Sameh Khamis

CV
h-index9
19papers
2,839citations
Novelty56%
AI Score41

19 Papers

CVMay 14, 2022
RTMV: A Ray-Traced Multi-View Synthetic Dataset for Novel View Synthesis

Jonathan Tremblay, Moustafa Meshry, Alex Evans et al.

We present a large-scale synthetic dataset for novel view synthesis consisting of ~300k images rendered from nearly 2000 complex scenes using high-quality ray tracing at high resolution (1600 x 1600 pixels). The dataset is orders of magnitude larger than existing synthetic datasets for novel view synthesis, thus providing a large unified benchmark for both training and evaluation. Using 4 distinct sources of high-quality 3D meshes, the scenes of our dataset exhibit challenging variations in camera views, lighting, shape, materials, and textures. Because our dataset is too large for existing methods to process, we propose Sparse Voxel Light Field (SVLF), an efficient voxel-based light field approach for novel view synthesis that achieves comparable performance to NeRF on synthetic data, while being an order of magnitude faster to train and two orders of magnitude faster to render. SVLF achieves this speed by relying on a sparse voxel octree, careful voxel sampling (requiring only a handful of queries per ray), and reduced network structure; as well as ground truth depth maps at training time. Our dataset is generated by NViSII, a Python-based ray tracing renderer, which is designed to be simple for non-experts to use and share, flexible and powerful through its use of scripting, and able to create high-quality and physically-based rendered images. Experiments with a subset of our dataset allow us to compare standard methods like NeRF and mip-NeRF for single-scene modeling, and pixelNeRF for category-level modeling, pointing toward the need for future improvements in this area.

CVSep 21, 2022
Learning to Relight Portrait Images via a Virtual Light Stage and Synthetic-to-Real Adaptation

Yu-Ying Yeh, Koki Nagano, Sameh Khamis et al.

Given a portrait image of a person and an environment map of the target lighting, portrait relighting aims to re-illuminate the person in the image as if the person appeared in an environment with the target lighting. To achieve high-quality results, recent methods rely on deep learning. An effective approach is to supervise the training of deep neural networks with a high-fidelity dataset of desired input-output pairs, captured with a light stage. However, acquiring such data requires an expensive special capture rig and time-consuming efforts, limiting access to only a few resourceful laboratories. To address the limitation, we propose a new approach that can perform on par with the state-of-the-art (SOTA) relighting methods without requiring a light stage. Our approach is based on the realization that a successful relighting of a portrait image depends on two conditions. First, the method needs to mimic the behaviors of physically-based relighting. Second, the output has to be photorealistic. To meet the first condition, we propose to train the relighting network with training data generated by a virtual light stage that performs physically-based rendering on various 3D synthetic humans under different environment maps. To meet the second condition, we develop a novel synthetic-to-real approach to bring photorealism to the relighting network output. In addition to achieving SOTA results, our approach offers several advantages over the prior methods, including controllable glares on glasses and more temporally-consistent results for relighting videos.

CVDec 6, 2022
RANA: Relightable Articulated Neural Avatars

Umar Iqbal, Akin Caliskan, Koki Nagano et al.

We propose RANA, a relightable and articulated neural avatar for the photorealistic synthesis of humans under arbitrary viewpoints, body poses, and lighting. We only require a short video clip of the person to create the avatar and assume no knowledge about the lighting environment. We present a novel framework to model humans while disentangling their geometry, texture, and also lighting environment from monocular RGB videos. To simplify this otherwise ill-posed task we first estimate the coarse geometry and texture of the person via SMPL+D model fitting and then learn an articulated neural representation for photorealistic image generation. RANA first generates the normal and albedo maps of the person in any given target body pose and then uses spherical harmonics lighting to generate the shaded image in the target lighting environment. We also propose to pretrain RANA using synthetic images and demonstrate that it leads to better disentanglement between geometry and texture while also improving robustness to novel body poses. Finally, we also present a new photorealistic synthetic dataset, Relighting Humans, to quantitatively evaluate the performance of the proposed approach.

CVJul 31, 2025
iLRM: An Iterative Large 3D Reconstruction Model

Gyeongjin Kang, Seungtae Nam, Seungkwon Yang et al.

Feed-forward 3D modeling has emerged as a promising approach for rapid and high-quality 3D reconstruction. In particular, directly generating explicit 3D representations, such as 3D Gaussian splatting, has attracted significant attention due to its fast and high-quality rendering, as well as numerous applications. However, many state-of-the-art methods, primarily based on transformer architectures, suffer from severe scalability issues because they rely on full attention across image tokens from multiple input views, resulting in prohibitive computational costs as the number of views or image resolution increases. Toward a scalable and efficient feed-forward 3D reconstruction, we introduce an iterative Large 3D Reconstruction Model (iLRM) that generates 3D Gaussian representations through an iterative refinement mechanism, guided by three core principles: (1) decoupling the scene representation from input-view images to enable compact 3D representations; (2) decomposing fully-attentional multi-view interactions into a two-stage attention scheme to reduce computational costs; and (3) injecting high-resolution information at every layer to achieve high-fidelity reconstruction. Experimental results on widely used datasets, such as RE10K and DL3DV, demonstrate that iLRM outperforms existing methods in both reconstruction quality and speed.

CVMay 4, 2023
Single-Shot Implicit Morphable Faces with Consistent Texture Parameterization

Connor Z. Lin, Koki Nagano, Jan Kautz et al.

There is a growing demand for the accessible creation of high-quality 3D avatars that are animatable and customizable. Although 3D morphable models provide intuitive control for editing and animation, and robustness for single-view face reconstruction, they cannot easily capture geometric and appearance details. Methods based on neural implicit representations, such as signed distance functions (SDF) or neural radiance fields, approach photo-realism, but are difficult to animate and do not generalize well to unseen data. To tackle this problem, we propose a novel method for constructing implicit 3D morphable face models that are both generalizable and intuitive for editing. Trained from a collection of high-quality 3D scans, our face model is parameterized by geometry, expression, and texture latent codes with a learned SDF and explicit UV texture parameterization. Once trained, we can reconstruct an avatar from a single in-the-wild image by leveraging the learned prior to project the image into the latent space of our model. Our implicit morphable face models can be used to render an avatar from novel views, animate facial expressions by modifying expression codes, and edit textures by directly painting on the learned UV-texture maps. We demonstrate quantitatively and qualitatively that our method improves upon photo-realism, geometry, and expression accuracy compared to state-of-the-art methods.

CVMay 3, 2023
Real-Time Radiance Fields for Single-Image Portrait View Synthesis

Alex Trevithick, Matthew Chan, Michael Stengel et al.

We present a one-shot method to infer and render a photorealistic 3D representation from a single unposed image (e.g., face portrait) in real-time. Given a single RGB input, our image encoder directly predicts a canonical triplane representation of a neural radiance field for 3D-aware novel view synthesis via volume rendering. Our method is fast (24 fps) on consumer hardware, and produces higher quality results than strong GAN-inversion baselines that require test-time optimization. To train our triplane encoder pipeline, we use only synthetic data, showing how to distill the knowledge from a pretrained 3D GAN into a feedforward encoder. Technical contributions include a Vision Transformer-based triplane encoder, a camera data augmentation strategy, and a well-designed loss function for synthetic data training. We benchmark against the state-of-the-art methods, demonstrating significant improvements in robustness and image quality in challenging real-world settings. We showcase our results on portraits of faces (FFHQ) and cats (AFHQ), but our algorithm can also be applied in the future to other categories with a 3D-aware image generator.

CVMar 29, 2022
DRaCoN -- Differentiable Rasterization Conditioned Neural Radiance Fields for Articulated Avatars

Amit Raj, Umar Iqbal, Koki Nagano et al.

Acquisition and creation of digital human avatars is an important problem with applications to virtual telepresence, gaming, and human modeling. Most contemporary approaches for avatar generation can be viewed either as 3D-based methods, which use multi-view data to learn a 3D representation with appearance (such as a mesh, implicit surface, or volume), or 2D-based methods which learn photo-realistic renderings of avatars but lack accurate 3D representations. In this work, we present, DRaCoN, a framework for learning full-body volumetric avatars which exploits the advantages of both the 2D and 3D neural rendering techniques. It consists of a Differentiable Rasterization module, DiffRas, that synthesizes a low-resolution version of the target image along with additional latent features guided by a parametric body model. The output of DiffRas is then used as conditioning to our conditional neural 3D representation module (c-NeRF) which generates the final high-res image along with body geometry using volumetric rendering. While DiffRas helps in obtaining photo-realistic image quality, c-NeRF, which employs signed distance fields (SDF) for 3D representations, helps to obtain fine 3D geometric details. Experiments on the challenging ZJU-MoCap and Human3.6M datasets indicate that DRaCoN outperforms state-of-the-art methods both in terms of error metrics and visual quality.

CVDec 15, 2021
Efficient Geometry-aware 3D Generative Adversarial Networks

Eric R. Chan, Connor Z. Lin, Matthew A. Chan et al.

Unsupervised generation of high-quality multi-view-consistent images and 3D shapes using only collections of single-view 2D photographs has been a long-standing challenge. Existing 3D GANs are either compute-intensive or make approximations that are not 3D-consistent; the former limits quality and resolution of the generated images and the latter adversely affects multi-view consistency and shape quality. In this work, we improve the computational efficiency and image quality of 3D GANs without overly relying on these approximations. We introduce an expressive hybrid explicit-implicit network architecture that, together with other design choices, synthesizes not only high-resolution multi-view-consistent images in real time but also produces high-quality 3D geometry. By decoupling feature generation and neural rendering, our framework is able to leverage state-of-the-art 2D CNN generators, such as StyleGAN2, and inherit their efficiency and expressiveness. We demonstrate state-of-the-art 3D-aware synthesis with FFHQ and AFHQ Cats, among other experiments.

CVDec 3, 2021
Frame Averaging for Equivariant Shape Space Learning

Matan Atzmon, Koki Nagano, Sanja Fidler et al.

The task of shape space learning involves mapping a train set of shapes to and from a latent representation space with good generalization properties. Often, real-world collections of shapes have symmetries, which can be defined as transformations that do not change the essence of the shape. A natural way to incorporate symmetries in shape space learning is to ask that the mapping to the shape space (encoder) and mapping from the shape space (decoder) are equivariant to the relevant symmetries. In this paper, we present a framework for incorporating equivariance in encoders and decoders by introducing two contributions: (i) adapting the recent Frame Averaging (FA) framework for building generic, efficient, and maximally expressive Equivariant autoencoders; and (ii) constructing autoencoders equivariant to piecewise Euclidean motions applied to different parts of the shape. To the best of our knowledge, this is the first fully piecewise Euclidean equivariant autoencoder construction. Training our framework is simple: it uses standard reconstruction losses and does not require the introduction of new losses. Our architectures are built of standard (backbone) architectures with the appropriate frame averaging to make them equivariant. Testing our framework on both rigid shapes dataset using implicit neural representations, and articulated shape datasets using mesh-based neural networks show state-of-the-art generalization to unseen test shapes, improving relevant baselines by a large margin. In particular, our method demonstrates significant improvement in generalizing to unseen articulated poses.

CVDec 2, 2021
Hierarchical Neural Implicit Pose Network for Animation and Motion Retargeting

Sourav Biswas, Kangxue Yin, Maria Shugrina et al.

We present HIPNet, a neural implicit pose network trained on multiple subjects across many poses. HIPNet can disentangle subject-specific details from pose-specific details, effectively enabling us to retarget motion from one subject to another or to animate between keyframes through latent space interpolation. To this end, we employ a hierarchical skeleton-based representation to learn a signed distance function on a canonical unposed space. This joint-based decomposition enables us to represent subtle details that are local to the space around the body joint. Unlike previous neural implicit method that requires ground-truth SDF for training, our model we only need a posed skeleton and the point cloud for training, and we have no dependency on a traditional parametric model or traditional skinning approaches. We achieve state-of-the-art results on various single-subject and multi-subject benchmarks.

CVNov 26, 2021
Neural Fields as Learnable Kernels for 3D Reconstruction

Francis Williams, Zan Gojcic, Sameh Khamis et al.

We present Neural Kernel Fields: a novel method for reconstructing implicit 3D shapes based on a learned kernel ridge regression. Our technique achieves state-of-the-art results when reconstructing 3D objects and large scenes from sparse oriented points, and can reconstruct shape categories outside the training set with almost no drop in accuracy. The core insight of our approach is that kernel methods are extremely effective for reconstructing shapes when the chosen kernel has an appropriate inductive bias. We thus factor the problem of shape reconstruction into two parts: (1) a backbone neural network which learns kernel parameters from data, and (2) a kernel ridge regression that fits the input points on-the-fly by solving a simple positive definite linear system using the learned kernel. As a result of this factorization, our reconstruction gains the benefits of data-driven methods under sparse point density while maintaining interpolatory behavior, which converges to the ground truth shape as input sampling density increases. Our experiments demonstrate a strong generalization capability to objects outside the train-set category and scanned scenes. Source code and pretrained models are available at https://nv-tlabs.github.io/nkf.

CVOct 30, 2021
DIB-R++: Learning to Predict Lighting and Material with a Hybrid Differentiable Renderer

Wenzheng Chen, Joey Litalien, Jun Gao et al.

We consider the challenging problem of predicting intrinsic object properties from a single image by exploiting differentiable renderers. Many previous learning-based approaches for inverse graphics adopt rasterization-based renderers and assume naive lighting and material models, which often fail to account for non-Lambertian, specular reflections commonly observed in the wild. In this work, we propose DIBR++, a hybrid differentiable renderer which supports these photorealistic effects by combining rasterization and ray-tracing, taking the advantage of their respective strengths -- speed and realism. Our renderer incorporates environmental lighting and spatially-varying material models to efficiently approximate light transport, either through direct estimation or via spherical basis functions. Compared to more advanced physics-based differentiable renderers leveraging path tracing, DIBR++ is highly performant due to its compact and expressive shading model, which enables easy integration with learning frameworks for geometry, reflectance and lighting prediction from a single image without requiring any ground-truth. We experimentally demonstrate that our approach achieves superior material and lighting disentanglement on synthetic and real data compared to existing rasterization-based approaches and showcase several artistic applications including material editing and relighting.

CVAug 30, 2021
3DStyleNet: Creating 3D Shapes with Geometric and Texture Style Variations

Kangxue Yin, Jun Gao, Maria Shugrina et al.

We propose a method to create plausible geometric and texture style variations of 3D objects in the quest to democratize 3D content creation. Given a pair of textured source and target objects, our method predicts a part-aware affine transformation field that naturally warps the source shape to imitate the overall geometric style of the target. In addition, the texture style of the target is transferred to the warped source object with the help of a multi-view differentiable renderer. Our model, 3DStyleNet, is composed of two sub-networks trained in two stages. First, the geometric style network is trained on a large set of untextured 3D shapes. Second, we jointly optimize our geometric style network and a pre-trained image style transfer network with losses defined over both the geometry and the rendering of the result. Given a small set of high-quality textured objects, our method can create many novel stylized shapes, resulting in effortless 3D content creation and style-ware data augmentation. We showcase our approach qualitatively on 3D content stylization, and provide user studies to validate the quality of our results. In addition, our method can serve as a valuable tool to create 3D data augmentations for computer vision tasks. Extensive quantitative analysis shows that 3DStyleNet outperforms alternative data augmentation techniques for the downstream task of single-image 3D reconstruction.

CVFeb 10, 2020
RePose: Learning Deep Kinematic Priors for Fast Human Pose Estimation

Hossam Isack, Christian Haene, Cem Keskin et al.

We propose a novel efficient and lightweight model for human pose estimation from a single image. Our model is designed to achieve competitive results at a fraction of the number of parameters and computational cost of various state-of-the-art methods. To this end, we explicitly incorporate part-based structural and geometric priors in a hierarchical prediction framework. At the coarsest resolution, and in a manner similar to classical part-based approaches, we leverage the kinematic structure of the human body to propagate convolutional feature updates between the keypoints or body parts. Unlike classical approaches, we adopt end-to-end training to learn this geometric prior through feature updates from data. We then propagate the feature representation at the coarsest resolution up the hierarchy to refine the predicted pose in a coarse-to-fine fashion. The final network effectively models the geometric prior and intuition within a lightweight deep neural network, yielding state-of-the-art results for a model of this size on two standard datasets, Leeds Sports Pose and MPII Human Pose.

CVApr 8, 2019
Neural Rerendering in the Wild

Moustafa Meshry, Dan B Goldman, Sameh Khamis et al.

We explore total scene capture -- recording, modeling, and rerendering a scene under varying appearance such as season and time of day. Starting from internet photos of a tourist landmark, we apply traditional 3D reconstruction to register the photos and approximate the scene as a point cloud. For each photo, we render the scene points into a deep framebuffer, and train a neural network to learn the mapping of these initial renderings to the actual photos. This rerendering network also takes as input a latent appearance vector and a semantic mask indicating the location of transient objects like pedestrians. The model is evaluated on several datasets of publicly available images spanning a broad range of illumination conditions. We create short videos demonstrating realistic manipulation of the image viewpoint, appearance, and semantic labeling. We also compare results with prior work on scene reconstruction from internet photos.

CVNov 12, 2018
LookinGood: Enhancing Performance Capture with Real-time Neural Re-Rendering

Ricardo Martin-Brualla, Rohit Pandey, Shuoran Yang et al.

Motivated by augmented and virtual reality applications such as telepresence, there has been a recent focus in real-time performance capture of humans under motion. However, given the real-time constraint, these systems often suffer from artifacts in geometry and texture such as holes and noise in the final rendering, poor lighting, and low-resolution textures. We take the novel approach to augment such real-time performance capture systems with a deep architecture that takes a rendering from an arbitrary viewpoint, and jointly performs completion, super resolution, and denoising of the imagery in real-time. We call this approach neural (re-)rendering, and our live system "LookinGood". Our deep architecture is trained to produce high resolution and high quality images from a coarse rendering in real-time. First, we propose a self-supervised training method that does not require manual ground-truth annotation. We contribute a specialized reconstruction error that uses semantic information to focus on relevant parts of the subject, e.g. the face. We also introduce a salient reweighing scheme of the loss function that is able to discard outliers. We specifically design the system for virtual and augmented reality headsets where the consistency between the left and right eye plays a crucial role in the final user experience. Finally, we generate temporally stable results by explicitly minimizing the difference between two consecutive frames. We tested the proposed system in two different scenarios: one involving a single RGB-D sensor, and upper body reconstruction of an actor, the second consisting of full body 360 degree capture. Through extensive experimentation, we demonstrate how our system generalizes across unseen sequences and subjects. The supplementary video is available at http://youtu.be/Md3tdAKoLGU.

CVJul 24, 2018
StereoNet: Guided Hierarchical Refinement for Real-Time Edge-Aware Depth Prediction

Sameh Khamis, Sean Fanello, Christoph Rhemann et al.

This paper presents StereoNet, the first end-to-end deep architecture for real-time stereo matching that runs at 60 fps on an NVidia Titan X, producing high-quality, edge-preserved, quantization-free disparity maps. A key insight of this paper is that the network achieves a sub-pixel matching precision than is a magnitude higher than those of traditional stereo matching approaches. This allows us to achieve real-time performance by using a very low resolution cost volume that encodes all the information needed to achieve high disparity precision. Spatial precision is achieved by employing a learned edge-aware upsampling function. Our model uses a Siamese network to extract features from the left and right image. A first estimate of the disparity is computed in a very low resolution cost volume, then hierarchically the model re-introduces high-frequency details through a learned upsampling function that uses compact pixel-to-pixel refinement networks. Leveraging color input as a guide, this function is capable of producing high-quality edge-aware output. We achieve compelling results on multiple benchmarks, showing how the proposed method offers extreme flexibility at an acceptable computational budget.

CVJul 16, 2018
ActiveStereoNet: End-to-End Self-Supervised Learning for Active Stereo Systems

Yinda Zhang, Sameh Khamis, Christoph Rhemann et al.

In this paper we present ActiveStereoNet, the first deep learning solution for active stereo systems. Due to the lack of ground truth, our method is fully self-supervised, yet it produces precise depth with a subpixel precision of $1/30th$ of a pixel; it does not suffer from the common over-smoothing issues; it preserves the edges; and it explicitly handles occlusions. We introduce a novel reconstruction loss that is more robust to noise and texture-less patches, and is invariant to illumination changes. The proposed loss is optimized using a window-based cost aggregation with an adaptive support weight scheme. This cost aggregation is edge-preserving and smooths the loss function, which is key to allow the network to reach compelling results. Finally we show how the task of predicting invalid regions, such as occlusions, can be trained end-to-end without ground-truth. This component is crucial to reduce blur and particularly improves predictions along depth discontinuities. Extensive quantitatively and qualitatively evaluations on real and synthetic data demonstrate state of the art results in many challenging scenes.

CVFeb 9, 2016
Parameterizing Region Covariance: An Efficient Way To Apply Sparse Codes On Second Order Statistics

Xiyang Dai, Sameh Khamis, Yangmuzi Zhang et al.

Sparse representations have been successfully applied to signal processing, computer vision and machine learning. Currently there is a trend to learn sparse models directly on structure data, such as region covariance. However, such methods when combined with region covariance often require complex computation. We present an approach to transform a structured sparse model learning problem to a traditional vectorized sparse modeling problem by constructing a Euclidean space representation for region covariance matrices. Our new representation has multiple advantages. Experiments on several vision tasks demonstrate competitive performance with the state-of-the-art methods.