# 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 ## Edge Sampling - Math Background - Heaviside step functions in $f_i(x,y)$ ## Inverse Rendering - Results in this paper - ADAM: talk by Mr. Wu