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Master Thesis - Computer Graphics and Visualization - TU Delft

Master Thesis - Computer Graphics and Visualization - TU Delft

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Streaming BiDirectional Path Tracer (SBDPT) 8.4 GPU SBDPT<br />

Convergence<br />

Although SSPT reaches higher performance in terms of rays per second compared to SB-<br />

DPT, SBDPT makes up for this through reduced variance in the image estimate. Especially<br />

for scenes with many complex materials <strong>and</strong> much indirect light, BDPT often performs<br />

much better than PT. Figure 8.8 shows that this also holds for our SBDPT implementation.<br />

The upper image is computed using SSPT while the lower image was computed with SB-<br />

DPT. Both images took 5 seconds to render. Note that PT has a very hard time rendering<br />

this scene. The reason is that both light sources are covered by glass plates, so the whole<br />

scene is lit by caustics. The figure shows that SBDPT is much better at capturing these light<br />

effects than SSPT. Note however that there is still some high frequency noise in the glass<br />

egg. As explained earlier, this is because BDPT has a hard time sampling reflected caustics.<br />

These paths are sampled through implicit eye paths with low probability. This property is<br />

inherited by SBDPT, although its effects are somewhat reduced because the SBDPT algorithm<br />

generates more eye paths per sample than st<strong>and</strong>ard BDPT, effectively increasing the<br />

probability of finding the reflected caustics.<br />

Figure 8.9 shows the contributions of some of the bidirectional sampling strategies to the<br />

final image. As expected, these images show that MIS causes different sampling strategies<br />

to sample different light effects 2 . The results from this section show that the high performance<br />

of the PT method often cannot compensate for the increased variance compared to<br />

BDPT. Therefore, SBDPT is a valuable alternative to SSPT for scenes with complex illumination.<br />

In the next chapter we will go on <strong>and</strong> implement an ERPT sampler on the GPU,<br />

even further reducing variance for certain difficult illumination effects.<br />

2 For these images, the GLASS EGG scene was altered by removing the glass plates covering the light<br />

sources in order to shorten the average path length. Results are similar for the original scene, but because of the<br />

glass plates, the images on the first two rows in the image pyramid have no contribution.<br />

Memory usage per 256 warps 3328 Kb<br />

Table 8.2: SBDPT Memory usage for sampler <strong>and</strong> ray storage per 256 warps.<br />

89

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