We present two novel unbiased techniques for sampling free paths in heterogeneous participating media. Our
decomposition tracking
accelerates free-path construction by splitting the medium into a control component and a residual component and sampling each of them separately. To minimize expensive evaluations of spatially varying collision coefficients, we define the control component to allow constructing free paths in closed form. The residual heterogeneous component is then homogenized by adding a fictitious medium and handled using weighted delta tracking, which removes the need for computing strict bounds of the extinction function. Our second contribution,
spectral tracking
, enables efficient light transport simulation in chromatic media. We modify free-path distributions to minimize the fluctuation of path throughputs and thereby reduce the estimation variance. To demonstrate the correctness of our algorithms, we derive them
directly
from the radiative transfer equation by extending the integral formulation of null-collision algorithms recently developed in reactor physics. This mathematical framework, which we thoroughly review, encompasses existing trackers and postulates an entire family of new estimators for solving transport problems; our algorithms are examples of such. We analyze the proposed methods in canonical settings and on production scenes, and compare to the current state of the art in simulating light transport in heterogeneous participating media.
Walt Disney Animation Studios has transitioned to path-traced global illumination as part of a progression of brute-force physically based rendering in the name of artist efficiency. To achieve this without compromising our geometric or shading complexity, we built our Hyperion renderer based on a novel architecture that extracts traversal and shading coherence from large, sorted ray batches. In this article, we describe our architecture and discuss our design decisions. We also explain how we are able to provide artistic control in a physically based renderer, and we demonstrate through case studies how we have benefited from having a proprietary renderer that can evolve with production needs.
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