Zexiang Xu

CV
h-index28
47papers
8,548citations
Novelty60%
AI Score49

47 Papers

34.3CVJun 13, 2022Code
ARF: Artistic Radiance Fields

Kai Zhang, Nick Kolkin, Sai Bi et al. · deepmind

We present a method for transferring the artistic features of an arbitrary style image to a 3D scene. Previous methods that perform 3D stylization on point clouds or meshes are sensitive to geometric reconstruction errors for complex real-world scenes. Instead, we propose to stylize the more robust radiance field representation. We find that the commonly used Gram matrix-based loss tends to produce blurry results without faithful brushstrokes, and introduce a nearest neighbor-based loss that is highly effective at capturing style details while maintaining multi-view consistency. We also propose a novel deferred back-propagation method to enable optimization of memory-intensive radiance fields using style losses defined on full-resolution rendered images. Our extensive evaluation demonstrates that our method outperforms baselines by generating artistic appearance that more closely resembles the style image. Please check our project page for video results and open-source implementations: https://www.cs.cornell.edu/projects/arf/ .

57.1CVMar 17, 2022Code
TensoRF: Tensorial Radiance Fields

Anpei Chen, Zexiang Xu, Andreas Geiger et al. · eth-zurich

We present TensoRF, a novel approach to model and reconstruct radiance fields. Unlike NeRF that purely uses MLPs, we model the radiance field of a scene as a 4D tensor, which represents a 3D voxel grid with per-voxel multi-channel features. Our central idea is to factorize the 4D scene tensor into multiple compact low-rank tensor components. We demonstrate that applying traditional CP decomposition -- that factorizes tensors into rank-one components with compact vectors -- in our framework leads to improvements over vanilla NeRF. To further boost performance, we introduce a novel vector-matrix (VM) decomposition that relaxes the low-rank constraints for two modes of a tensor and factorizes tensors into compact vector and matrix factors. Beyond superior rendering quality, our models with CP and VM decompositions lead to a significantly lower memory footprint in comparison to previous and concurrent works that directly optimize per-voxel features. Experimentally, we demonstrate that TensoRF with CP decomposition achieves fast reconstruction (<30 min) with better rendering quality and even a smaller model size (<4 MB) compared to NeRF. Moreover, TensoRF with VM decomposition further boosts rendering quality and outperforms previous state-of-the-art methods, while reducing the reconstruction time (<10 min) and retaining a compact model size (<75 MB).

24.8CVFeb 2, 2023
Factor Fields: A Unified Framework for Neural Fields and Beyond

Anpei Chen, Zexiang Xu, Xinyue Wei et al. · eth-zurich

We present Factor Fields, a novel framework for modeling and representing signals. Factor Fields decomposes a signal into a product of factors, each represented by a classical or neural field representation which operates on transformed input coordinates. This decomposition results in a unified framework that accommodates several recent signal representations including NeRF, Plenoxels, EG3D, Instant-NGP, and TensoRF. Additionally, our framework allows for the creation of powerful new signal representations, such as the "Dictionary Field" (DiF) which is a second contribution of this paper. Our experiments show that DiF leads to improvements in approximation quality, compactness, and training time when compared to previous fast reconstruction methods. Experimentally, our representation achieves better image approximation quality on 2D image regression tasks, higher geometric quality when reconstructing 3D signed distance fields, and higher compactness for radiance field reconstruction tasks. Furthermore, DiF enables generalization to unseen images/3D scenes by sharing bases across signals during training which greatly benefits use cases such as image regression from sparse observations and few-shot radiance field reconstruction.

35.6CVNov 17, 2022Code
RenderDiffusion: Image Diffusion for 3D Reconstruction, Inpainting and Generation

Titas Anciukevičius, Zexiang Xu, Matthew Fisher et al.

Diffusion models currently achieve state-of-the-art performance for both conditional and unconditional image generation. However, so far, image diffusion models do not support tasks required for 3D understanding, such as view-consistent 3D generation or single-view object reconstruction. In this paper, we present RenderDiffusion, the first diffusion model for 3D generation and inference, trained using only monocular 2D supervision. Central to our method is a novel image denoising architecture that generates and renders an intermediate three-dimensional representation of a scene in each denoising step. This enforces a strong inductive structure within the diffusion process, providing a 3D consistent representation while only requiring 2D supervision. The resulting 3D representation can be rendered from any view. We evaluate RenderDiffusion on FFHQ, AFHQ, ShapeNet and CLEVR datasets, showing competitive performance for generation of 3D scenes and inference of 3D scenes from 2D images. Additionally, our diffusion-based approach allows us to use 2D inpainting to edit 3D scenes.

48.0CVJun 29, 2023Code
One-2-3-45: Any Single Image to 3D Mesh in 45 Seconds without Per-Shape Optimization

Minghua Liu, Chao Xu, Haian Jin et al.

Single image 3D reconstruction is an important but challenging task that requires extensive knowledge of our natural world. Many existing methods solve this problem by optimizing a neural radiance field under the guidance of 2D diffusion models but suffer from lengthy optimization time, 3D inconsistency results, and poor geometry. In this work, we propose a novel method that takes a single image of any object as input and generates a full 360-degree 3D textured mesh in a single feed-forward pass. Given a single image, we first use a view-conditioned 2D diffusion model, Zero123, to generate multi-view images for the input view, and then aim to lift them up to 3D space. Since traditional reconstruction methods struggle with inconsistent multi-view predictions, we build our 3D reconstruction module upon an SDF-based generalizable neural surface reconstruction method and propose several critical training strategies to enable the reconstruction of 360-degree meshes. Without costly optimizations, our method reconstructs 3D shapes in significantly less time than existing methods. Moreover, our method favors better geometry, generates more 3D consistent results, and adheres more closely to the input image. We evaluate our approach on both synthetic data and in-the-wild images and demonstrate its superiority in terms of both mesh quality and runtime. In addition, our approach can seamlessly support the text-to-3D task by integrating with off-the-shelf text-to-image diffusion models.

16.7GRJun 10, 2022
Differentiable Rendering of Neural SDFs through Reparameterization

Sai Praveen Bangaru, Michaël Gharbi, Tzu-Mao Li et al.

We present a method to automatically compute correct gradients with respect to geometric scene parameters in neural SDF renderers. Recent physically-based differentiable rendering techniques for meshes have used edge-sampling to handle discontinuities, particularly at object silhouettes, but SDFs do not have a simple parametric form amenable to sampling. Instead, our approach builds on area-sampling techniques and develops a continuous warping function for SDFs to account for these discontinuities. Our method leverages the distance to surface encoded in an SDF and uses quadrature on sphere tracer points to compute this warping function. We further show that this can be done by subsampling the points to make the method tractable for neural SDFs. Our differentiable renderer can be used to optimize neural shapes from multi-view images and produces comparable 3D reconstructions to recent SDF-based inverse rendering methods, without the need for 2D segmentation masks to guide the geometry optimization and no volumetric approximations to the geometry.

23.8CVMay 19, 2022
Physically-Based Editing of Indoor Scene Lighting from a Single Image

Zhengqin Li, Jia Shi, Sai Bi et al.

We present a method to edit complex indoor lighting from a single image with its predicted depth and light source segmentation masks. This is an extremely challenging problem that requires modeling complex light transport, and disentangling HDR lighting from material and geometry with only a partial LDR observation of the scene. We tackle this problem using two novel components: 1) a holistic scene reconstruction method that estimates scene reflectance and parametric 3D lighting, and 2) a neural rendering framework that re-renders the scene from our predictions. We use physically-based indoor light representations that allow for intuitive editing, and infer both visible and invisible light sources. Our neural rendering framework combines physically-based direct illumination and shadow rendering with deep networks to approximate global illumination. It can capture challenging lighting effects, such as soft shadows, directional lighting, specular materials, and interreflections. Previous single image inverse rendering methods usually entangle scene lighting and geometry and only support applications like object insertion. Instead, by combining parametric 3D lighting estimation with neural scene rendering, we demonstrate the first automatic method to achieve full scene relighting, including light source insertion, removal, and replacement, from a single image. All source code and data will be publicly released.

35.2CVApr 24, 2023Code
TensoIR: Tensorial Inverse Rendering

Haian Jin, Isabella Liu, Peijia Xu et al.

We propose TensoIR, a novel inverse rendering approach based on tensor factorization and neural fields. Unlike previous works that use purely MLP-based neural fields, thus suffering from low capacity and high computation costs, we extend TensoRF, a state-of-the-art approach for radiance field modeling, to estimate scene geometry, surface reflectance, and environment illumination from multi-view images captured under unknown lighting conditions. Our approach jointly achieves radiance field reconstruction and physically-based model estimation, leading to photo-realistic novel view synthesis and relighting results. Benefiting from the efficiency and extensibility of the TensoRF-based representation, our method can accurately model secondary shading effects (like shadows and indirect lighting) and generally support input images captured under single or multiple unknown lighting conditions. The low-rank tensor representation allows us to not only achieve fast and compact reconstruction but also better exploit shared information under an arbitrary number of capturing lighting conditions. We demonstrate the superiority of our method to baseline methods qualitatively and quantitatively on various challenging synthetic and real-world scenes.

43.9CVNov 10, 2023
Instant3D: Fast Text-to-3D with Sparse-View Generation and Large Reconstruction Model

Jiahao Li, Hao Tan, Kai Zhang et al.

Text-to-3D with diffusion models has achieved remarkable progress in recent years. However, existing methods either rely on score distillation-based optimization which suffer from slow inference, low diversity and Janus problems, or are feed-forward methods that generate low-quality results due to the scarcity of 3D training data. In this paper, we propose Instant3D, a novel method that generates high-quality and diverse 3D assets from text prompts in a feed-forward manner. We adopt a two-stage paradigm, which first generates a sparse set of four structured and consistent views from text in one shot with a fine-tuned 2D text-to-image diffusion model, and then directly regresses the NeRF from the generated images with a novel transformer-based sparse-view reconstructor. Through extensive experiments, we demonstrate that our method can generate diverse 3D assets of high visual quality within 20 seconds, which is two orders of magnitude faster than previous optimization-based methods that can take 1 to 10 hours. Our project webpage: https://jiahao.ai/instant3d/.

30.0CVMar 21, 2022Code
NeRFusion: Fusing Radiance Fields for Large-Scale Scene Reconstruction

Xiaoshuai Zhang, Sai Bi, Kalyan Sunkavalli et al.

While NeRF has shown great success for neural reconstruction and rendering, its limited MLP capacity and long per-scene optimization times make it challenging to model large-scale indoor scenes. In contrast, classical 3D reconstruction methods can handle large-scale scenes but do not produce realistic renderings. We propose NeRFusion, a method that combines the advantages of NeRF and TSDF-based fusion techniques to achieve efficient large-scale reconstruction and photo-realistic rendering. We process the input image sequence to predict per-frame local radiance fields via direct network inference. These are then fused using a novel recurrent neural network that incrementally reconstructs a global, sparse scene representation in real-time at 22 fps. This global volume can be further fine-tuned to boost rendering quality. We demonstrate that NeRFusion achieves state-of-the-art quality on both large-scale indoor and small-scale object scenes, with substantially faster reconstruction than NeRF and other recent methods.

38.3CVNov 15, 2023
DMV3D: Denoising Multi-View Diffusion using 3D Large Reconstruction Model

Yinghao Xu, Hao Tan, Fujun Luan et al.

We propose \textbf{DMV3D}, a novel 3D generation approach that uses a transformer-based 3D large reconstruction model to denoise multi-view diffusion. Our reconstruction model incorporates a triplane NeRF representation and can denoise noisy multi-view images via NeRF reconstruction and rendering, achieving single-stage 3D generation in $\sim$30s on single A100 GPU. We train \textbf{DMV3D} on large-scale multi-view image datasets of highly diverse objects using only image reconstruction losses, without accessing 3D assets. We demonstrate state-of-the-art results for the single-image reconstruction problem where probabilistic modeling of unseen object parts is required for generating diverse reconstructions with sharp textures. We also show high-quality text-to-3D generation results outperforming previous 3D diffusion models. Our project website is at: https://justimyhxu.github.io/projects/dmv3d/ .

18.1CVJul 25, 2023Code
Strivec: Sparse Tri-Vector Radiance Fields

Quankai Gao, Qiangeng Xu, Hao Su et al.

We propose Strivec, a novel neural representation that models a 3D scene as a radiance field with sparsely distributed and compactly factorized local tensor feature grids. Our approach leverages tensor decomposition, following the recent work TensoRF, to model the tensor grids. In contrast to TensoRF which uses a global tensor and focuses on their vector-matrix decomposition, we propose to utilize a cloud of local tensors and apply the classic CANDECOMP/PARAFAC (CP) decomposition to factorize each tensor into triple vectors that express local feature distributions along spatial axes and compactly encode a local neural field. We also apply multi-scale tensor grids to discover the geometry and appearance commonalities and exploit spatial coherence with the tri-vector factorization at multiple local scales. The final radiance field properties are regressed by aggregating neural features from multiple local tensors across all scales. Our tri-vector tensors are sparsely distributed around the actual scene surface, discovered by a fast coarse reconstruction, leveraging the sparsity of a 3D scene. We demonstrate that our model can achieve better rendering quality while using significantly fewer parameters than previous methods, including TensoRF and Instant-NGP.

35.5CVNov 20, 2023
PF-LRM: Pose-Free Large Reconstruction Model for Joint Pose and Shape Prediction

Peng Wang, Hao Tan, Sai Bi et al.

We propose a Pose-Free Large Reconstruction Model (PF-LRM) for reconstructing a 3D object from a few unposed images even with little visual overlap, while simultaneously estimating the relative camera poses in ~1.3 seconds on a single A100 GPU. PF-LRM is a highly scalable method utilizing the self-attention blocks to exchange information between 3D object tokens and 2D image tokens; we predict a coarse point cloud for each view, and then use a differentiable Perspective-n-Point (PnP) solver to obtain camera poses. When trained on a huge amount of multi-view posed data of ~1M objects, PF-LRM shows strong cross-dataset generalization ability, and outperforms baseline methods by a large margin in terms of pose prediction accuracy and 3D reconstruction quality on various unseen evaluation datasets. We also demonstrate our model's applicability in downstream text/image-to-3D task with fast feed-forward inference. Our project website is at: https://totoro97.github.io/pf-lrm .

14.9CVJul 2, 2022Code
PhotoScene: Photorealistic Material and Lighting Transfer for Indoor Scenes

Yu-Ying Yeh, Zhengqin Li, Yannick Hold-Geoffroy et al.

Most indoor 3D scene reconstruction methods focus on recovering 3D geometry and scene layout. In this work, we go beyond this to propose PhotoScene, a framework that takes input image(s) of a scene along with approximately aligned CAD geometry (either reconstructed automatically or manually specified) and builds a photorealistic digital twin with high-quality materials and similar lighting. We model scene materials using procedural material graphs; such graphs represent photorealistic and resolution-independent materials. We optimize the parameters of these graphs and their texture scale and rotation, as well as the scene lighting to best match the input image via a differentiable rendering layer. We evaluate our technique on objects and layout reconstructions from ScanNet, SUN RGB-D and stock photographs, and demonstrate that our method reconstructs high-quality, fully relightable 3D scenes that can be re-rendered under arbitrary viewpoints, zooms and lighting.

7.3GRJul 12, 2023
Neural Free-Viewpoint Relighting for Glossy Indirect Illumination

Nithin Raghavan, Yan Xiao, Kai-En Lin et al.

Precomputed Radiance Transfer (PRT) remains an attractive solution for real-time rendering of complex light transport effects such as glossy global illumination. After precomputation, we can relight the scene with new environment maps while changing viewpoint in real-time. However, practical PRT methods are usually limited to low-frequency spherical harmonic lighting. All-frequency techniques using wavelets are promising but have so far had little practical impact. The curse of dimensionality and much higher data requirements have typically limited them to relighting with fixed view or only direct lighting with triple product integrals. In this paper, we demonstrate a hybrid neural-wavelet PRT solution to high-frequency indirect illumination, including glossy reflection, for relighting with changing view. Specifically, we seek to represent the light transport function in the Haar wavelet basis. For global illumination, we learn the wavelet transport using a small multi-layer perceptron (MLP) applied to a feature field as a function of spatial location and wavelet index, with reflected direction and material parameters being other MLP inputs. We optimize/learn the feature field (compactly represented by a tensor decomposition) and MLP parameters from multiple images of the scene under different lighting and viewing conditions. We demonstrate real-time (512 x 512 at 24 FPS, 800 x 600 at 13 FPS) precomputed rendering of challenging scenes involving view-dependent reflections and even caustics.

19.5CVSep 14, 2023
OpenIllumination: A Multi-Illumination Dataset for Inverse Rendering Evaluation on Real Objects

Isabella Liu, Linghao Chen, Ziyang Fu et al.

We introduce OpenIllumination, a real-world dataset containing over 108K images of 64 objects with diverse materials, captured under 72 camera views and a large number of different illuminations. For each image in the dataset, we provide accurate camera parameters, illumination ground truth, and foreground segmentation masks. Our dataset enables the quantitative evaluation of most inverse rendering and material decomposition methods for real objects. We examine several state-of-the-art inverse rendering methods on our dataset and compare their performances. The dataset and code can be found on the project page: https://oppo-us-research.github.io/OpenIllumination.

13.6CVMar 10, 2023
MovingParts: Motion-based 3D Part Discovery in Dynamic Radiance Field

Kaizhi Yang, Xiaoshuai Zhang, Zhiao Huang et al.

We present MovingParts, a NeRF-based method for dynamic scene reconstruction and part discovery. We consider motion as an important cue for identifying parts, that all particles on the same part share the common motion pattern. From the perspective of fluid simulation, existing deformation-based methods for dynamic NeRF can be seen as parameterizing the scene motion under the Eulerian view, i.e., focusing on specific locations in space through which the fluid flows as time passes. However, it is intractable to extract the motion of constituting objects or parts using the Eulerian view representation. In this work, we introduce the dual Lagrangian view and enforce representations under the Eulerian/Lagrangian views to be cycle-consistent. Under the Lagrangian view, we parameterize the scene motion by tracking the trajectory of particles on objects. The Lagrangian view makes it convenient to discover parts by factorizing the scene motion as a composition of part-level rigid motions. Experimentally, our method can achieve fast and high-quality dynamic scene reconstruction from even a single moving camera, and the induced part-based representation allows direct applications of part tracking, animation, 3D scene editing, etc.

31.6CVJun 13, 2022
RigNeRF: Fully Controllable Neural 3D Portraits

ShahRukh Athar, Zexiang Xu, Kalyan Sunkavalli et al.

Volumetric neural rendering methods, such as neural radiance fields (NeRFs), have enabled photo-realistic novel view synthesis. However, in their standard form, NeRFs do not support the editing of objects, such as a human head, within a scene. In this work, we propose RigNeRF, a system that goes beyond just novel view synthesis and enables full control of head pose and facial expressions learned from a single portrait video. We model changes in head pose and facial expressions using a deformation field that is guided by a 3D morphable face model (3DMM). The 3DMM effectively acts as a prior for RigNeRF that learns to predict only residuals to the 3DMM deformations and allows us to render novel (rigid) poses and (non-rigid) expressions that were not present in the input sequence. Using only a smartphone-captured short video of a subject for training, we demonstrate the effectiveness of our method on free view synthesis of a portrait scene with explicit head pose and expression controls. The project page can be found here: http://shahrukhathar.github.io/2022/06/06/RigNeRF.html

1.5CVSep 20, 2023
Controllable Dynamic Appearance for Neural 3D Portraits

ShahRukh Athar, Zhixin Shu, Zexiang Xu et al.

Recent advances in Neural Radiance Fields (NeRFs) have made it possible to reconstruct and reanimate dynamic portrait scenes with control over head-pose, facial expressions and viewing direction. However, training such models assumes photometric consistency over the deformed region e.g. the face must be evenly lit as it deforms with changing head-pose and facial expression. Such photometric consistency across frames of a video is hard to maintain, even in studio environments, thus making the created reanimatable neural portraits prone to artifacts during reanimation. In this work, we propose CoDyNeRF, a system that enables the creation of fully controllable 3D portraits in real-world capture conditions. CoDyNeRF learns to approximate illumination dependent effects via a dynamic appearance model in the canonical space that is conditioned on predicted surface normals and the facial expressions and head-pose deformations. The surface normals prediction is guided using 3DMM normals that act as a coarse prior for the normals of the human head, where direct prediction of normals is hard due to rigid and non-rigid deformations induced by head-pose and facial expression changes. Using only a smartphone-captured short video of a subject for training, we demonstrate the effectiveness of our method on free view synthesis of a portrait scene with explicit head pose and expression controls, and realistic lighting effects. The project page can be found here: http://shahrukhathar.github.io/2023/08/22/CoDyNeRF.html

8.4CVDec 11, 2025
Long-LRM++: Preserving Fine Details in Feed-Forward Wide-Coverage Reconstruction

Chen Ziwen, Hao Tan, Peng Wang et al.

Recent advances in generalizable Gaussian splatting (GS) have enabled feed-forward reconstruction of scenes from tens of input views. Long-LRM notably scales this paradigm to 32 input images at $950\times540$ resolution, achieving 360° scene-level reconstruction in a single forward pass. However, directly predicting millions of Gaussian parameters at once remains highly error-sensitive: small inaccuracies in positions or other attributes lead to noticeable blurring, particularly in fine structures such as text. In parallel, implicit representation methods such as LVSM and LaCT have demonstrated significantly higher rendering fidelity by compressing scene information into model weights rather than explicit Gaussians, and decoding RGB frames using the full transformer or TTT backbone. However, this computationally intensive decompression process for every rendered frame makes real-time rendering infeasible. These observations raise key questions: Is the deep, sequential "decompression" process necessary? Can we retain the benefits of implicit representations while enabling real-time performance? We address these questions with Long-LRM++, a model that adopts a semi-explicit scene representation combined with a lightweight decoder. Long-LRM++ matches the rendering quality of LaCT on DL3DV while achieving real-time 14 FPS rendering on an A100 GPU, overcoming the speed limitations of prior implicit methods. Our design also scales to 64 input views at the $950\times540$ resolution, demonstrating strong generalization to increased input lengths. Additionally, Long-LRM++ delivers superior novel-view depth prediction on ScanNetv2 compared to direct depth rendering from Gaussians. Extensive ablation studies validate the effectiveness of each component in the proposed framework.

46.1CVApr 30, 2024
GS-LRM: Large Reconstruction Model for 3D Gaussian Splatting

Kai Zhang, Sai Bi, Hao Tan et al.

We propose GS-LRM, a scalable large reconstruction model that can predict high-quality 3D Gaussian primitives from 2-4 posed sparse images in 0.23 seconds on single A100 GPU. Our model features a very simple transformer-based architecture; we patchify input posed images, pass the concatenated multi-view image tokens through a sequence of transformer blocks, and decode final per-pixel Gaussian parameters directly from these tokens for differentiable rendering. In contrast to previous LRMs that can only reconstruct objects, by predicting per-pixel Gaussians, GS-LRM naturally handles scenes with large variations in scale and complexity. We show that our model can work on both object and scene captures by training it on Objaverse and RealEstate10K respectively. In both scenarios, the models outperform state-of-the-art baselines by a wide margin. We also demonstrate applications of our model in downstream 3D generation tasks. Our project webpage is available at: https://sai-bi.github.io/project/gs-lrm/ .

36.4CVApr 18, 2024
MeshLRM: Large Reconstruction Model for High-Quality Meshes

Xinyue Wei, Kai Zhang, Sai Bi et al.

We propose MeshLRM, a novel LRM-based approach that can reconstruct a high-quality mesh from merely four input images in less than one second. Different from previous large reconstruction models (LRMs) that focus on NeRF-based reconstruction, MeshLRM incorporates differentiable mesh extraction and rendering within the LRM framework. This allows for end-to-end mesh reconstruction by fine-tuning a pre-trained NeRF LRM with mesh rendering. Moreover, we improve the LRM architecture by simplifying several complex designs in previous LRMs. MeshLRM's NeRF initialization is sequentially trained with low- and high-resolution images; this new LRM training strategy enables significantly faster convergence and thereby leads to better quality with less compute. Our approach achieves state-of-the-art mesh reconstruction from sparse-view inputs and also allows for many downstream applications, including text-to-3D and single-image-to-3D generation. Project page: https://sarahweiii.github.io/meshlrm/

33.2CVOct 16, 2024
Long-LRM: Long-sequence Large Reconstruction Model for Wide-coverage Gaussian Splats

Chen Ziwen, Hao Tan, Kai Zhang et al.

We propose Long-LRM, a feed-forward 3D Gaussian reconstruction model for instant, high-resolution, 360° wide-coverage, scene-level reconstruction. Specifically, it takes in 32 input images at a resolution of 960x540 and produces the Gaussian reconstruction in just 1 second on a single A100 GPU. To handle the long sequence of 250K tokens brought by the large input size, Long-LRM features a mixture of the recent Mamba2 blocks and the classical transformer blocks, enhanced by a light-weight token merging module and Gaussian pruning steps that balance between quality and efficiency. We evaluate Long-LRM on the large-scale DL3DV benchmark and Tanks&Temples, demonstrating reconstruction quality comparable to the optimization-based methods while achieving an 800x speedup w.r.t. the optimization-based approaches and an input size at least 60x larger than the previous feed-forward approaches. We conduct extensive ablation studies on our model design choices for both rendering quality and computation efficiency. We also explore Long-LRM's compatibility with other Gaussian variants such as 2D GS, which enhances Long-LRM's ability in geometry reconstruction. Project page: https://arthurhero.github.io/projects/llrm

15.3CVDec 5, 2024
Turbo3D: Ultra-fast Text-to-3D Generation

Hanzhe Hu, Tianwei Yin, Fujun Luan et al.

We present Turbo3D, an ultra-fast text-to-3D system capable of generating high-quality Gaussian splatting assets in under one second. Turbo3D employs a rapid 4-step, 4-view diffusion generator and an efficient feed-forward Gaussian reconstructor, both operating in latent space. The 4-step, 4-view generator is a student model distilled through a novel Dual-Teacher approach, which encourages the student to learn view consistency from a multi-view teacher and photo-realism from a single-view teacher. By shifting the Gaussian reconstructor's inputs from pixel space to latent space, we eliminate the extra image decoding time and halve the transformer sequence length for maximum efficiency. Our method demonstrates superior 3D generation results compared to previous baselines, while operating in a fraction of their runtime.

12.1CVNov 26, 2024
Buffer Anytime: Zero-Shot Video Depth and Normal from Image Priors

Zhengfei Kuang, Tianyuan Zhang, Kai Zhang et al.

We present Buffer Anytime, a framework for estimation of depth and normal maps (which we call geometric buffers) from video that eliminates the need for paired video--depth and video--normal training data. Instead of relying on large-scale annotated video datasets, we demonstrate high-quality video buffer estimation by leveraging single-image priors with temporal consistency constraints. Our zero-shot training strategy combines state-of-the-art image estimation models based on optical flow smoothness through a hybrid loss function, implemented via a lightweight temporal attention architecture. Applied to leading image models like Depth Anything V2 and Marigold-E2E-FT, our approach significantly improves temporal consistency while maintaining accuracy. Experiments show that our method not only outperforms image-based approaches but also achieves results comparable to state-of-the-art video models trained on large-scale paired video datasets, despite using no such paired video data.

12.1CVNov 20, 2024
Generating 3D-Consistent Videos from Unposed Internet Photos

Gene Chou, Kai Zhang, Sai Bi et al. · deepmind

We address the problem of generating videos from unposed internet photos. A handful of input images serve as keyframes, and our model interpolates between them to simulate a path moving between the cameras. Given random images, a model's ability to capture underlying geometry, recognize scene identity, and relate frames in terms of camera position and orientation reflects a fundamental understanding of 3D structure and scene layout. However, existing video models such as Luma Dream Machine fail at this task. We design a self-supervised method that takes advantage of the consistency of videos and variability of multiview internet photos to train a scalable, 3D-aware video model without any 3D annotations such as camera parameters. We validate that our method outperforms all baselines in terms of geometric and appearance consistency. We also show our model benefits applications that enable camera control, such as 3D Gaussian Splatting. Our results suggest that we can scale up scene-level 3D learning using only 2D data such as videos and multiview internet photos.

12.8CVApr 20, 2024
DMesh: A Differentiable Mesh Representation

Sanghyun Son, Matheus Gadelha, Yang Zhou et al.

We present a differentiable representation, DMesh, for general 3D triangular meshes. DMesh considers both the geometry and connectivity information of a mesh. In our design, we first get a set of convex tetrahedra that compactly tessellates the domain based on Weighted Delaunay Triangulation (WDT), and select triangular faces on the tetrahedra to define the final mesh. We formulate probability of faces to exist on the actual surface in a differentiable manner based on the WDT. This enables DMesh to represent meshes of various topology in a differentiable way, and allows us to reconstruct the mesh under various observations, such as point cloud and multi-view images using gradient-based optimization. The source code and full paper is available at: https://sonsang.github.io/dmesh-project.

8.7CVDec 21, 2024
DMesh++: An Efficient Differentiable Mesh for Complex Shapes

Sanghyun Son, Matheus Gadelha, Yang Zhou et al.

Recent probabilistic methods for 3D triangular meshes capture diverse shapes by differentiable mesh connectivity, but face high computational costs with increased shape details. We introduce a new differentiable mesh processing method that addresses this challenge and efficiently handles meshes with intricate structures. Our method reduces time complexity from O(N) to O(log N) and requires significantly less memory than previous approaches. Building on this innovation, we present a reconstruction algorithm capable of generating complex 2D and 3D shapes from point clouds or multi-view images. Visit our project page (https://sonsang.github.io/dmesh2-project) for source code and supplementary material.

2.0CVOct 30, 2024
PointRecon: Online Point-based 3D Reconstruction via Ray-based 2D-3D Matching

Chen Ziwen, Zexiang Xu, Li Fuxin

We propose a novel online, point-based 3D reconstruction method from posed monocular RGB videos. Our model maintains a global point cloud representation of the scene, continuously updating the features and 3D locations of points as new images are observed. It expands the point cloud with newly detected points while carefully removing redundancies. The point cloud updates and the depth predictions for new points are achieved through a novel ray-based 2D-3D feature matching technique, which is robust against errors in previous point position predictions. In contrast to offline methods, our approach processes infinite-length sequences and provides real-time updates. Additionally, the point cloud imposes no pre-defined resolution or scene size constraints, and its unified global representation ensures view consistency across perspectives. Experiments on the ScanNet dataset show that our method achieves comparable quality among online MVS approaches. Project page: https://arthurhero.github.io/projects/pointrecon

21.5CVJun 13, 2024Code
LRM-Zero: Training Large Reconstruction Models with Synthesized Data

Desai Xie, Sai Bi, Zhixin Shu et al.

We present LRM-Zero, a Large Reconstruction Model (LRM) trained entirely on synthesized 3D data, achieving high-quality sparse-view 3D reconstruction. The core of LRM-Zero is our procedural 3D dataset, Zeroverse, which is automatically synthesized from simple primitive shapes with random texturing and augmentations (e.g., height fields, boolean differences, and wireframes). Unlike previous 3D datasets (e.g., Objaverse) which are often captured or crafted by humans to approximate real 3D data, Zeroverse completely ignores realistic global semantics but is rich in complex geometric and texture details that are locally similar to or even more intricate than real objects. We demonstrate that our LRM-Zero, trained with our fully synthesized Zeroverse, can achieve high visual quality in the reconstruction of real-world objects, competitive with models trained on Objaverse. We also analyze several critical design choices of Zeroverse that contribute to LRM-Zero's capability and training stability. Our work demonstrates that 3D reconstruction, one of the core tasks in 3D vision, can potentially be addressed without the semantics of real-world objects. The Zeroverse's procedural synthesis code and interactive visualization are available at: https://desaixie.github.io/lrm-zero/.

18.2CVJun 2, 2024
SuperGaussian: Repurposing Video Models for 3D Super Resolution

Yuan Shen, Duygu Ceylan, Paul Guerrero et al.

We present a simple, modular, and generic method that upsamples coarse 3D models by adding geometric and appearance details. While generative 3D models now exist, they do not yet match the quality of their counterparts in image and video domains. We demonstrate that it is possible to directly repurpose existing (pretrained) video models for 3D super-resolution and thus sidestep the problem of the shortage of large repositories of high-quality 3D training models. We describe how to repurpose video upsampling models, which are not 3D consistent, and combine them with 3D consolidation to produce 3D-consistent results. As output, we produce high quality Gaussian Splat models, which are object centric and effective. Our method is category agnostic and can be easily incorporated into existing 3D workflows. We evaluate our proposed SuperGaussian on a variety of 3D inputs, which are diverse both in terms of complexity and representation (e.g., Gaussian Splats or NeRFs), and demonstrate that our simple method significantly improves the fidelity of the final 3D models. Check our project website for details: supergaussian.github.io

16.8CVMay 26, 2023
NeuManifold: Neural Watertight Manifold Reconstruction with Efficient and High-Quality Rendering Support

Xinyue Wei, Fanbo Xiang, Sai Bi et al.

We present a method for generating high-quality watertight manifold meshes from multi-view input images. Existing volumetric rendering methods are robust in optimization but tend to generate noisy meshes with poor topology. Differentiable rasterization-based methods can generate high-quality meshes but are sensitive to initialization. Our method combines the benefits of both worlds; we take the geometry initialization obtained from neural volumetric fields, and further optimize the geometry as well as a compact neural texture representation with differentiable rasterizers. Through extensive experiments, we demonstrate that our method can generate accurate mesh reconstructions with faithful appearance that are comparable to previous volume rendering methods while being an order of magnitude faster in rendering. We also show that our generated mesh and neural texture reconstruction is compatible with existing graphics pipelines and enables downstream 3D applications such as simulation. Project page: https://sarahweiii.github.io/neumanifold/

42.4CVJan 21, 2022Code
Point-NeRF: Point-based Neural Radiance Fields

Qiangeng Xu, Zexiang Xu, Julien Philip et al.

Volumetric neural rendering methods like NeRF generate high-quality view synthesis results but are optimized per-scene leading to prohibitive reconstruction time. On the other hand, deep multi-view stereo methods can quickly reconstruct scene geometry via direct network inference. Point-NeRF combines the advantages of these two approaches by using neural 3D point clouds, with associated neural features, to model a radiance field. Point-NeRF can be rendered efficiently by aggregating neural point features near scene surfaces, in a ray marching-based rendering pipeline. Moreover, Point-NeRF can be initialized via direct inference of a pre-trained deep network to produce a neural point cloud; this point cloud can be finetuned to surpass the visual quality of NeRF with 30X faster training time. Point-NeRF can be combined with other 3D reconstruction methods and handles the errors and outliers in such methods via a novel pruning and growing mechanism. The experiments on the DTU, the NeRF Synthetics , the ScanNet and the Tanks and Temples datasets demonstrate Point-NeRF can surpass the existing methods and achieve the state-of-the-art results.

13.5CVJul 26, 2021
NeLF: Neural Light-transport Field for Portrait View Synthesis and Relighting

Tiancheng Sun, Kai-En Lin, Sai Bi et al.

Human portraits exhibit various appearances when observed from different views under different lighting conditions. We can easily imagine how the face will look like in another setup, but computer algorithms still fail on this problem given limited observations. To this end, we present a system for portrait view synthesis and relighting: given multiple portraits, we use a neural network to predict the light-transport field in 3D space, and from the predicted Neural Light-transport Field (NeLF) produce a portrait from a new camera view under a new environmental lighting. Our system is trained on a large number of synthetic models, and can generalize to different synthetic and real portraits under various lighting conditions. Our method achieves simultaneous view synthesis and relighting given multi-view portraits as the input, and achieves state-of-the-art results.

17.6GRApr 6, 2021
NeuMIP: Multi-Resolution Neural Materials

Alexandr Kuznetsov, Krishna Mullia, Zexiang Xu et al.

We propose NeuMIP, a neural method for representing and rendering a variety of material appearances at different scales. Classical prefiltering (mipmapping) methods work well on simple material properties such as diffuse color, but fail to generalize to normals, self-shadowing, fibers or more complex microstructures and reflectances. In this work, we generalize traditional mipmap pyramids to pyramids of neural textures, combined with a fully connected network. We also introduce neural offsets, a novel method which allows rendering materials with intricate parallax effects without any tessellation. This generalizes classical parallax mapping, but is trained without supervision by any explicit heightfield. Neural materials within our system support a 7-dimensional query, including position, incoming and outgoing direction, and the desired filter kernel size. The materials have small storage (on the order of standard mipmapping except with more texture channels), and can be integrated within common Monte-Carlo path tracing systems. We demonstrate our method on a variety of materials, resulting in complex appearance across levels of detail, with accurate parallax, self-shadowing, and other effects.

46.9CVMar 29, 2021Code
MVSNeRF: Fast Generalizable Radiance Field Reconstruction from Multi-View Stereo

Anpei Chen, Zexiang Xu, Fuqiang Zhao et al.

We present MVSNeRF, a novel neural rendering approach that can efficiently reconstruct neural radiance fields for view synthesis. Unlike prior works on neural radiance fields that consider per-scene optimization on densely captured images, we propose a generic deep neural network that can reconstruct radiance fields from only three nearby input views via fast network inference. Our approach leverages plane-swept cost volumes (widely used in multi-view stereo) for geometry-aware scene reasoning, and combines this with physically based volume rendering for neural radiance field reconstruction. We train our network on real objects in the DTU dataset, and test it on three different datasets to evaluate its effectiveness and generalizability. Our approach can generalize across scenes (even indoor scenes, completely different from our training scenes of objects) and generate realistic view synthesis results using only three input images, significantly outperforming concurrent works on generalizable radiance field reconstruction. Moreover, if dense images are captured, our estimated radiance field representation can be easily fine-tuned; this leads to fast per-scene reconstruction with higher rendering quality and substantially less optimization time than NeRF.

25.1CVMar 1, 2021Code
NeuTex: Neural Texture Mapping for Volumetric Neural Rendering

Fanbo Xiang, Zexiang Xu, Miloš Hašan et al.

Recent work has demonstrated that volumetric scene representations combined with differentiable volume rendering can enable photo-realistic rendering for challenging scenes that mesh reconstruction fails on. However, these methods entangle geometry and appearance in a "black-box" volume that cannot be edited. Instead, we present an approach that explicitly disentangles geometry--represented as a continuous 3D volume--from appearance--represented as a continuous 2D texture map. We achieve this by introducing a 3D-to-2D texture mapping (or surface parameterization) network into volumetric representations. We constrain this texture mapping network using an additional 2D-to-3D inverse mapping network and a novel cycle consistency loss to make 3D surface points map to 2D texture points that map back to the original 3D points. We demonstrate that this representation can be reconstructed using only multi-view image supervision and generates high-quality rendering results. More importantly, by separating geometry and texture, we allow users to edit appearance by simply editing 2D texture maps.

17.3GROct 17, 2020
Light Stage Super-Resolution: Continuous High-Frequency Relighting

Tiancheng Sun, Zexiang Xu, Xiuming Zhang et al.

The light stage has been widely used in computer graphics for the past two decades, primarily to enable the relighting of human faces. By capturing the appearance of the human subject under different light sources, one obtains the light transport matrix of that subject, which enables image-based relighting in novel environments. However, due to the finite number of lights in the stage, the light transport matrix only represents a sparse sampling on the entire sphere. As a consequence, relighting the subject with a point light or a directional source that does not coincide exactly with one of the lights in the stage requires interpolation and resampling the images corresponding to nearby lights, and this leads to ghosting shadows, aliased specularities, and other artifacts. To ameliorate these artifacts and produce better results under arbitrary high-frequency lighting, this paper proposes a learning-based solution for the "super-resolution" of scans of human faces taken from a light stage. Given an arbitrary "query" light direction, our method aggregates the captured images corresponding to neighboring lights in the stage, and uses a neural network to synthesize a rendering of the face that appears to be illuminated by a "virtual" light source at the query location. This neural network must circumvent the inherent aliasing and regularity of the light stage data that was used for training, which we accomplish through the use of regularized traditional interpolation methods within our network. Our learned model is able to produce renderings for arbitrary light directions that exhibit realistic shadows and specular highlights, and is able to generalize across a wide variety of subjects.

1.2GROct 5, 2020
Photon-Driven Neural Path Guiding

Shilin Zhu, Zexiang Xu, Tiancheng Sun et al.

Although Monte Carlo path tracing is a simple and effective algorithm to synthesize photo-realistic images, it is often very slow to converge to noise-free results when involving complex global illumination. One of the most successful variance-reduction techniques is path guiding, which can learn better distributions for importance sampling to reduce pixel noise. However, previous methods require a large number of path samples to achieve reliable path guiding. We present a novel neural path guiding approach that can reconstruct high-quality sampling distributions for path guiding from a sparse set of samples, using an offline trained neural network. We leverage photons traced from light sources as the input for sampling density reconstruction, which is highly effective for challenging scenes with strong global illumination. To fully make use of our deep neural network, we partition the scene space into an adaptive hierarchical grid, in which we apply our network to reconstruct high-quality sampling distributions for any local region in the scene. This allows for highly efficient path guiding for any path bounce at any location in path tracing. We demonstrate that our photon-driven neural path guiding method can generalize well on diverse challenging testing scenes that are not seen in training. Our approach achieves significantly better rendering results of testing scenes than previous state-of-the-art path guiding methods.

33.9CVAug 9, 2020
Neural Reflectance Fields for Appearance Acquisition

Sai Bi, Zexiang Xu, Pratul Srinivasan et al.

We present Neural Reflectance Fields, a novel deep scene representation that encodes volume density, normal and reflectance properties at any 3D point in a scene using a fully-connected neural network. We combine this representation with a physically-based differentiable ray marching framework that can render images from a neural reflectance field under any viewpoint and light. We demonstrate that neural reflectance fields can be estimated from images captured with a simple collocated camera-light setup, and accurately model the appearance of real-world scenes with complex geometry and reflectance. Once estimated, they can be used to render photo-realistic images under novel viewpoint and (non-collocated) lighting conditions and accurately reproduce challenging effects like specularities, shadows and occlusions. This allows us to perform high-quality view synthesis and relighting that is significantly better than previous methods. We also demonstrate that we can compose the estimated neural reflectance field of a real scene with traditional scene models and render them using standard Monte Carlo rendering engines. Our work thus enables a complete pipeline from high-quality and practical appearance acquisition to 3D scene composition and rendering.

15.0CVAug 4, 2020
Deep Multi Depth Panoramas for View Synthesis

Kai-En Lin, Zexiang Xu, Ben Mildenhall et al.

We propose a learning-based approach for novel view synthesis for multi-camera 360$^{\circ}$ panorama capture rigs. Previous work constructs RGBD panoramas from such data, allowing for view synthesis with small amounts of translation, but cannot handle the disocclusions and view-dependent effects that are caused by large translations. To address this issue, we present a novel scene representation - Multi Depth Panorama (MDP) - that consists of multiple RGBD$α$ panoramas that represent both scene geometry and appearance. We demonstrate a deep neural network-based method to reconstruct MDPs from multi-camera 360$^{\circ}$ images. MDPs are more compact than previous 3D scene representations and enable high-quality, efficient new view rendering. We demonstrate this via experiments on both synthetic and real data and comparisons with previous state-of-the-art methods spanning both learning-based approaches and classical RGBD-based methods.

24.2CVJul 25, 2020
OpenRooms: An End-to-End Open Framework for Photorealistic Indoor Scene Datasets

Zhengqin Li, Ting-Wei Yu, Shen Sang et al.

We propose a novel framework for creating large-scale photorealistic datasets of indoor scenes, with ground truth geometry, material, lighting and semantics. Our goal is to make the dataset creation process widely accessible, transforming scans into photorealistic datasets with high-quality ground truth for appearance, layout, semantic labels, high quality spatially-varying BRDF and complex lighting, including direct, indirect and visibility components. This enables important applications in inverse rendering, scene understanding and robotics. We show that deep networks trained on the proposed dataset achieve competitive performance for shape, material and lighting estimation on real images, enabling photorealistic augmented reality applications, such as object insertion and material editing. We also show our semantic labels may be used for segmentation and multi-task learning. Finally, we demonstrate that our framework may also be integrated with physics engines, to create virtual robotics environments with unique ground truth such as friction coefficients and correspondence to real scenes. The dataset and all the tools to create such datasets will be made publicly available.

26.0CVJul 20, 2020
Deep Reflectance Volumes: Relightable Reconstructions from Multi-View Photometric Images

Sai Bi, Zexiang Xu, Kalyan Sunkavalli et al.

We present a deep learning approach to reconstruct scene appearance from unstructured images captured under collocated point lighting. At the heart of Deep Reflectance Volumes is a novel volumetric scene representation consisting of opacity, surface normal and reflectance voxel grids. We present a novel physically-based differentiable volume ray marching framework to render these scene volumes under arbitrary viewpoint and lighting. This allows us to optimize the scene volumes to minimize the error between their rendered images and the captured images. Our method is able to reconstruct real scenes with challenging non-Lambertian reflectance and complex geometry with occlusions and shadowing. Moreover, it accurately generalizes to novel viewpoints and lighting, including non-collocated lighting, rendering photorealistic images that are significantly better than state-of-the-art mesh-based methods. We also show that our learned reflectance volumes are editable, allowing for modifying the materials of the captured scenes.

3.3GRApr 25, 2020
Deep Photon Mapping

Shilin Zhu, Zexiang Xu, Henrik Wann Jensen et al.

Recently, deep learning-based denoising approaches have led to dramatic improvements in low sample-count Monte Carlo rendering. These approaches are aimed at path tracing, which is not ideal for simulating challenging light transport effects like caustics, where photon mapping is the method of choice. However, photon mapping requires very large numbers of traced photons to achieve high-quality reconstructions. In this paper, we develop the first deep learning-based method for particle-based rendering, and specifically focus on photon density estimation, the core of all particle-based methods. We train a novel deep neural network to predict a kernel function to aggregate photon contributions at shading points. Our network encodes individual photons into per-photon features, aggregates them in the neighborhood of a shading point to construct a photon local context vector, and infers a kernel function from the per-photon and photon local context features. This network is easy to incorporate in many previous photon mapping methods (by simply swapping the kernel density estimator) and can produce high-quality reconstructions of complex global illumination effects like caustics with an order of magnitude fewer photons compared to previous photon mapping methods.

22.8CVMar 27, 2020
Deep 3D Capture: Geometry and Reflectance from Sparse Multi-View Images

Sai Bi, Zexiang Xu, Kalyan Sunkavalli et al.

We introduce a novel learning-based method to reconstruct the high-quality geometry and complex, spatially-varying BRDF of an arbitrary object from a sparse set of only six images captured by wide-baseline cameras under collocated point lighting. We first estimate per-view depth maps using a deep multi-view stereo network; these depth maps are used to coarsely align the different views. We propose a novel multi-view reflectance estimation network architecture that is trained to pool features from these coarsely aligned images and predict per-view spatially-varying diffuse albedo, surface normals, specular roughness and specular albedo. We do this by jointly optimizing the latent space of our multi-view reflectance network to minimize the photometric error between images rendered with our predictions and the input images. While previous state-of-the-art methods fail on such sparse acquisition setups, we demonstrate, via extensive experiments on synthetic and real data, that our method produces high-quality reconstructions that can be used to render photorealistic images.

27.7CVNov 27, 2019
Deep Stereo using Adaptive Thin Volume Representation with Uncertainty Awareness

Shuo Cheng, Zexiang Xu, Shilin Zhu et al.

We present Uncertainty-aware Cascaded Stereo Network (UCS-Net) for 3D reconstruction from multiple RGB images. Multi-view stereo (MVS) aims to reconstruct fine-grained scene geometry from multi-view images. Previous learning-based MVS methods estimate per-view depth using plane sweep volumes with a fixed depth hypothesis at each plane; this generally requires densely sampled planes for desired accuracy, and it is very hard to achieve high-resolution depth. In contrast, we propose adaptive thin volumes (ATVs); in an ATV, the depth hypothesis of each plane is spatially varying, which adapts to the uncertainties of previous per-pixel depth predictions. Our UCS-Net has three stages: the first stage processes a small standard plane sweep volume to predict low-resolution depth; two ATVs are then used in the following stages to refine the depth with higher resolution and higher accuracy. Our ATV consists of only a small number of planes; yet, it efficiently partitions local depth ranges within learned small intervals. In particular, we propose to use variance-based uncertainty estimates to adaptively construct ATVs; this differentiable process introduces reasonable and fine-grained spatial partitioning. Our multi-stage framework progressively subdivides the vast scene space with increasing depth resolution and precision, which enables scene reconstruction with high completeness and accuracy in a coarse-to-fine fashion. We demonstrate that our method achieves superior performance compared with state-of-the-art benchmarks on various challenging datasets.

33.0GRMay 2, 2019
Single Image Portrait Relighting

Tiancheng Sun, Jonathan T. Barron, Yun-Ta Tsai et al.

Lighting plays a central role in conveying the essence and depth of the subject in a portrait photograph. Professional photographers will carefully control the lighting in their studio to manipulate the appearance of their subject, while consumer photographers are usually constrained to the illumination of their environment. Though prior works have explored techniques for relighting an image, their utility is usually limited due to requirements of specialized hardware, multiple images of the subject under controlled or known illuminations, or accurate models of geometry and reflectance. To this end, we present a system for portrait relighting: a neural network that takes as input a single RGB image of a portrait taken with a standard cellphone camera in an unconstrained environment, and from that image produces a relit image of that subject as though it were illuminated according to any provided environment map. Our method is trained on a small database of 18 individuals captured under different directional light sources in a controlled light stage setup consisting of a densely sampled sphere of lights. Our proposed technique produces quantitatively superior results on our dataset's validation set compared to prior works, and produces convincing qualitative relighting results on a dataset of hundreds of real-world cellphone portraits. Because our technique can produce a 640 $\times$ 640 image in only 160 milliseconds, it may enable interactive user-facing photographic applications in the future.