Physically-based rendering (PBR) is key for immersive rendering effects used widely in the industry to showcase detailed realistic scenes from computer graphics assets. A well-known caveat is that producing the same is computationally heavy and relies on complex capture devices. Inspired by the success in quality and efficiency of recent volumetric neural rendering, we want to develop a physically-based neural shader to eliminate device dependency and significantly boost performance. However, no existing lighting and material models in the current neural rendering approaches can accurately represent the comprehensive lighting models and BRDFs properties required by the PBR process. Thus, this paper proposes a novel lighting representation that models direct and indirect light locally through a light sampling strategy in a learned light sampling field. We also propose BRDF models to separately represent surface/subsurface scattering details to enable complex objects such as translucent material (i.e., skin, jade). We then implement our proposed representations with an end-to-end physically-based neural face skin shader, which takes a standard face asset (i.e., geometry, albedo map, and normal map) and an HDRI for illumination as inputs and generates a photo-realistic rendering as output. Extensive experiments showcase the quality and efficiency of our PBR face skin shader, indicating the effectiveness of our proposed lighting and material representations.
翻译:物理渲染 (PBR) 对于展示计算机图形素材的详细逼真景象是至关重要的。众所周知,该过程的计算量巨大且依赖复杂的采集设备。受体积神经渲染近期在质量和效率方面的成功启发,我们想开发一种物理上基于神经元的着色器,以消除设备依赖性并显著提高性能。然而,当前神经渲染方法中没有任何现有的光照和材料模型可以精确地表示 PBR 过程所需的全面光照模型和 BRDF 特性。因此,本文提出了一种新颖的光照表示法,通过学习光采样场本地建立直接和间接光照。我们还提出了 BRDF 模型来分别表示表面和次表面散射细节,以便处理复杂物体,如半透明材质 (例如皮肤和玉石)。然后,我们使用端到端的物理上基于神经元的面部皮肤着色器实现了我们提出的表示法,该着色器以标准的面部素材 (即几何、反射率图和法线图) 和用于照明的 HDRI 作为输入,生成真实的渲染结果。广泛的实验展示了我们的 PBR 面部皮肤着色器的质量和效率,表明了我们提出的光照和材料表示法的有效性。