We present a method for differentiable rendering of 3D surfaces that supports both explicit and implicit representations, provides derivatives at occlusion boundaries, and is fast and simple to implement. The method first samples the surface using non-differentiable rasterization, then applies differentiable, depth-aware point splatting to produce the final image. Our approach requires no differentiable meshing or rasterization steps, making it efficient for large 3D models and applicable to isosurfaces extracted from implicit surface definitions. We demonstrate the effectiveness of our method for implicit-, mesh-, and parametric-surface-based inverse rendering and neural-network training applications. In particular, we show for the first time efficient, differentiable rendering of an isosurface extracted from a neural radiance field (NeRF), and demonstrate surface-based, rather than volume-based, rendering of a NeRF.
MIT CSAIL(麻省理工学院计算机科学与人工智能实验室);Adobe Research(奥多比研究院);UC San Diego(加州大学圣地亚哥分校);UC Berkeley(加州大学伯克利分校)
We present a method to automatically compute correct gradients with respect to geometric scene parameters in neural SDF renderers. Recent physically-based differentiable rendering techniques for meshes have used edge-sampling to handle discontinuities, particularly at object silhouettes, but SDFs do not have a simple parametric form amenable to sampling. Instead, our approach builds on area-sampling techniques and develops a continuous warping function for SDFs to account for these discontinuities. Our method leverages the distance to surface encoded in an SDF and uses quadrature on sphere tra…
We propose SDFDiff, a novel approach for image-based shape optimization using differentiable rendering of 3D shapes represented by signed distance functions (SDFs). Compared to other representations, SDFs have the advantage that they can represent shapes with arbitrary topology, and that they guarantee watertight surfaces. We apply our approach to the problem of multi-view 3D reconstruction, where we achieve high reconstruction quality and can capture complex topology of 3D objects. In addition, we employ a multi-resolution strategy to obtain a robust optimization algorithm. We further demonst…
In this paper we present ADOP, a novel point-based, differentiable neural rendering pipeline. Like other neural renderers, our system takes as input calibrated camera images and a proxy geometry of the scene, in our case a point cloud. To generate a novel view, the point cloud is rasterized with learned feature vectors as colors and a deep neural network fills the remaining holes and shades each output pixel. The rasterizer renders points as one-pixel splats, which makes it very fast and allows us to compute gradients with respect to all relevant input parameters efficiently. Furthermore, our …
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 …
While recent learning based methods have been observed to be superior for several vision-related applications, their potential in generating artistic effects has not been explored much. One such interesting application is Shadow Art - a unique form of sculptural art where 2D shadows cast by a 3D sculpture produce artistic effects. In this work, we revisit shadow art using differentiable rendering based optimization frameworks to obtain the 3D sculpture from a set of shadow (binary) images and their corresponding projection information. Specifically, we discuss shape optimization through voxel …
Reasoning about 3D scenes from their 2D image projections is one of the core problems in computer vision. Solutions to this inverse and ill-posed problem typically involve a search for models that best explain observed image data. Notably, images depend both on the properties of observed scenes and on the process of image formation. Hence, if optimization techniques should be used to explain images, it is crucial to design differentiable functions for the projection of 3D scenes into images, also known as differentiable rendering. Previous approaches to differentiable rendering typically repla…
Differentiable render is widely used in optimization-based 3D reconstruction which requires gradients from differentiable operations for gradient-based optimization. The existing differentiable renderers obtain the gradients of rendering via numerical technique which is of low accuracy and efficiency. Motivated by this fact, a differentiable mesh renderer with analytical gradients is proposed. The main obstacle of rasterization based rendering being differentiable is the discrete sampling operation. To make the rasterization differentiable, the pixel intensity is defined as a double integral o…
Aligning partial views of a scene into a single whole is essential to understanding one's environment and is a key component of numerous robotics tasks such as SLAM and SfM. Recent approaches have proposed end-to-end systems that can outperform traditional methods by leveraging pose supervision. However, with the rising prevalence of cameras with depth sensors, we can expect a new stream of raw RGB-D data without the annotations needed for supervision. We propose UnsupervisedR&R: an end-to-end unsupervised approach to learning point cloud registration from raw RGB-D video. The key idea is to l…
MeshSplatting: Differentiable Rendering with Opaque Meshes
University of Liège(里耶克斯大学);Simon Fraser University(西蒙弗雷泽大学);University of Maryland(马里兰大学);University of British Columbia(不列颠哥伦比亚大学);University of Toronto(多伦多大学);Adobe Research(Adobe研究院)
Due to inevitable noises introduced during scanning and quantization, 3D reconstruction via RGB-D sensors suffers from errors both in geometry and texture, leading to artifacts such as camera drifting, mesh distortion, texture ghosting, and blurriness. Given an imperfect reconstructed 3D model, most previous methods have focused on the refinement of either geometry, texture, or camera pose. Or different optimization schemes and objectives for optimizing each component have been used in previous joint optimization methods, forming a complicated system. In this paper, we propose a novel optimiza…
Max Planck Institute for Intelligent Systems(马克斯·普朗克智能系统研究所);University of Tübingen(图宾根大学);Amazon(亚马逊);ETAS GmbH, Bosch Group(博世集团ETAS有限公司)
Learning-based 3D reconstruction methods have shown impressive results. However, most methods require 3D supervision which is often hard to obtain for real-world datasets. Recently, several works have proposed differentiable rendering techniques to train reconstruction models from RGB images. Unfortunately, these approaches are currently restricted to voxel- and mesh-based representations, suffering from discretization or low resolution. In this work, we propose a differentiable rendering formulation for implicit shape and texture representations. Implicit representations have recently gained …
NAVER LABS(NAVER实验室);University of Maryland(马里兰大学)
We present a new pipeline for acquiring a textured mesh in the wild with a single smartphone which offers access to images, depth maps, and valid poses. Our method first introduces an RGBD-aided structure from motion, which can yield filtered depth maps and refines camera poses guided by corresponding depth. Then, we adopt the neural implicit surface reconstruction method, which allows for high-quality mesh and develops a new training process for applying a regularization provided by classical multi-view stereo methods. Moreover, we apply a differentiable rendering to fine-tune incomplete text…
Tsinghua University(清华大学);University of Maryland(马里兰大学)
Differentiable renderers have been used successfully for unsupervised 3D structure learning from 2D images because they can bridge the gap between 3D and 2D. To optimize 3D shape parameters, current renderers rely on pixel-wise losses between rendered images of 3D reconstructions and ground truth images from corresponding viewpoints. Hence they require interpolation of the recovered 3D structure at each pixel, visibility handling, and optionally evaluating a shading model. In contrast, here we propose a Differentiable Renderer Without Rendering (DRWR) that omits these steps. DRWR only relies o…
Google Research(谷歌研究院);Simon Fraser University(西蒙弗雷泽大学)
Neural Radiance Fields employ simple volume rendering as a way to overcome the challenges of differentiating through ray-triangle intersections by leveraging a probabilistic notion of visibility. This is achieved by assuming the scene is composed by a cloud of light-emitting particles whose density changes in space. This technical report summarizes the derivations for differentiable volume rendering. It is a condensed version of previous reports, but rewritten in the context of NeRF, and adopting its commonly used notation.
Mesh deformation-based single-view 3D reconstruction of thin eyeglasses frames with differentiable rendering
School of Automation, Nanjing University of Science and Technology(南京理工大学自动化学院);School of Computer Science and Engineering, Nanjing University of Science and Technology(南京理工大学计算机科学与工程学院)
Nanjing University of Science and Technology(南京理工大学)
Point clouds obtained from 3D sensors are usually sparse. Existing methods mainly focus on upsampling sparse point clouds in a supervised manner by using dense ground truth point clouds. In this paper, we propose a self-supervised point cloud upsampling network (SSPU-Net) to generate dense point clouds without using ground truth. To achieve this, we exploit the consistency between the input sparse point cloud and generated dense point cloud for the shapes and rendered images. Specifically, we first propose a neighbor expansion unit (NEU) to upsample the sparse point clouds, where the local geo…
Current 6D object pose estimation methods usually require a 3D model for each object. These methods also require additional training in order to incorporate new objects. As a result, they are difficult to scale to a large number of objects and cannot be directly applied to unseen objects. We propose a novel framework for 6D pose estimation of unseen objects. We present a network that reconstructs a latent 3D representation of an object using a small number of reference views at inference time. Our network is able to render the latent 3D representation from arbitrary views. Using this neural re…
Triangle Splatting+: Differentiable Rendering with Opaque Triangles
University of Liège(利根大学);Simon Fraser University(西蒙弗雷泽大学);University of Maryland(马里兰大学);University of British Columbia(不列颠哥伦比亚大学);University of Toronto(多伦多大学);Adobe Research(Adobe研究)
Triangle Splatting for Real-Time Radiance Field Rendering
University of Liège(列日大学);KAUST(阿卜杜拉国王科技大学);University of Oxford(牛津大学);Simon Fraser University(西蒙弗雷泽大学);University of Toronto(多伦多大学);Google DeepMind(谷歌DeepMind)
NVIDIA(英伟达);Georgia Institute of Technology(佐治亚理工学院);NVIDIA Research(英伟达研究院)
Acquisition and creation of digital human avatars is an important problem with applications to virtual telepresence, gaming, and human modeling. Most contemporary approaches for avatar generation can be viewed either as 3D-based methods, which use multi-view data to learn a 3D representation with appearance (such as a mesh, implicit surface, or volume), or 2D-based methods which learn photo-realistic renderings of avatars but lack accurate 3D representations. In this work, we present, DRaCoN, a framework for learning full-body volumetric avatars which exploits the advantages of both the 2D and…
There is a growing number of tasks that work directly on point clouds. As the size of the point cloud grows, so do the computational demands of these tasks. A possible solution is to sample the point cloud first. Classic sampling approaches, such as farthest point sampling (FPS), do not consider the downstream task. A recent work showed that learning a task-specific sampling can improve results significantly. However, the proposed technique did not deal with the non-differentiability of the sampling operation and offered a workaround instead. We introduce a novel differentiable relaxation for …
Efficient Multi-View Inverse Rendering Using a Hybrid Differentiable Rendering Method
Tsinghua University(清华大学);Beijing National Research Center for Information Science and Technology (BNRist)(北京国家信息科学与技术研究中心(BNRist));Cardiff University(卡迪夫大学)
Preferred Networks, Inc.(Preferred Networks 公司);Toyota Research Institute - Advanced Development(丰田研究所先进开发部);Toyota Research Institute(丰田研究所)
Deep neural networks (DNNs) have shown remarkable performance improvements on vision-related tasks such as object detection or image segmentation. Despite their success, they generally lack the understanding of 3D objects which form the image, as it is not always possible to collect 3D information about the scene or to easily annotate it. Differentiable rendering is a novel field which allows the gradients of 3D objects to be calculated and propagated through images. It also reduces the requirement of 3D data collection and annotation, while enabling higher success rate in various applications…
ETH Zurich(苏黎世联邦理工学院);Tsinghua University(清华大学);Google(谷歌);Peking University(北京大学);Peng Cheng Laboratory(鹏城实验室);Microsoft(微软)
We propose a differentiable sphere tracing algorithm to bridge the gap between inverse graphics methods and the recently proposed deep learning based implicit signed distance function. Due to the nature of the implicit function, the rendering process requires tremendous function queries, which is particularly problematic when the function is represented as a neural network. We optimize both the forward and backward passes of our rendering layer to make it run efficiently with affordable memory consumption on a commodity graphics card. Our rendering method is fully differentiable such that loss…