We introduce a method for high-quality 3D reconstruction from multi-view images. Our method uses a new point-based representation, the regularized dipole sum, which generalizes the winding number to allow for interpolation of per-point attributes in point clouds with noisy or outlier points. Using regularized dipole sums, we represent implicit geometry and radiance fields as per-point attributes of a dense point cloud, which we initialize from structure from motion. We additionally derive Barnes-Hut fast summation schemes for accelerated forward and adjoint dipole sum queries. These queries facilitate the use of ray tracing to efficiently and differentiably render images with our point-based representations, and thus update their point attributes to optimize scene geometry and appearance. We evaluate our method in inverse rendering applications against state-of-the-art alternatives, based on ray tracing of neural representations or rasterization of Gaussian point-based representations. Our method significantly improves 3D reconstruction quality and robustness at equal runtimes, while also supporting more general rendering methods such as shadow rays for direct illumination.
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R2E2: low-latency path tracing of terabyte-scale scenes using thousands of cloud CPUs
In this paper we explore the viability of path tracing massive scenes using a "supercomputer" constructed on-the-fly from thousands of small, serverless cloud computing nodes. We present R2E2 (Really Elastic Ray Engine) a scene decomposition-based parallel renderer that rapidly acquires thousands of cloud CPU cores, loads scene geometry from a pre-built scene BVH into the aggregate memory of these nodes in parallel, and performs full path traced global illumination using an inter-node messaging service designed for communicating ray data. To balance ray tracing work across many nodes, R2E2 adopts a service-oriented design that statically replicates geometry and texture data from frequently traversed scene regions onto multiple nodes based on estimates of load, and dynamically assigns ray tracing work to lightly loaded nodes holding the required data. We port pbrt's ray-scene intersection components to the R2E2 architecture, and demonstrate that scenes with up to a terabyte of geometry and texture data (where as little as 1/250th of the scene can fit on any one node) can be path traced at 4K resolution, in tens of seconds using thousands of tiny serverless nodes on the AWS Lambda platform.
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- PAR ID:
- 10346865
- Date Published:
- Journal Name:
- ACM Transactions on Graphics
- Volume:
- 41
- Issue:
- 4
- ISSN:
- 0730-0301
- Page Range / eLocation ID:
- 1 to 12
- Format(s):
- Medium: X
- Sponsoring Org:
- National Science Foundation
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