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Practical Noise Reduction for Progressive Stochastic Ray Tracing with Perceptual Control

Schwenk, Karsten and Kuijper, Arjan and Behr, Johannes and Fellner, Dieter W. (2012):
Practical Noise Reduction for Progressive Stochastic Ray Tracing with Perceptual Control.
In: IEEE Computer Graphics and Applications, 32 (6), pp. 46-55, DOI: 10.1109/MCG.2012.30,
[Article]

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.

Item Type: Article
Erschienen: 2012
Creators: Schwenk, Karsten and Kuijper, Arjan and Behr, Johannes and Fellner, Dieter W.
Title: Practical Noise Reduction for Progressive Stochastic Ray Tracing with Perceptual Control
Language: English
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.

Journal or Publication Title: IEEE Computer Graphics and Applications
Volume: 32
Number: 6
Uncontrolled Keywords: Business Field: Virtual engineering, Research Area: Confluence of graphics and vision, Forschungsgruppe Semantic Models, Immersive Systems (SMIS), Filtering, Ray tracing, Global illumination
Divisions: 20 Department of Computer Science
20 Department of Computer Science > Interactive Graphics Systems
Date Deposited: 12 Nov 2018 11:16
DOI: 10.1109/MCG.2012.30
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