ABSTRACT
Bidirectional path tracing (BPT) produces noticeable variance for specular-diffuse-specular reflections even if they are not perfectly specular. This is because sampling of the connection between a light vertex and eye vertex does not take bidirectional reflectance distribution functions (BRDFs) into account. This paper presents a novel unbiased sampling method referred to as backward stochastic light culling which addresses the problem of specular-diffuse-glossy reflections. Our method efficiently performs Russian roulette for many light vertices according to the glossy BRDF at a given eye vertex using a hierarchical culling algorithm. We combine our method with light vertex cache-based BPT using multiple importance sampling to significantly reduce variance when rendering caustics reflected on highly glossy surfaces.
Supplemental Material
Available for Download
Auxiliary materials
- T. Davidovič, J. Křivánek, M. Hašan, and P. Slusallek. 2014. Progressive Light Transport Simulation on the GPU: Survey and Improvements. ACM Trans. Graph. 33, 3, Article 29 (2014), 19 pages. Google Scholar
Digital Library
- Y. Tokuyoshi and T. Harada. 2017. Stochastic Light Culling for VPLs on GGX Micro-surfaces. Comput. Graph. Forum 36, 4 (2017), 55--63. Google Scholar
Digital Library
- E. Veach and L. J. Guibas. 1995. Optimally Combining Sampling Techniques for Monte Carlo Rendering. In SIGGRAPH '95. 419--428. Google Scholar
Digital Library
- B. Walter, S. Fernandez, A. Arbree, K. Bala, M. Donikian, and D. P. Greenberg. 2005. Lightcuts: A Scalable Approach to Illumination. ACM Trans. Graph. 24, 3 (2005), 1098--1107. Google Scholar
Digital Library
Index Terms
Bidirectional path tracing using backward stochastic light culling
Recommendations
Hierarchical russian roulette for vertex connections
While bidirectional path tracing is a well-established light transport algorithm, many samples are required to obtain high-quality results for specular-diffuse-glossy or glossy-diffuse-glossy reflections especially when they are highly glossy. To ...
Stochastic Light Culling for VPLs on GGX Microsurfaces
This paper introduces a real-time rendering method for single-bounce glossy caustics created by GGX microsurfaces. Our method is based on stochastic light culling of virtual point lights VPLs, which is an unbiased culling method that randomly determines ...
Ray tracing-based interactive diffuse indirect illumination
Despite great efforts in recent years to accelerate global illumination computation, the real-time ray tracing of fully dynamic scenes to support photorealistic indirect illumination effects has yet to be achieved in computer graphics. In this paper, we ...




Comments