Spatiotemporal reservoir resampling for real-time ray tracing with dynamic direct lighting

Spatiotemporal reservoir resampling for real-time ray tracing with dynamic direct lighting
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DOI:
10.1145/3386569.3392481
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发表时间:
2020-07
期刊:
ACM Transactions on Graphics (TOG)
影响因子:
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通讯作者:
Benedikt Bitterli;Chris Wyman;M. Pharr;P. Shirley;Aaron E. Lefohn;Wojciech Jarosz
Benedikt Bitterli;Chris Wyman;M. Pharr;P. Shirley;Aaron E. Lefohn;Wojciech Jarosz
中科院分区:
其他
文献类型:
--
作者:
Benedikt Bitterli;Chris Wyman;M. Pharr;P. Shirley;Aaron E. Lefohn;Wojciech Jarosz

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使用蒙特卡罗积分从数百万个动态光源有效地渲染直接照明仍然是一个具有挑战性的问题,即使是离线渲染系统。我们介绍了一种新的算法-ReSTIR-,使这样的照明交互式,在高质量,而不需要维护复杂的数据结构。我们重复地对一组候选光样本进行重采样,并应用进一步的空间和时间重采样来利用来自相关附近样本的信息。我们推导了这种方法的无偏Monte Carlo估计,并表明它比最先进的方法快6×-60×。有偏估计器进一步降低了噪声,速度提高了35×-65×,但代价是一些能量损失。我们在GPU上实现了我们的方法,在每帧不到50 ms的时间内渲染包含多达340万个动态发射三角形的复杂场景,同时跟踪每个像素最多8条光线。
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.