The recent research explosion around implicit neural representations, such as NeRF, shows that there is immense potential for implicitly storing high‐quality scene and lighting information in compact ...neural networks. However, one major limitation preventing the use of NeRF in real‐time rendering applications is the prohibitive computational cost of excessive network evaluations along each view ray, requiring dozens of petaFLOPS. In this work, we bring compact neural representations closer to practical rendering of synthetic content in real‐time applications, such as games and virtual reality. We show that the number of samples required for each view ray can be significantly reduced when samples are placed around surfaces in the scene without compromising image quality. To this end, we propose a depth oracle network that predicts ray sample locations for each view ray with a single network evaluation. We show that using a classification network around logarithmically discretized and spherically warped depth values is essential to encode surface locations rather than directly estimating depth. The combination of these techniques leads to DONeRF, our compact dual network design with a depth oracle network as its first step and a locally sampled shading network for ray accumulation. With DONeRF, we reduce the inference costs by up to 48× compared to NeRF when conditioning on available ground truth depth information. Compared to concurrent acceleration methods for raymarching‐based neural representations, DONeRF does not require additional memory for explicit caching or acceleration structures, and can render interactively (20 frames per second) on a single GPU.
Three injections of doxorubicin to rhesus macaques cause severe intoxication, characterized by anemia, cachexia, and degeneration of the viscera. The life span of monkeys injected with the drug and ...receiving after 24 h mesenchymal stem cell transplantation varied from 96 to 120 days in comparison with 50-74 days in animals receiving stem cells before doxorubicin. Controls received doxorubicin and saline; the lifespan of one monkey was 24 days, of the other — 1 year and 8 months. The increase in activity of proinflammatory cytokine IL-6 was paralleled by an increase in the level of C-reactive protein.
Adaptive Progressive Photon Mapping KAPLANYAN, Anton S; DACHSBACHER, Carsten
ACM transactions on graphics,
04/2013, Volume:
32, Issue:
2
Journal Article
Peer reviewed
This article introduces a novel
locally adaptive
progressive photon mapping technique which optimally balances noise and bias in rendered images to minimize the overall error. It is the result of an ...analysis of the radiance estimation in progressive photon mapping. As a first step, we establish a connection to the field of recursive estimation and regression in statistics and derive the optimal estimation parameters for the asymptotic convergence of existing approaches. Next, we show how to reformulate photon mapping as a spatial regression in the measurement equation of light transport. This reformulation allows us to derive a novel data-driven bandwidth selection technique for estimating a pixel's measurement. The proposed technique possesses attractive convergence properties with finite numbers of samples, which is important for progressive rendering, and it also provides better results for quasi-converged images. Our results show the practical benefits of using our adaptive method.
Multiplexed metropolis light transport Hachisuka, Toshiya; Kaplanyan, Anton S.; Dachsbacher, Carsten
ACM transactions on graphics,
07/2014, Volume:
33, Issue:
4
Journal Article
Peer reviewed
Global illumination algorithms using Markov chain Monte Carlo (MCMC) sampling are well-known for their efficiency in scenes with complex light transport. Samples in such algorithms are generated as a ...history of Markov chain states so that they are distributed according to the contributions to the image. The whole process is done based only on the information of the path contributions and user-defined transition probabilities from one state to the others. In light transport simulation, however, there is more information that can be used to improve the efficiency of path sampling. A notable example is
multiple importance sampling
(MIS) in bidirectional path tracing, which utilizes the probability densities of constructing a given path with different estimators. While MIS is a powerful ordinary Monte Carlo method, how to incorporate such additional information into MCMC sampling has been an open problem. We introduce a novel MCMC sampling framework,
primary space serial tempering
, which fuses the ideas of MCMC sampling and MIS for the first time. The key idea is to explore not only the sample space using a Markov chain, but also different estimators to generate samples by utilizing the information already available for MIS. Based on this framework, we also develop a novel rendering algorithm,
multiplexed Metropolis light transport
, which automatically and adaptively constructs paths with appropriate techniques as predicted by MIS. The final algorithm is very easy to implement, yet in many cases shows comparable (or even better) performance than significantly more complex MCMC rendering algorithms.
The path integral formulation of light transport is the basis for (Markov chain) Monte Carlo global illumination methods. In this paper we present
half vector space light transport (HSLT)
, a novel ...approach to sampling and integrating light transport paths on surfaces. The key is a partitioning of the path space into subspaces in which a path is represented by its start and end point constraints and a sequence of generalized half vectors. We show that this representation has several benefits. It enables importance sampling of all interactions along paths in between two endpoints. Based on this, we propose a new mutation strategy, to be used with Markov chain Monte Carlo methods such as Metropolis light transport (MLT), which is well-suited for all types of surface transport paths (diffuse/glossy/specular interaction). One important characteristic of our approach is that the Fourier-domain properties of the path integral can be easily estimated. These can be used to achieve optimal correlation of the samples due to well-chosen mutation step sizes, leading to more efficient exploration of light transport features. We also propose a novel approach to control stratification in MLT with our mutation strategy.
Foveated rendering
synthesizes images with progressively less detail outside the eye fixation region, potentially unlocking significant speedups for wide field-of-view displays, such as head mounted ...displays, where target framerate and resolution is increasing faster than the performance of traditional real-time renderers.
To study and improve potential gains, we designed a foveated rendering user study to evaluate the perceptual abilities of human peripheral vision when viewing today's displays. We determined that filtering peripheral regions reduces contrast, inducing a sense of tunnel vision. When applying a postprocess contrast enhancement, subjects tolerated up to 2× larger blur radius before detecting differences from a non-foveated ground truth. After verifying these insights on both desktop and head mounted displays augmented with high-speed gaze-tracking, we designed a
perceptual target
image to strive for when engineering a production foveated renderer.
Given our perceptual target, we designed a practical foveated rendering system that reduces number of shades by up to 70% and allows coarsened shading up to 30° closer to the fovea than Guenter et al. 2012 without introducing perceivable aliasing or blur. We filter both pre- and post-shading to address aliasing from undersampling in the periphery, introduce a novel multiresolution- and saccade-aware temporal antialising algorithm, and use contrast enhancement to help recover peripheral details that are resolvable by our eye but degraded by filtering.
We validate our system by performing another user study. Frequency analysis shows our system closely matches our perceptual target. Measurements of temporal stability show we obtain quality similar to temporally filtered non-foveated renderings.
We describe a machine learning technique for reconstructing image sequences rendered using Monte Carlo methods. Our primary focus is on reconstruction of global illumination with extremely low ...sampling budgets at interactive rates. Motivated by recent advances in image restoration with deep convolutional networks, we propose a variant of these networks better suited to the class of noise present in Monte Carlo rendering. We allow for much larger pixel neighborhoods to be taken into account, while also improving execution speed by an order of magnitude. Our primary contribution is the addition of recurrent connections to the network in order to drastically improve temporal stability for sequences of sparsely sampled input images. Our method also has the desirable property of automatically modeling relationships based on auxiliary per-pixel input channels, such as depth and normals. We show significantly higher quality results compared to existing methods that run at comparable speeds, and furthermore argue a clear path for making our method run at realtime rates in the near future.
Deep Appearance Prefiltering Bako, Steve; Sen, Pradeep; Kaplanyan, Anton
ACM transactions on graphics,
01/2023, Volume:
42, Issue:
2
Journal Article
Peer reviewed
Physically based rendering of complex scenes can be prohibitively costly with a potentially unbounded and uneven distribution of complexity across the rendered image. The goal of an ideal level of ...detail (LoD) method is to make rendering costs independent of the 3D scene complexity, while preserving the appearance of the scene. However, current prefiltering LoD methods are limited in the appearances they can support due to their reliance of approximate models and other heuristics. We propose the first comprehensive multi-scale LoD framework for prefiltering 3D environments with complex geometry and materials (e.g., the Disney BRDF), while maintaining the appearance with respect to the ray-traced reference. Using a multi-scale hierarchy of the scene, we perform a data-driven prefiltering step to obtain an appearance phase function and directional coverage mask at each scale. At the heart of our approach is a novel neural representation that encodes this information into a compact latent form that is easy to decode inside a physically based renderer. Once a scene is baked out, our method requires no original geometry, materials, or textures at render time. We demonstrate that our approach compares favorably to state-of-the-art prefiltering methods and achieves considerable savings in memory for complex scenes.
We introduce a novel transmittance model to improve the volumetric representation of 3D scenes. The model can represent opaque surfaces in the volumetric light transport framework. Volumetric ...representations are useful for complex scenes, and become increasingly popular for level of detail and scene reconstruction. The traditional exponential transmittance model found in volumetric light transport cannot capture correlations in visibility across volume elements. When representing opaque surfaces as volumetric density, this leads to both bloating of silhouettes and light leaking artifacts. By introducing a parametric non-exponential transmittance model, we are able to approximate these correlation effects and significantly improve the accuracy of volumetric appearance representation of opaque scenes. Our parametric transmittance model can represent a continuum between the linear transmittance that opaque surfaces exhibit and the traditional exponential transmittance encountered in participating media and unstructured geometries. This covers a large part of the spectrum of geometric structures encountered in complex scenes. In order to handle the spatially varying transmittance correlation effects, we further extend the theory of non-exponential participating media to a heterogeneous transmittance model. Our model is compact in storage and computationally efficient both for evaluation and for reverse-mode gradient computation. Applying our model to optimization algorithms yields significant improvements in volumetric scene appearance quality. We further show improvements for relevant applications, such as scene appearance prefiltering, image-based scene reconstruction using differentiable rendering, neural representations, and compare it to a conventional exponential model.