There has recently been great interest in neural rendering methods. Some approaches use 3D geometry reconstructed with Multi‐View Stereo (MVS) but cannot recover from the errors of this process, ...while others directly learn a volumetric neural representation, but suffer from expensive training and inference. We introduce a general approach that is initialized with MVS, but allows further optimization of scene properties in the space of input views, including depth and reprojected features, resulting in improved novel‐view synthesis. A key element of our approach is our new differentiable point‐based pipeline, based on bi‐directional Elliptical Weighted Average splatting, a probabilistic depth test and effective camera selection. We use these elements together in our neural renderer, that outperforms all previous methods both in quality and speed in almost all scenes we tested. Our pipeline can be applied to multi‐view harmonization and stylization in addition to novel‐view synthesis.
We propose a relighting method for outdoor images. Our method mainly focuses on predicting cast shadows in arbitrary novel lighting directions from a single image while also accounting for shading ...and global effects such the sun light color and clouds. Previous solutions for this problem rely on reconstructing occluder geometry, e. g., using multi‐view stereo, which requires many images of the scene. Instead, in this work we make use of a noisy off‐the‐shelf single‐image depth map estimation as a source of geometry. Whilst this can be a good guide for some lighting effects, the resulting depth map quality is insufficient for directly ray‐tracing the shadows. Addressing this, we propose a learned image space ray‐marching layer that converts the approximate depth map into a deep 3D representation that is fused into occlusion queries using a learned traversal. Our proposed method achieves, for the first time, state‐of‐the‐art relighting results, with only a single image as input. For supplementary material visit our project page at: dgriffiths.uk/outcast.
Free-viewpoint image-based rendering (IBR) is a standing challenge. IBR methods combine warped versions of input photos to synthesize a novel view. The image quality of this combination is directly ...affected by geometric inaccuracies of multi-view stereo (MVS) reconstruction and by view- and image-dependent effects that produce artifacts when contributions from different input views are blended. We present a new deep learning approach to blending for IBR, in which we use held-out real image data to learn blending weights to combine input photo contributions. Our Deep Blending method requires us to address several challenges to achieve our goal of interactive free-viewpoint IBR navigation. We first need to provide sufficiently accurate geometry so the Convolutional Neural Network (CNN) can succeed in finding correct blending weights. We do this by combining two different MVS reconstructions with complementary accuracy vs. completeness tradeoffs. To tightly integrate learning in an interactive IBR system, we need to adapt our rendering algorithm to produce a fixed number of input layers that can then be blended by the CNN. We generate training data with a variety of captured scenes, using each input photo as ground truth in a held-out approach. We also design the network architecture and the training loss to provide high quality novel view synthesis, while reducing temporal flickering artifacts. Our results demonstrate free-viewpoint IBR in a wide variety of scenes, clearly surpassing previous methods in visual quality, especially when moving far from the input cameras.
We propose the first learning-based algorithm that can relight images in a plausible and controllable manner given multiple views of an outdoor scene. In particular, we introduce a
geometry-aware
...neural network that utilizes multiple geometry cues (normal maps, specular direction, etc.) and source and target shadow masks computed from a noisy
proxy geometry
obtained by multi-view stereo. Our model is a three-stage pipeline: two subnetworks refine the source and target shadow masks, and a third performs the final relighting. Furthermore, we introduce a novel representation for the shadow masks, which we call
RGB shadow images.
They reproject the colors from all views into the shadowed pixels and enable our network to cope with inacuraccies in the proxy and the non-locality of the shadow casting interactions. Acquiring large-scale multi-view relighting datasets for real scenes is challenging, so we train our network on photorealistic synthetic data. At train time, we also compute a noisy stereo-based geometric proxy, this time from the synthetic renderings. This allows us to bridge the gap between the real and synthetic domains. Our model generalizes well to real scenes. It can alter the illumination of drone footage, image-based renderings, textured mesh reconstructions, and even internet photo collections.
Neural rendering algorithms introduce a fundamentally new approach for photorealistic rendering, typically by learning a neural representation of illumination on large numbers of ground truth images. ...When training for a given variable scene, such as changing objects, materials, lights, and viewpoint, the space \( \mathcal {D} \) of possible training data instances quickly becomes unmanageable as the dimensions of variable parameters increase. We introduce a novel Active Exploration method using Markov Chain Monte Carlo, which explores \( \mathcal {D} \) , generating samples (i.e., ground truth renderings) that best help training and interleaves training and on-the-fly sample data generation. We introduce a self-tuning sample reuse strategy to minimize the expensive step of rendering training samples. We apply our approach on a neural generator that learns to render novel scene instances given an explicit parameterization of the scene configuration. Our results show that Active Exploration trains our network much more efficiently than uniformly sampling and, together with our resolution enhancement approach, achieves better quality than uniform sampling at convergence. Our method allows interactive rendering of hard light transport paths (e.g., complex caustics), which require very high samples counts to be captured, and provides dynamic scene navigation and manipulation, after training for 5 to 18 hours depending on required quality and variations.
We introduce a
neural relighting
algorithm for captured indoors scenes, that allows interactive
free-viewpoint
navigation. Our method allows illumination to be changed synthetically, while coherently ...rendering cast shadows and complex glossy materials. We start with multiple images of the scene and a three-dimensional mesh obtained by multi-view stereo (MVS) reconstruction. We assume that lighting is well explained as the sum of a view-independent diffuse component and a view-dependent glossy term concentrated around the mirror reflection direction. We design a convolutional network around input feature maps that facilitate learning of an implicit representation of scene materials and illumination, enabling both relighting and free-viewpoint navigation. We generate these input maps by exploiting the best elements of both image-based and physically based rendering. We sample the input views to estimate diffuse scene irradiance, and compute the new illumination caused by user-specified light sources using path tracing. To facilitate the network's understanding of materials and synthesize plausible glossy reflections, we reproject the views and compute
mirror images
. We train the network on a synthetic dataset where each scene is also reconstructed with MVS. We show results of our algorithm relighting real indoor scenes and performing free-viewpoint navigation with complex and realistic glossy reflections, which so far remained out of reach for view-synthesis techniques.
Volumetric neural rendering methods like NeRF 34 generate high-quality view synthesis results but are optimized per-scene leading to prohibitive reconstruction time. On the other hand, deep ...multi-view stereo methods can quickly reconstruct scene geometry via direct network inference. Point-NeRF combines the advantages of these two approaches by using neural 3D point clouds, with associated neural features, to model a radiance field. Point-NeRF can be rendered efficiently by aggregating neural point features near scene surfaces, in a ray marching-based rendering pipeline. Moreover, Point-NeRF can be initialized via direct inference of a pre-trained deep network to produce a neural point cloud; this point cloud can be finetuned to surpass the visual quality of NeRF with 30× faster training time. Point-NeRF can be combined with other 3D re-construction methods and handles the errors and outliers in such methods via a novel pruning and growing mechanism.
NeRF acquisition typically requires careful choice of near planes for the different cameras or suffers from background collapse, creating floating artifacts on the edges of the captured scene. The ...key insight of this work is that background collapse is caused by a higher density of samples in regions near cameras. As a result of this sampling imbalance, near-camera volumes receive significantly more gradients, leading to incorrect density buildup. We propose a gradient scaling approach to counter-balance this sampling imbalance, removing the need for near planes, while preventing background collapse. Our method can be implemented in a few lines, does not induce any significant overhead, and is compatible with most NeRF implementations.
In this work, we propose to solve ill-posed inverse imaging problems using a bank of Generative Adversarial Networks (GAN) as a prior and apply our method to the case of Intrinsic Image Decomposition ...for faces and materials. Our method builds on the demonstrated success of GANs to capture complex image distributions. At the core of our approach is the idea that the latent space of a GAN is a well-suited optimization domain to solve inverse problems. Given an input image, we propose to jointly inverse the latent codes of a set of GANs and combine their outputs to reproduce the input. Contrary to most GAN inversion methods which are limited to inverting only a single GAN, we demonstrate that it is possible to maintain distribution priors while inverting several GANs jointly. We show that our approach is modular, allowing various forward imaging models, and that it can successfully decompose both synthetic and real images.
Recent advancements in diffusion models have shown remarkable proficiency in editing 2D images based on text prompts. However, extending these techniques to edit scenes in Neural Radiance Fields ...(NeRF) is complex, as editing individual 2D frames can result in inconsistencies across multiple views. Our crucial insight is that a NeRF scene's geometry can serve as a bridge to integrate these 2D edits. Utilizing this geometry, we employ a depth-conditioned ControlNet to enhance the coherence of each 2D image modification. Moreover, we introduce an inpainting approach that leverages the depth information of NeRF scenes to distribute 2D edits across different images, ensuring robustness against errors and resampling challenges. Our results reveal that this methodology achieves more consistent, lifelike, and detailed edits than existing leading methods for text-driven NeRF scene editing.