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arXiv:2111.05849cs.GR

Advances in Neural Rendering

Ayush Tewari, Justus Thies, Ben Mildenhall, Pratul Srinivasan, Edgar Tretschk, Yifan Wang, Christoph Lassner, Vincent Sitzmann, Ricardo Martin-Brualla, Stephen Lombardi, Tomas Simon, Christian Theobalt, Matthias Niessner, Jonathan T. Barron, Gordon Wetzstein, Michael Zollhoefer, Vladislav Golyanik

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Abstract

Synthesizing photo-realistic images and videos is at the heart of computer graphics and has been the focus of decades of research. Traditionally, synthetic images of a scene are generated using rendering algorithms such as rasterization or ray tracing, which take specifically defined representations of geometry and material properties as input. Collectively, these inputs define the actual scene and what is rendered, and are referred to as the scene representation (where a scene consists of one or more objects). Example scene representations are triangle meshes with accompanied textures (e.g., created by an artist), point clouds (e.g., from a depth sensor), volumetric grids (e.g., from a CT scan), or implicit surface functions (e.g., truncated signed distance fields). The reconstruction of such a scene representation from observations using differentiable rendering losses is known as inverse graphics or inverse rendering. Neural rendering is closely related, and combines ideas from classical computer graphics and machine learning to create algorithms for synthesizing images from real-world observations. Neural rendering is a leap forward towards the goal of synthesizing photo-realistic image and video content. In recent years, we have seen immense progress in this field through hundreds of publications that show different ways to inject learnable components into the rendering pipeline. This state-of-the-art report on advances in neural rendering focuses on methods that combine classical rendering principles with learned 3D scene representations, often now referred to as neural scene representations. A key advantage of these methods is that they are 3D-consistent by design, enabling applications such as novel viewpoint synthesis of a captured scene. In addition to methods that handle static scenes, we cover neural scene representations for modeling non-rigidly deforming objects...

arXiv comments
33 pages, 14 figures, 5 tables; State of the Art Report at EUROGRAPHICS 2022
Journal reference
DOI
Subjects
cs.GRGraphics cs.CVComputer Vision and Pattern Recognition

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  1. Direct Voxel Grid Optimization 1 comment
    • Uses coordinate-based neural networks to model the scene volumetrically. However, in the case of this paper does not use an MLP to represent the scene. Instead, proposes to directly learn a voxel grid representation. For an excellent review check out Advances in Neural…

      goodmattgView on HNParent context

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