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Kenji Tojo

Publications and source records attributed to Kenji Tojo.

5 recordsLinked to original sources

Inverse Rendering for Modeling with Line Primitives

Faithfully capturing diverse real-world objects with fuzzy, anisotropic structures, such as hair, fur, fibers, and textiles, for efficient real-time visualization remains challenging. Recent radiance field reconstruction methods capture these structures from multi-view images using translucent volumetric primitives such as 3D Gaussians rather than opaque low-dimensional primitives (e.g., triangles, line segments, and polylines), thereby limiting compatibility with standard depth-tested rasterization, reflection modeling, and physical simulation. We present an inverse rendering method for reconstructing fuzzy geometry using explicit line segments, which are rasterized on a subpixel grid for anti-aliasing to reproduce a semi-transparent appearance. While straightforward to render, optimizing numerous line primitives to match target images poses a significant challenge. We address this by introducing a stochastic differentiable rasterizer for line segments that produces informative gradients with respect to vertex positions, attributes, and discrete connectivity. Experiments on synthetic and real-world datasets show that our method outperforms surface-based approaches in capturing fuzzy boundaries and achieves quality comparable to volumetric representations while relying entirely on explicit geometry. The resulting representation integrates seamlessly with standard graphics pipelines, enabling cross-platform rendering, various shading models, and physical simulation.

cs.GR

DiffSoup: Direct Differentiable Rasterization of Triangle Soup for Extreme Radiance Field Simplification

Radiance field reconstruction aims to recover high-quality 3D representations from multi-view RGB images. Recent advances, such as 3D Gaussian splatting, enable real-time rendering with high visual fidelity on sufficiently powerful graphics hardware. However, efficient online transmission and rendering across diverse platforms requires drastic model simplification, reducing the number of primitives by several orders of magnitude. We introduce DiffSoup, a radiance field representation that employs a soup (i.e., a highly unstructured set) of a small number of triangles with neural textures and binary opacity. We show that this binary opacity representation is directly differentiable via stochastic opacity masking, enabling stable training without a mollifier (i.e., smooth rasterization). DiffSoup can be rasterized using standard depth testing, enabling seamless integration into traditional graphics pipelines and interactive rendering on consumer-grade laptops and mobile devices. Code is available at https://github.com/kenji-tojo/diffsoup.

cs.GR

3D Gabor Splatting: Reconstruction of High-frequency Surface Texture using Gabor Noise

3D Gaussian splatting has experienced explosive popularity in the past few years in the field of novel view synthesis. The lightweight and differentiable representation of the radiance field using the Gaussian enables rapid and high-quality reconstruction and fast rendering. However, reconstructing objects with high-frequency surface textures (e.g., fine stripes) requires many skinny Gaussian kernels because each Gaussian represents only one color if viewed from one direction. Thus, reconstructing the stripes pattern, for example, requires Gaussians for at least the number of stripes. We present 3D Gabor splatting, which augments the Gaussian kernel to represent spatially high-frequency signals using Gabor noise. The Gabor kernel is a combination of a Gaussian term and spatially fluctuating wave functions, making it suitable for representing spatial high-frequency texture. We demonstrate that our 3D Gabor splatting can reconstruct various high-frequency textures on the objects.

cs.GR

Stealth Shaper: Reflectivity Optimization as Surface Stylization

We present a technique to optimize the reflectivity of a surface while preserving its overall shape. The naive optimization of the mesh vertices using the gradients of reflectivity simulations results in undesirable distortion. In contrast, our robust formulation optimizes the surface normal as an independent variable that bridges the reflectivity term with differential rendering, and the regularization term with as-rigid-as-possible elastic energy. We further adaptively subdivide the input mesh to improve the convergence. Consequently, our method can minimize the retroreflectivity of a wide range of input shapes, resulting in sharply creased shapes ubiquitous among stealth aircraft and Sci-Fi vehicles. Furthermore, by changing the reward for the direction of the outgoing light directions, our method can be applied to other reflectivity design tasks, such as the optimization of architectural walls to concentrate light in a specific region. We have tested the proposed method using light-transport simulations and real-world 3D-printed objects.

cs.GR

On principal types and well-foundedness of the cummulativity relation in ECC

When we investigate a type system, it is helpful if we can establish the well-foundedness of types or terms with respect to a certain hierarchy, and the Extended Calculus of Constructions (called $ECC$, defined and studied comprehensively in [Luo,1994]) is no exception. However, under a very natural hierarchy relation (called the cumulativity relation in [Luo,1994]), the well-foundedness of the hierarchy does not hold generally. In this article,we show that the cumulativity relation is well-founded if it is restricted to one of the following two natural families of terms: \begin{enumerate} \item types in a valid context \item terms having normal forms \end{enumerate} Also, we give an independent proof of the existence of principal types in $ECC$ since it is used in the proof of well-foundedness of cumulativity relation in a valid context although it is often proved by utilizing the well-foundedness of the hierarchy, which would make our argument circular if adopted.

cs.LO