RENDERING DIGITAL VIRTUAL ENVIRONMENTS UTILIZING FULL PATH SPACE LEARNING
First Claim
1. In a digital medium environment, a computer-implemented method of efficiently rendering virtual environments utilizing full path space learning, comprising:
- sampling a first plurality of paths in a virtual environment to determine point estimations of light transfer between a light source and a camera perspective using a uniform distribution;
approximating a global light transport function across full light paths between the light source and the camera perspective using the determined point estimations;
sampling a second plurality of paths in the virtual environment using a non-uniform distribution based on the approximated global light transport function across full light paths; and
creating a digital image of the virtual environment from the camera perspective based on the first plurality of paths and the second plurality of paths.
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Abstract
The present disclosure includes methods and systems for rendering digital images of a virtual environment utilizing full path space learning. In particular, one or more embodiments of the disclosed systems and methods estimate a global light transport function based on sampled paths within a virtual environment. Moreover, in one or more embodiments, the disclosed systems and methods utilize the global light transport function to sample additional paths. Accordingly, the disclosed systems and methods can iteratively update an estimated global light transport function and utilize the estimated global light transport function to focus path sampling on regions of a virtual environment most likely to impact rendering a digital image of the virtual environment from a particular camera perspective.
8 Citations
20 Claims
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1. In a digital medium environment, a computer-implemented method of efficiently rendering virtual environments utilizing full path space learning, comprising:
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sampling a first plurality of paths in a virtual environment to determine point estimations of light transfer between a light source and a camera perspective using a uniform distribution; approximating a global light transport function across full light paths between the light source and the camera perspective using the determined point estimations; sampling a second plurality of paths in the virtual environment using a non-uniform distribution based on the approximated global light transport function across full light paths; and creating a digital image of the virtual environment from the camera perspective based on the first plurality of paths and the second plurality of paths. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9, 10)
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11. In a digital medium environment, a computer-implemented method of efficiently rendering virtual environments utilizing full path space learning, comprising:
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sampling a first plurality of paths in a virtual environment with a light source and a camera perspective using a first distribution; approximating a global light transport function across full light paths between the light source and the camera perspective based on the sampling of the first plurality of paths; sampling a second plurality of paths in the virtual environment using a second distribution based on the approximated global light transport function across full light paths; updating the approximated global light transport function across full light paths between the light source and the camera perspective based on the sampling of the second plurality of paths; repeatedly sampling additional paths using distributions based on the updated global light transport function and repeatedly updating the updated global light transport function based on the sampled additional paths; and creating a digital image of the virtual environment from the camera perspective based on the first plurality of paths, the second plurality of paths, and the additional paths. - View Dependent Claims (12, 13, 14, 15)
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16. A system for efficiently rendering virtual environments utilizing full path space learning, comprising:
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at least one processor; and at least one non-transitory computer readable storage medium storing instructions thereon, that, when executed by the at least one processor, cause the system to; sample a first plurality of paths in a virtual environment to determine point estimations of light transfer between a light source and a camera perspective; approximate a global light transport function across full light paths between the light source and the camera perspective by; fitting a first Gaussian to a first determined point estimation; determining a first probability that a second determined point estimation should be assigned to the first Gaussian; determining a second probability that the second determined point estimation should be assigned to a new Gaussian; based on which of the first probability or the second probability is larger; assigning the second determined point estimation to the first Gaussian and updating a coefficient of the first Gaussian;
orfitting a second Gaussian to the second determined point estimation; sample a second plurality of paths in the virtual environment using a distribution based on the approximated global light transport function across full light paths; and render a digital image of the virtual environment from the camera perspective based on the first plurality of paths and the second plurality of paths. - View Dependent Claims (17, 18, 19, 20)
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Specification