Location via proxy:   [ UP ]  
[Report a bug]   [Manage cookies]                
skip to main content
research-article

Gradient Estimation for Real-time Adaptive Temporal Filtering

Published: 24 August 2018 Publication History

Abstract

With the push towards physically based rendering, stochastic sampling of shading, e.g. using path tracing, is becoming increasingly important in real-time rendering. To achieve high performance, only low sample counts are viable, which necessitates the use of sophisticated reconstruction filters. Recent research on such filters has shown dramatic improvements in both quality and performance. They exploit the coherence of consecutive frames by reusing temporal information to achieve stable, denoised results. However, existing temporal filters often create objectionable artifacts such as ghosting and lag. We propose a novel temporal filter which analyzes the signal over time to derive adaptive temporal accumulation factors per pixel. It repurposes a subset of the shading budget to sparsely sample and reconstruct the temporal gradient. This allows us to reliably detect sudden changes of the sampled signal and to drop stale history information. We create gradient samples through forward-projection of surface samples from the previous frame into the current frame and by reevaluating the shading samples using the same random sequence. We apply our filter to improve real-time path tracers. Compared to previous work, we show a significant reduction of lag and ghosting as well as improved temporal stability. Our temporal filter runs in 2 ms at 1080p on modern graphics hardware and can be integrated into deferred renderers.

Supplementary Material

scheid (scheid.zip)
Supplemental movie, appendix, image and software files for, Gradient Estimation for Real-time Adaptive Temporal Filtering

References

[1]
Colin Barré-Brisebois. 2017. A Certain Slant of Light: Past, Present and Future Challenges of Global Illumination in Games, Open Problems in Real-time Rendering. In ACM SIGGRAPH 2017 Courses (SIGGRAPH '17). ACM.
[2]
Nir Benty, Kai-Hwa Yao, Tim Foley, Conor Lavelle, and Chris Wyman. 2017. The Falcor Rendering Framework. https://github.com/NVIDIAGameWorks/Falcor
[3]
Christopher A. Burns and Warren A. Hunt. 2013. The Visibility Buffer: A Cache-Friendly Approach to Deferred Shading. Journal of Computer Graphics Techniques (JCGT) 2, 2 (2013), 55--69. http://jcgt.org/published/0002/02/04/
[4]
Chakravarty R. Alla Chaitanya, Anton S. Kaplanyan, Christoph Schied, Marco Salvi, Aaron Lefohn, Derek Nowrouzezahrai, and Timo Aila. 2017. Interactive Reconstruction of Monte Carlo Image Sequences Using a Recurrent Denoising Autoencoder. ACM Transactions on Graphics (Proc. SIGGRAPH) 36, 4 (2017), 98:1--98:12.
[5]
Alessandro Dal Corso, Marco Salvi, Craig Kolb, Jeppe Revall Frisvad, Aaron Lefohn, and David Luebke. 2017. Interactive Stable Ray Tracing. In Proc. of High Performance Graphics (HPG '17). 1:1--1:10.
[6]
Holger Dammertz, Daniel Sewtz, Johannes Hanika, and Hendrik Lensch. 2010. Edge-Avoiding À-Trous Wavelet Transform for fast Global Illumination Filtering. In Proc. of High Performance Graphics (HPG '10). 67--75.
[7]
Mauricio Delbracio, Pablo Musé, Antoni Buades, Julien Chauvier, Nicholas Phelps, and Jean-Michel Morel. 2014. Boosting Monte Carlo Rendering by Ray Histogram Fusion. ACM Transactions on Graphics 33, 1 (2014), 8:1--8:15.
[8]
Iliyan Georgiev and Marcos Fajardo. 2016. Blue-noise Dithered Sampling. In ACM SIGGRAPH 2016 Talks. 35:1--35:1.
[9]
Tobias Günther and Thorsten Grosch. 2015. Consistent Scene Editing by Progressive Difference Images. Computer Graphics Forum 34, 4 (2015), 41--51.
[10]
John H. Halton. 1964. Algorithm 247: Radical-Inverse Quasi-Random Point Sequence. Commun. ACM 7, 12 (1964), 701--702.
[11]
Jose A. Iglesias-Guitian, Bochang Moon, Charalampos Koniaris, Eric Smolikowski, and Kenny Mitchell. 2016. Pixel History Linear Models for Real-time Temporal Filtering. Computer Graphics Forum (Proc. Pacific Graphics) 35, 7 (2016), 363--372.
[12]
Anton S. Kaplanyan and Carsten Dachsbacher. 2013. Path Space Regularization for Holistic and Robust Light Transport. Computer Graphics Forum (Proc. of Eurographics) 32, 2 (2013), 63--72.
[13]
Brian Karis. 2014. High-Quality Temporal Supersampling. In ACM SIGGRAPH 2014 Courses: Advances in Real-time Rendering in Games, Part I (SIGGRAPH '14).
[14]
Marco Manzi, Markus Kettunen, Frédo Durand, Matthias Zwicker, and Jaakko Lehtinen. 2016. Temporal Gradient-domain Path Tracing. ACM Transactions on Graphics (Proc. SIGGRAPH Asia) 35, 6 (2016), 246:1--246:9.
[15]
Michael Mara, Morgan McGuire, Benedikt Bitterli, and Wojciech Jarosz. 2017. An Efficient Denoising Algorithm for Global Illumination. In Proc. of High Performance Graphics (HPG '17). 3:1--3:7.
[16]
Mark Meyer and John Anderson. 2006. Statistical Acceleration for Animated Global Illumination. ACM Transactions on Graphics 25, 3 (2006), 1075--1080.
[17]
Bochang Moon, Jose A Iglesias-Guitian, Sung-Eui Yoon, and Kenny Mitchell. 2015. Adaptive Rendering with Linear Predictions. ACM Transactions on Graphics 34, 4 (2015), 121:1--121:11.
[18]
Jacob Munkberg, Jon Hasselgren, Petrik Clarberg, Magnus Andersson, and Tomas Akenine-Möller. 2016. Texture Space Caching and Reconstruction for Ray Tracing. ACM Transactions on Graphics 35, 6 (2016), 249:1--249:13.
[19]
Diego Nehab, Pedro V. Sander, Jason Lawrence, Natalya Tatarchuk, and John R. Isidoro. 2007. Accelerating Real-time Shading with Reverse Reprojection Caching. In SIGGRAPH/Eurographics Workshop on Graphics Hardware. 25--35.
[20]
Steven G. Parker, James Bigler, Andreas Dietrich, Heiko Friedrich, Jared Hoberock, David Luebke, David McAllister, Morgan McGuire, Keith Morley, Austin Robison, and Martin Stich. 2010. OptiX: A General Purpose Ray Tracing Engine. ACM Transactions on Graphics (Proc. SIGGRAPH) 29, 4 (2010), 66:1--66:13.
[21]
Anjul Patney, Marco Salvi, Joohwan Kim, Anton Kaplanyan, Chris Wyman, Nir Benty, David Luebke, and Aaron Lefohn. 2016. Towards Foveated Rendering for Gaze-Tracked Virtual Reality. ACM Transactions on Graphics (Proc. SIGGRAPH Asia) 35, 6 (2016), 179:1--179:12.
[22]
Fabrice Rousselle, Wojciech Jarosz, and Jan Novák. 2016. Image-space Control Variates for Rendering. ACM Transactions on Graphics (Proc. SIGGRAPH Asia) 35, 6 (2016), 169:1--169:12.
[23]
Takafumi Saito and Tokiichiro Takahashi. 1990. Comprehensible Rendering of 3-D Shapes. Computer Graphics (Proc. SIGGRAPH) (1990), 197--206.
[24]
Daniel Scherzer, Lei Yang, Oliver Mattausch, Diego Nehab, Pedro V. Sander, Michael Wimmer, and Elmar Eisemann. 2012. Temporal Coherence Methods in Real-time Rendering. Computer Graphics Forum 31, 8 (2012), 2378--2408.
[25]
Christoph Schied, Anton Kaplanyan, Chris Wyman, Anjul Patney, Chakravarty R. Alla Chaitanya, John Burgess, Shiqiu Liu, Carsten Dachsbacher, Aaron Lefohn, and Marco Salvi. 2017. Spatiotemporal Variance-guided Filtering: Real-time Reconstruction for Path-traced Global Illumination. In Proc. of High Performance Graphics (HPG '17). 2:1--2:12.
[26]
Robert A. Ulichney. 1993. Void-and-cluster method for dither array generation. Proc. SPIE 1913 (1993), 1913 - 1913 - 12.
[27]
Bruce Walter, George Drettakis, and Steven Parker. 1999. Interactive Rendering Using the Render Cache. In Eurographics Workshop on Rendering, Vol. 10. 19--30.
[28]
Zhou Wang, Alan C Bovik, Hamid R Sheikh, and Eero P Simoncelli. 2004. Image quality assessment: from error visibility to structural similarity. IEEE transactions on image processing 13, 4 (2004), 600--612.
[29]
Kai Xiao, Gabor Liktor, and Karthik Vaidyanathan. 2018. Coarse Pixel Shading with Temporal Supersampling. In Proc. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games (I3D '18). ACM, Article 1, 7 pages.
[30]
Lei Yang, Diego Nehab, Pedro V Sander, Pitchaya Sitthi-amorn, Jason Lawrence, and Hugues Hoppe. 2009. Amortized Supersampling. ACM Transactions on Graphics (Proc. SIGGRAPH Asia) 28, 5 (2009), 135:1--135:12.
[31]
Henning Zimmer, Fabrice Rousselle, Wenzel Jakob, Oliver Wang, David Adler, Wojciech Jarosz, Olga Sorkine-Hornung, and Alexander Sorkine-Hornung. 2015. Path-space Motion Estimation and Decomposition for Robust Animation Filtering. Proc. Eurographics Symposium on Rendering 34, 4 (2015), 131--142.
[32]
Matthias Zwicker, Wojciech Jarosz, Jaakko Lehtinen, Bochang Moon, Ravi Ramamoorthi, Fabrice Rousselle, Pradeep Sen, Cyril Soler, and S-E Yoon. 2015. Recent Advances in Adaptive Sampling and Reconstruction for Monte Carlo Rendering. Computer Graphics Forum (STAR) 34, 2 (2015), 667--681.

Cited By

View all
  • (2024)A Fast GPU Schedule For À-Trous Wavelet-Based DenoisersProceedings of the ACM on Computer Graphics and Interactive Techniques10.1145/36512997:1(1-18)Online publication date: 13-May-2024
  • (2023)Decorrelating ReSTIR Samplers via MCMC MutationsACM Transactions on Graphics10.1145/362916643:1(1-15)Online publication date: 19-Oct-2023
  • (2023)Perceptual error optimization for Monte Carlo animation renderingSIGGRAPH Asia 2023 Conference Papers10.1145/3610548.3618146(1-10)Online publication date: 10-Dec-2023
  • Show More Cited By

Index Terms

  1. Gradient Estimation for Real-time Adaptive Temporal Filtering

      Recommendations

      Comments

      Information & Contributors

      Information

      Published In

      cover image Proceedings of the ACM on Computer Graphics and Interactive Techniques
      Proceedings of the ACM on Computer Graphics and Interactive Techniques  Volume 1, Issue 2
      August 2018
      223 pages
      EISSN:2577-6193
      DOI:10.1145/3273023
      Issue’s Table of Contents
      Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

      Publisher

      Association for Computing Machinery

      New York, NY, United States

      Publication History

      Published: 24 August 2018
      Published in PACMCGIT Volume 1, Issue 2

      Permissions

      Request permissions for this article.

      Check for updates

      Author Tags

      1. denoising
      2. global illumination
      3. real-time rendering
      4. reconstruction
      5. temporal filtering

      Qualifiers

      • Research-article
      • Research
      • Refereed

      Contributors

      Other Metrics

      Bibliometrics & Citations

      Bibliometrics

      Article Metrics

      • Downloads (Last 12 months)82
      • Downloads (Last 6 weeks)9
      Reflects downloads up to 03 Sep 2024

      Other Metrics

      Citations

      Cited By

      View all
      • (2024)A Fast GPU Schedule For À-Trous Wavelet-Based DenoisersProceedings of the ACM on Computer Graphics and Interactive Techniques10.1145/36512997:1(1-18)Online publication date: 13-May-2024
      • (2023)Decorrelating ReSTIR Samplers via MCMC MutationsACM Transactions on Graphics10.1145/362916643:1(1-15)Online publication date: 19-Oct-2023
      • (2023)Perceptual error optimization for Monte Carlo animation renderingSIGGRAPH Asia 2023 Conference Papers10.1145/3610548.3618146(1-10)Online publication date: 10-Dec-2023
      • (2023)Walk on Stars: A Grid-Free Monte Carlo Method for PDEs with Neumann Boundary ConditionsACM Transactions on Graphics10.1145/359239842:4(1-20)Online publication date: 26-Jul-2023
      • (2023)Recursive Control Variates for Inverse RenderingACM Transactions on Graphics10.1145/359213942:4(1-13)Online publication date: 26-Jul-2023
      • (2023)Neural Temporal Denoising for Indirect IlluminationIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2022.321730529:12(5569-5578)Online publication date: 1-Dec-2023
      • (2023)PVLI: potentially visible layered image for real-time ray tracingThe Visual Computer: International Journal of Computer Graphics10.1007/s00371-023-03007-539:8(3359-3372)Online publication date: 28-Jul-2023
      • (2023)Interactive neural cascade denoising for 1-spp Monte Carlo imagesThe Visual Computer: International Journal of Computer Graphics10.1007/s00371-023-02951-639:8(3197-3210)Online publication date: 12-Jul-2023
      • (2023)SRSSIS: Super-Resolution Screen Space Irradiance Sampling for Lightweight Collaborative Web3D Rendering ArchitectureComputer-Aided Design and Computer Graphics10.1007/978-981-99-9666-7_20(295-313)Online publication date: 19-Aug-2023
      • (2022)Temporally Stable Real-Time Joint Neural Denoising and SupersamplingProceedings of the ACM on Computer Graphics and Interactive Techniques10.1145/35438705:3(1-22)Online publication date: 27-Jul-2022
      • Show More Cited By

      View Options

      Get Access

      Login options

      Full Access

      View options

      PDF

      View or Download as a PDF file.

      PDF

      eReader

      View online with eReader.

      eReader

      Media

      Figures

      Other

      Tables

      Share

      Share

      Share this Publication link

      Share on social media