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arXiv 2609.00625cs.GRcs.CV

基于线元的建模逆渲染

Inverse Rendering for Modeling with Line Primitives

  • ETH Zürich(苏黎世联邦理工学院)
  • Reichman University(莱希曼大学)
  • The University of Tokyo(东京大学)

机构由 AI 辅助整理,请以论文原文为准。

Kenji Tojo, Ariel Shamir, Nobuyuki Umetani, Bernd Bickel

AI总结:

本文提出一种基于显式线段的逆渲染方法,引入随机可微线段光栅化器,在合成与真实数据集上的实验表明,该方法捕捉模糊边界的效果优于基于表面的方法,且与体积表示质量相当,可无缝集成到标准图形管线中。

AI中文摘要:

忠实地捕捉毛发、皮毛、纤维和纺织品等具有模糊各向异性结构的多样真实世界对象以实现高效实时可视化仍是一项挑战。近期的辐射场重建方法使用3D高斯等半透明体积元从多视图图像中捕捉这些结构,而非使用不透明低维元(如三角形、线段和折线),这限制了其与标准深度测试光栅化、反射建模及物理模拟的兼容性。本文提出一种使用显式线段重建模糊几何的逆渲染方法,该方法在亚像素网格上进行光栅化以实现抗锯齿,从而再现半透明外观。尽管渲染过程简单,但优化大量线元以匹配目标图像构成重大挑战,为此我们引入一种针对线段的随机可微光栅化器,该光栅化器能生成关于顶点位置、属性及离散连接性的有效梯度。在合成与真实世界数据集上的实验表明,我们的方法在捕捉模糊边界方面优于基于表面的方法,且在完全依赖显式几何的同时达到与体积表示相当的质量,所得表示可无缝集成到标准图形管线中,支持跨平台渲染、各类着色模型及物理模拟。

英文摘要:

Faithfully capturing diverse real-world objects with fuzzy, anisotropic structures, such as hair, fur, fibers, and textiles, for efficient real-time visualization remains challenging. Recent radiance field reconstruction methods capture these structures from multi-view images using translucent volumetric primitives such as 3D Gaussians rather than opaque low-dimensional primitives (e.g., triangles, line segments, and polylines), thereby limiting compatibility with standard depth-tested rasterization, reflection modeling, and physical simulation. We present an inverse rendering method for reconstructing fuzzy geometry using explicit line segments, which are rasterized on a subpixel grid for anti-aliasing to reproduce a semi-transparent appearance. While straightforward to render, optimizing numerous line primitives to match target images poses a significant challenge. We address this by introducing a stochastic differentiable rasterizer for line segments that produces informative gradients with respect to vertex positions, attributes, and discrete connectivity. Experiments on synthetic and real-world datasets show that our method outperforms surface-based approaches in capturing fuzzy boundaries and achieves quality comparable to volumetric representations while relying entirely on explicit geometry. The resulting representation integrates seamlessly with standard graphics pipelines, enabling cross-platform rendering, various shading models, and physical simulation.

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