We present a suite of techniques for jointly optimizing triangle meshes and shading models to match the appearance of reference scenes. This capability has a number of uses, including appearance-preserving simplification of extremely complex assets, conversion between rendering systems, and even conversion between geometric scene representations. We follow and extend the classic analysis-by-synthesis family of techniques: enabled by a highly efficient differentiable renderer and modern nonlinear optimization algorithms, our results are driven to minimize the image-space difference to the target scene when rendered in similar viewing and lighting conditions. As the only signals driving the optimization are differences in rendered images, the approach is highly general and versatile: it easily supports many different forward rendering models such as normal mapping, spatially-varying BRDFs, displacement mapping, etc. Supervision through images only is also key to the ability to easily convert between rendering systems and scene representations. We output triangle meshes with textured materials to ensure that the models render efficiently on modern graphics hardware and benefit from, e.g., hardware-accelerated rasterization, ray tracing, and filtered texture lookups. Our system is integrated in a small Python code base, and can be applied at high resolutions and on large models. We describe several use cases, including mesh decimation, level of detail generation, seamless mesh filtering and approximations of aggregate geometry.
翻译:我们展示了一系列技术,以共同优化三角间距和阴影模型,以匹配参照场景的外观。这种能力有多种用途,包括保持极端复杂资产的外观简化,在图像系统之间转换,甚至几何场景图示之间转换。我们遵循并推广典型的逐个合成分析技术组合:由高效的不同制成器和现代非线性优化算法提供,我们的结果驱动于在相似的视图和照明条件下制作时将图像-空间差异最小化到目标场景。由于最优化的唯一信号是成像的差异,该方法非常笼统和灵活:它很容易支持许多不同的前方建模模型,如正常的绘图、空间变化的BRDFS、迁移图示等。通过图像进行监管,对于在图像系统和生成图示表示之间进行简单转换的能力来说,也是关键。我们用纹理材料制作了三角的模件,以确保模型能够高效地利用现代图形硬件硬件和图像过滤器的效益。例如,硬件加速的光谱跟踪、过滤式的图理学追踪和透视透镜式的精确度模型,我们系统在多个基础中综合地标中可以应用。