Wojciech Jarosz

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85ranked-venue papers
8as first author
16since 2021 · last 2026
0000-0002-1652-0954ORCID · verified

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Graphics, computer vision, multimedia, augmented reality and games · 84 · 8 first-author · 15 since 2021Human-computer interaction and ubiquitous computing · 5 · 1 since 2021
YearPublicationVenuePosition
2026 Light-Cone Shell Queries for Scalable Time-Gated Rendering
abstract
Abstract Monte Carlo time‐gated rendering requires sampling light paths that not only connect a sensor to an emitter, but which also have a total travel time that falls within a narrow interval, a constraint that is difficult to importance sample. We show that this problem has an underlying geometric structure: in the joint space of position and accumulated travel time, the points yielding a time‐valid connection to a given query point form a light‐cone shell. Prior methods sample this shell indirectly. Steady‐state algorithms sample the full space and reject points outside it, giving high variance under tight gates. Ellipsoidal path connections target a single cone surface by intersecting an ellipsoid with scene geometry, coupling cost to scene complexity. Our key observation is that shell membership is cheap to test, needing only accumulated travel time and a Euclidean distance. We therefore store the vertices of traced light subpaths in a 4D spatiotemporal hierarchy and recast time‐gated connection as a range query, using pruning and importance sampling over the shell to select time‐valid vertices without intersecting scene geometry. This decouples the cost of time gating from scene complexity. Within a bidirectional path tracing framework, our method significantly reduces variance over existing approaches on scenes with up to 2.4M triangles.
Jack Cui, Adithya Kumar Pediredla, Wojciech Jarosz
Comput. Graph. Forum4
2026 Difference-aware Filtering for Event Camera Simulation
abstract
Abstract We present EventSVGF, an event camera rendering framework based on spatiotemporal variance‐guided filtering (SVGF) [SKW*17], designed to achieve high temporal accuracy especially in high‐frequency regions, which is critical for faithful event simulation. Unlike conventional rendering, event cameras measure temporal changes in brightness (log‐intensity), requiring accurate estimation of per‐pixel, frame‐to‐frame differences. However, naively computing temporal differences from primal‐domain RGB images leads to severe noise, as existing denoising methods are designed for primal signals rather than their differences. Our key contribution is a method that directly denoises the pixel‐wise temporal difference signal using correlated sampling, formulated as a difference‐aware extension of the SVGF pipeline, termed EventSVGF. EventSVGF incorporates a novel edge‐stopping function, an adapted temporal accumulation scheme, and an albedo demodulation strategy, all tailored for accurate event camera simulation. Our method achieves stable results at low sampling rates (2 spp), whereas existing approaches typically require significantly higher sampling budgets (32–512 spp). We demonstrate EventSVGF on dynamic scenes, showing improved accuracy and high‐frequency temporal stability in event simulation compared to prior works.
Wojciech Jarosz, Adithya Kumar Pediredla
Comput. Graph. Forum2
2026 Conditional Product Next Event Estimation for Gaussian Process Implicit Surfaces
abstract
Abstract We propose a new next‐event estimation (NEE) technique for Gaussian Process Implicit Surfaces (GPISes). We show that the distribution of surface normals available for sampling at a GPIS hit point collapses from 2D to 1D as the GPIS realizations approach heightfields, causing existing NEE to fail entirely in this limit. We analyze this collapse and develop a new strategy that directly importance samples the resulting 1D arc of valid scattering directions restricted to the spherical cap towards a light source. Our technique enables NEE on heightfield GPISes for the first time and provides substantial variance reduction for highly anisotropic near‐heightfield configurations. We combine our strategy with existing techniques via multiple importance sampling for robust performance across all degrees of anisotropy, and support arbitrary emitter shapes via sphere proxies.
Wojciech Jarosz
Comput. Graph. Forum3
2026 ToF ReSTIR: Time-of-Flight Rendering with Spatio-temporal Reservoir Resampling
abstract
We present a novel spatio-temporal reuse framework for time-resolved light transport, enabling efficient Monte Carlo rendering of time-of-flight (ToF) phenomena such as time-gated imaging and transient light capture. Existing ToF rendering methods are computationally expensive, scale poorly to complex dynamic scenes, and are therefore unsuitable for applications with strict latency constraints. To address this limitation, we draw inspiration from ReSTIR , a reuse-based technique for steady-state real-time rendering, and adapt its core principles to interactive-rate ToF simulation. However, naively applying existing ReSTIR methods to ToF rendering leads to severe inefficiency, as reused paths frequently violate optical path-length constraints and thus contribute little or no signal. We overcome this challenge by introducing a path reuse formulation that explicitly enforces physically valid optical path lengths. The key idea is path-length-aware shift mapping , a geometric transformation based on Newton's method that adjusts reused light paths to satisfy temporal gating constraints, inspired by specular manifold exploration in steady-state caustics rendering. The resulting framework substantially improves the efficiency of ToF rendering across a wide range of scenarios, including complex scenes with glossy or specular materials and dynamic motion. Our method supports both time-gated and transient rendering at interactive frame rates, enabling simulation under practical latency constraints. We demonstrate the effectiveness of our approach through two downstream applications, including shape reconstruction and navigation.
Wojciech Jarosz, Adithya Kumar Pediredla
ACM Trans. Graph.2
2025 A wave-optics BSDF for correlated scatterers
abstract
Abstract We present a wave‐optics‐based BSDF for simulating the corona effect observed when viewing strong light sources through materials such as certain fabrics or glass surfaces with condensation. These visual phenomena arise from the interference of diffraction patterns caused by correlated, disordered arrangements of droplets or pores. Our method leverages the pair correlation function (PCF) to decouple the spatial relationships between scatterers from the diffraction behavior of individual scatterers. This two‐level decomposition allows us to derive a physically based BSDF that provides explicit control over both scatterer shape and spatial correlation. We also introduce a practical importance sampling strategy for integrating our BSDF within a Monte Carlo renderer. Our simulation results and real‐world comparisons demonstrate that the method can reliably reproduce the characteristics of the corona effects in various real‐world diffractive materials.
Ruomai Yang, Adithya Kumar Pediredla, Wojciech Jarosz
Comput. Graph. Forum4
2025 A Monte Carlo Rendering Framework for Simulating Optical Heterodyne Detection
abstract
Optical heterodyne detection (OHD) employs coherent light and optical interference techniques (Fig. 1-(A)) to extract physical parameters, such as velocity or distance, which are encoded in the frequency modulation of the light. With its superior signal-to-noise ratio compared to incoherent detection methods, such as time-of-flight lidar, OHD has become integral to applications requiring high sensitivity, including autonomous navigation, atmospheric sensing, and biomedical velocimetry. However, current simulation tools for OHD focus narrowly on specific applications, relying on domain-specific settings like restricted reflection functions, scene configurations, or single-bounce assumptions, which limit their applicability. In this work, we introduce a flexible and general framework for spectral-domain simulation of OHD. We demonstrate that classical radiometry-based path integral formulation can be adapted and extended to simulate the OHD measurements in the spectral domain. This enables us to leverage the rich modeling and sampling capabilities of existing Monte Carlo path tracing techniques. Our formulation shares structural similarities with transient rendering but operates in the spectral domain and accounts for the Doppler effect (Fig. 1-(B)). While simulators for the Doppler effect in incoherent (intensity) detection methods exist, they are largely not suitable to simulate OHD. We use a microsurface interpretation to show that these two Doppler imaging techniques capture different physical quantities and thus need different simulation frameworks. We validate the correctness and predictive power of our simulation framework by qualitatively comparing the simulations with real-world captured data for three different OHD applications—FMCW lidar, blood flow velocimetry, and wind Doppler lidar (Fig. 1-(C)).
Craig Benko, Magnus Wrenninge, Ryusuke Villemin, Zeb W. Barber, Wojciech Jarosz, Adithya Kumar Pediredla
ACM Trans. Graph.6
2025 Practical Gaussian Process Implicit Surfaces with Sparse Convolutions
abstract
A fundamental challenge in rendering has been the dichotomy between surface and volume models. Gaussian Process Implicit Surfaces (GPISes) recently provided a unified approach for surfaces, volumes, and the spectrum in between. However, this representation remains impractical due to its high computational cost and mathematical complexity. We address these limitations by reformulating GPISes as procedural noise, eliminating expensive linear system solves while maintaining control over spatial correlations. Our method enables efficient sampling of stochastic realizations and supports flexible conditioning of values and derivatives through pathwise updates. To further enable practical rendering, we derive analytic distributions for surface normals, allowing for variance-reduced light transport via next-event estimation and multiple importance sampling. Our framework achieves efficient, high-quality rendering of stochastic surfaces and volumes with significantly simplified implementations on both CPU and GPU, while preserving the generality of the original GPIS representation.
Benedikt Bitterli, Eugene d'Eon, Wojciech Jarosz
ACM Trans. Graph.4
2025 Harmonic Caching for Walk on Spheres
abstract
We present a variance reduction technique for Walk on Spheres (WoS) that solves elliptic partial differential equations (PDEs) by combining overlapping harmonic expansions of the solution, each estimated using unbiased Monte Carlo random walks. Our method supports Laplace and screened Poisson equations with Dirichlet, Neumann, and Robin boundary conditions in both 2D and 3D. By adaptively covering the domain with local expansion regions and reconstructing the solution inside each region using an infinite Fourier series of the harmonic function, our method achieves over an order of magnitude lower error than traditional pointwise WoS in equal time. While low-order truncations of the series typically introduce limited bias, we also introduce a stochastic truncation scheme that eliminates this bias in the reconstructed solution. Compared to recently developed caching algorithms for WoS, such as Boundary and Mean Value Caching, our approach yields solutions with lower error and fewer correlation artifacts.
Zihong Zhou, Eugene d'Eon, Rohan Sawhney, Wojciech Jarosz
ACM Trans. Graph.4
2024 From microfacets to participating media: A unified theory of light transport with stochastic geometry
abstract
Stochastic geometry models have enjoyed immense success in graphics for modeling interactions of light with complex phenomena such as participating media, rough surfaces, fibers, and more. Although each of these models operates on the same principle of replacing intricate geometry by a random process and deriving the average light transport across all instances thereof, they are each tailored to one specific application and are fundamentally distinct. Each type of stochastic geometry present in the scene is firmly encapsulated in its own appearance model, with its own statistics and light transport average, and no cross-talk between different models or deterministic and stochastic geometry is possible. In this paper, we derive a theory of light transport on stochastic implicit surfaces , a geometry model capable of expressing deterministic geometry, microfacet surfaces, participating media, and an exciting new continuum in between containing aggregate appearance, non-classical media, and more. Our model naturally supports spatial correlations , missing from most existing stochastic models. Our theory paves the way for tractable rendering of scenes in which all geometry is described by the same stochastic model, while leaving ample future work for developing efficient sampling and rendering algorithms.
Dario Seyb, Eugene d'Eon, Benedikt Bitterli, Wojciech Jarosz
ACM Trans. Graph.4
2023 Doppler Time-of-Flight Rendering
abstract
We introduce Doppler time-of-flight (D-ToF) rendering, an extension of ToF rendering for dynamic scenes, with applications in simulating D-ToF cameras. D-ToF cameras use high-frequency modulation of illumination and exposure, and measure the Doppler frequency shift to compute the radial velocity of dynamic objects. The time-varying scene geometry and high-frequency modulation functions used in such cameras make it challenging to accurately and efficiently simulate their measurements with existing ToF rendering algorithms. We overcome these challenges in a twofold manner: To achieve accuracy, we derive path integral expressions for D-ToF measurements under global illumination and form unbiased Monte Carlo estimates of these integrals. To achieve efficiency, we develop a tailored time-path sampling technique that combines antithetic time sampling with correlated path sampling. We show experimentally that our sampling technique achieves up to two orders of magnitude lower variance compared to naive time-path sampling. We provide an open-source simulator that serves as a digital twin for D-ToF imaging systems, allowing imaging researchers, for the first time, to investigate the impact of modulation functions, material properties, and global illumination on D-ToF imaging performance.
Wojciech Jarosz, Ioannis Gkioulekas, Adithya Kumar Pediredla
ACM Trans. Graph.2
2022 DIY hyperspectral imaging via polarization-induced spectral filters
abstract
We propose a novel design for a do-it-yourself hyperspectral imaging system which operates by taking multiple photographs through tunable, polarization-induced, spectral filters. Prior approaches in this do-it-yourself arena achieve hyperspectral imaging by selecting from a discrete set of spectra baked into existing products. In contrast, our approach is capable of generating a continuous family of broadband transmission spectra by simple rotations of stacked polarizers and waveplates. This greatly expands the potential range of representable spectra from a fixed-dimensional to an arbitrary-dimensional space. We analyze the theoretical spectral gamut of our approach and demonstrate its viability for spectral surface reflectance reconstruction both in simulation and with a low-cost physical prototype. Our prototype demonstrates that our approach can achieve comparable quality to prior work at reduced cost, while the new design space holds ample opportunity for increased quality and flexibility with professional manufacturing.
Katherine Salesin, Dario Seyb, Sarah Friday, Wojciech Jarosz
ICCP4
2022 Automated Filament Inking for Multi-color FFF 3D Printing
abstract
We propose a novel system for low-cost multi-color Fused Filament Fabrication (FFF) 3D printing, allowing for the creation of customizable colored filament using a pre-processing approach. We developed an open-source device to automatically ink filament using permanent markers. Our device can be built using 3D printed parts and off-the-shelf electronics. An accompanying web-based interface allows users to view GCODE toolpaths for a multi-color print and quickly generate filament color profiles. Taking a pre-processing approach makes this system compatible with the majority of desktop 3D printers on the market, as the processed filament behaves no differently from conventional filaments. Furthermore, inked filaments can be produced economically, reducing the need for excessive purchasing of material to expand color options. We demonstrate the efficacy of our system by fabricating monochromatic objects, objects with gradient colors, objects with bi-directional properties, as well as multi-color objects with up to four colors in a single print.
Eammon Littler, Bo Zhu 0002, Wojciech Jarosz
UIST3
2022 Temporally sliced photon primitives for time-of-flight rendering
abstract
Abstract We derive a class of new Monte Carlo estimators for volumetric time‐of‐flight rendering, generalizing prior work on transient photon points and beams. Conceptually, our method starts with any steady‐state photon primitive – like a photon plane, parallelepiped, or parallelotope – and slices it with a temporal wavefront, producing a primitive of one dimension lower. We show how different unbiased temporally sliced primitives arise by analytically integrating any four dimensions within a novel extended spatio‐temporal path space formulation. The differences between these estimators reduce to the determinant of a 4×4 Jacobian matrix, with columns dictated by the chosen dimensions. We then show how to combine the relative strengths of different sliced primitives using multiple importance sampling. Finally, we implement several of the new estimators enabled by our theory and compare them to each other as well as previous techniques.
Yang Liu 0314, Shaojie Jiao, Wojciech Jarosz
Comput. Graph. Forum3
2022 A bidirectional formulation for Walk on Spheres
abstract
Abstract Numerically solving partial differential equations (PDEs) is central to many applications in computer graphics and scientific modeling. Conventional methods for solving PDEs often need to discretize the space first, making them less efficient for complex geometry. Unlike conventional methods, the walk on spheres (WoS) algorithm recently introduced to graphics is a grid‐free Monte Carlo method that can provide numerical solutions ofPoisson equations without discretizing space. We draw analogies between WoS and classical rendering algorithms, and find that the WoS algorithm is conceptually equivalent to forward path tracing. Inspired by similar approaches in light transport, we propose a novel WoS reformulation that operates in the reverse direction, starting at source points and estimating the Green's function at “sensor” points. Implementations of this algorithm show improvement over classical WoS in solving Poisson equation with sparse sources. Our approach opens exciting avenues for future algorithms for PDE estimation which, analogous to light transport, connect WoS walks starting from sensors and sources and combine different strategies for robust solution algorithms in all cases.
Dario Seyb, Benedikt Bitterli, Wojciech Jarosz
Comput. Graph. Forum4
2022 Unbiased and consistent rendering using biased estimators
abstract
We introduce a general framework for transforming biased estimators into unbiased and consistent estimators for the same quantity. We show how several existing unbiased and consistent estimation strategies in rendering are special cases of this framework, and are part of a broader debiasing principle. We provide a recipe for constructing estimators using our generalized framework and demonstrate its applicability by developing novel unbiased forms of transmittance estimation, photon mapping, and finite differences.
Zackary Misso, Benedikt Bitterli, Iliyan Georgiev, Wojciech Jarosz
ACM Trans. Graph.4
2022 Grid-free Monte Carlo for PDEs with spatially varying coefficients
abstract
Partial differential equations (PDEs) with spatially varying coefficients arise throughout science and engineering, modeling rich heterogeneous material behavior. Yet conventional PDE solvers struggle with the immense complexity found in nature, since they must first discretize the problem---leading to spatial aliasing, and global meshing/sampling that is costly and error-prone. We describe a method that approximates neither the domain geometry, the problem data, nor the solution space, providing the exact solution (in expectation) even for problems with extremely detailed geometry and intricate coefficients. Our main contribution is to extend the walk on spheres (WoS) algorithm from constant- to variable-coefficient problems, by drawing on techniques from volumetric rendering. In particular, an approach inspired by null-scattering yields unbiased Monte Carlo estimators for a large class of 2nd order elliptic PDEs, which share many attractive features with Monte Carlo rendering: no meshing, trivial parallelism, and the ability to evaluate the solution at any point without solving a global system of equations.
Rohan Sawhney, Dario Seyb, Wojciech Jarosz, Keenan Crane
ACM Trans. Graph.3
2020 Fourier Analysis of Correlated Monte Carlo Importance Sampling
abstract
Abstract Fourier analysis is gaining popularity in image synthesis as a tool for the analysis of error in Monte Carlo (MC) integration. Still, existing tools are only able to analyse convergence under simplifying assumptions (such as randomized shifts) which are not applied in practice during rendering. We reformulate the expressions for bias and variance of sampling‐based integrators to unify non‐uniform sample distributions [importance sampling (IS)] as well as correlations between samples while respecting finite sampling domains. Our unified formulation hints at fundamental limitations of Fourier‐based tools in performing variance analysis for MC integration. At the same time, it reveals that, when combined with correlated sampling, IS can impact convergence rate by introducing or inhibiting discontinuities in the integrand. We demonstrate that the convergence of multiple importance sampling (MIS) is determined by the strategy which converges slowest and propose several simple approaches to overcome this limitation. We show that smoothing light boundaries (as commonly done in production to reduce variance) can improve (M)IS convergence (at a cost of introducing a small amount of bias) since it removes C 0 discontinuities within the integration domain. We also propose practical integrand‐ and sample‐mirroring approaches which cancel the impact of boundary discontinuities on the convergence rate of estimators.
Gurprit Singh, Kartic Subr, David Coeurjolly, Victor Ostromoukhov, Wojciech Jarosz
Comput. Graph. Forum5
2020 Spatiotemporal reservoir resampling for real-time ray tracing with dynamic direct lighting
abstract
Efficiently rendering direct lighting from millions of dynamic light sources using Monte Carlo integration remains a challenging problem, even for off-line rendering systems. We introduce a new algorithm---ReSTIR---that renders such lighting interactively, at high quality, and without needing to maintain complex data structures. We repeatedly resample a set of candidate light samples and apply further spatial and temporal resampling to leverage information from relevant nearby samples. We derive an unbiased Monte Carlo estimator for this approach, and show that it achieves equal-error 6×-60× faster than state-of-the-art methods. A biased estimator reduces noise further and is 35×-65× faster, at the cost of some energy loss. We implemented our approach on the GPU, rendering complex scenes containing up to 3.4 million dynamic, emissive triangles in under 50 ms per frame while tracing at most 8 rays per pixel.
Benedikt Bitterli, Chris Wyman, Matt Pharr, Peter Shirley, Aaron E. Lefohn, Wojciech Jarosz
ACM Trans. Graph.6
2020 The design and evolution of the UberBake light baking system
abstract
We describe the design and evolution of UberBake, a global illumination system developed by Activision, which supports limited lighting changes in response to certain player interactions. Instead of relying on a fully dynamic solution, we use a traditional static light baking pipeline and extend it with a small set of features that allow us to dynamically update the precomputed lighting at run-time with minimal performance and memory overhead. This means that our system works on the complete set of target hardware, ranging from high-end PCs to previous generation gaming consoles, allowing the use of lighting changes for gameplay purposes. In particular, we show how to efficiently precompute lighting changes due to individual lights being enabled and disabled and doors opening and closing. Finally, we provide a detailed performance evaluation of our system using a set of production levels and discuss how to extend its dynamic capabilities in the future.
Dario Seyb, Peter-Pike J. Sloan, Ari Silvennoinen, Michal Iwanicki, Wojciech Jarosz
ACM Trans. Graph.5
2019 Orthogonal Array Sampling for Monte Carlo Rendering
abstract
Abstract We generalize N‐rooks, jittered, and (correlated) multi‐jittered sampling to higher dimensions by importing and improving upon a class of techniques called orthogonal arrays from the statistics literature. Renderers typically combine or “pad” a collection of lower‐dimensional (e.g. 2D and 1D) stratified patterns to form higher‐dimensional samples for integration. This maintains stratification in the original dimension pairs, but looses it for all other dimension pairs. For truly multi‐dimensional integrands like those in rendering, this increases variance and deteriorates its rate of convergence to that of pure random sampling. Care must therefore be taken to assign the primary dimension pairs to the dimensions with most integrand variation, but this complicates implementations. We tackle this problem by developing a collection of practical, in‐place multi‐dimensional sample generation routines that stratify points on all t‐dimensional and 1‐dimensional projections simultaneously . For instance, when t=2, any 2D projection of our samples is a (correlated) multi‐jittered point set. This property not only reduces variance, but also simplifies implementations since sample dimensions can now be assigned to integrand dimensions arbitrarily while maintaining the same level of stratification. Our techniques reduce variance compared to traditional 2D padding approaches like PBRT's (0,2) and Stratified samplers, and provide quality nearly equal to state‐of‐the‐art QMC samplers like Sobol and Halton while avoiding their structured artifacts as commonly seen when using a single sample set to cover an entire image. While in this work we focus on constructing finite sampling point sets, we also discuss potential avenues for extending our work to progressive sequences (more suitable for incremental rendering) in the future.
Wojciech Jarosz, Afnan Enayet, Andrew Kensler, Charlie Kilpatrick, Per H. Christensen
Comput. Graph. Forum1
2019 Progressive Transient Photon Beams
abstract
Abstract In this work, we introduce a novel algorithm for transient rendering in participating media. Our method is consistent, robust and is able to generate animations of time‐resolved light transport featuring complex caustic light paths in media. We base our method on the observation that the spatial continuity provides an increased coverage of the temporal domain, and generalize photon beams to transient‐state. We extend stead‐state photon beam radiance estimates to include the temporal domain. Then, we develop a progressive variant of our approach which provably converges to the correct solution using finite memory by averaging independent realizations of the estimates with progressively reduced kernel bandwidths. We derive the optimal convergence rates accounting for space and time kernels, and demonstrate our method against previous consistent transient rendering methods for participating media.
Julio Marco, Ibón Guillén, Wojciech Jarosz, Diego Gutierrez, Adrián Jarabo
Comput. Graph. Forum3
2019 Combining Point and Line Samples for Direct Illumination
abstract
Abstract We develop a unified framework for combining point and line samples in direct lighting calculations. While line samples have proven beneficial in a variety of rendering contexts, their application in direct lighting has been limited due to a lack of formulas for evaluating advanced BRDFs along a line and performance tied to the orientation of occluders in the scene. We lift these limitations by elevating line samples to a shared higher‐dimensional space with point samples. Our key insight is to separate the probability distribution functions of line samples and points that lie along a line sample. This simple conceptual change allows us to apply multiple importance sampling (MIS) between points and lines, and lines with each other, in order to leverage their respective strengths. We also show how to improve the convergence rate of MIS between points and lines in an unbiased way using a novel discontinuity‐smoothing balance heuristic. We verify through a set of rendering experiments that our proposed MISing of points and lines, and lines with each other, reduces variance of the direct lighting estimate while supporting an increased range of BSDFs compared to analytic line integration.
Katherine Salesin, Wojciech Jarosz
Comput. Graph. Forum2
2019 Analysis of Sample Correlations for Monte Carlo Rendering
abstract
Abstract Modern physically based rendering techniques critically depend on approximating integrals of high dimensional functions representing radiant light energy. Monte Carlo based integrators are the choice for complex scenes and effects. These integrators work by sampling the integrand at sample point locations. The distribution of these sample points determines convergence rates and noise in the final renderings. The characteristics of such distributions can be uniquely represented in terms of correlations of sampling point locations. Hence, it is essential to study these correlations to understand and adapt sample distributions for low error in integral approximation. In this work, we aim at providing a comprehensive and accessible overview of the techniques developed over the last decades to analyze such correlations, relate them to error in integrators, and understand when and how to use existing sampling algorithms for effective rendering workflows.
Gurprit Singh, A. Cengiz Öztireli, Abdalla G. M. Ahmed, David Coeurjolly, Kartic Subr, Oliver Deussen, Victor Ostromoukhov, Ravi Ramamoorthi, Wojciech Jarosz
Comput. Graph. Forum9
2019 Scalable Virtual Ray Lights Rendering for Participating Media
abstract
Abstract 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. Forum5
2019 Selectively metropolised Monte Carlo light transport simulation
abstract
Light transport is a complex problem with many solutions. Practitioners are now faced with the difficult task of choosing which rendering algorithm to use for any given scene. Simple Monte Carlo methods, such as path tracing, work well for the majority of lighting scenarios, but introduce excessive variance when they encounter transport they cannot sample (such as caustics). More sophisticated rendering algorithms, such as bidirectional path tracing, handle a larger class of light transport robustly, but have a high computational overhead that makes them inefficient for scenes that are not dominated by difficult transport. The underlying problem is that rendering algorithms can only be executed indiscriminately on all transport, even though they may only offer improvement for a subset of paths. In this paper, we introduce a new scheme for selectively combining different Monte Carlo rendering algorithms. We use a simple transport method (e.g. path tracing) as the base, and treat high variance "fireflies" as seeds for a Markov chain that locally uses a Metropolised version of a more sophisticated transport method for exploration, removing the firefly in an unbiased manner. We use a weighting scheme inspired by multiple importance sampling to partition the integrand into regions the base method can sample well and those it cannot, and only use Metropolis for the latter. This constrains the Markov chain to paths where it offers improvement, and keeps it away from regions already handled well by the base estimator. Combined with stratified initialization, short chain lengths and careful allocation of samples, this vastly reduces non-uniform noise and temporal flickering artifacts normally encountered with a global application of Metropolis methods. Through careful design choices, we ensure our algorithm never performs much worse than the base estimator alone, and usually performs significantly better, thereby reducing the need to experiment with different algorithms for each scene.
Benedikt Bitterli, Wojciech Jarosz
ACM Trans. Graph.2
2019 Photon surfaces for robust, unbiased volumetric density estimation
abstract
We generalize photon planes to photon surfaces : a new family of unbiased volumetric density estimators which we combine using multiple importance sampling. To derive our new estimators, we start with the extended path integral which duplicates the vertex at the end of the camera and photon subpaths and couples them using a blurring kernel. To make our formulation unbiased, however, we use a delta kernel to couple these two end points. Unfortunately, sampling the resulting singular integral using Monte Carlo is impossible since the probability of generating a contributing light path by independently sampling the two subpaths is zero. Our key insight is that we can eliminate the delta kernel and make Monte Carlo estimation practical by integrating any three dimensions analytically, and integrating only the remaining dimensions using Monte Carlo. We demonstrate the practicality of this approach by instantiating a collection of estimators which analytically integrate the distance along the camera ray and two arbitrary sampling dimensions along the photon subpath (e.g., distance, direction, surface area). This generalizes photon planes to curved "photon surfaces", including new "photon cone", "photon cylinder", "photon sphere", and multiple new "photon plane" estimators. These estimators allow us to handle light paths not supported by photon planes, including single scattering, and surface-to-media transport. More importantly, since our estimators have complementary strengths due to analytically integrating different dimensions of the path integral, we can combine them using multiple importance sampling. This combination mitigates singularities present in individual estimators, substantially reducing variance while remaining fully unbiased. We demonstrate our improved estimators on a number of scenes containing homogeneous media with highly anisotropic phase functions, accelerating both multiple scattering and single scattering compared to prior techniques.
Shaojie Jiao, Benedikt Bitterli, Wojciech Jarosz
ACM Trans. Graph.4
2019 Integral formulations of volumetric transmittance
abstract
Computing 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.6
2019 A null-scattering path integral formulation of light transport
abstract
Unbiased rendering of general, heterogeneous participating media currently requires using null-collision approaches for estimating transmittance and generating free-flight distances. A long-standing limitation of these approaches, however, is that the corresponding path pdfs cannot be computed due to the black-box nature of the null-collision rejection sampling process. These techniques therefore cannot be combined with other sampling techniques via multiple importance sampling (MIS), which significantly limits their robustness and generality. Recently, Galtier et al. [2013] showed how to derive these algorithms directly from the radiative transfer equation (RTE). We build off this generalized RTE to derive a path integral formulation of null scattering, which reveals the sampling pdfs and allows us to devise new, express existing, and combine complementary unbiased techniques via MIS. We demonstrate the practicality of our theory by combining, for the first time, several path sampling techniques in spatially and spectrally varying media, generalizing and outperforming the prior state of the art.
Bailey Miller, Iliyan Georgiev, Wojciech Jarosz
ACM Trans. Graph.3
2019 Non-linear sphere tracing for rendering deformed signed distance fields
abstract
Signed distance fields (SDFs) are a powerful implicit representation for modeling solids, volumes and surfaces. Their infinite resolution, controllable continuity and robust constructive solid geometry operations, coupled with smooth blending, enable powerful and intuitive sculpting tools for creating complex SDF models. SDF metric properties also admit efficient surface rendering with sphere tracing. Unfortunately, SDFs remain incompatible with many popular direct deformation techniques which re-position a surface via its explicit representation. Linear blend skinning used in character articulation, for example, directly displaces each vertex of a triangle mesh. To overcome this limitation, we propose a variant of sphere tracing for directly rendering deformed SDFs. We show that this problem reduces to integrating a non-linear ordinary differential equation. We propose an efficient numerical solution, with controllable error, which first automatically computes an initial value along each cast ray before walking conservatively along a curved ray in the undeformed space according to the signed distance. Importantly, our approach does not require knowledge, computation or even global existence of the inverse deformation, which allows us to readily apply many existing forward deformations. We demonstrate our method's effectiveness for interactive rendering of a variety of popular deformation techniques that were, to date, limited to explicit surfaces.
Dario Seyb, Alec Jacobson, Derek Nowrouzezahrai, Wojciech Jarosz
ACM Trans. Graph.4
2018 Monte Carlo Methods for Volumetric Light Transport Simulation
abstract
Abstract 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. Forum4
2018 Integrating Clipped Spherical Harmonics Expansions
abstract
Many applications in rendering rely on integrating functions over spherical polygons. We present a new numerical solution for computing the integral of spherical harmonics (SH) expansions clipped to polygonal domains. Our solution, based on zonal decompositions of spherical integrands and discrete contour integration, introduces an important numerical operating for SH expansions in rendering applications. Our method is simple, efficient, and scales linearly in the bandlimited integrand’s harmonic expansion. We apply our technique to problems in rendering, including surface and volume shading, hierarchical product importance sampling, and fast basis projection for interactive rendering. Moreover, we show how to handle general, nonpolynomial integrands in a Monte Carlo setting using control variates. Our technique computes the integral of bandlimited spherical functions with performance competitive to (or faster than) more general numerical integration methods for a broad class of problems, both in offline and interactive rendering contexts. Our implementation is simple, relying only on self-contained SH evaluation and discrete contour integration routines, and we release a full source CPU-only and shader-based implementations (<750 lines of commented code).
Laurent Belcour, Guofu Xie, Christophe Hery, Mark Meyer, Wojciech Jarosz, Derek Nowrouzezahrai
ACM Trans. Graph.5
2018 Reversible Jump Metropolis Light Transport Using Inverse Mappings
abstract
We study Markov Chain Monte Carlo (MCMC) methods operating in primary sample space and their interactions with multiple sampling techniques. We observe that incorporating the sampling technique into the state of the Markov Chain, as done in Multiplexed Metropolis Light Transport, impedes the ability of the chain to properly explore the path space, as transitions between sampling techniques lead to disruptive alterations of path samples. To address this issue, we reformulate Multiplexed MLT in the Reversible Jump MCMC framework (RJMCMC) and introduce inverse sampling techniques that turn light paths into the random numbers that would produce them. This allows us to formulate a novel perturbation that can locally transition between sampling techniques without changing the geometry of the path, and we derive the correct acceptance probability using RJMCMC. We investigate how to generalize this concept to non-invertible sampling techniques commonly found in practice, and introduce probabilistic inverses that extend our perturbation to cover most sampling methods found in light transport simulations. Our theory reconciles the inverses with RJMCMC yielding an unbiased algorithm, which we call Reversible Jump MLT . We verify the correctness of our implementation in canonical and practical scenarios and demonstrate improved temporal coherence, decrease in structured artifacts, and faster convergence on a wide variety of scenes.
Benedikt Bitterli, Wenzel Jakob, Jan Novák, Wojciech Jarosz
ACM Trans. Graph.4
2018 A radiative transfer framework for non-exponential media
abstract
We develop a new theory of volumetric light transport for media with non-exponential free-flight distributions. Recent insights from atmospheric sciences and neutron transport demonstrate that such distributions arise in the presence of correlated scatterers, which are naturally produced by processes such as cloud condensation and fractal-pattern formation. Our theory formulates a non-exponential path integral as the result of averaging stochastic classical media, and we introduce practical models to solve the resulting averaging problem efficiently. Our theory results in a generalized path integral which allows us to handle non-exponential media using the full range of Monte Carlo rendering algorithms while enriching the range of achievable appearance. We propose parametric models for controlling the statistical correlations by leveraging work on stochastic processes, and we develop a method to combine such unresolved correlations (and the resulting non-exponential free-flight behavior) with explicitly modeled macroscopic heterogeneity. This provides a powerful authoring approach where artists can freely design the shape of the attenuation profile separately from the macroscopic heterogeneous density, while our theory provides a physically consistent interpretation in terms of a path space integral. We address important considerations for graphics including reciprocity and bidirectional rendering algorithms, all in the presence of surfaces and correlated media.
Benedikt Bitterli, Srinath Ravichandran, Thomas Müller 0013, Magnus Wrenninge, Jan Novák, Steve Marschner, Wojciech Jarosz
ACM Trans. Graph.7
2018 Second-Order Occlusion-Aware Volumetric Radiance Caching
abstract
We present a second-order gradient analysis of light transport in participating media and use this to develop an improved radiance caching algorithm for volumetric light transport. We adaptively sample and interpolate radiance from sparse points in the medium using a second-order Hessian-based error metric to determine when interpolation is appropriate. We derive our metric from each point’s incoming light field, computed by using a proxy triangulation-based representation of the radiance reflected by the surrounding medium and geometry. We use this representation to efficiently compute the first- and second-order derivatives of the radiance at the cache points while accounting for occlusion changes. We also propose a self-contained 2D model for light transport in media and use it to validate and analyze our approach, demonstrating that our method outperforms previous radiance caching algorithms both in terms of accurate derivative estimates and final radiance extrapolation. We generalize these findings to practical 3D scenarios, where we show improved results while reducing computation time by up to 30% compared to previous work.
Julio Marco, Adrián Jarabo, Wojciech Jarosz, Diego Gutierrez
ACM Trans. Graph.3
2017 2017 Cover Image: Mixing Bowl
Alessia Marra, Maurizio Nitti, Marios Papas, Thomas Müller 0013, Markus Gross 0001, Wojciech Jarosz, Jan Novák
Comput. Graph. Forum6
2017 Variance and Convergence Analysis of Monte Carlo Line and Segment Sampling
abstract
Abstract Recently researchers have started employing Monte Carlo‐like line sample estimators in rendering, demonstrating dramatic reductions in variance (visible noise) for effects such as soft shadows, defocus blur, and participating media. Unfortunately, there is currently no formal theoretical framework to predict and analyze Monte Carlo variance using line and segment samples which have inherently anisotropic Fourier power spectra. In this work, we propose a theoretical formulation for lines and finite‐length segment samples in the frequency domain that allows analyzing their anisotropic power spectra using previous isotropic variance and convergence tools. Our analysis shows that judiciously oriented line samples not only reduce the dimensionality but also pre‐filter C0 discontinuities, resulting in further improvement in variance and convergence rates. Our theoretical insights also explain how finite‐length segment samples impact variance and convergence rates only by pre‐filtering discontinuities. We further extend our analysis to consider (uncorrelated) multi‐directional line (segment) sampling, showing that such schemes can increase variance compared to unidirectional sampling. We validate our theoretical results with a set of experiments including direct lighting, ambient occlusion, and volumetric caustics using points, lines, and segment samples.
Gurprit Singh, Bailey Miller, Wojciech Jarosz
Comput. Graph. Forum3
2017 Beyond points and beams: higher-dimensional photon samples for volumetric light transport
abstract
We develop a theory of volumetric density estimation which generalizes prior photon point (0D) and beam (1D) approaches to a broader class of estimators using " n D" samples along photon and/or camera subpaths. Volumetric photon mapping performs density estimation by point sampling propagation distances within the medium and performing density estimation over the generated points (0D). Beam-based (1D) approaches consider the expected value of this distance sampling process along the last camera and/or light subpath segments. Our theory shows how to replace propagation distance sampling steps across multiple bounces to form higher-dimensional samples such as photon planes (2D), photon volumes (3D), their camera path equivalents, and beyond. We perform a theoretical error analysis which reveals that in scenarios where beams already outperform points, each additional dimension of n D samples compounds these benefits further. Moreover, each additional sample dimension reduces the required dimensionality of the blurring needed for density estimation, allowing us to formulate, for the first time, fully unbiased forms of volumetric photon mapping. We demonstrate practical implementations of several of the new estimators our theory predicts, including both biased and unbiased variants, and show that they outperform state-of-the-art beam-based volumetric photon mapping by a factor of 2.4--40×.
Benedikt Bitterli, Wojciech Jarosz
ACM Trans. Graph.2
2017 Convergence analysis for anisotropic monte carlo sampling spectra
abstract
Traditional Monte Carlo (MC) integration methods use point samples to numerically approximate the underlying integral. This approximation introduces variance in the integrated result, and this error can depend critically on the sampling patterns used during integration. Most of the well-known samplers used for MC integration in graphics---e.g. jittered, Latin-hypercube ( N -rooks), multijittered---are anisotropic in nature. However, there are currently no tools available to analyze the impact of such anisotropic samplers on the variance convergence behavior of Monte Carlo integration. In this work, we develop a Fourier-domain mathematical tool to analyze the variance, and subsequently the convergence rate, of Monte Carlo integration using any arbitrary (anisotropic) sampling power spectrum. We also validate and leverage our theoretical analysis, demonstrating that judicious alignment of anisotropic sampling and integrand spectra can improve variance and convergence rates in MC rendering, and that similar improvements can apply to (anisotropic) deterministic samplers.
Gurprit Singh, Wojciech Jarosz
ACM Trans. Graph.2
2016 Large-scale painting of photographs by interactive optimization
Romain Prévost, Alec Jacobson, Wojciech Jarosz, Olga Sorkine-Hornung
Comput. Graph.3
2016 Nonlinearly Weighted First-order Regression for Denoising Monte Carlo Renderings
abstract
We address the problem of denoising Monte Carlo renderings by studying existing approaches and proposing a new algorithm that yields state-of-the-art performance on a wide range of scenes. We analyze existing approaches from a theoretical and empirical point of view, relating the strengths and limitations of their corresponding components with an emphasis on production requirements. The observations of our analysis instruct the design of our new filter that offers high-quality results and stable performance. A key observation of our analysis is that using auxiliary buffers (normal, albedo, etc.) to compute the regression weights greatly improves the robustness of zero-order models, but can be detrimental to first-order models. Consequently, our filter performs a first-order regression leveraging a rich set of auxiliary buffers only when fitting the data, and, unlike recent works, considers the pixel color alone when computing the regression weights. We further improve the quality of our output by using a collaborative denoising scheme. Lastly, we introduce a general mean squared error estimator, which can handle the collaborative nature of our filter and its nonlinear weights, to automatically set the bandwidth of our regression kernel.
Benedikt Bitterli, Fabrice Rousselle, Bochang Moon, José Antonio Iglesias Guitián, David Adler, Kenny Mitchell, Wojciech Jarosz, Jan Novák
Comput. Graph. Forum7
2016 Reduced Aggregate Scattering Operators for Path Tracing
abstract
Abstract Aggregate scattering operators (ASOs) describe the overall scattering behavior of an asset (i.e., an object or volume, or collection thereof) accounting for all orders of its internal scattering. We propose a practical way to precompute and compactly store ASOs and demonstrate their ability to accelerate path tracing. Our approach is modular avoiding costly and inflexible scene‐dependent precomputation. This is achieved by decoupling light transport within and outside of each asset, and precomputing on a per‐asset level. We store the internal transport in a reduced‐dimensional subspace tailored to the structure of the asset geometry, its scattering behavior, and typical illumination conditions, allowing the ASOs to maintain good accuracy with modest memory requirements. The precomputed ASO can be reused across all instances of the asset and across multiple scenes. We augment ASOs with functionality enabling multi‐bounce importance sampling, fast short‐circuiting of complex light paths, and compact caching, while retaining rapid progressive preview rendering. We demonstrate the benefits of our ASOs by efficiently path tracing scenes containing many instances of objects with complex inter‐reflections or multiple scattering.
Adrian Blumer, Jan Novák, Ralf Habel, Derek Nowrouzezahrai, Wojciech Jarosz
Comput. Graph. Forum5
2016 State of the Art in Artistic Editing of Appearance, Lighting and Material
abstract
Abstract Mimicking the appearance of the real world is a longstanding goal of computer graphics, with several important applications in the feature film, architecture and medical industries. Images with well‐designed shading are an important tool for conveying information about the world, be it the shape and function of a computer‐aided design (CAD) model, or the mood of a movie sequence. However, authoring this content is often a tedious task, even if undertaken by groups of highly trained and experienced artists. Unsurprisingly, numerous methods to facilitate and accelerate this appearance editing task have been proposed, enabling the editing of scene objects' appearances, lighting and materials, as well as entailing the introduction of new interaction paradigms and specialized preview rendering techniques. In this review, we provide a comprehensive survey of artistic appearance, lighting and material editing approaches. We organize this complex and active research area in a structure tailored to academic researchers, graduate students and industry professionals alike. In addition to editing approaches, we discuss how user interaction paradigms and rendering back ends combine to form usable systems for appearance editing. We conclude with a discussion of open problems and challenges to motivate and guide future research.
Thorsten-Walther Schmidt, Fabio Pellacini, Derek Nowrouzezahrai, Wojciech Jarosz, Carsten Dachsbacher
Comput. Graph. Forum4
2016 Efficient rendering of heterogeneous polydisperse granular media
abstract
We address the challenge of efficiently rendering massive assemblies of grains within a forward path-tracing framework. Previous approaches exist for accelerating high-order scattering for a limited, and static, set of granular materials, often requiring scene-dependent precomputation. We significantly expand the admissible regime of granular materials by considering heterogeneous and dynamic granular mixtures with spatially varying grain concentrations, pack rates, and sizes. Our method supports both procedurally generated grain assemblies and dynamic assemblies authored in off-the-shelf particle simulation tools. The key to our speedup lies in two complementary aggregate scattering approximations which we introduced to jointly accelerate construction of short and long light paths. For low-order scattering, we accelerate path construction using novel grain scattering distribution functions (GSDF) which aggregate intra-grain light transport while retaining important grain-level structure. For high-order scattering, we extend prior work on shell transport functions (STF) to support dynamic, heterogeneous mixtures of grains with varying sizes. We do this without a scene-dependent precomputation and show how this can also be used to accelerate light transport in arbitrary continuous heterogeneous media. Our multi-scale rendering automatically minimizes the usage of explicit path tracing to only the first grain along a light path, or can avoid it completely, when appropriate, by switching to our aggregate transport approximations. We demonstrate our technique on animated scenes containing heterogeneous mixtures of various types of grains that could not previously be rendered efficiently. We also compare to previous work on a simpler class of granular assemblies, reporting significant computation savings, often yielding higher accuracy results.
Thomas Müller 0013, Marios Papas, Markus Gross 0001, Wojciech Jarosz, Jan Novák
ACM Trans. Graph.4
2016 Image-space control variates for rendering
abstract
We explore the theory of integration with control variates in the context of rendering. Our goal is to optimally combine multiple estimators using their covariances. We focus on two applications, re-rendering and gradient-domain rendering, where we exploit coherence between temporally and spatially adjacent pixels. We propose an image-space (iterative) reconstruction scheme that employs control variates to reduce variance. We show that recent works on scene editing and gradient-domain rendering can be directly formulated as control-variate estimators, despite using seemingly different approaches. In particular, we demonstrate the conceptual equivalence of screened Poisson image reconstruction and our iterative reconstruction scheme. Our composite estimators offer practical and simple solutions that improve upon the current state of the art for the two investigated applications.
Fabrice Rousselle, Wojciech Jarosz, Jan Novák
ACM Trans. Graph.2
2015 Portal-Masked Environment Map Sampling
abstract
Abstract We present a technique to efficiently importance sample distant, all‐frequency illumination in indoor scenes. Standard environment sampling is inefficient in such cases since the distant lighting is typically only visible through small openings (e.g. windows). This visibility is often addressed by manually placing a portal around each window to direct samples towards the openings; however, uniformly sampling the portal (its area or solid angle) disregards the possibly high frequency environment map. We propose a new portal importance sampling technique which takes into account both the environment map and its visibility through the portal, drawing samples proportional to the product of the two. To make this practical, we propose a novel, portal‐rectified reparametrization of the environment map with the key property that the visible region induced by a rectangular portal projects to an axis‐aligned rectangle. This allows us to sample according to the desired product distribution at an arbitrary shading location using a single (precomputed) summed‐area table per portal. Our technique is unbiased, relevant to many renderers, and can also be applied to rectangular light sources with directional emission profiles, enabling efficient rendering of non‐diffuse light sources with soft shadows.
Benedikt Bitterli, Jan Novák, Wojciech Jarosz
Comput. Graph. Forum3
2015 Dispersion-based Color Projection using Masked Prisms
abstract
We present a method for projecting arbitrary color images using a white light source and an optical device with no colored components — consisting solely of one or two prisms and two transparent masks. When illuminated, the first mask creates structured white light that is then dispersed in the prism and attenuated by the second mask to create the color projection. We derive analytical expressions for the mask parameters from the physical components and validate our approach both in simulation and also demonstrate it on a wide variety of images using two different physical setups (one consisting of two inexpensive triangular prisms, and the other using a single rhombic prism). Furthermore, we show that optimizing the masks simultaneously enables obfuscating the image content, and provides a tradeoff between increased light throughput (by up to a factor of three) and maximum color saturation.
Rafael Hostettler, Ralf Habel, Markus Gross 0001, Wojciech Jarosz
Comput. Graph. Forum4
2015 Recent Advances in Facial Appearance Capture
abstract
Abstract Facial appearance capture is now firmly established within academic research and used extensively across various application domains, perhaps most prominently in the entertainment industry through the design of virtual characters in video games and films. While significant progress has occurred over the last two decades, no single survey currently exists that discusses the similarities, differences, and practical considerations of the available appearance capture techniques as applied to human faces. A central difficulty of facial appearance capture is the way light interacts with skin—which has a complex multi‐layered structure—and the interactions that occur below the skin surface can, by definition, only be observed indirectly. In this report, we distinguish between two broad strategies for dealing with this complexity. “Image‐based methods” try to exhaustively capture the exact face appearance under different lighting and viewing conditions, and then render the face through weighted image combinations. “Parametric methods” instead fit the captured reflectance data to some parametric appearance model used during rendering, allowing for a more lightweight and flexible representation but at the cost of potentially increased rendering complexity or inexact reproduction. The goal of this report is to provide an overview that can guide practitioners and researchers in assessing the tradeoffs between current approaches and identifying directions for future advances in facial appearance capture.
Oliver Klehm, Fabrice Rousselle, Marios Papas, Derek Bradley, Christophe Hery, Bernd Bickel, Wojciech Jarosz, Thabo Beeler
Comput. Graph. Forum7
2015 A Vectorial Framework for Ray Traced Diffusion Curves
abstract
Abstract Diffusion curves allow creating complex, smoothly shaded images by diffusing colours defined at curves. These methods typically require the solution of a global optimization problem (over either the pixel grid or an intermediate tessellated representation) to produce the final image, making fully parallel implementation challenging. An alternative approach, inspired by global illumination, uses 2D ray tracing to independently compute each pixel value. This formulation allows trivial parallelism, but it densely computes values even in smooth regions and sacrifices support for instancing and layering. We describe a sparse, ray traced, multi‐layer framework that incorporates many complementary benefits of these existing approaches. Our solution avoids the need for a global solve and trivially allows parallel GPU implementation. We leverage an intermediate triangular representation with cubic patches to synthesize smooth images faithful to the per‐pixel solution. The triangle mesh provides a resolution–independent, vectorial representation and naturally maps diffusion curve images to a form natively supported by standard vector graphics and triangle rasterization pipelines. Our approach supports many features which were previously difficult to incorporate into a single system, including instancing, layering, alpha blending, texturing, local blurring, continuity control and parallel computation. We also show how global diffusion curves can be combined with local painted strokes in one coherent system.
Romain Prévost, Wojciech Jarosz, Olga Sorkine-Hornung
Comput. Graph. Forum2
2015 Path-space Motion Estimation and Decomposition for Robust Animation Filtering
abstract
Abstract Renderings of animation sequences with physics‐based Monte Carlo light transport simulations are exceedingly costly to generate frame‐by‐frame, yet much of this computation is highly redundant due to the strong coherence in space, time and among samples. A promising approach pursued in prior work entails subsampling the sequence in space, time, and number of samples, followed by image‐based spatio‐temporal upsampling and denoising. These methods can provide significant performance gains, though major issues remain: firstly, in a multiple scattering simulation, the final pixel color is the composite of many different light transport phenomena, and this conflicting information causes artifacts in image‐based methods. Secondly, motion vectors are needed to establish correspondence between the pixels in different frames, but it is unclear how to obtain them for most kinds of light paths (e.g. an object seen through a curved glass panel). To reduce these ambiguities, we propose a general decomposition framework, where the final pixel color is separated into components corresponding to disjoint subsets of the space of light paths. Each component is accompanied by motion vectors and other auxiliary features such as reflectance and surface normals. The motion vectors of specular paths are computed using a temporal extension of manifold exploration and the remaining components use a specialized variant of optical flow. Our experiments show that this decomposition leads to significant improvements in three image‐based applications: denoising, spatial upsampling, and temporal interpolation.
Henning Zimmer, Fabrice Rousselle, Wenzel Jakob, Oliver Wang, David Adler, Wojciech Jarosz, Olga Sorkine-Hornung, Alexander Sorkine-Hornung
Comput. Graph. Forum6
2015 Recent Advances in Adaptive Sampling and Reconstruction for Monte Carlo Rendering
abstract
Abstract Monte Carlo integration is firmly established as the basis for most practical realistic image synthesis algorithms because of its flexibility and generality. However, the visual quality of rendered images often suffers from estimator variance, which appears as visually distracting noise. Adaptive sampling and reconstruction algorithms reduce variance by controlling the sampling density and aggregating samples in a reconstruction step, possibly over large image regions. In this paper we survey recent advances in this area. We distinguish between “a priori” methods that analyze the light transport equations and derive sampling rates and reconstruction filters from this analysis, and “a posteriori” methods that apply statistical techniques to sets of samples to drive the adaptive sampling and reconstruction process. They typically estimate the errors of several reconstruction filters, and select the best filter locally to minimize error. We discuss advantages and disadvantages of recent state‐of‐the‐art techniques, and provide visual and quantitative comparisons. Some of these techniques are proving useful in real‐world applications, and we aim to provide an overview for practitioners and researchers to assess these approaches. In addition, we discuss directions for potential further improvements.
Matthias Zwicker, Wojciech Jarosz, Jaakko Lehtinen, Bochang Moon, Ravi Ramamoorthi, Fabrice Rousselle, Pradeep Sen, Cyril Soler, Sung-Eui Yoon
Comput. Graph. Forum2
2015 Multi-scale modeling and rendering of granular materials
abstract
We address the problem of modeling and rendering granular materials---such as large structures made of sand, snow, or sugar---where an aggregate object is composed of many randomly oriented, but discernible grains. These materials pose a particular challenge as the complex scattering properties of individual grains, and their packing arrangement, can have a dramatic effect on the large-scale appearance of the aggregate object. We propose a multi-scale modeling and rendering framework that adapts to the structure of scattered light at different scales. We rely on path tracing the individual grains only at the finest scale, and---by decoupling individual grains from their arrangement---we develop a modular approach for simulating longer-scale light transport. We model light interactions within and across grains as separate processes and leverage this decomposition to derive parameters for classical radiative transport, including standard volumetric path tracing and a diffusion method that can quickly summarize the large scale transport due to many grain interactions. We require only a one-time precomputation per exemplar grain, which we can then reuse for arbitrary aggregate shapes and a continuum of different packing rates and scales of grains. We demonstrate our method on scenes containing mixtures of tens of millions of individual, complex, specular grains that would be otherwise infeasible to render with standard techniques.
Johannes Meng, Marios Papas, Ralf Habel, Carsten Dachsbacher, Steve Marschner, Markus Gross 0001, Wojciech Jarosz
ACM Trans. Graph.7
2014 Visibility Silhouettes for Semi-Analytic Spherical Integration
abstract
Abstract At each shade point, the spherical visibility function encodes occlusion from surrounding geometry, in all directions. Computing this function is difficult and point‐sampling approaches, such as ray‐tracing or hardware shadow mapping, are traditionally used to efficiently approximate it. We propose a semi‐analytic solution to the problem where the spherical silhouette of the visibility is computed using a search over a 4D dual mesh of the scene. Once computed, we are able to semi‐analytically integrate visibility‐masked spherical functions along the visibility silhouette, instead of over the entire hemisphere. In this way, we avoid the artefacts that arise from using point‐sampling strategies to integrate visibility, a function with unbounded frequency content. We demonstrate our approach on several applications, including direct illumination from realistic lighting and computation of pre‐computed radiance transfer data. Additionally, we present a new frequency‐space method for exactly computing all‐frequency shadows on diffuse surfaces. Our results match ground truth computed using importance‐sampled stratified Monte Carlo ray‐tracing, with comparable performance on scenes with low‐to‐moderate geometric complexity.
Derek Nowrouzezahrai, Ilya Baran, Kenny Mitchell, Wojciech Jarosz
Comput. Graph. Forum4
2014 Error analysis of estimators that use combinations of stochastic sampling strategies for direct illumination
abstract
Abstract We present a theoretical analysis of error of combinations of Monte Carlo estimators used in image synthesis. Importance sampling and multiple importance sampling are popular variance‐reduction strategies. Unfortunately, neither strategy improves the rate of convergence of Monte Carlo integration. Jittered sampling (a type of stratified sampling), on the other hand is known to improve the convergence rate. Most rendering software optimistically combine importance sampling with jittered sampling, hoping to achieve both. We derive the exact error of the combination of multiple importance sampling with jittered sampling. In addition, we demonstrate a further benefit of introducing negative correlations (antithetic sampling) between estimates to the convergence rate. As with importance sampling, antithetic sampling is known to reduce error for certain classes of integrands without affecting the convergence rate. In this paper, our analysis and experiments reveal that importance and antithetic sampling, if used judiciously and in conjunction with jittered sampling, may improve convergence rates. We show the impact of such combinations of strategies on the convergence rate of estimators for direct illumination.
Kartic Subr, Derek Nowrouzezahrai, Wojciech Jarosz, Jan Kautz, Kenny Mitchell
Comput. Graph. Forum3
2014 A framework for transient rendering
abstract
Recent advances in ultra-fast imaging have triggered many promising applications in graphics and vision, such as capturing transparent objects, estimating hidden geometry and materials, or visualizing light in motion. There is, however, very little work regarding the effective simulation and analysis of transient light transport, where the speed of light can no longer be considered infinite. We first introduce the transient path integral framework, formally describing light transport in transient state. We then analyze the difficulties arising when considering the light's time-of-flight in the simulation (rendering) of images and videos. We propose a novel density estimation technique that allows reusing sampled paths to reconstruct time-resolved radiance, and devise new sampling strategies that take into account the distribution of radiance along time in participating media. We then efficiently simulate time-resolved phenomena (such as caustic propagation, fluorescence or temporal chromatic dispersion), which can help design future ultra-fast imaging devices using an analysis-by-synthesis approach, as well as to achieve a better understanding of the nature of light transport.
Adrián Jarabo, Julio Marco, Adolfo Muñoz 0001, Raul Buisan, Wojciech Jarosz, Diego Gutierrez
ACM Trans. Graph.5
2014 Unifying points, beams, and paths in volumetric light transport simulation
abstract
Efficiently 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.7
2014 Residual ratio tracking for estimating attenuation in participating media
abstract
Evaluating transmittance within participating media is a fundamental operation required by many light transport algorithms. We present ratio tracking and residual tracking , two complementary techniques that can be combined into an efficient, unbiased estimator for evaluating transmittance in complex heterogeneous media. In comparison to current approaches, our new estimator is unbiased, yields high efficiency, gracefully handles media with wavelength dependent extinction, and bridges the gap between closed form solutions and purely numerical, unbiased approaches. A key feature of ratio tracking is its ability to handle negative densities. This in turn enables us to separate the main part of the transmittance function, handle it analytically, and numerically estimate only the residual transmittance. In addition to proving the unbiasedness of our estimators, we perform an extensive empirical analysis to reveal parameters that lead to high efficiency. Finally, we describe how to integrate the new techniques into a production path tracer and demonstrate their benefits over traditional unbiased estimators.
Jan Novák, Andrew Selle, Wojciech Jarosz
ACM Trans. Graph.3
2013 Photon Beam Diffusion: A Hybrid Monte Carlo Method for Subsurface Scattering
abstract
Abstract We present photon beam diffusion, an efficient numerical method for accurately rendering translucent materials. Our approach interprets incident light as a continuous beam of photons inside the material. Numerically integrating diffusion from such extended sources has long been assumed computationally prohibitive, leading to the ubiquitous single‐depth dipole approximation and the recent analytic sum‐of‐Gaussians approach employed by Quantized Diffusion. In this paper, we show that numerical integration of the extended beam is not only feasible, but provides increased speed, flexibility, numerical stability, and ease of implementation, while retaining the benefits of previous approaches. We leverage the improved diffusion model, but propose an efficient and numerically stable Monte Carlo integration scheme that gives equivalent results using only 3–5 samples instead of 20–60 Gaussians as in previous work. Our method can account for finite and multi‐layer materials, and additionally supports directional incident effects at surfaces. We also propose a novel diffuse exact single‐scattering term which can be integrated in tandem with the multi‐scattering approximation. Our numerical approach furthermore allows us to easily correct inaccuracies of the diffusion model and even combine it with more general Monte Carlo rendering algorithms. We provide practical details necessary for efficient implementation, and demonstrate the versatility of our technique by incorporating it on top of several rendering algorithms in both research and production rendering systems.
Ralf Habel, Per H. Christensen, Wojciech Jarosz
Comput. Graph. Forum3
2013 Joint importance sampling of low-order volumetric scattering
abstract
Central 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.5
2013 Fabricating translucent materials using continuous pigment mixtures
abstract
We present a method for practical physical reproduction and design of homogeneous materials with desired subsurface scattering. Our process uses a collection of different pigments that can be suspended in a clear base material. Our goal is to determine pigment concentrations that best reproduce the appearance and subsurface scattering of a given target material. In order to achieve this task we first fabricate a collection of material samples composed of known mixtures of the available pigments with the base material. We then acquire their reflectance profiles using a custom-built measurement device. We use the same device to measure the reflectance profile of a target material. Based on the database of mappings from pigment concentrations to reflectance profiles, we use an optimization process to compute the concentration of pigments to best replicate the target material appearance. We demonstrate the practicality of our method by reproducing a variety of different translucent materials. We also present a tool that allows the user to explore the range of achievable appearances for a given set of pigments.
Marios Papas, Christian Regg, Wojciech Jarosz, Bernd Bickel, Philip Jackson 0002, Wojciech Matusik, Steve Marschner, Markus Gross 0001
ACM Trans. Graph.3
2012 Delta radiance transfer
abstract
Modular Radiance Transfer (MRT) is a recent technique for computing approximate direct-to-indirect transport. Scenes are dynamically constructed by warping and connecting simple shapes and compact transport operators are only precomputed on these simple shapes. MRT ignores fine-scale transport from "clutter" objects inside the scene, and computes light transport with reduced dimensional operators, which allows extremely high performance but can lead to significant approximation error. We present several techniques to alleviate this limitation, allowing the light transport from clutter in a scene to be accounted for. We derive additional low-rank delta operators to compensate for these missing light transport paths by modeling indirect shadows and interreflections from, and onto, clutter objects in the scene. We retain MRT's scene-independent precomputation and augment its scene-dependent initialization with clutter transport generation, resulting in increased accuracy without a performance penalty. Our implementation is simple, requiring a few small matrix-vector multiplications that generate a delta lightmap added to MRT's output, and does not adversely affect the performance benefits of the overall algorithm.
Brad Loos, Derek Nowrouzezahrai, Wojciech Jarosz, Peter-Pike J. Sloan
I3D3
2012 Manufacturing Layered Attenuators for Multiple Prescribed Shadow Images
abstract
Abstract We present a practical and inexpensive method for creating physical objects that cast different color shadow images when illuminated by prescribed lighting configurations. The input to our system is a number of lighting configurations and corresponding desired shadow images. Our approach computes attenuation masks, which are then printed on transparent materials and stacked to form a single multi‐layer attenuator. When illuminated with the input lighting configurations, this multi‐layer attenuator casts the prescribed color shadow images. Alternatively, our method can compute layers so that their permutations produce different prescribed shadow images under fixed lighting. Each multi‐layer attenuator is quick and inexpensive to produce, can generate multiple full‐color shadows, and can be designed to respond to different types of natural or synthetic lighting setups. We illustrate the effectiveness of our multi‐layer attenuators in simulation and in reality, with the sun as a light source.
Ilya Baran, Philipp Keller, Derek Bradley, Stelian Coros, Wojciech Jarosz, Derek Nowrouzezahrai, Markus Gross 0001
Comput. Graph. Forum5
2012 Progressive Virtual Beam Lights
abstract
Abstract A recent technique that formsvirtual ray lights(VRLs) from path segments in media, reduces the artifacts common to VPL approaches in participating media, however, distracting singularities still remain. We present Virtual Beam Lights (VBLs), a progressive many‐lights algorithm for rendering complex indirect transport paths in, from, and to media. VBLs are efficient and can handle heterogeneous media, anisotropic scattering, and moderately glossy surfaces, while provably converging to ground truth. We inflate ray lights intobeam lightswith finite thicknesses to eliminate the remaining singularities. Furthermore, we devise several practical schemes for importance sampling the various transport contributions between camera rays, light rays, and surface points. VBLs produce artifact‐free images faster than VRLs, especially when glossy surfaces and/or anisotropic phase functions are present. Lastly, we employ a progressive thickness reduction scheme for VBLs in order to render results that converge to ground truth.
Jan Novák, Derek Nowrouzezahrai, Carsten Dachsbacher, Wojciech Jarosz
Comput. Graph. Forum4
2012 Theory, analysis and applications of 2D global illumination
abstract
We investigate global illumination in 2D and show how this simplified problem domain leads to practical insights for 3D rendering. We first derive a full theory of 2D light transport by introducing 2D analogs to radiometric quantities such as flux and radiance, and deriving a 2D rendering equation. We use our theory to show how to implement algorithms such as Monte Carlo raytracing, path tracing, irradiance caching, and photon mapping in 2D, and demonstrate that these algorithms can be analyzed more easily in this domain while still providing insights for 3D rendering. We apply our theory to develop several practical improvements to the irradiance caching algorithm. We perform a full second-order analysis of diffuse indirect illumination, first in 2D, and then in 3D by deriving the irradiance Hessian, and show how this leads to increased accuracy and performance for irradiance caching. We propose second-order Taylor expansion from cache points, which results in more accurate irradiance reconstruction. We also introduce a novel error metric to guide cache point placement by analyzing the error produced by irradiance caching. Our error metric naturally supports anisotropic reconstruction and, in our preliminary study, resulted in an order of magnitude less error than the “split-sphere” heuristic when using the same number of cache points.
Wojciech Jarosz, Volker Schönefeld, Leif Kobbelt, Henrik Wann Jensen
ACM Trans. Graph.1
2012 Virtual ray lights for rendering scenes with participating media
abstract
We present an efficient many-light algorithm for simulating indirect illumination in, and from, participating media. Instead of creating discrete virtual point lights (VPLs) at vertices of random-walk paths, we present a continuous generalization that places virtual ray lights (VRLs) along each path segment in the medium. Furthermore, instead of evaluating the lighting independently at discrete points in the medium, we calculate the contribution of each VRL to entire camera rays through the medium using an efficient Monte Carlo product sampling technique. We prove that by spreading the energy of virtual lights along both light and camera rays, the singularities that typically plague VPL methods are significantly diminished. This greatly reduces the need to clamp energy contributions in the medium, leading to robust and unbiased volumetric lighting not possible with current many-light techniques. Furthermore, by acting as a form of final gather, we obtain higher-quality multiple-scattering than existing density estimation techniques like progressive photon beams.
Jan Novák, Derek Nowrouzezahrai, Carsten Dachsbacher, Wojciech Jarosz
ACM Trans. Graph.4
2012 The magic lens: refractive steganography
abstract
We present an automatic approach to design and manufacture passive display devices based on optical hidden image decoding. Motivated by classical steganography techniques we construct Magic Lenses , composed of refractive lenslet arrays, to reveal hidden images when placed over potentially unstructured printed or displayed source images. We determine the refractive geometry of these surfaces by formulating and efficiently solving an inverse light transport problem, taking into account additional constraints imposed by the physical manufacturing processes. We fabricate several variants on the basic magic lens idea including using a single source image to encode several hidden images which are only revealed when the lens is placed at prescribed orientations on the source image or viewed from different angles. We also present an important special case, the universal lens , that forms an injection mapping from the lens surface to the source image grid, allowing it to be used with arbitrary source images. We use this type of lens to generate hidden animation sequences. We validate our simulation results with many real-world manufactured magic lenses, and experiment with two separate manufacturing processes.
Marios Papas, Thomas Houit, Derek Nowrouzezahrai, Markus Gross 0001, Wojciech Jarosz
ACM Trans. Graph.5
2012 Physically-based simulation of rainbows
abstract
In this article, we derive a physically-based model for simulating rainbows. Previous techniques for simulating rainbows have used either geometric optics (ray tracing) or Lorenz-Mie theory. Lorenz-Mie theory is by far the most accurate technique as it takes into account optical effects such as dispersion, polarization, interference, and diffraction. These effects are critical for simulating rainbows accurately. However, as Lorenz-Mie theory is restricted to scattering by spherical particles, it cannot be applied to real raindrops which are nonspherical, especially for larger raindrops. We present the first comprehensive technique for simulating the interaction of a wavefront of light with a physically-based water drop shape. Our technique is based on ray tracing extended to account for dispersion, polarization, interference, and diffraction. Our model matches Lorenz-Mie theory for spherical particles, but it also enables the accurate simulation of nonspherical particles. It can simulate many different rainbow phenomena including double rainbows and supernumerary bows. We show how the nonspherical raindrops influence the shape of the rainbows, and we provide a simulation of the rare twinned rainbow, which is believed to be caused by nonspherical water drops.
Iman Sadeghi, Adolfo Muñoz 0001, Philip Laven, Wojciech Jarosz, Francisco J. Serón, Diego Gutierrez, Henrik Wann Jensen
ACM Trans. Graph.4
2012 Practical Hessian-based error control for irradiance caching
abstract
This paper introduces a new error metric for irradiance caching that significantly outperforms the classic Split-Sphere heuristic. Our new error metric builds on recent work using second order gradients (Hessians) as a principled error bound for the irradiance. We add occlusion information to the Hessian computation, which greatly improves the accuracy of the Hessian in complex scenes, and this makes it possible for the first time to use a radiometric error metric for irradiance caching. We enhance the metric making it based on the relative error in the irradiance as well as robust in the presence of black occluders. The resulting error metric is efficient to compute, numerically robust, supports elliptical error bounds and arbitrary hemispherical sample distributions, and unlike the Split-Sphere heuristic it is not necessary to arbitrarily clamp the computed error thresholds. Our results demonstrate that the new error metric outperforms existing error metrics based on the Split-Sphere model and occlusion-unaware Hessians.
Jorge Schwarzhaupt, Henrik Wann Jensen, Wojciech Jarosz
ACM Trans. Graph.3
2011 Light factorization for mixed-frequency shadows in augmented reality
abstract
Integrating animated virtual objects with their surroundings for high-quality augmented reality requires both geometric and radio-metric consistency. We focus on the latter of these problems and present an approach that captures and factorizes external lighting in a manner that allows for realistic relighting of both animated and static virtual objects. Our factorization facilitates a combination of hard and soft shadows, with high-performance, in a manner that is consistent with the surrounding scene lighting.
Derek Nowrouzezahrai, Stefan Geiger, Kenny Mitchell, Robert W. Sumner, Wojciech Jarosz, Markus Gross 0001
ISMAR5
2011 Real-time volumetric shadows using 1D min-max mipmaps
abstract
Light scattering in a participating medium is responsible for several important effects we see in the natural world. In the presence of occluders, computing single scattering requires integrating the illumination scattered towards the eye along the camera ray, modulated by the visibility towards the light at each point. Unfortunately, incorporating volumetric shadows into this integral, while maintaining real-time performance, remains challenging.
Jiawen Chen 0001, Ilya Baran, Frédo Durand, Wojciech Jarosz
SI3D4
2011 Progressive Expectation-Maximization for Hierarchical Volumetric Photon Mapping
abstract
Abstract State‐of‐the‐art density estimation methods for rendering participating media rely on a dense photon representation of the radiance distribution within a scene. A critical bottleneck of such kernel‐based approaches is the excessive number of photons that are required in practice to resolve fine illumination details, while controlling the amount of noise. In this paper, we propose a parametric density estimation technique that represents radiance using a hierarchical Gaussian mixture. We efficiently obtain the coefficients of this mixture using a progressive and accelerated form of the Expectation‐Maximization algorithm. After this step, we are able to create noise‐free renderings of high‐frequency illumination using only a few thousand Gaussian terms, where millions of photons are traditionally required. Temporal coherence is trivially supported within this framework, and the compact footprint is also useful in the context of real‐time visualization. We demonstrate a hierarchical ray tracing‐based implementation, as well as a fast splatting approach that can interactively render animated volume caustics.
Wenzel Jakob, Christian Regg, Wojciech Jarosz
Comput. Graph. Forum3
2011 Goal-based Caustics
abstract
Abstract We propose a novel system for designing and manufacturing surfaces that produce desired caustic images when illuminated by a light source. Our system is based on a nonnegative image decomposition using a set of possibly overlapping anisotropic Gaussian kernels. We utilize this decomposition to construct an array of continuous surface patches, each of which focuses light onto one of the Gaussian kernels, either through refraction or reflection. We show how to derive the shape of each continuous patch and arrange them by performing a discrete assignment of patches to kernels in the desired caustic. Our decomposition provides for high fidelity reconstruction of natural images using a small collection of patches. We demonstrate our approach on a wide variety of caustic images by manufacturing physical surfaces with a small number of patches.
Marios Papas, Wojciech Jarosz, Wenzel Jakob, Szymon Rusinkiewicz, Wojciech Matusik, Tim Weyrich
Comput. Graph. Forum2
2011 A comprehensive theory of volumetric radiance estimation using photon points and beams
abstract
We present two contributions to the area of volumetric rendering. We develop a novel, comprehensive theory of volumetric radiance estimation that leads to several new insights and includes all previously published estimates as special cases. This theory allows for estimating in-scattered radiance at a point, or accumulated radiance along a camera ray, with the standard photon particle representation used in previous work. Furthermore, we generalize these operations to include a more compact, and more expressive intermediate representation of lighting in participating media, which we call “photon beams.” The combination of these representations and their respective query operations results in a collection of nine distinct volumetric radiance estimates. Our second contribution is a more efficient rendering method for participating media based on photon beams. Even when shooting and storing less photons and using less computation time, our method significantly reduces both bias (blur) and variance in volumetric radiance estimation. This enables us to render sharp lighting details (e.g., volume caustics) using just tens of thousands of photon beams, instead of the millions to billions of photon points required with previous methods.
Wojciech Jarosz, Derek Nowrouzezahrai, Iman Sadeghi, Henrik Wann Jensen
ACM Trans. Graph.1
2011 Progressive photon beams
abstract
We present progressive photon beams, a new algorithm for rendering complex lighting in participating media. Our technique is efficient, robust to complex light paths, and handles heterogeneous media and anisotropic scattering while provably converging to the correct solution using a bounded memory footprint. We achieve this by extending the recent photon beams variant of volumetric photon mapping. We show how to formulate a progressive radiance estimate using photon beams, providing the convergence guarantees and bounded memory usage of progressive photon mapping. Progressive photon beams can robustly handle situations that are difficult for most other algorithms, such as scenes containing participating media and specular interfaces, with realistic light sources completely enclosed by refractive and reflective materials. Our technique handles heterogeneous media and also trivially supports stochastic effects such as depth-of-field and glossy materials. Finally, we show how progressive photon beams can be implemented efficiently on the GPU as a splatting operation, making it applicable to interactive and real-time applications. These features make our technique scalable, providing the same physically-based algorithm for interactive feedback and reference-quality, unbiased solutions.
Wojciech Jarosz, Derek Nowrouzezahrai, Peter-Pike J. Sloan, Matthias Zwicker
ACM Trans. Graph.1
2011 Modular Radiance Transfer
abstract
Many rendering algorithms willingly sacrifice accuracy, favoring plausible shading with high-performance. Modular Radiance Transfer (MRT) models coarse-scale, distant indirect lighting effects in scene geometry that scales from high-end GPUs to low-end mobile platforms. MRT eliminates scene-dependent precomputation by storing compact transport on simple shapes, akin to bounce cards used in film production. These shapes' modular transport can be instanced, warped and connected on-the-fly to yield approximate light transport in large scenes. We introduce a prior on incident lighting distributions and perform all computations in low-dimensional subspaces. An implicit lighting environment induced from the low-rank approximations is in turn used to model secondary effects, such as volumetric transport variation, higher-order irradiance, and transport through lightfields. MRT is a new approach to precomputed lighting that uses a novel low-dimensional subspace simulation of light transport to uniquely balance the need for high-performance and portable solutions, low memory usage, and fast authoring iteration.
Brad Loos, Lakulish Antani, Kenny Mitchell, Derek Nowrouzezahrai, Wojciech Jarosz, Peter-Pike J. Sloan
ACM Trans. Graph.5
2011 A programmable system for artistic volumetric lighting
abstract
We present a method for generating art-directable volumetric effects, ranging from physically-accurate to non-physical results. Our system mimics the way experienced artists think about volumetric effects by using an intuitive lighting primitive, and decoupling the modeling and shading of this primitive. To accomplish this, we generalize the physically-based photon beams method to allow arbitrarily programmable simulation and shading phases. This provides an intuitive design space for artists to rapidly explore a wide range of physically-based as well as plausible, but exaggerated, volumetric effects. We integrate our approach into a real-world production pipeline and couple our volumetric effects to surface shading.
Derek Nowrouzezahrai, Jared M. Johnson, Andrew Selle, Dylan Lacewell, Michael Kaschalk, Wojciech Jarosz
ACM Trans. Graph.6
2010 A progressive error estimation framework for photon density estimation
abstract
We 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.2
2009 Importance Sampling Spherical Harmonics
abstract
Abstract In this paper we present the first practical method for importance sampling functions represented as spherical harmonics (SH). Given a spherical probability density function (PDF) represented as a vector of SH coefficients, our method warps an input point set to match the target PDF using hierarchical sample warping. Our approach is efficient and produces high quality sample distributions. As a by‐product of the sampling procedure we produce a multi‐resolution representation of the density function as either a spherical mip‐map or Haar wavelet. By exploiting this implicit conversion we can extend the method to distribute samples according to the product of an SH function with a spherical mip‐map or Haar wavelet. This generalization has immediate applicability in rendering, e.g., importance sampling the product of a BRDF and an environment map where the lighting is stored as a single high‐resolution wavelet and the BRDF is represented in spherical harmonics. Since spherical harmonics can be efficiently rotated, this product can be computed on‐the‐fly even if the BRDF is stored in local‐space. Our sampling approach generates over 6 million samples per second while significantly reducing precomputation time and storage requirements compared to previous techniques.
Wojciech Jarosz, Nathan Carr 0001, Henrik Wann Jensen
Comput. Graph. Forum1
2008 Scattering
Diego Gutierrez, Srinivasa G. Narasimhan, Henrik Wann Jensen, Wojciech Jarosz
SIGGRAPH ASIA Courses4
2008 The Beam Radiance Estimate for Volumetric Photon Mapping
abstract
Abstract We present a new method for efficiently simulating the scattering of light within participating media. Using a theoretical reformulation of volumetric photon mapping, we develop a novel photon gathering technique for participating media. Traditional volumetric photon mapping samples the in‐scattered radiance at numerous points along the length of a single ray by performing costly range queries within the photon map. Our technique replaces these multiple point‐queries with a single beam‐query, which explicitly gathers all photons along the length of an entire ray. These photons are used to estimate the accumulated in‐scattered radiance arriving from a particular direction and need to be gathered only once per ray. Our method handles both fixed and adaptive kernels, is faster than regular volumetric photon mapping, and produces images with less noise.
Wojciech Jarosz, Matthias Zwicker, Henrik Wann Jensen
Comput. Graph. Forum1
2008 Irradiance Gradients in the Presence of Participating Media and Occlusions
abstract
Abstract In this paper we present a technique for computing translational gradients of indirect surface reflectance in scenes containing participating media and significant occlusions. These gradients describe how the incident radiance field changes with respect to translation on surfaces. Previous techniques for computing gradients ignore the effects of volume scattering and attenuation and assume that radiance is constant along rays connecting surfaces. We present a novel gradient formulation that correctly captures the influence of participating media. Our formulation accurately accounts for changes of occlusion, including the effect of surfaces occluding scattering media. We show how the proposed gradients can be used within an irradiance caching framework to more accurately handle scenes with participating media, providing significant improvements in interpolation quality.
Wojciech Jarosz, Matthias Zwicker, Henrik Wann Jensen
Comput. Graph. Forum1
2008 Multidimensional adaptive sampling and reconstruction for ray tracing
abstract
We 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.2
2008 Radiance caching for participating media
abstract
In this article we present a novel radiance caching method for efficiently rendering participating media using Monte Carlo ray tracing. Our method handles all types of light scattering including anisotropic scattering, and it works in both homogeneous and heterogeneous media. A key contribution in the article is a technique for computing gradients of radiance evaluated in participating media. These gradients take the full path of the scattered light into account including the changing properties of the medium in the case of heterogeneous media. The gradients can be computed simultaneously with the inscattered radiance with negligible overhead. We compute gradients for single scattering from lights and surfaces and for multiple scattering, and we use a spherical harmonics representation in media with anisotropic scattering. Our second contribution is a new radiance caching scheme for participating media. This caching scheme uses the information in the radiance gradients to sparsely sample as well as interpolate radiance within the medium utilizing a novel, perceptually based error metric. Our method provides several orders of magnitude speedup compared to path tracing and produces higher quality results than volumetric photon mapping. Furthermore, it is view-driven and well suited for large scenes where methods such as photon mapping become costly.
Wojciech Jarosz, Craig Donner, Matthias Zwicker, Henrik Wann Jensen
ACM Trans. Graph.1
2008 Hair photobooth: geometric and photometric acquisition of real hairstyles
abstract
We accurately capture the shape and appearance of a person's hairstyle. We use triangulation and a sweep with planes of light for the geometry. Multiple projectors and cameras address the challenges raised by the reflectance and intricate geometry of hair. We introduce the use of structure tensors to infer the hidden geometry between the hair surface and the scalp. Our triangulation approach affords substantial accuracy improvement and we are able to measure elaborate hair geometry including complex curls and concavities. To reproduce the hair appearance, we capture a six-dimensional reflectance field. We introduce a new reflectance interpolation technique that leverages an analytical reflectance model to alleviate cross-fading artifacts caused by linear methods. Our results closely match the real hairstyles and can be used for animation.
Sylvain Paris, Will Chang, Oleg I. Kozhushnyan, Wojciech Jarosz, Wojciech Matusik, Matthias Zwicker, Frédo Durand
ACM Trans. Graph.4
2005 Wavelet importance sampling: efficiently evaluating products of complex functions
abstract
We present a new technique for importance sampling products of complex functions using wavelets. First, we generalize previous work on wavelet products to higher dimensional spaces and show how this product can be sampled on-the-fly without the need of evaluating the full product. This makes it possible to sample products of high-dimensional functions even if the product of the two functions in itself is too memory consuming. Then, we present a novel hierarchical sample warping algorithm that generates high-quality point distributions, which match the wavelet representation exactly. One application of the new sampling technique is rendering of objects with measured BRDFs illuminated by complex distant lighting --- our results demonstrate how the new sampling technique is more than an order of magnitude more efficient than the best previous techniques.
Petrik Clarberg, Wojciech Jarosz, Tomas Akenine-Möller, Henrik Wann Jensen
ACM Trans. Graph.2
2002 Using Particles to Sample and Control More Complex Implicit Surfaces
abstract
In 1994, Witkin and Heckbert developed a method for interactively modeling implicit surfaces by simultaneously constraining a particle system to lie on an implicit surface and vice-versa. This interface was demonstrated to be effective and easy to use on example models containing a few blobby spheres and cylinders. This system becomes much more difficult to implement and operate on more complex implicit models. The derivatives needed for the particle system behavior can become laborious and error-prone when implemented for more complex models. We have developed, implemented and tested techniques for automatic and numerical differentiation of the implicit surface function. Complex models also require a large number of parameters, and the management and control of these parameters is often not intuitive. We have developed adapters, which are special shape-transformation operators that automatically adjust the underlying parameters to yield the same effect as the transformation. These new techniques allow constrained particle systems to sample and control more complex models than before possible.
John C. Hart, Ed Bachta, Wojciech Jarosz, Terry Fleury
Shape Modeling International3