NeRF


2023-12-01 更新

Animatable 3D Gaussian: Fast and High-Quality Reconstruction of Multiple Human Avatars

Authors:Yang Liu, Xiang Huang, Minghan Qin, Qinwei Lin, Haoqian Wang

Neural radiance fields are capable of reconstructing high-quality drivable human avatars but are expensive to train and render. To reduce consumption, we propose Animatable 3D Gaussian, which learns human avatars from input images and poses. We extend 3D Gaussians to dynamic human scenes by modeling a set of skinned 3D Gaussians and a corresponding skeleton in canonical space and deforming 3D Gaussians to posed space according to the input poses. We introduce hash-encoded shape and appearance to speed up training and propose time-dependent ambient occlusion to achieve high-quality reconstructions in scenes containing complex motions and dynamic shadows. On both novel view synthesis and novel pose synthesis tasks, our method outperforms existing methods in terms of training time, rendering speed, and reconstruction quality. Our method can be easily extended to multi-human scenes and achieve comparable novel view synthesis results on a scene with ten people in only 25 seconds of training.
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SCALAR-NeRF: SCAlable LARge-scale Neural Radiance Fields for Scene Reconstruction

Authors:Yu Chen, Gim Hee Lee

In this work, we introduce SCALAR-NeRF, a novel framework tailored for scalable large-scale neural scene reconstruction. We structure the neural representation as an encoder-decoder architecture, where the encoder processes 3D point coordinates to produce encoded features, and the decoder generates geometric values that include volume densities of signed distances and colors. Our approach first trains a coarse global model on the entire image dataset. Subsequently, we partition the images into smaller blocks using KMeans with each block being modeled by a dedicated local model. We enhance the overlapping regions across different blocks by scaling up the bounding boxes of each local block. Notably, the decoder from the global model is shared across distinct blocks and therefore promoting alignment in the feature space of local encoders. We propose an effective and efficient methodology to fuse the outputs from these local models to attain the final reconstruction. Employing this refined coarse-to-fine strategy, our method outperforms state-of-the-art NeRF methods and demonstrates scalability for large-scale scene reconstruction. The code will be available on our project page at https://aibluefisher.github.io/SCALAR-NeRF/
PDF Project Page: https://aibluefisher.github.io/SCALAR-NeRF

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SplitNeRF: Split Sum Approximation Neural Field for Joint Geometry, Illumination, and Material Estimation

Authors:Jesus Zarzar, Bernard Ghanem

We present a novel approach for digitizing real-world objects by estimating their geometry, material properties, and environmental lighting from a set of posed images with fixed lighting. Our method incorporates into Neural Radiance Field (NeRF) pipelines the split sum approximation used with image-based lighting for real-time physical-based rendering. We propose modeling the scene’s lighting with a single scene-specific MLP representing pre-integrated image-based lighting at arbitrary resolutions. We achieve accurate modeling of pre-integrated lighting by exploiting a novel regularizer based on efficient Monte Carlo sampling. Additionally, we propose a new method of supervising self-occlusion predictions by exploiting a similar regularizer based on Monte Carlo sampling. Experimental results demonstrate the efficiency and effectiveness of our approach in estimating scene geometry, material properties, and lighting. Our method is capable of attaining state-of-the-art relighting quality after only ${\sim}1$ hour of training in a single NVIDIA A100 GPU.
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The Sky’s the Limit: Re-lightable Outdoor Scenes via a Sky-pixel Constrained Illumination Prior and Outside-In Visibility

Authors:James A. D. Gardner, Evgenii Kashin, Bernhard Egger, William A. P. Smith

Inverse rendering of outdoor scenes from unconstrained image collections is a challenging task, particularly illumination/albedo ambiguities and occlusion of the illumination environment (shadowing) caused by geometry. However, there are many cues in an image that can aid in the disentanglement of geometry, albedo and shadows. We exploit the fact that any sky pixel provides a direct measurement of distant lighting in the corresponding direction and, via a neural illumination prior, a statistical cue as to the remaining illumination environment. We also introduce a novel `outside-in’ method for computing differentiable sky visibility based on a neural directional distance function. This is efficient and can be trained in parallel with the neural scene representation, allowing gradients from appearance loss to flow from shadows to influence estimation of illumination and geometry. Our method estimates high-quality albedo, geometry, illumination and sky visibility, achieving state-of-the-art results on the NeRF-OSR relighting benchmark. Our code and models can be found https://github.com/JADGardner/neusky
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UC-NeRF: Neural Radiance Field for Under-Calibrated multi-view cameras in autonomous driving

Authors:Kai Cheng, Xiaoxiao Long, Wei Yin, Jin Wang, Zhiqiang Wu, Yuexin Ma, Kaixuan Wang, Xiaozhi Chen, Xuejin Chen

Multi-camera setups find widespread use across various applications, such as autonomous driving, as they greatly expand sensing capabilities. Despite the fast development of Neural radiance field (NeRF) techniques and their wide applications in both indoor and outdoor scenes, applying NeRF to multi-camera systems remains very challenging. This is primarily due to the inherent under-calibration issues in multi-camera setup, including inconsistent imaging effects stemming from separately calibrated image signal processing units in diverse cameras, and system errors arising from mechanical vibrations during driving that affect relative camera poses. In this paper, we present UC-NeRF, a novel method tailored for novel view synthesis in under-calibrated multi-view camera systems. Firstly, we propose a layer-based color correction to rectify the color inconsistency in different image regions. Second, we propose virtual warping to generate more viewpoint-diverse but color-consistent virtual views for color correction and 3D recovery. Finally, a spatiotemporally constrained pose refinement is designed for more robust and accurate pose calibration in multi-camera systems. Our method not only achieves state-of-the-art performance of novel view synthesis in multi-camera setups, but also effectively facilitates depth estimation in large-scale outdoor scenes with the synthesized novel views.
PDF See the project page for code, data: https://kcheng1021.github.io/ucnerf.github.io

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Human Gaussian Splatting: Real-time Rendering of Animatable Avatars

Authors:Arthur Moreau, Jifei Song, Helisa Dhamo, Richard Shaw, Yiren Zhou, Eduardo Pérez-Pellitero

This work addresses the problem of real-time rendering of photorealistic human body avatars learned from multi-view videos. While the classical approaches to model and render virtual humans generally use a textured mesh, recent research has developed neural body representations that achieve impressive visual quality. However, these models are difficult to render in real-time and their quality degrades when the character is animated with body poses different than the training observations. We propose the first animatable human model based on 3D Gaussian Splatting, that has recently emerged as a very efficient alternative to neural radiance fields. Our body is represented by a set of gaussian primitives in a canonical space which are deformed in a coarse to fine approach that combines forward skinning and local non-rigid refinement. We describe how to learn our Human Gaussian Splatting (\OURS) model in an end-to-end fashion from multi-view observations, and evaluate it against the state-of-the-art approaches for novel pose synthesis of clothed body. Our method presents a PSNR 1.5dbB better than the state-of-the-art on THuman4 dataset while being able to render at 20fps or more.
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Continuous Pose for Monocular Cameras in Neural Implicit Representation

Authors:Qi Ma, Danda Pani Paudel, Ajad Chhatkuli, Luc Van Gool

In this paper, we showcase the effectiveness of optimizing monocular camera poses as a continuous function of time. The camera poses are represented using an implicit neural function which maps the given time to the corresponding camera pose. The mapped camera poses are then used for the downstream tasks where joint camera pose optimization is also required. While doing so, the network parameters — that implicitly represent camera poses — are optimized. We exploit the proposed method in four diverse experimental settings, namely, (1) NeRF from noisy poses; (2) NeRF from asynchronous Events; (3) Visual Simultaneous Localization and Mapping (vSLAM); and (4) vSLAM with IMUs. In all four settings, the proposed method performs significantly better than the compared baselines and the state-of-the-art methods. Additionally, using the assumption of continuous motion, changes in pose may actually live in a manifold that has lower than 6 degrees of freedom (DOF) is also realized. We call this low DOF motion representation as the \emph{intrinsic motion} and use the approach in vSLAM settings, showing impressive camera tracking performance.
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LightGaussian: Unbounded 3D Gaussian Compression with 15x Reduction and 200+ FPS

Authors:Zhiwen Fan, Kevin Wang, Kairun Wen, Zehao Zhu, Dejia Xu, Zhangyang Wang

Recent advancements in real-time neural rendering using point-based techniques have paved the way for the widespread adoption of 3D representations. However, foundational approaches like 3D Gaussian Splatting come with a substantial storage overhead caused by growing the SfM points to millions, often demanding gigabyte-level disk space for a single unbounded scene, posing significant scalability challenges and hindering the splatting efficiency. To address this challenge, we introduce LightGaussian, a novel method designed to transform 3D Gaussians into a more efficient and compact format. Drawing inspiration from the concept of Network Pruning, LightGaussian identifies Gaussians that are insignificant in contributing to the scene reconstruction and adopts a pruning and recovery process, effectively reducing redundancy in Gaussian counts while preserving visual effects. Additionally, LightGaussian employs distillation and pseudo-view augmentation to distill spherical harmonics to a lower degree, allowing knowledge transfer to more compact representations while maintaining reflectance. Furthermore, we propose a hybrid scheme, VecTree Quantization, to quantize all attributes, resulting in lower bitwidth representations with minimal accuracy losses. In summary, LightGaussian achieves an averaged compression rate over 15x while boosting the FPS from 139 to 215, enabling an efficient representation of complex scenes on Mip-NeRF 360, Tank and Temple datasets. Project website: https://lightgaussian.github.io/
PDF 16pages, 8figures

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NeRFTAP: Enhancing Transferability of Adversarial Patches on Face Recognition using Neural Radiance Fields

Authors:Xiaoliang Liu, Furao Shen, Feng Han, Jian Zhao, Changhai Nie

Face recognition (FR) technology plays a crucial role in various applications, but its vulnerability to adversarial attacks poses significant security concerns. Existing research primarily focuses on transferability to different FR models, overlooking the direct transferability to victim’s face images, which is a practical threat in real-world scenarios. In this study, we propose a novel adversarial attack method that considers both the transferability to the FR model and the victim’s face image, called NeRFTAP. Leveraging NeRF-based 3D-GAN, we generate new view face images for the source and target subjects to enhance transferability of adversarial patches. We introduce a style consistency loss to ensure the visual similarity between the adversarial UV map and the target UV map under a 0-1 mask, enhancing the effectiveness and naturalness of the generated adversarial face images. Extensive experiments and evaluations on various FR models demonstrate the superiority of our approach over existing attack techniques. Our work provides valuable insights for enhancing the robustness of FR systems in practical adversarial settings.
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SyncTalk: The Devil is in the Synchronization for Talking Head Synthesis

Authors:Ziqiao Peng, Wentao Hu, Yue Shi, Xiangyu Zhu, Xiaomei Zhang, Hao Zhao, Jun He, Hongyan Liu, Zhaoxin Fan

Achieving high synchronization in the synthesis of realistic, speech-driven talking head videos presents a significant challenge. Traditional Generative Adversarial Networks (GAN) struggle to maintain consistent facial identity, while Neural Radiance Fields (NeRF) methods, although they can address this issue, often produce mismatched lip movements, inadequate facial expressions, and unstable head poses. A lifelike talking head requires synchronized coordination of subject identity, lip movements, facial expressions, and head poses. The absence of these synchronizations is a fundamental flaw, leading to unrealistic and artificial outcomes. To address the critical issue of synchronization, identified as the “devil” in creating realistic talking heads, we introduce SyncTalk. This NeRF-based method effectively maintains subject identity, enhancing synchronization and realism in talking head synthesis. SyncTalk employs a Face-Sync Controller to align lip movements with speech and innovatively uses a 3D facial blendshape model to capture accurate facial expressions. Our Head-Sync Stabilizer optimizes head poses, achieving more natural head movements. The Portrait-Sync Generator restores hair details and blends the generated head with the torso for a seamless visual experience. Extensive experiments and user studies demonstrate that SyncTalk outperforms state-of-the-art methods in synchronization and realism. We recommend watching the supplementary video: https://ziqiaopeng.github.io/synctalk
PDF 11 pages, 5 figures

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FisherRF: Active View Selection and Uncertainty Quantification for Radiance Fields using Fisher Information

Authors:Wen Jiang, Boshu Lei, Kostas Daniilidis

This study addresses the challenging problem of active view selection and uncertainty quantification within the domain of Radiance Fields. Neural Radiance Fields (NeRF) have greatly advanced image rendering and reconstruction, but the limited availability of 2D images poses uncertainties stemming from occlusions, depth ambiguities, and imaging errors. Efficiently selecting informative views becomes crucial, and quantifying NeRF model uncertainty presents intricate challenges. Existing approaches either depend on model architecture or are based on assumptions regarding density distributions that are not generally applicable. By leveraging Fisher Information, we efficiently quantify observed information within Radiance Fields without ground truth data. This can be used for the next best view selection and pixel-wise uncertainty quantification. Our method overcomes existing limitations on model architecture and effectiveness, achieving state-of-the-art results in both view selection and uncertainty quantification, demonstrating its potential to advance the field of Radiance Fields. Our method with the 3D Gaussian Splatting backend could perform view selections at 70 fps.
PDF Project page: https://jiangwenpl.github.io/FisherRF/

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Compact3D: Compressing Gaussian Splat Radiance Field Models with Vector Quantization

Authors:KL Navaneet, Kossar Pourahmadi Meibodi, Soroush Abbasi Koohpayegani, Hamed Pirsiavash

3D Gaussian Splatting is a new method for modeling and rendering 3D radiance fields that achieves much faster learning and rendering time compared to SOTA NeRF methods. However, it comes with a drawback in the much larger storage demand compared to NeRF methods since it needs to store the parameters for several 3D Gaussians. We notice that many Gaussians may share similar parameters, so we introduce a simple vector quantization method based on \kmeans algorithm to quantize the Gaussian parameters. Then, we store the small codebook along with the index of the code for each Gaussian. Moreover, we compress the indices further by sorting them and using a method similar to run-length encoding. We do extensive experiments on standard benchmarks as well as a new benchmark which is an order of magnitude larger than the standard benchmarks. We show that our simple yet effective method can reduce the storage cost for the original 3D Gaussian Splatting method by a factor of almost $20\times$ with a very small drop in the quality of rendered images.
PDF Code is available at https://github.com/UCDvision/compact3d

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Anisotropic Neural Representation Learning for High-Quality Neural Rendering

Authors:Y. Wang, J. Xu, Y. Zeng, Y. Gong

Neural radiance fields (NeRFs) have achieved impressive view synthesis results by learning an implicit volumetric representation from multi-view images. To project the implicit representation into an image, NeRF employs volume rendering that approximates the continuous integrals of rays as an accumulation of the colors and densities of the sampled points. Although this approximation enables efficient rendering, it ignores the direction information in point intervals, resulting in ambiguous features and limited reconstruction quality. In this paper, we propose an anisotropic neural representation learning method that utilizes learnable view-dependent features to improve scene representation and reconstruction. We model the volumetric function as spherical harmonic (SH)-guided anisotropic features, parameterized by multilayer perceptrons, facilitating ambiguity elimination while preserving the rendering efficiency. To achieve robust scene reconstruction without anisotropy overfitting, we regularize the energy of the anisotropic features during training. Our method is flexiable and can be plugged into NeRF-based frameworks. Extensive experiments show that the proposed representation can boost the rendering quality of various NeRFs and achieve state-of-the-art rendering performance on both synthetic and real-world scenes.
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ZeST-NeRF: Using temporal aggregation for Zero-Shot Temporal NeRFs

Authors:Violeta Menéndez González, Andrew Gilbert, Graeme Phillipson, Stephen Jolly, Simon Hadfield

In the field of media production, video editing techniques play a pivotal role. Recent approaches have had great success at performing novel view image synthesis of static scenes. But adding temporal information adds an extra layer of complexity. Previous models have focused on implicitly representing static and dynamic scenes using NeRF. These models achieve impressive results but are costly at training and inference time. They overfit an MLP to describe the scene implicitly as a function of position. This paper proposes ZeST-NeRF, a new approach that can produce temporal NeRFs for new scenes without retraining. We can accurately reconstruct novel views using multi-view synthesis techniques and scene flow-field estimation, trained only with unrelated scenes. We demonstrate how existing state-of-the-art approaches from a range of fields cannot adequately solve this new task and demonstrate the efficacy of our solution. The resulting network improves quantitatively by 15% and produces significantly better visual results.
PDF VUA BMVC 2023

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Contrastive Denoising Score for Text-guided Latent Diffusion Image Editing

Authors:Hyelin Nam, Gihyun Kwon, Geon Yeong Park, Jong Chul Ye

With the remarkable advent of text-to-image diffusion models, image editing methods have become more diverse and continue to evolve. A promising recent approach in this realm is Delta Denoising Score (DDS) - an image editing technique based on Score Distillation Sampling (SDS) framework that leverages the rich generative prior of text-to-image diffusion models. However, relying solely on the difference between scoring functions is insufficient for preserving specific structural elements from the original image, a crucial aspect of image editing. Inspired by the similarity and importance differences between DDS and the contrastive learning for unpaired image-to-image translation (CUT), here we present an embarrassingly simple yet very powerful modification of DDS, called Contrastive Denoising Score (CDS), for latent diffusion models (LDM). Specifically, to enforce structural correspondence between the input and output while maintaining the controllability of contents, we introduce a straightforward approach to regulate structural consistency using CUT loss within the DDS framework. To calculate this loss, instead of employing auxiliary networks, we utilize the intermediate features of LDM, in particular, those from the self-attention layers, which possesses rich spatial information. Our approach enables zero-shot image-to-image translation and neural radiance field (NeRF) editing, achieving a well-balanced interplay between maintaining the structural details and transforming content. Qualitative results and comparisons demonstrates the effectiveness of our proposed method. Project page with code is available at https://hyelinnam.github.io/CDS/.
PDF Project page: https://hyelinnam.github.io/CDS/

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