Texture and material blending is one of the leading methods for adding variety to rendered virtual worlds, creating composite materials, and generating procedural content. When done naively, it can introduce either visible seams or contrast loss, …
We present a complete system for real-time rendering of scenes with complex appearance previously reserved for offline use. This is achieved with a combination of algorithmic and system level innovations.Our appearance model utilizes learned …
We introduce MesoGAN, a model for generative 3D neural textures. This new graphics primitive represents mesoscale appearance by combining the strengths of generative adversarial networks (StyleGAN) and volumetric neural field rendering. The primitive …
We propose new methods for combining NDFs in microfacet theory, enabling a wider range of surface statistics. The new BSDFs that follow allow for independent adjustment of appearance at grazing angles, and can't be represented by linear blends of …
The continuous advancement of photorealism in rendering is accompanied by a growth in texture data and, consequently, increasing storage and memory demands. To address this issue, we propose a novel neural compression technique specifically designed …
We consider the problem of multiple scattering on Smith microfacets. This problem is equivalent to computing volumetric light transport in a homogeneous slab. Although the symmetry of the slab allows for significant simplification, fully analytic …