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Progressive Spectral Ray Differentials
@ Vision, Modelling and Visualization Workshop (VMV) 2014


Oskar Elek1,2      Pablo Bauszat3,1      Tobias Ritschel1,2      Marcus Magnor3,1      Hans-Peter Seidel1     
1MPI Informatik      2MMCI / Saarland University      3Technical University Braunschweig     

2014
The main limitation of Spectral Ray Differentials (SRD) is that the solution they produce contains bias, which is inherent to the first-order approximation we employ. This work resolves this issue by progressively decreasing the size of each sample's footprint, so that the solution converges to the correct, unbiased one. At the same time the variance reduction properties of SRD still remain, so that producing a smooth solution is still about an order of magnitude faster than with basic Monte Carlo solvers.


Abstract

Light travelling though refractive objects can lead to beautiful colourful illumination patterns resulting from dispersion on the object interfaces. While this can be accurately simulated by stochastic Monte-Carlo methods, their application is costly and leads to significant chromatic noise. This is greatly improved by applying spectral ray differentials, however, at the cost of introducing bias into the solution. We propose progressive spectral ray differentials, adapting concepts from other progressive Monte-Carlo methods. Our approach takes full advantage of the variance-reduction properties of spectral ray differentials but progressively converges to the correct, unbiased solution in the limit.

Downloads


—————   Materials   ——————
2014 VMV Paper
(15 MB)
2014 Slides (static)
(2.5 MB)
2014 Slides (animated)
(120 MB)

—————   Videos   ——————
2014 Caustic – Spectral Differentials
(160 MB uncompressed)
2014 Basic MC convergence (pass)
(69 MB uncompressed)
2014 Basic MC convergence (acc.)
(69 MB uncompressed)
2014 SRD convergence (pass)
(69 MB uncompressed)
2014 SRD convergence (acc.)
(69 MB uncompressed)
2014 PSRD convergence (pass)
(69 MB uncompressed)
2014 PSRD convergence (acc.)
(69 MB uncompressed)

Citation

2014 Oskar Elek, Pablo Bauszat, Tobias Ritschel, Marcus Magnor, Hans-Peter Seidel
Progressive Spectral Ray Differentials
Proc. International Workshop on Vision, Modeling and Visualization (VMV)
Darmstadt/Germany, October 2014
@inproceedings{ElekVMV2014,
  author = {Oskar Elek and Pablo Bauszat and Tobias Ritschel and Marcus Magnor and Hans-Peter Seidel},
  title = {Progressive Spectral Ray Differentials},
  booktitle = {Proc. International Workshop on Vision, Modeling and Visualization},
  address = {Darmstadt/Germany},
  year = {2014},
  url = {http://people.mpi-inf.mpg.de/~oelek/Papers/SpectralDifferentials/}
}
	


Spectral Ray Differentials
Best Student Paper @ Eurographics Symposium on Rendering (EGSR) 2014 and Computer Graphics Forum 2014


Oskar Elek1,2      Pablo Bauszat3,1      Tobias Ritschel1,2      Marcus Magnor3,1      Hans-Peter Seidel1     
1MPI Informatik      2MMCI / Saarland University      3Technical University Braunschweig     

2014
We extend the classic (spatial) ray differentials proposed by Igehy in 1999. These can be applied to tracing camera or light samples (left half of the figure); the represented information can then be used as a reconstruction prior, most notably for texture and caustic filtering. Our work extends these to the spectral domain on light transport (right half of the figure). In analogy with the spatial ray differentials the information carried by the spectral differentials can be used to reconstruct spectrally-variant phenomena, primarily arising from dispersive refraction.


Abstract

Light refracted by a dispersive interface leads to beautifully colored patterns that can be rendered faithfully with spectral Monte-Carlo methods. Regrettably, results often suffer from chromatic noise or banding, requiring high sampling rates and large amounts of memory compared to renderers operating in some trichromatic color space. Addressing this issue, we introduce spectral ray differentials, which describe the change of light direction with respect to changes in the spectrum. In analogy with the classic ray and photon differentials, this information can be used for filtering in the spectral domain. Effectiveness of our approach is demonstrated by filtering for offline spectral light and path tracing as well as for an interactive GPU photon mapper based on splatting. Our results show considerably less chromatic noise and spatial aliasing while retaining good visual similarity to reference solutions with negligible overhead in the order of milliseconds.

Downloads


—————   Texts   ——————
2014 EGSR Paper
(21 MB)
2014 Supplemental Material – Derivation
(0.1 MB)
2014 Supplemental Material – Figures
(22 MB)

—————   Slides   ——————
2014 Slides (static)
(3 MB)
2014 Slides (animated)
(65 MB)

—————   Videos   ——————
2014 Submission Video
(10 MB MPEG4)
2014 Caustic – Spectral Decomposition
(40 MB uncompressed)
2014 Caustic – Naive Sampling
(160 MB uncompressed)
2014 Caustic – Spectral Differentials
(160 MB uncompressed)

Submission Video


This video demonstrates two interactive applications of the method: (1) Real-time rendering of dispersive caustics (using caustic maps) and (2) Interactive on-screen editing of caustics (brush controls the per-pixel dispersion magnitude).

Citation

2014 Oskar Elek, Pablo Bauszat, Tobias Ritschel, Marcus Magnor, Hans-Peter Seidel
Spectral Ray Differentials
Computer Graphics Forum (Proc. EGSR), 33(4), Lyon/France, June 2014
Best Student Paper award
@article{ElekEGSR2014,
  author = {Oskar Elek and Pablo Bauszat and Tobias Ritschel and Marcus Magnor and Hans-Peter Seidel},
  title = {Spectral Ray Differentials},
  journal = {Computer Graphics Forum (Proceedings of EGSR)},
  volume = {33},
  number = {4},
  year = {2014},
  url = {http://people.mpi-inf.mpg.de/~oelek/Papers/SpectralDifferentials/}
}