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Dec 9

SHaDe: Compact and Consistent Dynamic 3D Reconstruction via Tri-Plane Deformation and Latent Diffusion

We present a novel framework for dynamic 3D scene reconstruction that integrates three key components: an explicit tri-plane deformation field, a view-conditioned canonical radiance field with spherical harmonics (SH) attention, and a temporally-aware latent diffusion prior. Our method encodes 4D scenes using three orthogonal 2D feature planes that evolve over time, enabling efficient and compact spatiotemporal representation. These features are explicitly warped into a canonical space via a deformation offset field, eliminating the need for MLP-based motion modeling. In canonical space, we replace traditional MLP decoders with a structured SH-based rendering head that synthesizes view-dependent color via attention over learned frequency bands improving both interpretability and rendering efficiency. To further enhance fidelity and temporal consistency, we introduce a transformer-guided latent diffusion module that refines the tri-plane and deformation features in a compressed latent space. This generative module denoises scene representations under ambiguous or out-of-distribution (OOD) motion, improving generalization. Our model is trained in two stages: the diffusion module is first pre-trained independently, and then fine-tuned jointly with the full pipeline using a combination of image reconstruction, diffusion denoising, and temporal consistency losses. We demonstrate state-of-the-art results on synthetic benchmarks, surpassing recent methods such as HexPlane and 4D Gaussian Splatting in visual quality, temporal coherence, and robustness to sparse-view dynamic inputs.

  • 1 authors
·
May 22

NeRF-DS: Neural Radiance Fields for Dynamic Specular Objects

Dynamic Neural Radiance Field (NeRF) is a powerful algorithm capable of rendering photo-realistic novel view images from a monocular RGB video of a dynamic scene. Although it warps moving points across frames from the observation spaces to a common canonical space for rendering, dynamic NeRF does not model the change of the reflected color during the warping. As a result, this approach often fails drastically on challenging specular objects in motion. We address this limitation by reformulating the neural radiance field function to be conditioned on surface position and orientation in the observation space. This allows the specular surface at different poses to keep the different reflected colors when mapped to the common canonical space. Additionally, we add the mask of moving objects to guide the deformation field. As the specular surface changes color during motion, the mask mitigates the problem of failure to find temporal correspondences with only RGB supervision. We evaluate our model based on the novel view synthesis quality with a self-collected dataset of different moving specular objects in realistic environments. The experimental results demonstrate that our method significantly improves the reconstruction quality of moving specular objects from monocular RGB videos compared to the existing NeRF models. Our code and data are available at the project website https://github.com/JokerYan/NeRF-DS.

  • 3 authors
·
Mar 25, 2023

Text2Control3D: Controllable 3D Avatar Generation in Neural Radiance Fields using Geometry-Guided Text-to-Image Diffusion Model

Recent advances in diffusion models such as ControlNet have enabled geometrically controllable, high-fidelity text-to-image generation. However, none of them addresses the question of adding such controllability to text-to-3D generation. In response, we propose Text2Control3D, a controllable text-to-3D avatar generation method whose facial expression is controllable given a monocular video casually captured with hand-held camera. Our main strategy is to construct the 3D avatar in Neural Radiance Fields (NeRF) optimized with a set of controlled viewpoint-aware images that we generate from ControlNet, whose condition input is the depth map extracted from the input video. When generating the viewpoint-aware images, we utilize cross-reference attention to inject well-controlled, referential facial expression and appearance via cross attention. We also conduct low-pass filtering of Gaussian latent of the diffusion model in order to ameliorate the viewpoint-agnostic texture problem we observed from our empirical analysis, where the viewpoint-aware images contain identical textures on identical pixel positions that are incomprehensible in 3D. Finally, to train NeRF with the images that are viewpoint-aware yet are not strictly consistent in geometry, our approach considers per-image geometric variation as a view of deformation from a shared 3D canonical space. Consequently, we construct the 3D avatar in a canonical space of deformable NeRF by learning a set of per-image deformation via deformation field table. We demonstrate the empirical results and discuss the effectiveness of our method.

  • 3 authors
·
Sep 7, 2023

Dual-Space NeRF: Learning Animatable Avatars and Scene Lighting in Separate Spaces

Modeling the human body in a canonical space is a common practice for capturing and animation. But when involving the neural radiance field (NeRF), learning a static NeRF in the canonical space is not enough because the lighting of the body changes when the person moves even though the scene lighting is constant. Previous methods alleviate the inconsistency of lighting by learning a per-frame embedding, but this operation does not generalize to unseen poses. Given that the lighting condition is static in the world space while the human body is consistent in the canonical space, we propose a dual-space NeRF that models the scene lighting and the human body with two MLPs in two separate spaces. To bridge these two spaces, previous methods mostly rely on the linear blend skinning (LBS) algorithm. However, the blending weights for LBS of a dynamic neural field are intractable and thus are usually memorized with another MLP, which does not generalize to novel poses. Although it is possible to borrow the blending weights of a parametric mesh such as SMPL, the interpolation operation introduces more artifacts. In this paper, we propose to use the barycentric mapping, which can directly generalize to unseen poses and surprisingly achieves superior results than LBS with neural blending weights. Quantitative and qualitative results on the Human3.6M and the ZJU-MoCap datasets show the effectiveness of our method.

  • 4 authors
·
Aug 31, 2022

Feature 3DGS: Supercharging 3D Gaussian Splatting to Enable Distilled Feature Fields

3D scene representations have gained immense popularity in recent years. Methods that use Neural Radiance fields are versatile for traditional tasks such as novel view synthesis. In recent times, some work has emerged that aims to extend the functionality of NeRF beyond view synthesis, for semantically aware tasks such as editing and segmentation using 3D feature field distillation from 2D foundation models. However, these methods have two major limitations: (a) they are limited by the rendering speed of NeRF pipelines, and (b) implicitly represented feature fields suffer from continuity artifacts reducing feature quality. Recently, 3D Gaussian Splatting has shown state-of-the-art performance on real-time radiance field rendering. In this work, we go one step further: in addition to radiance field rendering, we enable 3D Gaussian splatting on arbitrary-dimension semantic features via 2D foundation model distillation. This translation is not straightforward: naively incorporating feature fields in the 3DGS framework leads to warp-level divergence. We propose architectural and training changes to efficiently avert this problem. Our proposed method is general, and our experiments showcase novel view semantic segmentation, language-guided editing and segment anything through learning feature fields from state-of-the-art 2D foundation models such as SAM and CLIP-LSeg. Across experiments, our distillation method is able to provide comparable or better results, while being significantly faster to both train and render. Additionally, to the best of our knowledge, we are the first method to enable point and bounding-box prompting for radiance field manipulation, by leveraging the SAM model. Project website at: https://feature-3dgs.github.io/

  • 10 authors
·
Dec 5, 2023

CuNeRF: Cube-Based Neural Radiance Field for Zero-Shot Medical Image Arbitrary-Scale Super Resolution

Medical image arbitrary-scale super-resolution (MIASSR) has recently gained widespread attention, aiming to super sample medical volumes at arbitrary scales via a single model. However, existing MIASSR methods face two major limitations: (i) reliance on high-resolution (HR) volumes and (ii) limited generalization ability, which restricts their application in various scenarios. To overcome these limitations, we propose Cube-based Neural Radiance Field (CuNeRF), a zero-shot MIASSR framework that can yield medical images at arbitrary scales and viewpoints in a continuous domain. Unlike existing MIASSR methods that fit the mapping between low-resolution (LR) and HR volumes, CuNeRF focuses on building a coordinate-intensity continuous representation from LR volumes without the need for HR references. This is achieved by the proposed differentiable modules: including cube-based sampling, isotropic volume rendering, and cube-based hierarchical rendering. Through extensive experiments on magnetic resource imaging (MRI) and computed tomography (CT) modalities, we demonstrate that CuNeRF outperforms state-of-the-art MIASSR methods. CuNeRF yields better visual verisimilitude and reduces aliasing artifacts at various upsampling factors. Moreover, our CuNeRF does not need any LR-HR training pairs, which is more flexible and easier to be used than others. Our code will be publicly available soon.

  • 4 authors
·
Mar 28, 2023

MetaCap: Meta-learning Priors from Multi-View Imagery for Sparse-view Human Performance Capture and Rendering

Faithful human performance capture and free-view rendering from sparse RGB observations is a long-standing problem in Vision and Graphics. The main challenges are the lack of observations and the inherent ambiguities of the setting, e.g. occlusions and depth ambiguity. As a result, radiance fields, which have shown great promise in capturing high-frequency appearance and geometry details in dense setups, perform poorly when naively supervising them on sparse camera views, as the field simply overfits to the sparse-view inputs. To address this, we propose MetaCap, a method for efficient and high-quality geometry recovery and novel view synthesis given very sparse or even a single view of the human. Our key idea is to meta-learn the radiance field weights solely from potentially sparse multi-view videos, which can serve as a prior when fine-tuning them on sparse imagery depicting the human. This prior provides a good network weight initialization, thereby effectively addressing ambiguities in sparse-view capture. Due to the articulated structure of the human body and motion-induced surface deformations, learning such a prior is non-trivial. Therefore, we propose to meta-learn the field weights in a pose-canonicalized space, which reduces the spatial feature range and makes feature learning more effective. Consequently, one can fine-tune our field parameters to quickly generalize to unseen poses, novel illumination conditions as well as novel and sparse (even monocular) camera views. For evaluating our method under different scenarios, we collect a new dataset, WildDynaCap, which contains subjects captured in, both, a dense camera dome and in-the-wild sparse camera rigs, and demonstrate superior results compared to recent state-of-the-art methods on, both, public and WildDynaCap dataset.

  • 5 authors
·
Mar 27, 2024

NeuRBF: A Neural Fields Representation with Adaptive Radial Basis Functions

We present a novel type of neural fields that uses general radial bases for signal representation. State-of-the-art neural fields typically rely on grid-based representations for storing local neural features and N-dimensional linear kernels for interpolating features at continuous query points. The spatial positions of their neural features are fixed on grid nodes and cannot well adapt to target signals. Our method instead builds upon general radial bases with flexible kernel position and shape, which have higher spatial adaptivity and can more closely fit target signals. To further improve the channel-wise capacity of radial basis functions, we propose to compose them with multi-frequency sinusoid functions. This technique extends a radial basis to multiple Fourier radial bases of different frequency bands without requiring extra parameters, facilitating the representation of details. Moreover, by marrying adaptive radial bases with grid-based ones, our hybrid combination inherits both adaptivity and interpolation smoothness. We carefully designed weighting schemes to let radial bases adapt to different types of signals effectively. Our experiments on 2D image and 3D signed distance field representation demonstrate the higher accuracy and compactness of our method than prior arts. When applied to neural radiance field reconstruction, our method achieves state-of-the-art rendering quality, with small model size and comparable training speed.

  • 7 authors
·
Sep 27, 2023 2

RayGauss: Volumetric Gaussian-Based Ray Casting for Photorealistic Novel View Synthesis

Differentiable volumetric rendering-based methods made significant progress in novel view synthesis. On one hand, innovative methods have replaced the Neural Radiance Fields (NeRF) network with locally parameterized structures, enabling high-quality renderings in a reasonable time. On the other hand, approaches have used differentiable splatting instead of NeRF's ray casting to optimize radiance fields rapidly using Gaussian kernels, allowing for fine adaptation to the scene. However, differentiable ray casting of irregularly spaced kernels has been scarcely explored, while splatting, despite enabling fast rendering times, is susceptible to clearly visible artifacts. Our work closes this gap by providing a physically consistent formulation of the emitted radiance c and density {\sigma}, decomposed with Gaussian functions associated with Spherical Gaussians/Harmonics for all-frequency colorimetric representation. We also introduce a method enabling differentiable ray casting of irregularly distributed Gaussians using an algorithm that integrates radiance fields slab by slab and leverages a BVH structure. This allows our approach to finely adapt to the scene while avoiding splatting artifacts. As a result, we achieve superior rendering quality compared to the state-of-the-art while maintaining reasonable training times and achieving inference speeds of 25 FPS on the Blender dataset. Project page with videos and code: https://raygauss.github.io/

  • 3 authors
·
Aug 6, 2024 2

A Survey on 3D Gaussian Splatting

3D Gaussian splatting (GS) has recently emerged as a transformative technique in the realm of explicit radiance field and computer graphics. This innovative approach, characterized by the utilization of millions of learnable 3D Gaussians, represents a significant departure from mainstream neural radiance field approaches, which predominantly use implicit, coordinate-based models to map spatial coordinates to pixel values. 3D GS, with its explicit scene representation and differentiable rendering algorithm, not only promises real-time rendering capability but also introduces unprecedented levels of editability. This positions 3D GS as a potential game-changer for the next generation of 3D reconstruction and representation. In the present paper, we provide the first systematic overview of the recent developments and critical contributions in the domain of 3D GS. We begin with a detailed exploration of the underlying principles and the driving forces behind the emergence of 3D GS, laying the groundwork for understanding its significance. A focal point of our discussion is the practical applicability of 3D GS. By enabling unprecedented rendering speed, 3D GS opens up a plethora of applications, ranging from virtual reality to interactive media and beyond. This is complemented by a comparative analysis of leading 3D GS models, evaluated across various benchmark tasks to highlight their performance and practical utility. The survey concludes by identifying current challenges and suggesting potential avenues for future research in this domain. Through this survey, we aim to provide a valuable resource for both newcomers and seasoned researchers, fostering further exploration and advancement in applicable and explicit radiance field representation.

  • 2 authors
·
Jan 8, 2024

HyRF: Hybrid Radiance Fields for Memory-efficient and High-quality Novel View Synthesis

Recently, 3D Gaussian Splatting (3DGS) has emerged as a powerful alternative to NeRF-based approaches, enabling real-time, high-quality novel view synthesis through explicit, optimizable 3D Gaussians. However, 3DGS suffers from significant memory overhead due to its reliance on per-Gaussian parameters to model view-dependent effects and anisotropic shapes. While recent works propose compressing 3DGS with neural fields, these methods struggle to capture high-frequency spatial variations in Gaussian properties, leading to degraded reconstruction of fine details. We present Hybrid Radiance Fields (HyRF), a novel scene representation that combines the strengths of explicit Gaussians and neural fields. HyRF decomposes the scene into (1) a compact set of explicit Gaussians storing only critical high-frequency parameters and (2) grid-based neural fields that predict remaining properties. To enhance representational capacity, we introduce a decoupled neural field architecture, separately modeling geometry (scale, opacity, rotation) and view-dependent color. Additionally, we propose a hybrid rendering scheme that composites Gaussian splatting with a neural field-predicted background, addressing limitations in distant scene representation. Experiments demonstrate that HyRF achieves state-of-the-art rendering quality while reducing model size by over 20 times compared to 3DGS and maintaining real-time performance. Our project page is available at https://wzpscott.github.io/hyrf/.

  • 2 authors
·
Sep 21 2

Progressive Radiance Distillation for Inverse Rendering with Gaussian Splatting

We propose progressive radiance distillation, an inverse rendering method that combines physically-based rendering with Gaussian-based radiance field rendering using a distillation progress map. Taking multi-view images as input, our method starts from a pre-trained radiance field guidance, and distills physically-based light and material parameters from the radiance field using an image-fitting process. The distillation progress map is initialized to a small value, which favors radiance field rendering. During early iterations when fitted light and material parameters are far from convergence, the radiance field fallback ensures the sanity of image loss gradients and avoids local minima that attracts under-fit states. As fitted parameters converge, the physical model gradually takes over and the distillation progress increases correspondingly. In presence of light paths unmodeled by the physical model, the distillation progress never finishes on affected pixels and the learned radiance field stays in the final rendering. With this designed tolerance for physical model limitations, we prevent unmodeled color components from leaking into light and material parameters, alleviating relighting artifacts. Meanwhile, the remaining radiance field compensates for the limitations of the physical model, guaranteeing high-quality novel views synthesis. Experimental results demonstrate that our method significantly outperforms state-of-the-art techniques quality-wise in both novel view synthesis and relighting. The idea of progressive radiance distillation is not limited to Gaussian splatting. We show that it also has positive effects for prominently specular scenes when adapted to a mesh-based inverse rendering method.

  • 3 authors
·
Aug 14, 2024

Exploring Multi-modal Neural Scene Representations With Applications on Thermal Imaging

Neural Radiance Fields (NeRFs) quickly evolved as the new de-facto standard for the task of novel view synthesis when trained on a set of RGB images. In this paper, we conduct a comprehensive evaluation of neural scene representations, such as NeRFs, in the context of multi-modal learning. Specifically, we present four different strategies of how to incorporate a second modality, other than RGB, into NeRFs: (1) training from scratch independently on both modalities; (2) pre-training on RGB and fine-tuning on the second modality; (3) adding a second branch; and (4) adding a separate component to predict (color) values of the additional modality. We chose thermal imaging as second modality since it strongly differs from RGB in terms of radiosity, making it challenging to integrate into neural scene representations. For the evaluation of the proposed strategies, we captured a new publicly available multi-view dataset, ThermalMix, consisting of six common objects and about 360 RGB and thermal images in total. We employ cross-modality calibration prior to data capturing, leading to high-quality alignments between RGB and thermal images. Our findings reveal that adding a second branch to NeRF performs best for novel view synthesis on thermal images while also yielding compelling results on RGB. Finally, we also show that our analysis generalizes to other modalities, including near-infrared images and depth maps. Project page: https://mert-o.github.io/ThermalNeRF/.

  • 4 authors
·
Mar 18, 2024

WaveNeRF: Wavelet-based Generalizable Neural Radiance Fields

Neural Radiance Field (NeRF) has shown impressive performance in novel view synthesis via implicit scene representation. However, it usually suffers from poor scalability as requiring densely sampled images for each new scene. Several studies have attempted to mitigate this problem by integrating Multi-View Stereo (MVS) technique into NeRF while they still entail a cumbersome fine-tuning process for new scenes. Notably, the rendering quality will drop severely without this fine-tuning process and the errors mainly appear around the high-frequency features. In the light of this observation, we design WaveNeRF, which integrates wavelet frequency decomposition into MVS and NeRF to achieve generalizable yet high-quality synthesis without any per-scene optimization. To preserve high-frequency information when generating 3D feature volumes, WaveNeRF builds Multi-View Stereo in the Wavelet domain by integrating the discrete wavelet transform into the classical cascade MVS, which disentangles high-frequency information explicitly. With that, disentangled frequency features can be injected into classic NeRF via a novel hybrid neural renderer to yield faithful high-frequency details, and an intuitive frequency-guided sampling strategy can be designed to suppress artifacts around high-frequency regions. Extensive experiments over three widely studied benchmarks show that WaveNeRF achieves superior generalizable radiance field modeling when only given three images as input.

  • 8 authors
·
Aug 9, 2023

S3IM: Stochastic Structural SIMilarity and Its Unreasonable Effectiveness for Neural Fields

Recently, Neural Radiance Field (NeRF) has shown great success in rendering novel-view images of a given scene by learning an implicit representation with only posed RGB images. NeRF and relevant neural field methods (e.g., neural surface representation) typically optimize a point-wise loss and make point-wise predictions, where one data point corresponds to one pixel. Unfortunately, this line of research failed to use the collective supervision of distant pixels, although it is known that pixels in an image or scene can provide rich structural information. To the best of our knowledge, we are the first to design a nonlocal multiplex training paradigm for NeRF and relevant neural field methods via a novel Stochastic Structural SIMilarity (S3IM) loss that processes multiple data points as a whole set instead of process multiple inputs independently. Our extensive experiments demonstrate the unreasonable effectiveness of S3IM in improving NeRF and neural surface representation for nearly free. The improvements of quality metrics can be particularly significant for those relatively difficult tasks: e.g., the test MSE loss unexpectedly drops by more than 90% for TensoRF and DVGO over eight novel view synthesis tasks; a 198% F-score gain and a 64% Chamfer L_{1} distance reduction for NeuS over eight surface reconstruction tasks. Moreover, S3IM is consistently robust even with sparse inputs, corrupted images, and dynamic scenes.

  • 8 authors
·
Aug 14, 2023

Bilateral Guided Radiance Field Processing

Neural Radiance Fields (NeRF) achieves unprecedented performance in synthesizing novel view synthesis, utilizing multi-view consistency. When capturing multiple inputs, image signal processing (ISP) in modern cameras will independently enhance them, including exposure adjustment, color correction, local tone mapping, etc. While these processings greatly improve image quality, they often break the multi-view consistency assumption, leading to "floaters" in the reconstructed radiance fields. To address this concern without compromising visual aesthetics, we aim to first disentangle the enhancement by ISP at the NeRF training stage and re-apply user-desired enhancements to the reconstructed radiance fields at the finishing stage. Furthermore, to make the re-applied enhancements consistent between novel views, we need to perform imaging signal processing in 3D space (i.e. "3D ISP"). For this goal, we adopt the bilateral grid, a locally-affine model, as a generalized representation of ISP processing. Specifically, we optimize per-view 3D bilateral grids with radiance fields to approximate the effects of camera pipelines for each input view. To achieve user-adjustable 3D finishing, we propose to learn a low-rank 4D bilateral grid from a given single view edit, lifting photo enhancements to the whole 3D scene. We demonstrate our approach can boost the visual quality of novel view synthesis by effectively removing floaters and performing enhancements from user retouching. The source code and our data are available at: https://bilarfpro.github.io.

  • 4 authors
·
Jun 1, 2024

Learning Robust Generalizable Radiance Field with Visibility and Feature Augmented Point Representation

This paper introduces a novel paradigm for the generalizable neural radiance field (NeRF). Previous generic NeRF methods combine multiview stereo techniques with image-based neural rendering for generalization, yielding impressive results, while suffering from three issues. First, occlusions often result in inconsistent feature matching. Then, they deliver distortions and artifacts in geometric discontinuities and locally sharp shapes due to their individual process of sampled points and rough feature aggregation. Third, their image-based representations experience severe degradations when source views are not near enough to the target view. To address challenges, we propose the first paradigm that constructs the generalizable neural field based on point-based rather than image-based rendering, which we call the Generalizable neural Point Field (GPF). Our approach explicitly models visibilities by geometric priors and augments them with neural features. We propose a novel nonuniform log sampling strategy to improve both rendering speed and reconstruction quality. Moreover, we present a learnable kernel spatially augmented with features for feature aggregations, mitigating distortions at places with drastically varying geometries. Besides, our representation can be easily manipulated. Experiments show that our model can deliver better geometries, view consistencies, and rendering quality than all counterparts and benchmarks on three datasets in both generalization and finetuning settings, preliminarily proving the potential of the new paradigm for generalizable NeRF.

  • 3 authors
·
Jan 25, 2024

SpectralEarth: Training Hyperspectral Foundation Models at Scale

Foundation models have triggered a paradigm shift in computer vision and are increasingly being adopted in remote sensing, particularly for multispectral imagery. Yet, their potential in hyperspectral imaging (HSI) remains untapped due to the absence of comprehensive and globally representative hyperspectral datasets. To close this gap, we introduce SpectralEarth, a large-scale multi-temporal dataset designed to pretrain hyperspectral foundation models leveraging data from the Environmental Mapping and Analysis Program (EnMAP). SpectralEarth comprises 538,974 image patches covering 415,153 unique locations from more than 11,636 globally distributed EnMAP scenes spanning two years of archive. Additionally, 17.5% of these locations include multiple timestamps, enabling multi-temporal HSI analysis. Utilizing state-of-the-art self-supervised learning (SSL) algorithms, we pretrain a series of foundation models on SpectralEarth. We integrate a spectral adapter into classical vision backbones to accommodate the unique characteristics of HSI. In tandem, we construct four downstream datasets for land-cover and crop-type mapping, providing benchmarks for model evaluation. Experimental results support the versatility of our models, showcasing their generalizability across different tasks and sensors. We also highlight computational efficiency during model fine-tuning. The dataset, models, and source code will be made publicly available.

  • 6 authors
·
Aug 15, 2024

Efficient View Synthesis with Neural Radiance Distribution Field

Recent work on Neural Radiance Fields (NeRF) has demonstrated significant advances in high-quality view synthesis. A major limitation of NeRF is its low rendering efficiency due to the need for multiple network forwardings to render a single pixel. Existing methods to improve NeRF either reduce the number of required samples or optimize the implementation to accelerate the network forwarding. Despite these efforts, the problem of multiple sampling persists due to the intrinsic representation of radiance fields. In contrast, Neural Light Fields (NeLF) reduce the computation cost of NeRF by querying only one single network forwarding per pixel. To achieve a close visual quality to NeRF, existing NeLF methods require significantly larger network capacities which limits their rendering efficiency in practice. In this work, we propose a new representation called Neural Radiance Distribution Field (NeRDF) that targets efficient view synthesis in real-time. Specifically, we use a small network similar to NeRF while preserving the rendering speed with a single network forwarding per pixel as in NeLF. The key is to model the radiance distribution along each ray with frequency basis and predict frequency weights using the network. Pixel values are then computed via volume rendering on radiance distributions. Experiments show that our proposed method offers a better trade-off among speed, quality, and network size than existing methods: we achieve a ~254x speed-up over NeRF with similar network size, with only a marginal performance decline. Our project page is at yushuang-wu.github.io/NeRDF.

  • 6 authors
·
Aug 21, 2023

Adaptive Shells for Efficient Neural Radiance Field Rendering

Neural radiance fields achieve unprecedented quality for novel view synthesis, but their volumetric formulation remains expensive, requiring a huge number of samples to render high-resolution images. Volumetric encodings are essential to represent fuzzy geometry such as foliage and hair, and they are well-suited for stochastic optimization. Yet, many scenes ultimately consist largely of solid surfaces which can be accurately rendered by a single sample per pixel. Based on this insight, we propose a neural radiance formulation that smoothly transitions between volumetric- and surface-based rendering, greatly accelerating rendering speed and even improving visual fidelity. Our method constructs an explicit mesh envelope which spatially bounds a neural volumetric representation. In solid regions, the envelope nearly converges to a surface and can often be rendered with a single sample. To this end, we generalize the NeuS formulation with a learned spatially-varying kernel size which encodes the spread of the density, fitting a wide kernel to volume-like regions and a tight kernel to surface-like regions. We then extract an explicit mesh of a narrow band around the surface, with width determined by the kernel size, and fine-tune the radiance field within this band. At inference time, we cast rays against the mesh and evaluate the radiance field only within the enclosed region, greatly reducing the number of samples required. Experiments show that our approach enables efficient rendering at very high fidelity. We also demonstrate that the extracted envelope enables downstream applications such as animation and simulation.

  • 9 authors
·
Nov 16, 2023

CATSplat: Context-Aware Transformer with Spatial Guidance for Generalizable 3D Gaussian Splatting from A Single-View Image

Recently, generalizable feed-forward methods based on 3D Gaussian Splatting have gained significant attention for their potential to reconstruct 3D scenes using finite resources. These approaches create a 3D radiance field, parameterized by per-pixel 3D Gaussian primitives, from just a few images in a single forward pass. However, unlike multi-view methods that benefit from cross-view correspondences, 3D scene reconstruction with a single-view image remains an underexplored area. In this work, we introduce CATSplat, a novel generalizable transformer-based framework designed to break through the inherent constraints in monocular settings. First, we propose leveraging textual guidance from a visual-language model to complement insufficient information from a single image. By incorporating scene-specific contextual details from text embeddings through cross-attention, we pave the way for context-aware 3D scene reconstruction beyond relying solely on visual cues. Moreover, we advocate utilizing spatial guidance from 3D point features toward comprehensive geometric understanding under single-view settings. With 3D priors, image features can capture rich structural insights for predicting 3D Gaussians without multi-view techniques. Extensive experiments on large-scale datasets demonstrate the state-of-the-art performance of CATSplat in single-view 3D scene reconstruction with high-quality novel view synthesis.

  • 9 authors
·
Dec 17, 2024

Direct Voxel Grid Optimization: Super-fast Convergence for Radiance Fields Reconstruction

We present a super-fast convergence approach to reconstructing the per-scene radiance field from a set of images that capture the scene with known poses. This task, which is often applied to novel view synthesis, is recently revolutionized by Neural Radiance Field (NeRF) for its state-of-the-art quality and flexibility. However, NeRF and its variants require a lengthy training time ranging from hours to days for a single scene. In contrast, our approach achieves NeRF-comparable quality and converges rapidly from scratch in less than 15 minutes with a single GPU. We adopt a representation consisting of a density voxel grid for scene geometry and a feature voxel grid with a shallow network for complex view-dependent appearance. Modeling with explicit and discretized volume representations is not new, but we propose two simple yet non-trivial techniques that contribute to fast convergence speed and high-quality output. First, we introduce the post-activation interpolation on voxel density, which is capable of producing sharp surfaces in lower grid resolution. Second, direct voxel density optimization is prone to suboptimal geometry solutions, so we robustify the optimization process by imposing several priors. Finally, evaluation on five inward-facing benchmarks shows that our method matches, if not surpasses, NeRF's quality, yet it only takes about 15 minutes to train from scratch for a new scene.

  • 3 authors
·
Nov 22, 2021

PERF: Panoramic Neural Radiance Field from a Single Panorama

Neural Radiance Field (NeRF) has achieved substantial progress in novel view synthesis given multi-view images. Recently, some works have attempted to train a NeRF from a single image with 3D priors. They mainly focus on a limited field of view with a few occlusions, which greatly limits their scalability to real-world 360-degree panoramic scenarios with large-size occlusions. In this paper, we present PERF, a 360-degree novel view synthesis framework that trains a panoramic neural radiance field from a single panorama. Notably, PERF allows 3D roaming in a complex scene without expensive and tedious image collection. To achieve this goal, we propose a novel collaborative RGBD inpainting method and a progressive inpainting-and-erasing method to lift up a 360-degree 2D scene to a 3D scene. Specifically, we first predict a panoramic depth map as initialization given a single panorama and reconstruct visible 3D regions with volume rendering. Then we introduce a collaborative RGBD inpainting approach into a NeRF for completing RGB images and depth maps from random views, which is derived from an RGB Stable Diffusion model and a monocular depth estimator. Finally, we introduce an inpainting-and-erasing strategy to avoid inconsistent geometry between a newly-sampled view and reference views. The two components are integrated into the learning of NeRFs in a unified optimization framework and achieve promising results. Extensive experiments on Replica and a new dataset PERF-in-the-wild demonstrate the superiority of our PERF over state-of-the-art methods. Our PERF can be widely used for real-world applications, such as panorama-to-3D, text-to-3D, and 3D scene stylization applications. Project page and code are available at https://perf-project.github.io/ and https://github.com/perf-project/PeRF.

  • 6 authors
·
Oct 25, 2023

Cross-Ray Neural Radiance Fields for Novel-view Synthesis from Unconstrained Image Collections

Neural Radiance Fields (NeRF) is a revolutionary approach for rendering scenes by sampling a single ray per pixel and it has demonstrated impressive capabilities in novel-view synthesis from static scene images. However, in practice, we usually need to recover NeRF from unconstrained image collections, which poses two challenges: 1) the images often have dynamic changes in appearance because of different capturing time and camera settings; 2) the images may contain transient objects such as humans and cars, leading to occlusion and ghosting artifacts. Conventional approaches seek to address these challenges by locally utilizing a single ray to synthesize a color of a pixel. In contrast, humans typically perceive appearance and objects by globally utilizing information across multiple pixels. To mimic the perception process of humans, in this paper, we propose Cross-Ray NeRF (CR-NeRF) that leverages interactive information across multiple rays to synthesize occlusion-free novel views with the same appearances as the images. Specifically, to model varying appearances, we first propose to represent multiple rays with a novel cross-ray feature and then recover the appearance by fusing global statistics, i.e., feature covariance of the rays and the image appearance. Moreover, to avoid occlusion introduced by transient objects, we propose a transient objects handler and introduce a grid sampling strategy for masking out the transient objects. We theoretically find that leveraging correlation across multiple rays promotes capturing more global information. Moreover, extensive experimental results on large real-world datasets verify the effectiveness of CR-NeRF.

  • 5 authors
·
Jul 16, 2023

Multi-view Surface Reconstruction Using Normal and Reflectance Cues

Achieving high-fidelity 3D surface reconstruction while preserving fine details remains challenging, especially in the presence of materials with complex reflectance properties and without a dense-view setup. In this paper, we introduce a versatile framework that incorporates multi-view normal and optionally reflectance maps into radiance-based surface reconstruction. Our approach employs a pixel-wise joint re-parametrization of reflectance and surface normals, representing them as a vector of radiances under simulated, varying illumination. This formulation enables seamless incorporation into standard surface reconstruction pipelines, such as traditional multi-view stereo (MVS) frameworks or modern neural volume rendering (NVR) ones. Combined with the latter, our approach achieves state-of-the-art performance on multi-view photometric stereo (MVPS) benchmark datasets, including DiLiGenT-MV, LUCES-MV and Skoltech3D. In particular, our method excels in reconstructing fine-grained details and handling challenging visibility conditions. The present paper is an extended version of the earlier conference paper by Brument et al. (in Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition (CVPR), 2024), featuring an accelerated and more robust algorithm as well as a broader empirical evaluation. The code and data relative to this article is available at https://github.com/RobinBruneau/RNb-NeuS2.

  • 7 authors
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Jun 4

NeRFool: Uncovering the Vulnerability of Generalizable Neural Radiance Fields against Adversarial Perturbations

Generalizable Neural Radiance Fields (GNeRF) are one of the most promising real-world solutions for novel view synthesis, thanks to their cross-scene generalization capability and thus the possibility of instant rendering on new scenes. While adversarial robustness is essential for real-world applications, little study has been devoted to understanding its implication on GNeRF. We hypothesize that because GNeRF is implemented by conditioning on the source views from new scenes, which are often acquired from the Internet or third-party providers, there are potential new security concerns regarding its real-world applications. Meanwhile, existing understanding and solutions for neural networks' adversarial robustness may not be applicable to GNeRF, due to its 3D nature and uniquely diverse operations. To this end, we present NeRFool, which to the best of our knowledge is the first work that sets out to understand the adversarial robustness of GNeRF. Specifically, NeRFool unveils the vulnerability patterns and important insights regarding GNeRF's adversarial robustness. Built upon the above insights gained from NeRFool, we further develop NeRFool+, which integrates two techniques capable of effectively attacking GNeRF across a wide range of target views, and provide guidelines for defending against our proposed attacks. We believe that our NeRFool/NeRFool+ lays the initial foundation for future innovations in developing robust real-world GNeRF solutions. Our codes are available at: https://github.com/GATECH-EIC/NeRFool.

  • 6 authors
·
Jun 10, 2023

GENIE: Gaussian Encoding for Neural Radiance Fields Interactive Editing

Neural Radiance Fields (NeRF) and Gaussian Splatting (GS) have recently transformed 3D scene representation and rendering. NeRF achieves high-fidelity novel view synthesis by learning volumetric representations through neural networks, but its implicit encoding makes editing and physical interaction challenging. In contrast, GS represents scenes as explicit collections of Gaussian primitives, enabling real-time rendering, faster training, and more intuitive manipulation. This explicit structure has made GS particularly well-suited for interactive editing and integration with physics-based simulation. In this paper, we introduce GENIE (Gaussian Encoding for Neural Radiance Fields Interactive Editing), a hybrid model that combines the photorealistic rendering quality of NeRF with the editable and structured representation of GS. Instead of using spherical harmonics for appearance modeling, we assign each Gaussian a trainable feature embedding. These embeddings are used to condition a NeRF network based on the k nearest Gaussians to each query point. To make this conditioning efficient, we introduce Ray-Traced Gaussian Proximity Search (RT-GPS), a fast nearest Gaussian search based on a modified ray-tracing pipeline. We also integrate a multi-resolution hash grid to initialize and update Gaussian features. Together, these components enable real-time, locality-aware editing: as Gaussian primitives are repositioned or modified, their interpolated influence is immediately reflected in the rendered output. By combining the strengths of implicit and explicit representations, GENIE supports intuitive scene manipulation, dynamic interaction, and compatibility with physical simulation, bridging the gap between geometry-based editing and neural rendering. The code can be found under (https://github.com/MikolajZielinski/genie)

  • 4 authors
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Aug 4 2

Image-GS: Content-Adaptive Image Representation via 2D Gaussians

Neural image representations have emerged as a promising approach for encoding and rendering visual data. Combined with learning-based workflows, they demonstrate impressive trade-offs between visual fidelity and memory footprint. Existing methods in this domain, however, often rely on fixed data structures that suboptimally allocate memory or compute-intensive implicit models, hindering their practicality for real-time graphics applications. Inspired by recent advancements in radiance field rendering, we introduce Image-GS, a content-adaptive image representation based on 2D Gaussians. Leveraging a custom differentiable renderer, Image-GS reconstructs images by adaptively allocating and progressively optimizing a group of anisotropic, colored 2D Gaussians. It achieves a favorable balance between visual fidelity and memory efficiency across a variety of stylized images frequently seen in graphics workflows, especially for those showing non-uniformly distributed features and in low-bitrate regimes. Moreover, it supports hardware-friendly rapid random access for real-time usage, requiring only 0.3K MACs to decode a pixel. Through error-guided progressive optimization, Image-GS naturally constructs a smooth level-of-detail hierarchy. We demonstrate its versatility with several applications, including texture compression, semantics-aware compression, and joint image compression and restoration.

  • 9 authors
·
Jul 1, 2024

Geometry Meets Vision: Revisiting Pretrained Semantics in Distilled Fields

Semantic distillation in radiance fields has spurred significant advances in open-vocabulary robot policies, e.g., in manipulation and navigation, founded on pretrained semantics from large vision models. While prior work has demonstrated the effectiveness of visual-only semantic features (e.g., DINO and CLIP) in Gaussian Splatting and neural radiance fields, the potential benefit of geometry-grounding in distilled fields remains an open question. In principle, visual-geometry features seem very promising for spatial tasks such as pose estimation, prompting the question: Do geometry-grounded semantic features offer an edge in distilled fields? Specifically, we ask three critical questions: First, does spatial-grounding produce higher-fidelity geometry-aware semantic features? We find that image features from geometry-grounded backbones contain finer structural details compared to their counterparts. Secondly, does geometry-grounding improve semantic object localization? We observe no significant difference in this task. Thirdly, does geometry-grounding enable higher-accuracy radiance field inversion? Given the limitations of prior work and their lack of semantics integration, we propose a novel framework SPINE for inverting radiance fields without an initial guess, consisting of two core components: coarse inversion using distilled semantics, and fine inversion using photometric-based optimization. Surprisingly, we find that the pose estimation accuracy decreases with geometry-grounded features. Our results suggest that visual-only features offer greater versatility for a broader range of downstream tasks, although geometry-grounded features contain more geometric detail. Notably, our findings underscore the necessity of future research on effective strategies for geometry-grounding that augment the versatility and performance of pretrained semantic features.

  • 3 authors
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Oct 3

EndoPBR: Material and Lighting Estimation for Photorealistic Surgical Simulations via Physically-based Rendering

The lack of labeled datasets in 3D vision for surgical scenes inhibits the development of robust 3D reconstruction algorithms in the medical domain. Despite the popularity of Neural Radiance Fields and 3D Gaussian Splatting in the general computer vision community, these systems have yet to find consistent success in surgical scenes due to challenges such as non-stationary lighting and non-Lambertian surfaces. As a result, the need for labeled surgical datasets continues to grow. In this work, we introduce a differentiable rendering framework for material and lighting estimation from endoscopic images and known geometry. Compared to previous approaches that model lighting and material jointly as radiance, we explicitly disentangle these scene properties for robust and photorealistic novel view synthesis. To disambiguate the training process, we formulate domain-specific properties inherent in surgical scenes. Specifically, we model the scene lighting as a simple spotlight and material properties as a bidirectional reflectance distribution function, parameterized by a neural network. By grounding color predictions in the rendering equation, we can generate photorealistic images at arbitrary camera poses. We evaluate our method with various sequences from the Colonoscopy 3D Video Dataset and show that our method produces competitive novel view synthesis results compared with other approaches. Furthermore, we demonstrate that synthetic data can be used to develop 3D vision algorithms by finetuning a depth estimation model with our rendered outputs. Overall, we see that the depth estimation performance is on par with fine-tuning with the original real images.

  • 2 authors
·
Feb 27

Gaussian RBFNet: Gaussian Radial Basis Functions for Fast and Accurate Representation and Reconstruction of Neural Fields

Neural fields such as DeepSDF and Neural Radiance Fields have recently revolutionized novel-view synthesis and 3D reconstruction from RGB images and videos. However, achieving high-quality representation, reconstruction, and rendering requires deep neural networks, which are slow to train and evaluate. Although several acceleration techniques have been proposed, they often trade off speed for memory. Gaussian splatting-based methods, on the other hand, accelerate the rendering time but remain costly in terms of training speed and memory needed to store the parameters of a large number of Gaussians. In this paper, we introduce a novel neural representation that is fast, both at training and inference times, and lightweight. Our key observation is that the neurons used in traditional MLPs perform simple computations (a dot product followed by ReLU activation) and thus one needs to use either wide and deep MLPs or high-resolution and high-dimensional feature grids to parameterize complex nonlinear functions. We show in this paper that by replacing traditional neurons with Radial Basis Function (RBF) kernels, one can achieve highly accurate representation of 2D (RGB images), 3D (geometry), and 5D (radiance fields) signals with just a single layer of such neurons. The representation is highly parallelizable, operates on low-resolution feature grids, and is compact and memory-efficient. We demonstrate that the proposed novel representation can be trained for 3D geometry representation in less than 15 seconds and for novel view synthesis in less than 15 mins. At runtime, it can synthesize novel views at more than 60 fps without sacrificing quality.

  • 3 authors
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Mar 9

Splat the Net: Radiance Fields with Splattable Neural Primitives

Radiance fields have emerged as a predominant representation for modeling 3D scene appearance. Neural formulations such as Neural Radiance Fields provide high expressivity but require costly ray marching for rendering, whereas primitive-based methods such as 3D Gaussian Splatting offer real-time efficiency through splatting, yet at the expense of representational power. Inspired by advances in both these directions, we introduce splattable neural primitives, a new volumetric representation that reconciles the expressivity of neural models with the efficiency of primitive-based splatting. Each primitive encodes a bounded neural density field parameterized by a shallow neural network. Our formulation admits an exact analytical solution for line integrals, enabling efficient computation of perspectively accurate splatting kernels. As a result, our representation supports integration along view rays without the need for costly ray marching. The primitives flexibly adapt to scene geometry and, being larger than prior analytic primitives, reduce the number required per scene. On novel-view synthesis benchmarks, our approach matches the quality and speed of 3D Gaussian Splatting while using 10times fewer primitives and 6times fewer parameters. These advantages arise directly from the representation itself, without reliance on complex control or adaptation frameworks. The project page is https://vcai.mpi-inf.mpg.de/projects/SplatNet/.

  • 6 authors
·
Oct 9

Learning Unified Decompositional and Compositional NeRF for Editable Novel View Synthesis

Implicit neural representations have shown powerful capacity in modeling real-world 3D scenes, offering superior performance in novel view synthesis. In this paper, we target a more challenging scenario, i.e., joint scene novel view synthesis and editing based on implicit neural scene representations. State-of-the-art methods in this direction typically consider building separate networks for these two tasks (i.e., view synthesis and editing). Thus, the modeling of interactions and correlations between these two tasks is very limited, which, however, is critical for learning high-quality scene representations. To tackle this problem, in this paper, we propose a unified Neural Radiance Field (NeRF) framework to effectively perform joint scene decomposition and composition for modeling real-world scenes. The decomposition aims at learning disentangled 3D representations of different objects and the background, allowing for scene editing, while scene composition models an entire scene representation for novel view synthesis. Specifically, with a two-stage NeRF framework, we learn a coarse stage for predicting a global radiance field as guidance for point sampling, and in the second fine-grained stage, we perform scene decomposition by a novel one-hot object radiance field regularization module and a pseudo supervision via inpainting to handle ambiguous background regions occluded by objects. The decomposed object-level radiance fields are further composed by using activations from the decomposition module. Extensive quantitative and qualitative results show the effectiveness of our method for scene decomposition and composition, outperforming state-of-the-art methods for both novel-view synthesis and editing tasks.

  • 3 authors
·
Aug 5, 2023

Pose-Free Neural Radiance Fields via Implicit Pose Regularization

Pose-free neural radiance fields (NeRF) aim to train NeRF with unposed multi-view images and it has achieved very impressive success in recent years. Most existing works share the pipeline of training a coarse pose estimator with rendered images at first, followed by a joint optimization of estimated poses and neural radiance field. However, as the pose estimator is trained with only rendered images, the pose estimation is usually biased or inaccurate for real images due to the domain gap between real images and rendered images, leading to poor robustness for the pose estimation of real images and further local minima in joint optimization. We design IR-NeRF, an innovative pose-free NeRF that introduces implicit pose regularization to refine pose estimator with unposed real images and improve the robustness of the pose estimation for real images. With a collection of 2D images of a specific scene, IR-NeRF constructs a scene codebook that stores scene features and captures the scene-specific pose distribution implicitly as priors. Thus, the robustness of pose estimation can be promoted with the scene priors according to the rationale that a 2D real image can be well reconstructed from the scene codebook only when its estimated pose lies within the pose distribution. Extensive experiments show that IR-NeRF achieves superior novel view synthesis and outperforms the state-of-the-art consistently across multiple synthetic and real datasets.

  • 8 authors
·
Aug 29, 2023