Abstract:We present a novel approach to large-scale point cloud surface reconstruction by developing an efficient framework that converts an irregular point cloud into a signed distance field (SDF). Our backbone builds upon recent transformer-based architectures (i.e., PointTransformerV3), that serializes the point cloud into a locality-preserving sequence of tokens. We efficiently predict the SDF value at a point by aggregating nearby tokens, where fast approximate neighbors can be retrieved thanks to the serialization. We serialize the point cloud at different levels/scales, and non-linearly aggregate a feature to predict the SDF value. We show that aggregating across multiple scales is critical to overcome the approximations introduced by the serialization (i.e. false negatives in the neighborhood). Our frameworks sets the new state-of-the-art in terms of accuracy and efficiency (better or similar performance with half the latency of the best prior method, coupled with a simpler implementation), particularly on outdoor datasets where sparse-grid methods have shown limited performance.
Abstract:Research on differentiable scene representations is consistently moving towards more efficient, real-time models. Recently, this has led to the popularization of splatting methods, which eschew the traditional ray-based rendering of radiance fields in favor of rasterization. This has yielded a significant improvement in rendering speeds due to the efficiency of rasterization algorithms and hardware, but has come at a cost: the approximations that make rasterization efficient also make implementation of light transport phenomena like reflection and refraction much more difficult. We propose a novel scene representation which avoids these approximations, but keeps the efficiency and reconstruction quality of splatting by leveraging a decades-old efficient volumetric mesh ray tracing algorithm which has been largely overlooked in recent computer vision research. The resulting model, which we name Radiant Foam, achieves rendering speed and quality comparable to Gaussian Splatting, without the constraints of rasterization. Unlike ray traced Gaussian models that use hardware ray tracing acceleration, our method requires no special hardware or APIs beyond the standard features of a programmable GPU.
Abstract:Reconstructing complex structures from planar cross-sections is a challenging problem, with wide-reaching applications in medical imaging, manufacturing, and topography. Out-of-the-box point cloud reconstruction methods can often fail due to the data sparsity between slicing planes, while current bespoke methods struggle to reconstruct thin geometric structures and preserve topological continuity. This is important for medical applications where thin vessel structures are present in CT and MRI scans. This paper introduces \method, a novel approach for extracting a 3D signed distance field from 2D signed distances generated from planar contours. Our approach makes the training of neural SDFs contour-aware by using losses designed for the case where geometry is known within 2D slices. Our results demonstrate a significant improvement over existing methods, effectively reconstructing thin structures and producing accurate 3D models without the interpolation artifacts or over-smoothing of prior approaches.
Abstract:We present a method for reconstructing a clear Neural Radiance Field (NeRF) even with fast camera motions. To address blur artifacts, we leverage both (blurry) RGB images and event camera data captured in a binocular configuration. Importantly, when reconstructing our clear NeRF, we consider the camera modeling imperfections that arise from the simple pinhole camera model as learned embeddings for each camera measurement, and further learn a mapper that connects event camera measurements with RGB data. As no previous dataset exists for our binocular setting, we introduce an event camera dataset with captures from a 3D-printed stereo configuration between RGB and event cameras. Empirically, we evaluate our introduced dataset and EVIMOv2 and show that our method leads to improved reconstructions. Our code and dataset are available at https://github.com/ubc-vision/LSENeRF.
Abstract:We present Lagrangian Hashing, a representation for neural fields combining the characteristics of fast training NeRF methods that rely on Eulerian grids (i.e.~InstantNGP), with those that employ points equipped with features as a way to represent information (e.g. 3D Gaussian Splatting or PointNeRF). We achieve this by incorporating a point-based representation into the high-resolution layers of the hierarchical hash tables of an InstantNGP representation. As our points are equipped with a field of influence, our representation can be interpreted as a mixture of Gaussians stored within the hash table. We propose a loss that encourages the movement of our Gaussians towards regions that require more representation budget to be sufficiently well represented. Our main finding is that our representation allows the reconstruction of signals using a more compact representation without compromising quality.
Abstract:Largely due to their implicit nature, neural fields lack a direct mechanism for filtering, as Fourier analysis from discrete signal processing is not directly applicable to these representations. Effective filtering of neural fields is critical to enable level-of-detail processing in downstream applications, and support operations that involve sampling the field on regular grids (e.g. marching cubes). Existing methods that attempt to decompose neural fields in the frequency domain either resort to heuristics or require extensive modifications to the neural field architecture. We show that via a simple modification, one can obtain neural fields that are low-pass filtered, and in turn show how this can be exploited to obtain a frequency decomposition of the entire signal. We demonstrate the validity of our technique by investigating level-of-detail reconstruction, and showing how coarser representations can be computed effectively.
Abstract:3D Gaussian Splatting has recently been embraced as a versatile and effective method for scene reconstruction and novel view synthesis, owing to its high-quality results and compatibility with hardware rasterization. Despite its advantages, Gaussian Splatting's reliance on high-quality point cloud initialization by Structure-from-Motion (SFM) algorithms is a significant limitation to be overcome. To this end, we investigate various initialization strategies for Gaussian Splatting and delve into how volumetric reconstructions from Neural Radiance Fields (NeRF) can be utilized to bypass the dependency on SFM data. Our findings demonstrate that random initialization can perform much better if carefully designed and that by employing a combination of improved initialization strategies and structure distillation from low-cost NeRF models, it is possible to achieve equivalent results, or at times even superior, to those obtained from SFM initialization.
Abstract:While 3D Gaussian Splatting has recently become popular for neural rendering, current methods rely on carefully engineered cloning and splitting strategies for placing Gaussians, which does not always generalize and may lead to poor-quality renderings. In addition, for real-world scenes, they rely on a good initial point cloud to perform well. In this work, we rethink 3D Gaussians as random samples drawn from an underlying probability distribution describing the physical representation of the scene -- in other words, Markov Chain Monte Carlo (MCMC) samples. Under this view, we show that the 3D Gaussian updates are strikingly similar to a Stochastic Langevin Gradient Descent (SGLD) update. As with MCMC, samples are nothing but past visit locations, adding new Gaussians under our framework can simply be realized without heuristics as placing Gaussians at existing Gaussian locations. To encourage using fewer Gaussians for efficiency, we introduce an L1-regularizer on the Gaussians. On various standard evaluation scenes, we show that our method provides improved rendering quality, easy control over the number of Gaussians, and robustness to initialization.
Abstract:We propose a novel Neural Radiance Field (NeRF) representation for non-opaque scenes that allows fast inference by utilizing textured polygons. Despite the high-quality novel view rendering that NeRF provides, a critical limitation is that it relies on volume rendering that can be computationally expensive and does not utilize the advancements in modern graphics hardware. Existing methods for this problem fall short when it comes to modelling volumetric effects as they rely purely on surface rendering. We thus propose to model the scene with polygons, which can then be used to obtain the quadrature points required to model volumetric effects, and also their opacity and colour from the texture. To obtain such polygonal mesh, we train a specialized field whose zero-crossings would correspond to the quadrature points when volume rendering, and perform marching cubes on this field. We then rasterize the polygons and utilize the fragment shaders to obtain the final colour image. Our method allows rendering on various devices and easy integration with existing graphics frameworks while keeping the benefits of volume rendering alive.
Abstract:We present an approach to accelerate Neural Field training by efficiently selecting sampling locations. While Neural Fields have recently become popular, it is often trained by uniformly sampling the training domain, or through handcrafted heuristics. We show that improved convergence and final training quality can be achieved by a soft mining technique based on importance sampling: rather than either considering or ignoring a pixel completely, we weigh the corresponding loss by a scalar. To implement our idea we use Langevin Monte-Carlo sampling. We show that by doing so, regions with higher error are being selected more frequently, leading to more than 2x improvement in convergence speed. The code and related resources for this study are publicly available at https://ubc-vision.github.io/nf-soft-mining/.