2.8CVAug 7, 2023
Learning Photometric Feature Transform for Free-form Object ScanXiang Feng, Kaizhang Kang, Fan Pei et al.
We propose a novel framework to automatically learn to aggregate and transform photometric measurements from multiple unstructured views into spatially distinctive and view-invariant low-level features, which are subsequently fed to a multi-view stereo pipeline to enhance 3D reconstruction. The illumination conditions during acquisition and the feature transform are jointly trained on a large amount of synthetic data. We further build a system to reconstruct both the geometry and anisotropic reflectance of a variety of challenging objects from hand-held scans. The effectiveness of the system is demonstrated with a lightweight prototype, consisting of a camera and an array of LEDs, as well as an off-the-shelf tablet. Our results are validated against reconstructions from a professional 3D scanner and photographs, and compare favorably with state-of-the-art techniques.
GS^3: Efficient Relighting with Triple Gaussian SplattingZoubin Bi, Yixin Zeng, Chong Zeng et al. · stanford
We present a spatial and angular Gaussian based representation and a triple splatting process, for real-time, high-quality novel lighting-and-view synthesis from multi-view point-lit input images. To describe complex appearance, we employ a Lambertian plus a mixture of angular Gaussians as an effective reflectance function for each spatial Gaussian. To generate self-shadow, we splat all spatial Gaussians towards the light source to obtain shadow values, which are further refined by a small multi-layer perceptron. To compensate for other effects like global illumination, another network is trained to compute and add a per-spatial-Gaussian RGB tuple. The effectiveness of our representation is demonstrated on 30 samples with a wide variation in geometry (from solid to fluffy) and appearance (from translucent to anisotropic), as well as using different forms of input data, including rendered images of synthetic/reconstructed objects, photographs captured with a handheld camera and a flash, or from a professional lightstage. We achieve a training time of 40-70 minutes and a rendering speed of 90 fps on a single commodity GPU. Our results compare favorably with state-of-the-art techniques in terms of quality/performance. Our code and data are publicly available at https://GSrelight.github.io/.
10.5CVNov 16, 2024
ARM: Appearance Reconstruction Model for Relightable 3D GenerationXiang Feng, Chang Yu, Zoubin Bi et al.
Recent image-to-3D reconstruction models have greatly advanced geometry generation, but they still struggle to faithfully generate realistic appearance. To address this, we introduce ARM, a novel method that reconstructs high-quality 3D meshes and realistic appearance from sparse-view images. The core of ARM lies in decoupling geometry from appearance, processing appearance within the UV texture space. Unlike previous methods, ARM improves texture quality by explicitly back-projecting measurements onto the texture map and processing them in a UV space module with a global receptive field. To resolve ambiguities between material and illumination in input images, ARM introduces a material prior that encodes semantic appearance information, enhancing the robustness of appearance decomposition. Trained on just 8 H100 GPUs, ARM outperforms existing methods both quantitatively and qualitatively.
VQ-NeRV: A Vector Quantized Neural Representation for VideosYunjie Xu, Xiang Feng, Feiwei Qin et al.
Implicit neural representations (INR) excel in encoding videos within neural networks, showcasing promise in computer vision tasks like video compression and denoising. INR-based approaches reconstruct video frames from content-agnostic embeddings, which hampers their efficacy in video frame regression and restricts their generalization ability for video interpolation. To address these deficiencies, Hybrid Neural Representation for Videos (HNeRV) was introduced with content-adaptive embeddings. Nevertheless, HNeRV's compression ratios remain relatively low, attributable to an oversight in leveraging the network's shallow features and inter-frame residual information. In this work, we introduce an advanced U-shaped architecture, Vector Quantized-NeRV (VQ-NeRV), which integrates a novel component--the VQ-NeRV Block. This block incorporates a codebook mechanism to discretize the network's shallow residual features and inter-frame residual information effectively. This approach proves particularly advantageous in video compression, as it results in smaller size compared to quantized features. Furthermore, we introduce an original codebook optimization technique, termed shallow codebook optimization, designed to refine the utility and efficiency of the codebook. The experimental evaluations indicate that VQ-NeRV outperforms HNeRV on video regression tasks, delivering superior reconstruction quality (with an increase of 1-2 dB in Peak Signal-to-Noise Ratio (PSNR)), better bit per pixel (bpp) efficiency, and improved video inpainting outcomes.