Don't Splat your Gaussians: Volumetric Ray-Traced Primitives for Modeling and Rendering Scattering and Emissive Media
Efficient scene representations are essential for many computer graphics applications. A general unified representation that can handle both surfaces and volumes simultaneously, remains a research challenge. Inspired by recent methods for scene reconstruction that leverage mixtures of 3D Gaussians t...
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Zusammenfassung: | Efficient scene representations are essential for many computer graphics
applications. A general unified representation that can handle both surfaces
and volumes simultaneously, remains a research challenge. Inspired by recent
methods for scene reconstruction that leverage mixtures of 3D Gaussians to
model radiance fields, we formalize and generalize the modeling of scattering
and emissive media using mixtures of simple kernel-based volumetric primitives.
We introduce closed-form solutions for transmittance and free-flight distance
sampling for different kernels, and propose several optimizations to use our
method efficiently within any off-the-shelf volumetric path tracer. We
demonstrate our method as a compact and efficient alternative to other forms of
volume modeling for forward and inverse rendering of scattering media.
Furthermore, we adapt and showcase our method in radiance field optimization
and rendering, providing additional flexibility compared to current state of
the art given its ray-tracing formulation. We also introduce the Epanechnikov
kernel and demonstrate its potential as an efficient alternative to the
traditionally-used Gaussian kernel in scene reconstruction tasks. The
versatility and physically-based nature of our approach allows us to go beyond
radiance fields and bring to kernel-based modeling and rendering any
path-tracing enabled functionality such as scattering, relighting and complex
camera models. |
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DOI: | 10.48550/arxiv.2405.15425 |