The goal of inverse rendering is to decompose geometry, lights, and materials given pose multi-view images. To achieve this goal, we propose neural direct and joint inverse rendering, NDJIR. Different from prior works which relies on some approximations of the rendering equation, NDJIR directly addresses the integrals in the rendering equation and jointly decomposes geometry: signed distance function, lights: environment and implicit lights, materials: base color, roughness, specular reflectance using the powerful and flexible volume rendering framework, voxel grid feature, and Bayesian prior. Our method directly uses the physically-based rendering, so we can seamlessly export an extracted mesh with materials to DCC tools and show material conversion examples. We perform intensive experiments to show that our proposed method can decompose semantically well for real object in photogrammetric setting and what factors contribute towards accurate inverse rendering.
Heidelberg University(海德堡大学);Technical University Munich(慕尼黑工业大学);Google Research(谷歌研究院);Max Planck Institute for Intelligent Systems, Tübingen(马克斯·普朗克智能系统研究所(蒂宾根));University of Tübingen(蒂宾根大学)
Neural rendering techniques promise efficient photo-realistic image synthesis while at the same time providing rich control over scene parameters by learning the physical image formation process. While several supervised methods have been proposed for this task, acquiring a dataset of images with accurately aligned 3D models is very difficult. The main contribution of this work is to lift this restriction by training a neural rendering algorithm from unpaired data. More specifically, we propose an autoencoder for joint generation of realistic images from synthetic 3D models while simultaneousl…
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…
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…
Novel view synthesis is a challenging and ill-posed inverse rendering problem. Neural rendering techniques have recently achieved photorealistic image quality for this task. State-of-the-art (SOTA) neural volume rendering approaches, however, are slow to train and require minutes of inference (i.e., rendering) time for high image resolutions. We adopt high-capacity neural scene representations with periodic activations for jointly optimizing an implicit surface and a radiance field of a scene supervised exclusively with posed 2D images. Our neural rendering pipeline accelerates SOTA neural vol…
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…
University of California San Diego(加州大学圣迭戈分校);Adobe Research(Adobe 研究院);Fyusion Inc.(Fyusion 公司)
Recently neural volumetric representations such as neural reflectance fields have been widely applied to faithfully reproduce the appearance of real-world objects and scenes under novel viewpoints and lighting conditions. However, it remains challenging and time-consuming to render such representations under complex lighting such as environment maps, which requires individual ray marching towards each single light to calculate the transmittance at every sampled point. In this paper, we propose a novel method based on precomputed Neural Transmittance Functions to accelerate the rendering of neu…
The University of Hong Kong(香港大学);Nanyang Technological University(南洋理工大学);MIT-IBM Watson AI Lab(麻省理工学院-IBM沃森人工智能实验室)
Traditional multi-view photometric stereo (MVPS) methods are often composed of multiple disjoint stages, resulting in noticeable accumulated errors. In this paper, we present a neural inverse rendering method for MVPS based on implicit representation. Given multi-view images of a non-Lambertian object illuminated by multiple unknown directional lights, our method jointly estimates the geometry, materials, and lights. Our method first employs multi-light images to estimate per-view surface normal maps, which are used to regularize the normals derived from the neural radiance field. It then join…
We introduce a novel neural network-based BRDF model and a Bayesian framework for object inverse rendering, i.e., joint estimation of reflectance and natural illumination from a single image of an object of known geometry. The BRDF is expressed with an invertible neural network, namely, normalizing flow, which provides the expressive power of a high-dimensional representation, computational simplicity of a compact analytical model, and physical plausibility of a real-world BRDF. We extract the latent space of real-world reflectance by conditioning this model, which directly results in a strong…
Reconstructing an object's geometry and appearance from multiple images, also known as inverse rendering, is a fundamental problem in computer graphics and vision. Inverse rendering is inherently ill-posed because the captured image is an intricate function of unknown lighting conditions, material properties and scene geometry. Recent progress in representing scene properties as coordinate-based neural networks have facilitated neural inverse rendering resulting in impressive geometry reconstruction and novel-view synthesis. Our key insight is that polarization is a useful cue for neural inver…
We introduce a deep appearance model for rendering the human face. Inspired by Active Appearance Models, we develop a data-driven rendering pipeline that learns a joint representation of facial geometry and appearance from a multiview capture setup. Vertex positions and view-specific textures are modeled using a deep variational autoencoder that captures complex nonlinear effects while producing a smooth and compact latent representation. View-specific texture enables the modeling of view-dependent effects such as specularity. In addition, it can also correct for imperfect geometry stemming fr…
Max-Planck-Institute for Informatics(马克斯·普朗克信息学研究所);Saarland Informatics Campus(萨尔兰信息学园区);Stanford University(斯坦福大学);Technical University of Munich(慕尼黑工业大学);University of Bath(巴斯大学)
We introduce InverseFaceNet, a deep convolutional inverse rendering framework for faces that jointly estimates facial pose, shape, expression, reflectance and illumination from a single input image. By estimating all parameters from just a single image, advanced editing possibilities on a single face image, such as appearance editing and relighting, become feasible in real time. Most previous learning-based face reconstruction approaches do not jointly recover all dimensions, or are severely limited in terms of visual quality. In contrast, we propose to recover high-quality facial pose, shape,…
UV Gaussians: Joint Learning of Mesh Deformation and Gaussian Textures for Human Avatar Modeling
Tsinghua Shenzhen International Graduate School, Tsinghua University(清华大学深圳国际研究生院);Tencent AI Lab(腾讯AI实验室);The Hong Kong University of Science and Technology(香港科技大学)
Shanghaitech University(上海科技大学);Shanghai Engineering Research Center of Intelligent Vision and Imaging(上海智能视觉与成像工程技术研究中心);School of Information Science and Technology, ShanghaiTech University(上海科技大学信息科学与技术学院)
Generating ``bullet-time'' effects of human free-viewpoint videos is critical for immersive visual effects and VR/AR experience. Recent neural advances still lack the controllable and interactive bullet-time design ability for human free-viewpoint rendering, especially under the real-time, dynamic and general setting for our trajectory-aware task. To fill this gap, in this paper we propose a neural interactive bullet-time generator (iButter) for photo-realistic human free-viewpoint rendering from dense RGB streams, which enables flexible and interactive design for human bullet-time visual effe…
Graz University of Technology(格拉茨技术大学);Reality Labs Research(现实实验室研究部门)
Novel view synthesis has recently been revolutionized by learning neural radiance fields directly from sparse observations. However, rendering images with this new paradigm is slow due to the fact that an accurate quadrature of the volume rendering equation requires a large number of samples for each ray. Previous work has mainly focused on speeding up the network evaluations that are associated with each sample point, e.g., via caching of radiance values into explicit spatial data structures, but this comes at the expense of model compactness. In this paper, we propose a novel dual-network ar…
STDR: Spatio-Temporal Decoupling for Real-Time Dynamic Scene Rendering
Institute of Computing Technology, Chinese Academy of Sciences, ICT(中国科学院计算技术研究所);University of Chinese Academy of Sciences, UCAS(中国科学院大学);The University of Queensland(昆士兰大学);University of California, Merced(加州大学梅尔塞德斯分校)
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 …
NeuS-PIR: Learning Relightable Neural Surface using Pre-Integrated Rendering
Baidu Research(百度研究院);King Abdullah University of Science and Technology(阿卜杜拉国王科技大学);Paul G. Allen School of Computer Science, University of Washington(华盛顿大学保罗 G. 艾伦计算机科学学院);Institute of Information Engineering, Chinese Academy of Science(中国科学院信息工程研究院)
Despite the potential of neural scene representations to effectively compress 3D scalar fields at high reconstruction quality, the computational complexity of the training and data reconstruction step using scene representation networks limits their use in practical applications. In this paper, we analyze whether scene representation networks can be modified to reduce these limitations and whether such architectures can also be used for temporal reconstruction tasks. We propose a novel design of scene representation networks using GPU tensor cores to integrate the reconstruction seamlessly int…
University of Washington(华盛顿大学);Facebook Reality Labs Research(Facebook现实实验室研究部)
We present STaR, a novel method that performs Self-supervised Tracking and Reconstruction of dynamic scenes with rigid motion from multi-view RGB videos without any manual annotation. Recent work has shown that neural networks are surprisingly effective at the task of compressing many views of a scene into a learned function which maps from a viewing ray to an observed radiance value via volume rendering. Unfortunately, these methods lose all their predictive power once any object in the scene has moved. In this work, we explicitly model rigid motion of objects in the context of neural represe…
Recent advances in implicit neural representations and differentiable rendering make it possible to simultaneously recover the geometry and materials of an object from multi-view RGB images captured under unknown static illumination. Despite the promising results achieved, indirect illumination is rarely modeled in previous methods, as it requires expensive recursive path tracing which makes the inverse rendering computationally intractable. In this paper, we propose a novel approach to efficiently recovering spatially-varying indirect illumination. The key insight is that indirect illuminatio…
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 …
This paper tackles the task of uncalibrated photometric stereo for 3D object reconstruction, where both the object shape, object reflectance, and lighting directions are unknown. This is an extremely difficult task, and the challenge is further compounded with the existence of the well-known generalized bas-relief (GBR) ambiguity in photometric stereo. Previous methods to resolve this ambiguity either rely on an overly simplified reflectance model, or assume special light distribution. We propose a new method that jointly optimizes object shape, light directions, and light intensities, all und…
NVIDIA(英伟达);University of Maryland, College Park(马里兰大学帕克分校);University of Washington(华盛顿大学);SenseTime(商汤科技)
Inverse rendering aims to estimate physical attributes of a scene, e.g., reflectance, geometry, and lighting, from image(s). Inverse rendering has been studied primarily for single objects or with methods that solve for only one of the scene attributes. We propose the first learning-based approach that jointly estimates albedo, normals, and lighting of an indoor scene from a single image. Our key contribution is the Residual Appearance Renderer (RAR), which can be trained to synthesize complex appearance effects (e.g., inter-reflection, cast shadows, near-field illumination, and realistic shad…
ShanghaiTech University(上海科技大学);Shanghai Institute of Microsystem and Information Technology, Chinese Academy of Sciences(中国科学院上海微系统与信息技术研究所);University of Chinese Academy of Sciences(中国科学院大学)
4D reconstruction of human-object interaction is critical for immersive VR/AR experience and human activity understanding. Recent advances still fail to recover fine geometry and texture results from sparse RGB inputs, especially under challenging human-object interactions scenarios. In this paper, we propose a neural human performance capture and rendering system to generate both high-quality geometry and photo-realistic texture of both human and objects under challenging interaction scenarios in arbitrary novel views, from only sparse RGB streams. To deal with complex occlusions raised by hu…
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)
Zhejiang University(浙江大学);Max Planck Institute for Informatics(马克斯·普朗克信息学研究所);Adobe Research(奥多比研究中心);Shanghai AI Laboratory(上海人工智能实验室);The Chinese University of Hong Kong(香港中文大学)
Purely MLP-based neural radiance fields (NeRF-based methods) often suffer from underfitting with blurred renderings on large-scale scenes due to limited model capacity. Recent approaches propose to geographically divide the scene and adopt multiple sub-NeRFs to model each region individually, leading to linear scale-up in training costs and the number of sub-NeRFs as the scene expands. An alternative solution is to use a feature grid representation, which is computationally efficient and can naturally scale to a large scene with increased grid resolutions. However, the feature grid tends to be…