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Iliyan Georgiev

Publications and source records attributed to Iliyan Georgiev.

31 records · Page 2Linked to original sources

Neural Product Importance Sampling via Warp Composition

Achieving high efficiency in modern photorealistic rendering hinges on using Monte Carlo sampling distributions that closely approximate the illumination integral estimated for every pixel. Samples are typically generated from a set of simple distributions, each targeting a different factor in the integrand, which are combined via multiple importance sampling. The resulting mixture distribution can be far from the actual product of all factors, leading to sub-optimal variance even for direct-illumination estimation. We present a learning-based method that uses normalizing flows to efficiently importance sample illumination product integrals, e.g., the product of environment lighting and material terms. Our sampler composes a flow head warp with an emitter tail warp. The small conditional head warp is represented by a neural spline flow, while the large unconditional tail is discretized per environment map and its evaluation is instant. If the conditioning is low-dimensional, the head warp can be also discretized to achieve even better performance. We demonstrate variance reduction over prior methods on a range of applications comprising complex geometry, materials and illumination.

cs.CV↗

Parameters on the boundary in predictive regression

We consider bootstrap inference in predictive (or Granger-causality) regressions when the parameter of interest may lie on the boundary of the parameter space, here defined by means of a smooth inequality constraint. For instance, this situation occurs when the definition of the parameter space allows for the cases of either no predictability or sign-restricted predictability. We show that in this context constrained estimation gives rise to bootstrap statistics whose limit distribution is, in general, random, and thus distinct from the limit null distribution of the original statistics of interest. This is due to both (i) the possible location of the true parameter vector on the boundary of the parameter space, and (ii) the possible non-stationarity of the posited predicting (resp. Granger-causing) variable. We discuss a modification of the standard fixed-regressor wild bootstrap scheme where the bootstrap parameter space is shifted by a data-dependent function in order to eliminate the portion of limiting bootstrap randomness attributable to the boundary, and prove validity of the associated bootstrap inference under non-stationarity of the predicting variable as the only remaining source of limiting bootstrap randomness. Our approach, which is initially presented in a simple location model, has bearing on inference in parameter-on-the-boundary situations beyond the predictive regression problem.

econ.EM↗

PBIR-NIE: Glossy Object Capture under Non-Distant Lighting

Glossy objects present a significant challenge for 3D reconstruction from multi-view input images under natural lighting. In this paper, we introduce PBIR-NIE, an inverse rendering framework designed to holistically capture the geometry, material attributes, and surrounding illumination of such objects. We propose a novel parallax-aware non-distant environment map as a lightweight and efficient lighting representation, accurately modeling the near-field background of the scene, which is commonly encountered in real-world capture setups. This feature allows our framework to accommodate complex parallax effects beyond the capabilities of standard infinite-distance environment maps. Our method optimizes an underlying signed distance field (SDF) through physics-based differentiable rendering, seamlessly connecting surface gradients between a triangle mesh and the SDF via neural implicit evolution (NIE). To address the intricacies of highly glossy BRDFs in differentiable rendering, we integrate the antithetic sampling algorithm to mitigate variance in the Monte Carlo gradient estimator. Consequently, our framework exhibits robust capabilities in handling glossy object reconstruction, showcasing superior quality in geometry, relighting, and material estimation.

cs.CV↗

Residual path integrals for re-rendering

Conventional rendering techniques are primarily designed and optimized for single-frame rendering. In practical applications, such as scene editing and animation rendering, users frequently encounter scenes where only a small portion is modified between consecutive frames. In this paper, we develop a novel approach to incremental re-rendering of scenes with dynamic objects, where only a small part of a scene moves from one frame to the next. We formulate the difference (or residual) in the image between two frames as a (correlated) light-transport integral which we call the residual path integral. Efficient numerical solution of this integral then involves (1)~devising importance sampling strategies to focus on paths with non-zero residual-transport contributions and (2)~choosing appropriate mappings between the native path spaces of the two frames. We introduce a set of path importance sampling strategies that trace from the moving object(s) which are the sources of residual energy. We explore path mapping strategies that generalize those from gradient-domain path tracing to our importance sampling techniques specially for dynamic scenes. Additionally, our formulation can be applied to material editing as a simpler special case. We demonstrate speed-ups over previous correlated sampling of path differences and over rendering the new frame independently. Our formulation brings new insights into the re-rendering problem and paves the way for devising new types of sampling techniques and path mappings with different trade-offs.

cs.GR↗

N-BVH: Neural ray queries with bounding volume hierarchies

Neural representations have shown spectacular ability to compress complex signals in a fraction of the raw data size. In 3D computer graphics, the bulk of a scene's memory usage is due to polygons and textures, making them ideal candidates for neural compression. Here, the main challenge lies in finding good trade-offs between efficient compression and cheap inference while minimizing training time. In the context of rendering, we adopt a ray-centric approach to this problem and devise N-BVH, a neural compression architecture designed to answer arbitrary ray queries in 3D. Our compact model is learned from the input geometry and substituted for it whenever a ray intersection is queried by a path-tracing engine. While prior neural compression methods have focused on point queries, ours proposes neural ray queries that integrate seamlessly into standard ray-tracing pipelines. At the core of our method, we employ an adaptive BVH-driven probing scheme to optimize the parameters of a multi-resolution hash grid, focusing its neural capacity on the sparse 3D occupancy swept by the original surfaces. As a result, our N-BVH can serve accurate ray queries from a representation that is more than an order of magnitude more compact, providing faithful approximations of visibility, depth, and appearance attributes. The flexibility of our method allows us to combine and overlap neural and non-neural entities within the same 3D scene and extends to appearance level of detail.

cs.GR↗

Neural Directional Encoding for Efficient and Accurate View-Dependent Appearance Modeling

Novel-view synthesis of specular objects like shiny metals or glossy paints remains a significant challenge. Not only the glossy appearance but also global illumination effects, including reflections of other objects in the environment, are critical components to faithfully reproduce a scene. In this paper, we present Neural Directional Encoding (NDE), a view-dependent appearance encoding of neural radiance fields (NeRF) for rendering specular objects. NDE transfers the concept of feature-grid-based spatial encoding to the angular domain, significantly improving the ability to model high-frequency angular signals. In contrast to previous methods that use encoding functions with only angular input, we additionally cone-trace spatial features to obtain a spatially varying directional encoding, which addresses the challenging interreflection effects. Extensive experiments on both synthetic and real datasets show that a NeRF model with NDE (1) outperforms the state of the art on view synthesis of specular objects, and (2) works with small networks to allow fast (real-time) inference. The project webpage and source code are available at: \url{https://lwwu2.github.io/nde/}.

cs.CV↗

RGB$\leftrightarrow$X: Image decomposition and synthesis using material- and lighting-aware diffusion models

The three areas of realistic forward rendering, per-pixel inverse rendering, and generative image synthesis may seem like separate and unrelated sub-fields of graphics and vision. However, recent work has demonstrated improved estimation of per-pixel intrinsic channels (albedo, roughness, metallicity) based on a diffusion architecture; we call this the RGB$\rightarrow$X problem. We further show that the reverse problem of synthesizing realistic images given intrinsic channels, X$\rightarrow$RGB, can also be addressed in a diffusion framework. Focusing on the image domain of interior scenes, we introduce an improved diffusion model for RGB$\rightarrow$X, which also estimates lighting, as well as the first diffusion X$\rightarrow$RGB model capable of synthesizing realistic images from (full or partial) intrinsic channels. Our X$\rightarrow$RGB model explores a middle ground between traditional rendering and generative models: we can specify only certain appearance properties that should be followed, and give freedom to the model to hallucinate a plausible version of the rest. This flexibility makes it possible to use a mix of heterogeneous training datasets, which differ in the available channels. We use multiple existing datasets and extend them with our own synthetic and real data, resulting in a model capable of extracting scene properties better than previous work and of generating highly realistic images of interior scenes.

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↗

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↗

Bootstrapping Non-Stationary Stochastic Volatility

In this paper we investigate how the bootstrap can be applied to time series regressions when the volatility of the innovations is random and non-stationary. The volatility of many economic and financial time series displays persistent changes and possible non-stationarity. However, the theory of the bootstrap for such models has focused on deterministic changes of the unconditional variance and little is known about the performance and the validity of the bootstrap when the volatility is driven by a non-stationary stochastic process. This includes near-integrated volatility processes as well as near-integrated GARCH processes. This paper develops conditions for bootstrap validity in time series regressions with non-stationary, stochastic volatility. We show that in such cases the distribution of bootstrap statistics (conditional on the data) is random in the limit. Consequently, the conventional approaches to proving bootstrap validity, involving weak convergence in probability of the bootstrap statistic, fail to deliver the required results. Instead, we use the concept of `weak convergence in distribution' to develop and establish novel conditions for validity of the wild bootstrap, conditional on the volatility process. We apply our results to several testing problems in the presence of non-stationary stochastic volatility, including testing in a location model, testing for structural change and testing for an autoregressive unit root. Sufficient conditions for bootstrap validity include the absence of statistical leverage effects, i.e., correlation between the error process and its future conditional variance. The results are illustrated using Monte Carlo simulations, which indicate that the wild bootstrap leads to size control even in small samples.

econ.EM↗

Inference under random limit bootstrap measures

Asymptotic bootstrap validity is usually understood as consistency of the distribution of a bootstrap statistic, conditional on the data, for the unconditional limit distribution of a statistic of interest. From this perspective, randomness of the limit bootstrap measure is regarded as a failure of the bootstrap. We show that such limiting randomness does not necessarily invalidate bootstrap inference if validity is understood as control over the frequency of correct inferences in large samples. We first establish sufficient conditions for asymptotic bootstrap validity in cases where the unconditional limit distribution of a statistic can be obtained by averaging a (random) limiting bootstrap distribution. Further, we provide results ensuring the asymptotic validity of the bootstrap as a tool for conditional inference, the leading case being that where a bootstrap distribution estimates consistently a conditional (and thus, random) limit distribution of a statistic. We apply our framework to several inference problems in econometrics, including linear models with possibly non-stationary regressors, functional CUSUM statistics, conditional Kolmogorov-Smirnov specification tests, the `parameter on the boundary' problem and tests for constancy of parameters in dynamic econometric models.

econ.EM↗

Area-preserving parameterizations for spherical ellipses

We present new methods for uniformly sampling the solid angle subtended by a disk. To achieve this, we devise two novel area-preserving mappings from the unit square $[0,1]^2$ to a spherical ellipse (i.e. the projection of the disk onto the unit sphere). These mappings allow for low-variance stratified sampling of direct illumination from disk-shaped light sources. We discuss how to efficiently incorporate our methods into a production renderer and demonstrate the quality of our maps, showing significantly lower variance than previous work.

cs.GR↗