |
| 2022 | A Monte Carlo Method for Fluid SimulationabstractWe present a novel Monte Carlo-based fluid simulation approach capable of pointwise and stochastic estimation of fluid motion. Drawing on the Feynman-Kac representation of the vorticity transport equation, we propose a recursive Monte Carlo estimator of the Biot-Savart law and extend it with a stream function formulation that allows us to treat free-slip boundary conditions using a Walk-on-Spheres algorithm. Inspired by the Monte Carlo literature in rendering, we design and compare variance reduction schemes suited to a fluid simulation context for the first time, show its applicability to complex boundary settings, and detail a simple and practical implementation with temporal grid caching. We validate the correctness of our approach via quantitative and qualitative evaluations - across a range of settings and domain geometries - and thoroughly explore its parameters' design space. Finally, we provide an in-depth discussion of several axes of future work building on this new numerical simulation modality. Damien Rioux-Lavoie, Ryusuke Sugimoto, Tümay Özdemir, Naoharu H. Shimada, Christopher Batty, Derek Nowrouzezahrai, Toshiya Hachisuka |
ACM Trans. Graph. | 7 |
| 2022 | Regression-based Monte Carlo integrationabstractMonte Carlo integration is typically interpreted as an estimator of the expected value using stochastic samples. There exists an alternative interpretation in calculus where Monte Carlo integration can be seen as estimating a constant function---from the stochastic evaluations of the integrand---that integrates to the original integral. The integral mean value theorem states that this constant function should be the mean (or expectation) of the integrand. Since both interpretations result in the same estimator, little attention has been devoted to the calculus-oriented interpretation. We show that the calculus-oriented interpretation actually implies the possibility of using a more complex function than a constant one to construct a more efficient estimator for Monte Carlo integration. We build a new estimator based on this interpretation and relate our estimator to control variates with least-squares regression on the stochastic samples of the integrand. Unlike prior work, our resulting estimator is provably better than or equal to the conventional Monte Carlo estimator. To demonstrate the strength of our approach, we introduce a practical estimator that can act as a simple drop-in replacement for conventional Monte Carlo integration. We experimentally validate our framework on various light transport integrals. The code is available at https://github.com/iribis/regressionmc. Corentin Salaün, Adrien Gruson, Binh-Son Hua, Toshiya Hachisuka, Gurprit Singh |
ACM Trans. Graph. | 4 |
| 2020 | Deep Adaptive Wavelet NetworkabstractEven though convolutional neural networks have become the method of choice in many fields of computer vision, they still lack interpretability and are usually designed manually in a cumbersome trial-and-error process. This paper aims at overcoming those limitations by proposing a deep neural network, which is designed in a systematic fashion and is interpretable, by integrating multiresolution analysis at the core of the deep neural network design. By using the lifting scheme, it is possible to generate a wavelet representation and design a network capable of learning wavelet coefficients in an end-to-end form. Compared to state-of-the-art architectures, the proposed model requires less hyper-parameter tuning and achieves competitive accuracy in image classification tasks. The Code implemented for this research is available at https://github.com/mxbastidasr/DAWN_WACV2020. Maria-Ximena Bastidas-Rodríguez, Adrien Gruson, Luisa F. Polanía, Shin Fujieda, Flavio Prieto, Kohei Takayama, Toshiya Hachisuka |
WACV | 7 |
| 2020 | Stratified Markov Chain Monte Carlo Light TransportabstractAbstract Markov chain Monte Carlo (MCMC) sampling is a powerful approach to generate samples from an arbitrary distribution. The application to light transport simulation allows us to efficiently handle complex light transport such as highly occluded scenes. Since light transport paths in MCMC methods are sampled according to the path contributions over the sampling domain covering the whole image, bright pixels receive more samples than dark pixels to represent differences in the brightness. This variation in the number of samples per pixel is a fundamental property of MCMC methods. This property often leads to uneven convergence over the image, which is a notorious and fundamental issue of any MCMC method to date. We present a novel stratification method of MCMC light transport methods. Our stratification method, for the first time, breaks the fundamental limitation that the number of samples per pixel is uncontrollable. Our method guarantees that every pixel receives a specified number of samples by running a single Markov chain per pixel. We rely on the fact that different MCMC processes should converge to the same result when the sampling domain and the integrand are the same. We thus subdivide an image into multiple overlapping tiles associated with each pixel, run an independent MCMC process in each of them, and then align all of the tiles such that overlapping regions match. This can be formulated as an optimization problem similar to the reconstruction step for gradient‐domain rendering. Further, our method can exploit the coherency of integrands among neighboring pixels via coherent Markov chains and replica exchange. Images rendered with our method exhibit much more predictable convergence compared to existing MCMC methods. Adrien Gruson, Rex West, Toshiya Hachisuka |
Comput. Graph. Forum | 3 |
| 2020 | Quantum Coin Method for Numerical IntegrationabstractAbstract Light transport simulation in rendering is formulated as a numerical integration problem in each pixel, which is commonly estimated by Monte Carlo integration. Monte Carlo integration approximates an integral of a black‐box function by taking the average of many evaluations (i.e. samples) of the function (integrand). For N queries of the integrand, Monte Carlo integration achieves the estimation error of . Recently, Johnston [Joh16] introduced quantum super‐sampling (QSS) into rendering as a numerical integration method that can run on quantum computers. QSS breaks the fundamental limitation of the convergence rate of Monte Carlo integration and achieves the faster convergence rate of approximately which is the best possible bound of any quantum algorithms we know today [NW99]. We introduce yet another quantum numerical integration algorithm, quantum coin (QCoin) [AW99], and provide numerical experiments that are unprecedented in the fields of both quantum computing and rendering. We show that QCoin's convergence rate is equivalent to QSS's. We additionally show that QCoin is fundamentally more robust under the presence of noise in actual quantum computers due to its simpler quantum circuit and the use of fewer qubits. Considering various aspects of quantum computers, we discuss how QCoin can be a more practical alternative to QSS if we were to run light transport simulation in quantum computers in the future. N. H. Shimada, Toshiya Hachisuka |
Comput. Graph. Forum | 2 |
| 2020 | Deep combiner for independent and correlated pixel estimatesabstractMonte Carlo integration is an efficient method to solve a high-dimensional integral in light transport simulation, but it typically produces noisy images due to its stochastic nature. Many existing methods, such as image denoising and gradient-domain reconstruction, aim to mitigate this noise by introducing some form of correlation among pixels. While those existing methods reduce noise, they are known to still suffer from method-specific residual noise or systematic errors. We propose a unified framework that reduces such remaining errors. Our framework takes a pair of images, one with independent estimates, and the other with the corresponding correlated estimates. Correlated pixel estimates are generated by various existing methods such as denoising and gradient-domain rendering. Our framework then combines the two images via a novel combination kernel. We model our combination kernel as a weighting function with a deep neural network that exploits the correlation among pixel estimates. To improve the robustness of our framework for outliers, we additionally propose an extension to handle multiple image buffers. The results demonstrate that our unified framework can successfully reduce the error of existing methods while treating them as black-boxes. Jonghee Back, Binh-Son Hua, Toshiya Hachisuka, Bochang Moon |
ACM Trans. Graph. | 3 |
| 2020 | A model for soap film dynamics with evolving thicknessabstractPrevious research on animations of soap bubbles, films, and foams largely focuses on the motion and geometric shape of the bubble surface. These works neglect the evolution of the bubble's thickness, which is normally responsible for visual phenomena like surface vortices, Newton's interference patterns, capillary waves, and deformation-dependent rupturing of films in a foam. In this paper, we model these natural phenomena by introducing the film thickness as a reduced degree of freedom in the Navier-Stokes equations and deriving their equations of motion. We discretize the equations on a non-manifold triangle mesh surface and couple it to an existing bubble solver. In doing so, we also introduce an incompressible fluid solver for 2.5D films and a novel advection algorithm for convecting fields across non-manifold surface junctions. Our simulations enhance state-of-the-art bubble solvers with additional effects caused by convection, rippling, draining, and evaporation of the thin film. Sadashige Ishida, Peter Heiss-Synak, Fumiya Narita, Toshiya Hachisuka, Christopher Wojtan |
ACM Trans. Graph. | 4 |
| 2020 | Delayed Rejection Metropolis Light TransportabstractDesigning robust mutation strategies for primary sample space Metropolis light transport is a challenging problem: poorly tuned mutations both hinder state space exploration and introduce structured image artifacts. Scenes with complex materials, lighting, and geometry make hand-designing strategies that remain optimal over the entire state space infeasible. Moreover, these difficult regions are often sparse in state space, and so relying exclusively on intricate—and often expensive—proposal mechanisms can be wasteful, whereas simpler inexpensive mechanisms are more sample efficient. We generalize Metropolis–Hastings light transport to employ a flexible two-stage mutation strategy based on delayed rejection Markov chain Monte Carlo. Our approach generates multiple proposals based on the failure of previous ones, all while preserving Markov chain ergodicity. This allows us to reduce error while maintaining fast global exploration and low correlation across chains. Direct application of delayed rejection to light transport leads to low acceptance probabilities, and so we also propose a novel transition kernel to alleviate this issue. We benchmark our approach on several applications includingbold-then-timidandcheap-then-expensiveproposals across different light transport algorithms. Our method is applicable to any primary sample space algorithm with minimal implementation effort, producing consistently better results on a variety of challenging scenes. Damien Rioux-Lavoie, Joey Litalien, Adrien Gruson, Toshiya Hachisuka, Derek Nowrouzezahrai |
ACM Trans. Graph. | 4 |
| 2020 | Continuous multiple importance samplingabstractMultiple importance sampling (MIS) is a provably good way to combine a finite set of sampling techniques to reduce variance in Monte Carlo integral estimation. However, there exist integration problems for which a continuum of sampling techniques is available. To handle such cases we establish a continuous MIS (CMIS) formulation as a generalization of MIS to uncountably infinite sets of techniques. Our formulation is equipped with a base estimator that is coupled with a provably optimal balance heuristic and a practical stochastic MIS (SMIS) estimator that makes CMIS accessible to a broad range of problems. To illustrate the effectiveness and utility of our framework, we apply it to three different light transport applications, showing improved performance over the prior state-of-the-art techniques. Rex West, Iliyan Georgiev, Adrien Gruson, Toshiya Hachisuka |
ACM Trans. Graph. | 4 |
| 2019 | A Frequency Analysis and Dual Hierarchy for Efficient Rendering of Subsurface Scattering
David Milaenen, Laurent Belcour, Jean-Philippe Guertin, Toshiya Hachisuka, Derek Nowrouzezahrai |
Graphics Interface | 4 |
| 2019 | A Survey on Gradient-Domain RenderingabstractAbstract Monte Carlo methods for physically‐based light transport simulation are broadly adopted in the feature film production, animation and visual effects industries. These methods, however, often result in noisy images and have slow convergence. As such, improving the convergence of Monte Carlo rendering remains an important open problem. Gradient‐domain light transport is a recent family of techniques that can accelerate Monte Carlo rendering by up to an order of magnitude, leveraging a gradient‐based estimation and a reformulation of the rendering problem as an image reconstruction. This state of the art report comprehensively frames the fundamentals of gradient‐domain rendering, as well as the pragmatic details behind practical gradient‐domain uniand bidirectional path tracing and photon density estimation algorithms. Moreover, we discuss the various image reconstruction schemes that are crucial to accurate and stable gradient‐domain rendering. Finally, we benchmark various gradient‐domain techniques against the state‐of‐the‐art in denoising methods before discussing open problems. Binh-Son Hua, Adrien Gruson, Victor Petitjean, Matthias Zwicker, Derek Nowrouzezahrai, Elmar Eisemann, Toshiya Hachisuka |
Comput. Graph. Forum | 7 |
| 2019 | Scalable Virtual Ray Lights Rendering for Participating MediaabstractAbstract Virtual ray lights (VRL) are a powerful representation for multiple‐scattered light transport in volumetric participating media. While efficient Monte Carlo estimators can importance sample the contribution of a VRL along an entire sensor subpath, render time still scales linearly in the number of VRLs. We present a new scalable hierarchial VRL method that preferentially samples VRLs according to their image contribution. Similar to Lightcuts‐based approaches, we derive a tight upper bound on the potential contribution of a VRL that is efficient to compute. Our bound takes into account the sampling probability densities used when estimating VRL contribution. Ours is the first such upper bound formulation, leading to an efficient and scalable rendering technique with only a few intuitive user parameters. We benchmark our approach in scenes with many VRLs, demonstrating improved scalability compared to existing state‐of‐the‐art techniques. Nicolas Vibert, Adrien Gruson, H. Stokholm, T. Mortensen, Wojciech Jarosz, Toshiya Hachisuka, Derek Nowrouzezahrai |
Comput. Graph. Forum | 6 |
| 2019 | Integral formulations of volumetric transmittanceabstractComputing the light attenuation between two given points is an essential yet expensive task in volumetric light transport simulation. Existing unbiased transmittance estimators are all based on "null-scattering" random walks enabled by augmenting the media with fictitious matter. This formulation prevents the use of traditional Monte Carlo estimator variance analysis, thus the efficiency of such methods is understood from a mostly empirical perspective. In this paper, we present several novel integral formulations of volumetric transmittance in which existing estimators arise as direct Monte Carlo estimators. Breaking from physical intuition, we show that the null-scattering concept is not strictly required for unbiased transmittance estimation, but is a form of control variates for effectively reducing variance. Our formulations bring new insight into the problem and the efficiency of existing estimators. They also provide a framework for devising new types of transmittance estimators with distinct and complementary performance tradeoffs, as well as a clear recipe for applying sample stratification. Iliyan Georgiev, Zackary Misso, Toshiya Hachisuka, Derek Nowrouzezahrai, Jaroslav Krivánek, Wojciech Jarosz |
ACM Trans. Graph. | 3 |
| 2018 | Reproducing Spectral Reflectances From Tristimulus ColoursabstractAbstract Physically based rendering systems often support spectral rendering to simulate light transport in the real world. Material representations in such simulations need to be defined as spectral distributions. Since commonly available material data are in tristimulus colours, we ideally would like to obtain spectral distributions from tristimulus colours as an input to spectral rendering systems. Reproduction of spectral distributions given tristimulus colours, however, has been considered an ill‐posed problem since single tristimulus colour corresponds to a set of different spectra due to metamerism. We show how to resolve this problem using a data‐driven approach based on measured spectra and propose a practical algorithm that can faithfully reproduce a corresponding spectrum only from the given tristimulus colour. The key observation in colour science is that a natural measured spectrum is usually well approximated by a weighted sum of a few basis functions. We show how to reformulate conversion of tristimulus colours to spectra via principal component analysis. To improve accuracy of conversion, we propose a greedy clustering algorithm which minimizes reconstruction error. Using pre‐computation, the runtime computation is just a single matrix multiplication with an input tristimulus colour. Numerical experiments show that our method well reproduces the reference measured spectra using only the tristimulus colours as input. Hisanari Otsu, Masafumi Yamamoto, Toshiya Hachisuka |
Comput. Graph. Forum | 3 |
| 2018 | Gradient-domain volumetric photon density estimationabstractGradient-domain rendering can improve the convergence of surface-based light transport by exploiting smoothness in image space. Scenes with participating media exhibit similar smoothness and could potentially benefit from gradient-domain techniques. We introduce the first gradient-domain formulation of image synthesis with homogeneous participating media, including four novel and efficient gradient-domain volumetric density estimation algorithms. We show that naïve extensions of gradient domain path-space and density estimation methods to volumetric media, while functional, can result in inefficient estimators. Focussing on point-, beam- and plane-based gradient-domain estimators, we introduce a novel shift mapping that eliminates redundancies in the naïve formulations using spatial relaxation within the volume. We show that gradient-domain volumetric rendering improve convergence compared to primal domain state-of-the-art, across a suite of scenes. Our formulation and algorithms support progressive estimation and are easy to incorporate atop existing renderers. Adrien Gruson, Binh-Son Hua, Nicolas Vibert, Derek Nowrouzezahrai, Toshiya Hachisuka |
ACM Trans. Graph. | 5 |
| 2018 | Geometry-aware metropolis light transportabstractMarkov chain Monte Carlo (MCMC) rendering utilizes a sequence of correlated path samples which is obtained by iteratively mutating the current state to the next. The efficiency of MCMC rendering depends on how well the mutation strategy is designed to adapt to the local structure of the state space. We present a novel MCMC rendering method that automatically adapts the step sizes of the mutations to the geometry of the rendered scene. Our geometry-aware path space perturbation largely avoids tentative samples with zero contribution due to occlusion. Our method limits the mutation step size by estimating the maximum opening angle of a cone, centered around a segment of a light transport path, where no geometry obstructs visibility. This geometry-aware mutation increases the acceptance rates, while not degrading the sampling quality. As this cone estimation introduces a considerable overhead if done naively, to make our approach efficient, we discuss and analyze fast approximate methods for cone angle estimation which utilize the acceleration structure already present for the ray-geometry intersection. Our new approach, integrated into the framework of Metropolis light transport, can achieve results with lower error and less artifact in equal time compared to current path space mutation techniques. Hisanari Otsu, Johannes Hanika, Toshiya Hachisuka, Carsten Dachsbacher |
ACM Trans. Graph. | 3 |
| 2017 | Gradient-Domain Photon Density EstimationabstractThe most common solutions to the light transport problem rely on either Monte Carlo (MC) integration or density estimation methods, such as uni- & bi-directional path tracing or photon mapping. Recent gradient-domain extensions of MC approaches show great promise; here, gradients of the final image are estimated numerically (instead of the image intensities themselves) with coherent paths generated from a deterministic shift mapping. We extend gradient-domain approaches to light transport simulation based on density estimation. As with previous gradient-domain methods, we detail important considerations that arise when moving from a primal- to gradient-domain estimator. We provide an efficient and straightforward solution to these problems. Our solution supports stochastic progressive density estimation, so it is robust to complex transport effects. We show that gradient-domain photon density estimation converges faster than its primal-domain counterpart, as well as being generally more robust than gradient-domain uni- & bi-directional path tracing for scenes dominated by complex transport. Binh-Son Hua, Adrien Gruson, Derek Nowrouzezahrai, Toshiya Hachisuka |
Comput. Graph. Forum | 4 |
| 2017 | A hyperbolic geometric flow for evolving films and foamsabstractSimulating the behavior of soap films and foams is a challenging task. A direct numerical simulation of films and foams via the Navier-Stokes equations is still computationally too expensive. We propose an alternative formulation inspired by geometric flow. Our model exploits the fact, according to Plateau's laws, that the steady state of a film is a union of constant mean curvature surfaces and minimal surfaces. Such surfaces are also well known as the steady state solutions of certain curvature flows. We show a link between the Navier-Stokes equations and a recent variant of mean curvature flow, called hyperbolic mean curvature flow , under the assumption of constant air pressure per enclosed region. Instead of using hyperbolic mean curvature flow as is, we propose to replace curvature by the gradient of the surface area functional. This formulation enables us to robustly handle non-manifold configurations; such junctions connecting multiple films are intractable with the traditional formulation using curvature. We also add explicit volume preservation to hyperbolic mean curvature flow, which in fact corresponds to the pressure term of the Navier-Stokes equations. Our method is simple, fast, robust, and consistent with Plateau's laws, which are all due to our reformulation of film dynamics as a geometric flow. Sadashige Ishida, Masafumi Yamamoto, Ryoichi Ando, Toshiya Hachisuka |
ACM Trans. Graph. | 4 |
| 2017 | Fusing state spaces for markov chain Monte Carlo renderingabstractRendering algorithms using Markov chain Monte Carlo (MCMC) currently build upon two different state spaces. One of them is the path space, where the algorithms operate on the vertices of actual transport paths. The other state space is the primary sample space, where the algorithms operate on sequences of numbers used for generating transport paths. While the two state spaces are related by the sampling procedure of transport paths, all existing MCMC rendering algorithms are designed to work within only one of the state spaces. We propose a first framework which provides a comprehensive connection between the path space and the primary sample space. Using this framework, we can use mutation strategies designed for one space with mutation strategies in the respective other space. As a practical example, we take a combination of manifold exploration and multiplexed Metropolis light transport using our framework. Our results show that the simultaneous use of the two state spaces improves the robustness of MCMC rendering. By combining efficient local exploration in the path space with global jumps in primary sample space, our method achieves more uniform convergence as compared to using only one space. Hisanari Otsu, Anton Kaplanyan, Johannes Hanika, Carsten Dachsbacher, Toshiya Hachisuka |
ACM Trans. Graph. | 5 |
| 2016 | Robust light transport simulation via metropolised bidirectional estimatorsabstractEfficiently simulating light transport in various scenes with a single algorithm is a difficult and important problem in computer graphics. Two major issues have been shown to hinder the efficiency of the existing solutions: light transport due to multiple highly glossy or specular interactions, and scenes with complex visibility between the camera and light sources. While recent bidirectional path sampling methods such as vertex connection and merging/unified path sampling (VCM/UPS) efficiently deal with highly glossy or specular transport, they tend to perform poorly in scenes with complex visibility. On the other hand, Markov chain Monte Carlo (MCMC) methods have been able to show some excellent results in scenes with complex visibility, but they behave unpredictably in scenes with glossy or specular surfaces due to their fundamental issue of sample correlation. In this paper, we show how to fuse the underlying key ideas behind VCM/UPS and MCMC into a single, efficient light transport solution. Our algorithm is specifically designed to retain the advantages of both approaches, while alleviating their limitations. Our experiments show that the algorithm can efficiently render scenes with both highly glossy or specular materials and complex visibility, without compromising the performance in simpler cases. Martin Sik, Hisanari Otsu, Toshiya Hachisuka, Jaroslav Krivánek |
ACM Trans. Graph. | 3 |
| 2014 | Directional Dipole Model for Subsurface ScatteringabstractRendering translucent materials using Monte Carlo ray tracing is computationally expensive due to a large number of subsurface scattering events. Faster approaches are based on analytical models derived from diffusion theory. While such analytical models are efficient, they miss out on some translucency effects in the rendered result. We present an improved analytical model for subsurface scattering that captures translucency effects present in the reference solutions but remaining absent with existing models. The key difference is that our model is based on ray source diffusion, rather than point source diffusion. A ray source corresponds better to the light that refracts through the surface of a translucent material. Using this ray source, we are able to take the direction of the incident light ray and the direction toward the point of emergence into account. We use a dipole construction similar to that of the standard dipole model, but we now have positive and negative ray sources with a mirrored pair of directions. Our model is as computationally efficient as existing models while it includes single scattering without relying on a separate Monte Carlo simulation, and the rendered images are significantly closer to the references. Unlike some previous work, our model is fully analytic and requires no precomputation. Jeppe Revall Frisvad, Toshiya Hachisuka, Thomas Kim Kjeldsen |
ACM Trans. Graph. | 2 |
| 2014 | Multiplexed metropolis light transportabstractGlobal illumination algorithms using Markov chain Monte Carlo (MCMC) sampling are well-known for their efficiency in scenes with complex light transport. Samples in such algorithms are generated as a history of Markov chain states so that they are distributed according to the contributions to the image. The whole process is done based only on the information of the path contributions and user-defined transition probabilities from one state to the others. In light transport simulation, however, there is more information that can be used to improve the efficiency of path sampling. A notable example is multiple importance sampling (MIS) in bidirectional path tracing, which utilizes the probability densities of constructing a given path with different estimators. While MIS is a powerful ordinary Monte Carlo method, how to incorporate such additional information into MCMC sampling has been an open problem. We introduce a novel MCMC sampling framework, primary space serial tempering , which fuses the ideas of MCMC sampling and MIS for the first time. The key idea is to explore not only the sample space using a Markov chain, but also different estimators to generate samples by utilizing the information already available for MIS. Based on this framework, we also develop a novel rendering algorithm, multiplexed Metropolis light transport , which automatically and adaptively constructs paths with appropriate techniques as predicted by MIS. The final algorithm is very easy to implement, yet in many cases shows comparable (or even better) performance than significantly more complex MCMC rendering algorithms. Toshiya Hachisuka, Anton Kaplanyan, Carsten Dachsbacher |
ACM Trans. Graph. | 1 |
| 2014 | Unifying points, beams, and paths in volumetric light transport simulationabstractEfficiently computing light transport in participating media in a manner that is robust to variations in media density, scattering albedo, and anisotropy is a difficult and important problem in realistic image synthesis. While many specialized rendering techniques can efficiently resolve subsets of transport in specific media, no single approach can robustly handle all types of effects. To address this problem we unify volumetric density estimation, using point and beam estimators, and Monte Carlo solutions to the path integral formulation of the rendering and radiative transport equations. We extend multiple importance sampling to correctly handle combinations of these fundamentally different classes of estimators. This, in turn, allows us to develop a single rendering algorithm that correctly combines the benefits and mediates the limitations of these powerful volume rendering techniques. Jaroslav Krivánek, Iliyan Georgiev, Toshiya Hachisuka, Petr Vévoda, Martin Sik, Derek Nowrouzezahrai, Wojciech Jarosz |
ACM Trans. Graph. | 3 |
| 2013 | Robust Image Denoising Using a Virtual Flash Image for Monte Carlo Ray TracingabstractAbstract We propose an efficient and robust image‐space denoising method for noisy images generated by Monte Carlo ray tracing methods. Our method is based on two new concepts: virtual flash images and homogeneous pixels. Inspired by recent developments in flash photography, virtual flash images emulate photographs taken with a flash, to capture various features of rendered images without taking additional samples. Using a virtual flash image as an edge‐stopping function, our method can preserve image features that were not captured well only by existing edge‐stopping functions such as normals and depth values. While denoising each pixel, we consider only homogeneous pixels—pixels that are statistically equivalent to each other. This makes it possible to define a stochastic error bound of our method, and this bound goes to zero as the number of ray samples goes to infinity, irrespective of denoising parameters. To highlight the benefits of our method, we apply our method to two Monte Carlo ray tracing methods, photon mapping and path tracing, with various input scenes. We demonstrate that using virtual flash images and homogeneous pixels with a standard denoising method outperforms state‐of‐the‐art image‐space denoising methods. Bochang Moon, Jong Yun Jun, JongHyeob Lee, Kunho Kim, Toshiya Hachisuka, Sung-Eui Yoon |
Comput. Graph. Forum | 5 |
| 2013 | Joint importance sampling of low-order volumetric scatteringabstractCentral to all Monte Carlo-based rendering algorithms is the construction of light transport paths from the light sources to the eye. Existing rendering approaches sample path vertices incrementally when constructing these light transport paths. The resulting probability density is thus a product of the conditional densities of each local sampling step, constructed without explicit control over the form of the final joint distribution of the complete path. We analyze why current incremental construction schemes often lead to high variance in the presence of participating media, and reveal that such approaches are an unnecessary legacy inherited from traditional surface-based rendering algorithms. We devise joint importance sampling of path vertices in participating media to construct paths that explicitly account for the product of all scattering and geometry terms along a sequence of vertices instead of just locally at a single vertex. This leads to a number of practical importance sampling routines to explicitly construct single-and double-scattering subpaths in anisotropically-scattering media. We demonstrate the benefit of our new sampling techniques, integrating them into several path-based rendering algorithms such as path tracing, bidirectional path tracing, and many-light methods. We also use our sampling routines to generalize deterministic shadow connections to connection subpaths consisting of two or three random decisions, to efficiently simulate higher-order multiple scattering. Our algorithms significantly reduce noise and increase performance in renderings with both isotropic and highly anisotropic, low-order scattering. Iliyan Georgiev, Jaroslav Krivánek, Toshiya Hachisuka, Derek Nowrouzezahrai, Wojciech Jarosz |
ACM Trans. Graph. | 3 |
| 2012 | A path space extension for robust light transport simulationabstractWe present a new sampling space for light transport paths that makes it possible to describe Monte Carlo path integration and photon density estimation in the same framework. A key contribution of our paper is the introduction of vertex perturbations, which extends the space of paths with loosely coupled connections. The new framework enables the computation of path probabilities in the same space under the same measure, which allows us to use multiple importance sampling to combine Monte Carlo path integration and photon density estimation. The resulting algorithm, unified path sampling , can robustly render complex combinations and glossy surfaces and caustics that are problematic for existing light transport simulation methods. Toshiya Hachisuka, Jacopo Pantaleoni, Henrik Wann Jensen |
ACM Trans. Graph. | 1 |
| 2011 | Robust adaptive photon tracing using photon path visibilityabstractWe present a new adaptive photon tracing algorithm which can handle illumination settings that are considered difficult for photon tracing approaches such as outdoor scenes, close-ups of a small part of an illuminated region, and illumination coming through a small gap. The key contribution in our algorithm is the use of visibility of photon path as the importance function which ensures that our sampling algorithm focuses on paths that are visible from the given viewpoint. Our sampling algorithm builds on two recent developments in Markov chain Monte Carlo methods: adaptive Markov chain sampling and replica exchange. Using these techniques, each photon path is adaptively mutated and it explores the sampling space efficiently without being stuck at a local peak of the importance function. We have implemented this sampling approach in the progressive photon mapping algorithm which provides visibility information in a natural way when a photon path contributes to a measurement point. We demonstrate that the final algorithm is strikingly simple, yet effective at sampling photons under lighting conditions that would be difficult for existing Monte Carlo ray tracing-based methods. Toshiya Hachisuka, Henrik Wann Jensen |
ACM Trans. Graph. | 1 |
| 2010 | Parallel progressive photon mapping on GPUsabstractAccurate global illumination rendering using GPUs is gaining attention because of the highly parallel nature of global illumination algorithms. For example, computing the radiance of each pixel using path tracing is embarrassingly parallel. Some major commercial rendering software also started adopting global illumination on GPUs. Toshiya Hachisuka, Henrik Wann Jensen |
SIGGRAPH ASIA (Sketches) | 1 |
| 2010 | A progressive error estimation framework for photon density estimationabstractWe present an error estimation framework for progressive photon mapping. Although estimating rendering error has been established for unbiased rendering algorithms, error estimation for biased rendering algorithms has not been investigated well in comparison. We characterize the error by the sum of a bias estimate and a stochastic noise bound, which is motivated by stochastic error bounds formulation in biased methods. As a part of our error computation, we extend progressive photon mapping to operate with smooth kernels. This enables the calculation of illumination gradients with arbitrary accuracy, which we use to progressively compute the local bias in the radiance estimate. We also show how variance can be computed in progressive photon mapping, which is used to estimate the error due to noise. As an example application, we show how our error estimation can be used to compute images with a given error threshold. For this example application, our framework only requires the error threshold and a confidence level to automatically terminate rendering. Our results demonstrate how our error estimation framework works well in realistic synthetic scenes. Toshiya Hachisuka, Wojciech Jarosz, Henrik Wann Jensen |
ACM Trans. Graph. | 1 |
| 2009 | An empirical BSSRDF modelabstractWe present a new model of the homogeneous BSSRDF based on large-scale simulations. Our model captures the appearance of materials that are not accurately represented using existing single scattering models or multiple isotropic scattering models (e.g. the diffusion approximation). We use an analytic function to model the 2D hemispherical distribution of exitant light at a point on the surface, and a table of parameter values of this function computed at uniformly sampled locations over the remaining dimensions of the BSSRDF domain. This analytic function is expressed in elliptic coordinates and has six parameters which vary smoothly with surface position, incident angle, and the underlying optical properties of the material (albedo, mean free path length, phase function and the relative index of refraction). Our model agrees well with measured data, and is compact, requiring only 250MB to represent the full spatial- and angular-distribution of light across a wide spectrum of materials. In practice, rendering a single material requires only about 100KB to represent the BSSRDF. Craig Donner, Jason Lawrence, Ravi Ramamoorthi, Toshiya Hachisuka, Henrik Wann Jensen, Shree K. Nayar |
ACM Trans. Graph. | 4 |
| 2009 | Stochastic progressive photon mappingabstractThis paper presents a simple extension of progressive photon mapping for simulating global illumination with effects such as depth-of-field, motion blur, and glossy reflections. Progressive photon mapping is a robust global illumination algorithm that can handle complex illumination settings including specular-diffuse-specular paths. The algorithm can compute the correct radiance value at a point in the limit. However, progressive photon mapping is not effective at rendering distributed ray tracing effects, such as depth-of-field, that requires multiple pixel samples in order to compute the correct average radiance value over a region. In this paper, we introduce a new formulation of progressive photon mapping, called stochastic progressive photon mapping, which makes it possible to compute the correct average radiance value for a region. The key idea is to use shared photon statistics within the region rather than isolated photon statistics at a point. The algorithm is easy to implement, and our results demonstrate how it efficiently handles scenes with distributed ray tracing effects, while maintaining the robustness of progressive photon mapping in scenes with complex lighting. Toshiya Hachisuka, Henrik Wann Jensen |
ACM Trans. Graph. | 1 |
| 2008 | Multidimensional adaptive sampling and reconstruction for ray tracingabstractWe present a new adaptive sampling strategy for ray tracing. Our technique is specifically designed to handle multidimensional sample domains, and it is well suited for efficiently generating images with effects such as soft shadows, motion blur, and depth of field. These effects are problematic for existing image based adaptive sampling techniques as they operate on pixels, which are possibly noisy results of a Monte Carlo ray tracing process. Our sampling technique operates on samples in the multidimensional space given by the rendering equation and as a consequence the value of each sample is noise-free. Our algorithm consists of two passes. In the first pass we adaptively generate samples in the multidimensional space, focusing on regions where the local contrast between samples is high. In the second pass we reconstruct the image by integrating the multidimensional function along all but the image dimensions. We perform a high quality anisotropic reconstruction by determining the extent of each sample in the multidimensional space using a structure tensor. We demonstrate our method on scenes with a 3 to 5 dimensional space, including soft shadows, motion blur, and depth of field. The results show that our method uses fewer samples than Mittchell's adaptive sampling technique while producing images with less noise. Toshiya Hachisuka, Wojciech Jarosz, Richard Peter Weistroffer, Kevin Dale, Greg Humphreys, Matthias Zwicker, Henrik Wann Jensen |
ACM Trans. Graph. | 1 |
| 2008 | Progressive photon mappingabstractThis paper introduces a simple and robust progressive global illumination algorithm based on photon mapping. Progressive photon mapping is a multi-pass algorithm where the first pass is ray tracing followed by any number of photon tracing passes. Each photon tracing pass results in an increasingly accurate global illumination solution that can be visualized in order to provide progressive feedback. Progressive photon mapping uses a new radiance estimate that converges to the correct radiance value as more photons are used. It is not necessary to store the full photon map, and unlike standard photon mapping it possible to compute a global illumination solution with any desired accuracy using a limited amount of memory. Compared with existing Monte Carlo ray tracing methods progressive photon mapping provides an efficient and robust alternative in the presence of complex light transport such as caustics and in particular reflections of caustics. Toshiya Hachisuka, Shinji Ogaki, Henrik Wann Jensen |
ACM Trans. Graph. | 1 |