Reducing Noise in Image-Space Caustics with Variable-Sized Splatting

Chris Wyman, C. Dachsbacher
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引用次数: 17

Abstract

In this paper, we present improvements to the recently introduced technique of caustics mapping, which allows for interactive hardware-accelerated rendering of caustics. These improvements reduce noise without completely eliminating the high-frequency details necessary for realistic caustics. When creating a basic caustics map, photons are emitted from the light in a regular grid pattern— each pixel in a rasterized image becomes a photon. However, photon convergence and divergence arising from reflections and refractions leads to oversampling and undersampling, as photons are no longer evenly distributed about the environment. Our improved techniques treat each photon as a variable-sized splat, allowing photon energy to be distributed over larger- or smaller-sized regions. Conceptually, these splats are similar to the variable-radius k-nearest neighbor search used in photon mapping, allowing noise reduction in areas of low photon density while maintaining crisp caustics at focal points. Our techniques improve image quality at a modest cost that is significantly cheaper than supersampling the photon buffer. Source code is available online.
用变尺寸溅射降低图像空间焦散中的噪声
在本文中,我们提出了对最近引入的焦散映射技术的改进,该技术允许交互式硬件加速的焦散渲染。这些改进减少了噪声,但没有完全消除现实焦散所必需的高频细节。当创建一个基本焦散图时,光子以一个规则的网格模式从光中发射出来——光栅化图像中的每个像素都成为一个光子。然而,由于光子在环境中不再均匀分布,由于反射和折射引起的光子汇聚和发散导致过采样和欠采样。我们改进的技术将每个光子视为可变大小的碎片,允许光子能量分布在更大或更小的区域。从概念上讲,这些碎片类似于在光子映射中使用的变半径k-最近邻搜索,允许在低光子密度区域降低噪声,同时保持焦点处清晰的焦散。我们的技术以适度的成本提高了图像质量,比光子缓冲的超采样便宜得多。源代码可在线获得。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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