109 research outputs found
Estimating Neural Reflectance Field from Radiance Field using Tree Structures
We present a new method for estimating the Neural Reflectance Field (NReF) of
an object from a set of posed multi-view images under unknown lighting. NReF
represents 3D geometry and appearance of objects in a disentangled manner, and
are hard to be estimated from images only. Our method solves this problem by
exploiting the Neural Radiance Field (NeRF) as a proxy representation, from
which we perform further decomposition. A high-quality NeRF decomposition
relies on good geometry information extraction as well as good prior terms to
properly resolve ambiguities between different components. To extract
high-quality geometry information from radiance fields, we re-design a new
ray-casting based method for surface point extraction. To efficiently compute
and apply prior terms, we convert different prior terms into different type of
filter operations on the surface extracted from radiance field. We then employ
two type of auxiliary data structures, namely Gaussian KD-tree and octree, to
support fast querying of surface points and efficient computation of surface
filters during training. Based on this, we design a multi-stage decomposition
optimization pipeline for estimating neural reflectance field from neural
radiance fields. Extensive experiments show our method outperforms other
state-of-the-art methods on different data, and enable high-quality free-view
relighting as well as material editing tasks
Gravitational Lensing by Spinning Black Holes in Astrophysics, and in the Movie Interstellar
Interstellar is the first Hollywood movie to attempt depicting a black hole
as it would actually be seen by somebody nearby. For this we developed a code
called DNGR (Double Negative Gravitational Renderer) to solve the equations for
ray-bundle (light-beam) propagation through the curved spacetime of a spinning
(Kerr) black hole, and to render IMAX-quality, rapidly changing images. Our
ray-bundle techniques were crucial for achieving IMAX-quality smoothness
without flickering.
This paper has four purposes: (i) To describe DNGR for physicists and CGI
practitioners . (ii) To present the equations we use, when the camera is in
arbitrary motion at an arbitrary location near a Kerr black hole, for mapping
light sources to camera images via elliptical ray bundles. (iii) To describe
new insights, from DNGR, into gravitational lensing when the camera is near the
spinning black hole, rather than far away as in almost all prior studies. (iv)
To describe how the images of the black hole Gargantua and its accretion disk,
in the movie \emph{Interstellar}, were generated with DNGR. There are no new
astrophysical insights in this accretion-disk section of the paper, but disk
novices may find it pedagogically interesting, and movie buffs may find its
discussions of Interstellar interesting.Comment: 46 pages, 17 figure
NeuS-PIR: Learning Relightable Neural Surface using Pre-Integrated Rendering
Recent advances in neural implicit fields enables rapidly reconstructing 3D
geometry from multi-view images. Beyond that, recovering physical properties
such as material and illumination is essential for enabling more applications.
This paper presents a new method that effectively learns relightable neural
surface using pre-intergrated rendering, which simultaneously learns geometry,
material and illumination within the neural implicit field. The key insight of
our work is that these properties are closely related to each other, and
optimizing them in a collaborative manner would lead to consistent
improvements. Specifically, we propose NeuS-PIR, a method that factorizes the
radiance field into a spatially varying material field and a differentiable
environment cubemap, and jointly learns it with geometry represented by neural
surface. Our experiments demonstrate that the proposed method outperforms the
state-of-the-art method in both synthetic and real datasets
Towards a filmic look and feel in real time computer graphics
Film footage has a distinct look and feel that audience can instantly recognize, making its replication desirable for computer generated graphics. This thesis presents methods capable of replicating significant portions of the film look and feel while being able to fit within the constraints imposed by real-time computer generated graphics on consumer hardware
Accelerating Missile Threat Engagement Simulations Using Personal Computer Graphics Cards
The 453rd Electronic Warfare Squadron supports on-going military operations by providing battlefield commanders with aircraft ingress and egress routes that minimize the risk of shoulder or ground-fired missile attacks on our aircraft. To determine these routes, the 453rd simulates engagements between ground-to-air missiles and allied aircraft to determine the probability of a successful attack. The simulations are computationally expensive, often requiring two-hours for a single 10-second missile engagement. Hundreds of simulations are needed to perform a complete risk assessment which includes evaluating the effectiveness of countermeasures such as flares, chaff, jammers, and missile warning systems. Thus, the need for faster simulations is acute. This research speeds up these mission critical simulations by using inexpensive commodity PC graphics cards to perform intensive image processing computations used to simulate a heat seeking missile\u27s tracking system. The innovative techniques developed in this research reduce execution time by 33% and incorporate a user-selectable fidelity feature to perform high-fidelity simulations when required. Furthermore, these image processing computations use only 5% of the available computational capacity of the graphics cards, providing a ready source of additional computational power for future simulation enhancements. Analysts can now meet shorter suspenses with more accurate products, ultimately enhancing the safety of Air Force pilots and their weapon systems. With ongoing operations in Iraq and Afghanistan, and a growing threat at home and abroad posed by the proliferation of man-portable missiles, the speed of these simulations play an important role in protecting forces and saving lives
Efficient Many-Light Rendering of Scenes with Participating Media
We present several approaches based on virtual lights that aim at capturing the light transport without compromising quality, and while preserving the elegance and efficiency of many-light rendering. By reformulating the integration scheme, we obtain two numerically efficient techniques; one tailored specifically for interactive, high-quality lighting on surfaces, and one for handling scenes with participating media
Compression, Modeling, and Real-Time Rendering of Realistic Materials and Objects
The realism of a scene basically depends on the quality of the geometry, the
illumination and the materials that are used. Whereas many sources for
the creation of three-dimensional geometry exist and numerous algorithms
for the approximation of global illumination were presented, the acquisition
and rendering of realistic materials remains a challenging problem.
Realistic materials are very important in computer graphics, because
they describe the reflectance properties of surfaces, which are based on the
interaction of light and matter. In the real world, an enormous diversity of
materials can be found, comprising very different properties. One important
objective in computer graphics is to understand these processes, to formalize
them and to finally simulate them.
For this purpose various analytical models do already exist, but their
parameterization remains difficult as the number of parameters is usually
very high. Also, they fail for very complex materials that occur in the real
world. Measured materials, on the other hand, are prone to long acquisition
time and to huge input data size. Although very efficient statistical
compression algorithms were presented, most of them do not allow for editability,
such as altering the diffuse color or mesostructure. In this thesis,
a material representation is introduced that makes it possible to edit these
features. This makes it possible to re-use the acquisition results in order to
easily and quickly create deviations of the original material. These deviations
may be subtle, but also substantial, allowing for a wide spectrum of
material appearances.
The approach presented in this thesis is not based on compression, but on
a decomposition of the surface into several materials with different reflection
properties. Based on a microfacette model, the light-matter interaction is
represented by a function that can be stored in an ordinary two-dimensional
texture. Additionally, depth information, local rotations, and the diffuse
color are stored in these textures. As a result of the decomposition, some
of the original information is inevitably lost, therefore an algorithm for the
efficient simulation of subsurface scattering is presented as well.
Another contribution of this work is a novel perception-based simplification
metric that includes the material of an object. This metric comprises
features of the human visual system, for example trichromatic color
perception or reduced resolution. The proposed metric allows for a more
aggressive simplification in regions where geometric metrics do not simplif
Real-time Realistic Rendering Of Nature Scenes With Dynamic Lighting
Rendering of natural scenes has interested the scientific community for a long time due to its numerous applications. The targeted goal is to create images that are similar to what a viewer can see in real life with his/her eyes. The main obstacle is complexity: nature scenes from real life contain a huge number of small details that are hard to model, take a lot of time to render and require a huge amount of memory unavailable in current computers. This complexity mainly comes from geometry and lighting. The goal of our research is to overcome this complexity and to achieve real-time rendering of nature scenes while providing visually convincing dynamic global illumination. Our work focuses on grass and trees as they are commonly visible in everyday life. We handle geometry and lighting complexities for grass to render millions of grass blades interactively with dynamic lighting. As for lighting complexity, we address real-time rendering of trees by proposing a lighting model that handles indirect lighting. Our work makes extensive use of the current generation of Graphics Processing Units (GPUs) to meet the real-time requirement and to leave the CPU free to carry out other tasks
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