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ACM Transactions on Graphics - 2021
Miguel Crespo · Adrian Jarabo · Adolfo Muñoz

Paper PDF Project Page VILTRUM Lib



Table of Contents
  1. Overview
  2. Compilation
  3. Results


⚠ WARNING: Cloning the repository
Our library VILTRUM: Varied Integration Layouts for arbiTRary integrals in a Unified Manner is defined as a submodule. You need to use the following command to fetch it correctly:
        git clone --recursive https://github.com/mcrescas/viltrum-mitsuba.git
If you already cloned the repository and forgot to specify this flag, it’s possible to fix the repository in retrospect using the following command:
        git submodule update --init --recursive


Overview

This repository contains the source code of the paper Primary-Space Adaptive Control Variates using Piecewise-Polynomial Approximations by Miguel Crespo, Adrian Jarabo, and Adolfo Muñoz from ACM Transactions on Graphics.

The implementation is based on Mitsuba 0.6, see the README in its repo for more information.

Citation

This code is released under the GPL v3. Additionally, if you are using this code in academic research, we would be grateful if you cited our paper, for which we generated with this source code:

@article{crespo21primary,
  title = {Primary-Space Adaptive Control Variates using Piecewise-Polynomial Approximations.},
  year = {2021},
  journal = {ACM Transactions on Graphics},
  author = {Crespo, Miguel and Jarabo, Adrian and Mu\~{n}oz, Adolfo},
  volume = {40},
  number = {3},
  issn = {0730-0301},
  url = {https://doi.org/10.1145/3450627},
  doi = {10.1145/3450627},
  issue_date = {July 2021},
  month = jul,
  articleno = {25},
  numpages = {15},
}

Project structure

Our technique is mainly contained as custom plugins inside Mitsuba, which are built on top of our custom library VILTRUM: Varied Integration Layouts for arbiTRary integrals in a Unified Manner. Note that a few modifications to the source code of Mitsuba were required, so our plugins are not completely independent.

  • Our agnostic custom library deals with all the arithmetic required by our system, and can be found in mitsuba/ext/viltrum folder.
  • Our integration with Mitsuba can be found inside mitsuba/src/integrators/quad folder.
    • We have develop a main entry point for all of our specific integrators inside quadrature.cpp file, which defines an integrator called quad that launch our technique.
    • Specific code for each type of integral can be found inside the corresponding file in that folder. This includes:
      1. Our modified Path Tracer inside pathTracer.(h|cpp).
      2. Our modified Volumetric Path Tracer inside singleScattering(...).(h|cpp).
      3. Our modified Heterogeneous media transmittance estimation inside heterogeneous.cpp.
      4. Our different transmittance estimation techniques inside tracking folder.
  • Several extra utilities can be found inside mitsuba/src/integrators/quad folder.
    1. Sampler used to pass to the different integrators the evaluation points in the hyper cube inside quadSampler.(h|cpp).
    2. Modified area light that supports defining radiance using a texture inside areaColor.cpp.
    3. Modified independent sampler that uses a random sampler, generating a different noise pattern while rendering using only one thread inside independent.cpp.
    4. Integration of OpenVDB in Mitsuba 0.6 inside vdbvolume.(h|cpp) (disabled by default).
  • Other modifications of the original code of Mitsuba are related with changes in the interface of its components (e.g: lights interface or monte carlo integrator interface)

The idea of our integration with Mitsuba 0.6 is the following: because our technique cannot be use with the sampling interface, we need to take care of all the life cycle of an standalone integrator. In a basic way, our library in mitsuba/ext/viltrum works by using a generic function F. Our integration with Mitsuba is designed to provide that function (callback_samplePoint (const Array& values, RNG& rng, bool customRNG)) and save the result into disk. We have two interfaces in our custom library (integrator and stepper). This is the main reason of our double implementation of auxRenderInternalFinal(STEPPER& integrator, RESOLUTION& resolutionBins, std::string pathResult="")

Indeed, quadrature plugin launch a custom "integrator" of our library mitsuba/ext/viltrum while instantiating in addition an integrator of Mitsuba. While most of our parameters can be left as default for all scenes, there are a few of ones that need to be taken into account depending on the problem.

Parameters explanation

Quad plugin

Name Explanation
spp Total budget of samples used by the algorithm
n_dims Number of dimensions for which the control variate will be built
scaleSpp (1/scaleSpp)*spp samples of the total will be used to build the control variate. The rest will be used to compute the residual
maxDepth Maximum depth of the subintegrator. If different from maxDepthQuad, it means the number of higher dimensions computed with Monte Carlo.
maxDepthQuad Depth at which the control is to be constructed. (Optional: fallback maxDepth value)
typeIntegrator Name of the integrator to be used
typeSubIntegrator Name of the Mitsuba integrator to be used with our technique
higherQuadRule What quadrature rule to use as the higher one : simpson or boole. Defaults to simpson
error_size_weight Factor of our heuristic that depends on the size of the hyper region. Defaults to 0.00001

Type integrators

Name Explanation
quad Only adaptive quadrature without residual integration
cv_pixel_alphaOpt Our full technique featuring adaptive quadrature, control variate and optimizing alpha
munoz2014 [Muñoz 2014] implementation
mc Monte Carlo integrator

Type Sub Integrator

Name Explanation
path Path tracer
singleScattering Volumetric Path tracer
singleScatteringEquiangular Volumetric Path tracer using equiangular sampling
singleScatteringVRL Volumetric Path tracer using Virtual Ray Lights [Novák 2012]

Heterogeneous media transmittance estimator

Name Explanation
woodcock Woodcock tracking
simpson Simpson quadrature
ratiotracking Ratio tracking
residualratiotracking Residual Ratio tracking
adaptivesimpson Adaptive Simpson quadrature
adaptiveboole Adaptive Boole quadrature
cvadaptive Our Adaptive Residual Ratio tracking

Compilation

For specific details about the compilation process, we refer to the documentation of Mitsuba 0.6.

Our modifications are integrated with the build system of Mitsuba, so no specific steps are necessary. We have tested our implementation in Ubuntu Linux using GCC-9.

Dependencies

We have integrated OpenVDB inside this version of Mitsuba (disabled by default):

  • If you want to use it, see config.py file in the root of the project and fill the path to each component required of OpenVDB and Intel TBB.
  • Additionally, go to src/integrators/Sconscript file and uncomment line 31 refering to our vdbvolume plugin.

Furthermore, dependencies of Mitsuba 0.6 are required.

How to

Go to mitsuba folder and type scons --parallelize. This will launch the building process using all the cores available in the computer.


Results

We have a few of our scenes ready for testing our technique. The following sections have examples of how to use our system in several different types of problems.

To compute the results, launch in each folder the following command mitsuba -p 1 scene_paper.xml. Notice that our implementation currently only works in a single thread.

Transmittance estimation

Our technique is integrated inside the transmittance estimation of the heterogenous plugin in Mitsuba. There is no limitation in the scene, as long as our plugin heterogeneousQuad is used. An example of scene can be found in scenes/hetvol.

Low-order single scattering

Our single scattering implementation is integrated inside our mega plugin quad. An example of scene can be found inside scenes/pumpkin.

Direct illumination

Our direct illumination implementation is integrated inside our mega plugin quad. An example of scene can be found inside scenes/dragon.

⚠ WARNING: Missing dragon model
Due to limitations of Github, you need to download XYZ RGB - Asian Dragon model from Stanford 3D Scanning Repository and put it in the folder with name dragon.ply

Distribution effects

Our distribution effects implementation is integrated inside our mega plugin quad. An example of scene can be found inside scenes/chess which features depth of field. Note that in this case the number of dimensions should be 3 when dealing with motion blur, 4 while dealing with depth of field or 5 while dealing with both effects.

Higher-order integrals

Our framework can be used to evaluate higher-dimensional integrals while keeping our control variate working in the lower ones. An example can be found in scenes/chess. Note that the rendering command is mitsuba -p 1 scene_paper_higher.xml.