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Importance driven quasi-random walk solution of the rendering equation

机译:重要性驱动的渲染方程的拟随机游动解

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This paper presents a new method that combines quasi-Monte-Carlo quadrature with importance sampling and Russian roulette to solve the general rendering equation efficiently. Since classical importance sampling a Russian roulette have been proposed for Monte-Carlo integration, first an appropriate formulation is elaborated for deterministic sample sets used in quasi-Monte-Carlo methods. This formulation is based on integration by variable transformation. It is also shown that instead of multi-dimensional inversion methods, the variable transformation can be executed iteratively where each step works only with two-dimensional mappings. Since the integrands of the Neumannj expansion of the rendering equation are not available explicitly, some approximations are used, that are based on a particle shooting step. Although the complete method works for the original geometry, in order to store the results of the initial particle shooting, surfaces are decomposed into patches.
机译:本文提出了一种新的方法,将拟蒙特卡罗正交积分法与重要性采样和俄罗斯轮盘赌相结合,有效地解决了通用渲染方程。由于已经提出了经典重要性抽样,因此建议将俄罗斯轮盘赌用于蒙特卡洛积分,因此首先为准蒙特卡洛方法中使用的确定性样本集制定了适当的公式。该表述基于变量转换的积分。还表明,代替多维反转方法,可以迭代执行变量转换,其中每个步骤仅适用于二维映射。由于渲染方程的Neumannj展开的被积不能明确获得,因此使用了一些近似方法,这些近似方法基于粒子射击步骤。尽管完整的方法适用于原始几何形状,但是为了存储初始粒子射击的结果,表面会分解为小块。

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