SIGGRAPH Asia 2023 Papers

ACM SIGGRAPH Asia Conference

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223papers

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SOL-NeRF: Sunlight Modeling for Outdoor Scene Decomposition and Relighting

Jia-Mu Sun, Tong Wu, Yong-Liang Yang, Yu-Kun Lai, Lin Gao

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Outdoor scenes often involve large-scale geometry and complex unknown lighting conditions, making it difficult to decompose them into geometry, reflectance and illumination. Recently researchers made attempts to decompose outdoor scenes using Neural Radiance Fields (NeRF) and learning-based lighting and shadow representations. However, diverse lighting conditions and shadows in outdoor scenes are challenging for learning-based models. Moreover, existing methods may produce rough geometry and normal reconstruction and introduce notable shading artifacts when the scene is rendered under a novel illumination. To solve the above problems, we propose SOL-NeRF to decompose outdoor scenes with the help of a hybrid lighting representation and a signed distance field geometry reconstruction. We use a single Spherical Gaussian (SG) lobe to approximate the sun lighting, and a first-order Spherical Harmonic (SH) mixture to resemble the sky lighting. This hybrid representation is specifically designed for outdoor settings, and compactly models the outdoor lighting, ensuring robustness and efficiency. The shadow of the direct sun lighting can be obtained by casting the ray against the mesh extracted from the signed distance field, and the remaining shadow can be approximated by Ambient Occlusion (AO). Additionally, sun lighting color prior and a relaxed Manhattan-world assumption can be further applied to boost decomposition and relighting performance. When changing the lighting condition, our method can produce consistent relighting results with correct shadow effects. Experiments conducted on our hybrid lighting scheme and the entire decomposition pipeline show that our method achieves better reconstruction, decomposition, and relighting performance compared to previous methods both quantitatively and qualitatively.

Technical Paper
SAILOR: Synergizing Radiance and Occupancy Fields for Live Human Performance Capture

Zheng Dong, Ke Xu, Yaoan Gao, Qilin Sun, Hujun Bao, Weiwei Xu, Rynson W.H. Lau

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Immersive user experiences in live VR/AR performances require a fast and accurate free-view rendering of the performers. Existing methods are mainly based on Pixel-aligned Implicit Functions (PIFu) or Neural Radiance Fields (NeRF). However, while PIFu-based methods usually fail to produce photorealistic view-dependent textures, NeRF-based methods typically lack local geometry accuracy and are computationally heavy (e.g., dense sampling of 3D points, additional fine-tuning, or pose estimation). In this work, we propose a novel generalizable method, named SAILOR, to create high-quality human free-view videos from very sparse RGBD live streams. To produce view-dependent textures while preserving locally accurate geometry, we integrate PIFu and NeRF such that they work synergistically by conditioning the PIFu on depth and then rendering view-dependent textures through NeRF. Specifically, we propose a novel network, named SRONet, for this hybrid representation. SRONet can handle unseen performers without fine-tuning. Besides, a neural blending-based ray interpolation approach, a tree-based voxel-denoising scheme, and a parallel computing pipeline are incorporated to reconstruct and render live free-view videos at 10 fps on average. To evaluate the rendering performance, we construct a real-captured RGBD benchmark from 40 performers. Experimental results show that SAILOR outperforms existing human reconstruction and performance capture methods.

Technical Paper
ReShader: View-Dependent Highlights for Single Image View-Synthesis

Avinash Paliwal, Brandon G. Nguyen, Andrii Tsarov, Nima Khademi Kalantari

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In recent years, novel view synthesis from a single image has seen significant progress thanks to the rapid advancements in 3D scene representation and image inpainting techniques. While the current approaches are able to synthesize geometrically consistent novel views, they often do not handle the view-dependent effects properly. Specifically, the highlights in their synthesized images usually appear to be glued to the surfaces, making the novel views unrealistic. To address this major problem, we make a key observation that the process of synthesizing novel views requires changing the shading of the pixels based on the novel camera, and moving them to appropriate locations. Therefore, we propose to split the view synthesis process into two independent tasks of pixel reshading and relocation. During the reshading process, we take the single image as the input and adjust its shading based on the novel camera. This reshaded image is then used as the input to an existing view synthesis method to relocate the pixels and produce the final novel view image. We propose to use a neural network to perform reshading and generate a large set of synthetic input-reshaded pairs to train our network. We demonstrate that our approach produces plausible novel view images with realistic moving highlights on a variety of real world scenes.

Technical Paper
RMIP: Displacement ray tracing via inversion and oblong bounding

Theo Thonat, Iliyan Georgiev, François Beaune, Tamy Boubekeur

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High-performance ray tracing of triangle meshes equipped with displacement maps is a challenging task. Existing methods either rely on pre-tessellation, taking full advantage of the hardware but with a poor memory/quality tradeoff, or use custom displacement-centric acceleration structures, preserving all the geometric details but being orders of magnitude slower. We introduce a method that efficiently probes the displacement-map space to find ray-surface intersections without relying on pre-tessellation. Our method combines inverse displacement mapping and on-the-fly surface-bound computation. It employs a novel data structure that provides tight displacement bounds over rectangular regions in the displacement-map space. We demonstrate the effectiveness of our approach in a production GPU path tracer. It can achieve over an order of magnitude speed-up in render time compared to state of the art in the most challenging real-time path-tracing scenarios, while maintaining a low memory footprint.

Technical Paper
Projective Sampling for Differentiable Rendering of Geometry

Ziyi Zhang, Nicolas Roussel, Wenzel Jakob

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Discontinuous visibility changes at object boundaries remain a persistent source of difficulty in the area of differentiable rendering. Left untreated, they bias computed gradients so severely that even basic optimization tasks fail. Prior path-space methods addressed this bias by decoupling boundaries from the interior, allowing each part to be handled using specialized Monte Carlo sampling strategies. While conceptually powerful, the full potential of this idea remains unrealized since existing methods often fail to adequately sample the boundary proportional to its contribution. This paper presents theoretical and algorithmic contributions. On the theoretical side, we transform the boundary derivative into a remarkably simple local integral that invites present and future developments. Building on this result, we propose a new strategy that projects ordinary samples produced during forward rendering onto nearby boundaries. The resulting projections establish a variance-reducing guiding distribution that accelerates convergence of the subsequent differential phase. We demonstrate the superior efficiency and versatility of our method across a variety of shape representations, including triangle meshes, implicitly defined surfaces, and cylindrical fibers based on Bézier curves.

Technical Paper