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Benoît Ruiz

dblp:272/7401 · DBLP profile ↗
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1ranked-venue papers
0as first author
0since 2021 · last 2020
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
1 paper
Rendering · 100%

Topics — the 5 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering
adjoint method
0.412020
Radiative backpropagation: an adjoint method for lightning-fast differentiable rendering · ACM Trans. Graph. 2020
Rendering
differentiable rendering
0.412020
Radiative backpropagation: an adjoint method for lightning-fast differentiable rendering · ACM Trans. Graph. 2020
Rendering
light transport
0.412020
Radiative backpropagation: an adjoint method for lightning-fast differentiable rendering · ACM Trans. Graph. 2020
Rendering
inverse rendering
0.112020
Radiative backpropagation: an adjoint method for lightning-fast differentiable rendering · ACM Trans. Graph. 2020
Rendering
physically based rendering
0.112020
Radiative backpropagation: an adjoint method for lightning-fast differentiable rendering · ACM Trans. Graph. 2020

Methods — techniques the papers use, named apart from their topics

reverse-mode differentiation · 0.4monte carlo simulation · 0.4GPU implementation · 0.4
YearPublicationVenuePosition
2020 Radiative backpropagation: an adjoint method for lightning-fast differentiable rendering
abstract
Physically 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.3