Anton Kaplanyan

CV
h-index5
6papers
528citations
Novelty56%
AI Score38

6 Papers

GRNov 8, 2022
Deep Appearance Prefiltering

Steve Bako, Pradeep Sen, Anton Kaplanyan

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.

CVJul 2, 2024
Image-GS: Content-Adaptive Image Representation via 2D Gaussians

Yunxiang Zhang, Bingxuan Li, Alexandr Kuznetsov et al.

Neural image representations have emerged as a promising approach for encoding and rendering visual data. Combined with learning-based workflows, they demonstrate impressive trade-offs between visual fidelity and memory footprint. Existing methods in this domain, however, often rely on fixed data structures that suboptimally allocate memory or compute-intensive implicit models, hindering their practicality for real-time graphics applications. Inspired by recent advancements in radiance field rendering, we introduce Image-GS, a content-adaptive image representation based on 2D Gaussians. Leveraging a custom differentiable renderer, Image-GS reconstructs images by adaptively allocating and progressively optimizing a group of anisotropic, colored 2D Gaussians. It achieves a favorable balance between visual fidelity and memory efficiency across a variety of stylized images frequently seen in graphics workflows, especially for those showing non-uniformly distributed features and in low-bitrate regimes. Moreover, it supports hardware-friendly rapid random access for real-time usage, requiring only 0.3K MACs to decode a pixel. Through error-guided progressive optimization, Image-GS naturally constructs a smooth level-of-detail hierarchy. We demonstrate its versatility with several applications, including texture compression, semantics-aware compression, and joint image compression and restoration.

GRJun 13, 2025Code
CGVQM+D: Computer Graphics Video Quality Metric and Dataset

Akshay Jindal, Nabil Sadaka, Manu Mathew Thomas et al.

While existing video and image quality datasets have extensively studied natural videos and traditional distortions, the perception of synthetic content and modern rendering artifacts remains underexplored. We present a novel video quality dataset focused on distortions introduced by advanced rendering techniques, including neural supersampling, novel-view synthesis, path tracing, neural denoising, frame interpolation, and variable rate shading. Our evaluations show that existing full-reference quality metrics perform sub-optimally on these distortions, with a maximum Pearson correlation of 0.78. Additionally, we find that the feature space of pre-trained 3D CNNs aligns strongly with human perception of visual quality. We propose CGVQM, a full-reference video quality metric that significantly outperforms existing metrics while generating both per-pixel error maps and global quality scores. Our dataset and metric implementation is available at https://github.com/IntelLabs/CGVQM.

CVMay 23, 2024
GFFE: G-buffer Free Frame Extrapolation for Low-latency Real-time Rendering

Songyin Wu, Deepak Vembar, Anton Sochenov et al.

Real-time rendering has been embracing ever-demanding effects, such as ray tracing. However, rendering such effects in high resolution and high frame rate remains challenging. Frame extrapolation methods, which don't introduce additional latency as opposed to frame interpolation methods such as DLSS 3 and FSR 3, boost the frame rate by generating future frames based on previous frames. However, it is a more challenging task because of the lack of information in the disocclusion regions, and recent methods also have a high engine integration cost due to requiring G-buffers as input. We propose a \emph{G-buffer free} frame extrapolation, GFFE, with a novel heuristic framework and an efficient neural network, to plausibly generate new frames in real-time without introducing additional latency. We analyze the motion of dynamic fragments and different types of disocclusions, and design the corresponding modules of the extrapolation block to handle them. After filling disocclusions, a light-weight shading correction network is used to correct shading and improve overall quality. GFFE achieves comparable or better results compared to previous interpolation as well as G-buffer-dependent extrapolation methods, with more efficient performance and easier game integration.

CVMar 4, 2021
DONeRF: Towards Real-Time Rendering of Compact Neural Radiance Fields using Depth Oracle Networks

Thomas Neff, Pascal Stadlbauer, Mathias Parger et al.

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 48x 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.

CVMar 17, 2019
Inverse Path Tracing for Joint Material and Lighting Estimation

Dejan 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.