Factorized Inverse Path Tracing for Efficient and Accurate Material-Lighting EstimationLiwen Wu, Rui Zhu, Mustafa B. Yaldiz et al.
Inverse path tracing has recently been applied to joint material and lighting estimation, given geometry and multi-view HDR observations of an indoor scene. However, it has two major limitations: path tracing is expensive to compute, and ambiguities exist between reflection and emission. Our Factorized Inverse Path Tracing (FIPT) addresses these challenges by using a factored light transport formulation and finds emitters driven by rendering errors. Our algorithm enables accurate material and lighting optimization faster than previous work, and is more effective at resolving ambiguities. The exhaustive experiments on synthetic scenes show that our method (1) outperforms state-of-the-art indoor inverse rendering and relighting methods particularly in the presence of complex illumination effects; (2) speeds up inverse path tracing optimization to less than an hour. We further demonstrate robustness to noisy inputs through material and lighting estimates that allow plausible relighting in a real scene. The source code is available at: https://github.com/lwwu2/fipt
11.5LGNov 21, 2023
Differentiable Visual Computing for Inverse Problems and Machine LearningAndrew Spielberg, Fangcheng Zhong, Konstantinos Rematas et al. · mit
Originally designed for applications in computer graphics, visual computing (VC) methods synthesize information about physical and virtual worlds, using prescribed algorithms optimized for spatial computing. VC is used to analyze geometry, physically simulate solids, fluids, and other media, and render the world via optical techniques. These fine-tuned computations that operate explicitly on a given input solve so-called forward problems, VC excels at. By contrast, deep learning (DL) allows for the construction of general algorithmic models, side stepping the need for a purely first principles-based approach to problem solving. DL is powered by highly parameterized neural network architectures -- universal function approximators -- and gradient-based search algorithms which can efficiently search that large parameter space for optimal models. This approach is predicated by neural network differentiability, the requirement that analytic derivatives of a given problem's task metric can be computed with respect to neural network's parameters. Neural networks excel when an explicit model is not known, and neural network training solves an inverse problem in which a model is computed from data.
12.2GRApr 26, 2022
Designing Perceptual Puzzles by Differentiating Probabilistic ProgramsKartik Chandra, Tzu-Mao Li, Joshua Tenenbaum et al.
We design new visual illusions by finding "adversarial examples" for principled models of human perception -- specifically, for probabilistic models, which treat vision as Bayesian inference. To perform this search efficiently, we design a differentiable probabilistic programming language, whose API exposes MCMC inference as a first-class differentiable function. We demonstrate our method by automatically creating illusions for three features of human vision: color constancy, size constancy, and face perception.
7.3GRJul 12, 2023
Neural Free-Viewpoint Relighting for Glossy Indirect IlluminationNithin Raghavan, Yan Xiao, Kai-En Lin et al.
Precomputed Radiance Transfer (PRT) remains an attractive solution for real-time rendering of complex light transport effects such as glossy global illumination. After precomputation, we can relight the scene with new environment maps while changing viewpoint in real-time. However, practical PRT methods are usually limited to low-frequency spherical harmonic lighting. All-frequency techniques using wavelets are promising but have so far had little practical impact. The curse of dimensionality and much higher data requirements have typically limited them to relighting with fixed view or only direct lighting with triple product integrals. In this paper, we demonstrate a hybrid neural-wavelet PRT solution to high-frequency indirect illumination, including glossy reflection, for relighting with changing view. Specifically, we seek to represent the light transport function in the Haar wavelet basis. For global illumination, we learn the wavelet transport using a small multi-layer perceptron (MLP) applied to a feature field as a function of spatial location and wavelet index, with reflected direction and material parameters being other MLP inputs. We optimize/learn the feature field (compactly represented by a tensor decomposition) and MLP parameters from multiple images of the scene under different lighting and viewing conditions. We demonstrate real-time (512 x 512 at 24 FPS, 800 x 600 at 13 FPS) precomputed rendering of challenging scenes involving view-dependent reflections and even caustics.
WatChat: Explaining perplexing programs by debugging mental modelsKartik Chandra, Katherine M. Collins, Will Crichton et al.
Often, a good explanation for a program's unexpected behavior is a bug in the programmer's code. But sometimes, an even better explanation is a bug in the programmer's mental model of the language or API they are using. Instead of merely debugging our current code ("giving the programmer a fish"), what if our tools could directly debug our mental models ("teaching the programmer to fish")? In this paper, we apply recent ideas from computational cognitive science to offer a principled framework for doing exactly that. Given a "why?" question about a program, we automatically infer potential misconceptions about the language/API that might cause the user to be surprised by the program's behavior -- and then analyze those misconceptions to provide explanations of the program's behavior. Our key idea is to formally represent misconceptions as counterfactual (erroneous) semantics for the language/API, which can be inferred and debugged using program synthesis techniques. We demonstrate our framework, WatChat, by building systems for explanation in two domains: JavaScript type coercion, and the Git version control system. We evaluate WatChatJS and WatChatGit by comparing their outputs to experimentally-collected human-written explanations in these two domains: we show that WatChat's explanations exhibit key features of human-written explanation, unlike those of a state-of-the-art language model.
8.7CVDec 13, 2024
A Differentiable Wave Optics Model for End-to-End Computational Imaging System OptimizationChi-Jui Ho, Yash Belhe, Steve Rotenberg et al.
End-to-end optimization, which simultaneously optimizes optics and algorithms, has emerged as a powerful data-driven method for computational imaging system design. This method achieves joint optimization through backpropagation by incorporating differentiable optics simulators to generate measurements and algorithms to extract information from measurements. However, due to high computational costs, it is challenging to model both aberration and diffraction in light transport for end-to-end optimization of compound optics. Therefore, most existing methods compromise physical accuracy by neglecting wave optics effects or off-axis aberrations, which raises concerns about the robustness of the resulting designs. In this paper, we propose a differentiable optics simulator that efficiently models both aberration and diffraction for compound optics. Using the simulator, we conduct end-to-end optimization on scene reconstruction and classification. Experimental results demonstrate that both lenses and algorithms adopt different configurations depending on whether wave optics is modeled. We also show that systems optimized without wave optics suffer from performance degradation when wave optics effects are introduced during testing. These findings underscore the importance of accurate wave optics modeling in optimizing imaging systems for robust, high-performance applications.
1.2GROct 21, 2025
A Generalizable Light Transport 3D Embedding for Global IlluminationBing Xu, Mukund Varma T, Cheng Wang et al.
Global illumination (GI) is essential for realistic rendering but remains computationally expensive due to the complexity of simulating indirect light transport. Recent neural methods have mainly relied on per-scene optimization, sometimes extended to handle changes in camera or geometry. Efforts toward cross-scene generalization have largely stayed in 2D screen space, such as neural denoising or G-buffer based GI prediction, which often suffer from view inconsistency and limited spatial understanding. We propose a generalizable 3D light transport embedding that approximates global illumination directly from 3D scene configurations, without using rasterized or path-traced cues. Each scene is represented as a point cloud with geometric and material features. A scalable transformer models global point-to-point interactions to encode these features into neural primitives. At render time, each query point retrieves nearby primitives via nearest-neighbor search and aggregates their latent features through cross-attention to predict the desired rendering quantity. We demonstrate results on diffuse global illumination prediction across diverse indoor scenes with varying layouts, geometry, and materials. The embedding trained for irradiance estimation can be quickly adapted to new rendering tasks with limited fine-tuning. We also present preliminary results for spatial-directional radiance field estimation for glossy materials and show how the normalized field can accelerate unbiased path guiding. This approach highlights a path toward integrating learned priors into rendering pipelines without explicit ray-traced illumination cues.
1.2GROct 9, 2025
Spectral Prefiltering of Neural FieldsMustafa B. Yaldiz, Ishit Mehta, Nithin Raghavan et al.
Neural fields excel at representing continuous visual signals but typically operate at a single, fixed resolution. We present a simple yet powerful method to optimize neural fields that can be prefiltered in a single forward pass. Key innovations and features include: (1) We perform convolutional filtering in the input domain by analytically scaling Fourier feature embeddings with the filter's frequency response. (2) This closed-form modulation generalizes beyond Gaussian filtering and supports other parametric filters (Box and Lanczos) that are unseen at training time. (3) We train the neural field using single-sample Monte Carlo estimates of the filtered signal. Our method is fast during both training and inference, and imposes no additional constraints on the network architecture. We show quantitative and qualitative improvements over existing methods for neural-field filtering.
9.0AIMay 26, 2023
Inferring the Future by Imagining the PastKartik Chandra, Tony Chen, Tzu-Mao Li et al.
A single panel of a comic book can say a lot: it can depict not only where the characters currently are, but also their motions, their motivations, their emotions, and what they might do next. More generally, humans routinely infer complex sequences of past and future events from a *static snapshot* of a *dynamic scene*, even in situations they have never seen before. In this paper, we model how humans make such rapid and flexible inferences. Building on a long line of work in cognitive science, we offer a Monte Carlo algorithm whose inferences correlate well with human intuitions in a wide variety of domains, while only using a small, cognitively-plausible number of samples. Our key technical insight is a surprising connection between our inference problem and Monte Carlo path tracing, which allows us to apply decades of ideas from the computer graphics community to this seemingly-unrelated theory of mind task.
9.2GRMay 26, 2023
Acting as Inverse Inverse PlanningKartik Chandra, Tzu-Mao Li, Josh Tenenbaum et al.
Great storytellers know how to take us on a journey. They direct characters to act -- not necessarily in the most rational way -- but rather in a way that leads to interesting situations, and ultimately creates an impactful experience for audience members looking on. If audience experience is what matters most, then can we help artists and animators *directly* craft such experiences, independent of the concrete character actions needed to evoke those experiences? In this paper, we offer a novel computational framework for such tools. Our key idea is to optimize animations with respect to *simulated* audience members' experiences. To simulate the audience, we borrow an established principle from cognitive science: that human social intuition can be modeled as "inverse planning," the task of inferring an agent's (hidden) goals from its (observed) actions. Building on this model, we treat storytelling as "*inverse* inverse planning," the task of choosing actions to manipulate an inverse planner's inferences. Our framework is grounded in literary theory, naturally capturing many storytelling elements from first principles. We give a series of examples to demonstrate this, with supporting evidence from human subject studies.
DiffTaichi: Differentiable Programming for Physical SimulationYuanming Hu, Luke Anderson, Tzu-Mao Li et al.
We present DiffTaichi, a new differentiable programming language tailored for building high-performance differentiable physical simulators. Based on an imperative programming language, DiffTaichi generates gradients of simulation steps using source code transformations that preserve arithmetic intensity and parallelism. A light-weight tape is used to record the whole simulation program structure and replay the gradient kernels in a reversed order, for end-to-end backpropagation. We demonstrate the performance and productivity of our language in gradient-based learning and optimization tasks on 10 different physical simulators. For example, a differentiable elastic object simulator written in our language is 4.2x shorter than the hand-engineered CUDA version yet runs as fast, and is 188x faster than the TensorFlow implementation. Using our differentiable programs, neural network controllers are typically optimized within only tens of iterations.
5.9GRApr 27, 2019
Differentiable Visual ComputingTzu-Mao Li
Derivatives of computer graphics, image processing, and deep learning algorithms have tremendous use in guiding parameter space searches, or solving inverse problems. As the algorithms become more sophisticated, we no longer only need to differentiate simple mathematical functions, but have to deal with general programs which encode complex transformations of data. This dissertation introduces three tools for addressing the challenges that arise when obtaining and applying the derivatives for complex graphics algorithms. Traditionally, practitioners have been constrained to composing programs with a limited set of operators, or hand-deriving derivatives. We extend the image processing language Halide with reverse-mode automatic differentiation, and the ability to automatically optimize the gradient computations. This enables automatic generation of the gradients of arbitrary Halide programs, at high performance, with little programmer effort. In 3D rendering, the gradient is required with respect to variables such as camera parameters, geometry, and appearance. However, computing the gradient is challenging because the rendering integral includes visibility terms that are not differentiable. We introduce, to our knowledge, the first general-purpose differentiable ray tracer that solves the full rendering equation, while correctly taking the geometric discontinuities into account. Finally, we demonstrate that the derivatives of light path throughput can also be useful for guiding sampling in forward rendering. Simulating light transport in the presence of multi-bounce glossy effects and motion in 3D rendering is challenging due to the hard-to-sample high-contribution areas. We present a Markov Chain Monte Carlo rendering algorithm that extends Metropolis Light Transport by automatically and explicitly adapting to the local integrand, thereby increasing sampling efficiency.
21.8CVMar 17, 2019
Inverse Path Tracing for Joint Material and Lighting EstimationDejan Azinović, Tzu-Mao Li, Anton Kaplanyan et al.
Modern computer vision algorithms have brought significant advancement to 3D geometry reconstruction. However, illumination and material reconstruction remain less studied, with current approaches assuming very simplified models for materials and illumination. We introduce Inverse Path Tracing, a novel approach to jointly estimate the material properties of objects and light sources in indoor scenes by using an invertible light transport simulation. We assume a coarse geometry scan, along with corresponding images and camera poses. The key contribution of this work is an accurate and simultaneous retrieval of light sources and physically based material properties (e.g., diffuse reflectance, specular reflectance, roughness, etc.) for the purpose of editing and re-rendering the scene under new conditions. To this end, we introduce a novel optimization method using a differentiable Monte Carlo renderer that computes derivatives with respect to the estimated unknown illumination and material properties. This enables joint optimization for physically correct light transport and material models using a tailored stochastic gradient descent.