EDBT 2026 Demo / reviewers in the wild / expert
Johannes Hanika
dblp:53/1084 · also Johannes Schudeiske
· DBLP profile ↗
38ranked-venue papers
6as first author
8since 2021 · last 2026
0000-0002-7648-1782ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 38 · 6 first-author · 8 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 first-author
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Optimized and Aligned Anisotropic Monte Carlo Sampling PatternsabstractAbstract Path tracing uses Monte Carlo integration to solve the rendering equation by evaluating the integrand at random sampling points. The convergence rate of the error can be significantly improved by using correlated instead of random sampling, especially on smooth integrands. However, on integrands with discontinuities due to, e.g., occlusion, the improvement is less pronounced. Prior work has shown that the variance of the estimator is equal to the product of the power spectrum of the integrand and the expected power spectrum of the sampling pattern. Discontinuous integrands have anisotropic power spectra that exhibit high energies along the directions of the discontinuities, which need to match the low‐energy directions of the sampling pattern to reduce variance. However, existing anisotropic sampling patterns have at most two low‐energy directions. Therefore, we propose an optimization‐based algorithm to synthesize two‐dimensional correlated sampling patterns with spectra that have more than two low‐energy directions, leading to improved convergence behavior. Further, we propose a practical and sample‐efficient algorithm that estimates the directions of discontinuities in the power spectra of two‐dimensional integrands. We show that our algorithm can reliably estimate these directions, allowing us to align the low‐energy directions of anisotropic correlated sampling patterns with the predicted directions. We demonstrate in an offline path tracer with light source sampling that our aligned sampling patterns improve the convergence rate on two‐dimensional integrands with multiple discontinuities compared to existing anisotropic sampling patterns and thus reduce the error more quickly. Mirco Werner, Johannes Hanika, Carsten Dachsbacher |
Comput. Graph. Forum | 2 |
| 2025 | Neural Two-Level Monte Carlo Real-Time RenderingabstractAbstract We introduce an efficient Two‐Level Monte Carlo (subset of Multi‐Level Monte Carlo, MLMC) estimator for real‐time rendering of scenes with global illumination. Using MLMC we split the shading integral into two parts: the radiance cache integral and the residual error integral that compensates for the bias of the first one. For the first part, we developed the Neural Incident Radiance Cache (NIRC) leveraging the power of tiny neural networks [MRNK21] as a building block, which is trained on the fly. The cache is designed to provide a fast and reasonable approximation of the incident radiance: an evaluation takes 2–25 × less compute time than a path tracing sample. This enables us to estimate the radiance cache integral with a high number of samples and by this achieve faster convergence. For the residual error integral, we compute the difference between the NIRC predictions and the unbiased path tracing simulation. Our method makes no assumptions about the geometry, materials, or lighting of a scene and has only few intuitive hyper‐parameters. We provide a comprehensive comparative analysis in different experimental scenarios. Since the algorithm is trained in an on‐line fashion, it demonstrates significant noise level reduction even for dynamic scenes and can easily be combined with other noise reduction techniques. Mikhail Dereviannykh, Dmitrii Klepikov, Johannes Hanika, Carsten Dachsbacher |
Comput. Graph. Forum | 3 |
| 2024 | Bridge Sampling for Connections via Multiple Scattering EventsabstractAbstract Explicit sampling of and connecting to light sources is often essential for reducing variance in Monte Carlo rendering. In dense, forward‐scattering participating media, its benefit declines, as significant transport happens over longer multiple‐scattering paths around the straight connection to the light. Sampling these paths is challenging, as their contribution is shaped by the product of reciprocal squared distance terms and the phase functions. Previous work demonstrates that sampling several of these terms jointly is crucial. However, these methods are tied to low‐order scattering or struggle with highly‐peaked phase functions. We present a method for sampling a bridge: a subpath of arbitrary vertex count connecting two vertices. Its probability density is proportional to all phase functions at inner vertices and reciprocal squared distance terms. To achieve this, we importance sample the phase functions first, and subsequently all distances at once. For the latter, we sample an independent, preliminary distance for each edge of the bridge, and afterwards scale the bridge such that it matches the connection distance. The scale factor can be marginalized out analytically to obtain the probability density of the bridge. This approach leads to a simple algorithm and can construct bridges of any vertex count. For the case of one or two inserted vertices, we also show an alternative without scaling or marginalization. For practical path sampling, we present a method to sample the number of bridge vertices whose distribution depends on the connection distance, the phase function, and the collision coefficient. While our importance sampling treats media as homogeneous we demonstrate its effectiveness on heterogeneous media. Vincent Schüssler, Johannes Hanika, Carsten Dachsbacher |
Comput. Graph. Forum | 2 |
| 2023 | Markov Chain Mixture Models for Real-Time Direct IlluminationabstractAbstract We present a novel technique to efficiently render complex direct illumination in real‐time. It is based on a spatio‐temporal randomized mixture model of von Mises‐Fisher (vMF) distributions in screen space. For every pixel we determine the vMF distribution to sample from using a Markov chain process which is targeted to capture important features of the integrand. By this we avoid the storage overhead of finite‐component deterministic mixture models, for which, in addition, determining the optimal component count is challenging. We use stochastic multiple importance sampling (SMIS) to be independent of the equilibrium distribution of our Markov chain process, since it cancels out in the estimator. Further, we use the same sample to advance the Markov chain and to construct the SMIS estimator and local Markov chain state permutations avoid the resulting bias due to dependent sampling. As a consequence we require one ray per sample and pixel only. We evaluate our technique using implementations in a research renderer as well as a classic game engine with highly dynamic content. Our results show that it is efficient and quickly readapts to dynamic conditions. We compare to spatio‐temporal resampling (ReSTIR), which can suffer from correlation artifacts due to its non‐adapting candidate distributions that can deviate strongly from the integrand. While we focus on direct illumination, our approach is more widely applicable and we exemplarily show the rendering of caustics. Addis Dittebrandt, Vincent Schüssler, Johannes Hanika, Sebastian Herholz, Carsten Dachsbacher |
Comput. Graph. Forum | 3 |
| 2022 | Once-more scattered next event estimation for volume renderingabstractAbstract We present a Monte Carlo path tracing technique to sample extended next event estimation contributions in participating media: we consider one additional scattering vertex on the way to the next event, accounting for focused blur, resulting in visually interesting image features. Our technique is tailored to thin homogeneous media with strongly forward scattering phase functions, such as water or atmospheric haze. Previous methods put emphasis on sampling transmittances or geometric factors, and are either limited to isotropic scattering, or used tabulation or polynomial approximation to account for some specific phase functions. We will show how to jointly importance sample the product of an arbitrary phase function with analytic sampling in the solid angle domain and the two reciprocal squared distance terms of the adjacent edges of the transport path. The technique is fast and simple to implement in an existing rendering system. Our estimator is designed specifically for forward scattering, so the new technique has to be combined with other estimators to cover the backward scattering contributions. Johannes Hanika, Andrea Weidlich, Marc Droske |
Comput. Graph. Forum | 1 |
| 2022 | A Microfacet-based Hair Scattering ModelabstractAbstract The development of scattering models and rendering algorithms for human hair remains an important area of research in computer graphics. Virtually all available models for scattering off hair or fur fibers are based on separable lobes, which bring practical advantages in importance sampling, but do not represent physically‐plausible microgeometry. In this paper, we contribute the first microfacet‐based hair scattering model. Based on a rough cylinder geometry with tilted cuticle scales, our far‐field model is non‐separable by nature, yet allows accurate importance sampling. Additional benefits include support for elliptical hair cross‐sections and an analytical solution for the reflected lobe using the GGX distribution. We show that our model captures glint‐like forward scattering features in the R lobe that have been observed before but not properly explained. Weizhen Huang, Matthias B. Hullin, Johannes Hanika |
Comput. Graph. Forum | 3 |
| 2022 | Path Guiding with Vertex Triplet DistributionsabstractAbstract Good importance sampling strategies are decisive for the quality and robustness of photorealistic image synthesis with Monte Carlo integration. Path guiding approaches use transport paths sampled by an existing base sampler to build and refine a guiding distribution. This distribution then guides subsequent paths in regions that are otherwise hard to sample. We observe that all terms in the measurement contribution function sampled during path construction depend on at most three consecutive path vertices. We thus propose to build a 9D guiding distribution over vertex triplets that adapts to the full measurement contribution with a 9D Gaussian mixture model (GMM). For incremental path sampling, we query the model for the last two vertices of a path prefix, resulting in a 3D conditional distribution with which we sample the next vertex along the path. To make this approach scalable, we partition the scene with an octree and learn a local GMM for each leaf separately. In a learning phase, we sample paths using the current guiding distribution and collect triplets of path vertices. We resample these triplets online and keep only a fixed‐size subset in reservoirs. After each progression, we obtain new GMMs from triplet samples by an initial hard clustering followed by expectation maximization. Since we model 3D vertex positions, our guiding distribution naturally extends to participating media. In addition, the symmetry in the GMM allows us to query it for paths constructed by a light tracer. Therefore our method can guide both a path tracer and light tracer from a jointly learned guiding distribution. Vincent Schüssler, Johannes Hanika, Alisa Jung, Carsten Dachsbacher |
Comput. Graph. Forum | 2 |
| 2021 | Optimised Path Space RegularisationabstractAbstract We present Optimised Path Space Regularisation (OPSR), a novel regularisation technique for forward path tracing algorithms. Our regularisation controls the amount of roughness added to materials depending on the type of sampled paths and trades a small error in the estimator for a drastic reduction of variance in difficult paths, including indirectly visible caustics. We formulate the problem as a joint bias‐variance minimisation problem and use differentiable rendering to optimise our model. The learnt parameters generalise to a large variety of scenes irrespective of their geometric complexity. The regularisation added to the underlying light transport algorithm naturally allows us to handle the problem of near‐specular and glossy path chains robustly. Our method consistently improves the convergence of path tracing estimators, including state‐of‐the‐art path guiding techniques where it enables finding otherwise hard‐to‐sample paths and thus, in turn, can significantly speed up the learning of guiding distributions. Philippe Weier, Marc Droske, Johannes Hanika, Andrea Weidlich, Jirí Vorba |
Comput. Graph. Forum | 3 |
| 2020 | Spectral Mollification for Bidirectional FluorescenceabstractAbstract Fluorescent materials can shift energy between wavelengths, thereby creating bright and saturated colors both in natural and artificial materials. However, rendering fluorescence for continuous wavelengths or combined with wavelength dependent path configurations so far has only been feasible using spectral unidirectional methods. We present a regularization‐based approach for supporting fluorescence in a spectral bidirectional path tracer. Our algorithm samples camera and light sub‐paths with independent wavelengths, and when connecting them mollifies the BSDF at one of the connecting vertices such that it reradiates light across multiple wavelengths. We discuss arising issues such as color bias in early iterations, consistency of the method and MIS weights in the presence of spectral mollification. We demonstrate our method in scenes combining fluorescence and transport phenomena that are difficult to render with unidirectional or spectrally discrete methods. Alisa Jung, Johannes Hanika, Carsten Dachsbacher |
Comput. Graph. Forum | 2 |
| 2019 | A Low-Dimensional Function Space for Efficient Spectral UpsamplingabstractAbstract We present a versatile technique to convert textures with tristimulus colors into the spectral domain, allowing such content to be used in modern rendering systems. Our method is based on the observation that suitable reflectance spectra can be represented using a low‐dimensional parametric model that is intrinsically smooth and energy‐conserving, which leads to significant simplifications compared to prior work. The resulting spectral textures are compact and efficient: storage requirements are identical to standard RGB textures, and as few as six floating point instructions are required to evaluate them at any wavelength. Our model is the first spectral upsampling method to achieve zero error on the full sRGB gamut. The technique also supports large‐gamut color spaces, and can be vectorized effectively for use in rendering systems that handle many wavelengths at once. Wenzel Jakob, Johannes Hanika |
Comput. Graph. Forum | 2 |
| 2019 | Wide Gamut Spectral Upsampling with FluorescenceabstractAbstract Physically based spectral rendering has become increasingly important in recent years. However, asset textures in such systems are usually still drawn or acquired as RGB tristimulus values. While a number of RGB to spectrum upsampling techniques are available, none of them support upsampling of all colours in the full spectral locus, as it is intrinsically bigger than the gamut of physically valid reflectance spectra. But with display technology moving to increasingly wider gamuts, the ability to achieve highly saturated colours becomes an increasingly important feature. Real materials usually exhibit smooth reflectance spectra, while computationally generated spectra become more blocky as they represent increasingly bright and saturated colours. In print media, plastic or textile design, fluorescent dyes are added to extend the boundaries of the gamut of reflectance spectra. We follow the same approach for rendering: we provide a method which, given an input RGB tristimulus value, automatically provides a mixture of a regular, smooth reflectance spectrum plus a fluorescent part. For highly saturated input colours, the combination yields an improved reconstruction compared to what would be possible relying on a reflectance spectrum alone. At the core of our technique is a simple parametric spectral model for reflectance, excitation, and emission that allows for compact storage and is compatible with texture mapping. The model can then be used as a fluorescent diffuse component in an existing more complex BRDF model. We also provide importance sampling routines for practical application in a path tracer. Alisa Jung, Alexander Wilkie, Johannes Hanika, Wenzel Jakob, Carsten Dachsbacher |
Comput. Graph. Forum | 3 |
| 2019 | Using moments to represent bounded signals for spectral renderingabstractWe present a compact and efficient representation of spectra for accurate rendering using more than three dimensions. While tristimulus color spaces are sufficient for color display, a spectral renderer has to simulate light transport per wavelength. Consequently, emission spectra and surface albedos need to be known at each wavelength. It is practical to store dense samples for emission spectra but for albedo textures, the memory requirements of this approach are unreasonable. Prior works that approximate dense spectra from tristimulus data introduce strong errors under illuminants with sharp peaks and in indirect illumination. We represent spectra by an arbitrary number of Fourier coefficients. However, we do not use a common truncated Fourier series because its ringing could lead to albedos below zero or above one. Instead, we present a novel approach for reconstruction of bounded densities based on the theory of moments. The core of our technique is our bounded maximum entropy spectral estimate. It uses an efficient closed form to compute a smooth signal between zero and one that matches the given Fourier coefficients exactly. Still, a ground truth that localizes all of its mass around a few wavelengths can be reconstructed adequately. Therefore, our representation covers the full gamut of valid reflectances. The resulting textures are compact because each coefficient can be stored in 10 bits. For compatibility with existing tristimulus assets, we implement a mapping from tristimulus color spaces to three Fourier coefficients. Using three coefficients, our technique gives state of the art results without some of the drawbacks of related work. With four to eight coefficients, our representation is superior to all existing representations. Our focus is on offline rendering but we also demonstrate that the technique is fast enough for real-time rendering. Christoph Peters 0002, Sebastian Merzbach, Johannes Hanika, Carsten Dachsbacher |
ACM Trans. Graph. | 3 |
| 2018 | Monte Carlo Methods for Volumetric Light Transport SimulationabstractAbstract The wide adoption of path‐tracing algorithms in high‐end realistic rendering has stimulated many diverse research initiatives. In this paper we present a coherent survey of methods that utilize Monte Carlo integration for estimating light transport in scenes containing participating media. Our work complements the volume‐rendering state‐of‐the‐art report by Cerezo et al. [ CPP*05 ]; we review publications accumulated since its publication over a decade ago, and include earlier methods that are key for building light transport paths in a stochastic manner. We begin by describing analog and non‐analog procedures for free‐path sampling and discuss various expected‐value, collision, and track‐length estimators for computing transmittance. We then review the various rendering algorithms that employ these as building blocks for path sampling. Special attention is devoted to null‐collision methods that utilize fictitious matter to handle spatially varying densities; we import two “next‐flight” estimators originally developed in nuclear sciences. Whenever possible, we draw connections between image‐synthesis techniques and methods from particle physics and neutron transport to provide the reader with a broader context. Jan Novák, Iliyan Georgiev, Johannes Hanika, Wojciech Jarosz |
Comput. Graph. Forum | 3 |
| 2018 | Re-Weighting Firefly Samples for Improved Finite-Sample Monte Carlo EstimatesabstractAbstract Samples with high contribution but low probability density, often called fireflies, occur in all practical Monte Carlo estimators and are part of computing unbiased estimates. For finite‐sample estimates, however, they can lead to excessive variance. Rejecting all samples classified as outliers, as suggested in previous work, leads to estimates that are too low and can cause undesirable artefacts. In this paper, we show how samples can be re‐weighted depending on their contribution and sampling frequency such that the finite‐sample estimate gets closer to the correct expected value and the variance can be controlled. For this, we first derive a theory for how samples should ideally be re‐weighted and that this would require the probability density function of the optimal sampling strategy. As this probability density function is generally unknown, we show how the discrepancy between the optimal and the actual sampling strategy can be estimated and used for re‐weighting in practice. We describe an efficient algorithm that allows for the necessary analysis of per‐pixel sample distributions in the context of Monte Carlo rendering without storing any individual samples, with only minimal changes to the rendering algorithm. It causes negligible runtime overhead, works in constant memory and is well suited for parallel and progressive rendering. The re‐weighting runs as a fast post‐process, can be controlled interactively and our approach is non‐destructive in that the unbiased result can be reconstructed at any time. Tobias Zirr, Johannes Hanika, Carsten Dachsbacher |
Comput. Graph. Forum | 2 |
| 2018 | Manuka: A Batch-Shading Architecture for Spectral Path Tracing in Movie ProductionabstractThe Manuka rendering architecture has been designed in the spirit of the classic reyes rendering architecture: to enable the creation of visually rich computer generated imagery for visual effects in movie production. Following in the footsteps of reyes over the past 30 years, this means supporting extremely complex geometry, texturing, and shading. In the current generation of renderers, it is essential to support very accurate global illumination as a means to naturally tie together different assets in a picture. This is commonly achieved with Monte Carlo path tracing, using a paradigm often called shade on hit , in which the renderer alternates tracing rays with running shaders on the various ray hits. The shaders take the role of generating the inputs of the local material structure, which is then used by path-sampling logic to evaluate contributions and to inform what further rays to cast through the scene. We propose a shade before hit paradigm instead and minimise I/O strain on the system, leveraging locality of reference by running pattern generation shaders before we execute light transport simulation by path sampling. We describe a full architecture built around this approach, featuring spectral light transport and a flexible implementation of multiple importance sampling ( mis ), resulting in a system able to support a comparable amount of extensibility to what made the reyes rendering architecture successful over many decades. Luca Fascione, Johannes Hanika, Mark Leone, Marc Droske, Jorge Schwarzhaupt, Tomás Davidovic, Andrea Weidlich, Johannes Meng |
ACM Trans. Graph. | 2 |
| 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. | 2 |
| 2018 | Selective guided sampling with complete light transport pathsabstractFinding good global importance sampling strategies for Monte Carlo light transport is challenging. While estimators using local methods (such as BSDF sampling or next event estimation) often work well in the majority of a scene, small regions in path space can be sampled insufficiently (e.g. a reflected caustic). We propose a novel data-driven guided sampling method which selectively adapts to such problematic regions and complements the unguided estimator. It is based on complete transport paths, i.e. is able to resolve the correlation due to BSDFs and free flight distances in participating media. It is conceptually simple and places anisotropic truncated Gaussian distributions around guide paths to reconstruct a continuous probability density function (guided PDF). Guide paths are iteratively sampled from the guided as well as the unguided PDF and only recorded if they cause high variance in the current estimator. While plain Monte Carlo samples paths independently and Markov chain-based methods perturb a single current sample, we determine the reconstruction kernels by a set of neighbouring paths. This enables local exploration of the integrand without detailed balance constraints or the need for analytic derivatives. We show that our method can decompose the path space into a region that is well sampled by the unguided estimator and one that is handled by the new guided sampler. In realistic scenarios, we show 4× speedups over the unguided sampler. Florian Reibold, Johannes Hanika, Alisa Jung, Carsten Dachsbacher |
ACM Trans. Graph. | 2 |
| 2017 | Line Integration for Rendering Heterogeneous Emissive VolumesabstractAbstract Emissive media are often challenging to render: in thin regions where only few scattering events occur the emission is poorly sampled, while sampling events for emission can be disadvantageous due to absorption in dense regions. We extend the standard path space measurement contribution to also collect emission along path segments, not only at vertices. We apply this extension to two estimators: extending paths via scattering and distance sampling, and next event estimation. In order to do so, we unify the two approaches and derive the corresponding Monte Carlo estimators to interpret next event estimation as a solid angle sampling technique. We avoid connecting paths to vertices hidden behind dense absorbing layers of smoke by also including transmittance sampling into next event estimation. We demonstrate the advantages of ourline integrationapproach which generates estimators with lower variance since entire segments are accounted for. Also, our novelforward next event estimationtechnique yields faster run times compared to previous next event estimation as it penetrates less deeply into dense volumes. Florian Simon, Johannes Hanika, Tobias Zirr, Carsten Dachsbacher |
Comput. Graph. Forum | 2 |
| 2017 | Multiple Vertex Next Event Estimation for Lighting in dense, forward-scattering MediaabstractWe present a new technique called Multiple Vertex Next Event Estimation, which outperforms current direct lighting techniques in forward scattering, optically dense media with the Henyey-Greenstein phase function. Instead of a one-segment connection from a vertex within the medium to the light source, an entire sub path of arbitrary length can be created and we show experimentally that 4–10 segments work best in practice. This is done by perturbing a seed path within the Monte Carlo context. Our technique was integrated in a Monte Carlo renderer, combining random walk path tracing with multiple vertex next event estimation via multiple importance sampling for an unbiased result. We evaluate this new technique against standard next event estimation and show that it significantly reduces noise and increases performance of multiple scattering renderings in highly anisotropic, optically dense media. Additionally, we discuss multiple light sources and performance implications of memory-heavy heterogeneous media. Johannes Hanika, Carsten Dachsbacher |
Comput. Graph. Forum | 2 |
| 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. | 3 |
| 2017 | Microfacet-based normal mapping for robust Monte Carlo path tracingabstractNormal mapping enhances the amount of visual detail of surfaces by using shading normals that deviate from the geometric normal. However, the resulting surface model is geometrically impossible and normal mapping is thus often considered a fundamentally flawed approach with unavoidable problems for Monte Carlo path tracing, such as asymmetry, back-facing normals, and energy loss arising from this incoherence. These problems are usually sidestepped in real-time renderers, but they cannot be fixed robustly in a path tracer: normal mapping breaks either the appearance (black fringes, energy loss) or the integrator (different forward and backward light transport); in practice, workarounds and tweaked normal maps are often required to hide artifacts. We present microfacet-based normal mapping, an alternative way of faking geometric details without corrupting the robustness of Monte Carlo path tracing. It takes the same input data as classic normal mapping and works with any input BRDF. Our idea is to construct a geometrically valid microfacet surface made of two facets per shading point: the one given by the normal map at the shading point and an additional facet that compensates for it such that the average normal of the microsurface equals the geometric normal. We derive the resulting microfacet BRDF and show that it mimics geometric detail in a plausible way, although it does not replicate the appearance of classic normal mapping. However, our microfacet-based normal mapping model is well-defined, symmetric, and energy conserving, and thus yields identical results with any path tracing algorithm (forward, backward, or bidirectional). Vincent Schüssler, Eric Heitz, Johannes Hanika, Carsten Dachsbacher |
ACM Trans. Graph. | 3 |
| 2016 | Improving the Dwivedi Sampling SchemeabstractDespite recent advances in Monte Carlo rendering techniques, dense, high-albedo participating media such as wax or skin still remain a difficult problem. In such media, random walks tend to become very long, but may still lead to a large contribution to the image. The Dwivedi sampling scheme, which is based on zero variance random walks, biases the sampling probability distributions to exit the medium as quickly as possible. This can reduce variance considerably under the assumption of a locally homogeneous medium with constant phase function. Prior work uses the normal at the Point of Entry as the bias direction. We demonstrate that this technique can fail in common scenarios such as thin geometry with a strong backlight. We propose two new biasing strategies, Closest Point and Incident Illumination biasing, and show that these techniques can speed up convergence by up to an order of magnitude. Additionally, we propose a heuristic approach for combining biased and classical sampling techniques using Multiple Importance Sampling. Johannes Meng, Johannes Hanika, Carsten Dachsbacher |
Comput. Graph. Forum | 2 |
| 2016 | Sparse high-degree polynomials for wide-angle lensesabstractRendering with accurate camera models greatly increases realism and improves the match of synthetic imagery to real-life footage. Photographic lenses can be simulated by ray tracing, but the performance depends on the complexity of the lens system, and some operations required for modern algorithms, such as deterministic connections, can be difficult to achieve. We generalise the approach of polynomial optics, i.e. expressing the light field transformation from the sensor to the outer pupil using a polynomial, to work with extreme wide angle (fisheye) lenses and aspherical elements. We also show how sparse polynomials can be constructed from the large space of high-degree terms (we tested up to degree 15). We achieve this using a variant of orthogonal matching pursuit instead of a Taylor series when computing the polynomials. We show two applications: photorealistic rendering using Monte Carlo methods, where we introduce a new aperture sampling technique that is suitable for light tracing, and an interactive preview method suitable for rendering with deep images. Emanuel Schrade, Johannes Hanika, Carsten Dachsbacher |
Comput. Graph. Forum | 2 |
| 2016 | Multiple-scattering microfacet BSDFs with the Smith modelabstractModeling multiple scattering in microfacet theory is considered an important open problem because a non-negligible portion of the energy leaving rough surfaces is due to paths that bounce multiple times. In this paper we derive the missing multiple-scattering components of the popular family of BSDFs based on the Smith microsurface model. Our derivations are based solely on the original assumptions of the Smith model. We validate our BSDFs using raytracing simulations of explicit random Beckmann surfaces. Our main insight is that the microfacet theory for surfaces with the Smith model can be derived as a special case of the microflake theory for volumes, with additional constraints to enforce the presence of a sharp interface, i.e. to transform the volume into a surface. We derive new free-path distributions and phase functions such that plane-parallel scattering from a microvolume with these distributions exactly produces the BSDF based on the Smith microsurface model, but with the addition of higher-order scattering. With this new formulation, we derive multiple-scattering micro-facet BSDFs made of either diffuse, conductive, or dielectric material. Our resulting BSDFs are reciprocal, energy conserving, and support popular anisotropic parametric normal distribution functions such as Beckmann and GGX. While we do not provide closed-form expressions for the BSDFs, they are mathematically well-defined and can be evaluated at arbitrary precision. We show how to practically use them with Monte Carlo physically based rendering algorithms by providing analytic importance sampling and unbiased stochastic evaluation. Our implementation is analytic and does not use per-BSDF precomputed data, which makes our BSDFs usable with textured albedos, roughness, and anisotropy. Eric Heitz, Johannes Hanika, Eugene d'Eon, Carsten Dachsbacher |
ACM Trans. Graph. | 2 |
| 2015 | Manifold Next Event EstimationabstractAbstract We present manifold next event estimation (MNEE), a specialised technique for Monte Carlo light transport simulation to render refractive caustics by connecting surfaces to light sources (next event estimation) across transmissive interfaces. We employ correlated sampling by means of a perturbation strategy to explore all half vectors in the case of rough transmission while remaining outside of the context of Markov chain Monte Carlo, improving temporal stability. MNEE builds on differential geometry and manifold walks. It is very lightweight in its memory requirements, as it does not use light caching methods such as photon maps or importance sampling records. The method integrates seamlessly with existing Monte Carlo estimators via multiple importance sampling. Johannes Hanika, Marc Droske, Luca Fascione |
Comput. Graph. Forum | 1 |
| 2015 | Improved Half Vector Space Light TransportabstractAbstract In this paper, we present improvements to half vector space light transport (HSLT) [ KHD14 ], which make this approach more practical, robust for difficult input geometry, and faster. Our first contribution is the computation of half vector space ray differentials in a different domain than the original work. This enables a more uniform stratification over the image plane during Markov chain exploration. Furthermore, we introduce a new multi chain perturbation in half vector space, which, if combined appropriately with half vector perturbation, makes the mutation strategy both more robust to geometric configurations with fine displacements and faster due to reduced number of ray casts. We provide and analyze the results of improved HSLT and discuss possible applications of our new half vector ray differentials. Johannes Hanika, Anton Kaplanyan, Carsten Dachsbacher |
Comput. Graph. Forum | 1 |
| 2015 | Physically Meaningful Rendering using Tristimulus ColoursabstractAbstract In photorealistic image synthesis the radiative transfer equation is often not solved by simulating every wavelength of light, but instead by computing tristimulus transport, for instance using sRGB primaries as a basis. This choice is convenient, because input texture data is usually stored in RGB colour spaces. However, there are problems with this approach which are often overlooked or ignored. By comparing to spectral reference renderings, we show how rendering in tristimulus colour spaces introduces colour shifts in indirect light, violation of energy conservation, and unexpected behaviour in participating media. Furthermore, we introduce a fast method to compute spectra from almost any given XYZ input colour. It creates spectra that match the input colour precisely. Additionally, like in natural reflectance spectra, their energy is smoothly distributed over wide wavelength bands. This method is both useful to upsample RGB input data when spectral transport is used and as an intermediate step for corrected tristimulus‐based transport. Finally, we show how energy conservation can be enforced in RGB by mapping colours to valid reflectances. Johannes Meng, Florian Simon, Johannes Hanika, Carsten Dachsbacher |
Comput. Graph. Forum | 3 |
| 2015 | Rich-VPLs for Improving the Versatility of Many-Light MethodsabstractAbstract Many‐light methods approximate the light transport in a scene by computing the direct illumination from many virtual point light sources (VPLs), and render low‐noise images covering a wide range of performance and quality goals. However, they are very inefficient at representing glossy light transport. This is because a VPL on a glossy surface illuminates a small fraction of the scene only, and a tremendous number of VPLs might be necessary to render acceptable images. In this paper, we introduceRich‐VPLswhich, in contrast to standard VPLs, represent a multitude of light paths and thus have a more widespread emission profile on glossy surfaces and in scenes with multiple primary light sources. By this, a single Rich‐VPL contributes to larger portions of a scene with negligible additional shading cost. Our second contribution is a placement strategy for (Rich‐)VPLs proportional to sensor importance times radiance. Although both Rich‐VPLs and improved placement can be used individually, they complement each other ideally and share interim computation. Furthermore, both complement existing many‐light methods, e.g. Lightcuts or the Virtual Spherical Lights method, and can improve their efficiency as well as their application for scenes with glossy materials and many primary light sources. Florian Simon, Johannes Hanika, Carsten Dachsbacher |
Comput. Graph. Forum | 2 |
| 2014 | Efficient Monte Carlo rendering with realistic lensesabstractAbstract In this paper we present a novel approach to simulate image formation for a wide range of real world lenses in the Monte Carlo ray tracing framework. Our approach sidesteps the overhead of tracing rays through a system of lenses and requires no tabulation. To this end we first improve the precision of polynomial optics to closely match ground‐truth ray tracing. Second, we show how the Jacobian of the optical system enables efficient importance sampling, which is crucial for difficult paths such as sampling the aperture which is hidden behind lenses on both sides. Our results show that this yields converged images significantly faster than previous methods and accurately renders complex lens systems with negligible overhead compared to simple models, e.g. the thin lens model. We demonstrate the practicality of our method by incorporating it into a bidirectional path tracing framework and show how it can provide information needed for sophisticated light transport algorithms. Johannes Hanika, Carsten Dachsbacher |
Comput. Graph. Forum | 1 |
| 2014 | Hero Wavelength Spectral SamplingabstractAbstract We present a spectral rendering technique that offers a compelling set of advantages over existing approaches. The key idea is to propagate energy along paths for a small, constant number of changing wavelengths. The first of these, the hero wavelength, is randomly sampled for each path, and all directional sampling is solely based on it. The additional wavelengths are placed at equal distances from the hero wavelength, so that all path wavelengths together always evenly cover the visible range. A related technique, spectral multiple importance sampling, was already introduced a few years ago. We propose a simplified and optimised version of this approach which is easier to implement, has good performance characteristics, and is actually more powerful than the original method. Our proposed method is also superior to techniques which use a static spectral representation, as it does not suffer from any inherent representation bias. We demonstrate the performance of our method in several application areas that are of critical importance for production work, such as fidelity of colour reproduction, sub‐surface scattering, dispersion and volumetric effects. We also discuss how to couple our proposed approach with several technologies that are important in current production systems, such as photon maps, bidirectional path tracing, environment maps, and participating media. Alexander Wilkie, S. Nawaz, Marc Droske, Andrea Weidlich, Johannes Hanika |
Comput. Graph. Forum | 5 |
| 2014 | The natural-constraint representation of the path space for efficient light transport simulationabstractThe path integral formulation of light transport is the basis for (Markov chain) Monte Carlo global illumination methods. In this paper we present half vector space light transport (HSLT) , a novel approach to sampling and integrating light transport paths on surfaces. The key is a partitioning of the path space into subspaces in which a path is represented by its start and end point constraints and a sequence of generalized half vectors. We show that this representation has several benefits. It enables importance sampling of all interactions along paths in between two endpoints. Based on this, we propose a new mutation strategy, to be used with Markov chain Monte Carlo methods such as Metropolis light transport (MLT), which is well-suited for all types of surface transport paths (diffuse/glossy/specular interaction). One important characteristic of our approach is that the Fourier-domain properties of the path integral can be easily estimated. These can be used to achieve optimal correlation of the samples due to well-chosen mutation step sizes, leading to more efficient exploration of light transport features. We also propose a novel approach to control stratification in MLT with our mutation strategy. Anton Kaplanyan, Johannes Hanika, Carsten Dachsbacher |
ACM Trans. Graph. | 2 |
| 2012 | Polynomial Optics: A Construction Kit for Efficient Ray-Tracing of Lens SystemsabstractAbstract Simulation of light transport through lens systems plays an important role in graphics. While basic imaging properties can be conveniently derived from linear models (like ABCD matrices), these approximations fail to describe nonlinear effects and aberrations that arise in real optics. Such effects can be computed by proper ray tracing, for which, however, finding suitable sampling and filtering strategies is often not a trivial task. Inspired by aberration theory, which describes the deviation from the linear ray transfer in terms of wavefront distortions, we propose a ray‐space formulation for nonlinear effects. In particular, we approximate the analytical solution to the ray tracing problem by means of a Taylor expansion in the ray parameters. This representation enables a construction‐kit approach to complex optical systems in the spirit of matrix optics. It is also very simple to evaluate, which allows for efficient execution on CPU and GPU alike, including the computation of mixed derivatives of any order. We evaluate fidelity and performance of our polynomial model, and show applications in high‐quality offline rendering and at interactive frame rates. Matthias B. Hullin, Johannes Hanika, Wolfgang Heidrich |
Comput. Graph. Forum | 2 |
| 2012 | Real-Time Disparity Map-Based Pictorial Depth Cue EnhancementabstractAbstract The availability of stereoscopic image material is increasing rapidly. In contrast to the generation of distance information, displaying it is still a challenging task. To overcome the need for special 3D display hardware, we present a novel real‐time video processing framework‐based on edge‐avoiding à trous wavelets. The framework adds and emphasizes monocular depth cues corresponding to the depth information of a supplemental disparity map. This creates a compelling depth sensation on 2D display devices. The framework enhances multiple depth cues in parallel, such as depth of field, local contrast, ambient occlusion and saturation. At the same time, it improves the disparity map quality. Depth cues control how a human explores an image, since the perception of distance is coupled to visual attention. The presented work demonstrates the effectiveness of the proposed framework in guiding the viewer, without destroying the image content, by evaluating the performance in search‐and‐find tasks. A user study analyzes the connection between faster response times and the boosting of particular monocular depth cues. Christoph Rößing, Johannes Hanika, Hendrik P. A. Lensch |
Comput. Graph. Forum | 2 |
| 2011 | Edge-Optimized À-Trous Wavelets for Local Contrast Enhancement with Robust DenoisingabstractAbstract In this paper we extend the edge‐avoiding à‐trous wavelet transform for local contrast enhancement while avoiding common artifacts such as halos and gradient reversals. We show that this algorithm is a highly efficient and robust tool for image manipulation based on multi‐scale decompositions. It can achieve comparable results to previous high‐quality methods while being orders of magnitude faster and simpler to implement. Our method is much more robust than previously known fast methods by avoiding aliasing and ringing which is achieved by introducing a data‐adaptive edge weight. Operating on multi‐scale, our algorithm can directly include the BayesShrink method for denoising. For moderate noise levels our edge‐optimized technique consistently improves separation of signal and noise. Johannes Hanika, Holger Dammertz, Hendrik P. A. Lensch |
Comput. Graph. Forum | 1 |
| 2011 | General Spectral Camera Lens SimulationabstractAbstract We present a camera lens simulation model capable of producing advanced photographic phenomena in a general spectral Monte Carlo image rendering system. Our approach incorporates insights from geometrical diffraction theory, from optical engineering and from glass science. We show how to efficiently simulate all five monochromatic aberrations, spherical and coma aberration, astigmatism, field curvature and distortion. We also consider chromatic aberration, lateral colour and aperture diffraction. The inclusion of Fresnel reflection generates correct lens flares and we present an optimized sampling method for path generation. B. Steinert, Holger Dammertz, Johannes Hanika, Hendrik P. A. Lensch |
Comput. Graph. Forum | 3 |
| 2010 | Two-level ray tracing with reordering for highly complex scenes
Johannes Hanika, Alexander Keller 0001, Hendrik P. A. Lensch |
Graphics Interface | 1 |
| 2010 | Acquisition and analysis of bispectral bidirectional reflectance and reradiation distribution functionsabstractIn fluorescent materials, light from a certain band of incident wavelengths is reradiated at longer wavelengths, i.e., with a reduced per-photon energy. While fluorescent materials are common in everyday life, they have received little attention in computer graphics. Especially, no bidirectional reradiation measurements of fluorescent materials have been available so far. In this paper, we extend the well-known concept of the bidirectional reflectance distribution function (BRDF) to account for energy transfer between wavelengths, resulting in a Bispectral Bidirectional Reflectance and Reradiation Distribution Function (bispectral BRRDF). Using a bidirectional and bispectral measurement setup, we acquire reflectance and reradiation data of a variety of fluorescent materials, including vehicle paints, paper and fabric, and compare their renderings with RGB, RGBxRGB, and spectral BRDFs. Our acquisition is guided by a principal component analysis on complete bispectral data taken under a sparse set of angles. We show that in order to faithfully reproduce the full bispectral information for all other angles, only a very small number of wavelength pairs needs to be measured at a high angular resolution. Matthias B. Hullin, Johannes Hanika, Boris Ajdin, Hans-Peter Seidel, Jan Kautz, Hendrik P. A. Lensch |
ACM Trans. Graph. | 2 |
| 2008 | Shallow Bounding Volume Hierarchies for Fast SIMD Ray Tracing of Incoherent RaysabstractAbstract Photorealistic image synthesis is a computationally demanding task that relies on ray tracing for the evaluation of integrals. Rendering time is dominated by tracing long paths that are very incoherent by construction. We therefore investigate the use of SIMD instructions to accelerate incoherent rays. SIMD is used in the hierarchy construction, the tree traversal and the leaf intersection. This is achieved by increasing the arity of acceleration structures, which also reduces memory requirements. We show that the resulting hierarchies can be built quickly and are smaller than acceleration structures known so far while at the same time outperforming them for incoherent rays. Our new acceleration structure speeds up ray tracing by a factor of 1.6 to 2.0 compared to a highly optimized bounding interval hierarchy implementation, and 1.3 to 1.6 compared to an efficient kd‐tree. At the same time, the memory requirements are reduced by 10–50%. Additionally we show how a caching mechanism in conjunction with this memory efficient hierarchy can be used to speed up shadow rays in a global illumination algorithm without increasing the memory footprint. This optimization decreased the number of traversal steps up to 50%. Holger Dammertz, Johannes Hanika, Alexander Keller 0001 |
Comput. Graph. Forum | 2 |