Real-time subsurface scattering with single pass variance-guided adaptive importance sampling

Author(s):  
Tiantian Xie ◽  
Marc Olano ◽  
Brian Karis ◽  
Krzysztof Narkowicz

In real-time applications, it is difficult to simulate realistic subsurface scattering with differing degrees translucency. Burley's reflectance approximation by empirically fitting the diffusion profile as a whole makes it possible to achieve realistic looking subsurface scattering for different translucent materials in screen space. However, achieving a physically correct result requires real-time Monte Carlo sampling of the analytic importance function per pixel per frame, which seems prohibitive to achieve. In this paper, we propose an approximation of the importance function that can be evaluated in real-time. Since subsurface scattering is more pronounced in certain regions (e.g., with light gradient change), we propose an adaptive sampling method based on temporal variance to lower the required number of samples. We propose a one phase adaptive sampling pass that is unbiased, and able to adapt to scene changes due to motion and lighting. To further improve the quality, we explore temporal reuse with a guiding pass prior to the final temporal anti-aliasing (TAA) phase that further improves the quality. Our local guiding pass does not constrain the TAA implementation, and only requires one additional texture to be passed between frames. Our proposed variance-guided algorithm has the potential to make stochastic sampling algorithm effective for real-time rendering.

Author(s):  
Tiantian Xie ◽  
Marc Olano

Real-time adaptive sampling is a new technique recently proposed for efficient importance sampling in realtime Monte Carlo sampling in subsurface scattering. It adaptively places samples based on variance tracking to help escape the uncanny valley of subsurface rendering. However, the occasional performance drop due to temporal lighting dynamics (e.g., guns or lights turning on and off) could hinder adoption in games or other applications where smooth high frame rate is preferred. In this paper we propose a novel usage of Control Variates (CV) in the sample domain instead of shading domain to maintain a consistent low pass time. Our algorithm seamlessly reduces to diffuse with zero scattering samples for sub-pixel scattering. We propose a novel joint-optimization algorithm for sample count and CV coefficient estimation. The main enabler is our novel time-variant covariance updating method that helps remove the effect of recent temporal dynamics from variance tracking. Since bandwidth is critical in real-time rendering, a solution without adding any extra textures is also provided.


Author(s):  
Sid'Ali Kalem ◽  
Assia Kourgli

The following paper proposes an alternative approach to the real-time adaptive triangulation problem. A new region-based multi-resolution approach for terrain rendering is described which improves on-the-fly the distribution of the density of triangles inside the tile after selecting appropriate Level-Of-Detail by an adaptive sampling. This proposed approach organizes the heightmap into a QuadTree of tiles that are processed independently. This technique combines the benefits of both Triangular Irregular Network approach and region-based multi-resolution approach by improving the distribution of the density of triangles inside the tile. Our technique morphs the initial regular grid of the tile to deformed grid in order to minimize approximation error. The proposed technique strives to combine large tile size and real-time processing while guaranteeing an upper bound on the screen space error. Thus, this approach adapts terrain rendering process to local surface characteristics and enables on-the-fly handling of large amount of terrain data. Morphing is based-on the multi-resolution wavelet analysis. The use of the D2WT multi-resolution analysis of the terrain height-map speeds up processing and permits to satisfy an interactive terrain rendering. Tests and experiments demonstrate that Haar B-Spline wavelet, well known for its properties of localization and its compact support, is suitable for fast and accurate redistribution. Such technique could be exploited in client-server architecture for supporting interactive high-quality remote visualization of very large terrain.


2019 ◽  
Vol 11 (11) ◽  
pp. 1387
Author(s):  
Yuan Zhuang ◽  
Qin Wang ◽  
You Li ◽  
Zhouzheng Gao ◽  
Bingpeng Zhou ◽  
...  

Visible Light Positioning (VLP) has become one of the most popular positioning and navigation systems in this decade. Filter-based VLP systems can provide real-time solutions but have limited accuracy. On the contrary, fixed-interval smoothers can help VLP achieve higher accuracy but require post-processing. In this article, a trade-off solution, Fixed-Lag Ensemble Kalman Smoother (FLEnKS), is proposed for VLP to achieve a semi-real-time and accurate positioning solution. The forward part of the FLEnKS is based on the Ensemble Kalman Filter (EnKF), which uses stochastic sampling with ensemble members and enables a better reflection of the features of nonlinear systems. The backward filter in the FLEnKS compensates for the estimation error from the forward filter using the linearization based on error states and further reduces the estimation error. Furthermore, multiple data from both photodiode (PD) and camera are fused in the proposed FLEnKS for VLP, which further improves the accuracy of conventional VLP with a single data source. Preliminary field test results show that the proposed FLEnKS provides a semi-real-time positioning solution with the average 3D positioning accuracy of 15.63 cm in dynamic tests.


2020 ◽  
Vol 91 (5) ◽  
pp. 2843-2850 ◽  
Author(s):  
Kelian Dascher-Cousineau ◽  
Thorne Lay ◽  
Emily E. Brodsky

Abstract Recognizing earthquakes as foreshocks in real time would provide a valuable forecasting capability. In a recent study, Gulia and Wiemer (2019) proposed a traffic-light system that relies on abrupt changes in b-values relative to background values. The approach utilizes high-resolution earthquake catalogs to monitor localized regions around the largest events and distinguish foreshock sequences (reduced b-values) from aftershock sequences (increased b-values). The recent well-recorded earthquake foreshock sequences in Ridgecrest, California, and Maria Antonia, Puerto Rico, provide an opportunity to test the procedure. For Ridgecrest, our b-value time series indicates an elevated risk of a larger impending earthquake during the Mw 6.4 foreshock sequence and provides an ambiguous identification of the onset of the Mw 7.1 aftershock sequence. However, the exact result depends strongly on expert judgment. Monte Carlo sampling across a range of reasonable decisions most often results in ambiguous warning levels. In the case of the Puerto Rico sequence, we record significant drops in b-value prior to and following the largest event (Mw 6.4) in the sequence. The b-value has still not returned to background levels (12 February 2020). The Ridgecrest sequence roughly conforms to expectations; the Puerto Rico sequence will only do so if a larger event occurs in the future with an ensuing b-value increase. Any real-time implementation of this approach will require dense instrumentation, consistent (versioned) low completeness catalogs, well-calibrated maps of regionalized background b-values, systematic real-time catalog production, and robust decision making about the event source volumes to analyze.


2014 ◽  
Vol 2014 ◽  
pp. 1-8
Author(s):  
Won-Sun Lee ◽  
Seung-Do Kim ◽  
Seongah Chin

Subsurface scattering that simulates the path of a light through the material in a scene is one of the advanced rendering techniques in the field of computer graphics society. Since it takes a number of long operations, it cannot be easily implemented in real-time smartphone games. In this paper, we propose a subsurface scattering-based object rendering technique that is optimized for smartphone games. We employ our subsurface scattering method that is utilized for a real-time smartphone game. And an example game is designed to validate how the proposed method can be operated seamlessly in real time. Finally, we show the comparison results between bidirectional reflectance distribution function, bidirectional scattering distribution function, and our proposed subsurface scattering method on a smartphone game.


2021 ◽  
Vol 18 (6) ◽  
pp. 7936-7954
Author(s):  
Ziyou Zhuang ◽  

<abstract> <p>The 5G virtual reality system needs to interact with the user to draw the scene in real time. The contradiction between the complexity of the scene model and the real-time interaction is the main problem in the operation of the virtual reality system. The model optimization strategy of architectural scene in virtual reality design is studied, and the method of architectural scene model optimization is summarized. This article aims to study the optimization of computer vision software modeling through 5G virtual reality technology. In this paper, the optimization of the architectural model is studied by the method of image gray scale transformation, computer vision detection technology and virtual modeling technology. The four experiments are comprehensive evaluation and quantitative evaluation, comparison of channel estimation performance of different pilot structures, comparison of calculated and true values of external azimuth elements, and the effect of window-to-wall ratio on energy consumption per unit of residential building. The results show that hollow bricks of building materials have a great impact on the environment. The values of the three pixel coordinates X, Y, and Z calculated by the unit quaternion method are 1.27, 1.3, and -6.11, respectively, while the actual coordinate positions are 1.25, 1.37, and -6.22, respectively. It can be seen that the outer orientation element value calculated by the quaternion-based spatial rear intersection method is not much different from the actual value, and the correct result can be accurately calculated.</p> </abstract>


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