Related papers: A real time lighting technique for procedurally ge…
We introduce a method that can learn to predict scene-level implicit functions for 3D reconstruction from posed RGBD data. At test time, our system maps a previously unseen RGB image to a 3D reconstruction of a scene via implicit functions.…
Creating scenes for captured motions that achieve realistic human-scene interaction is crucial for 3D animation in movies or video games. As character motion is often captured in a blue-screened studio without real furniture or objects in…
Global illumination combines direct and indirect lighting to create realistic lighting effects, bringing virtual scenes closer to reality. Static global illumination is a crucial component of virtual scene rendering, leveraging…
In this paper, we present TexPro, a novel method for high-fidelity material generation for input 3D meshes given text prompts. Unlike existing text-conditioned texture generation methods that typically generate RGB textures with baked…
We propose a novel unsupervised game-theoretic salient object detection algorithm that does not require labeled training data. First, saliency detection problem is formulated as a non-cooperative game, hereinafter referred to as Saliency…
In this work, we present a geometry-based grasping algorithm that is capable of efficiently generating both top and side grasps for unknown objects, using a single view RGB-D camera, and of selecting the most promising one. We demonstrate…
Graph-based representations such as Scene Graphs enable localization in structured indoor environments by matching a locally observed graph, constructed from sensor data, to a prior map. This process is particularly challenging in…
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. In the case of phase…
Global Illumination (GI) is of utmost importance in the field of photo-realistic rendering. However, its computation has always been very complex, especially diffuse GI. State of the art real-time GI methods have limitations of different…
Inverse path tracing has recently been applied to joint material and lighting estimation, given geometry and multi-view HDR observations of an indoor scene. However, it has two major limitations: path tracing is expensive to compute, and…
We study the problem of extracting biometric information of individuals by looking at shadows of objects cast on diffuse surfaces. We show that the biometric information leakage from shadows can be sufficient for reliable identity inference…
In this article we describe an algorithm that can be applied for the generation of various classes of maps on orientable surfaces. It uses existing generators for abstract graphs and combines them with an efficient embedding and isomorphism…
Image relighting is the task of showing what a scene from a source image would look like if illuminated differently. Inverse graphics schemes recover an explicit representation of geometry and a set of chosen intrinsics, then relight with…
We present the first end to end approach for real time material estimation for general object shapes with uniform material that only requires a single color image as input. In addition to Lambertian surface properties, our approach fully…
Neural rendering provides a fundamentally new way to render photorealistic images. Similar to traditional light-baking methods, neural rendering utilizes neural networks to bake representations of scenes, materials, and lights into latent…
In this paper we propose an approach for computing multiple high-quality near-isometric dense correspondences between a pair of 3D shapes. Our method is fully automatic and does not rely on user-provided landmarks or descriptors. This…
Scene model construction based on image rendering is an indispensable but challenging technique in computer vision and intelligent transportation systems. In this paper, we propose a framework for constructing 3D corridor-based road scene…
We propose a deep inverse rendering framework for indoor scenes. From a single RGB image of an arbitrary indoor scene, we create a complete scene reconstruction, estimating shape, spatially-varying lighting, and spatially-varying,…
This paper proposes a new hybrid algorithm for sampling virtual point light (VPL). The indirect lighting calculation of the scene is used to distribute the VPL reasonably. In the process of generating VPL, we divide the scene into two parts…
Light scattering from self-affine homogeneous isotropic random rough surfaces is studied using the ray-optics approximation. Numerical methods are developed to accelerate the first-order scattering simulations from surfaces represented as…