Volume Scattering Probability Guiding

Simulating the light transport of volumetric effects poses significant challenges and costs, especially in the presence of heterogeneous volumes. Generating stochastic paths for volume rendering involves multiple decisions, and previous works mainly focused on directional and distance sampling, where the volume scattering probability (VSP), i.e., the probability of scattering inside a volume, is indirectly determined as a byproduct of distance sampling. We demonstrate that direct control over the VSP can significantly improve efficiency and present an unbiased volume rendering algorithm based on an existing resampling framework for precise control over the VSP. Compared to previous state-of-the-art, which can only increase the VSP without guaranteeing to reach the desired value, our method also supports decreasing the VSP. We further present a data-driven guiding framework to efficiently learn and query an approximation of the optimal VSP everywhere in the scene without the need for user control. Our approach can easily be combined with existing path-guiding methods for directional sampling at minimal overhead and shows significant improvements over the state-of-the-art in various complex volumetric lighting scenarios.

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Publication Details

Journal
ACM Transactions on Graphics
Published
2024-11-19
DOI
https://doi.org/10.1145/3687982
Citations
1
Primary Topic
Computer Graphics and Visualization Techniques
Type
article
Field-Weighted Citation Impact
0.63
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article

Volume Scattering Probability Guiding

Kehan Xu, Sebastian Herholz, Marios Papas, Markus Groß et al.
1 citations
ACM Transactions on Graphics
Computer Graphics and Visualization Techniques
0.63
article

Volume Scattering Probability Guiding

Kehan Xu, Sebastian Herholz, Marios Papas, Markus Groß, Marco Manzi
article en
1 citations

Abstract

Simulating the light transport of volumetric effects poses significant challenges and costs, especially in the presence of heterogeneous volumes. Generating stochastic paths for volume rendering involves multiple decisions, and previous works mainly focused on directional and distance sampling, where the volume scattering probability (VSP), i.e., the probability of scattering inside a volume, is indirectly determined as a byproduct of distance sampling. We demonstrate that direct control over the VSP can significantly improve efficiency and present an unbiased volume rendering algorithm based on an existing resampling framework for precise control over the VSP. Compared to previous state-of-the-art, which can only increase the VSP without guaranteeing to reach the desired value, our method also supports decreasing the VSP. We further present a data-driven guiding framework to efficiently learn and query an approximation of the optimal VSP everywhere in the scene without the need for user control. Our approach can easily be combined with existing path-guiding methods for directional sampling at minimal overhead and shows significant improvements over the state-of-the-art in various complex volumetric lighting scenarios.

ACM Transactions on GraphicsVol. 43(6)
ETH Zurich (CH), Intel (Germany) (DE), Walt Disney (Switzerland) (CH)
Openalex Percentile: Top 18%
Computer Graphics and Visualization Techniques
0.63
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