Physically based rendering of complex scenes can be prohibitively costly with a potentially unbounded and uneven distribution of complexity across the rendered image. The goal of an ideal level of detail (LoD) method is to make rendering costs independent of the 3D scene complexity, while preserving the appearance of the scene. However, current prefiltering LoD methods are limited in the appearances they can support due to their reliance of approximate models and other heuristics. We propose the first comprehensive multi-scale LoD framework for prefiltering 3D environments with complex geometry and materials (e.g., the Disney BRDF), while maintaining the appearance with respect to the ray-traced reference. Using a multi-scale hierarchy of the scene, we perform a data-driven prefiltering step to obtain an appearance phase function and directional coverage mask at each scale. At the heart of our approach is a novel neural representation that encodes this information into a compact latent form that is easy to decode inside a physically based renderer. Once a scene is baked out, our method requires no original geometry, materials, or textures at render time. We demonstrate that our approach compares favorably to state-of-the-art prefiltering methods and achieves considerable savings in memory for complex scenes.
The recent research explosion around implicit neural representations, such as NeRF, shows that there is immense potential for implicitly storing high-quality scene and lighting information in neural networks. However, one major limitation preventing the use of NeRF in interactive and real-time rendering applications is the prohibitive computational cost of excessive network evaluations along each view ray, requiring dozens of petaFLOPS when aiming for real-time rendering on consumer hardware. In this work, we take a step towards bringing neural representations closer to practical rendering of synthetic content in interactive and real-time applications, such as games and virtual reality. We show that the number of samples required for each view ray can be significantly reduced when local samples are placed around surfaces in the scene. To this end, we propose a depth oracle network, which predicts ray sample locations for each view ray with a single network evaluation. We show that using a classification network around logarithmically discretized and spherically warped depth values is essential to encode surface locations rather than directly estimating depth. The combination of these techniques leads to DONeRF, a dual network design with a depth oracle network as a first step and a locally sampled shading network for ray accumulation. With our design, we reduce the inference costs by up to 48x compared to NeRF. Using an off-the-shelf inference API in combination with simple compute kernels, we are the first to render raymarching-based neural representations at interactive frame rates (15 frames per second at 800x800) on a single GPU. At the same time, since we focus on the important parts of the scene around surfaces, we achieve equal or better quality compared to NeRF to enable interactive high-quality rendering.
Modern computer vision algorithms have brought significant advancement to 3D geometry reconstruction. However, illumination and material reconstruction remain less studied, with current approaches assuming very simplified models for materials and illumination. We introduce Inverse Path Tracing, a novel approach to jointly estimate the material properties of objects and light sources in indoor scenes by using an invertible light transport simulation. We assume a coarse geometry scan, along with corresponding images and camera poses. The key contribution of this work is an accurate and simultaneous retrieval of light sources and physically based material properties (e.g., diffuse reflectance, specular reflectance, roughness, etc.) for the purpose of editing and re-rendering the scene under new conditions. To this end, we introduce a novel optimization method using a differentiable Monte Carlo renderer that computes derivatives with respect to the estimated unknown illumination and material properties. This enables joint optimization for physically correct light transport and material models using a tailored stochastic gradient descent.