不要浪费你的高斯:用于建模和渲染散射和发射介质的体积射线追踪原语

IF 7.8 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING
Jorge Condor, Sebastien Speierer, Lukas Bode, Aljaz Bozic, Simon Green, Piotr Didyk, Adrian Jarabo
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引用次数: 0

摘要

高效的场景表示对于许多计算机图形应用程序是必不可少的。一个可以同时处理表面和体积的通用统一表示仍然是一个研究挑战。在这项工作中,我们提出了一种紧凑而有效的替代现有的体素网格等渲染的体积表示。受最近的场景重建方法的启发,利用3D高斯混合来模拟辐射场,我们使用简单的基于核的体积原语的混合来形式化和推广散射和发射介质的建模。我们介绍了不同核的透射率和自由飞行距离采样的封闭形式解决方案,并提出了几种优化方法,以便在任何现成的体积路径示踪剂中有效地使用我们的方法。我们在复杂散射介质的正演和逆演中都展示了我们的方法。此外,我们适应并展示了我们的方法在亮度场优化和渲染,提供了额外的灵活性相比,目前的艺术状态给予它的光线追踪配方。我们还介绍了Epanechnikov核,并展示了它在场景重建任务中作为传统高斯核的有效替代方案的潜力。我们的方法的多功能性和基于物理的性质使我们能够超越辐射场,并带来基于内核的建模和渲染任何路径跟踪功能,如散射,重照明和复杂的相机模型。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Don't Splat your Gaussians: Volumetric Ray-Traced Primitives for Modeling and Rendering Scattering and Emissive Media
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. In this work we propose a compact and efficient alternative to existing volumetric representations for rendering such as voxel grids. 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 in both forward and inverse rendering of complex 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.
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来源期刊
ACM Transactions on Graphics
ACM Transactions on Graphics 工程技术-计算机:软件工程
CiteScore
14.30
自引率
25.80%
发文量
193
审稿时长
12 months
期刊介绍: ACM Transactions on Graphics (TOG) is a peer-reviewed scientific journal that aims to disseminate the latest findings of note in the field of computer graphics. It has been published since 1982 by the Association for Computing Machinery. Starting in 2003, all papers accepted for presentation at the annual SIGGRAPH conference are printed in a special summer issue of the journal.
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