Update on Overleaf.
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\input{diagrams/raytracing_anim}
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\input{diagrams/raytracing_anim}
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\end{frame}
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\end{frame}
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\begin{frame}{Image synthesis~-~Optical Phenomena}
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%\begin{frame}{Image synthesis~-~Optical Phenomena}
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\centering
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% \centering
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\includegraphics[width=0.38\linewidth]{proseminar_cycles_annotated.png}
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% \includegraphics[width=0.38\linewidth]{proseminar_cycles_annotated.png}
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\end{frame}
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%\end{frame}
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\subsection{Differentiable Rendering}
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\subsection{Differentiable Rendering}
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\begin{frame}{Differentiable Rendering}
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\begin{frame}{Differentiable Rendering}
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presentation/notes.md
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presentation/notes.md
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# Notes diffable Monte carlo RT
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## Raytracing formula
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- geometry term discussed later
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- Emission + All light reflected towards point
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- Yields infinite recursion -> not calculable
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## Visualization
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- Explain image
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- No indirect lighting!
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- Output image is what we would expect (explain shade)
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## Differentiable rendering
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- That function is dependent on renderer
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- Renderer needs to be differentiable
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## Importance
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- Inversely render complex indoor scenes
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- "Fool" neural network
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- Real time realistic shading in AR
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- Application in maritime research
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## Adversarial image generation
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- Example for classification on slide 2!
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- Fool neural netweork into wrongly classifying input data
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- Optimize Image into wrong class
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## Why differentiable rendering is hard
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- Example later
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- geometry term explanation later
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## Former methods visualization
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- Plane lit by a point light source.
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- gradient with respect to the plane moving right
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- light source remains static => the gradient should only be $\ne 0$ at the boundaries
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- OpenDR and Neural not able to correctly calculate the gradients
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- they are based on color buffer differences
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## Edge sampling
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- Approximate point lights using small area lights
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- Specular => angle of incidence = angle of light reflected
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- only lambertian materials
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## Inverse Rendering - Results in this paper
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- ADAM: talk by Mr. Wu
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