Eduardo Pérez-Pellitero

CV
h-index13
25papers
651citations
Novelty46%
AI Score48

25 Papers

13.2CVMay 25, 2022
NTIRE 2022 Challenge on High Dynamic Range Imaging: Methods and Results

Eduardo Pérez-Pellitero, Sibi Catley-Chandar, Richard Shaw et al.

This paper reviews the challenge on constrained high dynamic range (HDR) imaging that was part of the New Trends in Image Restoration and Enhancement (NTIRE) workshop, held in conjunction with CVPR 2022. This manuscript focuses on the competition set-up, datasets, the proposed methods and their results. The challenge aims at estimating an HDR image from multiple respective low dynamic range (LDR) observations, which might suffer from under- or over-exposed regions and different sources of noise. The challenge is composed of two tracks with an emphasis on fidelity and complexity constraints: In Track 1, participants are asked to optimize objective fidelity scores while imposing a low-complexity constraint (i.e. solutions can not exceed a given number of operations). In Track 2, participants are asked to minimize the complexity of their solutions while imposing a constraint on fidelity scores (i.e. solutions are required to obtain a higher fidelity score than the prescribed baseline). Both tracks use the same data and metrics: Fidelity is measured by means of PSNR with respect to a ground-truth HDR image (computed both directly and with a canonical tonemapping operation), while complexity metrics include the number of Multiply-Accumulate (MAC) operations and runtime (in seconds).

19.1CVOct 7, 2022Code
CLAD: A realistic Continual Learning benchmark for Autonomous Driving

Eli Verwimp, Kuo Yang, Sarah Parisot et al.

In this paper we describe the design and the ideas motivating a new Continual Learning benchmark for Autonomous Driving (CLAD), that focuses on the problems of object classification and object detection. The benchmark utilises SODA10M, a recently released large-scale dataset that concerns autonomous driving related problems. First, we review and discuss existing continual learning benchmarks, how they are related, and show that most are extreme cases of continual learning. To this end, we survey the benchmarks used in continual learning papers at three highly ranked computer vision conferences. Next, we introduce CLAD-C, an online classification benchmark realised through a chronological data stream that poses both class and domain incremental challenges; and CLAD-D, a domain incremental continual object detection benchmark. We examine the inherent difficulties and challenges posed by the benchmark, through a survey of the techniques and methods used by the top-3 participants in a CLAD-challenge workshop at ICCV 2021. We conclude with possible pathways to improve the current continual learning state of the art, and which directions we deem promising for future research.

18.6IVOct 20, 2022Code
Reversed Image Signal Processing and RAW Reconstruction. AIM 2022 Challenge Report

Marcos V. Conde, Radu Timofte, Yibin Huang et al.

Cameras capture sensor RAW images and transform them into pleasant RGB images, suitable for the human eyes, using their integrated Image Signal Processor (ISP). Numerous low-level vision tasks operate in the RAW domain (e.g. image denoising, white balance) due to its linear relationship with the scene irradiance, wide-range of information at 12bits, and sensor designs. Despite this, RAW image datasets are scarce and more expensive to collect than the already large and public RGB datasets. This paper introduces the AIM 2022 Challenge on Reversed Image Signal Processing and RAW Reconstruction. We aim to recover raw sensor images from the corresponding RGBs without metadata and, by doing this, "reverse" the ISP transformation. The proposed methods and benchmark establish the state-of-the-art for this low-level vision inverse problem, and generating realistic raw sensor readings can potentially benefit other tasks such as denoising and super-resolution.

11.3CVSep 23, 2024
AIM 2024 Sparse Neural Rendering Challenge: Dataset and Benchmark

Michal Nazarczuk, Thomas Tanay, Sibi Catley-Chandar et al.

Recent developments in differentiable and neural rendering have made impressive breakthroughs in a variety of 2D and 3D tasks, e.g. novel view synthesis, 3D reconstruction. Typically, differentiable rendering relies on a dense viewpoint coverage of the scene, such that the geometry can be disambiguated from appearance observations alone. Several challenges arise when only a few input views are available, often referred to as sparse or few-shot neural rendering. As this is an underconstrained problem, most existing approaches introduce the use of regularisation, together with a diversity of learnt and hand-crafted priors. A recurring problem in sparse rendering literature is the lack of an homogeneous, up-to-date, dataset and evaluation protocol. While high-resolution datasets are standard in dense reconstruction literature, sparse rendering methods often evaluate with low-resolution images. Additionally, data splits are inconsistent across different manuscripts, and testing ground-truth images are often publicly available, which may lead to over-fitting. In this work, we propose the Sparse Rendering (SpaRe) dataset and benchmark. We introduce a new dataset that follows the setup of the DTU MVS dataset. The dataset is composed of 97 new scenes based on synthetic, high-quality assets. Each scene has up to 64 camera views and 7 lighting configurations, rendered at 1600x1200 resolution. We release a training split of 82 scenes to foster generalizable approaches, and provide an online evaluation platform for the validation and test sets, whose ground-truth images remain hidden. We propose two different sparse configurations (3 and 9 input images respectively). This provides a powerful and convenient tool for reproducible evaluation, and enable researchers easy access to a public leaderboard with the state-of-the-art performance scores. Available at: https://sparebenchmark.github.io/

9.6CVSep 23, 2024
AIM 2024 Sparse Neural Rendering Challenge: Methods and Results

Michal Nazarczuk, Sibi Catley-Chandar, Thomas Tanay et al.

This paper reviews the challenge on Sparse Neural Rendering that was part of the Advances in Image Manipulation (AIM) workshop, held in conjunction with ECCV 2024. This manuscript focuses on the competition set-up, the proposed methods and their respective results. The challenge aims at producing novel camera view synthesis of diverse scenes from sparse image observations. It is composed of two tracks, with differing levels of sparsity; 3 views in Track 1 (very sparse) and 9 views in Track 2 (sparse). Participants are asked to optimise objective fidelity to the ground-truth images as measured via the Peak Signal-to-Noise Ratio (PSNR) metric. For both tracks, we use the newly introduced Sparse Rendering (SpaRe) dataset and the popular DTU MVS dataset. In this challenge, 5 teams submitted final results to Track 1 and 4 teams submitted final results to Track 2. The submitted models are varied and push the boundaries of the current state-of-the-art in sparse neural rendering. A detailed description of all models developed in the challenge is provided in this paper.

4.8CVMar 28, 2022
HDR Reconstruction from Bracketed Exposures and Events

Richard Shaw, Sibi Catley-Chandar, Ales Leonardis et al.

Reconstruction of high-quality HDR images is at the core of modern computational photography. Significant progress has been made with multi-frame HDR reconstruction methods, producing high-resolution, rich and accurate color reconstructions with high-frequency details. However, they are still prone to fail in dynamic or largely over-exposed scenes, where frame misalignment often results in visible ghosting artifacts. Recent approaches attempt to alleviate this by utilizing an event-based camera (EBC), which measures only binary changes of illuminations. Despite their desirable high temporal resolution and dynamic range characteristics, such approaches have not outperformed traditional multi-frame reconstruction methods, mainly due to the lack of color information and low-resolution sensors. In this paper, we propose to leverage both bracketed LDR images and simultaneously captured events to obtain the best of both worlds: high-quality RGB information from bracketed LDRs and complementary high frequency and dynamic range information from events. We present a multi-modal end-to-end learning-based HDR imaging system that fuses bracketed images and event modalities in the feature domain using attention and multi-scale spatial alignment modules. We propose a novel event-to-image feature distillation module that learns to translate event features into the image-feature space with self-supervision. Our framework exploits the higher temporal resolution of events by sub-sampling the input event streams using a sliding window, enriching our combined feature representation. Our proposed approach surpasses SoTA multi-frame HDR reconstruction methods using synthetic and real events, with a 2dB and 1dB improvement in PSNR-L and PSNR-mu on the HdM HDR dataset, respectively.

5.7CVApr 4, 2022
Re-examining Distillation For Continual Object Detection

Eli Verwimp, Kuo Yang, Sarah Parisot et al.

Training models continually to detect and classify objects, from new classes and new domains, remains an open problem. In this work, we conduct a thorough analysis of why and how object detection models forget catastrophically. We focus on distillation-based approaches in two-stage networks; the most-common strategy employed in contemporary continual object detection work.Distillation aims to transfer the knowledge of a model trained on previous tasks -- the teacher -- to a new model -- the student -- while it learns the new task. We show that this works well for the region proposal network, but that wrong, yet overly confident teacher predictions prevent student models from effective learning of the classification head. Our analysis provides a foundation that allows us to propose improvements for existing techniques by detecting incorrect teacher predictions, based on current ground-truth labels, and by employing an adaptive Huber loss as opposed to the mean squared error for the distillation loss in the classification heads. We evidence that our strategy works not only in a class incremental setting, but also in domain incremental settings, which constitute a realistic context, likely to be the setting of representative real-world problems.

30.4CVNov 28, 2023Code
Human Gaussian Splatting: Real-time Rendering of Animatable Avatars

Arthur Moreau, Jifei Song, Helisa Dhamo et al.

This work addresses the problem of real-time rendering of photorealistic human body avatars learned from multi-view videos. While the classical approaches to model and render virtual humans generally use a textured mesh, recent research has developed neural body representations that achieve impressive visual quality. However, these models are difficult to render in real-time and their quality degrades when the character is animated with body poses different than the training observations. We propose an animatable human model based on 3D Gaussian Splatting, that has recently emerged as a very efficient alternative to neural radiance fields. The body is represented by a set of gaussian primitives in a canonical space which is deformed with a coarse to fine approach that combines forward skinning and local non-rigid refinement. We describe how to learn our Human Gaussian Splatting (HuGS) model in an end-to-end fashion from multi-view observations, and evaluate it against the state-of-the-art approaches for novel pose synthesis of clothed body. Our method achieves 1.5 dB PSNR improvement over the state-of-the-art on THuman4 dataset while being able to render in real-time (80 fps for 512x512 resolution).

10.5CVMar 31
GRVS: a Generalizable and Recurrent Approach to Monocular Dynamic View Synthesis

Thomas Tanay, Mohammed Brahimi, Michal Nazarczuk et al.

Synthesizing novel views from monocular videos of dynamic scenes remains a challenging problem. Scene-specific methods that optimize 4D representations with explicit motion priors often break down in highly dynamic regions where multi-view information is hard to exploit. Diffusion-based approaches that integrate camera control into large pre-trained models can produce visually plausible videos but frequently suffer from geometric inconsistencies across both static and dynamic areas. Both families of methods also require substantial computational resources. Building on the success of generalizable models for static novel view synthesis, we adapt the framework to dynamic inputs and propose a new model with two key components: (1) a recurrent loop that enables unbounded and asynchronous mapping between input and target videos and (2) an efficient use of plane sweeps over dynamic inputs to disentangle camera and scene motion, and achieve fine-grained, six-degrees-of-freedom camera controls. We train and evaluate our model on the UCSD dataset and on Kubric-4D-dyn, a new monocular dynamic dataset featuring longer, higher resolution sequences with more complex scene dynamics than existing alternatives. Our model outperforms four Gaussian Splatting-based scene-specific approaches, as well as two diffusion-based approaches in reconstructing fine-grained geometric details across both static and dynamic regions.

6.2CVDec 15, 2025
Charge: A Comprehensive Novel View Synthesis Benchmark and Dataset to Bind Them All

Michal Nazarczuk, Thomas Tanay, Arthur Moreau et al.

This paper presents a new dataset for Novel View Synthesis, generated from a high-quality, animated film with stunning realism and intricate detail. Our dataset captures a variety of dynamic scenes, complete with detailed textures, lighting, and motion, making it ideal for training and evaluating cutting-edge 4D scene reconstruction and novel view generation models. In addition to high-fidelity RGB images, we provide multiple complementary modalities, including depth, surface normals, object segmentation and optical flow, enabling a deeper understanding of scene geometry and motion. The dataset is organised into three distinct benchmarking scenarios: a dense multi-view camera setup, a sparse camera arrangement, and monocular video sequences, enabling a wide range of experimentation and comparison across varying levels of data sparsity. With its combination of visual richness, high-quality annotations, and diverse experimental setups, this dataset offers a unique resource for pushing the boundaries of view synthesis and 3D vision.

10.2CVJul 5
SA-ResGS: Self-Augmented Residual 3D Gaussian Splatting for Next Best View Selection

Kim Jun-Seong, Tae-Hyun Oh, Eduardo Pérez-Pellitero et al.

We propose Self-Augmented Residual 3D Gaussian Splatting (SA-ResGS), a novel framework to stabilize uncertainty quantification and enhancing uncertainty-aware supervision in next-best-view (NBV) selection for active scene reconstruction. SA-ResGS improves both the reliability of uncertainty estimates and their effectiveness for supervision by generating Self-Augmented point clouds (SA-Points) via triangulation between a training view and a rasterized extrapolated view, enabling efficient scene coverage estimation. While improving scene coverage through physically guided view selection, SA-ResGS also addresses the challenge of under-supervised Gaussians, exacerbated by sparse and wide-baseline views, by introducing the first residual learning strategy tailored for 3D Gaussian Splatting. This targeted supervision enhances gradient flow in high-uncertainty Gaussians by combining uncertainty-driven filtering with dropout- and hard-negative-mining-inspired sampling. Our contributions are threefold: (1) a physically grounded view selection strategy that promotes efficient and uniform scene coverage; (2) an uncertainty-aware residual supervision scheme that amplifies learning signals for weakly contributing Gaussians, improving training stability and uncertainty estimation across scenes with diverse camera distributions; (3) an implicit unbiasing of uncertainty quantification as a consequence of constrained view selection and residual supervision, which together mitigate conflicting effects of wide-baseline exploration and sparse-view ambiguity in NBV planning. Experiments on active view selection demonstrate that SA-ResGS outperforms state-of-the-art baselines in both reconstruction quality and view selection robustness.

22.2CVDec 22, 2023
Deformable 3D Gaussian Splatting for Animatable Human Avatars

HyunJun Jung, Nikolas Brasch, Jifei Song et al.

Recent advances in neural radiance fields enable novel view synthesis of photo-realistic images in dynamic settings, which can be applied to scenarios with human animation. Commonly used implicit backbones to establish accurate models, however, require many input views and additional annotations such as human masks, UV maps and depth maps. In this work, we propose ParDy-Human (Parameterized Dynamic Human Avatar), a fully explicit approach to construct a digital avatar from as little as a single monocular sequence. ParDy-Human introduces parameter-driven dynamics into 3D Gaussian Splatting where 3D Gaussians are deformed by a human pose model to animate the avatar. Our method is composed of two parts: A first module that deforms canonical 3D Gaussians according to SMPL vertices and a consecutive module that further takes their designed joint encodings and predicts per Gaussian deformations to deal with dynamics beyond SMPL vertex deformations. Images are then synthesized by a rasterizer. ParDy-Human constitutes an explicit model for realistic dynamic human avatars which requires significantly fewer training views and images. Our avatars learning is free of additional annotations such as masks and can be trained with variable backgrounds while inferring full-resolution images efficiently even on consumer hardware. We provide experimental evidence to show that ParDy-Human outperforms state-of-the-art methods on ZJU-MoCap and THUman4.0 datasets both quantitatively and visually.

24.8CVDec 5, 2023
HeadGaS: Real-Time Animatable Head Avatars via 3D Gaussian Splatting

Helisa Dhamo, Yinyu Nie, Arthur Moreau et al.

3D head animation has seen major quality and runtime improvements over the last few years, particularly empowered by the advances in differentiable rendering and neural radiance fields. Real-time rendering is a highly desirable goal for real-world applications. We propose HeadGaS, a model that uses 3D Gaussian Splats (3DGS) for 3D head reconstruction and animation. In this paper we introduce a hybrid model that extends the explicit 3DGS representation with a base of learnable latent features, which can be linearly blended with low-dimensional parameters from parametric head models to obtain expression-dependent color and opacity values. We demonstrate that HeadGaS delivers state-of-the-art results in real-time inference frame rates, surpassing baselines by up to 2dB, while accelerating rendering speed by over x10.

22.0CVDec 20, 2023
SWinGS: Sliding Windows for Dynamic 3D Gaussian Splatting

Richard Shaw, Michal Nazarczuk, Jifei Song et al.

Novel view synthesis has shown rapid progress recently, with methods capable of producing increasingly photorealistic results. 3D Gaussian Splatting has emerged as a promising method, producing high-quality renderings of scenes and enabling interactive viewing at real-time frame rates. However, it is limited to static scenes. In this work, we extend 3D Gaussian Splatting to reconstruct dynamic scenes. We model a scene's dynamics using dynamic MLPs, learning deformations from temporally-local canonical representations to per-frame 3D Gaussians. To disentangle static and dynamic regions, tuneable parameters weigh each Gaussian's respective MLP parameters, improving the dynamics modelling of imbalanced scenes. We introduce a sliding window training strategy that partitions the sequence into smaller manageable windows to handle arbitrary length scenes while maintaining high rendering quality. We propose an adaptive sampling strategy to determine appropriate window size hyperparameters based on the scene's motion, balancing training overhead with visual quality. Training a separate dynamic 3D Gaussian model for each sliding window allows the canonical representation to change, enabling the reconstruction of scenes with significant geometric changes. Temporal consistency is enforced using a fine-tuning step with self-supervising consistency loss on randomly sampled novel views. As a result, our method produces high-quality renderings of general dynamic scenes with competitive quantitative performance, which can be viewed in real-time in our dynamic interactive viewer.

12.1CVOct 30, 2024Code
SCRREAM : SCan, Register, REnder And Map:A Framework for Annotating Accurate and Dense 3D Indoor Scenes with a Benchmark

HyunJun Jung, Weihang Li, Shun-Cheng Wu et al.

Traditionally, 3d indoor datasets have generally prioritized scale over ground-truth accuracy in order to obtain improved generalization. However, using these datasets to evaluate dense geometry tasks, such as depth rendering, can be problematic as the meshes of the dataset are often incomplete and may produce wrong ground truth to evaluate the details. In this paper, we propose SCRREAM, a dataset annotation framework that allows annotation of fully dense meshes of objects in the scene and registers camera poses on the real image sequence, which can produce accurate ground truth for both sparse 3D as well as dense 3D tasks. We show the details of the dataset annotation pipeline and showcase four possible variants of datasets that can be obtained from our framework with example scenes, such as indoor reconstruction and SLAM, scene editing & object removal, human reconstruction and 6d pose estimation. Recent pipelines for indoor reconstruction and SLAM serve as new benchmarks. In contrast to previous indoor dataset, our design allows to evaluate dense geometry tasks on eleven sample scenes against accurately rendered ground truth depth maps.

7.6CVMar 18, 2024
RoGUENeRF: A Robust Geometry-Consistent Universal Enhancer for NeRF

Sibi Catley-Chandar, Richard Shaw, Gregory Slabaugh et al.

Recent advances in neural rendering have enabled highly photorealistic 3D scene reconstruction and novel view synthesis. Despite this progress, current state-of-the-art methods struggle to reconstruct high frequency detail, due to factors such as a low-frequency bias of radiance fields and inaccurate camera calibration. One approach to mitigate this issue is to enhance images post-rendering. 2D enhancers can be pre-trained to recover some detail but are agnostic to scene geometry and do not easily generalize to new distributions of image degradation. Conversely, existing 3D enhancers are able to transfer detail from nearby training images in a generalizable manner, but suffer from inaccurate camera calibration and can propagate errors from the geometry into rendered images. We propose a neural rendering enhancer, RoGUENeRF, which exploits the best of both paradigms. Our method is pre-trained to learn a general enhancer while also leveraging information from nearby training images via robust 3D alignment and geometry-aware fusion. Our approach restores high-frequency textures while maintaining geometric consistency and is also robust to inaccurate camera calibration. We show that RoGUENeRF substantially enhances the rendering quality of a wide range of neural rendering baselines, e.g. improving the PSNR of MipNeRF360 by 0.63dB and Nerfacto by 1.34dB on the real world 360v2 dataset.

9.2GRMar 25, 2025
CoMapGS: Covisibility Map-based Gaussian Splatting for Sparse Novel View Synthesis

Youngkyoon Jang, Eduardo Pérez-Pellitero

We propose Covisibility Map-based Gaussian Splatting (CoMapGS), designed to recover underrepresented sparse regions in sparse novel view synthesis. CoMapGS addresses both high- and low-uncertainty regions by constructing covisibility maps, enhancing initial point clouds, and applying uncertainty-aware weighted supervision using a proximity classifier. Our contributions are threefold: (1) CoMapGS reframes novel view synthesis by leveraging covisibility maps as a core component to address region-specific uncertainty; (2) Enhanced initial point clouds for both low- and high-uncertainty regions compensate for sparse COLMAP-derived point clouds, improving reconstruction quality and benefiting few-shot 3DGS methods; (3) Adaptive supervision with covisibility-score-based weighting and proximity classification achieves consistent performance gains across scenes with varying sparsity scores derived from covisibility maps. Experimental results demonstrate that CoMapGS outperforms state-of-the-art methods on datasets including Mip-NeRF 360 and LLFF.

10.5CVMar 17, 2024
FORCE: Physics-aware Human-object Interaction

Xiaohan Zhang, Bharat Lal Bhatnagar, Sebastian Starke et al.

Interactions between human and objects are influenced not only by the object's pose and shape, but also by physical attributes such as object mass and surface friction. They introduce important motion nuances that are essential for diversity and realism. Despite advancements in recent human-object interaction methods, this aspect has been overlooked. Generating nuanced human motion presents two challenges. First, it is non-trivial to learn from multi-modal human and object information derived from both the physical and non-physical attributes. Second, there exists no dataset capturing nuanced human interactions with objects of varying physical properties, hampering model development. This work addresses the gap by introducing the FORCE model, an approach for synthesizing diverse, nuanced human-object interactions by modeling physical attributes. Our key insight is that human motion is dictated by the interrelation between the force exerted by the human and the perceived resistance. Guided by a novel intuitive physics encoding, the model captures the interplay between human force and resistance. Experiments also demonstrate incorporating human force facilitates learning multi-class motion. Accompanying our model, we contribute a dataset, which features diverse, different-styled motion through interactions with varying resistances.

2.0CVFeb 8, 2024
NCRF: Neural Contact Radiance Fields for Free-Viewpoint Rendering of Hand-Object Interaction

Zhongqun Zhang, Jifei Song, Eduardo Pérez-Pellitero et al.

Modeling hand-object interactions is a fundamentally challenging task in 3D computer vision. Despite remarkable progress that has been achieved in this field, existing methods still fail to synthesize the hand-object interaction photo-realistically, suffering from degraded rendering quality caused by the heavy mutual occlusions between the hand and the object, and inaccurate hand-object pose estimation. To tackle these challenges, we present a novel free-viewpoint rendering framework, Neural Contact Radiance Field (NCRF), to reconstruct hand-object interactions from a sparse set of videos. In particular, the proposed NCRF framework consists of two key components: (a) A contact optimization field that predicts an accurate contact field from 3D query points for achieving desirable contact between the hand and the object. (b) A hand-object neural radiance field to learn an implicit hand-object representation in a static canonical space, in concert with the specifically designed hand-object motion field to produce observation-to-canonical correspondences. We jointly learn these key components where they mutually help and regularize each other with visual and geometric constraints, producing a high-quality hand-object reconstruction that achieves photo-realistic novel view synthesis. Extensive experiments on HO3D and DexYCB datasets show that our approach outperforms the current state-of-the-art in terms of both rendering quality and pose estimation accuracy.

8.4CVMar 12, 2025
Better Together: Unified Motion Capture and 3D Avatar Reconstruction

Arthur Moreau, Mohammed Brahimi, Richard Shaw et al.

We present Better Together, a method that simultaneously solves the human pose estimation problem while reconstructing a photorealistic 3D human avatar from multi-view videos. While prior art usually solves these problems separately, we argue that joint optimization of skeletal motion with a 3D renderable body model brings synergistic effects, i.e. yields more precise motion capture and improved visual quality of real-time rendering of avatars. To achieve this, we introduce a novel animatable avatar with 3D Gaussians rigged on a personalized mesh and propose to optimize the motion sequence with time-dependent MLPs that provide accurate and temporally consistent pose estimates. We first evaluate our method on highly challenging yoga poses and demonstrate state-of-the-art accuracy on multi-view human pose estimation, reducing error by 35% on body joints and 45% on hand joints compared to keypoint-based methods. At the same time, our method significantly boosts the visual quality of animatable avatars (+2dB PSNR on novel view synthesis) on diverse challenging subjects.

24.9IVJan 10, 2022Code
Model-Based Image Signal Processors via Learnable Dictionaries

Marcos V. Conde, Steven McDonagh, Matteo Maggioni et al.

Digital cameras transform sensor RAW readings into RGB images by means of their Image Signal Processor (ISP). Computational photography tasks such as image denoising and colour constancy are commonly performed in the RAW domain, in part due to the inherent hardware design, but also due to the appealing simplicity of noise statistics that result from the direct sensor readings. Despite this, the availability of RAW images is limited in comparison with the abundance and diversity of available RGB data. Recent approaches have attempted to bridge this gap by estimating the RGB to RAW mapping: handcrafted model-based methods that are interpretable and controllable usually require manual parameter fine-tuning, while end-to-end learnable neural networks require large amounts of training data, at times with complex training procedures, and generally lack interpretability and parametric control. Towards addressing these existing limitations, we present a novel hybrid model-based and data-driven ISP that builds on canonical ISP operations and is both learnable and interpretable. Our proposed invertible model, capable of bidirectional mapping between RAW and RGB domains, employs end-to-end learning of rich parameter representations, i.e. dictionaries, that are free from direct parametric supervision and additionally enable simple and plausible data augmentation. We evidence the value of our data generation process by extensive experiments under both RAW image reconstruction and RAW image denoising tasks, obtaining state-of-the-art performance in both. Additionally, we show that our ISP can learn meaningful mappings from few data samples, and that denoising models trained with our dictionary-based data augmentation are competitive despite having only few or zero ground-truth labels.

16.1IVJan 7, 2022
FlexHDR: Modelling Alignment and Exposure Uncertainties for Flexible HDR Imaging

Sibi Catley-Chandar, Thomas Tanay, Lucas Vandroux et al.

High dynamic range (HDR) imaging is of fundamental importance in modern digital photography pipelines and used to produce a high-quality photograph with well exposed regions despite varying illumination across the image. This is typically achieved by merging multiple low dynamic range (LDR) images taken at different exposures. However, over-exposed regions and misalignment errors due to poorly compensated motion result in artefacts such as ghosting. In this paper, we present a new HDR imaging technique that specifically models alignment and exposure uncertainties to produce high quality HDR results. We introduce a strategy that learns to jointly align and assess the alignment and exposure reliability using an HDR-aware, uncertainty-driven attention map that robustly merges the frames into a single high quality HDR image. Further, we introduce a progressive, multi-stage image fusion approach that can flexibly merge any number of LDR images in a permutation-invariant manner. Experimental results show our method can produce better quality HDR images with up to 1.1dB PSNR improvement to the state-of-the-art, and subjective improvements in terms of better detail, colours, and fewer artefacts.

6.5CVJun 18, 2021
Residual Contrastive Learning for Image Reconstruction: Learning Transferable Representations from Noisy Images

Nanqing Dong, Matteo Maggioni, Yongxin Yang et al.

This paper is concerned with contrastive learning (CL) for low-level image restoration and enhancement tasks. We propose a new label-efficient learning paradigm based on residuals, residual contrastive learning (RCL), and derive an unsupervised visual representation learning framework, suitable for low-level vision tasks with noisy inputs. While supervised image reconstruction aims to minimize residual terms directly, RCL alternatively builds a connection between residuals and CL by defining a novel instance discrimination pretext task, using residuals as the discriminative feature. Our formulation mitigates the severe task misalignment between instance discrimination pretext tasks and downstream image reconstruction tasks, present in existing CL frameworks. Experimentally, we find that RCL can learn robust and transferable representations that improve the performance of various downstream tasks, such as denoising and super resolution, in comparison with recent self-supervised methods designed specifically for noisy inputs. Additionally, our unsupervised pre-training can significantly reduce annotation costs whilst maintaining performance competitive with fully-supervised image reconstruction.

20.4CVJun 2, 2021
NTIRE 2021 Challenge on High Dynamic Range Imaging: Dataset, Methods and Results

Eduardo Pérez-Pellitero, Sibi Catley-Chandar, Aleš Leonardis et al.

This paper reviews the first challenge on high-dynamic range (HDR) imaging that was part of the New Trends in Image Restoration and Enhancement (NTIRE) workshop, held in conjunction with CVPR 2021. This manuscript focuses on the newly introduced dataset, the proposed methods and their results. The challenge aims at estimating a HDR image from one or multiple respective low-dynamic range (LDR) observations, which might suffer from under- or over-exposed regions and different sources of noise. The challenge is composed by two tracks: In Track 1 only a single LDR image is provided as input, whereas in Track 2 three differently-exposed LDR images with inter-frame motion are available. In both tracks, the ultimate goal is to achieve the best objective HDR reconstruction in terms of PSNR with respect to a ground-truth image, evaluated both directly and with a canonical tonemapping operation.

7.8CVJul 20, 2018
Perceptual Video Super Resolution with Enhanced Temporal Consistency

Eduardo Pérez-Pellitero, Mehdi S. M. Sajjadi, Michael Hirsch et al.

With the advent of perceptual loss functions, new possibilities in super-resolution have emerged, and we currently have models that successfully generate near-photorealistic high-resolution images from their low-resolution observations. Up to now, however, such approaches have been exclusively limited to single image super-resolution. The application of perceptual loss functions on video processing still entails several challenges, mostly related to the lack of temporal consistency of the generated images, i.e., flickering artifacts. In this work, we present a novel adversarial recurrent network for video upscaling that is able to produce realistic textures in a temporally consistent way. The proposed architecture naturally leverages information from previous frames due to its recurrent architecture, i.e. the input to the generator is composed of the low-resolution image and, additionally, the warped output of the network at the previous step. Together with a video discriminator, we also propose additional loss functions to further reinforce temporal consistency in the generated sequences. The experimental validation of our algorithm shows the effectiveness of our approach which obtains images with high perceptual quality and improved temporal consistency.