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1,093篇论文匹配“3D Rendering & Reconstruction”
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Bangbang Yang, Chong Bao, Junyi Zeng, Hujun Bao, Yinda Zhang, Zhaopeng Cui, Guofeng Zhang

Very recently neural implicit rendering techniques have been rapidly evolved and shown great advantages in novel view synthesis and 3D scene reconstruction. However, existing neural rendering methods for editing purposes offer limited functionality, e.g., rigid transformation, or not applicable for fine-grained editing for general objects from daily lives. In this paper, we present a novel mesh-based representation by encoding the neural implicit field with disentangled geometry and texture codes on mesh vertices, which facilitates a set of editing functionalities, including mesh-guided geometry editing, designated texture editing with texture swapping, filling and painting operations. To this end, we develop several techniques including learnable sign indicators to magnify spatial distinguishability of mesh-based representation, distillation and fine-tuning mechanism to make a steady convergence, and the spatial-aware optimization strategy to realize precise texture editing. Extensive experiments and editing examples on both real and synthetic data demonstrate the superiority of our method on representation quality and editing ability. Code is available on the project webpage: https://zju3dv.github.io/neumesh/.

Erroll Wood, Tadas Baltrušaitis, Charlie Hewitt, Matthew Johnson, Jingjing Shen, Nikola Milosavljević, Daniel Wilde, Stephan Garbin, Toby Sharp, Ivan Stojiljković 等

Landmarks often play a key role in face analysis, but many aspects of identity or expression cannot be represented by sparse landmarks alone. Thus, in order to reconstruct faces more accurately, landmarks are often combined with additional signals like depth images or techniques like differentiable rendering. Can we keep things simple by just using more landmarks? In answer, we present the first method that accurately predicts 10x as many landmarks as usual, covering the whole head, including the eyes and teeth. This is accomplished using synthetic training data, which guarantees perfect landmark annotations. By fitting a morphable model to these dense landmarks, we achieve state-of-the-art results for monocular 3D face reconstruction in the wild. We show that dense landmarks are an ideal signal for integrating face shape information across frames by demonstrating accurate and expressive facial performance capture in both monocular and multi-view scenarios. This approach is also highly efficient: we can predict dense landmarks and fit our 3D face model at over 150FPS on a single CPU thread. Please see our website: https://microsoft.github.io/DenseLandmarks/.

Akshat Dave, Yongyi Zhao, Ashok Veeraraghavan

Reconstructing an object’s geometry and appearance from multiple images, also known as inverse rendering, is a fundamental problem in computer graphics and vision. Inverse rendering is inherently ill-posed because the captured image is an intricate function of unknown lighting, material properties and scene geometry. Recent progress in representing scene through coordinate-based neural networks has facilitated inverse rendering resulting in impressive geometry reconstruction and novel-view synthesis. Our key insight is that polarization is a useful cue for neural inverse rendering as polarization strongly depends on surface normals and is distinct for diffuse and specular reflectance. With the advent of commodity on-chip polarization sensors, capturing polarization has become practical. We propose PANDORA, a polarimetric inverse rendering approach based on implicit neural representations. From multi-view polarization images of an object, PANDORA jointly extracts the object’s 3D geometry, separates the outgoing radiance into diffuse and specular and estimates the incident illumination. We show that PANDORA outperforms state-of-the-art radiance decomposition techniques. PANDORA outputs clean surface reconstructions free from texture artefacts, models strong specularities accurately and estimates illumination under practical unstructured scenarios.

Ashish Tiwari, Shanmuganathan Raman

Estimating 3D surface normals through photometric stereo has been of great interest in computer vision research. Despite the success of existing traditional and deep learning-based methods, it is still challenging due to: (i) the requirement of three or more differently illuminated images, (ii) the inability to model unknown general reflectance, and (iii) the requirement of accurate 3D ground truth surface normals and known lighting information for training. In this work, we attempt to address an under-explored problem of photometric stereo using just two differently illuminated images, referred to as the PS2 problem. It is an intermediate case between a single image-based reconstruction method like Shape from Shading (SfS) and the traditional Photometric Stereo (PS), which requires three or more images. We propose an inverse rendering-based deep learning framework, called DeepPS2, that jointly performs surface normal, albedo, lighting estimation, and image relighting in a completely self-supervised manner with no requirement of ground truth data. We demonstrate how image relighting in conjunction with image reconstruction enhances the lighting estimation in a self-supervised setting.

Zhengqin Li, Jia Shi, Sai Bi, Rui Zhu, Kalyan Sunkavalli, Miloš Hašan, Zexiang Xu, Ravi Ramamoorthi, Manmohan Chandraker

We present a method to edit complex indoor lighting from a single image with its predicted depth and light source segmentation masks. This is an extremely challenging problem that requires modeling complex light transport, and disentangling HDR lighting from material and geometry with only a partial LDR observation of the scene. We tackle this problem using two novel components: 1) a holistic scene reconstruction method that estimates scene reflectance and parametric 3D lighting, and 2) a neural rendering framework that re-renders the scene from our predictions. We use physically-based indoor light representations that allow for intuitive editing, and infer both visible and invisible light sources. Our neural rendering framework combines physically-based direct illumination and shadow rendering with deep networks to approximate global illumination. It can capture challenging lighting effects, such as soft shadows, directional lighting, specular materials, and interreflections. Previous single image inverse rendering methods usually entangle scene lighting and geometry and only support applications like object insertion. Instead, by combining parametric 3D lighting estimation with neural scene rendering, we demonstrate the first automatic method to achieve full scene relighting, including light source insertion, removal, and replacement, from a single image. All source code and data will be publicly released.

Zezhou Cheng, Menglei Chai, Jian Ren, Hsin-Ying Lee, Kyle Olszewski, Zeng Huang, Subhransu Maji, Sergey Tulyakov

Creating and editing the shape and color of 3D objects require tremendous human effort and expertise. Compared to direct manipulation in 3D interfaces, 2D interactions such as sketches and scribbles are usually much more natural and intuitive for the users. In this paper, we propose a generic multi-modal generative model that couples the 2D modalities and implicit 3D representations through shared latent spaces. With the proposed model, versatile 3D generation and manipulation are enabled by simply propagating the editing from a specific 2D controlling modality through the latent spaces. For example, editing the 3D shape by drawing a sketch, re-colorizing the 3D surface via painting color scribbles on the 2D rendering, or generating 3D shapes of a certain category given one or a few reference images. Unlike prior works, our model does not require re-training or fine-tuning per editing task and is also conceptually simple, easy to implement, robust to input domain shifts, and flexible to diverse reconstruction on partial 2D inputs. We evaluate our framework on two representative 2D modalities of grayscale line sketches and rendered color images, and demonstrate that our method enables various shape manipulation and generation tasks with these 2D modalities.

Martha Paskin, Daniel Baum, Mason N. Dean, Christoph von Tycowicz

3D shapes provide substantially more information than 2D images. However, the acquisition of 3D shapes is sometimes very difficult or even impossible in comparison with acquiring 2D images, making it necessary to derive the 3D shape from 2D images. Although this is, in general, a mathematically ill-posed problem, it might be solved by constraining the problem formulation using prior information. Here, we present a new approach based on Kendall’s shape space to reconstruct 3D shapes from single monocular 2D images. The work is motivated by an application to study the feeding behavior of the basking shark, an endangered species whose massive size and mobility render 3D shape data nearly impossible to obtain, hampering understanding of their feeding behaviors and ecology. 2D images of these animals in feeding position, however, are readily available. We compare our approach with state-of-the-art shape-based approaches, both on human stick models and on shark head skeletons. Using a small set of training shapes, we show that the Kendall shape space approach is substantially more robust than previous methods and results in plausible shapes. This is essential for the motivating application in which specimens are rare and therefore only few training shapes are available.

Ji Yang, Xinxin Zuo, Sen Wang, Zhenbo Yu, Xingyu Li, Bingbing Ni, Minglun Gong, Li Cheng

Given a single chair image, could we wake it up by reconstructing its 3D shape and skeleton, as well as animating its plausible articulations and motions, similar to that of human modeling? It is a new problem that not only goes beyond image-based object reconstruction but also involves articulated animation of generic objects in 3D, which could give rise to numerous downstream augmented and virtual reality applications. In this paper, we propose an automated approach to tackle the entire process of reconstruct such generic 3D objects, rigging and animation, all from single images. A two-stage pipeline has thus been proposed, which specifically contains a multi-head structure to utilize the deep implicit functions for skeleton prediction. Two in-house 3D datasets of generic objects with high-fidelity rendering and annotated skeletons have also been constructed. Empirically our approach demonstrated promising results; when evaluated on the related sub-tasks of 3D reconstruction and skeleton prediction, our results surpass those of the state-of-the-arts by a noticeable margin. Our code and datasets are made publicly available at the dedicated project website.

Gyeongsik Moon, Hyeongjin Nam, Takaaki Shiratori, Kyoung Mu Lee

Although much progress has been made in 3D clothed human reconstruction, most of the existing methods fail to produce robust results from in-the-wild images, which contain diverse human poses and appearances. This is mainly due to the large domain gap between training datasets and in-the-wild datasets. The training datasets are usually synthetic ones, which contain rendered images from GT 3D scans. However, such datasets contain simple human poses and less natural image appearances compared to those of real in-the-wild datasets, which makes generalization of it to in-the-wild images extremely challenging. To resolve this issue, in this work, we propose ClothWild, a 3D clothed human reconstruction framework that firstly addresses the robustness on in-thewild images. First, for the robustness to the domain gap, we propose a weakly supervised pipeline that is trainable with 2D supervision targets of in-the-wild datasets. Second, we design a DensePose-based loss function to reduce ambiguities of the weak supervision. Extensive empirical tests on several public in-the-wild datasets demonstrate that our proposed ClothWild produces much more accurate and robust results than the state-of-the-art methods. The codes are available in here: https://github.com/hygenie1228/ClothWild_RELEASE.

Junxuan Li, Hongdong Li

This paper tackles the task of uncalibrated photometric stereo for 3D object reconstruction, where both the object shape, object reflectance, and lighting directions are unknown. This is an extremely difficult task, and the challenge is further compounded with the existence of the well-known generalized bas-relief (GBR) ambiguity in photometric stereo. Previous methods to resolve this ambiguity either rely on an overly simplified reflectance model, or assume special light distribution. We propose a new method that jointly optimizes object shape, light directions, and light intensities, all under general surfaces and lights assumptions. The specularities are used explicitly to resolve the GBR ambiguity via a neural inverse rendering process. We gradually fit specularities from shiny to rough using novel progressive specular bases. Our method leverages a physically based rendering equation by minimizing the reconstruction error on a per-object-basis. Our method demonstrates state-of-the-art accuracy in light estimation and shape recovery on real-world datasets.

Feng Liu, Xiaoming Liu

Recent research has shown that controllable image generation based on pre-trained GANs can benefit a wide range of computer vision tasks. However, less attention has been devoted to 3D vision tasks. In light of this, we propose a novel image-conditioned neural implicit field, which can leverage 2D supervisions from GAN-generated multi-view images and perform the single-view reconstruction of generic objects. Firstly, a novel offline StyleGAN-based generator is presented to generate plausible pseudo images with full control over the viewpoint. Then, we propose to utilize a neural implicit function, along with a differentiable renderer to learn 3D geometry from pseudo images with object masks and rough pose initializations. To further detect the unreliable supervisions, we introduce a novel uncertainty module to predict uncertainty maps, which remedy the negative effect of uncertain regions in pseudo images, leading to a better reconstruction performance. The effectiveness of our approach is demonstrated through superior single-view 3D reconstruction results of generic objects.

Tom Monnier, Matthew Fisher, Alexei A. Efros, Mathieu Aubry

Approaches for single-view reconstruction typically rely on viewpoint annotations, silhouettes, the absence of background, multiple views of the same instance, a template shape, or symmetry. We avoid all such supervision and assumptions by explicitly leveraging the consistency between images of different object instances. As a result, our method can learn from large collections of unlabelled images depicting the same object category. Our main contributions are two ways for leveraging cross-instance consistency: (i) progressive conditioning, a training strategy to gradually specialize the model from category to instances in a curriculum learning fashion; and (ii) neighbor reconstruction, a loss enforcing consistency between instances having similar shape or texture. Also critical to the success of our method are: our structured autoencoding architecture decomposing an image into explicit shape, texture, pose, and background; an adapted formulation of differential rendering; and a new optimization scheme alternating between 3D and pose learning. We compare our approach, UNICORN, both on the diverse synthetic ShapeNet dataset - the classical benchmark for methods requiring multiple views as supervision - and on standard real-image benchmarks (Pascal3D+ Car, CUB) for which most methods require known templates and silhouette annotations. We also showcase applicability to more challenging real-world collections (CompCars, LSUN), where silhouettes are not available and images are not cropped around the object.

Sunghun Joung, Seungryong Kim, Minsu Kim, Ig-Jae Kim, Kwanghoon Sohn

We propose a novel framework for fine-grained object recognition that learns to recover object variation in 3D space from a single image, trained on an image collection without using any ground-truth 3D annotation. We accomplish this by representing an object as a composition of 3D shape and its appearance, while eliminating the effect of camera viewpoint, in a canonical configuration. Unlike conventional methods modeling spatial variation in 2D images only, our method is capable of reconfiguring the appearance feature in a canonical 3D space, thus enabling the subsequent object classifier to be invariant under 3D geometric variation. Our representation also allows us to go beyond existing methods, by incorporating 3D shape variation as an additional cue for object recognition. To learn the model without ground-truth 3D annotation, we deploy a differentiable renderer in an analysis-by-synthesis framework. By incorporating 3D shape and appearance jointly in a deep representation, our method learns the discriminative representation of the object and achieves competitive performance on fine-grained image recognition and vehicle re-identification. We also demonstrate that the performance of 3D shape reconstruction is improved by learning fine-grained shape deformation in a boosting manner.

Sinisa Stekovic, Mahdi Rad, Friedrich Fraundorfer, Vincent Lepetit

We propose a novel method for reconstructing floor plans from noisy 3D point clouds. Our main contribution is a principled approach that relies on the Monte Carlo Tree Search (MCTS) algorithm to maximize a suitable objective function efficiently despite the complexity of the problem. Like previous work, we first project the input point cloud to a top view to create a density map and extract room proposals from it. Our method selects and optimizes the polygonal shapes of these room proposals jointly to fit the density map and outputs an accurate vectorized floor map even for large complex scenes. To do this, we adapted MCTS, an algorithm originally designed to learn to play games, to select the room proposals by maximizing an objective function combining the fitness with the density map as predicted by a deep network and regularizing terms on the room shapes. We also introduce a refinement step to MCTS that adjusts the shape of the room proposals. For this step, we propose a novel differentiable method for rendering the polygonal shapes of these proposals. We evaluate our method on the recent and challenging Structured3D and Floor-SP datasets and show a significant improvement over the state-of-the-art, without imposing any hard constraints nor assumptions on the floor plan configurations.

Tianye Li, Shichen Liu, Timo Bolkart, Jiayi Liu, Hao Li, Yajie Zhao

High-fidelity face digitization solutions often combine multi-view stereo (MVS) techniques for 3D reconstruction and a non-rigid registration step to establish dense correspondence across identities and expressions. A common problem is the need for manual clean-up after the MVS step, as 3D scans are typically affected by noise and outliers and contain hairy surface regions that need to be cleaned up by artists. Furthermore, mesh registration tends to fail for extreme facial expressions. Most learning-based methods use an underlying 3D morphable model (3DMM) to ensure robustness, but this limits the output accuracy for extreme facial expressions. In addition, the global bottleneck of regression architectures cannot produce meshes that tightly fit the ground truth surfaces. We propose ToFu, Topological consistent Face from multi-view, a geometry inference framework that can produce topologically consistent meshes across facial identities and expressions using a volumetric representation instead of an explicit underlying 3DMM. Our novel progressive mesh generation network embeds the topological structure of the face in a feature volume, sampled from geometry-aware local features. A coarse-to-fine architecture facilitates dense and accurate facial mesh predictions in a consistent mesh topology. ToFu further captures displacement maps for pore-level geometric details and facilitates high-quality rendering in the form of albedo and specular reflectance maps. These high-quality assets are readily usable by production studios for avatar creation, animation and physically-based skin rendering. We demonstrate state-of-the-art geometric and correspondence accuracy, while only taking 0.385 seconds to compute a mesh with 10K vertices, which is three orders of magnitude faster than traditional techniques. The code and the model are available for research purposes at https://tianyeli.github.io/tofu.

Michael Oechsle, Songyou Peng, Andreas Geiger

Neural implicit 3D representations have emerged as a powerful paradigm for reconstructing surfaces from multi-view images and synthesizing novel views. Unfortunately, existing methods such as DVR or IDR require accurate per-pixel object masks as supervision. At the same time, neural radiance fields have revolutionized novel view synthesis. However, NeRF's estimated volume density does not admit accurate surface reconstruction. Our key insight is that implicit surface models and radiance fields can be formulated in a unified way, enabling both surface and volume rendering using the same model. This unified perspective enables novel, more efficient sampling procedures and the ability to reconstruct accurate surfaces without input masks. We compare our method on the DTU, BlendedMVS, and a synthetic indoor dataset. Our experiments demonstrate that we outperform NeRF in terms of reconstruction quality while performing on par with IDR without requiring masks.

Jeremy Reizenstein, Roman Shapovalov, Philipp Henzler, Luca Sbordone, Patrick Labatut, David Novotny

Traditional approaches for learning 3D object categories have been predominantly trained and evaluated on synthetic datasets due to the unavailability of real 3D-annotated category-centric data. Our main goal is to facilitate advances in this field by collecting real-world data in a magnitude similar to the existing synthetic counterparts. The principal contribution of this work is thus a large-scale dataset, called Common Objects in 3D, with real multi-view images of object categories annotated with camera poses and ground truth 3D point clouds. The dataset contains a total of 1.5 million frames from nearly 19,000 videos capturing objects from 50 MS-COCO categories and, as such, it is significantly larger than alternatives both in terms of the number of categories and objects. We exploit this new dataset to conduct one of the first large-scale "in-the-wild" evaluations of several new-view-synthesis and category-centric 3D reconstruction methods. Finally, we contribute NerFormer - a novel neural rendering method that leverages the powerful Transformer to reconstruct an object given a small number of its views.

Jiaxin Li, Zijian Feng, Qi She, Henghui Ding, Changhu Wang, Gim Hee Lee

In this paper, we propose MINE to perform novel view synthesis and depth estimation via dense 3D reconstruction from a single image. Our approach is a continuous depth generalization of the Multiplane Images (MPI) by introducing the NEural radiance fields (NeRF). Given a single image as input, MINE predicts a 4-channel image (RGB and volume density) at arbitrary depth values to jointly reconstruct the camera frustum and fill in occluded contents. The reconstructed and inpainted frustum can then be easily rendered into novel RGB or depth views using differentiable rendering. Extensive experiments on RealEstate10K, KITTI and Flowers Light Fields show that our MINE outperforms state-of-the-art by a large margin in novel view synthesis. We also achieve competitive results in depth estimation on iBims-1 and NYU-v2 without annotated depth supervision. Our source code is available at https://github.com/vincentfung13/MINE

Eduard Ramon, Gil Triginer, Janna Escur, Albert Pumarola, Jaime Garcia, Xavier Giró-i-Nieto, Francesc Moreno-Noguer

Recent learning approaches that implicitly represent surface geometry using coordinate-based neural representations have shown impressive results in the problem of multi-view 3D reconstruction. The effectiveness of these techniques is, however, subject to the availability of a large number (several tens) of input views of the scene, and computationally demanding optimizations. In this paper, we tackle these limitations for the specific problem of few-shot full 3D head reconstruction, by endowing coordinate-based representations with a probabilistic shape prior that enables faster convergence and better generalization when using few input images (down to three). First, we learn a shape model of 3D heads from thousands of incomplete raw scans using implicit representations. At test time, we jointly overfit two coordinate-based neural networks to the scene, one modeling the geometry and another estimating the surface radiance, using implicit differentiable rendering. We devise a two-stage optimization strategy in which the learned prior is used to initialize and constrain the geometry during an initial optimization phase. Then, the prior is unfrozen and fine-tuned to the scene. By doing this, we achieve high-fidelity head reconstructions, including hair and shoulders, and with a high level of detail that consistently outperforms both state-of-the-art 3D Morphable Models methods in the few-shot scenario, and non-parametric methods when large sets of views are available.

Wonbong Jang, Lourdes Agapito

CodeNeRF is an implicit 3D neural representation that learns the variation of object shapes and textures across a category and can be trained, from a set of posed images, to synthesize novel views of unseen objects. Unlike the original NeRF, which is scene specific, CodeNeRF learns to disentangle shape and texture by learning separate embeddings. At test time, given a single unposed image of an unseen object, CodeNeRF jointly estimates camera viewpoint, and shape and appearance codes via optimization. Unseen objects can be reconstructed from a single image, and then rendered from new viewpoints or their shape and texture edited by varying the latent codes. We conduct experiments on the SRN benchmark, which show that CodeNeRF generalises well to unseen objects and achieves on-par performance with methods that require known camera pose at test time. Our results on real-world images demonstrate that CodeNeRF can bridge the sim-to-real gap. Project page: https://github.com/wayne1123/code-nerf