Abstract:Relighting radiance fields is severely underconstrained for multi-view data, which is most often captured under a single illumination condition; It is especially hard for full scenes containing multiple objects. We introduce a method to create relightable radiance fields using such single-illumination data by exploiting priors extracted from 2D image diffusion models. We first fine-tune a 2D diffusion model on a multi-illumination dataset conditioned by light direction, allowing us to augment a single-illumination capture into a realistic -- but possibly inconsistent -- multi-illumination dataset from directly defined light directions. We use this augmented data to create a relightable radiance field represented by 3D Gaussian splats. To allow direct control of light direction for low-frequency lighting, we represent appearance with a multi-layer perceptron parameterized on light direction. To enforce multi-view consistency and overcome inaccuracies we optimize a per-image auxiliary feature vector. We show results on synthetic and real multi-view data under single illumination, demonstrating that our method successfully exploits 2D diffusion model priors to allow realistic 3D relighting for complete scenes. Project site https://repo-sam.inria.fr/fungraph/generative-radiance-field-relighting/
Abstract:3D Gaussian splatting provides excellent visual quality for novel view synthesis, with fast training and real-time rendering; unfortunately, the memory requirements of this method for storing and transmission are unreasonably high. We first analyze the reasons for this, identifying three main areas where storage can be reduced: the number of 3D Gaussian primitives used to represent a scene, the number of coefficients for the spherical harmonics used to represent directional radiance, and the precision required to store Gaussian primitive attributes. We present a solution to each of these issues. First, we propose an efficient, resolution-aware primitive pruning approach, reducing the primitive count by half. Second, we introduce an adaptive adjustment method to choose the number of coefficients used to represent directional radiance for each Gaussian primitive, and finally a codebook-based quantization method, together with a half-float representation for further memory reduction. Taken together, these three components result in a 27 reduction in overall size on disk on the standard datasets we tested, along with a 1.7 speedup in rendering speed. We demonstrate our method on standard datasets and show how our solution results in significantly reduced download times when using the method on a mobile device.
Abstract:Novel view synthesis has seen major advances in recent years, with 3D Gaussian splatting offering an excellent level of visual quality, fast training and real-time rendering. However, the resources needed for training and rendering inevitably limit the size of the captured scenes that can be represented with good visual quality. We introduce a hierarchy of 3D Gaussians that preserves visual quality for very large scenes, while offering an efficient Level-of-Detail (LOD) solution for efficient rendering of distant content with effective level selection and smooth transitions between levels.We introduce a divide-and-conquer approach that allows us to train very large scenes in independent chunks. We consolidate the chunks into a hierarchy that can be optimized to further improve visual quality of Gaussians merged into intermediate nodes. Very large captures typically have sparse coverage of the scene, presenting many challenges to the original 3D Gaussian splatting training method; we adapt and regularize training to account for these issues. We present a complete solution, that enables real-time rendering of very large scenes and can adapt to available resources thanks to our LOD method. We show results for captured scenes with up to tens of thousands of images with a simple and affordable rig, covering trajectories of up to several kilometers and lasting up to one hour. Project Page: https://repo-sam.inria.fr/fungraph/hierarchical-3d-gaussians/
Abstract:The real world exhibits rich structure and detail across many scales of observation. It is difficult, however, to capture and represent a broad spectrum of scales using ordinary images. We devise a novel paradigm for learning a representation that captures an orders-of-magnitude variety of scales from an unstructured collection of ordinary images. We treat this collection as a distribution of scale-space slices to be learned using adversarial training, and additionally enforce coherency across slices. Our approach relies on a multiscale generator with carefully injected procedural frequency content, which allows to interactively explore the emerging continuous scale space. Training across vastly different scales poses challenges regarding stability, which we tackle using a supervision scheme that involves careful sampling of scales. We show that our generator can be used as a multiscale generative model, and for reconstructions of scale spaces from unstructured patches. Significantly outperforming the state of the art, we demonstrate zoom-in factors of up to 256x at high quality and scale consistency.
Abstract:Neural Radiance Fields, or NeRFs, have drastically improved novel view synthesis and 3D reconstruction for rendering. NeRFs achieve impressive results on object-centric reconstructions, but the quality of novel view synthesis with free-viewpoint navigation in complex environments (rooms, houses, etc) is often problematic. While algorithmic improvements play an important role in the resulting quality of novel view synthesis, in this work, we show that because optimizing a NeRF is inherently a data-driven process, good quality data play a fundamental role in the final quality of the reconstruction. As a consequence, it is critical to choose the data samples -- in this case the cameras -- in a way that will eventually allow the optimization to converge to a solution that allows free-viewpoint navigation with good quality. Our main contribution is an algorithm that efficiently proposes new camera placements that improve visual quality with minimal assumptions. Our solution can be used with any NeRF model and outperforms baselines and similar work.
Abstract:Radiance Field methods have recently revolutionized novel-view synthesis of scenes captured with multiple photos or videos. However, achieving high visual quality still requires neural networks that are costly to train and render, while recent faster methods inevitably trade off speed for quality. For unbounded and complete scenes (rather than isolated objects) and 1080p resolution rendering, no current method can achieve real-time display rates. We introduce three key elements that allow us to achieve state-of-the-art visual quality while maintaining competitive training times and importantly allow high-quality real-time (>= 30 fps) novel-view synthesis at 1080p resolution. First, starting from sparse points produced during camera calibration, we represent the scene with 3D Gaussians that preserve desirable properties of continuous volumetric radiance fields for scene optimization while avoiding unnecessary computation in empty space; Second, we perform interleaved optimization/density control of the 3D Gaussians, notably optimizing anisotropic covariance to achieve an accurate representation of the scene; Third, we develop a fast visibility-aware rendering algorithm that supports anisotropic splatting and both accelerates training and allows realtime rendering. We demonstrate state-of-the-art visual quality and real-time rendering on several established datasets.
Abstract:View-dependent effects such as reflections pose a substantial challenge for image-based and neural rendering algorithms. Above all, curved reflectors are particularly hard, as they lead to highly non-linear reflection flows as the camera moves. We introduce a new point-based representation to compute Neural Point Catacaustics allowing novel-view synthesis of scenes with curved reflectors, from a set of casually-captured input photos. At the core of our method is a neural warp field that models catacaustic trajectories of reflections, so complex specular effects can be rendered using efficient point splatting in conjunction with a neural renderer. One of our key contributions is the explicit representation of reflections with a reflection point cloud which is displaced by the neural warp field, and a primary point cloud which is optimized to represent the rest of the scene. After a short manual annotation step, our approach allows interactive high-quality renderings of novel views with accurate reflection flow. Additionally, the explicit representation of reflection flow supports several forms of scene manipulation in captured scenes, such as reflection editing, cloning of specular objects, reflection tracking across views, and comfortable stereo viewing. We provide the source code and other supplemental material on https://repo-sam.inria.fr/ fungraph/neural_catacaustics/
Abstract:The movie and video game industries have adopted photogrammetry as a way to create digital 3D assets from multiple photographs of a real-world scene. But photogrammetry algorithms typically output an RGB texture atlas of the scene that only serves as visual guidance for skilled artists to create material maps suitable for physically-based rendering. We present a learning-based approach that automatically produces digital assets ready for physically-based rendering, by estimating approximate material maps from multi-view captures of indoor scenes that are used with retopologized geometry. We base our approach on a material estimation Convolutional Neural Network (CNN) that we execute on each input image. We leverage the view-dependent visual cues provided by the multiple observations of the scene by gathering, for each pixel of a given image, the color of the corresponding point in other images. This image-space CNN provides us with an ensemble of predictions, which we merge in texture space as the last step of our approach. Our results demonstrate that the recovered assets can be directly used for physically-based rendering and editing of real indoor scenes from any viewpoint and novel lighting. Our method generates approximate material maps in a fraction of time compared to the closest previous solutions.
Abstract: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, i.e., changing objects, materials, lights and viewpoint, the space 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 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) -- that require very high samples counts to be captured -- and provides dynamic scene navigation and manipulation, after training for 5-18 hours depending on required quality and variations.
Abstract:Current Generative Adversarial Networks (GANs) produce photorealistic renderings of portrait images. Embedding real images into the latent space of such models enables high-level image editing. While recent methods provide considerable semantic control over the (re-)generated images, they can only generate a limited set of viewpoints and cannot explicitly control the camera. Such 3D camera control is required for 3D virtual and mixed reality applications. In our solution, we use a few images of a face to perform 3D reconstruction, and we introduce the notion of the GAN camera manifold, the key element allowing us to precisely define the range of images that the GAN can reproduce in a stable manner. We train a small face-specific neural implicit representation network to map a captured face to this manifold and complement it with a warping scheme to obtain free-viewpoint novel-view synthesis. We show how our approach - due to its precise camera control - enables the integration of a pre-trained StyleGAN into standard 3D rendering pipelines, allowing e.g., stereo rendering or consistent insertion of faces in synthetic 3D environments. Our solution proposes the first truly free-viewpoint rendering of realistic faces at interactive rates, using only a small number of casual photos as input, while simultaneously allowing semantic editing capabilities, such as facial expression or lighting changes.