Update on Overleaf.

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uxwmp 2023-07-05 16:02:03 +00:00 committed by node
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\input{diagrams/raytracing_anim}
\end{frame}
\begin{frame}{Image synthesis~-~Optical Phenomena}
\centering
\includegraphics[width=0.38\linewidth]{proseminar_cycles_annotated.png}
\end{frame}
%\begin{frame}{Image synthesis~-~Optical Phenomena}
% \centering
% \includegraphics[width=0.38\linewidth]{proseminar_cycles_annotated.png}
%\end{frame}
\subsection{Differentiable Rendering}
\begin{frame}{Differentiable Rendering}

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\section{Problems}
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% \begin{frame}
% \centering
% \Huge
% Problems

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# Notes diffable Monte carlo RT
## Raytracing formula
- geometry term discussed later
- Emission + All light reflected towards point
- Yields infinite recursion -> not calculable
## Visualization
- Explain image
- No indirect lighting!
- Output image is what we would expect (explain shade)
## Differentiable rendering
- That function is dependent on renderer
- Renderer needs to be differentiable
## Importance
- Inversely render complex indoor scenes
- "Fool" neural network
- Real time realistic shading in AR
- Application in maritime research
## Adversarial image generation
- Example for classification on slide 2!
- Fool neural netweork into wrongly classifying input data
- Optimize Image into wrong class
## Why differentiable rendering is hard
- Example later
- geometry term explanation later
## Former methods visualization
- Plane lit by a point light source.
- gradient with respect to the plane moving right
- light source remains static => the gradient should only be $\ne 0$ at the boundaries
- OpenDR and Neural not able to correctly calculate the gradients
- they are based on color buffer differences
## Edge sampling
- Approximate point lights using small area lights
- Specular => angle of incidence = angle of light reflected
- only lambertian materials
## Inverse Rendering - Results in this paper
- ADAM: talk by Mr. Wu