Neural Units
Collection
Collection of my neural units. β’ 11 items β’ Updated β’ 3
The light-transport analog of the neural physics engine thesis: keep visibility and direct lighting analytic, learn only the indirect transport with a tiny tied MLP. One analytic ray + next-event estimation + a network lookup replaces the many-bounce random walk after the first hit.
Render decomposition: L = emitted + direct(analytic) + indirect(learned).
engine3d/raytrace.py) renders high-spp references and splits each
pixel into emitted / direct / indirect components.engine3d/neural_rt.py): one tiny MLP shared across the
whole scene (the tied-embedding structure used everywhere in this
project) maps (hit point, normal) β indirect RGB.experiments/w9_neural_radiance_cache.py): PSNR on a
held-out camera view, compared against an equal-cost few-spp path
trace, plus the spp the baseline needs to match the neural render.experiments/w11_world_lighting.py applies the same recipe to bake a
world ambient/GI field (world_light.pt) over the voxel world β this is
the "neural GI" used live in the
Neural World demo Space,
parsed in-browser by pt_loader.js.
| file | net | consumed by |
|---|---|---|
experiments/radiance_cache.pt |
indirect radiance cache MLP | w9_neural_radiance_cache.py renders |
experiments/world_light.pt |
world ambient/GI field | Neural World demo (browser) |
python experiments/w9_neural_radiance_cache.py # trains + renders comparison
python experiments/w11_world_lighting.py # bakes world_light.pt