T. TG, J. R. Frisvad, R. Ramamoorthi, H. W. Jensen
{"title":"NeuPreSS: Compact Neural Precomputed Subsurface Scattering for Distant Lighting of Heterogeneous Translucent Objects","authors":"T. TG, J. R. Frisvad, R. Ramamoorthi, H. W. Jensen","doi":"10.1111/cgf.15234","DOIUrl":null,"url":null,"abstract":"<div>\n <p>Monte Carlo rendering of translucent objects with heterogeneous scattering properties is often expensive both in terms of memory and computation. If the scattering properties are described by a 3D texture, memory consumption is high. If we do path tracing and use a high dynamic range lighting environment, the computational cost of the rendering can easily become significant. We propose a compact and efficient neural method for representing and rendering the appearance of heterogeneous translucent objects. Instead of assuming only surface variation of optical properties, our method represents the appearance of a full object taking its geometry and volumetric heterogeneities into account. This is similar to a neural radiance field, but our representation works for an arbitrary distant lighting environment. In a sense, we present a version of neural precomputed radiance transfer that captures relighting of heterogeneous translucent objects. We use a multi-layer perceptron (MLP) with skip connections to represent the appearance of an object as a function of spatial position, direction of observation, and direction of incidence. The latter is considered a directional light incident across the entire non-self-shadowed part of the object. We demonstrate the ability of our method to compactly store highly complex materials while having high accuracy when comparing to reference images of the represented object in unseen lighting environments. As compared with path tracing of a heterogeneous light scattering volume behind a refractive interface, our method more easily enables importance sampling of the directions of incidence and can be integrated into existing rendering frameworks while achieving interactive frame rates.</p>\n </div>","PeriodicalId":10687,"journal":{"name":"Computer Graphics Forum","volume":"43 7","pages":""},"PeriodicalIF":2.7000,"publicationDate":"2024-10-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://onlinelibrary.wiley.com/doi/epdf/10.1111/cgf.15234","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Computer Graphics Forum","FirstCategoryId":"94","ListUrlMain":"https://onlinelibrary.wiley.com/doi/10.1111/cgf.15234","RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"COMPUTER SCIENCE, SOFTWARE ENGINEERING","Score":null,"Total":0}
引用次数: 0
Abstract
Monte Carlo rendering of translucent objects with heterogeneous scattering properties is often expensive both in terms of memory and computation. If the scattering properties are described by a 3D texture, memory consumption is high. If we do path tracing and use a high dynamic range lighting environment, the computational cost of the rendering can easily become significant. We propose a compact and efficient neural method for representing and rendering the appearance of heterogeneous translucent objects. Instead of assuming only surface variation of optical properties, our method represents the appearance of a full object taking its geometry and volumetric heterogeneities into account. This is similar to a neural radiance field, but our representation works for an arbitrary distant lighting environment. In a sense, we present a version of neural precomputed radiance transfer that captures relighting of heterogeneous translucent objects. We use a multi-layer perceptron (MLP) with skip connections to represent the appearance of an object as a function of spatial position, direction of observation, and direction of incidence. The latter is considered a directional light incident across the entire non-self-shadowed part of the object. We demonstrate the ability of our method to compactly store highly complex materials while having high accuracy when comparing to reference images of the represented object in unseen lighting environments. As compared with path tracing of a heterogeneous light scattering volume behind a refractive interface, our method more easily enables importance sampling of the directions of incidence and can be integrated into existing rendering frameworks while achieving interactive frame rates.
期刊介绍:
Computer Graphics Forum is the official journal of Eurographics, published in cooperation with Wiley-Blackwell, and is a unique, international source of information for computer graphics professionals interested in graphics developments worldwide. It is now one of the leading journals for researchers, developers and users of computer graphics in both commercial and academic environments. The journal reports on the latest developments in the field throughout the world and covers all aspects of the theory, practice and application of computer graphics.