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Tzu-Mao Li

Publications and source records attributed to Tzu-Mao Li.

25 records · Page 2Linked to original sources

Importance Sampling BRDF Derivatives

We propose a set of techniques to efficiently importance sample the derivatives of several BRDF models. In differentiable rendering, BRDFs are replaced by their differential BRDF counterparts which are real-valued and can have negative values. This leads to a new source of variance arising from their change in sign. Real-valued functions cannot be perfectly importance sampled by a positive-valued PDF and the direct application of BRDF sampling leads to high variance. Previous attempts at antithetic sampling only addressed the derivative with the roughness parameter of isotropic microfacet BRDFs. Our work generalizes BRDF derivative sampling to anisotropic microfacet models, mixture BRDFs, Oren-Nayar, Hanrahan-Krueger, among other analytic BRDFs. Our method first decomposes the real-valued differential BRDF into a sum of single-signed functions, eliminating variance from a change in sign. Next, we importance sample each of the resulting single-signed functions separately. The first decomposition, positivization, partitions the real-valued function based on its sign, and is effective at variance reduction when applicable. However, it requires analytic knowledge of the roots of the differential BRDF, and for it to be analytically integrable too. Our key insight is that the single-signed functions can have overlapping support, which significantly broadens the ways we can decompose a real-valued function. Our product and mixture decompositions exploit this property, and they allow us to support several BRDF derivatives that positivization could not handle. For a wide variety of BRDF derivatives, our method significantly reduces the variance (up to 58x in some cases) at equal computation cost and enables better recovery of spatially varying textures through gradient-descent-based inverse rendering.

cs.GR↗

Differentiable Rendering of Neural SDFs through Reparameterization

We present a method to automatically compute correct gradients with respect to geometric scene parameters in neural SDF renderers. Recent physically-based differentiable rendering techniques for meshes have used edge-sampling to handle discontinuities, particularly at object silhouettes, but SDFs do not have a simple parametric form amenable to sampling. Instead, our approach builds on area-sampling techniques and develops a continuous warping function for SDFs to account for these discontinuities. Our method leverages the distance to surface encoded in an SDF and uses quadrature on sphere tracer points to compute this warping function. We further show that this can be done by subsampling the points to make the method tractable for neural SDFs. Our differentiable renderer can be used to optimize neural shapes from multi-view images and produces comparable 3D reconstructions to recent SDF-based inverse rendering methods, without the need for 2D segmentation masks to guide the geometry optimization and no volumetric approximations to the geometry.

cs.GR↗

Designing Perceptual Puzzles by Differentiating Probabilistic Programs

We design new visual illusions by finding "adversarial examples" for principled models of human perception -- specifically, for probabilistic models, which treat vision as Bayesian inference. To perform this search efficiently, we design a differentiable probabilistic programming language, whose API exposes MCMC inference as a first-class differentiable function. We demonstrate our method by automatically creating illusions for three features of human vision: color constancy, size constancy, and face perception.

cs.GR↗

Differentiating a Tensor Language

How does one compile derivatives of tensor programs, such that the resulting code is purely functional (hence easier to optimize and parallelize) and provably efficient relative to the original program? We show that naively differentiating tensor code---as done in popular systems like Tensorflow and PyTorch---can cause asymptotic slowdowns in pathological cases, violating the Cheap Gradients Principle. However, all existing automatic differentiation methods that guarantee this principle (for variable size data) do so by relying on += mutation through aliases/pointers---which complicates downstream optimization. We provide the first purely functional, provably efficient, adjoint/reverse-mode derivatives of array/tensor code by explicitly accounting for sparsity. We do this by focusing on the indicator function from Iverson's APL. We also introduce a new "Tensor SSA" normal form and a new derivation of reverse-mode automatic differentiation based on the universal property of inner-products.

cs.PL↗

DiffTaichi: Differentiable Programming for Physical Simulation

We present DiffTaichi, a new differentiable programming language tailored for building high-performance differentiable physical simulators. Based on an imperative programming language, DiffTaichi generates gradients of simulation steps using source code transformations that preserve arithmetic intensity and parallelism. A light-weight tape is used to record the whole simulation program structure and replay the gradient kernels in a reversed order, for end-to-end backpropagation. We demonstrate the performance and productivity of our language in gradient-based learning and optimization tasks on 10 different physical simulators. For example, a differentiable elastic object simulator written in our language is 4.2x shorter than the hand-engineered CUDA version yet runs as fast, and is 188x faster than the TensorFlow implementation. Using our differentiable programs, neural network controllers are typically optimized within only tens of iterations.

cs.LG↗

Differentiable Visual Computing

Derivatives of computer graphics, image processing, and deep learning algorithms have tremendous use in guiding parameter space searches, or solving inverse problems. As the algorithms become more sophisticated, we no longer only need to differentiate simple mathematical functions, but have to deal with general programs which encode complex transformations of data. This dissertation introduces three tools for addressing the challenges that arise when obtaining and applying the derivatives for complex graphics algorithms. Traditionally, practitioners have been constrained to composing programs with a limited set of operators, or hand-deriving derivatives. We extend the image processing language Halide with reverse-mode automatic differentiation, and the ability to automatically optimize the gradient computations. This enables automatic generation of the gradients of arbitrary Halide programs, at high performance, with little programmer effort. In 3D rendering, the gradient is required with respect to variables such as camera parameters, geometry, and appearance. However, computing the gradient is challenging because the rendering integral includes visibility terms that are not differentiable. We introduce, to our knowledge, the first general-purpose differentiable ray tracer that solves the full rendering equation, while correctly taking the geometric discontinuities into account. Finally, we demonstrate that the derivatives of light path throughput can also be useful for guiding sampling in forward rendering. Simulating light transport in the presence of multi-bounce glossy effects and motion in 3D rendering is challenging due to the hard-to-sample high-contribution areas. We present a Markov Chain Monte Carlo rendering algorithm that extends Metropolis Light Transport by automatically and explicitly adapting to the local integrand, thereby increasing sampling efficiency.

cs.GR↗

Inverse Path Tracing for Joint Material and Lighting Estimation

Modern computer vision algorithms have brought significant advancement to 3D geometry reconstruction. However, illumination and material reconstruction remain less studied, with current approaches assuming very simplified models for materials and illumination. We introduce Inverse Path Tracing, a novel approach to jointly estimate the material properties of objects and light sources in indoor scenes by using an invertible light transport simulation. We assume a coarse geometry scan, along with corresponding images and camera poses. The key contribution of this work is an accurate and simultaneous retrieval of light sources and physically based material properties (e.g., diffuse reflectance, specular reflectance, roughness, etc.) for the purpose of editing and re-rendering the scene under new conditions. To this end, we introduce a novel optimization method using a differentiable Monte Carlo renderer that computes derivatives with respect to the estimated unknown illumination and material properties. This enables joint optimization for physically correct light transport and material models using a tailored stochastic gradient descent.

cs.CV↗