{"title":"Fourier analysis of numerical integration in Monte Carlo rendering: theory and practice: understanding estimation error in Monte Carlo image synthesis","authors":"K. Subr, G. Singh, Wojciech Jarosz","doi":"10.1145/2897826.2927356","DOIUrl":"https://doi.org/10.1145/2897826.2927356","url":null,"abstract":"Since being introduced to graphics in the 1980s, Monte Carlo sampling and integration has become the cornerstone of most modern rendering algorithms. Originally introduced to combat the effect of aliasing when estimating pixels values, Monte Carlo has since become a more general tool for solving complex, multi-dimensional integration problems in rendering. In this context, MC integration involves sampling a function at various stochastically placed points to approximate an integral, e.g. the radiance through a pixel integrated across the multi-dimensional space of possible light transport paths. Unfortunately, this estimation is error-prone, and the visual manifestation of this error depends critically on the properties of the integrand, placement of the stochastic sample points used, and the type of problem (integration vs. reconstruction) that is being solved with these samples. We describe how errors present in rendered images may be analyzed as a function of the spectral (Fourier domain) statistics of the underlying sampling patterns fed to the renderer. Fourier analysis, along with the Nyquist theorem, has long been used in graphics to motivate more intelligent sampling strategies which try to minimize errors due to noise and aliasing in the pixel reconstruction problem. Only more recently, however, has the community started to apply these same Fourier tools to analyze error in the Monte Carlo integration problem. Loosely speaking, in the context of rendering a 2D image, these two problems are concerned with errors introduced across pixels (reconstruction) vs. the errors introduced within any individual pixel (integration). In this course, we focus on the latter, and survey the recent developments and insights that Fourier analyses have provided about the magnitude and convergence rate of Monte Carlo integration error. We provide a historical perspective of Monte Carlo in graphics, review the necessary mathematical background, summarize the most recent developments, discuss the practical implications of these analyzes on the design of Monte Carlo rendering algorithms, and identify important remaining research problems that can propel the field forward.","PeriodicalId":268479,"journal":{"name":"ACM SIGGRAPH 2016 Courses","volume":"68 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-07-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116258983","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Daniel G. Aliaga, Ilke Demir, Bedrich Benes, Michael Wand
{"title":"Inverse procedural modeling of 3D models for virtual worlds","authors":"Daniel G. Aliaga, Ilke Demir, Bedrich Benes, Michael Wand","doi":"10.1145/2897826.2927323","DOIUrl":"https://doi.org/10.1145/2897826.2927323","url":null,"abstract":"This course presents a collection of state-of-the-art approaches for modeling and editing of 3D models for virtual worlds, simulations, and entertainment, in addition to real-world applications. The first contribution of this course is a coherent review of inverse procedural modeling (IPM) (i.e., proceduralization of provided 3D content). We describe different formulations of the problem as well as solutions based on those formulations. We show that although the IPM framework seems under-constrained, the state-of-the-art solutions actually use simple analogies to convert the problem into a set of fundamental computer science problems, which are then solved by corresponding algorithms or optimizations. The second contribution includes a description and categorization of results and applications of the IPM frameworks. Moreover, a substantial part of the course is devoted to summarizing different domain IPM frameworks for practical content generation in modeling and animation.","PeriodicalId":268479,"journal":{"name":"ACM SIGGRAPH 2016 Courses","volume":"116 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-07-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124225004","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Physically based sound for computer animation and virtual environments","authors":"Doug L. James","doi":"10.1145/2897826.2927375","DOIUrl":"https://doi.org/10.1145/2897826.2927375","url":null,"abstract":"Physically based sound is an important emerging approach for computer synthesis of realistic synchronized sounds for physically based animation and real-time virtual environments. A major challenge for learning and implementing these sound techniques is the wide range of physically based models and sound phenomena involved, as well as the need for optimizations. Furthermore many publications on physically based animation and sound rendering can assume mathematical background that many in the graphics community lack. The result is that learning physics-based sound techniques is unnecessarily difficult for many interested students and practitioners.","PeriodicalId":268479,"journal":{"name":"ACM SIGGRAPH 2016 Courses","volume":"84 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-07-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126857167","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Haptic technologies for direct touch in virtual reality","authors":"M. Otaduy, A. Okamura, S. Subramanian","doi":"10.1145/2897826.2927307","DOIUrl":"https://doi.org/10.1145/2897826.2927307","url":null,"abstract":"Virtual reality (VR) is experiencing a renaissance thanks to technological progress in computer graphics and the commercial breakthroughs in head-mounted display and tracking technologies. Fully immersive VR requires virtual touch of comparably high quality, to allow bimanual interaction with the environment. However, current VR systems lack the ability to convey realistic haptic (kinesthetic and cutaneous) sensations, because traditional haptic technologies have focused on grounded, kinesthetic haptic interfaces that render virtual environments by outputting a force through a robotic end effector. They provide compelling simulations of toolbased interaction, but do not allow users to touch virtual content directly with their hands.","PeriodicalId":268479,"journal":{"name":"ACM SIGGRAPH 2016 Courses","volume":"133 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-07-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123751803","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Human-centered design for VR interactions","authors":"J. Jerald, R. Marks","doi":"10.1145/2897826.2927320","DOIUrl":"https://doi.org/10.1145/2897826.2927320","url":null,"abstract":"VR has the potential to provide experiences and deliver results that cannot be otherwise achieved. However, interacting with immersive applications is not always straightforward and it is not just about an interface for the user to reach their goals. It is also about users working in an intuitive manner that is a pleasurable experience and devoid of frustration. Although VR systems and applications are incredibly complex, it is up to designers to take on the challenge of having the VR application intuitively communicate to users how the virtual world and its tools work so that those users can achieve their goals in an elegant and comfortable manner.","PeriodicalId":268479,"journal":{"name":"ACM SIGGRAPH 2016 Courses","volume":"34 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-07-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134479052","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"An introduction to graphics programming using WebGL","authors":"Edward Angel, D. Shreiner","doi":"10.1145/2897826.2927302","DOIUrl":"https://doi.org/10.1145/2897826.2927302","url":null,"abstract":"","PeriodicalId":268479,"journal":{"name":"ACM SIGGRAPH 2016 Courses","volume":"18 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-07-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126816960","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"A practical introduction to frequency analysis of light transport","authors":"Laurent Belcour","doi":"10.1145/2897826.2927331","DOIUrl":"https://doi.org/10.1145/2897826.2927331","url":null,"abstract":"Frequency Analysis of Light Transport is a way to analyze and build more efficient physically based rendering algorithms. It enables to use tools from signal processing to build better algorithms. In this course, we will introduce its theoretical aspects in a practical and implementation driven way. We will review the application of such framework in rendering and acquisition.","PeriodicalId":268479,"journal":{"name":"ACM SIGGRAPH 2016 Courses","volume":"52 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-07-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122551802","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}