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State of the Art on Neural Rendering

Authors :
Jun-Yan Zhu
Kalyan Sunkavalli
Christian Theobalt
Maneesh Agrawala
Gordon Wetzstein
Ricardo Martin-Brualla
Sean Fanello
Stephen Lombardi
Matthias Nießner
Dan B. Goldman
Tomas Simon
Ayush Tewari
Michael Zollhöfer
Vincent Sitzmann
Ohad Fried
Rohit Pandey
Justus Thies
Jason Saragih
Eli Shechtman
Source :
Computer Graphics Forum, The European Association for Computer Graphics 41st Annual Conference
Publication Year :
2020
Publisher :
arXiv, 2020.

Abstract

Efficient rendering of photo-realistic virtual worlds is a long standing effort of computer graphics. Modern graphics techniques have succeeded in synthesizing photo-realistic images from hand-crafted scene representations. However, the automatic generation of shape, materials, lighting, and other aspects of scenes remains a challenging problem that, if solved, would make photo-realistic computer graphics more widely accessible. Concurrently, progress in computer vision and machine learning have given rise to a new approach to image synthesis and editing, namely deep generative models. Neural rendering is a new and rapidly emerging field that combines generative machine learning techniques with physical knowledge from computer graphics, e.g., by the integration of differentiable rendering into network training. With a plethora of applications in computer graphics and vision, neural rendering is poised to become a new area in the graphics community, yet no survey of this emerging field exists. This state-of-the-art report summarizes the recent trends and applications of neural rendering. We focus on approaches that combine classic computer graphics techniques with deep generative models to obtain controllable and photo-realistic outputs. Starting with an overview of the underlying computer graphics and machine learning concepts, we discuss critical aspects of neural rendering approaches. This state-of-the-art report is focused on the many important use cases for the described algorithms such as novel view synthesis, semantic photo manipulation, facial and body reenactment, relighting, free-viewpoint video, and the creation of photo-realistic avatars for virtual and augmented reality telepresence. Finally, we conclude with a discussion of the social implications of such technology and investigate open research problems.<br />Comment: Eurographics 2020 survey paper

Details

Database :
OpenAIRE
Journal :
Computer Graphics Forum, The European Association for Computer Graphics 41st Annual Conference
Accession number :
edsair.doi.dedup.....2d8b14359ffcd4f85fc452fc74e3b6a1
Full Text :
https://doi.org/10.48550/arxiv.2004.03805