Related papers: Rendering Layered Materials with Diffuse Interface…
We present the first end to end approach for real time material estimation for general object shapes with uniform material that only requires a single color image as input. In addition to Lambertian surface properties, our approach fully…
The photorealistic rendering of the transparent effect of translucent objects is a hot research topic in recent years. A real-time photorealistic rendering and material dynamic editing method for the diffuse scattering effect of translucent…
Rendering volumetric scattering media, including clouds, fog, smoke, and other complex materials, is crucial for realism in computer graphics. Traditional path tracing, while unbiased, requires many long path samples to converge in scenes…
Physically based rendering of complex scenes can be prohibitively costly with a potentially unbounded and uneven distribution of complexity across the rendered image. The goal of an ideal level of detail (LoD) method is to make rendering…
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…
This paper is concerned with the problem of inverse scattering of time-harmonic acoustic plane waves by a two-layered medium with a locally rough interface in 2D. A direct imaging method is proposed to reconstruct the locally rough…
Volumetric rendering has become central to modern novel view synthesis methods, which use differentiable rendering to optimize 3D scene representations directly from observed views. While many recent works build on NeRF or 3D Gaussians, we…
We describe a method for designing a one-dimensional random surface that acts as a Lambertian diffuser. The method is tested by means of rigorous computer simulations and is shown to yield the desired scattering pattern.
We introduce a deep appearance model for rendering the human face. Inspired by Active Appearance Models, we develop a data-driven rendering pipeline that learns a joint representation of facial geometry and appearance from a multiview…
Latent diffusion models (LDMs) exhibit an impressive ability to produce realistic images, yet the inner workings of these models remain mysterious. Even when trained purely on images without explicit depth information, they typically output…
This work tackles the challenging task of achieving real-time novel view synthesis for reflective surfaces across various scenes. Existing real-time rendering methods, especially those based on meshes, often have subpar performance in…
High-quality view synthesis relies on volume rendering, splatting, or surface rendering. While surface rendering is typically the fastest, it struggles to accurately model fuzzy geometry like hair. In turn, alpha-blending techniques excel…
Visual perception is a challenging problem in part due to illumination variations. A possible solution is to first estimate an illumination invariant representation before using it for recognition. The object albedo and surface normals are…
We present a method for differentiable rendering of 3D surfaces that supports both explicit and implicit representations, provides derivatives at occlusion boundaries, and is fast and simple to implement. The method first samples the…
We introduce differentiable indirection -- a novel learned primitive that employs differentiable multi-scale lookup tables as an effective substitute for traditional compute and data operations across the graphics pipeline. We demonstrate…
Learning-based 3D reconstruction methods have shown impressive results. However, most methods require 3D supervision which is often hard to obtain for real-world datasets. Recently, several works have proposed differentiable rendering…
We use a conformal mapping technique to study the Laplacian transfer across a rough interface. Natural Dirichlet or Von Neumann boundary condition are simply read by the conformal map. Mixed boundary condition, albeit being more complex can…
In this paper, a diffuse-interface lattice Boltzmann method (DI-LBM) is developed for fluid-particle interaction problems. In this method, the sharp interface between the fluid and solid is replaced by a thin but nonzero thickness…
Given a set of calibrated images of a scene, we present an approach that produces a simple, compact, and actionable 3D world representation by means of 3D primitives. While many approaches focus on recovering high-fidelity 3D scenes, we…
We present a novel approach enabling interactive visualization of volumetric Locally Refined B-splines (LR-splines). To this end we propose a highly efficient algorithm for direct visualization of scalar and vector fields given by an…