Related papers: GPU-Friendly Laplacian Texture Blending
Decomposing geometry, materials and lighting from a set of images, namely inverse rendering, has been a long-standing problem in computer vision and graphics. Recent advances in neural rendering enable photo-realistic and plausible inverse…
Ray tracing is a technique for generating an image by tracing the path of light through pixels in an image plane and simulating the effects of high-quality global illumination at a heavy computational cost. Because of the high computation…
We present Make-A-Texture, a new framework that efficiently synthesizes high-resolution texture maps from textual prompts for given 3D geometries. Our approach progressively generates textures that are consistent across multiple viewpoints…
Physically-based rendering (PBR) provides a principled standard for realistic material-lighting interactions in computer graphics. Despite recent advances in generating PBR textures, existing methods fail to address two fundamental…
Gaussian Splatting (GS) is a recent and pivotal technique in 3D computer graphics. GS-based algorithms almost always bypass classical methods such as ray tracing, which offer numerous inherent advantages for rendering. For example, ray…
Gaussian splatting has demonstrated excellent performance for view synthesis and scene reconstruction. The representation achieves photorealistic quality by optimizing the position, scale, color, and opacity of thousands to millions of 2D…
Virtual production (VP) use LED walls to provide both background imagery and image-based lighting. While this enables on-set compositing, it couples lighting to background and scene appearance, limiting flexibility for downstream editing.…
Differentiable rendering enables efficient optimization by allowing gradients to be computed through the rendering process, facilitating 3D reconstruction, inverse rendering and neural scene representation learning. To ensure…
We propose NeuMIP, a neural method for representing and rendering a variety of material appearances at different scales. Classical prefiltering (mipmapping) methods work well on simple material properties such as diffuse color, but fail to…
In the last few years, the fusion of multi-modal data has been widely studied for various applications such as robotics, gesture recognition, and autonomous navigation. Indeed, high-quality visual sensors are expensive, and consumer-grade…
Texture mapping as a fundamental task in 3D modeling has been well established for well-acquired aerial assets under consistent illumination, yet it remains a challenge when it is scaled to large datasets with images under varying views and…
Primitive-based splatting methods like 3D Gaussian Splatting have revolutionized novel view synthesis with real-time rendering. However, their point-based representations remain incompatible with mesh-based pipelines that power AR/VR and…
Primitive-based methods such as 3D Gaussian Splatting have recently become the state-of-the-art for novel-view synthesis and related reconstruction tasks. Compared to neural fields, these representations are more flexible, adaptive, and…
2D texture maps and 3D voxel arrays are widely used to add rich detail to the surfaces and volumes of rendered scenes, and filtered texture lookups are integral to producing high-quality imagery. We show that filtering textures after…
The representation of parallax on virtual environment is still a problem to be studied. Common algorithms, such as Bump Mapping, Parallax Mapping and Displacement Mapping, treats this problem for small disparity between a real object and a…
Real-time global illumination is key to enabling more dynamic and physically realistic worlds in performance-critical applications such as games or any other applications with real-time constraints.Hardware-accelerated ray tracing in modern…
Particle-based representations of radiance fields such as 3D Gaussian Splatting have found great success for reconstructing and re-rendering of complex scenes. Most existing methods render particles via rasterization, projecting them to…
In this paper, we introduce Textured-GS, an innovative method for rendering Gaussian splatting that incorporates spatially defined color and opacity variations using Spherical Harmonics (SH). This approach enables each Gaussian to exhibit a…
We develop a framework for rendering photographic images, taking into account display limitations, so as to optimize perceptual similarity between the rendered image and the original scene. We formulate this as a constrained optimization…
Reconstructing 3D scenes and synthesizing novel views has seen rapid progress in recent years. Neural Radiance Fields demonstrated that continuous volumetric radiance fields can achieve high-quality image synthesis, but their long training…