Revisiting controlled mixture sampling for rendering applications

Qingqin Hua, Pascal Grittmann, P. Slusallek
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引用次数: 0

Abstract

Monte Carlo rendering makes heavy use of mixture sampling and multiple importance sampling (MIS). Previous work has shown that control variates can be used to make such mixtures more efficient and more robust. However, the existing approaches failed to yield practical applications, chiefly because their underlying theory is based on the unrealistic assumption that a single mixture is optimized for a single integral. This is in stark contrast with rendering reality, where millions of integrals are computed---one per pixel---and each is infinitely recursive. We adapt and extend the theory introduced by previous work to tackle the challenges of real-world rendering applications. We achieve robust mixture sampling and (approximately) optimal MIS weighting for common applications such as light selection, BSDF sampling, and path guiding.
重新审视渲染应用程序的受控混合采样
蒙特卡罗渲染大量使用混合采样和多重重要采样(MIS)。以前的工作表明,控制变量可以用来使这种混合物更有效和更健壮。然而,现有的方法未能产生实际应用,主要是因为它们的基本理论是基于一个不切实际的假设,即单个混合物对单个积分是最优的。这与渲染现实形成鲜明对比,在渲染现实中,计算数百万个积分(每个像素一个积分),每个积分都是无限递归的。我们适应和扩展了以前的工作介绍的理论,以解决现实世界渲染应用程序的挑战。我们实现了鲁棒混合采样和(近似)最优MIS加权的常见应用,如光选择,BSDF采样和路径引导。
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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