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arXiv 2408.16005cs.CVcs.GR

多世界逆向渲染

Many-Worlds Inverse Rendering

École Polytechnique Fédérale de Lausanne (EPFL)(联邦理工学院洛桑校区)

Ziyi Zhang, Nicolas Roussel, Wenzel Jakob

AI总结:

针对物理逆向渲染中不连续可见性变化的瓶颈,提出多世界表示方法,通过对表面体积扰动进行微分,实现更简单高效的蒙特卡洛算法,显著提升收敛速度。

摘要:

在基于物理的逆向渲染器中优化表面时,不连续的可见性变化仍是一个主要瓶颈。许多先前的工作提出了复杂的算法和数据结构,以更高效地采样可见性轮廓。我们的工作提出了另一种解决方案:我们不再对暂定表面进行局部微分,而是对表面的体积扰动进行微分。我们将其称为多世界表示,因为它对输入数据集的相互冲突解释(世界)的非交互叠加进行了建模。每个世界在光学上与其他世界隔离,从而产生了一种新的传输定律,使我们的方法有别于先前基于指数随机介质的方法。由此产生的蒙特卡洛算法比先前的方法更简单、更高效。我们证明,无论是在总迭代次数还是每次迭代的成本方面,我们的方法都能促进快速收敛。

英文摘要:

Discontinuous visibility changes remain a major bottleneck when optimizing surfaces within a physically-based inverse renderer. Many previous works have proposed sophisticated algorithms and data structures to sample visibility silhouettes more efficiently. Our work presents another solution: instead of differentiating a tentative surface locally, we differentiate a volumetric perturbation of a surface. We refer this as a many-worlds representation because it models a non-interacting superposition of conflicting explanations (worlds) of the input dataset. Each world is optically isolated from others, leading to a new transport law that distinguishes our method from prior work based on exponential random media. The resulting Monte Carlo algorithm is simpler and more efficient than prior methods. We demonstrate that our method promotes rapid convergence, both in terms of the total iteration count and the cost per iteration.

机构、总结、中文摘要均由AI分析而来,可能存在错误,请以论文正文为准。

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