185 research outputs found

    Scene relighting and editing for improved object insertion

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    Abstract. The goal of this thesis is to develop a scene relighting and object insertion pipeline using Neural Radiance Fields (NeRF) to incorporate one or more objects into an outdoor environment scene. The output is a 3D mesh that embodies decomposed bidirectional reflectance distribution function (BRDF) characteristics, which interact with varying light source positions and strengths. To achieve this objective, the thesis is divided into two sub-tasks. The first sub-task involves extracting visual information about the outdoor environment from a sparse set of corresponding images. A neural representation is constructed, providing a comprehensive understanding of the constituent elements, such as materials, geometry, illumination, and shadows. The second sub-task involves generating a neural representation of the inserted object using either real-world images or synthetic data. To accomplish these objectives, the thesis draws on existing literature in computer vision and computer graphics. Different approaches are assessed to identify their advantages and disadvantages, with detailed descriptions of the chosen techniques provided, highlighting their functioning to produce the ultimate outcome. Overall, this thesis aims to provide a framework for compositing and relighting that is grounded in NeRF and allows for the seamless integration of objects into outdoor environments. The outcome of this work has potential applications in various domains, such as visual effects, gaming, and virtual reality

    Relightable Neural Human Assets from Multi-view Gradient Illuminations

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    Human modeling and relighting are two fundamental problems in computer vision and graphics, where high-quality datasets can largely facilitate related research. However, most existing human datasets only provide multi-view human images captured under the same illumination. Although valuable for modeling tasks, they are not readily used in relighting problems. To promote research in both fields, in this paper, we present UltraStage, a new 3D human dataset that contains more than 2,000 high-quality human assets captured under both multi-view and multi-illumination settings. Specifically, for each example, we provide 32 surrounding views illuminated with one white light and two gradient illuminations. In addition to regular multi-view images, gradient illuminations help recover detailed surface normal and spatially-varying material maps, enabling various relighting applications. Inspired by recent advances in neural representation, we further interpret each example into a neural human asset which allows novel view synthesis under arbitrary lighting conditions. We show our neural human assets can achieve extremely high capture performance and are capable of representing fine details such as facial wrinkles and cloth folds. We also validate UltraStage in single image relighting tasks, training neural networks with virtual relighted data from neural assets and demonstrating realistic rendering improvements over prior arts. UltraStage will be publicly available to the community to stimulate significant future developments in various human modeling and rendering tasks. The dataset is available at https://miaoing.github.io/RNHA.Comment: Project page: https://miaoing.github.io/RNH

    Towards Practical Capture of High-Fidelity Relightable Avatars

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    In this paper, we propose a novel framework, Tracking-free Relightable Avatar (TRAvatar), for capturing and reconstructing high-fidelity 3D avatars. Compared to previous methods, TRAvatar works in a more practical and efficient setting. Specifically, TRAvatar is trained with dynamic image sequences captured in a Light Stage under varying lighting conditions, enabling realistic relighting and real-time animation for avatars in diverse scenes. Additionally, TRAvatar allows for tracking-free avatar capture and obviates the need for accurate surface tracking under varying illumination conditions. Our contributions are two-fold: First, we propose a novel network architecture that explicitly builds on and ensures the satisfaction of the linear nature of lighting. Trained on simple group light captures, TRAvatar can predict the appearance in real-time with a single forward pass, achieving high-quality relighting effects under illuminations of arbitrary environment maps. Second, we jointly optimize the facial geometry and relightable appearance from scratch based on image sequences, where the tracking is implicitly learned. This tracking-free approach brings robustness for establishing temporal correspondences between frames under different lighting conditions. Extensive qualitative and quantitative experiments demonstrate that our framework achieves superior performance for photorealistic avatar animation and relighting.Comment: Accepted to SIGGRAPH Asia 2023 (Conference); Project page: https://travatar-paper.github.io

    I2^2-SDF: Intrinsic Indoor Scene Reconstruction and Editing via Raytracing in Neural SDFs

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    In this work, we present I2^2-SDF, a new method for intrinsic indoor scene reconstruction and editing using differentiable Monte Carlo raytracing on neural signed distance fields (SDFs). Our holistic neural SDF-based framework jointly recovers the underlying shapes, incident radiance and materials from multi-view images. We introduce a novel bubble loss for fine-grained small objects and error-guided adaptive sampling scheme to largely improve the reconstruction quality on large-scale indoor scenes. Further, we propose to decompose the neural radiance field into spatially-varying material of the scene as a neural field through surface-based, differentiable Monte Carlo raytracing and emitter semantic segmentations, which enables physically based and photorealistic scene relighting and editing applications. Through a number of qualitative and quantitative experiments, we demonstrate the superior quality of our method on indoor scene reconstruction, novel view synthesis, and scene editing compared to state-of-the-art baselines.Comment: Accepted by CVPR 202

    GaussianHair: Hair Modeling and Rendering with Light-aware Gaussians

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    Hairstyle reflects culture and ethnicity at first glance. In the digital era, various realistic human hairstyles are also critical to high-fidelity digital human assets for beauty and inclusivity. Yet, realistic hair modeling and real-time rendering for animation is a formidable challenge due to its sheer number of strands, complicated structures of geometry, and sophisticated interaction with light. This paper presents GaussianHair, a novel explicit hair representation. It enables comprehensive modeling of hair geometry and appearance from images, fostering innovative illumination effects and dynamic animation capabilities. At the heart of GaussianHair is the novel concept of representing each hair strand as a sequence of connected cylindrical 3D Gaussian primitives. This approach not only retains the hair's geometric structure and appearance but also allows for efficient rasterization onto a 2D image plane, facilitating differentiable volumetric rendering. We further enhance this model with the "GaussianHair Scattering Model", adept at recreating the slender structure of hair strands and accurately capturing their local diffuse color in uniform lighting. Through extensive experiments, we substantiate that GaussianHair achieves breakthroughs in both geometric and appearance fidelity, transcending the limitations encountered in state-of-the-art methods for hair reconstruction. Beyond representation, GaussianHair extends to support editing, relighting, and dynamic rendering of hair, offering seamless integration with conventional CG pipeline workflows. Complementing these advancements, we have compiled an extensive dataset of real human hair, each with meticulously detailed strand geometry, to propel further research in this field

    NeuS-PIR: Learning Relightable Neural Surface using Pre-Integrated Rendering

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    Recent advances in neural implicit fields enables rapidly reconstructing 3D geometry from multi-view images. Beyond that, recovering physical properties such as material and illumination is essential for enabling more applications. This paper presents a new method that effectively learns relightable neural surface using pre-intergrated rendering, which simultaneously learns geometry, material and illumination within the neural implicit field. The key insight of our work is that these properties are closely related to each other, and optimizing them in a collaborative manner would lead to consistent improvements. Specifically, we propose NeuS-PIR, a method that factorizes the radiance field into a spatially varying material field and a differentiable environment cubemap, and jointly learns it with geometry represented by neural surface. Our experiments demonstrate that the proposed method outperforms the state-of-the-art method in both synthetic and real datasets

    Capturing and Reconstructing the Appearance of Complex {3D} Scenes

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    In this thesis, we present our research on new acquisition methods for reflectance properties of real-world objects. Specifically, we first show a method for acquiring spatially varying densities in volumes of translucent, gaseous material with just a single image. This makes the method applicable to constantly changing phenomena like smoke without the use of high-speed camera equipment. Furthermore, we investigated how two well known techniques -- synthetic aperture confocal imaging and algorithmic descattering -- can be combined to help looking through a translucent medium like fog or murky water. We show that the depth at which we can still see an object embedded in the scattering medium is increased. In a related publication, we show how polarization and descattering based on phase-shifting can be combined for efficient 3D~scanning of translucent objects. Normally, subsurface scattering hinders the range estimation by offsetting the peak intensity beneath the surface away from the point of incidence. With our method, the subsurface scattering is reduced to a minimum and therefore reliable 3D~scanning is made possible. Finally, we present a system which recovers surface geometry, reflectance properties of opaque objects, and prevailing lighting conditions at the time of image capture from just a small number of input photographs. While there exist previous approaches to recover reflectance properties, our system is the first to work on images taken under almost arbitrary, changing lighting conditions. This enables us to use images we took from a community photo collection website

    Neural Rendering and Its Hardware Acceleration: A Review

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    Neural rendering is a new image and video generation method based on deep learning. It combines the deep learning model with the physical knowledge of computer graphics, to obtain a controllable and realistic scene model, and realize the control of scene attributes such as lighting, camera parameters, posture and so on. On the one hand, neural rendering can not only make full use of the advantages of deep learning to accelerate the traditional forward rendering process, but also provide new solutions for specific tasks such as inverse rendering and 3D reconstruction. On the other hand, the design of innovative hardware structures that adapt to the neural rendering pipeline breaks through the parallel computing and power consumption bottleneck of existing graphics processors, which is expected to provide important support for future key areas such as virtual and augmented reality, film and television creation and digital entertainment, artificial intelligence and the metaverse. In this paper, we review the technical connotation, main challenges, and research progress of neural rendering. On this basis, we analyze the common requirements of neural rendering pipeline for hardware acceleration and the characteristics of the current hardware acceleration architecture, and then discuss the design challenges of neural rendering processor architecture. Finally, the future development trend of neural rendering processor architecture is prospected

    Image-based rendering and synthesis

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    Multiview imaging (MVI) is currently the focus of some research as it has a wide range of applications and opens up research in other topics and applications, including virtual view synthesis for three-dimensional (3D) television (3DTV) and entertainment. However, a large amount of storage is needed by multiview systems and are difficult to construct. The concept behind allowing 3D scenes and objects to be visualized in a realistic way without full 3D model reconstruction is image-based rendering (IBR). Using images as the primary substrate, IBR has many potential applications including for video games, virtual travel and others. The technique creates new views of scenes which are reconstructed from a collection of densely sampled images or videos. The IBR concept has different classification such as knowing 3D models and the lighting conditions and be rendered using conventional graphic techniques. Another is lightfield or lumigraph rendering which depends on dense sampling with no or very little geometry for rendering without recovering the exact 3D-models.published_or_final_versio

    Delicate Textured Mesh Recovery from NeRF via Adaptive Surface Refinement

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    Neural Radiance Fields (NeRF) have constituted a remarkable breakthrough in image-based 3D reconstruction. However, their implicit volumetric representations differ significantly from the widely-adopted polygonal meshes and lack support from common 3D software and hardware, making their rendering and manipulation inefficient. To overcome this limitation, we present a novel framework that generates textured surface meshes from images. Our approach begins by efficiently initializing the geometry and view-dependency decomposed appearance with a NeRF. Subsequently, a coarse mesh is extracted, and an iterative surface refining algorithm is developed to adaptively adjust both vertex positions and face density based on re-projected rendering errors. We jointly refine the appearance with geometry and bake it into texture images for real-time rendering. Extensive experiments demonstrate that our method achieves superior mesh quality and competitive rendering quality.Comment: ICCV 2023 camera-ready, Project Page: https://me.kiui.moe/nerf2mes
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