Micro-Mesh Construction

Micro-meshes (𝜇-meshes) are a new structured graphics primitive supporting a large increase in geometric fidelity without commensurate memory and run-time processing costs, consisting of a base mesh enriched by a displacement map. A new generation of GPUs support this structure with native hardware 𝜇-mesh ray-tracing, which leverages a self-bounding, compressed displacement mapping scheme to achieve these efficiencies.

Inverse Global Illumination using a Neural Radiometric Prior

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 and prone to noise. Instead, this paper proposes a radiometric prior as a simple alternative to building complete path integrals in a traditional differentiable path tracer, while still correctly accounting for global illumination.

Recursive Control Variates for Inverse Rendering

We present a method for reducing errors---variance and bias---in physically based differentiable rendering (PBDR). Typical applications of PBDR repeatedly render a scene as part of an optimization loop involving gradient descent. The actual change introduced by each gradient descent step is often relatively small, causing a significant degree of redundancy in this computation. We exploit this redundancy by formulating a gradient estimator that employs a \emph{recursive control variate}, which leverages information from previous optimization steps.

SSIF: Single-shot Implicit Morphable Faces With Consistent Texture Parameterization

There is a growing demand for the accessible creation of high-quality 3D avatars that are animatable and customizable. Although 3D morphable models provide intuitive control for editing and animation, and robustness for single-view face reconstruction, they cannot easily capture geometric and appearance details. Methods based on neural implicit representations, such as signed distance functions (SDF) or neural radiance fields, approach photo-realism, but are difficult to animate and do not generalize well to unseen data.

Live 3D Portrait: Real-Time Radiance Fields for Single-Image Portrait View Synthesis

We present a one-shot method to infer and render a photorealistic 3D representation from a single unposed image (e.g., face portrait) in real-time. Given a single RGB input, our image encoder directly predicts a canonical triplane representation of a neural radiance field for 3D-aware novel view synthesis via volume rendering. Our method is fast (24 fps) on consumer hardware, and produces higher quality results than strong GAN-inversion baselines that require test-time optimization.

Real-Time Neural Appearance Models

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.

Microfacet theory for non-uniform heightfields

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 single-NDF BSDFs. We derive importance sampling for a symmetric operator that blends NDFs uniformly, and introduce a new asymmetric operator that supports NDF variation with elevation. We also extend Smith’s model to support piecewise-constant NDF and material variations with

A Hybrid Generator Architecture for Controllable Face Synthesis

Modern data-driven image generation models often surpass traditional graphics techniques in quality. However, while traditional modeling and animation tools allow precise control over the image generation process in terms of interpretable quantities, e.g., shapes and reflectances, endowing learned models with such controls is generally difficult.

cuCatch: A Debugging Tool for Efficiently Catching Memory Safety Violations in CUDA Applications

CUDA, OpenCL, and OpenACC are the primary means of writing general-purpose software for NVIDIA GPUs, all of which are subject to the same well-documented memory safety vulnerabilities currently plaguing software written in C and C++. One can argue that the GPU execution environment makes software development more error prone. Unlike C and C++, CUDA features multiple, distinct memory spaces to map to the GPU’s unique memory hierarchy, and a typical CUDA program has thousands of concurrently executing threads.

Embodied Scene-aware Human Pose Estimation

We propose embodied scene-aware human pose estimation where we estimate 3D poses based on a simulated agent's proprioception and scene awareness, along with external third-person observations. Unlike prior methods that often resort to multistage optimization, non-causal inference, and complex contact modeling to estimate human pose and human scene interactions, our method is one stage, causal, and recovers global 3D human poses in a simulated environment.