Modern 3D computer vision leverages learning to boost geometric reasoning, mapping image data to classical structures such as cost volumes or epipolar constraints to improve matching. These architectures are specialized according to the particular problem, and thus require significant task-specific tuning, often leading to poor domain generalization performance. Recently, generalist Transformer architectures have achieved impressive results in tasks such as optical flow and depth estimation by encoding geometric priors as inputs rather than as enforced constraints. In this paper, we extend this idea and propose to learn an implicit, multi-view consistent scene representation, introducing a series of 3D data augmentation techniques as a geometric inductive prior to increase view diversity. We also show that introducing view synthesis as an auxiliary task further improves depth estimation. Our Depth Field Networks (DeFiNe) achieve state-of-the-art results in stereo and video depth estimation without explicit geometric constraints, and improve on zero-shot domain generalization by a wide margin.
论文检索
输入标题、作者或关键词,从 1,645 篇学术成果中精准定位
Conventional self-supervised monocular depth prediction methods are based on a static environment assumption, which leads to accuracy degradation in dynamic scenes due to the mismatch and occlusion problems introduced by object motions. Existing dynamic-object-focused methods only partially solved the mismatch problem at the training loss level. In this paper, we accordingly propose a novel multi-frame monocular depth prediction method to solve these problems at both the prediction and supervision loss levels. Our method, called DynamicDepth, is a new framework trained via a self-supervised cycle consistent learning scheme. A Dynamic Object Motion Disentanglement (DOMD) module is proposed to disentangle object motions to solve the mismatch problem. Moreover, novel occlusion-aware Cost Volume and Re-projection Loss are designed to alleviate the occlusion effects of object motions. Extensive analyses and experiments on the Cityscapes and KITTI datasets show that our method significantly outperforms the state-of-the-art monocular depth prediction methods, especially in the areas of dynamic objects. Code is available at https://github.com/AutoAILab/DynamicDepth
We introduce SparseNeuS, a novel neural rendering based method for the task of surface reconstruction from multi-view images. This task becomes more difficult when only sparse images are provided as input, a scenario where existing neural reconstruction approaches usually produce incomplete or distorted results. Moreover, their inability of generalizing to unseen new scenes impedes their application in practice. Contrarily, SparseNeuS can generalize to new scenes and work well with sparse images (as few as 2 or 3). SparseNeuS adopts signed distance function (SDF) as the surface representation, and learns generalizable priors from image features by introducing geometry encoding volumes for generic surface prediction. Moreover, several strategies are introduced to effectively leverage sparse views for high-quality reconstruction, including 1) a multi-level geometry reasoning framework to recover the surfaces in a coarse-to-fine manner; 2) a multi-scale color blending scheme for more reliable color prediction; 3) a consistency-aware fine-tuning scheme to control the inconsistent regions caused by occlusion and noise. Extensive experiments demonstrate that our approach not only outperforms the state-of-the-art methods, but also exhibits good efficiency, generalizability, and flexibility.
We propose pose-guided multiplane image (MPI) synthesis which can render an animatable character in real scenes with photorealistic quality. We use a portable camera rig to capture the multi-view images along with the driving signal for the moving subject. Our method generalizes the image-to-image translation paradigm, which translates the human pose to a 3D scene representation -- MPIs that can be rendered in free viewpoints, using the multi-views captures as supervision. To fully cultivate the potential of MPI, we propose depth-adaptive MPI which can be learned using variable exposure images while being robust to inaccurate camera registration. Our method demonstrates advantageous novel-view synthesis quality over the state-of-the-art approaches for characters with challenging motions. Moreover, the proposed method is generalizable to novel combinations of training poses and can be explicitly controlled. Our method achieves such expressive and animatable character rendering all in real-time, serving as a promising solution for practical applications.
Point cloud registration aims at estimating the geometric transformation between two point cloud scans, in which accurate correspondence estimation is the key to its success. In addition to previous methods that seek correspondences by hand-crafted or learnt geometric features, recent point cloud registration methods have tried to apply RGB-D data to achieve more accurate correspondence. However, it is not trivial to effectively fuse the geometric and visual information from these two distinctive modalities, especially for the registration problem. In this work, we propose a new Geometry-Aware Visual Feature Extractor (GAVE) that employs multi-scale local linear transformation to progressively fuse these two modalities, where the geometric features from the depth data act as the geometry-dependent convolution kernels to transform the visual features from the RGB data. The resultant visual-geometric features are in canonical feature spaces with alleviated visual dissimilarity caused by geometric changes, by which more reliable correspondence can be achieved. The proposed GAVE module can be readily plugged into recent RGB-D point cloud registration framework. Extensive experiments on 3D Match and ScanNet demonstrate that our method outperforms the state-of-the-art point cloud registration methods even without correspondence or pose supervision.
Neural rendering has received tremendous attention since the advent of Neural Radiance Fields (NeRF), and has pushed the state-of-the-art on novel-view synthesis considerably. The recent focus has been on models that overfit to a single scene, and the few attempts to learn models that can synthesize novel views of unseen scenes mostly consist of combining deep convolutional features with a NeRF-like model. We propose a different paradigm, where no deep features and no NeRF-like volume rendering are needed. Our method is capable of predicting the color of a target ray in a novel scene directly, just from a collection of patches sampled from the scene. We first leverage epipolar geometry to extract patches along the epipolar lines of each reference view. Each patch is linearly projected into a 1D feature vector and a sequence of transformers process the collection. For positional encoding, we parameterize rays as in a light field representation, with the crucial difference that the coordinates are canonicalized with respect to the target ray, which makes our method independent of the reference frame and improves generalization. We show that our approach outperforms the state-of-the-art on novel view synthesis of unseen scenes even when being trained with considerably less data than prior work.
Reconstructing 3D indoor scenes from 2D images is an important task in many computer vision and graphics applications. A main challenge in this task is that large texture-less areas in typical indoor scenes make existing methods struggle to produce satisfactory reconstruction results. We propose a new method, dubbed NeuRIS, for high-quality reconstruction of indoor scenes. The key idea of NeuRIS is to integrate estimated normal vectors of indoor scenes as a prior in a neural rendering framework for reconstructing large texture-less shapes and, importantly, does so in an adaptive manner to also enable the reconstruction of irregular shapes with fine details. Specifically, we evaluate the faithfulness of the normal priors on-the-fly by checking the multi-view consistency of reconstruction during the optimization process. Only the normal priors accepted as faithful will be utilized for 3D reconstruction, which typically happens in regions of smooth shapes possibly with weak texture. However, for those regions with small objects or thin structure, for which the normal priors are usually unreliable, we will only rely on visual features of the input images, since such regions typically contain relatively rich visual features (e.g., shade changes and boundary contours). Extensive experiments show that NeuRIS significantly outperforms the state-of-the-art methods in terms of reconstruction quality.
This paper develops new insight into the local structure of occluding boundaries on 3D surfaces. Prior literature has addressed the relationship between 3D occluding boundaries and their 2D image projections by radial curvature, planar curvature, and Gaussian curvature. Occluding boundaries have also been studied implicitly as intersections of level surfaces, avoiding their explicit description in terms of local surface geometry. In contrast, this work studies and characterizes the local structure of occluding curves explicitly in terms of the local geometry of the surface. We show how the first order structure of the occluding curve (its tangent) can be extracted from the second order structure of the surface purely along the viewing direction, without the need to consider curvatures or torsions in other directions. We derive a theorem to show that the tangent vector of the occluding boundary exhibits a strikingly elegant decomposition along the viewing direction and its orthogonal tangent, where the decomposition weights precisely match the geodesic torsion and the normal curvature of the surface respectively only along the line-of-sight! Though the focus of this paper is an enhanced theoretical understanding of the occluding curve in the continuum, we nevertheless demonstrate its potential numerical utility in a straight-forward marching method to explicitly trace out the occluding curve. We also present mathematical analysis to show the relevance of this theory to computer vision and how it might be leveraged in more accurate future algorithms for 2D/3D registration and/or multiview stereo reconstruction.
Neural Radiance Field (NeRF) has achieved outstanding performance in modeling 3D objects and controlled scenes, usually under a single scale. In this work, we focus on multi-scale cases where large changes in imagery are observed at drastically different scales. This scenario vastly exists in the real world, such as city scenes, with views ranging from satellite level that captures the overview of a city, to ground level imagery showing complex details of an architecture; and can also be commonly identified in landscape and delicate minecraft 3D models. The wide span of viewing points within these scenes yields multiscale renderings with very different levels of detail, which poses great challenges to neural radiance field and biases it towards compromised results. To address these issues, we introduce BungeeNeRF, a progressive neural radiance field that achieves level-of-detail rendering across drastically varied scales. Starting from fitting distant views with a shallow base block, as training progresses, new blocks are appended to accommodate the emerging details in the increasingly closer views. The strategy progressively activates high-frequency channels in NeRF’s positional encoding inputs to unfold more complex details as the training proceeds. We demonstrate the superiority of BungeeNeRF in modeling diverse multi-scale scenes with drastically varying views on multiple data sources (e.g., city models, synthetic, and drone captured data), and its support for high-quality rendering in different levels of detail.
Many hand-held or mixed reality devices are used with a single sensor for 3D reconstruction, although they often comprise multiple sensors. Multi-sensor depth fusion is able to substantially improve the robustness and accuracy of 3D reconstruction methods, but existing techniques are not robust enough to handle sensors which operate with diverse value ranges as well as noise and outlier statistics. To this end, we introduce SenFuNet, a depth fusion approach that learns sensor-specific noise and outlier statistics and combines the data streams of depth frames from different sensors in an online fashion. Our method fuses multi-sensor depth streams regardless of time synchronization and calibration and generalizes well with little training data. We conduct experiments with various sensor combinations on the real-world CoRBS and Scene3D datasets, as well as the Replica dataset. Experiments demonstrate that our fusion strategy outperforms traditional and recent online depth fusion approaches. In addition, the combination of multiple sensors yields more robust outlier handling and more precise surface reconstruction than the use of a single sensor. The source code and data are available at https://github.com/tfy14esa/SenFuNet.
Neural Radiance Fields (NeRF) methods show impressive performance for novel view synthesis by representing a scene via a neural network. However, most existing NeRF based methods, including its variants, treat each sample point individually as input, while ignoring the inherent relationships between adjacent sample points from the corresponding rays, thus hindering the reconstruction performance. To address this issue, we explore a brand new scheme, namely NeXT, introducing a multi-skip transformer to capture the rich relationships between various sample points in a ray-level query. Specifically, ray tokenization is proposed to represent each ray as a sequence of point embeddings which is taken as input of our proposed NeXT. In this way, relationships between sample points are captured via the built-in self-attention mechanism to promote the reconstruction. Besides, our proposed NeXT can be easily combined with other NeRF based methods to improve their rendering quality. Extensive experiments conducted on three datasets demonstrate that NeXT significantly outperforms all previous state-of- the-art work by a large margin. In particular, the proposed NeXT surpasses the strong NeRF baseline by 2.74 dB of PSNR on Blender dataset. The code is available at https://github.com/Crishawy/NeXT.
The success of neural fields for 3D vision tasks is now indisputable. Following this trend, several methods aiming for visual localization (e.g., SLAM) have been proposed to estimate distance or density fields using neural fields. However, it is difficult to achieve high localization performance by only density fields-based methods such as Neural Radiance Field (NeRF) since they do not provide density gradient in most empty regions. On the other hand, distance field-based methods such as Neural Implicit Surface (NeuS) have limitations in objects’ surface shapes. This paper proposes Neural Distance-Density Field (NeDDF), a novel 3D representation that reciprocally constrains the distance and density fields. We extend distance field formulation to shapes with no explicit boundary surface, such as fur or smoke, which enable explicit conversion from distance field to density field. Consistent distance and density fields realized by explicit conversion enable both robustness to initial values and high-quality registration. Furthermore, the consistency between fields allows fast convergence from sparse point clouds. Experiments show that NeDDF can achieve high localization performance while providing comparable results to NeRF on novel view synthesis. The code is available at https://github.com/ueda0319/neddf.
We propose Neural Deformable Fields (NDF), a new representation for dynamic human digitization from a multi-view video. Recent works proposed to represent a dynamic human body with shared canonical neural radiance fields which links to the observation space with deformation fields estimations. However, the learned canonical representation is static and the current design of the deformation fields is not able to represent large movements or detailed geometry changes. In this paper, we propose to learn a neural deformable field wrapped around a fitted parametric body model to represent the dynamic human. The NDF is spatially aligned by the underlying reference surface. A neural network is then learned to map pose to the dynamics of NDF. The proposed NDF representation can synthesize the digitized performer with novel views and novel poses with a detailed and reasonable dynamic appearance. Experiments show that our method significantly outperforms recent human synthesis methods.
Generating robust and reliable correspondences across images is a fundamental task for a diversity of applications. To capture context at both global and local granularity, we propose ASpanFormer, a Transformer-based detector-free matcher that is built on hierarchical attention structure, adopting a novel attention operation which is capable of adjusting attention span in a self-adaptive manner. To achieve this goal, first, flow maps are regressed in each cross attention phase to locate the center of search region. Next, a sampling grid is generated around the center, whose size, instead of being empirically configured as fixed, is adaptively computed from a pixel uncertainty estimated along with the flow map. Finally, attention is computed across two images within derived regions, referred to as attention span. By these means, we are able to not only maintain long-range dependencies, but also enable fine-grained attention among pixels of high relevance that compensates essential locality and piece-wise smoothness in matching tasks. State-of-the-art accuracy on a wide range of evaluation benchmarks validates the strong matching capability of our method.
Combining human body models with differentiable rendering has recently enabled animatable avatars of clothed humans from sparse sets of multi-view RGB videos. While state-of-the-art approaches achieve a realistic appearance with neural radiance fields (NeRF), the inferred geometry often lacks detail due to missing geometric constraints. Further, animating avatars in out-of-distribution poses is not yet possible because the mapping from observation space to canonical space does not generalize faithfully to unseen poses. In this work, we address these shortcomings and propose a model to create animatable clothed human avatars with detailed geometry that generalize well to out-of-distribution poses. To achieve detailed geometry, we combine an articulated implicit surface representation with volume rendering. For generalization, we propose a novel joint root-finding algorithm for simultaneous ray-surface intersection search and correspondence search. Our algorithm enables efficient point sampling and accurate point canonicalization while generalizing well to unseen poses. We demonstrate that our proposed pipeline can generate clothed avatars with high-quality pose-dependent geometry and appearance from a sparse set of multi-view RGB videos. Our method achieves state-of-the-art performance on geometry and appearance reconstruction while creating animatable avatars that generalize well to out-of-distribution poses beyond the small number of training poses.
We address multiview stereo (MVS), an important 3D vision task that reconstructs a 3D model such as a dense point cloud from multiple calibrated images. We propose CER-MVS (Cascaded Epipolar RAFT Multiview Stereo), a new approach based on the RAFT (Recurrent All-Pairs Field Transforms) architecture developed for optical flow. CER-MVS introduces five new changes to RAFT: epipolar cost volumes, cost volume cascading, multiview fusion of cost volumes, dynamic supervision, and multiresolution fusion of depth maps. CER-MVS is significantly different from prior work in multiview stereo. Unlike prior work, which operates by updating a 3D cost volume, CER-MVS operates by updating a disparity field. Furthermore, we propose an adaptive thresholding method to balance the completeness and accuracy of the reconstructed point clouds. Experiments show that our approach achieves state-of-the-art performance on the DTU and Tanks-and-Temples benchmarks (both intermediate and advanced set). Code is available at https://github.com/princeton-vl/CER-MVS.
We present a method for transferring the artistic features of an arbitrary style image to a 3D scene. Previous methods that perform 3D stylization on point clouds or meshes are sensitive to geometric reconstruction errors for complex real-world scenes. Instead, we propose to stylize the more robust radiance field representation. We find that the commonly used Gram matrix-based loss tends to produce blurry results lacking in faithful style detail. We instead utilize a nearest neighbor-based loss that is highly effective at capturing style details while maintaining multi-view consistency. We also propose a novel deferred back-propagation method to enable optimization of memory-intensive radiance fields using style losses defined on full-resolution rendered images. Our evaluation demonstrates that, compared to baselines, our method transfers artistic appearance in a way that more closely resembles the style image. Please see our project webpage for video results and an open-source implementation: https://www.cs.cornell.edu/projects/arf/.
We present a differentiable rendering framework for material and lighting estimation from multi-view images and a reconstructed geometry. In the framework, we represent scene lightings as the Neural Incident Light Field (NeILF) and material properties as the surface BRDF modelled by multi-layer perceptrons. Compared with recent approaches that approximate scene lightings as the 2D environment map, NeILF is a fully 5D light field that is capable of modelling illuminations of any static scenes. In addition, occlusions and indirect lights can be handled naturally by the NeILF representation without requiring multiple bounces of ray tracing, making it possible to estimate material properties even for scenes with complex lightings and geometries. We also propose a smoothness regularization and a Lambertian assumption to reduce the material-lighting ambiguity during the optimization. Our method strictly follows the physically-based rendering equation, and jointly optimizes material and lighting through the differentiable rendering process. We have intensively evaluated the proposed method on our in-house synthetic dataset, the DTU MVS dataset, and real-world BlendedMVS scenes. Our method outperforms previous methods by a significant margin in terms of novel view rendering quality, setting a new state-of-the-art for image-based material and lighting estimation.
Current 3D segmentation methods heavily rely on large-scale point-cloud datasets, which are notoriously laborious to annotate. Few attempts have been made to circumvent the need for dense per-point annotations. In this work, we look at weakly-supervised 3D semantic instance segmentation. The key idea is to leverage 3D bounding box labels which are easier and faster to annotate. Indeed, we show that it is possible to train dense segmentation models using only bounding box labels. At the core of our method, \name{}, lies a deep model, inspired by classical Hough voting, that directly votes for bounding box parameters, and a clustering method specifically tailored to bounding box votes. This goes beyond commonly used center votes, which would not fully exploit the bounding box annotations. On ScanNet test, our weakly supervised model attains leading performance among other weakly supervised approaches (+18 mAP@50). Remarkably, it also achieves 97% of the mAP@50 score of current fully supervised models. To further illustrate the practicality of our work, we train Box2Mask on the recently released ARKitScenes dataset which is annotated with 3D bounding boxes only, and show, for the first time, compelling 3D instance segmentation masks.
Finding accurate correspondences among different views is the Achilles’ heel of unsupervised Multi-View Stereo (MVS). Existing methods are built upon the assumption that corresponding pixels share similar photometric features. However, multi-view images in real scenarios observe non-Lambertian surfaces and experience occlusions. In this work, we propose a novel approach with neural rendering (RC-MVSNet) to solve such ambiguity issues of correspondences among views. Specifically, we impose a depth rendering consistency loss to constrain the geometry features close to the object surface to alleviate occlusions. Concurrently, we introduce a reference view synthesis loss to generate consistent supervision, even for non-Lambertian surfaces. Extensive experiments on DTU and Tanks&Temples benchmarks demonstrate that our RC-MVSNet approach achieves state-of-the-art performance over unsupervised MVS frameworks and competitive performance to many supervised methods. The code is released at https://github.com/Boese0601/RC-MVSNet.