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Denoising Stochastic Progressive Photon Mapping Renderings Using a Multi-Residual Network 被引量:4
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作者 Zheng Zeng Lu Wang +2 位作者 Bei-Bei Wang Chun-Meng Kang Yan-Ning Xu 《Journal of Computer Science & Technology》 SCIE EI CSCD 2020年第3期506-521,共16页
Stochastic progressive photon mapping(SPPM)is one of the important global illumination methods in computer graphics.It can simulate caustics and specular-diffuse-specular lighting effects efficiently.However,as a bias... Stochastic progressive photon mapping(SPPM)is one of the important global illumination methods in computer graphics.It can simulate caustics and specular-diffuse-specular lighting effects efficiently.However,as a biased method,it always suffers from both bias and variance with limited iterations,and the bias and the variance bring multi-scale noises into SPPM renderings.Recent learning-based methods have shown great advantages on denoising unbiased Monte Carlo(MC)methods,but have not been leveraged for biased ones.In this paper,we present the first learning-based method specially designed for denoising-biased SPPM renderings.Firstly,to avoid conflicting denoising constraints,the radiance of final images is decomposed into two components:caustic and global.These two components are then denoised separately via a two-network framework.In each network,we employ a novel multi-residual block with two sizes of filters,which significantly improves the model’s capabilities,and makes it more suitable for multi-scale noises on both low-frequency and high-frequency areas.We also present a series of photon-related auxiliary features,to better handle noises while preserving illumination details,especially caustics.Compared with other state-of-the-art learning-based denoising methods that we apply to this problem,our method shows a higher denoising quality,which could efficiently denoise multi-scale noises while keeping sharp illuminations. 展开更多
关键词 DENOISING stochastic progressive photon mapping(SPPM) deep learning residual neural network
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A survey of photon mapping state-of-the-art research and future challenges 被引量:1
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作者 Chun-meng KANG Lu WANG +1 位作者 Yan-ning XU Xiang-xu MENG 《Frontiers of Information Technology & Electronic Engineering》 SCIE EI CSCD 2016年第3期185-199,共15页
Global illumination is the core part of photo-realistic rendering. The photon mapping algorithm is an effective method for computing global illumination with its obvious advantage of caustic and color bleeding renderi... Global illumination is the core part of photo-realistic rendering. The photon mapping algorithm is an effective method for computing global illumination with its obvious advantage of caustic and color bleeding rendering. It is an active research field that has been developed over the past two decades. The deficiency of precise details and efficient rendering are still the main challenges of photon mapping. This report reviews recent work and classifies it into a set of categories including radiance estimation, photon relaxation, photon tracing, progressive photon mapping, and parallel methods. The goals of our report are giving readers an overall introduction to photon mapping and motivating further research to address the limitations of existing methods. 展开更多
关键词 Global illumination photon mapping Radiance estimation photon relaxation progressive photon mapping
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GPU-BASED FLUID SIMULATION WITH FAST COLLISION DETECTION ON BOUNDARIES
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作者 JIAWEN WU FENGQUAN ZHANG XUKUN SHEN 《International Journal of Modeling, Simulation, and Scientific Computing》 EI 2012年第1期137-148,共12页
In this paper,we present a method for fluid simulation based on smoothed particle hydrodynamic(SPH)with fast collision detection on boundaries on GPU.The major goal of our algorithm is to get a fast SPH simulation and... In this paper,we present a method for fluid simulation based on smoothed particle hydrodynamic(SPH)with fast collision detection on boundaries on GPU.The major goal of our algorithm is to get a fast SPH simulation and rendering on GPU.Additionally,our algorithm has the following three features:At first,to make the SPH method GPU-friendly,we introduce a spatial hash method for neighbor search.After sorting the particles based on their grid index,neighbor search can be done quickly on GPU.Second,we propose a fast particle-boundary collision detection method.By precomputing the distance field of scene boundaries,collision detection’s computing cost arrived as O(n),which is much faster than the traditional way.Third,we propose a pipeline with fine-detail surface reconstruction,and progressive photon mapping working on GPU.We experiment our algorithm on different situations and particle numbers of scenes,and find out that our method gets good results.Our experimental data shows that we can simulate 100K particles,and up to 1000K particles scene at a rate of approximately 2 times per second. 展开更多
关键词 SPH simulation fast collision detection GPU progressive photon mapping
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