期刊
ACM TRANSACTIONS ON GRAPHICS
卷 40, 期 6, 页码 -出版社
ASSOC COMPUTING MACHINERY
DOI: 10.1145/3478513.3480499
关键词
ray tracing; volume rendering; resampled importance sampling; reservoir sampling; ReSTIR
In this study, a new direct illumination sampling technique is extended to multi-dimensional path space for volumetric media, resulting in efficient convergence of the volumetric path tracer. Through proper estimation of the sample's probability, the method achieves low-noise, interactive volumetric rendering.
Volume rendering under complex, dynamic lighting is challenging, especially if targeting real-time. To address this challenge, we extend a recent direct illumination sampling technique, spatiotemporal reservoir resampling, to multi-dimensional path space for volumetric media. By fully evaluating just a single path sample per pixel, our volumetric path tracer shows unprecedented convergence. To achieve this, we properly estimate the chosen sample's probability via approximate perfect importance sampling with spatiotemporal resampling. A key observation is recognizing that applying cheaper, biased techniques to approximate scattering along candidate paths (during resampling) does not add bias when shading. This allows us to combine transmittance evaluation techniques: cheap approximations where evaluations must occur many times for reuse, and unbiased methods for final, per-pixel evaluation. With this reformulation, we achieve low-noise, interactive volumetric path tracing with arbitrary dynamic lighting, including volumetric emission, and maintain interactive performance even on high-resolution volumes. When paired with denoising, our low-noise sampling helps preserve smallerscale volumetric details.
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