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1,093篇论文匹配“3D Rendering & Reconstruction”
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Fotios Logothetis, Ignas Budvytis, Roberto Mecca, Roberto Cipolla

Retrieving accurate 3D reconstructions of objects from the way they reflect light is a very challenging task in computer vision. Despite more than four decades since the definition of the Photometric Stereo problem, most of the literature has had limited success when global illumination effects such as cast shadows, self-reflections and ambient light come into play, especially for specular surfaces. Recent approaches have leveraged the capabilities of deep learning in conjunction with computer graphics in order to cope with the need of a vast number of training data to invert the image irradiance equation and retrieve the geometry of the object. However, rendering global illumination effects is a slow process which can limit the amount of training data that can be generated. In this work we propose a novel pixel-wise training procedure for normal prediction by replacing the training data (observation maps) of globally rendered images with independent per-pixel generated data. We show that global physical effects can be approximated on the observation map domain and this simplifies and speeds up the data creation procedure. Our network, PX-NET, achieves state-of-the-art performance compared to other pixelwise methods on synthetic datasets, as well as the DiLiGenT real dataset on both dense and sparse light settings.

Ajay Jain, Matthew Tancik, Pieter Abbeel

We present DietNeRF, a 3D neural scene representation estimated from a few images. Neural Radiance Fields (NeRF) learn a continuous volumetric representation of a scene through multi-view consistency, and can be rendered from novel viewpoints by ray casting. While NeRF has an impressive ability to reconstruct geometry and fine details given many images, up to 100 for challenging 360 degree scenes, it often finds a degenerate solution to its image reconstruction objective when only a few input views are available. To improve few-shot quality, we propose DietNeRF. We introduce an auxiliary semantic consistency loss that encourages realistic renderings at novel poses. DietNeRF is trained on individual scenes to (1) correctly render given input views from the same pose, and (2) match high-level semantic attributes across different, random poses. Our semantic loss allows us to supervise DietNeRF from arbitrary poses. We extract these semantics using a pre-trained visual encoder such as CLIP, a Vision Transformer trained on hundreds of millions of diverse single-view, 2D photographs mined from the web with natural language supervision. In experiments, DietNeRF improves the perceptual quality of few-shot view synthesis when learned from scratch, can render novel views with as few as one observed image when pre-trained on a multi-view dataset, and produces plausible completions of completely unobserved regions. Our project website is available at https://www.ajayj.com/dietnerf.

Kangxue Yin, Jun Gao, Maria Shugrina, Sameh Khamis, Sanja Fidler

We propose a method to create plausible geometric and texture style variations of 3D objects in the quest to democratize 3D content creation. Given a pair of textured source and target objects, our method predicts a part-aware affine transformation field that naturally warps the source shape to imitate the overall geometric style of the target. In addition, the texture style of the target is transferred to the warped source object with the help of a multi-view differentiable renderer. Our model, 3DStyleNet, is composed of two sub-networks trained in two stages. First, the geometric style network is trained on a large set of untextured 3D shapes. Second, we jointly optimize our geometric style network and a pre-trained image style transfer network with losses defined over both the geometry and the rendering of the result. Given a small set of high-quality textured objects, our method can create many novel stylized shapes, resulting in effortless 3D content creation and style-ware data augmentation. We showcase our approach qualitatively on 3D content stylization, and provide user studies to validate the quality of our results. In addition, our method can serve as a valuable tool to create 3D data augmentations for computer vision tasks. Extensive quantitative analysis shows that 3DStyleNet outperforms alternative data augmentation techniques for the downstream task of single-image 3D reconstruction.

Zihang Lai, Sifei Liu, Alexei A. Efros, Xiaolong Wang

We present Video Autoencoder for learning disentangled representations of 3D structure and camera pose from videos in a self-supervised manner. Relying on temporal continuity in videos, our work assumes that the 3D scene structure in nearby video frames remains static. Given a sequence of video frames as input, the Video Autoencoder extracts a disentangled representation of the scene including: (i) a temporally-consistent deep voxel feature to represent the 3D structure and (ii) a 3D trajectory of camera poses for each frame. These two representations will then be re-entangled for rendering the input video frames. Video Autoencoder can be trained directly using a pixel reconstruction loss, without any ground truth 3D or camera pose annotations. The disentangled representation can be applied to a range of tasks, including novel view synthesis, camera pose estimation, and video generation by motion following. We evaluate our method on several large-scale natural video datasets, and show generalization results on out-of-domain images.

Alex Yu, Ruilong Li, Matthew Tancik, Hao Li, Ren Ng, Angjoo Kanazawa

We introduce a method to render Neural Radiance Fields (NeRFs) in real time using PlenOctrees, an octree-based 3D representation which supports view-dependent effects. Our method can render 800x800 images at more than 150 FPS, which is over 3000 times faster than conventional NeRFs. We do so without sacrificing quality while preserving the ability of NeRFs to perform free-viewpoint rendering of scenes with arbitrary geometry and view-dependent effects. Real-time performance is achieved by pre-tabulating the NeRF into a PlenOctree. In order to preserve view-dependent effects such as specularities, we factorize the appearance via closed-form spherical basis functions. Specifically, we show that it is possible to train NeRFs to predict a spherical harmonic representation of radiance, removing the viewing direction as an input to the neural network. Furthermore, we show that PlenOctrees can be directly optimized to further minimize the reconstruction loss, which leads to equal or better quality compared to competing methods. Moreover, this octree optimization step can be used to reduce the training time, as we no longer need to wait for the NeRF training to converge fully. Our real-time neural rendering approach may potentially enable new applications such as 6-DOF industrial and product visualizations, as well as next generation AR/VR systems. PlenOctrees are amenable to in-browser rendering as well; please visit the project page for the interactive online demo, as well as video and code: https://alexyu.net/plenoctrees.

Yicheng Wu, Vivek Boominathan, Xuan Zhao, Jacob T. Robinson, Hiroshi Kawasaki, Aswin Sankaranarayanan, Ashok Veeraraghavan

A 3D imaging and mapping system that can handle both multiple-viewers and dynamic-objects is attractive for many applications. We propose a freeform structured light system that does not rigidly constrain camera(s) to the projector. By introducing an optimized phase-coded aperture in the projector, we transform the projector pattern to encode depth in its defocus robustly; this allows a camera to estimate depth, in projector coordinates, using local information. Additionally, we project a Kronecker-multiplexed pattern that provides global context to establish correspondence between camera and projector pixels. Together with aperture coding and projected pattern, the projector offers a unique 3D labeling for every location of the scene. The projected pattern can be observed in part or full by any camera, to reconstruct both the 3D map of the scene and the camera pose in the projector coordinates. This system is optimized using a fully differentiable rendering model and a CNN-based reconstruction. We build a prototype and demonstrate high-quality 3D reconstruction with an unconstrained camera, for both dynamic scenes and multi-camera systems.

Abhijit Kundu, Xiaoqi Yin, Alireza Fathi, David Ross, Brian Brewington, Thomas Funkhouser, Caroline Pantofaru

Semantic segmentation of 3D meshes is an important problem for 3D scene understanding. In this paper we revisit the classic multiview representation of 3D meshes and study several techniques that make them effective for 3D semantic segmentation of meshes. Given a 3D mesh reconstructed from RGBD sensors, our method effectively chooses different virtual views of the 3D mesh and renders multiple 2D channels for training an effective 2D semantic segmentation model. Features from multiple per view predictions are finally fused on 3D mesh vertices to predict mesh semantic segmentation labels. Using the large scale indoor 3D semantic segmentation benchmark of ScanNet, we show that our virtual views enables more effective data augmentation not possible with 2D only methods. Overall, our virtual multiview fusion method is able to achieve significantly better 3D semantic segmentation results compared to prior multiview approaches and competitive with state-of-the-art 3D sparse convolution approaches.

Jinyu Zhao, Yusuke Monno, Masatoshi Okutomi

A polarization camera has great potential for 3D reconstruction since the angle of polarization (AoP) of reflected light is related to an object's surface normal. In this paper, we propose a novel 3D reconstruction method called Polarimetric Multi-View Inverse Rendering (Polarimetric MVIR) that effectively exploits geometric, photometric, and polarimetric cues extracted from input multi-view color polarization images. We first estimate camera poses and an initial 3D model by geometric reconstruction with a standard structure-from-motion and multi-view stereo pipeline. We then refine the initial model by optimizing photometric and polarimetric rendering errors using multi-view RGB and AoP images, where we propose a novel polarimetric rendering cost function that enables us to effectively constrain each estimated surface vertex's normal while considering four possible ambiguous azimuth angles revealed from the AoP measurement. Experimental results using both synthetic and real data demonstrate that our Polarimetric MVIR can reconstruct a detailed 3D shape without assuming a specific polarized reflection depending on the material.

Ruilong Li, Yuliang Xiu, Shunsuke Saito, Zeng Huang, Kyle Olsewski, Hao Li

We present the first approach to volumetric performance capture and novel-view rendering at real-time speed from monocular video, eliminating the need for expensive multi-view systems or cumbersome pre-acquisition of a personalized template model. Our system reconstructs a fully textured 3D human from each frame by leveraging Pixel-Aligned Implicit Function (PIFu). While PIFu achieves high-resolution reconstruction in a memory-efficient manner, its computationally expensive inference prevents us from deploying such a system for real-time applications. To this end, we propose a novel hierarchical surface localization algorithm and a direct rendering method without explicitly extracting surface meshes. By culling unnecessary regions for evaluation in a coarse-to-fine manner, we successfully accelerate the reconstruction by two orders of magnitude from the baseline without compromising the quality. Furthermore, we introduce an Online Hard Example Mining (OHEM) technique that effectively suppresses failure modes due to the rare occurrence of challenging examples. We adaptively update the sampling probability of the training data based on the current reconstruction accuracy, which effectively alleviates reconstruction artifacts. Our experiments and evaluations demonstrate the robustness of our system to various challenging angles, illuminations, poses, and clothing styles. We also show that our approach compares favorably with state-of-the-art monocular performance capture. Our proposed approach removes the need for multi-view studio settings and enables a consumer-accessible solution for volumetric capture.

Deniz Beker, Hiroharu Kato, Mihai Adrian Morariu, Takahiro Ando, Toru Matsuoka, Wadim Kehl, Adrien Gaidon

3D object detection from monocular images is an ill-posed problem due to the projective entanglement of depth and scale. To overcome this ambiguity, we present a novel self-supervised method for textured 3D shape reconstruction and pose estimation of rigid objects with the help of strong shape priors and 2D instance masks. Our method predicts the 3D location and meshes of each object in an image using differentiable rendering and a self-supervised objective derived from a pretrained monocular depth estimation network. We use the KITTI 3D object detection dataset to evaluate the accuracy of the method. Experiments demonstrate that we can effectively use noisy monocular depth and differentiable rendering as an alternative to expensive 3D ground-truth labels or LiDAR information.

Jiongchao Jin, Akshay Gadi Patil, Zhang Xiong, Hao Zhang

We introduce a differential visual similarity metric to train deep neural networks for 3D reconstruction, aimed at improving reconstruction quality. The metric compares two 3D shapes by measuring distances between multi-view images differentiably rendered from the shapes. Importantly, the image-space distance is also differentiable and measures visual similarity, rather than pixel-wise distortion. Specifically, the similarity is defined by mean-squared errors over HardNet features computed from probabilistic keypoint maps of the compared images. Our differential visual shape similarity metric can be easily plugged into various 3D reconstruction networks, replacing their distortion-based losses, such as Chamfer or Earth Mover distances, so as to optimize the network weights to produce reconstructions with better structural fidelity and visual quality. We demonstrate this both objectively, using well-known shape metrics for retrieval and classification tasks that are independent from our new metric, and subjectively through a perceptual study.

Sinisa Stekovic, Shreyas Hampali, Mahdi Rad, Sayan Deb Sarkar, Friedrich Fraundorfer, Vincent Lepetit

We present a novel method to reconstruct the 3D layout of a room—walls, floors, ceilings—from a single perspective view in challenging conditions, by contrast with previous single-view methods restricted to cuboid-shaped layouts. This input view can consist of a color image only, but considering a depth map results in a more accurate reconstruction. Our approach is formalized as solving a constrained discrete optimization problem to find the set of 3D polygons that constitute the layout. In order to deal with occlusions between components of the layout, which is a problem ignored by previous works, we introduce an analysis-by-synthesis method to iteratively refine the 3D layout estimate. As no dataset was available to evaluate our method quantitatively, we created one together with several appropriate metrics. Our dataset consists of 293 images from ScanNet, which we annotated with precise 3D layouts. It offers three times more samples than the popular NYUv2 303 benchmark, and a much larger variety of layouts.

Neng Qian, Jiayi Wang, Franziska Mueller, Florian Bernard, Vladislav Golyanik, Christian Theobalt

3D hand reconstruction from images is a widely-studied problem in computer vision and graphics, and has a particularly high relevance for virtual and augmented reality. Although several 3D hand reconstruction approaches leverage hand models as a strong prior to resolve ambiguities and achieve more robust results, most existing models account only for the hand shape and poses and do not model the texture. To fill this gap, in this work we present HTML, the first parametric texture model of human hands. Our model spans several dimensions of hand appearance variability (e.g. related to gender, ethnicity, or age) and only requires a commodity camera for data acquisition. Experimentally, we demonstrate that our appearance model can be used to tackle a range of challenging problems such as 3D hand reconstruction from a single monocular image. Furthermore, our appearance model can be used to define a neural rendering layer that enables training with a self-supervised photometric loss. We make our model publicly available.