Bernstein Bounds for Caustics
Zhimin Fan, Chen Wang, Yiming Wang, Boxuan Li, Yuxuan Guo, Ling-Qi Yan, Yanwen Guo, Jie Guo
TL;DR
This work tackles the enduring challenge of rendering sharp caustics on complex geometry by introducing a bound-driven sampling framework that uses Bernstein bounds to conservatively bound the position and irradiance contributed by each triangle tuple. By expressing vertex positions and irradiance as rational functions and handling nonrational components with remainder variables, the method builds piecewise Bernstein bounds that guide efficient, unbiased sampling of triangle tuples and subsequent root-finding within selected tuples. A multi-sample estimator coupled with an optimized sampling probability design reduces variance and concentrates effort on high-contribution paths, enabling fast and reliable caustics rendering. Empirical results on diverse scenes show substantial speedups and variance reductions compared with state-of-the-art methods, with clear pathways for extending the technique to more general geometries and longer path chains in future work.
Abstract
Systematically simulating specular light transport requires an exhaustive search for primitive tuples containing admissible paths. Given the extreme inefficiency of enumerating all combinations, we propose to significantly reduce the search domain by sampling such tuples. The challenge is to design proper sampling probabilities that keep the noise level controllable. Our key insight is that by bounding the range of irradiance contributed by each primitive tuple at a given position, we can sample a subset of primitive tuples with potentially high contributions. Although low-contribution tuples are assigned a negligible probability, the overall variance remains low. Therefore, we derive vertex position and irradiance bounds for each primitive tuple, introducing a bounding property of rational functions on the Bernstein basis. When formulating position and irradiance expressions into rational functions, we handle non-rational components through remainder variables to maintain validity. Finally, we carefully design the sampling probabilities by optimizing the upper bound of the variance, expressed only using the position and irradiance bound. The proposed primitive sampling is intrinsically unbiased. It can be seamlessly combined with various unbiased and biased root-finding techniques within a local primitive domain. Extensive evaluations show that our method enables fast and reliable rendering of complex caustic effects.
