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SubscribeUnleashing the Potential of Multi-modal Foundation Models and Video Diffusion for 4D Dynamic Physical Scene Simulation
Realistic simulation of dynamic scenes requires accurately capturing diverse material properties and modeling complex object interactions grounded in physical principles. However, existing methods are constrained to basic material types with limited predictable parameters, making them insufficient to represent the complexity of real-world materials. We introduce a novel approach that leverages multi-modal foundation models and video diffusion to achieve enhanced 4D dynamic scene simulation. Our method utilizes multi-modal models to identify material types and initialize material parameters through image queries, while simultaneously inferring 3D Gaussian splats for detailed scene representation. We further refine these material parameters using video diffusion with a differentiable Material Point Method (MPM) and optical flow guidance rather than render loss or Score Distillation Sampling (SDS) loss. This integrated framework enables accurate prediction and realistic simulation of dynamic interactions in real-world scenarios, advancing both accuracy and flexibility in physics-based simulations.
Single Image BRDF Parameter Estimation with a Conditional Adversarial Network
Creating plausible surfaces is an essential component in achieving a high degree of realism in rendering. To relieve artists, who create these surfaces in a time-consuming, manual process, automated retrieval of the spatially-varying Bidirectional Reflectance Distribution Function (SVBRDF) from a single mobile phone image is desirable. By leveraging a deep neural network, this casual capturing method can be achieved. The trained network can estimate per pixel normal, base color, metallic and roughness parameters from the Disney BRDF. The input image is taken with a mobile phone lit by the camera flash. The network is trained to compensate for environment lighting and thus learned to reduce artifacts introduced by other light sources. These losses contain a multi-scale discriminator with an additional perceptual loss, a rendering loss using a differentiable renderer, and a parameter loss. Besides the local precision, this loss formulation generates material texture maps which are globally more consistent. The network is set up as a generator network trained in an adversarial fashion to ensure that only plausible maps are produced. The estimated parameters not only reproduce the material faithfully in rendering but capture the style of hand-authored materials due to the more global loss terms compared to previous works without requiring additional post-processing. Both the resolution and the quality is improved.
Learning a Room with the Occ-SDF Hybrid: Signed Distance Function Mingled with Occupancy Aids Scene Representation
Implicit neural rendering, which uses signed distance function (SDF) representation with geometric priors (such as depth or surface normal), has led to impressive progress in the surface reconstruction of large-scale scenes. However, applying this method to reconstruct a room-level scene from images may miss structures in low-intensity areas or small and thin objects. We conducted experiments on three datasets to identify limitations of the original color rendering loss and priors-embedded SDF scene representation. We found that the color rendering loss results in optimization bias against low-intensity areas, causing gradient vanishing and leaving these areas unoptimized. To address this issue, we propose a feature-based color rendering loss that utilizes non-zero feature values to bring back optimization signals. Additionally, the SDF representation can be influenced by objects along a ray path, disrupting the monotonic change of SDF values when a single object is present. To counteract this, we explore using the occupancy representation, which encodes each point separately and is unaffected by objects along a querying ray. Our experimental results demonstrate that the joint forces of the feature-based rendering loss and Occ-SDF hybrid representation scheme can provide high-quality reconstruction results, especially in challenging room-level scenarios. The code would be released.
LiveHand: Real-time and Photorealistic Neural Hand Rendering
The human hand is the main medium through which we interact with our surroundings, making its digitization an important problem. While there are several works modeling the geometry of hands, little attention has been paid to capturing photo-realistic appearance. Moreover, for applications in extended reality and gaming, real-time rendering is critical. We present the first neural-implicit approach to photo-realistically render hands in real-time. This is a challenging problem as hands are textured and undergo strong articulations with pose-dependent effects. However, we show that this aim is achievable through our carefully designed method. This includes training on a low-resolution rendering of a neural radiance field, together with a 3D-consistent super-resolution module and mesh-guided sampling and space canonicalization. We demonstrate a novel application of perceptual loss on the image space, which is critical for learning details accurately. We also show a live demo where we photo-realistically render the human hand in real-time for the first time, while also modeling pose- and view-dependent appearance effects. We ablate all our design choices and show that they optimize for rendering speed and quality. Video results and our code can be accessed from https://vcai.mpi-inf.mpg.de/projects/LiveHand/
HALO: Hadamard-Assisted Lossless Optimization for Efficient Low-Precision LLM Training and Fine-Tuning
Quantized training of Large Language Models (LLMs) remains an open challenge, as maintaining accuracy while performing all matrix multiplications in low precision has proven difficult. This is particularly the case when fine-tuning pre-trained models, which often already have large weight and activation outlier values that render quantized optimization difficult. We present HALO, a novel quantization-aware training approach for Transformers that enables accurate and efficient low-precision training by combining 1) strategic placement of Hadamard rotations in both forward and backward passes, to mitigate outliers during the low-precision computation, 2) FSDP integration for low-precision communication, and 3) high-performance kernel support. Our approach ensures that all large matrix multiplications during the forward and backward passes are executed in lower precision. Applied to LLAMA-family models, HALO achieves near-full-precision-equivalent results during fine-tuning on various tasks, while delivering up to 1.31x end-to-end speedup for full fine-tuning on RTX 4090 GPUs. Our method supports both standard and parameter-efficient fine-tuning (PEFT) methods, both backed by efficient kernel implementations. Our results demonstrate the first practical approach to fully quantized LLM fine-tuning that maintains accuracy in FP8 precision, while delivering performance benefits.
VQ-NeRF: Vector Quantization Enhances Implicit Neural Representations
Recent advancements in implicit neural representations have contributed to high-fidelity surface reconstruction and photorealistic novel view synthesis. However, the computational complexity inherent in these methodologies presents a substantial impediment, constraining the attainable frame rates and resolutions in practical applications. In response to this predicament, we propose VQ-NeRF, an effective and efficient pipeline for enhancing implicit neural representations via vector quantization. The essence of our method involves reducing the sampling space of NeRF to a lower resolution and subsequently reinstating it to the original size utilizing a pre-trained VAE decoder, thereby effectively mitigating the sampling time bottleneck encountered during rendering. Although the codebook furnishes representative features, reconstructing fine texture details of the scene remains challenging due to high compression rates. To overcome this constraint, we design an innovative multi-scale NeRF sampling scheme that concurrently optimizes the NeRF model at both compressed and original scales to enhance the network's ability to preserve fine details. Furthermore, we incorporate a semantic loss function to improve the geometric fidelity and semantic coherence of our 3D reconstructions. Extensive experiments demonstrate the effectiveness of our model in achieving the optimal trade-off between rendering quality and efficiency. Evaluation on the DTU, BlendMVS, and H3DS datasets confirms the superior performance of our approach.
UrbanIR: Large-Scale Urban Scene Inverse Rendering from a Single Video
We show how to build a model that allows realistic, free-viewpoint renderings of a scene under novel lighting conditions from video. Our method -- UrbanIR: Urban Scene Inverse Rendering -- computes an inverse graphics representation from the video. UrbanIR jointly infers shape, albedo, visibility, and sun and sky illumination from a single video of unbounded outdoor scenes with unknown lighting. UrbanIR uses videos from cameras mounted on cars (in contrast to many views of the same points in typical NeRF-style estimation). As a result, standard methods produce poor geometry estimates (for example, roofs), and there are numerous ''floaters''. Errors in inverse graphics inference can result in strong rendering artifacts. UrbanIR uses novel losses to control these and other sources of error. UrbanIR uses a novel loss to make very good estimates of shadow volumes in the original scene. The resulting representations facilitate controllable editing, delivering photorealistic free-viewpoint renderings of relit scenes and inserted objects. Qualitative evaluation demonstrates strong improvements over the state-of-the-art.
Taming Latent Diffusion Model for Neural Radiance Field Inpainting
Neural Radiance Field (NeRF) is a representation for 3D reconstruction from multi-view images. Despite some recent work showing preliminary success in editing a reconstructed NeRF with diffusion prior, they remain struggling to synthesize reasonable geometry in completely uncovered regions. One major reason is the high diversity of synthetic contents from the diffusion model, which hinders the radiance field from converging to a crisp and deterministic geometry. Moreover, applying latent diffusion models on real data often yields a textural shift incoherent to the image condition due to auto-encoding errors. These two problems are further reinforced with the use of pixel-distance losses. To address these issues, we propose tempering the diffusion model's stochasticity with per-scene customization and mitigating the textural shift with masked adversarial training. During the analyses, we also found the commonly used pixel and perceptual losses are harmful in the NeRF inpainting task. Through rigorous experiments, our framework yields state-of-the-art NeRF inpainting results on various real-world scenes. Project page: https://hubert0527.github.io/MALD-NeRF
DiffSplat: Repurposing Image Diffusion Models for Scalable Gaussian Splat Generation
Recent advancements in 3D content generation from text or a single image struggle with limited high-quality 3D datasets and inconsistency from 2D multi-view generation. We introduce DiffSplat, a novel 3D generative framework that natively generates 3D Gaussian splats by taming large-scale text-to-image diffusion models. It differs from previous 3D generative models by effectively utilizing web-scale 2D priors while maintaining 3D consistency in a unified model. To bootstrap the training, a lightweight reconstruction model is proposed to instantly produce multi-view Gaussian splat grids for scalable dataset curation. In conjunction with the regular diffusion loss on these grids, a 3D rendering loss is introduced to facilitate 3D coherence across arbitrary views. The compatibility with image diffusion models enables seamless adaptions of numerous techniques for image generation to the 3D realm. Extensive experiments reveal the superiority of DiffSplat in text- and image-conditioned generation tasks and downstream applications. Thorough ablation studies validate the efficacy of each critical design choice and provide insights into the underlying mechanism.
NeRFVS: Neural Radiance Fields for Free View Synthesis via Geometry Scaffolds
We present NeRFVS, a novel neural radiance fields (NeRF) based method to enable free navigation in a room. NeRF achieves impressive performance in rendering images for novel views similar to the input views while suffering for novel views that are significantly different from the training views. To address this issue, we utilize the holistic priors, including pseudo depth maps and view coverage information, from neural reconstruction to guide the learning of implicit neural representations of 3D indoor scenes. Concretely, an off-the-shelf neural reconstruction method is leveraged to generate a geometry scaffold. Then, two loss functions based on the holistic priors are proposed to improve the learning of NeRF: 1) A robust depth loss that can tolerate the error of the pseudo depth map to guide the geometry learning of NeRF; 2) A variance loss to regularize the variance of implicit neural representations to reduce the geometry and color ambiguity in the learning procedure. These two loss functions are modulated during NeRF optimization according to the view coverage information to reduce the negative influence brought by the view coverage imbalance. Extensive results demonstrate that our NeRFVS outperforms state-of-the-art view synthesis methods quantitatively and qualitatively on indoor scenes, achieving high-fidelity free navigation results.
Rethinking RGB Color Representation for Image Restoration Models
Image restoration models are typically trained with a pixel-wise distance loss defined over the RGB color representation space, which is well known to be a source of blurry and unrealistic textures in the restored images. The reason, we believe, is that the three-channel RGB space is insufficient for supervising the restoration models. To this end, we augment the representation to hold structural information of local neighborhoods at each pixel while keeping the color information and pixel-grainedness unharmed. The result is a new representation space, dubbed augmented RGB (aRGB) space. Substituting the underlying representation space for the per-pixel losses facilitates the training of image restoration models, thereby improving the performance without affecting the evaluation phase. Notably, when combined with auxiliary objectives such as adversarial or perceptual losses, our aRGB space consistently improves overall metrics by reconstructing both color and local structures, overcoming the conventional perception-distortion trade-off.
AIM 2024 Sparse Neural Rendering Challenge: Dataset and Benchmark
Recent developments in differentiable and neural rendering have made impressive breakthroughs in a variety of 2D and 3D tasks, e.g. novel view synthesis, 3D reconstruction. Typically, differentiable rendering relies on a dense viewpoint coverage of the scene, such that the geometry can be disambiguated from appearance observations alone. Several challenges arise when only a few input views are available, often referred to as sparse or few-shot neural rendering. As this is an underconstrained problem, most existing approaches introduce the use of regularisation, together with a diversity of learnt and hand-crafted priors. A recurring problem in sparse rendering literature is the lack of an homogeneous, up-to-date, dataset and evaluation protocol. While high-resolution datasets are standard in dense reconstruction literature, sparse rendering methods often evaluate with low-resolution images. Additionally, data splits are inconsistent across different manuscripts, and testing ground-truth images are often publicly available, which may lead to over-fitting. In this work, we propose the Sparse Rendering (SpaRe) dataset and benchmark. We introduce a new dataset that follows the setup of the DTU MVS dataset. The dataset is composed of 97 new scenes based on synthetic, high-quality assets. Each scene has up to 64 camera views and 7 lighting configurations, rendered at 1600x1200 resolution. We release a training split of 82 scenes to foster generalizable approaches, and provide an online evaluation platform for the validation and test sets, whose ground-truth images remain hidden. We propose two different sparse configurations (3 and 9 input images respectively). This provides a powerful and convenient tool for reproducible evaluation, and enable researchers easy access to a public leaderboard with the state-of-the-art performance scores. Available at: https://sparebenchmark.github.io/
Re-ReND: Real-time Rendering of NeRFs across Devices
This paper proposes a novel approach for rendering a pre-trained Neural Radiance Field (NeRF) in real-time on resource-constrained devices. We introduce Re-ReND, a method enabling Real-time Rendering of NeRFs across Devices. Re-ReND is designed to achieve real-time performance by converting the NeRF into a representation that can be efficiently processed by standard graphics pipelines. The proposed method distills the NeRF by extracting the learned density into a mesh, while the learned color information is factorized into a set of matrices that represent the scene's light field. Factorization implies the field is queried via inexpensive MLP-free matrix multiplications, while using a light field allows rendering a pixel by querying the field a single time-as opposed to hundreds of queries when employing a radiance field. Since the proposed representation can be implemented using a fragment shader, it can be directly integrated with standard rasterization frameworks. Our flexible implementation can render a NeRF in real-time with low memory requirements and on a wide range of resource-constrained devices, including mobiles and AR/VR headsets. Notably, we find that Re-ReND can achieve over a 2.6-fold increase in rendering speed versus the state-of-the-art without perceptible losses in quality.
Lightweight Image Inpainting by Stripe Window Transformer with Joint Attention to CNN
Image inpainting is an important task in computer vision. As admirable methods are presented, the inpainted image is getting closer to reality. However, the result is still not good enough in the reconstructed texture and structure based on human vision. Although recent advances in computer hardware have enabled the development of larger and more complex models, there is still a need for lightweight models that can be used by individuals and small-sized institutions. Therefore, we propose a lightweight model that combines a specialized transformer with a traditional convolutional neural network (CNN). Furthermore, we have noticed most researchers only consider three primary colors (RGB) in inpainted images, but we think this is not enough. So we propose a new loss function to intensify color details. Extensive experiments on commonly seen datasets (Places2 and CelebA) validate the efficacy of our proposed model compared with other state-of-the-art methods. Index Terms: HSV color space, image inpainting, joint attention, stripe window, transformer
Benchmarking Ultra-High-Definition Image Reflection Removal
Deep learning based methods have achieved significant success in the task of single image reflection removal (SIRR). However, the majority of these methods are focused on High-Definition/Standard-Definition (HD/SD) images, while ignoring higher resolution images such as Ultra-High-Definition (UHD) images. With the increasing prevalence of UHD images captured by modern devices, in this paper, we aim to address the problem of UHD SIRR. Specifically, we first synthesize two large-scale UHD datasets, UHDRR4K and UHDRR8K. The UHDRR4K dataset consists of 2,999 and 168 quadruplets of images for training and testing respectively, and the UHDRR8K dataset contains 1,014 and 105 quadruplets. To the best of our knowledge, these two datasets are the first largest-scale UHD datasets for SIRR. Then, we conduct a comprehensive evaluation of six state-of-the-art SIRR methods using the proposed datasets. Based on the results, we provide detailed discussions regarding the strengths and limitations of these methods when applied to UHD images. Finally, we present a transformer-based architecture named RRFormer for reflection removal. RRFormer comprises three modules, namely the Prepossessing Embedding Module, Self-attention Feature Extraction Module, and Multi-scale Spatial Feature Extraction Module. These modules extract hypercolumn features, global and partial attention features, and multi-scale spatial features, respectively. To ensure effective training, we utilize three terms in our loss function: pixel loss, feature loss, and adversarial loss. We demonstrate through experimental results that RRFormer achieves state-of-the-art performance on both the non-UHD dataset and our proposed UHDRR datasets. The code and datasets are publicly available at https://github.com/Liar-zzy/Benchmarking-Ultra-High-Definition-Single-Image-Reflection-Removal.
DreamFusion: Text-to-3D using 2D Diffusion
Recent breakthroughs in text-to-image synthesis have been driven by diffusion models trained on billions of image-text pairs. Adapting this approach to 3D synthesis would require large-scale datasets of labeled 3D data and efficient architectures for denoising 3D data, neither of which currently exist. In this work, we circumvent these limitations by using a pretrained 2D text-to-image diffusion model to perform text-to-3D synthesis. We introduce a loss based on probability density distillation that enables the use of a 2D diffusion model as a prior for optimization of a parametric image generator. Using this loss in a DeepDream-like procedure, we optimize a randomly-initialized 3D model (a Neural Radiance Field, or NeRF) via gradient descent such that its 2D renderings from random angles achieve a low loss. The resulting 3D model of the given text can be viewed from any angle, relit by arbitrary illumination, or composited into any 3D environment. Our approach requires no 3D training data and no modifications to the image diffusion model, demonstrating the effectiveness of pretrained image diffusion models as priors.
NoPe-NeRF: Optimising Neural Radiance Field with No Pose Prior
Training a Neural Radiance Field (NeRF) without pre-computed camera poses is challenging. Recent advances in this direction demonstrate the possibility of jointly optimising a NeRF and camera poses in forward-facing scenes. However, these methods still face difficulties during dramatic camera movement. We tackle this challenging problem by incorporating undistorted monocular depth priors. These priors are generated by correcting scale and shift parameters during training, with which we are then able to constrain the relative poses between consecutive frames. This constraint is achieved using our proposed novel loss functions. Experiments on real-world indoor and outdoor scenes show that our method can handle challenging camera trajectories and outperforms existing methods in terms of novel view rendering quality and pose estimation accuracy. Our project page is https://nope-nerf.active.vision.
Progressive Radiance Distillation for Inverse Rendering with Gaussian Splatting
We propose progressive radiance distillation, an inverse rendering method that combines physically-based rendering with Gaussian-based radiance field rendering using a distillation progress map. Taking multi-view images as input, our method starts from a pre-trained radiance field guidance, and distills physically-based light and material parameters from the radiance field using an image-fitting process. The distillation progress map is initialized to a small value, which favors radiance field rendering. During early iterations when fitted light and material parameters are far from convergence, the radiance field fallback ensures the sanity of image loss gradients and avoids local minima that attracts under-fit states. As fitted parameters converge, the physical model gradually takes over and the distillation progress increases correspondingly. In presence of light paths unmodeled by the physical model, the distillation progress never finishes on affected pixels and the learned radiance field stays in the final rendering. With this designed tolerance for physical model limitations, we prevent unmodeled color components from leaking into light and material parameters, alleviating relighting artifacts. Meanwhile, the remaining radiance field compensates for the limitations of the physical model, guaranteeing high-quality novel views synthesis. Experimental results demonstrate that our method significantly outperforms state-of-the-art techniques quality-wise in both novel view synthesis and relighting. The idea of progressive radiance distillation is not limited to Gaussian splatting. We show that it also has positive effects for prominently specular scenes when adapted to a mesh-based inverse rendering method.
S-VolSDF: Sparse Multi-View Stereo Regularization of Neural Implicit Surfaces
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. Project page: https://hao-yu-wu.github.io/s-volsdf/.
ModeDreamer: Mode Guiding Score Distillation for Text-to-3D Generation using Reference Image Prompts
Existing Score Distillation Sampling (SDS)-based methods have driven significant progress in text-to-3D generation. However, 3D models produced by SDS-based methods tend to exhibit over-smoothing and low-quality outputs. These issues arise from the mode-seeking behavior of current methods, where the scores used to update the model oscillate between multiple modes, resulting in unstable optimization and diminished output quality. To address this problem, we introduce a novel image prompt score distillation loss named ISD, which employs a reference image to direct text-to-3D optimization toward a specific mode. Our ISD loss can be implemented by using IP-Adapter, a lightweight adapter for integrating image prompt capability to a text-to-image diffusion model, as a mode-selection module. A variant of this adapter, when not being prompted by a reference image, can serve as an efficient control variate to reduce variance in score estimates, thereby enhancing both output quality and optimization stability. Our experiments demonstrate that the ISD loss consistently achieves visually coherent, high-quality outputs and improves optimization speed compared to prior text-to-3D methods, as demonstrated through both qualitative and quantitative evaluations on the T3Bench benchmark suite.
OneRestore: A Universal Restoration Framework for Composite Degradation
In real-world scenarios, image impairments often manifest as composite degradations, presenting a complex interplay of elements such as low light, haze, rain, and snow. Despite this reality, existing restoration methods typically target isolated degradation types, thereby falling short in environments where multiple degrading factors coexist. To bridge this gap, our study proposes a versatile imaging model that consolidates four physical corruption paradigms to accurately represent complex, composite degradation scenarios. In this context, we propose OneRestore, a novel transformer-based framework designed for adaptive, controllable scene restoration. The proposed framework leverages a unique cross-attention mechanism, merging degraded scene descriptors with image features, allowing for nuanced restoration. Our model allows versatile input scene descriptors, ranging from manual text embeddings to automatic extractions based on visual attributes. Our methodology is further enhanced through a composite degradation restoration loss, using extra degraded images as negative samples to fortify model constraints. Comparative results on synthetic and real-world datasets demonstrate OneRestore as a superior solution, significantly advancing the state-of-the-art in addressing complex, composite degradations.
SKED: Sketch-guided Text-based 3D Editing
Text-to-image diffusion models are gradually introduced into computer graphics, recently enabling the development of Text-to-3D pipelines in an open domain. However, for interactive editing purposes, local manipulations of content through a simplistic textual interface can be arduous. Incorporating user guided sketches with Text-to-image pipelines offers users more intuitive control. Still, as state-of-the-art Text-to-3D pipelines rely on optimizing Neural Radiance Fields (NeRF) through gradients from arbitrary rendering views, conditioning on sketches is not straightforward. In this paper, we present SKED, a technique for editing 3D shapes represented by NeRFs. Our technique utilizes as few as two guiding sketches from different views to alter an existing neural field. The edited region respects the prompt semantics through a pre-trained diffusion model. To ensure the generated output adheres to the provided sketches, we propose novel loss functions to generate the desired edits while preserving the density and radiance of the base instance. We demonstrate the effectiveness of our proposed method through several qualitative and quantitative experiments. https://sked-paper.github.io/
ScatterNeRF: Seeing Through Fog with Physically-Based Inverse Neural Rendering
Vision in adverse weather conditions, whether it be snow, rain, or fog is challenging. In these scenarios, scattering and attenuation severly degrades image quality. Handling such inclement weather conditions, however, is essential to operate autonomous vehicles, drones and robotic applications where human performance is impeded the most. A large body of work explores removing weather-induced image degradations with dehazing methods. Most methods rely on single images as input and struggle to generalize from synthetic fully-supervised training approaches or to generate high fidelity results from unpaired real-world datasets. With data as bottleneck and most of today's training data relying on good weather conditions with inclement weather as outlier, we rely on an inverse rendering approach to reconstruct the scene content. We introduce ScatterNeRF, a neural rendering method which adequately renders foggy scenes and decomposes the fog-free background from the participating media-exploiting the multiple views from a short automotive sequence without the need for a large training data corpus. Instead, the rendering approach is optimized on the multi-view scene itself, which can be typically captured by an autonomous vehicle, robot or drone during operation. Specifically, we propose a disentangled representation for the scattering volume and the scene objects, and learn the scene reconstruction with physics-inspired losses. We validate our method by capturing multi-view In-the-Wild data and controlled captures in a large-scale fog chamber.
S3IM: Stochastic Structural SIMilarity and Its Unreasonable Effectiveness for Neural Fields
Recently, Neural Radiance Field (NeRF) has shown great success in rendering novel-view images of a given scene by learning an implicit representation with only posed RGB images. NeRF and relevant neural field methods (e.g., neural surface representation) typically optimize a point-wise loss and make point-wise predictions, where one data point corresponds to one pixel. Unfortunately, this line of research failed to use the collective supervision of distant pixels, although it is known that pixels in an image or scene can provide rich structural information. To the best of our knowledge, we are the first to design a nonlocal multiplex training paradigm for NeRF and relevant neural field methods via a novel Stochastic Structural SIMilarity (S3IM) loss that processes multiple data points as a whole set instead of process multiple inputs independently. Our extensive experiments demonstrate the unreasonable effectiveness of S3IM in improving NeRF and neural surface representation for nearly free. The improvements of quality metrics can be particularly significant for those relatively difficult tasks: e.g., the test MSE loss unexpectedly drops by more than 90% for TensoRF and DVGO over eight novel view synthesis tasks; a 198% F-score gain and a 64% Chamfer L_{1} distance reduction for NeuS over eight surface reconstruction tasks. Moreover, S3IM is consistently robust even with sparse inputs, corrupted images, and dynamic scenes.
ED-NeRF: Efficient Text-Guided Editing of 3D Scene using Latent Space NeRF
Recently, there has been a significant advancement in text-to-image diffusion models, leading to groundbreaking performance in 2D image generation. These advancements have been extended to 3D models, enabling the generation of novel 3D objects from textual descriptions. This has evolved into NeRF editing methods, which allow the manipulation of existing 3D objects through textual conditioning. However, existing NeRF editing techniques have faced limitations in their performance due to slow training speeds and the use of loss functions that do not adequately consider editing. To address this, here we present a novel 3D NeRF editing approach dubbed ED-NeRF by successfully embedding real-world scenes into the latent space of the latent diffusion model (LDM) through a unique refinement layer. This approach enables us to obtain a NeRF backbone that is not only faster but also more amenable to editing compared to traditional image space NeRF editing. Furthermore, we propose an improved loss function tailored for editing by migrating the delta denoising score (DDS) distillation loss, originally used in 2D image editing to the three-dimensional domain. This novel loss function surpasses the well-known score distillation sampling (SDS) loss in terms of suitability for editing purposes. Our experimental results demonstrate that ED-NeRF achieves faster editing speed while producing improved output quality compared to state-of-the-art 3D editing models.
GANeRF: Leveraging Discriminators to Optimize Neural Radiance Fields
Neural Radiance Fields (NeRF) have shown impressive novel view synthesis results; nonetheless, even thorough recordings yield imperfections in reconstructions, for instance due to poorly observed areas or minor lighting changes. Our goal is to mitigate these imperfections from various sources with a joint solution: we take advantage of the ability of generative adversarial networks (GANs) to produce realistic images and use them to enhance realism in 3D scene reconstruction with NeRFs. To this end, we learn the patch distribution of a scene using an adversarial discriminator, which provides feedback to the radiance field reconstruction, thus improving realism in a 3D-consistent fashion. Thereby, rendering artifacts are repaired directly in the underlying 3D representation by imposing multi-view path rendering constraints. In addition, we condition a generator with multi-resolution NeRF renderings which is adversarially trained to further improve rendering quality. We demonstrate that our approach significantly improves rendering quality, e.g., nearly halving LPIPS scores compared to Nerfacto while at the same time improving PSNR by 1.4dB on the advanced indoor scenes of Tanks and Temples.
Robust Geometry-Preserving Depth Estimation Using Differentiable Rendering
In this study, we address the challenge of 3D scene structure recovery from monocular depth estimation. While traditional depth estimation methods leverage labeled datasets to directly predict absolute depth, recent advancements advocate for mix-dataset training, enhancing generalization across diverse scenes. However, such mixed dataset training yields depth predictions only up to an unknown scale and shift, hindering accurate 3D reconstructions. Existing solutions necessitate extra 3D datasets or geometry-complete depth annotations, constraints that limit their versatility. In this paper, we propose a learning framework that trains models to predict geometry-preserving depth without requiring extra data or annotations. To produce realistic 3D structures, we render novel views of the reconstructed scenes and design loss functions to promote depth estimation consistency across different views. Comprehensive experiments underscore our framework's superior generalization capabilities, surpassing existing state-of-the-art methods on several benchmark datasets without leveraging extra training information. Moreover, our innovative loss functions empower the model to autonomously recover domain-specific scale-and-shift coefficients using solely unlabeled images.
Real-Time Neural Light Field on Mobile Devices
Recent efforts in Neural Rendering Fields (NeRF) have shown impressive results on novel view synthesis by utilizing implicit neural representation to represent 3D scenes. Due to the process of volumetric rendering, the inference speed for NeRF is extremely slow, limiting the application scenarios of utilizing NeRF on resource-constrained hardware, such as mobile devices. Many works have been conducted to reduce the latency of running NeRF models. However, most of them still require high-end GPU for acceleration or extra storage memory, which is all unavailable on mobile devices. Another emerging direction utilizes the neural light field (NeLF) for speedup, as only one forward pass is performed on a ray to predict the pixel color. Nevertheless, to reach a similar rendering quality as NeRF, the network in NeLF is designed with intensive computation, which is not mobile-friendly. In this work, we propose an efficient network that runs in real-time on mobile devices for neural rendering. We follow the setting of NeLF to train our network. Unlike existing works, we introduce a novel network architecture that runs efficiently on mobile devices with low latency and small size, i.e., saving 15times sim 24times storage compared with MobileNeRF. Our model achieves high-resolution generation while maintaining real-time inference for both synthetic and real-world scenes on mobile devices, e.g., 18.04ms (iPhone 13) for rendering one 1008times756 image of real 3D scenes. Additionally, we achieve similar image quality as NeRF and better quality than MobileNeRF (PSNR 26.15 vs. 25.91 on the real-world forward-facing dataset).
Repaint123: Fast and High-quality One Image to 3D Generation with Progressive Controllable 2D Repainting
Recent one image to 3D generation methods commonly adopt Score Distillation Sampling (SDS). Despite the impressive results, there are multiple deficiencies including multi-view inconsistency, over-saturated and over-smoothed textures, as well as the slow generation speed. To address these deficiencies, we present Repaint123 to alleviate multi-view bias as well as texture degradation and speed up the generation process. The core idea is to combine the powerful image generation capability of the 2D diffusion model and the texture alignment ability of the repainting strategy for generating high-quality multi-view images with consistency. We further propose visibility-aware adaptive repainting strength for overlap regions to enhance the generated image quality in the repainting process. The generated high-quality and multi-view consistent images enable the use of simple Mean Square Error (MSE) loss for fast 3D content generation. We conduct extensive experiments and show that our method has a superior ability to generate high-quality 3D content with multi-view consistency and fine textures in 2 minutes from scratch. Code is at https://github.com/junwuzhang19/repaint123.
Enhancing Low-Light Images Using Infrared-Encoded Images
Low-light image enhancement task is essential yet challenging as it is ill-posed intrinsically. Previous arts mainly focus on the low-light images captured in the visible spectrum using pixel-wise loss, which limits the capacity of recovering the brightness, contrast, and texture details due to the small number of income photons. In this work, we propose a novel approach to increase the visibility of images captured under low-light environments by removing the in-camera infrared (IR) cut-off filter, which allows for the capture of more photons and results in improved signal-to-noise ratio due to the inclusion of information from the IR spectrum. To verify the proposed strategy, we collect a paired dataset of low-light images captured without the IR cut-off filter, with corresponding long-exposure reference images with an external filter. The experimental results on the proposed dataset demonstrate the effectiveness of the proposed method, showing better performance quantitatively and qualitatively. The dataset and code are publicly available at https://wyf0912.github.io/ELIEI/
City-on-Web: Real-time Neural Rendering of Large-scale Scenes on the Web
NeRF has significantly advanced 3D scene reconstruction, capturing intricate details across various environments. Existing methods have successfully leveraged radiance field baking to facilitate real-time rendering of small scenes. However, when applied to large-scale scenes, these techniques encounter significant challenges, struggling to provide a seamless real-time experience due to limited resources in computation, memory, and bandwidth. In this paper, we propose City-on-Web, which represents the whole scene by partitioning it into manageable blocks, each with its own Level-of-Detail, ensuring high fidelity, efficient memory management and fast rendering. Meanwhile, we carefully design the training and inference process such that the final rendering result on web is consistent with training. Thanks to our novel representation and carefully designed training/inference process, we are the first to achieve real-time rendering of large-scale scenes in resource-constrained environments. Extensive experimental results demonstrate that our method facilitates real-time rendering of large-scale scenes on a web platform, achieving 32FPS at 1080P resolution with an RTX 3060 GPU, while simultaneously achieving a quality that closely rivals that of state-of-the-art methods. Project page: https://ustc3dv.github.io/City-on-Web/
BAD-Gaussians: Bundle Adjusted Deblur Gaussian Splatting
While neural rendering has demonstrated impressive capabilities in 3D scene reconstruction and novel view synthesis, it heavily relies on high-quality sharp images and accurate camera poses. Numerous approaches have been proposed to train Neural Radiance Fields (NeRF) with motion-blurred images, commonly encountered in real-world scenarios such as low-light or long-exposure conditions. However, the implicit representation of NeRF struggles to accurately recover intricate details from severely motion-blurred images and cannot achieve real-time rendering. In contrast, recent advancements in 3D Gaussian Splatting achieve high-quality 3D scene reconstruction and real-time rendering by explicitly optimizing point clouds as Gaussian spheres. In this paper, we introduce a novel approach, named BAD-Gaussians (Bundle Adjusted Deblur Gaussian Splatting), which leverages explicit Gaussian representation and handles severe motion-blurred images with inaccurate camera poses to achieve high-quality scene reconstruction. Our method models the physical image formation process of motion-blurred images and jointly learns the parameters of Gaussians while recovering camera motion trajectories during exposure time. In our experiments, we demonstrate that BAD-Gaussians not only achieves superior rendering quality compared to previous state-of-the-art deblur neural rendering methods on both synthetic and real datasets but also enables real-time rendering capabilities. Our project page and source code is available at https://lingzhezhao.github.io/BAD-Gaussians/
Collaborative Control for Geometry-Conditioned PBR Image Generation
Current 3D content generation builds on generative models that output RGB images. Modern graphics pipelines, however, require physically-based rendering (PBR) material properties. We propose to model the PBR image distribution directly to avoid photometric inaccuracies in RGB generation and the inherent ambiguity in extracting PBR from RGB. Existing paradigms for cross-modal finetuning are not suited for PBR generation due to a lack of data and the high dimensionality of the output modalities: we overcome both challenges by retaining a frozen RGB model and tightly linking a newly trained PBR model using a novel cross-network communication paradigm. As the base RGB model is fully frozen, the proposed method does not risk catastrophic forgetting during finetuning and remains compatible with techniques such as IPAdapter pretrained for the base RGB model. We validate our design choices, robustness to data sparsity, and compare against existing paradigms with an extensive experimental section.
Understanding Zero-Shot Adversarial Robustness for Large-Scale Models
Pretrained large-scale vision-language models like CLIP have exhibited strong generalization over unseen tasks. Yet imperceptible adversarial perturbations can significantly reduce CLIP's performance on new tasks. In this work, we identify and explore the problem of adapting large-scale models for zero-shot adversarial robustness. We first identify two key factors during model adaption -- training losses and adaptation methods -- that affect the model's zero-shot adversarial robustness. We then propose a text-guided contrastive adversarial training loss, which aligns the text embeddings and the adversarial visual features with contrastive learning on a small set of training data. We apply this training loss to two adaption methods, model finetuning and visual prompt tuning. We find that visual prompt tuning is more effective in the absence of texts, while finetuning wins in the existence of text guidance. Overall, our approach significantly improves the zero-shot adversarial robustness over CLIP, seeing an average improvement of over 31 points over ImageNet and 15 zero-shot datasets. We hope this work can shed light on understanding the zero-shot adversarial robustness of large-scale models.
Ref-NeuS: Ambiguity-Reduced Neural Implicit Surface Learning for Multi-View Reconstruction with Reflection
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.
EvaSurf: Efficient View-Aware Implicit Textured Surface Reconstruction on Mobile Devices
Reconstructing real-world 3D objects has numerous applications in computer vision, such as virtual reality, video games, and animations. Ideally, 3D reconstruction methods should generate high-fidelity results with 3D consistency in real-time. Traditional methods match pixels between images using photo-consistency constraints or learned features, while differentiable rendering methods like Neural Radiance Fields (NeRF) use differentiable volume rendering or surface-based representation to generate high-fidelity scenes. However, these methods require excessive runtime for rendering, making them impractical for daily applications. To address these challenges, we present EvaSurf, an Efficient View-Aware implicit textured Surface reconstruction method on mobile devices. In our method, we first employ an efficient surface-based model with a multi-view supervision module to ensure accurate mesh reconstruction. To enable high-fidelity rendering, we learn an implicit texture embedded with a set of Gaussian lobes to capture view-dependent information. Furthermore, with the explicit geometry and the implicit texture, we can employ a lightweight neural shader to reduce the expense of computation and further support real-time rendering on common mobile devices. Extensive experiments demonstrate that our method can reconstruct high-quality appearance and accurate mesh on both synthetic and real-world datasets. Moreover, our method can be trained in just 1-2 hours using a single GPU and run on mobile devices at over 40 FPS (Frames Per Second), with a final package required for rendering taking up only 40-50 MB.
Photo-Realistic Single Image Super-Resolution Using a Generative Adversarial Network
Despite the breakthroughs in accuracy and speed of single image super-resolution using faster and deeper convolutional neural networks, one central problem remains largely unsolved: how do we recover the finer texture details when we super-resolve at large upscaling factors? The behavior of optimization-based super-resolution methods is principally driven by the choice of the objective function. Recent work has largely focused on minimizing the mean squared reconstruction error. The resulting estimates have high peak signal-to-noise ratios, but they are often lacking high-frequency details and are perceptually unsatisfying in the sense that they fail to match the fidelity expected at the higher resolution. In this paper, we present SRGAN, a generative adversarial network (GAN) for image super-resolution (SR). To our knowledge, it is the first framework capable of inferring photo-realistic natural images for 4x upscaling factors. To achieve this, we propose a perceptual loss function which consists of an adversarial loss and a content loss. The adversarial loss pushes our solution to the natural image manifold using a discriminator network that is trained to differentiate between the super-resolved images and original photo-realistic images. In addition, we use a content loss motivated by perceptual similarity instead of similarity in pixel space. Our deep residual network is able to recover photo-realistic textures from heavily downsampled images on public benchmarks. An extensive mean-opinion-score (MOS) test shows hugely significant gains in perceptual quality using SRGAN. The MOS scores obtained with SRGAN are closer to those of the original high-resolution images than to those obtained with any state-of-the-art method.
Putting NeRF on a Diet: Semantically Consistent Few-Shot View Synthesis
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{\deg} 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.
Human from Blur: Human Pose Tracking from Blurry Images
We propose a method to estimate 3D human poses from substantially blurred images. The key idea is to tackle the inverse problem of image deblurring by modeling the forward problem with a 3D human model, a texture map, and a sequence of poses to describe human motion. The blurring process is then modeled by a temporal image aggregation step. Using a differentiable renderer, we can solve the inverse problem by backpropagating the pixel-wise reprojection error to recover the best human motion representation that explains a single or multiple input images. Since the image reconstruction loss alone is insufficient, we present additional regularization terms. To the best of our knowledge, we present the first method to tackle this problem. Our method consistently outperforms other methods on significantly blurry inputs since they lack one or multiple key functionalities that our method unifies, i.e. image deblurring with sub-frame accuracy and explicit 3D modeling of non-rigid human motion.
MERF: Memory-Efficient Radiance Fields for Real-time View Synthesis in Unbounded Scenes
Neural radiance fields enable state-of-the-art photorealistic view synthesis. However, existing radiance field representations are either too compute-intensive for real-time rendering or require too much memory to scale to large scenes. We present a Memory-Efficient Radiance Field (MERF) representation that achieves real-time rendering of large-scale scenes in a browser. MERF reduces the memory consumption of prior sparse volumetric radiance fields using a combination of a sparse feature grid and high-resolution 2D feature planes. To support large-scale unbounded scenes, we introduce a novel contraction function that maps scene coordinates into a bounded volume while still allowing for efficient ray-box intersection. We design a lossless procedure for baking the parameterization used during training into a model that achieves real-time rendering while still preserving the photorealistic view synthesis quality of a volumetric radiance field.
PFGS: High Fidelity Point Cloud Rendering via Feature Splatting
Rendering high-fidelity images from sparse point clouds is still challenging. Existing learning-based approaches suffer from either hole artifacts, missing details, or expensive computations. In this paper, we propose a novel framework to render high-quality images from sparse points. This method first attempts to bridge the 3D Gaussian Splatting and point cloud rendering, which includes several cascaded modules. We first use a regressor to estimate Gaussian properties in a point-wise manner, the estimated properties are used to rasterize neural feature descriptors into 2D planes which are extracted from a multiscale extractor. The projected feature volume is gradually decoded toward the final prediction via a multiscale and progressive decoder. The whole pipeline experiences a two-stage training and is driven by our well-designed progressive and multiscale reconstruction loss. Experiments on different benchmarks show the superiority of our method in terms of rendering qualities and the necessities of our main components.
MixRT: Mixed Neural Representations For Real-Time NeRF Rendering
Neural Radiance Field (NeRF) has emerged as a leading technique for novel view synthesis, owing to its impressive photorealistic reconstruction and rendering capability. Nevertheless, achieving real-time NeRF rendering in large-scale scenes has presented challenges, often leading to the adoption of either intricate baked mesh representations with a substantial number of triangles or resource-intensive ray marching in baked representations. We challenge these conventions, observing that high-quality geometry, represented by meshes with substantial triangles, is not necessary for achieving photorealistic rendering quality. Consequently, we propose MixRT, a novel NeRF representation that includes a low-quality mesh, a view-dependent displacement map, and a compressed NeRF model. This design effectively harnesses the capabilities of existing graphics hardware, thus enabling real-time NeRF rendering on edge devices. Leveraging a highly-optimized WebGL-based rendering framework, our proposed MixRT attains real-time rendering speeds on edge devices (over 30 FPS at a resolution of 1280 x 720 on a MacBook M1 Pro laptop), better rendering quality (0.2 PSNR higher in indoor scenes of the Unbounded-360 datasets), and a smaller storage size (less than 80% compared to state-of-the-art methods).
ProNeRF: Learning Efficient Projection-Aware Ray Sampling for Fine-Grained Implicit Neural Radiance Fields
Recent advances in neural rendering have shown that, albeit slow, implicit compact models can learn a scene's geometries and view-dependent appearances from multiple views. To maintain such a small memory footprint but achieve faster inference times, recent works have adopted `sampler' networks that adaptively sample a small subset of points along each ray in the implicit neural radiance fields. Although these methods achieve up to a 10times reduction in rendering time, they still suffer from considerable quality degradation compared to the vanilla NeRF. In contrast, we propose ProNeRF, which provides an optimal trade-off between memory footprint (similar to NeRF), speed (faster than HyperReel), and quality (better than K-Planes). ProNeRF is equipped with a novel projection-aware sampling (PAS) network together with a new training strategy for ray exploration and exploitation, allowing for efficient fine-grained particle sampling. Our ProNeRF yields state-of-the-art metrics, being 15-23x faster with 0.65dB higher PSNR than NeRF and yielding 0.95dB higher PSNR than the best published sampler-based method, HyperReel. Our exploration and exploitation training strategy allows ProNeRF to learn the full scenes' color and density distributions while also learning efficient ray sampling focused on the highest-density regions. We provide extensive experimental results that support the effectiveness of our method on the widely adopted forward-facing and 360 datasets, LLFF and Blender, respectively.
FeatEnHancer: Enhancing Hierarchical Features for Object Detection and Beyond Under Low-Light Vision
Extracting useful visual cues for the downstream tasks is especially challenging under low-light vision. Prior works create enhanced representations by either correlating visual quality with machine perception or designing illumination-degrading transformation methods that require pre-training on synthetic datasets. We argue that optimizing enhanced image representation pertaining to the loss of the downstream task can result in more expressive representations. Therefore, in this work, we propose a novel module, FeatEnHancer, that hierarchically combines multiscale features using multiheaded attention guided by task-related loss function to create suitable representations. Furthermore, our intra-scale enhancement improves the quality of features extracted at each scale or level, as well as combines features from different scales in a way that reflects their relative importance for the task at hand. FeatEnHancer is a general-purpose plug-and-play module and can be incorporated into any low-light vision pipeline. We show with extensive experimentation that the enhanced representation produced with FeatEnHancer significantly and consistently improves results in several low-light vision tasks, including dark object detection (+5.7 mAP on ExDark), face detection (+1.5 mAPon DARK FACE), nighttime semantic segmentation (+5.1 mIoU on ACDC ), and video object detection (+1.8 mAP on DarkVision), highlighting the effectiveness of enhancing hierarchical features under low-light vision.
GP-NeRF: Generalized Perception NeRF for Context-Aware 3D Scene Understanding
Applying NeRF to downstream perception tasks for scene understanding and representation is becoming increasingly popular. Most existing methods treat semantic prediction as an additional rendering task, i.e., the "label rendering" task, to build semantic NeRFs. However, by rendering semantic/instance labels per pixel without considering the contextual information of the rendered image, these methods usually suffer from unclear boundary segmentation and abnormal segmentation of pixels within an object. To solve this problem, we propose Generalized Perception NeRF (GP-NeRF), a novel pipeline that makes the widely used segmentation model and NeRF work compatibly under a unified framework, for facilitating context-aware 3D scene perception. To accomplish this goal, we introduce transformers to aggregate radiance as well as semantic embedding fields jointly for novel views and facilitate the joint volumetric rendering of both fields. In addition, we propose two self-distillation mechanisms, i.e., the Semantic Distill Loss and the Depth-Guided Semantic Distill Loss, to enhance the discrimination and quality of the semantic field and the maintenance of geometric consistency. In evaluation, we conduct experimental comparisons under two perception tasks (i.e. semantic and instance segmentation) using both synthetic and real-world datasets. Notably, our method outperforms SOTA approaches by 6.94\%, 11.76\%, and 8.47\% on generalized semantic segmentation, finetuning semantic segmentation, and instance segmentation, respectively.
IM-3D: Iterative Multiview Diffusion and Reconstruction for High-Quality 3D Generation
Most text-to-3D generators build upon off-the-shelf text-to-image models trained on billions of images. They use variants of Score Distillation Sampling (SDS), which is slow, somewhat unstable, and prone to artifacts. A mitigation is to fine-tune the 2D generator to be multi-view aware, which can help distillation or can be combined with reconstruction networks to output 3D objects directly. In this paper, we further explore the design space of text-to-3D models. We significantly improve multi-view generation by considering video instead of image generators. Combined with a 3D reconstruction algorithm which, by using Gaussian splatting, can optimize a robust image-based loss, we directly produce high-quality 3D outputs from the generated views. Our new method, IM-3D, reduces the number of evaluations of the 2D generator network 10-100x, resulting in a much more efficient pipeline, better quality, fewer geometric inconsistencies, and higher yield of usable 3D assets.
MaterialFusion: Enhancing Inverse Rendering with Material Diffusion Priors
Recent works in inverse rendering have shown promise in using multi-view images of an object to recover shape, albedo, and materials. However, the recovered components often fail to render accurately under new lighting conditions due to the intrinsic challenge of disentangling albedo and material properties from input images. To address this challenge, we introduce MaterialFusion, an enhanced conventional 3D inverse rendering pipeline that incorporates a 2D prior on texture and material properties. We present StableMaterial, a 2D diffusion model prior that refines multi-lit data to estimate the most likely albedo and material from given input appearances. This model is trained on albedo, material, and relit image data derived from a curated dataset of approximately ~12K artist-designed synthetic Blender objects called BlenderVault. we incorporate this diffusion prior with an inverse rendering framework where we use score distillation sampling (SDS) to guide the optimization of the albedo and materials, improving relighting performance in comparison with previous work. We validate MaterialFusion's relighting performance on 4 datasets of synthetic and real objects under diverse illumination conditions, showing our diffusion-aided approach significantly improves the appearance of reconstructed objects under novel lighting conditions. We intend to publicly release our BlenderVault dataset to support further research in this field.
HiFA: High-fidelity Text-to-3D with Advanced Diffusion Guidance
Automatic text-to-3D synthesis has achieved remarkable advancements through the optimization of 3D models. Existing methods commonly rely on pre-trained text-to-image generative models, such as diffusion models, providing scores for 2D renderings of Neural Radiance Fields (NeRFs) and being utilized for optimizing NeRFs. However, these methods often encounter artifacts and inconsistencies across multiple views due to their limited understanding of 3D geometry. To address these limitations, we propose a reformulation of the optimization loss using the diffusion prior. Furthermore, we introduce a novel training approach that unlocks the potential of the diffusion prior. To improve 3D geometry representation, we apply auxiliary depth supervision for NeRF-rendered images and regularize the density field of NeRFs. Extensive experiments demonstrate the superiority of our method over prior works, resulting in advanced photo-realism and improved multi-view consistency.
RegNeRF: Regularizing Neural Radiance Fields for View Synthesis from Sparse Inputs
Neural Radiance Fields (NeRF) have emerged as a powerful representation for the task of novel view synthesis due to their simplicity and state-of-the-art performance. Though NeRF can produce photorealistic renderings of unseen viewpoints when many input views are available, its performance drops significantly when this number is reduced. We observe that the majority of artifacts in sparse input scenarios are caused by errors in the estimated scene geometry, and by divergent behavior at the start of training. We address this by regularizing the geometry and appearance of patches rendered from unobserved viewpoints, and annealing the ray sampling space during training. We additionally use a normalizing flow model to regularize the color of unobserved viewpoints. Our model outperforms not only other methods that optimize over a single scene, but in many cases also conditional models that are extensively pre-trained on large multi-view datasets.
Compact 3D Gaussian Representation for Radiance Field
Neural Radiance Fields (NeRFs) have demonstrated remarkable potential in capturing complex 3D scenes with high fidelity. However, one persistent challenge that hinders the widespread adoption of NeRFs is the computational bottleneck due to the volumetric rendering. On the other hand, 3D Gaussian splatting (3DGS) has recently emerged as an alternative representation that leverages a 3D Gaussisan-based representation and adopts the rasterization pipeline to render the images rather than volumetric rendering, achieving very fast rendering speed and promising image quality. However, a significant drawback arises as 3DGS entails a substantial number of 3D Gaussians to maintain the high fidelity of the rendered images, which requires a large amount of memory and storage. To address this critical issue, we place a specific emphasis on two key objectives: reducing the number of Gaussian points without sacrificing performance and compressing the Gaussian attributes, such as view-dependent color and covariance. To this end, we propose a learnable mask strategy that significantly reduces the number of Gaussians while preserving high performance. In addition, we propose a compact but effective representation of view-dependent color by employing a grid-based neural field rather than relying on spherical harmonics. Finally, we learn codebooks to compactly represent the geometric attributes of Gaussian by vector quantization. In our extensive experiments, we consistently show over 10times reduced storage and enhanced rendering speed, while maintaining the quality of the scene representation, compared to 3DGS. Our work provides a comprehensive framework for 3D scene representation, achieving high performance, fast training, compactness, and real-time rendering. Our project page is available at https://maincold2.github.io/c3dgs/.
LightSpeed: Light and Fast Neural Light Fields on Mobile Devices
Real-time novel-view image synthesis on mobile devices is prohibitive due to the limited computational power and storage. Using volumetric rendering methods, such as NeRF and its derivatives, on mobile devices is not suitable due to the high computational cost of volumetric rendering. On the other hand, recent advances in neural light field representations have shown promising real-time view synthesis results on mobile devices. Neural light field methods learn a direct mapping from a ray representation to the pixel color. The current choice of ray representation is either stratified ray sampling or Pl\"{u}cker coordinates, overlooking the classic light slab (two-plane) representation, the preferred representation to interpolate between light field views. In this work, we find that using the light slab representation is an efficient representation for learning a neural light field. More importantly, it is a lower-dimensional ray representation enabling us to learn the 4D ray space using feature grids which are significantly faster to train and render. Although mostly designed for frontal views, we show that the light-slab representation can be further extended to non-frontal scenes using a divide-and-conquer strategy. Our method offers superior rendering quality compared to previous light field methods and achieves a significantly improved trade-off between rendering quality and speed.
Taming Feed-forward Reconstruction Models as Latent Encoders for 3D Generative Models
Recent AI-based 3D content creation has largely evolved along two paths: feed-forward image-to-3D reconstruction approaches and 3D generative models trained with 2D or 3D supervision. In this work, we show that existing feed-forward reconstruction methods can serve as effective latent encoders for training 3D generative models, thereby bridging these two paradigms. By reusing powerful pre-trained reconstruction models, we avoid computationally expensive encoder network training and obtain rich 3D latent features for generative modeling for free. However, the latent spaces of reconstruction models are not well-suited for generative modeling due to their unstructured nature. To enable flow-based model training on these latent features, we develop post-processing pipelines, including protocols to standardize the features and spatial weighting to concentrate on important regions. We further incorporate a 2D image space perceptual rendering loss to handle the high-dimensional latent spaces. Finally, we propose a multi-stream transformer-based rectified flow architecture to achieve linear scaling and high-quality text-conditioned 3D generation. Our framework leverages the advancements of feed-forward reconstruction models to enhance the scalability of 3D generative modeling, achieving both high computational efficiency and state-of-the-art performance in text-to-3D generation.
DifFace: Blind Face Restoration with Diffused Error Contraction
While deep learning-based methods for blind face restoration have achieved unprecedented success, they still suffer from two major limitations. First, most of them deteriorate when facing complex degradations out of their training data. Second, these methods require multiple constraints, e.g., fidelity, perceptual, and adversarial losses, which require laborious hyper-parameter tuning to stabilize and balance their influences. In this work, we propose a novel method named DifFace that is capable of coping with unseen and complex degradations more gracefully without complicated loss designs. The key of our method is to establish a posterior distribution from the observed low-quality (LQ) image to its high-quality (HQ) counterpart. In particular, we design a transition distribution from the LQ image to the intermediate state of a pre-trained diffusion model and then gradually transmit from this intermediate state to the HQ target by recursively applying a pre-trained diffusion model. The transition distribution only relies on a restoration backbone that is trained with L_2 loss on some synthetic data, which favorably avoids the cumbersome training process in existing methods. Moreover, the transition distribution can contract the error of the restoration backbone and thus makes our method more robust to unknown degradations. Comprehensive experiments show that DifFace is superior to current state-of-the-art methods, especially in cases with severe degradations. Our code and model are available at https://github.com/zsyOAOA/DifFace.
Radiant Foam: Real-Time Differentiable Ray Tracing
Research on differentiable scene representations is consistently moving towards more efficient, real-time models. Recently, this has led to the popularization of splatting methods, which eschew the traditional ray-based rendering of radiance fields in favor of rasterization. This has yielded a significant improvement in rendering speeds due to the efficiency of rasterization algorithms and hardware, but has come at a cost: the approximations that make rasterization efficient also make implementation of light transport phenomena like reflection and refraction much more difficult. We propose a novel scene representation which avoids these approximations, but keeps the efficiency and reconstruction quality of splatting by leveraging a decades-old efficient volumetric mesh ray tracing algorithm which has been largely overlooked in recent computer vision research. The resulting model, which we name Radiant Foam, achieves rendering speed and quality comparable to Gaussian Splatting, without the constraints of rasterization. Unlike ray traced Gaussian models that use hardware ray tracing acceleration, our method requires no special hardware or APIs beyond the standard features of a programmable GPU.
BGGAN: Bokeh-Glass Generative Adversarial Network for Rendering Realistic Bokeh
A photo captured with bokeh effect often means objects in focus are sharp while the out-of-focus areas are all blurred. DSLR can easily render this kind of effect naturally. However, due to the limitation of sensors, smartphones cannot capture images with depth-of-field effects directly. In this paper, we propose a novel generator called Glass-Net, which generates bokeh images not relying on complex hardware. Meanwhile, the GAN-based method and perceptual loss are combined for rendering a realistic bokeh effect in the stage of finetuning the model. Moreover, Instance Normalization(IN) is reimplemented in our network, which ensures our tflite model with IN can be accelerated on smartphone GPU. Experiments show that our method is able to render a high-quality bokeh effect and process one 1024 times 1536 pixel image in 1.9 seconds on all smartphone chipsets. This approach ranked First in AIM 2020 Rendering Realistic Bokeh Challenge Track 1 \& Track 2.
Connecting Consistency Distillation to Score Distillation for Text-to-3D Generation
Although recent advancements in text-to-3D generation have significantly improved generation quality, issues like limited level of detail and low fidelity still persist, which requires further improvement. To understand the essence of those issues, we thoroughly analyze current score distillation methods by connecting theories of consistency distillation to score distillation. Based on the insights acquired through analysis, we propose an optimization framework, Guided Consistency Sampling (GCS), integrated with 3D Gaussian Splatting (3DGS) to alleviate those issues. Additionally, we have observed the persistent oversaturation in the rendered views of generated 3D assets. From experiments, we find that it is caused by unwanted accumulated brightness in 3DGS during optimization. To mitigate this issue, we introduce a Brightness-Equalized Generation (BEG) scheme in 3DGS rendering. Experimental results demonstrate that our approach generates 3D assets with more details and higher fidelity than state-of-the-art methods. The codes are released at https://github.com/LMozart/ECCV2024-GCS-BEG.
GLaMa: Joint Spatial and Frequency Loss for General Image Inpainting
The purpose of image inpainting is to recover scratches and damaged areas using context information from remaining parts. In recent years, thanks to the resurgence of convolutional neural networks (CNNs), image inpainting task has made great breakthroughs. However, most of the work consider insufficient types of mask, and their performance will drop dramatically when encountering unseen masks. To combat these challenges, we propose a simple yet general method to solve this problem based on the LaMa image inpainting framework, dubbed GLaMa. Our proposed GLaMa can better capture different types of missing information by using more types of masks. By incorporating more degraded images in the training phase, we can expect to enhance the robustness of the model with respect to various masks. In order to yield more reasonable results, we further introduce a frequency-based loss in addition to the traditional spatial reconstruction loss and adversarial loss. In particular, we introduce an effective reconstruction loss both in the spatial and frequency domain to reduce the chessboard effect and ripples in the reconstructed image. Extensive experiments demonstrate that our method can boost the performance over the original LaMa method for each type of mask on FFHQ, ImageNet, Places2 and WikiArt dataset. The proposed GLaMa was ranked first in terms of PSNR, LPIPS and SSIM in the NTIRE 2022 Image Inpainting Challenge Track 1 Unsupervised.
NeRDi: Single-View NeRF Synthesis with Language-Guided Diffusion as General Image Priors
2D-to-3D reconstruction is an ill-posed problem, yet humans are good at solving this problem due to their prior knowledge of the 3D world developed over years. Driven by this observation, we propose NeRDi, a single-view NeRF synthesis framework with general image priors from 2D diffusion models. Formulating single-view reconstruction as an image-conditioned 3D generation problem, we optimize the NeRF representations by minimizing a diffusion loss on its arbitrary view renderings with a pretrained image diffusion model under the input-view constraint. We leverage off-the-shelf vision-language models and introduce a two-section language guidance as conditioning inputs to the diffusion model. This is essentially helpful for improving multiview content coherence as it narrows down the general image prior conditioned on the semantic and visual features of the single-view input image. Additionally, we introduce a geometric loss based on estimated depth maps to regularize the underlying 3D geometry of the NeRF. Experimental results on the DTU MVS dataset show that our method can synthesize novel views with higher quality even compared to existing methods trained on this dataset. We also demonstrate our generalizability in zero-shot NeRF synthesis for in-the-wild images.
UE4-NeRF:Neural Radiance Field for Real-Time Rendering of Large-Scale Scene
Neural Radiance Fields (NeRF) is a novel implicit 3D reconstruction method that shows immense potential and has been gaining increasing attention. It enables the reconstruction of 3D scenes solely from a set of photographs. However, its real-time rendering capability, especially for interactive real-time rendering of large-scale scenes, still has significant limitations. To address these challenges, in this paper, we propose a novel neural rendering system called UE4-NeRF, specifically designed for real-time rendering of large-scale scenes. We partitioned each large scene into different sub-NeRFs. In order to represent the partitioned independent scene, we initialize polygonal meshes by constructing multiple regular octahedra within the scene and the vertices of the polygonal faces are continuously optimized during the training process. Drawing inspiration from Level of Detail (LOD) techniques, we trained meshes of varying levels of detail for different observation levels. Our approach combines with the rasterization pipeline in Unreal Engine 4 (UE4), achieving real-time rendering of large-scale scenes at 4K resolution with a frame rate of up to 43 FPS. Rendering within UE4 also facilitates scene editing in subsequent stages. Furthermore, through experiments, we have demonstrated that our method achieves rendering quality comparable to state-of-the-art approaches. Project page: https://jamchaos.github.io/UE4-NeRF/.
Sample what you cant compress
For learned image representations, basic autoencoders often produce blurry results. Reconstruction quality can be improved by incorporating additional penalties such as adversarial (GAN) and perceptual losses. Arguably, these approaches lack a principled interpretation. Concurrently, in generative settings diffusion has demonstrated a remarkable ability to create crisp, high quality results and has solid theoretical underpinnings (from variational inference to direct study as the Fisher Divergence). Our work combines autoencoder representation learning with diffusion and is, to our knowledge, the first to demonstrate the efficacy of jointly learning a continuous encoder and decoder under a diffusion-based loss. We demonstrate that this approach yields better reconstruction quality as compared to GAN-based autoencoders while being easier to tune. We also show that the resulting representation is easier to model with a latent diffusion model as compared to the representation obtained from a state-of-the-art GAN-based loss. Since our decoder is stochastic, it can generate details not encoded in the otherwise deterministic latent representation; we therefore name our approach "Sample what you can't compress", or SWYCC for short.
AdaFace: Quality Adaptive Margin for Face Recognition
Recognition in low quality face datasets is challenging because facial attributes are obscured and degraded. Advances in margin-based loss functions have resulted in enhanced discriminability of faces in the embedding space. Further, previous studies have studied the effect of adaptive losses to assign more importance to misclassified (hard) examples. In this work, we introduce another aspect of adaptiveness in the loss function, namely the image quality. We argue that the strategy to emphasize misclassified samples should be adjusted according to their image quality. Specifically, the relative importance of easy or hard samples should be based on the sample's image quality. We propose a new loss function that emphasizes samples of different difficulties based on their image quality. Our method achieves this in the form of an adaptive margin function by approximating the image quality with feature norms. Extensive experiments show that our method, AdaFace, improves the face recognition performance over the state-of-the-art (SoTA) on four datasets (IJB-B, IJB-C, IJB-S and TinyFace). Code and models are released in https://github.com/mk-minchul/AdaFace.
Focus Is All You Need: Loss Functions For Event-based Vision
Event cameras are novel vision sensors that output pixel-level brightness changes ("events") instead of traditional video frames. These asynchronous sensors offer several advantages over traditional cameras, such as, high temporal resolution, very high dynamic range, and no motion blur. To unlock the potential of such sensors, motion compensation methods have been recently proposed. We present a collection and taxonomy of twenty two objective functions to analyze event alignment in motion compensation approaches (Fig. 1). We call them Focus Loss Functions since they have strong connections with functions used in traditional shape-from-focus applications. The proposed loss functions allow bringing mature computer vision tools to the realm of event cameras. We compare the accuracy and runtime performance of all loss functions on a publicly available dataset, and conclude that the variance, the gradient and the Laplacian magnitudes are among the best loss functions. The applicability of the loss functions is shown on multiple tasks: rotational motion, depth and optical flow estimation. The proposed focus loss functions allow to unlock the outstanding properties of event cameras.
Stroke-based Neural Painting and Stylization with Dynamically Predicted Painting Region
Stroke-based rendering aims to recreate an image with a set of strokes. Most existing methods render complex images using an uniform-block-dividing strategy, which leads to boundary inconsistency artifacts. To solve the problem, we propose Compositional Neural Painter, a novel stroke-based rendering framework which dynamically predicts the next painting region based on the current canvas, instead of dividing the image plane uniformly into painting regions. We start from an empty canvas and divide the painting process into several steps. At each step, a compositor network trained with a phasic RL strategy first predicts the next painting region, then a painter network trained with a WGAN discriminator predicts stroke parameters, and a stroke renderer paints the strokes onto the painting region of the current canvas. Moreover, we extend our method to stroke-based style transfer with a novel differentiable distance transform loss, which helps preserve the structure of the input image during stroke-based stylization. Extensive experiments show our model outperforms the existing models in both stroke-based neural painting and stroke-based stylization. Code is available at https://github.com/sjtuplayer/Compositional_Neural_Painter
AERO: Audio Super Resolution in the Spectral Domain
We present AERO, a audio super-resolution model that processes speech and music signals in the spectral domain. AERO is based on an encoder-decoder architecture with U-Net like skip connections. We optimize the model using both time and frequency domain loss functions. Specifically, we consider a set of reconstruction losses together with perceptual ones in the form of adversarial and feature discriminator loss functions. To better handle phase information the proposed method operates over the complex-valued spectrogram using two separate channels. Unlike prior work which mainly considers low and high frequency concatenation for audio super-resolution, the proposed method directly predicts the full frequency range. We demonstrate high performance across a wide range of sample rates considering both speech and music. AERO outperforms the evaluated baselines considering Log-Spectral Distance, ViSQOL, and the subjective MUSHRA test. Audio samples and code are available at https://pages.cs.huji.ac.il/adiyoss-lab/aero
Depth-supervised NeRF: Fewer Views and Faster Training for Free
A commonly observed failure mode of Neural Radiance Field (NeRF) is fitting incorrect geometries when given an insufficient number of input views. One potential reason is that standard volumetric rendering does not enforce the constraint that most of a scene's geometry consist of empty space and opaque surfaces. We formalize the above assumption through DS-NeRF (Depth-supervised Neural Radiance Fields), a loss for learning radiance fields that takes advantage of readily-available depth supervision. We leverage the fact that current NeRF pipelines require images with known camera poses that are typically estimated by running structure-from-motion (SFM). Crucially, SFM also produces sparse 3D points that can be used as "free" depth supervision during training: we add a loss to encourage the distribution of a ray's terminating depth matches a given 3D keypoint, incorporating depth uncertainty. DS-NeRF can render better images given fewer training views while training 2-3x faster. Further, we show that our loss is compatible with other recently proposed NeRF methods, demonstrating that depth is a cheap and easily digestible supervisory signal. And finally, we find that DS-NeRF can support other types of depth supervision such as scanned depth sensors and RGB-D reconstruction outputs.
Clean Images are Hard to Reblur: Exploiting the Ill-Posed Inverse Task for Dynamic Scene Deblurring
The goal of dynamic scene deblurring is to remove the motion blur in a given image. Typical learning-based approaches implement their solutions by minimizing the L1 or L2 distance between the output and the reference sharp image. Recent attempts adopt visual recognition features in training to improve the perceptual quality. However, those features are primarily designed to capture high-level contexts rather than low-level structures such as blurriness. Instead, we propose a more direct way to make images sharper by exploiting the inverse task of deblurring, namely, reblurring. Reblurring amplifies the remaining blur to rebuild the original blur, however, a well-deblurred clean image with zero-magnitude blur is hard to reblur. Thus, we design two types of reblurring loss functions for better deblurring. The supervised reblurring loss at training stage compares the amplified blur between the deblurred and the sharp images. The self-supervised reblurring loss at inference stage inspects if there noticeable blur remains in the deblurred. Our experimental results on large-scale benchmarks and real images demonstrate the effectiveness of the reblurring losses in improving the perceptual quality of the deblurred images in terms of NIQE and LPIPS scores as well as visual sharpness.
Lightplane: Highly-Scalable Components for Neural 3D Fields
Contemporary 3D research, particularly in reconstruction and generation, heavily relies on 2D images for inputs or supervision. However, current designs for these 2D-3D mapping are memory-intensive, posing a significant bottleneck for existing methods and hindering new applications. In response, we propose a pair of highly scalable components for 3D neural fields: Lightplane Render and Splatter, which significantly reduce memory usage in 2D-3D mapping. These innovations enable the processing of vastly more and higher resolution images with small memory and computational costs. We demonstrate their utility in various applications, from benefiting single-scene optimization with image-level losses to realizing a versatile pipeline for dramatically scaling 3D reconstruction and generation. Code: https://github.com/facebookresearch/lightplane.
Light Sampling Field and BRDF Representation for Physically-based Neural Rendering
Physically-based rendering (PBR) is key for immersive rendering effects used widely in the industry to showcase detailed realistic scenes from computer graphics assets. A well-known caveat is that producing the same is computationally heavy and relies on complex capture devices. Inspired by the success in quality and efficiency of recent volumetric neural rendering, we want to develop a physically-based neural shader to eliminate device dependency and significantly boost performance. However, no existing lighting and material models in the current neural rendering approaches can accurately represent the comprehensive lighting models and BRDFs properties required by the PBR process. Thus, this paper proposes a novel lighting representation that models direct and indirect light locally through a light sampling strategy in a learned light sampling field. We also propose BRDF models to separately represent surface/subsurface scattering details to enable complex objects such as translucent material (i.e., skin, jade). We then implement our proposed representations with an end-to-end physically-based neural face skin shader, which takes a standard face asset (i.e., geometry, albedo map, and normal map) and an HDRI for illumination as inputs and generates a photo-realistic rendering as output. Extensive experiments showcase the quality and efficiency of our PBR face skin shader, indicating the effectiveness of our proposed lighting and material representations.
Perceptual Losses for Real-Time Style Transfer and Super-Resolution
We consider image transformation problems, where an input image is transformed into an output image. Recent methods for such problems typically train feed-forward convolutional neural networks using a per-pixel loss between the output and ground-truth images. Parallel work has shown that high-quality images can be generated by defining and optimizing perceptual loss functions based on high-level features extracted from pretrained networks. We combine the benefits of both approaches, and propose the use of perceptual loss functions for training feed-forward networks for image transformation tasks. We show results on image style transfer, where a feed-forward network is trained to solve the optimization problem proposed by Gatys et al in real-time. Compared to the optimization-based method, our network gives similar qualitative results but is three orders of magnitude faster. We also experiment with single-image super-resolution, where replacing a per-pixel loss with a perceptual loss gives visually pleasing results.
CodecNeRF: Toward Fast Encoding and Decoding, Compact, and High-quality Novel-view Synthesis
Neural Radiance Fields (NeRF) have achieved huge success in effectively capturing and representing 3D objects and scenes. However, to establish a ubiquitous presence in everyday media formats, such as images and videos, we need to fulfill three key objectives: 1. fast encoding and decoding time, 2. compact model sizes, and 3. high-quality renderings. Despite recent advancements, a comprehensive algorithm that adequately addresses all objectives has yet to be fully realized. In this work, we present CodecNeRF, a neural codec for NeRF representations, consisting of an encoder and decoder architecture that can generate a NeRF representation in a single forward pass. Furthermore, inspired by the recent parameter-efficient finetuning approaches, we propose a finetuning method to efficiently adapt the generated NeRF representations to a new test instance, leading to high-quality image renderings and compact code sizes. The proposed CodecNeRF, a newly suggested encoding-decoding-finetuning pipeline for NeRF, achieved unprecedented compression performance of more than 100x and remarkable reduction in encoding time while maintaining (or improving) the image quality on widely used 3D object datasets.
ReTR: Modeling Rendering Via Transformer for Generalizable Neural Surface Reconstruction
Generalizable neural surface reconstruction techniques have attracted great attention in recent years. However, they encounter limitations of low confidence depth distribution and inaccurate surface reasoning due to the oversimplified volume rendering process employed. In this paper, we present Reconstruction TRansformer (ReTR), a novel framework that leverages the transformer architecture to redesign the rendering process, enabling complex render interaction modeling. It introduces a learnable meta-ray token and utilizes the cross-attention mechanism to simulate the interaction of rendering process with sampled points and render the observed color. Meanwhile, by operating within a high-dimensional feature space rather than the color space, ReTR mitigates sensitivity to projected colors in source views. Such improvements result in accurate surface assessment with high confidence. We demonstrate the effectiveness of our approach on various datasets, showcasing how our method outperforms the current state-of-the-art approaches in terms of reconstruction quality and generalization ability. Our code is available at https://github.com/YixunLiang/ReTR.
Vox-E: Text-guided Voxel Editing of 3D Objects
Large scale text-guided diffusion models have garnered significant attention due to their ability to synthesize diverse images that convey complex visual concepts. This generative power has more recently been leveraged to perform text-to-3D synthesis. In this work, we present a technique that harnesses the power of latent diffusion models for editing existing 3D objects. Our method takes oriented 2D images of a 3D object as input and learns a grid-based volumetric representation of it. To guide the volumetric representation to conform to a target text prompt, we follow unconditional text-to-3D methods and optimize a Score Distillation Sampling (SDS) loss. However, we observe that combining this diffusion-guided loss with an image-based regularization loss that encourages the representation not to deviate too strongly from the input object is challenging, as it requires achieving two conflicting goals while viewing only structure-and-appearance coupled 2D projections. Thus, we introduce a novel volumetric regularization loss that operates directly in 3D space, utilizing the explicit nature of our 3D representation to enforce correlation between the global structure of the original and edited object. Furthermore, we present a technique that optimizes cross-attention volumetric grids to refine the spatial extent of the edits. Extensive experiments and comparisons demonstrate the effectiveness of our approach in creating a myriad of edits which cannot be achieved by prior works.
LAN-HDR: Luminance-based Alignment Network for High Dynamic Range Video Reconstruction
As demands for high-quality videos continue to rise, high-resolution and high-dynamic range (HDR) imaging techniques are drawing attention. To generate an HDR video from low dynamic range (LDR) images, one of the critical steps is the motion compensation between LDR frames, for which most existing works employed the optical flow algorithm. However, these methods suffer from flow estimation errors when saturation or complicated motions exist. In this paper, we propose an end-to-end HDR video composition framework, which aligns LDR frames in the feature space and then merges aligned features into an HDR frame, without relying on pixel-domain optical flow. Specifically, we propose a luminance-based alignment network for HDR (LAN-HDR) consisting of an alignment module and a hallucination module. The alignment module aligns a frame to the adjacent reference by evaluating luminance-based attention, excluding color information. The hallucination module generates sharp details, especially for washed-out areas due to saturation. The aligned and hallucinated features are then blended adaptively to complement each other. Finally, we merge the features to generate a final HDR frame. In training, we adopt a temporal loss, in addition to frame reconstruction losses, to enhance temporal consistency and thus reduce flickering. Extensive experiments demonstrate that our method performs better or comparable to state-of-the-art methods on several benchmarks.
PyNeRF: Pyramidal Neural Radiance Fields
Neural Radiance Fields (NeRFs) can be dramatically accelerated by spatial grid representations. However, they do not explicitly reason about scale and so introduce aliasing artifacts when reconstructing scenes captured at different camera distances. Mip-NeRF and its extensions propose scale-aware renderers that project volumetric frustums rather than point samples but such approaches rely on positional encodings that are not readily compatible with grid methods. We propose a simple modification to grid-based models by training model heads at different spatial grid resolutions. At render time, we simply use coarser grids to render samples that cover larger volumes. Our method can be easily applied to existing accelerated NeRF methods and significantly improves rendering quality (reducing error rates by 20-90% across synthetic and unbounded real-world scenes) while incurring minimal performance overhead (as each model head is quick to evaluate). Compared to Mip-NeRF, we reduce error rates by 20% while training over 60x faster.
NegVSR: Augmenting Negatives for Generalized Noise Modeling in Real-World Video Super-Resolution
The capability of video super-resolution (VSR) to synthesize high-resolution (HR) video from ideal datasets has been demonstrated in many works. However, applying the VSR model to real-world video with unknown and complex degradation remains a challenging task. First, existing degradation metrics in most VSR methods are not able to effectively simulate real-world noise and blur. On the contrary, simple combinations of classical degradation are used for real-world noise modeling, which led to the VSR model often being violated by out-of-distribution noise. Second, many SR models focus on noise simulation and transfer. Nevertheless, the sampled noise is monotonous and limited. To address the aforementioned problems, we propose a Negatives augmentation strategy for generalized noise modeling in Video Super-Resolution (NegVSR) task. Specifically, we first propose sequential noise generation toward real-world data to extract practical noise sequences. Then, the degeneration domain is widely expanded by negative augmentation to build up various yet challenging real-world noise sets. We further propose the augmented negative guidance loss to learn robust features among augmented negatives effectively. Extensive experiments on real-world datasets (e.g., VideoLQ and FLIR) show that our method outperforms state-of-the-art methods with clear margins, especially in visual quality.
FMGS: Foundation Model Embedded 3D Gaussian Splatting for Holistic 3D Scene Understanding
Precisely perceiving the geometric and semantic properties of real-world 3D objects is crucial for the continued evolution of augmented reality and robotic applications. To this end, we present (), which incorporates vision-language embeddings of foundation models into 3D Gaussian Splatting (GS). The key contribution of this work is an efficient method to reconstruct and represent 3D vision-language models. This is achieved by distilling feature maps generated from image-based foundation models into those rendered from our 3D model. To ensure high-quality rendering and fast training, we introduce a novel scene representation by integrating strengths from both GS and multi-resolution hash encodings (MHE). Our effective training procedure also introduces a pixel alignment loss that makes the rendered feature distance of same semantic entities close, following the pixel-level semantic boundaries. Our results demonstrate remarkable multi-view semantic consistency, facilitating diverse downstream tasks, beating state-of-the-art methods by 10.2 percent on open-vocabulary language-based object detection, despite that we are 851times faster for inference. This research explores the intersection of vision, language, and 3D scene representation, paving the way for enhanced scene understanding in uncontrolled real-world environments. We plan to release the code upon paper acceptance.
Dynamic Mesh-Aware Radiance Fields
Embedding polygonal mesh assets within photorealistic Neural Radience Fields (NeRF) volumes, such that they can be rendered and their dynamics simulated in a physically consistent manner with the NeRF, is under-explored from the system perspective of integrating NeRF into the traditional graphics pipeline. This paper designs a two-way coupling between mesh and NeRF during rendering and simulation. We first review the light transport equations for both mesh and NeRF, then distill them into an efficient algorithm for updating radiance and throughput along a cast ray with an arbitrary number of bounces. To resolve the discrepancy between the linear color space that the path tracer assumes and the sRGB color space that standard NeRF uses, we train NeRF with High Dynamic Range (HDR) images. We also present a strategy to estimate light sources and cast shadows on the NeRF. Finally, we consider how the hybrid surface-volumetric formulation can be efficiently integrated with a high-performance physics simulator that supports cloth, rigid and soft bodies. The full rendering and simulation system can be run on a GPU at interactive rates. We show that a hybrid system approach outperforms alternatives in visual realism for mesh insertion, because it allows realistic light transport from volumetric NeRF media onto surfaces, which affects the appearance of reflective/refractive surfaces and illumination of diffuse surfaces informed by the dynamic scene.
Downscaled Representation Matters: Improving Image Rescaling with Collaborative Downscaled Images
Deep networks have achieved great success in image rescaling (IR) task that seeks to learn the optimal downscaled representations, i.e., low-resolution (LR) images, to reconstruct the original high-resolution (HR) images. Compared with super-resolution methods that consider a fixed downscaling scheme, e.g., bicubic, IR often achieves significantly better reconstruction performance thanks to the learned downscaled representations. This highlights the importance of a good downscaled representation in image reconstruction tasks. Existing IR methods mainly learn the downscaled representation by jointly optimizing the downscaling and upscaling models. Unlike them, we seek to improve the downscaled representation through a different and more direct way: optimizing the downscaled image itself instead of the down-/upscaling models. Specifically, we propose a collaborative downscaling scheme that directly generates the collaborative LR examples by descending the gradient w.r.t. the reconstruction loss on them to benefit the IR process. Furthermore, since LR images are downscaled from the corresponding HR images, one can also improve the downscaled representation if we have a better representation in the HR domain. Inspired by this, we propose a Hierarchical Collaborative Downscaling (HCD) method that performs gradient descent in both HR and LR domains to improve the downscaled representations. Extensive experiments show that our HCD significantly improves the reconstruction performance both quantitatively and qualitatively. Moreover, we also highlight the flexibility of our HCD since it can generalize well across diverse IR models.
On mitigating stability-plasticity dilemma in CLIP-guided image morphing via geodesic distillation loss
Large-scale language-vision pre-training models, such as CLIP, have achieved remarkable text-guided image morphing results by leveraging several unconditional generative models. However, existing CLIP-guided image morphing methods encounter difficulties when morphing photorealistic images. Specifically, existing guidance fails to provide detailed explanations of the morphing regions within the image, leading to misguidance. In this paper, we observed that such misguidance could be effectively mitigated by simply using a proper regularization loss. Our approach comprises two key components: 1) a geodesic cosine similarity loss that minimizes inter-modality features (i.e., image and text) on a projected subspace of CLIP space, and 2) a latent regularization loss that minimizes intra-modality features (i.e., image and image) on the image manifold. By replacing the na\"ive directional CLIP loss in a drop-in replacement manner, our method achieves superior morphing results on both images and videos for various benchmarks, including CLIP-inversion.
BoostMVSNeRFs: Boosting MVS-based NeRFs to Generalizable View Synthesis in Large-scale Scenes
While Neural Radiance Fields (NeRFs) have demonstrated exceptional quality, their protracted training duration remains a limitation. Generalizable and MVS-based NeRFs, although capable of mitigating training time, often incur tradeoffs in quality. This paper presents a novel approach called BoostMVSNeRFs to enhance the rendering quality of MVS-based NeRFs in large-scale scenes. We first identify limitations in MVS-based NeRF methods, such as restricted viewport coverage and artifacts due to limited input views. Then, we address these limitations by proposing a new method that selects and combines multiple cost volumes during volume rendering. Our method does not require training and can adapt to any MVS-based NeRF methods in a feed-forward fashion to improve rendering quality. Furthermore, our approach is also end-to-end trainable, allowing fine-tuning on specific scenes. We demonstrate the effectiveness of our method through experiments on large-scale datasets, showing significant rendering quality improvements in large-scale scenes and unbounded outdoor scenarios. We release the source code of BoostMVSNeRFs at https://su-terry.github.io/BoostMVSNeRFs/.
Generating Diverse Structure for Image Inpainting With Hierarchical VQ-VAE
Given an incomplete image without additional constraint, image inpainting natively allows for multiple solutions as long as they appear plausible. Recently, multiplesolution inpainting methods have been proposed and shown the potential of generating diverse results. However, these methods have difficulty in ensuring the quality of each solution, e.g. they produce distorted structure and/or blurry texture. We propose a two-stage model for diverse inpainting, where the first stage generates multiple coarse results each of which has a different structure, and the second stage refines each coarse result separately by augmenting texture. The proposed model is inspired by the hierarchical vector quantized variational auto-encoder (VQ-VAE), whose hierarchical architecture isentangles structural and textural information. In addition, the vector quantization in VQVAE enables autoregressive modeling of the discrete distribution over the structural information. Sampling from the distribution can easily generate diverse and high-quality structures, making up the first stage of our model. In the second stage, we propose a structural attention module inside the texture generation network, where the module utilizes the structural information to capture distant correlations. We further reuse the VQ-VAE to calculate two feature losses, which help improve structure coherence and texture realism, respectively. Experimental results on CelebA-HQ, Places2, and ImageNet datasets show that our method not only enhances the diversity of the inpainting solutions but also improves the visual quality of the generated multiple images. Code and models are available at: https://github.com/USTC-JialunPeng/Diverse-Structure-Inpainting.
GaussianImage: 1000 FPS Image Representation and Compression by 2D Gaussian Splatting
Implicit neural representations (INRs) recently achieved great success in image representation and compression, offering high visual quality and fast rendering speeds with 10-1000 FPS, assuming sufficient GPU resources are available. However, this requirement often hinders their use on low-end devices with limited memory. In response, we propose a groundbreaking paradigm of image representation and compression by 2D Gaussian Splatting, named GaussianImage. We first introduce 2D Gaussian to represent the image, where each Gaussian has 8 parameters including position, covariance and color. Subsequently, we unveil a novel rendering algorithm based on accumulated summation. Remarkably, our method with a minimum of 3times lower GPU memory usage and 5times faster fitting time not only rivals INRs (e.g., WIRE, I-NGP) in representation performance, but also delivers a faster rendering speed of 1500-2000 FPS regardless of parameter size. Furthermore, we integrate existing vector quantization technique to build an image codec. Experimental results demonstrate that our codec attains rate-distortion performance comparable to compression-based INRs such as COIN and COIN++, while facilitating decoding speeds of approximately 1000 FPS. Additionally, preliminary proof of concept shows that our codec surpasses COIN and COIN++ in performance when using partial bits-back coding.
RISE-SDF: a Relightable Information-Shared Signed Distance Field for Glossy Object Inverse Rendering
In this paper, we propose a novel end-to-end relightable neural inverse rendering system that achieves high-quality reconstruction of geometry and material properties, thus enabling high-quality relighting. The cornerstone of our method is a two-stage approach for learning a better factorization of scene parameters. In the first stage, we develop a reflection-aware radiance field using a neural signed distance field (SDF) as the geometry representation and deploy an MLP (multilayer perceptron) to estimate indirect illumination. In the second stage, we introduce a novel information-sharing network structure to jointly learn the radiance field and the physically based factorization of the scene. For the physically based factorization, to reduce the noise caused by Monte Carlo sampling, we apply a split-sum approximation with a simplified Disney BRDF and cube mipmap as the environment light representation. In the relighting phase, to enhance the quality of indirect illumination, we propose a second split-sum algorithm to trace secondary rays under the split-sum rendering framework. Furthermore, there is no dataset or protocol available to quantitatively evaluate the inverse rendering performance for glossy objects. To assess the quality of material reconstruction and relighting, we have created a new dataset with ground truth BRDF parameters and relighting results. Our experiments demonstrate that our algorithm achieves state-of-the-art performance in inverse rendering and relighting, with particularly strong results in the reconstruction of highly reflective objects.
G3R: Gradient Guided Generalizable Reconstruction
Large scale 3D scene reconstruction is important for applications such as virtual reality and simulation. Existing neural rendering approaches (e.g., NeRF, 3DGS) have achieved realistic reconstructions on large scenes, but optimize per scene, which is expensive and slow, and exhibit noticeable artifacts under large view changes due to overfitting. Generalizable approaches or large reconstruction models are fast, but primarily work for small scenes/objects and often produce lower quality rendering results. In this work, we introduce G3R, a generalizable reconstruction approach that can efficiently predict high-quality 3D scene representations for large scenes. We propose to learn a reconstruction network that takes the gradient feedback signals from differentiable rendering to iteratively update a 3D scene representation, combining the benefits of high photorealism from per-scene optimization with data-driven priors from fast feed-forward prediction methods. Experiments on urban-driving and drone datasets show that G3R generalizes across diverse large scenes and accelerates the reconstruction process by at least 10x while achieving comparable or better realism compared to 3DGS, and also being more robust to large view changes.
AugUndo: Scaling Up Augmentations for Monocular Depth Completion and Estimation
Unsupervised depth completion and estimation methods are trained by minimizing reconstruction error. Block artifacts from resampling, intensity saturation, and occlusions are amongst the many undesirable by-products of common data augmentation schemes that affect image reconstruction quality, and thus the training signal. Hence, typical augmentations on images viewed as essential to training pipelines in other vision tasks have seen limited use beyond small image intensity changes and flipping. The sparse depth modality in depth completion have seen even less use as intensity transformations alter the scale of the 3D scene, and geometric transformations may decimate the sparse points during resampling. We propose a method that unlocks a wide range of previously-infeasible geometric augmentations for unsupervised depth completion and estimation. This is achieved by reversing, or ``undo''-ing, geometric transformations to the coordinates of the output depth, warping the depth map back to the original reference frame. This enables computing the reconstruction losses using the original images and sparse depth maps, eliminating the pitfalls of naive loss computation on the augmented inputs and allowing us to scale up augmentations to boost performance. We demonstrate our method on indoor (VOID) and outdoor (KITTI) datasets, where we consistently improve upon recent methods across both datasets as well as generalization to four other datasets. Code available at: https://github.com/alexklwong/augundo.
Preserving Multi-Modal Capabilities of Pre-trained VLMs for Improving Vision-Linguistic Compositionality
In this paper, we propose a new method to enhance compositional understanding in pre-trained vision and language models (VLMs) without sacrificing performance in zero-shot multi-modal tasks. Traditional fine-tuning approaches often improve compositional reasoning at the cost of degrading multi-modal capabilities, primarily due to the use of global hard negative (HN) loss, which contrasts global representations of images and texts. This global HN loss pushes HN texts that are highly similar to the original ones, damaging the model's multi-modal representations. To overcome this limitation, we propose Fine-grained Selective Calibrated CLIP (FSC-CLIP), which integrates local hard negative loss and selective calibrated regularization. These innovations provide fine-grained negative supervision while preserving the model's representational integrity. Our extensive evaluations across diverse benchmarks for both compositionality and multi-modal tasks show that FSC-CLIP not only achieves compositionality on par with state-of-the-art models but also retains strong multi-modal capabilities. Code is available at: https://github.com/ytaek-oh/fsc-clip.
3D Gaussian Ray Tracing: Fast Tracing of Particle Scenes
Particle-based representations of radiance fields such as 3D Gaussian Splatting have found great success for reconstructing and re-rendering of complex scenes. Most existing methods render particles via rasterization, projecting them to screen space tiles for processing in a sorted order. This work instead considers ray tracing the particles, building a bounding volume hierarchy and casting a ray for each pixel using high-performance GPU ray tracing hardware. To efficiently handle large numbers of semi-transparent particles, we describe a specialized rendering algorithm which encapsulates particles with bounding meshes to leverage fast ray-triangle intersections, and shades batches of intersections in depth-order. The benefits of ray tracing are well-known in computer graphics: processing incoherent rays for secondary lighting effects such as shadows and reflections, rendering from highly-distorted cameras common in robotics, stochastically sampling rays, and more. With our renderer, this flexibility comes at little cost compared to rasterization. Experiments demonstrate the speed and accuracy of our approach, as well as several applications in computer graphics and vision. We further propose related improvements to the basic Gaussian representation, including a simple use of generalized kernel functions which significantly reduces particle hit counts.
Are NeRFs ready for autonomous driving? Towards closing the real-to-simulation gap
Neural Radiance Fields (NeRFs) have emerged as promising tools for advancing autonomous driving (AD) research, offering scalable closed-loop simulation and data augmentation capabilities. However, to trust the results achieved in simulation, one needs to ensure that AD systems perceive real and rendered data in the same way. Although the performance of rendering methods is increasing, many scenarios will remain inherently challenging to reconstruct faithfully. To this end, we propose a novel perspective for addressing the real-to-simulated data gap. Rather than solely focusing on improving rendering fidelity, we explore simple yet effective methods to enhance perception model robustness to NeRF artifacts without compromising performance on real data. Moreover, we conduct the first large-scale investigation into the real-to-simulated data gap in an AD setting using a state-of-the-art neural rendering technique. Specifically, we evaluate object detectors and an online mapping model on real and simulated data, and study the effects of different fine-tuning strategies.Our results show notable improvements in model robustness to simulated data, even improving real-world performance in some cases. Last, we delve into the correlation between the real-to-simulated gap and image reconstruction metrics, identifying FID and LPIPS as strong indicators. See https://research.zenseact.com/publications/closing-real2sim-gap for our project page.
Learning to Generate Images with Perceptual Similarity Metrics
Deep networks are increasingly being applied to problems involving image synthesis, e.g., generating images from textual descriptions and reconstructing an input image from a compact representation. Supervised training of image-synthesis networks typically uses a pixel-wise loss (PL) to indicate the mismatch between a generated image and its corresponding target image. We propose instead to use a loss function that is better calibrated to human perceptual judgments of image quality: the multiscale structural-similarity score (MS-SSIM). Because MS-SSIM is differentiable, it is easily incorporated into gradient-descent learning. We compare the consequences of using MS-SSIM versus PL loss on training deterministic and stochastic autoencoders. For three different architectures, we collected human judgments of the quality of image reconstructions. Observers reliably prefer images synthesized by MS-SSIM-optimized models over those synthesized by PL-optimized models, for two distinct PL measures (ell_1 and ell_2 distances). We also explore the effect of training objective on image encoding and analyze conditions under which perceptually-optimized representations yield better performance on image classification. Finally, we demonstrate the superiority of perceptually-optimized networks for super-resolution imaging. Just as computer vision has advanced through the use of convolutional architectures that mimic the structure of the mammalian visual system, we argue that significant additional advances can be made in modeling images through the use of training objectives that are well aligned to characteristics of human perception.
Hardware Acceleration of Neural Graphics
Rendering and inverse-rendering algorithms that drive conventional computer graphics have recently been superseded by neural representations (NR). NRs have recently been used to learn the geometric and the material properties of the scenes and use the information to synthesize photorealistic imagery, thereby promising a replacement for traditional rendering algorithms with scalable quality and predictable performance. In this work we ask the question: Does neural graphics (NG) need hardware support? We studied representative NG applications showing that, if we want to render 4k res. at 60FPS there is a gap of 1.5X-55X in the desired performance on current GPUs. For AR/VR applications, there is an even larger gap of 2-4 OOM between the desired performance and the required system power. We identify that the input encoding and the MLP kernels are the performance bottlenecks, consuming 72%,60% and 59% of application time for multi res. hashgrid, multi res. densegrid and low res. densegrid encodings, respectively. We propose a NG processing cluster, a scalable and flexible hardware architecture that directly accelerates the input encoding and MLP kernels through dedicated engines and supports a wide range of NG applications. We also accelerate the rest of the kernels by fusing them together in Vulkan, which leads to 9.94X kernel-level performance improvement compared to un-fused implementation of the pre-processing and the post-processing kernels. Our results show that, NGPC gives up to 58X end-to-end application-level performance improvement, for multi res. hashgrid encoding on average across the four NG applications, the performance benefits are 12X,20X,33X and 39X for the scaling factor of 8,16,32 and 64, respectively. Our results show that with multi res. hashgrid encoding, NGPC enables the rendering of 4k res. at 30FPS for NeRF and 8k res. at 120FPS for all our other NG applications.
Perturb-and-Revise: Flexible 3D Editing with Generative Trajectories
The fields of 3D reconstruction and text-based 3D editing have advanced significantly with the evolution of text-based diffusion models. While existing 3D editing methods excel at modifying color, texture, and style, they struggle with extensive geometric or appearance changes, thus limiting their applications. We propose Perturb-and-Revise, which makes possible a variety of NeRF editing. First, we perturb the NeRF parameters with random initializations to create a versatile initialization. We automatically determine the perturbation magnitude through analysis of the local loss landscape. Then, we revise the edited NeRF via generative trajectories. Combined with the generative process, we impose identity-preserving gradients to refine the edited NeRF. Extensive experiments demonstrate that Perturb-and-Revise facilitates flexible, effective, and consistent editing of color, appearance, and geometry in 3D. For 360{\deg} results, please visit our project page: https://susunghong.github.io/Perturb-and-Revise.
CopyRNeRF: Protecting the CopyRight of Neural Radiance Fields
Neural Radiance Fields (NeRF) have the potential to be a major representation of media. Since training a NeRF has never been an easy task, the protection of its model copyright should be a priority. In this paper, by analyzing the pros and cons of possible copyright protection solutions, we propose to protect the copyright of NeRF models by replacing the original color representation in NeRF with a watermarked color representation. Then, a distortion-resistant rendering scheme is designed to guarantee robust message extraction in 2D renderings of NeRF. Our proposed method can directly protect the copyright of NeRF models while maintaining high rendering quality and bit accuracy when compared among optional solutions.
ENVIDR: Implicit Differentiable Renderer with Neural Environment Lighting
Recent advances in neural rendering have shown great potential for reconstructing scenes from multiview images. However, accurately representing objects with glossy surfaces remains a challenge for existing methods. In this work, we introduce ENVIDR, a rendering and modeling framework for high-quality rendering and reconstruction of surfaces with challenging specular reflections. To achieve this, we first propose a novel neural renderer with decomposed rendering components to learn the interaction between surface and environment lighting. This renderer is trained using existing physically based renderers and is decoupled from actual scene representations. We then propose an SDF-based neural surface model that leverages this learned neural renderer to represent general scenes. Our model additionally synthesizes indirect illuminations caused by inter-reflections from shiny surfaces by marching surface-reflected rays. We demonstrate that our method outperforms state-of-art methods on challenging shiny scenes, providing high-quality rendering of specular reflections while also enabling material editing and scene relighting.
BAD-NeRF: Bundle Adjusted Deblur Neural Radiance Fields
Neural Radiance Fields (NeRF) have received considerable attention recently, due to its impressive capability in photo-realistic 3D reconstruction and novel view synthesis, given a set of posed camera images. Earlier work usually assumes the input images are of good quality. However, image degradation (e.g. image motion blur in low-light conditions) can easily happen in real-world scenarios, which would further affect the rendering quality of NeRF. In this paper, we present a novel bundle adjusted deblur Neural Radiance Fields (BAD-NeRF), which can be robust to severe motion blurred images and inaccurate camera poses. Our approach models the physical image formation process of a motion blurred image, and jointly learns the parameters of NeRF and recovers the camera motion trajectories during exposure time. In experiments, we show that by directly modeling the real physical image formation process, BAD-NeRF achieves superior performance over prior works on both synthetic and real datasets. Code and data are available at https://github.com/WU-CVGL/BAD-NeRF.
SAIR: Learning Semantic-aware Implicit Representation
Implicit representation of an image can map arbitrary coordinates in the continuous domain to their corresponding color values, presenting a powerful capability for image reconstruction. Nevertheless, existing implicit representation approaches only focus on building continuous appearance mapping, ignoring the continuities of the semantic information across pixels. As a result, they can hardly achieve desired reconstruction results when the semantic information within input images is corrupted, for example, a large region misses. To address the issue, we propose to learn semantic-aware implicit representation (SAIR), that is, we make the implicit representation of each pixel rely on both its appearance and semantic information (\eg, which object does the pixel belong to). To this end, we propose a framework with two modules: (1) building a semantic implicit representation (SIR) for a corrupted image whose large regions miss. Given an arbitrary coordinate in the continuous domain, we can obtain its respective text-aligned embedding indicating the object the pixel belongs. (2) building an appearance implicit representation (AIR) based on the SIR. Given an arbitrary coordinate in the continuous domain, we can reconstruct its color whether or not the pixel is missed in the input. We validate the novel semantic-aware implicit representation method on the image inpainting task, and the extensive experiments demonstrate that our method surpasses state-of-the-art approaches by a significant margin.
Restoring Images in Adverse Weather Conditions via Histogram Transformer
Transformer-based image restoration methods in adverse weather have achieved significant progress. Most of them use self-attention along the channel dimension or within spatially fixed-range blocks to reduce computational load. However, such a compromise results in limitations in capturing long-range spatial features. Inspired by the observation that the weather-induced degradation factors mainly cause similar occlusion and brightness, in this work, we propose an efficient Histogram Transformer (Histoformer) for restoring images affected by adverse weather. It is powered by a mechanism dubbed histogram self-attention, which sorts and segments spatial features into intensity-based bins. Self-attention is then applied across bins or within each bin to selectively focus on spatial features of dynamic range and process similar degraded pixels of the long range together. To boost histogram self-attention, we present a dynamic-range convolution enabling conventional convolution to conduct operation over similar pixels rather than neighbor pixels. We also observe that the common pixel-wise losses neglect linear association and correlation between output and ground-truth. Thus, we propose to leverage the Pearson correlation coefficient as a loss function to enforce the recovered pixels following the identical order as ground-truth. Extensive experiments demonstrate the efficacy and superiority of our proposed method. We have released the codes in Github.
Strike (with) a Pose: Neural Networks Are Easily Fooled by Strange Poses of Familiar Objects
Despite excellent performance on stationary test sets, deep neural networks (DNNs) can fail to generalize to out-of-distribution (OoD) inputs, including natural, non-adversarial ones, which are common in real-world settings. In this paper, we present a framework for discovering DNN failures that harnesses 3D renderers and 3D models. That is, we estimate the parameters of a 3D renderer that cause a target DNN to misbehave in response to the rendered image. Using our framework and a self-assembled dataset of 3D objects, we investigate the vulnerability of DNNs to OoD poses of well-known objects in ImageNet. For objects that are readily recognized by DNNs in their canonical poses, DNNs incorrectly classify 97% of their pose space. In addition, DNNs are highly sensitive to slight pose perturbations. Importantly, adversarial poses transfer across models and datasets. We find that 99.9% and 99.4% of the poses misclassified by Inception-v3 also transfer to the AlexNet and ResNet-50 image classifiers trained on the same ImageNet dataset, respectively, and 75.5% transfer to the YOLOv3 object detector trained on MS COCO.
CAMixerSR: Only Details Need More "Attention"
To satisfy the rapidly increasing demands on the large image (2K-8K) super-resolution (SR), prevailing methods follow two independent tracks: 1) accelerate existing networks by content-aware routing, and 2) design better super-resolution networks via token mixer refining. Despite directness, they encounter unavoidable defects (e.g., inflexible route or non-discriminative processing) limiting further improvements of quality-complexity trade-off. To erase the drawbacks, we integrate these schemes by proposing a content-aware mixer (CAMixer), which assigns convolution for simple contexts and additional deformable window-attention for sparse textures. Specifically, the CAMixer uses a learnable predictor to generate multiple bootstraps, including offsets for windows warping, a mask for classifying windows, and convolutional attentions for endowing convolution with the dynamic property, which modulates attention to include more useful textures self-adaptively and improves the representation capability of convolution. We further introduce a global classification loss to improve the accuracy of predictors. By simply stacking CAMixers, we obtain CAMixerSR which achieves superior performance on large-image SR, lightweight SR, and omnidirectional-image SR.
UltrAvatar: A Realistic Animatable 3D Avatar Diffusion Model with Authenticity Guided Textures
Recent advances in 3D avatar generation have gained significant attentions. These breakthroughs aim to produce more realistic animatable avatars, narrowing the gap between virtual and real-world experiences. Most of existing works employ Score Distillation Sampling (SDS) loss, combined with a differentiable renderer and text condition, to guide a diffusion model in generating 3D avatars. However, SDS often generates oversmoothed results with few facial details, thereby lacking the diversity compared with ancestral sampling. On the other hand, other works generate 3D avatar from a single image, where the challenges of unwanted lighting effects, perspective views, and inferior image quality make them difficult to reliably reconstruct the 3D face meshes with the aligned complete textures. In this paper, we propose a novel 3D avatar generation approach termed UltrAvatar with enhanced fidelity of geometry, and superior quality of physically based rendering (PBR) textures without unwanted lighting. To this end, the proposed approach presents a diffuse color extraction model and an authenticity guided texture diffusion model. The former removes the unwanted lighting effects to reveal true diffuse colors so that the generated avatars can be rendered under various lighting conditions. The latter follows two gradient-based guidances for generating PBR textures to render diverse face-identity features and details better aligning with 3D mesh geometry. We demonstrate the effectiveness and robustness of the proposed method, outperforming the state-of-the-art methods by a large margin in the experiments.
HF-Diff: High-Frequency Perceptual Loss and Distribution Matching for One-Step Diffusion-Based Image Super-Resolution
Although recent diffusion-based single-step super-resolution methods achieve better performance as compared to SinSR, they are computationally complex. To improve the performance of SinSR, we investigate preserving the high-frequency detail features during super-resolution (SR) because the downgraded images lack detailed information. For this purpose, we introduce a high-frequency perceptual loss by utilizing an invertible neural network (INN) pretrained on the ImageNet dataset. Different feature maps of pretrained INN produce different high-frequency aspects of an image. During the training phase, we impose to preserve the high-frequency features of super-resolved and ground truth (GT) images that improve the SR image quality during inference. Furthermore, we also utilize the Jenson-Shannon divergence between GT and SR images in the pretrained DINO-v2 embedding space to match their distribution. By introducing the high- frequency preserving loss and distribution matching constraint in the single-step diffusion-based SR (HF-Diff), we achieve a state-of-the-art CLIPIQA score in the benchmark RealSR, RealSet65, DIV2K-Val, and ImageNet datasets. Furthermore, the experimental results in several datasets demonstrate that our high-frequency perceptual loss yields better SR image quality than LPIPS and VGG-based perceptual losses. Our code will be released at https://github.com/shoaib-sami/HF-Diff.
NeRFiller: Completing Scenes via Generative 3D Inpainting
We propose NeRFiller, an approach that completes missing portions of a 3D capture via generative 3D inpainting using off-the-shelf 2D visual generative models. Often parts of a captured 3D scene or object are missing due to mesh reconstruction failures or a lack of observations (e.g., contact regions, such as the bottom of objects, or hard-to-reach areas). We approach this challenging 3D inpainting problem by leveraging a 2D inpainting diffusion model. We identify a surprising behavior of these models, where they generate more 3D consistent inpaints when images form a 2times2 grid, and show how to generalize this behavior to more than four images. We then present an iterative framework to distill these inpainted regions into a single consistent 3D scene. In contrast to related works, we focus on completing scenes rather than deleting foreground objects, and our approach does not require tight 2D object masks or text. We compare our approach to relevant baselines adapted to our setting on a variety of scenes, where NeRFiller creates the most 3D consistent and plausible scene completions. Our project page is at https://ethanweber.me/nerfiller.
DeFlow: Decoder of Scene Flow Network in Autonomous Driving
Scene flow estimation determines a scene's 3D motion field, by predicting the motion of points in the scene, especially for aiding tasks in autonomous driving. Many networks with large-scale point clouds as input use voxelization to create a pseudo-image for real-time running. However, the voxelization process often results in the loss of point-specific features. This gives rise to a challenge in recovering those features for scene flow tasks. Our paper introduces DeFlow which enables a transition from voxel-based features to point features using Gated Recurrent Unit (GRU) refinement. To further enhance scene flow estimation performance, we formulate a novel loss function that accounts for the data imbalance between static and dynamic points. Evaluations on the Argoverse 2 scene flow task reveal that DeFlow achieves state-of-the-art results on large-scale point cloud data, demonstrating that our network has better performance and efficiency compared to others. The code is open-sourced at https://github.com/KTH-RPL/deflow.
GauFRe: Gaussian Deformation Fields for Real-time Dynamic Novel View Synthesis
We propose a method for dynamic scene reconstruction using deformable 3D Gaussians that is tailored for monocular video. Building upon the efficiency of Gaussian splatting, our approach extends the representation to accommodate dynamic elements via a deformable set of Gaussians residing in a canonical space, and a time-dependent deformation field defined by a multi-layer perceptron (MLP). Moreover, under the assumption that most natural scenes have large regions that remain static, we allow the MLP to focus its representational power by additionally including a static Gaussian point cloud. The concatenated dynamic and static point clouds form the input for the Gaussian Splatting rasterizer, enabling real-time rendering. The differentiable pipeline is optimized end-to-end with a self-supervised rendering loss. Our method achieves results that are comparable to state-of-the-art dynamic neural radiance field methods while allowing much faster optimization and rendering. Project website: https://lynl7130.github.io/gaufre/index.html
Zip-NeRF: Anti-Aliased Grid-Based Neural Radiance Fields
Neural Radiance Field training can be accelerated through the use of grid-based representations in NeRF's learned mapping from spatial coordinates to colors and volumetric density. However, these grid-based approaches lack an explicit understanding of scale and therefore often introduce aliasing, usually in the form of jaggies or missing scene content. Anti-aliasing has previously been addressed by mip-NeRF 360, which reasons about sub-volumes along a cone rather than points along a ray, but this approach is not natively compatible with current grid-based techniques. We show how ideas from rendering and signal processing can be used to construct a technique that combines mip-NeRF 360 and grid-based models such as Instant NGP to yield error rates that are 8% - 77% lower than either prior technique, and that trains 24x faster than mip-NeRF 360.
Real-Time Neural Appearance Models
We present a complete system for real-time rendering of scenes with complex appearance previously reserved for offline use. This is achieved with a combination of algorithmic and system level innovations. Our appearance model utilizes learned hierarchical textures that are interpreted using neural decoders, which produce reflectance values and importance-sampled directions. To best utilize the modeling capacity of the decoders, we equip the decoders with two graphics priors. The first prior -- transformation of directions into learned shading frames -- facilitates accurate reconstruction of mesoscale effects. The second prior -- a microfacet sampling distribution -- allows the neural decoder to perform importance sampling efficiently. The resulting appearance model supports anisotropic sampling and level-of-detail rendering, and allows baking deeply layered material graphs into a compact unified neural representation. By exposing hardware accelerated tensor operations to ray tracing shaders, we show that it is possible to inline and execute the neural decoders efficiently inside a real-time path tracer. We analyze scalability with increasing number of neural materials and propose to improve performance using code optimized for coherent and divergent execution. Our neural material shaders can be over an order of magnitude faster than non-neural layered materials. This opens up the door for using film-quality visuals in real-time applications such as games and live previews.
Multiscale Representation for Real-Time Anti-Aliasing Neural Rendering
The rendering scheme in neural radiance field (NeRF) is effective in rendering a pixel by casting a ray into the scene. However, NeRF yields blurred rendering results when the training images are captured at non-uniform scales, and produces aliasing artifacts if the test images are taken in distant views. To address this issue, Mip-NeRF proposes a multiscale representation as a conical frustum to encode scale information. Nevertheless, this approach is only suitable for offline rendering since it relies on integrated positional encoding (IPE) to query a multilayer perceptron (MLP). To overcome this limitation, we propose mip voxel grids (Mip-VoG), an explicit multiscale representation with a deferred architecture for real-time anti-aliasing rendering. Our approach includes a density Mip-VoG for scene geometry and a feature Mip-VoG with a small MLP for view-dependent color. Mip-VoG encodes scene scale using the level of detail (LOD) derived from ray differentials and uses quadrilinear interpolation to map a queried 3D location to its features and density from two neighboring downsampled voxel grids. To our knowledge, our approach is the first to offer multiscale training and real-time anti-aliasing rendering simultaneously. We conducted experiments on multiscale datasets, and the results show that our approach outperforms state-of-the-art real-time rendering baselines.
Modulate Your Spectrum in Self-Supervised Learning
Whitening loss offers a theoretical guarantee against feature collapse in self-supervised learning (SSL) with joint embedding architectures. Typically, it involves a hard whitening approach, transforming the embedding and applying loss to the whitened output. In this work, we introduce Spectral Transformation (ST), a framework to modulate the spectrum of embedding and to seek for functions beyond whitening that can avoid dimensional collapse. We show that whitening is a special instance of ST by definition, and our empirical investigations unveil other ST instances capable of preventing collapse. Additionally, we propose a novel ST instance named IterNorm with trace loss (INTL). Theoretical analysis confirms INTL's efficacy in preventing collapse and modulating the spectrum of embedding toward equal-eigenvalues during optimization. Our experiments on ImageNet classification and COCO object detection demonstrate INTL's potential in learning superior representations. The code is available at https://github.com/winci-ai/INTL.
RayGauss: Volumetric Gaussian-Based Ray Casting for Photorealistic Novel View Synthesis
Differentiable volumetric rendering-based methods made significant progress in novel view synthesis. On one hand, innovative methods have replaced the Neural Radiance Fields (NeRF) network with locally parameterized structures, enabling high-quality renderings in a reasonable time. On the other hand, approaches have used differentiable splatting instead of NeRF's ray casting to optimize radiance fields rapidly using Gaussian kernels, allowing for fine adaptation to the scene. However, differentiable ray casting of irregularly spaced kernels has been scarcely explored, while splatting, despite enabling fast rendering times, is susceptible to clearly visible artifacts. Our work closes this gap by providing a physically consistent formulation of the emitted radiance c and density {\sigma}, decomposed with Gaussian functions associated with Spherical Gaussians/Harmonics for all-frequency colorimetric representation. We also introduce a method enabling differentiable ray casting of irregularly distributed Gaussians using an algorithm that integrates radiance fields slab by slab and leverages a BVH structure. This allows our approach to finely adapt to the scene while avoiding splatting artifacts. As a result, we achieve superior rendering quality compared to the state-of-the-art while maintaining reasonable training times and achieving inference speeds of 25 FPS on the Blender dataset. Project page with videos and code: https://raygauss.github.io/
FastNeRF: High-Fidelity Neural Rendering at 200FPS
Recent work on Neural Radiance Fields (NeRF) showed how neural networks can be used to encode complex 3D environments that can be rendered photorealistically from novel viewpoints. Rendering these images is very computationally demanding and recent improvements are still a long way from enabling interactive rates, even on high-end hardware. Motivated by scenarios on mobile and mixed reality devices, we propose FastNeRF, the first NeRF-based system capable of rendering high fidelity photorealistic images at 200Hz on a high-end consumer GPU. The core of our method is a graphics-inspired factorization that allows for (i) compactly caching a deep radiance map at each position in space, (ii) efficiently querying that map using ray directions to estimate the pixel values in the rendered image. Extensive experiments show that the proposed method is 3000 times faster than the original NeRF algorithm and at least an order of magnitude faster than existing work on accelerating NeRF, while maintaining visual quality and extensibility.
DORSal: Diffusion for Object-centric Representations of Scenes et al.
Recent progress in 3D scene understanding enables scalable learning of representations across large datasets of diverse scenes. As a consequence, generalization to unseen scenes and objects, rendering novel views from just a single or a handful of input images, and controllable scene generation that supports editing, is now possible. However, training jointly on a large number of scenes typically compromises rendering quality when compared to single-scene optimized models such as NeRFs. In this paper, we leverage recent progress in diffusion models to equip 3D scene representation learning models with the ability to render high-fidelity novel views, while retaining benefits such as object-level scene editing to a large degree. In particular, we propose DORSal, which adapts a video diffusion architecture for 3D scene generation conditioned on object-centric slot-based representations of scenes. On both complex synthetic multi-object scenes and on the real-world large-scale Street View dataset, we show that DORSal enables scalable neural rendering of 3D scenes with object-level editing and improves upon existing approaches.
Event Camera Demosaicing via Swin Transformer and Pixel-focus Loss
Recent research has highlighted improvements in high-quality imaging guided by event cameras, with most of these efforts concentrating on the RGB domain. However, these advancements frequently neglect the unique challenges introduced by the inherent flaws in the sensor design of event cameras in the RAW domain. Specifically, this sensor design results in the partial loss of pixel values, posing new challenges for RAW domain processes like demosaicing. The challenge intensifies as most research in the RAW domain is based on the premise that each pixel contains a value, making the straightforward adaptation of these methods to event camera demosaicing problematic. To end this, we present a Swin-Transformer-based backbone and a pixel-focus loss function for demosaicing with missing pixel values in RAW domain processing. Our core motivation is to refine a general and widely applicable foundational model from the RGB domain for RAW domain processing, thereby broadening the model's applicability within the entire imaging process. Our method harnesses multi-scale processing and space-to-depth techniques to ensure efficiency and reduce computing complexity. We also proposed the Pixel-focus Loss function for network fine-tuning to improve network convergence based on our discovery of a long-tailed distribution in training loss. Our method has undergone validation on the MIPI Demosaic Challenge dataset, with subsequent analytical experimentation confirming its efficacy. All code and trained models are released here: https://github.com/yunfanLu/ev-demosaic
Garment3DGen: 3D Garment Stylization and Texture Generation
We introduce Garment3DGen a new method to synthesize 3D garment assets from a base mesh given a single input image as guidance. Our proposed approach allows users to generate 3D textured clothes based on both real and synthetic images, such as those generated by text prompts. The generated assets can be directly draped and simulated on human bodies. First, we leverage the recent progress of image to 3D diffusion methods to generate 3D garment geometries. However, since these geometries cannot be utilized directly for downstream tasks, we propose to use them as pseudo ground-truth and set up a mesh deformation optimization procedure that deforms a base template mesh to match the generated 3D target. Second, we introduce carefully designed losses that allow the input base mesh to freely deform towards the desired target, yet preserve mesh quality and topology such that they can be simulated. Finally, a texture estimation module generates high-fidelity texture maps that are globally and locally consistent and faithfully capture the input guidance, allowing us to render the generated 3D assets. With Garment3DGen users can generate the textured 3D garment of their choice without the need of artist intervention. One can provide a textual prompt describing the garment they desire to generate a simulation-ready 3D asset. We present a plethora of quantitative and qualitative comparisons on various assets both real and generated and provide use-cases of how one can generate simulation-ready 3D garments.
MuDreamer: Learning Predictive World Models without Reconstruction
The DreamerV3 agent recently demonstrated state-of-the-art performance in diverse domains, learning powerful world models in latent space using a pixel reconstruction loss. However, while the reconstruction loss is essential to Dreamer's performance, it also necessitates modeling unnecessary information. Consequently, Dreamer sometimes fails to perceive crucial elements which are necessary for task-solving when visual distractions are present in the observation, significantly limiting its potential. In this paper, we present MuDreamer, a robust reinforcement learning agent that builds upon the DreamerV3 algorithm by learning a predictive world model without the need for reconstructing input signals. Rather than relying on pixel reconstruction, hidden representations are instead learned by predicting the environment value function and previously selected actions. Similar to predictive self-supervised methods for images, we find that the use of batch normalization is crucial to prevent learning collapse. We also study the effect of KL balancing between model posterior and prior losses on convergence speed and learning stability. We evaluate MuDreamer on the commonly used DeepMind Visual Control Suite and demonstrate stronger robustness to visual distractions compared to DreamerV3 and other reconstruction-free approaches, replacing the environment background with task-irrelevant real-world videos. Our method also achieves comparable performance on the Atari100k benchmark while benefiting from faster training.
Scaffold-GS: Structured 3D Gaussians for View-Adaptive Rendering
Neural rendering methods have significantly advanced photo-realistic 3D scene rendering in various academic and industrial applications. The recent 3D Gaussian Splatting method has achieved the state-of-the-art rendering quality and speed combining the benefits of both primitive-based representations and volumetric representations. However, it often leads to heavily redundant Gaussians that try to fit every training view, neglecting the underlying scene geometry. Consequently, the resulting model becomes less robust to significant view changes, texture-less area and lighting effects. We introduce Scaffold-GS, which uses anchor points to distribute local 3D Gaussians, and predicts their attributes on-the-fly based on viewing direction and distance within the view frustum. Anchor growing and pruning strategies are developed based on the importance of neural Gaussians to reliably improve the scene coverage. We show that our method effectively reduces redundant Gaussians while delivering high-quality rendering. We also demonstrates an enhanced capability to accommodate scenes with varying levels-of-detail and view-dependent observations, without sacrificing the rendering speed.
The GAN is dead; long live the GAN! A Modern GAN Baseline
There is a widely-spread claim that GANs are difficult to train, and GAN architectures in the literature are littered with empirical tricks. We provide evidence against this claim and build a modern GAN baseline in a more principled manner. First, we derive a well-behaved regularized relativistic GAN loss that addresses issues of mode dropping and non-convergence that were previously tackled via a bag of ad-hoc tricks. We analyze our loss mathematically and prove that it admits local convergence guarantees, unlike most existing relativistic losses. Second, our new loss allows us to discard all ad-hoc tricks and replace outdated backbones used in common GANs with modern architectures. Using StyleGAN2 as an example, we present a roadmap of simplification and modernization that results in a new minimalist baseline -- R3GAN. Despite being simple, our approach surpasses StyleGAN2 on FFHQ, ImageNet, CIFAR, and Stacked MNIST datasets, and compares favorably against state-of-the-art GANs and diffusion models.
NerfAcc: Efficient Sampling Accelerates NeRFs
Optimizing and rendering Neural Radiance Fields is computationally expensive due to the vast number of samples required by volume rendering. Recent works have included alternative sampling approaches to help accelerate their methods, however, they are often not the focus of the work. In this paper, we investigate and compare multiple sampling approaches and demonstrate that improved sampling is generally applicable across NeRF variants under an unified concept of transmittance estimator. To facilitate future experiments, we develop NerfAcc, a Python toolbox that provides flexible APIs for incorporating advanced sampling methods into NeRF related methods. We demonstrate its flexibility by showing that it can reduce the training time of several recent NeRF methods by 1.5x to 20x with minimal modifications to the existing codebase. Additionally, highly customized NeRFs, such as Instant-NGP, can be implemented in native PyTorch using NerfAcc.
EG4D: Explicit Generation of 4D Object without Score Distillation
In recent years, the increasing demand for dynamic 3D assets in design and gaming applications has given rise to powerful generative pipelines capable of synthesizing high-quality 4D objects. Previous methods generally rely on score distillation sampling (SDS) algorithm to infer the unseen views and motion of 4D objects, thus leading to unsatisfactory results with defects like over-saturation and Janus problem. Therefore, inspired by recent progress of video diffusion models, we propose to optimize a 4D representation by explicitly generating multi-view videos from one input image. However, it is far from trivial to handle practical challenges faced by such a pipeline, including dramatic temporal inconsistency, inter-frame geometry and texture diversity, and semantic defects brought by video generation results. To address these issues, we propose DG4D, a novel multi-stage framework that generates high-quality and consistent 4D assets without score distillation. Specifically, collaborative techniques and solutions are developed, including an attention injection strategy to synthesize temporal-consistent multi-view videos, a robust and efficient dynamic reconstruction method based on Gaussian Splatting, and a refinement stage with diffusion prior for semantic restoration. The qualitative results and user preference study demonstrate that our framework outperforms the baselines in generation quality by a considerable margin. Code will be released at https://github.com/jasongzy/EG4D.
KiloNeuS: A Versatile Neural Implicit Surface Representation for Real-Time Rendering
NeRF-based techniques fit wide and deep multi-layer perceptrons (MLPs) to a continuous radiance field that can be rendered from any unseen viewpoint. However, the lack of surface and normals definition and high rendering times limit their usage in typical computer graphics applications. Such limitations have recently been overcome separately, but solving them together remains an open problem. We present KiloNeuS, a neural representation reconstructing an implicit surface represented as a signed distance function (SDF) from multi-view images and enabling real-time rendering by partitioning the space into thousands of tiny MLPs fast to inference. As we learn the implicit surface locally using independent models, resulting in a globally coherent geometry is non-trivial and needs to be addressed during training. We evaluate rendering performance on a GPU-accelerated ray-caster with in-shader neural network inference, resulting in an average of 46 FPS at high resolution, proving a satisfying tradeoff between storage costs and rendering quality. In fact, our evaluation for rendering quality and surface recovery shows that KiloNeuS outperforms its single-MLP counterpart. Finally, to exhibit the versatility of KiloNeuS, we integrate it into an interactive path-tracer taking full advantage of its surface normals. We consider our work a crucial first step toward real-time rendering of implicit neural representations under global illumination.
GTR: Improving Large 3D Reconstruction Models through Geometry and Texture Refinement
We propose a novel approach for 3D mesh reconstruction from multi-view images. Our method takes inspiration from large reconstruction models like LRM that use a transformer-based triplane generator and a Neural Radiance Field (NeRF) model trained on multi-view images. However, in our method, we introduce several important modifications that allow us to significantly enhance 3D reconstruction quality. First of all, we examine the original LRM architecture and find several shortcomings. Subsequently, we introduce respective modifications to the LRM architecture, which lead to improved multi-view image representation and more computationally efficient training. Second, in order to improve geometry reconstruction and enable supervision at full image resolution, we extract meshes from the NeRF field in a differentiable manner and fine-tune the NeRF model through mesh rendering. These modifications allow us to achieve state-of-the-art performance on both 2D and 3D evaluation metrics, such as a PSNR of 28.67 on Google Scanned Objects (GSO) dataset. Despite these superior results, our feed-forward model still struggles to reconstruct complex textures, such as text and portraits on assets. To address this, we introduce a lightweight per-instance texture refinement procedure. This procedure fine-tunes the triplane representation and the NeRF color estimation model on the mesh surface using the input multi-view images in just 4 seconds. This refinement improves the PSNR to 29.79 and achieves faithful reconstruction of complex textures, such as text. Additionally, our approach enables various downstream applications, including text- or image-to-3D generation.
LDM: Large Tensorial SDF Model for Textured Mesh Generation
Previous efforts have managed to generate production-ready 3D assets from text or images. However, these methods primarily employ NeRF or 3D Gaussian representations, which are not adept at producing smooth, high-quality geometries required by modern rendering pipelines. In this paper, we propose LDM, a novel feed-forward framework capable of generating high-fidelity, illumination-decoupled textured mesh from a single image or text prompts. We firstly utilize a multi-view diffusion model to generate sparse multi-view inputs from single images or text prompts, and then a transformer-based model is trained to predict a tensorial SDF field from these sparse multi-view image inputs. Finally, we employ a gradient-based mesh optimization layer to refine this model, enabling it to produce an SDF field from which high-quality textured meshes can be extracted. Extensive experiments demonstrate that our method can generate diverse, high-quality 3D mesh assets with corresponding decomposed RGB textures within seconds.
Sketch3D: Style-Consistent Guidance for Sketch-to-3D Generation
Recently, image-to-3D approaches have achieved significant results with a natural image as input. However, it is not always possible to access these enriched color input samples in practical applications, where only sketches are available. Existing sketch-to-3D researches suffer from limitations in broad applications due to the challenges of lacking color information and multi-view content. To overcome them, this paper proposes a novel generation paradigm Sketch3D to generate realistic 3D assets with shape aligned with the input sketch and color matching the textual description. Concretely, Sketch3D first instantiates the given sketch in the reference image through the shape-preserving generation process. Second, the reference image is leveraged to deduce a coarse 3D Gaussian prior, and multi-view style-consistent guidance images are generated based on the renderings of the 3D Gaussians. Finally, three strategies are designed to optimize 3D Gaussians, i.e., structural optimization via a distribution transfer mechanism, color optimization with a straightforward MSE loss and sketch similarity optimization with a CLIP-based geometric similarity loss. Extensive visual comparisons and quantitative analysis illustrate the advantage of our Sketch3D in generating realistic 3D assets while preserving consistency with the input.
Neural Relighting with Subsurface Scattering by Learning the Radiance Transfer Gradient
Reconstructing and relighting objects and scenes under varying lighting conditions is challenging: existing neural rendering methods often cannot handle the complex interactions between materials and light. Incorporating pre-computed radiance transfer techniques enables global illumination, but still struggles with materials with subsurface scattering effects. We propose a novel framework for learning the radiance transfer field via volume rendering and utilizing various appearance cues to refine geometry end-to-end. This framework extends relighting and reconstruction capabilities to handle a wider range of materials in a data-driven fashion. The resulting models produce plausible rendering results in existing and novel conditions. We will release our code and a novel light stage dataset of objects with subsurface scattering effects publicly available.
ObjectCarver: Semi-automatic segmentation, reconstruction and separation of 3D objects
Implicit neural fields have made remarkable progress in reconstructing 3D surfaces from multiple images; however, they encounter challenges when it comes to separating individual objects within a scene. Previous work has attempted to tackle this problem by introducing a framework to train separate signed distance fields (SDFs) simultaneously for each of N objects and using a regularization term to prevent objects from overlapping. However, all of these methods require segmentation masks to be provided, which are not always readily available. We introduce our method, ObjectCarver, to tackle the problem of object separation from just click input in a single view. Given posed multi-view images and a set of user-input clicks to prompt segmentation of the individual objects, our method decomposes the scene into separate objects and reconstructs a high-quality 3D surface for each one. We introduce a loss function that prevents floaters and avoids inappropriate carving-out due to occlusion. In addition, we introduce a novel scene initialization method that significantly speeds up the process while preserving geometric details compared to previous approaches. Despite requiring neither ground truth masks nor monocular cues, our method outperforms baselines both qualitatively and quantitatively. In addition, we introduce a new benchmark dataset for evaluation.
Adaptive Shells for Efficient Neural Radiance Field Rendering
Neural radiance fields achieve unprecedented quality for novel view synthesis, but their volumetric formulation remains expensive, requiring a huge number of samples to render high-resolution images. Volumetric encodings are essential to represent fuzzy geometry such as foliage and hair, and they are well-suited for stochastic optimization. Yet, many scenes ultimately consist largely of solid surfaces which can be accurately rendered by a single sample per pixel. Based on this insight, we propose a neural radiance formulation that smoothly transitions between volumetric- and surface-based rendering, greatly accelerating rendering speed and even improving visual fidelity. Our method constructs an explicit mesh envelope which spatially bounds a neural volumetric representation. In solid regions, the envelope nearly converges to a surface and can often be rendered with a single sample. To this end, we generalize the NeuS formulation with a learned spatially-varying kernel size which encodes the spread of the density, fitting a wide kernel to volume-like regions and a tight kernel to surface-like regions. We then extract an explicit mesh of a narrow band around the surface, with width determined by the kernel size, and fine-tune the radiance field within this band. At inference time, we cast rays against the mesh and evaluate the radiance field only within the enclosed region, greatly reducing the number of samples required. Experiments show that our approach enables efficient rendering at very high fidelity. We also demonstrate that the extracted envelope enables downstream applications such as animation and simulation.
Efficient View Synthesis with Neural Radiance Distribution Field
Recent work on Neural Radiance Fields (NeRF) has demonstrated significant advances in high-quality view synthesis. A major limitation of NeRF is its low rendering efficiency due to the need for multiple network forwardings to render a single pixel. Existing methods to improve NeRF either reduce the number of required samples or optimize the implementation to accelerate the network forwarding. Despite these efforts, the problem of multiple sampling persists due to the intrinsic representation of radiance fields. In contrast, Neural Light Fields (NeLF) reduce the computation cost of NeRF by querying only one single network forwarding per pixel. To achieve a close visual quality to NeRF, existing NeLF methods require significantly larger network capacities which limits their rendering efficiency in practice. In this work, we propose a new representation called Neural Radiance Distribution Field (NeRDF) that targets efficient view synthesis in real-time. Specifically, we use a small network similar to NeRF while preserving the rendering speed with a single network forwarding per pixel as in NeLF. The key is to model the radiance distribution along each ray with frequency basis and predict frequency weights using the network. Pixel values are then computed via volume rendering on radiance distributions. Experiments show that our proposed method offers a better trade-off among speed, quality, and network size than existing methods: we achieve a ~254x speed-up over NeRF with similar network size, with only a marginal performance decline. Our project page is at yushuang-wu.github.io/NeRDF.
Stable Score Distillation for High-Quality 3D Generation
Score Distillation Sampling (SDS) has exhibited remarkable performance in conditional 3D content generation. However, a comprehensive understanding of the SDS formulation is still lacking, hindering the development of 3D generation. In this work, we present an interpretation of SDS as a combination of three functional components: mode-disengaging, mode-seeking and variance-reducing terms, and analyze the properties of each. We show that problems such as over-smoothness and color-saturation result from the intrinsic deficiency of the supervision terms and reveal that the variance-reducing term introduced by SDS is sub-optimal. Additionally, we shed light on the adoption of large Classifier-Free Guidance (CFG) scale for 3D generation. Based on the analysis, we propose a simple yet effective approach named Stable Score Distillation (SSD) which strategically orchestrates each term for high-quality 3D generation. Extensive experiments validate the efficacy of our approach, demonstrating its ability to generate high-fidelity 3D content without succumbing to issues such as over-smoothness and over-saturation, even under low CFG conditions with the most challenging NeRF representation.
DL3DV-10K: A Large-Scale Scene Dataset for Deep Learning-based 3D Vision
We have witnessed significant progress in deep learning-based 3D vision, ranging from neural radiance field (NeRF) based 3D representation learning to applications in novel view synthesis (NVS). However, existing scene-level datasets for deep learning-based 3D vision, limited to either synthetic environments or a narrow selection of real-world scenes, are quite insufficient. This insufficiency not only hinders a comprehensive benchmark of existing methods but also caps what could be explored in deep learning-based 3D analysis. To address this critical gap, we present DL3DV-10K, a large-scale scene dataset, featuring 51.2 million frames from 10,510 videos captured from 65 types of point-of-interest (POI) locations, covering both bounded and unbounded scenes, with different levels of reflection, transparency, and lighting. We conducted a comprehensive benchmark of recent NVS methods on DL3DV-10K, which revealed valuable insights for future research in NVS. In addition, we have obtained encouraging results in a pilot study to learn generalizable NeRF from DL3DV-10K, which manifests the necessity of a large-scale scene-level dataset to forge a path toward a foundation model for learning 3D representation. Our DL3DV-10K dataset, benchmark results, and models will be publicly accessible at https://dl3dv-10k.github.io/DL3DV-10K/.
Lossy Image Compression with Quantized Hierarchical VAEs
Recent research has shown a strong theoretical connection between variational autoencoders (VAEs) and the rate-distortion theory. Motivated by this, we consider the problem of lossy image compression from the perspective of generative modeling. Starting with ResNet VAEs, which are originally designed for data (image) distribution modeling, we redesign their latent variable model using a quantization-aware posterior and prior, enabling easy quantization and entropy coding at test time. Along with improved neural network architecture, we present a powerful and efficient model that outperforms previous methods on natural image lossy compression. Our model compresses images in a coarse-to-fine fashion and supports parallel encoding and decoding, leading to fast execution on GPUs. Code is available at https://github.com/duanzhiihao/lossy-vae.
VR-NeRF: High-Fidelity Virtualized Walkable Spaces
We present an end-to-end system for the high-fidelity capture, model reconstruction, and real-time rendering of walkable spaces in virtual reality using neural radiance fields. To this end, we designed and built a custom multi-camera rig to densely capture walkable spaces in high fidelity and with multi-view high dynamic range images in unprecedented quality and density. We extend instant neural graphics primitives with a novel perceptual color space for learning accurate HDR appearance, and an efficient mip-mapping mechanism for level-of-detail rendering with anti-aliasing, while carefully optimizing the trade-off between quality and speed. Our multi-GPU renderer enables high-fidelity volume rendering of our neural radiance field model at the full VR resolution of dual 2Ktimes2K at 36 Hz on our custom demo machine. We demonstrate the quality of our results on our challenging high-fidelity datasets, and compare our method and datasets to existing baselines. We release our dataset on our project website.
SAMURAI: Shape And Material from Unconstrained Real-world Arbitrary Image collections
Inverse rendering of an object under entirely unknown capture conditions is a fundamental challenge in computer vision and graphics. Neural approaches such as NeRF have achieved photorealistic results on novel view synthesis, but they require known camera poses. Solving this problem with unknown camera poses is highly challenging as it requires joint optimization over shape, radiance, and pose. This problem is exacerbated when the input images are captured in the wild with varying backgrounds and illuminations. Standard pose estimation techniques fail in such image collections in the wild due to very few estimated correspondences across images. Furthermore, NeRF cannot relight a scene under any illumination, as it operates on radiance (the product of reflectance and illumination). We propose a joint optimization framework to estimate the shape, BRDF, and per-image camera pose and illumination. Our method works on in-the-wild online image collections of an object and produces relightable 3D assets for several use-cases such as AR/VR. To our knowledge, our method is the first to tackle this severely unconstrained task with minimal user interaction. Project page: https://markboss.me/publication/2022-samurai/ Video: https://youtu.be/LlYuGDjXp-8
BoostDream: Efficient Refining for High-Quality Text-to-3D Generation from Multi-View Diffusion
Witnessing the evolution of text-to-image diffusion models, significant strides have been made in text-to-3D generation. Currently, two primary paradigms dominate the field of text-to-3D: the feed-forward generation solutions, capable of swiftly producing 3D assets but often yielding coarse results, and the Score Distillation Sampling (SDS) based solutions, known for generating high-fidelity 3D assets albeit at a slower pace. The synergistic integration of these methods holds substantial promise for advancing 3D generation techniques. In this paper, we present BoostDream, a highly efficient plug-and-play 3D refining method designed to transform coarse 3D assets into high-quality. The BoostDream framework comprises three distinct processes: (1) We introduce 3D model distillation that fits differentiable representations from the 3D assets obtained through feed-forward generation. (2) A novel multi-view SDS loss is designed, which utilizes a multi-view aware 2D diffusion model to refine the 3D assets. (3) We propose to use prompt and multi-view consistent normal maps as guidance in refinement.Our extensive experiment is conducted on different differentiable 3D representations, revealing that BoostDream excels in generating high-quality 3D assets rapidly, overcoming the Janus problem compared to conventional SDS-based methods. This breakthrough signifies a substantial advancement in both the efficiency and quality of 3D generation processes.
Streaming Radiance Fields for 3D Video Synthesis
We present an explicit-grid based method for efficiently reconstructing streaming radiance fields for novel view synthesis of real world dynamic scenes. Instead of training a single model that combines all the frames, we formulate the dynamic modeling problem with an incremental learning paradigm in which per-frame model difference is trained to complement the adaption of a base model on the current frame. By exploiting the simple yet effective tuning strategy with narrow bands, the proposed method realizes a feasible framework for handling video sequences on-the-fly with high training efficiency. The storage overhead induced by using explicit grid representations can be significantly reduced through the use of model difference based compression. We also introduce an efficient strategy to further accelerate model optimization for each frame. Experiments on challenging video sequences demonstrate that our approach is capable of achieving a training speed of 15 seconds per-frame with competitive rendering quality, which attains 1000 times speedup over the state-of-the-art implicit methods. Code is available at https://github.com/AlgoHunt/StreamRF.
GameIR: A Large-Scale Synthesized Ground-Truth Dataset for Image Restoration over Gaming Content
Image restoration methods like super-resolution and image synthesis have been successfully used in commercial cloud gaming products like NVIDIA's DLSS. However, restoration over gaming content is not well studied by the general public. The discrepancy is mainly caused by the lack of ground-truth gaming training data that match the test cases. Due to the unique characteristics of gaming content, the common approach of generating pseudo training data by degrading the original HR images results in inferior restoration performance. In this work, we develop GameIR, a large-scale high-quality computer-synthesized ground-truth dataset to fill in the blanks, targeting at two different applications. The first is super-resolution with deferred rendering, to support the gaming solution of rendering and transferring LR images only and restoring HR images on the client side. We provide 19200 LR-HR paired ground-truth frames coming from 640 videos rendered at 720p and 1440p for this task. The second is novel view synthesis (NVS), to support the multiview gaming solution of rendering and transferring part of the multiview frames and generating the remaining frames on the client side. This task has 57,600 HR frames from 960 videos of 160 scenes with 6 camera views. In addition to the RGB frames, the GBuffers during the deferred rendering stage are also provided, which can be used to help restoration. Furthermore, we evaluate several SOTA super-resolution algorithms and NeRF-based NVS algorithms over our dataset, which demonstrates the effectiveness of our ground-truth GameIR data in improving restoration performance for gaming content. Also, we test the method of incorporating the GBuffers as additional input information for helping super-resolution and NVS. We release our dataset and models to the general public to facilitate research on restoration methods over gaming content.
UNISURF: Unifying Neural Implicit Surfaces and Radiance Fields for Multi-View Reconstruction
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.
KiloNeRF: Speeding up Neural Radiance Fields with Thousands of Tiny MLPs
NeRF synthesizes novel views of a scene with unprecedented quality by fitting a neural radiance field to RGB images. However, NeRF requires querying a deep Multi-Layer Perceptron (MLP) millions of times, leading to slow rendering times, even on modern GPUs. In this paper, we demonstrate that real-time rendering is possible by utilizing thousands of tiny MLPs instead of one single large MLP. In our setting, each individual MLP only needs to represent parts of the scene, thus smaller and faster-to-evaluate MLPs can be used. By combining this divide-and-conquer strategy with further optimizations, rendering is accelerated by three orders of magnitude compared to the original NeRF model without incurring high storage costs. Further, using teacher-student distillation for training, we show that this speed-up can be achieved without sacrificing visual quality.
Investigating Tradeoffs in Real-World Video Super-Resolution
The diversity and complexity of degradations in real-world video super-resolution (VSR) pose non-trivial challenges in inference and training. First, while long-term propagation leads to improved performance in cases of mild degradations, severe in-the-wild degradations could be exaggerated through propagation, impairing output quality. To balance the tradeoff between detail synthesis and artifact suppression, we found an image pre-cleaning stage indispensable to reduce noises and artifacts prior to propagation. Equipped with a carefully designed cleaning module, our RealBasicVSR outperforms existing methods in both quality and efficiency. Second, real-world VSR models are often trained with diverse degradations to improve generalizability, requiring increased batch size to produce a stable gradient. Inevitably, the increased computational burden results in various problems, including 1) speed-performance tradeoff and 2) batch-length tradeoff. To alleviate the first tradeoff, we propose a stochastic degradation scheme that reduces up to 40\% of training time without sacrificing performance. We then analyze different training settings and suggest that employing longer sequences rather than larger batches during training allows more effective uses of temporal information, leading to more stable performance during inference. To facilitate fair comparisons, we propose the new VideoLQ dataset, which contains a large variety of real-world low-quality video sequences containing rich textures and patterns. Our dataset can serve as a common ground for benchmarking. Code, models, and the dataset will be made publicly available.
ALIKE: Accurate and Lightweight Keypoint Detection and Descriptor Extraction
Existing methods detect the keypoints in a non-differentiable way, therefore they can not directly optimize the position of keypoints through back-propagation. To address this issue, we present a partially differentiable keypoint detection module, which outputs accurate sub-pixel keypoints. The reprojection loss is then proposed to directly optimize these sub-pixel keypoints, and the dispersity peak loss is presented for accurate keypoints regularization. We also extract the descriptors in a sub-pixel way, and they are trained with the stable neural reprojection error loss. Moreover, a lightweight network is designed for keypoint detection and descriptor extraction, which can run at 95 frames per second for 640x480 images on a commercial GPU. On homography estimation, camera pose estimation, and visual (re-)localization tasks, the proposed method achieves equivalent performance with the state-of-the-art approaches, while greatly reduces the inference time.
From heavy rain removal to detail restoration: A faster and better network
The profound accumulation of precipitation during intense rainfall events can markedly degrade the quality of images, leading to the erosion of textural details. Despite the improvements observed in existing learning-based methods specialized for heavy rain removal, it is discerned that a significant proportion of these methods tend to overlook the precise reconstruction of the intricate details. In this work, we introduce a simple dual-stage progressive enhancement network, denoted as DPENet, aiming to achieve effective deraining while preserving the structural accuracy of rain-free images. This approach comprises two key modules, a rain streaks removal network (R^2Net) focusing on accurate rain removal, and a details reconstruction network (DRNet) designed to recover the textural details of rain-free images. Firstly, we introduce a dilated dense residual block (DDRB) within R^2Net, enabling the aggregation of high-level and low-level features. Secondly, an enhanced residual pixel-wise attention block (ERPAB) is integrated into DRNet to facilitate the incorporation of contextual information. To further enhance the fidelity of our approach, we employ a comprehensive loss function that accentuates both the marginal and regional accuracy of rain-free images. Extensive experiments conducted on publicly available benchmarks demonstrates the noteworthy efficiency and effectiveness of our proposed DPENet. The source code and pre-trained models are currently available at https://github.com/chdwyb/DPENet.
ESRGAN: Enhanced Super-Resolution Generative Adversarial Networks
The Super-Resolution Generative Adversarial Network (SRGAN) is a seminal work that is capable of generating realistic textures during single image super-resolution. However, the hallucinated details are often accompanied with unpleasant artifacts. To further enhance the visual quality, we thoroughly study three key components of SRGAN - network architecture, adversarial loss and perceptual loss, and improve each of them to derive an Enhanced SRGAN (ESRGAN). In particular, we introduce the Residual-in-Residual Dense Block (RRDB) without batch normalization as the basic network building unit. Moreover, we borrow the idea from relativistic GAN to let the discriminator predict relative realness instead of the absolute value. Finally, we improve the perceptual loss by using the features before activation, which could provide stronger supervision for brightness consistency and texture recovery. Benefiting from these improvements, the proposed ESRGAN achieves consistently better visual quality with more realistic and natural textures than SRGAN and won the first place in the PIRM2018-SR Challenge. The code is available at https://github.com/xinntao/ESRGAN .
R2L: Distilling Neural Radiance Field to Neural Light Field for Efficient Novel View Synthesis
Recent research explosion on Neural Radiance Field (NeRF) shows the encouraging potential to represent complex scenes with neural networks. One major drawback of NeRF is its prohibitive inference time: Rendering a single pixel requires querying the NeRF network hundreds of times. To resolve it, existing efforts mainly attempt to reduce the number of required sampled points. However, the problem of iterative sampling still exists. On the other hand, Neural Light Field (NeLF) presents a more straightforward representation over NeRF in novel view synthesis -- the rendering of a pixel amounts to one single forward pass without ray-marching. In this work, we present a deep residual MLP network (88 layers) to effectively learn the light field. We show the key to successfully learning such a deep NeLF network is to have sufficient data, for which we transfer the knowledge from a pre-trained NeRF model via data distillation. Extensive experiments on both synthetic and real-world scenes show the merits of our method over other counterpart algorithms. On the synthetic scenes, we achieve 26-35x FLOPs reduction (per camera ray) and 28-31x runtime speedup, meanwhile delivering significantly better (1.4-2.8 dB average PSNR improvement) rendering quality than NeRF without any customized parallelism requirement.
GS-IR: 3D Gaussian Splatting for Inverse Rendering
We propose GS-IR, a novel inverse rendering approach based on 3D Gaussian Splatting (GS) that leverages forward mapping volume rendering to achieve photorealistic novel view synthesis and relighting results. Unlike previous works that use implicit neural representations and volume rendering (e.g. NeRF), which suffer from low expressive power and high computational complexity, we extend GS, a top-performance representation for novel view synthesis, to estimate scene geometry, surface material, and environment illumination from multi-view images captured under unknown lighting conditions. There are two main problems when introducing GS to inverse rendering: 1) GS does not support producing plausible normal natively; 2) forward mapping (e.g. rasterization and splatting) cannot trace the occlusion like backward mapping (e.g. ray tracing). To address these challenges, our GS-IR proposes an efficient optimization scheme that incorporates a depth-derivation-based regularization for normal estimation and a baking-based occlusion to model indirect lighting. The flexible and expressive GS representation allows us to achieve fast and compact geometry reconstruction, photorealistic novel view synthesis, and effective physically-based rendering. We demonstrate the superiority of our method over baseline methods through qualitative and quantitative evaluations on various challenging scenes.
Chirpy3D: Continuous Part Latents for Creative 3D Bird Generation
In this paper, we push the boundaries of fine-grained 3D generation into truly creative territory. Current methods either lack intricate details or simply mimic existing objects -- we enable both. By lifting 2D fine-grained understanding into 3D through multi-view diffusion and modeling part latents as continuous distributions, we unlock the ability to generate entirely new, yet plausible parts through interpolation and sampling. A self-supervised feature consistency loss further ensures stable generation of these unseen parts. The result is the first system capable of creating novel 3D objects with species-specific details that transcend existing examples. While we demonstrate our approach on birds, the underlying framework extends beyond things that can chirp! Code will be released at https://github.com/kamwoh/chirpy3d.
iSeeBetter: Spatio-temporal video super-resolution using recurrent generative back-projection networks
Recently, learning-based models have enhanced the performance of single-image super-resolution (SISR). However, applying SISR successively to each video frame leads to a lack of temporal coherency. Convolutional neural networks (CNNs) outperform traditional approaches in terms of image quality metrics such as peak signal to noise ratio (PSNR) and structural similarity (SSIM). However, generative adversarial networks (GANs) offer a competitive advantage by being able to mitigate the issue of a lack of finer texture details, usually seen with CNNs when super-resolving at large upscaling factors. We present iSeeBetter, a novel GAN-based spatio-temporal approach to video super-resolution (VSR) that renders temporally consistent super-resolution videos. iSeeBetter extracts spatial and temporal information from the current and neighboring frames using the concept of recurrent back-projection networks as its generator. Furthermore, to improve the "naturality" of the super-resolved image while eliminating artifacts seen with traditional algorithms, we utilize the discriminator from super-resolution generative adversarial network (SRGAN). Although mean squared error (MSE) as a primary loss-minimization objective improves PSNR/SSIM, these metrics may not capture fine details in the image resulting in misrepresentation of perceptual quality. To address this, we use a four-fold (MSE, perceptual, adversarial, and total-variation (TV)) loss function. Our results demonstrate that iSeeBetter offers superior VSR fidelity and surpasses state-of-the-art performance.
Reconstructive Latent-Space Neural Radiance Fields for Efficient 3D Scene Representations
Neural Radiance Fields (NeRFs) have proven to be powerful 3D representations, capable of high quality novel view synthesis of complex scenes. While NeRFs have been applied to graphics, vision, and robotics, problems with slow rendering speed and characteristic visual artifacts prevent adoption in many use cases. In this work, we investigate combining an autoencoder (AE) with a NeRF, in which latent features (instead of colours) are rendered and then convolutionally decoded. The resulting latent-space NeRF can produce novel views with higher quality than standard colour-space NeRFs, as the AE can correct certain visual artifacts, while rendering over three times faster. Our work is orthogonal to other techniques for improving NeRF efficiency. Further, we can control the tradeoff between efficiency and image quality by shrinking the AE architecture, achieving over 13 times faster rendering with only a small drop in performance. We hope that our approach can form the basis of an efficient, yet high-fidelity, 3D scene representation for downstream tasks, especially when retaining differentiability is useful, as in many robotics scenarios requiring continual learning.
Distilling Diffusion Models to Efficient 3D LiDAR Scene Completion
Diffusion models have been applied to 3D LiDAR scene completion due to their strong training stability and high completion quality. However, the slow sampling speed limits the practical application of diffusion-based scene completion models since autonomous vehicles require an efficient perception of surrounding environments. This paper proposes a novel distillation method tailored for 3D LiDAR scene completion models, dubbed ScoreLiDAR, which achieves efficient yet high-quality scene completion. ScoreLiDAR enables the distilled model to sample in significantly fewer steps after distillation. To improve completion quality, we also introduce a novel Structural Loss, which encourages the distilled model to capture the geometric structure of the 3D LiDAR scene. The loss contains a scene-wise term constraining the holistic structure and a point-wise term constraining the key landmark points and their relative configuration. Extensive experiments demonstrate that ScoreLiDAR significantly accelerates the completion time from 30.55 to 5.37 seconds per frame (>5times) on SemanticKITTI and achieves superior performance compared to state-of-the-art 3D LiDAR scene completion models. Our code is publicly available at https://github.com/happyw1nd/ScoreLiDAR.
DepthFM: Fast Monocular Depth Estimation with Flow Matching
Monocular depth estimation is crucial for numerous downstream vision tasks and applications. Current discriminative approaches to this problem are limited due to blurry artifacts, while state-of-the-art generative methods suffer from slow sampling due to their SDE nature. Rather than starting from noise, we seek a direct mapping from input image to depth map. We observe that this can be effectively framed using flow matching, since its straight trajectories through solution space offer efficiency and high quality. Our study demonstrates that a pre-trained image diffusion model can serve as an adequate prior for a flow matching depth model, allowing efficient training on only synthetic data to generalize to real images. We find that an auxiliary surface normals loss further improves the depth estimates. Due to the generative nature of our approach, our model reliably predicts the confidence of its depth estimates. On standard benchmarks of complex natural scenes, our lightweight approach exhibits state-of-the-art performance at favorable low computational cost despite only being trained on little synthetic data.
Enhancing Photorealism Enhancement
We present an approach to enhancing the realism of synthetic images. The images are enhanced by a convolutional network that leverages intermediate representations produced by conventional rendering pipelines. The network is trained via a novel adversarial objective, which provides strong supervision at multiple perceptual levels. We analyze scene layout distributions in commonly used datasets and find that they differ in important ways. We hypothesize that this is one of the causes of strong artifacts that can be observed in the results of many prior methods. To address this we propose a new strategy for sampling image patches during training. We also introduce multiple architectural improvements in the deep network modules used for photorealism enhancement. We confirm the benefits of our contributions in controlled experiments and report substantial gains in stability and realism in comparison to recent image-to-image translation methods and a variety of other baselines.
Neural Haircut: Prior-Guided Strand-Based Hair Reconstruction
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.
Material Transforms from Disentangled NeRF Representations
In this paper, we first propose a novel method for transferring material transformations across different scenes. Building on disentangled Neural Radiance Field (NeRF) representations, our approach learns to map Bidirectional Reflectance Distribution Functions (BRDF) from pairs of scenes observed in varying conditions, such as dry and wet. The learned transformations can then be applied to unseen scenes with similar materials, therefore effectively rendering the transformation learned with an arbitrary level of intensity. Extensive experiments on synthetic scenes and real-world objects validate the effectiveness of our approach, showing that it can learn various transformations such as wetness, painting, coating, etc. Our results highlight not only the versatility of our method but also its potential for practical applications in computer graphics. We publish our method implementation, along with our synthetic/real datasets on https://github.com/astra-vision/BRDFTransform
Unsupervised Night Image Enhancement: When Layer Decomposition Meets Light-Effects Suppression
Night images suffer not only from low light, but also from uneven distributions of light. Most existing night visibility enhancement methods focus mainly on enhancing low-light regions. This inevitably leads to over enhancement and saturation in bright regions, such as those regions affected by light effects (glare, floodlight, etc). To address this problem, we need to suppress the light effects in bright regions while, at the same time, boosting the intensity of dark regions. With this idea in mind, we introduce an unsupervised method that integrates a layer decomposition network and a light-effects suppression network. Given a single night image as input, our decomposition network learns to decompose shading, reflectance and light-effects layers, guided by unsupervised layer-specific prior losses. Our light-effects suppression network further suppresses the light effects and, at the same time, enhances the illumination in dark regions. This light-effects suppression network exploits the estimated light-effects layer as the guidance to focus on the light-effects regions. To recover the background details and reduce hallucination/artefacts, we propose structure and high-frequency consistency losses. Our quantitative and qualitative evaluations on real images show that our method outperforms state-of-the-art methods in suppressing night light effects and boosting the intensity of dark regions.
Nerfbusters: Removing Ghostly Artifacts from Casually Captured NeRFs
Casually captured Neural Radiance Fields (NeRFs) suffer from artifacts such as floaters or flawed geometry when rendered outside the camera trajectory. Existing evaluation protocols often do not capture these effects, since they usually only assess image quality at every 8th frame of the training capture. To push forward progress in novel-view synthesis, we propose a new dataset and evaluation procedure, where two camera trajectories are recorded of the scene: one used for training, and the other for evaluation. In this more challenging in-the-wild setting, we find that existing hand-crafted regularizers do not remove floaters nor improve scene geometry. Thus, we propose a 3D diffusion-based method that leverages local 3D priors and a novel density-based score distillation sampling loss to discourage artifacts during NeRF optimization. We show that this data-driven prior removes floaters and improves scene geometry for casual captures.
Bootstrap Masked Visual Modeling via Hard Patches Mining
Masked visual modeling has attracted much attention due to its promising potential in learning generalizable representations. Typical approaches urge models to predict specific contents of masked tokens, which can be intuitively considered as teaching a student (the model) to solve given problems (predicting masked contents). Under such settings, the performance is highly correlated with mask strategies (the difficulty of provided problems). We argue that it is equally important for the model to stand in the shoes of a teacher to produce challenging problems by itself. Intuitively, patches with high values of reconstruction loss can be regarded as hard samples, and masking those hard patches naturally becomes a demanding reconstruction task. To empower the model as a teacher, we propose Hard Patches Mining (HPM), predicting patch-wise losses and subsequently determining where to mask. Technically, we introduce an auxiliary loss predictor, which is trained with a relative objective to prevent overfitting to exact loss values. Also, to gradually guide the training procedure, we propose an easy-to-hard mask strategy. Empirically, HPM brings significant improvements under both image and video benchmarks. Interestingly, solely incorporating the extra loss prediction objective leads to better representations, verifying the efficacy of determining where is hard to reconstruct. The code is available at https://github.com/Haochen-Wang409/HPM.
NeRFLiX: High-Quality Neural View Synthesis by Learning a Degradation-Driven Inter-viewpoint MiXer
Neural radiance fields (NeRF) show great success in novel view synthesis. However, in real-world scenes, recovering high-quality details from the source images is still challenging for the existing NeRF-based approaches, due to the potential imperfect calibration information and scene representation inaccuracy. Even with high-quality training frames, the synthetic novel views produced by NeRF models still suffer from notable rendering artifacts, such as noise, blur, etc. Towards to improve the synthesis quality of NeRF-based approaches, we propose NeRFLiX, a general NeRF-agnostic restorer paradigm by learning a degradation-driven inter-viewpoint mixer. Specially, we design a NeRF-style degradation modeling approach and construct large-scale training data, enabling the possibility of effectively removing NeRF-native rendering artifacts for existing deep neural networks. Moreover, beyond the degradation removal, we propose an inter-viewpoint aggregation framework that is able to fuse highly related high-quality training images, pushing the performance of cutting-edge NeRF models to entirely new levels and producing highly photo-realistic synthetic views.
Intrinsic Image Decomposition via Ordinal Shading
Intrinsic decomposition is a fundamental mid-level vision problem that plays a crucial role in various inverse rendering and computational photography pipelines. Generating highly accurate intrinsic decompositions is an inherently under-constrained task that requires precisely estimating continuous-valued shading and albedo. In this work, we achieve high-resolution intrinsic decomposition by breaking the problem into two parts. First, we present a dense ordinal shading formulation using a shift- and scale-invariant loss in order to estimate ordinal shading cues without restricting the predictions to obey the intrinsic model. We then combine low- and high-resolution ordinal estimations using a second network to generate a shading estimate with both global coherency and local details. We encourage the model to learn an accurate decomposition by computing losses on the estimated shading as well as the albedo implied by the intrinsic model. We develop a straightforward method for generating dense pseudo ground truth using our model's predictions and multi-illumination data, enabling generalization to in-the-wild imagery. We present an exhaustive qualitative and quantitative analysis of our predicted intrinsic components against state-of-the-art methods. Finally, we demonstrate the real-world applicability of our estimations by performing otherwise difficult editing tasks such as recoloring and relighting.
Efficient Meshy Neural Fields for Animatable Human Avatars
Efficiently digitizing high-fidelity animatable human avatars from videos is a challenging and active research topic. Recent volume rendering-based neural representations open a new way for human digitization with their friendly usability and photo-realistic reconstruction quality. However, they are inefficient for long optimization times and slow inference speed; their implicit nature results in entangled geometry, materials, and dynamics of humans, which are hard to edit afterward. Such drawbacks prevent their direct applicability to downstream applications, especially the prominent rasterization-based graphic ones. We present EMA, a method that Efficiently learns Meshy neural fields to reconstruct animatable human Avatars. It jointly optimizes explicit triangular canonical mesh, spatial-varying material, and motion dynamics, via inverse rendering in an end-to-end fashion. Each above component is derived from separate neural fields, relaxing the requirement of a template, or rigging. The mesh representation is highly compatible with the efficient rasterization-based renderer, thus our method only takes about an hour of training and can render in real-time. Moreover, only minutes of optimization is enough for plausible reconstruction results. The disentanglement of meshes enables direct downstream applications. Extensive experiments illustrate the very competitive performance and significant speed boost against previous methods. We also showcase applications including novel pose synthesis, material editing, and relighting. The project page: https://xk-huang.github.io/ema/.
Hyb-NeRF: A Multiresolution Hybrid Encoding for Neural Radiance Fields
Recent advances in Neural radiance fields (NeRF) have enabled high-fidelity scene reconstruction for novel view synthesis. However, NeRF requires hundreds of network evaluations per pixel to approximate a volume rendering integral, making it slow to train. Caching NeRFs into explicit data structures can effectively enhance rendering speed but at the cost of higher memory usage. To address these issues, we present Hyb-NeRF, a novel neural radiance field with a multi-resolution hybrid encoding that achieves efficient neural modeling and fast rendering, which also allows for high-quality novel view synthesis. The key idea of Hyb-NeRF is to represent the scene using different encoding strategies from coarse-to-fine resolution levels. Hyb-NeRF exploits memory-efficiency learnable positional features at coarse resolutions and the fast optimization speed and local details of hash-based feature grids at fine resolutions. In addition, to further boost performance, we embed cone tracing-based features in our learnable positional encoding that eliminates encoding ambiguity and reduces aliasing artifacts. Extensive experiments on both synthetic and real-world datasets show that Hyb-NeRF achieves faster rendering speed with better rending quality and even a lower memory footprint in comparison to previous state-of-the-art methods.
NeRF-VAE: A Geometry Aware 3D Scene Generative Model
We propose NeRF-VAE, a 3D scene generative model that incorporates geometric structure via NeRF and differentiable volume rendering. In contrast to NeRF, our model takes into account shared structure across scenes, and is able to infer the structure of a novel scene -- without the need to re-train -- using amortized inference. NeRF-VAE's explicit 3D rendering process further contrasts previous generative models with convolution-based rendering which lacks geometric structure. Our model is a VAE that learns a distribution over radiance fields by conditioning them on a latent scene representation. We show that, once trained, NeRF-VAE is able to infer and render geometrically-consistent scenes from previously unseen 3D environments using very few input images. We further demonstrate that NeRF-VAE generalizes well to out-of-distribution cameras, while convolutional models do not. Finally, we introduce and study an attention-based conditioning mechanism of NeRF-VAE's decoder, which improves model performance.
HyperReel: High-Fidelity 6-DoF Video with Ray-Conditioned Sampling
Volumetric scene representations enable photorealistic view synthesis for static scenes and form the basis of several existing 6-DoF video techniques. However, the volume rendering procedures that drive these representations necessitate careful trade-offs in terms of quality, rendering speed, and memory efficiency. In particular, existing methods fail to simultaneously achieve real-time performance, small memory footprint, and high-quality rendering for challenging real-world scenes. To address these issues, we present HyperReel -- a novel 6-DoF video representation. The two core components of HyperReel are: (1) a ray-conditioned sample prediction network that enables high-fidelity, high frame rate rendering at high resolutions and (2) a compact and memory-efficient dynamic volume representation. Our 6-DoF video pipeline achieves the best performance compared to prior and contemporary approaches in terms of visual quality with small memory requirements, while also rendering at up to 18 frames-per-second at megapixel resolution without any custom CUDA code.
Latent Intrinsics Emerge from Training to Relight
Image relighting is the task of showing what a scene from a source image would look like if illuminated differently. Inverse graphics schemes recover an explicit representation of geometry and a set of chosen intrinsics, then relight with some form of renderer. However error control for inverse graphics is difficult, and inverse graphics methods can represent only the effects of the chosen intrinsics. This paper describes a relighting method that is entirely data-driven, where intrinsics and lighting are each represented as latent variables. Our approach produces SOTA relightings of real scenes, as measured by standard metrics. We show that albedo can be recovered from our latent intrinsics without using any example albedos, and that the albedos recovered are competitive with SOTA methods.
Learning Unsigned Distance Functions from Multi-view Images with Volume Rendering Priors
Unsigned distance functions (UDFs) have been a vital representation for open surfaces. With different differentiable renderers, current methods are able to train neural networks to infer a UDF by minimizing the rendering errors on the UDF to the multi-view ground truth. However, these differentiable renderers are mainly handcrafted, which makes them either biased on ray-surface intersections, or sensitive to unsigned distance outliers, or not scalable to large scale scenes. To resolve these issues, we present a novel differentiable renderer to infer UDFs more accurately. Instead of using handcrafted equations, our differentiable renderer is a neural network which is pre-trained in a data-driven manner. It learns how to render unsigned distances into depth images, leading to a prior knowledge, dubbed volume rendering priors. To infer a UDF for an unseen scene from multiple RGB images, we generalize the learned volume rendering priors to map inferred unsigned distances in alpha blending for RGB image rendering. Our results show that the learned volume rendering priors are unbiased, robust, scalable, 3D aware, and more importantly, easy to learn. We evaluate our method on both widely used benchmarks and real scenes, and report superior performance over the state-of-the-art methods.
Real-Time Neural Rasterization for Large Scenes
We propose a new method for realistic real-time novel-view synthesis (NVS) of large scenes. Existing neural rendering methods generate realistic results, but primarily work for small scale scenes (<50 square meters) and have difficulty at large scale (>10000 square meters). Traditional graphics-based rasterization rendering is fast for large scenes but lacks realism and requires expensive manually created assets. Our approach combines the best of both worlds by taking a moderate-quality scaffold mesh as input and learning a neural texture field and shader to model view-dependant effects to enhance realism, while still using the standard graphics pipeline for real-time rendering. Our method outperforms existing neural rendering methods, providing at least 30x faster rendering with comparable or better realism for large self-driving and drone scenes. Our work is the first to enable real-time rendering of large real-world scenes.
Deblurring 3D Gaussian Splatting
Recent studies in Radiance Fields have paved the robust way for novel view synthesis with their photorealistic rendering quality. Nevertheless, they usually employ neural networks and volumetric rendering, which are costly to train and impede their broad use in various real-time applications due to the lengthy rendering time. Lately 3D Gaussians splatting-based approach has been proposed to model the 3D scene, and it achieves remarkable visual quality while rendering the images in real-time. However, it suffers from severe degradation in the rendering quality if the training images are blurry. Blurriness commonly occurs due to the lens defocusing, object motion, and camera shake, and it inevitably intervenes in clean image acquisition. Several previous studies have attempted to render clean and sharp images from blurry input images using neural fields. The majority of those works, however, are designed only for volumetric rendering-based neural radiance fields and are not straightforwardly applicable to rasterization-based 3D Gaussian splatting methods. Thus, we propose a novel real-time deblurring framework, deblurring 3D Gaussian Splatting, using a small Multi-Layer Perceptron (MLP) that manipulates the covariance of each 3D Gaussian to model the scene blurriness. While deblurring 3D Gaussian Splatting can still enjoy real-time rendering, it can reconstruct fine and sharp details from blurry images. A variety of experiments have been conducted on the benchmark, and the results have revealed the effectiveness of our approach for deblurring. Qualitative results are available at https://benhenryl.github.io/Deblurring-3D-Gaussian-Splatting/
Volumetric Capture of Humans with a Single RGBD Camera via Semi-Parametric Learning
Volumetric (4D) performance capture is fundamental for AR/VR content generation. Whereas previous work in 4D performance capture has shown impressive results in studio settings, the technology is still far from being accessible to a typical consumer who, at best, might own a single RGBD sensor. Thus, in this work, we propose a method to synthesize free viewpoint renderings using a single RGBD camera. The key insight is to leverage previously seen "calibration" images of a given user to extrapolate what should be rendered in a novel viewpoint from the data available in the sensor. Given these past observations from multiple viewpoints, and the current RGBD image from a fixed view, we propose an end-to-end framework that fuses both these data sources to generate novel renderings of the performer. We demonstrate that the method can produce high fidelity images, and handle extreme changes in subject pose and camera viewpoints. We also show that the system generalizes to performers not seen in the training data. We run exhaustive experiments demonstrating the effectiveness of the proposed semi-parametric model (i.e. calibration images available to the neural network) compared to other state of the art machine learned solutions. Further, we compare the method with more traditional pipelines that employ multi-view capture. We show that our framework is able to achieve compelling results, with substantially less infrastructure than previously required.
TRIPS: Trilinear Point Splatting for Real-Time Radiance Field Rendering
Point-based radiance field rendering has demonstrated impressive results for novel view synthesis, offering a compelling blend of rendering quality and computational efficiency. However, also latest approaches in this domain are not without their shortcomings. 3D Gaussian Splatting [Kerbl and Kopanas et al. 2023] struggles when tasked with rendering highly detailed scenes, due to blurring and cloudy artifacts. On the other hand, ADOP [R\"uckert et al. 2022] can accommodate crisper images, but the neural reconstruction network decreases performance, it grapples with temporal instability and it is unable to effectively address large gaps in the point cloud. In this paper, we present TRIPS (Trilinear Point Splatting), an approach that combines ideas from both Gaussian Splatting and ADOP. The fundamental concept behind our novel technique involves rasterizing points into a screen-space image pyramid, with the selection of the pyramid layer determined by the projected point size. This approach allows rendering arbitrarily large points using a single trilinear write. A lightweight neural network is then used to reconstruct a hole-free image including detail beyond splat resolution. Importantly, our render pipeline is entirely differentiable, allowing for automatic optimization of both point sizes and positions. Our evaluation demonstrate that TRIPS surpasses existing state-of-the-art methods in terms of rendering quality while maintaining a real-time frame rate of 60 frames per second on readily available hardware. This performance extends to challenging scenarios, such as scenes featuring intricate geometry, expansive landscapes, and auto-exposed footage.
Locally Stylized Neural Radiance Fields
In recent years, there has been increasing interest in applying stylization on 3D scenes from a reference style image, in particular onto neural radiance fields (NeRF). While performing stylization directly on NeRF guarantees appearance consistency over arbitrary novel views, it is a challenging problem to guide the transfer of patterns from the style image onto different parts of the NeRF scene. In this work, we propose a stylization framework for NeRF based on local style transfer. In particular, we use a hash-grid encoding to learn the embedding of the appearance and geometry components, and show that the mapping defined by the hash table allows us to control the stylization to a certain extent. Stylization is then achieved by optimizing the appearance branch while keeping the geometry branch fixed. To support local style transfer, we propose a new loss function that utilizes a segmentation network and bipartite matching to establish region correspondences between the style image and the content images obtained from volume rendering. Our experiments show that our method yields plausible stylization results with novel view synthesis while having flexible controllability via manipulating and customizing the region correspondences.
Rendering Humans from Object-Occluded Monocular Videos
3D understanding and rendering of moving humans from monocular videos is a challenging task. Despite recent progress, the task remains difficult in real-world scenarios, where obstacles may block the camera view and cause partial occlusions in the captured videos. Existing methods cannot handle such defects due to two reasons. First, the standard rendering strategy relies on point-point mapping, which could lead to dramatic disparities between the visible and occluded areas of the body. Second, the naive direct regression approach does not consider any feasibility criteria (ie, prior information) for rendering under occlusions. To tackle the above drawbacks, we present OccNeRF, a neural rendering method that achieves better rendering of humans in severely occluded scenes. As direct solutions to the two drawbacks, we propose surface-based rendering by integrating geometry and visibility priors. We validate our method on both simulated and real-world occlusions and demonstrate our method's superiority.
4Diffusion: Multi-view Video Diffusion Model for 4D Generation
Current 4D generation methods have achieved noteworthy efficacy with the aid of advanced diffusion generative models. However, these methods lack multi-view spatial-temporal modeling and encounter challenges in integrating diverse prior knowledge from multiple diffusion models, resulting in inconsistent temporal appearance and flickers. In this paper, we propose a novel 4D generation pipeline, namely 4Diffusion aimed at generating spatial-temporally consistent 4D content from a monocular video. We first design a unified diffusion model tailored for multi-view video generation by incorporating a learnable motion module into a frozen 3D-aware diffusion model to capture multi-view spatial-temporal correlations. After training on a curated dataset, our diffusion model acquires reasonable temporal consistency and inherently preserves the generalizability and spatial consistency of the 3D-aware diffusion model. Subsequently, we propose 4D-aware Score Distillation Sampling loss, which is based on our multi-view video diffusion model, to optimize 4D representation parameterized by dynamic NeRF. This aims to eliminate discrepancies arising from multiple diffusion models, allowing for generating spatial-temporally consistent 4D content. Moreover, we devise an anchor loss to enhance the appearance details and facilitate the learning of dynamic NeRF. Extensive qualitative and quantitative experiments demonstrate that our method achieves superior performance compared to previous methods.
NeRD: Neural Reflectance Decomposition from Image Collections
Decomposing a scene into its shape, reflectance, and illumination is a challenging but important problem in computer vision and graphics. This problem is inherently more challenging when the illumination is not a single light source under laboratory conditions but is instead an unconstrained environmental illumination. Though recent work has shown that implicit representations can be used to model the radiance field of an object, most of these techniques only enable view synthesis and not relighting. Additionally, evaluating these radiance fields is resource and time-intensive. We propose a neural reflectance decomposition (NeRD) technique that uses physically-based rendering to decompose the scene into spatially varying BRDF material properties. In contrast to existing techniques, our input images can be captured under different illumination conditions. In addition, we also propose techniques to convert the learned reflectance volume into a relightable textured mesh enabling fast real-time rendering with novel illuminations. We demonstrate the potential of the proposed approach with experiments on both synthetic and real datasets, where we are able to obtain high-quality relightable 3D assets from image collections. The datasets and code is available on the project page: https://markboss.me/publication/2021-nerd/
Meta 3D AssetGen: Text-to-Mesh Generation with High-Quality Geometry, Texture, and PBR Materials
We present Meta 3D AssetGen (AssetGen), a significant advancement in text-to-3D generation which produces faithful, high-quality meshes with texture and material control. Compared to works that bake shading in the 3D object's appearance, AssetGen outputs physically-based rendering (PBR) materials, supporting realistic relighting. AssetGen generates first several views of the object with factored shaded and albedo appearance channels, and then reconstructs colours, metalness and roughness in 3D, using a deferred shading loss for efficient supervision. It also uses a sign-distance function to represent 3D shape more reliably and introduces a corresponding loss for direct shape supervision. This is implemented using fused kernels for high memory efficiency. After mesh extraction, a texture refinement transformer operating in UV space significantly improves sharpness and details. AssetGen achieves 17% improvement in Chamfer Distance and 40% in LPIPS over the best concurrent work for few-view reconstruction, and a human preference of 72% over the best industry competitors of comparable speed, including those that support PBR. Project page with generated assets: https://assetgen.github.io
Extreme Image Compression using Fine-tuned VQGANs
Recent advances in generative compression methods have demonstrated remarkable progress in enhancing the perceptual quality of compressed data, especially in scenarios with low bitrates. However, their efficacy and applicability to achieve extreme compression ratios (<0.05 bpp) remain constrained. In this work, we propose a simple yet effective coding framework by introducing vector quantization (VQ)--based generative models into the image compression domain. The main insight is that the codebook learned by the VQGAN model yields a strong expressive capacity, facilitating efficient compression of continuous information in the latent space while maintaining reconstruction quality. Specifically, an image can be represented as VQ-indices by finding the nearest codeword, which can be encoded using lossless compression methods into bitstreams. We propose clustering a pre-trained large-scale codebook into smaller codebooks through the K-means algorithm, yielding variable bitrates and different levels of reconstruction quality within the coding framework. Furthermore, we introduce a transformer to predict lost indices and restore images in unstable environments. Extensive qualitative and quantitative experiments on various benchmark datasets demonstrate that the proposed framework outperforms state-of-the-art codecs in terms of perceptual quality-oriented metrics and human perception at extremely low bitrates (le 0.04 bpp). Remarkably, even with the loss of up to 20% of indices, the images can be effectively restored with minimal perceptual loss.
APISR: Anime Production Inspired Real-World Anime Super-Resolution
While real-world anime super-resolution (SR) has gained increasing attention in the SR community, existing methods still adopt techniques from the photorealistic domain. In this paper, we analyze the anime production workflow and rethink how to use characteristics of it for the sake of the real-world anime SR. First, we argue that video networks and datasets are not necessary for anime SR due to the repetition use of hand-drawing frames. Instead, we propose an anime image collection pipeline by choosing the least compressed and the most informative frames from the video sources. Based on this pipeline, we introduce the Anime Production-oriented Image (API) dataset. In addition, we identify two anime-specific challenges of distorted and faint hand-drawn lines and unwanted color artifacts. We address the first issue by introducing a prediction-oriented compression module in the image degradation model and a pseudo-ground truth preparation with enhanced hand-drawn lines. In addition, we introduce the balanced twin perceptual loss combining both anime and photorealistic high-level features to mitigate unwanted color artifacts and increase visual clarity. We evaluate our method through extensive experiments on the public benchmark, showing our method outperforms state-of-the-art approaches by a large margin.
Exploring the Potential of Encoder-free Architectures in 3D LMMs
Encoder-free architectures have been preliminarily explored in the 2D visual domain, yet it remains an open question whether they can be effectively applied to 3D understanding scenarios. In this paper, we present the first comprehensive investigation into the potential of encoder-free architectures to overcome the challenges of encoder-based 3D Large Multimodal Models (LMMs). These challenges include the failure to adapt to varying point cloud resolutions and the point features from the encoder not meeting the semantic needs of Large Language Models (LLMs). We identify key aspects for 3D LMMs to remove the encoder and enable the LLM to assume the role of the 3D encoder: 1) We propose the LLM-embedded Semantic Encoding strategy in the pre-training stage, exploring the effects of various point cloud self-supervised losses. And we present the Hybrid Semantic Loss to extract high-level semantics. 2) We introduce the Hierarchical Geometry Aggregation strategy in the instruction tuning stage. This incorporates inductive bias into the LLM early layers to focus on the local details of the point clouds. To the end, we present the first Encoder-free 3D LMM, ENEL. Our 7B model rivals the current state-of-the-art model, ShapeLLM-13B, achieving 55.0%, 50.92%, and 42.7% on the classification, captioning, and VQA tasks, respectively. Our results demonstrate that the encoder-free architecture is highly promising for replacing encoder-based architectures in the field of 3D understanding. The code is released at https://github.com/Ivan-Tang-3D/ENEL
Fast and Uncertainty-Aware SVBRDF Recovery from Multi-View Capture using Frequency Domain Analysis
Relightable object acquisition is a key challenge in simplifying digital asset creation. Complete reconstruction of an object typically requires capturing hundreds to thousands of photographs under controlled illumination, with specialized equipment. The recent progress in differentiable rendering improved the quality and accessibility of inverse rendering optimization. Nevertheless, under uncontrolled illumination and unstructured viewpoints, there is no guarantee that the observations contain enough information to reconstruct the appearance properties of the captured object. We thus propose to consider the acquisition process from a signal-processing perspective. Given an object's geometry and a lighting environment, we estimate the properties of the materials on the object's surface in seconds. We do so by leveraging frequency domain analysis, considering the recovery of material properties as a deconvolution, enabling fast error estimation. We then quantify the uncertainty of the estimation, based on the available data, highlighting the areas for which priors or additional samples would be required for improved acquisition quality. We compare our approach to previous work and quantitatively evaluate our results, showing similar quality as previous work in a fraction of the time, and providing key information about the certainty of the results.
StableDreamer: Taming Noisy Score Distillation Sampling for Text-to-3D
In the realm of text-to-3D generation, utilizing 2D diffusion models through score distillation sampling (SDS) frequently leads to issues such as blurred appearances and multi-faced geometry, primarily due to the intrinsically noisy nature of the SDS loss. Our analysis identifies the core of these challenges as the interaction among noise levels in the 2D diffusion process, the architecture of the diffusion network, and the 3D model representation. To overcome these limitations, we present StableDreamer, a methodology incorporating three advances. First, inspired by InstructNeRF2NeRF, we formalize the equivalence of the SDS generative prior and a simple supervised L2 reconstruction loss. This finding provides a novel tool to debug SDS, which we use to show the impact of time-annealing noise levels on reducing multi-faced geometries. Second, our analysis shows that while image-space diffusion contributes to geometric precision, latent-space diffusion is crucial for vivid color rendition. Based on this observation, StableDreamer introduces a two-stage training strategy that effectively combines these aspects, resulting in high-fidelity 3D models. Third, we adopt an anisotropic 3D Gaussians representation, replacing Neural Radiance Fields (NeRFs), to enhance the overall quality, reduce memory usage during training, and accelerate rendering speeds, and better capture semi-transparent objects. StableDreamer reduces multi-face geometries, generates fine details, and converges stably.
DeRF: Decomposed Radiance Fields
With the advent of Neural Radiance Fields (NeRF), neural networks can now render novel views of a 3D scene with quality that fools the human eye. Yet, generating these images is very computationally intensive, limiting their applicability in practical scenarios. In this paper, we propose a technique based on spatial decomposition capable of mitigating this issue. Our key observation is that there are diminishing returns in employing larger (deeper and/or wider) networks. Hence, we propose to spatially decompose a scene and dedicate smaller networks for each decomposed part. When working together, these networks can render the whole scene. This allows us near-constant inference time regardless of the number of decomposed parts. Moreover, we show that a Voronoi spatial decomposition is preferable for this purpose, as it is provably compatible with the Painter's Algorithm for efficient and GPU-friendly rendering. Our experiments show that for real-world scenes, our method provides up to 3x more efficient inference than NeRF (with the same rendering quality), or an improvement of up to 1.0~dB in PSNR (for the same inference cost).
Mixture of Volumetric Primitives for Efficient Neural Rendering
Real-time rendering and animation of humans is a core function in games, movies, and telepresence applications. Existing methods have a number of drawbacks we aim to address with our work. Triangle meshes have difficulty modeling thin structures like hair, volumetric representations like Neural Volumes are too low-resolution given a reasonable memory budget, and high-resolution implicit representations like Neural Radiance Fields are too slow for use in real-time applications. We present Mixture of Volumetric Primitives (MVP), a representation for rendering dynamic 3D content that combines the completeness of volumetric representations with the efficiency of primitive-based rendering, e.g., point-based or mesh-based methods. Our approach achieves this by leveraging spatially shared computation with a deconvolutional architecture and by minimizing computation in empty regions of space with volumetric primitives that can move to cover only occupied regions. Our parameterization supports the integration of correspondence and tracking constraints, while being robust to areas where classical tracking fails, such as around thin or translucent structures and areas with large topological variability. MVP is a hybrid that generalizes both volumetric and primitive-based representations. Through a series of extensive experiments we demonstrate that it inherits the strengths of each, while avoiding many of their limitations. We also compare our approach to several state-of-the-art methods and demonstrate that MVP produces superior results in terms of quality and runtime performance.
Towards Interactive Image Inpainting via Sketch Refinement
One tough problem of image inpainting is to restore complex structures in the corrupted regions. It motivates interactive image inpainting which leverages additional hints, e.g., sketches, to assist the inpainting process. Sketch is simple and intuitive to end users, but meanwhile has free forms with much randomness. Such randomness may confuse the inpainting models, and incur severe artifacts in completed images. To address this problem, we propose a two-stage image inpainting method termed SketchRefiner. In the first stage, we propose using a cross-correlation loss function to robustly calibrate and refine the user-provided sketches in a coarse-to-fine fashion. In the second stage, we learn to extract informative features from the abstracted sketches in the feature space and modulate the inpainting process. We also propose an algorithm to simulate real sketches automatically and build a test protocol with different applications. Experimental results on public datasets demonstrate that SketchRefiner effectively utilizes sketch information and eliminates the artifacts due to the free-form sketches. Our method consistently outperforms the state-of-the-art ones both qualitatively and quantitatively, meanwhile revealing great potential in real-world applications. Our code and dataset are available.
HiFi4G: High-Fidelity Human Performance Rendering via Compact Gaussian Splatting
We have recently seen tremendous progress in photo-real human modeling and rendering. Yet, efficiently rendering realistic human performance and integrating it into the rasterization pipeline remains challenging. In this paper, we present HiFi4G, an explicit and compact Gaussian-based approach for high-fidelity human performance rendering from dense footage. Our core intuition is to marry the 3D Gaussian representation with non-rigid tracking, achieving a compact and compression-friendly representation. We first propose a dual-graph mechanism to obtain motion priors, with a coarse deformation graph for effective initialization and a fine-grained Gaussian graph to enforce subsequent constraints. Then, we utilize a 4D Gaussian optimization scheme with adaptive spatial-temporal regularizers to effectively balance the non-rigid prior and Gaussian updating. We also present a companion compression scheme with residual compensation for immersive experiences on various platforms. It achieves a substantial compression rate of approximately 25 times, with less than 2MB of storage per frame. Extensive experiments demonstrate the effectiveness of our approach, which significantly outperforms existing approaches in terms of optimization speed, rendering quality, and storage overhead.
Posterior-Mean Rectified Flow: Towards Minimum MSE Photo-Realistic Image Restoration
Photo-realistic image restoration algorithms are typically evaluated by distortion measures (e.g., PSNR, SSIM) and by perceptual quality measures (e.g., FID, NIQE), where the desire is to attain the lowest possible distortion without compromising on perceptual quality. To achieve this goal, current methods typically attempt to sample from the posterior distribution, or to optimize a weighted sum of a distortion loss (e.g., MSE) and a perceptual quality loss (e.g., GAN). Unlike previous works, this paper is concerned specifically with the optimal estimator that minimizes the MSE under a constraint of perfect perceptual index, namely where the distribution of the reconstructed images is equal to that of the ground-truth ones. A recent theoretical result shows that such an estimator can be constructed by optimally transporting the posterior mean prediction (MMSE estimate) to the distribution of the ground-truth images. Inspired by this result, we introduce Posterior-Mean Rectified Flow (PMRF), a simple yet highly effective algorithm that approximates this optimal estimator. In particular, PMRF first predicts the posterior mean, and then transports the result to a high-quality image using a rectified flow model that approximates the desired optimal transport map. We investigate the theoretical utility of PMRF and demonstrate that it consistently outperforms previous methods on a variety of image restoration tasks.
Tri-MipRF: Tri-Mip Representation for Efficient Anti-Aliasing Neural Radiance Fields
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 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.
WaveNeRF: Wavelet-based Generalizable Neural Radiance Fields
Neural Radiance Field (NeRF) has shown impressive performance in novel view synthesis via implicit scene representation. However, it usually suffers from poor scalability as requiring densely sampled images for each new scene. Several studies have attempted to mitigate this problem by integrating Multi-View Stereo (MVS) technique into NeRF while they still entail a cumbersome fine-tuning process for new scenes. Notably, the rendering quality will drop severely without this fine-tuning process and the errors mainly appear around the high-frequency features. In the light of this observation, we design WaveNeRF, which integrates wavelet frequency decomposition into MVS and NeRF to achieve generalizable yet high-quality synthesis without any per-scene optimization. To preserve high-frequency information when generating 3D feature volumes, WaveNeRF builds Multi-View Stereo in the Wavelet domain by integrating the discrete wavelet transform into the classical cascade MVS, which disentangles high-frequency information explicitly. With that, disentangled frequency features can be injected into classic NeRF via a novel hybrid neural renderer to yield faithful high-frequency details, and an intuitive frequency-guided sampling strategy can be designed to suppress artifacts around high-frequency regions. Extensive experiments over three widely studied benchmarks show that WaveNeRF achieves superior generalizable radiance field modeling when only given three images as input.
Image Inpainting with External-internal Learning and Monochromic Bottleneck
Although recent inpainting approaches have demonstrated significant improvements with deep neural networks, they still suffer from artifacts such as blunt structures and abrupt colors when filling in the missing regions. To address these issues, we propose an external-internal inpainting scheme with a monochromic bottleneck that helps image inpainting models remove these artifacts. In the external learning stage, we reconstruct missing structures and details in the monochromic space to reduce the learning dimension. In the internal learning stage, we propose a novel internal color propagation method with progressive learning strategies for consistent color restoration. Extensive experiments demonstrate that our proposed scheme helps image inpainting models produce more structure-preserved and visually compelling results.
Scene123: One Prompt to 3D Scene Generation via Video-Assisted and Consistency-Enhanced MAE
As Artificial Intelligence Generated Content (AIGC) advances, a variety of methods have been developed to generate text, images, videos, and 3D objects from single or multimodal inputs, contributing efforts to emulate human-like cognitive content creation. However, generating realistic large-scale scenes from a single input presents a challenge due to the complexities involved in ensuring consistency across extrapolated views generated by models. Benefiting from recent video generation models and implicit neural representations, we propose Scene123, a 3D scene generation model, that not only ensures realism and diversity through the video generation framework but also uses implicit neural fields combined with Masked Autoencoders (MAE) to effectively ensures the consistency of unseen areas across views. Specifically, we initially warp the input image (or an image generated from text) to simulate adjacent views, filling the invisible areas with the MAE model. However, these filled images usually fail to maintain view consistency, thus we utilize the produced views to optimize a neural radiance field, enhancing geometric consistency. Moreover, to further enhance the details and texture fidelity of generated views, we employ a GAN-based Loss against images derived from the input image through the video generation model. Extensive experiments demonstrate that our method can generate realistic and consistent scenes from a single prompt. Both qualitative and quantitative results indicate that our approach surpasses existing state-of-the-art methods. We show encourage video examples at https://yiyingyang12.github.io/Scene123.github.io/.
DDColor: Towards Photo-Realistic Image Colorization via Dual Decoders
Image colorization is a challenging problem due to multi-modal uncertainty and high ill-posedness. Directly training a deep neural network usually leads to incorrect semantic colors and low color richness. While transformer-based methods can deliver better results, they often rely on manually designed priors, suffer from poor generalization ability, and introduce color bleeding effects. To address these issues, we propose DDColor, an end-to-end method with dual decoders for image colorization. Our approach includes a pixel decoder and a query-based color decoder. The former restores the spatial resolution of the image, while the latter utilizes rich visual features to refine color queries, thus avoiding hand-crafted priors. Our two decoders work together to establish correlations between color and multi-scale semantic representations via cross-attention, significantly alleviating the color bleeding effect. Additionally, a simple yet effective colorfulness loss is introduced to enhance the color richness. Extensive experiments demonstrate that DDColor achieves superior performance to existing state-of-the-art works both quantitatively and qualitatively. The codes and models are publicly available at https://github.com/piddnad/DDColor.
Differentiable Blocks World: Qualitative 3D Decomposition by Rendering Primitives
Given a set of calibrated images of a scene, we present an approach that produces a simple, compact, and actionable 3D world representation by means of 3D primitives. While many approaches focus on recovering high-fidelity 3D scenes, we focus on parsing a scene into mid-level 3D representations made of a small set of textured primitives. Such representations are interpretable, easy to manipulate and suited for physics-based simulations. Moreover, unlike existing primitive decomposition methods that rely on 3D input data, our approach operates directly on images through differentiable rendering. Specifically, we model primitives as textured superquadric meshes and optimize their parameters from scratch with an image rendering loss. We highlight the importance of modeling transparency for each primitive, which is critical for optimization and also enables handling varying numbers of primitives. We show that the resulting textured primitives faithfully reconstruct the input images and accurately model the visible 3D points, while providing amodal shape completions of unseen object regions. We compare our approach to the state of the art on diverse scenes from DTU, and demonstrate its robustness on real-life captures from BlendedMVS and Nerfstudio. We also showcase how our results can be used to effortlessly edit a scene or perform physical simulations. Code and video results are available at https://www.tmonnier.com/DBW .
GO-NeRF: Generating Virtual Objects in Neural Radiance Fields
Despite advances in 3D generation, the direct creation of 3D objects within an existing 3D scene represented as NeRF remains underexplored. This process requires not only high-quality 3D object generation but also seamless composition of the generated 3D content into the existing NeRF. To this end, we propose a new method, GO-NeRF, capable of utilizing scene context for high-quality and harmonious 3D object generation within an existing NeRF. Our method employs a compositional rendering formulation that allows the generated 3D objects to be seamlessly composited into the scene utilizing learned 3D-aware opacity maps without introducing unintended scene modification. Moreover, we also develop tailored optimization objectives and training strategies to enhance the model's ability to exploit scene context and mitigate artifacts, such as floaters, originating from 3D object generation within a scene. Extensive experiments on both feed-forward and 360^o scenes show the superior performance of our proposed GO-NeRF in generating objects harmoniously composited with surrounding scenes and synthesizing high-quality novel view images. Project page at {https://daipengwa.github.io/GO-NeRF/.
Understanding and Robustifying Differentiable Architecture Search
Differentiable Architecture Search (DARTS) has attracted a lot of attention due to its simplicity and small search costs achieved by a continuous relaxation and an approximation of the resulting bi-level optimization problem. However, DARTS does not work robustly for new problems: we identify a wide range of search spaces for which DARTS yields degenerate architectures with very poor test performance. We study this failure mode and show that, while DARTS successfully minimizes validation loss, the found solutions generalize poorly when they coincide with high validation loss curvature in the architecture space. We show that by adding one of various types of regularization we can robustify DARTS to find solutions with less curvature and better generalization properties. Based on these observations, we propose several simple variations of DARTS that perform substantially more robustly in practice. Our observations are robust across five search spaces on three image classification tasks and also hold for the very different domains of disparity estimation (a dense regression task) and language modelling.
Shift-Net: Image Inpainting via Deep Feature Rearrangement
Deep convolutional networks (CNNs) have exhibited their potential in image inpainting for producing plausible results. However, in most existing methods, e.g., context encoder, the missing parts are predicted by propagating the surrounding convolutional features through a fully connected layer, which intends to produce semantically plausible but blurry result. In this paper, we introduce a special shift-connection layer to the U-Net architecture, namely Shift-Net, for filling in missing regions of any shape with sharp structures and fine-detailed textures. To this end, the encoder feature of the known region is shifted to serve as an estimation of the missing parts. A guidance loss is introduced on decoder feature to minimize the distance between the decoder feature after fully connected layer and the ground-truth encoder feature of the missing parts. With such constraint, the decoder feature in missing region can be used to guide the shift of encoder feature in known region. An end-to-end learning algorithm is further developed to train the Shift-Net. Experiments on the Paris StreetView and Places datasets demonstrate the efficiency and effectiveness of our Shift-Net in producing sharper, fine-detailed, and visually plausible results. The codes and pre-trained models are available at https://github.com/Zhaoyi-Yan/Shift-Net.
Neural-PBIR Reconstruction of Shape, Material, and Illumination
Reconstructing the shape and spatially varying surface appearances of a physical-world object as well as its surrounding illumination based on 2D images (e.g., photographs) of the object has been a long-standing problem in computer vision and graphics. In this paper, we introduce an accurate and highly efficient object reconstruction pipeline combining neural based object reconstruction and physics-based inverse rendering (PBIR). Our pipeline firstly leverages a neural SDF based shape reconstruction to produce high-quality but potentially imperfect object shape. Then, we introduce a neural material and lighting distillation stage to achieve high-quality predictions for material and illumination. In the last stage, initialized by the neural predictions, we perform PBIR to refine the initial results and obtain the final high-quality reconstruction of object shape, material, and illumination. Experimental results demonstrate our pipeline significantly outperforms existing methods quality-wise and performance-wise.
IntrinsicAvatar: Physically Based Inverse Rendering of Dynamic Humans from Monocular Videos via Explicit Ray Tracing
We present IntrinsicAvatar, a novel approach to recovering the intrinsic properties of clothed human avatars including geometry, albedo, material, and environment lighting from only monocular videos. Recent advancements in human-based neural rendering have enabled high-quality geometry and appearance reconstruction of clothed humans from just monocular videos. However, these methods bake intrinsic properties such as albedo, material, and environment lighting into a single entangled neural representation. On the other hand, only a handful of works tackle the problem of estimating geometry and disentangled appearance properties of clothed humans from monocular videos. They usually achieve limited quality and disentanglement due to approximations of secondary shading effects via learned MLPs. In this work, we propose to model secondary shading effects explicitly via Monte-Carlo ray tracing. We model the rendering process of clothed humans as a volumetric scattering process, and combine ray tracing with body articulation. Our approach can recover high-quality geometry, albedo, material, and lighting properties of clothed humans from a single monocular video, without requiring supervised pre-training using ground truth materials. Furthermore, since we explicitly model the volumetric scattering process and ray tracing, our model naturally generalizes to novel poses, enabling animation of the reconstructed avatar in novel lighting conditions.
Deformable 3D Gaussians for High-Fidelity Monocular Dynamic Scene Reconstruction
Implicit neural representation has paved the way for new approaches to dynamic scene reconstruction and rendering. Nonetheless, cutting-edge dynamic neural rendering methods rely heavily on these implicit representations, which frequently struggle to capture the intricate details of objects in the scene. Furthermore, implicit methods have difficulty achieving real-time rendering in general dynamic scenes, limiting their use in a variety of tasks. To address the issues, we propose a deformable 3D Gaussians Splatting method that reconstructs scenes using 3D Gaussians and learns them in canonical space with a deformation field to model monocular dynamic scenes. We also introduce an annealing smoothing training mechanism with no extra overhead, which can mitigate the impact of inaccurate poses on the smoothness of time interpolation tasks in real-world datasets. Through a differential Gaussian rasterizer, the deformable 3D Gaussians not only achieve higher rendering quality but also real-time rendering speed. Experiments show that our method outperforms existing methods significantly in terms of both rendering quality and speed, making it well-suited for tasks such as novel-view synthesis, time interpolation, and real-time rendering.
UniDream: Unifying Diffusion Priors for Relightable Text-to-3D Generation
Recent advancements in text-to-3D generation technology have significantly advanced the conversion of textual descriptions into imaginative well-geometrical and finely textured 3D objects. Despite these developments, a prevalent limitation arises from the use of RGB data in diffusion or reconstruction models, which often results in models with inherent lighting and shadows effects that detract from their realism, thereby limiting their usability in applications that demand accurate relighting capabilities. To bridge this gap, we present UniDream, a text-to-3D generation framework by incorporating unified diffusion priors. Our approach consists of three main components: (1) a dual-phase training process to get albedo-normal aligned multi-view diffusion and reconstruction models, (2) a progressive generation procedure for geometry and albedo-textures based on Score Distillation Sample (SDS) using the trained reconstruction and diffusion models, and (3) an innovative application of SDS for finalizing PBR generation while keeping a fixed albedo based on Stable Diffusion model. Extensive evaluations demonstrate that UniDream surpasses existing methods in generating 3D objects with clearer albedo textures, smoother surfaces, enhanced realism, and superior relighting capabilities.
Style-NeRF2NeRF: 3D Style Transfer From Style-Aligned Multi-View Images
We propose a simple yet effective pipeline for stylizing a 3D scene, harnessing the power of 2D image diffusion models. Given a NeRF model reconstructed from a set of multi-view images, we perform 3D style transfer by refining the source NeRF model using stylized images generated by a style-aligned image-to-image diffusion model. Given a target style prompt, we first generate perceptually similar multi-view images by leveraging a depth-conditioned diffusion model with an attention-sharing mechanism. Next, based on the stylized multi-view images, we propose to guide the style transfer process with the sliced Wasserstein loss based on the feature maps extracted from a pre-trained CNN model. Our pipeline consists of decoupled steps, allowing users to test various prompt ideas and preview the stylized 3D result before proceeding to the NeRF fine-tuning stage. We demonstrate that our method can transfer diverse artistic styles to real-world 3D scenes with competitive quality.
Strivec: Sparse Tri-Vector Radiance Fields
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.
Factorized Inverse Path Tracing for Efficient and Accurate Material-Lighting Estimation
Inverse path tracing has recently been applied to joint material and lighting estimation, given geometry and multi-view HDR observations of an indoor scene. However, it has two major limitations: path tracing is expensive to compute, and ambiguities exist between reflection and emission. Our Factorized Inverse Path Tracing (FIPT) addresses these challenges by using a factored light transport formulation and finds emitters driven by rendering errors. Our algorithm enables accurate material and lighting optimization faster than previous work, and is more effective at resolving ambiguities. The exhaustive experiments on synthetic scenes show that our method (1) outperforms state-of-the-art indoor inverse rendering and relighting methods particularly in the presence of complex illumination effects; (2) speeds up inverse path tracing optimization to less than an hour. We further demonstrate robustness to noisy inputs through material and lighting estimates that allow plausible relighting in a real scene. The source code is available at: https://github.com/lwwu2/fipt
NeFII: Inverse Rendering for Reflectance Decomposition with Near-Field Indirect Illumination
Inverse rendering methods aim to estimate geometry, materials and illumination from multi-view RGB images. In order to achieve better decomposition, recent approaches attempt to model indirect illuminations reflected from different materials via Spherical Gaussians (SG), which, however, tends to blur the high-frequency reflection details. In this paper, we propose an end-to-end inverse rendering pipeline that decomposes materials and illumination from multi-view images, while considering near-field indirect illumination. In a nutshell, we introduce the Monte Carlo sampling based path tracing and cache the indirect illumination as neural radiance, enabling a physics-faithful and easy-to-optimize inverse rendering method. To enhance efficiency and practicality, we leverage SG to represent the smooth environment illuminations and apply importance sampling techniques. To supervise indirect illuminations from unobserved directions, we develop a novel radiance consistency constraint between implicit neural radiance and path tracing results of unobserved rays along with the joint optimization of materials and illuminations, thus significantly improving the decomposition performance. Extensive experiments demonstrate that our method outperforms the state-of-the-art on multiple synthetic and real datasets, especially in terms of inter-reflection decomposition.Our code and data are available at https://woolseyyy.github.io/nefii/.
NeRF-Casting: Improved View-Dependent Appearance with Consistent Reflections
Neural Radiance Fields (NeRFs) typically struggle to reconstruct and render highly specular objects, whose appearance varies quickly with changes in viewpoint. Recent works have improved NeRF's ability to render detailed specular appearance of distant environment illumination, but are unable to synthesize consistent reflections of closer content. Moreover, these techniques rely on large computationally-expensive neural networks to model outgoing radiance, which severely limits optimization and rendering speed. We address these issues with an approach based on ray tracing: instead of querying an expensive neural network for the outgoing view-dependent radiance at points along each camera ray, our model casts reflection rays from these points and traces them through the NeRF representation to render feature vectors which are decoded into color using a small inexpensive network. We demonstrate that our model outperforms prior methods for view synthesis of scenes containing shiny objects, and that it is the only existing NeRF method that can synthesize photorealistic specular appearance and reflections in real-world scenes, while requiring comparable optimization time to current state-of-the-art view synthesis models.
DMV3D: Denoising Multi-View Diffusion using 3D Large Reconstruction Model
We propose DMV3D, a novel 3D generation approach that uses a transformer-based 3D large reconstruction model to denoise multi-view diffusion. Our reconstruction model incorporates a triplane NeRF representation and can denoise noisy multi-view images via NeRF reconstruction and rendering, achieving single-stage 3D generation in sim30s on single A100 GPU. We train DMV3D on large-scale multi-view image datasets of highly diverse objects using only image reconstruction losses, without accessing 3D assets. We demonstrate state-of-the-art results for the single-image reconstruction problem where probabilistic modeling of unseen object parts is required for generating diverse reconstructions with sharp textures. We also show high-quality text-to-3D generation results outperforming previous 3D diffusion models. Our project website is at: https://justimyhxu.github.io/projects/dmv3d/ .
D-IF: Uncertainty-aware Human Digitization via Implicit Distribution Field
Realistic virtual humans play a crucial role in numerous industries, such as metaverse, intelligent healthcare, and self-driving simulation. But creating them on a large scale with high levels of realism remains a challenge. The utilization of deep implicit function sparks a new era of image-based 3D clothed human reconstruction, enabling pixel-aligned shape recovery with fine details. Subsequently, the vast majority of works locate the surface by regressing the deterministic implicit value for each point. However, should all points be treated equally regardless of their proximity to the surface? In this paper, we propose replacing the implicit value with an adaptive uncertainty distribution, to differentiate between points based on their distance to the surface. This simple ``value to distribution'' transition yields significant improvements on nearly all the baselines. Furthermore, qualitative results demonstrate that the models trained using our uncertainty distribution loss, can capture more intricate wrinkles, and realistic limbs. Code and models are available for research purposes at https://github.com/psyai-net/D-IF_release.
MaRINeR: Enhancing Novel Views by Matching Rendered Images with Nearby References
Rendering realistic images from 3D reconstruction is an essential task of many Computer Vision and Robotics pipelines, notably for mixed-reality applications as well as training autonomous agents in simulated environments. However, the quality of novel views heavily depends of the source reconstruction which is often imperfect due to noisy or missing geometry and appearance. Inspired by the recent success of reference-based super-resolution networks, we propose MaRINeR, a refinement method that leverages information of a nearby mapping image to improve the rendering of a target viewpoint. We first establish matches between the raw rendered image of the scene geometry from the target viewpoint and the nearby reference based on deep features, followed by hierarchical detail transfer. We show improved renderings in quantitative metrics and qualitative examples from both explicit and implicit scene representations. We further employ our method on the downstream tasks of pseudo-ground-truth validation, synthetic data enhancement and detail recovery for renderings of reduced 3D reconstructions.
CoherentGS: Sparse Novel View Synthesis with Coherent 3D Gaussians
The field of 3D reconstruction from images has rapidly evolved in the past few years, first with the introduction of Neural Radiance Field (NeRF) and more recently with 3D Gaussian Splatting (3DGS). The latter provides a significant edge over NeRF in terms of the training and inference speed, as well as the reconstruction quality. Although 3DGS works well for dense input images, the unstructured point-cloud like representation quickly overfits to the more challenging setup of extremely sparse input images (e.g., 3 images), creating a representation that appears as a jumble of needles from novel views. To address this issue, we propose regularized optimization and depth-based initialization. Our key idea is to introduce a structured Gaussian representation that can be controlled in 2D image space. We then constraint the Gaussians, in particular their position, and prevent them from moving independently during optimization. Specifically, we introduce single and multiview constraints through an implicit convolutional decoder and a total variation loss, respectively. With the coherency introduced to the Gaussians, we further constrain the optimization through a flow-based loss function. To support our regularized optimization, we propose an approach to initialize the Gaussians using monocular depth estimates at each input view. We demonstrate significant improvements compared to the state-of-the-art sparse-view NeRF-based approaches on a variety of scenes.
GSD: View-Guided Gaussian Splatting Diffusion for 3D Reconstruction
We present GSD, a diffusion model approach based on Gaussian Splatting (GS) representation for 3D object reconstruction from a single view. Prior works suffer from inconsistent 3D geometry or mediocre rendering quality due to improper representations. We take a step towards resolving these shortcomings by utilizing the recent state-of-the-art 3D explicit representation, Gaussian Splatting, and an unconditional diffusion model. This model learns to generate 3D objects represented by sets of GS ellipsoids. With these strong generative 3D priors, though learning unconditionally, the diffusion model is ready for view-guided reconstruction without further model fine-tuning. This is achieved by propagating fine-grained 2D features through the efficient yet flexible splatting function and the guided denoising sampling process. In addition, a 2D diffusion model is further employed to enhance rendering fidelity, and improve reconstructed GS quality by polishing and re-using the rendered images. The final reconstructed objects explicitly come with high-quality 3D structure and texture, and can be efficiently rendered in arbitrary views. Experiments on the challenging real-world CO3D dataset demonstrate the superiority of our approach. Project page: https://yxmu.foo/GSD/{this https URL}
Virtual Adversarial Training: A Regularization Method for Supervised and Semi-Supervised Learning
We propose a new regularization method based on virtual adversarial loss: a new measure of local smoothness of the conditional label distribution given input. Virtual adversarial loss is defined as the robustness of the conditional label distribution around each input data point against local perturbation. Unlike adversarial training, our method defines the adversarial direction without label information and is hence applicable to semi-supervised learning. Because the directions in which we smooth the model are only "virtually" adversarial, we call our method virtual adversarial training (VAT). The computational cost of VAT is relatively low. For neural networks, the approximated gradient of virtual adversarial loss can be computed with no more than two pairs of forward- and back-propagations. In our experiments, we applied VAT to supervised and semi-supervised learning tasks on multiple benchmark datasets. With a simple enhancement of the algorithm based on the entropy minimization principle, our VAT achieves state-of-the-art performance for semi-supervised learning tasks on SVHN and CIFAR-10.
NeRFInvertor: High Fidelity NeRF-GAN Inversion for Single-shot Real Image Animation
Nerf-based Generative models have shown impressive capacity in generating high-quality images with consistent 3D geometry. Despite successful synthesis of fake identity images randomly sampled from latent space, adopting these models for generating face images of real subjects is still a challenging task due to its so-called inversion issue. In this paper, we propose a universal method to surgically fine-tune these NeRF-GAN models in order to achieve high-fidelity animation of real subjects only by a single image. Given the optimized latent code for an out-of-domain real image, we employ 2D loss functions on the rendered image to reduce the identity gap. Furthermore, our method leverages explicit and implicit 3D regularizations using the in-domain neighborhood samples around the optimized latent code to remove geometrical and visual artifacts. Our experiments confirm the effectiveness of our method in realistic, high-fidelity, and 3D consistent animation of real faces on multiple NeRF-GAN models across different datasets.
Leveraging Neural Radiance Fields for Uncertainty-Aware Visual Localization
As a promising fashion for visual localization, scene coordinate regression (SCR) has seen tremendous progress in the past decade. Most recent methods usually adopt neural networks to learn the mapping from image pixels to 3D scene coordinates, which requires a vast amount of annotated training data. We propose to leverage Neural Radiance Fields (NeRF) to generate training samples for SCR. Despite NeRF's efficiency in rendering, many of the rendered data are polluted by artifacts or only contain minimal information gain, which can hinder the regression accuracy or bring unnecessary computational costs with redundant data. These challenges are addressed in three folds in this paper: (1) A NeRF is designed to separately predict uncertainties for the rendered color and depth images, which reveal data reliability at the pixel level. (2) SCR is formulated as deep evidential learning with epistemic uncertainty, which is used to evaluate information gain and scene coordinate quality. (3) Based on the three arts of uncertainties, a novel view selection policy is formed that significantly improves data efficiency. Experiments on public datasets demonstrate that our method could select the samples that bring the most information gain and promote the performance with the highest efficiency.
NeILF++: Inter-Reflectable Light Fields for Geometry and Material Estimation
We present a novel differentiable rendering framework for joint geometry, material, and lighting estimation from multi-view images. In contrast to previous methods which assume a simplified environment map or co-located flashlights, in this work, we formulate the lighting of a static scene as one neural incident light field (NeILF) and one outgoing neural radiance field (NeRF). The key insight of the proposed method is the union of the incident and outgoing light fields through physically-based rendering and inter-reflections between surfaces, making it possible to disentangle the scene geometry, material, and lighting from image observations in a physically-based manner. The proposed incident light and inter-reflection framework can be easily applied to other NeRF systems. We show that our method can not only decompose the outgoing radiance into incident lights and surface materials, but also serve as a surface refinement module that further improves the reconstruction detail of the neural surface. We demonstrate on several datasets that the proposed method is able to achieve state-of-the-art results in terms of geometry reconstruction quality, material estimation accuracy, and the fidelity of novel view rendering.