Markus Kettunen 0001

dblp:18/1308-1 · DBLP profile ↗
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14ranked-venue papers
4as first author
10since 2021 · last 2026
0000-0002-5206-9603ORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 14 · 4 first-author · 10 since 2021Human-computer interaction and ubiquitous computing · 2 · 1 first-author · 2 since 2021
YearPublicationVenuePosition
2026 Stochastic Pairwise MIS for Unbiased Large-Kernel Reuse in Real-Time
abstract
Abstract Spatiotemporal resampling methods such as ReSTIR decrease noise in Monte Carlo rendering of dynamic content by reusing paths across frames and pixels. Standard ReSTIR reuses spatially from a small number of randomly selected neighbors. This reuse suffers when few neighbors contain contributing samples, reducing quality toward that of the underlying path sampler. This commonly occurs during camera or object motion, as regions not present in prior frames are revealed. Increasing the number of spatial neighbors helps but also increases cost. We propose a novel spatial neighbor selection technique, stochastic pairwise MIS, which enables unbiased reuse from many neighbors in real time and focuses reuse on pixels with contributing samples. This provides a significant increase in image quality overall, especially in regions with poor input samples.
Trevor Hedstrom, Markus Kettunen 0001, Daqi Lin, Chris Wyman, Tzu-Mao Li
Comput. Graph. Forum2
2026 Gradient-Domain ReSTIR Path Tracing
abstract
Abstract Gradient‐domain rendering accelerates realistic image synthesis by also estimating pixel color differences, which helps reconstruct high frequencies in the image domain. Converged images still require many samples per pixel even with denoising, and to this date, no real‐time gradient‐domain rendering methods have been proposed. We enable gradient‐domain methods in real‐time rendering by spatiotemporal sample reuse with a novel path space extension in gradient image rendering. We further explore this concept by implementing ReSTIR G‐PT, ReSTIR gradient‐domain path tracing, and find that relative sparsity of the gradient image allows highly selective spatial reuse and real‐time frame rates. Our method outperforms the baseline methods visually and statistically.
Chris Wyman, Markus Kettunen 0001, Daqi Lin
Comput. Graph. Forum3
2025 ReSTIR PG: Path Guiding with Spatiotemporally Resampled Paths
abstract
We present ReSTIR Path Guiding (ReSTIR-PG), a real-time method that extracts guiding distributions from resampled paths produced by ReSTIR and uses them to generate improved initial candidates for the next frame. While ReSTIR significantly reduces variance through spatiotemporal resampling, its effectiveness is ultimately limited by the quality of the initial candidates, which are often poorly distributed and introduce correlation artifacts. Our key observation is that ReSTIR’s accepted paths already approximate the target path contribution density, and that their bounce directions follow the ideal distribution for local path guiding – the product of incident radiance and the cosine-weighted BSDF. We exploit this structure to fit lightweight guiding distributions using each frame’s resampled paths by density estimation. Compared to conventional guiding based on raw path-traced samples, ReSTIR-PG closes the loop between guiding and resampling. Our method achieves lower variance, faster response time to scene change, reduced correlation artifacts, all while preserving real-time performance.
Zheng Zeng 0005, Markus Kettunen 0001, Chris Wyman, Ravi Ramamoorthi, Lingqi Yan 0001, Daqi Lin
SIGGRAPH Asia2
2025 ReSTIR BDPT: Bidirectional ReSTIR Path Tracing with Caustics
abstract
Recent spatiotemporal resampling algorithms (ReSTIR) accelerate real-time path tracing by reusing samples between pixels and frames. However, existing methods are limited by the sampling quality of path tracing, making them inefficient for scenes with caustics and hard-to-reach lights. We develop a ReSTIR variant incorporating bidirectional path tracing that significantly improves the sampling quality in these scenes. Combining bidirectional path tracing and ReSTIR introduces multiple challenges: the generalized resampled importance sampling (GRIS) behind ReSTIR is, by default, not aware of how a path was sampled, which complicates reuse of bidirectional paths. Light tracing is also challenging since light subpaths can contribute to all pixels. To address these challenges, we apply GRIS in a sampling technique-aware extended path space, design a bidirectional hybrid shift mapping, and introduce caustics reservoirs that can accumulate caustics across frames. Our method takes around 50ms per frame across our test scenes, and achieves significantly lower error compared to prior unidirectional ReSTIR variants running in equal time.
Trevor Hedstrom, Markus Kettunen 0001, Daqi Lin, Chris Wyman, Tzu-Mao Li
ACM Trans. Graph.2
2024 Decorrelating ReSTIR Samplers via MCMC Mutations
abstract
Monte Carlo rendering algorithms often utilize correlations between pixels to improve efficiency and enhance image quality. For real-time applications in particular, repeated reservoir resampling offers a powerful framework to reuse samples both spatially in an image and temporally across multiple frames. While such techniques achieve equal-error up to 100× faster for real-time direct lighting [Bitterli et al. 2020 ] and global illumination [Ouyang et al. 2021 ; Lin et al. 2021 ], they are still far from optimal. For instance, spatiotemporal resampling often introduces noticeable correlation artifacts, while reservoirs holding more than one sample suffer from impoverishment in the form of duplicate samples. We demonstrate how interleaving Markov Chain Monte Carlo (MCMC) mutations with reservoir resampling helps alleviate these issues, especially in scenes with glossy materials and difficult-to-sample lighting. Moreover, our approach does not introduce any bias, and in practice, we find considerable improvement in image quality with just a single mutation per reservoir sample in each frame.
Rohan Sawhney, Daqi Lin, Markus Kettunen 0001, Benedikt Bitterli, Ravi Ramamoorthi, Chris Wyman, Matt Pharr
ACM Trans. Graph.3
2024 Area ReSTIR: Resampling for Real-Time Defocus and Antialiasing
abstract
Recent advancements in spatiotemporal reservoir resampling (ReSTIR) leverage sample reuse from neighbors to efficiently evaluate the path integral. Like rasterization, ReSTIR methods implicitly assume a pinhole camera and evaluate the light arriving at a pixel through a single predetermined subpixel location at a time (e.g., the pixel center). This prevents efficient path reuse in and near pixels with high-frequency details. We introduce Area ReSTIR , extending ReSTIR reservoirs to also integrate each pixel's 4D ray space, including 2D areas on the film and lens. We design novel subpixel-tracking temporal reuse and shift mappings that maximize resampling quality in such regions. This robustifies ReSTIR against high-frequency content, letting us importance sample subpixel and lens coordinates and efficiently render antialiasing and depth of field.
Song Zhang 0007, Daqi Lin, Markus Kettunen 0001, Cem Yuksel, Chris Wyman
ACM Trans. Graph.3
2023 Conditional Resampled Importance Sampling and ReSTIR
abstract
Recent work on generalized resampled importance sampling (GRIS) enables importance-sampled Monte Carlo integration with random variable weights replacing the usual division by probability density. This enables very flexible spatiotemporal sample reuse, even if neighboring samples (e.g., light paths) have intractable probability densities. Unlike typical Monte Carlo integration, which samples according to some PDF, GRIS instead resamples existing samples. But resampling with GRIS assumes samples have tractable marginal contribution weights, which is problematic if reusing, for example, light subpaths from unidirectionally-sampled paths. Reusing such subpaths requires conditioning by (non-reused) segments of the path prefixes.
Markus Kettunen 0001, Daqi Lin, Ravi Ramamoorthi, Thomas Bashford-Rogers, Chris Wyman
SIGGRAPH Asia1
2022 Generalized resampled importance sampling: foundations of ReSTIR
abstract
As scenes become ever more complex and real-time applications embrace ray tracing, path sampling algorithms that maximize quality at low sample counts become vital. Recent resampling algorithms building on Talbot et al.'s [2005] resampled importance sampling (RIS) reuse paths spatiotemporally to render surprisingly complex light transport with a few samples per pixel. These reservoir-based spatiotemporal importance resamplers (ReSTIR) and their underlying RIS theory make various assumptions, including sample independence. But sample reuse introduces correlation , so ReSTIR-style iterative reuse loses most convergence guarantees that RIS theoretically provides. We introduce generalized resampled importance sampling (GRIS) to extend the theory, allowing RIS on correlated samples, with unknown PDFs and taken from varied domains. This solidifies the theoretical foundation, allowing us to derive variance bounds and convergence conditions in ReSTIR-based samplers. It also guides practical algorithm design and enables advanced path reuse between pixels via complex shift mappings. We show a path-traced resampler (ReSTIR PT) running interactively on complex scenes, capturing many-bounce diffuse and specular lighting while shading just one path per pixel. With our new theoretical foundation, we can also modify the algorithm to guarantee convergence for offline renderers.
Daqi Lin, Markus Kettunen 0001, Benedikt Bitterli, Jacopo Pantaleoni, Cem Yuksel, Chris Wyman
ACM Trans. Graph.2
2021 ReSTIR GI: Path Resampling for Real-Time Path Tracing
abstract
Abstract Even with the advent of hardware‐accelerated ray tracing in modern GPUs, only a small number of rays can be traced at each pixel in real‐time applications. This presents a significant challenge for path tracing, even when augmented with state‐of‐the art denoising algorithms. While the recently‐developed ReSTIR algorithm [BWP∗20] enables high‐quality renderings of scenes with millions of light sources using just a few shadow rays at each pixel, there remains a need for effective algorithms to sample indirect illumination. We introduce an effective path sampling algorithm for indirect lighting that is suitable to highly parallel GPU architectures. Building on the screen‐space spatio‐temporal resampling principles of ReSTIR, our approach resamples multi‐bounce indirect lighting paths obtained by path tracing. Doing so allows sharing information about important paths that contribute to lighting both across time and pixels in the image. The resulting algorithm achieves a substantial error reduction compared to path tracing: at a single sample per pixel every frame, our algorithm achieves MSE improvements ranging from 9.3× to 166× in our test scenes. In conjunction with a denoiser, it leads to high‐quality path traced global illumination at real‐time frame rates on modern GPUs.
Yaobin Ouyang, Shiqiu Liu, Markus Kettunen 0001, Matt Pharr, Jacopo Pantaleoni
Comput. Graph. Forum3
2021 An unbiased ray-marching transmittance estimator
abstract
We present an in-depth analysis of the sources of variance in state-of-the-art unbiased volumetric transmittance estimators, and propose several new methods for improving their efficiency. These combine to produce a single estimator that is universally optimal relative to prior work, with up to several orders of magnitude lower variance at the same cost, and has zero variance for any ray with non-varying extinction. We first reduce the variance of truncated power-series estimators using a novel efficient application of U-statistics. We then greatly reduce the average expansion order of the power series and redistribute density evaluations to filter the optical depth estimates with an equidistant sampling comb. Combined with the use of an online control variate built from a sampled mean density estimate, the resulting estimator effectively performs ray marching most of the time while using rarely-sampled higher-order terms to correct the bias.
Markus Kettunen 0001, Eugene d'Eon, Jacopo Pantaleoni, Jan Novák
ACM Trans. Graph.1
2019 Deep convolutional reconstruction for gradient-domain rendering
abstract
It has been shown that rendering in the gradient domain, i.e., estimating finite difference gradients of image intensity using correlated samples, and combining them with direct estimates of pixel intensities by solving a screened Poisson problem, often offers fundamental benefits over merely sampling pixel intensities. The reasons can be traced to the frequency content of the light transport integrand and its interplay with the gradient operator. However, while they often yield state of the art performance among algorithms that are based on Monte Carlo sampling alone, gradient-domain rendering algorithms have, until now, not generally been competitive with techniques that combine Monte Carlo sampling with post-hoc noise removal using sophisticated non-linear filtering. Drawing on the power of modern convolutional neural networks, we propose a novel reconstruction method for gradient-domain rendering. Our technique replaces the screened Poisson solver of previous gradient-domain techniques with a novel dense variant of the U-Net autoencoder, additionally taking auxiliary feature buffers as inputs. We optimize our network to minimize a perceptual image distance metric calibrated to the human visual system. Our results significantly improve the quality obtained from gradient-domain path tracing, allowing it to overtake state-of-the-art comparison techniques that denoise traditional Monte Carlo samplings. In particular, we observe that the correlated gradient samples --- that offer information about the smoothness of the integrand unavailable in standard Monte Carlo sampling --- notably improve image quality compared to an equally powerful neural model that does not make use of gradient samples.
Markus Kettunen 0001, Erik Härkönen, Jaakko Lehtinen
ACM Trans. Graph.1
2016 Temporal gradient-domain path tracing
abstract
We present a novel approach to improve temporal coherence in Monte Carlo renderings of animation sequences. Unlike other approaches that exploit temporal coherence in a post-process, our technique does so already during sampling. Building on previous gradient-domain rendering techniques that sample finite differences over the image plane, we introduce temporal finite differences and formulate a corresponding 3D spatio-temporal screened Poisson reconstruction problem that is solved over windowed batches of several frames simultaneously. We further extend our approach to include second order, mixed spatio-temporal differences, an improved technique to compute temporal differences exploiting motion vectors, and adaptive sampling. Our algorithm can be built on a gradient-domain path tracer without large modifications. In particular, we do not require the ability to evaluate animation paths over multiple frames. We demonstrate that our approach effectively reduces temporal flickering in animation sequences, significantly improving the visual quality compared to both path tracing and gradient-domain rendering of individual frames.
Marco Manzi, Markus Kettunen 0001, Frédo Durand, Matthias Zwicker, Jaakko Lehtinen
ACM Trans. Graph.2
2015 Gradient-domain path tracing
abstract
We introduce gradient-domain rendering for Monte Carlo image synthesis. While previous gradient-domain Metropolis Light Transport sought to distribute more samples in areas of high gradients, we show, in contrast, that estimating image gradients is also possible using standard (non-Metropolis) Monte Carlo algorithms, and furthermore, that even without changing the sample distribution, this often leads to significant error reduction. This broadens the applicability of gradient rendering considerably. To gain insight into the conditions under which gradient-domain sampling is beneficial, we present a frequency analysis that compares Monte Carlo sampling of gradients followed by Poisson reconstruction to traditional Monte Carlo sampling. Finally, we describe Gradient-Domain Path Tracing (G-PT), a relatively simple modification of the standard path tracing algorithm that can yield far superior results.
Markus Kettunen 0001, Marco Manzi, Miika Aittala, Jaakko Lehtinen, Frédo Durand, Matthias Zwicker
ACM Trans. Graph.1
2014 Improved sampling for gradient-domain metropolis light transport
abstract
We present a generalized framework for gradient-domain Metropolis rendering, and introduce three techniques to reduce sampling artifacts and variance. The first one is a heuristic weighting strategy that combines several sampling techniques to avoid outliers. The second one is an improved mapping to generate offset paths required for computing gradients. Here we leverage the properties of manifold walks in path space to cancel out singularities. Finally, the third technique introduces generalized screen space gradient kernels. This approach aligns the gradient kernels with image structures such as texture edges and geometric discontinuities to obtain sparser gradients than with the conventional gradient kernel. We implement our framework on top of an existing Metropolis sampler, and we demonstrate significant improvements in visual and numerical quality of our results compared to previous work.
Marco Manzi, Fabrice Rousselle, Markus Kettunen 0001, Jaakko Lehtinen, Matthias Zwicker
ACM Trans. Graph.3