Progressive Transient Photon Beams

dc.contributor.authorMarco, Julioen_US
dc.contributor.authorGuillén, Ibónen_US
dc.contributor.authorJarosz, Wojciechen_US
dc.contributor.authorGutierrez, Diegoen_US
dc.contributor.authorJarabo, Adrianen_US
dc.contributor.editorChen, Min and Benes, Bedrichen_US
dc.date.accessioned2019-09-27T14:11:20Z
dc.date.available2019-09-27T14:11:20Z
dc.date.issued2019
dc.description.abstractIn this work, we introduce a novel algorithm for transient rendering in participating media. Our method is consistent, robust and is able to generate animations of time‐resolved light transport featuring complex caustic light paths in media. We base our method on the observation that the spatial continuity provides an increased coverage of the temporal domain, and generalize photon beams to transient‐state. We extend stead‐state photon beam radiance estimates to include the temporal domain. Then, we develop a progressive variant of our approach which provably converges to the correct solution using finite memory by averaging independent realizations of the estimates with progressively reduced kernel bandwidths. We derive the optimal convergence rates accounting for space and time kernels, and demonstrate our method against previous consistent transient rendering methods for participating media.In this work, we introduce a novel algorithm for transient rendering in participating media. Our method is consistent, robust and is able to generate animations of time‐resolved light transport featuring complex caustic light paths in media. We base our method on the observation that the spatial continuity provides an increased coverage of the temporal domain, and generalize photon beams to transient‐state. We extend stead‐state photon beam radiance estimates to include the temporal domain. Then, we develop a progressive variant of our approach which provably converges to the correct solution using finite memory by averaging independent realizations of the estimates with progressively reduced kernel bandwidths. We derive the optimal convergence rates accounting for space and time kernels, and demonstrate our method against previous consistent transient rendering methods for participating media.en_US
dc.description.number6
dc.description.sectionheadersArticles
dc.description.seriesinformationComputer Graphics Forum
dc.description.volume38
dc.identifier.doi10.1111/cgf.13600
dc.identifier.issn1467-8659
dc.identifier.pages19-30
dc.identifier.urihttps://doi.org/10.1111/cgf.13600
dc.identifier.urihttps://diglib.eg.org:443/handle/10.1111/cgf13600
dc.publisher© 2019 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltden_US
dc.subjectcomputing methodologies collision detection
dc.subjecthardware sensors and actuators
dc.subjecthardware PCB design and layout
dc.subjectACM CCS: Computer Graphics → Three‐dimensional graphics and realism; Raytracing; Transient rendering
dc.titleProgressive Transient Photon Beamsen_US
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