CVMay 22, 2022
ReLU Fields: The Little Non-linearity That CouldAnimesh Karnewar, Tobias Ritschel, Oliver Wang et al.
In many recent works, multi-layer perceptions (MLPs) have been shown to be suitable for modeling complex spatially-varying functions including images and 3D scenes. Although the MLPs are able to represent complex scenes with unprecedented quality and memory footprint, this expressive power of the MLPs, however, comes at the cost of long training and inference times. On the other hand, bilinear/trilinear interpolation on regular grid based representations can give fast training and inference times, but cannot match the quality of MLPs without requiring significant additional memory. Hence, in this work, we investigate what is the smallest change to grid-based representations that allows for retaining the high fidelity result of MLPs while enabling fast reconstruction and rendering times. We introduce a surprisingly simple change that achieves this task -- simply allowing a fixed non-linearity (ReLU) on interpolated grid values. When combined with coarse to-fine optimization, we show that such an approach becomes competitive with the state-of-the-art. We report results on radiance fields, and occupancy fields, and compare against multiple existing alternatives. Code and data for the paper are available at https://geometry.cs.ucl.ac.uk/projects/2022/relu_fields.
CVApr 4, 2023
Neural Field Convolutions by Repeated DifferentiationNtumba Elie Nsampi, Adarsh Djeacoumar, Hans-Peter Seidel et al.
Neural fields are evolving towards a general-purpose continuous representation for visual computing. Yet, despite their numerous appealing properties, they are hardly amenable to signal processing. As a remedy, we present a method to perform general continuous convolutions with general continuous signals such as neural fields. Observing that piecewise polynomial kernels reduce to a sparse set of Dirac deltas after repeated differentiation, we leverage convolution identities and train a repeated integral field to efficiently execute large-scale convolutions. We demonstrate our approach on a variety of data modalities and spatially-varying kernels.
CVNov 27, 2022
3inGAN: Learning a 3D Generative Model from Images of a Self-similar SceneAnimesh Karnewar, Oliver Wang, Tobias Ritschel et al.
We introduce 3inGAN, an unconditional 3D generative model trained from 2D images of a single self-similar 3D scene. Such a model can be used to produce 3D "remixes" of a given scene, by mapping spatial latent codes into a 3D volumetric representation, which can subsequently be rendered from arbitrary views using physically based volume rendering. By construction, the generated scenes remain view-consistent across arbitrary camera configurations, without any flickering or spatio-temporal artifacts. During training, we employ a combination of 2D, obtained through differentiable volume tracing, and 3D Generative Adversarial Network (GAN) losses, across multiple scales, enforcing realism on both its 3D structure and the 2D renderings. We show results on semi-stochastic scenes of varying scale and complexity, obtained from real and synthetic sources. We demonstrate, for the first time, the feasibility of learning plausible view-consistent 3D scene variations from a single exemplar scene and provide qualitative and quantitative comparisons against recent related methods.
GRApr 20, 2022
OutCast: Outdoor Single-image Relighting with Cast ShadowsDavid Griffiths, Tobias Ritschel, Julien Philip
We propose a relighting method for outdoor images. Our method mainly focuses on predicting cast shadows in arbitrary novel lighting directions from a single image while also accounting for shading and global effects such the sun light color and clouds. Previous solutions for this problem rely on reconstructing occluder geometry, e.g. using multi-view stereo, which requires many images of the scene. Instead, in this work we make use of a noisy off-the-shelf single-image depth map estimation as a source of geometry. Whilst this can be a good guide for some lighting effects, the resulting depth map quality is insufficient for directly ray-tracing the shadows. Addressing this, we propose a learned image space ray-marching layer that converts the approximate depth map into a deep 3D representation that is fused into occlusion queries using a learned traversal. Our proposed method achieves, for the first time, state-of-the-art relighting results, with only a single image as input. For supplementary material visit our project page at: https://dgriffiths.uk/outcast.
IVMar 29, 2022
Clean Implicit 3D Structure from Noisy 2D STEM ImagesHannah Kniesel, Timo Ropinski, Tim Bergner et al.
Scanning Transmission Electron Microscopes (STEMs) acquire 2D images of a 3D sample on the scale of individual cell components. Unfortunately, these 2D images can be too noisy to be fused into a useful 3D structure and facilitating good denoisers is challenging due to the lack of clean-noisy pairs. Additionally, representing a detailed 3D structure can be difficult even for clean data when using regular 3D grids. Addressing these two limitations, we suggest a differentiable image formation model for STEM, allowing to learn a joint model of 2D sensor noise in STEM together with an implicit 3D model. We show, that the combination of these models are able to successfully disentangle 3D signal and noise without supervision and outperform at the same time several baselines on synthetic and real data.
SYApr 21
Cross-Atlantic Research Agenda for Scalable Grid Architectures and Distributed FlexibilityMads R. Almassalkhi, Dakota Hamilton, Hasan Giray Oral et al.
Electric power systems are rapidly evolving into deeply digital, cyber-physical infrastructures in which large fleets of distributed energy resources must be coordinated as system-level flexibility across multiple spatial and temporal scales. Despite growing distributed energy resource deployment, existing grid and market architectures lack scalable, interoperable mechanisms to reliably translate device-level flexibility into grid-aware services, creating risks to reliability, affordability, and resilience at high penetration. We propose that scalable and reliable coordination of distributed energy resource-based flexibility in future power systems is fundamentally an architectural problem that can be addressed through laminar cyber-physical design using minimal, standardized interoperability interfaces that link device autonomy with system-level objectives. To assess this claim, we present and discuss a layered cyber-physical systems architecture and explicate its implementation through standards-based interfaces, Flexibility Functions, hierarchical control, and case studies spanning U.S. and Danish regulatory, market, and operational contexts. Empirical evidence from New York's Grid of the Future proceedings, Danish Smart Energy Operating System pilots, and operational aggregator deployments demonstrates that such architecture enables predictable, grid-aware flexibility while preserving device autonomy, interoperability, reliability, and quality of service. These results support a cross-Atlantic research agenda centered on joint testbeds, harmonized interoperability mechanisms, and coordinated policy experiments to accelerate the deployment of resilient, scalable, and flexible clean energy systems.
CVNov 30, 2022
Plateau-reduced Differentiable Path TracingMichael Fischer, Tobias Ritschel
Current differentiable renderers provide light transport gradients with respect to arbitrary scene parameters. However, the mere existence of these gradients does not guarantee useful update steps in an optimization. Instead, inverse rendering might not converge due to inherent plateaus, i.e., regions of zero gradient, in the objective function. We propose to alleviate this by convolving the high-dimensional rendering function that maps scene parameters to images with an additional kernel that blurs the parameter space. We describe two Monte Carlo estimators to compute plateau-free gradients efficiently, i.e., with low variance, and show that these translate into net-gains in optimization error and runtime performance. Our approach is a straightforward extension to both black-box and differentiable renderers and enables optimization of problems with intricate light transport, such as caustics or global illumination, that existing differentiable renderers do not converge on.
GROct 7, 2022
Learning to Learn and Sample BRDFsChen Liu, Michael Fischer, Tobias Ritschel
We propose a method to accelerate the joint process of physically acquiring and learning neural Bi-directional Reflectance Distribution Function (BRDF) models. While BRDF learning alone can be accelerated by meta-learning, acquisition remains slow as it relies on a mechanical process. We show that meta-learning can be extended to optimize the physical sampling pattern, too. After our method has been meta-trained for a set of fully-sampled BRDFs, it is able to quickly train on new BRDFs with up to five orders of magnitude fewer physical acquisition samples at similar quality. Our approach also extends to other linear and non-linear BRDF models, which we show in an extensive evaluation.
CVAug 10, 2023
Zero Grads: Learning Local Surrogate Losses for Non-Differentiable GraphicsMichael Fischer, Tobias Ritschel
Gradient-based optimization is now ubiquitous across graphics, but unfortunately can not be applied to problems with undefined or zero gradients. To circumvent this issue, the loss function can be manually replaced by a ``surrogate'' that has similar minima but is differentiable. Our proposed framework, ZeroGrads, automates this process by learning a neural approximation of the objective function, which in turn can be used to differentiate through arbitrary black-box graphics pipelines. We train the surrogate on an actively smoothed version of the objective and encourage locality, focusing the surrogate's capacity on what matters at the current training episode. The fitting is performed online, alongside the parameter optimization, and self-supervised, without pre-computed data or pre-trained models. As sampling the objective is expensive (it requires a full rendering or simulator run), we devise an efficient sampling scheme that allows for tractable run-times and competitive performance at little overhead. We demonstrate optimizing diverse non-convex, non-differentiable black-box problems in graphics, such as visibility in rendering, discrete parameter spaces in procedural modelling or optimal control in physics-driven animation. In contrast to other derivative-free algorithms, our approach scales well to higher dimensions, which we demonstrate on problems with up to 35k interlinked variables.
GRNov 23, 2022
Learning to Rasterize DifferentiablyChenghao Wu, Hamila Mailee, Zahra Montazeri et al.
Differentiable rasterization changes the standard formulation of primitive rasterization -- by enabling gradient flow from a pixel to its underlying triangles -- using distribution functions in different stages of rendering, creating a "soft" version of the original rasterizer. However, choosing the optimal softening function that ensures the best performance and convergence to a desired goal requires trial and error. Previous work has analyzed and compared several combinations of softening. In this work, we take it a step further and, instead of making a combinatorial choice of softening operations, parameterize the continuous space of common softening operations. We study meta-learning tunable softness functions over a set of inverse rendering tasks (2D and 3D shape, pose and occlusion) so it generalizes to new and unseen differentiable rendering tasks with optimal softness.
GRMay 6
Photons x Force: Differentiable Radiation Pressure ModelingCharles Constant, Elizabeth Bates, Santosh Bhattarai et al.
We propose a system to optimize parametric designs subject to radiation pressure, \ie the effect of light on the motion of objects. This is most relevant in the design of spacecraft, where radiation pressure presents the dominant non-conservative forcing mechanism, which is the case beyond approximately 800 km altitude. Despite its importance, the high computational cost of high-fidelity radiation pressure modeling has limited its use in large-scale spacecraft design, optimization, and space situational awareness applications. We enable this by offering three innovations in the simulation, in representation and in optimization: First, a practical computer graphics-inspired Monte-Carlo (MC) simulation of radiation pressure. The simulation is highly parallel, uses importance sampling and next-event estimation to reduce variance and allows simulating an entire family of designs instead of a single spacecraft as in previous work. Second, we introduce neural networks as a representation of forces from design parameters. This neural proxy model, learned from simulations, is inherently differentiable and can query forces orders of magnitude faster than a full MC simulation. Third, and finally, we demonstrate optimizing inverse radiation pressure designs, such as finding geometry, material or operation parameters that minimizes travel time, maximizes proximity given a desired end-point, minimize thruster fuel, trains mission control policies or allocated compute budget in extraterrestrial compute.
GROct 10, 2023
Neural BoundingStephanie Wenxin Liu, Michael Fischer, Paul D. Yoo et al.
Bounding volumes are an established concept in computer graphics and vision tasks but have seen little change since their early inception. In this work, we study the use of neural networks as bounding volumes. Our key observation is that bounding, which so far has primarily been considered a problem of computational geometry, can be redefined as a problem of learning to classify space into free or occupied. This learning-based approach is particularly advantageous in high-dimensional spaces, such as animated scenes with complex queries, where neural networks are known to excel. However, unlocking neural bounding requires a twist: allowing -- but also limiting -- false positives, while ensuring that the number of false negatives is strictly zero. We enable such tight and conservative results using a dynamically-weighted asymmetric loss function. Our results show that our neural bounding produces up to an order of magnitude fewer false positives than traditional methods. In addition, we propose an extension of our bounding method using early exits that accelerates query speeds by 25%. We also demonstrate that our approach is applicable to non-deep learning models that train within seconds. Our project page is at: https://wenxin-liu.github.io/neural_bounding/.
CVJun 5, 2018Code
Monte Carlo Convolution for Learning on Non-Uniformly Sampled Point CloudsPedro Hermosilla, Tobias Ritschel, Pere-Pau Vázquez et al.
Deep learning systems extensively use convolution operations to process input data. Though convolution is clearly defined for structured data such as 2D images or 3D volumes, this is not true for other data types such as sparse point clouds. Previous techniques have developed approximations to convolutions for restricted conditions. Unfortunately, their applicability is limited and cannot be used for general point clouds. We propose an efficient and effective method to learn convolutions for non-uniformly sampled point clouds, as they are obtained with modern acquisition techniques. Learning is enabled by four key novelties: first, representing the convolution kernel itself as a multilayer perceptron; second, phrasing convolution as a Monte Carlo integration problem, third, using this notion to combine information from multiple samplings at different levels; and fourth using Poisson disk sampling as a scalable means of hierarchical point cloud learning. The key idea across all these contributions is to guarantee adequate consideration of the underlying non-uniform sample distribution function from a Monte Carlo perspective. To make the proposed concepts applicable to real-world tasks, we furthermore propose an efficient implementation which significantly reduces the GPU memory required during the training process. By employing our method in hierarchical network architectures we can outperform most of the state-of-the-art networks on established point cloud segmentation, classification and normal estimation benchmarks. Furthermore, in contrast to most existing approaches, we also demonstrate the robustness of our method with respect to sampling variations, even when training with uniformly sampled data only. To support the direct application of these concepts, we provide a ready-to-use TensorFlow implementation of these layers at https://github.com/viscom-ulm/MCCNN
CVSep 23, 2024
Neural Differential Appearance EquationsChen Liu, Tobias Ritschel
We propose a method to reproduce dynamic appearance textures with space-stationary but time-varying visual statistics. While most previous work decomposes dynamic textures into static appearance and motion, we focus on dynamic appearance that results not from motion but variations of fundamental properties, such as rusting, decaying, melting, and weathering. To this end, we adopt the neural ordinary differential equation (ODE) to learn the underlying dynamics of appearance from a target exemplar. We simulate the ODE in two phases. At the "warm-up" phase, the ODE diffuses a random noise to an initial state. We then constrain the further evolution of this ODE to replicate the evolution of visual feature statistics in the exemplar during the generation phase. The particular innovation of this work is the neural ODE achieving both denoising and evolution for dynamics synthesis, with a proposed temporal training scheme. We study both relightable (BRDF) and non-relightable (RGB) appearance models. For both we introduce new pilot datasets, allowing, for the first time, to study such phenomena: For RGB we provide 22 dynamic textures acquired from free online sources; For BRDFs, we further acquire a dataset of 21 flash-lit videos of time-varying materials, enabled by a simple-to-construct setup. Our experiments show that our method consistently yields realistic and coherent results, whereas prior works falter under pronounced temporal appearance variations. A user study confirms our approach is preferred to previous work for such exemplars.
CVFeb 13, 2024
NeRF Analogies: Example-Based Visual Attribute Transfer for NeRFsMichael Fischer, Zhengqin Li, Thu Nguyen-Phuoc et al.
A Neural Radiance Field (NeRF) encodes the specific relation of 3D geometry and appearance of a scene. We here ask the question whether we can transfer the appearance from a source NeRF onto a target 3D geometry in a semantically meaningful way, such that the resulting new NeRF retains the target geometry but has an appearance that is an analogy to the source NeRF. To this end, we generalize classic image analogies from 2D images to NeRFs. We leverage correspondence transfer along semantic affinity that is driven by semantic features from large, pre-trained 2D image models to achieve multi-view consistent appearance transfer. Our method allows exploring the mix-and-match product space of 3D geometry and appearance. We show that our method outperforms traditional stylization-based methods and that a large majority of users prefer our method over several typical baselines.
GRMay 23, 2024
Bracket Diffusion: HDR Image Generation by Consistent LDR DenoisingMojtaba Bemana, Thomas Leimkühler, Karol Myszkowski et al.
We demonstrate generating HDR images using the concerted action of multiple black-box, pre-trained LDR image diffusion models. Relying on a pre-trained LDR generative diffusion models is vital as, first, there is no sufficiently large HDR image dataset available to re-train them, and, second, even if it was, re-training such models is impossible for most compute budgets. Instead, we seek inspiration from the HDR image capture literature that traditionally fuses sets of LDR images, called "exposure brackets'', to produce a single HDR image. We operate multiple denoising processes to generate multiple LDR brackets that together form a valid HDR result. The key to making this work is to introduce a consistency term into the diffusion process to couple the brackets such that they agree across the exposure range they share while accounting for possible differences due to the quantization error. We demonstrate state-of-the-art unconditional and conditional or restoration-type (LDR2HDR) generative modeling results, yet in HDR.
CVNov 28, 2024
SAMa: Material-aware 3D Selection and SegmentationMichael Fischer, Iliyan Georgiev, Thibault Groueix et al.
Decomposing 3D assets into material parts is a common task for artists and creators, yet remains a highly manual process. In this work, we introduce Select Any Material (SAMa), a material selection approach for various 3D representations. Building on the recently introduced SAM2 video selection model, we extend its capabilities to the material domain. We leverage the model's cross-view consistency to create a 3D-consistent intermediate material-similarity representation in the form of a point cloud from a sparse set of views. Nearest-neighbour lookups in this similarity cloud allow us to efficiently reconstruct accurate continuous selection masks over objects' surfaces that can be inspected from any view. Our method is multiview-consistent by design, alleviating the need for contrastive learning or feature-field pre-processing, and performs optimization-free selection in seconds. Our approach works on arbitrary 3D representations and outperforms several strong baselines in terms of selection accuracy and multiview consistency. It enables several compelling applications, such as replacing the diffuse-textured materials on a text-to-3D output, or selecting and editing materials on NeRFs and 3D-Gaussians.
IVApr 4, 2025
Physics-informed 4D X-ray image reconstruction from ultra-sparse spatiotemporal dataZisheng Yao, Yuhe Zhang, Zhe Hu et al.
The unprecedented X-ray flux density provided by modern X-ray sources offers new spatiotemporal possibilities for X-ray imaging of fast dynamic processes. Approaches to exploit such possibilities often result in either i) a limited number of projections or spatial information due to limited scanning speed, as in time-resolved tomography, or ii) a limited number of time points, as in stroboscopic imaging, making the reconstruction problem ill-posed and unlikely to be solved by classical reconstruction approaches. 4D reconstruction from such data requires sample priors, which can be included via deep learning (DL). State-of-the-art 4D reconstruction methods for X-ray imaging combine the power of AI and the physics of X-ray propagation to tackle the challenge of sparse views. However, most approaches do not constrain the physics of the studied process, i.e., a full physical model. Here we present 4D physics-informed optimized neural implicit X-ray imaging (4D-PIONIX), a novel physics-informed 4D X-ray image reconstruction method combining the full physical model and a state-of-the-art DL-based reconstruction method for 4D X-ray imaging from sparse views. We demonstrate and evaluate the potential of our approach by retrieving 4D information from ultra-sparse spatiotemporal acquisitions of simulated binary droplet collisions, a relevant fluid dynamic process. We envision that this work will open new spatiotemporal possibilities for various 4D X-ray imaging modalities, such as time-resolved X-ray tomography and more novel sparse acquisition approaches like X-ray multi-projection imaging, which will pave the way for investigations of various rapid 4D dynamics, such as fluid dynamics and composite testing.
CVMar 3, 2025
Blind Augmentation: Calibration-free Camera Distortion Model Estimation for Real-time Mixed-reality ConsistencySiddhant Prakash, David R. Walton, Rafael K. dos Anjos et al.
Real camera footage is subject to noise, motion blur (MB) and depth of field (DoF). In some applications these might be considered distortions to be removed, but in others it is important to model them because it would be ineffective, or interfere with an aesthetic choice, to simply remove them. In augmented reality applications where virtual content is composed into a live video feed, we can model noise, MB and DoF to make the virtual content visually consistent with the video. Existing methods for this typically suffer two main limitations. First, they require a camera calibration step to relate a known calibration target to the specific cameras response. Second, existing work require methods that can be (differentiably) tuned to the calibration, such as slow and specialized neural networks. We propose a method which estimates parameters for noise, MB and DoF instantly, which allows using off-the-shelf real-time simulation methods from e.g., a game engine in compositing augmented content. Our main idea is to unlock both features by showing how to use modern computer vision methods that can remove noise, MB and DoF from the video stream, essentially providing self-calibration. This allows to auto-tune any black-box real-time noise+MB+DoF method to deliver fast and high-fidelity augmentation consistency.
LGSep 22, 2025
Learning Neural AntiderivativesFizza Rubab, Ntumba Elie Nsampi, Martin Balint et al.
Neural fields offer continuous, learnable representations that extend beyond traditional discrete formats in visual computing. We study the problem of learning neural representations of repeated antiderivatives directly from a function, a continuous analogue of summed-area tables. Although widely used in discrete domains, such cumulative schemes rely on grids, which prevents their applicability in continuous neural contexts. We introduce and analyze a range of neural methods for repeated integration, including both adaptations of prior work and novel designs. Our evaluation spans multiple input dimensionalities and integration orders, assessing both reconstruction quality and performance in downstream tasks such as filtering and rendering. These results enable integrating classical cumulative operators into modern neural systems and offer insights into learning tasks involving differential and integral operators.
CVMar 9, 2025
Generative Video Bi-flowChen Liu, Tobias Ritschel
We propose a novel generative video model to robustly learn temporal change as a neural Ordinary Differential Equation (ODE) flow with a bilinear objective which combines two aspects: The first is to map from the past into future video frames directly. Previous work has mapped the noise to new frames, a more computationally expensive process. Unfortunately, starting from the previous frame, instead of noise, is more prone to drifting errors. Hence, second, we additionally learn how to remove the accumulated errors as the joint objective by adding noise during training. We demonstrate unconditional video generation in a streaming manner for various video datasets, all at competitive quality compared to a conditional diffusion baseline but with higher speed, i.e., fewer ODE solver steps.
GRFeb 2, 2022
Eikonal Fields for Refractive Novel-View SynthesisMojtaba Bemana, Karol Myszkowski, Jeppe Revall Frisvad et al.
We tackle the problem of generating novel-view images from collections of 2D images showing refractive and reflective objects. Current solutions assume opaque or transparent light transport along straight paths following the emission-absorption model. Instead, we optimize for a field of 3D-varying Index of Refraction (IoR) and trace light through it that bends toward the spatial gradients of said IoR according to the laws of eikonal light transport.
CVDec 7, 2021
Variance-Aware Weight Initialization for Point Convolutional Neural NetworksPedro Hermosilla, Michael Schelling, Tobias Ritschel et al.
Appropriate weight initialization has been of key importance to successfully train neural networks. Recently, batch normalization has diminished the role of weight initialization by simply normalizing each layer based on batch statistics. Unfortunately, batch normalization has several drawbacks when applied to small batch sizes, as they are required to cope with memory limitations when learning on point clouds. While well-founded weight initialization strategies can render batch normalization unnecessary and thus avoid these drawbacks, no such approaches have been proposed for point convolutional networks. To fill this gap, we propose a framework to unify the multitude of continuous convolutions. This enables our main contribution, variance-aware weight initialization. We show that this initialization can avoid batch normalization while achieving similar and, in some cases, better performance.
LGJul 23, 2021
Data-driven deep density estimationPatrik Puchert, Pedro Hermosilla, Tobias Ritschel et al.
Density estimation plays a crucial role in many data analysis tasks, as it infers a continuous probability density function (PDF) from discrete samples. Thus, it is used in tasks as diverse as analyzing population data, spatial locations in 2D sensor readings, or reconstructing scenes from 3D scans. In this paper, we introduce a learned, data-driven deep density estimation (DDE) to infer PDFs in an accurate and efficient manner, while being independent of domain dimensionality or sample size. Furthermore, we do not require access to the original PDF during estimation, neither in parametric form, nor as priors, or in the form of many samples. This is enabled by training an unstructured convolutional neural network on an infinite stream of synthetic PDFs, as unbound amounts of synthetic training data generalize better across a deck of natural PDFs than any natural finite training data will do. Thus, we hope that our publicly available DDE method will be beneficial in many areas of data analysis, where continuous models are to be estimated from discrete observations.
CVMar 30, 2021
Unsupervised Learning of 3D Object Categories from Videos in the WildPhilipp Henzler, Jeremy Reizenstein, Patrick Labatut et al.
Our goal is to learn a deep network that, given a small number of images of an object of a given category, reconstructs it in 3D. While several recent works have obtained analogous results using synthetic data or assuming the availability of 2D primitives such as keypoints, we are interested in working with challenging real data and with no manual annotations. We thus focus on learning a model from multiple views of a large collection of object instances. We contribute with a new large dataset of object centric videos suitable for training and benchmarking this class of models. We show that existing techniques leveraging meshes, voxels, or implicit surfaces, which work well for reconstructing isolated objects, fail on this challenging data. Finally, we propose a new neural network design, called warp-conditioned ray embedding (WCR), which significantly improves reconstruction while obtaining a detailed implicit representation of the object surface and texture, also compensating for the noise in the initial SfM reconstruction that bootstrapped the learning process. Our evaluation demonstrates performance improvements over several deep monocular reconstruction baselines on existing benchmarks and on our novel dataset.
GRFeb 23, 2021
Generative Modelling of BRDF Textures from Flash ImagesPhilipp Henzler, Valentin Deschaintre, Niloy J. Mitra et al.
We learn a latent space for easy capture, consistent interpolation, and efficient reproduction of visual material appearance. When users provide a photo of a stationary natural material captured under flashlight illumination, first it is converted into a latent material code. Then, in the second step, conditioned on the material code, our method produces an infinite and diverse spatial field of BRDF model parameters (diffuse albedo, normals, roughness, specular albedo) that subsequently allows rendering in complex scenes and illuminations, matching the appearance of the input photograph. Technically, we jointly embed all flash images into a latent space using a convolutional encoder, and -- conditioned on these latent codes -- convert random spatial fields into fields of BRDF parameters using a convolutional neural network (CNN). We condition these BRDF parameters to match the visual characteristics (statistics and spectra of visual features) of the input under matching light. A user study compares our approach favorably to previous work, even those with access to BRDF supervision.
GRFeb 11, 2021
Neural BRDF Representation and Importance SamplingAlejandro Sztrajman, Gilles Rainer, Tobias Ritschel et al.
Controlled capture of real-world material appearance yields tabulated sets of highly realistic reflectance data. In practice, however, its high memory footprint requires compressing into a representation that can be used efficiently in rendering while remaining faithful to the original. Previous works in appearance encoding often prioritised one of these requirements at the expense of the other, by either applying high-fidelity array compression strategies not suited for efficient queries during rendering, or by fitting a compact analytic model that lacks expressiveness. We present a compact neural network-based representation of BRDF data that combines high-accuracy reconstruction with efficient practical rendering via built-in interpolation of reflectance. We encode BRDFs as lightweight networks, and propose a training scheme with adaptive angular sampling, critical for the accurate reconstruction of specular highlights. Additionally, we propose a novel approach to make our representation amenable to importance sampling: rather than inverting the trained networks, we learn to encode them in a more compact embedding that can be mapped to parameters of an analytic BRDF for which importance sampling is known. We evaluate encoding results on isotropic and anisotropic BRDFs from multiple real-world datasets, and importance sampling performance for isotropic BRDFs mapped to two different analytic models.
IVDec 22, 2020
HDR Denoising and Deblurring by Learning Spatio-temporal Distortion ModelsUğur Çoğalan, Mojtaba Bemana, Karol Myszkowski et al.
We seek to reconstruct sharp and noise-free high-dynamic range (HDR) video from a dual-exposure sensor that records different low-dynamic range (LDR) information in different pixel columns: Odd columns provide low-exposure, sharp, but noisy information; even columns complement this with less noisy, high-exposure, but motion-blurred data. Previous LDR work learns to deblur and denoise (DISTORTED->CLEAN) supervised by pairs of CLEAN and DISTORTED images. Regrettably, capturing DISTORTED sensor readings is time-consuming; as well, there is a lack of CLEAN HDR videos. We suggest a method to overcome those two limitations. First, we learn a different function instead: CLEAN->DISTORTED, which generates samples containing correlated pixel noise, and row and column noise, as well as motion blur from a low number of CLEAN sensor readings. Second, as there is not enough CLEAN HDR video available, we devise a method to learn from LDR video in-stead. Our approach compares favorably to several strong baselines, and can boost existing methods when they are re-trained on our data. Combined with spatial and temporal super-resolution, it enables applications such as re-lighting with low noise or blur.
CVDec 2, 2020
Curiosity-driven 3D Object Detection Without LabelsDavid Griffiths, Jan Boehm, Tobias Ritschel
In this paper we set out to solve the task of 6-DOF 3D object detection from 2D images, where the only supervision is a geometric representation of the objects we aim to find. In doing so, we remove the need for 6-DOF labels (i.e., position, orientation etc.), allowing our network to be trained on unlabeled images in a self-supervised manner. We achieve this through a neural network which learns an explicit scene parameterization which is subsequently passed into a differentiable renderer. We analyze why analysis-by-synthesis-like losses for supervision of 3D scene structure using differentiable rendering is not practical, as it almost always gets stuck in local minima of visual ambiguities. This can be overcome by a novel form of training, where an additional network is employed to steer the optimization itself to explore the entire parameter space i.e., to be curious, and hence, to resolve those ambiguities and find workable minima.
CVOct 5, 2020
Deep Generative Modelling of Human Reach-and-Place ActionConnor Daly, Yuzuko Nakamura, Tobias Ritschel
The motion of picking up and placing an object in 3D space is full of subtle detail. Typically these motions are formed from the same constraints, optimizing for swiftness, energy efficiency, as well as physiological limits. Yet, even for identical goals, the motion realized is always subject to natural variation. To capture these aspects computationally, we suggest a deep generative model for human reach-and-place action, conditioned on a start and end position.We have captured a dataset of 600 such human 3D actions, to sample the 2x3-D space of 3D source and targets. While temporal variation is often modeled with complex learning machinery like recurrent neural networks or networks with memory or attention, we here demonstrate a much simpler approach that is convolutional in time and makes use of(periodic) temporal encoding. Provided a latent code and conditioned on start and end position, the model generates a complete 3D character motion in linear time as a sequence of convolutions. Our evaluation includes several ablations, analysis of generative diversity and applications.
CVOct 1, 2020
X-Fields: Implicit Neural View-, Light- and Time-Image InterpolationMojtaba Bemana, Karol Myszkowski, Hans-Peter Seidel et al.
We suggest to represent an X-Field -a set of 2D images taken across different view, time or illumination conditions, i.e., video, light field, reflectance fields or combinations thereof-by learning a neural network (NN) to map their view, time or light coordinates to 2D images. Executing this NN at new coordinates results in joint view, time or light interpolation. The key idea to make this workable is a NN that already knows the "basic tricks" of graphics (lighting, 3D projection, occlusion) in a hard-coded and differentiable form. The NN represents the input to that rendering as an implicit map, that for any view, time, or light coordinate and for any pixel can quantify how it will move if view, time or light coordinates change (Jacobian of pixel position with respect to view, time, illumination, etc.). Our X-Field representation is trained for one scene within minutes, leading to a compact set of trainable parameters and hence real-time navigation in view, time and illumination.
LGJul 13, 2020
Intrinsic-Extrinsic Convolution and Pooling for Learning on 3D Protein StructuresPedro Hermosilla, Marco Schäfer, Matěj Lang et al.
Proteins perform a large variety of functions in living organisms, thus playing a key role in biology. As of now, available learning algorithms to process protein data do not consider several particularities of such data and/or do not scale well for large protein conformations. To fill this gap, we propose two new learning operations enabling deep 3D analysis of large-scale protein data. First, we introduce a novel convolution operator which considers both, the intrinsic (invariant under protein folding) as well as extrinsic (invariant under bonding) structure, by using $n$-D convolutions defined on both the Euclidean distance, as well as multiple geodesic distances between atoms in a multi-graph. Second, we enable a multi-scale protein analysis by introducing hierarchical pooling operators, exploiting the fact that proteins are a recombination of a finite set of amino acids, which can be pooled using shared pooling matrices. Lastly, we evaluate the accuracy of our algorithms on several large-scale data sets for common protein analysis tasks, where we outperform state-of-the-art methods.
CVApr 6, 2020
Finding Your (3D) Center: 3D Object Detection Using a Learned LossDavid Griffiths, Jan Boehm, Tobias Ritschel
Massive semantically labeled datasets are readily available for 2D images, however, are much harder to achieve for 3D scenes. Objects in 3D repositories like ShapeNet are labeled, but regrettably only in isolation, so without context. 3D scenes can be acquired by range scanners on city-level scale, but much fewer with semantic labels. Addressing this disparity, we introduce a new optimization procedure, which allows training for 3D detection with raw 3D scans while using as little as 5% of the object labels and still achieve comparable performance. Our optimization uses two networks. A scene network maps an entire 3D scene to a set of 3D object centers. As we assume the scene not to be labeled by centers, no classic loss, such as Chamfer can be used to train it. Instead, we use another network to emulate the loss. This loss network is trained on a small labeled subset and maps a non centered 3D object in the presence of distractions to its own center. This function is very similar - and hence can be used instead of - the gradient the supervised loss would provide. Our evaluation documents competitive fidelity at a much lower level of supervision, respectively higher quality at comparable supervision. Supplementary material can be found at: https://dgriffiths3.github.io.
CVDec 9, 2019
Learning a Neural 3D Texture Space from 2D ExemplarsPhilipp Henzler, Niloy J. Mitra, Tobias Ritschel
We propose a generative model of 2D and 3D natural textures with diversity, visual fidelity and at high computational efficiency. This is enabled by a family of methods that extend ideas from classic stochastic procedural texturing (Perlin noise) to learned, deep, non-linearities. The key idea is a hard-coded, tunable and differentiable step that feeds multiple transformed random 2D or 3D fields into an MLP that can be sampled over infinite domains. Our model encodes all exemplars from a diverse set of textures without a need to be re-trained for each exemplar. Applications include texture interpolation, and learning 3D textures from 2D exemplars.
GROct 30, 2019
Neural View-Interpolation for Sparse Light Field VideoMojtaba Bemana, Karol Myszkowski, Hans-Peter Seidel et al.
We suggest representing light field (LF) videos as "one-off" neural networks (NN), i.e., a learned mapping from view-plus-time coordinates to high-resolution color values, trained on sparse views. Initially, this sounds like a bad idea for three main reasons: First, a NN LF will likely have less quality than a same-sized pixel basis representation. Second, only few training data, e.g., 9 exemplars per frame are available for sparse LF videos. Third, there is no generalization across LFs, but across view and time instead. Consequently, a network needs to be trained for each LF video. Surprisingly, these problems can turn into substantial advantages: Other than the linear pixel basis, a NN has to come up with a compact, non-linear i.e., more intelligent, explanation of color, conditioned on the sparse view and time coordinates. As observed for many NN however, this representation now is interpolatable: if the image output for sparse view coordinates is plausible, it is for all intermediate, continuous coordinates as well. Our specific network architecture involves a differentiable occlusion-aware warping step, which leads to a compact set of trainable parameters and consequently fast learning and fast execution.
CVApr 16, 2019
Total Denoising: Unsupervised Learning of 3D Point Cloud CleaningPedro Hermosilla, Tobias Ritschel, Timo Ropinski
We show that denoising of 3D point clouds can be learned unsupervised, directly from noisy 3D point cloud data only. This is achieved by extending recent ideas from learning of unsupervised image denoisers to unstructured 3D point clouds. Unsupervised image denoisers operate under the assumption that a noisy pixel observation is a random realization of a distribution around a clean pixel value, which allows appropriate learning on this distribution to eventually converge to the correct value. Regrettably, this assumption is not valid for unstructured points: 3D point clouds are subject to total noise, i. e., deviations in all coordinates, with no reliable pixel grid. Thus, an observation can be the realization of an entire manifold of clean 3D points, which makes a naïve extension of unsupervised image denoisers to 3D point clouds impractical. Overcoming this, we introduce a spatial prior term, that steers converges to the unique closest out of the many possible modes on a manifold. Our results demonstrate unsupervised denoising performance similar to that of supervised learning with clean data when given enough training examples - whereby we do not need any pairs of noisy and clean training data.
CVNov 28, 2018
Escaping Plato's Cave: 3D Shape From Adversarial RenderingPhilipp Henzler, Niloy Mitra, Tobias Ritschel
We introduce PlatonicGAN to discover the 3D structure of an object class from an unstructured collection of 2D images, i.e., where no relation between photos is known, except that they are showing instances of the same category. The key idea is to train a deep neural network to generate 3D shapes which, when rendered to images, are indistinguishable from ground truth images (for a discriminator) under various camera poses. Discriminating 2D images instead of 3D shapes allows tapping into unstructured 2D photo collections instead of relying on curated (e.g., aligned, annotated, etc.) 3D data sets. To establish constraints between 2D image observation and their 3D interpretation, we suggest a family of rendering layers that are effectively differentiable. This family includes visual hull, absorption-only (akin to x-ray), and emission-absorption. We can successfully reconstruct 3D shapes from unstructured 2D images and extensively evaluate PlatonicGAN on a range of synthetic and real data sets achieving consistent improvements over baseline methods. We further show that PlatonicGAN can be combined with 3D supervision to improve on and in some cases even surpass the quality of 3D-supervised methods.
GRNov 12, 2018
Deep-learning the Latent Space of Light TransportPedro Hermosilla, Sebastian Maisch, Tobias Ritschel et al.
We suggest a method to directly deep-learn light transport, i. e., the mapping from a 3D geometry-illumination-material configuration to a shaded 2D image. While many previous learning methods have employed 2D convolutional neural networks applied to images, we show for the first time that light transport can be learned directly in 3D. The benefit of 3D over 2D is, that the former can also correctly capture illumination effects related to occluded and/or semi-transparent geometry. To learn 3D light transport, we represent the 3D scene as an unstructured 3D point cloud, which is later, during rendering, projected to the 2D output image. Thus, we suggest a two-stage operator comprising of a 3D network that first transforms the point cloud into a latent representation, which is later on projected to the 2D output image using a dedicated 3D-2D network in a second step. We will show that our approach results in improved quality in terms of temporal coherence while retaining most of the computational efficiency of common 2D methods. As a consequence, the proposed two stage-operator serves as a valuable extension to modern deferred shading approaches.
CVMay 8, 2018
Learning on the Edge: Explicit Boundary Handling in CNNsCarlo Innamorati, Tobias Ritschel, Tim Weyrich et al.
Convolutional neural networks (CNNs) handle the case where filters extend beyond the image boundary using several heuristics, such as zero, repeat or mean padding. These schemes are applied in an ad-hoc fashion and, being weakly related to the image content and oblivious of the target task, result in low output quality at the boundary. In this paper, we propose a simple and effective improvement that learns the boundary handling itself. At training-time, the network is provided with a separate set of explicit boundary filters. At testing-time, we use these filters which have learned to extrapolate features at the boundary in an optimal way for the specific task. Our extensive evaluation, over a wide range of architectural changes (variations of layers, feature channels, or both), shows how the explicit filters result in improved boundary handling. Consequently, we demonstrate an improvement of 5% to 20% across the board of typical CNN applications (colorization, de-Bayering, optical flow, and disparity estimation).
CVApr 3, 2018
Deep Appearance MapsMaxim Maximov, Laura Leal-Taixé, Mario Fritz et al.
We propose a deep representation of appearance, i. e., the relation of color, surface orientation, viewer position, material and illumination. Previous approaches have useddeep learning to extract classic appearance representationsrelating to reflectance model parameters (e. g., Phong) orillumination (e. g., HDR environment maps). We suggest todirectly represent appearance itself as a network we call aDeep Appearance Map (DAM). This is a 4D generalizationover 2D reflectance maps, which held the view direction fixed. First, we show how a DAM can be learned from images or video frames and later be used to synthesize appearance, given new surface orientations and viewer positions. Second, we demonstrate how another network can be used to map from an image or video frames to a DAM network to reproduce this appearance, without using a lengthy optimization such as stochastic gradient descent (learning-to-learn). Finally, we show the example of an appearance estimation-and-segmentation task, mapping from an image showingmultiple materials to multiple deep appearance maps.
CVNov 28, 2016
What Is Around The Camera?Stamatios Georgoulis, Konstantinos Rematas, Tobias Ritschel et al.
How much does a single image reveal about the environment it was taken in? In this paper, we investigate how much of that information can be retrieved from a foreground object, combined with the background (i.e. the visible part of the environment). Assuming it is not perfectly diffuse, the foreground object acts as a complexly shaped and far-from-perfect mirror. An additional challenge is that its appearance confounds the light coming from the environment with the unknown materials it is made of. We propose a learning-based approach to predict the environment from multiple reflectance maps that are computed from approximate surface normals. The proposed method allows us to jointly model the statistics of environments and material properties. We train our system from synthesized training data, but demonstrate its applicability to real-world data. Interestingly, our analysis shows that the information obtained from objects made out of multiple materials often is complementary and leads to better performance.
CVMar 27, 2016
DeLight-Net: Decomposing Reflectance Maps into Specular Materials and Natural IlluminationStamatios Georgoulis, Konstantinos Rematas, Tobias Ritschel et al.
In this paper we are extracting surface reflectance and natural environmental illumination from a reflectance map, i.e. from a single 2D image of a sphere of one material under one illumination. This is a notoriously difficult problem, yet key to various re-rendering applications. With the recent advances in estimating reflectance maps from 2D images their further decomposition has become increasingly relevant. To this end, we propose a Convolutional Neural Network (CNN) architecture to reconstruct both material parameters (i.e. Phong) as well as illumination (i.e. high-resolution spherical illumination maps), that is solely trained on synthetic data. We demonstrate that decomposition of synthetic as well as real photographs of reflectance maps, both in High Dynamic Range (HDR), and, for the first time, on Low Dynamic Range (LDR) as well. Results are compared to previous approaches quantitatively as well as qualitatively in terms of re-renderings where illumination, material, view or shape are changed.
GRMar 19, 2016
Deep Shading: Convolutional Neural Networks for Screen-Space ShadingOliver Nalbach, Elena Arabadzhiyska, Dushyant Mehta et al.
In computer vision, convolutional neural networks (CNNs) have recently achieved new levels of performance for several inverse problems where RGB pixel appearance is mapped to attributes such as positions, normals or reflectance. In computer graphics, screen-space shading has recently increased the visual quality in interactive image synthesis, where per-pixel attributes such as positions, normals or reflectance of a virtual 3D scene are converted into RGB pixel appearance, enabling effects like ambient occlusion, indirect light, scattering, depth-of-field, motion blur, or anti-aliasing. In this paper we consider the diagonal problem: synthesizing appearance from given per-pixel attributes using a CNN. The resulting Deep Shading simulates various screen-space effects at competitive quality and speed while not being programmed by human experts but learned from example images.
CVJan 31, 2016
Novel Views of Objects from a Single ImageKonstantinos Rematas, Chuong Nguyen, Tobias Ritschel et al.
Taking an image of an object is at its core a lossy process. The rich information about the three-dimensional structure of the world is flattened to an image plane and decisions such as viewpoint and camera parameters are final and not easily revertible. As a consequence, possibilities of changing viewpoint are limited. Given a single image depicting an object, novel-view synthesis is the task of generating new images that render the object from a different viewpoint than the one given. The main difficulty is to synthesize the parts that are disoccluded; disocclusion occurs when parts of an object are hidden by the object itself under a specific viewpoint. In this work, we show how to improve novel-view synthesis by making use of the correlations observed in 3D models and applying them to new image instances. We propose a technique to use the structural information extracted from a 3D model that matches the image object in terms of viewpoint and shape. For the latter part, we propose an efficient 2D-to-3D alignment method that associates precisely the image appearance with the 3D model geometry with minimal user interaction. Our technique is able to simulate plausible viewpoint changes for a variety of object classes within seconds. Additionally, we show that our synthesized images can be used as additional training data that improves the performance of standard object detectors.
CVNov 13, 2015
Deep Reflectance MapsKonstantinos Rematas, Tobias Ritschel, Mario Fritz et al.
Undoing the image formation process and therefore decomposing appearance into its intrinsic properties is a challenging task due to the under-constraint nature of this inverse problem. While significant progress has been made on inferring shape, materials and illumination from images only, progress in an unconstrained setting is still limited. We propose a convolutional neural architecture to estimate reflectance maps of specular materials in natural lighting conditions. We achieve this in an end-to-end learning formulation that directly predicts a reflectance map from the image itself. We show how to improve estimates by facilitating additional supervision in an indirect scheme that first predicts surface orientation and afterwards predicts the reflectance map by a learning-based sparse data interpolation. In order to analyze performance on this difficult task, we propose a new challenge of Specular MAterials on SHapes with complex IllumiNation (SMASHINg) using both synthetic and real images. Furthermore, we show the application of our method to a range of image-based editing tasks on real images.
CVAug 12, 2015
What is Holding Back Convnets for Detection?Bojan Pepik, Rodrigo Benenson, Tobias Ritschel et al.
Convolutional neural networks have recently shown excellent results in general object detection and many other tasks. Albeit very effective, they involve many user-defined design choices. In this paper we want to better understand these choices by inspecting two key aspects "what did the network learn?", and "what can the network learn?". We exploit new annotations (Pascal3D+), to enable a new empirical analysis of the R-CNN detector. Despite common belief, our results indicate that existing state-of-the-art convnet architectures are not invariant to various appearance factors. In fact, all considered networks have similar weak points which cannot be mitigated by simply increasing the training data (architectural changes are needed). We show that overall performance can improve when using image renderings for data augmentation. We report the best known results on the Pascal3D+ detection and view-point estimation tasks.
CVMar 17, 2015
3D Object Class Detection in the WildBojan Pepik, Michael Stark, Peter Gehler et al.
Object class detection has been a synonym for 2D bounding box localization for the longest time, fueled by the success of powerful statistical learning techniques, combined with robust image representations. Only recently, there has been a growing interest in revisiting the promise of computer vision from the early days: to precisely delineate the contents of a visual scene, object by object, in 3D. In this paper, we draw from recent advances in object detection and 2D-3D object lifting in order to design an object class detector that is particularly tailored towards 3D object class detection. Our 3D object class detection method consists of several stages gradually enriching the object detection output with object viewpoint, keypoints and 3D shape estimates. Following careful design, in each stage it constantly improves the performance and achieves state-ofthe-art performance in simultaneous 2D bounding box and viewpoint estimation on the challenging Pascal3D+ dataset.