Schwenk, Karsten ; Kuijper, Arjan ; Behr, Johannes ; Fellner, Dieter W. (2012)
Practical Noise Reduction for Progressive Stochastic Ray Tracing with Perceptual Control.
In: IEEE Computer Graphics and Applications, 32 (6)
doi: 10.1109/MCG.2012.30
Artikel, Bibliographie
Kurzbeschreibung (Abstract)
A proposed method reduces noise in stochastic ray tracing for interactive progressive rendering. The method accumulates high-variance light paths in a separate buffer, which is filtered by a high-quality edge-preserving filter. Then, this method adds a combination of the noisy unfiltered samples and the less noisy (but biased) filtered samples to the low-variance samples to form the final image. A novel per-pixel blending operator combines both contributions in a way that respects a user-defined threshold on perceived noise. This method can provide fast, reliable previews, even in the presence of complex features such as specular surfaces and high-frequency textures. At the same time, it's consistent in that the bias due to filtering vanishes in the limit.
Typ des Eintrags: | Artikel |
---|---|
Erschienen: | 2012 |
Autor(en): | Schwenk, Karsten ; Kuijper, Arjan ; Behr, Johannes ; Fellner, Dieter W. |
Art des Eintrags: | Bibliographie |
Titel: | Practical Noise Reduction for Progressive Stochastic Ray Tracing with Perceptual Control |
Sprache: | Englisch |
Publikationsjahr: | 2012 |
Titel der Zeitschrift, Zeitung oder Schriftenreihe: | IEEE Computer Graphics and Applications |
Jahrgang/Volume einer Zeitschrift: | 32 |
(Heft-)Nummer: | 6 |
DOI: | 10.1109/MCG.2012.30 |
Kurzbeschreibung (Abstract): | A proposed method reduces noise in stochastic ray tracing for interactive progressive rendering. The method accumulates high-variance light paths in a separate buffer, which is filtered by a high-quality edge-preserving filter. Then, this method adds a combination of the noisy unfiltered samples and the less noisy (but biased) filtered samples to the low-variance samples to form the final image. A novel per-pixel blending operator combines both contributions in a way that respects a user-defined threshold on perceived noise. This method can provide fast, reliable previews, even in the presence of complex features such as specular surfaces and high-frequency textures. At the same time, it's consistent in that the bias due to filtering vanishes in the limit. |
Freie Schlagworte: | Business Field: Virtual engineering, Research Area: Confluence of graphics and vision, Forschungsgruppe Semantic Models, Immersive Systems (SMIS), Filtering, Ray tracing, Global illumination |
Fachbereich(e)/-gebiet(e): | 20 Fachbereich Informatik 20 Fachbereich Informatik > Graphisch-Interaktive Systeme |
Hinterlegungsdatum: | 12 Nov 2018 11:16 |
Letzte Änderung: | 04 Feb 2022 12:40 |
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