A Real-Time Rendering Method for Light Field Display
Quanzhen Wan
备注:
We are reminded by our supervisors and peers that we have not taken many potential influential factors into consideration, which might lead to a rather different outcome. If the whole idea will be certified correctly in the future, we will resubmit our updated version at that time
A real-time elemental image array (EIA) generation method which does not sacrifice accuracy nor rely on high-performance hardware is developed, through raytracing and pre-stored voxel-pixel lookup table (LUT). Benefiting from both offline and online working flow, experiments will verified the effectiveness.
DirectL: Efficient Radiance Fields Rendering for 3D Light Field Displays
Beijing University of Posts and Telecommunications(北京邮电大学);State Key Laboratory of Networking and Switching Technology, Beijing University of Posts and Telecommunications(北京邮电大学 网络与交换技术国家重点实验室);State Key Laboratory of Information Photonics and Optical Communications, Beijing University of Posts and Telecommunications(北京邮电大学 信息光子学与光通信国家重点实验室)
Most commercially available optical see-through head-mounted displays (OST-HMDs) utilize optical combiners to simultaneously visualize the physical background and virtual objects. The displayed images perceived by users are a blend of rendered pixels and background colors. Enabling high fidelity color perception in mixed reality (MR) scenarios using OST-HMDs is an important but challenging task. We propose a real-time rendering scheme to enhance the color contrast between virtual objects and the surrounding background for OST-HMDs. Inspired by the discovery of color perception in psychophysics…
The goal of inverse rendering is to decompose geometry, lights, and materials given pose multi-view images. To achieve this goal, we propose neural direct and joint inverse rendering, NDJIR. Different from prior works which relies on some approximations of the rendering equation, NDJIR directly addresses the integrals in the rendering equation and jointly decomposes geometry: signed distance function, lights: environment and implicit lights, materials: base color, roughness, specular reflectance using the powerful and flexible volume rendering framework, voxel grid feature, and Bayesian prior.…
Universitat de València(瓦伦西亚大学);Center for Neural Science, New York University(纽约大学神经科学中心);Courant Institute of Mathematical Sciences, New York University(纽约大学柯朗数学科学研究所)
We develop a framework for rendering photographic images, taking into account display limitations, so as to optimize perceptual similarity between the rendered image and the original scene. We formulate this as a constrained optimization problem, in which we minimize a measure of perceptual dissimilarity, the Normalized Laplacian Pyramid Distance (NLPD), which mimics the early stage transformations of the human visual system. When rendering images acquired with higher dynamic range than that of the display, we find that the optimized solution boosts the contrast of low-contrast features withou…
Recent advances in differentiable rendering have enabled high-quality reconstruction of 3D scenes from multi-view images. Most methods rely on simple rendering algorithms: pre-filtered direct lighting or learned representations of irradiance. We show that a more realistic shading model, incorporating ray tracing and Monte Carlo integration, substantially improves decomposition into shape, materials & lighting. Unfortunately, Monte Carlo integration provides estimates with significant noise, even at large sample counts, which makes gradient-based inverse rendering very challenging. To address t…
While the presentation of photo-realistic appearance plays a major role in immersion in an augmented virtuality environment, displaying the photo-realistic appearance of real objects remains a challenging problem. Recent developments in photogrammetry have facilitated the incorporation of real objects into virtual space. However, photo-realistic photogrammetry requires a dedicated measurement environment, and there is a trade-off between measurement cost and quality. Furthermore, even with photo-realistic appearance measurements, there is a trade-off between rendering quality and framerate. Th…
Technion – Israel Institute of Technology(以色列理工学院)
Inverse rendering seeks to estimate scene characteristics from a set of data images. The dominant approach is based on differential rendering using Monte-Carlo. Algorithms as such usually rely on a forward model and use an iterative gradient method that requires sampling millions of light paths per iteration. This paper presents an efficient framework that speeds up existing inverse rendering algorithms. This is achieved by tailoring the iterative process of inverse rendering specifically to a GPU architecture. For this cause, we introduce two interleaved steps - Path Sorting and Path Recyclin…
Korea University(高丽大学);University of Science and Technology(韩国科学技术联合大学院大学);Yonsei University(延世大学)
We propose a scene-level inverse rendering framework that uses multi-view images to decompose the scene into geometry, a SVBRDF, and 3D spatially-varying lighting. Because multi-view images provide a variety of information about the scene, multi-view images in object-level inverse rendering have been taken for granted. However, owing to the absence of multi-view HDR synthetic dataset, scene-level inverse rendering has mainly been studied using single-view image. We were able to successfully perform scene-level inverse rendering using multi-view images by expanding OpenRooms dataset and designi…
With the recent interest in virtual reality and augmented reality, there is a newfound demand for displays that can provide high resolution with a wide field of view (FOV). However, such displays incur significantly higher costs for rendering the larger number of pixels. This poses the challenge of rendering realistic real-time images that have a wide FOV and high resolution using limited computing resources. The human visual system does not need every pixel to be rendered at a uniformly high quality. Foveated rendering methods provide perceptually high-quality images while reducing computatio…
The University of Hong Kong(香港大学);Zhejiang University(浙江大学);Apple(苹果公司);Max Planck Institute for Informatics(马克斯·普朗克信息学研究所);Texas A&M University(德克萨斯农工大学)
This paper presents a Progressively-connected Light Field network (ProLiF), for the novel view synthesis of complex forward-facing scenes. ProLiF encodes a 4D light field, which allows rendering a large batch of rays in one training step for image- or patch-level losses. Directly learning a neural light field from images has difficulty in rendering multi-view consistent images due to its unawareness of the underlying 3D geometry. To address this problem, we propose a progressive training scheme and regularization losses to infer the underlying geometry during training, both of which enforce th…
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…
We suggest a rasterization pipeline tailored towards the need of head-mounted displays (HMD), where latency and field-of-view requirements pose new challenges beyond those of traditional desktop displays. Instead of rendering and warping for low latency, or using multiple passes for foveation, we show how both can be produced directly in a single perceptual rasterization pass. We do this with per-fragment ray-casting. This is enabled by derivations of tight space-time-fovea pixel bounds, introducing just enough flexibility for requisite geometric tests, but retaining most of the the simplicity…
Friedrich-Alexander University Erlangen-Nuremberg(埃尔朗根-纽伦堡弗里德里希-亚历山大大学);Johns Hopkins University(约翰斯·霍普金斯大学)
With the increasing computational power of today's workstations, real-time physically-based rendering is within reach, rapidly gaining attention across a variety of domains. These have expeditiously applied to medicine, where it is a powerful tool for intuitive 3D data visualization. Embedded devices such as optical see-through head-mounted displays (OST HMDs) have been a trend for medical augmented reality. However, leveraging the obvious benefits of physically-based rendering remains challenging on these devices because of limited computational power, memory usage, and power consumption. We …
University of California San Diego(加州大学圣迭戈分校);Adobe Research(Adobe 研究院);Fyusion Inc.(Fyusion 公司)
Recently neural volumetric representations such as neural reflectance fields have been widely applied to faithfully reproduce the appearance of real-world objects and scenes under novel viewpoints and lighting conditions. However, it remains challenging and time-consuming to render such representations under complex lighting such as environment maps, which requires individual ray marching towards each single light to calculate the transmittance at every sampled point. In this paper, we propose a novel method based on precomputed Neural Transmittance Functions to accelerate the rendering of neu…
Objects With Lighting: A Real-World Dataset for Evaluating Reconstruction and Rendering for Object Relighting
Intel Labs(英特尔实验室);Preimage(普雷图像(Preimage));The University of Hong Kong(香港大学);Adobe(奥多比公司);University of Illinois Urbana-Champaign(伊利诺伊大学厄巴纳-香槟分校);NVIDIA(英伟达公司)
West Virginia University(西弗吉尼亚大学);Rockefeller Neuroscience Institute of West Virginia University(西弗吉尼亚大学洛克菲勒神经科学研究所)
The quest for deeper understanding of biological systems has driven the acquisition of increasingly larger multidimensional image datasets. Inspecting and manipulating data of this complexity is very challenging in traditional visualization systems. We developed syGlass, a software package capable of visualizing large scale volumetric data with inexpensive virtual reality head-mounted display technology. This allows leveraging stereoscopic vision to significantly improve perception of complex 3D structures, and provides immersive interaction with data directly in 3D. We accomplished this by de…
While ray tracing has become increasingly common and path tracing is well understood by now, a major challenge lies in crafting an easy-to-use and efficient system implementing these technologies. Following a purely physically-based paradigm while still allowing for artistic workflows, the Iray light transport simulation and rendering system allows for rendering complex scenes by the push of a button and thus makes accurate light transport simulation widely available. In this document we discuss the challenges and implementation choices that follow from our primary design decisions, demonstrat…
University of Oxford(牛津大学);Stanford University(斯坦福大学);Google Research(谷歌研究院)
Recent works have shown exciting results in unsupervised image de-rendering -- learning to decompose 3D shape, appearance, and lighting from single-image collections without explicit supervision. However, many of these assume simplistic material and lighting models. We propose a method, termed RADAR, that can recover environment illumination and surface materials from real single-image collections, relying neither on explicit 3D supervision, nor on multi-view or multi-light images. Specifically, we focus on rotationally symmetric artefacts that exhibit challenging surface properties including …
Physically based rendering is a discipline in computer graphics which aims at reproducing certain light and material appearances that occur in the real world. Complex scenes can be difficult to compute for rendering algorithms. This paper introduces a new comprehensive test database of scenes that treat different light setups in conjunction with diverse materials and discusses its design principles. A lot of research is focused on the development of new algorithms that can deal with difficult light conditions and materials efficiently. This database delivers a comprehensive foundation for eval…
We propose an image warping-based remote rendering technique for volumes that decouples the rendering and display phases. Our work builds on prior work that samples the volume on the client using ray casting and reconstructs a z-value based on some heuristic. The color and depth buffer are then sent to the client that reuses this depth image as a stand-in for subsequent frames by warping it according to the current camera position until new data was received from the server. We augment that method by implementing the client renderer using ray tracing. By representing the pixel contributions as…
Google Research(谷歌研究院);Simon Fraser University(西蒙弗雷泽大学)
Neural Radiance Fields employ simple volume rendering as a way to overcome the challenges of differentiating through ray-triangle intersections by leveraging a probabilistic notion of visibility. This is achieved by assuming the scene is composed by a cloud of light-emitting particles whose density changes in space. This technical report summarizes the derivations for differentiable volume rendering. It is a condensed version of previous reports, but rewritten in the context of NeRF, and adopting its commonly used notation.
We present a system for acquiring, processing, and rendering panoramic light field still photography for display in Virtual Reality (VR). We acquire spherical light field datasets with two novel light field camera rigs designed for portable and efficient light field acquisition. We introduce a novel real-time light field reconstruction algorithm that uses a per-view geometry and a disk-based blending field. We also demonstrate how to use a light field prefiltering operation to project from a high-quality offline reconstruction model into our real-time model while suppressing artifacts. We intr…
Virtual Reality systems provide many opportunities for scientific research and consumer enjoyment; however, they are more demanding than traditional desktop applications and require a wired connection to desktops in order to enjoy maximum quality. Standalone options that are not connected to computers exist, yet they are powered by mobile GPUs, which provide limited power in comparison to desktop rendering. Alternative approaches to improve performance on mobile devices use server rendering to render frames for a client and treat the client largely as a display device. However, current streami…
Recent differentiable rendering techniques have become key tools to tackle many inverse problems in graphics and vision. Existing models, however, assume steady-state light transport, i.e., infinite speed of light. While this is a safe assumption for many applications, recent advances in ultrafast imaging leverage the wealth of information that can be extracted from the exact time of flight of light. In this context, physically-based transient rendering allows to efficiently simulate and analyze light transport considering that the speed of light is indeed finite. In this paper, we introduce a…
Recently, virtual reality (VR) technology has been widely used in medical, military, manufacturing, entertainment, and other fields. These applications must simulate different complex material surfaces, various dynamic objects, and complex physical phenomena, increasing the complexity of VR scenes. Current computing devices cannot efficiently render these complex scenes in real time, and delayed rendering makes the content observed by the user inconsistent with the user's interaction, causing discomfort. Foveated rendering is a promising technique that can accelerate rendering. It takes advant…
We present a new motion-compensated hierarchical compression scheme (HMLFC) for encoding light field images (LFI) that is suitable for interactive rendering. Our method combines two different approaches, motion compensation schemes and hierarchical compression methods, to exploit redundancies in LFI. The motion compensation schemes capture the redundancies in local regions of the LFI efficiently (local coherence) and hierarchical schemes capture the redundancies present across the entire LFI (global coherence). Our hybrid approach combines the two schemes effectively capturing both local as we…
In this paper, we introduce Harmonics Virtual Lights (HVL), to model indirect light sources for interactive global illumination of dynamic 3D scenes. Virtual Point Lights (VPL) are an efficient approach to define indirect light sources and to evaluate the resulting indirect lighting. Nonetheless, VPL suffer from disturbing artifacts, especially with high frequency materials. Virtual Spherical Lights (VSL) avoid these artifacts by considering spheres instead of points but estimates the lighting integral using Monte Carlo which results to noise in the final image. We define HVL as an extension o…