Given monocular videos, we build 3D models of articulated objects and environments whose 3D configurations satisfy dynamics and contact constraints. At its core, our method leverages differentiable physics simulation to aid visual reconstructions. We couple differentiable physics simulation with differentiable rendering via coordinate descent, which enables end-to-end optimization of, not only 3D reconstructions, but also physical system parameters from videos. We demonstrate the effectiveness of physics-informed reconstruction on monocular videos of quadruped animals and humans. It reduces reconstruction artifacts (e.g., scale ambiguity, unbalanced poses, and foot swapping) that are challenging to address by visual cues alone, and produces better foot contact estimation.
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In this paper, we propose a novel method for single-view 3D style transfer that generates a unique 3D object with both shape and texture transfer. Our focus lies primarily on birds, a popular subject in 3D reconstruction, for which no existing single-view 3D transfer methods have been developed. The method we propose seeks to generate a 3D mesh shape and texture of a bird from two single-view images. To achieve this, we introduce a novel shape transfer generator that comprises a dual residual gated network (DRGNet), and a multi-layer perceptron (MLP). DRGNet extracts the features of source and target images using a shared coordinate gate unit, while the MLP generates spatial coordinates for building a 3D mesh. We also introduce a semantic UV texture transfer module that implements textural style transfer using semantic UV segmentation, which ensures consistency in the semantic meaning of the transferred regions. This module can be widely adapted to many existing approaches. Finally, our method constructs a novel 3D bird using a differentiable renderer. Experimental results on the CUB dataset verify that our method achieves state-of-the-art performance on the single-view 3D style transfer task. Code is available at https://github.com/wrk226/creative_birds.
Despite the tremendous progress in neural radiance fields (NeRF), we still face a dilemma of the trade-off between quality and efficiency, e.g., MipNeRF presents fine-detailed and anti-aliased renderings but takes days for training, while Instant-ngp can accomplish the reconstruction in a few minutes but suffers from blurring or aliasing when rendering at various distances or resolutions due to ignoring the sampling area. To this end, we propose a novel Tri-Mip encoding (a la "mipmap") that enables both instant reconstruction and anti-aliased high-fidelity rendering for neural radiance fields. The key is to factorize the pre-filtered 3D feature spaces in three orthogonal mipmaps. In this way, we can efficiently perform 3D area sampling by taking advantage of 2D pre-filtered feature maps, which significantly elevates the rendering quality without sacrificing efficiency. To cope with the novel Tri-Mip representation, we propose a cone-casting rendering technique to efficiently sample anti-aliased 3D features with the Tri-Mip encoding considering both pixel imaging and observing distance. Extensive experiments on both synthetic and real-world datasets demonstrate our method achieves state-of-the-art rendering quality and reconstruction speed while maintaining a compact representation that reduces 25% model size compared against Instant-ngp. Code is available at the project webpage: https: //wbhu.github.io/projects/Tri-MipRF
Ref-NeuS: Ambiguity-Reduced Neural Implicit Surface Learning for Multi-View Reconstruction with Reflection
PDF ↗Neural implicit surface learning has shown significant progress in multi-view 3D reconstruction, where an object is represented by multilayer perceptrons that provide continuous implicit surface representation and view-dependent radiance. However, current methods often fail to accurately reconstruct reflective surfaces, leading to severe ambiguity. To overcome this issue, we propose Ref-NeuS, which aims to reduce ambiguity by attenuating the effect of reflective surfaces. Specifically, we utilize an anomaly detector to estimate an explicit reflection score with the guidance of multi-view context to localize reflective surfaces. Afterward, we design a reflection-aware photometric loss that adaptively reduces ambiguity by modeling rendered color as a Gaussian distribution, with the reflection score representing the variance. We show that together with a reflection direction-dependent radiance, our model achieves high-quality surface reconstruction on reflective surfaces and outperforms the state-of-the-arts by a large margin. Besides, our model is also comparable on general surfaces.
NeTO:Neural Reconstruction of Transparent Objects with Self-Occlusion Aware Refraction-Tracing
PDF ↗We present a novel method called NeTO, for capturing the 3D geometry of solid transparent objects from 2D images via volume rendering. Reconstructing transparent objects is a very challenging task, which is ill-suited for general-purpose reconstruction techniques due to the specular light transport phenomena. Although existing refraction-tracing-based methods, designed especially for this task, achieve impressive results, they still suffer from unstable optimization and loss of fine details since the explicit surface representation they adopted is difficult to be optimized, and the self-occlusion problem is ignored for refraction-tracing. In this paper, we propose to leverage implicit Signed Distance Function (SDF) as surface representation and optimize the SDF field via volume rendering with a self-occlusion aware refractive ray tracing. The implicit representation enables our method to be capable of reconstructing high-quality reconstruction even with a limited set of views, and the self-occlusion aware strategy makes it possible for our method to accurately reconstruct the self-occluded regions. Experiments show that our method achieves faithful reconstruction results and outperforms prior works by a large margin. Visit our project page at https://www.xxlong.site/NeTO/.
Speech4Mesh: Speech-Assisted Monocular 3D Facial Reconstruction for Speech-Driven 3D Facial Animation
PDF ↗Recent audio2mesh-based methods have shown promising prospects for speech-driven 3D facial animation tasks. However, some intractable challenges are urgent to be settled. For example, the data-scarcity problem is intrinsically inevitable due to the difficulty of 4D data collection. Besides, current methods generally lack controllability on the animated face. To this end, we propose a novel framework named Speech4Mesh to consecutively generate 4D talking head data and train the audio2mesh network with the reconstructed meshes. In our framework, we first reconstruct the 4D talking head sequence based on the monocular videos. For precise capture of the talking-related variation on the face, we exploit the audio-visual alignment information from the video by employing a contrastive learning scheme. We next can train the audio2mesh network (e.g., FaceFormer) based on the generated 4D data. To get control of the animated talking face, we encode the speaking-unrelated factors (e.g., emotion, etc.) into an emotion embedding for manipulation. Finally, a differentiable renderer guarantees more accurate photometric details of the reconstruction and animation results. Empirical experiments demonstrate that the Speech4Mesh framework can not only outperform state-of-the-art reconstruction methods, especially on the lower-face part but also achieve better animation performance both perceptually and objectively after pre-trained on the synthesized data. Besides, we also verify that the proposed framework is able to explicitly control the emotion of the animated talking face.
We propose Strivec, a novel neural representation that models a 3D scene as a radiance field with sparsely distributed and compactly factorized local tensor feature grids. Our approach leverages tensor decomposition, following the recent work TensoRF, to model the tensor grids. In contrast to TensoRF which uses a global tensor and focuses on their vector-matrix decomposition, we propose to utilize a cloud of local tensors and apply the classic CANDECOMP/PARAFAC (CP) decomposition to factorize each tensor into triple vectors that express local feature distributions along spatial axes and compactly encode a local neural field. We also apply multi-scale tensor grids to discover the geometry and appearance commonalities and exploit spatial coherence with the tri-vector factorization at multiple local scales. The final radiance field properties are regressed by aggregating neural features from multiple local tensors across all scales. Our tri-vector tensors are sparsely distributed around the actual scene surface, discovered by a fast coarse reconstruction, leveraging the sparsity of a 3D scene. We demonstrate that our model can achieve better rendering quality while using significantly fewer parameters than previous methods, including TensoRF and Instant-NGP.
We present a novel type of neural fields that uses general radial bases for signal representation. State-of-the-art neural fields typically rely on grid-based representations for storing local neural features and N-dimensional linear kernels for interpolating features at continuous query points. The spatial positions of their neural features are fixed on grid nodes and cannot well adapt to target signals. Our method instead builds upon general radial bases with flexible kernel position and shape, which have higher spatial adaptivity and can more closely fit target signals. To further improve the channel-wise capacity of radial basis functions, we propose to compose them with multi-frequency sinusoid functions. This technique extends a radial basis to multiple Fourier radial bases of different frequency bands without requiring extra parameters, facilitating the representation of details. Moreover, by marrying adaptive radial bases with grid-based ones, our hybrid combination inherits both adaptivity and interpolation smoothness. We carefully designed weighting schemes to let radial bases adapt to different types of signals effectively. Our experiments on 2D image and 3D signed distance field representation demonstrate the higher accuracy and compactness of our method than prior arts. When applied to neural radiance field reconstruction, our method achieves state-of-the-art rendering quality, with small model size and comparable training speed.
Differentiable volumetric rendering is a powerful paradigm for 3D reconstruction and novel view synthesis. However, standard volume rendering approaches struggle with degenerate geometries in the case of limited viewpoint diversity, a common scenario in robotics applications. In this work, we propose to use the multi-view photometric objective from the self-supervised depth estimation literature as a geometric regularizer for volumetric rendering, significantly improving novel view synthesis without requiring additional information. Building upon this insight, we explore the explicit modeling of scene geometry using a generalist Transformer, jointly learning a radiance field as well as depth and light fields with a set of shared latent codes. We demonstrate that sharing geometric information across tasks is mutually beneficial, leading to improvements over single-task learning without an increase in network complexity. Our DeLiRa architecture achieves state-of-the-art results on the ScanNet benchmark, enabling high quality volumetric rendering as well as real-time novel view and depth synthesis in the limited viewpoint diversity setting.
Neural Radiance Fields (NeRF) achieves impressive ren-dering performance by learning volumetric 3D representation from several images of different views. However, it is difficult to reconstruct a sharp NeRF from blurry input as often occurred in the wild. To solve this problem, we propose a novel Event-Enhanced NeRF (E2NeRF) by utilizing the combination data of a bio-inspired event camera and a standard RGB camera. To effectively introduce event stream into the learning process of neural volumetric representation, we propose a blur rendering loss and an event rendering loss, which guide the network via modelling real blur process and event generation process, respectively. Moreover, a camera pose estimation framework for real-world data is built with the guidance of event stream to generalize the method to practical applications. In contrast to previous image-based or event-based NeRF, our framework effectively utilizes the internal relationship between events and images. As a result, E2NeRF not only achieves image deblurring but also achieves high-quality novel view image generation. Extensive experiments on both synthetic data and real-world data demonstrate that E2NeRF can effectively learn a sharp NeRF from blurry images, especially in complex and low-light scenes. Our code and datasets are publicly available at https://github.com/iCVTEAM/E2NeRF.
We introduce a theoretical framework for differentiable surface evolution that allows discrete topology changes through the use of topological derivatives for variational optimization of image functionals. While prior methods for inverse rendering of geometry rely on silhouette gradients for topology changes, such signals are sparse. In contrast, our theory derives topological derivatives that relate the introduction of vanishing holes and phases to changes in image intensity. As a result, we enable differentiable shape perturbations in the form of hole or phase nucleation. We validate the proposed theory with optimization of closed curves in 2D and surfaces in 3D to lend insights into limitations of current methods and enable improved applications such as image vectorization, vector-graphics generation from text prompts, single-image reconstruction of shape ambigrams and multiview 3D reconstruction.
Following the remarkable success of diffusion models on image generation, recent works have also demonstrated their impressive ability to address a number of inverse problems in an unsupervised way, by properly constraining the sampling process based on a conditioning input. Motivated by this, in this paper, we present the first approach to use diffusion models as a prior for highly accurate 3D facial BRDF reconstruction from a single image. We start by leveraging a high-quality UV dataset of facial reflectance (diffuse and specular albedo and normals), which we render under varying illumination settings to simulate natural RGB textures and, then, train an unconditional diffusion model on concatenated pairs of rendered textures and reflectance components. At test time, we fit a 3D morphable model to the given image and unwrap the face in a partial UV texture. By sampling from the diffusion model, while retaining the observed texture part intact, the model inpaints not only the self-occluded areas but also the unknown reflectance components, in a single sequence of denoising steps. In contrast to existing methods, we directly acquire the observed texture from the input image, thus, resulting in more faithful and consistent reflectance estimation. Through a series of qualitative and quantitative comparisons, we demonstrate superior performance in both texture completion as well as reflectance reconstruction tasks.
In recent years, huge progress has been made on learn- ing neural implicit representations from multi-view images for 3D reconstruction. As an additional input complement- ing coordinates, using sinusoidal functions as positional encodings plays a key role in revealing high frequency de- tails with coordinate-based neural networks. However, high frequency positional encodings make the optimization un- stable, which results in noisy reconstructions and artifacts in empty space. To resolve this issue in a general sense, we introduce to learn neural implicit representations with quantized coordinates, which reduces the uncertainty and ambiguity in the field during optimization. Instead of con- tinuous coordinates, we discretize continuous coordinates into discrete coordinates using nearest interpolation among quantized coordinates which are obtained by discretizing the field in an extremely high resolution. We use discrete coordinates and their positional encodings to learn implicit functions through volume rendering. This significantly re- duces the variations in the sample space, and triggers more multi-view consistency constraints on intersections of rays from different views, which enables to infer implicit function in a more effective way. Our quantized coordinates do not bring any computational burden, and can seamlessly work upon the latest methods. Our evaluations under the widely used benchmarks show our superiority over the state-of-the- art. Our code is available at https://github.com/ MachinePerceptionLab/CQ-NIR.
Remarkable advances have been achieved recently in learning neural representations that characterize object geometry, while generating textured objects suitable for downstream applications and 3D rendering remains at an early stage. In particular, reconstructing textured geometry from images of real objects is a significant challenge - reconstructed geometry is often inexact, making realistic texturing a significant challenge. We present Mesh2Tex, which learns a realistic object texture manifold from uncorrelated collections of 3D object geometry and photorealistic RGB images, by leveraging a hybrid mesh-neural-field texture representation. Our texture representation enables compact encoding of high-resolution textures as a neural field in the barycentric coordinate system of the mesh faces. The learned texture manifold enables effective navigation to generate an object texture for a given 3D object geometry that matches to an input RGB image, which maintains robustness even under challenging real-world scenarios where the mesh geometry approximates an inexact match to the underlying geometry in the RGB image. Mesh2Tex can effectively generate realistic object textures for an object mesh to match real images observations towards digitization of real environments, significantly improving over previous state of the art.
Creating relightable and animatable human characters from monocular video at a low cost is a critical task for digital human modeling and virtual reality applications. This task is complex due to intricate articulation motion, a wide range of ambient lighting conditions, and pose-dependent clothing deformations. In this paper, we introduce a novel self-supervised framework that takes a monocular video of a moving human as input and generates a 3D neural representation capable of being rendered with novel poses under arbitrary lighting conditions. Our framework decomposes dynamic humans under varying illumination into neural fields in canonical space, taking into account geometry and spatially varying BRDF material properties. Additionally, we introduce pose-driven deformation fields, enabling bidirectional mapping between canonical space and observation. Leveraging the proposed appearance decomposition and deformation fields, our framework learns in a self-supervised manner. Ultimately, based on pose-driven deformation, recovered appearance, and physically-based rendering, the reconstructed human figure becomes relightable and can be explicitly driven by novel poses. We demonstrate significant performance improvements over previous works and provide compelling examples of relighting from monocular videos of moving humans in challenging, uncontrolled capture scenarios.
Deformable Model-Driven Neural Rendering for High-Fidelity 3D Reconstruction of Human Heads Under Low-View Settings
PDF ↗Reconstructing 3D human heads in low-view settings presents technical challenges, mainly due to the pronounced risk of overfitting with limited views and high-frequency signals. To address this, we propose geometry decomposition and adopt a two-stage, coarse-to-fine training strategy, allowing for progressively capturing high-frequency geometric details. We represent 3D human heads using the zero level-set of a combined signed distance field, comprising a smooth template, a non-rigid deformation, and a high-frequency displacement field. The template captures features that are independent of both identity and expression and is co-trained with the deformation network across multiple individuals with sparse and randomly selected views. The displacement field, capturing individual-specific details, undergoes separate training for each person. Our network training does not require 3D supervision or object masks. Experimental results demonstrate the effectiveness and robustness of our geometry decomposition and two-stage training strategy. Our method outperforms existing neural rendering approaches in terms of reconstruction accuracy and novel view synthesis under low-view settings. Moreover, the pre-trained template serves a good initialization for our model when encountering unseen individuals.
Neural rendering of implicit surfaces performs well in 3D vision applications. However, it requires dense input views as supervision. When only sparse input images are available, output quality drops significantly due to the shape-radiance ambiguity problem. We note that this ambiguity can be constrained when a 3D point is visible in multiple views, as is the case in multi-view stereo (MVS). We thus propose to regularize neural rendering optimization with an MVS solution. The use of an MVS probability volume and a generalized cross entropy loss leads to a noise-tolerant optimization process. In addition, neural rendering provides global consistency constraints that guide the MVS depth hypothesis sampling and thus improves MVS performance. Given only three sparse input views, experiments show that our method not only outperforms generic neural rendering models by a large margin but also significantly increases the reconstruction quality of MVS models.
Neural radiance fields (NeRF) achieve impressive performance in novel view synthesis when trained on only single sequence data. However, leveraging multiple sequences captured by different cameras at different times is essential for better reconstruction performance. Multi-sequence data takes two main challenges: appearance variation due to different lighting conditions and non-static objects like pedestrians. To address these issues, we propose NeRF-MS, a novel approach to training NeRF with multi-sequence data. Specifically, we utilize a triplet loss to regularize the distribution of per-image appearance code, which leads to better high-frequency texture and consistent appearance, such as specular reflections. Then, we explicitly model non-static objects to reduce floaters. Extensive results demonstrate that NeRF-MS not only outperforms state-of-the-art view synthesis methods on outdoor and synthetic scenes, but also achieves 3D consistent rendering and robust appearance controlling. Project page: https://nerf-ms.github.io/.
Generating realistic human 3D reconstructions using image or video data is essential for various communication and entertainment applications. While existing methods achieved impressive results for body and facial regions, realistic hair modeling still remains challenging due to its high mechanical complexity. This work proposes an approach capable of accurate hair geometry reconstruction at a strand level from a monocular video or multi-view images captured in uncontrolled lighting conditions. Our method has two stages, with the first stage performing joint reconstruction of coarse hair and bust shapes and hair orientation using implicit volumetric representations. The second stage then estimates a strand-level hair reconstruction by reconciling in a single optimization process the coarse volumetric constraints with hair strand and hairstyle priors learned from the synthetic data. To further increase the reconstruction fidelity, we incorporate image-based losses into the fitting process using a new differentiable renderer. The combined system, named Neural Haircut, achieves high realism and personalization of the reconstructed hairstyles.
Neural Radiance Fields (NeRFs) are a very recent and very popular approach for the problems of novel view synthesis and 3D reconstruction. A popular scene representation used by NeRFs is to combine a uniform, voxel-based subdivision of the scene with an MLP. Based on the observation that a (sparse) point cloud of the scene is often available, this paper proposes to use an adaptive representation based on tetrahedra obtained by Delaunay triangulation instead of uniform subdivision or point-based representations. We show that such a representation enables efficient training and leads to state-of-the-art results. Our approach elegantly combines concepts from 3D geometry processing, triangle-based rendering, and modern neural radiance fields. Compared to voxel-based representations, ours provides more detail around parts of the scene likely to be close to the surface. Compared to point-based representations, our approach achieves better performance. The source code is publicly available at: https://jkulhanek.com/tetra-nerf.