Neural Two-Level Monte Carlo Real-Time Rendering
Mikhail Dereviannykh, Dmitrii Klepikov, Johannes Hanika, Carsten Dachsbacher
TL;DR
This work tackles real-time global illumination by marrying a two-level Monte Carlo estimator with an online neural radiance cache. The first level uses Neural Incident Radiance Cache (NIRC) to rapidly approximate incident radiance, while a second level estimates the residual bias to achieve an unbiased estimator when desired. A biased variant with a Balanced Termination Heuristic (BTH) and a Neural Visibility Cache (NVC) for environment maps are explored, with substantial variance reductions and speedups demonstrated across multiple scenes. The approach leverages tiny fully-fused MLPs, hash-based encodings, and on-line training to deliver real-time performance with strong convergence even in dynamic scenes, often outperforming Neural Radiance Cache (NRC) baselines. Overall, MLMC paired with NIRC provides superior variance reduction and efficiency, paving the way for robust real-time GI in interactive applications.
Abstract
We introduce an efficient Two-Level Monte Carlo (subset of Multi-Level Monte Carlo, MLMC) estimator for real-time rendering of scenes with global illumination. Using MLMC we split the shading integral into two parts: the radiance cache integral and the residual error integral that compensates for the bias of the first one. For the first part, we developed the Neural Incident Radiance Cache (NIRC) leveraging the power of fully-fused tiny neural networks as a building block, which is trained on the fly. The cache is designed to provide a fast and reasonable approximation of the incident radiance: an evaluation takes 2-25x less compute time than a path tracing sample. This enables us to estimate the radiance cache integral with a high number of samples and by this achieve faster convergence. For the residual error integral, we compute the difference between the NIRC predictions and the unbiased path tracing simulation. Our method makes no assumptions about the geometry, materials, or lighting of a scene and has only few intuitive hyper-parameters. We provide a comprehensive comparative analysis in different experimental scenarios. Since the algorithm is trained in an on-line fashion, it demonstrates significant noise level reduction even for dynamic scenes and can easily be combined with other importance sampling schemes and noise reduction techniques.
