用分层网格表示模糊几何,实现低延迟实时渲染
Volumetric Surfaces: Representing Fuzzy Geometries with Layered Meshes
- 采用可学习间距的SDF壳层构建多层网格
- 每条光线采样点少且固定,支持快速光栅化定位
- 无需排序,适合移动端实时渲染
高质量视图合成依赖体渲染、点阵渲染或表面渲染。尽管表面渲染通常最快,但难以准确建模头发等模糊几何。而透明度混合技术虽能良好表现模糊材质,却需每条光线无界采样(P1);体渲染中的空区跳过(P2)和点阵渲染中的原始对象排序(P3)也带来额外开销。本文提出一种新型实时视图合成表示方法:(P1)采样位置数量少且有界,(P2)通过光栅化高效定位采样点,(P3)渲染无需排序。通过将物体表示为按固定顺序渲染的半透明多层网格实现。首先,以训练中学习最优间距的SDF壳层建模表面层;随后将其烘焙为网格并拟合纹理坐标。相比单表面方法,该多层表示更有效建模模糊物体;相较体渲染与点阵方法,本方法可在低功耗笔记本与手机上实现实时渲染。
原文摘要 · Abstract (English)
High-quality view synthesis relies on volume rendering, splatting, or surface rendering. While surface rendering is typically the fastest, it struggles to accurately model fuzzy geometry like hair. In turn, alpha-blending techniques excel at representing fuzzy materials but require an unbounded number of samples per ray (P1). Further overheads are induced by empty space skipping in volume rendering (P2) and sorting input primitives in splatting (P3). We present a novel representation for real-time view synthesis where the (P1) number of sampling locations is small and bounded, (P2) sampling locations are efficiently found via rasterization, and (P3) rendering is sorting-free. We achieve this by representing objects as semi-transparent multi-layer meshes rendered in a fixed order. First, we model surface layers as signed distance function (SDF) shells with optimal spacing learned during training. Then, we bake them as meshes and fit UV textures. Unlike single-surface methods, our multi-layer representation effectively models fuzzy objects. In contrast to volume and splatting-based methods, our approach enables real-time rendering on low-power laptops and smartphones.
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