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光線跟蹤繪制中的光路重用技術(shù)研究

發(fā)布時(shí)間:2019-05-17 03:41
【摘要】:真實(shí)感圖形繪制是計(jì)算機(jī)圖形學(xué)最重要的問題之一,而蒙特卡洛光線跟蹤是真實(shí)感圖形繪制中最主流的方法。該方法可以處理任意的光源類型、場(chǎng)景表達(dá)、紋理材質(zhì)、以及照相機(jī)設(shè)置。其缺點(diǎn)是計(jì)算復(fù)雜度較高,繪制性能較低。光路重用是提高蒙特卡洛光線跟蹤算法性能的重要途徑。通過重用一部分光路,可以將一條光路多次用于光能傳輸?shù)墓烙?jì),從而降低采樣的平均成本。另一方面,通過選擇較為重要的光路進(jìn)行重用,也可以實(shí)現(xiàn)一定程度的重要性采樣。根據(jù)重用光路采樣類型的不同,光路重用技術(shù)主要分為三類。由視線或光線方向生成的光路出發(fā),重用反向光路進(jìn)行連接,從而生成一條完整光路的,稱為雙向光路重用。將原光路采樣前半部分與另一條同向光路后半部分的光路進(jìn)行連接生成完整光路的,稱為單向光路重用。在二維圖像空間內(nèi),對(duì)光路采樣的估計(jì)結(jié)果,也就是著色值,進(jìn)行直接重用的,稱為圖像空間著色重用,也等價(jià)于對(duì)于整條光路的直接重用。本文系統(tǒng)地研究了蒙特卡洛光線跟蹤框架中的光路重用問題。三個(gè)主要工作涵蓋了三種不同類型的光路重用,分別是解決了雙向光路重用中的估計(jì)偏差問題,分析并減輕了單向光路重用中協(xié)方差對(duì)于估計(jì)方差的影響,以及利用二維圖像空間中光路采樣結(jié)果的一致性提出了高性能的毛發(fā)繪制算法。具體來說,本文包含如下內(nèi)容:(1)針對(duì)雙向光路重用,我們提出了 一個(gè)新的光子采集方法來替代之前光子映射算法中的密度估計(jì),從而得到無偏的繪制結(jié)果。我們會(huì)單獨(dú)處理每一個(gè)光子,將光子所代表的光線與進(jìn)行采集的視線相連,來形成一條完整的光路。這個(gè)連接可以被理解為一次俄羅斯輪盤事件,其成功概率是一個(gè)積分。由于這個(gè)連接的概率出現(xiàn)在最終貢獻(xiàn)估計(jì)的分母上,人們一直沒有高效的方法來避免在估計(jì)概率積分的同時(shí)引入偏差。因此我們提出了一個(gè)無偏的算法,利用一系列伯努利試樣來對(duì)這個(gè)概率積分的倒數(shù)進(jìn)行無偏估計(jì)。最終的方法是一個(gè)完備的無偏采樣技術(shù),并且可以被結(jié)合到廣泛的蒙特卡洛光能傳遞算法之中。(2)針對(duì)單向光路重用,我們研究了該類方法中光路重用的協(xié)方差對(duì)于最終繪制方差的影響。通過我們的分析可以發(fā)現(xiàn),在此類方法中估計(jì)方差由方差項(xiàng)以及協(xié)方差項(xiàng)兩部分組成。我們發(fā)現(xiàn)提高重建采樣率只能降低方差項(xiàng)部分,而對(duì)于協(xié)方差無能為力。我們也發(fā)現(xiàn)協(xié)方差項(xiàng)實(shí)際上表示了間接光照采樣在重建過程中被重用的程度。同一個(gè)間接光照采樣被越多的重建采樣所使用,其帶來的協(xié)方差項(xiàng)也就越顯著;趯(duì)于方差的分析,我們提出了一個(gè)自適應(yīng)生成間接光照采樣,從而降低協(xié)方差項(xiàng)的方法。我們將這個(gè)自適應(yīng)的方法應(yīng)用到間接光場(chǎng)重建算法以及軸對(duì)齊的圖像空間濾波算法之中,并顯著地減輕了繪制結(jié)果中的失真。(3)最后,針對(duì)圖像空間的著色重用,我們提出一個(gè)基于光錐的光線跟蹤技術(shù),來進(jìn)行毛發(fā)物體的高質(zhì)量繪制。通過將一個(gè)像素內(nèi)的所有光線聚合成一個(gè)光錐,我們實(shí)際上可以在這個(gè)光錐內(nèi)對(duì)于每個(gè)采樣的計(jì)算結(jié)果進(jìn)行重用,以此來降低毛發(fā)的纖細(xì)幾何所需要的巨量采樣。這樣一來不僅減少了采樣的計(jì)算代價(jià),也減少了半透明的毛發(fā)所需要的合成計(jì)算的代價(jià)。最后的結(jié)果是一個(gè)高效的光線跟蹤算法,可以生成與其他方法同質(zhì)量的繪制結(jié)果,同時(shí)顯著減少計(jì)算的時(shí)間。
[Abstract]:Realistic image drawing is one of the most important problems in computer graphics, and Monte Carlo ray tracing is the most important method in the drawing of real-sense graphics. The method can process any type of light source, scene representation, texture material, and camera settings. The method has the advantages that the calculation complexity is high, and the drawing performance is low. The optical path reuse is an important way to improve the performance of the Monte Carlo ray tracing algorithm. By reusing a portion of the optical path, an optical path can be used multiple times for the estimation of the optical energy transmission, thereby reducing the average cost of the sample. On the other hand, by selecting a more important optical path for reuse, it is also possible to realize a certain degree of importance sampling. According to the different sampling types of the reused optical path, the optical path reuse technology is mainly divided into three types. And the optical path generated by the line-of-sight or the optical line direction is used for connecting the back light path so as to generate a complete optical path, which is called a two-way optical path re-use. And the optical path of the half part of the front half part of the original optical path is connected with the optical path of the half part of the other co-directional light path to generate a complete optical path, and is called a one-way optical path reuse. In the two-dimensional image space, the estimation result of the optical path sampling, that is, the coloring value, is directly reused, called image space color reuse, and is also equivalent to the direct re-use of the whole optical path. In this paper, the problem of optical path re-use in the Monte Carlo ray tracing framework is studied systematically. The three main work covers three different types of optical path re-use, respectively solving the estimation deviation problem in the two-way optical path re-use, analyzing and reducing the influence of the covariance on the estimation variance in the one-way optical path re-use, And a high-performance hair drawing algorithm is provided by utilizing the consistency of the light path sampling results in the two-dimensional image space. In particular, this paper includes the following contents: (1) For bi-directional optical path re-use, we propose a new photon collection method to replace the density estimation in the previous photon mapping algorithm, so as to obtain an unbiased drawing result. We will process each photon separately, and connect the light represented by the photon with the line of sight to be collected to form a complete optical path. This connection can be understood as a Russian roulette event whose success probability is an integral. Since the probability of this connection appears on the denominator of the final contribution estimate, there has been no efficient way to avoid introducing a deviation while estimating the probability integral. So we put forward an unbiased algorithm that uses a series of Bernoulli samples to unbiased estimate the reciprocal of this probability integral. The final approach is a complete unbiased sampling technique and can be incorporated into a wide range of Monte Carlo radiosity algorithms. (2) For one-way optical path re-use, we have studied the influence of the covariance of the optical path re-use on the final drawing variance in this kind of method. By our analysis it can be found that, in such a method, the estimated variance is comprised of a variance term and a covariance term. We have found that increasing the reconstruction sampling rate can only reduce the variance term portion, and there is nothing to do with the covariance. We also found that the covariance term actually represents the extent to which indirect illumination samples are reused in the reconstruction process. The more the same indirect illumination sample is used by the more reconstruction samples, the more significant the covariance term is. Based on the analysis of variance, we propose an adaptive generation of indirect illumination sampling to reduce the covariance term. We applied this adaptive method to the indirect light field reconstruction algorithm and the axis-aligned image spatial filtering algorithm, and significantly reduced the distortion in the rendering results. (3) Finally, aiming at the color reuse of the image space, we present a light-cone-based ray tracing technique for high-quality rendering of hair objects. By aggregating all the light in one pixel into a light cone, we can actually reuse the calculated results for each sample within this cone to reduce the large amount of sample required for the fine geometry of the hair. So that not only the calculation cost of the sampling is reduced, but also the cost of the synthesis calculation required by the semi-transparent hair is reduced. The final result is a high-efficiency ray tracing algorithm that can generate the same quality rendering results as other methods, while significantly reducing the calculated time.
【學(xué)位授予單位】:浙江大學(xué)
【學(xué)位級(jí)別】:博士
【學(xué)位授予年份】:2016
【分類號(hào)】:TP391.41

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