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Autori principali: Sun, Jiakai, Zhang, Weijing, Zhang, Zhanjie, Chu, Tianyi, Li, Guangyuan, Zhao, Lei, Xing, Wei
Natura: Preprint
Pubblicazione: 2023
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Accesso online:https://arxiv.org/abs/2305.16800
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author Sun, Jiakai
Zhang, Weijing
Zhang, Zhanjie
Chu, Tianyi
Li, Guangyuan
Zhao, Lei
Xing, Wei
author_facet Sun, Jiakai
Zhang, Weijing
Zhang, Zhanjie
Chu, Tianyi
Li, Guangyuan
Zhao, Lei
Xing, Wei
contents Traditional inverse rendering techniques are based on textured meshes, which naturally adapts to modern graphics pipelines, but costly differentiable multi-bounce Monte Carlo (MC) ray tracing poses challenges for modeling global illumination. Recently, neural fields has demonstrated impressive reconstruction quality but falls short in modeling indirect illumination. In this paper, we introduce a simple yet efficient inverse rendering framework that combines the strengths of both methods. Specifically, given pre-trained neural field representing the scene, we can obtain an initial estimate of the signed distance field (SDF) and create a Neural Radiance Cache (NRC), an enhancement over the traditional radiance cache used in real-time rendering. By using the former to initialize differentiable marching tetrahedrons (DMTet) and the latter to model indirect illumination, we can compute the global illumination via single-bounce differentiable MC ray tracing and jointly optimize the geometry, material, and light through back propagation. Experiments demonstrate that, compared to previous methods, our approach effectively prevents indirect illumination effects from being baked into materials, thus obtaining the high-quality reconstruction of triangle mesh, Physically-Based (PBR) materials, and High Dynamic Range (HDR) light probe.
format Preprint
id arxiv_https___arxiv_org_abs_2305_16800
institution arXiv
publishDate 2023
record_format arxiv
spellingShingle Joint Optimization of Triangle Mesh, Material, and Light from Neural Fields with Neural Radiance Cache
Sun, Jiakai
Zhang, Weijing
Zhang, Zhanjie
Chu, Tianyi
Li, Guangyuan
Zhao, Lei
Xing, Wei
Graphics
Traditional inverse rendering techniques are based on textured meshes, which naturally adapts to modern graphics pipelines, but costly differentiable multi-bounce Monte Carlo (MC) ray tracing poses challenges for modeling global illumination. Recently, neural fields has demonstrated impressive reconstruction quality but falls short in modeling indirect illumination. In this paper, we introduce a simple yet efficient inverse rendering framework that combines the strengths of both methods. Specifically, given pre-trained neural field representing the scene, we can obtain an initial estimate of the signed distance field (SDF) and create a Neural Radiance Cache (NRC), an enhancement over the traditional radiance cache used in real-time rendering. By using the former to initialize differentiable marching tetrahedrons (DMTet) and the latter to model indirect illumination, we can compute the global illumination via single-bounce differentiable MC ray tracing and jointly optimize the geometry, material, and light through back propagation. Experiments demonstrate that, compared to previous methods, our approach effectively prevents indirect illumination effects from being baked into materials, thus obtaining the high-quality reconstruction of triangle mesh, Physically-Based (PBR) materials, and High Dynamic Range (HDR) light probe.
title Joint Optimization of Triangle Mesh, Material, and Light from Neural Fields with Neural Radiance Cache
topic Graphics
url https://arxiv.org/abs/2305.16800