24 research outputs found
Relightable Neural Assets
High-fidelity 3D assets with materials composed of fibers (including hair),
complex layered material shaders, or fine scattering geometry are ubiquitous in
high-end realistic rendering applications. Rendering such models is
computationally expensive due to heavy shaders and long scattering paths.
Moreover, implementing the shading and scattering models is non-trivial and has
to be done not only in the 3D content authoring software (which is necessarily
complex), but also in all downstream rendering solutions. For example, web and
mobile viewers for complex 3D assets are desirable, but frequently cannot
support the full shading complexity allowed by the authoring application. Our
goal is to design a neural representation for 3D assets with complex shading
that supports full relightability and full integration into existing renderers.
We provide an end-to-end shading solution at the first intersection of a ray
with the underlying geometry. All shading and scattering is precomputed and
included in the neural asset; no multiple scattering paths need to be traced,
and no complex shading models need to be implemented to render our assets,
beyond a single neural architecture. We combine an MLP decoder with a feature
grid. Shading consists of querying a feature vector, followed by an MLP
evaluation producing the final reflectance value. Our method provides
high-fidelity shading, close to the ground-truth Monte Carlo estimate even at
close-up views. We believe our neural assets could be used in practical
renderers, providing significant speed-ups and simplifying renderer
implementations
Generating Procedural Materials from Text or Image Prompts
Node graph systems are used ubiquitously for material design in computer
graphics. They allow the use of visual programming to achieve desired effects
without writing code. As high-level design tools they provide convenience and
flexibility, but mastering the creation of node graphs usually requires
professional training. We propose an algorithm capable of generating multiple
node graphs from different types of prompts, significantly lowering the bar for
users to explore a specific design space. Previous work was limited to
unconditional generation of random node graphs, making the generation of an
envisioned material challenging. We propose a multi-modal node graph generation
neural architecture for high-quality procedural material synthesis which can be
conditioned on different inputs (text or image prompts), using a CLIP-based
encoder. We also create a substantially augmented material graph dataset, key
to improving the generation quality. Finally, we generate high-quality graph
samples using a regularized sampling process and improve the matching quality
by differentiable optimization for top-ranked samples. We compare our methods
to CLIP-based database search baselines (which are themselves novel) and
achieve superior or similar performance without requiring massive data storage.
We further show that our model can produce a set of material graphs
unconditionally, conditioned on images, text prompts or partial graphs, serving
as a tool for automatic visual programming completion
Node Graph Optimization Using Differentiable Proxies
Graph-based procedural materials are ubiquitous in content production
industries. Procedural models allow the creation of photorealistic materials
with parametric control for flexible editing of appearance. However, designing
a specific material is a time-consuming process in terms of building a model
and fine-tuning parameters. Previous work [Hu et al. 2022; Shi et al. 2020]
introduced material graph optimization frameworks for matching target material
samples. However, these previous methods were limited to optimizing
differentiable functions in the graphs. In this paper, we propose a fully
differentiable framework which enables end-to-end gradient based optimization
of material graphs, even if some functions of the graph are non-differentiable.
We leverage the Differentiable Proxy, a differentiable approximator of a
non-differentiable black-box function. We use our framework to match structure
and appearance of an output material to a target material, through a
multi-stage differentiable optimization. Differentiable Proxies offer a more
general optimization solution to material appearance matching than previous
work
MatFormer: A Generative Model for Procedural Materials
Procedural material graphs are a compact, parameteric, and resolution-independent representation that are a popular choice for material authoring. However, designing procedural materials requires significant expertise and publicly accessible libraries contain only a few thousand such graphs. We present MatFormer, a generative model that can produce a diverse set of high-quality procedural materials with complex spatial patterns and appearance. While procedural materials can be modeled as directed (operation) graphs, they contain arbitrary numbers of heterogeneous nodes with unstructured, often long-range node connections, and functional constraints on node parameters and connections. MatFormer addresses these challenges with a multi-stage transformer-based model that sequentially generates nodes, node parameters, and edges, while ensuring the semantic validity of the graph. In addition to generation, MatFormer can be used for the auto-completion and exploration of partial material graphs. We qualitatively and quantitatively demonstrate that our method outperforms alternative approaches, in both generated graph and material quality
Example-Based Microstructure Rendering with Constant Storage
International audienceRendering glinty details from specular microstructure enhances the level of realism, but previous methods require heavy storage for the high-resolution height field or normal map and associated acceleration structures. In this article, we aim at dynamically generating theoretically infinite microstructure, preventing obvious tiling artifacts, while achieving constant storage cost. Unlike traditional texture synthesis, our method supports arbitrary point and range queries, and is essentially generating the microstructure implicitly. Our method fits the widely used microfacet rendering framework with multiple importance sampling (MIS), replacing the commonly used microfacet normal distribution functions (NDFs) like ground glass distribution (GGX) by a detailed local solution, with a small amount of runtime performance overhead
PhotoMat: A Material Generator Learned from Single Flash Photos
Authoring high-quality digital materials is key to realism in 3D rendering.
Previous generative models for materials have been trained exclusively on
synthetic data; such data is limited in availability and has a visual gap to
real materials. We circumvent this limitation by proposing PhotoMat: the first
material generator trained exclusively on real photos of material samples
captured using a cell phone camera with flash. Supervision on individual
material maps is not available in this setting. Instead, we train a generator
for a neural material representation that is rendered with a learned relighting
module to create arbitrarily lit RGB images; these are compared against real
photos using a discriminator. We then train a material maps estimator to decode
material reflectance properties from the neural material representation. We
train PhotoMat with a new dataset of 12,000 material photos captured with
handheld phone cameras under flash lighting. We demonstrate that our generated
materials have better visual quality than previous material generators trained
on synthetic data. Moreover, we can fit analytical material models to closely
match these generated neural materials, thus allowing for further editing and
use in 3D rendering
Physically-Based Editing of Indoor Scene Lighting from a Single Image
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