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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我们引入了一个新的隐式形状表示,称为基于射线的隐式函数(PRIF)。与基于处理空间位置的签名距离函数(SDF)的大多数现有方法相反,我们的表示形式在定向射线上运行。具体而言,PRIF的配制是直接产生给定输入射线的表面命中点,而无需昂贵的球体跟踪操作,因此可以有效地提取形状提取和可区分的渲染。我们证明,经过编码PRIF的神经网络在各种任务中取得了成功,包括单个形状表示,类别形状的生成,从稀疏或嘈杂的观察到形状完成,相机姿势估计的逆渲染以及带有颜色的神经渲染。
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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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Neural 3D implicit representations learn priors that are useful for diverse applications, such as single- or multiple-view 3D reconstruction. A major downside of existing approaches while rendering an image is that they require evaluating the network multiple times per camera ray so that the high computational time forms a bottleneck for downstream applications. We address this problem by introducing a novel neural scene representation that we call the directional distance function (DDF). To this end, we learn a signed distance function (SDF) along with our DDF model to represent a class of shapes. Specifically, our DDF is defined on the unit sphere and predicts the distance to the surface along any given direction. Therefore, our DDF allows rendering images with just a single network evaluation per camera ray. Based on our DDF, we present a novel fast algorithm (FIRe) to reconstruct 3D shapes given a posed depth map. We evaluate our proposed method on 3D reconstruction from single-view depth images, where we empirically show that our algorithm reconstructs 3D shapes more accurately and it is more than 15 times faster (per iteration) than competing methods.
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Neural signed distance functions (SDFs) are emerging as an effective representation for 3D shapes. State-of-theart methods typically encode the SDF with a large, fixedsize neural network to approximate complex shapes with implicit surfaces. Rendering with these large networks is, however, computationally expensive since it requires many forward passes through the network for every pixel, making these representations impractical for real-time graphics. We introduce an efficient neural representation that, for the first time, enables real-time rendering of high-fidelity neural SDFs, while achieving state-of-the-art geometry reconstruction quality. We represent implicit surfaces using an octree-based feature volume which adaptively fits shapes with multiple discrete levels of detail (LODs), and enables continuous LOD with SDF interpolation. We further develop an efficient algorithm to directly render our novel neural SDF representation in real-time by querying only the necessary LODs with sparse octree traversal. We show that our representation is 2-3 orders of magnitude more efficient in terms of rendering speed compared to previous works. Furthermore, it produces state-of-the-art reconstruction quality for complex shapes under both 3D geometric and 2D image-space metrics.
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深度生成模型的最新进展导致了3D形状合成的巨大进展。虽然现有模型能够合成表示为体素,点云或隐式功能的形状,但这些方法仅间接强制执行最终3D形状表面的合理性。在这里,我们提出了一种直接将对抗训练施加到物体表面的3D形状合成框架(Surfgen)。我们的方法使用可分解的球面投影层来捕获并表示隐式3D发生器的显式零IsoSurface作为在单元球上定义的功能。通过在对手设置中用球形CNN处理3D对象表面的球形表示,我们的发电机可以更好地学习自然形状表面的统计数据。我们在大规模形状数据集中评估我们的模型,并证明了端到端训练的模型能够产生具有不同拓扑的高保真3D形状。
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将3D坐标映射到签名距离函数(SDF)或占用值的神经网络具有启用对象形状的高保真隐式表示。本文开发了一种新的形状模型,允许通过优化连续符号定向距离功能(SDDF)来合成新颖距离视图。与Deep SDF模型类似,我们的SDDF配方可以代表整个类别的形状并从部分输入数据中跨越形状填写或插入。与SDF不同,该SDF在任何方向上测量到最近表面的距离,SDDF测量给定方向的距离。这允许训练没有3D形状监控的SDDF模型,仅使用距离测量,从深度相机或激光雷达传感器易获得。我们的模型还通过直接在任意位置和观察方向上直接预测距离,去除像表面提取或渲染的后处理步骤。与深色视角综合技术不同,例如培训高容量黑盒型号的神经辐射字段,我们的模型通过构造SDDF值沿着观察方向线性降低的性质。这种结构约束不仅导致维度降低,而且还提供了关于SDDF预测的准确性的分析信心,无论到物体表面的距离如何。
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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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虚拟内容创建和互动在现代3D应用中起着重要作用,例如AR和VR。从真实场景中恢复详细的3D模型可以显着扩大其应用程序的范围,并在计算机视觉和计算机图形社区中进行了数十年的研究。我们提出了基于体素的隐式表面表示Vox-Surf。我们的Vox-Surf将空间分为有限的体素。每个体素将几何形状和外观信息存储在其角顶点。 Vox-Surf得益于从体素表示继承的稀疏性,几乎适用于任何情况,并且可以轻松地从多个视图图像中训练。我们利用渐进式训练程序逐渐提取重要体素,以进一步优化,以便仅保留有效的体素,从而大大减少了采样点的数量并增加了渲染速度。细素还可以视为碰撞检测的边界量。该实验表明,与其他方法相比,Vox-Surf表示可以学习精致的表面细节和准确的颜色,并以更少的记忆力和更快的渲染速度来学习。我们还表明,Vox-Surf在场景编辑和AR应用中可能更实用。
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With the success of neural volume rendering in novel view synthesis, neural implicit reconstruction with volume rendering has become popular. However, most methods optimize per-scene functions and are unable to generalize to novel scenes. We introduce VolRecon, a generalizable implicit reconstruction method with Signed Ray Distance Function (SRDF). To reconstruct with fine details and little noise, we combine projection features, aggregated from multi-view features with a view transformer, and volume features interpolated from a coarse global feature volume. A ray transformer computes SRDF values of all the samples along a ray to estimate the surface location, which are used for volume rendering of color and depth. Extensive experiments on DTU and ETH3D demonstrate the effectiveness and generalization ability of our method. On DTU, our method outperforms SparseNeuS by about 30% in sparse view reconstruction and achieves comparable quality as MVSNet in full view reconstruction. Besides, our method shows good generalization ability on the large-scale ETH3D benchmark. Project page: https://fangjinhuawang.github.io/VolRecon.
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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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Implicit fields have been very effective to represent and learn 3D shapes accurately. Signed distance fields and occupancy fields are the preferred representations, both with well-studied properties, despite their restriction to closed surfaces. Several other variations and training principles have been proposed with the goal to represent all classes of shapes. In this paper, we develop a novel and yet fundamental representation by considering the unit vector field defined on 3D space: at each point in $\mathbb{R}^3$ the vector points to the closest point on the surface. We theoretically demonstrate that this vector field can be easily transformed to surface density by applying the vector field divergence. Unlike other standard representations, it directly encodes an important physical property of the surface, which is the surface normal. We further show the advantages of our vector field representation, specifically in learning general (open, closed, or multi-layered) surfaces as well as piecewise planar surfaces. We compare our method on several datasets including ShapeNet where the proposed new neural implicit field shows superior accuracy in representing any type of shape, outperforming other standard methods. The code will be released at https://github.com/edomel/ImplicitVF
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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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图像中的3D重建在虚拟现实和自动驾驶中具有广泛的应用,在此精确要求非常高。通过利用多层感知,在神经辐射场(NERF)中进行的突破性研究已大大提高了3D对象的表示质量。后来的一些研究通过建立截短的签名距离场(TSDF)改善了NERF,但仍遭受3D重建中表面模糊的问题。在这项工作中,通过提出一种新颖的3D形状表示方式Omninerf来解决这种表面歧义。它基于训练Omni方向距离场(ODF)和神经辐射场的混合隐式场,用全向信息代替NERF中的明显密度。此外,我们在深度图上介绍了其他监督,以进一步提高重建质量。该提出的方法已被证明可以有效处理表面重建边缘的NERF缺陷,从而提供了更高质量的3D场景重建结果。
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从单视图重建3D形状是一个长期的研究问题。在本文中,我们展示了深度隐式地面网络,其可以通过预测底层符号距离场来从2D图像产生高质量的细节的3D网格。除了利用全局图像特征之外,禁止2D图像上的每个3D点的投影位置,并从图像特征映射中提取本地特征。结合全球和局部特征显着提高了符合距离场预测的准确性,特别是对于富含细节的区域。据我们所知,伪装是一种不断捕获从单视图图像中存在于3D形状中存在的孔和薄结构等细节的方法。 Disn在从合成和真实图像重建的各种形状类别上实现最先进的单视性重建性能。代码可在https://github.com/xharlie/disn提供补充可以在https://xharlie.github.io/images/neUrips_2019_Supp.pdf中找到补充
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我们呈现圆圈,基于本地隐式符号距离函数的大规模场景完成和几何精致的框架。它基于端到端的稀疏卷积网络,Circnet,共同模拟局部几何细节和全局场景结构背景,使其能够在传统3D场景数据中恢复通常产生的缺失区域的同时保留细粒度的对象细节。一种新颖的可分解渲染模块,可以进行测试时间精制以获得更好的重建质量。对现实世界和合成数据集的广泛实验表明,我们的简明框架是高效且有效的,实现比最接近竞争对手更好的重建质量,同时速度更快。
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Figure 1: DeepSDF represents signed distance functions (SDFs) of shapes via latent code-conditioned feed-forward decoder networks. Above images are raycast renderings of DeepSDF interpolating between two shapes in the learned shape latent space. Best viewed digitally.
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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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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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