Filtering After Shading With Stochastic Texture Filtering

Fuente: arXiv
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Auteurs principaux: Pharr, Matt, Wronski, Bartlomiej, Salvi, Marco, Fajardo, Marcos
Format: Preprint
Publié: 2024
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author Pharr, Matt
Wronski, Bartlomiej
Salvi, Marco
Fajardo, Marcos
author_facet Pharr, Matt
Wronski, Bartlomiej
Salvi, Marco
Fajardo, Marcos
contents 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.
format Preprint
id arxiv_https___arxiv_org_abs_2407_06107
institution arXiv
publishDate 2024
record_format arxiv
spellingShingle Filtering After Shading With Stochastic Texture Filtering
Pharr, Matt
Wronski, Bartlomiej
Salvi, Marco
Fajardo, Marcos
Computer Vision and Pattern Recognition
Graphics
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.
title Filtering After Shading With Stochastic Texture Filtering
topic Computer Vision and Pattern Recognition
Graphics
url https://arxiv.org/abs/2407.06107