Neural Scene Baking for Permutation Invariant Transparency Rendering with Real-time Global Illumination (2405.19056v1)
Abstract: Neural rendering provides a fundamentally new way to render photorealistic images. Similar to traditional light-baking methods, neural rendering utilizes neural networks to bake representations of scenes, materials, and lights into latent vectors learned from path-tracing ground truths. However, existing neural rendering algorithms typically use G-buffers to provide position, normal, and texture information of scenes, which are prone to occlusion by transparent surfaces, leading to distortions and loss of detail in the rendered images. To address this limitation, we propose a novel neural rendering pipeline that accurately renders the scene behind transparent surfaces with global illumination and variable scenes. Our method separates the G-buffers of opaque and transparent objects, retaining G-buffer information behind transparent objects. Additionally, to render the transparent objects with permutation invariance, we designed a new permutation-invariant neural blending function. We integrate our algorithm into an efficient custom renderer to achieve real-time performance. Our results show that our method is capable of rendering photorealistic images with variable scenes and viewpoints, accurately capturing complex transparent structures along with global illumination. Our renderer can achieve real-time performance ($256\times 256$ at 63 FPS and $512\times 512$ at 32 FPS) on scenes with multiple variable transparent objects.
- S. Diolatzis, J. Philip, and G. Drettakis, “Active exploration for neural global illumination of variable scenes,” ACM Transactions on Graphics (TOG), vol. 41, no. 5, pp. 1–18, 2022.
- J. T. Kajiya, “The rendering equation,” in Proceedings of the 13th annual conference on Computer graphics and interactive techniques, 1986, pp. 143–150.
- E. P. Lafortune and Y. D. Willems, “Rendering participating media with bidirectional path tracing,” in Rendering Techniques ’96, X. Pueyo and P. Schröder, Eds., 1996, pp. 91–100.
- G. Greger, P. Shirley, P. M. Hubbard, and D. P. Greenberg, “The irradiance volume,” IEEE Computer Graphics and Applications, vol. 18, no. 2, pp. 32–43, 1998.
- P. Ren, J. Wang, M. Gong, S. Lin, X. Tong, and B. Guo, “Global illumination with radiance regression functions.” ACM Trans. Graph., vol. 32, no. 4, pp. 130–1, 2013.
- S. A. Eslami, D. Jimenez Rezende, F. Besse, F. Viola, A. S. Morcos, M. Garnelo, A. Ruderman, A. A. Rusu, I. Danihelka, K. Gregor et al., “Neural scene representation and rendering,” Science, vol. 360, no. 6394, pp. 1204–1210, 2018.
- J. Granskog, F. Rousselle, M. Papas, and J. Novák, “Compositional neural scene representations for shading inference,” ACM Transactions on Graphics (TOG), vol. 39, no. 4, pp. 135–1, 2020.
- G. Rainer, A. Bousseau, T. Ritschel, and G. Drettakis, “Neural precomputed radiance transfer,” Computer Graphics Forum (Proceedings of the Eurographics conference), vol. 41, no. 2, April 2022. [Online]. Available: http://www-sop.inria.fr/reves/Basilic/2022/RBRD22
- D. Gao, H. Mu, and K. Xu, “Neural global illumination: Interactive indirect illumination prediction under dynamic area lights,” IEEE Transactions on Visualization and Computer Graphics, 2022.
- T. Porter and T. Duff, “Compositing digital images,” in Proceedings of the 11th annual conference on Computer graphics and interactive techniques, 1984, pp. 253–259.
- L. Carpenter, “The a-buffer, an antialiased hidden surface method,” in Proceedings of the 11th annual conference on Computer graphics and interactive techniques, 1984, pp. 103–108.
- N. P. Jouppi and C.-F. Chang, “Z 3: an economical hardware technique for high-quality antialiasing and transparency,” in Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware, 1999, pp. 85–93.
- C. Everitt, “Interactive order-independent transparency,” White paper, nVIDIA, vol. 2, no. 6, p. 7, 2001.
- T. Saito and T. Takahashi, “Comprehensible rendering of 3-d shapes,” in Proceedings of the 17th annual conference on Computer graphics and interactive techniques, 1990, pp. 197–206.
- D. Pangerl, “Deferred rendering transparency,” ShaderX7: Advanced Rendering Techniques, ShaderX series, pp. 217–224, 2009.
- M. Mara, M. McGuire, and D. Luebke, “Lighting deep g-buffers: Single-pass, layered depth images with minimum separation applied to indirect illumination,” NVIDIA Corporation, 2013.
- H. Xin, S. Zheng, K. Xu, and L.-Q. Yan, “Lightweight bilateral convolutional neural networks for interactive single-bounce diffuse indirect illumination,” IEEE Transactions on Visualization and Computer Graphics, vol. 28, no. 4, pp. 1824–1834, 2020.
- A. Keller, L. Fascione, M. Fajardo, I. Georgiev, P. Christensen, J. Hanika, C. Eisenacher, and G. Nichols, “The path tracing revolution in the movie industry,” in ACM SIGGRAPH 2015 Courses, 2015, pp. 1–7. [Online]. Available: https://doi.org/10.1145/2776880.2792699
- T. Ritschel, C. Dachsbacher, T. Grosch, and J. Kautz, “The state of the art in interactive global illumination,” in Computer graphics forum, vol. 31, 2012, pp. 160–188.
- Y. O’Donnell, “Precomputed global illumination in frostbite,” 2018.
- M. F. Cohen, J. R. Wallace, and P. Hanrahan, “Radiosity and realistic image synthesis,” 1993.
- M. McGuire, M. Mara, D. Nowrouzezahrai, and D. Luebke, “Real-time global illumination using precomputed light field probes,” in Proceedings of the 21st ACM SIGGRAPH symposium on interactive 3D graphics and games, 2017, pp. 1–11.
- A. Tewari, O. Fried, J. Thies, V. Sitzmann, S. Lombardi, K. Sunkavalli, R. Martin-Brualla, T. Simon, J. Saragih, M. Nießner et al., “State of the art on neural rendering,” in Computer Graphics Forum, vol. 39, 2020, pp. 701–727.
- N. Raghavan, Y. Xiao, K.-E. Lin, T. Sun, S. Bi, Z. Xu, T.-M. Li, and R. Ramamoorthi, “Neural free-viewpoint relighting for glossy indirect illumination,” in Computer Graphics Forum, vol. 42, 2023, p. e14885.
- C. R. Qi, H. Su, K. Mo, and L. J. Guibas, “Pointnet: Deep learning on point sets for 3d classification and segmentation,” in Proceedings of the IEEE conference on computer vision and pattern recognition, 2017, pp. 652–660.
- B. Bloem-Reddy and Y. W. Teh, “Probabilistic symmetries and invariant neural networks,” The Journal of Machine Learning Research, vol. 21, no. 1, pp. 3535–3595, 2020.
- E. Heitz, J. Dupuy, S. Hill, and D. Neubelt, “Real-time polygonal-light shading with linearly transformed cosines,” ACM Transactions on Graphics (TOG), vol. 35, no. 4, pp. 1–8, 2016.
- M. Wloka, “Batch, batch, batch: What does it really mean,” 2003.
- I. Pantazopoulos and S. Tzafestas, “Occlusion culling algorithms: A comprehensive survey,” Journal of Intelligent and Robotic Systems, vol. 35, pp. 123–156, 2002.
- H. Meshkin, “Sort-independent alpha blending,” GDC Talk, vol. 2, no. 4, 2007.
- M. Salvi and K. Vaidyanathan, “Multi-layer alpha blending,” in Proceedings of the 18th meeting of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, 2014, pp. 151–158.
- P. Isola, J.-Y. Zhu, T. Zhou, and A. A. Efros, “Image-to-image translation with conditional adversarial networks,” in Proceedings of the IEEE conference on computer vision and pattern recognition, 2017, pp. 1125–1134.
- B. Mildenhall, P. P. Srinivasan, M. Tancik, J. T. Barron, R. Ramamoorthi, and R. Ng, “Nerf: Representing scenes as neural radiance fields for view synthesis,” Communications of the ACM, vol. 65, no. 1, pp. 99–106, 2021.
- W. Jakob, S. Speierer, N. Roussel, and D. Vicini, “Dr.jit: A just-in-time compiler for differentiable rendering,” Transactions on Graphics (Proceedings of SIGGRAPH), vol. 41, no. 4, Jul. 2022.
- Z. Wang, A. C. Bovik, H. R. Sheikh, and E. P. Simoncelli, “Image quality assessment: from error visibility to structural similarity,” IEEE transactions on image processing, vol. 13, no. 4, pp. 600–612, 2004.
- D. P. Kingma and J. Ba, “Adam: A method for stochastic optimization,” arXiv preprint arXiv:1412.6980, 2014.
- R. Zhang, P. Isola, A. A. Efros, E. Shechtman, and O. Wang, “The unreasonable effectiveness of deep features as a perceptual metric,” in Proceedings of the IEEE conference on computer vision and pattern recognition, 2018, pp. 586–595.
- A. Loza, L. Mihaylova, N. Canagarajah, and D. Bull, “Structural similarity-based object tracking in video sequences,” in 2006 9th International Conference on Information Fusion, 2006, pp. 1–6.
- B. Bitterli, “Rendering resources,” 2016, https://benedikt-bitterli.me/resources/.
- K. Zhou, X. Wang, Y. Tong, M. Desbrun, B. Guo, and H.-Y. Shum, “Texturemontage: Seamless texturing of arbitrary surfaces from multiple images,” ACM Transactions on Graphics, vol. 24, no. 3, pp. 1148–1155, 2005.
- C. R. A. Chaitanya, A. S. Kaplanyan, C. Schied, M. Salvi, A. Lefohn, D. Nowrouzezahrai, and T. Aila, “Interactive reconstruction of monte carlo image sequences using a recurrent denoising autoencoder,” ACM Transactions on Graphics (TOG), vol. 36, no. 4, pp. 1–12, 2017.
- N. Ahn, B. Kang, and K.-A. Sohn, “Fast, accurate, and lightweight super-resolution with cascading residual network,” in Proceedings of the European conference on computer vision (ECCV), 2018, pp. 252–268.
- L. Xiao, S. Nouri, M. Chapman, A. Fix, D. Lanman, and A. Kaplanyan, “Neural supersampling for real-time rendering,” ACM Transactions on Graphics (TOG), vol. 39, no. 4, pp. 142–1, 2020.
- Z. Li, Y.-Y. Yeh, and M. Chandraker, “Through the looking glass: Neural 3d reconstruction of transparent shapes,” in Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition, 2020, pp. 1262–1271.