104 research outputs found

    Deep Precomputed Radiance Transfer for Deformable Objects

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    We propose, DeepPRT, a deep convolutional neural network to compactly encapsulate the radiance transfer of a freely deformable object for rasterization in real-time. With pre-computation of radiance transfer (PRT) we can store complex light interactions appropriate to the shape of a given object at each surface point for subsequent real-time rendering via fast linear algebra evaluation against the viewing direction and distant light environment. However, performing light transport projection into an efficient basis representation, such as Spherical Harmonics (SH), requires a numerical Monte Carlo integration computation, limiting usage to rigid only objects or highly constrained deformation sequences. The bottleneck, when considering freely deformable objects, is the heavy memory requirement to wield all pre-computations in rendering with global illumination results.We present a compact representation of PRT for deformable objects with fixed memory consumption, which solves diverse non-linear deformations and is shown to be effective beyond the input training set. Specifically, a U-Net is trained to predict the coefficients of the transfer function (SH coefficients in this case), for a given animation's shape query each frame in real-time.We contribute deep learning of PRT within a parametric surface space representation via geometry images using harmonic mapping with a texture space filling energy minimization variant. This surface representation facilitates the learning procedure, removing irrelevant, deformation invariant information; and supports standard convolution operations. Finally, comparisons with ground truth and a recent linear morphable-model method is provided

    Neural Precomputed Radiance Transfer

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    OPAL-MesoInternational audienceRecent advances in neural rendering indicate immense promise for architectures that learn light transport, allowing efficient rendering of global illumination effects once such methods are trained. The training phase of these methods can be seen as a form of pre-computation, which has a long standing history in Computer Graphics. In particular, Pre-computed Radiance Transfer (PRT) achieves real-time rendering by freezing some variables of the scene (geometry, materials) and encoding the distribution of others, allowing interactive rendering at runtime. We adopt the same configuration as PRT – global illumination of static scenes under dynamic environment lighting – and investigate different neural network architectures, inspired by the design principles and theoretical analysis of PRT. We introduce four different architectures, and show that those based on knowledge of light transport models and PRT-inspired principles improve the quality of global illumination predictions at equal training time and network size, without the need for high-end ray-tracing hardware

    Neural Free-Viewpoint Relighting for Glossy Indirect Illumination

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    Precomputed Radiance Transfer (PRT) remains an attractive solution for real-time rendering of complex light transport effects such as glossy global illumination. After precomputation, we can relight the scene with new environment maps while changing viewpoint in real-time. However, practical PRT methods are usually limited to low-frequency spherical harmonic lighting. All-frequency techniques using wavelets are promising but have so far had little practical impact. The curse of dimensionality and much higher data requirements have typically limited them to relighting with fixed view or only direct lighting with triple product integrals. In this paper, we demonstrate a hybrid neural-wavelet PRT solution to high-frequency indirect illumination, including glossy reflection, for relighting with changing view. Specifically, we seek to represent the light transport function in the Haar wavelet basis. For global illumination, we learn the wavelet transport using a small multi-layer perceptron (MLP) applied to a feature field as a function of spatial location and wavelet index, with reflected direction and material parameters being other MLP inputs. We optimize/learn the feature field (compactly represented by a tensor decomposition) and MLP parameters from multiple images of the scene under different lighting and viewing conditions. We demonstrate real-time (512 x 512 at 24 FPS, 800 x 600 at 13 FPS) precomputed rendering of challenging scenes involving view-dependent reflections and even caustics.Comment: 13 pages, 9 figures, to appear in cgf proceedings of egsr 202

    Deep-learning the Latent Space of Light Transport

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    We suggest a method to directly deep‐learn light transport, i. e., the mapping from a 3D geometry‐illumination‐material configuration to a shaded 2D image. While many previous learning methods have employed 2D convolutional neural networks applied to images, we show for the first time that light transport can be learned directly in 3D. The benefit of 3D over 2D is, that the former can also correctly capture illumination effects related to occluded and/or semi‐transparent geometry. To learn 3D light transport, we represent the 3D scene as an unstructured 3D point cloud, which is later, during rendering, projected to the 2D output image. Thus, we suggest a two‐stage operator comprising a 3D network that first transforms the point cloud into a latent representation, which is later on projected to the 2D output image using a dedicated 3D‐2D network in a second step. We will show that our approach results in improved quality in terms of temporal coherence while retaining most of the computational efficiency of common 2D methods. As a consequence, the proposed two stage‐operator serves as a valuable extension to modern deferred shading approaches

    Realistic Visualization of Animated Virtual Cloth

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    Photo-realistic rendering of real-world objects is a broad research area with applications in various different areas, such as computer generated films, entertainment, e-commerce and so on. Within photo-realistic rendering, the rendering of cloth is a subarea which involves many important aspects, ranging from material surface reflection properties and macroscopic self-shadowing to animation sequence generation and compression. In this thesis, besides an introduction to the topic plus a broad overview of related work, different methods to handle major aspects of cloth rendering are described. Material surface reflection properties play an important part to reproduce the look & feel of materials, that is, to identify a material only by looking at it. The BTF (bidirectional texture function), as a function of viewing and illumination direction, is an appropriate representation of reflection properties. It captures effects caused by the mesostructure of a surface, like roughness, self-shadowing, occlusion, inter-reflections, subsurface scattering and color bleeding. Unfortunately a BTF data set of a material consists of hundreds to thousands of images, which exceeds current memory size of personal computers by far. This work describes the first usable method to efficiently compress and decompress a BTF data for rendering at interactive to real-time frame rates. It is based on PCA (principal component analysis) of the BTF data set. While preserving the important visual aspects of the BTF, the achieved compression rates allow the storage of several different data sets in main memory of consumer hardware, while maintaining a high rendering quality. Correct handling of complex illumination conditions plays another key role for the realistic appearance of cloth. Therefore, an upgrade of the BTF compression and rendering algorithm is described, which allows the support of distant direct HDR (high-dynamic-range) illumination stored in environment maps. To further enhance the appearance, macroscopic self-shadowing has to be taken into account. For the visualization of folds and the life-like 3D impression, these kind of shadows are absolutely necessary. This work describes two methods to compute these shadows. The first is seamlessly integrated into the illumination part of the rendering algorithm and optimized for static meshes. Furthermore, another method is proposed, which allows the handling of dynamic objects. It uses hardware-accelerated occlusion queries for the visibility determination. In contrast to other algorithms, the presented algorithm, despite its simplicity, is fast and produces less artifacts than other methods. As a plus, it incorporates changeable distant direct high-dynamic-range illumination. The human perception system is the main target of any computer graphics application and can also be treated as part of the rendering pipeline. Therefore, optimization of the rendering itself can be achieved by analyzing human perception of certain visual aspects in the image. As a part of this thesis, an experiment is introduced that evaluates human shadow perception to speedup shadow rendering and provides optimization approaches. Another subarea of cloth visualization in computer graphics is the animation of the cloth and avatars for presentations. This work also describes two new methods for automatic generation and compression of animation sequences. The first method to generate completely new, customizable animation sequences, is based on the concept of finding similarities in animation frames of a given basis sequence. Identifying these similarities allows jumps within the basis sequence to generate endless new sequences. Transmission of any animated 3D data over bandwidth-limited channels, like extended networks or to less powerful clients requires efficient compression schemes. The second method included in this thesis in the animation field is a geometry data compression scheme. Similar to the BTF compression, it uses PCA in combination with clustering algorithms to segment similar moving parts of the animated objects to achieve high compression rates in combination with a very exact reconstruction quality.Realistische Visualisierung von animierter virtueller Kleidung Das photorealistisches Rendering realer GegenstĂ€nde ist ein weites Forschungsfeld und hat Anwendungen in vielen Bereichen. Dazu zĂ€hlen Computer generierte Filme (CGI), die Unterhaltungsindustrie und E-Commerce. Innerhalb dieses Forschungsbereiches ist das Rendern von photorealistischer Kleidung ein wichtiger Bestandteil. Hier reichen die wichtigen Aspekte, die es zu berĂŒcksichtigen gilt, von optischen Materialeigenschaften ĂŒber makroskopische Selbstabschattung bis zur Animationsgenerierung und -kompression. In dieser Arbeit wird, neben der EinfĂŒhrung in das Thema, ein weiter Überblick ĂŒber Ă€hnlich gelagerte Arbeiten gegeben. Der Schwerpunkt der Arbeit liegt auf den wichtigen Aspekten der virtuellen Kleidungsvisualisierung, die oben beschrieben wurden. Die optischen Reflektionseigenschaften von MaterialoberflĂ€chen spielen eine wichtige Rolle, um das so genannte look & feel von Materialien zu charakterisieren. Hierbei kann ein Material vom Nutzer identifiziert werden, ohne dass er es direkt anfassen muss. Die BTF (bidirektionale Texturfunktion)ist eine Funktion die abhĂ€ngig von der Blick- und Beleuchtungsrichtung ist. Daher ist sie eine angemessene ReprĂ€sentation von Reflektionseigenschaften. Sie enthĂ€lt Effekte wie Rauheit, Selbstabschattungen, Verdeckungen, Interreflektionen, Streuung und Farbbluten, die durch die Mesostruktur der OberflĂ€che hervorgerufen werden. Leider besteht ein BTF Datensatz eines Materials aus hunderten oder tausenden von Bildern und sprengt damit herkömmliche Hauptspeicher in Computern bei weitem. Diese Arbeit beschreibt die erste praktikable Methode, um BTF Daten effizient zu komprimieren, zu speichern und fĂŒr Echtzeitanwendungen zum Visualisieren wieder zu dekomprimieren. Die Methode basiert auf der Principal Component Analysis (PCA), die Daten nach Signifikanz ordnet. WĂ€hrend die PCA die entscheidenen visuellen Aspekte der BTF erhĂ€lt, können mit ihrer Hilfe Kompressionsraten erzielt werden, die es erlauben mehrere BTF Materialien im Hauptspeicher eines Consumer PC zu verwalten. Dies erlaubt ein High-Quality Rendering. Korrektes Verwenden von komplexen Beleuchtungssituationen spielt eine weitere, wichtige Rolle, um Kleidung realistisch erscheinen zu lassen. Daher wird zudem eine Erweiterung des BTF Kompressions- und Renderingalgorithmuses erlĂ€utert, die den Einsatz von High-Dynamic Range (HDR) Beleuchtung erlaubt, die in environment maps gespeichert wird. Um die realistische Erscheinung der Kleidung weiter zu unterstĂŒtzen, muss die makroskopische Selbstabschattung integriert werden. FĂŒr die Visualisierung von Falten und den lebensechten 3D Eindruck ist diese Art von Schatten absolut notwendig. Diese Arbeit beschreibt daher auch zwei Methoden, diese Schatten schnell und effizient zu berechnen. Die erste ist nahtlos in den Beleuchtungspart des obigen BTF Renderingalgorithmuses integriert und fĂŒr statische Geometrien optimiert. Die zweite Methode behandelt dynamische Objekte. Dazu werden hardwarebeschleunigte Occlusion Queries verwendet, um die Sichtbarkeitsberechnung durchzufĂŒhren. Diese Methode ist einerseits simpel und leicht zu implementieren, anderseits ist sie schnell und produziert weniger Artefakte, als vergleichbare Methoden. ZusĂ€tzlich ist die Verwendung von verĂ€nderbarer, entfernter HDR Beleuchtung integriert. Das menschliche Wahrnehmungssystem ist das eigentliche Ziel jeglicher Anwendung in der Computergrafik und kann daher selbst als Teil einer erweiterten Rendering Pipeline gesehen werden. Daher kann das Rendering selbst optimiert werden, wenn man die menschliche Wahrnehmung verschiedener visueller Aspekte der berechneten Bilder analysiert. Teil der vorliegenden Arbeit ist die Beschreibung eines Experimentes, das menschliche Schattenwahrnehmung untersucht, um das Rendern der Schatten zu beschleunigen. Ein weiteres Teilgebiet der Kleidungsvisualisierung in der Computergrafik ist die Animation der Kleidung und von Avataren fĂŒr PrĂ€sentationen. Diese Arbeit beschreibt zwei neue Methoden auf diesem Teilgebiet. Einmal ein Algorithmus, der fĂŒr die automatische Generierung neuer Animationssequenzen verwendet werden kann und zum anderen einen Kompressionsalgorithmus fĂŒr eben diese Sequenzen. Die automatische Generierung von völlig neuen, anpassbaren Animationen basiert auf dem Konzept der Ähnlichkeitssuche. Hierbei werden die einzelnen Schritte von gegebenen Basisanimationen auf Ähnlichkeiten hin untersucht, die zum Beispiel die Geschwindigkeiten einzelner Objektteile sein können. Die Identifizierung dieser Ähnlichkeiten erlaubt dann SprĂŒnge innerhalb der Basissequenz, die dazu benutzt werden können, endlose, neue Sequenzen zu erzeugen. Die Übertragung von animierten 3D Daten ĂŒber bandbreitenlimitierte KanĂ€le wie ausgedehnte Netzwerke, Mobilfunk oder zu sogenannten thin clients erfordert eine effiziente Komprimierung. Die zweite, in dieser Arbeit vorgestellte Methode, ist ein Kompressionsschema fĂŒr Geometriedaten. Ähnlich wie bei der Kompression von BTF Daten wird die PCA in Verbindung mit Clustering benutzt, um die animierte Geometrie zu analysieren und in sich Ă€hnlich bewegende Teile zu segmentieren. Diese erkannten Segmente lassen sich dann hoch komprimieren. Der Algorithmus arbeitet automatisch und erlaubt zudem eine sehr exakte RekonstruktionsqualitĂ€t nach der Dekomprimierung

    Towards Predictive Rendering in Virtual Reality

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    The strive for generating predictive images, i.e., images representing radiometrically correct renditions of reality, has been a longstanding problem in computer graphics. The exactness of such images is extremely important for Virtual Reality applications like Virtual Prototyping, where users need to make decisions impacting large investments based on the simulated images. Unfortunately, generation of predictive imagery is still an unsolved problem due to manifold reasons, especially if real-time restrictions apply. First, existing scenes used for rendering are not modeled accurately enough to create predictive images. Second, even with huge computational efforts existing rendering algorithms are not able to produce radiometrically correct images. Third, current display devices need to convert rendered images into some low-dimensional color space, which prohibits display of radiometrically correct images. Overcoming these limitations is the focus of current state-of-the-art research. This thesis also contributes to this task. First, it briefly introduces the necessary background and identifies the steps required for real-time predictive image generation. Then, existing techniques targeting these steps are presented and their limitations are pointed out. To solve some of the remaining problems, novel techniques are proposed. They cover various steps in the predictive image generation process, ranging from accurate scene modeling over efficient data representation to high-quality, real-time rendering. A special focus of this thesis lays on real-time generation of predictive images using bidirectional texture functions (BTFs), i.e., very accurate representations for spatially varying surface materials. The techniques proposed by this thesis enable efficient handling of BTFs by compressing the huge amount of data contained in this material representation, applying them to geometric surfaces using texture and BTF synthesis techniques, and rendering BTF covered objects in real-time. Further approaches proposed in this thesis target inclusion of real-time global illumination effects or more efficient rendering using novel level-of-detail representations for geometric objects. Finally, this thesis assesses the rendering quality achievable with BTF materials, indicating a significant increase in realism but also confirming the remainder of problems to be solved to achieve truly predictive image generation

    Towards Interactive Photorealistic Rendering

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    Neural radiance fields in the industrial and robotics domain: applications, research opportunities and use cases

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    The proliferation of technologies, such as extended reality (XR), has increased the demand for high-quality three-dimensional (3D) graphical representations. Industrial 3D applications encompass computer-aided design (CAD), finite element analysis (FEA), scanning, and robotics. However, current methods employed for industrial 3D representations suffer from high implementation costs and reliance on manual human input for accurate 3D modeling. To address these challenges, neural radiance fields (NeRFs) have emerged as a promising approach for learning 3D scene representations based on provided training 2D images. Despite a growing interest in NeRFs, their potential applications in various industrial subdomains are still unexplored. In this paper, we deliver a comprehensive examination of NeRF industrial applications while also providing direction for future research endeavors. We also present a series of proof-of-concept experiments that demonstrate the potential of NeRFs in the industrial domain. These experiments include NeRF-based video compression techniques and using NeRFs for 3D motion estimation in the context of collision avoidance. In the video compression experiment, our results show compression savings up to 48\% and 74\% for resolutions of 1920x1080 and 300x168, respectively. The motion estimation experiment used a 3D animation of a robotic arm to train Dynamic-NeRF (D-NeRF) and achieved an average peak signal-to-noise ratio (PSNR) of disparity map with the value of 23 dB and an structural similarity index measure (SSIM) 0.97
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