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Thomson TG

Publications and source records attributed to Thomson TG.

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Materialist: Physically Based Editing Using Single-Image Inverse Rendering

Achieving physically consistent image editing remains a significant challenge in computer vision. Existing image editing methods typically rely on neural networks, which struggle to accurately handle shadows and refractions. Conversely, physics-based inverse rendering often requires multi-view optimization, limiting its practicality in single-image scenarios. In this paper, we propose Materialist, a neural-initialized physically based rendering pipeline for single-image inverse rendering. Unlike previous hybrid methods that use physics to guide neural generation, our method leverages neural networks to predict initial material properties, which are then rigorously optimized via progressive differentiable rendering. Our approach enables a range of applications, including material editing, object insertion, and relighting, while also introducing an effective method for editing material transparency via ray-traced refraction without requiring full scene geometry. Furthermore, our envmap estimation method also achieves competitive performance, further enhancing the accuracy of image editing task. Experiments demonstrate strong performance across synthetic and real-world datasets, excelling even on challenging out-of-domain images.

cs.CV

Neural BSSRDF: Object Appearance Representation Including Heterogeneous Subsurface Scattering

Monte Carlo rendering of translucent objects with heterogeneous scattering properties is often expensive both in terms of memory and computation. If we do path tracing and use a high dynamic range lighting environment, the rendering becomes computationally heavy. We propose a compact and efficient neural method for representing and rendering the appearance of heterogeneous translucent objects. The neural representation function resembles a bidirectional scattering-surface reflectance distribution function (BSSRDF). However, conventional BSSRDF models assume a planar half-space medium and only surface variation of the material, which is often not a good representation of the appearance of real-world objects. Our method represents the BSSRDF of a full object taking its geometry and heterogeneities into account. This is similar to a neural radiance field, but our representation works for an arbitrary distant lighting environment. In a sense, we present a version of neural precomputed radiance transfer that captures all-frequency relighting of heterogeneous translucent objects. We use a multi-layer perceptron (MLP) with skip connections to represent the appearance of an object as a function of spatial position, direction of observation, and direction of incidence. The latter is considered a directional light incident across the entire non-self-shadowed part of the object. We demonstrate the ability of our method to store highly complex materials while having high accuracy when comparing to reference images of the represented object in unseen lighting environments. As compared with path tracing of a heterogeneous light scattering volume behind a refractive interface, our method more easily enables importance sampling of the directions of incidence and can be integrated into existing rendering frameworks while achieving interactive frame rates.

cs.GR