Inverse rendering is crucial for many scientific and engineering disciplines. Recent progress in differentiable rendering has led to efficient differentiation of the full image formation process with respect to scene parameters, enabling gradient-based optimization.
However, computational demands pose a significant challenge for differentiable rendering, particularly when rendering all pixels during inverse rendering from high-resolution/multi-view images. This computational cost leads to slow performance in each iteration of inverse rendering. Meanwhile, naively reducing the sampling budget by uniformly sampling pixels to render in each iteration can result in high gradient variance during inverse rendering, ultimately degrading overall performance.
Our goal is to accelerate inverse rendering by reducing the sampling budget without sacrificing overall performance. In this paper, we introduce a novel image-space adaptive sampling framework to accelerate inverse rendering by dynamically adjusting pixel sampling probabilities based on gradient variance and contribution to the loss function. Our approach efficiently handles high-resolution images and complex scenes, with faster convergence and improved performance compared to uniform sampling, making it a robust solution for efficient inverse rendering.
Computing derivatives of path integrals under evolving scene geometry is a fundamental problem in physics-based differentiable rendering, which requires differentiating discontinuities in the visibility function. Warped-area reparameterization is a powerful technique to compute differential visibility, and key is construction of a velocity field that is continuous in the domain interior and agrees with defined velocities on boundaries. Robustly and efficiently constructing such fields remains challenging.
We present a novel velocity field construction for differential visibility. Inspired by recent Monte Carlo solvers for partial differential equations (PDEs), we formulate the velocity field via Laplace’s equation and solve it with a walk-on-spheres (WoS) algorithm. To improve efficiency, we introduce a fixed-step WoS that terminates random walks after a fixed step count, resulting in a continuous but non-harmonic velocity field still valid for warped-area reparameterization. Furthermore, to practically apply our method to complex 3D scenes, we propose an efficient cone query to find the closest silhouettes on a boundary. Our cone query finds the closest point under the geodesic distance on a unit sphere, and is analogous to the closest point query by WoS to compute Euclidean distance. As a result, our method generalizes WoS to perform random walks on spherical caps over the unit sphere. We demonstrate that this enables a more robust and efficient unbiased estimator for differential visibility.
Physics-based differentiable rendering requires estimating boundary path integrals emerging from the shift of discontinuities (e.g., visibility boundaries). Previously, although the mathematical formulation of boundary path integrals has been established, efficient and robust estimation of these integrals has remained challenging. Specifically, state-of-the-art boundary sampling methods all rely on primary-sample-space guiding precomputed using sophisticated data structures---whose performance tends to degrade for finely tessellated geometries.
In this paper, we address this problem by introducing a new Markov-Chain-Monte-Carlo (MCMC) method. At the core of our technique is a local perturbation step capable of efficiently exploring highly fragmented primary sample spaces via specifically designed jumping rules. We compare the performance of our technique with several state-of-the-art baselines using synthetic differentiable-rendering and inverse-rendering experiments.
Physics-based differentiable rendering requires estimating boundary path integrals emerging from the shift of discontinuities (e.g., visibility boundaries). Previously, although the mathematical formulation of boundary path integrals has been established, efficient and robust estimation of these integrals has remained challenging. Specifically, state-of-the-art boundary sampling methods all rely on primary-sample-space guiding precomputed using sophisticated data structures---whose performance tends to degrade for finely tessellated geometries.
In this paper, we address this problem by introducing a new Markov-Chain-Monte-Carlo (MCMC) method. At the core of our technique is a local perturbation step capable of efficiently exploring highly fragmented primary sample spaces via specifically designed jumping rules. We compare the performance of our technique with several state-of-the-art baselines using synthetic differentiable-rendering and inverse-rendering experiments.
Physics-based differentiable rendering is a key ingredient for integrating forward rendering into probabilistic inference and machine learning pipelines. As a state-of-the-art formulation for differentiable rendering, differential path integrals have enabled the development of efficient Monte Carlo estimators for both interior and boundary integrals. Unfortunately, this formulation has been designed mostly for explicit geometries like polygonal meshes.
In this paper, we generalize the theory of differential path integrals to support implicit geometries like level sets and signed-distance functions (SDFs). In addition, we introduce new Monte Carlo estimators for efficiently sampling discontinuity boundaries that are also implicitly specified. We demonstrate the effectiveness of our theory and algorithms using several differentiable-rendering and inverse-rendering examples.
The inference of material reflectance from physical observations (e.g., photographs) is usually under-constrained, causing point estimates to suffer from ambiguity and, thus, generalize poorly to novel configurations. Conventional methods address this problem by using dense observations or introducing priors.
In this paper, we tackle this problem from a different angle by introducing a method to quantify uncertainties. Based on a Bayesian formulation, our method can quantitatively analyze how under-constrained a material inference problem is (given the observations and priors), by sampling the entire posterior distribution of material parameters rather than optimizing a single point estimate as given by most inverse rendering methods. Further, we present a method to guide acquisition processes by recommending viewing/lighting configurations for making additional observations. We demonstrate the usefulness of our technique using several synthetic and one real example.
Physics-based differentiable rendering is becoming increasingly crucial for tasks in inverse rendering and machine learning pipelines. To address discontinuities caused by geometric boundaries and occlusion, two classes of methods have been proposed: 1) the edge-sampling methods that directly sample light paths at the scene discontinuity boundaries, which require nontrivial data structures and precomputation to select the edges, and 2) the reparameterization methods that avoid discontinuity sampling but are currently limited to hemispherical integrals and unidirectional path tracing.
We introduce a new mathematical formulation that enjoys the benefits of both classes of methods. Unlike previous reparameterization work that focused on hemispherical integral, we derive the reparameterization in the path space. As a result, to estimate derivatives using our formulation, we can apply advanced Monte Carlo rendering methods, such as bidirectional path tracing, while avoiding explicit sampling of discontinuity boundaries. We show differentiable rendering and inverse rendering results to demonstrate the effectiveness of our method.
Differentiable rendering of translucent objects with respect to their shapes has been a long-standing problem. State-of-the- art methods require detecting object silhouettes or specifying change rates inside translucent objects—both of which can be expensive for translucent objects with complex shapes.
In this paper, we address this problem for translucent objects with no refractive or reflective boundaries. By reparameterizing interior components of differential path integrals, our new formulation does not require change rates to be specified in the interior of objects. Further, we introduce new Monte Carlo estimators based on this formulation that do not require explicit detection of object silhouettes.
Boundary integrals are unique to physics-based differentiable rendering and crucial for differentiating with respect to object geometry. Under the differential path integral framework—which has enabled the development of sophisticated differentiable rendering algorithms—the boundary components are themselves path integrals. Previously, although the mathematical formulation of boundary path integrals have been established, efficient estimation of these integrals remains challenging.
In this paper, we introduce a new technique to efficiently estimate boundary path integrals. A key component of our technique is a primary-sample-space guiding step for importance sampling of boundary segments. Additionally, we show multiple importance sampling can be used to combine multiple guided samplings. Lastly, we introduce an optional edge sorting step to further improve the runtime performance. We evaluate the effectiveness of our method using several differentiable-rendering and inverse-rendering examples and provide comparisons with existing methods for reconstruction as well as gradient quality.
The continued advancements of time-of-flight imaging devices have enabled new imaging pipelines with numerous applications. Consequently, several forward rendering techniques capable of accurately and efficiently simulating these devices have been introduced. However, general-purpose differentiable rendering techniques that estimate derivatives of time-of-flight images are still lacking. In this paper, we introduce a new theory of differentiable time-gated rendering that enjoys the generality of differentiating with respect to arbitrary scene parameters. Our theory also allows the design of advanced Monte Carlo estimators capable of handling cameras with near-delta or discontinuous time gates.
We validate our theory by comparing derivatives generated with our technique and finite differences. Further, we demonstrate the usefulness of our technique using a few proof-of-concept inverse-rendering examples that simulate several time-of-flight imaging scenarios.
Stochastic sampling of light transport paths is key to Monte Carlo forward rendering, and previous studies have led to mature techniques capable of drawing high-contribution light paths in complex scenes. These sampling techniques have also been applied to differentiable rendering.
In this paper, we demonstrate that path sampling techniques developed for forward rendering can become inefficient for differentiable rendering of glossy materials---especially when estimating derivatives with respect to global scene geometries. To address this problem, we introduce antithetic sampling of BSDFs and light-transport paths, allowing significantly faster convergence and can be easily integrated into existing differentiable rendering pipelines. We validate our method by comparing our derivative estimates to those generated with existing unbiased techniques. Further, we demonstrate the effectiveness of our technique by providing equal-quality and equal-time comparisons with existing sampling methods.
Physics-based differentiable rendering---which focuses on estimating derivatives of radiometric detector responses with respect to arbitrary scene parameters---has a diverse array of applications from solving analysis-by-synthesis problems to training machine-learning pipelines incorporating forward-rendering processes. Unfortunately, existing general-purpose differentiable rendering techniques lack either the generality to handle volumetric light transport or the flexibility to devise Monte Carlo estimators capable of handling complex geometries and light transport effects.
In this paper, we bridge this gap by showing how generalized path integrals can be differentiated with respect to arbitrary scene parameters. Specifically, we establish the mathematical formulation of generalized differential path integrals that capture both interfacial and volumetric light transport. Our formulation allows the development of advanced differentiable rendering algorithms capable of efficiently handling challenging geometric discontinuities and light transport phenomena such as volumetric caustics.
We validate our method by comparing our derivative estimates to those generated using the finite differences. Further, to demonstrate the effectiveness of our technique, we compare both differentiable rendering and inverse rendering performance with state-of-the-art methods.
Reconstructing the shape and appearance of real-world objects using measured 2D images has been a long-standing inverse rendering problem. In this paper, we introduce a new analysis-by-synthesis technique capable of producing high-quality reconstructions through robust coarse-to-fine optimization and physics-based differentiable rendering.
Unlike most previous methods that handle geometry and reflectance largely separately, our method unifies the optimization of both by leveraging image gradients with respect to both object reflectance and geometry. To obtain physically accurate gradient estimates, we develop a new GPU-based Monte Carlo differentiable renderer leveraging recent advances in differentiable rendering theory to offer unbiased gradients while enjoying better performance than existing tools like PyTorch3D and redner. To further improve robustness, we utilize several shape and material priors as well as a coarse-to-fine optimization strategy to reconstruct geometry. Using both synthetic and real input images, we demonstrate that our technique can produce reconstructions with higher quality than previous methods.
Modeling the geometry and the appearance of knitted fabrics has been challenging due to their complex geometries and interactions with light. Previous surface-based models have difficulties capturing fine-grained knit geometries; Micro-appearance models, on the other hands, typically store individual cloth fibers explicitly and are expensive to be generated and rendered. Further, neither of the models offers the flexibility to accurately capture both the reflection and the transmission of light simultaneously.
In this paper, we introduce an efficient technique to generate knit models with user-specified knitting patterns. Our model stores individual knit plies with fiber-level detailed depicted using normal and tangent mapping. We evaluate our generated models using a wide array of knitting patterns. Further, we compare qualitatively renderings to our models to photos of real samples.
Simulating the appearance of woven fabrics is challenging due to the complex interplay of lighting between the constituent yarns and fibers. Conventional surface-based models lack the fidelity and details for producing realistic close-up renderings. Micro-appearance models, on the other hand, can produce highly detailed renderings by depicting fabrics fiber-by-fiber, but become expensive when handling large pieces of clothing. Further, neither surface-based nor micro-appearance model has not been shown in practice to match measurements of complex anisotropic reflection and transmission simultaneously.
In this paper, we introduce a practical appearance model for woven fabrics. We model the structure of a fabric at the ply level and simulate the local appearance of fibers making up each ply. Our model accounts for both reflection and transmission of light and is capable of matching physical measurements better than prior methods including fiber based techniques. Compared to existing micro-appearance models, our model is light-weight and scales to large pieces of clothing.
Physics-based differentiable rendering, the estimation of derivatives of radiometric measures with respect to arbitrary scene parameters, has a diverse array of applications from solving analysis-by-synthesis problems to training machine learning pipelines incorporating forward rendering processes. Unfortunately, general-purpose differentiable rendering remains challenging due to the lack of efficient estimators as well as the need to identify and handle complex discontinuities such as visibility boundaries. In this paper, we show how path integrals can be differentiated with respect to arbitrary differentiable changes of a scene. We provide a detailed theoretical analysis of this process and establish new differentiable rendering formulations based on the resulting differential path integrals. Our path-space differentiable rendering formulation allows the design of new Monte Carlo estimators that offer significantly better efficiency than state-of-the-art methods in handling complex geometric discontinuities and light transport phenomena such as caustics.
We validate our method by comparing our derivative estimates to those generated using the finite-difference method. To demonstrate the effectiveness of our technique, we compare inverse-rendering performance with a few state-of-the-art differentiable rendering methods.
Many real-world materials such as sand, snow, salt, and rice are comprised of large collections of grains. Previously, multiscale rendering of granular materials requires precomputing light transport per grain and has difficulty in handling materials with continuously varying grain properties. Further, existing methods usually describe granular materials by explicitly storing individual grains, which becomes hugely data-intensive to describe large objects, or replicating small blocks of grains, which lacks the flexibility to describe materials with grains distributed in nonuniform manners.
We introduce a new method to render granular materials with continuously varying grain optical properties efficiently. This is achieved using a novel symbolic and differentiable simulation of light transport during precomputation. Additionally, we introduce a new representation to depict large-scale granular materials with complex grain distributions. After constructing a template tile as preprocessing, we adapt it at render time to generate large quantities of grains with user-specified distributions. We demonstrate the effectiveness of our techniques using a few examples with a variety of grain properties and distributions.
Physics-based differentiable rendering is the task of estimating the derivatives of radiometric measures with respect to scene parameters. The ability to compute these derivatives is necessary for enabling gradient-based optimization in a diverse array of applications: from solving analysis-by-synthesis problems to training machine learning pipelines incorporating forward rendering processes. Unfortunately, physics-based differentiable rendering remains challenging, due to the complex and typically nonlinear relation between pixel intensities and scene parameters.
We introduce a differential theory of radiative transfer, which shows how individual components of the radiative transfer equation (RTE) can be differentiated with respect to arbitrary differentiable changes of a scene. Our theory encompasses the same generality as the standard RTE, allowing differentiation while accurately handling a large range of light transport phenomena such as volumetric absorption and scattering, anisotropic phase functions, and heterogeneity. To numerically estimate the derivatives given by our theory, we introduce an unbiased Monte Carlo estimator supporting arbitrary surface and volumetric configurations. Our technique differentiates path contributions symbolically and uses additional boundary integrals to capture geometric discontinuities such as visibility changes.
We validate our method by comparing our derivative estimations to those generated using the finite-difference method. Furthermore, we use a few synthetic examples inspired by real-world applications in inverse rendering, non-line-of-sight (NLOS) and biomedical imaging, and design, to demonstrate the practical usefulness of our technique.
Micro-appearance models explicitly model the interaction of light with microgeometry at the fiber scale to produce realistic appearance. To effectively match them to real fabrics, we introduce a new appearance matching framework to determine their parameters. Given a micro-appearance model and photographs of the fabric under many different lighting conditions, we optimize for parameters that best match the photographs using a method based on calculating derivatives during rendering. This highly applicable framework, we believe, is a useful research tool because it simplifies development and testing of new models.
Using the framework, we systematically compare several types of micro-appearance models. We acquired computed microtomography (micro CT) scans of several fabrics, photographed them under many viewing/illumination conditions, and matched several appearance models to this data. We compare a new fiber-based light scattering model to the previously used microflake model. We also compare representing cloth microgeometry using volumes derived directly from the micro CT data to using explicit fibers reconstructed from the volumes. From our comparisons we make the following conclusions: (1) given a fiber-based scattering model, volume- and fiber-based microgeometry representations are capable of very similar quality, and (2) using a fiber-specific scattering model is crucial to good results as it achieves considerably higher accuracy than prior work.
Cloth is essential to our everyday lives; consequently, visualizing and rendering cloth has been an important area of research in graphics for decades. One important aspect contributing to the rich appearance of cloth is its complex 3D structure. Volumetric algorithms that model this 3D structure can correctly simulate the interaction of light with cloth to produce highly realistic images of cloth. But creating volumetric models of cloth is difficult: writing specialized procedures for each type of material is onerous, and requires significant programmer effort and intuition. Further, the resulting models look unrealistically “perfect” because they lack visually important features like naturally occurring irregularities.
This paper proposes a new approach to acquiring volume models, based on density data from X-ray computed tomography (CT) scans and appearance data from photographs under uncontrolled illumination. To model a material, a CT scan is made, yielding a scalar density volume. This 3D data has micron resolution details about the structure of cloth but lacks all optical information. So we combine this density data with a reference photograph of the cloth sample to infer its optical properties. We show that this approach can easily produce volume appearance models with extreme detail, and at larger scales the distinctive textures and highlights of a range of very different fabrics such as satin and velvet emerge automatically—all based simply on having accurate mesoscale geometry.
Multiple scattering contributes critically to the characteristic translucent appearance of food, liquids, skin, and crystals; but little is known about how it is perceived by human observers. This paper explores the perception of translucency by studying the image effects of variations in one factor of multiple scattering: the phase function. We consider an expanded space of phase functions created by linear combinations of Henyey-Greenstein and von Mises-Fisher lobes, and we study this physical parameter space using computational data analysis and psychophysics.
Our study identifies a two-dimensional embedding of the physical scattering parameters in a perceptually-meaningful appearance space. Through our analysis of this space, we find uniform parameterizations of its two axes by analytical expressions of moments of the phase function, and provide an intuitive characterization of the visual effects that can be achieved at different parts of it. We show that our expansion of the space of phase functions enlarges the range of achievable translucent appearance compared to traditional single-parameter phase function models. Our findings highlight the important role phase function can have in controlling translucent appearance, and provide tools for manipulating its effect in material design applications.
Woven fabrics have a wide range of appearance determined by their small-scale 3D structure. Accurately modeling this structural detail can produce highly realistic renderings of fabrics and is critical for predictive rendering of fabric appearance. But building these yarn-level volumetric models is challenging. Procedural techniques are manually intensive, and fail to capture the naturally arising irregularities which contribute significantly to the overall appearance of cloth. Techniques that acquire the detailed 3D structure of real fabric samples are constrained only to model the scanned samples and cannot represent different fabric designs.
This paper presents a new approach to creating volumetric models of woven cloth, which starts with user-specified fabric designs and produces models that correctly capture the yarn-level structural details of cloth. We create a small database of volumetric exemplars by scanning fabric samples with simple weave structures. To build an output model, our method synthesizes a new volume by copying data from the exemplars at each yarn crossing to match a weave pattern that specifies the desired output structure. Our results demonstrate that our approach generalizes well to complex designs and can produce highly realistic results at both large and small scales.
This paper introduces the concept of time-of-flight reflectance estimation, and demonstrates a new technique that allows a camera to rapidly acquire reflectance properties of objects from a single viewpoint, over relatively long distances and without encircling equipment. We measure material properties by indirectly illuminating an object by a laser source, and observing its reflected light indirectly using a time-of-flight camera. The configuration collectively acquires dense angular, but low spatial sampling, within a limited solid angle range -- all from a single viewpoint. Our ultra-fast imaging approach captures space-time "streak images" that can separate out different bounces of light based on path length. Entanglements rise in the streak images mixing signals from multiple paths if they have the same total path length. We show how reflectances can be recovered by solving for a linear system of equations and assuming parametric material models; fitting to lower dimensional reflectance models enables us to disentangle measurements.
We demonstrate proof-of-concept results of parametric reflectance models for homogeneous and discretized heterogeneous patches, both using simulation and experimental hardware. As compared to lengthy or highly calibrated BRDF acquisition techniques, we demonstrate a device that can rapidly, on the order of seconds, capture meaningful reflectance information. We expect hardware advances to improve the portability and speed of this device.
The appearance of complex, thick materials like textiles is determined by their 3D structure, and they are incompletely described by surface reflection models alone. While volume scattering can produce highly realistic images of such materials, creating the required volume density models is difficult. Procedural approaches require significant programmer effort and intuition to design specialpurpose algorithms for each material. Further, the resulting models lack the visual complexity of real materials with their naturallyarising irregularities.
This paper proposes a new approach to acquiring volume models, based on density data from X-ray computed tomography (CT) scans and appearance data from photographs under uncontrolled illumination. To model a material, a CT scan is made, resulting in a scalar density volume. This 3D data is processed to extract orientation information and remove noise. The resulting density and orientation fields are used in an appearance matching procedure to define scattering properties in the volume that, when rendered, produce images with texture statistics that match the photographs. As our results show, this approach can easily produce volume appearance models with extreme detail, and at larger scales the distinctive textures and highlights of a range of very different fabrics like satin and velvet emerge automatically -- all based simply on having accurate mesoscale geometry.
This paper describes a technique to automatically adapt programmable shaders for use in physically-based rendering algorithms. Programmable shading provides great flexibility and power for creating rich local material detail, but only allows the material to be queried in one limited way: point sampling. Physically-based rendering algorithms simulate the complex global flow of light through an environment but rely on higher level information about the material properties, such as importance sampling and bounding, to intelligently solve high dimensional rendering integrals.
We propose using a compiler to automatically generate interval versions of programmable shaders that can be used to provide the higher level query functions needed by physically-based rendering without the need for user intervention or expertise. We demonstrate the use of programmable shaders in two such algorithms, multidimensional lightcuts and photon mapping, for a wide range of scenes including complex geometry, materials and lighting.