Recent efforts in Neural Rendering Fields (NeRF) have shown impressive results on novel view synthesis by utilizing implicit neural representation to represent 3D scenes. Due to the process of volumetric rendering, the inference speed for NeRF is extremely slow, limiting the application scenarios of utilizing NeRF on resource-constrained hardware, such as mobile devices. Many works have been conducted to reduce the latency of running NeRF models. However, most of them still require high-end GPU for acceleration or extra storage memory, which is all unavailable on mobile devices. Another emerging direction utilizes the neural light field (NeLF) for speedup, as only one forward pass is performed on a ray to predict the pixel color. Nevertheless, to reach a similar rendering quality as NeRF, the network in NeLF is designed with intensive computation, which is not mobile-friendly. In this work, we propose an efficient network that runs in real-time on mobile devices for neural rendering. We follow the setting of NeLF to train our network. Unlike existing works, we introduce a novel network architecture that runs efficiently on mobile devices with low latency and small size, i.e., saving $15\times \sim 24\times$ storage compared with MobileNeRF. Our model achieves high-resolution generation while maintaining real-time inference for both synthetic and real-world scenes on mobile devices, e.g., $18.04$ms (iPhone 13) for rendering one $1008\times756$ image of real 3D scenes. Additionally, we achieve similar image quality as NeRF and better quality than MobileNeRF (PSNR $26.15$ vs. $25.91$ on the real-world forward-facing dataset).
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关于神经辐射场(NERF)的最新研究爆炸表明,具有神经网络的复杂场面具有令人鼓舞的潜力。 NERF的一个主要缺点是它的推理时间:渲染单像素需要数百次查询NERF网络。为了解决它,现有的努力主要试图减少所需的采样点的数量。但是,迭代采样的问题仍然存在。另一方面,神经光场(NELF)在新型视图合成中对NERF提出了更直接的表示 - 像素的渲染相当于一个单一的正向通行,而无需射线建设。在这项工作中,我们提出了一个深层残留的MLP网络(88层),以有效地学习光场。我们展示了成功学习这种深度NELF网络的关键,就是拥有足够的数据,我们通过数据蒸馏从预训练的NERF模型中转移知识。在合成和现实世界场景上进行的广泛实验表明,我们方法比其他对应算法的优点。在合成场景中,我们实现了26-35倍的拖鞋(每个摄像头射线)和28-31倍的运行时加速,同时提供了比NERF的呈现质量(1.4-2.8 dB的平均PSNR改善),而无需任何定制的并行性要求。
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神经辐射场(NERF)在代表3D场景和合成新颖视图中示出了很大的潜力,但是在推理阶段的NERF的计算开销仍然很重。为了减轻负担,我们进入了NERF的粗细分,分层采样过程,并指出粗阶段可以被我们命名神经样本场的轻量级模块代替。所提出的示例场地图光线进入样本分布,可以将其转换为点坐标并进料到radiance字段以进行体积渲染。整体框架被命名为Neusample。我们在现实合成360 $ ^ {\ circ} $和真正的前瞻性,两个流行的3D场景集上进行实验,并表明Neusample在享受更快推理速度时比NERF实现更好的渲染质量。Neusample进一步压缩,以提出的样品场提取方法朝向质量和速度之间的更好的权衡。
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我们呈现NERF-SR,一种用于高分辨率(HR)新型视图合成的解决方案,主要是低分辨率(LR)输入。我们的方法是基于神经辐射场(NERF)的内置,其预测每点密度和颜色,具有多层的射击。在在任意尺度上产生图像时,NERF与超越观察图像的分辨率努力。我们的关键识别是NERF具有本地之前的,这意味着可以在附近区域传播3D点的预测,并且保持准确。我们首先通过超级采样策略来利用它,该策略在每个图像像素处射击多个光线,这在子像素级别强制了多视图约束。然后,我们表明,NERF-SR可以通过改进网络进一步提高超级采样的性能,该细化网络利用估计的深度来实现HR参考图像上的相关补丁的幻觉。实验结果表明,NERF-SR在合成和现实世界数据集的HR上为新型视图合成产生高质量结果。
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NeRF synthesizes novel views of a scene with unprecedented quality by fitting a neural radiance field to RGB images. However, NeRF requires querying a deep Multi-Layer Perceptron (MLP) millions of times, leading to slow rendering times, even on modern GPUs. In this paper, we demonstrate that real-time rendering is possible by utilizing thousands of tiny MLPs instead of one single large MLP. In our setting, each individual MLP only needs to represent parts of the scene, thus smaller and faster-to-evaluate MLPs can be used. By combining this divide-and-conquer strategy with further optimizations, rendering is accelerated by three orders of magnitude compared to the original NeRF model without incurring high storage costs. Further, using teacher-student distillation for training, we show that this speed-up can be achieved without sacrificing visual quality.
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Neural Radiance Fields (NeRF) have demonstrated superior novel view synthesis performance but are slow at rendering. To speed up the volume rendering process, many acceleration methods have been proposed at the cost of large memory consumption. To push the frontier of the efficiency-memory trade-off, we explore a new perspective to accelerate NeRF rendering, leveraging a key fact that the viewpoint change is usually smooth and continuous in interactive viewpoint control. This allows us to leverage the information of preceding viewpoints to reduce the number of rendered pixels as well as the number of sampled points along the ray of the remaining pixels. In our pipeline, a low-resolution feature map is rendered first by volume rendering, then a lightweight 2D neural renderer is applied to generate the output image at target resolution leveraging the features of preceding and current frames. We show that the proposed method can achieve competitive rendering quality while reducing the rendering time with little memory overhead, enabling 30FPS at 1080P image resolution with a low memory footprint.
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神经辐射场(NERFS)表现出惊人的能力,可以从新颖的观点中综合3D场景的图像。但是,他们依赖于基于射线行进的专门体积渲染算法,这些算法与广泛部署的图形硬件的功能不匹配。本文介绍了基于纹理多边形的新的NERF表示形式,该表示可以有效地与标准渲染管道合成新型图像。 NERF表示为一组多边形,其纹理代表二进制不相处和特征向量。用Z-Buffer对多边形的传统渲染产生了每个像素的图像,该图像由在片段着色器中运行的小型,观点依赖的MLP来解释,以产生最终的像素颜色。这种方法使NERF可以使用传统的Polygon栅格化管道渲染,该管道提供了庞大的像素级并行性,从而在包括移动电话在内的各种计算平台上实现了交互式帧速率。
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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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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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神经辐射场(NERFS)增加了新型视图合成和场景重建的重建细节,其应用程序从大型静态场景到动态人类运动不等。但是,此类神经领域的分辨率和无模型性质的增加是以高训练时间和过度记忆要求为代价的。最近的进步通过使用互补的数据结构改善了推理时间,但这些方法不适合动态场景,并且通常会增加记忆消耗。减少培训时所需的资源几乎没有做到。我们提出了一种方法,通过部分共享相邻样本点的评估来利用NERF基于样本的计算的冗余。我们的UNERF体系结构的灵感来自UNET,该架构在网络中间减少空间分辨率,并在相邻样本之间共享信息。尽管这种变化违反了NERF方法中的严格和有意识的依赖性外观和无关的密度估计的分离,但我们表明它改善了新型观点的综合。我们还引入了一种替代性亚采样策略,该策略共享计算,同时最大程度地减少视图不变性的侵犯。 UNERF是原始NERF网络的插件模块。我们的主要贡献包括减少记忆足迹,提高准确性以及在训练和推理期间摊销的处理时间减少。在当地的假设较弱的情况下,我们在各种神经辐射场任务上实现了改进的资源利用。我们演示了对静态场景的新观点综合以及动态人类形状和运动的应用。
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In this paper, we present a novel and effective framework, named 4K-NeRF, to pursue high fidelity view synthesis on the challenging scenarios of ultra high resolutions, building on the methodology of neural radiance fields (NeRF). The rendering procedure of NeRF-based methods typically relies on a pixel wise manner in which rays (or pixels) are treated independently on both training and inference phases, limiting its representational ability on describing subtle details especially when lifting to a extremely high resolution. We address the issue by better exploring ray correlation for enhancing high-frequency details benefiting from the use of geometry-aware local context. Particularly, we use the view-consistent encoder to model geometric information effectively in a lower resolution space and recover fine details through the view-consistent decoder, conditioned on ray features and depths estimated by the encoder. Joint training with patch-based sampling further facilitates our method incorporating the supervision from perception oriented regularization beyond pixel wise loss. Quantitative and qualitative comparisons with modern NeRF methods demonstrate that our method can significantly boost rendering quality for retaining high-frequency details, achieving the state-of-the-art visual quality on 4K ultra-high-resolution scenario. Code Available at \url{https://github.com/frozoul/4K-NeRF}
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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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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 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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神经辐射场(NERFS)产生最先进的视图合成结果。然而,它们慢渲染,需要每像素数百个网络评估,以近似卷渲染积分。将nerfs烘烤到明确的数据结构中实现了有效的渲染,但导致内存占地面积的大幅增加,并且在许多情况下,质量降低。在本文中,我们提出了一种新的神经光场表示,相反,相反,紧凑,直接预测沿线的集成光线。我们的方法支持使用每个像素的单个网络评估,用于小基线光场数据集,也可以应用于每个像素的几个评估的较大基线。在我们的方法的核心,是一个光线空间嵌入网络,将4D射线空间歧管映射到中间可间可动子的潜在空间中。我们的方法在诸如斯坦福光场数据集等密集的前置数据集中实现了最先进的质量。此外,对于带有稀疏输入的面对面的场景,我们可以在质量方面实现对基于NERF的方法具有竞争力的结果,同时提供更好的速度/质量/内存权衡,网络评估较少。
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We introduce a method to render Neural Radiance Fields (NeRFs) in real time using PlenOctrees, an octree-based 3D representation which supports view-dependent effects. Our method can render 800×800 images at more than 150 FPS, which is over 3000 times faster than conventional NeRFs. We do so without sacrificing quality while preserving the ability of NeRFs to perform free-viewpoint rendering of scenes with arbitrary geometry and view-dependent effects. Real-time performance is achieved by pre-tabulating the NeRF into a PlenOctree. In order to preserve viewdependent effects such as specularities, we factorize the appearance via closed-form spherical basis functions. Specifically, we show that it is possible to train NeRFs to predict a spherical harmonic representation of radiance, removing the viewing direction as an input to the neural network. Furthermore, we show that PlenOctrees can be directly optimized to further minimize the reconstruction loss, which leads to equal or better quality compared to competing methods. Moreover, this octree optimization step can be used to reduce the training time, as we no longer need to wait for the NeRF training to converge fully. Our real-time neural rendering approach may potentially enable new applications such as 6-DOF industrial and product visualizations, as well as next generation AR/VR systems. PlenOctrees are amenable to in-browser rendering as well; please visit the project page for the interactive online demo, as well as video and code: https://alexyu. net/plenoctrees.
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最近,神经辐射场(NERF)正在彻底改变新型视图合成(NVS)的卓越性能。但是,NERF及其变体通常需要进行冗长的每场训练程序,其中将多层感知器(MLP)拟合到捕获的图像中。为了解决挑战,已经提出了体素网格表示,以显着加快训练的速度。但是,这些现有方法只能处理静态场景。如何开发有效,准确的动态视图合成方法仍然是一个开放的问题。将静态场景的方法扩展到动态场景并不简单,因为场景几何形状和外观随时间变化。在本文中,基于素素网格优化的最新进展,我们提出了一种快速变形的辐射场方法来处理动态场景。我们的方法由两个模块组成。第一个模块采用变形网格来存储3D动态功能,以及使用插值功能将观测空间中的3D点映射到规范空间的变形的轻巧MLP。第二个模块包含密度和颜色网格,以建模场景的几何形状和密度。明确对阻塞进行了建模,以进一步提高渲染质量。实验结果表明,我们的方法仅使用20分钟的训练就可以实现与D-NERF相当的性能,该训练比D-NERF快70倍以上,这清楚地证明了我们提出的方法的效率。
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我们探索了基于神经光场表示的几种新颖观点合成的新策略。给定目标摄像头姿势,隐式神经网络将每个射线映射到其目标像素的颜色。该网络的条件是根据来自显式3D特征量的粗量渲染产生的本地射线特征。该卷是由使用3D Convnet的输入图像构建的。我们的方法在基于最先进的神经辐射场竞争方面,在合成和真实MVS数据上实现了竞争性能,同时提供了100倍的渲染速度。
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神经辐射场(NERF)在建模3D场景和合成新型视图图像方面取得了巨大成功。但是,大多数以前的NERF方法需要大量时间来优化一个场景。显式数据结构,例如体素特征,显示出加速训练过程的巨大潜力。但是,体素特征面临两个大挑战,要应用于动态场景,即建模时间信息并捕获不同的点运动尺度。我们通过用时间感知的体素特征(称为Tineuvox)表示场景来提出一个辐射现场框架。引入了一个微小的坐标变形网络,以模拟粗糙运动轨迹,并在辐射网络中进一步增强了时间信息。提出了一种多距离插值方法,并应用于体素特征,以模拟小运动和大型运动。我们的框架大大加快了动态光芒度场的优化,同时保持高渲染质量。经验评估均在合成场景和真实场景上进行。我们的Tineuvox仅需8分钟和8 MB的存储成本即可完成培训,同时表现出比以前的动态NERF方法相似甚至更好的渲染性能。
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我们呈现高动态范围神经辐射字段(HDR-NERF),以从一组低动态范围(LDR)视图的HDR辐射率字段与不同的曝光。使用HDR-NERF,我们能够在不同的曝光下生成新的HDR视图和新型LDR视图。我们方法的关键是模拟物理成像过程,该过程决定了场景点的辐射与具有两个隐式功能的LDR图像中的像素值转换为:RADIACE字段和音调映射器。辐射场对场景辐射(值在0到+末端之间的值变化),其通过提供相应的射线源和光线方向来输出光线的密度和辐射。 TONE MAPPER模拟映射过程,即在相机传感器上击中的光线变为像素值。通过将辐射和相应的曝光时间送入音调映射器来预测光线的颜色。我们使用经典的卷渲染技术将输出辐射,颜色和密度投影为HDR和LDR图像,同时只使用输入的LDR图像作为监控。我们收集了一个新的前瞻性的HDR数据集,以评估所提出的方法。综合性和现实世界场景的实验结果验证了我们的方法不仅可以准确控制合成视图的曝光,还可以用高动态范围呈现视图。
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