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Gurprit Singh

Publications and source records attributed to Gurprit Singh.

At least 19 recordsLinked to original sources

Diffusion Restore: Real-Time Markov Chain Monte Carlo Light Transport

We present Diffusion Restore, a real-time framework for diffusion-based MCMC light transport. MCMC methods are highly suitable for sampling from complex high-dimensional distributions and for approximating integrals over them. In practice, they are often the only viable solution when direct sampling is not possible and alternative methods are either inefficient or cannot be applied due to the structure of the target distribution. However, controlling the exploration of the target distribution in MCMC methods remains challenging. Efficient exploration requires a balance between local exploration and global discovery, and local dynamics must rapidly explore individual modes without getting stuck or exhibiting excessive backtracking. The problem of global discovery has recently been addressed by the introduction of the Restore framework. In this work, we build on this framework and focus on improving local exploration. We show how to choose diffusion-based local dynamics within the Restore framework while completely avoiding Metropolis-adjustment, which is known to slow down convergence. Furthermore, we model these dynamics as nonreversible, introducing momentum in the drift and thereby enabling more directed exploration of the target distribution compared to reversible, random-walk-like dynamics. We provide a theoretical justification for the validity of our choice of local dynamics. Empirically, we demonstrate across diverse scenes that Diffusion Restore outperforms all existing MCMC light transport methods and establishes a new state of the art. In addition, we present a GPU implementation in ray tracing and compute shaders and achieve real-time frame rates. This demonstrates that Diffusion Restore is not only superior in offline rendering, but also outperforms traditional Path Tracing methods in real-time rendering settings, such as interactive applications and games.

cs.CE

Score-Based Generative Modeling through Anisotropic Stochastic Partial Differential Equations

Score-based generative modeling (SBGM) has achieved state-of-the-art performance in image generation, with the quality of generated images being highly dependent on the design of the forward (diffusion) process. Among these, models based on stochastic differential equations (SDEs) have proven particularly effective. While traditional methods aim to progressively destroy all image information to enable reconstruction from pure noise, we propose a class of anisotropic stochastic partial differential equations (SPDEs) that preserve the geometric structure of the data over longer time scales throughout the transformation. These SPDEs consist of a drift term that enforces deterministic destruction via structured smoothing, and a diffusion coefficient that enables random destruction through noise injection. Both components are governed by anisotropy coefficients, enabling controlled, direction-dependent information degradation. This framework provides the theoretical foundation for a novel anisotropic score-based generative model. By retaining geometric structure for longer time scales, the backward generative process can exploit residual geometric cues, leading to improved reconstruction fidelity. We empirically validate this improvement in a proof-of-concept implementation on unconditional image generation, showing that anisotropic diffusion can achieve superior image quality metrics. We demonstrate consistent improvements in both pixel and latent space experiments over the SDE-driven baseline as well as over the state-of-the-art Flow Matching approach. Finally, we demonstrate the effectiveness of the introduced anisotropy in a conditional stroke-to-image generation task.

cs.CE

Rao-Blackwellized Markov chain Monte Carlo Light Transport

In light transport simulation, Markov chain Monte Carlo methods are particularly effective at exploring regions with complex lighting characteristics. However, estimator variance is a central concern across Monte Carlo methods in general. In light transport, high variance directly manifests as increased noise or, equivalently, longer rendering times at fixed image quality. Variance reduction techniques based on Rao-Blackwellization have proven particularly effective. In practice, however, the RB approach traditionally used in light transport, waste-recycling, can yield little to no measurable variance reduction, a fact we empirically confirm in this work. Motivated by this lack of effective variance reduction, we introduce a novel RB technique for the general-purpose Metropolis-Hastings algorithm that is computationally efficient and achieves substantial variance reduction. We show that this method consistently outperforms waste-recycling in terms of both variance reduction and convergence speed. Building on this result, we adapt the proposed RB approach to the recently introduced general-purpose Jump Restore algorithm, where it similarly achieves substantial variance reduction and accelerated convergence. Through extensive experiments in light transport simulation, we demonstrate that our \gls{rb} technique significantly outperforms the traditional approaches for both MH-based light transport algorithms and Jump Restore Light Transport, under both equal-time and equal-sample-count comparisons.

cs.CE

Edge-preserving noise for diffusion models

Classical diffusion models typically rely on isotropic Gaussian noise, treating all regions uniformly and overlooking structural information important for high-quality generation. We introduce an edge-preserving diffusion process that generalizes isotropic models via a hybrid noise scheme with an edge-aware scheduler that smoothly transitions from edge-preserving to isotropic noise. This enables the model to capture fine structural details while generally maintaining global performance. We evaluate the impact of structure-aware noise in both diffusion and flow-matching frameworks, and show that existing isotropic models can be efficiently fine-tuned with edge-preserving noise, making our framework practical for adapting pre-trained systems. Beyond unconditional generation, our method particularly shows improvements in structure-guided tasks such as stroke-to-image synthesis, improving robustness and perceptual quality, as evidenced by consistent improvements across FID, KID, and CLIP-score.

cs.CV

MCMC: Bridging Rendering, Optimization and Generative AI

Generative artificial intelligence (AI) has made unprecedented advances in vision language models over the past two years. During the generative process, new samples (images) are generated from an unknown high-dimensional distribution. Markov Chain Monte Carlo (MCMC) methods are particularly effective in drawing samples from such complex, high-dimensional distributions. This makes MCMC methods an integral component for models like EBMs, ensuring accurate sample generation. Gradient-based optimization is at the core of modern generative models. The update step during the optimization forms a Markov chain where the new update depends only on the current state. This allows exploration of the parameter space in a memoryless manner, thus combining the benefits of gradient-based optimization and MCMC sampling. MCMC methods have shown an equally important role in physically based rendering where complex light paths are otherwise quite challenging to sample from simple importance sampling techniques. A lot of research is dedicated towards bringing physical realism to samples (images) generated from diffusion-based generative models in a data-driven manner, however, a unified framework connecting these techniques is still missing. In this course, we take the first steps toward understanding each of these components and exploring how MCMC could potentially serve as a bridge, linking these closely related areas of research. Our course aims to provide necessary theoretical and practical tools to guide students, researchers and practitioners towards the common goal of generative physically based rendering. All Jupyter notebooks with demonstrations associated to this tutorial can be found on the project webpage: https://sinbag.github.io/mcmc/

cs.GR

Jump Restore Light Transport

Markov chain Monte Carlo (MCMC) algorithms are indispensable when sampling from a complex, high-dimensional distribution by a conventional method is intractable. Even though MCMC is a powerful tool, it is also hard to control and tune in practice. Simultaneously achieving both rapid local exploration of the state space and efficient global discovery of the target distribution is a challenging task. In this work, we introduce a novel continuous-time MCMC formulation to the computer science community. Generalizing existing work from the statistics community, we propose a novel framework for adjusting an arbitrary family of Markov processes - used for local exploration of the state space only - to an overall process which is invariant with respect to a target~distribution. To demonstrate the potential of our framework, we focus on a simple, but yet insightful, application in light transport simulation. As a by-product, we introduce continuous-time MCMC sampling to the computer graphics community. We show how any existing MCMC-based light transport algorithm can be seamlessly integrated into our framework. We prove empirically and theoretically that the integrated version is superior to the ordinary algorithm. In fact, our approach will convert any existing algorithm into a highly parallelizable variant with shorter running time, smaller error and less variance.

cs.GR

Restereo: Diffusion stereo video generation and restoration

Stereo video generation has been gaining increasing attention with recent advancements in video diffusion models. However, most existing methods focus on generating 3D stereoscopic videos from monocular 2D videos. These approaches typically assume that the input monocular video is of high quality, making the task primarily about inpainting occluded regions in the warped video while preserving disoccluded areas. In this paper, we introduce a new pipeline that not only generates stereo videos but also enhances both left-view and right-view videos consistently with a single model. Our approach achieves this by fine-tuning the model on degraded data for restoration, as well as conditioning the model on warped masks for consistent stereo generation. As a result, our method can be fine-tuned on a relatively small synthetic stereo video datasets and applied to low-quality real-world videos, performing both stereo video generation and restoration. Experiments demonstrate that our method outperforms existing approaches both qualitatively and quantitatively in stereo video generation from low-resolution inputs.

cs.CV

Online Importance Sampling for Stochastic Gradient Optimization

Machine learning optimization often depends on stochastic gradient descent, where the precision of gradient estimation is vital for model performance. Gradients are calculated from mini-batches formed by uniformly selecting data samples from the training dataset. However, not all data samples contribute equally to gradient estimation. To address this, various importance sampling strategies have been developed to prioritize more significant samples. Despite these advancements, all current importance sampling methods encounter challenges related to computational efficiency and seamless integration into practical machine learning pipelines. In this work, we propose a practical algorithm that efficiently computes data importance on-the-fly during training, eliminating the need for dataset preprocessing. We also introduce a novel metric based on the derivative of the loss w.r.t. the network output, designed for mini-batch importance sampling. Our metric prioritizes influential data points, thereby enhancing gradient estimation accuracy. We demonstrate the effectiveness of our approach across various applications. We first perform classification and regression tasks to demonstrate improvements in accuracy. Then, we show how our approach can also be used for online data pruning by identifying and discarding data samples that contribute minimally towards the training loss. This significantly reduce training time with negligible loss in the accuracy of the model.

cs.LG

Multiple Importance Sampling for Stochastic Gradient Estimation

We introduce a theoretical and practical framework for efficient importance sampling of mini-batch samples for gradient estimation from single and multiple probability distributions. To handle noisy gradients, our framework dynamically evolves the importance distribution during training by utilizing a self-adaptive metric. Our framework combines multiple, diverse sampling distributions, each tailored to specific parameter gradients. This approach facilitates the importance sampling of vector-valued gradient estimation. Rather than naively combining multiple distributions, our framework involves optimally weighting data contribution across multiple distributions. This adapted combination of multiple importance yields superior gradient estimates, leading to faster training convergence. We demonstrate the effectiveness of our approach through empirical evaluations across a range of optimization tasks like classification and regression on both image and point cloud datasets.

cs.LG

SABER-6D: Shape Representation Based Implicit Object Pose Estimation

In this paper, we propose a novel encoder-decoder architecture, named SABER, to learn the 6D pose of the object in the embedding space by learning shape representation at a given pose. This model enables us to learn pose by performing shape representation at a target pose from RGB image input. We perform shape representation as an auxiliary task which helps us in learning rotations space for an object based on 2D images. An image encoder predicts the rotation in the embedding space and the DeepSDF based decoder learns to represent the object's shape at the given pose. As our approach is shape based, the pipeline is suitable for any type of object irrespective of the symmetry. Moreover, we need only a CAD model of the objects to train SABER. Our pipeline is synthetic data based and can also handle symmetric objects without symmetry labels and, thus, no additional labeled training data is needed. The experimental evaluation shows that our method achieves close to benchmark results for both symmetric objects and asymmetric objects on Occlusion-LineMOD, and T-LESS datasets.

cs.CV

Blue noise for diffusion models

Most of the existing diffusion models use Gaussian noise for training and sampling across all time steps, which may not optimally account for the frequency contents reconstructed by the denoising network. Despite the diverse applications of correlated noise in computer graphics, its potential for improving the training process has been underexplored. In this paper, we introduce a novel and general class of diffusion models taking correlated noise within and across images into account. More specifically, we propose a time-varying noise model to incorporate correlated noise into the training process, as well as a method for fast generation of correlated noise mask. Our model is built upon deterministic diffusion models and utilizes blue noise to help improve the generation quality compared to using Gaussian white (random) noise only. Further, our framework allows introducing correlation across images within a single mini-batch to improve gradient flow. We perform both qualitative and quantitative evaluations on a variety of datasets using our method, achieving improvements on different tasks over existing deterministic diffusion models in terms of FID metric.

cs.CV

Perceptual error optimization for Monte Carlo animation rendering

Independently estimating pixel values in Monte Carlo rendering results in a perceptually sub-optimal white-noise distribution of error in image space. Recent works have shown that perceptual fidelity can be improved significantly by distributing pixel error as blue noise instead. Most such works have focused on static images, ignoring the temporal perceptual effects of animation display. We extend prior formulations to simultaneously consider the spatial and temporal domains, and perform an analysis to motivate a perceptually better spatio-temporal error distribution. We then propose a practical error optimization algorithm for spatio-temporal rendering and demonstrate its effectiveness in various configurations.

cs.GR

Joint Sampling and Optimisation for Inverse Rendering

When dealing with difficult inverse problems such as inverse rendering, using Monte Carlo estimated gradients to optimise parameters can slow down convergence due to variance. Averaging many gradient samples in each iteration reduces this variance trivially. However, for problems that require thousands of optimisation iterations, the computational cost of this approach rises quickly. We derive a theoretical framework for interleaving sampling and optimisation. We update and reuse past samples with low-variance finite-difference estimators that describe the change in the estimated gradients between each iteration. By combining proportional and finite-difference samples, we continuously reduce the variance of our novel gradient meta-estimators throughout the optimisation process. We investigate how our estimator interlinks with Adam and derive a stable combination. We implement our method for inverse path tracing and demonstrate how our estimator speeds up convergence on difficult optimisation tasks.

cs.GR

Patternshop: Editing Point Patterns by Image Manipulation

Point patterns are characterized by their density and correlation. While spatial variation of density is well-understood, analysis and synthesis of spatially-varying correlation is an open challenge. No tools are available to intuitively edit such point patterns, primarily due to the lack of a compact representation for spatially varying correlation. We propose a low-dimensional perceptual embedding for point correlations. This embedding can map point patterns to common three-channel raster images, enabling manipulation with off-the-shelf image editing software. To synthesize back point patterns, we propose a novel edge-aware objective that carefully handles sharp variations in density and correlation. The resulting framework allows intuitive and backward-compatible manipulation of point patterns, such as recoloring, relighting to even texture synthesis that have not been available to 2D point pattern design before. Effectiveness of our approach is tested in several user experiments.

cs.GR

Regression-based Monte Carlo Integration

Monte Carlo integration is typically interpreted as an estimator of the expected value using stochastic samples. There exists an alternative interpretation in calculus where Monte Carlo integration can be seen as estimating a \emph{constant} function -- from the stochastic evaluations of the integrand -- that integrates to the original integral. The integral mean value theorem states that this \emph{constant} function should be the mean (or expectation) of the integrand. Since both interpretations result in the same estimator, little attention has been devoted to the calculus-oriented interpretation. We show that the calculus-oriented interpretation actually implies the possibility of using a more \emph{complex} function than a \emph{constant} one to construct a more efficient estimator for Monte Carlo integration. We build a new estimator based on this interpretation and relate our estimator to control variates with least-squares regression on the stochastic samples of the integrand. Unlike prior work, our resulting estimator is \emph{provably} better than or equal to the conventional Monte Carlo estimator. To demonstrate the strength of our approach, we introduce a practical estimator that can act as a simple drop-in replacement for conventional Monte Carlo integration. We experimentally validate our framework on various light transport integrals. The code is available at \url{https://github.com/iribis/regressionmc}.

cs.GR

Scalable multi-class sampling via filtered sliced optimal transport

We propose a multi-class point optimization formulation based on continuous Wasserstein barycenters. Our formulation is designed to handle hundreds to thousands of optimization objectives and comes with a practical optimization scheme. We demonstrate the effectiveness of our framework on various sampling applications like stippling, object placement, and Monte-Carlo integration. We a derive multi-class error bound for perceptual rendering error which can be minimized using our optimization. We provide source code at https://github.com/iribis/filtered-sliced-optimal-transport.

cs.GR

Perceptual error optimization for Monte Carlo rendering

Synthesizing realistic images involves computing high-dimensional light-transport integrals. In practice, these integrals are numerically estimated via Monte Carlo integration. The error of this estimation manifests itself as conspicuous aliasing or noise. To ameliorate such artifacts and improve image fidelity, we propose a perception-oriented framework to optimize the error of Monte Carlo rendering. We leverage models based on human perception from the halftoning literature. The result is an optimization problem whose solution distributes the error as visually pleasing blue noise in image space. To find solutions, we present a set of algorithms that provide varying trade-offs between quality and speed, showing substantial improvements over prior state of the art. We perform evaluations using quantitative and error metrics, and provide extensive supplemental material to demonstrate the perceptual improvements achieved by our methods.

cs.GR

Neural Relightable Participating Media Rendering

Learning neural radiance fields of a scene has recently allowed realistic novel view synthesis of the scene, but they are limited to synthesize images under the original fixed lighting condition. Therefore, they are not flexible for the eagerly desired tasks like relighting, scene editing and scene composition. To tackle this problem, several recent methods propose to disentangle reflectance and illumination from the radiance field. These methods can cope with solid objects with opaque surfaces but participating media are neglected. Also, they take into account only direct illumination or at most one-bounce indirect illumination, thus suffer from energy loss due to ignoring the high-order indirect illumination. We propose to learn neural representations for participating media with a complete simulation of global illumination. We estimate direct illumination via ray tracing and compute indirect illumination with spherical harmonics. Our approach avoids computing the lengthy indirect bounces and does not suffer from energy loss. Our experiments on multiple scenes show that our approach achieves superior visual quality and numerical performance compared to state-of-the-art methods, and it can generalize to deal with solid objects with opaque surfaces as well.

cs.CV