19.1GRFeb 16, 2023
SceneHGN: Hierarchical Graph Networks for 3D Indoor Scene Generation with Fine-Grained GeometryLin Gao, Jia-Mu Sun, Kaichun Mo et al.
3D indoor scenes are widely used in computer graphics, with applications ranging from interior design to gaming to virtual and augmented reality. They also contain rich information, including room layout, as well as furniture type, geometry, and placement. High-quality 3D indoor scenes are highly demanded while it requires expertise and is time-consuming to design high-quality 3D indoor scenes manually. Existing research only addresses partial problems: some works learn to generate room layout, and other works focus on generating detailed structure and geometry of individual furniture objects. However, these partial steps are related and should be addressed together for optimal synthesis. We propose SCENEHGN, a hierarchical graph network for 3D indoor scenes that takes into account the full hierarchy from the room level to the object level, then finally to the object part level. Therefore for the first time, our method is able to directly generate plausible 3D room content, including furniture objects with fine-grained geometry, and their layout. To address the challenge, we introduce functional regions as intermediate proxies between the room and object levels to make learning more manageable. To ensure plausibility, our graph-based representation incorporates both vertical edges connecting child nodes with parent nodes from different levels, and horizontal edges encoding relationships between nodes at the same level. Extensive experiments demonstrate that our method produces superior generation results, even when comparing results of partial steps with alternative methods that can only achieve these. We also demonstrate that our method is effective for various applications such as part-level room editing, room interpolation, and room generation by arbitrary room boundaries.
22.0CVApr 20, 2023
NeUDF: Leaning Neural Unsigned Distance Fields with Volume RenderingYu-Tao Liu, Li Wang, Jie yang et al.
Multi-view shape reconstruction has achieved impressive progresses thanks to the latest advances in neural implicit surface rendering. However, existing methods based on signed distance function (SDF) are limited to closed surfaces, failing to reconstruct a wide range of real-world objects that contain open-surface structures. In this work, we introduce a new neural rendering framework, coded NeUDF, that can reconstruct surfaces with arbitrary topologies solely from multi-view supervision. To gain the flexibility of representing arbitrary surfaces, NeUDF leverages the unsigned distance function (UDF) as surface representation. While a naive extension of an SDF-based neural renderer cannot scale to UDF, we propose two new formulations of weight function specially tailored for UDF-based volume rendering. Furthermore, to cope with open surface rendering, where the in/out test is no longer valid, we present a dedicated normal regularization strategy to resolve the surface orientation ambiguity. We extensively evaluate our method over a number of challenging datasets, including DTU}, MGN, and Deep Fashion 3D. Experimental results demonstrate that nEudf can significantly outperform the state-of-the-art method in the task of multi-view surface reconstruction, especially for complex shapes with open boundaries.
DSG-Net: Learning Disentangled Structure and Geometry for 3D Shape GenerationJie Yang, Kaichun Mo, Yu-Kun Lai et al.
D shape generation is a fundamental operation in computer graphics. While significant progress has been made, especially with recent deep generative models, it remains a challenge to synthesize high-quality shapes with rich geometric details and complex structure, in a controllable manner. To tackle this, we introduce DSG-Net, a deep neural network that learns a disentangled structured and geometric mesh representation for 3D shapes, where two key aspects of shapes, geometry, and structure, are encoded in a synergistic manner to ensure plausibility of the generated shapes, while also being disentangled as much as possible. This supports a range of novel shape generation applications with disentangled control, such as interpolation of structure (geometry) while keeping geometry (structure) unchanged. To achieve this, we simultaneously learn structure and geometry through variational autoencoders (VAEs) in a hierarchical manner for both, with bijective mappings at each level. In this manner, we effectively encode geometry and structure in separate latent spaces, while ensuring their compatibility: the structure is used to guide the geometry and vice versa. At the leaf level, the part geometry is represented using a conditional part VAE, to encode high-quality geometric details, guided by the structure context as the condition. Our method not only supports controllable generation applications but also produces high-quality synthesized shapes, outperforming state-of-the-art methods. The code has been released at https://github.com/IGLICT/DSG-Net.
2.6CVDec 21, 2021
High-Fidelity Point Cloud Completion with Low-Resolution Recovery and Noise-Aware UpsamplingRen-Wu Li, Bo Wang, Chun-Peng Li et al.
Completing an unordered partial point cloud is a challenging task. Existing approaches that rely on decoding a latent feature to recover the complete shape, often lead to the completed point cloud being over-smoothing, losing details, and noisy. Instead of decoding a whole shape, we propose to decode and refine a low-resolution (low-res) point cloud first, and then performs a patch-wise noise-aware upsampling rather than interpolating the whole sparse point cloud at once, which tends to lose details. Regarding the possibility of lacking details of the initially decoded low-res point cloud, we propose an iterative refinement to recover the geometric details and a symmetrization process to preserve the trustworthy information from the input partial point cloud. After obtaining a sparse and complete point cloud, we propose a patch-wise upsampling strategy. Patch-based upsampling allows to better recover fine details unlike decoding a whole shape, however, the existing upsampling methods are not applicable to completion task due to the data discrepancy (i.e., input sparse data here is not from ground-truth). Therefore, we propose a patch extraction approach to generate training patch pairs between the sparse and ground-truth point clouds, and an outlier removal step to suppress the noisy points from the sparse point cloud. Together with the low-res recovery, our whole method is able to achieve high-fidelity point cloud completion. Comprehensive evaluations are provided to demonstrate the effectiveness of the proposed method and its individual components.