Abstract:Relighting, which synthesizes a novel view under a given lighting condition (unseen in training time), is a must feature for immersive photo-realistic experience. However, real-time relighting is challenging due to high computation cost of the rendering equation which requires shape and material decomposition and visibility test to model shadow. Additionally, for indirect illumination, additional computation of rendering equation on each secondary surface point (where reflection occurs) is required rendering real-time relighting challenging. We propose a novel method that executes a CNN renderer to compute primary surface points and rendering parameters, required for direct illumination. We also present a lightweight hash grid-based renderer, for indirect illumination, which is recursively executed to perform the secondary ray tracing process. Both renderers are trained in a distillation from a pre-trained teacher model and provide real-time physically-based rendering under unseen lighting condition at a negligible loss of rendering quality.
Abstract:We propose two novel ideas (adoption of deferred rendering and mesh-based representation) to improve the quality of 3D Gaussian splatting (3DGS) based inverse rendering. We first report a problem incurred by hidden Gaussians, where Gaussians beneath the surface adversely affect the pixel color in the volume rendering adopted by the existing methods. In order to resolve the problem, we propose applying deferred rendering and report new problems incurred in a naive application of deferred rendering to the existing 3DGS-based inverse rendering. In an effort to improve the quality of 3DGS-based inverse rendering under deferred rendering, we propose a novel two-step training approach which (1) exploits mesh extraction and utilizes a hybrid mesh-3DGS representation and (2) applies novel regularization methods to better exploit the mesh. Our experiments show that, under relighting, the proposed method offers significantly better rendering quality than the existing 3DGS-based inverse rendering methods. Compared with the SOTA voxel grid-based inverse rendering method, it gives better rendering quality while offering real-time rendering.
Abstract:Incremental class learning, a scenario in continual learning context where classes and their training data are sequentially and disjointedly observed, challenges a problem widely known as catastrophic forgetting. In this work, we propose a novel incremental class learning method that can significantly reduce memory overhead compared to previous approaches. Apart from conventional classification scheme using softmax, our model bases on an autoencoder to extract prototypes for given inputs so that no change in its output unit is required. It stores only the mean of prototypes per class to perform metric-based classification, unlike rehearsal approaches which rely on large memory or generative model. To mitigate catastrophic forgetting, regularization methods are applied on our model when a new task is encountered. We evaluate our method by experimenting on CIFAR-100 and CUB-200-2011 and show that its performance is comparable to the state-of-the-art method with much lower additional memory cost.