论文标题
基于物理的间接照明用于逆渲染
Physics-based Indirect Illumination for Inverse Rendering
论文作者
论文摘要
我们提出了一种基于物理的反渲染方法,该方法从位置的多视图RGB图像中学习了场景的照明,几何形状和材料。为了建模场景的照明,现有的逆渲染可以完全忽略间接照明,或者通过粗近似进行建模,从而导致次优照明,几何形状和场景的物质预测。在这项工作中,我们提出了一个基于物理的照明模型,该模型首先通过有效的精制球体追踪算法定位表面点,然后根据反射明确地在每个表面点上明确追踪到传入的间接灯。然后,我们通过有效的神经网络估算每个鉴定的间接光。此外,我们利用Leibniz的组成规则来解决由由计算机图形中可区分辐照度启发的边界灯引起的提议的照明模型中的非差异性。结果,提出的可区分照明模型可以端到端学习以及几何和材料估计。作为副产品,我们基于物理的反向渲染模型还促进了灵活且逼真的材料编辑以及重新处理。关于合成和现实世界数据集的广泛实验表明,所提出的方法对现有的有关新型视图合成和逆渲染的反相反渲染方法的表现非常有利。
We present a physics-based inverse rendering method that learns the illumination, geometry, and materials of a scene from posed multi-view RGB images. To model the illumination of a scene, existing inverse rendering works either completely ignore the indirect illumination or model it by coarse approximations, leading to sub-optimal illumination, geometry, and material prediction of the scene. In this work, we propose a physics-based illumination model that first locates surface points through an efficient refined sphere tracing algorithm, then explicitly traces the incoming indirect lights at each surface point based on reflection. Then, we estimate each identified indirect light through an efficient neural network. Moreover, we utilize the Leibniz's integral rule to resolve non-differentiability in the proposed illumination model caused by boundary lights inspired by differentiable irradiance in computer graphics. As a result, the proposed differentiable illumination model can be learned end-to-end together with geometry and materials estimation. As a side product, our physics-based inverse rendering model also facilitates flexible and realistic material editing as well as relighting. Extensive experiments on synthetic and real-world datasets demonstrate that the proposed method performs favorably against existing inverse rendering methods on novel view synthesis and inverse rendering.