TY - JOUR
T1 - Next Event Estimation++
T2 - Visibility Mapping for Efficient Light Transport Simulation
AU - Guo, J.
AU - Eisemann, M.
AU - Eisemann, E.
PY - 2020
Y1 - 2020
N2 - Monte-Carlo rendering requires determining the visibility between scene points as the most common and compute intense operation to establish paths between camera and light source. Unfortunately, many tests reveal occlusions and the corresponding paths do not contribute to the final image. In this work, we present next event estimation++ (NEE++): a visibility mapping technique to perform visibility tests in a more informed way by caching voxel to voxel visibility probabilities. We show two scenarios: Russian roulette style rejection of visibility tests and direct importance sampling of the visibility. We show applications to next event estimation and light sampling in a uni-directional path tracer, and light-subpath sampling in Bi-Directional Path Tracing. The technique is simple to implement, easy to add to existing rendering systems, and comes at almost no cost, as the required information can be directly extracted from the rendering process itself. It discards up to 80% of visibility tests on average, while reducing variance by 20% compared to other state-of-the-art light sampling techniques with the same number of samples. It gracefully handles complex scenes with efficiency similar to Metropolis light transport techniques but with a more uniform convergence.
AB - Monte-Carlo rendering requires determining the visibility between scene points as the most common and compute intense operation to establish paths between camera and light source. Unfortunately, many tests reveal occlusions and the corresponding paths do not contribute to the final image. In this work, we present next event estimation++ (NEE++): a visibility mapping technique to perform visibility tests in a more informed way by caching voxel to voxel visibility probabilities. We show two scenarios: Russian roulette style rejection of visibility tests and direct importance sampling of the visibility. We show applications to next event estimation and light sampling in a uni-directional path tracer, and light-subpath sampling in Bi-Directional Path Tracing. The technique is simple to implement, easy to add to existing rendering systems, and comes at almost no cost, as the required information can be directly extracted from the rendering process itself. It discards up to 80% of visibility tests on average, while reducing variance by 20% compared to other state-of-the-art light sampling techniques with the same number of samples. It gracefully handles complex scenes with efficiency similar to Metropolis light transport techniques but with a more uniform convergence.
KW - CCS Concepts
KW - Visibility
KW - bi-directional path tracing
KW - path tracing
KW - rendering
KW - shadowray
KW - • Computing methodologies → Ray tracing
UR - http://www.scopus.com/inward/record.url?scp=85096564659&partnerID=8YFLogxK
U2 - 10.1111/cgf.14138
DO - 10.1111/cgf.14138
M3 - Article
VL - 39
SP - 205
EP - 217
JO - Computer Graphics Forum (online)
JF - Computer Graphics Forum (online)
SN - 1467-8659
IS - 7
ER -