Modern computer vision algorithms have brought significant advancement to 3D geometry reconstruction. However, illumination and material reconstruction remain less studied, with current approaches assuming very simplified models for materials and illumination. We introduce Inverse Path Tracing, a novel approach to jointly estimate the material properties of objects and light sources in indoor scenes by using an invertible light transport simulation. We assume a coarse geometry scan, along with corresponding images and camera poses. The key contribution of this work is an accurate and simultaneous retrieval of light sources and physically based material properties (e.g., diffuse reflectance, specular reflectance, roughness, etc.) for the purpose of editing and re-rendering the scene under new conditions. To this end, we introduce a novel optimization method using a differentiable Monte Carlo renderer that computes derivatives with respect to the estimated unknown illumination and material properties. This enables joint optimization for physically correct light transport and material models using a tailored stochastic gradient descent.
LightFuse: Relightable Interactive Gaussian Scene Reconstruction via Multi-Scan Fusion and 2D Gaussian Ray Tracing
ZJU-UIUC Institute, Zhejiang University(浙江大学ZJU-UIUC学院);College of Mathematics, Sichuan University(四川大学数学学院);College of Computer Science and Technology, Zhejiang University(浙江大学计算机科学与技术学院);Chengdu Minto Tech(成都敏途科技)
Recent neural rendering methods have demonstrated accurate view interpolation by predicting volumetric density and color with a neural network. Although such volumetric representations can be supervised on static and dynamic scenes, existing methods implicitly bake the complete scene light transport into a single neural network for a given scene, including surface modeling, bidirectional scattering distribution functions, and indirect lighting effects. In contrast to traditional rendering pipelines, this prohibits changing surface reflectance, illumination, or composing other objects in the sc…
NVIDIA(英伟达);Technical University of Munich(慕尼黑工业大学);Stanford University(斯坦福大学)
We introduce a novel method to obtain high-quality 3D reconstructions from consumer RGB-D sensors. Our core idea is to simultaneously optimize for geometry encoded in a signed distance field (SDF), textures from automatically-selected keyframes, and their camera poses along with material and scene lighting. To this end, we propose a joint surface reconstruction approach that is based on Shape-from-Shading (SfS) techniques and utilizes the estimation of spatially-varying spherical harmonics (SVSH) from subvolumes of the reconstructed scene. Through extensive examples and evaluations, we demonst…
NVIDIA(英伟达);University of Toronto(多伦多大学);Vector Institute(矢量研究所);McGill University(麦吉尔大学)
We consider the challenging problem of predicting intrinsic object properties from a single image by exploiting differentiable renderers. Many previous learning-based approaches for inverse graphics adopt rasterization-based renderers and assume naive lighting and material models, which often fail to account for non-Lambertian, specular reflections commonly observed in the wild. In this work, we propose DIBR++, a hybrid differentiable renderer which supports these photorealistic effects by combining rasterization and ray-tracing, taking the advantage of their respective strengths -- speed and …
We present a novel algorithm for light source estimation in scenes reconstructed with a RGB-D camera based on an analytically-derived formulation of path-tracing. Our algorithm traces the reconstructed scene with a custom path-tracer and computes the analytical derivatives of the light transport equation from principles in optics. These derivatives are then used to perform gradient descent, minimizing the photometric error between one or more captured reference images and renders of our current lighting estimation using an environment map parameterization for light sources. We show that our ap…
Tsinghua University(清华大学);Meta Reality Labs(Meta现实实验室);Guangdong OPPO Mobile Telecommunications Corp., Ltd(广东OPPO移动通信有限公司)
Single-image human relighting aims to relight a target human under new lighting conditions by decomposing the input image into albedo, shape and lighting. Although plausible relighting results can be achieved, previous methods suffer from both the entanglement between albedo and lighting and the lack of hard shadows, which significantly decrease the realism. To tackle these two problems, we propose a geometry-aware single-image human relighting framework that leverages single-image geometry reconstruction for joint deployment of traditional graphics rendering and neural rendering techniques. F…
InterDigital R&I(InterDigital研究与创研中心);Max-Planck-Institute for Informatics(马克斯·普朗克信息学研究所)
Robust face reconstruction from monocular image in general lighting conditions is challenging. Methods combining deep neural network encoders with differentiable rendering have opened up the path for very fast monocular reconstruction of geometry, lighting and reflectance. They can also be trained in self-supervised manner for increased robustness and better generalization. However, their differentiable rasterization based image formation models, as well as underlying scene parameterization, limit them to Lambertian face reflectance and to poor shape details. More recently, ray tracing was int…
NVIDIA(英伟达);University of Toronto(多伦多大学);Vector Institute(向量研究所)
In this work, we address the problem of jointly estimating albedo, normals, depth and 3D spatially-varying lighting from a single image. Most existing methods formulate the task as image-to-image translation, ignoring the 3D properties of the scene. However, indoor scenes contain complex 3D light transport where a 2D representation is insufficient. In this paper, we propose a unified, learning-based inverse rendering framework that formulates 3D spatially-varying lighting. Inspired by classic volume rendering techniques, we propose a novel Volumetric Spherical Gaussian representation for light…
We present a differentiable rendering framework for material and lighting estimation from multi-view images and a reconstructed geometry. In the framework, we represent scene lightings as the Neural Incident Light Field (NeILF) and material properties as the surface BRDF modelled by multi-layer perceptrons. Compared with recent approaches that approximate scene lightings as the 2D environment map, NeILF is a fully 5D light field that is capable of modelling illuminations of any static scenes. In addition, occlusions and indirect lights can be handled naturally by the NeILF representation witho…
Simon Fraser University(西蒙弗雷泽大学);National University of Defense Technology(国防科技大学);Microsoft Research(微软研究院)
We present a method for estimating detailed scene illumination using human faces in a single image. In contrast to previous works that estimate lighting in terms of low-order basis functions or distant point lights, our technique estimates illumination at a higher precision in the form of a non-parametric environment map. Based on the observation that faces can exhibit strong highlight reflections from a broad range of lighting directions, we propose a deep neural network for extracting highlights from faces, and then trace these reflections back to the scene to acquire the environment map. Si…
This paper solves the Sparse Photometric stereo through Lighting Interpolation and Normal Estimation using a generative Network (SPLINE-Net). SPLINE-Net contains a lighting interpolation network to generate dense lighting observations given a sparse set of lights as inputs followed by a normal estimation network to estimate surface normals. Both networks are jointly constrained by the proposed symmetric and asymmetric loss functions to enforce isotropic constrain and perform outlier rejection of global illumination effects. SPLINE-Net is verified to outperform existing methods for photometric …
Nanyang Technological University(南洋理工大学);DAMO Academy, Alibaba Group(阿里巴巴集团达摩院);Inception Institute of Artificial Intelligence(启元人工智能研究院);The Chinese University of Hong Kong(香港中文大学)
Accurate lighting estimation is challenging yet critical to many computer vision and computer graphics tasks such as high-dynamic-range (HDR) relighting. Existing approaches model lighting in either frequency domain or spatial domain which is insufficient to represent the complex lighting conditions in scenes and tends to produce inaccurate estimation. This paper presents NeedleLight, a new lighting estimation model that represents illumination with needlets and allows lighting estimation in both frequency domain and spatial domain jointly. An optimal thresholding function is designed to achie…
Reconstructing object geometry and material from multiple views typically requires optimization. Differentiable path tracing is an appealing framework as it can reproduce complex appearance effects. However, it is difficult to use due to high computational cost. In this paper, we explore how to use differentiable ray tracing to refine an initial coarse mesh and per-mesh-facet material representation. In simulation, we find that it is possible to reconstruct fine geometric and material detail from low resolution input views, allowing high-quality reconstructions in a few hours despite the expen…
Australian National University(澳大利亚国立大学);Data61-CSIRO Australia(澳大利亚联邦科学与工业研究组织Data61);Osaka University(大阪大学)
We propose a method for estimating high-definition spatially-varying lighting, reflectance, and geometry of a scene from 360$^{\circ}$ stereo images. Our model takes advantage of the 360$^{\circ}$ input to observe the entire scene with geometric detail, then jointly estimates the scene's properties with physical constraints. We first reconstruct a near-field environment light for predicting the lighting at any 3D location within the scene. Then we present a deep learning model that leverages the stereo information to infer the reflectance and surface normal. Lastly, we incorporate the physical…
University of California, San Diego(加州大学圣地亚哥分校);Adobe Research(Adobe研究院)
We propose a deep inverse rendering framework for indoor scenes. From a single RGB image of an arbitrary indoor scene, we create a complete scene reconstruction, estimating shape, spatially-varying lighting, and spatially-varying, non-Lambertian surface reflectance. To train this network, we augment the SUNCG indoor scene dataset with real-world materials and render them with a fast, high-quality, physically-based GPU renderer to create a large-scale, photorealistic indoor dataset. Our inverse rendering network incorporates physical insights -- including a spatially-varying spherical Gaussian …
Methods for 3D reconstruction such as Photometric stereo recover the shape and reflectance properties using multiple images of an object taken with variable lighting conditions from a fixed viewpoint. Photometric stereo assumes that a scene is illuminated only directly by the illumination source. As result, indirect illumination effects due to inter-reflections introduce strong biases in the recovered shape. Our suggested approach is to recover scene properties in the presence of indirect illumination. To this end, we proposed an iterative PS method combined with a reverted Monte-Carlo ray tra…
Artisense;Technical University of Munich(慕尼黑工业大学);GREYC, UMR CNRS 6072(法国国家科学研究中心联合实验室GREYC)
Photometric stereo (PS) techniques nowadays remain constrained to an ideal laboratory setup where modeling and calibration of lighting is amenable. To eliminate such restrictions, we propose an efficient principled variational approach to uncalibrated PS under general illumination. To this end, the Lambertian reflectance model is approximated through a spherical harmonic expansion, which preserves the spatial invariance of the lighting. The joint recovery of shape, reflectance and illumination is then formulated as a single variational problem. There the shape estimation is carried out directl…
Recent advances in differentiable rendering have enabled high-quality reconstruction of 3D scenes from multi-view images. Most methods rely on simple rendering algorithms: pre-filtered direct lighting or learned representations of irradiance. We show that a more realistic shading model, incorporating ray tracing and Monte Carlo integration, substantially improves decomposition into shape, materials & lighting. Unfortunately, Monte Carlo integration provides estimates with significant noise, even at large sample counts, which makes gradient-based inverse rendering very challenging. To address t…
All in One: Unifying Deepfake Detection, Tampering Localization, and Source Tracing with a Robust Landmark-Identity Watermark
School of Computer Science and Technology, Xinjiang University, Urumqi, China(新疆大学计算机科学与技术学院);Xinjiang Multimodal Intelligent Processing and Information Security Engineering Technology Research Center, Urumqi, China(新疆多模态智能处理与信息安全工程技术研究中心)
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 geomet…
School of Computer Science and Technology, Beijing Institute of Technology(北京理工大学计算机科学与技术学院);MT Lab, Meitu Inc.(美图公司MT实验室);Gaoling School of Artificial Intelligence, Renmin University of China(中国人民大学高瓴人工智能学院)
Indoor scenes typically exhibit complex, spatially-varying appearance from global illumination, making inverse rendering a challenging ill-posed problem. This work presents an end-to-end, learning-based inverse rendering framework incorporating differentiable Monte Carlo raytracing with importance sampling. The framework takes a single image as input to jointly recover the underlying geometry, spatially-varying lighting, and photorealistic materials. Specifically, we introduce a physically-based differentiable rendering layer with screen-space ray tracing, resulting in more realistic specular …
École polytechnique fédérale de Lausanne(洛桑联邦理工学院)
Deep learning-solutions for hand-object 3D pose and shape estimation are now very effective when an annotated dataset is available to train them to handle the scenarios and lighting conditions they will encounter at test time. Unfortunately, this is not always the case, and one often has to resort to training them on synthetic data, which does not guarantee that they will work well in real situations. In this paper, we introduce an effective approach to addressing this challenge by exploiting 3D geometric constraints within a cycle generative adversarial network (CycleGAN) to perform domain ad…
University of Electronic Science and Technology of China(电子科技大学)
In this paper, we propose efficient and effective methods for 2D human pose estimation. A new ResBlock is proposed based on depthwise separable convolution and is utilized instead of the original one in Hourglass network. It can be further enhanced by replacing the vanilla depthwise convolution with a mixed depthwise convolution. Based on it, we propose a bottom-up multi-person pose estimation method. A rooted tree is used to represent human pose by introducing person centroid as the root which connects to all body joints directly or hierarchically. Two branches of sub-networks are used to pre…