2023-09-23 更新
Indoor Scene Reconstruction with Fine-Grained Details Using Hybrid Representation and Normal Prior Enhancement
Authors:Sheng Ye, Yubin Hu, Matthieu Lin, Yu-Hui Wen, Wang Zhao, Wenping Wang, Yong-Jin Liu
The reconstruction of indoor scenes from multi-view RGB images is challenging due to the coexistence of flat and texture-less regions alongside delicate and fine-grained regions. Recent methods leverage neural radiance fields aided by predicted surface normal priors to recover the scene geometry. These methods excel in producing complete and smooth results for floor and wall areas. However, they struggle to capture complex surfaces with high-frequency structures due to the inadequate neural representation and the inaccurately predicted normal priors. To improve the capacity of the implicit representation, we propose a hybrid architecture to represent low-frequency and high-frequency regions separately. To enhance the normal priors, we introduce a simple yet effective image sharpening and denoising technique, coupled with a network that estimates the pixel-wise uncertainty of the predicted surface normal vectors. Identifying such uncertainty can prevent our model from being misled by unreliable surface normal supervisions that hinder the accurate reconstruction of intricate geometries. Experiments on the benchmark datasets show that our method significantly outperforms existing methods in terms of reconstruction quality.
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DT-NeRF: Decomposed Triplane-Hash Neural Radiance Fields for High-Fidelity Talking Portrait Synthesis
Authors:Yaoyu Su, Shaohui Wang, Haoqian Wang
In this paper, we present the decomposed triplane-hash neural radiance fields (DT-NeRF), a framework that significantly improves the photorealistic rendering of talking faces and achieves state-of-the-art results on key evaluation datasets. Our architecture decomposes the facial region into two specialized triplanes: one specialized for representing the mouth, and the other for the broader facial features. We introduce audio features as residual terms and integrate them as query vectors into our model through an audio-mouth-face transformer. Additionally, our method leverages the capabilities of Neural Radiance Fields (NeRF) to enrich the volumetric representation of the entire face through additive volumetric rendering techniques. Comprehensive experimental evaluations corroborate the effectiveness and superiority of our proposed approach.
PDF 5 pages, 5 figures. Submitted to ICASSP 2024
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MC-NeRF: Muti-Camera Neural Radiance Fields for Muti-Camera Image Acquisition Systems
Authors:Yu Gao, Lutong Su, Hao Liang, Yufeng Yue, Yi Yang, Mengyin Fu
Neural Radiance Fields (NeRF) employ multi-view images for 3D scene representation and have shown remarkable performance. As one of the primary sources of multi-view images, multi-camera systems encounter challenges such as varying intrinsic parameters and frequent pose changes. Most previous NeRF-based methods often assume a global unique camera and seldom consider scenarios with multiple cameras. Besides, some pose-robust methods still remain susceptible to suboptimal solutions when poses are poor initialized. In this paper, we propose MC-NeRF, a method can jointly optimize both intrinsic and extrinsic parameters for bundle-adjusting Neural Radiance Fields. Firstly, we conduct a theoretical analysis to tackle the degenerate case and coupling issue that arise from the joint optimization between intrinsic and extrinsic parameters. Secondly, based on the proposed solutions, we introduce an efficient calibration image acquisition scheme for multi-camera systems, including the design of calibration object. Lastly, we present a global end-to-end network with training sequence that enables the regression of intrinsic and extrinsic parameters, along with the rendering network. Moreover, most existing datasets are designed for unique camera, we create a new dataset that includes four different styles of multi-camera acquisition systems, allowing readers to generate custom datasets. Experiments confirm the effectiveness of our method when each image corresponds to different camera parameters. Specifically, we adopt up to 110 images with 110 different intrinsic and extrinsic parameters, to achieve 3D scene representation without providing initial poses. The Code and supplementary materials are available at https://in2-viaun.github.io/MC-NeRF.
PDF This manuscript is currently under review
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Deformable Neural Radiance Fields using RGB and Event Cameras
Authors:Qi Ma, Danda Pani Paudel, Ajad Chhatkuli, Luc Van Gool
Modeling Neural Radiance Fields for fast-moving deformable objects from visual data alone is a challenging problem. A major issue arises due to the high deformation and low acquisition rates. To address this problem, we propose to use event cameras that offer very fast acquisition of visual change in an asynchronous manner. In this work, we develop a novel method to model the deformable neural radiance fields using RGB and event cameras. The proposed method uses the asynchronous stream of events and calibrated sparse RGB frames. In our setup, the camera pose at the individual events required to integrate them into the radiance fields remains unknown. Our method jointly optimizes these poses and the radiance field. This happens efficiently by leveraging the collection of events at once and actively sampling the events during learning. Experiments conducted on both realistically rendered graphics and real-world datasets demonstrate a significant benefit of the proposed method over the state-of-the-art and the compared baseline. This shows a promising direction for modeling deformable neural radiance fields in real-world dynamic scenes.
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Breathing New Life into 3D Assets with Generative Repainting
Authors:Tianfu Wang, Menelaos Kanakis, Konrad Schindler, Luc Van Gool, Anton Obukhov
Diffusion-based text-to-image models ignited immense attention from the vision community, artists, and content creators. Broad adoption of these models is due to significant improvement in the quality of generations and efficient conditioning on various modalities, not just text. However, lifting the rich generative priors of these 2D models into 3D is challenging. Recent works have proposed various pipelines powered by the entanglement of diffusion models and neural fields. We explore the power of pretrained 2D diffusion models and standard 3D neural radiance fields as independent, standalone tools and demonstrate their ability to work together in a non-learned fashion. Such modularity has the intrinsic advantage of eased partial upgrades, which became an important property in such a fast-paced domain. Our pipeline accepts any legacy renderable geometry, such as textured or untextured meshes, orchestrates the interaction between 2D generative refinement and 3D consistency enforcement tools, and outputs a painted input geometry in several formats. We conduct a large-scale study on a wide range of objects and categories from the ShapeNetSem dataset and demonstrate the advantages of our approach, both qualitatively and quantitatively. Project page: https://www.obukhov.ai/repainting_3d_assets
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RenderOcc: Vision-Centric 3D Occupancy Prediction with 2D Rendering Supervision
Authors:Mingjie Pan, Jiaming Liu, Renrui Zhang, Peixiang Huang, Xiaoqi Li, Li Liu, Shanghang Zhang
3D occupancy prediction holds significant promise in the fields of robot perception and autonomous driving, which quantifies 3D scenes into grid cells with semantic labels. Recent works mainly utilize complete occupancy labels in 3D voxel space for supervision. However, the expensive annotation process and sometimes ambiguous labels have severely constrained the usability and scalability of 3D occupancy models. To address this, we present RenderOcc, a novel paradigm for training 3D occupancy models only using 2D labels. Specifically, we extract a NeRF-style 3D volume representation from multi-view images, and employ volume rendering techniques to establish 2D renderings, thus enabling direct 3D supervision from 2D semantics and depth labels. Additionally, we introduce an Auxiliary Ray method to tackle the issue of sparse viewpoints in autonomous driving scenarios, which leverages sequential frames to construct comprehensive 2D rendering for each object. To our best knowledge, RenderOcc is the first attempt to train multi-view 3D occupancy models only using 2D labels, reducing the dependence on costly 3D occupancy annotations. Extensive experiments demonstrate that RenderOcc achieves comparable performance to models fully supervised with 3D labels, underscoring the significance of this approach in real-world applications.
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Controllable Dynamic Appearance for Neural 3D Portraits
Authors:ShahRukh Athar, Zhixin Shu, Zexiang Xu, Fujun Luan, Sai Bi, Kalyan Sunkavalli, Dimitris Samaras
Recent advances in Neural Radiance Fields (NeRFs) have made it possible to reconstruct and reanimate dynamic portrait scenes with control over head-pose, facial expressions and viewing direction. However, training such models assumes photometric consistency over the deformed region e.g. the face must be evenly lit as it deforms with changing head-pose and facial expression. Such photometric consistency across frames of a video is hard to maintain, even in studio environments, thus making the created reanimatable neural portraits prone to artifacts during reanimation. In this work, we propose CoDyNeRF, a system that enables the creation of fully controllable 3D portraits in real-world capture conditions. CoDyNeRF learns to approximate illumination dependent effects via a dynamic appearance model in the canonical space that is conditioned on predicted surface normals and the facial expressions and head-pose deformations. The surface normals prediction is guided using 3DMM normals that act as a coarse prior for the normals of the human head, where direct prediction of normals is hard due to rigid and non-rigid deformations induced by head-pose and facial expression changes. Using only a smartphone-captured short video of a subject for training, we demonstrate the effectiveness of our method on free view synthesis of a portrait scene with explicit head pose and expression controls, and realistic lighting effects. The project page can be found here: http://shahrukhathar.github.io/2023/08/22/CoDyNeRF.html
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Language-driven Object Fusion into Neural Radiance Fields with Pose-Conditioned Dataset Updates
Authors:Ka Chun Shum, Jaeyeon Kim, Binh-Son Hua, Duc Thanh Nguyen, Sai-Kit Yeung
Neural radiance field is an emerging rendering method that generates high-quality multi-view consistent images from a neural scene representation and volume rendering. Although neural radiance field-based techniques are robust for scene reconstruction, their ability to add or remove objects remains limited. This paper proposes a new language-driven approach for object manipulation with neural radiance fields through dataset updates. Specifically, to insert a new foreground object represented by a set of multi-view images into a background radiance field, we use a text-to-image diffusion model to learn and generate combined images that fuse the object of interest into the given background across views. These combined images are then used for refining the background radiance field so that we can render view-consistent images containing both the object and the background. To ensure view consistency, we propose a dataset updates strategy that prioritizes radiance field training with camera views close to the already-trained views prior to propagating the training to remaining views. We show that under the same dataset updates strategy, we can easily adapt our method for object insertion using data from text-to-3D models as well as object removal. Experimental results show that our method generates photorealistic images of the edited scenes, and outperforms state-of-the-art methods in 3D reconstruction and neural radiance field blending.
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GenLayNeRF: Generalizable Layered Representations with 3D Model Alignment for Multi-Human View Synthesis
Authors:Youssef Abdelkareem, Shady Shehata, Fakhri Karray
Novel view synthesis (NVS) of multi-human scenes imposes challenges due to the complex inter-human occlusions. Layered representations handle the complexities by dividing the scene into multi-layered radiance fields, however, they are mainly constrained to per-scene optimization making them inefficient. Generalizable human view synthesis methods combine the pre-fitted 3D human meshes with image features to reach generalization, yet they are mainly designed to operate on single-human scenes. Another drawback is the reliance on multi-step optimization techniques for parametric pre-fitting of the 3D body models that suffer from misalignment with the images in sparse view settings causing hallucinations in synthesized views. In this work, we propose, GenLayNeRF, a generalizable layered scene representation for free-viewpoint rendering of multiple human subjects which requires no per-scene optimization and very sparse views as input. We divide the scene into multi-human layers anchored by the 3D body meshes. We then ensure pixel-level alignment of the body models with the input views through a novel end-to-end trainable module that carries out iterative parametric correction coupled with multi-view feature fusion to produce aligned 3D models. For NVS, we extract point-wise image-aligned and human-anchored features which are correlated and fused using self-attention and cross-attention modules. We augment low-level RGB values into the features with an attention-based RGB fusion module. To evaluate our approach, we construct two multi-human view synthesis datasets; DeepMultiSyn and ZJU-MultiHuman. The results indicate that our proposed approach outperforms generalizable and non-human per-scene NeRF methods while performing at par with layered per-scene methods without test time optimization.
PDF Accepted to GCPR 2023
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Fast Satellite Tensorial Radiance Field for Multi-date Satellite Imagery of Large Size
Authors:Tongtong Zhang, Yuanxiang Li
Existing NeRF models for satellite images suffer from slow speeds, mandatory solar information as input, and limitations in handling large satellite images. In response, we present SatensoRF, which significantly accelerates the entire process while employing fewer parameters for satellite imagery of large size. Besides, we observed that the prevalent assumption of Lambertian surfaces in neural radiance fields falls short for vegetative and aquatic elements. In contrast to the traditional hierarchical MLP-based scene representation, we have chosen a multiscale tensor decomposition approach for color, volume density, and auxiliary variables to model the lightfield with specular color. Additionally, to rectify inconsistencies in multi-date imagery, we incorporate total variation loss to restore the density tensor field and treat the problem as a denosing task.To validate our approach, we conducted assessments of SatensoRF using subsets from the spacenet multi-view dataset, which includes both multi-date and single-date multi-view RGB images. Our results clearly demonstrate that SatensoRF surpasses the state-of-the-art Sat-NeRF series in terms of novel view synthesis performance. Significantly, SatensoRF requires fewer parameters for training, resulting in faster training and inference speeds and reduced computational demands.
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ORTexME: Occlusion-Robust Human Shape and Pose via Temporal Average Texture and Mesh Encoding
Authors:Yu Cheng, Bo Wang, Robby T. Tan
In 3D human shape and pose estimation from a monocular video, models trained with limited labeled data cannot generalize well to videos with occlusion, which is common in the wild videos. The recent human neural rendering approaches focusing on novel view synthesis initialized by the off-the-shelf human shape and pose methods have the potential to correct the initial human shape. However, the existing methods have some drawbacks such as, erroneous in handling occlusion, sensitive to inaccurate human segmentation, and ineffective loss computation due to the non-regularized opacity field. To address these problems, we introduce ORTexME, an occlusion-robust temporal method that utilizes temporal information from the input video to better regularize the occluded body parts. While our ORTexME is based on NeRF, to determine the reliable regions for the NeRF ray sampling, we utilize our novel average texture learning approach to learn the average appearance of a person, and to infer a mask based on the average texture. In addition, to guide the opacity-field updates in NeRF to suppress blur and noise, we propose the use of human body mesh. The quantitative evaluation demonstrates that our method achieves significant improvement on the challenging multi-person 3DPW dataset, where our method achieves 1.8 P-MPJPE error reduction. The SOTA rendering-based methods fail and enlarge the error up to 5.6 on the same dataset.
PDF 8 pages, 8 figures