CVJun 6, 2024

Neural Surface Reconstruction from Sparse Views Using Epipolar Geometry

arXiv:2406.04301v28 citations
AI Analysis

This addresses the challenge of surface reconstruction for computer vision applications, offering improved accuracy in sparse-view scenarios, though it is incremental as it builds on existing neural surface reconstruction methods.

The paper tackles the problem of reconstructing accurate surfaces from sparse multi-view images by proposing EpiS, a framework that leverages epipolar geometry and geometry regularization, resulting in significant outperformance over state-of-the-art methods on DTU and BlendedMVS datasets under sparse-view settings.

Reconstructing accurate surfaces from sparse multi-view images remains challenging due to severe geometric ambiguity and occlusions. Existing generalizable neural surface reconstruction methods primarily rely on cost volumes that summarize multi-view features using simple statistics (e.g., mean and variance), which discard critical view-dependent geometric structure and often lead to over-smoothed reconstructions. We propose EpiS, a generalizable neural surface reconstruction framework that explicitly leverages epipolar geometry for sparse-view inputs. Instead of directly regressing geometry from cost-volume statistics, EpiS uses coarse cost-volume features to guide the aggregation of fine-grained epipolar features sampled along corresponding epipolar lines across source views. An epipolar transformer fuses multi-view information, followed by ray-wise aggregation to produce SDF-aware features for surface estimation. To further mitigate information loss under sparse views, we introduce a geometry regularization strategy that leverages a pretrained monocular depth model through scale-invariant global and local constraints. Extensive experiments on DTU and BlendedMVS demonstrate that EpiS significantly outperforms state-of-the-art generalizable surface reconstruction methods under sparse-view settings, while maintaining strong generalization without per-scene optimization.

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