Less than two months to the EGSR papers deadline!
If you have some cool research on rendering and synthetic image generation in general, submit it to EGSR and join us in Bordeaux (France) next July!
Details:
https://t.co/FBsuahztph
In the last months, @seb_spe and I have been working on generalizing Gaussian splatting to non-exponential image formation models.
TL; DR: Using faster-than-exponential transmittance we can achieve up to 4x faster rendering without severe quality loss.
Don't Splat Your Gaussians: Volumetric Ray-Traced Primitives for Modeling and Rendering Scattering and Emissive Media
Not a new paper, but the code is released (MIT license) today!
Contributions:
• A novel kernel-based primitive representation for volumetric media that fits into the radiative transfer framework and can be integrated into any physics-based rendering engine.
• Closed-form expressions for transmittance and emission, as well as distance sampling routines proportional to transmittance, for 3D Gaussian and Epanechnikov kernels.
• An efficient ray tracing-based implementation for solving light transport using our novel volumetric representation for both scattering and emissive (radiance field) media.
• Adjoint derivatives of our forward methods for solving inverse reconstruction problems efficiently.
I'm very happy to announce that our paper "Don't Splat your Gaussians: Volumetric Primitives for Rendering Scattering and Emissive Media" (https://t.co/l6rZvPiCcS) was finally accepted to ACM Transactions on Graphics last month! We will present it at SIGGRAPH 2025
🧵🧵🧵 (1/11)
Following over 1.5 years of hard work (w/@njroussel& Rami Tabbara), we just released a brand-new version of Dr.Jit (v1.0), my lab's differentiable rendering compiler along with an updated Mitsuba (v3.6). The list of changes is insanely long—here is what we're most excited about🧵
@jon_barron Sharing this here in case someone is interested to learn how Epanechnikov kernels can be used as a replacement to 3D Gaussians to improve the rendering performances 🚀
https://t.co/DBlaYzOa0Z
The free web version of "Physically Based Rendering: From Theory To Practice" is now based on the 4th edition of the book. Enjoy! (Link: https://t.co/N7CroKjKLC)
Kudos to the amazing artists and engineers at Wētā FX! This is a true masterpiece, visually stunning, and I am really proud to have worked on this movie during my time in New Zealand.
Can’t wait to go watch it a second time in the theatre!
#AvatarTheWayOfWater
Job openings at the Realistic Graphics Lab! If you are interested in working on Mitsuba 3, Dr.Jit, or doing research in differentiable rendering, this is the place to be!
I can't recommend it enough! 🇨🇭
The Realistic Graphics Lab is looking to recruit a *PhD student* and a *Research Engineer*. We develop algorithms and systems that invert the process of rendering to reconstruct realistic 3D worlds from images. A bit like "TensorFlow", but for physical simulations of light.
After working for +3 years on Mitsuba 3, I am now ready to move forward in my career and bring physically-based inverse rendering to the industry. So if you and your team are interested in such topics, feel free to reach out. Or let’s chat in person at SIGGRAPH next week! 🚀
We've released the implementation for our paper on unbiased inverse volume rendering: https://t.co/zCcQz35G8y
It uses Mitsuba 3 and is implemented as an Integrator plugin. There's a script to easily reproduce the inverse reconstructions from the paper.
With the recent release of the new Mitsuba 3 system I can now finally also release the code of our "Monte Carlo Estimators for Differential Light Transport" SIGGRAPH paper from last year:
https://t.co/hsjiHZc41D
(Joint work with @seb_spe, @iliyang, and @wenzeljakob.)
We've just released the implementation of our Siggraph 2022 paper on "Differentiable Signed Distance Function Rendering" on Github: https://t.co/F7e3SRAtho. The code allows to optimize SDFs from (synthetic) reference images and is based on Mitsuba 3/Dr.Jit! (1/3)
Mitsuba 3 is out! 🚀 This has been a wild journey but I am really excited and proud to finally make this framework available to all graphic researchers & engineers around the world. Can’t wait to see what you will do with it!
*Mitsuba 3* is now available! It's a major redesign of the lab's infrastructure for differentiable rendering building on the Dr.Jit just-in-time compiler announced yesterday. Full video link: https://t.co/WnfnRWiICm 1/10