VLDB 2026 Research / reviewers in the wild / expert
Wenzel Jakob
dblp:65/7593
· DBLP profile ↗
51ranked-venue papers
9as first author
18since 2021 · last 2026
0000-0002-6090-1121ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 51 · 9 first-author · 18 since 2021Artificial intelligence and machine learning · 1 · 1 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Inverse Rendering for Discrete X-Ray Computed TomographyabstractDiscrete X-ray tomography reconstructs the internal structure of an object from X-ray projections, assuming that the volume is composed of a discrete set of known materials (e.g., steel, aluminum, and air). This is generally straightforward when many projections are available but becomes increasingly ill-posed as their number decreases. Discrete tomography has been extensively studied over the past five decades, resulting in a range of mature reconstruction algorithms. In this work, we introduce a new reconstruction method that draws inspiration from both classical computed tomography and recent advances in inverse rendering, demonstrating that a remarkably simple gradient-based inversion can significantly surpass the reconstruction quality of standard methods such as SIRT, DART, and TVR-DART. Our method represents each 3D location as a probability distribution over the set of known materials and minimizes a volumetric loss that encourages consistency with the measured projections. It supports nonlinear effects such as volumetric scattering and is simple to optimize and parallelize on compute accelerators. We evaluate our method on challenging 2D and 3D benchmarks, demonstrating superior performance particularly in sparse and limited-angle scenarios, where traditional techniques struggle with ambiguity. Lovro Nuic, Korbinian Sager, Wenzel Jakob |
ACM Trans. Graph. | 4 |
| 2026 | Many-Worlds Inverse RenderingabstractDiscontinuous visibility changes remain a major bottleneck when optimizing surfaces within a physically based inverse renderer. Many previous works have proposed sophisticated algorithms and data structures to sample visibility silhouettes more efficiently. Our work presents another solution: instead of evolving a surface locally, we extend differentiation to hypothetical surface patches anywhere in 3D space. We refer to this as a “many-worlds” representation because it models a superposition of independent surface hypotheses that compete to explain the reference images. These hypotheses do not interact through shadowing or scattering, leading to a new transport law that distinguishes our method from prior work based on exponential random media. The complete elimination of visibility-related discontinuity handling bypasses the most complex and costly component of prior inverse rendering methods, while the extended derivative domain promotes rapid convergence. We demonstrate that the resulting Monte Carlo algorithm solves physically based inverse problems with both reduced per-iteration cost and fewer total iterations. Wenzel Jakob |
ACM Trans. Graph. | 3 |
| 2026 | Radiance Caching for Differentiable Path TracingabstractDifferentiable path tracing offers a principled route to recovering physical material and lighting parameters, but the combination of high variance and poor numerical conditioning often makes it too brittle to use in practice. This is especially the case when lighting is altogether unknown, or when the scene contains complex light transport effects. Prior work recently showed that the variance reduction provided by a radiance cache can alleviate these challenges. We revisit the combination of inverse rendering and radiance caching with a twist, by introducing a spatial blending field that locally interpolates between the cache and standard unbiased estimators. Recursive application of this idea yields a rich design space of evaluation strategies and inter-estimator consistency losses; we map this space and identify effective components. A surprising property of the resulting algorithm is that it can accurately recover material parameters even when the lighting is not uniquely identifiable from the observations. Our experiments demonstrate significant improvements in speed and robustness over prior work, making a strong case for including radiance caching as a standard component of future physically based inverse rendering systems. Delio Vicini, Sebastian Winberg, Stephan J. Garbin, Wenzel Jakob |
ACM Trans. Graph. | 5 |
| 2025 | MiGumi: Making Tightly Coupled Integral Joints MillableabstractTraditional integral wood joints, despite their strength, durability, and elegance, remain rare in modern workflows due to the cost and difficulty of manual fabrication. CNC milling offers a scalable alternative, but directly milling traditional joints often fails to produce functional results because milling induces geometric deviations—such as rounded inner corners—that alter the target geometries of the parts. Since joints rely on tightly fitting surfaces, such deviations introduce gaps or overlaps that undermine fit or block assembly. We propose to overcome this problem by (1) designing a language that represent millable geometry, and (2) co-optimizing part geometries to restore coupling. We introduce Millable Extrusion Geometry (MXG), a language for representing geometry as the outcome of milling operations performed with flat-end drill bits. MXG represents each operation as a subtractive extrusion volume defined by a tool direction and drill radius. This parameterization enables the modeling of artifact-free geometry under an idealized zero-radius drill bit, matching traditional joint designs. Increasing the radius then reveals milling-induced deviations, which compromise the integrity of the joint. To restore coupling, we formalize tight coupling in terms of both surface proximity and proximity constraints on the mill-bit paths associated with mating surfaces. We then derive two tractable, differentiable losses that enable efficient optimization of joint geometry. We evaluate our method on 30 traditional joint designs, demonstrating that it produces CNC-compatible, tightly fitting joints that approximates the original geometry. By reinterpreting traditional joints for CNC workflows, we continue the evolution of this heritage craft and help ensure its relevance in future making practices. Aditya Ganeshan, Kurt Fleischer, Wenzel Jakob, Ariel Shamir, Daniel Ritchie 0001, Takeo Igarashi, Maria Larsson |
ACM Trans. Graph. | 3 |
| 2025 | The Mokume Dataset and Inverse Modeling of Solid Wood TexturesabstractWe present the Mokume dataset for solid wood texturing consisting of 190 cube-shaped samples of various hard and softwood species documented by high-resolution exterior photographs, annual ring annotations, and volumetric computed tomography (CT) scans. A subset of samples further includes photographs along slanted cuts through the cube for validation purposes. Using this dataset, we propose a three-stage inverse modeling pipeline to infer solid wood textures using only exterior photographs. Our method begins by evaluating a neural model to localize year rings on the cube face photographs. We then extend these exterior 2D observations into a globally consistent 3D representation by optimizing a procedural growth field using a novel iso-contour loss. Finally, we synthesize a detailed volumetric color texture from the growth field. For this last step, we propose two methods with different efficiency and quality characteristics: a fast inverse procedural texture method, and a neural cellular automaton (NCA). We demonstrate the synergy between the Mokume dataset and the proposed algorithms through comprehensive comparisons with unseen captured data. We also present experiments demonstrating the efficiency of our pipeline's components against ablations and baselines. Our code, the dataset, and reconstructions are available via https://mokumeproject.github.io/. Maria Larsson, Hodaka Yamaguchi, Ehsan Pajouheshgar, I-Chao Shen, Kenji Tojo, Chia-Ming Chang 0003, Lars Hansson, Olof Broman, Takashi Ijiri, Ariel Shamir, Wenzel Jakob, Takeo Igarashi |
ACM Trans. Graph. | 11 |
| 2024 | A Simple Approach to Differentiable Rendering of SDFsabstractWe present a simple algorithm for differentiable rendering of surfaces represented by Signed Distance Fields (SDF), which makes it easy to integrate rendering into gradient-based optimization pipelines.To tackle visibilityrelated derivatives that make rendering non-differentiable, existing physically based differentiable rendering methods often rely on elaborate guiding data structures or reparameterization with a global impact on variance.In this article, we investigate an alternative that embraces nonzero bias in exchange for low variance and architectural simplicity.Our method expands the lower-dimensional boundary integral into a thin band that is easy to sample when the underlying surface is represented by an SDF.We demonstrate the performance and robustness of our formulation in end-to-end inverse rendering tasks, where it obtains results that are competitive with or superior to existing work. Wenzel Jakob, Steve Marschner |
SIGGRAPH Asia | 4 |
| 2024 | Inverse Rendering for Tomographic Volumetric Additive ManufacturingabstractTomographic Volumetric Additive Manufacturing (TVAM) is an emerging 3D printing technology that can create complex objects in under a minute. The key idea is to project intense light patterns onto a rotating vial of photo-sensitive resin, causing polymerization where the cumulative dose of these patterns reaches the polymerization threshold. We formulate the pattern calculation as an inverse light transport problem and solve it via physically based differentiable rendering. In doing so, we address longstanding limitations of prior work by accurately modeling and correcting for scattering in composite resins, printing in non-symmetric vials, and supporting unusual printing geometries. We also introduce an improved discretization scheme that exploits the ray tracing operation to mitigate resolution-related artifacts in prints. We demonstrate the benefits of our method in real-world experiments, where our computed patterns produce prints with an improved fidelity. Baptiste Nicolet, Felix Wechsler, Jorge Madrid-Wolff, Christophe Moser, Wenzel Jakob |
ACM Trans. Graph. | 5 |
| 2024 | Solving Inverse PDE Problems using Grid-Free Monte Carlo EstimatorsabstractPartial differential equations can model diverse physical phenomena including heat diffusion, incompressible flows, and electrostatic potentials. Given a description of an object's boundary and interior, traditional methods solve such PDEs by densely meshing the interior and then solving a large and sparse linear system derived from this mesh. Recent grid-free solvers take an alternative approach and avoid this complexity in exchange for randomness: they compute stochastic solution estimates and generally bear a striking resemblance to physically-based rendering algorithms. In this article, we develop algorithms targeting the inverse form of this problem: given an already existing solution of a PDE, we infer parameters characterizing the boundary and interior. In the grid-free setting, there are again significant connections to rendering, and we show how insights from both fields can be combined to compute unbiased derivative estimates that enable gradient-based optimization. In this process, we encounter new challenges that must be addressed to obtain practical solutions. We introduce acceleration and variance reduction strategies and show how to differentiate branching random walks in reverse mode. We finally demonstrate our approach on both simulated data and a real-world electrical impedance tomography experiment, where we reconstruct the position of a conducting object from voltage measurements taken in a saline-filled tank. Ekrem Fatih Yilmazer, Delio Vicini, Wenzel Jakob |
ACM Trans. Graph. | 3 |
| 2023 | Recursive Control Variates for Inverse RenderingabstractWe present a method for reducing errors---variance and bias---in physically based differentiable rendering (PBDR). Typical applications of PBDR repeatedly render a scene as part of an optimization loop involving gradient descent. The actual change introduced by each gradient descent step is often relatively small, causing a significant degree of redundancy in this computation. We exploit this redundancy by formulating a gradient estimator that employs a recursive control variate , which leverages information from previous optimization steps. The control variate reduces variance in gradients, and, perhaps more importantly, alleviates issues that arise from differentiating loss functions with respect to noisy inputs, a common cause of drift to bad local minima or divergent optimizations. We experimentally evaluate our approach on a variety of path-traced scenes containing surfaces and volumes and observe that primal rendering efficiency improves by a factor of up to 10. Baptiste Nicolet, Fabrice Rousselle, Jan Novák, Alexander Keller 0001, Wenzel Jakob, Thomas Müller 0013 |
ACM Trans. Graph. | 5 |
| 2023 | Projective Sampling for Differentiable Rendering of GeometryabstractDiscontinuous visibility changes at object boundaries remain a persistent source of difficulty in the area of differentiable rendering. Left untreated, they bias computed gradients so severely that even basic optimization tasks fail. Prior path-space methods addressed this bias by decoupling boundaries from the interior, allowing each part to be handled using specialized Monte Carlo sampling strategies. While conceptually powerful, the full potential of this idea remains unrealized since existing methods often fail to adequately sample the boundary proportional to its contribution. This paper presents theoretical and algorithmic contributions. On the theoretical side, we transform the boundary derivative into a remarkably simple local integral that invites present and future developments. Building on this result, we propose a new strategy that projects ordinary samples produced during forward rendering onto nearby boundaries. The resulting projections establish a variance-reducing guiding distribution that accelerates convergence of the subsequent differential phase. We demonstrate the superior efficiency and versatility of our method across a variety of shape representations, including triangle meshes, implicitly defined surfaces, and cylindrical fibers based on Bézier curves. Wenzel Jakob |
ACM Trans. Graph. | 3 |
| 2022 | DR.JIT: a just-in-time compiler for differentiable renderingabstractDR.JIT is a new just-in-time compiler for physically based rendering and its derivative. DR.JIT expedites research on these topics in two ways: first, it traces high-level simulation code (e.g., written in Python) and aggressively simplifies and specializes the resulting program representation, producing data-parallel kernels with state-of-the-art performance on CPUs and GPUs. Second, it simplifies the development of differentiable rendering algorithms. Efficient methods in this area turn the derivative of a simulation into a simulation of the derivative. DR.JIT provides fine-grained control over the process of automatic differentiation to help with this transformation. Specialization is particularly helpful in the context of differentiation, since large parts of the simulation ultimately do not influence the computed gradients. DR.JIT tracks data dependencies globally to find and remove redundant computation. Wenzel Jakob, Sébastien Speierer, Delio Vicini |
ACM Trans. Graph. | 1 |
| 2022 | Unbiased inverse volume rendering with differential trackersabstractVolumetric representations are popular in inverse rendering because they have a simple parameterization, are smoothly varying, and transparently handle topology changes. However, incorporating the full volumetric transport of light is costly and challenging, often leading practitioners to implement simplified models, such as purely emissive and absorbing volumes with "baked" lighting. One such challenge is the efficient estimation of the gradients of the volume's appearance with respect to its scattering and absorption parameters. We show that the straightforward approach---differentiating a volumetric free-flight sampler---can lead to biased and high-variance gradients, hindering optimization. Instead, we propose using a new sampling strategy: differential ratio tracking , which is unbiased, yields low-variance gradients, and runs in linear time. Differential ratio tracking combines ratio tracking and reservoir sampling to estimate gradients by sampling distances proportional to the unweighted transmittance rather than the usual extinction-weighted transmittance. In addition, we observe local minima when optimizing scattering parameters to reproduce dense volumes or surfaces. We show that these local minima can be overcome by bootstrapping the optimization from nonphysical emissive volumes that are easily optimized. Merlin Nimier-David, Thomas Müller 0013, Alexander Keller 0001, Wenzel Jakob |
ACM Trans. Graph. | 4 |
| 2022 | Differentiable signed distance function renderingabstractPhysically-based differentiable rendering has recently emerged as an attractive new technique for solving inverse problems that recover complete 3D scene representations from images. The inversion of shape parameters is of particular interest but also poses severe challenges: shapes are intertwined with visibility, whose discontinuous nature introduces severe bias in computed derivatives unless costly precautions are taken. Shape representations like triangle meshes suffer from additional difficulties, since the continuous optimization of mesh parameters cannot introduce topological changes. One common solution to these difficulties entails representing shapes using signed distance functions (SDFs) and gradually adapting their zero level set during optimization. Previous differentiable rendering of SDFs did not fully account for visibility gradients and required the use of mask or silhouette supervision, or discretization into a triangle mesh. In this article, we show how to extend the commonly used sphere tracing algorithm so that it additionally outputs a reparameterization that provides the means to compute accurate shape parameter derivatives. At a high level, this resembles techniques for differentiable mesh rendering, though we show that the SDF representation admits a particularly efficient reparameterization that outperforms prior work. Our experiments demonstrate the reconstruction of (synthetic) objects without complex regularization or priors, using only a per-pixel RGB loss. Delio Vicini, Sébastien Speierer, Wenzel Jakob |
ACM Trans. Graph. | 3 |
| 2021 | Wide-Depth-Range 6D Object Pose Estimation in Spaceabstract6D pose estimation in space poses unique challenges that are not commonly encountered in the terrestrial setting. One of the most striking differences is the lack of atmospheric scattering, allowing objects to be visible from a great distance while complicating illumination conditions. Currently available benchmark datasets do not place a sufficient emphasis on this aspect and mostly depict the target in close proximity.Prior work tackling pose estimation under large scale variations relies on a two-stage approach to first estimate scale, followed by pose estimation on a resized image patch. We instead propose a single-stage hierarchical end-to-end trainable network that is more robust to scale variations. We demonstrate that it outperforms existing approaches not only on images synthesized to resemble images taken in space but also on standard benchmarks. Yinlin Hu, Sébastien Speierer, Wenzel Jakob, Pascal Fua, Mathieu Salzmann |
CVPR | 3 |
| 2021 | Large steps in inverse rendering of geometryabstractInverse reconstruction from images is a central problem in many scientific and engineering disciplines. Recent progress on differentiable rendering has led to methods that can efficiently differentiate the full process of image formation with respect to millions of parameters to solve such problems via gradient-based optimization. At the same time, the availability of cheap derivatives does not necessarily make an inverse problem easy to solve. Mesh-based representations remain a particular source of irritation: an adverse gradient step involving vertex positions could turn parts of the mesh inside-out, introduce numerous local self-intersections, or lead to inadequate usage of the vertex budget due to distortion. These types of issues are often irrecoverable in the sense that subsequent optimization steps will further exacerbate them. In other words, the optimization lacks robustness due to an objective function with substantial non-convexity. Such robustness issues are commonly mitigated by imposing additional regularization, typically in the form of Laplacian energies that quantify and improve the smoothness of the current iterate. However, regularization introduces its own set of problems: solutions must now compromise between solving the problem and being smooth. Furthermore, gradient steps involving a Laplacian energy resemble Jacobi's iterative method for solving linear equations that is known for its exceptionally slow convergence. We propose a simple and practical alternative that casts differentiable rendering into the framework of preconditioned gradient descent. Our pre-conditioner biases gradient steps towards smooth solutions without requiring the final solution to be smooth. In contrast to Jacobi-style iteration, each gradient step propagates information among all variables, enabling convergence using fewer and larger steps. Our method is not restricted to meshes and can also accelerate the reconstruction of other representations, where smooth solutions are generally expected. We demonstrate its superior performance in the context of geometric optimization and texture reconstruction. Baptiste Nicolet, Alec Jacobson, Wenzel Jakob |
ACM Trans. Graph. | 3 |
| 2021 | A non-exponential transmittance model for volumetric scene representationsabstractWe introduce a novel transmittance model to improve the volumetric representation of 3D scenes. The model can represent opaque surfaces in the volumetric light transport framework. Volumetric representations are useful for complex scenes, and become increasingly popular for level of detail and scene reconstruction. The traditional exponential transmittance model found in volumetric light transport cannot capture correlations in visibility across volume elements. When representing opaque surfaces as volumetric density, this leads to both bloating of silhouettes and light leaking artifacts. By introducing a parametric non-exponential transmittance model, we are able to approximate these correlation effects and significantly improve the accuracy of volumetric appearance representation of opaque scenes. Our parametric transmittance model can represent a continuum between the linear transmittance that opaque surfaces exhibit and the traditional exponential transmittance encountered in participating media and unstructured geometries. This covers a large part of the spectrum of geometric structures encountered in complex scenes. In order to handle the spatially varying transmittance correlation effects, we further extend the theory of non-exponential participating media to a heterogeneous transmittance model. Our model is compact in storage and computationally efficient both for evaluation and for reverse-mode gradient computation. Applying our model to optimization algorithms yields significant improvements in volumetric scene appearance quality. We further show improvements for relevant applications, such as scene appearance prefiltering, image-based scene reconstruction using differentiable rendering, neural representations, and compare it to a conventional exponential model. Delio Vicini, Wenzel Jakob, Anton Kaplanyan |
ACM Trans. Graph. | 2 |
| 2021 | Path replay backpropagation: differentiating light paths using constant memory and linear timeabstractDifferentiable physically-based rendering has become an indispensable tool for solving inverse problems involving light. Most applications in this area jointly optimize a large set of scene parameters to minimize an objective function, in which case reverse-mode differentiation is the method of choice for obtaining parameter gradients. However, existing techniques that perform the necessary differentiation step suffer from either statistical bias or a prohibitive cost in terms of memory and computation time. For example, standard techniques for automatic differentiation based on program transformation or Wengert tapes lead to impracticably large memory usage when applied to physically-based rendering algorithms. A recently proposed adjoint method by Nimier-David et al. [2020] reduces this to a constant memory footprint, but the computation time for unbiased gradient estimates then becomes quadratic in the number of scattering events along a light path. This is problematic when the scene contains highly scattering materials like participating media. In this paper, we propose a new unbiased backpropagation algorithm for rendering that only requires constant memory, and whose computation time is linear in the number of scattering events (i.e., just like path tracing). Our approach builds on the invertibility of the local Jacobian at scattering interactions to recover the various quantities needed for reverse-mode differentiation. Our method also extends to specular materials such as smooth dielectrics and conductors that cannot be handled by prior work. Delio Vicini, Sébastien Speierer, Wenzel Jakob |
ACM Trans. Graph. | 3 |
| 2021 | Monte Carlo estimators for differential light transportabstractPhysically based differentiable rendering algorithms propagate derivatives through realistic light transport simulations and have applications in diverse areas including inverse reconstruction and machine learning. Recent progress has led to unbiased methods that can simultaneously compute derivatives with respect to millions of parameters. At the same time, elementary properties of these methods remain poorly understood. Current algorithms for differentiable rendering are constructed by mechanically differentiating a given primal algorithm. While convenient, such an approach is simplistic because it leaves no room for improvement. Differentiation produces major changes in the integrals that occur throughout the rendering process, which indicates that the primal and differential algorithms should be decoupled so that the latter can suitably adapt. This leads to a large space of possibilities: consider that even the most basic Monte Carlo path tracer already involves several design choices concerning the techniques for sampling materials and emitters, and their combination, e.g. via multiple importance sampling (MIS). Differentiation causes a veritable explosion of this decision tree: should we differentiate only the estimator, or also the sampling technique? Should MIS be applied before or after differentiation? Are specialized derivative sampling strategies of any use? How should visibility-related discontinuities be handled when millions of parameters are differentiated simultaneously? In this paper, we provide a taxonomy and analysis of different estimators for differential light transport to provide intuition about these and related questions. Tizian Zeltner, Sébastien Speierer, Iliyan Georgiev, Wenzel Jakob |
ACM Trans. Graph. | 4 |
| 2020 | Practical Product Path Guiding Using Linearly Transformed CosinesabstractAbstract Path tracing is now the standard method used to generate realistic imagery in many domains, e.g., film, special effects, architecture etc. Path guiding has recently emerged as a powerful strategy to counter the notoriously long computation times required to render such images. We present a practical path guiding algorithm that performs product sampling, i.e., samples proportional to the product of the bidirectional scattering distribution function (BSDF) and incoming radiance. We use a spatial‐directional subdivision to represent incoming radiance, and introduce the use of Linearly Transformed Cosines (LTCs) to represent the BSDF during path guiding, thus enabling efficient product sampling. Despite the computational efficiency of LTCs, several optimizations are needed to make our method cost effective. In particular, we show how we can use vectorization, precomputation, as well as strategies to optimize multiple importance sampling and Russian roulette to improve performance. We evaluate our method on several scenes, demonstrating consistent improvement in efficiency compared to previous work, especially in scenes with significant glossy inter‐reflection. Stavros Diolatzis, Adrien Gruson, Wenzel Jakob, Derek Nowrouzezahrai, George Drettakis |
Comput. Graph. Forum | 3 |
| 2020 | Unified Neural Encoding of BTFsabstractAbstract Realistic rendering using discrete reflectance measurements is challenging, because arbitrary directions on the light and view hemispheres are queried at render time, incurring large memory requirements and the need for interpolation. This explains the desire for compact and continuously parametrized models akin to analytic BRDFs; however, fitting BRDF parameters to complex data such as BTF texels can prove challenging, as models tend to describe restricted function spaces that cannot encompass real‐world behavior. Recent advances in this area have increasingly relied on neural representations that are trained to reproduce acquired reflectance data. The associated training process is extremely costly and must typically be repeated for each material. Inspired by autoencoders, we propose a unified network architecture that is trained on a variety of materials, and which projects reflectance measurements to a shared latent parameter space. Similarly to SVBRDF fitting, real‐world materials are represented by parameter maps, and the decoder network is analog to the analytic BRDF expression (also parametrized on light and view directions for practical rendering application). With this approach, encoding and decoding materials becomes a simple matter of evaluating the network. We train and validate on BTF datasets of the University of Bonn, but there are no prerequisites on either the number of angular reflectance samples, or the sample positions. Additionally, we show that the latent space is well‐behaved and can be sampled from, for applications such as mipmapping and texture synthesis. Gilles Rainer, Abhijeet Ghosh, Wenzel Jakob, Tim Weyrich |
Comput. Graph. Forum | 3 |
| 2020 | Image-based acquisition and modeling of polarimetric reflectanceabstractRealistic modeling of the bidirectional reflectance distribution function (BRDF) of scene objects is a vital prerequisite for any type of physically based rendering. In the last decades, the availability of databases containing real-world material measurements has fueled considerable innovation in the development of such models. However, previous work in this area was mainly focused on increasing the visual realism of images, and hence ignored the effect of scattering on the polarization state of light, which is normally imperceptible to the human eye. Existing databases thus only capture scattered flux, or polarimetric BRDF datasets are too directionally sparse (e.g., in-plane) to be usable for simulation. While subtle to human observers, polarization is easily perceived by any optical sensor (e.g., using polarizing filters), providing a wealth of additional information about shape and material properties of the object under observation. Given the increasing application of rendering in the solution of inverse problems via analysis-by-synthesis and differentiation, the ability to realistically model polarized radiative transport is thus highly desirable. Polarization depends on the wavelength of the spectrum, and thus we provide the first polarimetric BRDF (pBRDF) dataset that captures the polarimetric properties of real-world materials over the full angular domain, and at multiple wavelengths. Acquisition of such reflectance data is challenging due to the extremely large space of angular, spectral, and polarimetric configurations that must be observed, and we propose a scheme combining image-based acquisition with spectroscopic ellipsometry to perform measurements in a realistic amount of time. This process yields raw Mueller matrices, which we subsequently transform into Rusinkiewicz-parameterized pBRDFs that can be used for rendering. Our dataset provides 25 isotropic pBRDFs spanning a wide range of appearances: diffuse/specular, metallic/dielectric, rough/smooth, and different color albedos, captured in five wavelength ranges covering the visible spectrum. We demonstrate usage of our data-driven pBRDF model in a physically based renderer that accounts for polarized interreflection, and we investigate the relationship of polarization and material appearance, providing insights into the behavior of characteristic real-world pBRDFs. Seung-Hwan Baek, Tizian Zeltner, Hyunjin Ku, Inseung Hwang, Xin Tong 0001, Wenzel Jakob, Min H. Kim 0001 |
ACM Trans. Graph. | 6 |
| 2020 | A general framework for pearlescent materialsabstractThe unique and visually mesmerizing appearance of pearlescent materials has made them an indispensable ingredient in a diverse array of applications including packaging, ceramics, printing, and cosmetics. In contrast to their natural counterparts, such synthetic examples of pearlescence are created by dispersing microscopic interference pigments within a dielectric resin. The resulting space of materials comprises an enormous range of different phenomena ranging from smooth lustrous appearance reminiscent of pearl to highly directional metallic gloss, along with a gradual change in color that depends on the angle of observation and illumination. All of these properties arise due to a complex optical process involving multiple scattering from platelets characterized by wave-optical interference. This article introduces a flexible model for simulating the optics of such pearlescent 3D microstructures. Following a thorough review of the properties of currently used pigments and manufacturing-related effects that influence pearlescence, we propose a new model which expands the range of appearance that can be represented, and closely reproduces the behavior of measured materials, as we show in our comparisons. Using our model, we conduct a systematic study of the parameter space and its relationship to different aspects of pearlescent appearance. We observe that several previously ignored parameters have a substantial impact on the material's optical behavior, including the multi-layered nature of modern interference pigments, correlations in the orientation of pigment particles, and variability in their properties (e.g. thickness). The utility of a general model for pearlescence extends far beyond computer graphics: inverse and differentiable approaches to rendering are increasingly used to disentangle the physics of scattering from real-world observations. Our approach could inform such reconstructions to enable the predictive design of tailored pearlescent materials. Ibón Guillén, Julio Marco, Diego Gutierrez, Wenzel Jakob, Adrián Jarabo |
ACM Trans. Graph. | 4 |
| 2020 | Slope-space integrals for specular next event estimationabstractMonte Carlo light transport simulations often lack robustness in scenes containing specular or near-specular materials. Widely used uni- and bidirectional sampling strategies tend to find light paths involving such materials with insufficient probability, producing unusable images that are contaminated by significant variance. This article addresses the problem of sampling a light path connecting two given scene points via a single specular reflection or refraction, extending the range of scenes that can be robustly handled by unbiased path sampling techniques. Our technique enables efficient rendering of challenging transport phenomena caused by such paths, such as underwater caustics or caustics involving glossy metallic objects. We derive analytic expressions that predict the total radiance due to a single reflective or refractive triangle with a microfacet BSDF and we show that this reduces to the well known Lambert boundary integral for irradiance. We subsequently show how this can be leveraged to efficiently sample connections on meshes comprised of vast numbers of triangles. Our derivation builds on the theory of off-center microfacets and involves integrals in the space of surface slopes. Our approach straightforwardly applies to the related problem of rendering glints with high-resolution normal maps describing specular microstructure. Our formulation alleviates problems raised by singularities in filtering integrals and enables a generalization of previous work to perfectly specular materials. We also extend previous work to the case of GGX distributions and introduce new techniques to improve accuracy and performance. Guillaume Loubet, Tizian Zeltner, Nicolas Holzschuch, Wenzel Jakob |
ACM Trans. Graph. | 4 |
| 2020 | Radiative backpropagation: an adjoint method for lightning-fast differentiable renderingabstractPhysically based differentiable rendering has recently evolved into a powerful tool for solving inverse problems involving light. Methods in this area perform a differentiable simulation of the physical process of light transport and scattering to estimate partial derivatives relating scene parameters to pixels in the rendered image. Together with gradient-based optimization, such algorithms have interesting applications in diverse disciplines, e.g., to improve the reconstruction of 3D scenes, while accounting for interreflection and transparency, or to design meta-materials with specified optical properties. The most versatile differentiable rendering algorithms rely on reverse-mode differentiation to compute all requested derivatives at once, enabling optimization of scene descriptions with millions of free parameters. However, a severe limitation of the reverse-mode approach is that it requires a detailed transcript of the computation that is subsequently replayed to back-propagate derivatives to the scene parameters. The transcript of typical renderings is extremely large, exceeding the available system memory by many orders of magnitude, hence current methods are limited to simple scenes rendered at low resolutions and sample counts. We introduce radiative backpropagation , a fundamentally different approach to differentiable rendering that does not require a transcript, greatly improving its scalability and efficiency. Our main insight is that reverse-mode propagation through a rendering algorithm can be interpreted as the solution of a continuous transport problem involving the partial derivative of radiance with respect to the optimization objective. This quantity is "emitted" by sensors, "scattered" by the scene, and eventually "received" by objects with differentiable parameters. Differentiable rendering then decomposes into two separate primal and adjoint simulation steps that scale to complex scenes rendered at high resolutions. We also investigated biased variants of this algorithm and find that they considerably improve both runtime and convergence speed. We showcase an efficient GPU implementation of radiative backpropagation and compare its performance and the quality of its gradients to prior work. Merlin Nimier-David, Sébastien Speierer, Benoît Ruiz, Wenzel Jakob |
ACM Trans. Graph. | 4 |
| 2020 | Specular manifold sampling for rendering high-frequency caustics and glintsabstractScattering from specular surfaces produces complex optical effects that are frequently encountered in realistic scenes: intricate caustics due to focused reflection, multiple refraction, and high-frequency glints from specular microstructure. Yet, despite their importance and considerable research to this end, sampling of light paths that cause these effects remains a formidable challenge. In this article, we propose a surprisingly simple and general sampling strategy for specular light paths including the above examples, unifying the previously disjoint areas of caustic and glint rendering into a single framework. Given two path vertices, our algorithm stochastically finds a specular subpath connecting the endpoints. In contrast to prior work, our method supports high-frequency normal- or displacement-mapped geometry, samples specular-diffuse-specular ("SDS") paths, and is compatible with standard Monte Carlo methods including unidirectional path tracing. Both unbiased and biased variants of our approach can be constructed, the latter often significantly reducing variance, which may be appealing in applied settings (e.g. visual effects). We demonstrate our method on a range of challenging scenes and evaluate it against state-of-the-art methods for rendering caustics and glints. Tizian Zeltner, Iliyan Georgiev, Wenzel Jakob |
ACM Trans. Graph. | 3 |
| 2019 | Quantifying the Error of Light Transport AlgorithmsabstractAbstract This paper proposes a new methodology for measuring the error of unbiased physically based rendering algorithms. The current state of the art includes mean squared error (MSE) based metrics and visual comparisons of equal‐time renderings of competing algorithms. Neither is satisfying as MSE does not describe behavior and can exhibit significant variance, and visual comparisons are inherently subjective. Our contribution is two‐fold: First, we propose to compute many short renderings instead of a single long run and use the short renderings to estimate MSE expectation and variance as well as per‐pixel standard deviation. An algorithm that achieves good results in most runs, but with occasional outliers is essentially unreliable, which we wish to quantify numerically. We use per‐pixel standard deviation to identify problematic lighting effects of rendering algorithms. The second contribution is the error spectrum ensemble (ESE), a tool for measuring the distribution of error over frequencies. The ESE serves two purposes: It reveals correlation between pixels and can be used to detect outliers, which offset the amount of error substantially. Adam Celarek, Wenzel Jakob, Michael Wimmer 0001, Jaakko Lehtinen |
Comput. Graph. Forum | 2 |
| 2019 | A Low-Dimensional Function Space for Efficient Spectral UpsamplingabstractAbstract We present a versatile technique to convert textures with tristimulus colors into the spectral domain, allowing such content to be used in modern rendering systems. Our method is based on the observation that suitable reflectance spectra can be represented using a low‐dimensional parametric model that is intrinsically smooth and energy‐conserving, which leads to significant simplifications compared to prior work. The resulting spectral textures are compact and efficient: storage requirements are identical to standard RGB textures, and as few as six floating point instructions are required to evaluate them at any wavelength. Our model is the first spectral upsampling method to achieve zero error on the full sRGB gamut. The technique also supports large‐gamut color spaces, and can be vectorized effectively for use in rendering systems that handle many wavelengths at once. Wenzel Jakob, Johannes Hanika |
Comput. Graph. Forum | 1 |
| 2019 | Wide Gamut Spectral Upsampling with FluorescenceabstractAbstract Physically based spectral rendering has become increasingly important in recent years. However, asset textures in such systems are usually still drawn or acquired as RGB tristimulus values. While a number of RGB to spectrum upsampling techniques are available, none of them support upsampling of all colours in the full spectral locus, as it is intrinsically bigger than the gamut of physically valid reflectance spectra. But with display technology moving to increasingly wider gamuts, the ability to achieve highly saturated colours becomes an increasingly important feature. Real materials usually exhibit smooth reflectance spectra, while computationally generated spectra become more blocky as they represent increasingly bright and saturated colours. In print media, plastic or textile design, fluorescent dyes are added to extend the boundaries of the gamut of reflectance spectra. We follow the same approach for rendering: we provide a method which, given an input RGB tristimulus value, automatically provides a mixture of a regular, smooth reflectance spectrum plus a fluorescent part. For highly saturated input colours, the combination yields an improved reconstruction compared to what would be possible relying on a reflectance spectrum alone. At the core of our technique is a simple parametric spectral model for reflectance, excitation, and emission that allows for compact storage and is compatible with texture mapping. The model can then be used as a fluorescent diffuse component in an existing more complex BRDF model. We also provide importance sampling routines for practical application in a path tracer. Alisa Jung, Alexander Wilkie, Johannes Hanika, Wenzel Jakob, Carsten Dachsbacher |
Comput. Graph. Forum | 4 |
| 2019 | Neural BTF Compression and InterpolationabstractAbstract The Bidirectional Texture Function (BTF) is a data‐driven solution to render materials with complex appearance. A typical capture contains tens of thousands of images of a material sample under varying viewing and lighting conditions. While capable of faithfully recording complex light interactions in the material, the main drawback is the massive memory requirement, both for storing and rendering, making effective compression of BTF data a critical component in practical applications. Common compression schemes used in practice are based on matrix factorization techniques, which preserve the discrete format of the original dataset. While this approach generalizes well to different materials, rendering with the compressed dataset still relies on interpolating between the closest samples. Depending on the material and the angular resolution of the BTF, this can lead to blurring and ghosting artefacts. An alternative approach uses analytic model fitting to approximate the BTF data, using continuous functions that naturally interpolate well, but whose expressive range is often not wide enough to faithfully recreate materials with complex non‐local lighting effects (subsurface scattering, inter‐reflections, shadowing and masking…). In light of these observations, we propose a neural network‐based BTF representation inspired by autoencoders: our encoder compresses each texel to a small set of latent coefficients, while our decoder additionally takes in a light and view direction and outputs a single RGB vector at a time. This allows us to continuously query reflectance values in the light and view hemispheres, eliminating the need for linear interpolation between discrete samples. We train our architecture on fabric BTFs with a challenging appearance and compare to standard PCA as a baseline. We achieve competitive compression ratios and high‐quality interpolation/extrapolation without blurring or ghosting artifacts. Gilles Rainer, Wenzel Jakob, Abhijeet Ghosh, Tim Weyrich |
Comput. Graph. Forum | 2 |
| 2019 | Reparameterizing discontinuous integrands for differentiable renderingabstractDifferentiable rendering has recently opened the door to a number of challenging inverse problems involving photorealistic images, such as computational material design and scattering-aware reconstruction of geometry and materials from photographs. Differentiable rendering algorithms strive to estimate partial derivatives of pixels in a rendered image with respect to scene parameters, which is difficult because visibility changes are inherently non-differentiable. We propose a new technique for differentiating path-traced images with respect to scene parameters that affect visibility, including the position of cameras, light sources, and vertices in triangle meshes. Our algorithm computes the gradients of illumination integrals by applying changes of variables that remove or strongly reduce the dependence of the position of discontinuities on differentiable scene parameters. The underlying parameterization is created on the fly for each integral and enables accurate gradient estimates using standard Monte Carlo sampling in conjunction with automatic differentiation. Importantly, our approach does not rely on sampling silhouette edges, which has been a bottleneck in previous work and tends to produce high-variance gradients when important edges are found with insufficient probability in scenes with complex visibility and high-resolution geometry. We show that our method only requires a few samples to produce gradients with low bias and variance for challenging cases such as glossy reflections and shadows. Finally, we use our differentiable path tracer to reconstruct the 3D geometry and materials of several real-world objects from a set of reference photographs. Guillaume Loubet, Nicolas Holzschuch, Wenzel Jakob |
ACM Trans. Graph. | 3 |
| 2019 | Mitsuba 2: a retargetable forward and inverse rendererabstractModern rendering systems are confronted with a dauntingly large and growing set of requirements: in their pursuit of realism, physically based techniques must increasingly account for intricate properties of light, such as its spectral composition or polarization. To reduce prohibitive rendering times, vectorized renderers exploit coherence via instruction-level parallelism on CPUs and GPUs. Differentiable rendering algorithms propagate derivatives through a simulation to optimize an objective function, e.g., to reconstruct a scene from reference images. Catering to such diverse use cases is challenging and has led to numerous purpose-built systems---partly, because retrofitting features of this complexity onto an existing renderer involves an error-prone and infeasibly intrusive transformation of elementary data structures, interfaces between components, and their implementations (in other words, everything). We propose Mitsuba 2, a versatile renderer that is intrinsically retargetable to various applications including the ones listed above. Mitsuba 2 is implemented in modern C++ and leverages template metaprogramming to replace types and instrument the control flow of components such as BSDFs, volumes, emitters, and rendering algorithms. At compile time, it automatically transforms arithmetic, data structures, and function dispatch, turning generic algorithms into a variety of efficient implementations without the tedium of manual redesign. Possible transformations include changing the representation of color, generating a "wide" renderer that operates on bundles of light paths, just-in-time compilation to create computational kernels that run on the GPU, and forward/reverse-mode automatic differentiation. Transformations can be chained, which further enriches the space of algorithms derived from a single generic implementation. We demonstrate the effectiveness and simplicity of our approach on several applications that would be very challenging to create without assistance: a rendering algorithm based on coherent MCMC exploration, a caustic design method for gradient-index optics, and a technique for reconstructing heterogeneous media in the presence of multiple scattering. Merlin Nimier-David, Delio Vicini, Tizian Zeltner, Wenzel Jakob |
ACM Trans. Graph. | 4 |
| 2019 | A learned shape-adaptive subsurface scattering modelabstractSubsurface scattering, in which light refracts into a translucent material to interact with its interior, is the dominant mode of light transport in many types of organic materials. Accounting for this phenomenon is thus crucial for visual realism, but explicit simulation of the complex internal scattering process is often too costly. BSSRDF models based on analytic transport solutions are significantly more efficient but impose severe assumptions that are almost always violated, e.g. planar geometry, isotropy, low absorption, and spatio-directional separability. The resulting discrepancies between model and usage lead to objectionable errors in renderings, particularly near geometric features that violate planarity. This article introduces a new shape-adaptive BSSRDF model that retains the efficiency of prior analytic methods while greatly improving overall accuracy. Our approach is based on a conditional variational autoencoder, which learns to sample from a reference distribution produced by a brute-force volumetric path tracer. In contrast to the path tracer, our autoencoder directly samples outgoing locations on the object surface, bypassing a potentially lengthy internal scattering process. The distribution is conditional on both material properties and a set of features characterizing geometric variation in a neighborhood of the incident location. We use a low-order polynomial to model the local geometry as an implicitly defined surface, capturing curvature, thickness, corners, as well as cylindrical and toroidal regions. We present several examples of objects with challenging medium parameters and complex geometry and compare to ground truth simulations and prior work. Delio Vicini, Vladlen Koltun, Wenzel Jakob |
ACM Trans. Graph. | 3 |
| 2018 | Reversible Jump Metropolis Light Transport Using Inverse MappingsabstractWe study Markov Chain Monte Carlo (MCMC) methods operating in primary sample space and their interactions with multiple sampling techniques. We observe that incorporating the sampling technique into the state of the Markov Chain, as done in Multiplexed Metropolis Light Transport, impedes the ability of the chain to properly explore the path space, as transitions between sampling techniques lead to disruptive alterations of path samples. To address this issue, we reformulate Multiplexed MLT in the Reversible Jump MCMC framework (RJMCMC) and introduce inverse sampling techniques that turn light paths into the random numbers that would produce them. This allows us to formulate a novel perturbation that can locally transition between sampling techniques without changing the geometry of the path, and we derive the correct acceptance probability using RJMCMC. We investigate how to generalize this concept to non-invertible sampling techniques commonly found in practice, and introduce probabilistic inverses that extend our perturbation to cover most sampling methods found in light transport simulations. Our theory reconciles the inverses with RJMCMC yielding an unbiased algorithm, which we call Reversible Jump MLT . We verify the correctness of our implementation in canonical and practical scenarios and demonstrate improved temporal coherence, decrease in structured artifacts, and faster convergence on a wide variety of scenes. Benedikt Bitterli, Wenzel Jakob, Jan Novák, Wojciech Jarosz |
ACM Trans. Graph. | 2 |
| 2018 | An adaptive parameterization for efficient material acquisition and renderingabstractOne of the key ingredients of any physically based rendering system is a detailed specification characterizing the interaction of light and matter of all materials present in a scene, typically via the Bidirectional Reflectance Distribution Function (BRDF). Despite their utility, access to real-world BRDF datasets remains limited: this is because measurements involve scanning a four-dimensional domain at sufficient resolution, a tedious and often infeasibly time-consuming process. We propose a new parameterization that automatically adapts to the behavior of a material, warping the underlying 4D domain so that most of the volume maps to regions where the BRDF takes on non-negligible values, while irrelevant regions are strongly compressed. This adaptation only requires a brief 1D or 2D measurement of the material's retro-reflective properties. Our parameterization is unified in the sense that it combines several steps that previously required intermediate data conversions: the same mapping can simultaneously be used for BRDF acquisition, storage, and it supports efficient Monte Carlo sample generation. We observe that the above desiderata are satisfied by a core operation present in modern rendering systems, which maps uniform variates to direction samples that are proportional to an analytic BRDF. Based on this insight, we define our adaptive parameterization as an invertible, retro-reflectively driven mapping between the parametric and directional domains. We are able to create noise-free renderings of existing BRDF datasets after conversion into our representation with the added benefit that the warped data is significantly more compact, requiring 16KiB and 544KiB per spectral channel for isotropic and anisotropic specimens, respectively. Finally, we show how to modify an existing gonio-photometer to provide the needed retro-reflection measurements. Acquisition then proceeds within a 4D space that is warped by our parameterization. We demonstrate the efficacy of this scheme by acquiring the first set of spectral BRDFs of surfaces exhibiting arbitrary roughness, including anisotropy. Jonathan Dupuy, Wenzel Jakob |
ACM Trans. Graph. | 2 |
| 2018 | The layer laboratory: a calculus for additive and subtractive composition of anisotropic surface reflectanceabstractWe present a versatile computational framework for modeling the reflective and transmissive properties of arbitrarily layered anisotropic material structures. Given a set of input layers, our model synthesizes an effective BSDF of the entire structure, which accounts for all orders of internal scattering and is efficient to sample and evaluate in modern rendering systems. Our technique builds on the insight that reflectance data is sparse when expanded into a suitable frequency-space representation, and that this property extends to the class of anisotropic materials. This sparsity enables an efficient matrix calculus that admits the entire space of BSDFs and considerably expands the scope of prior work on layered material modeling. We show how both measured data and the popular class of microfacet models can be expressed in our representation, and how the presence of anisotropy leads to a weak coupling between Fourier orders in frequency space. In addition to additive composition, our models supports subtractive composition, a fascinating new operation that reconstructs the BSDF of a material that can only be observed indirectly through another layer with known reflectance properties. The operation produces a new BSDF of the desired layer as if measured in isolation. Subtractive composition can be interpreted as a type of deconvolution that removes both internal scattering and blurring due to transmission through the known layer. We experimentally demonstrate the accuracy and scope of our model and validate both additive and subtractive composition using measurements of real-world layered materials. Both implementation and data will be released to ensure full reproducibility of all of our results. 1 Tizian Zeltner, Wenzel Jakob |
ACM Trans. Graph. | 2 |
| 2017 | Robust hex-dominant mesh generation using field-guided polyhedral agglomerationabstractWe propose a robust and efficient field-aligned volumetric meshing algorithm that produces hex-dominant meshes, i.e. meshes that are predominantly composed of hexahedral elements while containing a small number of irregular polyhedra. The latter are placed according to the singularities of two optimized guiding fields, which allow our method to generate meshes with an exceptionally high amount of isotropy. The field design phase of our method relies on a compact quaternionic representation of volumetric octa-fields and a corresponding optimization that explicitly models the discrete matchings between neighboring elements. This optimization naturally supports alignment constraints and scales to very large datasets. We also propose a novel extraction technique that uses field-guided mesh simplification to convert the optimized fields into a hexdominant output mesh. Each simplification operation maintains topological validity as an invariant, ensuring manifold output. These steps easily generalize to other dimensions or representations, and we show how they can be an asset in existing 2D surface meshing techniques. Our method can automatically and robustly convert any tetrahedral mesh into an isotropic hex-dominant mesh and (with minor modifications) can also convert any triangle mesh into a corresponding isotropic quad-dominant mesh, preserving its genus, number of holes, and manifoldness. We demonstrate the benefits of our algorithm on a large collection of shapes provided in the supplemental material along with all generated results. Xifeng Gao, Wenzel Jakob, Marco Tarini, Daniele Panozzo |
ACM Trans. Graph. | 2 |
| 2017 | Field-aligned online surface reconstructionabstractToday's 3D scanning pipelines can be classified into two overarching categories: offline, high accuracy methods that rely on global optimization to reconstruct complex scenes with hundreds of millions of samples, and online methods that produce real-time but low-quality output, usually from structure-from-motion or depth sensors. The method proposed in this paper is the first to combine the benefits of both approaches, supporting online reconstruction of scenes with hundreds of millions of samples from high-resolution sensing modalities such as structured light or laser scanners. The key property of our algorithm is that it sidesteps the signed-distance computation of classical reconstruction techniques in favor of direct filtering, parametrization, and mesh and texture extraction. All of these steps can be realized using only weak notions of spatial neighborhoods, which allows for an implementation that scales approximately linearly with the size of each dataset that is integrated into a partial reconstruction. Combined, these algorithmic differences enable a drastically more efficient output-driven interactive scanning and reconstruction workflow, where the user is able to see the final quality field-aligned textured mesh during the entirety of the scanning procedure. Holes or parts with registration problems are displayed in real-time to the user and can be easily resolved by adding further localized scans, or by adjusting the input point cloud using our interactive editing tools with immediate visual feedback on the output mesh. We demonstrate the effectiveness of our algorithm in conjunction with a state-of-the-art structured light scanner and optical tracking system and test it on a large variety of challenging models. Nico Schertler, Marco Tarini, Wenzel Jakob, Michael M. Kazhdan, Stefan Gumhold, Daniele Panozzo |
ACM Trans. Graph. | 3 |
| 2017 | Scratch iridescence: wave-optical rendering of diffractive surface structureabstractThe surface of metal, glass and plastic objects is often characterized by microscopic scratches caused by manufacturing and/or wear. A closer look onto such scratches reveals iridescent colors with a complex dependency on viewing and lighting conditions. The physics behind this phenomenon is well understood; it is caused by diffraction of the incident light by surface features on the order of the optical wavelength. Existing analytic models are able to reproduce spatially unresolved microstructure such as the iridescent appearance of compact disks and similar materials. Spatially resolved scratches, on the other hand, have proven elusive due to the highly complex wave-optical light transport simulations needed to account for their appearance. In this paper, we propose a wave-optical shading model based on non-paraxial scalar diffraction theory to render this class of effects. Our model expresses surface roughness as a collection of line segments. To shade a point on the surface, the individual diffraction patterns for contributing scratch segments are computed analytically and superimposed coherently. This provides natural transitions from localized glint-like iridescence to smooth BRDFs representing the superposition of many reflections at large viewing distances. We demonstrate that our model is capable of recreating the overall appearance as well as characteristic detail effects observed on real-world examples. Sebastian Werner 0003, Zdravko Velinov, Wenzel Jakob, Matthias B. Hullin |
ACM Trans. Graph. | 3 |
| 2015 | Path-space Motion Estimation and Decomposition for Robust Animation FilteringabstractAbstract Renderings of animation sequences with physics‐based Monte Carlo light transport simulations are exceedingly costly to generate frame‐by‐frame, yet much of this computation is highly redundant due to the strong coherence in space, time and among samples. A promising approach pursued in prior work entails subsampling the sequence in space, time, and number of samples, followed by image‐based spatio‐temporal upsampling and denoising. These methods can provide significant performance gains, though major issues remain: firstly, in a multiple scattering simulation, the final pixel color is the composite of many different light transport phenomena, and this conflicting information causes artifacts in image‐based methods. Secondly, motion vectors are needed to establish correspondence between the pixels in different frames, but it is unclear how to obtain them for most kinds of light paths (e.g. an object seen through a curved glass panel). To reduce these ambiguities, we propose a general decomposition framework, where the final pixel color is separated into components corresponding to disjoint subsets of the space of light paths. Each component is accompanied by motion vectors and other auxiliary features such as reflectance and surface normals. The motion vectors of specular paths are computed using a temporal extension of manifold exploration and the remaining components use a specialized variant of optical flow. Our experiments show that this decomposition leads to significant improvements in three image‐based applications: denoising, spatial upsampling, and temporal interpolation. Henning Zimmer, Fabrice Rousselle, Wenzel Jakob, Oliver Wang, David Adler, Wojciech Jarosz, Olga Sorkine-Hornung, Alexander Sorkine-Hornung |
Comput. Graph. Forum | 3 |
| 2015 | Instant field-aligned meshesabstractWe present a novel approach to remesh a surface into an isotropic triangular or quad-dominant mesh using a unified local smoothing operator that optimizes both the edge orientations and vertex positions in the output mesh. Our algorithm produces meshes with high isotropy while naturally aligning and snapping edges to sharp features. The method is simple to implement and parallelize, and it can process a variety of input surface representations, such as point clouds, range scans and triangle meshes. Our full pipeline executes instantly (less than a second) on meshes with hundreds of thousands of faces, enabling new types of interactive workflows. Since our algorithm avoids any global optimization, and its key steps scale linearly with input size, we are able to process extremely large meshes and point clouds, with sizes exceeding several hundred million elements. To demonstrate the robustness and effectiveness of our method, we apply it to hundreds of models of varying complexity and provide our cross-platform reference implementation in the supplemental material. Wenzel Jakob, Marco Tarini, Daniele Panozzo, Olga Sorkine-Hornung |
ACM Trans. Graph. | 1 |
| 2015 | Anisotropic Gaussian mutations for metropolis light transport through Hessian-Hamiltonian dynamicsabstractThe simulation of light transport in the presence of multi-bounce glossy effects and motion is challenging because the integrand is high dimensional and areas of high-contribution tend to be narrow and hard to sample. We present a Markov Chain Monte Carlo (MCMC) rendering algorithm that extends Metropolis Light Transport by automatically and explicitly adapting to the local shape of the integrand, thereby increasing the acceptance rate. Our algorithm characterizes the local behavior of throughput in path space using its gradient as well as its Hessian. In particular, the Hessian is able to capture the strong anisotropy of the integrand. We obtain the derivatives using automatic differentiation, which makes our solution general and easy to extend to additional sampling dimensions such as time. However, the resulting second order Taylor expansion is not a proper distribution and cannot be used directly for importance sampling. Instead, we use ideas from Hamiltonian Monte-Carlo and simulate the Hamiltonian dynamics in a flipped version of the Taylor expansion where gravity pulls particles towards the high-contribution region. Whereas such methods usually require numerical integration, we show that our quadratic landscape leads to a closed-form anisotropic Gaussian distribution for the final particle positions, and it results in a standard Metropolis-Hastings algorithm. Our method excels at rendering glossy-to-glossy reflections on small and highly curved surfaces. Furthermore, unlike previous work that derives sampling anisotropy with pen and paper and only considers specific effects such as specular BSDFs, we characterize the local shape of throughput through automatic differentiation. This makes our approach very general. In particular, our method is the first MCMC rendering algorithm that is able to resolve the anisotropy in the time dimension and render difficult moving caustics. Tzu-Mao Li, Jaakko Lehtinen, Ravi Ramamoorthi, Wenzel Jakob, Frédo Durand |
ACM Trans. Graph. | 4 |
| 2014 | Discrete stochastic microfacet modelsabstractThis paper investigates rendering glittery surfaces, ones which exhibit shifting random patterns of glints as the surface or viewer moves. It applies both to dramatically glittery surfaces that contain mirror-like flakes and also to rough surfaces that exhibit more subtle small scale glitter, without which most glossy surfaces appear too smooth in close-up. These phenomena can in principle be simulated by high-resolution normal maps, but maps with tiny features create severe aliasing problems under narrow-angle illumination. In this paper we present a stochastic model for the effects of random subpixel structures that generates glitter and spatial noise that behave correctly under different illumination conditions and viewing distances, while also being temporally coherent so that they look right in motion. The model is based on microfacet theory, but it replaces the usual continuous microfacet distribution with a discrete distribution of scattering particles on the surface. A novel stochastic hierarchy allows efficient evaluation in the presence of large numbers of random particles, without ever having to consider the particles individually. This leads to a multiscale procedural BRDF that is readily implemented in standard rendering systems, and which converges back to the smooth case in the limit. Wenzel Jakob, Milos Hasan, Lingqi Yan 0001, Jason Lawrence, Ravi Ramamoorthi, Steve Marschner |
ACM Trans. Graph. | 1 |
| 2014 | A comprehensive framework for rendering layered materialsabstractWe present a general and practical method for computing BSDFs of layered materials. Its ingredients are transport-theoretical models of isotropic or anisotropic scattering layers and smooth or rough boundaries of conductors and dielectrics. Following expansion into a directional basis that supports arbitrary composition, we are able to efficiently and accurately synthesize BSDFs for a great variety of layered structures. Reflectance models created by our system correctly account for multiple scattering within and between layers, and in the context of a rendering system they are efficient to evaluate and support texturing and exact importance sampling. Although our approach essentially involves tabulating reflectance functions in a Fourier basis, the generated models are compact to store due to the inherent sparsity of our representation, and are accurate even for narrowly peaked functions. While methods for rendering general layered surfaces have been investigated in the past, ours is the first system that supports arbitrary layer structures while remaining both efficient and accurate. We validate our model by comparing to measurements of real-world examples of layered materials, and we demonstrate an interactive visual design tool that enables easy exploration of the space of layered materials. We provide a fully practical, high-performance implementation in an open-source rendering system. Wenzel Jakob, Eugene d'Eon, Otto Jakob, Steve Marschner |
ACM Trans. Graph. | 1 |
| 2014 | Rendering glints on high-resolution normal-mapped specular surfacesabstractComplex specular surfaces under sharp point lighting show a fascinating glinty appearance, but rendering it is an unsolved problem. Using Monte Carlo pixel sampling for this purpose is impractical: the energy is concentrated in tiny highlights that take up a minuscule fraction of the pixel. We instead compute an accurate solution using a completely different deterministic approach. Our method considers the true distribution of normals on a surface patch seen through a single pixel, which can be highly complex. We show how to evaluate this distribution efficiently, assuming a Gaussian pixel footprint and Gaussian intrinsic roughness. We also take advantage of hierarchical pruning of position-normal space to rapidly find texels that might contribute to a given normal distribution evaluation. Our results show complex, temporally varying glints from materials such as bumpy plastics, brushed and scratched metals, metallic paint and ocean waves. Lingqi Yan 0001, Milos Hasan, Wenzel Jakob, Jason Lawrence, Steve Marschner, Ravi Ramamoorthi |
ACM Trans. Graph. | 3 |
| 2012 | Manifold exploration: a Markov Chain Monte Carlo technique for rendering scenes with difficult specular transportabstractIt is a long-standing problem in unbiased Monte Carlo methods for rendering that certain difficult types of light transport paths, particularly those involving viewing and illumination along paths containing specular or glossy surfaces, cause unusably slow convergence. In this paper we introduce Manifold Exploration, a new way of handling specular paths in rendering. It is based on the idea that sets of paths contributing to the image naturally form manifolds in path space, which can be explored locally by a simple equation-solving iteration. This paper shows how to formulate and solve the required equations using only geometric information that is already generally available in ray tracing systems, and how to use this method in in two different Markov Chain Monte Carlo frameworks to accurately compute illumination from general families of paths. The resulting rendering algorithms handle specular, near-specular, glossy, and diffuse surface interactions as well as isotropic or highly anisotropic volume scattering interactions, all using the same fundamental algorithm. An implementation is demonstrated on a range of challenging scenes and evaluated against previous methods. Wenzel Jakob, Steve Marschner |
ACM Trans. Graph. | 1 |
| 2012 | Structure-aware synthesis for predictive woven fabric appearanceabstractWoven fabrics have a wide range of appearance determined by their small-scale 3D structure. Accurately modeling this structural detail can produce highly realistic renderings of fabrics and is critical for predictive rendering of fabric appearance. But building these yarn-level volumetric models is challenging. Procedural techniques are manually intensive, and fail to capture the naturally arising irregularities which contribute significantly to the overall appearance of cloth. Techniques that acquire the detailed 3D structure of real fabric samples are constrained only to model the scanned samples and cannot represent different fabric designs. This paper presents a new approach to creating volumetric models of woven cloth, which starts with user-specified fabric designs and produces models that correctly capture the yarn-level structural details of cloth. We create a small database of volumetric exemplars by scanning fabric samples with simple weave structures. To build an output model, our method synthesizes a new volume by copying data from the exemplars at each yarn crossing to match a weave pattern that specifies the desired output structure. Our results demonstrate that our approach generalizes well to complex designs and can produce highly realistic results at both large and small scales. Wenzel Jakob, Steve Marschner, Kavita Bala |
ACM Trans. Graph. | 2 |
| 2011 | Progressive Expectation-Maximization for Hierarchical Volumetric Photon MappingabstractAbstract State‐of‐the‐art density estimation methods for rendering participating media rely on a dense photon representation of the radiance distribution within a scene. A critical bottleneck of such kernel‐based approaches is the excessive number of photons that are required in practice to resolve fine illumination details, while controlling the amount of noise. In this paper, we propose a parametric density estimation technique that represents radiance using a hierarchical Gaussian mixture. We efficiently obtain the coefficients of this mixture using a progressive and accelerated form of the Expectation‐Maximization algorithm. After this step, we are able to create noise‐free renderings of high‐frequency illumination using only a few thousand Gaussian terms, where millions of photons are traditionally required. Temporal coherence is trivially supported within this framework, and the compact footprint is also useful in the context of real‐time visualization. We demonstrate a hierarchical ray tracing‐based implementation, as well as a fast splatting approach that can interactively render animated volume caustics. Wenzel Jakob, Christian Regg, Wojciech Jarosz |
Comput. Graph. Forum | 1 |
| 2011 | Goal-based CausticsabstractAbstract We propose a novel system for designing and manufacturing surfaces that produce desired caustic images when illuminated by a light source. Our system is based on a nonnegative image decomposition using a set of possibly overlapping anisotropic Gaussian kernels. We utilize this decomposition to construct an array of continuous surface patches, each of which focuses light onto one of the Gaussian kernels, either through refraction or reflection. We show how to derive the shape of each continuous patch and arrange them by performing a discrete assignment of patches to kernels in the desired caustic. Our decomposition provides for high fidelity reconstruction of natural images using a small collection of patches. We demonstrate our approach on a wide variety of caustic images by manufacturing physical surfaces with a small number of patches. Marios Papas, Wojciech Jarosz, Wenzel Jakob, Szymon Rusinkiewicz, Wojciech Matusik, Tim Weyrich |
Comput. Graph. Forum | 3 |
| 2011 | Building volumetric appearance models of fabric using micro CT imagingabstractThe appearance of complex, thick materials like textiles is determined by their 3D structure, and they are incompletely described by surface reflection models alone. While volume scattering can produce highly realistic images of such materials, creating the required volume density models is difficult. Procedural approaches require significant programmer effort and intuition to design specialpurpose algorithms for each material. Further, the resulting models lack the visual complexity of real materials with their naturally-arising irregularities. This paper proposes a new approach to acquiring volume models, based on density data from X-ray computed tomography (CT) scans and appearance data from photographs under uncontrolled illumination. To model a material, a CT scan is made, resulting in a scalar density volume. This 3D data is processed to extract orientation information and remove noise. The resulting density and orientation fields are used in an appearance matching procedure to define scattering properties in the volume that, when rendered, produce images with texture statistics that match the photographs. As our results show, this approach can easily produce volume appearance models with extreme detail, and at larger scales the distinctive textures and highlights of a range of very different fabrics like satin and velvet emerge automatically---all based simply on having accurate mesoscale geometry. Wenzel Jakob, Steve Marschner, Kavita Bala |
ACM Trans. Graph. | 2 |
| 2010 | A radiative transfer framework for rendering materials with anisotropic structureabstractThe radiative transfer framework that underlies all current rendering of volumes is limited to scattering media whose properties are invariant to rotation. Many systems allow for "anisotropic scattering," in the sense that scattered intensity depends on the scattering angle, but the standard equation assumes that the structure of the medium is isotropic. This limitation impedes physics-based rendering of volume models of cloth, hair, skin, and other important volumetric or translucent materials that do have anisotropic structure. This paper presents an end-to-end formulation of physics-based volume rendering of anisotropic scattering structures, allowing these materials to become full participants in global illumination simulations. We begin with a generalized radiative transfer equation, derived from scattering by oriented non-spherical particles. Within this framework, we propose a new volume scattering model analogous to the well-known family of microfacet surface reflection models; we derive an anisotropic diffusion approximation, including the weak form required for finite element solution and a way to compute the diffusion matrix from the parameters of the scattering model; and we also derive a new anisotropic dipole BSSRDF for anisotropic translucent materials. We demonstrate results from Monte Carlo, finite element, and dipole simulations. All these contributions are readily implemented in existing rendering systems for volumes and translucent materials, and they all reduce to the standard practice in the isotropic case. Wenzel Jakob, Adam Arbree, Jonathan T. Moon, Kavita Bala, Steve Marschner |
ACM Trans. Graph. | 1 |
| 2009 | Capturing hair assemblies fiber by fiberabstractHair models for computer graphics consist of many curves representing individual hair fibers. In current practice these curves are generated by ad hoc random processes, and in close-up views their arrangement appears plainly different from real hair. To begin improving this situation, this paper presents a new method for measuring the detailed arrangement of fibers in a hair assembly. Many macrophotographs with shallow depth of field are taken of a sample of hair, sweeping the plane of focus through the hair's volume. The shallow depth of field helps isolate the fibers and reduces occlusion. Several sweeps are performed with the hair at different orientations, resulting in multiple observations of most of the clearly visible fibers. The images are filtered to detect the fibers, and the resulting feature data from all images is used jointly in a hair growing process to construct smooth curves along the observed fibers. Finally, additional hairs are generated to fill in the unseen volume inside the hair. The method is demonstrated on both straight and wavy hair, with results suitable for realistic close-up renderings. These models provide the first views we know of into the 3D arrangement of hair fibers in real hair assemblies. Wenzel Jakob, Jonathan T. Moon, Steve Marschner |
ACM Trans. Graph. | 1 |