NeuPreSS:用于异质半透明物体远距离照明的紧凑型神经预计算次表面散射法

IF 2.7 4区 计算机科学 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING
T. TG, J. R. Frisvad, R. Ramamoorthi, H. W. Jensen
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引用次数: 0

摘要

对具有不同散射特性的半透明物体进行蒙特卡罗渲染,通常需要耗费大量内存和计算量。如果散射特性由三维纹理描述,内存消耗就会很高。如果我们进行路径追踪并使用高动态范围照明环境,渲染的计算成本很容易变得很高。我们提出了一种紧凑高效的神经方法,用于表示和渲染异质半透明物体的外观。我们的方法不只假设光学特性的表面变化,而是将整个物体的几何形状和体积异质性考虑在内,表现其外观。这类似于神经辐射场,但我们的表示方法适用于任意的远距离照明环境。从某种意义上说,我们提出了神经预计算辐射度传递的一个版本,可以捕捉异质半透明物体的再照明。我们使用具有跳越连接的多层感知器(MLP),将物体的外观表示为空间位置、观察方向和入射方向的函数。入射方向被认为是入射物体整个非自阴影部分的定向光。我们证明了我们的方法能够紧凑地存储高度复杂的材料,同时与所代表物体在未知照明环境下的参考图像进行比较时具有很高的准确性。与折射界面后的异质光散射体积的路径追踪相比,我们的方法更容易实现入射方向的重要性采样,并可集成到现有的渲染框架中,同时实现交互式帧速率。
本文章由计算机程序翻译,如有差异,请以英文原文为准。

NeuPreSS: Compact Neural Precomputed Subsurface Scattering for Distant Lighting of Heterogeneous Translucent Objects

NeuPreSS: Compact Neural Precomputed Subsurface Scattering for Distant Lighting of Heterogeneous Translucent Objects

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.

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来源期刊
Computer Graphics Forum
Computer Graphics Forum 工程技术-计算机:软件工程
CiteScore
5.80
自引率
12.00%
发文量
175
审稿时长
3-6 weeks
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.
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