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Abstract We present a method for capturing the BSSRDF (bidirectional scattering‐surface reflectance distribution function) of arbitrary geometry with a neural network. We demonstrate how a compact neural network can represent the full 8‐dimensional light transport within an object including heterogeneous scattering. We develop an efficient rendering method using importance sampling that is able to render complex translucent objects under arbitrary lighting. Our method can also leverage the common planar half‐space assumption, which allows it to represent one BSSRDF model that can be used across a variety of geometries. Our results demonstrate that we can render heterogeneous translucent objects under arbitrary lighting and obtain results that match the reference rendered using volumetric path tracing.more » « less
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Abstract Monte Carlo rendering of translucent objects with heterogeneous scattering properties is often expensive both in terms of memory and computation. If the scattering properties are described by a 3D texture, memory consumption is high. If we do path tracing and use a high dynamic range lighting environment, the computational cost of the rendering can easily become significant. We propose a compact and efficient neural method for representing and rendering the appearance of heterogeneous translucent objects. Instead of assuming only surface variation of optical properties, our method represents the appearance of a full object taking its geometry and volumetric heterogeneities into account. This is similar to a neural radiance field, but our representation works for an arbitrary distant lighting environment. In a sense, we present a version of neural precomputed radiance transfer that captures relighting of heterogeneous translucent objects. We use a multi‐layer perceptron (MLP) with skip connections to represent the appearance of an object as a function of spatial position, direction of observation, and direction of incidence. The latter is considered a directional light incident across the entire non‐self‐shadowed part of the object. We demonstrate the ability of our method to compactly store highly complex materials while having high accuracy when comparing to reference images of the represented object in unseen lighting environments. As compared with path tracing of a heterogeneous light scattering volume behind a refractive interface, our method more easily enables importance sampling of the directions of incidence and can be integrated into existing rendering frameworks while achieving interactive frame rates.more » « less
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Abstract Conventional rendering techniques are primarily designed and optimized for single‐frame rendering. In practical applications, such as scene editing and animation rendering, users frequently encounter scenes where only a small portion is modified between consecutive frames. In this paper, we develop a novel approach to incremental re‐rendering of scenes with dynamic objects, where only a small part of a scene moves from one frame to the next. We formulate the difference (or residual) in the image between two frames as a (correlated) light‐transport integral which we call the residual path integral. Efficient numerical solution of this integral then involves (1) devising importance sampling strategies to focus on paths with non‐zero residual‐transport contributions and (2) choosing appropriate mappings between the native path spaces of the two frames. We introduce a set of path importance sampling strategies that trace from the moving object(s) which are the sources of residual energy. We explore path mapping strategies that generalize those from gradient‐domain path tracing to our importance sampling techniques specially for dynamic scenes. Additionally, our formulation can be applied to material editing as a simpler special case. We demonstrate speed‐ups over previous correlated sampling of path differences and over rendering the new frame independently. Our formulation brings new insights into the re‐rendering problem and paves the way for devising new types of sampling techniques and path mappings with different trade‐offs.more » « less
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Abstract Precomputed Radiance Transfer (PRT) remains an attractive solution for real‐time rendering of complex light transport effects such as glossy global illumination. After precomputation, we can relight the scene with new environment maps while changing viewpoint in real‐time. However, practical PRT methods are usually limited to low‐frequency spherical harmonic lighting. All‐frequency techniques using wavelets are promising but have so far had little practical impact. The curse of dimensionality and much higher data requirements have typically limited them to relighting with fixed view or only direct lighting with triple product integrals. In this paper, we demonstrate a hybrid neural‐wavelet PRT solution to high‐frequency indirect illumination, including glossy reflection, for relighting with changing view. Specifically, we seek to represent the light transport function in the Haar wavelet basis. For global illumination, we learn the wavelet transport using a small multi‐layer perceptron (MLP) applied to a feature field as a function of spatial location and wavelet index, with reflected direction and material parameters being other MLP inputs. We optimize/learn the feature field (compactly represented by a tensor decomposition) and MLP parameters from multiple images of the scene under different lighting and viewing conditions. We demonstrate real‐time (512 x 512 at 24 FPS, 800 x 600 at 13 FPS) precomputed rendering of challenging scenes involving view‐dependent reflections and even caustics.more » « less
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We propose a set of techniques to efficiently importance sample the derivatives of a wide range of Bidirectional Reflectance Distribution Function (BRDF) models. In differentiable rendering, BRDFs are replaced by their differential BRDF counterparts, which are real-valued and can have negative values. This leads to a new source of variance arising from their change in sign. Real-valued functions cannot be perfectly importance sampled by a positive-valued PDF, and the direct application of BRDF sampling leads to high variance. Previous attempts at antithetic sampling only addressed the derivative with the roughness parameter of isotropic microfacet BRDFs. Our work generalizes BRDF derivative sampling to anisotropic microfacet models, mixture BRDFs, Oren-Nayar, Hanrahan-Krueger, among other analytic BRDFs. Our method first decomposes the real-valued differential BRDF into a sum of single-signed functions, eliminating variance from a change in sign. Next, we importance sample each of the resulting single-signed functions separately. The first decomposition, positivization, partitions the real-valued function based on its sign, and is effective at variance reduction when applicable. However, it requires analytic knowledge of the roots of the differential BRDF, and for it to be analytically integrable too. Our key insight is that the single-signed functions can have overlapping support, which significantly broadens the ways we can decompose a real-valued function. Our product and mixture decompositions exploit this property, and they allow us to support several BRDF derivatives that positivization could not handle. For a wide variety of BRDF derivatives, our method significantly reduces the variance (up to 58× in some cases) at equal computation cost and enables better recovery of spatially varying textures through gradient-descent-based inverse rendering.more » « less
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Neural material reflectance representations address some limitations of traditional analytic BRDFs with parameter textures; they can theoretically represent any material data, whether a complex synthetic microgeometry with displacements, shadows and interreflections, or real measured reflectance. However, they still approximate the material on an infinite plane, which prevents them from correctly handling silhouette and parallax effects for viewing directions close to grazing. The goal of this paper is to design a neural material representation capable of correctly handling such silhouette effects. We extend the neural network query to take surface curvature information as input, while the query output is extended to return a transparency value in addition to reflectance. We train the new neural representation on synthetic data that contains queries spanning a variety of surface curvatures. We show an ability to accurately represent complex silhouette behavior that would traditionally require more expensive and less flexible techniques, such as on-the-fly geometry displacement or ray marching.more » « less
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