Learning-based 3D reconstruction methods have shown impressive results. However, most methods require 3D supervision which is often hard to obtain for real-world datasets. Recently, several works have proposed differentiable rendering techniques to train reconstruction models from RGB images. Unfortunately, these approaches are currently restricted to voxel-and mesh-based representations, suffering from discretization or low resolution. In this work, we propose a differentiable rendering formulation for implicit shape and texture representations. Implicit representations have recently gained popularity as they represent shape and texture continuously. Our key insight is that depth gradients can be derived analytically using the concept of implicit differentiation. This allows us to learn implicit shape and texture representations directly from RGB images. We experimentally show that our singleview reconstructions rival those learned with full 3D supervision. Moreover, we find that our method can be used for multi-view 3D reconstruction, directly resulting in watertight meshes.
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Neural implicit 3D representations have emerged as a powerful paradigm for reconstructing surfaces from multiview images and synthesizing novel views. Unfortunately, existing methods such as DVR or IDR require accurate perpixel object masks as supervision. At the same time, neural radiance fields have revolutionized novel view synthesis. However, NeRF's estimated volume density does not admit accurate surface reconstruction. Our key insight is that implicit surface models and radiance fields can be formulated in a unified way, enabling both surface and volume rendering using the same model. This unified perspective enables novel, more efficient sampling procedures and the ability to reconstruct accurate surfaces without input masks. We compare our method on the DTU, BlendedMVS, and a synthetic indoor dataset. Our experiments demonstrate that we outperform NeRF in terms of reconstruction quality while performing on par with IDR without requiring masks.
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在本文中,我们解决了多视图3D形状重建的问题。尽管最近与隐式形状表示相关的最新可区分渲染方法提供了突破性的表现,但它们仍然在计算上很重,并且在估计的几何形状上通常缺乏精确性。为了克服这些局限性,我们研究了一种基于体积的新型表示形式建立的新计算方法,就像在最近的可区分渲染方法中一样,但是用深度图进行了参数化,以更好地实现形状表面。与此表示相关的形状能量可以评估给定颜色图像的3D几何形状,并且不需要外观预测,但在优化时仍然受益于体积整合。在实践中,我们提出了一个隐式形状表示,SRDF基于签名距离,我们通过沿摄像头射线进行参数化。相关的形状能量考虑了深度预测一致性和光度一致性之间的一致性,这是在体积表示内的3D位置。可以考虑各种照片一致先验的基础基线,或者像学习功能一样详细的标准。该方法保留具有深度图的像素准确性,并且可行。我们对标准数据集进行的实验表明,它提供了有关具有隐式形状表示的最新方法以及传统的多视角立体方法的最新结果。
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We propose a differentiable sphere tracing algorithm to bridge the gap between inverse graphics methods and the recently proposed deep learning based implicit signed distance function. Due to the nature of the implicit function, the rendering process requires tremendous function queries, which is particularly problematic when the function is represented as a neural network. We optimize both the forward and backward passes of our rendering layer to make it run efficiently with affordable memory consumption on a commodity graphics card. Our rendering method is fully differentiable such that losses can be directly computed on the rendered 2D observations, and the gradients can be propagated backwards to optimize the 3D geometry. We show that our rendering method can effectively reconstruct accurate 3D shapes from various inputs, such as sparse depth and multi-view images, through inverse optimization. With the geometry based reasoning, our 3D shape prediction methods show excellent generalization capability and robustness against various noises. * Work done while Shaohui Liu was an academic guest at ETH Zurich.
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We present a learnt system for multi-view stereopsis. In contrast to recent learning based methods for 3D reconstruction, we leverage the underlying 3D geometry of the problem through feature projection and unprojection along viewing rays. By formulating these operations in a differentiable manner, we are able to learn the system end-to-end for the task of metric 3D reconstruction. End-to-end learning allows us to jointly reason about shape priors while conforming to geometric constraints, enabling reconstruction from much fewer images (even a single image) than required by classical approaches as well as completion of unseen surfaces. We thoroughly evaluate our approach on the ShapeNet dataset and demonstrate the benefits over classical approaches and recent learning based methods.
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In recent years, substantial progress has been achieved in learning-based reconstruction of 3D objects. At the same time, generative models were proposed that can generate highly realistic images. However, despite this success in these closely related tasks, texture reconstruction of 3D objects has received little attention from the research community and state-of-the-art methods are either limited to comparably low resolution or constrained experimental setups. A major reason for these limitations is that common representations of texture are inefficient or hard to interface for modern deep learning techniques. In this paper, we propose Texture Fields, a novel texture representation which is based on regressing a continuous 3D function parameterized with a neural network. Our approach circumvents limiting factors like shape discretization and parameterization, as the proposed texture representation is independent of the shape representation of the 3D object. We show that Texture Fields are able to represent high frequency texture and naturally blend with modern deep learning techniques. Experimentally, we find that Texture Fields compare favorably to state-of-the-art methods for conditional texture reconstruction of 3D objects and enable learning of probabilistic generative models for texturing unseen 3D models. We believe that Texture Fields will become an important building block for the next generation of generative 3D models.
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With the advent of deep neural networks, learning-based approaches for 3D reconstruction have gained popularity. However, unlike for images, in 3D there is no canonical representation which is both computationally and memory efficient yet allows for representing high-resolution geometry of arbitrary topology. Many of the state-of-the-art learningbased 3D reconstruction approaches can hence only represent very coarse 3D geometry or are limited to a restricted domain. In this paper, we propose Occupancy Networks, a new representation for learning-based 3D reconstruction methods. Occupancy networks implicitly represent the 3D surface as the continuous decision boundary of a deep neural network classifier. In contrast to existing approaches, our representation encodes a description of the 3D output at infinite resolution without excessive memory footprint. We validate that our representation can efficiently encode 3D structure and can be inferred from various kinds of input. Our experiments demonstrate competitive results, both qualitatively and quantitatively, for the challenging tasks of 3D reconstruction from single images, noisy point clouds and coarse discrete voxel grids. We believe that occupancy networks will become a useful tool in a wide variety of learning-based 3D tasks.
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神经隐式表面已成为多视图3D重建的重要技术,但它们的准确性仍然有限。在本文中,我们认为这来自难以学习和呈现具有神经网络的高频纹理。因此,我们建议在不同视图中添加标准神经渲染优化直接照片一致性术语。直观地,我们优化隐式几何体,以便以一致的方式扭曲彼此的视图。我们证明,两个元素是这种方法成功的关键:(i)使用沿着每条光线的预测占用和3D点的预测占用和法线来翘曲整个补丁,并用稳健的结构相似度测量它们的相似性; (ii)以这种方式处理可见性和遮挡,使得不正确的扭曲不会给出太多的重要性,同时鼓励重建尽可能完整。我们评估了我们的方法,在标准的DTU和EPFL基准上被称为NeuralWarp,并表明它在两个数据集上以超过20%重建的艺术态度优于未经监督的隐式表面。
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综合照片 - 现实图像和视频是计算机图形的核心,并且是几十年的研究焦点。传统上,使用渲染算法(如光栅化或射线跟踪)生成场景的合成图像,其将几何形状和材料属性的表示为输入。统称,这些输入定义了实际场景和呈现的内容,并且被称为场景表示(其中场景由一个或多个对象组成)。示例场景表示是具有附带纹理的三角形网格(例如,由艺术家创建),点云(例如,来自深度传感器),体积网格(例如,来自CT扫描)或隐式曲面函数(例如,截短的符号距离)字段)。使用可分辨率渲染损耗的观察结果的这种场景表示的重建被称为逆图形或反向渲染。神经渲染密切相关,并将思想与经典计算机图形和机器学习中的思想相结合,以创建用于合成来自真实观察图像的图像的算法。神经渲染是朝向合成照片现实图像和视频内容的目标的跨越。近年来,我们通过数百个出版物显示了这一领域的巨大进展,这些出版物显示了将被动组件注入渲染管道的不同方式。这种最先进的神经渲染进步的报告侧重于将经典渲染原则与学习的3D场景表示结合的方法,通常现在被称为神经场景表示。这些方法的一个关键优势在于它们是通过设计的3D-一致,使诸如新颖的视点合成捕获场景的应用。除了处理静态场景的方法外,我们还涵盖了用于建模非刚性变形对象的神经场景表示...
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where the highest resolution is required, using facial performance capture as a case in point.
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Pixel-aligned Implicit function (PIFu): We present pixel-aligned implicit function (PIFu), which allows recovery of high-resolution 3D textured surfaces of clothed humans from a single input image (top row). Our approach can digitize intricate variations in clothing, such as wrinkled skirts and high-heels, including complex hairstyles. The shape and textures can be fully recovered including largely unseen regions such as the back of the subject. PIFu can also be naturally extended to multi-view input images (bottom row).
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尽管通过自学意识到,基于多层感知的方法在形状和颜色恢复方面取得了令人鼓舞的结果,但在学习深层隐式表面表示方面通常会遭受沉重的计算成本。由于渲染每个像素需要一个向前的网络推断,因此合成整个图像是非常密集的。为了应对这些挑战,我们提出了一种有效的粗到精细方法,以从本文中从多视图中恢复纹理网格。具体而言,采用可区分的泊松求解器来表示对象的形状,该求解器能够产生拓扑 - 敏捷和水密表面。为了说明深度信息,我们通过最小化渲染网格与多视图立体声预测深度之间的差异来优化形状几何形状。与形状和颜色的隐式神经表示相反,我们引入了一种基于物理的逆渲染方案,以共同估计环境照明和对象的反射率,该方案能够实时呈现高分辨率图像。重建的网格的质地是从可学习的密集纹理网格中插值的。我们已经对几个多视图立体数据集进行了广泛的实验,其有希望的结果证明了我们提出的方法的功效。该代码可在https://github.com/l1346792580123/diff上找到。
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We study the notion of consistency between a 3D shape and a 2D observation and propose a differentiable formulation which allows computing gradients of the 3D shape given an observation from an arbitrary view. We do so by reformulating view consistency using a differentiable ray consistency (DRC) term. We show that this formulation can be incorporated in a learning framework to leverage different types of multi-view observations e.g. foreground masks, depth, color images, semantics etc. as supervision for learning single-view 3D prediction. We present empirical analysis of our technique in a controlled setting. We also show that this approach allows us to improve over existing techniques for single-view reconstruction of objects from the PASCAL VOC dataset.
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在视觉计算中,3D几何形状以许多不同的形式表示,包括网格,点云,体素电网,水平集和深度图像。每个表示都适用于不同的任务,从而使一个表示形式转换为另一个表示(前向地图)是一个重要且常见的问题。我们提出了全向距离字段(ODF),这是一种新的3D形状表示形式,该表示通过将深度从任何观看方向从任何3D位置存储到对象的表面来编码几何形状。由于射线是ODF的基本单元,因此可以轻松地从通用的3D表示和点云等常见的3D表示。与限制代表封闭表面的水平集方法不同,ODF是未签名的,因此可以对开放表面进行建模(例如服装)。我们证明,尽管在遮挡边界处存在固有的不连续性,但可以通过神经网络(Neururodf)有效地学习ODF。我们还引入了有效的前向映射算法,以转换odf to&从常见的3D表示。具体而言,我们引入了一种有效的跳跃立方体算法,用于从ODF生成网格。实验表明,神经模型可以通过过度拟合单个对象学会学会捕获高质量的形状,并学会概括对共同的形状类别。
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In this work we address the challenging problem of multiview 3D surface reconstruction. We introduce a neural network architecture that simultaneously learns the unknown geometry, camera parameters, and a neural renderer that approximates the light reflected from the surface towards the camera. The geometry is represented as a zero level-set of a neural network, while the neural renderer, derived from the rendering equation, is capable of (implicitly) modeling a wide set of lighting conditions and materials. We trained our network on real world 2D images of objects with different material properties, lighting conditions, and noisy camera initializations from the DTU MVS dataset. We found our model to produce state of the art 3D surface reconstructions with high fidelity, resolution and detail.
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获取房间规模场景的高质量3D重建对于即将到来的AR或VR应用是至关重要的。这些范围从混合现实应用程序进行电话会议,虚拟测量,虚拟房间刨,到机器人应用。虽然使用神经辐射场(NERF)的基于卷的视图合成方法显示有希望再现对象或场景的外观,但它们不会重建实际表面。基于密度的表面的体积表示在使用行进立方体提取表面时导致伪影,因为在优化期间,密度沿着射线累积,并且不在单个样本点处于隔离点。我们建议使用隐式函数(截短的签名距离函数)来代表表面来代表表面。我们展示了如何在NERF框架中纳入此表示,并将其扩展为使用来自商品RGB-D传感器的深度测量,例如Kinect。此外,我们提出了一种姿势和相机细化技术,可提高整体重建质量。相反,与集成NERF的深度前瞻性的并发工作,其专注于新型视图合成,我们的方法能够重建高质量的韵律3D重建。
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近年来,由于其表达力和灵活性,神经隐式表示在3D重建中获得了普及。然而,神经隐式表示的隐式性质导致缓慢的推理时间并且需要仔细初始化。在本文中,我们重新审视经典且无处不在的点云表示,并使用泊松表面重建(PSR)的可分辨率配方引入可分化的点对网格层,其允许给予定向的GPU加速的指示灯的快速解决方案点云。可微分的PSR层允许我们通过隐式指示器字段有效地和分散地桥接与3D网格的显式3D点表示,从而实现诸如倒角距离的表面重建度量的端到端优化。因此,点和网格之间的这种二元性允许我们以面向点云表示形状,这是显式,轻量级和富有表现力的。与神经内隐式表示相比,我们的形状 - 点(SAP)模型更具可解释,轻量级,并通过一个级别加速推理时间。与其他显式表示相比,如点,补丁和网格,SA​​P产生拓扑无关的水密歧管表面。我们展示了SAP对无知点云和基于学习的重建的表面重建任务的有效性。
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In this paper, we propose ARCH (Animatable Reconstruction of Clothed Humans), a novel end-to-end framework for accurate reconstruction of animation-ready 3D clothed humans from a monocular image. Existing approaches to digitize 3D humans struggle to handle pose variations and recover details. Also, they do not produce models that are animation ready. In contrast, ARCH is a learned pose-aware model that produces detailed 3D rigged full-body human avatars from a single unconstrained RGB image. A Semantic Space and a Semantic Deformation Field are created using a parametric 3D body estimator. They allow the transformation of 2D/3D clothed humans into a canonical space, reducing ambiguities in geometry caused by pose variations and occlusions in training data. Detailed surface geometry and appearance are learned using an implicit function representation with spatial local features. Furthermore, we propose additional per-pixel supervision on the 3D reconstruction using opacity-aware differentiable rendering. Our experiments indicate that ARCH increases the fidelity of the reconstructed humans. We obtain more than 50% lower reconstruction errors for standard metrics compared to state-of-the-art methods on public datasets. We also show numerous qualitative examples of animated, high-quality reconstructed avatars unseen in the literature so far.
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最近,数据驱动的单视图重建方法在建模3D穿着人类中表现出很大的进展。然而,这种方法严重影响了单视图输入所固有的深度模糊和闭塞。在本文中,我们通过考虑一小部分输入视图并调查从这些视图中适当利用信息的最佳策略来解决这个问题。我们提出了一种数据驱动的端到端方法,其从稀疏相机视图重建穿着人的人类的隐式3D表示。具体而言,我们介绍了三个关键组件:首先是使用透视相机模型的空间一致的重建,允许使用人员在输入视图中的任意放置;第二个基于关注的融合层,用于从多个观点来看聚合视觉信息;第三种机制在多视图上下文下编码本地3D模式。在实验中,我们展示了所提出的方法优于定量和定性地在标准数据上表达现有技术。为了展示空间一致的重建,我们将我们的方法应用于动态场景。此外,我们在使用多摄像头平台获取的真实数据上应用我们的方法,并证明我们的方法可以获得与多视图立体声相当的结果,从而迅速更少的视图。
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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 (nonconvolutional) 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 rendering techniques to project the output colors and densities into an image. Because volume rendering is naturally differentiable, the only input required to optimize our representation is a set of images with known camera poses. We describe how to effectively optimize neural radiance fields to render photorealistic novel views of scenes with complicated geometry and appearance, and demonstrate results that outperform prior work on neural rendering and view synthesis. View synthesis results are best viewed as videos, so we urge readers to view our supplementary video for convincing comparisons.
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