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Browsing by Author "Herholz, Sebastian"

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    EMCA: Explorer of Monte Carlo based Algorithms
    (The Eurographics Association, 2021) Ruppert, Lukas; Kreisl, Christoph; Blank, Nils; Herholz, Sebastian; Lensch, Hendrik P. A.; Andres, Bjoern and Campen, Marcel and Sedlmair, Michael
    Debugging or analyzing the performance of global illumination algorithms is a challenging task due to the complex path-scene interaction and numerous places where errors and programming bugs can occur. We present a novel, lightweight visualization tool to aid in the understanding of global illumination and the debugging of rendering frameworks. The tool provides detailed information about intersections and light transport paths. Users can add arbitrary data of their choosing to each intersection, based on their specific demands. Aggregate plots allow users to quickly discover and select outliers for further inspection across the globally linked visualization views. That information is further coupled with 3D visualization of the scene where additional aggregated information on the surfaces can be inspected in false colors. These include 3D heat maps such as the density of intersections as well as more advanced colorings such as a diffuse transport approximation computed from local irradiance samples and diffuse material approximations. The necessary data for the 3D coloring is collected as a side-product of quickly rendering the image at low sample counts without significantly slowing down the rendering process. It requires almost no precomputation and very little storage compared to point cloud-based approaches. We present several use cases of how novices and advanced rendering researchers can leverage the presented tool to speed up their research.
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    Markov Chain Mixture Models for Real-Time Direct Illumination
    (The Eurographics Association and John Wiley & Sons Ltd., 2023) Dittebrandt, Addis; Schüßler, Vincent; Hanika, Johannes; Herholz, Sebastian; Dachsbacher, Carsten; Ritschel, Tobias; Weidlich, Andrea
    We present a novel technique to efficiently render complex direct illumination in real-time. It is based on a spatio-temporal randomized mixture model of von Mises-Fisher (vMF) distributions in screen space. For every pixel we determine the vMF distribution to sample from using a Markov chain process which is targeted to capture important features of the integrand. By this we avoid the storage overhead of finite-component deterministic mixture models, for which, in addition, determining the optimal component count is challenging. We use stochastic multiple importance sampling (SMIS) to be independent of the equilibrium distribution of our Markov chain process, since it cancels out in the estimator. Further, we use the same sample to advance the Markov chain and to construct the SMIS estimator and local Markov chain state permutations avoid the resulting bias due to dependent sampling. As a consequence we require one ray per sample and pixel only. We evaluate our technique using implementations in a research renderer as well as a classic game engine with highly dynamic content. Our results show that it is efficient and quickly readapts to dynamic conditions. We compare to spatio-temporal resampling (ReSTIR), which can suffer from correlation artifacts due to its non-adapting candidate distributions that can deviate strongly from the integrand.While we focus on direct illumination, our approach is more widely applicable and we exemplarily show the rendering of caustics.

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