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Unbiased rendering in computer graphics refers to techniques that avoid systematic errors, or biases, in the radiance approximation of an image. This term specifically relates to statistical bias, not subjective bias. Unbiased rendering aims to replicate real-world lighting and shading as accurately as possible without shortcuts. Path tracing and its derivatives are examples of unbiased techniques, whereas traditional ray tracing methods are typically biased. [1]
In mathematical terms, an unbiased estimator's expected value (E) is the population mean, regardless of the number of observations. The errors in an image produced by unbiased rendering are due to random statistical variance, which appears as high-frequency noise. Variance in this context decreases by n (standard deviation decreases by n) for n data points. [2] Consequently, four times as much data is required to halve the standard deviation of the error, making unbiased rendering less suitable for real-time or interactive applications. An image that appears noiseless and smooth from an unbiased renderer is probabilistically correct.
A biased rendering method can still produce images close to the desired result but introduces a certain amount of error (often seen as a blur) to reduce variance (noise). These methods are typically optimized for faster computation at the expense of some accuracy. [3]
An unbiased technique, like path tracing, cannot consider all possible light paths due to their infinite number. It may not select ideal paths for a given render, as this would introduce bias. For example, path tracing struggles with caustics from a point light source because it is unlikely to randomly generate the exact path needed for accurate reflection. [4]
On the other hand, progressive photon mapping (PPM), a biased technique, handles caustics effectively. Although biased, PPM is consistent, meaning that as the number of samples increases to infinity, the bias error approaches zero, and the probability that the estimate is correct reaches one.
Rendering or image synthesis is the process of generating a photorealistic or non-photorealistic image from a 2D or 3D model by means of a computer program. The resulting image is referred to as a rendering. Multiple models can be defined in a scene file containing objects in a strictly defined language or data structure. The scene file contains geometry, viewpoint, textures, lighting, and shading information describing the virtual scene. The data contained in the scene file is then passed to a rendering program to be processed and output to a digital image or raster graphics image file. The term "rendering" is analogous to the concept of an artist's impression of a scene. The term "rendering" is also used to describe the process of calculating effects in a video editing program to produce the final video output.
In statistics, an estimator is a rule for calculating an estimate of a given quantity based on observed data: thus the rule, the quantity of interest and its result are distinguished. For example, the sample mean is a commonly used estimator of the population mean.
Global illumination (GI), or indirect illumination, is a group of algorithms used in 3D computer graphics that are meant to add more realistic lighting to 3D scenes. Such algorithms take into account not only the light that comes directly from a light source, but also subsequent cases in which light rays from the same source are reflected by other surfaces in the scene, whether reflective or not.
In 3D computer graphics, radiosity is an application of the finite element method to solving the rendering equation for scenes with surfaces that reflect light diffusely. Unlike rendering methods that use Monte Carlo algorithms, which handle all types of light paths, typical radiosity only account for paths which leave a light source and are reflected diffusely some number of times before hitting the eye. Radiosity is a global illumination algorithm in the sense that the illumination arriving on a surface comes not just directly from the light sources, but also from other surfaces reflecting light. Radiosity is viewpoint independent, which increases the calculations involved, but makes them useful for all viewpoints.
In 3D computer graphics, ray tracing is a technique for modeling light transport for use in a wide variety of rendering algorithms for generating digital images.
In statistics, the standard deviation is a measure of the amount of variation of a random variable expected about its mean. A low standard deviation indicates that the values tend to be close to the mean of the set, while a high standard deviation indicates that the values are spread out over a wider range. The standard deviation is commonly used in the determination of what constitutes an outlier and what does not.
In statistics, point estimation involves the use of sample data to calculate a single value which is to serve as a "best guess" or "best estimate" of an unknown population parameter. More formally, it is the application of a point estimator to the data to obtain a point estimate.
Metropolis light transport (MLT) is a global illumination application of a variant of the Monte Carlo method called the Metropolis–Hastings algorithm to the rendering equation for generating images from detailed physical descriptions of three-dimensional scenes.
In computer graphics, photon mapping is a two-pass global illumination rendering algorithm developed by Henrik Wann Jensen between 1995 and 2001 that approximately solves the rendering equation for integrating light radiance at a given point in space. Rays from the light source and rays from the camera are traced independently until some termination criterion is met, then they are connected in a second step to produce a radiance value. The algorithm is used to realistically simulate the interaction of light with different types of objects. Specifically, it is capable of simulating the refraction of light through a transparent substance such as glass or water, diffuse interreflection between illuminated objects, the subsurface scattering of light in translucent materials, and some of the effects caused by particulate matter such as smoke or water vapor. Photon mapping can also be extended to more accurate simulations of light, such as spectral rendering. Progressive photon mapping (PPM) starts with ray tracing and then adds more and more photon mapping passes to provide a progressively more accurate render.
In statistics, the mean squared error (MSE) or mean squared deviation (MSD) of an estimator measures the average of the squares of the errors—that is, the average squared difference between the estimated values and the actual value. MSE is a risk function, corresponding to the expected value of the squared error loss. The fact that MSE is almost always strictly positive is because of randomness or because the estimator does not account for information that could produce a more accurate estimate. In machine learning, specifically empirical risk minimization, MSE may refer to the empirical risk, as an estimate of the true MSE.
Path tracing is a computer graphics Monte Carlo method of rendering images of three-dimensional scenes such that the global illumination is faithful to reality. Fundamentally, the algorithm is integrating over all the illuminance arriving to a single point on the surface of an object. This illuminance is then reduced by a surface reflectance function (BRDF) to determine how much of it will go towards the viewpoint camera. This integration procedure is repeated for every pixel in the output image. When combined with physically accurate models of surfaces, accurate models of real light sources, and optically correct cameras, path tracing can produce still images that are indistinguishable from photographs.
3D rendering is the 3D computer graphics process of converting 3D models into 2D images on a computer. 3D renders may include photorealistic effects or non-photorealistic styles.
Computer graphics lighting is the collection of techniques used to simulate light in computer graphics scenes. While lighting techniques offer flexibility in the level of detail and functionality available, they also operate at different levels of computational demand and complexity. Graphics artists can choose from a variety of light sources, models, shading techniques, and effects to suit the needs of each application.
Reflection in computer graphics is used to render reflective objects like mirrors and shiny surfaces.
Kerkythea is a standalone rendering system that supports raytracing and Metropolis light transport, uses physically accurate materials and lighting, and is distributed as freeware. Currently, the program can be integrated with any software that can export files in obj and 3ds formats, including 3ds Max, Blender, LightWave 3D, SketchUp, Silo and Wings3D.
In statistics and in particular statistical theory, unbiased estimation of a standard deviation is the calculation from a statistical sample of an estimated value of the standard deviation of a population of values, in such a way that the expected value of the calculation equals the true value. Except in some important situations, outlined later, the task has little relevance to applications of statistics since its need is avoided by standard procedures, such as the use of significance tests and confidence intervals, or by using Bayesian analysis.
In statistics, Bessel's correction is the use of n − 1 instead of n in the formula for the sample variance and sample standard deviation, where n is the number of observations in a sample. This method corrects the bias in the estimation of the population variance. It also partially corrects the bias in the estimation of the population standard deviation. However, the correction often increases the mean squared error in these estimations. This technique is named after Friedrich Bessel.
LuxCoreRender is a free and open-source physically based rendering software. It began as LuxRender in 2008 before changing its name to LuxCoreRender in 2017 as part of a project reboot. The LuxCoreRender software runs on Linux, Mac OS X, and Windows.
In statistics and machine learning, the bias–variance tradeoff describes the relationship between a model's complexity, the accuracy of its predictions, and how well it can make predictions on previously unseen data that were not used to train the model. In general, as we increase the number of tunable parameters in a model, it becomes more flexible, and can better fit a training data set. It is said to have lower error, or bias. However, for more flexible models, there will tend to be greater variance to the model fit each time we take a set of samples to create a new training data set. It is said that there is greater variance in the model's estimated parameters.
This is a glossary of terms relating to computer graphics.