Related papers: A real time lighting technique for procedurally ge…
We consider the problem of robotic grasping using depth + RGB information sampling from a real sensor. we design an encoder-decoder neural network to predict grasp policy in real time. This method can fuse the advantage of depth image and…
The advancement of generative radiance fields has pushed the boundary of 3D-aware image synthesis. Motivated by the observation that a 3D object should look realistic from multiple viewpoints, these methods introduce a multi-view constraint…
This study advances real-time volumetric cloud rendering in Computer Graphics (CG) by developing a specialized shader in Unreal Engine (UE), focusing on realistic cloud modeling and lighting. By leveraging ray-casting-based lighting…
Building realistic wide scale outdoor 3D content with sufficient visual quality to observe at walking eye level or from driven vehicles is often carried out by large teams of artists skilled in modelling, texturing, material shading and…
Gaussian Splatting (GS) enables immersive rendering, but realistic 3D object-scene composition remains challenging. Baked appearance and shadow information in GS radiance fields cause inconsistencies when combining objects and scenes.…
This paper presents the use of panoramic 3D estimation in lighting simulation. Conventional lighting simulation necessitates detailed modeling as input, resulting in significant labor effort and time cost. The 3D layout estimation method…
Implicit neural representation has opened up new possibilities for inverse rendering. However, existing implicit neural inverse rendering methods struggle to handle strongly illuminated scenes with significant shadows and indirect…
We propose a geometric superstructure for unified real-time processing of RGB-D data. Modern RGB-D sensors are widely used for indoor 3D capture, with applications ranging from modeling to robotics, through augmented reality. Nevertheless,…
In this work, we present the recursive camera-painting approach to obtain painterly smudging in real-time rendering applications. We have implemented recursive camera painting as both a GPU-based ray-tracing and in a Virtual Reality game…
In this paper, we present a framework to represent mock 3D objects and scenes, which are not 3D but appear 3D. In our framework, each mock-3D object is represented using 2D non-conservative vector fields and thickness information that are…
We contribute several practical extensions to the probe based irradiance-field-with-visibility representation to improve image quality, constant and asymptotic performance, memory efficiency, and artist control. We developed these…
We present Text2Room, a method for generating room-scale textured 3D meshes from a given text prompt as input. To this end, we leverage pre-trained 2D text-to-image models to synthesize a sequence of images from different poses. In order to…
Indoor lighting estimation from a single image or video remains a challenge due to its highly ill-posed nature, especially when the lighting condition of the scene varies spatially and temporally. We propose a method that estimates from an…
This report introduces Make-A-Character 2, an advanced system for generating high-quality 3D characters from single portrait photographs, ideal for game development and digital human applications. Make-A-Character 2 builds upon its…
Lighting effects such as shadows or reflections are key in making synthetic images realistic and visually appealing. To generate such effects, traditional computer graphics uses a physically-based renderer along with 3D geometry. To…
We propose a 3D latent representation that jointly models object geometry and view-dependent appearance. Most prior works focus on either reconstructing 3D geometry or predicting view-independent diffuse appearance, and thus struggle to…
Depth of Field (DoF) in games is usually achieved as a post-process effect by blurring pixels in the sharp rasterized image based on the defined focus plane. This paper describes a novel real-time DoF technique that uses ray tracing with…
We present a self-supervised approach to in-the-wild image relighting that enables fully controllable, physically based illumination editing. We achieve this by combining the physical accuracy of traditional rendering with the…
We present a fully automatic method to generate detailed and accurate artistic shadows from pairs of line drawing sketches and lighting directions. We also contribute a new dataset of one thousand examples of pairs of line drawings and…
Modern day multimedia content generation and dissemination is moving towards the presentation of more and more `realistic' scenarios. The switch from 2-dimensional (2D) to 3-dimensional (3D) has been a major driving force in that direction.…