Adaptive Wavelet Rendering 
Ryan
S. Overbeck 
Craig
Donner 
Ravi
Ramamoorthi 
Columbia
University 
Columbia
University 
University
of
California,
Berkeley 
SIGGRAPH Asia 2009 
Antialiasing + Depth of Field 
Antialiasing + Depth of Field + Motion Blur 
Antialiasing + Depth of Field + Environment Lighting 
Antialiasing + Depth of Field + Area Lighting + Diffuse Interreflections 
Average 32 samples per pixel 
Average 32 samples per pixel  Average 32 samples per pixel  Average 32 samples per pixel 
5.05 minutes 
16.23 minutes 
34.37 minutes 
15 minutes 
Abstract 
Effects such as depth of field,
area lighting, antialiasing and global illumination require evaluating
a complex highdimensional integral at each pixel of an image. We
develop a new adaptive rendering algorithm that greatly reduces the
number of samples needed for Monte Carlo integration. Our method
renders directly into an imagespace wavelet basis. First, we
adaptively distribute Monte Carlo samples to reduce the variance of the
wavelet basis' scale coefficients, while using the wavelet coefficients
to find edges. Working in wavelets, rather than pixels, allows us
to sample not only imagespace edges but also other features that are
smooth in the image plane but have high variance in other integral
dimensions. In the second stage, we reconstruct the image from
these samples by using a suitable wavelet approximation. We
achieve this by subtracting an estimate of the error in each wavelet
coefficient from its magnitude, effectively producing the smoothest
image consistent with the rendering samples. Our algorithm
renders scenes with significantly fewer samples than basic Monte Carlo
or adaptive techniques. Moreover, the method introduces minimal
overhead, and can be efficiently included in an optimized raytracing
system. 

Files  
Paper:  [PDF] 
Chess Scene Animation Test: 
AWR_Chess_Animation.avi 
Figure Images: 
AWR_Images.zip 
Presentation Files: 
AWR.pptx (PowerPoint 2007), pool4_32.wmv, AWR.ppt
(for PowerPoint 972003) 
Fast Forward:  AWRFastForward.wmv 
Code for the core algorithms:  Wvltr.zip, README.txt 
News 

March 12, 2010 
I've
added the code which implements the core algorithms to this page.
Note that this code will not compile by itself. It is intended to
help people include the algorithm in their own renderers. I still
hope to release the rest of my rendering code, but it's tough to get
free cycles. Please, read the README.txt before contacting me about problems :) Enjoy! ryan 

Jan. 24, 2010 
I do
plan on releasing source code for this project. Hopefully, within
the next month, so keep checking back if you're interested. Cheers! ryan 