Deep appearance models for face rendering Lombardi, Stephen; Saragih, Jason; Simon, Tomas ...
ACM transactions on graphics,
08/2018, Volume:
37, Issue:
4
Journal Article
Peer reviewed
Open access
We introduce a deep appearance model for rendering the human face. Inspired by Active Appearance Models, we develop a data-driven rendering pipeline that learns a joint representation of facial ...geometry and appearance from a multiview capture setup. Vertex positions and view-specific textures are modeled using a deep variational autoencoder that captures complex nonlinear effects while producing a smooth and compact latent representation. View-specific texture enables the modeling of view-dependent effects such as specularity. In addition, it can also correct for imperfect geometry stemming from biased or low resolution estimates. This is a significant departure from the traditional graphics pipeline, which requires highly accurate geometry as well as all elements of the shading model to achieve realism through physically-inspired light transport. Acquiring such a high level of accuracy is difficult in practice, especially for complex and intricate parts of the face, such as eyelashes and the oral cavity. These are handled naturally by our approach, which does not rely on precise estimates of geometry. Instead, the shading model accommodates deficiencies in geometry though the flexibility afforded by the neural network employed. At inference time, we condition the decoding network on the viewpoint of the camera in order to generate the appropriate texture for rendering. The resulting system can be implemented simply using existing rendering engines through dynamic textures with flat lighting. This representation, together with a novel unsupervised technique for mapping images to facial states, results in a system that is naturally suited to real-time interactive settings such as Virtual Reality (VR).
DeepFovea Kaplanyan, Anton S.; Sochenov, Anton; Leimkühler, Thomas ...
ACM transactions on graphics,
11/2019, Volume:
38, Issue:
6
Journal Article
Peer reviewed
Open access
In order to provide an immersive visual experience, modern displays require head mounting, high image resolution, low latency, as well as high refresh rate. This poses a challenging computational ...problem. On the other hand, the human visual system can consume only a tiny fraction of this video stream due to the drastic acuity loss in the peripheral vision. Foveated rendering and compression can save computations by reducing the image quality in the peripheral vision. However, this can cause noticeable artifacts in the periphery, or, if done conservatively, would provide only modest savings. In this work, we explore a novel foveated reconstruction method that employs the recent advances in generative adversarial neural networks. We reconstruct a plausible peripheral video from a small fraction of pixels provided every frame. The reconstruction is done by finding the closest matching video to this sparse input stream of pixels on the learned manifold of natural videos. Our method is more efficient than the state-of-the-art foveated rendering, while providing the visual experience with no noticeable quality degradation. We conducted a user study to validate our reconstruction method and compare it against existing foveated rendering and video compression techniques. Our method is fast enough to drive gaze-contingent head-mounted displays in real time on modern hardware. We plan to publish the trained network to establish a new quality bar for foveated rendering and compression as well as encourage follow-up research.
White light‐emitting diodes (WLEDs) are promising next‐generation solid‐state light sources. However, the commercialization route for WLED production suffers from challenges in terms of insufficient ...color‐rendering index (CRI), color instability, and incorporation of rare‐earth elements. Herein, a new two‐component strategy is developed by assembling two broadband emissive materials with self‐trapped excitons (STEs) for high CRI and stable WLEDs. The strategy addresses effectively the challenging issues facing current WLEDs. Based on first‐principles thermodynamic calculations, copper‐based ternary halides composites, CsCu2I3@Cs3Cu2I5, are synthesized by a facile one‐step solution approach. The composites exhibit an ideal white‐light emission with a cold/warm white‐light tuning and a robust stability against heat, ultraviolet light, and environmental oxygen/moisture. A series of cold/warm tunable WLEDs is demonstrated with a maximum luminance of 145 cd m−2 and an external quantum efficiency of 0.15%, and a record high CRI of 91.6 is achieved, which is the highest value for lead‐free WLEDs. Importantly, the fabricated device demonstrates an excellent operation stability in a continuous current mode, exhibiting a long half‐lifetime of 238.5 min. The results promise the use of the hybrids of STEs‐derived broadband emissive materials for high‐performance WLEDs.
Stable and highly luminescent CsCu2I3@Cs3Cu2I5 composites are synthesized through a one‐step spin‐coating method. They exhibit white‐light emission through self‐trapped excitons, as well as cold/warm white‐light tuning. By using the composites as a white‐light emitter, electrically driven cold/warm tunable WLEDs with a record color‐rendering index of 91.6 are successfully demonstrated, and a long half‐lifetime of 238.5 min is achieved.
Efficiently rendering direct lighting from millions of dynamic light sources using Monte Carlo integration remains a challenging problem, even for off-line rendering systems. We introduce a new ...algorithm---ReSTIR---that renders such lighting interactively, at high quality, and without needing to maintain complex data structures. We repeatedly resample a set of candidate light samples and apply further spatial and temporal resampling to leverage information from relevant nearby samples. We derive an unbiased Monte Carlo estimator for this approach, and show that it achieves equal-error 6×-60× faster than state-of-the-art methods. A biased estimator reduces noise further and is 35×-65× faster, at the cost of some energy loss. We implemented our approach on the GPU, rendering complex scenes containing up to 3.4 million dynamic, emissive triangles in under 50 ms per frame while tracing at most 8 rays per pixel.
We propose a set of techniques to efficiently importance sample the derivatives of a wide range of Bidirectional Reflectance Distribution Function (BRDF) models. In differentiable rendering, BRDFs ...are replaced by their differential BRDF counterparts, which are real-valued and can have negative values. This leads to a new source of variance arising from their change in sign. Real-valued functions cannot be perfectly importance sampled by a positive-valued PDF, and the direct application of BRDF sampling leads to high variance. Previous attempts at antithetic sampling only addressed the derivative with the roughness parameter of isotropic microfacet BRDFs. Our work generalizes BRDF derivative sampling to anisotropic microfacet models, mixture BRDFs, Oren-Nayar, Hanrahan-Krueger, among other analytic BRDFs. Our method first decomposes the real-valued differential BRDF into a sum of single-signed functions, eliminating variance from a change in sign. Next, we importance sample each of the resulting single-signed functions separately. The first decomposition, positivization, partitions the real-valued function based on its sign, and is effective at variance reduction when applicable. However, it requires analytic knowledge of the roots of the differential BRDF, and for it to be analytically integrable too. Our key insight is that the single-signed functions can have overlapping support, which significantly broadens the ways we can decompose a real-valued function. Our product and mixture decompositions exploit this property, and they allow us to support several BRDF derivatives that positivization could not handle. For a wide variety of BRDF derivatives, our method significantly reduces the variance (up to 58× in some cases) at equal computation cost and enables better recovery of spatially varying textures through gradient-descent-based inverse rendering.
This paper surveys the field of nonphotorealistic rendering (NPR), focusing on techniques for transforming 2D input (images and video) into artistically stylized renderings. We first present a ...taxonomy of the 2D NPR algorithms developed over the past two decades, structured according to the design characteristics and behavior of each technique. We then describe a chronology of development from the semiautomatic paint systems of the early nineties, through to the automated painterly rendering systems of the late nineties driven by image gradient analysis. Two complementary trends in the NPR literature are then addressed, with reference to our taxonomy. First, the fusion of higher level computer vision and NPR, illustrating the trends toward scene analysis to drive artistic abstraction and diversity of style. Second, the evolution of local processing approaches toward edge-aware filtering for real-time stylization of images and video. The survey then concludes with a discussion of open challenges for 2D NPR identified in recent NPR symposia, including topics such as user and aesthetic evaluation.
Physics-based differentiable rendering---which focuses on estimating derivatives of radiometric detector responses with respect to arbitrary scene parameters---has a diverse array of applications ...from solving analysis-by-synthesis problems to training machine-learning pipelines incorporating forward-rendering processes. Unfortunately, existing general-purpose differentiable rendering techniques lack either the generality to handle volumetric light transport or the flexibility to devise Monte Carlo estimators capable of handling complex geometries and light transport effects. In this paper, we bridge this gap by showing how generalized path integrals can be differentiated with respect to arbitrary scene parameters. Specifically, we establish the mathematical formulation of generalized differential path integrals that capture both interfacial and volumetric light transport. Our formulation allows the development of advanced differentiable rendering algorithms capable of efficiently handling challenging geometric discontinuities and light transport phenomena such as volumetric caustics. We validate our method by comparing our derivative estimates to those generated using the finite differences. Further, to demonstrate the effectiveness of our technique, we compare both differentiable rendering and inverse rendering performance with state-of-the-art methods.
Real-time rendering and animation of humans is a core function in games, movies, and telepresence applications. Existing methods have a number of drawbacks we aim to address with our work. Triangle ...meshes have difficulty modeling thin structures like hair, volumetric representations like Neural Volumes are too low-resolution given a reasonable memory budget, and high-resolution implicit representations like Neural Radiance Fields are too slow for use in real-time applications. We present Mixture of Volumetric Primitives (MVP), a representation for rendering dynamic 3D content that combines the completeness of volumetric representations with the efficiency of primitive-based rendering, e.g., point-based or mesh-based methods. Our approach achieves this by leveraging spatially shared computation with a convolutional architecture and by minimizing computation in empty regions of space with volumetric primitives that can move to cover only occupied regions. Our parameterization supports the integration of correspondence and tracking constraints, while being robust to areas where classical tracking fails, such as around thin or translucent structures and areas with large topological variability. MVP is a hybrid that generalizes both volumetric and primitive-based representations. Through a series of extensive experiments we demonstrate that it inherits the strengths of each, while avoiding many of their limitations. We also compare our approach to several state-of-the-art methods and demonstrate that MVP produces superior results in terms of quality and runtime performance.
We present a method to render massive brain tractograms in real time. Tractograms model the white matter architecture of the human brain using millions of 3D polylines (fibers), summing up to ...billions of segments. They are used by neurosurgeons before surgery as well as by researchers to better understand the brain. A typical raw dataset for a single brain represents dozens of gigabytes of data, preventing their interactive rendering. We address this challenge with a new GPU mesh shader pipeline based on a decomposition of the fiber set into compressed local representations that we call fiblets. Their spatial coherence is used at runtime to efficiently cull hidden geometry at the task shader stage while synthesizing the visible ones as polyline meshlets in a warp‐scale parallel fashion at the mesh shader stage. As a result, our pipeline can feed a standard deferred shading engine to visualize the mesostructures of the brain with various classical rendering techniques, as well as simple interaction primitives. We demonstrate that our algorithm provides real‐time framerates on very large tractograms that were out of reach for previous methods while offering a fiber‐level granularity in both rendering and interaction.