522 research outputs found

    NeFII: Inverse Rendering for Reflectance Decomposition with Near-Field Indirect Illumination

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    Inverse rendering methods aim to estimate geometry, materials and illumination from multi-view RGB images. In order to achieve better decomposition, recent approaches attempt to model indirect illuminations reflected from different materials via Spherical Gaussians (SG), which, however, tends to blur the high-frequency reflection details. In this paper, we propose an end-to-end inverse rendering pipeline that decomposes materials and illumination from multi-view images, while considering near-field indirect illumination. In a nutshell, we introduce the Monte Carlo sampling based path tracing and cache the indirect illumination as neural radiance, enabling a physics-faithful and easy-to-optimize inverse rendering method. To enhance efficiency and practicality, we leverage SG to represent the smooth environment illuminations and apply importance sampling techniques. To supervise indirect illuminations from unobserved directions, we develop a novel radiance consistency constraint between implicit neural radiance and path tracing results of unobserved rays along with the joint optimization of materials and illuminations, thus significantly improving the decomposition performance. Extensive experiments demonstrate that our method outperforms the state-of-the-art on multiple synthetic and real datasets, especially in terms of inter-reflection decomposition.Comment: Accepted in CVPR 202

    Differentiable Display Photometric Stereo

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    Photometric stereo leverages variations in illumination conditions to reconstruct per-pixel surface normals. The concept of display photometric stereo, which employs a conventional monitor as an illumination source, has the potential to overcome limitations often encountered in bulky and difficult-to-use conventional setups. In this paper, we introduce Differentiable Display Photometric Stereo (DDPS), a method designed to achieve high-fidelity normal reconstruction using an off-the-shelf monitor and camera. DDPS addresses a critical yet often neglected challenge in photometric stereo: the optimization of display patterns for enhanced normal reconstruction. We present a differentiable framework that couples basis-illumination image formation with a photometric-stereo reconstruction method. This facilitates the learning of display patterns that leads to high-quality normal reconstruction through automatic differentiation. Addressing the synthetic-real domain gap inherent in end-to-end optimization, we propose the use of a real-world photometric-stereo training dataset composed of 3D-printed objects. Moreover, to reduce the ill-posed nature of photometric stereo, we exploit the linearly polarized light emitted from the monitor to optically separate diffuse and specular reflections in the captured images. We demonstrate that DDPS allows for learning display patterns optimized for a target configuration and is robust to initialization. We assess DDPS on 3D-printed objects with ground-truth normals and diverse real-world objects, validating that DDPS enables effective photometric-stereo reconstruction

    {3D} Morphable Face Models -- Past, Present and Future

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    In this paper, we provide a detailed survey of 3D Morphable Face Models over the 20 years since they were first proposed. The challenges in building and applying these models, namely capture, modeling, image formation, and image analysis, are still active research topics, and we review the state-of-the-art in each of these areas. We also look ahead, identifying unsolved challenges, proposing directions for future research and highlighting the broad range of current and future applications

    Multi-view Inverse Rendering for Large-scale Real-world Indoor Scenes

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    We present a multi-view inverse rendering method for large-scale real-world indoor scenes that reconstructs global illumination and physically-reasonable SVBRDFs. Unlike previous representations, where the global illumination of large scenes is simplified as multiple environment maps, we propose a compact representation called Texture-based Lighting (TBL). It consists of 3D meshs and HDR textures, and efficiently models direct and infinite-bounce indirect lighting of the entire large scene. Based on TBL, we further propose a hybrid lighting representation with precomputed irradiance, which significantly improves the efficiency and alleviate the rendering noise in the material optimization. To physically disentangle the ambiguity between materials, we propose a three-stage material optimization strategy based on the priors of semantic segmentation and room segmentation. Extensive experiments show that the proposed method outperforms the state-of-the-arts quantitatively and qualitatively, and enables physically-reasonable mixed-reality applications such as material editing, editable novel view synthesis and relighting. The project page is at https://lzleejean.github.io/TexIR.Comment: The project page is at: https://lzleejean.github.io/TexI

    Learning to Learn and Sample BRDFs

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    We propose a method to accelerate the joint process of physically acquiring and learning neural Bi-directional Reflectance Distribution Function (BRDF) models. While BRDF learning alone can be accelerated by meta-learning, acquisition remains slow as it relies on a mechanical process. We show that meta-learning can be extended to optimize the physical sampling pattern, too. After our method has been meta-trained for a set of fully-sampled BRDFs, it is able to quickly train on new BRDFs with up to five orders of magnitude fewer physical acquisition samples at similar quality. Our approach also extends to other linear and non-linear BRDF models, which we show in an extensive evaluation

    Estimating Neural Reflectance Field from Radiance Field using Tree Structures

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    We present a new method for estimating the Neural Reflectance Field (NReF) of an object from a set of posed multi-view images under unknown lighting. NReF represents 3D geometry and appearance of objects in a disentangled manner, and are hard to be estimated from images only. Our method solves this problem by exploiting the Neural Radiance Field (NeRF) as a proxy representation, from which we perform further decomposition. A high-quality NeRF decomposition relies on good geometry information extraction as well as good prior terms to properly resolve ambiguities between different components. To extract high-quality geometry information from radiance fields, we re-design a new ray-casting based method for surface point extraction. To efficiently compute and apply prior terms, we convert different prior terms into different type of filter operations on the surface extracted from radiance field. We then employ two type of auxiliary data structures, namely Gaussian KD-tree and octree, to support fast querying of surface points and efficient computation of surface filters during training. Based on this, we design a multi-stage decomposition optimization pipeline for estimating neural reflectance field from neural radiance fields. Extensive experiments show our method outperforms other state-of-the-art methods on different data, and enable high-quality free-view relighting as well as material editing tasks

    Physics vs. Learned Priors: Rethinking Camera and Algorithm Design for Task-Specific Imaging

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    Cameras were originally designed using physics-based heuristics to capture aesthetic images. In recent years, there has been a transformation in camera design from being purely physics-driven to increasingly data-driven and task-specific. In this paper, we present a framework to understand the building blocks of this nascent field of end-to-end design of camera hardware and algorithms. As part of this framework, we show how methods that exploit both physics and data have become prevalent in imaging and computer vision, underscoring a key trend that will continue to dominate the future of task-specific camera design. Finally, we share current barriers to progress in end-to-end design, and hypothesize how these barriers can be overcome
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