Asset Details
MbrlCatalogueTitleDetail
Do you wish to reserve the book?
Volumetric Rendering with Baked Quadrature Fields
by
Rebain, Daniel
, Sharma, Gopal
, Tagliasacchi, Andrea
, Yi, Kwang Moo
in
Color
/ Cubes
/ Finite element method
/ Polygons
/ Quadratures
/ Rendering
2024
Hey, we have placed the reservation for you!
By the way, why not check out events that you can attend while you pick your title.
You are currently in the queue to collect this book. You will be notified once it is your turn to collect the book.
Oops! Something went wrong.
Looks like we were not able to place the reservation. Kindly try again later.
Are you sure you want to remove the book from the shelf?
Oops! Something went wrong.
While trying to remove the title from your shelf something went wrong :( Kindly try again later!
Do you wish to request the book?
Volumetric Rendering with Baked Quadrature Fields
by
Rebain, Daniel
, Sharma, Gopal
, Tagliasacchi, Andrea
, Yi, Kwang Moo
in
Color
/ Cubes
/ Finite element method
/ Polygons
/ Quadratures
/ Rendering
2024
Please be aware that the book you have requested cannot be checked out. If you would like to checkout this book, you can reserve another copy
We have requested the book for you!
Your request is successful and it will be processed during the Library working hours. Please check the status of your request in My Requests.
Oops! Something went wrong.
Looks like we were not able to place your request. Kindly try again later.
Paper
Volumetric Rendering with Baked Quadrature Fields
2024
Request Book From Autostore
and Choose the Collection Method
Overview
We propose a novel Neural Radiance Field (NeRF) representation for non-opaque scenes that enables fast inference by utilizing textured polygons. Despite the high-quality novel view rendering that NeRF provides, a critical limitation is that it relies on volume rendering that can be computationally expensive and does not utilize the advancements in modern graphics hardware. Many existing methods fall short when it comes to modelling volumetric effects as they rely purely on surface rendering. We thus propose to model the scene with polygons, which can then be used to obtain the quadrature points required to model volumetric effects, and also their opacity and colour from the texture. To obtain such polygonal mesh, we train a specialized field whose zero-crossings would correspond to the quadrature points when volume rendering, and perform marching cubes on this field. We then perform ray-tracing and utilize the ray-tracing shader to obtain the final colour image. Our method allows an easy integration with existing graphics frameworks allowing rendering speed of over 100 frames-per-second for a \\(19201080\\) image, while still being able to represent non-opaque objects.
Publisher
Cornell University Library, arXiv.org
Subject
This website uses cookies to ensure you get the best experience on our website.