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arXiv 2409.02482cs.CVcs.GRcs.LG
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体积表面:用分层网格表示模糊几何体

Volumetric Surfaces: Representing Fuzzy Geometries with Layered Meshes

University of Tübingen(蒂宾根大学);Meta Reality Labs(元宇宙现实实验室)

Stefano Esposito, Anpei Chen, Christian Reiser, Samuel Rota Bulò, Lorenzo Porzi, Katja Schwarz, Christian Richardt, Michael Zollhöfer, Peter Kontschieder, Andreas Geiger

AI总结:

本文提出一种基于半透明多层网格的新表示方法,通过SDF壳层和固定顺序渲染,实现模糊几何体的实时高质量视图合成,支持低功耗设备。

摘要:

高质量的视图合成依赖于体渲染、溅射或表面渲染。虽然表面渲染通常速度最快,但它难以准确建模头发等模糊几何体。相反,alpha混合技术在表示模糊材质方面表现出色,但每条光线需要无界的采样数量(P1)。体渲染中的空空间跳过(P2)和溅射中输入基元的排序(P3)进一步引入了额外开销。我们提出了一种用于实时视图合成的新表示方法,其中(P1)采样位置的数量小而有限,(P2)采样位置通过光栅化高效找到,(P3)渲染无需排序。我们通过将物体表示为按固定顺序渲染的半透明多层网格来实现这一点。首先,我们将表面层建模为带符号距离函数(SDF)壳层,并在训练期间学习最优间距。然后,我们将其烘焙为网格并拟合UV纹理。与单表面方法不同,我们的多层表示能有效建模模糊物体。与基于体积和溅射的方法相比,我们的方法能够在低功耗笔记本电脑和智能手机上实现实时渲染。

英文摘要:

High-quality view synthesis relies on volume rendering, splatting, or surface rendering. While surface rendering is typically the fastest, it struggles to accurately model fuzzy geometry like hair. In turn, alpha-blending techniques excel at representing fuzzy materials but require an unbounded number of samples per ray (P1). Further overheads are induced by empty space skipping in volume rendering (P2) and sorting input primitives in splatting (P3). We present a novel representation for real-time view synthesis where the (P1) number of sampling locations is small and bounded, (P2) sampling locations are efficiently found via rasterization, and (P3) rendering is sorting-free. We achieve this by representing objects as semi-transparent multi-layer meshes rendered in a fixed order. First, we model surface layers as signed distance function (SDF) shells with optimal spacing learned during training. Then, we bake them as meshes and fit UV textures. Unlike single-surface methods, our multi-layer representation effectively models fuzzy objects. In contrast to volume and splatting-based methods, our approach enables real-time rendering on low-power laptops and smartphones.

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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