CVAug 21, 2023
CamP: Camera Preconditioning for Neural Radiance FieldsKeunhong Park, Philipp Henzler, Ben Mildenhall et al.
Neural Radiance Fields (NeRF) can be optimized to obtain high-fidelity 3D scene reconstructions of objects and large-scale scenes. However, NeRFs require accurate camera parameters as input -- inaccurate camera parameters result in blurry renderings. Extrinsic and intrinsic camera parameters are usually estimated using Structure-from-Motion (SfM) methods as a pre-processing step to NeRF, but these techniques rarely yield perfect estimates. Thus, prior works have proposed jointly optimizing camera parameters alongside a NeRF, but these methods are prone to local minima in challenging settings. In this work, we analyze how different camera parameterizations affect this joint optimization problem, and observe that standard parameterizations exhibit large differences in magnitude with respect to small perturbations, which can lead to an ill-conditioned optimization problem. We propose using a proxy problem to compute a whitening transform that eliminates the correlation between camera parameters and normalizes their effects, and we propose to use this transform as a preconditioner for the camera parameters during joint optimization. Our preconditioned camera optimization significantly improves reconstruction quality on scenes from the Mip-NeRF 360 dataset: we reduce error rates (RMSE) by 67% compared to state-of-the-art NeRF approaches that do not optimize for cameras like Zip-NeRF, and by 29% relative to state-of-the-art joint optimization approaches using the camera parameterization of SCNeRF. Our approach is easy to implement, does not significantly increase runtime, can be applied to a wide variety of camera parameterizations, and can straightforwardly be incorporated into other NeRF-like models.
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.
CVDec 17, 2025
VLIC: Vision-Language Models As Perceptual Judges for Human-Aligned Image CompressionKyle Sargent, Ruiqi Gao, Philipp Henzler et al.
Evaluations of image compression performance which include human preferences have generally found that naive distortion functions such as MSE are insufficiently aligned to human perception. In order to align compression models to human perception, prior work has employed differentiable perceptual losses consisting of neural networks calibrated on large-scale datasets of human psycho-visual judgments. We show that, surprisingly, state-of-the-art vision-language models (VLMs) can replicate binary human two-alternative forced choice (2AFC) judgments zero-shot when asked to reason about the differences between pairs of images. Motivated to exploit the powerful zero-shot visual reasoning capabilities of VLMs, we propose Vision-Language Models for Image Compression (VLIC), a diffusion-based image compression system designed to be post-trained with binary VLM judgments. VLIC leverages existing techniques for diffusion model post-training with preferences, rather than distilling the VLM judgments into a separate perceptual loss network. We show that calibrating this system on VLM judgments produces competitive or state-of-the-art performance on human-aligned visual compression depending on the dataset, according to perceptual metrics and large-scale user studies. We additionally conduct an extensive analysis of the VLM-based reward design and training procedure and share important insights. More visuals are available at https://kylesargent.github.io/vlic
CVMay 16, 2024
CAT3D: Create Anything in 3D with Multi-View Diffusion ModelsRuiqi Gao, Aleksander Holynski, Philipp Henzler et al.
Advances in 3D reconstruction have enabled high-quality 3D capture, but require a user to collect hundreds to thousands of images to create a 3D scene. We present CAT3D, a method for creating anything in 3D by simulating this real-world capture process with a multi-view diffusion model. Given any number of input images and a set of target novel viewpoints, our model generates highly consistent novel views of a scene. These generated views can be used as input to robust 3D reconstruction techniques to produce 3D representations that can be rendered from any viewpoint in real-time. CAT3D can create entire 3D scenes in as little as one minute, and outperforms existing methods for single image and few-view 3D scene creation. See our project page for results and interactive demos at https://cat3d.github.io .
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.
CVSep 1, 2021Code
Common Objects in 3D: Large-Scale Learning and Evaluation of Real-life 3D Category ReconstructionJeremy Reizenstein, Roman Shapovalov, Philipp Henzler et al.
Traditional approaches for learning 3D object categories have been predominantly trained and evaluated on synthetic datasets due to the unavailability of real 3D-annotated category-centric data. Our main goal is to facilitate advances in this field by collecting real-world data in a magnitude similar to the existing synthetic counterparts. The principal contribution of this work is thus a large-scale dataset, called Common Objects in 3D, with real multi-view images of object categories annotated with camera poses and ground truth 3D point clouds. The dataset contains a total of 1.5 million frames from nearly 19,000 videos capturing objects from 50 MS-COCO categories and, as such, it is significantly larger than alternatives both in terms of the number of categories and objects. We exploit this new dataset to conduct one of the first large-scale "in-the-wild" evaluations of several new-view-synthesis and category-centric 3D reconstruction methods. Finally, we contribute NerFormer - a novel neural rendering method that leverages the powerful Transformer to reconstruct an object given a small number of its views. The CO3D dataset is available at https://github.com/facebookresearch/co3d .
CVMar 18, 2025
Bolt3D: Generating 3D Scenes in SecondsStanislaw Szymanowicz, Jason Y. Zhang, Pratul Srinivasan et al.
We present a latent diffusion model for fast feed-forward 3D scene generation. Given one or more images, our model Bolt3D directly samples a 3D scene representation in less than seven seconds on a single GPU. We achieve this by leveraging powerful and scalable existing 2D diffusion network architectures to produce consistent high-fidelity 3D scene representations. To train this model, we create a large-scale multiview-consistent dataset of 3D geometry and appearance by applying state-of-the-art dense 3D reconstruction techniques to existing multiview image datasets. Compared to prior multiview generative models that require per-scene optimization for 3D reconstruction, Bolt3D reduces the inference cost by a factor of up to 300 times.
CVJan 28, 2025
CubeDiff: Repurposing Diffusion-Based Image Models for Panorama GenerationNikolai Kalischek, Michael Oechsle, Fabian Manhardt et al.
We introduce a novel method for generating 360° panoramas from text prompts or images. Our approach leverages recent advances in 3D generation by employing multi-view diffusion models to jointly synthesize the six faces of a cubemap. Unlike previous methods that rely on processing equirectangular projections or autoregressive generation, our method treats each face as a standard perspective image, simplifying the generation process and enabling the use of existing multi-view diffusion models. We demonstrate that these models can be adapted to produce high-quality cubemaps without requiring correspondence-aware attention layers. Our model allows for fine-grained text control, generates high resolution panorama images and generalizes well beyond its training set, whilst achieving state-of-the-art results, both qualitatively and quantitatively. Project page: https://cubediff.github.io/
CVApr 21
CityRAG: Stepping Into a City via Spatially-Grounded Video GenerationGene Chou, Charles Herrmann, Kyle Genova et al.
We address the problem of generating a 3D-consistent, navigable environment that is spatially grounded: a simulation of a real location. Existing video generative models can produce a plausible sequence that is consistent with a text (T2V) or image (I2V) prompt. However, the capability to reconstruct the real world under arbitrary weather conditions and dynamic object configurations is essential for downstream applications including autonomous driving and robotics simulation. To this end, we present CityRAG, a video generative model that leverages large corpora of geo-registered data as context to ground generation to the physical scene, while maintaining learned priors for complex motion and appearance changes. CityRAG relies on temporally unaligned training data, which teaches the model to semantically disentangle the underlying scene from its transient attributes. Our experiments demonstrate that CityRAG can generate coherent minutes-long, physically grounded video sequences, maintain weather and lighting conditions over thousands of frames, achieve loop closure, and navigate complex trajectories to reconstruct real-world geography.
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 20, 2024
Can Generative Video Models Help Pose Estimation?Ruojin Cai, Jason Y. Zhang, Philipp Henzler et al. · deepmind
Pairwise pose estimation from images with little or no overlap is an open challenge in computer vision. Existing methods, even those trained on large-scale datasets, struggle in these scenarios due to the lack of identifiable correspondences or visual overlap. Inspired by the human ability to infer spatial relationships from diverse scenes, we propose a novel approach, InterPose, that leverages the rich priors encoded within pre-trained generative video models. We propose to use a video model to hallucinate intermediate frames between two input images, effectively creating a dense, visual transition, which significantly simplifies the problem of pose estimation. Since current video models can still produce implausible motion or inconsistent geometry, we introduce a self-consistency score that evaluates the consistency of pose predictions from sampled videos. We demonstrate that our approach generalizes among three state-of-the-art video models and show consistent improvements over the state-of-the-art DUSt3R on four diverse datasets encompassing indoor, outdoor, and object-centric scenes. Our findings suggest a promising avenue for improving pose estimation models by leveraging large generative models trained on vast amounts of video data, which is more readily available than 3D data. See our project page for results: https://inter-pose.github.io/.
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/.
CVMar 30, 2021
Unsupervised Learning of 3D Object Categories from Videos in the WildPhilipp Henzler, Jeremy Reizenstein, Patrick Labatut et al.
Our goal is to learn a deep network that, given a small number of images of an object of a given category, reconstructs it in 3D. While several recent works have obtained analogous results using synthetic data or assuming the availability of 2D primitives such as keypoints, we are interested in working with challenging real data and with no manual annotations. We thus focus on learning a model from multiple views of a large collection of object instances. We contribute with a new large dataset of object centric videos suitable for training and benchmarking this class of models. We show that existing techniques leveraging meshes, voxels, or implicit surfaces, which work well for reconstructing isolated objects, fail on this challenging data. Finally, we propose a new neural network design, called warp-conditioned ray embedding (WCR), which significantly improves reconstruction while obtaining a detailed implicit representation of the object surface and texture, also compensating for the noise in the initial SfM reconstruction that bootstrapped the learning process. Our evaluation demonstrates performance improvements over several deep monocular reconstruction baselines on existing benchmarks and on our novel dataset.
GRFeb 23, 2021
Generative Modelling of BRDF Textures from Flash ImagesPhilipp Henzler, Valentin Deschaintre, Niloy J. Mitra et al.
We learn a latent space for easy capture, consistent interpolation, and efficient reproduction of visual material appearance. When users provide a photo of a stationary natural material captured under flashlight illumination, first it is converted into a latent material code. Then, in the second step, conditioned on the material code, our method produces an infinite and diverse spatial field of BRDF model parameters (diffuse albedo, normals, roughness, specular albedo) that subsequently allows rendering in complex scenes and illuminations, matching the appearance of the input photograph. Technically, we jointly embed all flash images into a latent space using a convolutional encoder, and -- conditioned on these latent codes -- convert random spatial fields into fields of BRDF parameters using a convolutional neural network (CNN). We condition these BRDF parameters to match the visual characteristics (statistics and spectra of visual features) of the input under matching light. A user study compares our approach favorably to previous work, even those with access to BRDF supervision.
CVDec 9, 2019
Learning a Neural 3D Texture Space from 2D ExemplarsPhilipp Henzler, Niloy J. Mitra, Tobias Ritschel
We propose a generative model of 2D and 3D natural textures with diversity, visual fidelity and at high computational efficiency. This is enabled by a family of methods that extend ideas from classic stochastic procedural texturing (Perlin noise) to learned, deep, non-linearities. The key idea is a hard-coded, tunable and differentiable step that feeds multiple transformed random 2D or 3D fields into an MLP that can be sampled over infinite domains. Our model encodes all exemplars from a diverse set of textures without a need to be re-trained for each exemplar. Applications include texture interpolation, and learning 3D textures from 2D exemplars.
CVNov 28, 2018
Escaping Plato's Cave: 3D Shape From Adversarial RenderingPhilipp Henzler, Niloy Mitra, Tobias Ritschel
We introduce PlatonicGAN to discover the 3D structure of an object class from an unstructured collection of 2D images, i.e., where no relation between photos is known, except that they are showing instances of the same category. The key idea is to train a deep neural network to generate 3D shapes which, when rendered to images, are indistinguishable from ground truth images (for a discriminator) under various camera poses. Discriminating 2D images instead of 3D shapes allows tapping into unstructured 2D photo collections instead of relying on curated (e.g., aligned, annotated, etc.) 3D data sets. To establish constraints between 2D image observation and their 3D interpretation, we suggest a family of rendering layers that are effectively differentiable. This family includes visual hull, absorption-only (akin to x-ray), and emission-absorption. We can successfully reconstruct 3D shapes from unstructured 2D images and extensively evaluate PlatonicGAN on a range of synthetic and real data sets achieving consistent improvements over baseline methods. We further show that PlatonicGAN can be combined with 3D supervision to improve on and in some cases even surpass the quality of 3D-supervised methods.
ROMay 23, 2018
Deep Object Tracking on Dynamic Occupancy Grid Maps Using RNNsNico Engel, Stefan Hoermann, Philipp Henzler et al.
The comprehensive representation and understanding of the driving environment is crucial to improve the safety and reliability of autonomous vehicles. In this paper, we present a new approach to establish an environment model containing a segmentation between static and dynamic background and parametric modeled objects with shape, position and orientation. Multiple laser scanners are fused into a dynamic occupancy grid map resulting in a 360° perception of the environment. A single-stage deep convolutional neural network is combined with a recurrent neural network, which takes a time series of the occupancy grid map as input and tracks cell states and its corresponding object hypotheses. The labels for training are created unsupervised with an automatic label generation algorithm. The proposed methods are evaluated in real-world experiments in complex inner city scenarios using the aforementioned 360° laser perception. The results show a better object detection accuracy in comparison with our old approach as well as an AUC score of 0.946 for the dynamic and static segmentation. Furthermore, we gain an improved detection for occluded objects and a more consistent size estimation due to the usage of time series as input and the memory about previous states introduced by the recurrent neural network.
CVJan 30, 2018
Object Detection on Dynamic Occupancy Grid Maps Using Deep Learning and Automatic Label GenerationStefan Hoermann, Philipp Henzler, Martin Bach et al.
We tackle the problem of object detection and pose estimation in a shared space downtown environment. For perception multiple laser scanners with 360° coverage were fused in a dynamic occupancy grid map (DOGMa). A single-stage deep convolutional neural network is trained to provide object hypotheses comprising of shape, position, orientation and an existence score from a single input DOGMa. Furthermore, an algorithm for offline object extraction was developed to automatically label several hours of training data. The algorithm is based on a two-pass trajectory extraction, forward and backward in time. Typical for engineered algorithms, the automatic label generation suffers from misdetections, which makes hard negative mining impractical. Therefore, we propose a loss function counteracting the high imbalance between mostly static background and extremely rare dynamic grid cells. Experiments indicate, that the trained network has good generalization capabilities since it detects objects occasionally lost by the label algorithm. Evaluation reaches an average precision (AP) of 75.9%