13.6CVMar 11, 2022
Multi-sensor large-scale dataset for multi-view 3D reconstructionOleg Voynov, Gleb Bobrovskikh, Pavel Karpyshev et al.
We present a new multi-sensor dataset for multi-view 3D surface reconstruction. It includes registered RGB and depth data from sensors of different resolutions and modalities: smartphones, Intel RealSense, Microsoft Kinect, industrial cameras, and structured-light scanner. The scenes are selected to emphasize a diverse set of material properties challenging for existing algorithms. We provide around 1.4 million images of 107 different scenes acquired from 100 viewing directions under 14 lighting conditions. We expect our dataset will be useful for evaluation and training of 3D reconstruction algorithms and for related tasks. The dataset is available at skoltech3d.appliedai.tech.
6.5CVSep 7, 2022
Multi-NeuS: 3D Head Portraits from Single Image with Neural Implicit FunctionsEgor Burkov, Ruslan Rakhimov, Aleksandr Safin et al.
We present an approach for the reconstruction of textured 3D meshes of human heads from one or few views. Since such few-shot reconstruction is underconstrained, it requires prior knowledge which is hard to impose on traditional 3D reconstruction algorithms. In this work, we rely on the recently introduced 3D representation $\unicode{x2013}$ neural implicit functions $\unicode{x2013}$ which, being based on neural networks, allows to naturally learn priors about human heads from data, and is directly convertible to textured mesh. Namely, we extend NeuS, a state-of-the-art neural implicit function formulation, to represent multiple objects of a class (human heads in our case) simultaneously. The underlying neural net architecture is designed to learn the commonalities among these objects and to generalize to unseen ones. Our model is trained on just a hundred smartphone videos and does not require any scanned 3D data. Afterwards, the model can fit novel heads in the few-shot or one-shot modes with good results.
NPBG++: Accelerating Neural Point-Based GraphicsRuslan Rakhimov, Andrei-Timotei Ardelean, Victor Lempitsky et al.
We present a new system (NPBG++) for the novel view synthesis (NVS) task that achieves high rendering realism with low scene fitting time. Our method efficiently leverages the multiview observations and the point cloud of a static scene to predict a neural descriptor for each point, improving upon the pipeline of Neural Point-Based Graphics in several important ways. By predicting the descriptors with a single pass through the source images, we lift the requirement of per-scene optimization while also making the neural descriptors view-dependent and more suitable for scenes with strong non-Lambertian effects. In our comparisons, the proposed system outperforms previous NVS approaches in terms of fitting and rendering runtimes while producing images of similar quality.
GSplatLoc: Grounding Keypoint Descriptors into 3D Gaussian Splatting for Improved Visual LocalizationGennady Sidorov, Malik Mohrat, Denis Gridusov et al.
Although various visual localization approaches exist, such as scene coordinate regression and camera pose regression, these methods often struggle with optimization complexity or limited accuracy. To address these challenges, we explore the use of novel view synthesis techniques, particularly 3D Gaussian Splatting (3DGS), which enables the compact encoding of both 3D geometry and scene appearance. We propose a two-stage procedure that integrates dense and robust keypoint descriptors from the lightweight XFeat feature extractor into 3DGS, enhancing performance in both indoor and outdoor environments. The coarse pose estimates are directly obtained via 2D-3D correspondences between the 3DGS representation and query image descriptors. In the second stage, the initial pose estimate is refined by minimizing the rendering-based photometric warp loss. Benchmarking on widely used indoor and outdoor datasets demonstrates improvements over recent neural rendering-based localization methods, such as NeRFMatch and PNeRFLoc.
13.5CVNov 29, 2024
T-3DGS: Removing Transient Objects for 3D Scene ReconstructionAlexander Markin, Vadim Pryadilshchikov, Artem Komarichev et al.
Transient objects in video sequences can significantly degrade the quality of 3D scene reconstructions. To address this challenge, we propose T-3DGS, a novel framework that robustly filters out transient distractors during 3D reconstruction using Gaussian Splatting. Our framework consists of two steps. First, we employ an unsupervised classification network that distinguishes transient objects from static scene elements by leveraging their distinct training dynamics within the reconstruction process. Second, we refine these initial detections by integrating an off-the-shelf segmentation method with a bidirectional tracking module, which together enhance boundary accuracy and temporal coherence. Evaluations on both sparsely and densely captured video datasets demonstrate that T-3DGS significantly outperforms state-of-the-art approaches, enabling high-fidelity 3D reconstructions in challenging, real-world scenarios.
DEF: Deep Estimation of Sharp Geometric Features in 3D ShapesAlbert Matveev, Ruslan Rakhimov, Alexey Artemov et al.
We propose Deep Estimators of Features (DEFs), a learning-based framework for predicting sharp geometric features in sampled 3D shapes. Differently from existing data-driven methods, which reduce this problem to feature classification, we propose to regress a scalar field representing the distance from point samples to the closest feature line on local patches. Our approach is the first that scales to massive point clouds by fusing distance-to-feature estimates obtained on individual patches. We extensively evaluate our approach against related state-of-the-art methods on newly proposed synthetic and real-world 3D CAD model benchmarks. Our approach not only outperforms these (with improvements in Recall and False Positives Rates), but generalizes to real-world scans after training our model on synthetic data and fine-tuning it on a small dataset of scanned data. We demonstrate a downstream application, where we reconstruct an explicit representation of straight and curved sharp feature lines from range scan data.
Making DensePose fast and lightRuslan Rakhimov, Emil Bogomolov, Alexandr Notchenko et al.
DensePose estimation task is a significant step forward for enhancing user experience computer vision applications ranging from augmented reality to cloth fitting. Existing neural network models capable of solving this task are heavily parameterized and a long way from being transferred to an embedded or mobile device. To enable Dense Pose inference on the end device with current models, one needs to support an expensive server-side infrastructure and have a stable internet connection. To make things worse, mobile and embedded devices do not always have a powerful GPU inside. In this work, we target the problem of redesigning the DensePose R-CNN model's architecture so that the final network retains most of its accuracy but becomes more light-weight and fast. To achieve that, we tested and incorporated many deep learning innovations from recent years, specifically performing an ablation study on 23 efficient backbone architectures, multiple two-stage detection pipeline modifications, and custom model quantization methods. As a result, we achieved $17\times$ model size reduction and $2\times$ latency improvement compared to the baseline model.
Latent Video TransformerRuslan Rakhimov, Denis Volkhonskiy, Alexey Artemov et al.
The video generation task can be formulated as a prediction of future video frames given some past frames. Recent generative models for videos face the problem of high computational requirements. Some models require up to 512 Tensor Processing Units for parallel training. In this work, we address this problem via modeling the dynamics in a latent space. After the transformation of frames into the latent space, our model predicts latent representation for the next frames in an autoregressive manner. We demonstrate the performance of our approach on BAIR Robot Pushing and Kinetics-600 datasets. The approach tends to reduce requirements to 8 Graphical Processing Units for training the models while maintaining comparable generation quality.