CVMay 27
Eulerian Gaussian Splatting using Hashed Probability PyramidsMia Gaia Polansky, George Kopanas, Stephan Garbin et al.
We introduce a probabilistic splat-based radiance field framework that retains the fast rasterization and test-time efficiency of 3D Gaussian Splatting (3DGS) while replacing heuristic primitive manipulation with gradient-based optimization of a volumetric probability density. Rather than relocating, splitting, or culling Gaussians via hand-tuned densification (e.g., ADC), we treat primitive locations as samples drawn from a persistent, learnable density. We instantiate this density using a novel, memory-efficient multi-scale hierarchical grid that enables end-to-end gradient-based optimization. To stabilize the optimization, we derive an unbiased gradient estimator with control variates that markedly reduces variance. By allowing probability mass to flow to where the loss demands, our framework eliminates brittle priors and naturally explores the volume, achieving state-of-the-art reconstruction quality on mip-NeRF 360 while preserving 3DGS-level rendering speed.
CVFeb 28, 2023
BakedSDF: Meshing Neural SDFs for Real-Time View SynthesisLior Yariv, Peter Hedman, Christian Reiser et al.
We present a method for reconstructing high-quality meshes of large unbounded real-world scenes suitable for photorealistic novel view synthesis. We first optimize a hybrid neural volume-surface scene representation designed to have well-behaved level sets that correspond to surfaces in the scene. We then bake this representation into a high-quality triangle mesh, which we equip with a simple and fast view-dependent appearance model based on spherical Gaussians. Finally, we optimize this baked representation to best reproduce the captured viewpoints, resulting in a model that can leverage accelerated polygon rasterization pipelines for real-time view synthesis on commodity hardware. Our approach outperforms previous scene representations for real-time rendering in terms of accuracy, speed, and power consumption, and produces high quality meshes that enable applications such as appearance editing and physical simulation.
CVFeb 23, 2023
MERF: Memory-Efficient Radiance Fields for Real-time View Synthesis in Unbounded ScenesChristian Reiser, Richard Szeliski, Dor Verbin et al.
Neural radiance fields enable state-of-the-art photorealistic view synthesis. However, existing radiance field representations are either too compute-intensive for real-time rendering or require too much memory to scale to large scenes. We present a Memory-Efficient Radiance Field (MERF) representation that achieves real-time rendering of large-scale scenes in a browser. MERF reduces the memory consumption of prior sparse volumetric radiance fields using a combination of a sparse feature grid and high-resolution 2D feature planes. To support large-scale unbounded scenes, we introduce a novel contraction function that maps scene coordinates into a bounded volume while still allowing for efficient ray-box intersection. We design a lossless procedure for baking the parameterization used during training into a model that achieves real-time rendering while still preserving the photorealistic view synthesis quality of a volumetric radiance field.
CVApr 13, 2023
Zip-NeRF: Anti-Aliased Grid-Based Neural Radiance FieldsJonathan T. Barron, Ben Mildenhall, Dor Verbin et al.
Neural Radiance Field training can be accelerated through the use of grid-based representations in NeRF's learned mapping from spatial coordinates to colors and volumetric density. However, these grid-based approaches lack an explicit understanding of scale and therefore often introduce aliasing, usually in the form of jaggies or missing scene content. Anti-aliasing has previously been addressed by mip-NeRF 360, which reasons about sub-volumes along a cone rather than points along a ray, but this approach is not natively compatible with current grid-based techniques. We show how ideas from rendering and signal processing can be used to construct a technique that combines mip-NeRF 360 and grid-based models such as Instant NGP to yield error rates that are 8% - 77% lower than either prior technique, and that trains 24x faster than mip-NeRF 360.
GRApr 27
Power Foam: Unifying Real-Time Differentiable Ray Tracing and RasterizationShrisudhan Govindarajan, Daniel Rebain, Dor Verbin et al.
We introduce a differentiable 3D representation that unifies the ray tracing capabilities of foam-based ray tracing with the efficiency of modern rasterization pipelines. While prior foam representations enable constant-time ray traversal through an explicit volumetric partition of space, their potentially unbounded cells hinder efficient tile-based rasterization. We address this limitation by generalizing Voronoi foams to bounded power diagrams with controllable cell extents, enabling spatially bounded primitives without requiring expensive Delaunay triangulations during training. We further introduce an oriented surface formulation that explicitly models interfaces between interior and exterior regions, and decouple geometry from appearance by embedding differentiable texture directly on these surfaces. Together, these contributions yield a representation that preserves state-of-the-art ray tracing efficiency while achieving rasterization performance competitive with current generation 3DGS, providing a practical path toward unified real-time differentiable rendering.
CVMar 31, 2023
Neural Microfacet Fields for Inverse RenderingAlexander Mai, Dor Verbin, Falko Kuester et al.
We present Neural Microfacet Fields, a method for recovering materials, geometry, and environment illumination from images of a scene. Our method uses a microfacet reflectance model within a volumetric setting by treating each sample along the ray as a (potentially non-opaque) surface. Using surface-based Monte Carlo rendering in a volumetric setting enables our method to perform inverse rendering efficiently by combining decades of research in surface-based light transport with recent advances in volume rendering for view synthesis. Our approach outperforms prior work in inverse rendering, capturing high fidelity geometry and high frequency illumination details; its novel view synthesis results are on par with state-of-the-art methods that do not recover illumination or materials.
CVSep 9, 2024
Flash Cache: Reducing Bias in Radiance Cache Based Inverse RenderingBenjamin Attal, Dor Verbin, Ben Mildenhall et al.
State-of-the-art techniques for 3D reconstruction are largely based on volumetric scene representations, which require sampling multiple points to compute the color arriving along a ray. Using these representations for more general inverse rendering -- reconstructing geometry, materials, and lighting from observed images -- is challenging because recursively path-tracing such volumetric representations is expensive. Recent works alleviate this issue through the use of radiance caches: data structures that store the steady-state, infinite-bounce radiance arriving at any point from any direction. However, these solutions rely on approximations that introduce bias into the renderings and, more importantly, into the gradients used for optimization. We present a method that avoids these approximations while remaining computationally efficient. In particular, we leverage two techniques to reduce variance for unbiased estimators of the rendering equation: (1) an occlusion-aware importance sampler for incoming illumination and (2) a fast cache architecture that can be used as a control variate for the radiance from a high-quality, but more expensive, volumetric cache. We show that by removing these biases our approach improves the generality of radiance cache based inverse rendering, as well as increasing quality in the presence of challenging light transport effects such as specular reflections.
CVJan 22
GR3EN: Generative Relighting for 3D EnvironmentsXiaoyan Xing, Philipp Henzler, Junhwa Hur et al.
We present a method for relighting 3D reconstructions of large room-scale environments. Existing solutions for 3D scene relighting often require solving under-determined or ill-conditioned inverse rendering problems, and are as such unable to produce high-quality results on complex real-world scenes. Though recent progress in using generative image and video diffusion models for relighting has been promising, these techniques are either limited to 2D image and video relighting or 3D relighting of individual objects. Our approach enables controllable 3D relighting of room-scale scenes by distilling the outputs of a video-to-video relighting diffusion model into a 3D reconstruction. This side-steps the need to solve a difficult inverse rendering problem, and results in a flexible system that can relight 3D reconstructions of complex real-world scenes. We validate our approach on both synthetic and real-world datasets to show that it can faithfully render novel views of scenes under new lighting conditions.
LGMay 22
Fourier Feature Pyramids for Physics-Informed Neural NetworksBrandon Zhao, Yixuan Wang, Jonathan T. Barron et al.
We present an improved neural field architecture for solving partial differential equations (PDEs). Current physics-informed neural networks (PINNs) provide a flexible framework for solving PDEs, but they struggle to achieve highly accurate solutions and require computation that scales poorly with parameter count. Our model, which we call beignet (Bandlimited Embedding with Interpolated Grid Network), replaces the random Fourier feature embedding used by existing PINN models with a trainable multi-resolution Fourier feature pyramid. To query beignet at a continuous coordinate, we use Fourier interpolation at each level of the pyramid to return features at the input coordinate, and then decode this vector with a fully-connected neural network trunk. Our model provides multiple benefits: 1) Spatial derivatives can be computed efficiently by using the chain rule to compose derivatives of the neural network computed with automatic differentiation with derivatives of the feature grid computed spectrally by the Fast Fourier transform (FFT). 2) beignet can achieve higher accuracy in a compute-efficient manner by scaling the parameter count of this Fourier feature pyramid, instead of the less-efficient strategy of scaling the neural network architecture. 3) beignet can directly control the representation bandlimit, resulting in more stable optimization for difficult PDEs. We demonstrate that beignet finds significantly more accurate solutions on PDE benchmarks using fewer parameters than state-of-the-art PINN methods. We further evaluate beignet on the self-similar inviscid Burgers blowup problem and show that it can minimize residuals to near machine precision using Adam, an accuracy regime previously attained only by using computationally expensive higher-order optimizers.
CVDec 16, 2025
Spherical Voronoi: Directional Appearance as a Differentiable Partition of the SphereFrancesco Di Sario, Daniel Rebain, Dor Verbin et al.
Radiance field methods (e.g. 3D Gaussian Splatting) have emerged as a powerful paradigm for novel view synthesis, yet their appearance modeling often relies on Spherical Harmonics (SH), which impose fundamental limitations. SH struggle with high-frequency signals, exhibit Gibbs ringing artifacts, and fail to capture specular reflections - a key component of realistic rendering. Although alternatives like spherical Gaussians offer improvements, they add significant optimization complexity. We propose Spherical Voronoi (SV) as a unified framework for appearance representation in 3D Gaussian Splatting. SV partitions the directional domain into learnable regions with smooth boundaries, providing an intuitive and stable parameterization for view-dependent effects. For diffuse appearance, SV achieves competitive results while keeping optimization simpler than existing alternatives. For reflections - where SH fail - we leverage SV as learnable reflection probes, taking reflected directions as input following principles from classical graphics. This formulation attains state-of-the-art results on synthetic and real-world datasets, demonstrating that SV offers a principled, efficient, and general solution for appearance modeling in explicit 3D representations.
CVDec 5, 2023
ReconFusion: 3D Reconstruction with Diffusion PriorsRundi Wu, Ben Mildenhall, Philipp Henzler et al.
3D reconstruction methods such as Neural Radiance Fields (NeRFs) excel at rendering photorealistic novel views of complex scenes. However, recovering a high-quality NeRF typically requires tens to hundreds of input images, resulting in a time-consuming capture process. We present ReconFusion to reconstruct real-world scenes using only a few photos. Our approach leverages a diffusion prior for novel view synthesis, trained on synthetic and multiview datasets, which regularizes a NeRF-based 3D reconstruction pipeline at novel camera poses beyond those captured by the set of input images. Our method synthesizes realistic geometry and texture in underconstrained regions while preserving the appearance of observed regions. We perform an extensive evaluation across various real-world datasets, including forward-facing and 360-degree scenes, demonstrating significant performance improvements over previous few-view NeRF reconstruction approaches.
CVFeb 19, 2024
Binary Opacity Grids: Capturing Fine Geometric Detail for Mesh-Based View SynthesisChristian Reiser, Stephan Garbin, Pratul P. Srinivasan et al.
While surface-based view synthesis algorithms are appealing due to their low computational requirements, they often struggle to reproduce thin structures. In contrast, more expensive methods that model the scene's geometry as a volumetric density field (e.g. NeRF) excel at reconstructing fine geometric detail. However, density fields often represent geometry in a "fuzzy" manner, which hinders exact localization of the surface. In this work, we modify density fields to encourage them to converge towards surfaces, without compromising their ability to reconstruct thin structures. First, we employ a discrete opacity grid representation instead of a continuous density field, which allows opacity values to discontinuously transition from zero to one at the surface. Second, we anti-alias by casting multiple rays per pixel, which allows occlusion boundaries and subpixel structures to be modelled without using semi-transparent voxels. Third, we minimize the binary entropy of the opacity values, which facilitates the extraction of surface geometry by encouraging opacity values to binarize towards the end of training. Lastly, we develop a fusion-based meshing strategy followed by mesh simplification and appearance model fitting. The compact meshes produced by our model can be rendered in real-time on mobile devices and achieve significantly higher view synthesis quality compared to existing mesh-based approaches.
CVDec 11, 2023
Nuvo: Neural UV Mapping for Unruly 3D RepresentationsPratul P. Srinivasan, Stephan J. Garbin, Dor Verbin et al.
Existing UV mapping algorithms are designed to operate on well-behaved meshes, instead of the geometry representations produced by state-of-the-art 3D reconstruction and generation techniques. As such, applying these methods to the volume densities recovered by neural radiance fields and related techniques (or meshes triangulated from such fields) results in texture atlases that are too fragmented to be useful for tasks such as view synthesis or appearance editing. We present a UV mapping method designed to operate on geometry produced by 3D reconstruction and generation techniques. Instead of computing a mapping defined on a mesh's vertices, our method Nuvo uses a neural field to represent a continuous UV mapping, and optimizes it to be a valid and well-behaved mapping for just the set of visible points, i.e. only points that affect the scene's appearance. We show that our model is robust to the challenges posed by ill-behaved geometry, and that it produces editable UV mappings that can represent detailed appearance.
CVMay 23, 2024
NeRF-Casting: Improved View-Dependent Appearance with Consistent ReflectionsDor Verbin, Pratul P. Srinivasan, Peter Hedman et al.
Neural Radiance Fields (NeRFs) typically struggle to reconstruct and render highly specular objects, whose appearance varies quickly with changes in viewpoint. Recent works have improved NeRF's ability to render detailed specular appearance of distant environment illumination, but are unable to synthesize consistent reflections of closer content. Moreover, these techniques rely on large computationally-expensive neural networks to model outgoing radiance, which severely limits optimization and rendering speed. We address these issues with an approach based on ray tracing: instead of querying an expensive neural network for the outgoing view-dependent radiance at points along each camera ray, our model casts reflection rays from these points and traces them through the NeRF representation to render feature vectors which are decoded into color using a small inexpensive network. We demonstrate that our model outperforms prior methods for view synthesis of scenes containing shiny objects, and that it is the only existing NeRF method that can synthesize photorealistic specular appearance and reflections in real-world scenes, while requiring comparable optimization time to current state-of-the-art view synthesis models.
CVDec 4, 2023
Generative Powers of TenXiaojuan Wang, Janne Kontkanen, Brian Curless et al. · uw
We present a method that uses a text-to-image model to generate consistent content across multiple image scales, enabling extreme semantic zooms into a scene, e.g., ranging from a wide-angle landscape view of a forest to a macro shot of an insect sitting on one of the tree branches. We achieve this through a joint multi-scale diffusion sampling approach that encourages consistency across different scales while preserving the integrity of each individual sampling process. Since each generated scale is guided by a different text prompt, our method enables deeper levels of zoom than traditional super-resolution methods that may struggle to create new contextual structure at vastly different scales. We compare our method qualitatively with alternative techniques in image super-resolution and outpainting, and show that our method is most effective at generating consistent multi-scale content.
CVDec 19, 2024
Generative Multiview Relighting for 3D Reconstruction under Extreme Illumination VariationHadi Alzayer, Philipp Henzler, Jonathan T. Barron et al.
Reconstructing the geometry and appearance of objects from photographs taken in different environments is difficult as the illumination and therefore the object appearance vary across captured images. This is particularly challenging for more specular objects whose appearance strongly depends on the viewing direction. Some prior approaches model appearance variation across images using a per-image embedding vector, while others use physically-based rendering to recover the materials and per-image illumination. Such approaches fail at faithfully recovering view-dependent appearance given significant variation in input illumination and tend to produce mostly diffuse results. We present an approach that reconstructs objects from images taken under different illuminations by first relighting the images under a single reference illumination with a multiview relighting diffusion model and then reconstructing the object's geometry and appearance with a radiance field architecture that is robust to the small remaining inconsistencies among the relit images. We validate our proposed approach on both synthetic and real datasets and demonstrate that it greatly outperforms existing techniques at reconstructing high-fidelity appearance from images taken under extreme illumination variation. Moreover, our approach is particularly effective at recovering view-dependent "shiny" appearance which cannot be reconstructed by prior methods.
CVDec 10, 2024
SimVS: Simulating World Inconsistencies for Robust View SynthesisAlex Trevithick, Roni Paiss, Philipp Henzler et al.
Novel-view synthesis techniques achieve impressive results for static scenes but struggle when faced with the inconsistencies inherent to casual capture settings: varying illumination, scene motion, and other unintended effects that are difficult to model explicitly. We present an approach for leveraging generative video models to simulate the inconsistencies in the world that can occur during capture. We use this process, along with existing multi-view datasets, to create synthetic data for training a multi-view harmonization network that is able to reconcile inconsistent observations into a consistent 3D scene. We demonstrate that our world-simulation strategy significantly outperforms traditional augmentation methods in handling real-world scene variations, thereby enabling highly accurate static 3D reconstructions in the presence of a variety of challenging inconsistencies. Project page: https://alextrevithick.github.io/simvs
CVOct 3, 2025
ROGR: Relightable 3D Objects using Generative RelightingJiapeng Tang, Matthew Lavine, Dor Verbin et al.
We introduce ROGR, a novel approach that reconstructs a relightable 3D model of an object captured from multiple views, driven by a generative relighting model that simulates the effects of placing the object under novel environment illuminations. Our method samples the appearance of the object under multiple lighting environments, creating a dataset that is used to train a lighting-conditioned Neural Radiance Field (NeRF) that outputs the object's appearance under any input environmental lighting. The lighting-conditioned NeRF uses a novel dual-branch architecture to encode the general lighting effects and specularities separately. The optimized lighting-conditioned NeRF enables efficient feed-forward relighting under arbitrary environment maps without requiring per-illumination optimization or light transport simulation. We evaluate our approach on the established TensoIR and Stanford-ORB datasets, where it improves upon the state-of-the-art on most metrics, and showcase our approach on real-world object captures.
CVJun 10, 2024
IllumiNeRF: 3D Relighting Without Inverse RenderingXiaoming Zhao, Pratul P. Srinivasan, Dor Verbin et al.
Existing methods for relightable view synthesis -- using a set of images of an object under unknown lighting to recover a 3D representation that can be rendered from novel viewpoints under a target illumination -- are based on inverse rendering, and attempt to disentangle the object geometry, materials, and lighting that explain the input images. Furthermore, this typically involves optimization through differentiable Monte Carlo rendering, which is brittle and computationally-expensive. In this work, we propose a simpler approach: we first relight each input image using an image diffusion model conditioned on target environment lighting and estimated object geometry. We then reconstruct a Neural Radiance Field (NeRF) with these relit images, from which we render novel views under the target lighting. We demonstrate that this strategy is surprisingly competitive and achieves state-of-the-art results on multiple relighting benchmarks. Please see our project page at https://illuminerf.github.io/.
CVJan 1, 2024
Boundary Attention: Learning curves, corners, junctions and groupingMia Gaia Polansky, Charles Herrmann, Junhwa Hur et al.
We present a lightweight network that infers grouping and boundaries, including curves, corners and junctions. It operates in a bottom-up fashion, analogous to classical methods for sub-pixel edge localization and edge-linking, but with a higher-dimensional representation of local boundary structure, and notions of local scale and spatial consistency that are learned instead of designed. Our network uses a mechanism that we call boundary attention: a geometry-aware local attention operation that, when applied densely and repeatedly, progressively refines a pixel-resolution field of variables that specify the boundary structure in every overlapping patch within an image. Unlike many edge detectors that produce rasterized binary edge maps, our model provides a rich, unrasterized representation of the geometric structure in every local region. We find that its intentional geometric bias allows it to be trained on simple synthetic shapes and then generalize to extracting boundaries from noisy low-light photographs.
CVMay 25, 2023
Eclipse: Disambiguating Illumination and Materials using Unintended ShadowsDor Verbin, Ben Mildenhall, Peter Hedman et al.
Decomposing an object's appearance into representations of its materials and the surrounding illumination is difficult, even when the object's 3D shape is known beforehand. This problem is especially challenging for diffuse objects: it is ill-conditioned because diffuse materials severely blur incoming light, and it is ill-posed because diffuse materials under high-frequency lighting can be indistinguishable from shiny materials under low-frequency lighting. We show that it is possible to recover precise materials and illumination -- even from diffuse objects -- by exploiting unintended shadows, like the ones cast onto an object by the photographer who moves around it. These shadows are a nuisance in most previous inverse rendering pipelines, but here we exploit them as signals that improve conditioning and help resolve material-lighting ambiguities. We present a method based on differentiable Monte Carlo ray tracing that uses images of an object to jointly recover its spatially-varying materials, the surrounding illumination environment, and the shapes of the unseen light occluders who inadvertently cast shadows upon it.
CVDec 7, 2021
Ref-NeRF: Structured View-Dependent Appearance for Neural Radiance FieldsDor Verbin, Peter Hedman, Ben Mildenhall et al.
Neural Radiance Fields (NeRF) is a popular view synthesis technique that represents a scene as a continuous volumetric function, parameterized by multilayer perceptrons that provide the volume density and view-dependent emitted radiance at each location. While NeRF-based techniques excel at representing fine geometric structures with smoothly varying view-dependent appearance, they often fail to accurately capture and reproduce the appearance of glossy surfaces. We address this limitation by introducing Ref-NeRF, which replaces NeRF's parameterization of view-dependent outgoing radiance with a representation of reflected radiance and structures this function using a collection of spatially-varying scene properties. We show that together with a regularizer on normal vectors, our model significantly improves the realism and accuracy of specular reflections. Furthermore, we show that our model's internal representation of outgoing radiance is interpretable and useful for scene editing.
CVNov 23, 2021
Mip-NeRF 360: Unbounded Anti-Aliased Neural Radiance FieldsJonathan T. Barron, Ben Mildenhall, Dor Verbin et al.
Though neural radiance fields (NeRF) have demonstrated impressive view synthesis results on objects and small bounded regions of space, they struggle on "unbounded" scenes, where the camera may point in any direction and content may exist at any distance. In this setting, existing NeRF-like models often produce blurry or low-resolution renderings (due to the unbalanced detail and scale of nearby and distant objects), are slow to train, and may exhibit artifacts due to the inherent ambiguity of the task of reconstructing a large scene from a small set of images. We present an extension of mip-NeRF (a NeRF variant that addresses sampling and aliasing) that uses a non-linear scene parameterization, online distillation, and a novel distortion-based regularizer to overcome the challenges presented by unbounded scenes. Our model, which we dub "mip-NeRF 360" as we target scenes in which the camera rotates 360 degrees around a point, reduces mean-squared error by 57% compared to mip-NeRF, and is able to produce realistic synthesized views and detailed depth maps for highly intricate, unbounded real-world scenes.
CVNov 27, 2020
Field of Junctions: Extracting Boundary Structure at Low SNRDor Verbin, Todd Zickler
We introduce a bottom-up model for simultaneously finding many boundary elements in an image, including contours, corners and junctions. The model explains boundary shape in each small patch using a 'generalized M-junction' comprising M angles and a freely-moving vertex. Images are analyzed using non-convex optimization to cooperatively find M+2 junction values at every location, with spatial consistency being enforced by a novel regularizer that reduces curvature while preserving corners and junctions. The resulting 'field of junctions' is simultaneously a contour detector, corner/junction detector, and boundary-aware smoothing of regional appearance. Notably, its unified analysis of contours, corners, junctions and uniform regions allows it to succeed at high noise levels, where other methods for segmentation and boundary detection fail.
CVMar 19, 2020
Unique Geometry and Texture from Corresponding Image PatchesDor Verbin, Steven J. Gortler, Todd Zickler
We present a sufficient condition for recovering unique texture and viewpoints from unknown orthographic projections of a flat texture process. We show that four observations are sufficient in general, and we characterize the ambiguous cases. The results are applicable to shape from texture and texture-based structure from motion.
CVOct 11, 2016
Crossing the Road Without Traffic Lights: An Android-based Safety DeviceAdi Perry, Dor Verbin, Nahum Kiryati
In the absence of pedestrian crossing lights, finding a safe moment to cross the road is often hazardous and challenging, especially for people with visual impairments. We present a reliable low-cost solution, an Android device attached to a traffic sign or lighting pole near the crossing, indicating whether it is safe to cross the road. The indication can be by sound, display, vibration, and various communication modalities provided by the Android device. The integral system camera is aimed at approaching traffic. Optical flow is computed from the incoming video stream, and projected onto an influx map, automatically acquired during a brief training period. The crossing safety is determined based on a 1-dimensional temporal signal derived from the projection. We implemented the complete system on a Samsung Galaxy K-Zoom Android smartphone, and obtained real-time operation. The system achieves promising experimental results, providing pedestrians with sufficiently early warning of approaching vehicles. The system can serve as a stand-alone safety device, that can be installed where pedestrian crossing lights are ruled out. Requiring no dedicated infrastructure, it can be powered by a solar panel and remotely maintained via the cellular network.