Textures of woven fabrics are usually designed and produced according to geometric laws in the 2D plane. Physically Based Rendering (PBR) can further optimize and enrich the texture effect, but its ...application to the more complex 3D structures has been limited. This work reports a method that uses PBR and parametric modeling to construct woven textured materials with centimeter and millimeter level 3D structures. The method can design the structures of various woven fabrics without the need for analyzing the fabric structure details and transfer the inherently iterative work of fabric design to the digital space. The design can be directly applied to mainstream 3D modeling software for virtual presentations in different applications, hence improving the efficiency of woven fabric design and the fidelity of virtual presentation of fabric materials.
Walt Disney Animation Studios has transitioned to path-traced global illumination as part of a progression of brute-force physically based rendering in the name of artist efficiency. To achieve this ...without compromising our geometric or shading complexity, we built our Hyperion renderer based on a novel architecture that extracts traversal and shading coherence from large, sorted ray batches. In this article, we describe our architecture and discuss our design decisions. We also explain how we are able to provide artistic control in a physically based renderer, and we demonstrate through case studies how we have benefited from having a proprietary renderer that can evolve with production needs.
This paper studies how to flexibly integrate reconstructed 3D models into practical 3D modeling pipelines such as 3D scene creation and rendering. Due to the technical difficulty, one can only obtain ...rough 3D models (R3DMs) for most real objects using existing 3D reconstruction techniques. As a result, physically-based rendering (PBR) would render low-quality images or videos for scenes that are constructed by R3DMs. One promising solution would be representing real-world objects as Neural Fields such as NeRFs, which are able to generate photo-realistic renderings of an object under desired viewpoints. However, a drawback is that the synthesized views through Neural Fields Rendering (NFR) cannot reflect the simulated lighting details on R3DMs in PBR pipelines, especially when object interactions in the 3D scene creation cause local shadows. To solve this dilemma, we propose a lighting transfer network (LighTNet) to bridge NFR and PBR, such that they can benefit from each other. LighTNet reasons about a simplified image composition model, remedies the uneven surface issue caused by R3DMs, and is empowered by several perceptual-motivated constraints and a new Lab angle loss which enhances the contrast between lighting strength and colors. Comparisons demonstrate that LighTNet is superior in synthesizing impressive lighting, and is promising in pushing NFR further in practical 3D modeling workflows.
Recent differentiable rendering techniques have become key tools to tackle many inverse problems in graphics and vision. Existing models, however, assume steady-state light transport, i.e., infinite ...speed of light. While this is a safe assumption for many applications, recent advances in ultrafast imaging leverage the wealth of information that can be extracted from the exact time of flight of light. In this context, physically-based transient rendering allows to efficiently simulate and analyze light transport considering that the speed of light is indeed finite. In this paper, we introduce a novel differentiable transient rendering framework, to help bring the potential of differentiable approaches into the transient regime. To differentiate the transient path integral we need to take into account that scattering events at path vertices are no longer independent; instead, tracking the time of flight of light requires treating such scattering events at path vertices jointly as a multidimensional, evolving manifold. We thus turn to the generalized transport theorem, and introduce a novel correlated importance term, which links the time-integrated contribution of a path to its light throughput, and allows us to handle discontinuities in the light and sensor functions. Last, we present results in several challenging scenarios where the time of flight of light plays an important role such as optimizing indices of refraction, non-line-of-sight tracking with nonplanar relay walls, and non-line-of-sight tracking around two corners.
MIS compensation Karlík, Ondřej; Šik, Martin; Vévoda, Petr ...
ACM transactions on graphics,
11/2019, Letnik:
38, Številka:
6
Journal Article
Recenzirano
Multiple importance sampling (MIS) has become an indispensable tool in Monte Carlo rendering, widely accepted as a near-optimal solution for combining different sampling techniques. But an MIS ...combination, using the common balance or power heuristics, often results in an overly defensive estimator, leading to high variance. We show that by generalizing the MIS framework, variance can be substantially reduced. Specifically, we optimize one of the combined sampling techniques so as to decrease the overall variance of the resulting MIS estimator. We apply the approach to the computation of direct illumination due to an HDR environment map and to the computation of global illumination using a path guiding algorithm. The implementation can be as simple as subtracting a constant value from the tabulated sampling density done entirely in a preprocessing step. This produces a consistent noise reduction in all our tests with no negative influence on run time, no artifacts or bias, and no failure cases.
We propose VQ-NeRF, a two-branch neural network model that incorporates Vector Quantization (VQ) to decompose and edit reflectance fields in 3D scenes. Conventional neural reflectance fields use only ...continuous representations to model 3D scenes, despite the fact that objects are typically composed of discrete materials in reality. This lack of discretization can result in noisy material decomposition and complicated material editing. To address these limitations, our model consists of a continuous branch and a discrete branch. The continuous branch follows the conventional pipeline to predict decomposed materials, while the discrete branch uses the VQ mechanism to quantize continuous materials into individual ones. By discretizing the materials, our model can reduce noise in the decomposition process and generate a segmentation map of discrete materials. Specific materials can be easily selected for further editing by clicking on the corresponding area of the segmentation outcomes. Additionally, we propose a dropout-based VQ codeword ranking strategy to predict the number of materials in a scene, which reduces redundancy in the material segmentation process. To improve usability, we also develop an interactive interface to further assist material editing. We evaluate our model on both computer-generated and real-world scenes, demonstrating its superior performance. To the best of our knowledge, our model is the first to enable discrete material editing in 3D scenes.
We propose a Generative Adversarial Network (GAN)-based architecture for achieving high-quality physically based rendering (PBR). Conventional PBR relies heavily on ray tracing, which is ...computationally expensive in complicated environments. Some recent deep learning-based methods can improve efficiency but cannot deal with illumination variation well. In this paper, we propose PBR-GAN, an end-to-end GAN-based network that solves these problems while generating natural photo-realistic images. Two encoders (the shading encoder and albedo encoder) and two decoders (the image decoder and light decoder) are introduced to achieve our target. The two encoders and the image decoder constitute the generator that learns the mapping between the generated domain and the real domain. The light decoder produces light maps that pay more attention to the highlight and shadow regions. The discriminator aims to optimize the generator by distinguishing target images from the generated ones. Three novel loss items, concentrating on domain translation, overall shading preservation, and light map estimation, are proposed to optimize the photo-realistic outputs. Furthermore, a real dataset is collected to provide realistic information for training GAN architecture. Extensive experiments indicate that PBR-GAN can preserve the illumination variation and improve the image perceptual quality.
Doppler Time-of-Flight Rendering Kim, Juhyeon; Jarosz, Wojciech; Gkioulekas, Ioannis ...
ACM transactions on graphics,
12/2023, Letnik:
42, Številka:
6
Journal Article
Recenzirano
Odprti dostop
We introduce Doppler time-of-flight (D-ToF) rendering, an extension of ToF rendering for dynamic scenes, with applications in simulating D-ToF cameras. D-ToF cameras use high-frequency modulation of ...illumination and exposure, and measure the Doppler frequency shift to compute the radial velocity of dynamic objects. The time-varying scene geometry and high-frequency modulation functions used in such cameras make it challenging to accurately and efficiently simulate their measurements with existing ToF rendering algorithms. We overcome these challenges in a twofold manner: To achieve accuracy, we derive path integral expressions for D-ToF measurements under global illumination and form unbiased Monte Carlo estimates of these integrals. To achieve efficiency, we develop a tailored time-path sampling technique that combines antithetic time sampling with correlated path sampling. We show experimentally that our sampling technique achieves up to two orders of magnitude lower variance compared to naive time-path sampling. We provide an open-source simulator that serves as a digital twin for D-ToF imaging systems, allowing imaging researchers, for the first time, to investigate the impact of modulation functions, material properties, and global illumination on D-ToF imaging performance.
We introduce a practical general-purpose neural appearance filtering pipeline for physically-based rendering. We tackle the previously difficult challenge of aggregating visibility across many levels ...of detail from local information only, without relying on learning visibility for the entire scene. The high adaptivity of neural representations allows us to retain geometric correlations along rays and thus avoid light leaks. Common approaches to prefiltering decompose the appearance of a scene into volumetric representations with physically-motivated parameters, where the inflexibility of the fitted models limits rendering accuracy. We avoid assumptions on particular types of geometry or materials, bypassing any special-case decompositions. Instead, we directly learn a compressed representation of the intra-voxel light transport. For such high-dimensional functions, neural networks have proven to be useful representations. To satisfy the opposing constraints of prefiltered appearance and correlation-preserving point-to-point visibility, we use two small independent networks on a sparse multi-level voxel grid. Each network requires 10--20 minutes of training to learn the appearance of an asset across levels of detail. Our method achieves 70--95% compression ratios and around 25% of quality improvements over previous work. We reach interactive to real-time framerates, depending on the level of detail.