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arXiv 2407.16396cs.CV

VRP-UDF: 向多视图图像中通过体积渲染先验实现无偏的无符号距离函数学习

VRP-UDF: Towards Unbiased Learning of Unsigned Distance Functions from Multi-view Images with Volume Rendering Priors

School of Software, Tsinghua University(清华大学软件学院);China Telecom Wanwei Information Technology Co., Ltd.(中国电信万维信息技术有限公司);Kuaishou Technology(快手技术);Department of Computer Science, Wayne State University(韦恩州立大学计算机科学系)

Wenyuan Zhang, Chunsheng Wang, Kanle Shi, Yu-Shen Liu, Zhizhong Han

AI总结:

VRP-UDF通过引入体积渲染先验,解决多视图图像中无偏学习无符号距离函数的问题,提升表面重建的鲁棒性和可扩展性。

摘要:

无符号距离函数(UDFs)已成为开放表面的重要表示。通过不同的可微分渲染器,当前方法能够通过最小化UDF与多视图真实值之间的渲染误差来训练神经网络推断UDF。然而,这些可微分渲染器主要是手工编写的,这使得它们要么在光线-表面交点上存在偏差,要么对无符号距离异常值敏感,或者无法扩展到大规模场景。为了解决这些问题,我们提出了一种新的可微分渲染器,以更准确地推断UDF。不同于使用手工编写的方程,我们的可微分渲染器是一个预先在数据驱动方式下训练的神经网络。它学习如何将无符号距离渲染成深度图像,从而获得一种称为体积渲染先验的知识。为了从多个RGB图像推断一个未见过的场景的UDF,我们推广所学的体积渲染先验,将其映射到RGB图像渲染中的推断无符号距离的alpha混合。为了减少UDF推断中的采样偏差,我们利用一个辅助点采样先验作为光线-表面交点的指示器,并提出新的方案以更准确和均匀地采样接近零水平集附近。我们还提出了一种新的策略,利用我们预训练的体积渲染先验作为通用的表面细化器,它可以与各种高斯重建方法结合,以优化高斯分布并细化几何细节。我们的结果表明,所学的体积渲染先验是无偏的、鲁棒的、可扩展的、3D感知的,并且更重要的是易于学习。进一步的实验表明,体积渲染先验也是增强其他神经隐式表示(如带符号距离函数和占用)的通用策略。

英文摘要:

Unsigned distance functions (UDFs) have been a vital representation for open surfaces. With different differentiable renderers, current methods are able to train neural networks to infer a UDF by minimizing the rendering errors with the UDF to the multi-view ground truth. However, these differentiable renderers are mainly handcrafted, which makes them either biased on ray-surface intersections, or sensitive to unsigned distance outliers, or not scalable to large scenes. To resolve these issues, we present a novel differentiable renderer to infer UDFs more accurately. Instead of using handcrafted equations, our differentiable renderer is a neural network which is pre-trained in a data-driven manner. It learns how to render unsigned distances into depth images, leading to a prior knowledge, dubbed volume rendering priors. To infer a UDF for an unseen scene from multiple RGB images, we generalize the learned volume rendering priors to map inferred unsigned distances in alpha blending for RGB image rendering. To reduce the bias of sampling in UDF inference, we utilize an auxiliary point sampling prior as an indicator of ray-surface intersection, and propose novel schemes towards more accurate and uniform sampling near the zero-level sets. We also propose a new strategy that leverages our pretrained volume rendering prior to serve as a general surface refiner, which can be integrated with various Gaussian reconstruction methods to optimize the Gaussian distributions and refine geometric details. Our results show that the learned volume rendering prior is unbiased, robust, scalable, 3D aware, and more importantly, easy to learn. Further experiments show that the volume rendering prior is also a general strategy to enhance other neural implicit representations such as signed distance function and occupancy.

机构、总结、中文摘要均由AI分析而来,可能存在错误,请以论文正文为准。

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