Related papers: LucidRaster: GPU Software Rasterizer for Exact Ord…
This paper targets the challenge of real-time LiDAR re-simulation in dynamic driving scenarios. Recent approaches utilize neural radiance fields combined with the physical modeling of LiDAR sensors to achieve high-fidelity re-simulation…
Despite significant advances in algorithms and hardware, global illumination continues to be a challenge in the real-time domain. Time constraints often force developers to either compromise on the quality of global illumination or…
We describe a hidden surface removal algorithm for two-dimensional layered scenes built from arbitrary primitives, particularly suited to interaction and animation in rich scenes (for example, in illustration). The method makes use of a…
Developing complex, real world graphics applications which leverage multiple GPUs and computers for interactive 3D rendering tasks is a complex task. It requires expertise in distributed systems and parallel rendering in addition to the…
We introduce DiffBMP, a scalable and efficient differentiable rendering engine for a collection of bitmap images. Our work addresses a limitation that traditional differentiable renderers are constrained to vector graphics, given that most…
Transparent objects are a very challenging problem in computer vision. They are hard to segment or classify due to their lack of precise boundaries, and there is limited data available for training deep neural networks. As such, current…
Differentiable rendering has received increasing interest for image-based inverse problems. It can benefit traditional optimization-based solutions to inverse problems, but also allows for self-supervision of learning-based approaches for…
The field of computer graphics was revolutionized by models such as Neural Radiance Fields and 3D Gaussian Splatting, displacing triangles as the dominant representation for photogrammetry. In this paper, we argue for a triangle comeback.…
Current differentiable renderers provide light transport gradients with respect to arbitrary scene parameters. However, the mere existence of these gradients does not guarantee useful update steps in an optimization. Instead, inverse…
Even in controlled settings, understanding instance-wise geometries is a challenging task for a wide range of visual models. Although specialized systems exist, modern arts rely on expensive input formats (category labels, binary…
We present an algorithm for creating an n-level ray-space hierarchy (RSH) of coherent rays that runs on the GPU. Our algorithm uses rasterization to process the primary rays, then uses those results as the inputs for a RSH, that processes…
We propose a new method for realistic real-time novel-view synthesis (NVS) of large scenes. Existing neural rendering methods generate realistic results, but primarily work for small scale scenes (<50 square meters) and have difficulty at…
3D Gaussian Splatting has gained widespread adoption across diverse applications due to its exceptional rendering performance and visual quality. While most existing methods rely on rasterization to render Gaussians, recent research has…
Gaussian Splatting (GS) has become one of the most important neural rendering algorithms. GS represents 3D scenes using Gaussian components with trainable color and opacity. This representation achieves high-quality renderings with fast…
Reasoning about 3D scenes from their 2D image projections is one of the core problems in computer vision. Solutions to this inverse and ill-posed problem typically involve a search for models that best explain observed image data. Notably,…
Current GPU rasterization procedure is limited to narrow views in rectilinear perspective. While industries demand curvilinear perspective in wide-angle views, like Virtual Reality and Virtual Film Production industry. This paper delivers…
Radiance field reconstruction aims to recover high-quality 3D representations from multi-view RGB images. Recent advances, such as 3D Gaussian splatting, enable real-time rendering with high visual fidelity on sufficiently powerful graphics…
We present a new algorithm to quickly generate high-performance GPU implementations of complex imaging and vision pipelines, directly from high-level Halide algorithm code. It is fully automatic, requiring no schedule templates or…
The identification, and subsequent discovery, of fast radio transients through blind-search surveys requires a large amount of processing power, in worst cases scaling as $\mathcal{O}(N^3)$. For this reason, survey data are generally…
We present a technique for rendering highly complex 3D scenes in real-time by generating uniformly distributed points on the scene's visible surfaces. The technique is applicable to a wide range of scene types, like scenes directly based on…