Thread-Based BRDF Rendering on GPU
Rendering BRDF surfaces have been intensively studied to produce physically plausible appearance of surface materials. Illumination at a surface point is formulated as an integral of a BRDF producted with incident radiance over the hemi-sphere domain. One popular method to compute the integral is Mo...
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creator | Soonhyun Kim Min-Ho Kyung Joo-Haeng Lee |
description | Rendering BRDF surfaces have been intensively studied to produce physically plausible appearance of surface materials. Illumination at a surface point is formulated as an integral of a BRDF producted with incident radiance over the hemi-sphere domain. One popular method to compute the integral is Monte Carlo integration which estimates it with a sum of the integrand evaluated at stochastically sampled rays. Although its simple nature is practically attractive, it has a serious drawback of noise artifacts in 3D rendering. In this paper, we propose a novel noise-free Monte Carlo rendering algorithm running on a GPU in real-time. The main contribution is a new importance sampling scheme providing consistent sample rays over surfaces. For each evenly spaced latitude angle of eye ray, denoted by θ, incident rays are sampled with a PDF derived from the target BRDF lobe. We use a force-based update method to make sample rays consistent between consecutive θ's. Finally, corresponding sample rays are linearly connected to form a smooth curve, called a sample thread. In rendering, the sample rays for a surface point are obtained as thread points specified by θ. Since the threads provide sample rays consistently varying on the surface, the estimation variance manifesting image noise is minimized. A thread set is precomputed for each BRDF before rendering so that no sampling overhead is imposed on the GPU. According to our experiments, about 100 threads are sufficient for most measured BRDFs to achieve a plausible quality, which enables the interactive performance. |
doi_str_mv | 10.1109/PacificGraphics.2010.15 |
format | Conference Proceeding |
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Illumination at a surface point is formulated as an integral of a BRDF producted with incident radiance over the hemi-sphere domain. One popular method to compute the integral is Monte Carlo integration which estimates it with a sum of the integrand evaluated at stochastically sampled rays. Although its simple nature is practically attractive, it has a serious drawback of noise artifacts in 3D rendering. In this paper, we propose a novel noise-free Monte Carlo rendering algorithm running on a GPU in real-time. The main contribution is a new importance sampling scheme providing consistent sample rays over surfaces. For each evenly spaced latitude angle of eye ray, denoted by θ, incident rays are sampled with a PDF derived from the target BRDF lobe. We use a force-based update method to make sample rays consistent between consecutive θ's. Finally, corresponding sample rays are linearly connected to form a smooth curve, called a sample thread. In rendering, the sample rays for a surface point are obtained as thread points specified by θ. Since the threads provide sample rays consistently varying on the surface, the estimation variance manifesting image noise is minimized. A thread set is precomputed for each BRDF before rendering so that no sampling overhead is imposed on the GPU. According to our experiments, about 100 threads are sufficient for most measured BRDFs to achieve a plausible quality, which enables the interactive performance.</description><identifier>ISBN: 9781424482887</identifier><identifier>ISBN: 1424482887</identifier><identifier>EISBN: 0769542050</identifier><identifier>EISBN: 9780769542058</identifier><identifier>DOI: 10.1109/PacificGraphics.2010.15</identifier><language>eng</language><publisher>IEEE</publisher><subject>BRDF ; GPU rendering ; Graphics processing unit ; importance sampling ; Instruction sets ; Lighting ; Materials ; Monte Carlo method ; Monte Carlo methods ; Noise ; Rendering (computer graphics)</subject><ispartof>2010 18th Pacific Conference on Computer Graphics and Applications, 2010, p.54-61</ispartof><woscitedreferencessubscribed>false</woscitedreferencessubscribed></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><linktohtml>$$Uhttps://ieeexplore.ieee.org/document/5693027$$EHTML$$P50$$Gieee$$H</linktohtml><link.rule.ids>309,310,778,782,787,788,2054,27912,54907</link.rule.ids><linktorsrc>$$Uhttps://ieeexplore.ieee.org/document/5693027$$EView_record_in_IEEE$$FView_record_in_$$GIEEE</linktorsrc></links><search><creatorcontrib>Soonhyun Kim</creatorcontrib><creatorcontrib>Min-Ho Kyung</creatorcontrib><creatorcontrib>Joo-Haeng Lee</creatorcontrib><title>Thread-Based BRDF Rendering on GPU</title><title>2010 18th Pacific Conference on Computer Graphics and Applications</title><addtitle>PG</addtitle><description>Rendering BRDF surfaces have been intensively studied to produce physically plausible appearance of surface materials. Illumination at a surface point is formulated as an integral of a BRDF producted with incident radiance over the hemi-sphere domain. One popular method to compute the integral is Monte Carlo integration which estimates it with a sum of the integrand evaluated at stochastically sampled rays. Although its simple nature is practically attractive, it has a serious drawback of noise artifacts in 3D rendering. In this paper, we propose a novel noise-free Monte Carlo rendering algorithm running on a GPU in real-time. The main contribution is a new importance sampling scheme providing consistent sample rays over surfaces. For each evenly spaced latitude angle of eye ray, denoted by θ, incident rays are sampled with a PDF derived from the target BRDF lobe. We use a force-based update method to make sample rays consistent between consecutive θ's. Finally, corresponding sample rays are linearly connected to form a smooth curve, called a sample thread. In rendering, the sample rays for a surface point are obtained as thread points specified by θ. Since the threads provide sample rays consistently varying on the surface, the estimation variance manifesting image noise is minimized. A thread set is precomputed for each BRDF before rendering so that no sampling overhead is imposed on the GPU. According to our experiments, about 100 threads are sufficient for most measured BRDFs to achieve a plausible quality, which enables the interactive performance.</description><subject>BRDF</subject><subject>GPU rendering</subject><subject>Graphics processing unit</subject><subject>importance sampling</subject><subject>Instruction sets</subject><subject>Lighting</subject><subject>Materials</subject><subject>Monte Carlo method</subject><subject>Monte Carlo methods</subject><subject>Noise</subject><subject>Rendering (computer graphics)</subject><isbn>9781424482887</isbn><isbn>1424482887</isbn><isbn>0769542050</isbn><isbn>9780769542058</isbn><fulltext>true</fulltext><rsrctype>conference_proceeding</rsrctype><creationdate>2010</creationdate><recordtype>conference_proceeding</recordtype><sourceid>6IE</sourceid><sourceid>RIE</sourceid><recordid>eNotjMFKAzEQQCMiqHW_wIOL962TSbKTHG1tV6FgKeu5xMnURnQtWS_-vYq-yzs8eEpdaZhqDeFmHTnvMnclHvaZxynCb3FH6hyoDc4iODhWVSCvLVrr0Xs6VdU4vsIPDslhOFPX_b5ITM0sjpLq2eZuWW9kSFLy8FJ_DHW3frpQJ7v4Nkr174nql4t-ft-sHruH-e2qyQE-GxJsGSOzRU_JGsfEljzGFrzxifmZBbQmDtqLI42RWi3IIToy3mgzUZd_2ywi20PJ77F8bV0bDCCZb0fHQIo</recordid><startdate>201009</startdate><enddate>201009</enddate><creator>Soonhyun Kim</creator><creator>Min-Ho Kyung</creator><creator>Joo-Haeng Lee</creator><general>IEEE</general><scope>6IE</scope><scope>6IL</scope><scope>CBEJK</scope><scope>RIE</scope><scope>RIL</scope></search><sort><creationdate>201009</creationdate><title>Thread-Based BRDF Rendering on GPU</title><author>Soonhyun Kim ; Min-Ho Kyung ; Joo-Haeng Lee</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-i90t-7e26c2acc4287d435c7c4782a60838dccbce0117c918e5712a761e2c9a5738313</frbrgroupid><rsrctype>conference_proceedings</rsrctype><prefilter>conference_proceedings</prefilter><language>eng</language><creationdate>2010</creationdate><topic>BRDF</topic><topic>GPU rendering</topic><topic>Graphics processing unit</topic><topic>importance sampling</topic><topic>Instruction sets</topic><topic>Lighting</topic><topic>Materials</topic><topic>Monte Carlo method</topic><topic>Monte Carlo methods</topic><topic>Noise</topic><topic>Rendering (computer graphics)</topic><toplevel>online_resources</toplevel><creatorcontrib>Soonhyun Kim</creatorcontrib><creatorcontrib>Min-Ho Kyung</creatorcontrib><creatorcontrib>Joo-Haeng Lee</creatorcontrib><collection>IEEE Electronic Library (IEL) Conference Proceedings</collection><collection>IEEE Proceedings Order Plan All Online (POP All Online) 1998-present by volume</collection><collection>IEEE Xplore All Conference Proceedings</collection><collection>IEEE Electronic Library (IEL)</collection><collection>IEEE Proceedings Order Plans (POP All) 1998-Present</collection></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext_linktorsrc</fulltext></delivery><addata><au>Soonhyun Kim</au><au>Min-Ho Kyung</au><au>Joo-Haeng Lee</au><format>book</format><genre>proceeding</genre><ristype>CONF</ristype><atitle>Thread-Based BRDF Rendering on GPU</atitle><btitle>2010 18th Pacific Conference on Computer Graphics and Applications</btitle><stitle>PG</stitle><date>2010-09</date><risdate>2010</risdate><spage>54</spage><epage>61</epage><pages>54-61</pages><isbn>9781424482887</isbn><isbn>1424482887</isbn><eisbn>0769542050</eisbn><eisbn>9780769542058</eisbn><abstract>Rendering BRDF surfaces have been intensively studied to produce physically plausible appearance of surface materials. Illumination at a surface point is formulated as an integral of a BRDF producted with incident radiance over the hemi-sphere domain. One popular method to compute the integral is Monte Carlo integration which estimates it with a sum of the integrand evaluated at stochastically sampled rays. Although its simple nature is practically attractive, it has a serious drawback of noise artifacts in 3D rendering. In this paper, we propose a novel noise-free Monte Carlo rendering algorithm running on a GPU in real-time. The main contribution is a new importance sampling scheme providing consistent sample rays over surfaces. For each evenly spaced latitude angle of eye ray, denoted by θ, incident rays are sampled with a PDF derived from the target BRDF lobe. We use a force-based update method to make sample rays consistent between consecutive θ's. Finally, corresponding sample rays are linearly connected to form a smooth curve, called a sample thread. In rendering, the sample rays for a surface point are obtained as thread points specified by θ. Since the threads provide sample rays consistently varying on the surface, the estimation variance manifesting image noise is minimized. A thread set is precomputed for each BRDF before rendering so that no sampling overhead is imposed on the GPU. According to our experiments, about 100 threads are sufficient for most measured BRDFs to achieve a plausible quality, which enables the interactive performance.</abstract><pub>IEEE</pub><doi>10.1109/PacificGraphics.2010.15</doi><tpages>8</tpages></addata></record> |
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language | eng |
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subjects | BRDF GPU rendering Graphics processing unit importance sampling Instruction sets Lighting Materials Monte Carlo method Monte Carlo methods Noise Rendering (computer graphics) |
title | Thread-Based BRDF Rendering on GPU |
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