Flash Cache: Reducing Bias in Radiance Cache Based Inverse Rendering

Benjamin Attal, Dor Verbin, Ben Mildenhall, Peter Hedman, Jonathan T. Barron, Matthew O'Toole, Pratul P. Srinivasan
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Abstract

State-of-the-art techniques for 3D reconstruction are largely based on volumetric scene representations, which require sampling multiple points to compute the color arriving along a ray. Using these representations for more general inverse rendering -- reconstructing geometry, materials, and lighting from observed images -- is challenging because recursively path-tracing such volumetric representations is expensive. Recent works alleviate this issue through the use of radiance caches: data structures that store the steady-state, infinite-bounce radiance arriving at any point from any direction. However, these solutions rely on approximations that introduce bias into the renderings and, more importantly, into the gradients used for optimization. We present a method that avoids these approximations while remaining computationally efficient. In particular, we leverage two techniques to reduce variance for unbiased estimators of the rendering equation: (1) an occlusion-aware importance sampler for incoming illumination and (2) a fast cache architecture that can be used as a control variate for the radiance from a high-quality, but more expensive, volumetric cache. We show that by removing these biases our approach improves the generality of radiance cache based inverse rendering, as well as increasing quality in the presence of challenging light transport effects such as specular reflections.
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闪存缓存:减少基于辐射缓存的反渲染中的偏差
最先进的三维重建技术主要基于体积场景表示法,这需要对多个点进行采样,以计算沿光线到达的颜色。将这些表示法用于更一般的反渲染(根据观测图像重建几何图形、材料和照明)具有挑战性,因为递归路径追踪这种体积表示法的成本很高。最近的研究通过使用辐射缓存(存储从任意方向到达任意点的稳态、无限反弹辐射的数据结构)来缓解这一问题。然而,这些解决方案依赖于近似值,而近似值会给渲染带来偏差,更重要的是,会给用于优化的梯度带来偏差。我们提出了一种既能避免这些近似值,又能保持计算效率的方法。具体而言,我们利用了两种技术来减少渲染方程无偏估计器的方差:(1) 针对入射光照的闭塞感知重要性采样器;(2) 快速缓存架构,该架构可用作来自高质量但更昂贵的体积缓存的辐射控制变量。我们的研究表明,通过消除这些偏差,我们的方法提高了基于辐射缓存的反向渲染的通用性,并在出现镜面反射等具有挑战性的光传输效应时提高了渲染质量。
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