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Monte Carlo rendering of translucent objects with heterogeneous scattering properties is often expensive both in terms of memory and computation. If we do path tracing and use a high dynamic range lighting environment, the rendering becomes…
3D Gaussian splatting (GS) has emerged as a transformative technique in radiance fields. Unlike mainstream implicit neural models, 3D GS uses millions of learnable 3D Gaussians for an explicit scene representation. Paired with a…
Inverse rendering seeks to estimate scene characteristics from a set of data images. The dominant approach is based on differential rendering using Monte-Carlo. Algorithms as such usually rely on a forward model and use an iterative…
We propose a real-time method to render high-quality images of a non-rotating black hole with an accretion disc and background stars. Our method is based on beam tracing, but uses precomputed tables to find the intersections of each curved…
We propose GS-IR, a novel inverse rendering approach based on 3D Gaussian Splatting (GS) that leverages forward mapping volume rendering to achieve photorealistic novel view synthesis and relighting results. Unlike previous works that use…
Precomputed Radiance Transfer (PRT) is widely used for real-time photorealistic effects. PRT disentangles the rendering equation into transfer and lighting, enabling their precomputation. Transfer accounts for the cosine-weighted visibility…
Many lighting methods used in computer graphics such as indirect illumination can have very high computational costs and need to be approximated for real-time applications. These costs can be reduced by means of upsampling techniques which…
Structural coloration is commonly modeled using wave optics for reliable and photorealistic rendering of natural, quasi-periodic and complex nanostructures. Such models often rely on dense, preliminary or preprocessed data to accurately…
Accurately rendering scenes with reflective surfaces remains a significant challenge in novel view synthesis, as existing methods like Neural Radiance Fields (NeRF) and 3D Gaussian Splatting (3DGS) often misinterpret reflections as physical…
3D Gaussian Splatting (3DGS) has recently emerged as a fast, high-quality method for novel view synthesis (NVS). However, its use of low-degree spherical harmonics limits its ability to capture spatially varying color and view-dependent…
We propose a dense RGBD SLAM system based on 3D Gaussian Splatting that provides metrically accurate pose tracking and visually realistic reconstruction. To this end, we first propose a Gaussian densification strategy based on the rendering…
We develop a method that recovers the surface, materials, and illumination of a scene from its posed multi-view images. In contrast to prior work, it does not require any additional data and can handle glossy objects or bright lighting. It…
Mathematically representing the shape of an object is a key ingredient for solving inverse rendering problems. Explicit representations like meshes are efficient to render in a differentiable fashion but have difficulties handling topology…
We present the first exact simulation method for multidimensional reflected Brownian motion (RBM). Exact simulation in this setting is challenging because of the presence of correlated local-time-like terms in the definition of RBM. We…
Neural Radiance Fields achieve high-fidelity scene representation but suffer from costly training and rendering, while 3D Gaussian splatting offers real-time performance with strong empirical results. Recently, solutions that harness the…
Dynamic scene reconstruction has garnered significant attention in recent years due to its capabilities in high-quality and real-time rendering. Among various methodologies, constructing a 4D spatial-temporal representation, such as 4D-GS,…
3D Gaussian Splatting is emerging as a state-of-the-art technique in novel view synthesis, recognized for its impressive balance between visual quality, speed, and rendering efficiency. However, reliance on third-degree spherical harmonics…
We propose an image warping-based remote rendering technique for volumes that decouples the rendering and display phases. Our work builds on prior work that samples the volume on the client using ray casting and reconstructs a z-value based…
Computer vision applications have heavily relied on the linear combination of Lambertian diffuse and microfacet specular reflection models for representing reflected radiance, which turns out to be physically incompatible and limited in…
Fast, reliable shape reconstruction is an essential ingredient in many computer vision applications. Neural Radiance Fields demonstrated that photorealistic novel view synthesis is within reach, but was gated by performance requirements for…