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Open Access Review Article Issue
A survey on rendering homogeneous participating media
Computational Visual Media 2022, 8 (2): 177-198
Published: 06 December 2021
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Participating media are frequent in real-world scenes, whether they contain milk, fruit juice, oil, or muddy water in a river or the ocean. Incoming light interacts with these participating media in complex ways: refraction at boundaries and scattering and absorption inside volumes. The radiative transfer equation is the key to solving this problem. There are several categories of rendering methods which are all based on this equation, but using different solutions. In this paper, we introduce these groups, which include volume density estimation based approaches, virtual point/ray/beam lights, point based approaches, Monte Carlo based approaches, acceleration techniques, accurate single scattering methods, neural network based methods, and spatially-correlated participating media related methods. As well as discussing these methods, we consider the challenges and open problems in this research area.

Regular Paper Issue
Denoising Stochastic Progressive Photon Mapping Renderings Using a Multi-Residual Network
Journal of Computer Science and Technology 2020, 35 (3): 506-521
Published: 29 May 2020
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Stochastic progressive photon mapping (SPPM) is one of the important global illumination methods in computer graphics. It can simulate caustics and specular-diffuse-specular lighting effects efficiently. However, as a biased method, it always suffers from both bias and variance with limited iterations, and the bias and the variance bring multi-scale noises into SPPM renderings. Recent learning-based methods have shown great advantages on denoising unbiased Monte Carlo (MC) methods, but have not been leveraged for biased ones. In this paper, we present the first learning-based method specially designed for denoising-biased SPPM renderings. Firstly, to avoid conflicting denoising constraints, the radiance of final images is decomposed into two components: caustic and global. These two components are then denoised separately via a two-network framework. In each network, we employ a novel multi-residual block with two sizes of filters, which significantly improves the model’s capabilities, and makes it more suitable for multi-scale noises on both low-frequency and high-frequency areas. We also present a series of photon-related auxiliary features, to better handle noises while preserving illumination details, especially caustics. Compared with other state-of-the-art learning-based denoising methods that we apply to this problem, our method shows a higher denoising quality, which could efficiently denoise multi-scale noises while keeping sharp illuminations.

Open Access Research Article Issue
A detail preserving neural network model for Monte Carlo denoising
Computational Visual Media 2020, 6 (2): 157-168
Published: 02 April 2020
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Monte Carlo based methods such as path tracing are widely used in movie production. To achieve low noise, they require many samples per pixel, resulting in long rendering time. To reduce the cost, one solution is Monte Carlo denoising, which renders the image with fewer samples per pixel (as little as 128) and then denoises the resulting image. Many Monte Carlo denoising methods rely on deep learning: they use convolutional neural networks to learn the relationship between noisy images and reference images, using auxiliary features such as position and normal together with image color as inputs. The network predicts kernels which are then applied to the noisy input. These methods show powerful denoising ability, but tend to lose geometric or lighting details and to blur sharp features during denoising.

Open Access Research Article Issue
A practical path guiding method for participating media
Computational Visual Media 2020, 6 (1): 37-51
Published: 23 March 2020
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Rendering translucent materials is costly: light transport algorithms need to simulate a large number of scattering events inside the material before reaching convergence. The cost is especially high for materials with a large albedo or a small mean-free-path, where higher-order scattering effects dominate. In simple terms, the paths get lost in the medium. Path guiding has been proposed for surface rendering to make convergence faster by guiding the sampling process. In this paper, we introduce a path guiding solution for translucent materials. We learn an adaptive approximate representation of the radiance distribution in the volume and use it to sample the scattering direction, combining it with phase function sampling by resampled importance sampling. The proposed method significantly improves the performance of light transport simulation in participating media, especially for small lights and media with refractive boundaries. Our method can handle any homogeneous participating medium, with high or low scattering, with high or low absorption, and from isotropic to highly anisotropic.

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