328 research outputs found

    Learning Sparse High Dimensional Filters: Image Filtering, Dense CRFs and Bilateral Neural Networks

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    Bilateral filters have wide spread use due to their edge-preserving properties. The common use case is to manually choose a parametric filter type, usually a Gaussian filter. In this paper, we will generalize the parametrization and in particular derive a gradient descent algorithm so the filter parameters can be learned from data. This derivation allows to learn high dimensional linear filters that operate in sparsely populated feature spaces. We build on the permutohedral lattice construction for efficient filtering. The ability to learn more general forms of high-dimensional filters can be used in several diverse applications. First, we demonstrate the use in applications where single filter applications are desired for runtime reasons. Further, we show how this algorithm can be used to learn the pairwise potentials in densely connected conditional random fields and apply these to different image segmentation tasks. Finally, we introduce layers of bilateral filters in CNNs and propose bilateral neural networks for the use of high-dimensional sparse data. This view provides new ways to encode model structure into network architectures. A diverse set of experiments empirically validates the usage of general forms of filters

    Gaussian Shell Maps for Efficient 3D Human Generation

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    Efficient generation of 3D digital humans is important in several industries, including virtual reality, social media, and cinematic production. 3D generative adversarial networks (GANs) have demonstrated state-of-the-art (SOTA) quality and diversity for generated assets. Current 3D GAN architectures, however, typically rely on volume representations, which are slow to render, thereby hampering the GAN training and requiring multi-view-inconsistent 2D upsamplers. Here, we introduce Gaussian Shell Maps (GSMs) as a framework that connects SOTA generator network architectures with emerging 3D Gaussian rendering primitives using an articulable multi shell--based scaffold. In this setting, a CNN generates a 3D texture stack with features that are mapped to the shells. The latter represent inflated and deflated versions of a template surface of a digital human in a canonical body pose. Instead of rasterizing the shells directly, we sample 3D Gaussians on the shells whose attributes are encoded in the texture features. These Gaussians are efficiently and differentiably rendered. The ability to articulate the shells is important during GAN training and, at inference time, to deform a body into arbitrary user-defined poses. Our efficient rendering scheme bypasses the need for view-inconsistent upsamplers and achieves high-quality multi-view consistent renderings at a native resolution of 512×512512 \times 512 pixels. We demonstrate that GSMs successfully generate 3D humans when trained on single-view datasets, including SHHQ and DeepFashion.Comment: Project page : https://rameenabdal.github.io/GaussianShellMaps

    Drivable 3D Gaussian Avatars

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    We present Drivable 3D Gaussian Avatars (D3GA), the first 3D controllable model for human bodies rendered with Gaussian splats. Current photorealistic drivable avatars require either accurate 3D registrations during training, dense input images during testing, or both. The ones based on neural radiance fields also tend to be prohibitively slow for telepresence applications. This work uses the recently presented 3D Gaussian Splatting (3DGS) technique to render realistic humans at real-time framerates, using dense calibrated multi-view videos as input. To deform those primitives, we depart from the commonly used point deformation method of linear blend skinning (LBS) and use a classic volumetric deformation method: cage deformations. Given their smaller size, we drive these deformations with joint angles and keypoints, which are more suitable for communication applications. Our experiments on nine subjects with varied body shapes, clothes, and motions obtain higher-quality results than state-of-the-art methods when using the same training and test data.Comment: Website: https://zielon.github.io/d3ga

    4K4D: Real-Time 4D View Synthesis at 4K Resolution

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    This paper targets high-fidelity and real-time view synthesis of dynamic 3D scenes at 4K resolution. Recently, some methods on dynamic view synthesis have shown impressive rendering quality. However, their speed is still limited when rendering high-resolution images. To overcome this problem, we propose 4K4D, a 4D point cloud representation that supports hardware rasterization and enables unprecedented rendering speed. Our representation is built on a 4D feature grid so that the points are naturally regularized and can be robustly optimized. In addition, we design a novel hybrid appearance model that significantly boosts the rendering quality while preserving efficiency. Moreover, we develop a differentiable depth peeling algorithm to effectively learn the proposed model from RGB videos. Experiments show that our representation can be rendered at over 400 FPS on the DNA-Rendering dataset at 1080p resolution and 80 FPS on the ENeRF-Outdoor dataset at 4K resolution using an RTX 4090 GPU, which is 30x faster than previous methods and achieves the state-of-the-art rendering quality. Our project page is available at https://zju3dv.github.io/4k4d/.Comment: Project Page: https://zju3dv.github.io/4k4

    RAI-Net: Range-Adaptive LiDAR Point Cloud Frame Interpolation Network

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    LiDAR point cloud frame interpolation, which synthesizes the intermediate frame between the captured frames, has emerged as an important issue for many applications. Especially for reducing the amounts of point cloud transmission, it is by predicting the intermediate frame based on the reference frames to upsample data to high frame rate ones. However, due to high-dimensional and sparse characteristics of point clouds, it is more difficult to predict the intermediate frame for LiDAR point clouds than videos. In this paper, we propose a novel LiDAR point cloud frame interpolation method, which exploits range images (RIs) as an intermediate representation with CNNs to conduct the frame interpolation process. Considering the inherited characteristics of RIs differ from that of color images, we introduce spatially adaptive convolutions to extract range features adaptively, while a high-efficient flow estimation method is presented to generate optical flows. The proposed model then warps the input frames and range features, based on the optical flows to synthesize the interpolated frame. Extensive experiments on the KITTI dataset have clearly demonstrated that our method consistently achieves superior frame interpolation results with better perceptual quality to that of using state-of-the-art video frame interpolation methods. The proposed method could be integrated into any LiDAR point cloud compression systems for inter prediction.Comment: Accepted by the IEEE International Symposium on Broadband Multimedia Systems and Broadcasting 202

    Multiresolution Ray Tracing For Point-Based Geometry [QA445. N832 2007 f rb].

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    Tumpuan utama di dalam tesis ini adalah kajian tentang integrasi teknik berbilang peleraian dengan penyurihan sinar di dalam menjanakan imej objek objek 3D berasas titik. The primary concern in this thesis is with the incorporation of multiresolutionbased optimization into ray tracing algorithms specially tailored for point-based geometry
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