14,846 research outputs found

    CGIntrinsics: Better Intrinsic Image Decomposition through Physically-Based Rendering

    Full text link
    Intrinsic image decomposition is a challenging, long-standing computer vision problem for which ground truth data is very difficult to acquire. We explore the use of synthetic data for training CNN-based intrinsic image decomposition models, then applying these learned models to real-world images. To that end, we present \ICG, a new, large-scale dataset of physically-based rendered images of scenes with full ground truth decompositions. The rendering process we use is carefully designed to yield high-quality, realistic images, which we find to be crucial for this problem domain. We also propose a new end-to-end training method that learns better decompositions by leveraging \ICG, and optionally IIW and SAW, two recent datasets of sparse annotations on real-world images. Surprisingly, we find that a decomposition network trained solely on our synthetic data outperforms the state-of-the-art on both IIW and SAW, and performance improves even further when IIW and SAW data is added during training. Our work demonstrates the suprising effectiveness of carefully-rendered synthetic data for the intrinsic images task.Comment: Paper for 'CGIntrinsics: Better Intrinsic Image Decomposition through Physically-Based Rendering' published in ECCV, 201

    Unsupervised Deep Single-Image Intrinsic Decomposition using Illumination-Varying Image Sequences

    Full text link
    Machine learning based Single Image Intrinsic Decomposition (SIID) methods decompose a captured scene into its albedo and shading images by using the knowledge of a large set of known and realistic ground truth decompositions. Collecting and annotating such a dataset is an approach that cannot scale to sufficient variety and realism. We free ourselves from this limitation by training on unannotated images. Our method leverages the observation that two images of the same scene but with different lighting provide useful information on their intrinsic properties: by definition, albedo is invariant to lighting conditions, and cross-combining the estimated albedo of a first image with the estimated shading of a second one should lead back to the second one's input image. We transcribe this relationship into a siamese training scheme for a deep convolutional neural network that decomposes a single image into albedo and shading. The siamese setting allows us to introduce a new loss function including such cross-combinations, and to train solely on (time-lapse) images, discarding the need for any ground truth annotations. As a result, our method has the good properties of i) taking advantage of the time-varying information of image sequences in the (pre-computed) training step, ii) not requiring ground truth data to train on, and iii) being able to decompose single images of unseen scenes at runtime. To demonstrate and evaluate our work, we additionally propose a new rendered dataset containing illumination-varying scenes and a set of quantitative metrics to evaluate SIID algorithms. Despite its unsupervised nature, our results compete with state of the art methods, including supervised and non data-driven methods.Comment: To appear in Pacific Graphics 201

    A survey of real-time crowd rendering

    Get PDF
    In this survey we review, classify and compare existing approaches for real-time crowd rendering. We first overview character animation techniques, as they are highly tied to crowd rendering performance, and then we analyze the state of the art in crowd rendering. We discuss different representations for level-of-detail (LoD) rendering of animated characters, including polygon-based, point-based, and image-based techniques, and review different criteria for runtime LoD selection. Besides LoD approaches, we review classic acceleration schemes, such as frustum culling and occlusion culling, and describe how they can be adapted to handle crowds of animated characters. We also discuss specific acceleration techniques for crowd rendering, such as primitive pseudo-instancing, palette skinning, and dynamic key-pose caching, which benefit from current graphics hardware. We also address other factors affecting performance and realism of crowds such as lighting, shadowing, clothing and variability. Finally we provide an exhaustive comparison of the most relevant approaches in the field.Peer ReviewedPostprint (author's final draft

    Scalable Interactive Volume Rendering Using Off-the-shelf Components

    Get PDF
    This paper describes an application of a second generation implementation of the Sepia architecture (Sepia-2) to interactive volu-metric visualization of large rectilinear scalar fields. By employingpipelined associative blending operators in a sort-last configuration a demonstration system with 8 rendering computers sustains 24 to 28 frames per second while interactively rendering large data volumes (1024x256x256 voxels, and 512x512x512 voxels). We believe interactive performance at these frame rates and data sizes is unprecedented. We also believe these results can be extended to other types of structured and unstructured grids and a variety of GL rendering techniques including surface rendering and shadow map-ping. We show how to extend our single-stage crossbar demonstration system to multi-stage networks in order to support much larger data sizes and higher image resolutions. This requires solving a dynamic mapping problem for a class of blending operators that includes Porter-Duff compositing operators

    Learning to Predict Image-based Rendering Artifacts with Respect to a Hidden Reference Image

    Full text link
    Image metrics predict the perceived per-pixel difference between a reference image and its degraded (e. g., re-rendered) version. In several important applications, the reference image is not available and image metrics cannot be applied. We devise a neural network architecture and training procedure that allows predicting the MSE, SSIM or VGG16 image difference from the distorted image alone while the reference is not observed. This is enabled by two insights: The first is to inject sufficiently many un-distorted natural image patches, which can be found in arbitrary amounts and are known to have no perceivable difference to themselves. This avoids false positives. The second is to balance the learning, where it is carefully made sure that all image errors are equally likely, avoiding false negatives. Surprisingly, we observe, that the resulting no-reference metric, subjectively, can even perform better than the reference-based one, as it had to become robust against mis-alignments. We evaluate the effectiveness of our approach in an image-based rendering context, both quantitatively and qualitatively. Finally, we demonstrate two applications which reduce light field capture time and provide guidance for interactive depth adjustment.Comment: 13 pages, 11 figure

    Gravitational Lensing by Spinning Black Holes in Astrophysics, and in the Movie Interstellar

    Get PDF
    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
    corecore