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Main Authors: Zeltner, Tizian, Rousselle, Fabrice, Weidlich, Andrea, Clarberg, Petrik, Novák, Jan, Bitterli, Benedikt, Evans, Alex, Davidovič, Tomáš, Kallweit, Simon, Lefohn, Aaron
Format: Preprint
Published: 2023
Subjects:
Online Access:https://arxiv.org/abs/2305.02678
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author Zeltner, Tizian
Rousselle, Fabrice
Weidlich, Andrea
Clarberg, Petrik
Novák, Jan
Bitterli, Benedikt
Evans, Alex
Davidovič, Tomáš
Kallweit, Simon
Lefohn, Aaron
author_facet Zeltner, Tizian
Rousselle, Fabrice
Weidlich, Andrea
Clarberg, Petrik
Novák, Jan
Bitterli, Benedikt
Evans, Alex
Davidovič, Tomáš
Kallweit, Simon
Lefohn, Aaron
contents 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 hierarchical textures that are interpreted using neural decoders, which produce reflectance values and importance-sampled directions. To best utilize the modeling capacity of the decoders, we equip the decoders with two graphics priors. The first prior -- transformation of directions into learned shading frames -- facilitates accurate reconstruction of mesoscale effects. The second prior -- a microfacet sampling distribution -- allows the neural decoder to perform importance sampling efficiently. The resulting appearance model supports anisotropic sampling and level-of-detail rendering, and allows baking deeply layered material graphs into a compact unified neural representation. By exposing hardware accelerated tensor operations to ray tracing shaders, we show that it is possible to inline and execute the neural decoders efficiently inside a real-time path tracer. We analyze scalability with increasing number of neural materials and propose to improve performance using code optimized for coherent and divergent execution. Our neural material shaders can be over an order of magnitude faster than non-neural layered materials. This opens up the door for using film-quality visuals in real-time applications such as games and live previews.
format Preprint
id arxiv_https___arxiv_org_abs_2305_02678
institution arXiv
publishDate 2023
record_format arxiv
spellingShingle Real-Time Neural Appearance Models
Zeltner, Tizian
Rousselle, Fabrice
Weidlich, Andrea
Clarberg, Petrik
Novák, Jan
Bitterli, Benedikt
Evans, Alex
Davidovič, Tomáš
Kallweit, Simon
Lefohn, Aaron
Graphics
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 hierarchical textures that are interpreted using neural decoders, which produce reflectance values and importance-sampled directions. To best utilize the modeling capacity of the decoders, we equip the decoders with two graphics priors. The first prior -- transformation of directions into learned shading frames -- facilitates accurate reconstruction of mesoscale effects. The second prior -- a microfacet sampling distribution -- allows the neural decoder to perform importance sampling efficiently. The resulting appearance model supports anisotropic sampling and level-of-detail rendering, and allows baking deeply layered material graphs into a compact unified neural representation. By exposing hardware accelerated tensor operations to ray tracing shaders, we show that it is possible to inline and execute the neural decoders efficiently inside a real-time path tracer. We analyze scalability with increasing number of neural materials and propose to improve performance using code optimized for coherent and divergent execution. Our neural material shaders can be over an order of magnitude faster than non-neural layered materials. This opens up the door for using film-quality visuals in real-time applications such as games and live previews.
title Real-Time Neural Appearance Models
topic Graphics
url https://arxiv.org/abs/2305.02678