论文检索

输入标题、作者或关键词,从 1,093 篇学术成果中精准定位

会议来源 全部会议

机器学习与综合 AI

自然语言处理

计算机视觉

数据挖掘与 Web

多媒体与图形学

未选择时检索全部会议
支持跨会议组合检索,PDF 均跳转至官方来源
1,093篇论文匹配“3D Rendering & Reconstruction”
第 44 / 55 页

Simon Giebenhain, Tobias Kirschstein, Markos Georgopoulos, Martin Rünz, Lourdes Agapito, Matthias Nießner

We present Monocular Neural Parametric Head Models (MonoNPHM) for dynamic 3D head reconstructions from monocular RGB videos. To this end we propose a latent appearance space that parameterizes a texture field on top of a neural parametric model. We constrain predicted color values to be correlated with the underlying geometry such that gradients from RGB effectively influence latent geometry codes during inverse rendering. To increase the representational capacity of our expression space we augment our backward deformation field with hyper-dimensions thus improving color and geometry representation in topologically challenging expressions. Using MonoNPHM as a learned prior we approach the task of 3D head reconstruction using signed distance field based volumetric rendering. By numerically inverting our backward deformation field we incorporated a landmark loss using facial anchor points that are closely tied to our canonical geometry representation. We incorporate a facial landmark loss by numerically inverting our backward deformation field tied with our canonical geometry to observed 2D facial landmarks in posed space. To evaluate the task of dynamic face reconstruction from monocular RGB videos we record 20 challenging Kinect sequences under casual conditions. MonoNPHM outperforms all baselines with a significant margin and makes an important step towards easily accessible neural parametric face models through RGB tracking.

Zeren Jiang, Chen Guo, Manuel Kaufmann, Tianjian Jiang, Julien Valentin, Otmar Hilliges, Jie Song

We present MultiPly a novel framework to reconstruct multiple people in 3D from monocular in-the-wild videos. Reconstructing multiple individuals moving and interacting naturally from monocular in-the-wild videos poses a challenging task. Addressing it necessitates precise pixel-level disentanglement of individuals without any prior knowledge about the subjects. Moreover it requires recovering intricate and complete 3D human shapes from short video sequences intensifying the level of difficulty. To tackle these challenges we first define a layered neural representation for the entire scene composited by individual human and background models. We learn the layered neural representation from videos via our layer-wise differentiable volume rendering. This learning process is further enhanced by our hybrid instance segmentation approach which combines the self-supervised 3D segmentation and the promptable 2D segmentation module yielding reliable instance segmentation supervision even under close human interaction. A confidence-guided optimization formulation is introduced to optimize the human poses and shape/appearance alternately. We incorporate effective objectives to refine human poses via photometric information and impose physically plausible constraints on human dynamics leading to temporally consistent 3D reconstructions with high fidelity. The evaluation of our method shows the superiority over prior art on publicly available datasets and in-the-wild videos.

David Stotko, Nils Wandel, Reinhard Klein

3D reconstruction of dynamic scenes is a long-standing problem in computer graphics and increasingly difficult the less information is available. Shape-from-Template (SfT) methods aim to reconstruct a template-based geometry from RGB images or video sequences often leveraging just a single monocular camera without depth information such as regular smartphone recordings. Unfortunately existing reconstruction methods are either unphysical and noisy or slow in optimization. To solve this problem we propose a novel SfT reconstruction algorithm for cloth using a pre-trained neural surrogate model that is fast to evaluate stable and produces smooth reconstructions due to a regularizing physics simulation. Differentiable rendering of the simulated mesh enables pixel-wise comparisons between the reconstruction and a target video sequence that can be used for a gradient-based optimization procedure to extract not only shape information but also physical parameters such as stretching shearing or bending stiffness of the cloth. This allows to retain a precise stable and smooth reconstructed geometry while reducing the runtime by a factor of 400-500 compared to ?-SfT a state-of-the-art physics-based SfT approach.

Maximilian Frühauf, Hayko Riemenschneider, Markus Gross, Christopher Schroers

Despite exciting progress in automatic 3D reconstruction from images excessive and irregular triangular faces in the resulting meshes still constitute a significant challenge when it comes to adoption in practical artist workflows. Therefore we propose a method to extract regular quad-dominant meshes from posed images. More specifically we generate a high-quality 3D model through decomposition into an easily editable quad-dominant mesh with pixel-level details such as displacement materials and lighting. To enable end-to-end learning of shape and quad topology we QUADify a neural implicit representation using our novel differentiable re-meshing objective. Distinct from previous work our method exploits artifact-free Catmull-Clark subdivision combined with vertex displacement to extract pixel-level details linked to the base geometry. Finally we apply differentiable rendering techniques for material and lighting decomposition to optimize for image reconstruction. Our experiments show the benefits of end-to-end re-meshing and that our method yields state-of-the-art geometric accuracy while providing lightweight meshes with displacements and textures that are directly compatible with professional renderers and game engines.

Zhiwen Yan, Weng Fei Low, Yu Chen, Gim Hee Lee

3D Gaussians have recently emerged as a highly efficient representation for 3D reconstruction and rendering. Despite its high rendering quality and speed at high resolutions they both deteriorate drastically when rendered at lower resolutions or from far away camera position. During low resolution or far away rendering the pixel size of the image can fall below the Nyquist frequency compared to the screen size of each splatted 3D Gaussian and leads to aliasing effect. The rendering is also drastically slowed down by the sequential alpha blending of more splatted Gaussians per pixel. To address these issues we propose a multi-scale 3D Gaussian splatting algorithm which maintains Gaussians at different scales to represent the same scene. Higher-resolution images are rendered with more small Gaussians and lower-resolution images are rendered with fewer larger Gaussians. With similar training time our algorithm can achieve 13%-66% PSNR and 160%-2400% rendering speed improvement at 4x-128x scale rendering on Mip-NeRF360 dataset compared to the single scale 3D Gaussian splatting.

Chi Yan, Delin Qu, Dan Xu, Bin Zhao, Zhigang Wang, Dong Wang, Xuelong Li

In this paper we introduce GS-SLAM that first utilizes 3D Gaussian representation in the Simultaneous Localization and Mapping (SLAM) system. It facilitates a better balance between efficiency and accuracy. Compared to recent SLAM methods employing neural implicit representations our method utilizes a real-time differentiable splatting rendering pipeline that offers significant speedup to map optimization and RGB-D rendering. Specifically we propose an adaptive expansion strategy that adds new or deletes noisy 3D Gaussians in order to efficiently reconstruct new observed scene geometry and improve the mapping of previously observed areas. This strategy is essential to extend 3D Gaussian representation to reconstruct the whole scene rather than synthesize a static object in existing methods. Moreover in the pose tracking process an effective coarse-to-fine technique is designed to select reliable 3D Gaussian representations to optimize camera pose resulting in runtime reduction and robust estimation. Our method achieves competitive performance compared with existing state-of-the-art real-time methods on the Replica TUM-RGBD datasets. Project page: \href https://gs-slam.github.io/ https://gs-slam.github.io/ .

Abdullah Hamdi, Luke Melas-Kyriazi, Jinjie Mai, Guocheng Qian, Ruoshi Liu, Carl Vondrick, Bernard Ghanem, Andrea Vedaldi

Advancements in 3D Gaussian Splatting have significantly accelerated 3D reconstruction and generation. However it may require a large number of Gaussians which creates a substantial memory footprint. This paper introduces GES (Generalized Exponential Splatting) a novel representation that employs Generalized Exponential Function (GEF) to model 3D scenes requiring far fewer particles to represent a scene and thus significantly outperforming Gaussian Splatting methods in efficiency with a plug-and-play replacement ability for Gaussian-based utilities. GES is validated theoretically and empirically in both principled 1D setup and realistic 3D scenes. It is shown to represent signals with sharp edges more accurately which are typically challenging for Gaussians due to their inherent low-pass characteristics. Our empirical analysis demonstrates that GEF outperforms Gaussians in fitting natural-occurring signals (E.g. squares triangles parabolic signals) thereby reducing the need for extensive splitting operations that increase the memory footprint of Gaussian Splatting. With the aid of a frequency-modulated loss GES achieves competitive performance in novel-view synthesis benchmarks while requiring less than half the memory storage of Gaussian Splatting and increasing the rendering speed by up to 39%. The code is available on the project website https://abdullahamdi.com/ges .

Inhee Lee, Byungjun Kim, Hanbyul Joo

In this paper we present a method to reconstruct the world and multiple dynamic humans in 3D from a monocular video input. As a key idea we represent both the world and multiple humans via the recently emerging 3D Gaussian Splatting (3D-GS) representation enabling to conveniently and efficiently compose and render them together. In particular we address the scenarios with severely limited and sparse observations in 3D human reconstruction a common challenge encountered in the real world. To tackle this challenge we introduce a novel approach to optimize the 3D-GS representation in a canonical space by fusing the sparse cues in the common space where we leverage a pre-trained 2D diffusion model to synthesize unseen views while keeping the consistency with the observed 2D appearances. We demonstrate our method can reconstruct high-quality animatable 3D humans in various challenging examples in the presence of occlusion image crops few-shot and extremely sparse observations. After reconstruction our method is capable of not only rendering the scene in any novel views at arbitrary time instances but also editing the 3D scene by removing individual humans or applying different motions for each human. Through various experiments we demonstrate the quality and efficiency of our methods over alternative existing approaches.

Nan Xue, Bin Tan, Yuxi Xiao, Liang Dong, Gui-Song Xia, Tianfu Wu, Yujun Shen

This paper studies the problem of structured 3D recon- struction using wireframes that consist of line segments and junctions focusing on the computation of structured boundary geometries of scenes. Instead of leveraging matching-based solutions from 2D wireframes (or line segments) for 3D wireframe reconstruction as done in prior arts we present NEAT a rendering-distilling formulation using neural fields to represent 3D line segments with 2D observations and bipartite matching for perceiving and dis- tilling of a sparse set of 3D global junctions. The proposed NEAT enjoys the joint optimization of the neural fields and the global junctions from scratch using view-dependent 2D observations without precomputed cross-view feature matching. Comprehensive experiments on the DTU and BlendedMVS datasets demonstrate our NEAT's superiority over state-of-the-art alternatives for 3D wireframe recon- struction. Moreover the distilled 3D global junctions by NEAT are a better initialization than SfM points for the recently-emerged 3D Gaussian Splatting for high-fidelity novel view synthesis using about 20 times fewer initial 3D points. Project page: https://xuenan.net/neat

Zhihao Liang, Qi Zhang, Ying Feng, Ying Shan, Kui Jia

We propose GS-IR a novel inverse rendering approach based on 3D Gaussian Splatting (GS) that leverages forward mapping volume rendering to achieve photorealistic novel view synthesis and relighting results. Unlike previous works that use implicit neural representations and volume rendering (e.g. NeRF) which suffer from low expressive power and high computational complexity we extend GS a top-performance representation for novel view synthesis to estimate scene geometry surface material and environment illumination from multi-view images captured under unknown lighting conditions. There are two main problems when introducing GS to inverse rendering: 1) GS does not support producing plausible normal natively; 2) forward mapping (e.g. rasterization and splatting) cannot trace the occlusion like backward mapping (e.g. ray tracing). To address these challenges our GS-IR proposes an efficient optimization scheme that incorporates a depth-derivation-based regularization for normal estimation and a baking-based occlusion to model indirect lighting. The flexible and expressive GS representation allows us to achieve fast and compact geometry reconstruction photorealistic novel view synthesis and effective physically-based rendering. We demonstrate the superiority of our method over baseline methods through qualitative and quantitative evaluations on various challenging scenes.

Parsa Mirdehghan, Maxx Wu, Wenzheng Chen, David B. Lindell, Kiriakos N. Kutulakos

We show how to turn a noisy and fragile active triangulation technique--three-pattern structured light with a grayscale camera--into a fast and powerful tool for 3D capture: able to output sub-pixel accurate disparities at megapixel resolution along with reflectance normals and a no-reference estimate of its own pixelwise 3D error. To achieve this we formulate structured-light decoding as a neural inverse rendering problem. We show that despite having just three or four input images--all from the same viewpoint--this problem can be tractably solved by TurboSL an algorithm that combines (1) a precise image formation model (2) a signed distance field scene representation and (3) projection pattern sequences optimized for accuracy instead of precision. We use TurboSL to reconstruct a variety of complex scenes from images captured at up to 60 fps with a camera and a common projector. Our experiments highlight TurboSL's potential for dense and highly-accurate 3D acquisition from data captured in fractions of a second.

Liangchen Li, Juyong Zhang

Since its proposal Neural Radiance Fields (NeRF) has achieved great success in related tasks mainly adopting the hierarchical volume sampling (HVS) strategy for volume rendering. However the HVS of NeRF approximates distributions using piecewise constant functions which provides a relatively rough estimation. Based on the observation that a well-trained weight function w(t) and the L_0 distance between points and the surface have very high similarity we propose L_0-Sampler by incorporating the L_0 model into w(t) to guide the sampling process. Specifically we propose using piecewise exponential functions rather than piecewise constant functions for interpolation which can not only approximate quasi-L_0 weight distributions along rays quite well but can be easily implemented with a few lines of code change without additional computational burden. Stable performance improvements can be achieved by applying L_0-Sampler to NeRF and related tasks like 3D reconstruction. Code is available at https://ustc3dv.github.io/L0-Sampler/.

Jiahui Lei, Yufu Wang, Georgios Pavlakos, Lingjie Liu, Kostas Daniilidis

We introduce Gaussian Articulated Template Model (GART) an explicit efficient and expressive representation for non-rigid articulated subject capturing and rendering from monocular videos. GART utilizes a mixture of moving 3D Gaussians to explicitly approximate a deformable subject's geometry and appearance. It takes advantage of a categorical template model prior (SMPL SMAL etc.) with learnable forward skinning while further generalizing to more complex non-rigid deformations with novel latent bones. GART can be reconstructed via differentiable rendering from monocular videos in seconds or minutes and rendered in novel poses faster than 150fps.

Van Nguyen Nguyen, Thibault Groueix, Mathieu Salzmann, Vincent Lepetit

We present GigaPose a fast robust and accurate method for CAD-based novel object pose estimation in RGB images. GigaPose first leverages discriminative "templates" rendered images of the CAD models to recover the out-of-plane rotation and then uses patch correspondences to estimate the four remaining parameters. Our approach samples templates in only a two-degrees-of-freedom space instead of the usual three and matches the input image to the templates using fast nearest-neighbor search in feature space results in a speedup factor of 35x compared to the state of the art. Moreover GigaPose is significantly more robust to segmentation errors. Our extensive evaluation on the seven core datasets of the BOP challenge demonstrates that it achieves state-of-the-art accuracy and can be seamlessly integrated with existing refinement methods. Additionally we show the potential of GigaPose with 3D models predicted by recent work on 3D reconstruction from a single image relaxing the need for CAD models and making 6D pose object estimation much more convenient. Our source code and trained models are publicly available at https://github.com/nv-nguyen/gigaPose

Antoine Guédon, Vincent Lepetit

We propose a method to allow precise and extremely fast mesh extraction from 3D Gaussian Splatting. Gaussian Splatting has recently become very popular as it yields realistic rendering while being significantly faster to train than NeRFs. It is however challenging to extract a mesh from the millions of tiny 3D Gaussians as these Gaussians tend to be unorganized after optimization and no method has been proposed so far. Our first key contribution is a regularization term that encourages the Gaussians to align well with the surface of the scene. We then introduce a method that exploits this alignment to extract a mesh from the Gaussians using Poisson reconstruction which is fast scalable and preserves details in contrast to the Marching Cubes algorithm usually applied to extract meshes from Neural SDFs. Finally we introduce an optional refinement strategy that binds Gaussians to the surface of the mesh and jointly optimizes these Gaussians and the mesh through Gaussian splatting rendering. This enables easy editing sculpting animating and relighting of the Gaussians by manipulating the mesh instead of the Gaussians themselves. Retrieving such an editable mesh for realistic rendering is done within minutes with our method compared to hours with the state-of-the-art method on SDFs while providing a better rendering quality.

Ziyi Yang, Xinyu Gao, Wen Zhou, Shaohui Jiao, Yuqing Zhang, Xiaogang Jin

Implicit neural representation has paved the way for new approaches to dynamic scene reconstruction. Nonetheless cutting-edge dynamic neural rendering methods rely heavily on these implicit representations which frequently struggle to capture the intricate details of objects in the scene. Furthermore implicit methods have difficulty achieving real-time rendering in general dynamic scenes limiting their use in a variety of tasks. To address the issues we propose a deformable 3D Gaussians splatting method that reconstructs scenes using 3D Gaussians and learns them in canonical space with a deformation field to model monocular dynamic scenes. We also introduce an annealing smoothing training mechanism with no extra overhead which can mitigate the impact of inaccurate poses on the smoothness of time interpolation tasks in real-world scenes. Through a differential Gaussian rasterizer the deformable 3D Gaussians not only achieve higher rendering quality but also real-time rendering speed. Experiments show that our method outperforms existing methods significantly in terms of both rendering quality and speed making it well-suited for tasks such as novel-view synthesis time interpolation and real-time rendering.

Jiahui Zhang, Fangneng Zhan, Muyu Xu, Shijian Lu, Eric Xing

3D Gaussian splatting has achieved very impressive performance in real-time novel view synthesis. However it often suffers from over-reconstruction during Gaussian densification where high-variance image regions are covered by a few large Gaussians only leading to blur and artifacts in the rendered images. We design a progressive frequency regularization (FreGS) technique to tackle the over-reconstruction issue within the frequency space. Specifically FreGS performs coarse-to-fine Gaussian densification by exploiting low-to-high frequency components that can be easily extracted with low-pass and high-pass filters in the Fourier space. By minimizing the discrepancy between the frequency spectrum of the rendered image and the corresponding ground truth it achieves high-quality Gaussian densification and alleviates the over-reconstruction of Gaussian splatting effectively. Experiments over multiple widely adopted benchmarks (e.g. Mip-NeRF360 Tanks-and-Temples and Deep Blending) show that FreGS achieves superior novel view synthesis and outperforms the state-of-the-art consistently.

Yang Fu, Sifei Liu, Amey Kulkarni, Jan Kautz, Alexei A. Efros, Xiaolong Wang

While neural rendering has led to impressive advances in scene reconstruction and novel view synthesis it relies heavily on accurately pre-computed camera poses. To relax this constraint multiple efforts have been made to train Neural Radiance Fields (NeRFs) without pre-processed camera poses. However the implicit representations of NeRFs provide extra challenges to optimize the 3D structure and camera poses at the same time. On the other hand the recently proposed 3D Gaussian Splatting provides new opportunities given its explicit point cloud representations. This paper leverages both the explicit geometric representation and the continuity of the input video stream to perform novel view synthesis without any SfM preprocessing. We process the input frames in a sequential manner and progressively grow the 3D Gaussians set by taking one input frame at a time without the need to pre-compute the camera poses. Our method significantly improves over previous approaches in view synthesis and camera pose estimation under large motion changes. Our project page is: https: //oasisyang.github.io/colmap-free-3dgs.

Andrea Ramazzina, Stefanie Walz, Pragyan Dahal, Mario Bijelic, Felix Heide

Reconstructing outdoor 3D scenes from temporal observations is a challenge that recent work on neural fields has offered a new avenue for. However existing methods that recover scene properties such as geometry appearance or radiance solely from RGB captures often fail when handling poorly-lit or texture-deficient regions. Similarly recovering scenes with scanning lidar sensors is also difficult due to their low angular sampling rate which makes recovering expansive real-world scenes difficult. Tackling these gaps we introduce Gated Fields - a neural scene reconstruction method that utilizes active gated video sequences. To this end we propose a neural rendering approach that seamlessly incorporates time-gated capture and illumination. Our method exploits the intrinsic depth cues in the gated videos achieving precise and dense geometry reconstruction irrespective of ambient illumination conditions. We validate the method across day and night scenarios and find that Gated Fields compares favorably to RGB and LiDAR reconstruction methods

Yiqun Mei, Yu Zeng, He Zhang, Zhixin Shu, Xuaner Zhang, Sai Bi, Jianming Zhang, HyunJoon Jung, Vishal M. Patel

At the core of portrait photography is the search for ideal lighting and viewpoint. The process often requires advanced knowledge in photography and an elaborate studio setup. In this work we propose Holo-Relighting a volumetric relighting method that is capable of synthesizing novel viewpoints and novel lighting from a single image. Holo-Relighting leverages the pretrained 3D GAN (EG3D) to reconstruct geometry and appearance from an input portrait as a set of 3D-aware features. We design a relighting module conditioned on a given lighting to process these features and predict a relit 3D representation in the form of a tri-plane which can render to an arbitrary viewpoint through volume rendering. Besides viewpoint and lighting control Holo-Relighting also takes the head pose as a condition to enable head-pose-dependent lighting effects. With these novel designs Holo-Relighting can generate complex non-Lambertian lighting effects (e.g. specular highlights and cast shadows) without using any explicit physical lighting priors. We train Holo-Relighting with data captured with a light stage and propose two data-rendering techniques to improve the data quality for training the volumetric relighting system. Through quantitative and qualitative experiments we demonstrate Holo-Relighting can achieve state-of-the-arts relighting quality with better photorealism 3D consistency and controllability.