Related papers: A real time lighting technique for procedurally ge…
Implicit representations of 3D objects have recently achieved impressive results on learning-based 3D reconstruction tasks. While existing works use simple texture models to represent object appearance, photo-realistic image synthesis…
Structured light illumination is an active 3-D scanning technique based on projecting/capturing a set of striped patterns and measuring the warping of the patterns as they reflect off a target object's surface. As designed, each pixel in…
Terrains are the main part of an electronic game. To reduce human effort on game development, procedural techniques are used to generate synthetic terrains. However rendering a terrain is not a trivial task. Their rendering techniques must…
We present a scheme for fast environment light estimation from the RGBD appearance of individual objects and their local image areas. Conventional inverse rendering is too computationally demanding for real-time applications, and the…
We present a method for estimating lighting from a single perspective image of an indoor scene. Previous methods for predicting indoor illumination usually focus on either simple, parametric lighting that lack realism, or on richer…
Signed distance fields (SDFs) are a form of surface representation widely used in computer graphics, having applications in rendering, collision detection and modelling. In interactive media such as games, high-resolution SDFs are commonly…
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…
Signed Distance Fields (SDFs) for surface representation are commonly generated offline and subsequently loaded into interactive applications like games. Since they are not updated every frame, they only provide a rigid surface…
This paper addresses the task of estimating the light arriving from all directions to a 3D point observed at a selected pixel in an RGB image. This task is challenging because it requires predicting a mapping from a partial scene…
In this paper we present a technique that improves rendering performance for real-time scenes with ray traced lighting in the presence of dynamic lights and objects. In particular we verify photon paths from the previous frame against…
We propose Text2Scene, a method to automatically create realistic textures for virtual scenes composed of multiple objects. Guided by a reference image and text descriptions, our pipeline adds detailed texture on labeled 3D geometries in…
We present a physics-based inverse rendering method that learns the illumination, geometry, and materials of a scene from posed multi-view RGB images. To model the illumination of a scene, existing inverse rendering works either completely…
We present SPSG, a novel approach to generate high-quality, colored 3D models of scenes from RGB-D scan observations by learning to infer unobserved scene geometry and color in a self-supervised fashion. Our self-supervised approach learns…
We present a method that takes as input a set of images of a scene illuminated by unconstrained known lighting, and produces as output a 3D representation that can be rendered from novel viewpoints under arbitrary lighting conditions. Our…
We present a method to edit complex indoor lighting from a single image with its predicted depth and light source segmentation masks. This is an extremely challenging problem that requires modeling complex light transport, and disentangling…
This paper presents Paint3D, a novel coarse-to-fine generative framework that is capable of producing high-resolution, lighting-less, and diverse 2K UV texture maps for untextured 3D meshes conditioned on text or image inputs. The key…
Running time of the light field depth estimation algorithms is typically high. This assessment is based on the computational complexity of existing methods and the large amounts of data involved. The aim of our work is to develop a simple…
We present Reverse Projection, a novel projective texture mapping technique for painting a decal directly to the texture of a 3D object. Designed to be used in games, this technique works in real-time. By using projection techniques that…
In this paper we present a technique for procedurally generating 3D maps using a set of premade meshes which snap together based on designer-specified visual constraints. The proposed approach avoids size and layout limitations, offering…
Building systems capable of replicating global illumination models with interactive frame-rates has long been one of the toughest conundrums facing computer graphics researchers. Voxel Cone Tracing, as proposed by Cyril Crassin et al. in…