92,002 research outputs found

    OR-NeRF: Object Removing from 3D Scenes Guided by Multiview Segmentation with Neural Radiance Fields

    Full text link
    The emergence of Neural Radiance Fields (NeRF) for novel view synthesis has increased interest in 3D scene editing. An essential task in editing is removing objects from a scene while ensuring visual reasonability and multiview consistency. However, current methods face challenges such as time-consuming object labeling, limited capability to remove specific targets, and compromised rendering quality after removal. This paper proposes a novel object-removing pipeline, named OR-NeRF, that can remove objects from 3D scenes with user-given points or text prompts on a single view, achieving better performance in less time than previous works. Our method spreads user annotations to all views through 3D geometry and sparse correspondence, ensuring 3D consistency with less processing burden. Then recent 2D segmentation model Segment-Anything (SAM) is applied to predict masks, and a 2D inpainting model is used to generate color supervision. Finally, our algorithm applies depth supervision and perceptual loss to maintain consistency in geometry and appearance after object removal. Experimental results demonstrate that our method achieves better editing quality with less time than previous works, considering both quality and quantity.Comment: project site: https://ornerf.github.io/ (codes available

    GENERATION OF FORESTS ON TERRAIN WITH DYNAMIC LIGHTING AND SHADOWING

    Get PDF
    The purpose of this research project is to exhibit an efficient method of creating dynamic lighting and shadowing for the generation of forests on terrain. In this research project, I use textures which contain images of trees from a bird’s eye view in order to create a high scale forest. Furthermore, by manipulating the transparency and color of the textures according to the algorithmic calculations of light and shadow on terrain, I provide the functionality of dynamic lighting and shadowing. Finally, by analyzing the OpenGL pipeline, I design my code in order to allow efficient rendering of the forest

    MoSculp: Interactive Visualization of Shape and Time

    Full text link
    We present a system that allows users to visualize complex human motion via 3D motion sculptures---a representation that conveys the 3D structure swept by a human body as it moves through space. Given an input video, our system computes the motion sculptures and provides a user interface for rendering it in different styles, including the options to insert the sculpture back into the original video, render it in a synthetic scene or physically print it. To provide this end-to-end workflow, we introduce an algorithm that estimates that human's 3D geometry over time from a set of 2D images and develop a 3D-aware image-based rendering approach that embeds the sculpture back into the scene. By automating the process, our system takes motion sculpture creation out of the realm of professional artists, and makes it applicable to a wide range of existing video material. By providing viewers with 3D information, motion sculptures reveal space-time motion information that is difficult to perceive with the naked eye, and allow viewers to interpret how different parts of the object interact over time. We validate the effectiveness of this approach with user studies, finding that our motion sculpture visualizations are significantly more informative about motion than existing stroboscopic and space-time visualization methods.Comment: UIST 2018. Project page: http://mosculp.csail.mit.edu

    Selective rendering for efficient ray traced stereoscopic images

    Get PDF
    Depth-related visual effects are a key feature of many virtual environments. In stereo-based systems, the depth effect can be produced by delivering frames of disparate image pairs, while in monocular environments, the viewer has to extract this depth information from a single image by examining details such as perspective and shadows. This paper investigates via a number of psychophysical experiments, whether we can reduce computational effort and still achieve perceptually high-quality rendering for stereo imagery. We examined selectively rendering the image pairs by exploiting the fusing capability and depth perception underlying human stereo vision. In ray-tracing-based global illumination systems, a higher image resolution introduces more computation to the rendering process since many more rays need to be traced. We first investigated whether we could utilise the human binocular fusing ability and significantly reduce the resolution of one of the image pairs and yet retain a high perceptual quality under stereo viewing condition. Secondly, we evaluated subjects' performance on a specific visual task that required accurate depth perception. We found that subjects required far fewer rendered depth cues in the stereo viewing environment to perform the task well. Avoiding rendering these detailed cues saved significant computational time. In fact it was possible to achieve a better task performance in the stereo viewing condition at a combined rendering time for the image pairs less than that required for the single monocular image. The outcome of this study suggests that we can produce more efficient stereo images for depth-related visual tasks by selective rendering and exploiting inherent features of human stereo vision

    Learning to Synthesize a 4D RGBD Light Field from a Single Image

    Full text link
    We present a machine learning algorithm that takes as input a 2D RGB image and synthesizes a 4D RGBD light field (color and depth of the scene in each ray direction). For training, we introduce the largest public light field dataset, consisting of over 3300 plenoptic camera light fields of scenes containing flowers and plants. Our synthesis pipeline consists of a convolutional neural network (CNN) that estimates scene geometry, a stage that renders a Lambertian light field using that geometry, and a second CNN that predicts occluded rays and non-Lambertian effects. Our algorithm builds on recent view synthesis methods, but is unique in predicting RGBD for each light field ray and improving unsupervised single image depth estimation by enforcing consistency of ray depths that should intersect the same scene point. Please see our supplementary video at https://youtu.be/yLCvWoQLnmsComment: International Conference on Computer Vision (ICCV) 201

    Single-image Tomography: 3D Volumes from 2D Cranial X-Rays

    Get PDF
    As many different 3D volumes could produce the same 2D x-ray image, inverting this process is challenging. We show that recent deep learning-based convolutional neural networks can solve this task. As the main challenge in learning is the sheer amount of data created when extending the 2D image into a 3D volume, we suggest firstly to learn a coarse, fixed-resolution volume which is then fused in a second step with the input x-ray into a high-resolution volume. To train and validate our approach we introduce a new dataset that comprises of close to half a million computer-simulated 2D x-ray images of 3D volumes scanned from 175 mammalian species. Applications of our approach include stereoscopic rendering of legacy x-ray images, re-rendering of x-rays including changes of illumination, view pose or geometry. Our evaluation includes comparison to previous tomography work, previous learning methods using our data, a user study and application to a set of real x-rays
    corecore