Real-time Path Tracing
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Real-time Path Tracing
Path tracing is a rendering algorithm in computer graphics that simulates how light interacts with objects, voxels, and participating media to generate realistic (''physically plausible'') images. This ray tracing technique uses the Monte Carlo method to accurately model global illumination, simulate different surface characteristics, and capture a wide range of effects observable in a camera system, such as optical properties of lenses (e.g., depth of field and bokeh) or the impact of shutter speed (e.g., motion blur and exposure). By incorporating physically accurate materials and light transport models, it can produce photorealistic results but requires significant computational power. Performance is often constrained by VRAM/RAM capacity and memory bandwidth, especially in complex scenes, necessitating denoising techniques for practical use. Additionally, the Garbage In, Garbage Out (GIGO) principle applies - inaccurate scene data, poor geometry, low-quality materia ...
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Exposure Value
In photography, exposure value (EV) is a number that represents a combination of a camera's shutter speed and f-number, such that all combinations that yield the same exposure (photography), exposure have the same EV (for any fixed scene luminance). Exposure value is also used to indicate an interval on the photographic exposure scale, with a difference of 1 EV corresponding to a standard power-of-2 exposure step, commonly referred to as a stop. The EV concept was developed by the German shutter manufacturer Friedrich Deckel in the 1950s (#CITEREFGebele1958, Gebele 1958; #CITEREFRay2000, Ray 2000, 318). Its intent was to simplify choosing among equivalent camera exposure settings by replacing combinations of shutter speed and f-number (e.g., 1/125 s at ) with a single number (e.g., 15). On some lenses with Shutter (photography)#Diaphragm shutter, leaf shutters, the process was further simplified by allowing the shutter and aperture controls to be linked such that, when one w ...
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Unbiased Rendering
__NOTOC__ In computer graphics, unbiased rendering or photorealistic rendering are rendering techniques that avoid systematic errors, or statistical bias, in computing an image’s radiance. Bias in this context means inaccuracies like dimmer light or missing effects such as soft shadows, caused by approximations. Unbiased methods, such as path tracing and its derivatives, simulate real-world lighting and shading with full physical accuracy. In contrast, biased methods, including traditional ray tracing, sacrifice precision for speed by using approximations that introduce errors—often seen as blur. This blur reduces variance (random noise) by averaging light samples, enabling faster computation with fewer samples needed for a clean image. Mathematical definition In mathematical terms, an unbiased estimator's expected value (E) is the population mean, regardless of the number of observations. The errors in an image produced by unbiased rendering are due to random statistica ...
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Rendering (computer Graphics)
Rendering is the process of generating a physically-based rendering, photorealistic or Non-photorealistic rendering, non-photorealistic image from input data such as 3D models. The word "rendering" (in one of its senses) originally meant the task performed by an artist when depicting a real or imaginary thing (the finished artwork is also called a "architectural rendering, rendering"). Today, to "render" commonly means to generate an image or video from a precise description (often created by an artist) using a computer program. A application software, software application or component-based software engineering, component that performs rendering is called a rendering software engine, engine, render engine, : Rendering systems, rendering system, graphics engine, or simply a renderer. A distinction is made between Real-time computer graphics, real-time rendering, in which images are generated and displayed immediately (ideally fast enough to give the impression of motion or an ...
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Geometric Modeling
__NOTOC__ Geometric modeling is a branch of applied mathematics and computational geometry that studies methods and algorithms for the mathematical description of shapes. The shapes studied in geometric modeling are mostly two- or three-dimensional (''solid figures''), although many of its tools and principles can be applied to sets of any finite dimension. Today most geometric modeling is done with computers and for computer-based applications. Two-dimensional models are important in computer typography and technical drawing. Three-dimensional models are central to computer-aided design and manufacturing (CAD/CAM), and widely used in many applied technical fields such as civil and mechanical engineering, architecture, geology and medical image processing. Geometric models are usually distinguished from procedural and object-oriented models, which define the shape implicitly by an opaque algorithm that generates its appearance. They are also contrasted with digital imag ...
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Garbage In, Garbage Out
In computer science, garbage in, garbage out (GIGO) is the concept that flawed, biased or poor quality ("garbage") information or input (computer science), input produces a result or input/output, output of similar ("garbage") quality. The adage points to the need to improve data quality in, for example, programming. Rubbish in, rubbish out (RIRO) is an alternate wording. The principle applies to all logical Argumentation theory, argumentation: soundness implies validity (logic), validity, but validity does not imply soundness. History The expression was popular in the early days of computing. The first known use is in a 1957 syndicated newspaper article about US Army mathematicians and their work with early computers, in which an Army Specialist named William D. Mellin explained that computers cannot think for themselves, and that "sloppily programmed" inputs inevitably lead to incorrect outputs. The underlying principle was noted by the inventor of the first programmable comput ...
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Noise Reduction
Noise reduction is the process of removing noise from a signal. Noise reduction techniques exist for audio and images. Noise reduction algorithms may distort the signal to some degree. Noise rejection is the ability of a circuit to isolate an undesired signal component from the desired signal component, as with common-mode rejection ratio. All signal processing devices, both analog and digital, have traits that make them susceptible to noise. Noise can be random with an even frequency distribution ( white noise), or frequency-dependent noise introduced by a device's mechanism or signal processing algorithms. In electronic systems, a major type of noise is ''hiss'' created by random electron motion due to thermal agitation. These agitated electrons rapidly add and subtract from the output signal and thus create detectable noise. In the case of photographic film and magnetic tape, noise (both visible and audible) is introduced due to the grain structure of the medium. In pho ...
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Noise (signal Processing)
In signal processing, noise is a general term for unwanted (and, in general, unknown) modifications that a signal may suffer during capture, storage, transmission, processing, or conversion.Vyacheslav Tuzlukov (2010), ''Signal Processing Noise'', Electrical Engineering and Applied Signal Processing Series, CRC Press. 688 pages. Sometimes the word is also used to mean signals that are random (Predictability, unpredictable) and carry no useful information; even if they are not interfering with other signals or may have been introduced intentionally, as in comfort noise. Noise reduction, the recovery of the original signal from the noise-corrupted one, is a very common goal in the design of signal processing systems, especially filter (signal processing), filters. The mathematical limits for noise removal are set by information theory. Types of noise Signal processing noise can be classified by its statistical properties (sometimes called the "colors of noise, color" of the noi ...
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Image Noise
Image noise is random variation of brightness or color information in images. It can originate in film grain and in the unavoidable shot noise of an ideal photon detector. In digital photography is usually an aspect of electronic noise, produced by the image sensor of a digital camera. The circuitry of a Image scanner, scanner can also contribute to the effect. Image noise is often (but not necessarily) an undesirable by-product of image capture that obscures the desired information. Typically the term “image noise” is used to refer to noise in 2D images, not 3D images. The original meaning of "noise" was "unwanted signal"; Noise (radio), unwanted electrical fluctuations in signals received by AM radios caused audible acoustic noise ("static"). By analogy, unwanted electrical fluctuations are also called "noise". Image noise can range from almost imperceptible specks on a digital photograph taken in good light, to Optical astronomy, optical and Radioastronomy, radioast ...
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Random-access Memory
Random-access memory (RAM; ) is a form of Computer memory, electronic computer memory that can be read and changed in any order, typically used to store working Data (computing), data and machine code. A random-access memory device allows data items to be read (computer), read or written in almost the same amount of time irrespective of the physical location of data inside the memory, in contrast with other direct-access data storage media (such as hard disks and Magnetic tape data storage, magnetic tape), where the time required to read and write data items varies significantly depending on their physical locations on the recording medium, due to mechanical limitations such as media rotation speeds and arm movement. In today's technology, random-access memory takes the form of integrated circuit (IC) chips with MOSFET, MOS (metal–oxide–semiconductor) Memory cell (computing), memory cells. RAM is normally associated with Volatile memory, volatile types of memory where s ...
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Video Random-access Memory
Video random-access memory (VRAM) is dedicated computer memory used to store the pixels and other graphics data as a framebuffer to be rendered on a computer monitor. It often uses a different technology than other computer memory, in order to be read quickly for display on a screen. Relation to GPUs Many modern GPUs rely on VRAM. In contrast, a GPU that does ''not'' use VRAM, and relies instead on system RAM, is said to have a unified memory architecture, or shared graphics memory. System RAM and VRAM have been segregated due to the bandwidth requirements of GPUs, and to achieve lower latency, since VRAM is physically closer to the GPU die. Modern VRAM is typically found in a Ball grid array, BGA package soldered onto a graphics card. The VRAM is cooled along with the GPU by the GPU heatsink. Technologies * Dual-ported video RAM, used in the 1990s and at the time often called "VRAM" * SGRAM * GDDR SDRAM * High Bandwidth Memory (HBM) See also * Graphics processing unit * ...
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