Deep‐learning the Latent Space of Light Transport

We suggest a method to directly deep‐learn light transport, i. e., the mapping from a 3D geometry‐illumination‐material configuration to a shaded 2D image. While many previous learning methods have employed 2D convolutional neural networks applied to images, we show for the first time that light transport can be learned directly in 3D. The benefit of 3D over 2D is, that the former can also correctly capture illumination effects related to occluded and/or semi‐transparent geometry. To learn 3D light transport, we represent the 3D scene as an unstructured 3D point cloud, which is later, during rendering, projected to the 2D output image. Thus, we suggest a two‐stage operator comprising a 3D network that first transforms the point cloud into a latent representation, which is later on projected to the 2D output image using a dedicated 3D‐2D network in a second step. We will show that our approach results in improved quality in terms of temporal coherence while retaining most of the computational efficiency of common 2D methods. As a consequence, the proposed two stage‐operator serves as a valuable extension to modern deferred shading approaches.

[1]  Bo Li,et al.  Shape Retrieval of Non-rigid 3D Human Models , 2014, International Journal of Computer Vision.

[2]  Naga K. Govindaraju,et al.  Image-Based Proxy Accumulation for Real-Time Soft Global Illumination , 2007 .

[3]  Frédo Durand,et al.  A precomputed polynomial representation for interactive BRDF editing with global illumination , 2008, TOGS.

[4]  Matthias Zwicker,et al.  Surfels: surface elements as rendering primitives , 2000, SIGGRAPH.

[5]  Nancy Argüelles,et al.  Author ' s , 2008 .

[6]  Thomas Müller,et al.  Neural Importance Sampling , 2018, ACM Trans. Graph..

[7]  Hans-Peter Seidel,et al.  Micro-rendering for scalable, parallel final gathering , 2009, ACM Trans. Graph..

[8]  Leonidas J. Guibas,et al.  ShapeNet: An Information-Rich 3D Model Repository , 2015, ArXiv.

[9]  Hans-Peter Seidel,et al.  End-to-end Sampling Patterns , 2018, 1806.06710.

[10]  Matthias Zwicker,et al.  Learning to Importance Sample in Primary Sample Space , 2018, Comput. Graph. Forum.

[11]  Thomas Brox,et al.  U-Net: Convolutional Networks for Biomedical Image Segmentation , 2015, MICCAI.

[12]  Jitendra Malik,et al.  Learning a Multi-View Stereo Machine , 2017, NIPS.

[13]  Yong-Liang Yang,et al.  RenderNet: A deep convolutional network for differentiable rendering from 3D shapes , 2018, NeurIPS.

[14]  Michael Todd Bunnell,et al.  Dynamic Ambient Occlusion and Indirect Lighting , 2005 .

[15]  Eric Haines,et al.  Real-time rendering , 2018 .

[16]  Jiajun Wu,et al.  Learning a Probabilistic Latent Space of Object Shapes via 3D Generative-Adversarial Modeling , 2016, NIPS.

[17]  Hans-Peter Seidel,et al.  Deep screen space , 2014, I3D.

[18]  Per H. Christensen SIGGRAPH 2010 Course: Global Illumination Across Industries Point-Based Global Illumination for Movie Production , 2010 .

[19]  Mark Meyer,et al.  Kernel-predicting convolutional networks for denoising Monte Carlo renderings , 2017, ACM Trans. Graph..

[20]  Miloš Hašan,et al.  Direct-to-indirect transfer for cinematic relighting , 2006, SIGGRAPH 2006.

[21]  Stephen Lin,et al.  Global illumination with radiance regression functions , 2013, ACM Trans. Graph..

[22]  Markus H. Gross,et al.  Deep scattering , 2017, ACM Trans. Graph..

[23]  Martin Mittring,et al.  Finding next gen: CryEngine 2 , 2007, SIGGRAPH Courses.

[24]  Deep g-buffers for stable global illumination approximation , 2016 .

[25]  Diego Gutierrez,et al.  Screen-space perceptual rendering of human skin , 2009, TAP.

[26]  Leonidas J. Guibas,et al.  PointNet: Deep Learning on Point Sets for 3D Classification and Segmentation , 2016, 2017 IEEE Conference on Computer Vision and Pattern Recognition (CVPR).

[27]  Timo Ropinski,et al.  Monte Carlo convolution for learning on non-uniformly sampled point clouds , 2018, ACM Trans. Graph..

[28]  Ravi Ramamoorthi,et al.  Deep Adaptive Sampling for Low Sample Count Rendering , 2018, Comput. Graph. Forum.

[29]  Markus H. Gross,et al.  Deep Scattering: Rendering Atmospheric Clouds with Radiance-Predicting Neural Networks , 2017, ArXiv.

[30]  Alexander Keller,et al.  Instant radiosity , 1997, SIGGRAPH.

[31]  Sumanta N. Pattanaik,et al.  Radiance cache splatting: a GPU-friendly global illumination algorithm , 2005, EGSR '05.

[32]  Brent Burley,et al.  Denoising Deep Monte Carlo Renderings , 2018, Comput. Graph. Forum.

[33]  Alexander Keller,et al.  Learning light transport the reinforced way , 2016, SIGGRAPH Talks.

[34]  Richard Szeliski,et al.  Layered depth images , 1998, SIGGRAPH.

[35]  Koray Kavukcuoglu,et al.  Neural scene representation and rendering , 2018, Science.

[36]  Timo Aila,et al.  Interactive reconstruction of Monte Carlo image sequences using a recurrent denoising autoencoder , 2017, ACM Trans. Graph..

[37]  Peter-Pike J. Sloan,et al.  Local, deformable precomputed radiance transfer , 2005, SIGGRAPH 2005.

[38]  Peiran REN,et al.  Image based relighting using neural networks , 2015, ACM Trans. Graph..

[39]  Hans-Peter Seidel,et al.  Deep Shading: Convolutional Neural Networks for Screen Space Shading , 2016, Comput. Graph. Forum.

[40]  Alec Jacobson,et al.  Paparazzi , 2018, ACM Trans. Graph..

[41]  Greg Humphreys,et al.  Physically Based Rendering: From Theory to Implementation , 2004 .

[42]  Baining Guo,et al.  Fogshop: Real-Time Design and Rendering of Inhomogeneous, Single-Scattering Media , 2007 .

[43]  Hans-Peter Seidel,et al.  Pre‐convolved Radiance Caching , 2012, Comput. Graph. Forum.

[44]  Jan Kautz,et al.  Precomputed radiance transfer for real-time rendering in dynamic, low-frequency lighting environments , 2002 .

[45]  Jason Lawrence,et al.  Accelerating real-time shading with reverse reprojection caching , 2007, GH '07.

[46]  Hans-Peter Seidel,et al.  Approximating dynamic global illumination in image space , 2009, I3D '09.

[47]  Sumanta N. Pattanaik,et al.  Radiance cache splatting: a GPU-friendly global illumination algorithm , 2005, EGSR '05.

[48]  Bo Li,et al.  Shape Retrieval of Non-Rigid 3D Human Models , 2014, 3DOR@Eurographics.