Volumetric Surfaces: Representing Fuzzy Geometries with Multiple Meshes

Stefano Esposito, Anpei Chen, Christian Reiser, Samuel Rota Bulò, Lorenzo Porzi, Katja Schwarz, Christian Richardt, Michael Zollhöfer, Peter Kontschieder, Andreas Geiger
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Abstract

High-quality real-time view synthesis methods are based on volume rendering, splatting, or surface rendering. While surface-based methods generally are the fastest, they cannot faithfully model fuzzy geometry like hair. In turn, alpha-blending techniques excel at representing fuzzy materials but require an unbounded number of samples per ray (P1). Further overheads are induced by empty space skipping in volume rendering (P2) and sorting input primitives in splatting (P3). These problems are exacerbated on low-performance graphics hardware, e.g. on mobile devices. We present a novel representation for real-time view synthesis where the (P1) number of sampling locations is small and bounded, (P2) sampling locations are efficiently found via rasterization, and (P3) rendering is sorting-free. We achieve this by representing objects as semi-transparent multi-layer meshes, rendered in fixed layer order from outermost to innermost. We model mesh layers as SDF shells with optimal spacing learned during training. After baking, we fit UV textures to the corresponding meshes. We show that our method can represent challenging fuzzy objects while achieving higher frame rates than volume-based and splatting-based methods on low-end and mobile devices.
体积曲面:用多个网格表示模糊几何图形
高质量的实时视图合成方法基于体积渲染、溅射或表面渲染。虽然基于曲面的方法通常速度最快,但它们无法忠实地模拟头发等模糊几何体。反过来,阿尔法混合技术擅长表现模糊材料,但每条光线需要的采样数量不受限制(P1)。体积渲染中的跳空(P2)和平铺中的输入基元排序(P3)也会造成更多开销。这些问题在低性能图形硬件(如移动设备)上更加严重。我们提出了一种用于实时视图合成的新型表示法,在这种表示法中,(P1) 取样位置的数量很少且有界;(P2) 取样位置可通过光栅化高效找到;(P3) 渲染无需排序。为了实现这一目标,我们将物体表示为透明的多层网格,并按照从最外层到最内层的固定层序进行渲染。我们将网格层建模为 SDF 壳,并在训练过程中学习最佳间距。烘烤后,我们将 UV 纹理拟合到相应的网格上。结果表明,我们的方法可以表现具有挑战性的模糊物体,同时在低端设备和移动设备上比基于体积和溅射的方法获得更高的帧率。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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