We introduce a suite of Langevin Monte Carlo algorithms for efficient pho- torealistic rendering of scenes with complex light transport effects, such as caustics, interreflections, and occlusions. Our algorithms operate in pri- mary sample space, and use the Metropolis-adjusted Langevin algorithm (MALA) to generate new samples. Drawing inspiration from state-of-the-art stochastic gradient descent procedures, we combine MALA with adaptive preconditioning and momentum schemes that re-use previously-computed first-order gradients, either in an online or in a cache-driven fashion. This combination allows MALA to adapt to the local geometry of the primary sample space, without the computational overhead associated with previ- ous Hessian-based adaptation algorithms. We use the theory of controlled Markov chain Monte Carlo to ensure that these combinations remain ergodic, and are therefore suitable for unbiased Monte Carlo rendering. Through extensive experiments, we show that our algorithms, MALA with online and cache-driven adaptation, can successfully handle complex light transport in a large variety of scenes, leading to improved performance (on average more than 3× variance reduction at equal time, and 7× for motion blur) compared to state-of-the-art Markov chain Monte Carlo rendering algorithms.
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Spatiotemporal reservoir resampling for real-time ray tracing with dynamic direct lighting
Efficiently rendering direct lighting from millions of dynamic light sources using Monte Carlo integration remains a challenging problem, even for off-line rendering systems. We introduce a new algorithm—ReSTIR—that renders such lighting interactively, at high quality, and without needing to maintain complex data structures. We repeatedly resample a set of candidate light samples and apply further spatial and temporal resampling to leverage information from relevant nearby samples. We derive an unbiased Monte Carlo estimator for this approach, and show that it achieves equal-error 6×-60× faster than state-of-the-art methods. A biased estimator reduces noise further and is 35×-65× faster, at the cost of some energy loss. We implemented our approach on the GPU, rendering complex scenes containing up to 3.4 million dynamic, emissive triangles in under 50 ms per frame while tracing at most 8 rays per pixel.
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- Award ID(s):
- 1844538
- PAR ID:
- 10172299
- Date Published:
- Journal Name:
- ACM transactions on graphics
- Volume:
- 39
- Issue:
- 4
- ISSN:
- 0730-0301
- Page Range / eLocation ID:
- 148
- Format(s):
- Medium: X
- Sponsoring Org:
- National Science Foundation
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