{"title":"通过3D扭曲和感知驱动重建减少立体光线跟踪预算","authors":"Zhongye Shen, Chunyi Chen, Haiyang Hu, Yunbiao Liu, Ripei Zhang","doi":"10.1002/jsid.2016","DOIUrl":null,"url":null,"abstract":"<p>Monte Carlo ray tracing can produce high-fidelity stereo renderings of 3D scenes. However, the computational costs associated with shading indirect illumination can be prohibitively expensive. While techniques like reprojection and reconstruction have been employed to reduce the inherent redundancy in stereo rendering, they often fall short in addressing issues like remaining holes and appearing artifacts, particularly in the case of specular reflections. In this paper, we introduce a stereo rendering method that leverages both ray tracing and 3D warping, incorporating techniques for reusing indirect illumination calculations and perception-driven reconstructions. At the pre-rendering stage, we reuse indirect illumination calculations in the background and 3D warping regions, resulting in significant savings of indirect illumination calculations in the testing scenes. For the remaining holes, we adopt a sparse sampling strategy for representative pixels, guided by saliency maps. We iteratively reconstruct indirect illumination, employing a stopping criterion based on just noticeable difference thresholds. Through equal-sample experiments, we showcase the efficiency achieved by the proposed method in reducing high-level sampling costs for 87.688% ~ 99.581% regions of the test scenes. Furthermore, the proposed method excels in accurately rendering both diffuse and specular reflections, ultimately enhancing the overall visual perception quality.</p>","PeriodicalId":49979,"journal":{"name":"Journal of the Society for Information Display","volume":"33 3","pages":"122-137"},"PeriodicalIF":1.7000,"publicationDate":"2024-11-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Reducing stereo ray-tracing budget with 3D warping and perception-driven reconstruction\",\"authors\":\"Zhongye Shen, Chunyi Chen, Haiyang Hu, Yunbiao Liu, Ripei Zhang\",\"doi\":\"10.1002/jsid.2016\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<p>Monte Carlo ray tracing can produce high-fidelity stereo renderings of 3D scenes. However, the computational costs associated with shading indirect illumination can be prohibitively expensive. While techniques like reprojection and reconstruction have been employed to reduce the inherent redundancy in stereo rendering, they often fall short in addressing issues like remaining holes and appearing artifacts, particularly in the case of specular reflections. In this paper, we introduce a stereo rendering method that leverages both ray tracing and 3D warping, incorporating techniques for reusing indirect illumination calculations and perception-driven reconstructions. At the pre-rendering stage, we reuse indirect illumination calculations in the background and 3D warping regions, resulting in significant savings of indirect illumination calculations in the testing scenes. For the remaining holes, we adopt a sparse sampling strategy for representative pixels, guided by saliency maps. We iteratively reconstruct indirect illumination, employing a stopping criterion based on just noticeable difference thresholds. Through equal-sample experiments, we showcase the efficiency achieved by the proposed method in reducing high-level sampling costs for 87.688% ~ 99.581% regions of the test scenes. Furthermore, the proposed method excels in accurately rendering both diffuse and specular reflections, ultimately enhancing the overall visual perception quality.</p>\",\"PeriodicalId\":49979,\"journal\":{\"name\":\"Journal of the Society for Information Display\",\"volume\":\"33 3\",\"pages\":\"122-137\"},\"PeriodicalIF\":1.7000,\"publicationDate\":\"2024-11-14\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Journal of the Society for Information Display\",\"FirstCategoryId\":\"5\",\"ListUrlMain\":\"https://onlinelibrary.wiley.com/doi/10.1002/jsid.2016\",\"RegionNum\":4,\"RegionCategory\":\"工程技术\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q3\",\"JCRName\":\"ENGINEERING, ELECTRICAL & ELECTRONIC\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Journal of the Society for Information Display","FirstCategoryId":"5","ListUrlMain":"https://onlinelibrary.wiley.com/doi/10.1002/jsid.2016","RegionNum":4,"RegionCategory":"工程技术","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q3","JCRName":"ENGINEERING, ELECTRICAL & ELECTRONIC","Score":null,"Total":0}
Reducing stereo ray-tracing budget with 3D warping and perception-driven reconstruction
Monte Carlo ray tracing can produce high-fidelity stereo renderings of 3D scenes. However, the computational costs associated with shading indirect illumination can be prohibitively expensive. While techniques like reprojection and reconstruction have been employed to reduce the inherent redundancy in stereo rendering, they often fall short in addressing issues like remaining holes and appearing artifacts, particularly in the case of specular reflections. In this paper, we introduce a stereo rendering method that leverages both ray tracing and 3D warping, incorporating techniques for reusing indirect illumination calculations and perception-driven reconstructions. At the pre-rendering stage, we reuse indirect illumination calculations in the background and 3D warping regions, resulting in significant savings of indirect illumination calculations in the testing scenes. For the remaining holes, we adopt a sparse sampling strategy for representative pixels, guided by saliency maps. We iteratively reconstruct indirect illumination, employing a stopping criterion based on just noticeable difference thresholds. Through equal-sample experiments, we showcase the efficiency achieved by the proposed method in reducing high-level sampling costs for 87.688% ~ 99.581% regions of the test scenes. Furthermore, the proposed method excels in accurately rendering both diffuse and specular reflections, ultimately enhancing the overall visual perception quality.
期刊介绍:
The Journal of the Society for Information Display publishes original works dealing with the theory and practice of information display. Coverage includes materials, devices and systems; the underlying chemistry, physics, physiology and psychology; measurement techniques, manufacturing technologies; and all aspects of the interaction between equipment and its users. Review articles are also published in all of these areas. Occasional special issues or sections consist of collections of papers on specific topical areas or collections of full length papers based in part on oral or poster presentations given at SID sponsored conferences.