Show simple item record

dc.rights.licenseCC-BY-NC-ND
dc.contributor.advisorBikker, dr. ing. J.
dc.contributor.advisorVaxman, dr. A.
dc.contributor.authorMastrigt, K. van
dc.date.accessioned2018-03-28T17:01:27Z
dc.date.available2018-03-28T17:01:27Z
dc.date.issued2018
dc.identifier.urihttps://studenttheses.uu.nl/handle/20.500.12932/28882
dc.description.abstractWe present a GPU implementation of Dahm and Keller's Q-learning based importance sampling technique. The method requires a caching scheme to store the radiance distributions that are learned during path tracing. We tested the method on a photon map, a Poisson disk distribution and the Poisson disk distribution with a new addition called light occlusion. We found that the uniformly distributed points of the photon map produces the best results. The method itself was tested on four different scenes. We show that in an optimized GPU path tracer the method can have a positive influence on the performance, depending on the difficulty of the scene. In a comparison to a bidirectional path tracer we see that the method is able to outperform the bidirectional path tracer in a scene that is almost exclusively lit by indirect lighting. We conclude that it can be beneficial to implement the method in a GPU based path tracer.
dc.description.sponsorshipUtrecht University
dc.format.extent70899057
dc.format.mimetypeapplication/pdf
dc.language.isoen
dc.titleQ-Learned Importance Sampling for Physically Based Light Transport on the GPU
dc.type.contentMaster Thesis
dc.rights.accessrightsOpen Access
dc.subject.keywordsPath tracing, importance sampling, Q-learning, reinforcement learning, GPU
dc.subject.courseuuGame and Media Technology


Files in this item

Thumbnail

This item appears in the following Collection(s)

Show simple item record