Computer Graphics
TU Braunschweig

Sample-Based Manifold Filtering for Interactive Global Illumination and Depth of Field


Sample-Based Manifold Filtering for Interactive Global Illumination and Depth of Field

We present a fast reconstruction filtering method for images generated with Monte Carlo-based rendering techniques. Our approach specializes in reducing global illumination noise in the presence of depth-of-field effects at very low sampling rates and interactive frame rates. We employ edge-aware filtering in the sample space to locally improve outgoing radiance of each sample. The improved samples are then distributed in the image plane using a fast, linear manifold-based approach supporting very large circles of confusion. We evaluate our filter by applying it to several images containing noise caused by Monte Carlo-simulated global illumination, area light sources and depth-of-field. We show that our filter can efficiently denoise such images at interactive frame rates on current GPUs and with as few as four to 16 samples per pixel. Our method operates only on the color and geometric sample information output of the initial rendering process. It does not make any assumptions on the underlying rendering technique and sampling strategy and can therefore be implemented completely as a post-process filter.


Author(s):Pablo Bauszat, Martin Eisemann, Marcus Magnor
Published:February 2015
Type:Article
Journal:Computer Graphics Forum Vol. 34
Project(s): Accelerating Photo-realistic RT 


@article{bauszat2014sbmf,
  title = {Sample-Based Manifold Filtering for Interactive Global Illumination and Depth of Field},
  author = {Bauszat, Pablo and Eisemann, Martin and Magnor, Marcus},
  journal = {Computer Graphics Forum},
  volume = {34},
  number = {1},
  pages = {265--276},
  month = {Feb},
  year = {2015}
}

Authors