8 CONCLUSION
In this article, we endeavour to simulate efficiently
and accurately spectral image (fig. 1). The previ-
ous works in spectral rendering don’t fulfill the requi-
rements (section 3.1). Therefore, a new framework
(section 3) has been described to render a spectral
image composed with K number of channels.
The rendering of a such spectral image will lead
us to three major issues: the computation time, the
footprint of the spectral image, and the memory con-
sumption of the algorithm. The computation time can
be drastically reduced by the use of GPUs, however,
their memory capacity and bandwidth (compared to
their compute power) are limited. When the num-
ber of channels will raise, the straightforward method
(section 4) will lead us to high memory consumption
and latency problems.
To overcome these problems, we propose the
DPEPT (section 5.1) which consists in decoupling the
path evaluation from the path generation. The me-
mory consumption of this approach is not dependent
on the number of channels. Its path evaluation step
can be efficiently parallelized (section 5.2). Our met-
hod outperforms the straightforward approach when
the spectral resolution of the simulated image raises.
Our contributions enable to render multi, hyper and
even ultra (more than 1,000 channels) spectral image.
Interactive frame rate of hyper spectral image rende-
ring can be achieved for easy and medium complex
scene.
However we think there are still room to improve
the compute time and the convergence of the simula-
tion. More over, the footprint of the spectral image
problem is not yet solved, therefore it can limit the si-
mulation if the spectral image is too big to fit in the
global memory of a GPU.
9 FUTURE WORK
The possible future work would consist in:
• Improving the compute time. We have made the
assumption that it’s needed to compute one wa-
velength sample per channels per path, maybe we
can find a better tradeoff between the number of
wavelength samples to evaluate per path and the
number of path to trace.
• Investigating the feasibility of the spectral MIS
(Wilkie et al., 2014) for paths which carry a large
number of wavelength samples on GPU. It would
improve the convergence of the algorithm when
using high wavelength dependent materials.
• Exploring the viability of Out-of-Core methods to
refine the spectral image.
• Working on an efficient and compact data struc-
ture to refine the spectral output. Right now, the
output are stored in a spectral image composed
with K number of channel (3d image) which is
computational-wise and memory-wise inefficient.
• Studying an efficient multi GPU parallelization
pattern for a spectral image rendering.
ACKNOWLEDGEMENTS
This work has been funded by the Provence-Alpes-
Côte d’Azur (PACA) French region and ONERA.
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