Nicolas Roussel

h-index17
2papers
2,262citations

2 Papers

6.5CVAug 13, 2024
Many-Worlds Inverse Rendering

Ziyi Zhang, Nicolas Roussel, Wenzel Jakob

Discontinuous visibility changes remain a major bottleneck when optimizing surfaces within a physically-based inverse renderer. Many previous works have proposed sophisticated algorithms and data structures to sample visibility silhouettes more efficiently. Our work presents another solution: instead of differentiating a tentative surface locally, we differentiate a volumetric perturbation of a surface. We refer this as a many-worlds representation because it models a non-interacting superposition of conflicting explanations (worlds) of the input dataset. Each world is optically isolated from others, leading to a new transport law that distinguishes our method from prior work based on exponential random media. The resulting Monte Carlo algorithm is simpler and more efficient than prior methods. We demonstrate that our method promotes rapid convergence, both in terms of the total iteration count and the cost per iteration.

4.3GRJan 27, 2025
Radiance Surfaces: Optimizing Surface Representations with a 5D Radiance Field Loss

Ziyi Zhang, Nicolas Roussel, Thomas Müller et al.

We present a fast and simple technique to convert images into a radiance surface-based scene representation. Building on existing radiance volume reconstruction algorithms, we introduce a subtle yet impactful modification of the loss function requiring changes to only a few lines of code: instead of integrating the radiance field along rays and supervising the resulting images, we project the training images into the scene to directly supervise the spatio-directional radiance field. The primary outcome of this change is the complete removal of alpha blending and ray marching from the image formation model, instead moving these steps into the loss computation. In addition to promoting convergence to surfaces, this formulation assigns explicit semantic meaning to 2D subsets of the radiance field, turning them into well-defined radiance surfaces. We finally extract a level set from this representation, which results in a high-quality radiance surface model. Our method retains much of the speed and quality of the baseline algorithm. For instance, a suitably modified variant of Instant NGP maintains comparable computational efficiency, while achieving an average PSNR that is only 0.1 dB lower. Most importantly, our method generates explicit surfaces in place of an exponential volume, doing so with a level of simplicity not seen in prior work.