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Adaptive wavelet rendering

机译:自适应小波渲染

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Effects such as depth of field, area lighting, antialiasing and global illumination require evaluating a complex high-dimensional integral at each pixel of an image. We develop a new adaptive rendering algorithm that greatly reduces the number of samples needed for Monte Carlo integration. Our method renders directly into an image-space wavelet basis. First, we adaptively distribute Monte Carlo samples to reduce the variance of the wavelet basis' scale coefficients, while using the wavelet coefficients to find edges. Working in wavelets, rather than pixels, allows us to sample not only image-space edges but also other features that are smooth in the image plane but have high variance in other integral dimensions. In the second stage, we reconstruct the image from these samples by using a suitable wavelet approximation. We achieve this by subtracting an estimate of the error in each wavelet coefficient from its magnitude, effectively producing the smoothest image consistent with the rendering samples. Our algorithm renders scenes with significantly fewer samples than basic Monte Carlo or adaptive techniques. Moreover, the method introduces minimal overhead, and can be efficiently included in an optimized ray-tracing system.
机译:诸如景深,区域照明,抗锯齿和全局照明的效果需要评估图像的每个像素处的复杂的高维积分。我们开发了一种新的自适应渲染算法,大大减少了Monte Carlo集成所需的样本数量。我们的方法将直接呈现为图像空间小波。首先,我们自适应地分布蒙特卡罗样本以减少小波基尺度系数的方差,同时使用小波系数来查找边缘。在小波中工作,而不是像素,允许我们不仅可以对图像空间边缘进行采样,而且还可以在图像平面中平滑的其他功能,但在其他整体尺寸方差具有高方差。在第二阶段,我们通过使用合适的小波近似来重建这些样本的图像。我们通过从其幅度中减去每个小波系数中的误差的估计来实现这一点,有效地产生与渲染样本一致的最平滑图像。我们的算法使场景呈现出比基本蒙特卡罗或自适应技术的样本更少。此外,该方法引入了最小的开销,并且可以有效地包括在优化的射线追踪系统中。

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