Sunday, March 13, 2011

Real-time Metropolis Light Transport on the GPU   ERPT vs PT (standard Path tracing)

ERPT on the left, standard path tracing (PT) on the right. Light is coming in from a narrow opening, a scenario in which PT has a hard time to find light paths and converge, because it randomly samples the environment. ERPT shares properties with MLT: once it finds an important light path, it will sample nearby paths via small mutations of the found light path, so convergence is much faster.  Kelemen style MLT on GPU

Kelemen-MLT after 10 seconds of rendering at 1280x720 on a single GTX 470The beautiful caustics are possible due to bidirectional path tracing+MLT and are much more difficult to obtain with standard path tracing.

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