handling difficult light paths (virtual spherical lights) miloš hašan uc berkeley realistic...
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![Page 1: Handling Difficult Light Paths (virtual spherical lights) Miloš Hašan UC Berkeley Realistic Rendering with Many-Light Methods](https://reader035.vdocuments.us/reader035/viewer/2022062409/5697bff91a28abf838cc00c5/html5/thumbnails/1.jpg)
Handling Difficult Light Paths
(virtual spherical lights)Miloš Hašan
UC Berkeley
Realistic Rendering with Many-Light Methods
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Glossy Inter-reflections
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Glossy VPL Emission: Illumination Spikes
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BRDF lobe at the VPL location
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Glossy
Diffuse
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• Common solution: Clamp contribution
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Clamping
x x
spike!
p
As || p – x || → 0, VPL contribution → ∞
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Energy Loss with Virtual Point Lights
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Clamping causes energy loss
Reference
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• Compute the missing components by path tracing [Kollig and Keller 2004]
• Glossy scenes– As slow as path-tracing everything
Clamping Compensation
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Path traced compensation: 3.5 hours
Reference
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• Integration instead of point sampling
Virtual Spherical Light
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VSL: 4 minutes Reference
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Recall: Emission Distribution of a VPL
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Spike!
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What happens as #lights ?
10Spiky lights converge to a continuous function!
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Idea: We want a “virtual area light”
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Aggregate
incoming illuminati
on
Aggregate
outgoing illuminati
on “Virtual area light”
Problem: What if surface is not flat?
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Expand Point into Sphere
x
p
l
Non-zero radius (r)
Ω
Integration over
non-zero solid angle
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Light Contribution
x
p
l
Non-zero radius (r)
Ω
Integration over
non-zero solid angle
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• Stratified Monte Carlo in a shader
Computing the VSL integral
BRDF 1 sampling
BRDF 2 sampling
Cone sampling
Combined sampling
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Results: Kitchen
• Most of the scene lit indirectly
• Many materials glossy and anisotropic
Clamped VPLs34 sec (GPU) – 2000 lights
New VSLs:4 min 4 sec (GPU) – 10000 lights
Path tracing:316 hours (8 cores)
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Results: Anisotropic Tableau
• Difficult case• Standard VPLs
capture almost no indirect illumination
Clamped VPLs: 32 sec (GPU) – 1000 lights
New VSLs: 1 min 44 sec (GPU) – 5000 lights
Path tracing: 2.2 hours (8 cores)
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Limitation: Blurring
• VSLs can blur illumination• Converges as number of lights
increases
5,000 lights - blurred
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1,000,000 lights - converged
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Error Images (Indirect Only)
ground truthclamped VPL error
VSL error
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Ray/Beam Lights [Novák et al 2012]
virtual point lights virtual ray lights virtual beam lights
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• Average separate runs of many-light method while increasing clamping constant
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Progressive Clamping [Davidovič and Georgiev 2012]
path tracer many-lightmany averaged
many-light solutionswith progressive
clamping
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• Virtual Spherical Lights (VSLs)– Integration instead of point-sampling– No spikes, no clamping necessary– Improve practicality of many lights for
real scenes
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Conclusion