CrystalNet: Texture-Aware Neural Refraction Baking for Global Illumination

IF 2.7 4区 计算机科学 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Computer Graphics Forum Pub Date : 2024-10-24 DOI:10.1111/cgf.15227
Z. Zhang, E. Simo-Serra
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Abstract

Neural rendering bakes global illumination and other computationally costly effects into the weights of a neural network, allowing to efficiently synthesize photorealistic images without relying on path tracing. In neural rendering approaches, G-buffers obtained from rasterization through direct rendering provide information regarding the scene such as position, normal, and textures to the neural network, achieving accurate and stable rendering quality in real-time. However, due to the use of G-buffers, existing methods struggle to accurately render transparency and refraction effects, as G-buffers do not capture any ray information from multiple light ray bounces. This limitation results in blurriness, distortions, and loss of detail in rendered images that contain transparency and refraction, and is particularly notable in scenes with refracted objects that have high-frequency textures. In this work, we propose a neural network architecture to encode critical rendering information, including texture coordinates from refracted rays, and enable reconstruction of high-frequency textures in areas with refraction. Our approach is able to achieve accurate refraction rendering in challenging scenes with a diversity of overlapping transparent objects. Experimental results demonstrate that our method can interactively render high quality refraction effects with global illumination, unlike existing neural rendering approaches. Our code can be found at https://github.com/ziyangz5/CrystalNet

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CrystalNet:全局照明的纹理感知神经折射烘焙
神经渲染将全局光照和其他计算成本高昂的效果融入神经网络的权重中,从而无需依赖路径追踪就能高效合成逼真的图像。在神经渲染方法中,通过直接渲染光栅化获得的 G 缓冲区为神经网络提供了有关场景的信息,如位置、法线和纹理,从而实现了准确、稳定的实时渲染质量。然而,由于使用 G 缓冲区,现有方法难以准确渲染透明和折射效果,因为 G 缓冲区无法捕捉到多条光线反弹时的任何光线信息。这种局限性导致渲染的包含透明和折射效果的图像模糊、失真和细节缺失,在具有高频纹理的折射物体场景中尤为明显。在这项工作中,我们提出了一种神经网络架构,用于编码关键的渲染信息,包括折射光线的纹理坐标,并在有折射的区域重建高频纹理。我们的方法能够在具有各种重叠透明物体的挑战性场景中实现精确的折射渲染。实验结果表明,与现有的神经渲染方法不同,我们的方法可以交互式地渲染具有全局照明的高质量折射效果。我们的代码见 https://github.com/ziyangz5/CrystalNet
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来源期刊
Computer Graphics Forum
Computer Graphics Forum 工程技术-计算机:软件工程
CiteScore
5.80
自引率
12.00%
发文量
175
审稿时长
3-6 weeks
期刊介绍: Computer Graphics Forum is the official journal of Eurographics, published in cooperation with Wiley-Blackwell, and is a unique, international source of information for computer graphics professionals interested in graphics developments worldwide. It is now one of the leading journals for researchers, developers and users of computer graphics in both commercial and academic environments. The journal reports on the latest developments in the field throughout the world and covers all aspects of the theory, practice and application of computer graphics.
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