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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Optimization of Illumination through Windows for MCRT</article-title>
      </title-group>
      <contrib-group>
        <aff id="aff0">
          <label>0</label>
          <institution>ITMO University</institution>
          ,
          <addr-line>St. Petersburg</addr-line>
          ,
          <country country="RU">Russia</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>The Keldysh Institute of Applied Mathematics Russian Academy of Sciences</institution>
          ,
          <addr-line>Moscow</addr-line>
          ,
          <country country="RU">Russia</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>The paper presents an improvement of Monte-Carlo ray tracing which changes ray emission from a light source to accelerate convergence i.e. reduce the noise remained after the given run time. It is mainly intended for interior scenes illuminated from outside (e.g. skylight) through windows or other holes. The rays from light sources are generated so that they are directed to these windows. In other words, the number of rays is increased for directions that contribute to the camera image. It is shown that the proposed method allows calculating image with desirable quality several times faster.</p>
      </abstract>
      <kwd-group>
        <kwd>ray tracing</kwd>
        <kwd>lighting simulation</kwd>
        <kwd>Monte-Carlo</kwd>
        <kwd>optimal PDF</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>The basic Monte-Carlo ray tracing (MCRT) generates or
transforms rays at random with probability distribution determined
locally i.e. in case of emission by the light source properties and in
case of surface or particle scattering by Bidirectional scattering
distribution function (BSDF) in the hit point.</p>
      <p>This approach is not ultimately optimal, e.g. BSDF may send
rays away from the virtual observer or camera. Moreover, in case
of a parallel light source there is an ambiguity with the ray origin:
formally for a parallel light the ray origin must be chosen uniformly
in an infinite domain which is technically impossible. Therefore in
practice the ray origin is chosen over the projection of scene onto
the plane orthogonal to the ray direction (see Fig. 1).</p>
      <p>Below we shall describe how it must be adapted to the more
complex cases, when

</p>
      <p>Light source is not parallel but it is skylight with given
goniogram;</p>
      <p>There are several windows that can overlap.</p>
      <p>The examples shown in Fig. 1 and 2 can be implemented by
letting the user to point the windows and then mask the distribution
of ray origin by 1 inside or 0 outside their projection. This
approach, however, may introduce error. For example, imagine a
house with “French windows” stayed on a white sand lawn. The
sun rays that hit the ground near the window can reflect into it and
contribute to the illumination of the interior. Meanwhile, the light
emits only towards the transparent windows thus no rays are
directed to the opaque ground (Fig. 2).</p>
      <p>Fig. 1. Top view of a scene illuminated by a parallel light
source. Rays from the light are emitted to the scene only.</p>
      <p>Rays that miss the window do not contribute to the</p>
      <p>interior view.</p>
      <p>Therefore the ray emission is determined not only by the light
source properties but also by the geometry of scene. The natural
extension of that approach is when we render an interior of a room
illuminated from outside through a window (or an open door). In
this case the rays sent to the opaque walls are “lost” while
illumination of the interior is created only by the rays that run
through the window. The ray origin must then be chosen in a
projection of that window onto the plane orthogonal to the
illumination direction.</p>
      <p>This is the basic idea behind optimization of light emission.
Fig. 2. Side view of a scene illuminated by a parallel light
source. Rays are directed to the windows only and not to
the ground. These rays (shown dashed) can reflect inside
the room too but are missed.</p>
      <p>This situation can be cured if the “emission mask” is more
sophisticated and is not 0 for some opaque areas. On the contrary,
the mask is not 1 for some transparent areas even they do not open
into the interior.</p>
      <p>The resulting Probability density function or PDF of the
emitted ray origin (and/or direction) cannot be simply postulated
but must be calculated from the results of simulation. The method
then belongs to a wide class of algorithms of an “optimal PDF” for
MCRT.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Relation to previous work</title>
      <p>Usually the quantities of interest for optical simulation, e.g. the
luminance of the hit point, are usually the integrals of a product,
e.g. the point luminance is a convolution of BSDF with
Copyright © 2019 for this paper by its authors. Use permitted under Creative Commons License Attribution 4.0 International (CC BY 4.0).
illumination. Therefore the optimal probability distribution of the
scattered ray direction in MCRT must be that product. This is
usually termed as importance sampling. The problem is that at one
multiplier of that product (illumination in the above example) is the
result of MCRT itself and is not known in advance and accurately.</p>
      <p>Since long attempts are made to improve efficiency of MCRT
by making the PDF of scattered rays as close as possible to that
product using various approximations and heuristic. Say, surface
luminance under even direct illumination by an area light is an
integral over that light surface. To improve efficiency of its
calculation Shirley et al [1] suggested to separate the fastest varying
terms of the integrand and to use them for constructing a PDF.</p>
      <p>The famous works [2], [3] improved efficiency of the backward
MCRT by scattering the camera ray according to not BSDF only
but its product with the illumination of the point. In [2] photon maps
were used to estimate the angular distribution of illuminance. In [3]
this was made with a 5D tree covering the scene which accumulated
illumination brought by various reflected backward MCRT rays (so
there was no a separate forward MCRT phase).</p>
      <p>There are two main problems with the method. Firstly the
optimal distribution must now be stored if not in each hit point but
in each voxel. This requires a lot of memory. Various
approximations are used to reduce it, e.g. the space resolution is
quite coarse. And this results in the second problem: we have only
a rather rough estimation of the incoming radiation distribution. It
thus deviates from the target product and the difference must be
compensated by the scale of ray energy.</p>
      <p>At last, we may face a deadlock with the methods like [3] where
the illumination is taken from the same MCRT rays which were
shot with the accumulated PDF. For example, if by some time no
rays were shot in some angular cone the estimated illumination
from it is 0. And when generating a next ray the sampling procedure
does not send it to that “black” region, so illumination from it
remains 0 and so on. The simplest remedy is to use a mixed strategy
when some fraction of rays are scattered by BSDF without usage
of the accumulated PDF. The difficulty though is how to find the
ratio. If it is too small the narrow peaks of illumination do not
contribute to PDF and are only taken from the small fraction of rays
scattered by BSDF which creates strong noise. If the ratio is large
this kills the very benefit (acceleration) of the method.</p>
      <p>This basic idea was then exploited by many researchers [4]–[8].</p>
      <p>While [5] uses hemispherical PDF of the form rather similar to
Jensen’s [2], in [6] the authors use approximation by a sum of
Gaussians. Its advantage is that a product of two Gaussian bells is
also a Gaussian and can be sampled efficiently. In [8] wavelets are
used instead. Some authors utilize spherical harmonics whose
product also admits analytic treatment. Also other approaches are
used up to neural networks and machine learning which are another
way to optimize the ray direction PDF on the base of accumulated
statistic [7].</p>
      <p>All the above methods alter PDF in one point to reduce
variance. A radical solution is the Metropolis Light transport
where, unlike MCRT which traces ray segment-by segment, we
choose at random the whole path from light source to camera [9].</p>
      <p>But while the above problem of MCRT is eliminated other
problems emerge whose analysis is out of our scope.</p>
      <p>
        Less radical solution is still using MCRT but applying different
approaches (both for generation of scattering direction and for
collecting illuminance) and generating several ray paths. The pixel
luminance is then taken as a weighted sum of luminance each of
them would brought. This is usually termed as multiple importance
strategy. This method does not optimize PDF in hit points
separately but instead it mixes contributions of several different
(
        <xref ref-type="bibr" rid="ref1">1</xref>
        )
(
        <xref ref-type="bibr" rid="ref2">2</xref>
        )
(
        <xref ref-type="bibr" rid="ref3">3</xref>
        )
whole ray paths. The main ideas were suggested in [10] where
besides all it was proved that the relatively simple “balance
heuristic” estimator is close to optimal, i.e. other estimators of the
class considered cannot decrease the variance significantly.
      </p>
      <p>Recently Sbert et al [11] claimed this is not always so. They
analyzed the conditions in the Veach’s theorem and found that
sometimes an estimator can be constructed significantly better than
the “balance heuristic” one.</p>
    </sec>
    <sec id="sec-3">
      <title>3. Light entrance through the windows 3.1</title>
    </sec>
    <sec id="sec-4">
      <title>Simple transparent window</title>
      <p>For a parallel light source the ray origin is distributed
uniformly. On the other hand rays that miss the window are useless
because they do not create interior illumination. Therefore the ray
origin is chosen uniformly within projection of the window onto
the plane orthogonal to the light direction.</p>
      <p>In case of triangulated scene geometry the triangles that
constitute the window glass are used. First we choose one of them
with probability proportional to the energy flow through that
triangle and then choose the ray origin uniformly within the
triangle.</p>
      <p>Although it is possible that the window is open or does not have
glass inside. In this case there are no triangles inside the window to
direct rays to. The user then can select triangles that form the
window’s frame. After that a convex hull is constructed from them
and the rays are directed to its triangles. In case light source is not
parallel the calculation is a bit more sophisticated. Say, sky light,
like a parallel light, is an infinitely distant, but it has a smooth
goniogram.</p>
      <p>Here we first choose direction of emission  and after that we
choose triangle t with probability
  =</p>
      <p>|( ⋅   )|
∑   |( ⋅   )|
where St is area of the t-th triangle and nt is its normal. Finally the
ray origin  is chosen uniformly in that triangle and translated
outside the scene domain. Direction  is chosen with probability
density
 ( ) =</p>
      <p>∑   |( ⋅   )| ( )
where g is intensity of the emission goniogram.</p>
      <p>Let us assume that sky goniogram is tabulated on a rectangular
grid ( ,  ), and bilinearly interpolates inside cells.</p>
      <p>We first choose goniogram cell [  ,   +1 ] × [  ,   +1] with
probability
  , =
∑   ∫   ,</p>
      <p>|( ⋅   )| ( ) 2
and then choose within this cell a direction with probability density
  , ( ) =</p>
      <p>
        ∑   |( ⋅   )| ( )
∑   ∫   , |( ⋅   )| ( )  
After that we choose triangle t with probability (
        <xref ref-type="bibr" rid="ref1">1</xref>
        ).
      </p>
      <p>If the cell is small so that the emission directions for all its 4
vertices are to the same side of triangle normal then the integral
over cell is</p>
      <p>∫ |( ⋅   )| ( ) 2 = |(  , ⋅   )|
depends only on the goniogram cell (but not triangle). Therefore
for a goniogram</p>
      <p>cell it suffices to calculate three values
  ,
( )
,   ,
( )
,   ,</p>
      <p>( ) and then for most of triangles the flow through them
is calculated as a dot product of this vector with triangle normal.
For those few triangles which are illuminated from different sides
by the goniogram cell the energy flow must be calculated directly.</p>
      <p>Therefore in the above method the probability density of the
ray origin and direction ( ,  ) is
 ( ,  ) =
=</p>
      <p>∑   ( ;  ) ( )
∫∑   ( ;  ) ( )  2  2</p>
      <p>∑   ( ;  ) ( )
where   ( ;  ) = 1 if the ray ( ,  ) intersects triangle t and 0
calculated as
3.2</p>
    </sec>
    <sec id="sec-5">
      <title>Multiple windows and overlap</title>
      <p>
        The proposed above method produces correct energy flow
through a surface composed by triangles (or other facets) whose
projections do not overlap. If projections of N triangles overlap the
numerator in (
        <xref ref-type="bibr" rid="ref4">4</xref>
        ) increases for this area and this causes a distortion,
see Fig. 3.
(
        <xref ref-type="bibr" rid="ref4">4</xref>
        )
(
        <xref ref-type="bibr" rid="ref5">5</xref>
        )
      </p>
    </sec>
    <sec id="sec-6">
      <title>4. Adaptive optimal PDF</title>
      <p>
        As seen from (
        <xref ref-type="bibr" rid="ref5">5</xref>
        ) the above approach masks the own spatially
uniform light source probability density  ( ) with mask which is
1 if the ray intersect any window triangle and 0 otherwise. This
simplest alteration is not the optimal. Let us consider a more
flexible approach when the origin and direction of the emitted ray
are chosen with arbitrary probability density  ( ;  ).
      </p>
      <p>
        After the light source ray ( ;  ) is chosen its further fate is still
stochastic at each hit point. So its contribution to the luminance of
pixel p is random function   ( ;  ). Naturally if one changes the
distribution of rays it must be compensated by the change of the ray
contribution to keep the expectation. Therefore
  ( ;  ) = ℒ ( ;  )
 ( ;  )
 ( ;  )
where ℒ ( ;  ) is contribution for the correct density (
        <xref ref-type="bibr" rid="ref5">5</xref>
        ).
      </p>
      <p>Assuming the camera ray path is deterministic, the noise in
pixel p is entirely due to the forward MCRT part and can be
∫〈 2 〉( ;  ) ( ;  ) 2  2 − (∫〈  〉( ;  ) ( ;  ) 2  2 )
where 〈⋅〉 means averaging over all random fates of the ray emitted
from light source with origin  and direction  . The total error is
just the sum over all pixels.</p>
      <p>Varying the probability density by 
changes this total error

− ∫ ∑〈ℒ2〉( ;  )</p>
      <p>( ;  ) 2  2
 2( ;  )
 2( ;  )</p>
      <p>An optimal  ( ;  ) makes the noise minimal and in this
extremum the change must vanish for any admissible 
. The
variation of normalized density is by definition an arbitrary
function for which ∫</p>
      <p>
        ( ;  ) 2  2 = 0. Comparing with (
        <xref ref-type="bibr" rid="ref6">6</xref>
        ) we
thus conclude that it must be (the common derivation in
MonteCarlo methods)
∑〈ℒ2〉( ;  )

 2( ;  )
 2( ;  )
= const
by
or
2
(
        <xref ref-type="bibr" rid="ref6">6</xref>
        )
(
        <xref ref-type="bibr" rid="ref7">7</xref>
        )
where  ( ;  ) = ∑   ( ;  ) is the number of triangles the ray
      </p>
      <p>
        This correcting factor is easily handled with the “rejection
method”: we first choose ray direction and origin according to the
probability density (
        <xref ref-type="bibr" rid="ref4">4</xref>
        ), i.e. actually with (
        <xref ref-type="bibr" rid="ref1">1</xref>
        ), (
        <xref ref-type="bibr" rid="ref2">2</xref>
        ) and (
        <xref ref-type="bibr" rid="ref3">3</xref>
        ). Then once
cycles over all triangles of all windows and check if the ray
intersects them. This is done for isolated triangle, i.e. we do not care
if there are other triangles “in front of it”. Then with probability
1 −  −1( ;  ) the ray is rejected, i.e. the direction and origin are
chosen anew, and this continues until the ray is accepted. The
resulting
density
      </p>
      <p>
        will then be (
        <xref ref-type="bibr" rid="ref4">4</xref>
        ) then it provides correct
illumination.
 ( ;  ) =  ( ;  )
√∑〈ℒ2〉( ;  )

where C is the normalization constant.
      </p>
      <p>The 〈ℒ2〉( ;  ) is by definition independent on how we emit
the ray ( ;  ). Before ray tracing we create a 4D mesh in that
( ;  ). Then when a ray is emitted we find which cell the ( ;  )
belongs to and add ℒ2( ;  ) to the value accumulated in that cell.</p>
      <p>
        As ray tracing continues we accumulate better and better
estimation of 〈ℒ2〉( ;  ) in each cell and begin using it to optimize
emission density. The ray origin and direction are now chosen with
density (
        <xref ref-type="bibr" rid="ref7">7</xref>
        ). As ray tracing continues and the accumulated estimate
of 〈ℒ2〉( ;  ) changes, the density of ray emission changes too. In
other words it is now time-dependent. This however does not create
a feedback loop because the accumulated value does not depend on
how
      </p>
      <p>we choose the ray start. Gradually, as the accumulated
estimate of 〈ℒ2〉( ;  ) improves, the density of ray start converges
to its limiting optimal form.</p>
    </sec>
    <sec id="sec-7">
      <title>5. Results</title>
      <p>An example scene is oversimplified model of two rooms
separated by a wall with a door. Skylight illuminates the right room
through the window and light penetrates into the left room through
the gap beneath the door only (Fig. 4). Camera was in the left room
and looks towards the door.</p>
      <p>Figures 5–7 present the camera images for “Two rooms” scene
calculated during the same time interval without light emission
optimization (Fig. 5), for light emission towards the gap beneath
the door, i.e. algorithm described in p. 3 (Fig. 6), and for adaptive
light PDF (Fig. 7). We also calculated average illuminance and
RMS over the red rectangle presented in Fig. 5-7. The calculated
values are in Table 1.</p>
      <sec id="sec-7-1">
        <title>Without optimization (Fig. 5)</title>
      </sec>
      <sec id="sec-7-2">
        <title>Light emission toward the gap (Fig. 6)</title>
      </sec>
      <sec id="sec-7-3">
        <title>Adaptive light PDF (Fig. 7)</title>
        <p>Average
0.49
0.23
0.47</p>
        <p>RMS
0.62
0.11
0.27</p>
        <p>Fig. 5. “Two rooms” scene. Light emission to the whole
scene domain, without optimization.
beneath the door.</p>
        <p>Fig. 7. “Two rooms” scene. Generation of ray direction
from the light source uses an adaptive PDF</p>
        <p>One can see that the least noise is in the second method but it
underestimates luminance outside of the bright area on the floor,
for example, in the wall area marked by red rectangular. Besides
the gap in it looks entirely black because camera rays sent to it go
to the right room which is entirely black because illumination goes
to the gap only.</p>
        <p>Another example scene is shown in Fig. 8. The house is
illuminated with sky and sun light. There is a lot of windows
through which it can penetrate into the interior of the room
observed by the camera. Therefore the second method (explicit
specification of the windows in the scene) is inconvenient here.</p>
      </sec>
    </sec>
    <sec id="sec-8">
      <title>Camera position indoor</title>
      <p>Figures 9–10 present the images calculated during the same
time interval without light emission optimization (Fig. 9) and for
adaptive light PDF (Fig. 10). It is seen from these figures that level
of noise is noticeably low for the adaptive light PDF method. Also
visually the same quality of image was obtained about 4 times faster
for the adaptive light PDF.</p>
    </sec>
    <sec id="sec-9">
      <title>6. Conclusion</title>
      <p>We suggested two methods that allow to improve ray tracing
for scenes where the area of interest is illuminated from outside
through windows or small holes and maybe along a complex path.
Both methods reduce noise or, which is the same, allow to achieve
its target level faster. The first one, which requires marking
explicitly those holes in the scene geometry, gives better noise
reduction but in some cases it may underestimate illuminance as it
can be seen from Table 1. The second method constructs an optimal
PDF of light emission which minimizes the noise. It is slower but
gives a correct illuminance. Nevertheless the second method
accelerates image generation in times in comparison to light
emission without optimization to the whole domain.</p>
      <p>Fig. 9. Camera image for the “House” scene. Light</p>
      <p>emission to the whole scene domain.</p>
      <p>Fig. 10. Camera image for the “House” scene. Light</p>
      <p>emission by the adaptive light PDF.</p>
    </sec>
    <sec id="sec-10">
      <title>7. Acknowledgements</title>
      <p>This work was supported by RFBR grants 18-01-00569 and
19-01-00435.</p>
    </sec>
    <sec id="sec-11">
      <title>8. References</title>
    </sec>
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