GRJul 11, 2022
A Learned Radiance-Field Representation for Complex LuminairesJorge Condor, Adrián Jarabo
We propose an efficient method for rendering complex luminaires using a high-quality octree-based representation of the luminaire emission. Complex luminaires are a particularly challenging problem in rendering, due to their caustic light paths inside the luminaire. We reduce the geometric complexity of luminaires by using a simple proxy geometry and encode the visually-complex emitted light field by using a neural radiance field. We tackle the multiple challenges of using NeRFs for representing luminaires, including their high dynamic range, high-frequency content and null-emission areas, by proposing a specialized loss function. For rendering, we distill our luminaires' NeRF into a Plenoctree, which we can be easily integrated into traditional rendering systems. Our approach allows for speed-ups of up to 2 orders of magnitude in scenes containing complex luminaires introducing minimal error.
GRMay 24, 2024
Don't Splat your Gaussians: Volumetric Ray-Traced Primitives for Modeling and Rendering Scattering and Emissive MediaJorge Condor, Sebastien Speierer, Lukas Bode et al.
Efficient scene representations are essential for many computer graphics applications. A general unified representation that can handle both surfaces and volumes simultaneously, remains a research challenge. Inspired by recent methods for scene reconstruction that leverage mixtures of 3D Gaussians to model radiance fields, we formalize and generalize the modeling of scattering and emissive media using mixtures of simple kernel-based volumetric primitives. We introduce closed-form solutions for transmittance and free-flight distance sampling for different kernels, and propose several optimizations to use our method efficiently within any off-the-shelf volumetric path tracer. We demonstrate our method as a compact and efficient alternative to other forms of volume modeling for forward and inverse rendering of scattering media. Furthermore, we adapt and showcase our method in radiance field optimization and rendering, providing additional flexibility compared to current state of the art given its ray-tracing formulation. We also introduce the Epanechnikov kernel and demonstrate its potential as an efficient alternative to the traditionally-used Gaussian kernel in scene reconstruction tasks. The versatility and physically-based nature of our approach allows us to go beyond radiance fields and bring to kernel-based modeling and rendering any path-tracing enabled functionality such as scattering, relighting and complex camera models.
GRFeb 4
Gabor Fields: Orientation-Selective Level-of-Detail for Volume RenderingJorge Condor, Nicolai Hermann, Mehmet Ata Yurtsever et al.
Gaussian-based representations have enabled efficient physically-based volume rendering at a fraction of the memory cost of regular, discrete, voxel-based distributions. However, several remaining issues hamper their widespread use. One of the advantages of classic voxel grids is the ease of constructing hierarchical representations by either storing volumetric mipmaps or selectively pruning branches of an already hierarchical voxel grid. Such strategies reduce rendering time and eliminate aliasing when lower levels of detail are required. Constructing similar strategies for Gaussian-based volumes is not trivial. Straightforward solutions, such as prefiltering or computing mipmap-style representations, lead to increased memory requirements or expensive re-fitting of each level separately. Additionally, such solutions do not guarantee a smooth transition between different hierarchy levels. To address these limitations, we propose Gabor Fields, an orientation-selective mixture of Gabor kernels that enables continuous frequency filtering at no cost. The frequency content of the asset is reduced by selectively pruning primitives, directly benefiting rendering performance. Beyond filtering, we demonstrate that stochastically sampling from different frequencies and orientations at each ray recursion enables masking substantial portions of the volume, accelerating ray traversal time in single- and multiple-scattering settings. Furthermore, inspired by procedural volumes, we present an application for efficient design and rendering of procedural clouds as Gabor-noise-modulated Gaussians.
63.5CVApr 1
Neural Harmonic Textures for High-Quality Primitive Based Neural ReconstructionJorge Condor, Nicolas Moenne-Loccoz, Merlin Nimier-David et al.
Primitive-based methods such as 3D Gaussian Splatting have recently become the state-of-the-art for novel-view synthesis and related reconstruction tasks. Compared to neural fields, these representations are more flexible, adaptive, and scale better to large scenes. However, the limited expressivity of individual primitives makes modeling high-frequency detail challenging. We introduce Neural Harmonic Textures, a neural representation approach that anchors latent feature vectors on a virtual scaffold surrounding each primitive. These features are interpolated within the primitive at ray intersection points. Inspired by Fourier analysis, we apply periodic activations to the interpolated features, turning alpha blending into a weighted sum of harmonic components. The resulting signal is then decoded in a single deferred pass using a small neural network, significantly reducing computational cost. Neural Harmonic Textures yield state-of-the-art results in real-time novel view synthesis while bridging the gap between primitive- and neural-field-based reconstruction. Our method integrates seamlessly into existing primitive-based pipelines such as 3DGUT, Triangle Splatting, and 2DGS. We further demonstrate its generality with applications to 2D image fitting and semantic reconstruction.
CVNov 26, 2024
Human Vision Constrained Super-ResolutionVolodymyr Karpenko, Taimoor Tariq, Jorge Condor et al.
Modern deep-learning super-resolution (SR) techniques process images and videos independently of the underlying content and viewing conditions. However, the sensitivity of the human visual system (HVS) to image details changes depending on the underlying image characteristics, such as spatial frequency, luminance, color, contrast, or motion; as well viewing condition aspects such as ambient lighting and distance to the display. This observation suggests that computational resources spent on up-sampling images/videos may be wasted whenever a viewer cannot resolve the synthesized details i.e the resolution of details exceeds the resolving capability of human vision. Motivated by this observation, we propose a human vision inspired and architecture-agnostic approach for controlling SR techniques to deliver visually optimal results while limiting computational complexity. Its core is an explicit Human Visual Processing Framework (HVPF) that dynamically and locally guides SR methods according to human sensitivity to specific image details and viewing conditions. We demonstrate the application of our framework in combination with network branching to improve the computational efficiency of SR methods. Quantitative and qualitative evaluations, including user studies, demonstrate the effectiveness of our approach in reducing FLOPS by factors of 2$\times$ and greater, without sacrificing perceived quality.
CVNov 26, 2024
Puzzle Similarity: A Perceptually-guided Cross-Reference Metric for Artifact Detection in 3D Scene ReconstructionsNicolai Hermann, Jorge Condor, Piotr Didyk
Modern reconstruction techniques can effectively model complex 3D scenes from sparse 2D views. However, automatically assessing the quality of novel views and identifying artifacts is challenging due to the lack of ground truth images and the limitations of no-reference image metrics in predicting reliable artifact maps. The absence of such metrics hinders assessment of the quality of novel views and limits the adoption of post-processing techniques, such as inpainting, to enhance reconstruction quality. To tackle this, recent work has established a new category of metrics (cross-reference), predicting image quality solely by leveraging context from alternate viewpoint captures (arXiv:2404.14409). In this work, we propose a new cross-reference metric, Puzzle Similarity, which is designed to localize artifacts in novel views. Our approach utilizes image patch statistics from the training views to establish a scene-specific distribution, later used to identify poorly reconstructed regions in the novel views. Given the lack of good measures to evaluate cross-reference methods in the context of 3D reconstruction, we collected a novel human-labeled dataset of artifact and distortion maps in unseen reconstructed views. Through this dataset, we demonstrate that our method achieves state-of-the-art localization of artifacts in novel views, correlating with human assessment, even without aligned references. We can leverage our new metric to enhance applications like automatic image restoration, guided acquisition, or 3D reconstruction from sparse inputs. Find the project page at https://nihermann.github.io/puzzlesim/ .