Abstract:We propose a volumetric representation based on primitives to model scattering and emissive media. Accurate scene representations enabling efficient rendering are essential for many computer graphics applications. General and unified representations that can handle surface and volume-based representations simultaneously, allowing for physically accurate modeling, remain a research challenge. Inspired by recent methods for scene reconstruction that leverage mixtures of 3D Gaussians to model radiance fields, we formalize and generalize the modeling of scattering and emissive media using mixtures of simple kernel-based volumetric primitives. We introduce closed-form solutions for transmittance and free-flight distance sampling for 3D Gaussian kernels, and propose several optimizations to use our method efficiently within any off-the-shelf volumetric path tracer by leveraging ray tracing for efficiently querying the medium. We demonstrate our method as an alternative to other forms of volume modeling (e.g. voxel grid-based representations) for forward and inverse rendering of scattering media. Furthermore, we adapt our method to the problem of radiance field optimization and rendering, and demonstrate comparable performance to the state of the art, while providing additional flexibility in terms of performance and usability.
Abstract:We propose an efficient method for rendering complex luminaires using a high-quality octree-based representation of the luminaire emission. Complex luminaires are a particularly challenging problem in rendering, due to their caustic light paths inside the luminaire. We reduce the geometric complexity of luminaires by using a simple proxy geometry and encode the visually-complex emitted light field by using a neural radiance field. We tackle the multiple challenges of using NeRFs for representing luminaires, including their high dynamic range, high-frequency content and null-emission areas, by proposing a specialized loss function. For rendering, we distill our luminaires' NeRF into a Plenoctree, which we can be easily integrated into traditional rendering systems. Our approach allows for speed-ups of up to 2 orders of magnitude in scenes containing complex luminaires introducing minimal error.