新型视图合成(NVS)是一项具有挑战性的任务,需要系统从新观点中生成场景的影像图像,在新观点中,质量和速度对应用都很重要。以前的基于图像的渲染(IBR)方法很快,但是当输入视图稀疏时质量较差。最近的神经辐射场(NERF)和可推广的变体可带来令人印象深刻的结果,但不是实时的。在我们的论文中,我们提出了一种具有稀疏输入的可推广的NVS方法,称为FWD,该方法可实时提供高质量的合成。凭借明确的深度和可区分的渲染,它以130-1000 X的加速和更好的感知质量取得了SOTA方法的竞争结果。如果有的话,我们可以在训练或推理过程中无缝整合传感器深度,以提高图像质量,同时保持实时速度。随着深度传感器的越来越多的流行率,我们希望使用深度的方法将变得越来越有用。
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我们提出了HRF-NET,这是一种基于整体辐射场的新型视图合成方法,该方法使用一组稀疏输入来呈现新视图。最近的概括视图合成方法还利用了光辉场,但渲染速度不是实时的。现有的方法可以有效地训练和呈现新颖的观点,但它们无法概括地看不到场景。我们的方法解决了用于概括视图合成的实时渲染问题,并由两个主要阶段组成:整体辐射场预测指标和基于卷积的神经渲染器。该架构不仅基于隐式神经场的一致场景几何形状,而且还可以使用单个GPU有效地呈现新视图。我们首先在DTU数据集的多个3D场景上训练HRF-NET,并且网络只能仅使用光度损耗就看不见的真实和合成数据产生合理的新视图。此外,我们的方法可以利用单个场景的密集参考图像集来产生准确的新颖视图,而无需依赖其他明确表示,并且仍然保持了预训练模型的高速渲染。实验结果表明,HRF-NET优于各种合成和真实数据集的最先进的神经渲染方法。
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Volumetric neural rendering methods like NeRF generate high-quality view synthesis results but are optimized per-scene leading to prohibitive reconstruction time. On the other hand, deep multi-view stereo methods can quickly reconstruct scene geometry via direct network inference. Point-NeRF combines the advantages of these two approaches by using neural 3D point clouds, with associated neural features, to model a radiance field. Point-NeRF can be rendered efficiently by aggregating neural point features near scene surfaces, in a ray marching-based rendering pipeline. Moreover, Point-NeRF can be initialized via direct inference of a pre-trained deep network to produce a neural point cloud; this point cloud can be finetuned to surpass the visual quality of NeRF with 30X faster training time. Point-NeRF can be combined with other 3D reconstruction methods and handles the errors and outliers in such methods via a novel pruning and growing mechanism. The experiments on the DTU, the NeRF Synthetics , the ScanNet and the Tanks and Temples datasets demonstrate Point-NeRF can surpass the existing methods and achieve the state-of-the-art results.
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Recent years we have witnessed rapid development in NeRF-based image rendering due to its high quality. However, point clouds rendering is somehow less explored. Compared to NeRF-based rendering which suffers from dense spatial sampling, point clouds rendering is naturally less computation intensive, which enables its deployment in mobile computing device. In this work, we focus on boosting the image quality of point clouds rendering with a compact model design. We first analyze the adaption of the volume rendering formulation on point clouds. Based on the analysis, we simplify the NeRF representation to a spatial mapping function which only requires single evaluation per pixel. Further, motivated by ray marching, we rectify the the noisy raw point clouds to the estimated intersection between rays and surfaces as queried coordinates, which could avoid \textit{spatial frequency collapse} and neighbor point disturbance. Composed of rasterization, spatial mapping and the refinement stages, our method achieves the state-of-the-art performance on point clouds rendering, outperforming prior works by notable margins, with a smaller model size. We obtain a PSNR of 31.74 on NeRF-Synthetic, 25.88 on ScanNet and 30.81 on DTU. Code and data are publicly available at https://github.com/seanywang0408/RadianceMapping.
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我们引入了一个可扩展的框架,用于从RGB-D图像中具有很大不完整的场景覆盖率的新型视图合成。尽管生成的神经方法在2D图像上表现出了惊人的结果,但它们尚未达到相似的影像学结果,并结合了场景完成,在这种情况下,空间3D场景的理解是必不可少的。为此,我们提出了一条在基于网格的神经场景表示上执行的生成管道,通过以2.5D-3D-2.5D方式进行场景的分布来完成未观察到的场景部分。我们在3D空间中处理编码的图像特征,并具有几何完整网络和随后的纹理镶嵌网络,以推断缺失区域。最终可以通过与一致性的可区分渲染获得感性图像序列。全面的实验表明,我们方法的图形输出优于最新技术,尤其是在未观察到的场景部分中。
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我们介绍了神经点光场,它用稀疏点云上的轻场隐含地表示场景。结合可分辨率的体积渲染与学习的隐式密度表示使得可以合成用于小型场景的新颖视图的照片现实图像。作为神经体积渲染方法需要潜在的功能场景表示的浓密采样,在沿着射线穿过体积的数百个样本,它们从根本上限制在具有投影到数百个训练视图的相同对象的小场景。向神经隐式光线推广稀疏点云允许我们有效地表示每个光线的单个隐式采样操作。这些点光场作为光线方向和局部点特征邻域的函数,允许我们在没有密集的物体覆盖和视差的情况下插入光场条件训练图像。我们评估大型驾驶场景的新型视图综合的提出方法,在那里我们综合了现实的看法,即现有的隐式方法未能代表。我们验证了神经点光场可以通过显式建模场景来实现沿着先前轨迹的视频来预测沿着看不见的轨迹的视频。
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我们研究了从3D对象组成的场景的稀疏源观察的新型视图综合的问题。我们提出了一种简单但有效的方法,既不是持续的也不是隐含的,挑战近期观测综合的趋势。我们的方法将观察显式编码为启用摊销渲染的体积表示。我们证明,虽然由于其表现力,但由于其表现力,但由于其富有力的力量,我们的简单方法获得了与最新的基线的比较比较了与最先进的基线的相当甚至更好的新颖性重建质量,同时增加了渲染速度超过400倍。我们的模型采用类别无关方式培训,不需要特定于场景的优化。因此,它能够将新颖的视图合成概括为在训练期间未见的对象类别。此外,我们表明,通过简单的制定,我们可以使用视图综合作为自我监控信号,以便在没有明确的3D监督的情况下高效学习3D几何。
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我们提出了一种可区分的渲染算法,以进行有效的新型视图合成。通过偏离基于音量的表示,支持学习点表示,我们在训练和推理方面的内存和运行时范围内改进了现有方法的数量级。该方法从均匀采样的随机点云开始,并使用基于可区分的SPLAT渲染器来发展模型以匹配一组输入图像,从而学习了每点位置和观看依赖性外观。在训练和推理中,我们的方法比NERF快300倍,质量只有边缘牺牲,而在静态场景中使用少于10 〜MB的记忆。对于动态场景,我们的方法比Stnerf训练两个数量级,并以接近互动速率渲染,同时即使在不施加任何时间固定的正则化合物的情况下保持较高的图像质量和时间连贯性。
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用于运动中的人类的新型视图综合是一个具有挑战性的计算机视觉问题,使得诸如自由视视频之类的应用。现有方法通常使用具有多个输入视图,3D监控或预训练模型的复杂设置,这些模型不会概括为新标识。旨在解决这些限制,我们提出了一种新颖的视图综合框架,以从单视图传感器捕获的任何人的看法生成现实渲染,其具有稀疏的RGB-D,类似于低成本深度摄像头,而没有参与者特定的楷模。我们提出了一种架构来学习由基于球体的神经渲染获得的小说视图中的密集功能,并使用全局上下文修复模型创建完整的渲染。此外,增强剂网络利用了整体保真度,即使在原始视图中的遮挡区域中也能够产生细节的清晰渲染。我们展示了我们的方法为单个稀疏RGB-D输入产生高质量的合成和真实人体演员的新颖视图。它概括了看不见的身份,新的姿势,忠实地重建面部表情。我们的方法优于现有人体观测合成方法,并且对不同水平的输入稀疏性具有稳健性。
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新型视图综合的古典光场渲染可以准确地再现视图依赖性效果,例如反射,折射和半透明,但需要一个致密的视图采样的场景。基于几何重建的方法只需要稀疏的视图,但不能准确地模拟非兰伯语的效果。我们介绍了一个模型,它结合了强度并减轻了这两个方向的局限性。通过在光场的四维表示上操作,我们的模型学会准确表示依赖视图效果。通过在训练和推理期间强制执行几何约束,从稀疏的视图集中毫无屏蔽地学习场景几何。具体地,我们介绍了一种基于两级变压器的模型,首先沿着ePipoll线汇总特征,然后沿参考视图聚合特征以产生目标射线的颜色。我们的模型在多个前进和360 {\ DEG}数据集中优于最先进的,具有较大的差别依赖变化的场景更大的边缘。
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Photo-realistic free-viewpoint rendering of real-world scenes using classical computer graphics techniques is challenging, because it requires the difficult step of capturing detailed appearance and geometry models. Recent studies have demonstrated promising results by learning scene representations that implicitly encode both geometry and appearance without 3D supervision. However, existing approaches in practice often show blurry renderings caused by the limited network capacity or the difficulty in finding accurate intersections of camera rays with the scene geometry. Synthesizing high-resolution imagery from these representations often requires time-consuming optical ray marching. In this work, we introduce Neural Sparse Voxel Fields (NSVF), a new neural scene representation for fast and high-quality free-viewpoint rendering. NSVF defines a set of voxel-bounded implicit fields organized in a sparse voxel octree to model local properties in each cell. We progressively learn the underlying voxel structures with a diffentiable ray-marching operation from only a set of posed RGB images. With the sparse voxel octree structure, rendering novel views can be accelerated by skipping the voxels containing no relevant scene content. Our method is typically over 10 times faster than the state-of-the-art (namely, NeRF (Mildenhall et al., 2020)) at inference time while achieving higher quality results. Furthermore, by utilizing an explicit sparse voxel representation, our method can easily be applied to scene editing and scene composition. We also demonstrate several challenging tasks, including multi-scene learning, free-viewpoint rendering of a moving human, and large-scale scene rendering. Code and data are available at our website: https://github.com/facebookresearch/NSVF.
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Neural Radiance Field (NeRF) has revolutionized free viewpoint rendering tasks and achieved impressive results. However, the efficiency and accuracy problems hinder its wide applications. To address these issues, we propose Geometry-Aware Generalized Neural Radiance Field (GARF) with a geometry-aware dynamic sampling (GADS) strategy to perform real-time novel view rendering and unsupervised depth estimation on unseen scenes without per-scene optimization. Distinct from most existing generalized NeRFs, our framework infers the unseen scenes on both pixel-scale and geometry-scale with only a few input images. More specifically, our method learns common attributes of novel-view synthesis by an encoder-decoder structure and a point-level learnable multi-view feature fusion module which helps avoid occlusion. To preserve scene characteristics in the generalized model, we introduce an unsupervised depth estimation module to derive the coarse geometry, narrow down the ray sampling interval to proximity space of the estimated surface and sample in expectation maximum position, constituting Geometry-Aware Dynamic Sampling strategy (GADS). Moreover, we introduce a Multi-level Semantic Consistency loss (MSC) to assist more informative representation learning. Extensive experiments on indoor and outdoor datasets show that comparing with state-of-the-art generalized NeRF methods, GARF reduces samples by more than 25\%, while improving rendering quality and 3D geometry estimation.
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神经辐射场(NERF)具有密集捕获的输入图像实现光真实的视图合成。然而,鉴于稀疏的视图,NERF的几何形状极为严重,从而导致新观点合成质量的显着降解。受到自我监督的深度估计方法的启发,我们提出了structnerf,这是针对稀疏输入的室内场景的新型视图合成的解决方案。 structnerf利用自然嵌入多视图输入中的结构提示来处理NERF中无约束的几何问题。具体而言,它分别解决了纹理和非纹理区域:提出了基于贴片的多视图一致的光度损失来限制纹理区域的几何形状;对于非纹理的,我们明确地将它们限制为3D一致的平面。通过密集的自我监督深度约束,我们的方法可以改善NERF的几何形状和视图综合性能,而无需对外部数据进行任何其他培训。在几个现实世界数据集上进行的广泛实验表明,构造者超过了针对室内场景的最新方法,这些方法具有稀疏输入的定量和定性。
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计算机愿景中的经典问题是推断从几个可用于以交互式速率渲染新颖视图的图像的3D场景表示。以前的工作侧重于重建预定定义的3D表示,例如,纹理网格或隐式表示,例如隐式表示。辐射字段,并且通常需要输入图像,具有精确的相机姿势和每个新颖场景的长处理时间。在这项工作中,我们提出了场景表示变换器(SRT),一种方法,该方法处理新的区域的构成或未铺设的RGB图像,Infers Infers“设置 - 潜在场景表示”,并合成新颖的视图,全部在一个前馈中经过。为了计算场景表示,我们提出了视觉变压器的概括到图像组,实现全局信息集成,从而实现3D推理。一个有效的解码器变压器通过参加场景表示来参加光场以呈现新颖的视图。通过最大限度地减少新型视图重建错误,学习是通过最终到底的。我们表明,此方法在PSNR和Synthetic DataSets上的速度方面优于最近的基线,包括为纸张创建的新数据集。此外,我们展示了使用街景图像支持现实世界户外环境的交互式可视化和语义分割。
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基于3D点云表示的视图合成方法已证明有效性。但是,现有的方法通常仅从单个源视图中综合新视图,并且概括它们以处理多个源视图以追求更高的重建质量是不平凡的。在本文中,我们提出了一种新的基于深度学习的视图综合范式,该范式从不同的源视图中学习了统一的3D点云。具体而言,我们首先通过根据其深度图将源视图投影到3D空间来构建子点云。然后,我们通过在子点云联合定义的本地社区中自适应地融合点来学习统一的3D点云。此外,我们还提出了一个3D几何引导的图像恢复模块,以填充孔并恢复渲染的新型视图的高频细节。三个基准数据集的实验结果表明,我们的方法在数量和视觉上都在很大程度上优于最先进的综合方法。
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神经辐射字段(NERF)将场景编码为神经表示,使得能够实现新颖视图的照片逼真。然而,RGB图像的成功重建需要在静态条件下拍摄的大量输入视图 - 通常可以为房间尺寸场景的几百个图像。我们的方法旨在将整个房间的小说视图从数量级的图像中合成。为此,我们利用密集的深度前导者来限制NERF优化。首先,我们利用从用于估计相机姿势的运动(SFM)预处理步骤的结构自由提供的稀疏深度数据。其次,我们使用深度完成将这些稀疏点转换为密集的深度图和不确定性估计,用于指导NERF优化。我们的方法使数据有效的新颖观看综合在挑战室内场景中,使用少量为整个场景的18张图像。
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We present a method that synthesizes novel views of complex scenes by interpolating a sparse set of nearby views. The core of our method is a network architecture that includes a multilayer perceptron and a ray transformer that estimates radiance and volume density at continuous 5D locations (3D spatial locations and 2D viewing directions), drawing appearance information on the fly from multiple source views. By drawing on source views at render time, our method hearkens back to classic work on image-based rendering (IBR), and allows us to render high-resolution imagery. Unlike neural scene representation work that optimizes per-scene functions for rendering, we learn a generic view interpolation function that generalizes to novel scenes. We render images using classic volume rendering, which is fully differentiable and allows us to train using only multiview posed images as supervision. Experiments show that our method outperforms recent novel view synthesis methods that also seek to generalize to novel scenes. Further, if fine-tuned on each scene, our method is competitive with state-of-the-art single-scene neural rendering methods. 1
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We present a method for novel view synthesis from input images that are freely distributed around a scene. Our method does not rely on a regular arrangement of input views, can synthesize images for free camera movement through the scene, and works for general scenes with unconstrained geometric layouts. We calibrate the input images via SfM and erect a coarse geometric scaffold via MVS. This scaffold is used to create a proxy depth map for a novel view of the scene. Based on this depth map, a recurrent encoder-decoder network processes reprojected features from nearby views and synthesizes the new view. Our network does not need to be optimized for a given scene. After training on a dataset, it works in previously unseen environments with no finetuning or per-scene optimization. We evaluate the presented approach on challenging real-world datasets, including Tanks and Temples, where we demonstrate successful view synthesis for the first time and substantially outperform prior and concurrent work.
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Input: 3 views of held-out scene NeRF pixelNeRF Output: Rendered new views Input Novel views Input Novel views Input Novel views Figure 1: NeRF from one or few images. We present pixelNeRF, a learning framework that predicts a Neural Radiance Field (NeRF) representation from a single (top) or few posed images (bottom). PixelNeRF can be trained on a set of multi-view images, allowing it to generate plausible novel view synthesis from very few input images without test-time optimization (bottom left). In contrast, NeRF has no generalization capabilities and performs poorly when only three input views are available (bottom right).
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本文旨在减少透明辐射场的渲染时间。一些最近的作品用图像编码器配备了神经辐射字段,能够跨越场景概括,这避免了每场景优化。但是,它们的渲染过程通常很慢。主要因素是,在推断辐射场时,它们在空间中的大量点。在本文中,我们介绍了一个混合场景表示,它结合了最佳的隐式辐射场和显式深度映射,以便有效渲染。具体地,我们首先构建级联成本量,以有效地预测场景的粗糙几何形状。粗糙几何允许我们在场景表面附近的几个点来样,并显着提高渲染速度。该过程是完全可疑的,使我们能够仅从RGB图像共同学习深度预测和辐射现场网络。实验表明,该方法在DTU,真正的前瞻性和NERF合成数据集上展示了最先进的性能,而不是比以前的最可推广的辐射现场方法快至少50倍。我们还展示了我们的方法实时综合动态人类执行者的自由观点视频。代码将在https://zju3dv.github.io/enerf/处提供。
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