Abstract We address the challenge of relighting a single image or video, a task that demands precise scene intrinsic understanding and high-quality light transport synthesis. Existing end-to-end relighting models are often limited by the scarcity of …
Neural shading offers a new paradigm for real-time graphics, replacing hand-crafted algorithms with compact neural networks that can be trained to reproduce complex appearance. In this three-hour course, we introduce the core principles behind neural …
We present a fast and simple technique to convert images into a radiance surface-based scene representation. Building on existing radiance volume reconstruction algorithms, we introduce a subtle yet impactful modification of the loss function …
Understanding and modeling lighting effects are fundamental tasks in computer vision and graphics. Classic physically-based rendering (PBR) accurately simulates the light transport, but relies on precise scene representations--explicit 3D geometry, …
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 …
Inverse rendering methods that account for global illumination are becoming more popular, but current methods require evaluating and automatically differentiating millions of path integrals by tracing multiple light bounces, which remains expensive …
Basis functions provide both the abilities for compact representation and the properties for efficient computation. Therefore, they are pervasively used in rendering to perform all-frequency shading. However, common basis functions, including …
Abstract We investigate the use of neural fields for modelling diverse mesoscale structures, such as fur, fabric and grass. Instead of using classical graphics primitives to model the structure, we propose to employ a versatile volumetric primitive …
We present a neural scene graph---a modular and controllable representation of scenes with elements that are learned from data. We focus on the forward rendering problem, where the scene graph is provided by the user and references learned elements. …