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1,093篇论文匹配“3D Rendering & Reconstruction”
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Baorui Ma, Yu-Shen Liu, Matthias Zwicker, Zhizhong Han

Implicit 3D representations have shown great promise in deep learning-based 3D reconstruction. With differentiable renderers, current methods are able to learn implicit occupancy fields without 3D supervision by minimizing the error between the images rendered from the learned occupancy fields and 2D ground truth images. In this paper, however, we hypothesize that a full rendering pipeline including visibility determination and evaluation of a shading model is not required for the learning of 3D shapes without 3D supervision. Instead, we propose to use implicit reasoning, that is, we reason directly on the implicit occupancy field without explicit rendering. This leads our method to reveal highly accurate 3D structures from low quality silhouette images. Our implicit reasoning infers a 3D occupancy field by evaluating how well it matches with multiple 2D occupancy maps, using occupancy clues rather than rendering the 3D occupancy field into images. We exploit the occupancy clues that indicate whether a viewing ray inside a 2D object silhouette hits at least one occupied 3D location, or whether a ray outside the silhouette hits no occupied location. In contrast to differentiable renderers whose losses do not distinguish between the inside and outside of objects, our novel loss function weights unoccupied clues more than occupied ones. Our results outperform recent state-of-the-art techniques, justifying that we can learn accurate occupancy fields only using sparse clues without an explicit rendering process.

Jiyuan Zhang 0005, Kang Chen, Shiyan Chen, Yajing Zheng, Tiejun Huang 0001, Zhaofei Yu

Novel View Synthesis plays a crucial role by generating new 2D renderings from multi-view images of 3D scenes. However, capturing high-speed scenes with conventional cameras often leads to motion blur, hindering the effectiveness of 3D reconstruction. To address this challenge, high-frame-rate dense 3D reconstruction emerges as a vital technique, enabling detailed and accurate modeling of real-world objects or scenes in various fields, including Virtual Reality or embodied AI. Spike cameras, a novel type of neuromorphic sensor, continuously record scenes with an ultra-high temporal resolution, showing potential for accurate 3D reconstruction. Despite their promise, existing approaches, such as applying Neural Radiance Fields (NeRF) to spike cameras, encounter challenges due to the time-consuming rendering process. To address this issue, we make the first attempt to introduce the 3D Gaussian Splatting (3DGS) into spike cameras in high-speed capture, providing 3DGS as dense and continuous clues of views, then constructing SpikeGS. Specifically, to train SpikeGS, we establish computational equations between the rendering process of 3DGS and the processes of instantaneous imaging and exposing-like imaging of the continuous spike stream. Besides, we build a very lightweight but effective mapping process from spikes to instant images to support training. Furthermore, we introduced a new spike-based 3D rendering dataset for validation. Extensive experiments have demonstrated our method possesses the high quality of novel view rendering, proving the tremendous potential of spike cameras in modeling 3D scenes. Code and data are available at https://github.com/Leozhangjiyuan/SpikeGS.

Jinbo Yan, Rui Peng 0011, Luyang Tang, Ronggang Wang

Reconstructing dynamic scenes from video sequences is a highly promising task in the multimedia domain. While previous methods have made progress, they often struggle with slow rendering and managing temporal complexities such as significant motion and object appearance/disappearance. In this paper, we propose SaRO-GS as a novel dynamic scene representation capable of achieving real-time rendering while effectively handling temporal complexities in dynamic scenes. To address the issue of slow rendering speed, we adopt a Gaussian primitive-based representation and optimize the Gaussians in 4D space, which facilitates real-time rendering with the assistance of 3D Gaussian Splatting. Additionally, to handle temporally complex dynamic scenes, we introduce a Scale-aware Residual Field. This field considers the size information of each Gaussian primitive while encoding its residual feature and aligns with the self-splitting behavior of Gaussian primitives. Furthermore, we propose an Adaptive Optimization Schedule, which assigns different optimization strategies to Gaussian primitives based on their distinct temporal properties, thereby expediting the reconstruction of dynamic regions. Through evaluations on monocular and multi-view datasets, our method has demonstrated state-of-the-art performance.

Ruiqi Zhang, Jie Chen 0026

Real-time mesh reconstruction is highly demanded for integrating human avatar in modern computer graphics applications. Current methods typically use coordinate-based MLP to represent 3D scene as Signed Distance Field (SDF) and optimize it through volumetric rendering, relying on Marching Cubes for mesh extraction. However, volumetric rendering lacks training and rendering efficiency, and the dependence on Marching Cubes significantly impacts mesh extraction efficiency. This study introduces a novel approach, Mesh-Centric Gaussian Splatting (MCGS), which introduces a unique representation Mesh-Centric SDF and optimizes it using high-efficiency Gaussian Splatting. The primary innovation introduces Mesh-Centric SDF, a thin layer of SDF enveloping the underlying mesh, and could be efficiently derived from mesh. This derivation of SDF from mesh allows for mesh optimization through SDF, providing mesh as 0 iso-surface, and eliminating the need for slow Marching Cubes. The secondary innovation focuses on optimizing Mesh-Centric SDF with high-efficiency Gaussian Splatting. By dispersing the underlying mesh of Mesh-Centric SDF into multiple layers and generating Mesh-Constrained Gaussians on them, we create Multi-Layer Gaussians. These Mesh-Constrained Gaussians confine Gaussians within a 2D surface space defined by mesh, ensuring an accurate correspondence between Gaussian rendering and mesh geometry. The Multi-Layer Gaussians serve as sampling layers of Mesh-Centric SDF and can be optimized with Gaussian Splatting, which would further optimize Mesh-Centric SDF and its underlying mesh. As a result, our method can directly optimize the underlying mesh through Gaussian Splatting, providing fast training and rendering speeds derived from Gaussian Splatting, as well as precise surface learning of SDF. Experiments demonstrate that our method achieves dynamic mesh reconstruction at over 30 FPS. In contrast, SDF-based methods using Marching Cubes achieve less than 1 FPS, and concurrent 3D Gaussian Splatting-based methods cannot extract reasonable mesh.

Guan Luo, Tian-Xing Xu, Ying-Tian Liu, Xiaoxiong Fan, Fang-Lue Zhang, Song-Hai Zhang

The modeling and manipulation of 3D scenes captured from the real world are pivotal in various applications, attracting growing research interest. While previous works on editing have achieved interesting results through manipulating 3D meshes, they often require accurately reconstructed meshes to perform editing, which limits their application in 3D content generation. To address this gap, we introduce a novel single-image-driven 3D scene editing approach based on 3D Gaussian Splatting, enabling intuitive manipulation via directly editing the content on a 2D image plane. Our method learns to optimize the 3D Gaussians to align with an edited version of the image rendered from a user-specified viewpoint of the original scene. To capture long-range object deformation, we introduce positional loss into the optimization process of 3D Gaussian Splatting and enable gradient propagation through reparameterization. To handle occluded 3D Gaussians when rendering from the specified viewpoint, we build an anchor-based structure and employ a coarse-to-fine optimization strategy capable of handling long-range deformation while maintaining structural stability. Furthermore, we design a novel masking strategy to adaptively identify non-rigid deformation regions for fine-scale modeling. Extensive experiments show the effectiveness of our method in handling geometric details, long-range, and non-rigid deformation, demonstrating superior editing flexibility and quality compared to previous approaches.

Yusen Wang 0002, Kaixuan Zhou, Wenxiao Zhang, Chunxia Xiao

We present MegaSurf, a Neural Surface Reconstruction (NSR) framework to reconstruct 3D models of large scenes from aerial images. Many methods utilize geometry cues to overcome the shape-radiance ambiguity, which would produce large geometric errors. In addition, directly using inevitable imprecise geometric cues would lead to degradation in the reconstruction results, especially on large-scale scenes. To address this phenomenon, we propose a Learnable Geometric Guider (LG Guider) to learn a sampling field from reliable geometric cues. The LG Guider decides which position should fit the input radiance and can be continuously refined by rendering loss. Our MegaSurf uses a Divide-and-Conquer training strategy to address the synchronization issue between the Guider and the lagging NSR's radiance field. This strategy enables the Guider to transmit the information it carried to the radiance field without being disrupted by the gradients back-propagated from the lagging rendering loss at the early stage of training. Furthermore, we propose a Fast PatchMatch MVS module to derive the geometric cues in the planer regions that help overcome ambiguity. Experiments on several aerial datasets show that MegaSurf can overcome ambiguity while preserving high-fidelity details. Compared to SOTA methods, MegaSurf achieves superior reconstruction accuracy of large scenes and boosts the acquisition of geometric cues more than four times.

Rui Xu, Gaolei Li, Changze Li, Zhaohui Yang 0001, Yuchen Liu 0001, Mingzhe Chen

By leveraging multi-view inputs to synthesize novel-view images, Neural Radiance Fields (NeRF) have emerged as a prominent technique in the realm of 3D object reconstruction. However, existing methods primarily focus on global scene reconstruction using large datasets, which necessitate substantial computational resources and impose high-quality requirements on input images. Nevertheless, in practical applications, users prioritize the 3D reconstruction results of on-demand specific object (OSO) based on their individual demands . Furthermore, the collected images transmitted through high-interference wireless environment (HIWE) leads to negatively impact the accuracy of NeRF reconstruction, thereby limiting its scalability. In this paper, we propose a novel on-demand Semantic Neural Radiance Fields (OSNeRF) scheme, which offers fast and robust 3D object reconstruction for diverse tasks. Within OSNeRF, semantic encoder is employed to extract core semantic features of OSOs from the collected scene images, semantic decoder is utilized to facilitate robust image recovery under HIWE conditions, lightweight renderer is employed for fast and efficient object reconstruction. Moreover, a semantic control unit (SCU) is introduced to guide above components, thereby enhancing the efficiency of reconstruction. Demonstrative experiments demonstrate that the proposed OSNeRF enables fast and robust object reconstruction in HIWE, surpassing the performance of state-of-the-art (SOTA) methods in terms of reconstruction quality.

Zongxin Ye, Wenyu Li, Sidun Liu, Peng Qiao, Yong Dou

3D Gaussian Splatting (3D-GS) technique couples 3D Gaussian primitives with differentiable rasterization to achieve high-quality novel view synthesis results while providing advanced real-time rendering performance. However, due to the flaw of its adaptive density control strategy in 3D-GS, it frequently suffers from over-reconstruction issue in intricate scenes containing high-frequency details, leading to blurry rendered images. The underlying reason for the flaw has still been under-explored. In this work, we present a comprehensive analysis of the cause of aforementioned artifacts, namely gradient collision, which prevents large Gaussians in over-reconstructed regions from splitting. To address this issue, We propose the novel homodirectional view-space positional gradient as the criterion for densification. Our strategy efficiently identifies large Gaussians in over-reconstructed regions, and recovers fine details by splitting. We evaluate our proposed method on various challenging datasets. The experimental results indicate that our approach achieves the best rendering quality with reduced or similar memory consumption. Our method is easy to implement and can be incorporated into a wide variety of most recent Gaussian Splatting-based methods. The code is publicly available at https://ty424.github.io/AbsGS.github.io

Tang Tao, Longfei Gao, Guangrun Wang, Yixing Lao, Peng Chen 0054, Hengshuang Zhao, Dayang Hao, Xiaodan Liang, Mathieu Salzmann, Kaicheng Yu

We introduce a new task, novel view synthesis for LiDAR sensors. While traditional model-based LiDAR simulators with style-transfer neural networks can be applied to render novel views, they fall short of producing accurate and realistic LiDAR patterns because the renderers rely on explicit 3D reconstruction and exploit game engines, that ignore important attributes of LiDAR points. We address this challenge by formulating, to the best of our knowledge, the first differentiable end-to-end LiDAR rendering framework, LiDAR-NeRF, leveraging a neural radiance field (NeRF) to facilitate the joint learning of geometry and the attributes of 3D points. However, simply employing NeRF cannot achieve satisfactory results, as it only focuses on learning individual pixels while ignoring local information, especially at low texture areas, resulting in poor geometry. To this end, we have taken steps to address this issue by introducing a structural regularization method to preserve local structural details. To evaluate the effectiveness of our approach, we establish an object-centric multi-view LiDAR dataset, dubbed NeRF-MVL. It contains observations of objects from 9 categories seen from 360-degree viewpoints captured with multiple LiDAR sensors. Our extensive experiments on the scene-level KITTI-360 dataset, and on our object-level NeRF-MVL show that our LiDAR-NeRF surpasses the model-based algorithms significantly.

Mingyu Jang, Kyungjune Lee, Seongmin Lee, Hoseok Tong, Juwan Chung, Yusung Ro, Sanghoon Lee

With the expansion of the virtual communication industry using VR/AR, it has attracted increasing attention to enable users to represent their personalities in a 3D avatar. As the face of 3D avatars plays a crucial role in conveying human personality, a system that generates and manipulates 3D faces is desired. However, establishing the system is challenging due to the need for human effort and specialized knowledge. To fill this void, we present the Individual Virtual Transfer (InViTe), which enables the creation and customization of a 3D face according to the user's preference. Our proposed system is featured for 1) 3D face reconstruction with high fidelity texture map, 2) 3D face personalization, 3) realistic rendering results, and 4) real-time mobile virtual applications. We conduct an experiment to demonstrate that the proposed system can achieve sufficient individual personalization of 3D faces. Furthermore, we evaluate the system's data transmission protocol and demonstrate its efficiency. The demonstration video is available at https://www.youtube.com/watch?v=D 4pXZvGUWU.

Qi Wang, Yuchi Huo, Qi Ye, Rui Wang, Hujun Bao

Neural implicit surfaces with signed distance functions (SDFs) achieve superior quality in 3D geometry reconstruction. However, training SDFs is time-consuming because it requires a great number of samples to calculate accurate weight distributions and a considerable amount of samples sampled from the distribution for integrating the rendering results. Some existing sampling strategies focus on this problem. During the training, they assume a spatially-consistent convergence speed of kernel size, thus still suffering from low convergence or errors. Instead, we introduce an error-aware sampling method based on thin intervals of valid weight distributions, dubbed adaptive shells, to reduce the number of samples while still maintaining the reconstruction accuracy. To this end, we first extend Laplace-based neural implicit surfaces with learned spatially-varying kernel sizes which indicates the range of valid weight distributions. Then, the adaptive shell for each ray is determined by an efficient double-clipping strategy with spatially-varying SDF values and kernel sizes, fitting larger kernel sizes to wider shells. Finally, we calculate the error-bounded cumulative distribution functions (CDFs) of shells to conduct efficient importance sampling, achieving low-variance rendering with fewer calculations. Extensive results in various scenes demonstrate the superiority of our sampling technique, including significantly reducing sample counts and training time, even improving the reconstruction quality. The code is available at https://github.com/erernan/ESampling.

Wenxiang Jiang, Hanwei Zhang, Xi Wang, Zhongwen Guo, Hao Wang

Adversarial attacks, i.e., generating adversarial perturbations with a small magnitude to deceive deep neural networks, are important for investigating and improving model trustworthiness. Traditionally, the topic was scoped within 2D images without considering 3D multiview information. Benefiting from Neural Radiance Fields (NeRF), one can easily reconstruct a 3D scene with a Multi-Layer Perceptron (MLP) from given 2D views and synthesize photo-realistic renderings of novel vantages. This opens up a door to discussing the possibility of undertaking to attack multiview NeRF network with downstream tasks from different rendering angles, which we denote Neural Radiance Fiels-based multiview adversarial Attack (NeRFail). The goal is, given one scene and a subset of views, to deceive the recognition results of agnostic view angles as well as given views. To do so, we propose a transformation mapping from pixels to 3D points such that our attack generates multiview adversarial perturbations by attacking a subset of images with different views, intending to prevent the downstream classifier from correctly predicting images rendered by NeRF from other views. Experiments show that our multiview adversarial perturbations successfully obfuscate the downstream classifier at both known and unknown views. Notably, when retraining another NeRF on the perturbed training data, we show that the perturbation can be inherited and reproduced. The code can be found at https://github.com/jiang-wenxiang/NeRFail.

Junge Zhang, Feihu Zhang, Shaochen Kuang, Li Zhang

Labelling LiDAR point clouds for training autonomous driving is extremely expensive and difficult. LiDAR simulation aims at generating realistic LiDAR data with labels for training and verifying self-driving algorithms more efficiently. Recently, Neural Radiance Fields (NeRF) have been proposed for novel view synthesis using implicit reconstruction of 3D scenes. Inspired by this, we present NeRF-LIDAR, a novel LiDAR simulation method that leverages real-world information to generate realistic LIDAR point clouds. Different from existing LiDAR simulators, we use real images and point cloud data collected by self-driving cars to learn the 3D scene representation, point cloud generation and label rendering. We verify the effectiveness of our NeRF-LiDAR by training different 3D segmentation models on the generated LiDAR point clouds. It reveals that the trained models are able to achieve similar accuracy when compared with the same model trained on the real LiDAR data. Besides, the generated data is capable of boosting the accuracy through pre-training which helps reduce the requirements of the real labeled data. Code is available at https://github.com/fudan-zvg/NeRF-LiDAR

Qingsong Yan, Qiang Wang, Kaiyong Zhao, Jie Chen, Bo Li, Xiaowen Chu, Fei Deng

Neural Radiance Fields have demonstrated impressive performance in novel view synthesis. However, NeRF and most of its variants still rely on traditional complex pipelines to provide extrinsic and intrinsic camera parameters, such as COLMAP. Recent works, like NeRFmm, BARF, and L2G-NeRF, directly treat camera parameters as learnable and estimate them through differential volume rendering. However, these methods work for forward-looking scenes with slight motions and fail to tackle the rotation scenario in practice. To overcome this limitation, we propose a novel camera parameter free neural radiance field (CF-NeRF), which incrementally reconstructs 3D representations and recovers the camera parameters inspired by incremental structure from motion. Given a sequence of images, CF-NeRF estimates camera parameters of images one by one and reconstructs the scene through initialization, implicit localization, and implicit optimization. To evaluate our method, we use a challenging real-world dataset, NeRFBuster, which provides 12 scenes under complex trajectories. Results demonstrate that CF-NeRF is robust to rotation and achieves state-of-the-art results without providing prior information and constraints.

Angtian Wang, Yuanlu Xu, Nikolaos Sarafianos, Robert Maier, Edmond Boyer, Alan Yuille, Tony Tung

Neural reconstruction and rendering strategies have demonstrated state-of-the-art performances due, in part, to their ability to preserve high level shape details. Existing approaches, however, either represent objects as implicit surface functions or neural volumes and still struggle to recover shapes with heterogeneous materials, in particular human skin, hair or clothes. To this aim, we present a new hybrid implicit surface representation to model human shapes. This representation is composed of two surface layers that represent opaque and translucent regions on the clothed human body. We segment different regions automatically using visual cues and learn to reconstruct two signed distance functions (SDFs). We perform surface-based rendering on opaque regions (e.g., body, face, clothes) to preserve high-fidelity surface normals and volume rendering on translucent regions (e.g., hair). Experiments demonstrate that our approach obtains state-of-the-art results on 3D human reconstructions, and also shows competitive performances on other objects.

Minghan Qin, Yifan Liu, Yuelang Xu, Xiaochen Zhao, Yebin Liu, Haoqian Wang

One crucial aspect of 3D head avatar reconstruction lies in the details of facial expressions. Although recent NeRF-based photo-realistic 3D head avatar methods achieve high-quality avatar rendering, they still encounter challenges retaining intricate facial expression details because they overlook the potential of specific expression variations at different spatial positions when conditioning the radiance field. Motivated by this observation, we introduce a novel Spatially-Varying Expression (SVE) conditioning. The SVE can be obtained by a simple MLP-based generation network, encompassing both spatial positional features and global expression information. Benefiting from rich and diverse information of the SVE at different positions, the proposed SVE-conditioned NeRF can deal with intricate facial expressions and achieve realistic rendering and geometry details of high-fidelity 3D head avatars. Additionally, to further elevate the geometric and rendering quality, we introduce a new coarse-to-fine training strategy, including a geometry initialization strategy at the coarse stage and an adaptive importance sampling strategy at the fine stage. Extensive experiments indicate that our method outperforms other state-of-the-art (SOTA) methods in rendering and geometry quality on mobile phone-collected and public datasets. Code and data can be found at https://github.com/minghanqin/AvatarSVE.

Sihwa Park, Seongjun Kim, Doeyoung Kwon, Yohan Jang, In-Seok Song, Seung Jun Baek

Panoramic radiography (Panoramic X-ray, PX) is a widely used imaging modality for dental examination. However, PX only provides a flattened 2D image, lacking in a 3D view of the oral structure. In this paper, we propose NeBLa (Neural Beer-Lambert) to estimate 3D oral structures from real-world PX. NeBLa tackles full 3D reconstruction for varying subjects (patients) where each reconstruction is based only on a single panoramic image. We create an intermediate representation called simulated PX (SimPX) from 3D Cone-beam computed tomography (CBCT) data based on the Beer-Lambert law of X-ray rendering and rotational principles of PX imaging. SimPX aims at not only truthfully simulating PX, but also facilitates the reverting process back to 3D data. We propose a novel neural model based on ray tracing which exploits both global and local input features to convert SimPX to 3D output. At inference, a real PX image is translated to a SimPX-style image with semantic regularization, and the translated image is processed by generation module to produce high-quality outputs. Experiments show that NeBLa outperforms prior state-of-the-art in reconstruction tasks both quantitatively and qualitatively. Unlike prior methods, NeBLa does not require any prior information such as the shape of dental arches, nor the matched PX-CBCT dataset for training, which is difficult to obtain in clinical practice. Our code is available at https://github.com/sihwa-park/nebla.

Chao Liu, Ting Zhao, Nenggan Zheng

Curvilinear structures, which include line-like continuous objects, are fundamental geometrical elements in image-based applications. Reconstructing these structures from images constitutes a pivotal research area in computer vision. However, the complex topology and ambiguous image evidence render this process a challenging task. In this paper, we introduce DeepBranchTracer, a novel method that learns both external image features and internal geometric characteristics to reconstruct curvilinear structures. Firstly, we formulate the curvilinear structures extraction as a geometric attribute estimation problem. Then, a curvilinear structure feature learning network is designed to extract essential branch attributes, including the image features of centerline and boundary, and the geometric features of direction and radius. Finally, utilizing a multi-feature fusion tracing strategy, our model iteratively traces the entire branch by integrating the extracted image and geometric features. We extensively evaluated our model on both 2D and 3D datasets, demonstrating its superior performance over existing segmentation and reconstruction methods in terms of accuracy and continuity.

Yubin Hu, Sheng Ye, Wang Zhao, Matthieu Lin, Yuze He, Yu-Hui Wen, Ying He, Yong-Jin Liu

Occlusion is a common issue in 3D reconstruction from RGB-D videos, often blocking the complete reconstruction of objects and presenting an ongoing problem. In this paper, we propose a novel framework, empowered by a 2D diffusion-based in-painting model, to reconstruct complete surfaces for the hidden parts of objects. Specifically, we utilize a pre-trained diffusion model to fill in the hidden areas of 2D images. Then we use these in-painted images to optimize a neural implicit surface representation for each instance for 3D reconstruction. Since creating the in-painting masks needed for this process is tricky, we adopt a human-in-the-loop strategy that involves very little human engagement to generate high-quality masks. Moreover, some parts of objects can be totally hidden because the videos are usually shot from limited perspectives. To ensure recovering these invisible areas, we develop a cascaded network architecture for predicting signed distance field, making use of different frequency bands of positional encoding and maintaining overall smoothness. Besides the commonly used rendering loss, Eikonal loss, and silhouette loss, we adopt a CLIP-based semantic consistency loss to guide the surface from unseen camera angles. Experiments on ScanNet scenes show that our proposed framework achieves state-of-the-art accuracy and completeness in object-level reconstruction from scene-level RGB-D videos. Code: https://github.com/THU-LYJ-Lab/O2-Recon.

Ka Chun Shum, Jaeyeon Kim, Binh-Son Hua, Duc Thanh Nguyen, Sai-Kit Yeung

Neural radiance field (NeRF) is an emerging technique for 3D scene reconstruction and modeling. However current NeRF-based methods are limited in the capabilities of adding or removing objects. This paper fills the aforementioned gap by proposing a new language-driven method for object manipulation in NeRFs through dataset updates. Specifically to insert an object represented by a set of multi-view images into a background NeRF we use a text-to-image diffusion model to blend the object into the given background across views. The generated images are then used to update the NeRF so that we can render view-consistent images of the object within the background. To ensure view consistency we propose a dataset update strategy that prioritizes the radiance field training based on camera poses in a pose-ordered manner. We validate our method in two case studies: object insertion and object removal. Experimental results show that our method can generate photo-realistic results and achieves state-of-the-art performance in NeRF editing.