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Matt Pharr

Publications and source records attributed to Matt Pharr.

10 recordsLinked to original sources

Wave Tracing: Generalizing The Path Integral To Wave Optics

Modeling the wave nature of light and the propagation and diffraction of electromagnetic fields is crucial for the accurate simulation of many phenomena, yet wave simulations are significantly more computationally complex than classical ray-based models. In this work, we start by analyzing the classical path integral formulation of light transport and rigorously study which wave-optical phenomena can be reproduced by it. We then introduce a bilinear path integral generalization for wave-optical light transport that models the wave interference between paths. This formulation subsumes many existing methods that rely on shooting-bouncing rays or UTD-based diffractions, and serves to give insight into the challenges of such approaches and the difficulty of sampling good paths in a bilinear setting. With this foundation, we develop a weakly-local path integral based on region-to-region transport using elliptical cones that allows sampling individual paths that still model wave effects accurately. As with the classic path integral form of the light transport equation, our path integral makes it possible to derive a variety of practical transport algorithms. We present a complete system for wave tracing with elliptical cones, with applications in light transport for rendering and efficient simulation of long-wavelength radiation propagation and diffraction in complex environments.

physics.optics

Collaborative Texture Filtering

Recent advances in texture compression provide major improvements in compression ratios, but cannot use the GPU's texture units for decompression and filtering. This has led to the development of stochastic texture filtering (STF) techniques to avoid the high cost of multiple texel evaluations with such formats. Unfortunately, those methods can give undesirable visual appearance changes under magnification and may contain visible noise and flicker despite the use of spatiotemporal denoisers. Recent work substantially improves the quality of magnification filtering with STF by sharing decoded texel values between nearby pixels (Wronski 2025). Using GPU wave communication intrinsics, this sharing can be performed inside actively executing shaders without memory traffic overhead. We take this idea further and present novel algorithms that use wave communication between lanes to avoid repeated texel decompression prior to filtering. By distributing unique work across lanes, we can achieve zero-error filtering using <=1 texel evaluations per pixel given a sufficiently large magnification factor. For the remaining cases, we propose novel filtering fallback methods that also achieve higher quality than prior approaches.

cs.GR

SZ Sequences: Binary-Based $(0, 2^q)$-Sequences

Low-discrepancy sequences have seen widespread adoption in computer graphics thanks to their superior convergence rates. Since rendering integrals often comprise products of lower-dimensional integrals, recent work has focused on developing sequences that are also well-distributed in lower-dimensional projections. To this end, we introduce a novel construction of binary-based (0, 4)-sequences; that is, progressive fully multi-stratified sequences of 4D points, and extend the idea to higher power-of-two dimensions. We further show that not only it is possible to nest lower-dimensional sequences in higher-dimensional ones -- for example, embedding a (0, 2)-sequence within our (0, 4)-sequence -- but that we can ensemble two (0, 2)-sequences into a (0, 4)-sequence, four (0, 4)-sequences into a (0, 16)-sequence, and so on. Such sequences can provide excellent convergence rates when integrals include lower-dimensional integration problems in 2, 4, 16, ... dimensions. Our construction is based on using 2$\times$2 block matrices as symbols to construct larger matrices that potentially generate a sequence with the target (0, s)-sequence in base $s$ property. We describe how to search for suitable alphabets and identify two distinct, cross-related alphabets of block symbols, which we call S and Z, hence \emph{SZ} for the resulting family of sequences. Given the alphabets, we construct candidate generator matrices and search for valid sets of matrices. We then infer a formula to construct full-resolution (64-bit) matrices. Our binayr generator matrices allow highly efficient implementation using bitwise operations, and can be used as a drop-in replacement for Sobol matrices in existing applications. We compare SZ sequences to state-of-the-art low discrepancy sequences, and demonstrate mean relative squared error improvements up to $1.93\times$ in common rendering applications.

cs.GR

Improved Stochastic Texture Filtering Through Sample Reuse

Stochastic texture filtering (STF) has re-emerged as a technique that can bring down the cost of texture filtering of advanced texture compression methods, e.g., neural texture compression. However, during texture magnification, the swapped order of filtering and shading with STF can result in aliasing. The inability to smoothly interpolate material properties stored in textures, such as surface normals, leads to potentially undesirable appearance changes. We present a novel method to improve the quality of stochastically-filtered magnified textures and reduce the image difference compared to traditional texture filtering. When textures are magnified, nearby pixels filter similar sets of texels and we introduce techniques for sharing texel values among pixels with only a small increase in cost (0.04--0.14~ms per frame). We propose an improvement to weighted importance sampling that guarantees that our method never increases error beyond single-sample stochastic texture filtering. Under high magnification, our method has >10 dB higher PSNR than single-sample STF. Our results show greatly improved image quality both with and without spatiotemporal denoising.

cs.GR

Filtering After Shading With Stochastic Texture Filtering

2D texture maps and 3D voxel arrays are widely used to add rich detail to the surfaces and volumes of rendered scenes, and filtered texture lookups are integral to producing high-quality imagery. We show that applying the texture filter after evaluating shading generally gives more accurate imagery than filtering textures before BSDF evaluation, as is current practice. These benefits are not merely theoretical, but are apparent in common cases. We demonstrate that practical and efficient filtering after shading is possible through the use of stochastic sampling of texture filters. Stochastic texture filtering offers additional benefits, including efficient implementation of high-quality texture filters and efficient filtering of textures stored in compressed and sparse data structures, including neural representations. We demonstrate applications in both real-time and offline rendering and show that the additional error from stochastic filtering is minimal. We find that this error is handled well by either spatiotemporal denoising or moderate pixel sampling rates.

cs.CV

ART-Owen Scrambling

We present a novel algorithm for implementing Owen-scrambling, combining the generation and distribution of the scrambling bits in a single self-contained compact process. We employ a context-free grammar to build a binary tree of symbols, and equip each symbol with a scrambling code that affects all descendant nodes. We nominate the grammar of adaptive regular tiles (ART) derived from the repetition-avoiding Thue-Morse word, and we discuss its potential advantages and shortcomings. Our algorithm has many advantages, including random access to samples, fixed time complexity, GPU friendliness, and scalability to any memory budget. Further, it provides two unique features over known methods: it admits optimization, and it is invertible, enabling screen-space scrambling of the high-dimensional Sobol sampler.

cs.GR

Stochastic Texture Filtering

2D texture maps and 3D voxel arrays are widely used to add rich detail to the surfaces and volumes of rendered scenes, and filtered texture lookups are integral to producing high-quality imagery. We show that filtering textures after evaluating lighting, rather than before BSDF evaluation as is current practice, gives a more accurate solution to the rendering equation. These benefits are not merely theoretical, but are apparent in common cases. We further show that stochastically sampling texture filters is crucial for enabling this approach, which has not been possible previously except in limited cases. Stochastic texture filtering offers additional benefits, including efficient implementation of high-quality texture filters and efficient filtering of textures stored in compressed and sparse data structures, including neural representations. We demonstrate applications in both real-time and offline rendering and show that the additional stochastic error is minimal. Furthermore, this error is handled well by either spatiotemporal denoising or moderate pixel sampling rates.

cs.GR

A Generalized Ray Formulation For Wave-Optics Rendering

Under ray-optical light transport, the classical ray serves as a linear and local "point query" of light's behaviour. Linearity and locality are crucial to the formulation of sophisticated path tracing and sampling techniques, that enable efficient solutions to light transport problems in complex, real-world settings and environments. However, such formulations are firmly confined to the realm of ray optics, while many applications of interest -- in computer graphics and computational optics -- demand a more precise understanding of light: as waves. We rigorously formulate the generalized ray, which enables linear and weakly-local queries of arbitrary wave-optical distributions of light. Generalized rays arise from photodetection states, and therefore allow performing backward (sensor-to-source) wave-optical light transport. Our formulations are accurate and highly general: they facilitate the application of modern path tracing techniques for wave-optical rendering, with light of any state of coherence and any spectral properties. We improve upon the state-of-the-art in terms of the generality and accuracy of the formalism, ease of application, as well as performance. As a consequence, we are able to render large, complex scenes, as in Fig. 1, and even do interactive wave-optical light transport, none of which is possible with any existing method. We numerically validate our formalism, and make connection to partially-coherent light transport.

cs.GR

Decorrelating ReSTIR Samplers via MCMC Mutations

Monte Carlo rendering algorithms often utilize correlations between pixels to improve efficiency and enhance image quality. For real-time applications in particular, repeated reservoir resampling offers a powerful framework to reuse samples both spatially in an image and temporally across multiple frames. While such techniques achieve equal-error up to 100 times faster for real-time direct lighting and global illumination, they are still far from optimal. For instance, unchecked spatiotemporal resampling often introduces noticeable correlation artifacts, while reservoirs holding more than one sample suffer from impoverishment in the form of duplicate samples. We demonstrate how interleaving Markov Chain Monte Carlo (MCMC) mutations with reservoir resampling helps alleviate these issues, especially in scenes with glossy materials and difficult-to-sample lighting. Moreover, our approach does not introduce any bias, and in practice we find considerable improvement in image quality with just a single mutation per reservoir sample in each frame.

cs.GR

A System for Acquiring, Processing, and Rendering Panoramic Light Field Stills for Virtual Reality

We present a system for acquiring, processing, and rendering panoramic light field still photography for display in Virtual Reality (VR). We acquire spherical light field datasets with two novel light field camera rigs designed for portable and efficient light field acquisition. We introduce a novel real-time light field reconstruction algorithm that uses a per-view geometry and a disk-based blending field. We also demonstrate how to use a light field prefiltering operation to project from a high-quality offline reconstruction model into our real-time model while suppressing artifacts. We introduce a practical approach for compressing light fields by modifying the VP9 video codec to provide high quality compression with real-time, random access decompression. We combine these components into a complete light field system offering convenient acquisition, compact file size, and high-quality rendering while generating stereo views at 90Hz on commodity VR hardware. Using our system, we built a freely available light field experience application called Welcome to Light Fields featuring a library of panoramic light field stills for consumer VR which has been downloaded over 15,000 times.

cs.GR