Differentiable renderers provide a direct mathematical link between an object’s 3D representation and images of that object. In this work, we develop an approximate differentiable renderer for a compact, interpretable representation, which we call Fuzzy Metaballs. Our approximate renderer focuses on rendering shapes via depth maps and silhouettes. It sacrifices fidelity for utility, producing fast runtimes and high-quality gradient information that can be used to solve vision tasks. Compared to mesh-based differentiable renderers, our method has forward passes that are 5x faster and backwards passes that are 30x faster. The depth maps and silhouette images generated by our method are smooth and defined everywhere. In our evaluation of differentiable renderers for pose estimation, we show that our method is the only one comparable to classic techniques. In shape from silhouette, our method performs well using only gradient descent and a per-pixel loss, without any surrogate losses or regularization. These reconstructions work well even on natural video sequences with segmentation artifacts.
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This paper reports on a solution space analysis of the essential matrix based on algebraic error minimization. Although it has been known since 1988 that an essential matrix has at most 10 real solutions for five-point pairs, the number of solutions in the least-squares case has not been explored. We first derive that the Karush-Kuhn-Tucker conditions of algebraic errors satisfying the Demazure constraints can be represented by a system of polynomial equations without Lagrange multipliers. Then, using computer algebra software, we reveal that the simultaneous equation has at most 220 real solutions, which can be obtained by the Gauss-Newton method, Groebner basis, and homotopy continuation. Through experiments on synthetic and real data, we quantitatively evaluate the convergence of the proposed and the existing methods to globally optimal solutions. Finally, we visualize a spatial distribution of the global and local minima in 3D space.
We explore a new idea for learning based shape reconstruction from a point cloud, based on the recently popularized implicit neural shape representations. We cast the problem as a few-shot learning of implicit neural signed distance functions in feature space, that we approach using gradient based meta-learning. We use a convolutional encoder to build a feature space given the input point cloud. An implicit decoder learns to predict signed distance values given points represented in this feature space. Setting the input point cloud, i.e. samples from the target shape function’s zero level set, as the support (i.e. context) in few-shot learning terms, we train the decoder such that it can adapt its weights to the underlying shape of this context with a few (5) tuning steps. We thus combine two types of implicit neural network conditioning mechanisms simultaneously for the first time, namely feature encoding and meta-learning. Our numerical and qualitative evaluation shows that in the context of implicit reconstruction from a sparse point cloud, our proposed strategy, i.e. meta-learning in feature space, outperforms existing alternatives, namely standard supervised learning in feature space, and meta-learning in euclidean space, while still providing fast inference.
We present a new approach to instill 4D dynamic object priors into learned 3D representations by unsupervised pre-training. We observe that dynamic movement of an object through an environment provides important cues about its objectness, and thus propose to imbue learned 3D representations with such dynamic understanding, that can then be effectively transferred to improved performance in downstream 3D semantic scene understanding tasks. We propose a new data augmentation scheme leveraging synthetic 3D shapes moving in static 3D environments, and employ contrastive learning under 3D-4D constraints that encode 4D invariances into the learned 3D representations. Experiments demonstrate that our unsupervised representation learning results in improvement in downstream 3D semantic segmentation, object detection, and instance segmentation tasks, and moreover, notably improves performance in data-scarce scenarios. Our results show that our 4D pre-training method improves downstream tasks such as object detection mAP@0.5 by 5.5%/6.5% over training from scratch on ScanNet/SUN RGB-D while involving no additional run-time overhead at test time.
Estimating the pose of a moving camera from monocular video is a challenging problem, especially due to the presence of moving objects in dynamic environments, where the performance of existing camera pose estimation methods are susceptible to pixels that are not geometrically consistent. To tackle this challenge, we present a robust dense indirect structure-from-motion method for videos that is based on dense correspondence initialized from pairwise optical flow. Our key idea is to optimize long range video correspondence as dense point trajectories and use it to learn robust estimation of motion segmentation. A novel neural network architecture is proposed for processing irregular point trajectory data. Camera poses are then estimated and optimized with global bundle adjustment over the portion of long-range point trajectories that are classified as static. Experiments on MPI Sintel dataset show that our system produces significantly more accurate camera trajectories compared to existing state-of-the-art methods. In addition, our method is able to retain reasonable accuracy of camera poses on fully static scenes, which consistently outperforms strong state-of-the-art dense correspondence based methods with end-to-end deep learning, demonstrating the potential of dense indirect methods based on optical flow and point trajectories. As the point trajectory representation is general, we further present results and comparisons on in-the-wild monocular videos with complex motion of dynamic objects. Code is available at https://github.com/bytedance/particle-sfm.
We present CIRCLE, a framework for large-scale scene completion and geometric refinement based on local implicit signed distance functions. It is based on an end-to-end sparse convolutional network, CircNet, which jointly models local geometric details and global scene structural contexts, allowing it to preserve fine-grained object detail while recovering missing regions commonly arising in traditional 3D scene data. A novel differentiable rendering module further enables a test-time refinement for better reconstruction quality. Extensive experiments on both real-world and synthetic datasets show that our concise framework is effective, achieving better reconstruction quality while being significantly faster.
Recent work on dense captioning and visual grounding in 3D have achieved impressive results. Despite developments in both areas, the limited amount of available 3D vision-language data causes overfitting issues for 3D visual grounding and 3D dense captioning methods. Also, how to discriminatively describe objects in complex 3D environments is not fully studied yet. To address these challenges, we present D3Net, an end-to-end neural speaker-listener architecture that can detect, describe and discriminate. Our D3Net unifies dense captioning and visual grounding in 3D in a self-critical manner. This self-critical property of D3Net encourages generation of discriminative object captions and enables semi-supervised training on scan data with partially annotated descriptions. Our method outperforms SOTA methods in both tasks on the ScanRefer dataset, surpassing the SOTA 3D dense captioning method by a significant margin.
Standard frame-based cameras have shortcomings of low dynamic range and motion blur in real applications. On the other hand, event cameras, which are bio-inspired sensors, asynchronously output the polarity values of pixel-level log intensity changes and report continuous stream data even under fast motion with a high dynamic range. Therefore, event cameras are effective in stereo depth estimation under challenging illumination conditions and/or fast motion. To estimate the disparity map with events, existing state-of-the-art event-based stereo models use the image together with past events occurred up to the current image acquisition time. However, not all events equally contribute to the disparity estimation of the current frame, since past events occur at different times under different movements with different disparity values. Therefore, events need to be carefully selected for accurate event-guided disparity estimation. In this paper, we aim to effectively deal with events that continuously occur with different disparity in the scene depending on the camera’s movement. To this end, we first propose the differentiable event selection network to select the most relevant events for current depth estimation. Furthermore, we effectively use feature-like events triggered around the boundary of objects, leading them to serve as ideal guides in disparity estimation. To that end, we propose a neighbor cross similarity feature (NCSF) that considers the similarity between different modalities. Our experiments on various datasets demonstrate the superiority of our method to estimate the depth using images and event data together. Our project code is available at: https://github.com/Chohoonhee/SCSNet.
This paper proposes the geometric relationship of epipolar geometry and orientation- and scale-covariant, e.g., SIFT, features. We derive a new linear constraint relating the unknown elements of the fundamental matrix and the orientation and scale. This equation can be used together with the well-known epipolar constraint to, e.g., estimate the fundamental matrix from four SIFT correspondences, essential matrix from three, and to solve the semi-calibrated case from three correspondences. Requiring fewer correspondences than the well-known point-based approaches (e.g., 5PT, 6PT and 7PT solvers) for epipolar geometry estimation makes RANSAC-like randomized robust estimation significantly faster. The proposed constraint is tested on a number of problems in a synthetic environment and on publicly available real-world datasets on more than 80000 image pairs. It is superior to the state-of-the-art in terms of processing time while often leading more accurate results.
Recent advanced studies have spent considerable human efforts on optimizing network architectures for stereo matching but hardly achieved both high accuracy and fast inference speed. To ease the workload in network design, neural architecture search (NAS) has been applied with great success to various sparse prediction tasks, such as image classification and object detection. Recent advanced studies have spent considerable human efforts on optimizing network architectures for stereo matching but hardly achieved both high accuracy and fast inference speed. To ease the workload in network design, neural architecture search (NAS) has been applied with great success to various sparse prediction tasks, such as image classification and object detection. However, existing NAS studies on the dense prediction task, especially stereo matching, still cannot be efficiently and effectively deployed on devices of different computing capability. To this end, we propose to train an \underline{e}lastic and \underline{a}ccurate network for \underline{s}tereo matching (EASNet) that supports various 3D architectural settings on devices with different compute capability. Given the deployment latency constraint on the target device, we can quickly extract a sub-network from the full EASNet without additional training while the accuracy of the sub-network can still be maintained. Extensive experiments show that our EASNet outperforms both state-of-the-art human-designed and NAS-based architectures on Scene Flow and MPI Sintel datasets in terms of model accuracy and inference speed. Particularly, deployed on an inference GPU, EASNet achieves a new SOTA 0.73 EPE on the Scene Flow dataset with 100 ms, which is 4.5x faster than LEAStereo with a better quality model. The codes of EASNet are available at: https://github.com/HKBU-HPML/EASNet.git
Coordinate-based volumetric representations have the potential to generate photo-realistic virtual avatars from images. However, virtual avatars need to be controllable and be rendered in novel poses that may not have been observed. Traditional techniques, such as LBS, provide such a controlling function; yet it usually requires a hand-designed body template, 3D scan data, and surface-based appearance models. On the other hand, neural representations have been shown to be powerful in representing visual details, but are under-explored in dynamic and articulated settings. In this paper, we propose TAVA, a method to create Template-free Animatable Volumetric Actors, based on neural representations. We rely solely on multi-view data and a tracked skeleton to create a volumetric model of an actor, which can be animated at test time given novel poses. Since TAVA does not require a body template, it is applicable to humans as well as other creatures such as animals. Furthermore, TAVA is designed such that it can recover accurate dense correspondences, making it amenable to content-creation and editing tasks. Through extensive experiments, we demonstrate that he proposed method generalizes well to novel poses as well as unseen views and showcase basic editing capabilities. The code is available at https://github.com/facebookresearch/tava
Photorealistic rendering and reposing of humans is important for enabling augmented reality experiences. We propose a novel framework to reconstruct the human and the scene that can be rendered with novel human poses and views from just a single in-the-wild video. Given a video captured by a moving camera, we train two NeRF models: a human NeRF model and a scene NeRF model. To train these models, we rely on existing methods to estimate the rough geometry of the human and the scene. Those rough geometry estimates allow us to create a warping field from the observation space to the canonical pose-independent space, where we train the human model in. Our method is able to learn subject specific details, including cloth wrinkles and accessories, from just a 10 seconds video clip, and to provide high quality renderings of the human under novel poses, from novel views, together with the background.
We propose high dynamic range radiance (HDR) fields, HDR-Plenoxels, that learns a plenoptic function of 3D HDR radiance fields, geometry information, and varying camera settings inherent in 2D low dynamic range (LDR) images. Our voxel-based volume rendering pipeline reconstructs HDR radiance fields with only multi-view LDR images taken from varying camera settings in an end-to-end manner and has a fast convergence speed. To deal with various cameras in real-world scenario, we introduce a tone mapping module that models the digital in camera imaging pipeline (ISP) and disentangles radiometric settings. Our tone mapping module allows us to render by controlling the radiometric settings of each novel view. Finally, we build a multi-view dataset with varying camera conditions, which fits our problem setting. Our experiments show that HDR-Plenoxels can express detail and high-quality HDR novel views from only LDR images with various cameras.
We present a method for the accurate 3D reconstruction of partly-symmetric objects. We build on the strengths of recent advances in neural reconstruction and rendering such as Neural Radiance Fields (NeRF). A major shortcomings of such approaches is that they fail to reconstruct any part of the object which is not clearly visible in the training image, which is often the case for in-the-wild images and videos. When evidence is lacking, structural priors such as symmetry can be used to complete the missing information. However, exploiting such priors in neural rendering is highly non-trivial: while geometry and non-reflective materials may be symmetric, shadows and reflections from the ambient scene are not symmetric in general. To address this, we apply a soft symmetry constraint to the 3D geometry and material properties, having factored appearance into lighting, albedo colour and reflectivity. We evaluate our method on the recently introduced CO3D dataset, focusing on the car category due to the challenge of reconstructing highly-reflective materials. We show that it can reconstruct unobserved regions with high fidelity and render high-quality novel view images.
Since RANSAC, a great deal of research has been devoted to improving both its accuracy and run-time. Still, only a few methods aim at recognizing invalid minimal samples early, before the often expensive model estimation and quality calculation are done. To this end, we propose NeFSAC, an efficient algorithm for neural filtering of motion-inconsistent and poorly-conditioned minimal samples. We train NeFSAC to predict the probability of a minimal sample leading to an accurate relative pose, only based on the pixel coordinates of the image correspondences. Our neural filtering model learns typical motion patterns of samples which lead to unstable poses, and regularities in the possible motions to favour well-conditioned and likely-correct samples. The novel lightweight architecture implements the main invariants of minimal samples for pose estimation, and a novel training scheme addresses the problem of extreme class imbalance. NeFSAC can be plugged into any existing RANSAC-based pipeline. We integrate it into USAC and show that it consistently provides strong speed-ups even under extreme train-test domain gaps -- for example, the model trained for the autonomous driving scenario works on PhotoTourism too. We tested NeFSAC on more than 100k image pairs from three publicly available real-world datasets and found that it leads to one order of magnitude speed-up, while often finding more accurate results than USAC alone. The source code is available at https://github.com/cavalli1234/NeFSAC.
We present TensoRF, a novel approach to model and reconstruct radiance fields. Unlike NeRF that purely uses MLPs, we model the radiance field of a scene as a 4D tensor, which represents a 3D voxel grid with per-voxel multi-channel features. Our central idea is to factorize the 4D scene tensor into multiple compact low-rank tensor components. We demonstrate that applying traditional CANDECOMP/PARAFAC (CP) decomposition -- that factorizes tensors into rank-one components with compact vectors -- in our framework leads to improvements over vanilla NeRF. To further boost performance, we introduce a novel vector-matrix (VM) decomposition that relaxes the low-rank constraints for two modes of a tensor and factorizes tensors into compact vector and matrix factors. Beyond superior rendering quality, our models with CP and VM decompositions lead to a significantly lower memory footprint in comparison to previous and concurrent works that directly optimize per-voxel features. Experimentally, we demonstrate that TensoRF with CP decomposition achieves fast reconstruction (<30 min) with better rendering quality and even a smaller model size (<4 MB) compared to NeRF. Moreover, TensoRF with VM decomposition further boosts rendering quality and outperforms previous state-of-the-art methods, while reducing the reconstruction time (<10 min) and retaining a compact model size (<75 MB).
Collaborative perception has recently shown great potential to improve perception capabilities over single-agent perception. Existing collaborative perception methods usually consider an ideal communication environment. However, in practice, the communication system inevitably suffers from latency issues, causing potential performance degradation and high risks in safety-critical applications, such as autonomous driving. To mitigate the effect caused by the inevitable latency, from a machine learning perspective, we present the first latency-aware collaborative perception system, which actively adapts asynchronous perceptual features from multiple agents to the same time stamp, promoting the robustness and effectiveness of collaboration. To achieve such a featurelevel synchronization, we propose a novel latency compensation module, called SyncNet, which leverages feature-attention symbiotic estimation and time modulation techniques. Experiments results show that the proposed latency aware collaborative perception system with SyncNet can outperforms the state-of-the-art collaborative perception method by 15.6% in the communication latency scenario and keep collaborative perception being superior to single agent perception under severe latency.
In this paper, we present a generalizable model-free 6-DoF object pose estimator called Gen6D. Existing generalizable pose estimators either need the high-quality object models or require additional depth maps or object masks in test time, which significantly limits their application scope. In contrast, our pose estimator only requires some posed images of the unseen object and is able to accurately predict poses of the object in arbitrary environments. Gen6D consists of an object detector, a viewpoint selector and a pose refiner, all of which do not require the 3D object model and can generalize to unseen objects. Experiments show that Gen6D achieves state-of-the-art results on two model-free datasets: the MOPED dataset and a new GenMOP dataset. In addition, on the LINEMOD dataset, Gen6D achieves competitive results compared with instance-specific pose estimators.
Existing deep learning based stereo matching methods either focus on achieving optimal performances on the target dataset while with poor generalization for other datasets or focus on handling the cross-domain generalization by suppressing the domain sensitive features which results in a significant sacrifice on the performance. To tackle these problems, we propose PCW-Net, a Pyramid Combination and Warping cost volume-based network to achieve good performance on both cross-domain generalization and stereo matching accuracy on various benchmarks. In particular, our PCW-Net is designed for two purposes. First, we construct combination volumes on the upper levels of the pyramid and develop a cost volume fusion module to integrate them for initial disparity estimation. Multi-scale receptive fields can be covered by fusing multi-scale combination volumes, thus, domain-invariant features can be extracted. Second, we construct the warping volume at the last level of the pyramid for disparity refinement. The proposed warping volume can narrow down the residue searching range from the initial disparity searching range to a fine-grained one, which can dramatically alleviate the difficulty of the network to find the correct residue in an unconstrained residue searching space. When training on synthetic datasets and generalizing to unseen real datasets, our method shows strong cross-domain generalization and outperforms existing state-of-the-arts with a large margin. After fine-tuning on the real datasets, our method ranks first on KITTI 2012, second on KITTI 2015, and first on the Argoverse among all published methods as of 6, March 2022.
Stereo depth estimation is of great interest for computer vision research. However, existing methods struggles to generalize and predict reliably in hazardous regions, such as large uniform regions. To overcome these limitations, we propose Context Enhanced Path (CEP). CEP improves the generalization and robustness against common failure cases in existing solutions by capturing the long-range global information. We construct our stereo depth estimation model, Context Enhanced Stereo Transformer (CEST), by plugging CEP into the state-of-the-art stereo depth estimation method Stereo Transformer. CEST is examined on distinct public datasets, such as Scene Flow, Middlebury-2014, KITTI-2015, and MPI-Sintel. We find CEST outperforms prior approaches by a large margin. For example, in the zero-shot synthetic-to-real setting, CEST outperforms the best competing approaches on Middlebury-2014 dataset by 11%. Our extensive experiments demonstrate that the long-range information is critical for stereo matching task and CEP successfully captures such information.