267 research outputs found

    NeFII: Inverse Rendering for Reflectance Decomposition with Near-Field Indirect Illumination

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    Inverse rendering methods aim to estimate geometry, materials and illumination from multi-view RGB images. In order to achieve better decomposition, recent approaches attempt to model indirect illuminations reflected from different materials via Spherical Gaussians (SG), which, however, tends to blur the high-frequency reflection details. In this paper, we propose an end-to-end inverse rendering pipeline that decomposes materials and illumination from multi-view images, while considering near-field indirect illumination. In a nutshell, we introduce the Monte Carlo sampling based path tracing and cache the indirect illumination as neural radiance, enabling a physics-faithful and easy-to-optimize inverse rendering method. To enhance efficiency and practicality, we leverage SG to represent the smooth environment illuminations and apply importance sampling techniques. To supervise indirect illuminations from unobserved directions, we develop a novel radiance consistency constraint between implicit neural radiance and path tracing results of unobserved rays along with the joint optimization of materials and illuminations, thus significantly improving the decomposition performance. Extensive experiments demonstrate that our method outperforms the state-of-the-art on multiple synthetic and real datasets, especially in terms of inter-reflection decomposition.Comment: Accepted in CVPR 202

    Extracting Triangular 3D Models, Materials, and Lighting From Images

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    We present an efficient method for joint optimization of topology, materials and lighting from multi-view image observations. Unlike recent multi-view reconstruction approaches, which typically produce entangled 3D representations encoded in neural networks, we output triangle meshes with spatially-varying materials and environment lighting that can be deployed in any traditional graphics engine unmodified. We leverage recent work in differentiable rendering, coordinate-based networks to compactly represent volumetric texturing, alongside differentiable marching tetrahedrons to enable gradient-based optimization directly on the surface mesh. Finally, we introduce a differentiable formulation of the split sum approximation of environment lighting to efficiently recover all-frequency lighting. Experiments show our extracted models used in advanced scene editing, material decomposition, and high quality view interpolation, all running at interactive rates in triangle-based renderers (rasterizers and path tracers). Project website: https://nvlabs.github.io/nvdiffrec/ .Comment: Project website: https://nvlabs.github.io/nvdiffrec

    Physically-Based Editing of Indoor Scene Lighting from a Single Image

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    We present a method to edit complex indoor lighting from a single image with its predicted depth and light source segmentation masks. This is an extremely challenging problem that requires modeling complex light transport, and disentangling HDR lighting from material and geometry with only a partial LDR observation of the scene. We tackle this problem using two novel components: 1) a holistic scene reconstruction method that estimates scene reflectance and parametric 3D lighting, and 2) a neural rendering framework that re-renders the scene from our predictions. We use physically-based indoor light representations that allow for intuitive editing, and infer both visible and invisible light sources. Our neural rendering framework combines physically-based direct illumination and shadow rendering with deep networks to approximate global illumination. It can capture challenging lighting effects, such as soft shadows, directional lighting, specular materials, and interreflections. Previous single image inverse rendering methods usually entangle scene lighting and geometry and only support applications like object insertion. Instead, by combining parametric 3D lighting estimation with neural scene rendering, we demonstrate the first automatic method to achieve full scene relighting, including light source insertion, removal, and replacement, from a single image. All source code and data will be publicly released

    Free-viewpoint Indoor Neural Relighting from Multi-view Stereo

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    We introduce a neural relighting algorithm for captured indoors scenes, that allows interactive free-viewpoint navigation. Our method allows illumination to be changed synthetically, while coherently rendering cast shadows and complex glossy materials. We start with multiple images of the scene and a 3D mesh obtained by multi-view stereo (MVS) reconstruction. We assume that lighting is well-explained as the sum of a view-independent diffuse component and a view-dependent glossy term concentrated around the mirror reflection direction. We design a convolutional network around input feature maps that facilitate learning of an implicit representation of scene materials and illumination, enabling both relighting and free-viewpoint navigation. We generate these input maps by exploiting the best elements of both image-based and physically-based rendering. We sample the input views to estimate diffuse scene irradiance, and compute the new illumination caused by user-specified light sources using path tracing. To facilitate the network's understanding of materials and synthesize plausible glossy reflections, we reproject the views and compute mirror images. We train the network on a synthetic dataset where each scene is also reconstructed with MVS. We show results of our algorithm relighting real indoor scenes and performing free-viewpoint navigation with complex and realistic glossy reflections, which so far remained out of reach for view-synthesis techniques

    Artistic Path Space Editing of Physically Based Light Transport

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    Die Erzeugung realistischer Bilder ist ein wichtiges Ziel der Computergrafik, mit Anwendungen u.a. in der Spielfilmindustrie, Architektur und Medizin. Die physikalisch basierte Bildsynthese, welche in letzter Zeit anwendungsübergreifend weiten Anklang findet, bedient sich der numerischen Simulation des Lichttransports entlang durch die geometrische Optik vorgegebener Ausbreitungspfade; ein Modell, welches für übliche Szenen ausreicht, Photorealismus zu erzielen. Insgesamt gesehen ist heute das computergestützte Verfassen von Bildern und Animationen mit wohlgestalteter und theoretisch fundierter Schattierung stark vereinfacht. Allerdings ist bei der praktischen Umsetzung auch die Rücksichtnahme auf Details wie die Struktur des Ausgabegeräts wichtig und z.B. das Teilproblem der effizienten physikalisch basierten Bildsynthese in partizipierenden Medien ist noch weit davon entfernt, als gelöst zu gelten. Weiterhin ist die Bildsynthese als Teil eines weiteren Kontextes zu sehen: der effektiven Kommunikation von Ideen und Informationen. Seien es nun Form und Funktion eines Gebäudes, die medizinische Visualisierung einer Computertomografie oder aber die Stimmung einer Filmsequenz -- Botschaften in Form digitaler Bilder sind heutzutage omnipräsent. Leider hat die Verbreitung der -- auf Simulation ausgelegten -- Methodik der physikalisch basierten Bildsynthese generell zu einem Verlust intuitiver, feingestalteter und lokaler künstlerischer Kontrolle des finalen Bildinhalts geführt, welche in vorherigen, weniger strikten Paradigmen vorhanden war. Die Beiträge dieser Dissertation decken unterschiedliche Aspekte der Bildsynthese ab. Dies sind zunächst einmal die grundlegende Subpixel-Bildsynthese sowie effiziente Bildsyntheseverfahren für partizipierende Medien. Im Mittelpunkt der Arbeit stehen jedoch Ansätze zum effektiven visuellen Verständnis der Lichtausbreitung, die eine lokale künstlerische Einflussnahme ermöglichen und gleichzeitig auf globaler Ebene konsistente und glaubwürdige Ergebnisse erzielen. Hierbei ist die Kernidee, Visualisierung und Bearbeitung des Lichts direkt im alle möglichen Lichtpfade einschließenden "Pfadraum" durchzuführen. Dies steht im Gegensatz zu Verfahren nach Stand der Forschung, die entweder im Bildraum arbeiten oder auf bestimmte, isolierte Beleuchtungseffekte wie perfekte Spiegelungen, Schatten oder Kaustiken zugeschnitten sind. Die Erprobung der vorgestellten Verfahren hat gezeigt, dass mit ihnen real existierende Probleme der Bilderzeugung für Filmproduktionen gelöst werden können

    The Impact of Surface Normals on Appearance

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    The appearance of an object is the result of complex light interaction with the object. Beyond the basic interplay between incident light and the object\u27s material, a multitude of physical events occur between this illumination and the microgeometry at the point of incidence, and also beneath the surface. A given object, made as smooth and opaque as possible, will have a completely different appearance if either one of these attributes - amount of surface mesostructure (small-scale surface orientation) or translucency - is altered. Indeed, while they are not always readily perceptible, the small-scale features of an object are as important to its appearance as its material properties. Moreover, surface mesostructure and translucency are inextricably linked in an overall effect on appearance. In this dissertation, we present several studies examining the importance of surface mesostructure (small-scale surface orientation) and translucency on an object\u27s appearance. First, we present an empirical study that establishes how poorly a mesostructure estimation technique can perform when translucent objects are used as input. We investigate the two major factors in determining an object\u27s translucency: mean free path and scattering albedo. We exhaustively vary the settings of these parameters within realistic bounds, examining the subsequent blurring effect on the output of a common shape estimation technique, photometric stereo. Based on our findings, we identify a dramatic effect that the input of a translucent material has on the quality of the resultant estimated mesostructure. In the next project, we discuss an optimization technique for both refining estimated surface orientation of translucent objects and determining the reflectance characteristics of the underlying material. For a globally planar object, we use simulation and real measurements to show that the blurring effect on normals that was observed in the previous study can be recovered. The key to this is the observation that the normalization factor for recovered normals is proportional to the error on the accuracy of the blur kernel created from estimated translucency parameters. Finally, we frame the study of the impact of surface normals in a practical, image-based context. We discuss our low-overhead, editing tool for natural images that enables the user to edit surface mesostructure while the system automatically updates the appearance in the natural image. Because a single photograph captures an instant of the incredibly complex interaction of light and an object, there is a wealth of information to extract from a photograph. Given a photograph of an object in natural lighting, we allow mesostructure edits and infer any missing reflectance information in a realistically plausible way

    Utilisation de l'Apparence pour le Rendu et l'édition efficaces de scènes capturées

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    Computer graphics strives to render synthetic images identical to real photographs. Multiple rendering algorithms have been developed for the better part of the last half-century. Traditional algorithms use 3D assets manually generated by artists to render a scene. While the initial scenes were quite simple, the field has developed complex representations of geometry, material and lighting: the three basic components of a 3D scene. Generating such complex assets is hard and requires significant time and skills by professional 3D artists. In addition to asset generation, the rendering algorithms themselves involve complex simulation techniques to solve for global light transport in a scene which costs more time.As the ease of capturing photographs improved, Image-based Rendering (IBR) emerged as an alternative to traditional rendering. Using captured images as input became much faster than generating traditional scene assets. Initial IBR algorithms focused on creating a scene model using the input images to interpolate or warp them and enable free-viewpoint navigation of captured scenes. With time the scene models became more complex and using a geometric proxy computed from the input images became an integral part of IBR. Today using a mesh reconstructed using Structure-from-Motion (SfM) and Multi-view Stereo (MVS) techniques is widely used in IBR even though they introduce significant artifacts due to noisy reconstruction.In this thesis we first propose a novel image-based rendering algorithm, which focuses on rendering a captured scene with good quality at interactive frame rates}. We study different artifacts from previous IBR algorithms and propose an algorithm which builds upon previous work to remove such artifacts. The algorithm utilizes surface appearance in order to treat view-dependent regions differently than diffuse regions. Our Hybrid-IBR algorithm performs favorably against classical and modern IBR approaches for a wide variety of scenes in terms of quality and/or speed.While IBR provides solutions to render a scene, editing them is hard. Editing scenes require estimating a scene's geometry, material appearance and illumination. As our second contribution \textbf{we explicitly estimate \emph{scene-scale} material parameters from a set of captured photographs to enable scene editing}. While commercial photogrammetry solutions recover diffuse texture to aid 3D artists in generating material assets manually, we aim to \emph{automatically} create material texture atlases from captured images of a scene. We take advantage of the visual cues provided by the multi-view observations. Feeding it to a Convolutional Neural Network (CNN) we obtain material maps for each view. Using the predicted maps we create multi-view consistent material texture atlases by aggregating the information in texture space. Using our automatically generated material texture atlases we demonstrate relighting and object insertion in real scenes.Learning-based tasks require large amounts of data with variety to learn the task efficiently. Using synthetic datasets to train is the norm but using traditional rendering to render large datasets is time consuming providing limited variability. We propose \textbf{a new neural rendering-based approach that learns a neural scene representation with variability and use it to generate large amounts of data at a significantly faster rate on the fly}. We demonstrate the advantage of using neural rendering as compared to traditional rendering in terms of speed of generating dataset as well as learning auxiliary tasks given the same computational budget.L’informatique graphique a pour but de rendre des images de synthèse semblables à des photographies. Plusieurs algorithmes de rendu ont été développés au cours du dernier demi-siècle, principalement pour restituer des scènes à base d'éléments 3D créés par des artistes. Alors que les scènes initiales étaient assez simples, des représentations plus complexes de la géométrie, des matériaux et de l'éclairage ont été développés. Créer des scènes aussi complexes nécessite beaucoup de travail et de compétences de la part d'artistes 3D professionnels. Au même temps, les algorithmes de rendu impliquent des techniques de simulation complexes coûteuses en temps, pour résoudre le transport global de la lumière dans une scène.Avec la popularité grandissante de la photo numérique, le rendu basé image (IBR) a émergé comme une alternative au rendu traditionnel. Avec cette approche, l'utilisation de photos comme données d'entrée est devenue beaucoup plus rapide que la génération de scènes classiques. Les algorithmes IBR se sont d’abord concentrés sur la restitution de scènes pour en permettre une exploration libre. Au fil du temps, les modèles de scène sont devenus plus complexes et l'utilisation d'un proxy géométrique inféré à partir d’images est devenue la norme. Aujourd'hui, l'utilisation d'un maillage reconstruit à l'aide des techniques Structure-from-Motion (SfM) et Multi-view Stereo (MVS) est courante en IBR, bien que cette utilisation introduit des artefacts importants. Nous proposons d'abord un nouvel algorithme de rendu basé image, qui se concentre sur le rendu de qualité et en temps interactif d'une scène capturée}. Nous étudions différentes faiblesses des travaux précédents et proposons un algorithme qui s'appuie sur ces travaux pour obtenir de meilleurs résultats. Notre algorithme se base sur l'apparence de la surface pour traiter les régions dont l'apparence dépend de l'angle de vue différemment des régions diffuses. Hybrid-IBR obtient des résultats favorables par rapport aux approches concurrentes pour une grande variété de scènes en termes de qualité et/ou de vitesse.Bien que l'IBR soit une bonne solution de rendu, l'édition de celle-ci est difficile sans une décomposition en différents éléments : la géométrie, l'apparence des matériaux et l'éclairage de la scène. Pour notre deuxième contribution, \textbf{nous estimons explicitement les paramètres de matériaux à \emph{l'échelle de la scène} à partir d'un ensemble de photographies, pour permettre l'édition de la scène}. Alors que les solutions de photogrammétrie commerciales calculent la texture diffuse pour assister la création manuelle de matériaux, nous visons à créer \emph{automatiquement} des atlas de texture de matériaux à partir d'un ensemble d'images d'une scène. Nous nous appuyons sur les informations fournis par ces images et les transmettons à un réseau neuronal convolutif pour obtenir des cartes de matériaux pour chaque vue. En utilisant toutes ces prédictions, nous créons des atlas de texture de matériau cohérents pour toutes les vues en agrégeant les informations dans l'espace texture. Nous démontrons l'utilisation de notre atlas de texture de matériaux généré automatiquement pour rendre des scènes réelles avec un changement d’illumination et avec des objets virtuels insérés.L'apprentissage profond nécessite de grandes quantités de données variées. L'utilisation de données synthétiques est courante, mais l'utilisation du rendu traditionnel pour créer ces données prend du temps et offre une variabilité limitée. Nous proposons \textbf{une nouvelle approche basée sur le rendu neuronal qui apprend une représentation de scène neuronale avec paramètres variables, et l'utilise pour générer au vol de grandes quantités de données à un rythme beaucoup plus rapide}. Nous démontrons l'avantage d'utiliser le rendu neuronal par rapport au rendu traditionnel en termes de budget de temps, ainsi que pour l'apprentissage de tâches auxiliaires avec le même budget de calcul

    Ray Tracing Gems

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    This book is a must-have for anyone serious about rendering in real time. With the announcement of new ray tracing APIs and hardware to support them, developers can easily create real-time applications with ray tracing as a core component. As ray tracing on the GPU becomes faster, it will play a more central role in real-time rendering. Ray Tracing Gems provides key building blocks for developers of games, architectural applications, visualizations, and more. Experts in rendering share their knowledge by explaining everything from nitty-gritty techniques that will improve any ray tracer to mastery of the new capabilities of current and future hardware. What you'll learn: The latest ray tracing techniques for developing real-time applications in multiple domains Guidance, advice, and best practices for rendering applications with Microsoft DirectX Raytracing (DXR) How to implement high-performance graphics for interactive visualizations, games, simulations, and more Who this book is for: Developers who are looking to leverage the latest APIs and GPU technology for real-time rendering and ray tracing Students looking to learn about best practices in these areas Enthusiasts who want to understand and experiment with their new GPU

    Neural Microfacet Fields for Inverse Rendering

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    We present Neural Microfacet Fields, a method for recovering materials, geometry, and environment illumination from images of a scene. Our method uses a microfacet reflectance model within a volumetric setting by treating each sample along the ray as a (potentially non-opaque) surface. Using surface-based Monte Carlo rendering in a volumetric setting enables our method to perform inverse rendering efficiently by combining decades of research in surface-based light transport with recent advances in volume rendering for view synthesis. Our approach outperforms prior work in inverse rendering, capturing high fidelity geometry and high frequency illumination details; its novel view synthesis results are on par with state-of-the-art methods that do not recover illumination or materials.Comment: Project page: https://half-potato.gitlab.io/posts/nmf
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