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Real-time rendering and animation of humans is a core function in games, movies, and telepresence applications. Existing methods have a number of drawbacks we aim to address with our work. Triangle meshes have difficulty modeling thin structures like hair, volumetric representations like Neural Volumes are too low-resolution given a reasonable memory budget, and high-resolution implicit representations like Neural Radiance Fields are too slow for use in real-time applications. We present Mixture of Volumetric Primitives (MVP), a representation for rendering dynamic 3D content that combines the completeness of volumetric representations with the efficiency of primitive-based rendering, e.g., point-based or mesh-based methods. Our approach achieves this by leveraging spatially shared computation with a deconvolutional architecture and by minimizing computation in empty regions of space with volumetric primitives that can move to cover only occupied regions. Our parameterization supports the integration of correspondence and tracking constraints, while being robust to areas where classical tracking fails, such as around thin or translucent structures and areas with large topological variability. MVP is a hybrid that generalizes both volumetric and primitive-based representations. Through a series of extensive experiments we demonstrate that it inherits the strengths of each, while avoiding many of their limitations. We also compare our approach to several state-of-the-art methods and demonstrate that MVP produces superior results in terms of quality and runtime performance.
Recent work has demonstrated that volumetric scene representations combined with differentiable volume rendering can enable photo-realistic rendering for challenging scenes that mesh reconstruction fails on. However, these methods entangle geometry a
We present a technique for rendering point clouds using a neural network. Existing point rendering techniques either use splatting, or first reconstruct a surface mesh that can then be rendered. Both of these techniques require solving for global poi
The spatial anti-aliasing technique for line joins (intersections of the road segments) on vector maps is exclusively crucial to visual experience and system performance. Due to limitations of OpenGL API, one common practice to achieve the anti-alias
We present multispectral rendering techniques for visualizing layered materials found in biological specimens. We are the first to use acquired data from the near-infrared and ultraviolet spectra for non-photorealistic rendering (NPR). Several plant
We present a method for differentiable rendering of 3D surfaces that supports both explicit and implicit representations, provides derivatives at occlusion boundaries, and is fast and simple to implement. The method first samples the surface using no