CVApr 20, 2023
Learning Neural Duplex Radiance Fields for Real-Time View SynthesisZiyu Wan, Christian Richardt, Aljaž Božič et al.
Neural radiance fields (NeRFs) enable novel view synthesis with unprecedented visual quality. However, to render photorealistic images, NeRFs require hundreds of deep multilayer perceptron (MLP) evaluations - for each pixel. This is prohibitively expensive and makes real-time rendering infeasible, even on powerful modern GPUs. In this paper, we propose a novel approach to distill and bake NeRFs into highly efficient mesh-based neural representations that are fully compatible with the massively parallel graphics rendering pipeline. We represent scenes as neural radiance features encoded on a two-layer duplex mesh, which effectively overcomes the inherent inaccuracies in 3D surface reconstruction by learning the aggregated radiance information from a reliable interval of ray-surface intersections. To exploit local geometric relationships of nearby pixels, we leverage screen-space convolutions instead of the MLPs used in NeRFs to achieve high-quality appearance. Finally, the performance of the whole framework is further boosted by a novel multi-view distillation optimization strategy. We demonstrate the effectiveness and superiority of our approach via extensive experiments on a range of standard datasets.
CVNov 27, 2024
Textured Gaussians for Enhanced 3D Scene Appearance ModelingBrian Chao, Hung-Yu Tseng, Lorenzo Porzi et al.
3D Gaussian Splatting (3DGS) has recently emerged as a state-of-the-art 3D reconstruction and rendering technique due to its high-quality results and fast training and rendering time. However, pixels covered by the same Gaussian are always shaded in the same color up to a Gaussian falloff scaling factor. Furthermore, the finest geometric detail any individual Gaussian can represent is a simple ellipsoid. These properties of 3DGS greatly limit the expressivity of individual Gaussian primitives. To address these issues, we draw inspiration from texture and alpha mapping in traditional graphics and integrate it with 3DGS. Specifically, we propose a new generalized Gaussian appearance representation that augments each Gaussian with alpha~(A), RGB, or RGBA texture maps to model spatially varying color and opacity across the extent of each Gaussian. As such, each Gaussian can represent a richer set of texture patterns and geometric structures, instead of just a single color and ellipsoid as in naive Gaussian Splatting. Surprisingly, we found that the expressivity of Gaussians can be greatly improved by using alpha-only texture maps, and further augmenting Gaussians with RGB texture maps achieves the highest expressivity. We validate our method on a wide variety of standard benchmark datasets and our own custom captures at both the object and scene levels. We demonstrate image quality improvements over existing methods while using a similar or lower number of Gaussians.
CVJan 23, 2024
IRIS: Inverse Rendering of Indoor Scenes from Low Dynamic Range ImagesChih-Hao Lin, Jia-Bin Huang, Zhengqin Li et al.
Inverse rendering seeks to recover 3D geometry, surface material, and lighting from captured images, enabling advanced applications such as novel-view synthesis, relighting, and virtual object insertion. However, most existing techniques rely on high dynamic range (HDR) images as input, limiting accessibility for general users. In response, we introduce IRIS, an inverse rendering framework that recovers the physically based material, spatially-varying HDR lighting, and camera response functions from multi-view, low-dynamic-range (LDR) images. By eliminating the dependence on HDR input, we make inverse rendering technology more accessible. We evaluate our approach on real-world and synthetic scenes and compare it with state-of-the-art methods. Our results show that IRIS effectively recovers HDR lighting, accurate material, and plausible camera response functions, supporting photorealistic relighting and object insertion.