Sample-Based Manifold Filtering for Interactive Global Illumination and Depth of Field
We present a fast reconstruction filtering method for images generated with Monte Carlo–based rendering techniques. Our approach specializes in reducing global illumination noise in the presence of depth‐of‐field effects at very low sampling rates and interactive frame rates. We employ edge‐aware fi...
Gespeichert in:
| Veröffentlicht in: | Computer graphics forum Jg. 34; H. 1; S. 265 - 276 |
|---|---|
| Hauptverfasser: | , , , |
| Format: | Journal Article |
| Sprache: | Englisch |
| Veröffentlicht: |
Oxford
Blackwell Publishing Ltd
01.02.2015
|
| Schlagworte: | |
| ISSN: | 0167-7055, 1467-8659 |
| Online-Zugang: | Volltext |
| Tags: |
Tag hinzufügen
Keine Tags, Fügen Sie den ersten Tag hinzu!
|
| Zusammenfassung: | We present a fast reconstruction filtering method for images generated with Monte Carlo–based rendering techniques. Our approach specializes in reducing global illumination noise in the presence of depth‐of‐field effects at very low sampling rates and interactive frame rates. We employ edge‐aware filtering in the sample space to locally improve outgoing radiance of each sample. The improved samples are then distributed in the image plane using a fast, linear manifold‐based approach supporting very large circles of confusion. We evaluate our filter by applying it to several images containing noise caused by Monte Carlo–simulated global illumination, area light sources and depth of field. We show that our filter can efficiently denoise such images at interactive frame rates on current GPUs and with as few as 4–16 samples per pixel. Our method operates only on the colour and geometric sample information output of the initial rendering process. It does not make any assumptions on the underlying rendering technique and sampling strategy and can therefore be implemented completely as a post‐process filter.
We present a fast reconstruction filtering method for images generated with Monte Carlo–based rendering techniques. Our approach specializes in reducing global illumination noise in the presence of depth‐of‐field effects at very low sampling rates and interactive frame rates. We employ edge‐aware filtering in the sample space to locally improve outgoing radiance of each sample. The improved samples are then distributed in the image plane using a fast, linear manifold‐based approach supporting very large circles of confusion. We evaluate our filter by applying it to several images containing noise caused by Monte Carlo–simulated global illumination, area light sources and depth of field. We show that our filter can efficiently denoise such images at interactive frame rates on current GPUs and with as few as 4–16 spp. |
|---|---|
| Bibliographie: | ark:/67375/WNG-8NS3CZ18-N Video S1 istex:96DCA4D26BE0144EBFEBAE18CB734754FB7BCEDA ArticleID:CGF12511 SourceType-Scholarly Journals-1 ObjectType-Feature-1 content type line 14 ObjectType-Article-1 ObjectType-Feature-2 content type line 23 |
| ISSN: | 0167-7055 1467-8659 |
| DOI: | 10.1111/cgf.12511 |