We present multispectral rendering techniques for visualizing layered materials found in biological specimens. We are the first to use acquired data from the near-infrared and ultraviolet spectra for non-photorealistic rendering (NPR). Several plant and animal species are more comprehensively understood by multispectral analysis. However, traditional NPR techniques ignore unique information outside the visible spectrum. We introduce algorithms and principles for processing wavelength dependent surface normals and reflectance. Our registration and feature detection methods are used to formulate stylization effects not considered by current NPR methods including: Spectral Band Shading which isolates and emphasizes shape features at specific wavelengths at multiple scales. Experts in our user study demonstrate the effectiveness of our system for applications in the biological sciences.
Rendering techniques based on a random grid can be improved by adapting brushstrokes to the shape of different areas of the original picture. In this paper, the concept of Coherence Length Diagram is applied to determine the adaptive brushstrokes, in order to simulate an impressionist painting. Some examples are provided to instance the proposed algorithm.
Ray tracing on GPUs is becoming quite common these days. There are many publicly available documents on how to implement basic ray tracing on GPUs for spheres and implicit surfaces. We even have some general frameworks for ray tracing on GPUs. We however hardly find details on how to implement more complex ray tracing algorithms themselves that are commonly used for photorealistic rendering. This paper explains an implementation of a stand-alone rendering system on GPUs which supports the bounding volume hierarchy and stochastic progressive photon mapping. The key characteristic of the system …
The paper describes a new image processing for a non-photorealistic rendering. The algorithm is based on a random generation of gray tones and competing statistical requirements. The gray tone value of each pixel in the starting image is replaced selecting among randomly generated tone values, according to the statistics of nearest-neighbor and next-nearest-neighbor pixels. Two competing conditions for replacing the tone values - one position on the local mean value the other on the local variance - produce a peculiar pattern on the image. This pattern has a labyrinthine tiling aspect. For cer…
Over the last years, many face analysis tasks have accomplished astounding performance, with applications including face generation and 3D face reconstruction from a single "in-the-wild" image. Nevertheless, to the best of our knowledge, there is no method which can produce render-ready high-resolution 3D faces from "in-the-wild" images and this can be attributed to the: (a) scarcity of available data for training, and (b) lack of robust methodologies that can successfully be applied on very high-resolution data. In this work, we introduce the first method that is able to reconstruct photoreal…
Envisioning a Next Generation Extended Reality Conferencing System with Efficient Photorealistic Human Rendering
University of Illinois at Urbana-Champaign(伊利诺伊大学厄巴纳-香槟分校);University of Miami(迈阿密大学);Arizona State University(亚利桑那州立大学);Futurewei Technologies(华为未来技术研究院)
Peking University(北京大学);Baidu Research(百度研究院);University of Rochester(罗切斯特大学)
Universal style transfer is an image editing task that renders an input content image using the visual style of arbitrary reference images, including both artistic and photorealistic stylization. Given a pair of images as the source of content and the reference of style, existing solutions usually first train an auto-encoder (AE) to reconstruct the image using deep features and then embeds pre-defined style transfer modules into the AE reconstruction procedure to transfer the style of the reconstructed image through modifying the deep features. While existing methods typically need multiple ro…
The photorealistic rendering of the transparent effect of translucent objects is a hot research topic in recent years. A real-time photorealistic rendering and material dynamic editing method for the diffuse scattering effect of translucent objects is proposed based on the bidirectional surface scattering reflectance function's (BSSRDF) Dipole approximation. The diffuse scattering material function in the Dipo le approximation is decomposed into the product form of the shape-related function and the translucent material-related function through principal component analysis; using this decompos…
Pinscreen;University of Southern California(南加州大学);USC Institute for Creative Technologies(南加州大学创意技术研究所)
We present a data-driven inference method that can synthesize a photorealistic texture map of a complete 3D face model given a partial 2D view of a person in the wild. After an initial estimation of shape and low-frequency albedo, we compute a high-frequency partial texture map, without the shading component, of the visible face area. To extract the fine appearance details from this incomplete input, we introduce a multi-scale detail analysis technique based on mid-layer feature correlations extracted from a deep convolutional neural network. We demonstrate that fitting a convex combination of…
We present a method for composing photorealistic scenes from captured images of objects. Our work builds upon neural radiance fields (NeRFs), which implicitly model the volumetric density and directionally-emitted radiance of a scene. While NeRFs synthesize realistic pictures, they only model static scenes and are closely tied to specific imaging conditions. This property makes NeRFs hard to generalize to new scenarios, including new lighting or new arrangements of objects. Instead of learning a scene radiance field as a NeRF does, we propose to learn object-centric neural scattering functions…
University of Washington(华盛顿大学);Allen Institute for AI(艾伦人工智能研究所)
Existing online 3D shape repositories contain thousands of 3D models but lack photorealistic appearance. We present an approach to automatically assign high-quality, realistic appearance models to large scale 3D shape collections. The key idea is to jointly leverage three types of online data -- shape collections, material collections, and photo collections, using the photos as reference to guide assignment of materials to shapes. By generating a large number of synthetic renderings, we train a convolutional neural network to classify materials in real photos, and employ 3D-2D alignment techni…
The Ohio State University(俄亥俄州立大学);Chongqing Changan Automobile Co Ltd(重庆长安汽车股份有限公司)
Driving simulators play a large role in developing and testing new intelligent vehicle systems. The visual fidelity of the simulation is critical for building vision-based algorithms and conducting human driver experiments. Low visual fidelity breaks immersion for human-in-the-loop driving experiments. Conventional computer graphics pipelines use detailed 3D models, meshes, textures, and rendering engines to generate 2D images from 3D scenes. These processes are labor-intensive, and they do not generate photorealistic imagery. Here we introduce a hybrid generative neural graphics pipeline for …
This paper presents an efficient method for generating and rendering photorealistic hair in two dimensional pictures. The method consists of three major steps. Simulating an artist drawing is used to design the rough hair shape. A convolution based filter is then used to generate photorealistic hair patches. A refine procedure is finally used to blend the boundaries of the patches with surrounding areas. This method can be used to create all types of photorealistic human hair (head hair, facial hair and body hair). It is also suitable for fur and grass generation. Applications of this method i…
University of Tübingen(图宾根大学);Tübingen AI Center(图宾根人工智能中心);Google Research(谷歌研究院)
Neural radiance fields enable state-of-the-art photorealistic view synthesis. However, existing radiance field representations are either too compute-intensive for real-time rendering or require too much memory to scale to large scenes. We present a Memory-Efficient Radiance Field (MERF) representation that achieves real-time rendering of large-scale scenes in a browser. MERF reduces the memory consumption of prior sparse volumetric radiance fields using a combination of a sparse feature grid and high-resolution 2D feature planes. To support large-scale unbounded scenes, we introduce a novel c…
In some entertainment and virtual reality applications, it is necessary to model and draw the real world realistically, so as to improve the fidelity of natural scenes and make users have a better sense of immersion. However, due to the morphological structure of trees The complexity and variety present many challenges for photorealistic modeling and rendering of trees. This paper reviews the progress achieved in photorealistic modeling and rendering of tree branches, leaves, and bark over the past few decades. The main achievement is mainly a rule-based procedural tree modeling method.
To the best of our knowledge, we first present a live system that generates personalized photorealistic talking-head animation only driven by audio signals at over 30 fps. Our system contains three stages. The first stage is a deep neural network that extracts deep audio features along with a manifold projection to project the features to the target person's speech space. In the second stage, we learn facial dynamics and motions from the projected audio features. The predicted motions include head poses and upper body motions, where the former is generated by an autoregressive probabilistic mo…
University of Cambridge(剑桥大学);Czech Technical University in Prague(布拉格捷克技术大学)
We investigate the use of quasicrystals in image sampling. Quasicrystals produce space-filling, non-periodic point sets that are uniformly discrete and relatively dense, thereby ensuring the sample sites are evenly spread out throughout the sampled image. Their self-similar structure can be attractive for creating sampling patterns endowed with a decorative symmetry. We present a brief general overview of the algebraic theory of cut-and-project quasicrystals based on the geometry of the golden ratio. To assess the practical utility of quasicrystal sampling, we evaluate the visual effects of a …