Bochang Moon
Disney Research
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Publication
Featured researches published by Bochang Moon.
Computer Graphics Forum | 2015
Matthias Zwicker; Wojciech Jarosz; Jaakko Lehtinen; Bochang Moon; Ravi Ramamoorthi; Fabrice Rousselle; Pradeep Sen; Cyril Soler; Sung-Eui Yoon
Monte Carlo integration is firmly established as the basis for most practical realistic image synthesis algorithms because of its flexibility and generality. However, the visual quality of rendered images often suffers from estimator variance, which appears as visually distracting noise. Adaptive sampling and reconstruction algorithms reduce variance by controlling the sampling density and aggregating samples in a reconstruction step, possibly over large image regions. In this paper we survey recent advances in this area. We distinguish between “a priori” methods that analyze the light transport equations and derive sampling rates and reconstruction filters from this analysis, and “a posteriori” methods that apply statistical techniques to sets of samples to drive the adaptive sampling and reconstruction process. They typically estimate the errors of several reconstruction filters, and select the best filter locally to minimize error. We discuss advantages and disadvantages of recent state‐of‐the‐art techniques, and provide visual and quantitative comparisons. Some of these techniques are proving useful in real‐world applications, and we aim to provide an overview for practitioners and researchers to assess these approaches. In addition, we discuss directions for potential further improvements.
ACM Transactions on Graphics | 2010
Bochang Moon; Yongyoung Byun; Taejoon Kim; Pio Claudio; Hye-Sun Kim; Yun-Ji Ban; Seung Woo Nam; Sung-Eui Yoon
We present a cache-oblivious ray reordering method for ray tracing. Many global illumination methods such as path tracing and photon mapping use ray tracing and generate lots of rays to simulate various realistic visual effects. However, these rays tend to be very incoherent and show lower cache utilizations during ray tracing of models. In order to address this problem and improve the ray coherence, we propose a novel Hit Point Heuristic (HPH) to compute a coherent ordering of rays. The HPH uses the hit points between rays and the scene as a ray reordering measure. We reorder rays by using a space-filling curve based on their hit points. Since a hit point of a ray is available only after performing the ray intersection test with the scene, we compute an approximate hit point for the ray by performing an intersection test between the ray and simplified representations of the original models. Our method is a highly modular approach, since our reordering method is decoupled from other components of common ray tracing systems. We apply our method to photon mapping and path tracing and achieve more than an order of magnitude performance improvement for massive models that cannot fit into main memory, compared to rendering without reordering rays. Also, our method shows a performance improvement even for ray tracing small models that can fit into main memory. This performance improvement for small and massive models is caused by reducing cache misses occurring between different memory levels including the L1/L2 caches, main memory, and disk. This result demonstrates the cache-oblivious nature of our method, which works for various kinds of cache parameters. Because of the cache-obliviousness and the high modularity, our method can be widely applied to many existing ray tracing systems and show performance improvements with various models and machines that have different cache parameters.
ACM Transactions on Graphics | 2014
Bochang Moon; Nathan A. Carr; Sung-Eui Yoon
Monte Carlo ray tracing is considered one of the most effective techniques for rendering photo-realistic imagery, but requires a large number of ray samples to produce converged or even visually pleasing images. We develop a novel image-plane adaptive sampling and reconstruction method based on local regression theory. A novel local space estimation process is proposed for employing the local regression, by robustly addressing noisy high-dimensional features. Given the local regression on estimated local space, we provide a novel two-step optimization process for selecting bandwidths of features locally in a data-driven way. Local weighted regression is then applied using the computed bandwidths to produce a smooth image reconstruction with well-preserved details. We derive an error analysis to guide our adaptive sampling process at the local space. We demonstrate that our method produces more accurate and visually pleasing results over the state-of-the-art techniques across a wide range of rendering effects. Our method also allows users to employ an arbitrary set of features, including noisy features, and robustly computes a subset of them by ignoring noisy features and decorrelating them for higher quality.
IEEE Transactions on Visualization and Computer Graphics | 2010
Taejoon Kim; Bochang Moon; Duksu Kim; Sung-Eui Yoon
We present a novel compressed bounding volume hierarchy (BVH) representation, random-accessible compressed bounding volume hierarchies (RACBVHs), for various applications requiring random access on BVHs of massive models. Our RACBVH representation is compact and transparently supports random access on the compressed BVHs without decompressing the whole BVH. To support random access on our compressed BVHs, we decompose a BVH into a set of clusters. Each cluster contains consecutive bounding volume (BV) nodes in the original layout of the BVH. Also, each cluster is compressed separately from other clusters and serves as an access point to the RACBVH representation. We provide the general BVH access API to transparently access our RACBVH representation. At runtime, our decompression framework is guaranteed to provide correct BV nodes without decompressing the whole BVH. Also, our method is extended to support parallel random access that can utilize the multicore CPU architecture. Our method can achieve up to a 12:1 compression ratio, and more importantly, can decompress 4.2 M BV nodes ({=}135 {\rm MB}) per second by using a single CPU-core. To highlight the benefits of our approach, we apply our method to two different applications: ray tracing and collision detection. We can improve the runtime performance by more than a factor of 4 as compared to using the uncompressed original data. This improvement is a result of the fast decompression performance and reduced data access time by selectively fetching and decompressing small regions of the compressed BVHs requested by applications.
Computer Graphics Forum | 2013
Bochang Moon; Jong Yun Jun; JongHyeob Lee; Kunho Kim; Toshiya Hachisuka; Sung-Eui Yoon
We propose an efficient and robust image‐space denoising method for noisy images generated by Monte Carlo ray tracing methods. Our method is based on two new concepts: virtual flash images and homogeneous pixels. Inspired by recent developments in flash photography, virtual flash images emulate photographs taken with a flash, to capture various features of rendered images without taking additional samples. Using a virtual flash image as an edge‐stopping function, our method can preserve image features that were not captured well only by existing edge‐stopping functions such as normals and depth values. While denoising each pixel, we consider only homogeneous pixels—pixels that are statistically equivalent to each other. This makes it possible to define a stochastic error bound of our method, and this bound goes to zero as the number of ray samples goes to infinity, irrespective of denoising parameters. To highlight the benefits of our method, we apply our method to two Monte Carlo ray tracing methods, photon mapping and path tracing, with various input scenes. We demonstrate that using virtual flash images and homogeneous pixels with a standard denoising method outperforms state‐of‐the‐art image‐space denoising methods.
international conference on computer graphics and interactive techniques | 2015
Bochang Moon; Jose A. Iglesias-Guitian; Sung-Eui Yoon; Kenny Mitchell
We propose a new adaptive rendering algorithm that enhances the performance of Monte Carlo ray tracing by reducing the noise, i.e., variance, while preserving a variety of high-frequency edges in rendered images through a novel prediction based reconstruction. To achieve our goal, we iteratively build multiple, but sparse linear models. Each linear model has its prediction window, where the linear model predicts the unknown ground truth image that can be generated with an infinite number of samples. Our method recursively estimates prediction errors introduced by linear predictions performed with different prediction windows, and selects an optimal prediction window minimizing the error for each linear model. Since each linear model predicts multiple pixels within its optimal prediction interval, we can construct our linear models only at a sparse set of pixels in the image screen. Predicting multiple pixels with a single linear model poses technical challenges, related to deriving error analysis for regions rather than pixels, and has not been addressed in the field. We address these technical challenges, and our method with robust error analysis leads to a drastically reduced reconstruction time even with higher rendering quality, compared to state-of-the-art adaptive methods. We have demonstrated that our method outperforms previous methods numerically and visually with high performance ray tracing kernels such as OptiX and Embree.
eurographics | 2016
Benedikt Bitterli; Fabrice Rousselle; Bochang Moon; Jose A. Iglesias-Guitian; David Adler; Kenny Mitchell; Wojciech Jarosz; Jan Novák
We address the problem of denoising Monte Carlo renderings by studying existing approaches and proposing a new algorithm that yields state‐of‐the‐art performance on a wide range of scenes. We analyze existing approaches from a theoretical and empirical point of view, relating the strengths and limitations of their corresponding components with an emphasis on production requirements. The observations of our analysis instruct the design of our new filter that offers high‐quality results and stable performance. A key observation of our analysis is that using auxiliary buffers (normal, albedo, etc.) to compute the regression weights greatly improves the robustness of zero‐order models, but can be detrimental to first‐order models. Consequently, our filter performs a first‐order regression leveraging a rich set of auxiliary buffers only when fitting the data, and, unlike recent works, considers the pixel color alone when computing the regression weights. We further improve the quality of our output by using a collaborative denoising scheme. Lastly, we introduce a general mean squared error estimator, which can handle the collaborative nature of our filter and its nonlinear weights, to automatically set the bandwidth of our regression kernel.
international conference on computer graphics and interactive techniques | 2016
Bochang Moon; Steven McDonagh; Kenny Mitchell; Markus H. Gross
In this paper, we propose a new adaptive rendering method to improve the performance of Monte Carlo ray tracing, by reducing noise contained in rendered images while preserving high-frequency edges. Our method locally approximates an image with polynomial functions and the optimal order of each polynomial function is estimated so that our reconstruction error can be minimized. To robustly estimate the optimal order, we propose a multi-stage error estimation process that iteratively estimates our reconstruction error. In addition, we present an energy-preserving outlier removal technique to remove spike noise without causing noticeable energy loss in our reconstruction result. Also, we adaptively allocate additional ray samples to high error regions guided by our error estimation. We demonstrate that our approach outperforms state-of-the-art methods by controlling the tradeoff between reconstruction bias and variance through locally defining our polynomial order, even without need for filtering bandwidth optimization, the common approach of other recent methods.
acm symposium on applied perception | 2016
Jose A. Iglesias-Guitian; Charalampos Koniaris; Bochang Moon; Darren Cosker; Kenny Mitchell
Perceptually lossless foveated rendering methods exploit human perception by selectively rendering at different quality levels based on eye gaze (at a lower computational cost) while still maintaining the users perception of a full quality render. We consider three foveated rendering methods and propose practical rules of thumb for each method to achieve significant performance gains in real-time rendering frameworks. Additionally, we contribute a new metric for perceptual foveated rendering quality building on HDR-VDP2 that, unlike traditional metrics, considers the loss of fidelity in peripheral vision by lowering the contrast sensitivity of the model with visual eccentricity based on the Cortical Magnification Factor (CMF). The new metric is parameterized on user-test data generated in this study. Finally, we run our metric on a novel foveated rendering method for real-time immersive 360° content with motion parallax.
international conference on computer graphics and interactive techniques | 2016
Babis Koniaris; Iván Huerta; Maggie Kosek; Karen Darragh; Charles Malleson; Joanna Jamrozy; José Antonio Iglesias Guitián; Bochang Moon; Ali Israr; Kenny Mitchell
Compelling virtual reality experiences require high quality imagery as well as head motion with six degrees of freedom. Most existing systems limit the motion of the viewer (prerecorded fixed position 360 video panoramas), or are limited in realism, e.g. video game quality graphics rendered in real-time on low powered devices. We propose a solution for presenting movie quality graphics to the user while still allowing the sense of presence afforded by free viewpoint head motion. By transforming offline rendered movie content into a novel immersive deep media representation, we display the content in real-time according to the tracked head pose. For each frame, we generate a set of 360-degree images (colors and depths) using cameras placed in selected locations within a small view volume surrounding a central viewing position. We employ a parallax masking technique which minimizes the rendering work required for the additionally visible surfaces in viewing locations around the main viewpoint. At run-time, a decompression and rendering algorithm fetches the appropriate surface data in real-time and projects them to the eye positions as the user moves within the tracked view volume. To further illustrate this ability for interactivity and embodiment within VR movies, we track the full upper body using our sparse sensor motion capture solver allowing users to see themselves in the virtual world. Here, both head and upper body are tracked in realtime using data from IMU (Inertial Measurement Unit) and EMG (Electromyogram) sensors. Our real-time solver, Triduna Live uses a physics-based approach to robustly estimate pose from a few sensors. Hand gesture and object grasping motions are detected from the EMG data and combined with the tracked body position to control gameplay seamlessly integrated within the deep media environment.