Related papers: Radiant Foam: Real-Time Differentiable Ray Tracing
Differentiable rendering methods promise the ability to optimize various parameters of 3d scenes to achieve a desired result. However, lighting design has so far received little attention in this field. In this paper, we introduce a method…
Transparency rendering is problematic and can be considered an open problem in real-time graphics. There are many different algorithms currently available, but handling complex scenes and achieving accurate, glitch-free results is still…
Transmissive scenes are ubiquitous in daily life, yet reconstructing and rendering them remains highly challenging due to the inherent entanglement between near-field reflections from the surrounding environment on the transmissive surface,…
Radiative transfer is a key bottleneck in computational astrophysics: it is nonlocal, stiff, and tightly coupled to hydrodynamics. We introduce Ray-trax, a GPU-oriented, fully differentiable 3D ray tracer written in JAX that solves the…
Volumetric rendering of Computed Tomography (CT) scans is crucial for visualizing complex 3D anatomical structures in medical imaging. Current high-fidelity approaches, especially neural rendering techniques, require time-consuming…
We investigate the concept of rendering production-style content with full path tracing in a data-distributed fashion -- that is, with multiple collaborating nodes and/or GPUs that each store only part of the model. In particular, we…
We propose a differentiable sphere tracing algorithm to bridge the gap between inverse graphics methods and the recently proposed deep learning based implicit signed distance function. Due to the nature of the implicit function, the…
Differentiable renderers provide a direct mathematical link between an object's 3D representation and images of that object. In this work, we develop an approximate differentiable renderer for a compact, interpretable representation, which…
We present a real-time neural radiance caching method for path-traced global illumination. Our system is designed to handle fully dynamic scenes, and makes no assumptions about the lighting, geometry, and materials. The data-driven nature…
We propose two novel ideas (adoption of deferred rendering and mesh-based representation) to improve the quality of 3D Gaussian splatting (3DGS) based inverse rendering. We first report a problem incurred by hidden Gaussians, where…
We present a differentiable ray-tracing based novel face reconstruction approach where scene attributes - 3D geometry, reflectance (diffuse, specular and roughness), pose, camera parameters, and scene illumination - are estimated from…
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…
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…
Structured Adaptive Mesh Refinement (Structured AMR) enables simulations to adapt the domain resolution to save computation and storage, and has become one of the dominant data representations used by scientific simulations; however,…
Emerging 3D scene representations, such as Neural Radiance Fields (NeRF) and 3D Gaussian Splatting (3DGS), have demonstrated their effectiveness in Simultaneous Localization and Mapping (SLAM) for photo-realistic rendering, particularly…
3D Gaussian Splatting (3DGS) has shown impressive results for the novel view synthesis task, where lighting is assumed to be fixed. However, creating relightable 3D assets, especially for objects with ill-defined shapes (fur, fabric, etc.),…
Simultaneous Localization and Mapping (SLAM) with 3D Gaussian Splatting (3DGS) enables fast, differentiable rendering and high-fidelity reconstruction across diverse real-world scenes. However, existing 3DGS-SLAM approaches handle…
Simulating event streams from 3D scenes has become a common practice in event-based vision research, as it meets the demand for large-scale, high temporal frequency data without setting up expensive hardware devices or undertaking extensive…
Radiance field-based methods have recently been used to reconstruct human avatars, showing that we can significantly downscale the systems needed for creating animated human avatars. Although this progress has been initiated by neural…
The reconstruction of 3D objects from calibrated photographs represents a fundamental yet intricate challenge in the domains of computer graphics and vision. Although neural reconstruction approaches based on Neural Radiance Fields (NeRF)…