提出可实时渲染的光场表示法,兼顾速度与真实光影效果。
Radiant Foam: Real-Time Differentiable Ray Tracing
- 用古老高效的体素网格射线追踪算法替代传统栅格化方法。
- 在普通GPU上实现与高斯点云渲染相当的速度和质量。
- 无需专用硬件,即可实现反射、折射等复杂光效建模。
可微场景表示研究正朝着更高效、实时的方向发展。近期,基于栅格化的点图方法(splatting)因渲染效率高而流行,但其依赖的近似使反射、折射等光传输现象难以实现。本文提出一种新场景表示方法——Radiant Foam,利用被忽视的高效体素网格射线追踪算法,在保持点图方法的渲染速度与重建质量的同时,避免了栅格化带来的近似限制。该模型无需硬件加速或特殊API,仅通过标准可编程GPU即可实现,渲染性能与高斯点云相当,且支持真实感光影模拟。
原文摘要 · Abstract (English)
Research on differentiable scene representations is consistently moving towards more efficient, real-time models. Recently, this has led to the popularization of splatting methods, which eschew the traditional ray-based rendering of radiance fields in favor of rasterization. This has yielded a significant improvement in rendering speeds due to the efficiency of rasterization algorithms and hardware, but has come at a cost: the approximations that make rasterization efficient also make implementation of light transport phenomena like reflection and refraction much more difficult. We propose a novel scene representation which avoids these approximations, but keeps the efficiency and reconstruction quality of splatting by leveraging a decades-old efficient volumetric mesh ray tracing algorithm which has been largely overlooked in recent computer vision research. The resulting model, which we name Radiant Foam, achieves rendering speed and quality comparable to Gaussian Splatting, without the constraints of rasterization. Unlike ray traced Gaussian models that use hardware ray tracing acceleration, our method requires no special hardware or APIs beyond the standard features of a programmable GPU.
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