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 texture maps and generate textures which are perceptually closer to the original scene. Our pipeline can be applied to any common objects in the real world without the need for either in-the-lab environments or accurate mask images. We demonstrate results of captured objects with complex shapes and validate our method numerically against existing 3D reconstruction and texture mapping methods.
Nexels: Neurally-Textured Surfels for Real-Time Novel View Synthesis with Sparse Geometries
University of Toronto(多伦多大学);Vector Institute(向量研究所);Simon Frasier University(西蒙弗雷泽大学);University of Liège(列日大学);University of British Columbia(不列颠哥伦比亚大学)
University of Science and Technology of China(中国科学技术大学)
In this paper, we propose HeadNeRF, a novel NeRF-based parametric head model that integrates the neural radiance field to the parametric representation of the human head. It can render high fidelity head images in real-time on modern GPUs, and supports directly controlling the generated images' rendering pose and various semantic attributes. Different from existing related parametric models, we use the neural radiance fields as a novel 3D proxy instead of the traditional 3D textured mesh, which makes that HeadNeRF is able to generate high fidelity images. However, the computationally expensive…
ZheJiang University(浙江大学);Alibaba-ZheJiang University Joint Research Institute of Frontier Technologies(阿里巴巴-浙江大学前沿技术联合研究院)
Although having achieved the promising results on shape and color recovery through self-supervision, the multi-layer perceptrons-based methods usually suffer from heavy computational cost on learning the deep implicit surface representation. Since rendering each pixel requires a forward network inference, it is very computational intensive to synthesize a whole image. To tackle these challenges, we propose an effective coarse-to-fine approach to recover the textured mesh from multi-views in this paper. Specifically, a differentiable Poisson Solver is employed to represent the object's shape, w…
On-orbit proximity operations in space rendezvous, docking and debris removal require precise and robust 6D pose estimation under a wide range of lighting conditions and against highly textured background, i.e., the Earth. This paper investigates leveraging deep learning and photorealistic rendering for monocular pose estimation of known uncooperative spacecrafts. We first present a simulator built on Unreal Engine 4, named URSO, to generate labeled images of spacecrafts orbiting the Earth, which can be used to train and evaluate neural networks. Secondly, we propose a deep learning framework …
NVIDIA(英伟达);University of Toronto(多伦多大学);Vector Institute(向量研究所)
As several industries are moving towards modeling massive 3D virtual worlds, the need for content creation tools that can scale in terms of the quantity, quality, and diversity of 3D content is becoming evident. In our work, we aim to train performant 3D generative models that synthesize textured meshes which can be directly consumed by 3D rendering engines, thus immediately usable in downstream applications. Prior works on 3D generative modeling either lack geometric details, are limited in the mesh topology they can produce, typically do not support textures, or utilize neural renderers in t…
Faculty of Technical Sciences(技术科学学院);University of Cambridge(剑桥大学)
Differentiable rendering is a very successful technique that applies to a Single-View 3D Reconstruction. Current renderers use losses based on pixels between a rendered image of some 3D reconstructed object and ground-truth images from given matched viewpoints to optimise parameters of the 3D shape. These models require a rendering step, along with visibility handling and evaluation of the shading model. The main goal of this paper is to demonstrate that we can avoid these steps and still get reconstruction results as other state-of-the-art models that are equal or even better than existing ca…
Univ Lyon, CNRS, LIRIS(里昂大学,法国国家科学研究中心,LIRIS);Multimedia Research Center, University of Alberta(阿尔伯塔大学多媒体研究中心)
Objective visual quality assessment of 3D models is a fundamental issue in computer graphics. Quality assessment metrics may allow a wide range of processes to be guided and evaluated, such as level of detail creation, compression, filtering, and so on. Most computer graphics assets are composed of geometric surfaces on which several texture images can be mapped to 11 make the rendering more realistic. While some quality assessment metrics exist for geometric surfaces, almost no research has been conducted on the evaluation of texture-mapped 3D models. In this context, we present a new subject…
Recovering surface albedos from photogrammetric images for realistic rendering and synthetic environments can greatly facilitate its downstream applications in VR/AR/MR and digital twins. The textured 3D models from standard photogrammetric pipelines are suboptimal to these applications because these textures are directly derived from images, which intrinsically embedded the spatially and temporally variant environmental lighting information, such as the sun illumination, direction, causing different looks of the surface, making such models less realistic when used in 3D rendering under synthe…
With the emergence of neural radiance fields (NeRFs), view synthesis quality has reached an unprecedented level. Compared to traditional mesh-based assets, this volumetric representation is more powerful in expressing scene geometry but inevitably suffers from high rendering costs and can hardly be involved in further processes like editing, posing significant difficulties in combination with the existing graphics pipeline. In this paper, we present a hybrid volume-mesh representation, VMesh, which depicts an object with a textured mesh along with an auxiliary sparse volume. VMesh retains the …
ETH Zurich(苏黎世联邦理工学院);University of Amsterdam(阿姆斯特丹大学);Google Research(谷歌研究院)
We address the novel task of jointly reconstructing the 3D shape, texture, and motion of an object from a single motion-blurred image. While previous approaches address the deblurring problem only in the 2D image domain, our proposed rigorous modeling of all object properties in the 3D domain enables the correct description of arbitrary object motion. This leads to significantly better image decomposition and sharper deblurring results. We model the observed appearance of a motion-blurred object as a combination of the background and a 3D object with constant translation and rotation. Our meth…
NVIDIA(英伟达);University of Toronto(多伦多大学);Vector Institute(向量研究所)
We propose a method to create plausible geometric and texture style variations of 3D objects in the quest to democratize 3D content creation. Given a pair of textured source and target objects, our method predicts a part-aware affine transformation field that naturally warps the source shape to imitate the overall geometric style of the target. In addition, the texture style of the target is transferred to the warped source object with the help of a multi-view differentiable renderer. Our model, 3DStyleNet, is composed of two sub-networks trained in two stages. First, the geometric style netwo…
We propose Differentiable Stereopsis, a multi-view stereo approach that reconstructs shape and texture from few input views and noisy cameras. We pair traditional stereopsis and modern differentiable rendering to build an end-to-end model which predicts textured 3D meshes of objects with varying topologies and shape. We frame stereopsis as an optimization problem and simultaneously update shape and cameras via simple gradient descent. We run an extensive quantitative analysis and compare to traditional multi-view stereo techniques and state-of-the-art learning based methods. We show compelling…
Latent diffusion models for image generation have crossed a quality threshold which enabled them to achieve mass adoption. Recently, a series of works have made advancements towards replicating this success in the 3D domain, introducing techniques such as point cloud VAE, triplane representation, neural implicit surfaces and differentiable rendering based training. We take another step along this direction, combining these developments in a two-step pipeline consisting of 1) a triplane VAE which can learn latent representations of textured meshes and 2) a conditional diffusion model which gene…
Samsung AI Center, Moscow(三星莫斯科人工智能中心);Skolkovo Institute of Science and Technology(斯科尔科沃科学技术学院)
We present a system for learning full-body neural avatars, i.e. deep networks that produce full-body renderings of a person for varying body pose and camera position. Our system takes the middle path between the classical graphics pipeline and the recent deep learning approaches that generate images of humans using image-to-image translation. In particular, our system estimates an explicit two-dimensional texture map of the model surface. At the same time, it abstains from explicit shape modeling in 3D. Instead, at test time, the system uses a fully-convolutional network to directly map the co…
Models for semantic segmentation require a large amount of hand-labeled training data which is costly and time-consuming to produce. For this purpose, we present a label fusion framework that is capable of improving semantic pixel labels of video sequences in an unsupervised manner. We make use of a 3D mesh representation of the environment and fuse the predictions of different frames into a consistent representation using semantic mesh textures. Rendering the semantic mesh using the original intrinsic and extrinsic camera parameters yields a set of improved semantic segmentation images. Due t…
Recent advances in differentiable rendering have sparked an interest in learning generative models of textured 3D meshes from image collections. These models natively disentangle pose and appearance, enable downstream applications in computer graphics, and improve the ability of generative models to understand the concept of image formation. Although there has been prior work on learning such models from collections of 2D images, these approaches require a delicate pose estimation step that exploits annotated keypoints, thereby restricting their applicability to a few specific datasets. In thi…
SemMorph3D: Unsupervised Semantic-Aware 3D Morphing via Mesh-Guided Gaussians
Shanghai University School of Artificial Intelligence , Wuhan University Tencent Shanghai Engineering Research Center of Motion Picture Special Effects(上海大学人工智能学院、武汉大学、腾讯、上海影视特效工程研究中心)
This paper proposes a practical photometric solution for the challenging problem of in-the-wild inverse rendering under unknown ambient lighting. Our system recovers scene geometry and reflectance using only multi-view images captured by a smartphone. The key idea is to exploit smartphone's built-in flashlight as a minimally controlled light source, and decompose image intensities into two photometric components -- a static appearance corresponds to ambient flux, plus a dynamic reflection induced by the moving flashlight. Our method does not require flash/non-flash images to be captured in pai…
Preferred Networks, Inc(优选网络公司);Toyota Research Institute - Advanced Development(丰田研究院高级开发部);Toyota Research Institute(丰田研究院)
3D object detection from monocular images is an ill-posed problem due to the projective entanglement of depth and scale. To overcome this ambiguity, we present a novel self-supervised method for textured 3D shape reconstruction and pose estimation of rigid objects with the help of strong shape priors and 2D instance masks. Our method predicts the 3D location and meshes of each object in an image using differentiable rendering and a self-supervised objective derived from a pretrained monocular depth estimation network. We use the KITTI 3D object detection dataset to evaluate the accuracy of the…
We present a neural rendering framework that maps a voxelized scene into a high quality image. Highly-textured objects and scene element interactions are realistically rendered by our method, despite having a rough representation as an input. Moreover, our approach allows controllable rendering: geometric and appearance modifications in the input are accurately propagated to the output. The user can move, rotate and scale an object, change its appearance and texture or modify the position of the light and all these edits are represented in the final rendering. We demonstrate the effectiveness …
While recent generative models for 2D images achieve impressive visual results, they clearly lack the ability to perform 3D reasoning. This heavily restricts the degree of control over generated objects as well as the possible applications of such models. In this work, we bridge this gap by leveraging recent advances in differentiable rendering. We design a framework that can generate triangle meshes and associated high-resolution texture maps, using only 2D supervision from single-view natural images. A key contribution of our work is the encoding of the mesh and texture as 2D representations…
Korea Advanced Institute of Science and Technology(韩国科学技术院)
Single-image 3D human reconstruction aims to reconstruct the 3D textured surface of the human body given a single image. While implicit function-based methods recently achieved reasonable reconstruction performance, they still bear limitations showing degraded quality in both surface geometry and texture from an unobserved view. In response, to generate a realistic textured surface, we propose ReFu, a coarse-to-fine approach that refines the projected backside view image and fuses the refined image to predict the final human body. To suppress the diffused occupancy that causes noise in project…
The University of Arizona(亚利桑那大学);Areté Associates(阿雷蒂联合公司)
Novel photo-realistic texture synthesis is an important task for generating novel scenes, including asset generation for 3D simulations. However, to date, these methods predominantly generate textured objects in 2D space. If we rely on 2D object generation, then we need to make a computationally expensive forward pass each time we change the camera viewpoint or lighting. Recent work that can generate textures in 3D requires 3D component segmentation that is expensive to acquire. In this work, we present a novel conditional generative architecture that we call a graph generative adversarial net…