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Abstract
We present vertex merging – a bidirectional path sampling technique
for Monte Carlo light transport integration. Vertex merging
is simple and more computationally efficient for specular-diffusespecular
effects than the currently available techniques in bidirectional
path tracing. It brings the advantages of photon mapping to
the path integral framework, while avoiding the concept of density
estimation altogether. This makes it possible for the first time
to quantitatively reason about the efficiency of two rendering approaches
that have been historically considered conceptually different.
The practical result is a combined bidirectional rendering algorithm
that efficiently handles a wide variety of lighting conditions,
ranging from direct illumination and diffuse inter-reflections to the
notoriously problematic reflected caustics. This algorithm also has
a higher order of convergence than progressive photon mapping.
1 Light Path Sampling
Veach [Veach 1997] formulated the rendering problem mathematically
as a radiance measurement function integrated over the space
of all light transport paths. This tidy path integral framework made
it possible to combine different Monte Carlo light transport estimators
in an efficient way using multiple importance sampling (MIS).
Veach then developed bidirectional path tracing (BDPT) as a family
of path sampling techniques whose corresponding estimators are
weighted with the power heuristic [Veach 1997]. This heuristic assumes
that higher probability density function (pdf) values result in
lower variance, and weights estimators proportionally to the pdf of
their corresponding sampling technique.
The two basic building blocks of BDPT are the unbiased unidirectional
sampling and vertex connection techniques. Unidirectional
sampling cons***cts a path connecting a light source with the camera
by performing a random walk from either end until termination.
Vertex connection joins the endpoints of a camera and a light subpaths
deterministically by a ray, saving one random sampling step.
Vertex connection works best if the two vertices are far apart and
both have low frequency BSDFs. Unidirectional sampling is in
contrast superior for specular paths, and inferior for diffuse interreflections.
Therefore, specular-diffuse-specular (SDS) vertex sequences
are ill-suited for both techniques, and result in low sampling
pdfs. Such paths occur, e.g., when looking at a car’s interior
or at a glass-enclosed object from the outside, as shown in Figure 1.
Photon mapping has been shown to efficiently handle SDS interactions
in a consistent way [Hachisuka et al. 2008]. Unfortunately, it
is inefficient for diffuse illumination and has a lower order of convergence
than the unbiased BDPT estimators [Knaus and Zwicker
2011]. Furthermore, the flux density estimator has been derived in a
framework that cannot be easily mapped to the path integral. These
different theoretical foundations have prevented the rigorous comparison, |
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