Related papers: Radiance Textures for Rasterizing Ray-Traced Data
An approach to textures pattern recognition based on inverse resonance filtration (IRF) is considered. A set of principal resonance harmonics of textured image signal fluctuations eigen harmonic decomposition (EHD) is used for the IRF…
Radiance field methods represent the state of the art in reconstructing complex scenes from multi-view photos. However, these reconstructions often suffer from one or both of the following limitations: First, they typically represent scenes…
Rendering diffuse global illumination in real-time is often approximated by pre-computing and storing irradiance in a 3D grid of probes. As long as most of the scene remains static, probes approximate irradiance for all surfaces immersed in…
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…
We present a video decomposition method that facilitates layer-based editing of videos with spatiotemporally varying lighting and motion effects. Our neural model decomposes an input video into multiple layered representations, each…
Given a 3D mesh with a UV parameterization, we introduce a novel approach to generating textures from text prompts. While prior work uses optimization from Text-to-Image Diffusion models to generate textures and geometry, this is slow and…
We present an imaging and neural rendering technique that seeks to synthesize videos of light propagating through a scene from novel, moving camera viewpoints. Our approach relies on a new ultrafast imaging setup to capture a first-of-its…
Here we introduce a new model of natural textures based on the feature spaces of convolutional neural networks optimised for object recognition. Samples from the model are of high perceptual quality demonstrating the generative power of…
Indoor scenes typically exhibit complex, spatially-varying appearance from global illumination, making inverse rendering a challenging ill-posed problem. This work presents an end-to-end, learning-based inverse rendering framework…
The advancement of diffusion models has pushed the boundary of text-to-3D object generation. While it is straightforward to composite objects into a scene with reasonable geometry, it is nontrivial to texture such a scene perfectly due to…
Accurate 3D reconstruction of objects with reflective, transparent, or low-texture surfaces still remains notoriously challenging. Such materials often violate key assumptions in multi-view reconstruction pipelines, such as photometric…
Recent research on learnable neural representations has been widely adopted in the field of 3D scene reconstruction and neural rendering applications. However, traditional feature grid representations often suffer from substantial memory…
Recent works demonstrate the advantages of hardware rasterization for 3D Gaussian Splatting (3DGS) in forward-pass rendering through fast GPU-optimized graphics and fixed memory footprint. However, extending these benefits to backward-pass…
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 present TexFusion (Texture Diffusion), a new method to synthesize textures for given 3D geometries, using large-scale text-guided image diffusion models. In contrast to recent works that leverage 2D text-to-image diffusion models to…
We propose and evaluate a neural point-based graphics method that can model semi-transparent scene parts. Similarly to its predecessor pipeline, ours uses point clouds to model proxy geometry, and augments each point with a neural…
Image-based lighting (IBL) is a widely used technique that renders objects using a high dynamic range image or environment map. However, aggregating the irradiance at the object's surface is computationally expensive, in particular for…
We suggest a rasterization pipeline tailored towards the need of head-mounted displays (HMD), where latency and field-of-view requirements pose new challenges beyond those of traditional desktop displays. Instead of rendering and warping…
The task of extracting intrinsic components, such as reflectance and shading, from neural radiance fields is of growing interest. However, current methods largely focus on synthetic scenes and isolated objects, overlooking the complexities…
Conventional rendering techniques are primarily designed and optimized for single-frame rendering. In practical applications, such as scene editing and animation rendering, users frequently encounter scenes where only a small portion is…