Neural implicit representations such as NeRF have revolutionized 3D scene representation with photo-realistic quality. However, existing methods for visual localization within NeRF representations suffer from inefficiency and scalability issues, particularly in large-scale environments. This work proposes MatLoc-NeRF, a novel matching-based localization framework using selected NeRF features. It addresses efficiency by employing a learnable feature selection mechanism that identifies informative NeRF features for matching with query images. This eliminates the need for all NeRF features or additional descriptors, leading to faster and more accurate pose estimation. To tackle large-scale scenes, MatLoc-NeRF utilizes a pose-aware scene partitioning strategy. It ensures that only the most relevant NeRF sub-block generates key features for a specific pose. Additionally, scene segmentation and a place predictor provide fast coarse initial pose estimation. Evaluations on public large-scale datasets demonstrate that MatLoc-NeRF achieves superior efficiency and accuracy compared to existing NeRF-based localization methods.
View synthesis methods using implicit continuous shape representations learned from a set of images, such as the Neural Radiance Field (NeRF) method, have gained increasing attention due to their high quality imagery and scalability to high resolution. However, the heavy computation required by its volumetric approach prevents NeRF from being useful in practice; minutes are taken to render a single image of a few megapixels. Now, an image of a scene can be rendered in a level-of-detail manner, so we posit that a complicated region of the scene should be represented by a large neural network wh…
We present Block-NeRF, a variant of Neural Radiance Fields that can represent large-scale environments. Specifically, we demonstrate that when scaling NeRF to render city-scale scenes spanning multiple blocks, it is vital to decompose the scene into individually trained NeRFs. This decomposition decouples rendering time from scene size, enables rendering to scale to arbitrarily large environments, and allows per-block updates of the environment. We adopt several architectural changes to make NeRF robust to data captured over months under different environmental conditions. We add appearance em…
In this paper, we propose the first-ever real benchmark thought for evaluating Neural Radiance Fields (NeRFs) and, in general, Neural Rendering (NR) frameworks. We design and implement an effective pipeline for scanning real objects in quantity and effortlessly. Our scan station is built with less than 500$ hardware budget and can collect roughly 4000 images of a scanned object in just 5 minutes. Such a platform is used to build ScanNeRF, a dataset characterized by several train/val/test splits aimed at benchmarking the performance of modern NeRF methods under different conditions. Accordingly…
We use neural radiance fields (NeRFs) to build interactive 3D environments from large-scale visual captures spanning buildings or even multiple city blocks collected primarily from drones. In contrast to single object scenes (on which NeRFs are traditionally evaluated), our scale poses multiple challenges including (1) the need to model thousands of images with varying lighting conditions, each of which capture only a small subset of the scene, (2) prohibitively large model capacities that make it infeasible to train on a single GPU, and (3) significant challenges for fast rendering that would…
Learning Heterogeneous Mixture of Scene Experts for Large-scale Neural Radiance Fields
Department of Computer Science and Engineering, The Hong Kong University of Science and Technology(计算机科学与工程系,香港科学与技术大学);Inspur Cloud Information Technology Co, Ltd(Inspur云信息技术有限公司)
Preferred Networks, Inc.(首选网络公司);Massachusetts Institute of Technology(麻省理工学院)
Emerging neural radiance fields (NeRF) are a promising scene representation for computer graphics, enabling high-quality 3D reconstruction and novel view synthesis from image observations. However, editing a scene represented by a NeRF is challenging, as the underlying connectionist representations such as MLPs or voxel grids are not object-centric or compositional. In particular, it has been difficult to selectively edit specific regions or objects. In this work, we tackle the problem of semantic scene decomposition of NeRFs to enable query-based local editing of the represented 3D scenes. We…
The rendering procedure used by neural radiance fields (NeRF) samples a scene with a single ray per pixel and may therefore produce renderings that are excessively blurred or aliased when training or testing images observe scene content at different resolutions. The straightforward solution of supersampling by rendering with multiple rays per pixel is impractical for NeRF, because rendering each ray requires querying a multilayer perceptron hundreds of times. Our solution, which we call "mip-NeRF" (a la "mipmap"), extends NeRF to represent the scene at a continuously-valued scale. By efficient…
IFFNeRF: Initialisation Free and Fast 6DoF pose estimation from a single image and a NeRF model
Fondazione Istituto Italiano di Tecnologia (IIT)(意大利技术研究院基金会);Fondazione Bruno Kessler (FBK)(布鲁诺·凯塞勒基金会);University of Trento(特伦托大学);Durham University(杜伦大学)
Peking University(北京大学);Microsoft Research Asia(微软亚洲研究院);Tencent(腾讯)
We present a novel paradigm of building an animatable 3D human representation from a monocular video input, such that it can be rendered in any unseen poses and views. Our method is based on a dynamic Neural Radiance Field (NeRF) rigged by a mesh-based parametric 3D human model serving as a geometry proxy. Previous methods usually rely on multi-view videos or accurate 3D geometry information as additional inputs; besides, most methods suffer from degraded quality when generalized to unseen poses. We identify that the key to generalization is a good input embedding for querying dynamic NeRF: A …
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…
Baylor University(贝勒大学);University of Connecticut(康涅狄格大学);University of Michigan(密歇根大学);University of Illinois at Urbana-Champaign(伊利诺伊大学厄巴纳-香槟分校);New York University(纽约大学);University of Southern California(南加利福尼亚大学)
Beijing Institute of Technology(北京理工大学);Microsoft Research Asia(微软亚洲研究院);Zhejiang University(浙江大学);Microsoft Azure AI(微软Azure人工智能)
There has been rapid progress recently on 3D human rendering, including novel view synthesis and pose animation, based on the advances of neural radiance fields (NeRF). However, most existing methods focus on person-specific training and their training typically requires multi-view videos. This paper deals with a new challenging task -- rendering novel views and novel poses for a person unseen in training, using only multiview images as input. For this task, we propose a simple yet effective method to train a generalizable NeRF with multiview images as conditional input. The key ingredient is …
Neural volumetric representations such as Neural Radiance Fields (NeRF) have emerged as a compelling technique for learning to represent 3D scenes from images with the goal of rendering photorealistic images of the scene from unobserved viewpoints. However, NeRF's computational requirements are prohibitive for real-time applications: rendering views from a trained NeRF requires querying a multilayer perceptron (MLP) hundreds of times per ray. We present a method to train a NeRF, then precompute and store (i.e. "bake") it as a novel representation called a Sparse Neural Radiance Grid (SNeRG) th…
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);ETH Zurich(苏黎世联邦理工学院)
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…
Neural radiance fields (NeRF) methods have demonstrated impressive novel view synthesis performance. The core approach is to render individual rays by querying a neural network at points sampled along the ray to obtain the density and colour of the sampled points, and integrating this information using the rendering equation. Since dense sampling is computationally prohibitive, a common solution is to perform coarse-to-fine sampling. In this work we address a clear limitation of the vanilla coarse-to-fine approach -- that it is based on a heuristic and not trained end-to-end for the task at ha…
Czech Technical University in Prague(布拉格捷克理工大学);Delft University of Technology(代尔夫特理工大学)
Novel view synthesis is a long-standing problem. In this work, we consider a variant of the problem where we are given only a few context views sparsely covering a scene or an object. The goal is to predict novel viewpoints in the scene, which requires learning priors. The current state of the art is based on Neural Radiance Field (NeRF), and while achieving impressive results, the methods suffer from long training times as they require evaluating millions of 3D point samples via a neural network for each image. We propose a 2D-only method that maps multiple context views and a query pose to a…
Affine-Equivariant Kernel Space Encoding for NeRF Editing
Poznan University of Technology, Institute of Robotics and Machine Intelligence(波兹南技术大学机器人与机器智能研究所);Jagiellonian University, Faculty of Mathematics and Computer Science(雅盖隆大学数学与计算机科学学院);IDEAS Research Institute(IDEAS研究所)
UC Berkeley(加州大学伯克利分校);Google Research(谷歌研究院);UC San Diego(加州大学圣迭戈分校)
We present a method that achieves state-of-the-art results for synthesizing novel views of complex scenes by optimizing an underlying continuous volumetric scene function using a sparse set of input views. Our algorithm represents a scene using a fully-connected (non-convolutional) deep network, whose input is a single continuous 5D coordinate (spatial location $(x,y,z)$ and viewing direction $(θ, ϕ)$) and whose output is the volume density and view-dependent emitted radiance at that spatial location. We synthesize views by querying 5D coordinates along camera rays and use classic volume rende…
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 o…
Shenzhen Research Institute, The Hong Kong Polytechnic University(香港理工大学深圳研究院);The Hong Kong Polytechnic University(香港理工大学);University of Oxford(牛津大学)
In this paper, we study the problem of 3D scene geometry decomposition and manipulation from 2D views. By leveraging the recent implicit neural representation techniques, particularly the appealing neural radiance fields, we introduce an object field component to learn unique codes for all individual objects in 3D space only from 2D supervision. The key to this component is a series of carefully designed loss functions to enable every 3D point, especially in non-occupied space, to be effectively optimized even without 3D labels. In addition, we introduce an inverse query algorithm to freely ma…
We extend neural radiance fields (NeRFs) to dynamic large-scale urban scenes. Prior work tends to reconstruct single video clips of short durations (up to 10 seconds). Two reasons are that such methods (a) tend to scale linearly with the number of moving objects and input videos because a separate model is built for each and (b) tend to require supervision via 3D bounding boxes and panoptic labels, obtained manually or via category-specific models. As a step towards truly open-world reconstructions of dynamic cities, we introduce two key innovations: (a) we factorize the scene into three separ…