Abstract:Understanding and modeling lighting effects are fundamental tasks in computer vision and graphics. Classic physically-based rendering (PBR) accurately simulates the light transport, but relies on precise scene representations--explicit 3D geometry, high-quality material properties, and lighting conditions--that are often impractical to obtain in real-world scenarios. Therefore, we introduce DiffusionRenderer, a neural approach that addresses the dual problem of inverse and forward rendering within a holistic framework. Leveraging powerful video diffusion model priors, the inverse rendering model accurately estimates G-buffers from real-world videos, providing an interface for image editing tasks, and training data for the rendering model. Conversely, our rendering model generates photorealistic images from G-buffers without explicit light transport simulation. Experiments demonstrate that DiffusionRenderer effectively approximates inverse and forwards rendering, consistently outperforming the state-of-the-art. Our model enables practical applications from a single video input--including relighting, material editing, and realistic object insertion.
Abstract:Implicit neural representations (INRs) have become an important method for encoding various data types, such as 3D objects or scenes, images, and videos. They have proven to be particularly effective at representing 3D content, e.g., 3D scene reconstruction from 2D images, novel 3D content creation, as well as the representation, interpolation, and completion of 3D shapes. With the widespread generation of 3D data in an INR format, there is a need to support effective organization and retrieval of INRs saved in a data store. A key aspect of retrieval and clustering of INRs in a data store is the formulation of similarity between INRs that would, for example, enable retrieval of similar INRs using a query INR. In this work, we propose INRet, a method for determining similarity between INRs that represent shapes, thus enabling accurate retrieval of similar shape INRs from an INR data store. INRet flexibly supports different INR architectures such as INRs with octree grids, triplanes, and hash grids, as well as different implicit functions including signed/unsigned distance function and occupancy field. We demonstrate that our method is more general and accurate than the existing INR retrieval method, which only supports simple MLP INRs and requires the same architecture between the query and stored INRs. Furthermore, compared to converting INRs to other representations (e.g., point clouds or multi-view images) for 3D shape retrieval, INRet achieves higher accuracy while avoiding the conversion overhead.
Abstract:The correct insertion of virtual objects in images of real-world scenes requires a deep understanding of the scene's lighting, geometry and materials, as well as the image formation process. While recent large-scale diffusion models have shown strong generative and inpainting capabilities, we find that current models do not sufficiently "understand" the scene shown in a single picture to generate consistent lighting effects (shadows, bright reflections, etc.) while preserving the identity and details of the composited object. We propose using a personalized large diffusion model as guidance to a physically based inverse rendering process. Our method recovers scene lighting and tone-mapping parameters, allowing the photorealistic composition of arbitrary virtual objects in single frames or videos of indoor or outdoor scenes. Our physically based pipeline further enables automatic materials and tone-mapping refinement.
Abstract:Deep learning (DL) models have revolutionized numerous domains, yet optimizing them for computational efficiency remains a challenging endeavor. Development of new DL models typically involves two parties: the model developers and performance optimizers. The collaboration between the parties often necessitates the model developers exposing the model architecture and computational graph to the optimizers. However, this exposure is undesirable since the model architecture is an important intellectual property, and its innovations require significant investments and expertise. During the exchange, the model is also vulnerable to adversarial attacks via model stealing. This paper presents Proteus, a novel mechanism that enables model optimization by an independent party while preserving the confidentiality of the model architecture. Proteus obfuscates the protected model by partitioning its computational graph into subgraphs and concealing each subgraph within a large pool of generated realistic subgraphs that cannot be easily distinguished from the original. We evaluate Proteus on a range of DNNs, demonstrating its efficacy in preserving confidentiality without compromising performance optimization opportunities. Proteus effectively hides the model as one alternative among up to $10^{32}$ possible model architectures, and is resilient against attacks with a learning-based adversary. We also demonstrate that heuristic based and manual approaches are ineffective in identifying the protected model. To our knowledge, Proteus is the first work that tackles the challenge of model confidentiality during performance optimization. Proteus will be open-sourced for direct use and experimentation, with easy integration with compilers such as ONNXRuntime.
Abstract:We present a framework, DISORF, to enable online 3D reconstruction and visualization of scenes captured by resource-constrained mobile robots and edge devices. To address the limited compute capabilities of edge devices and potentially limited network availability, we design a framework that efficiently distributes computation between the edge device and remote server. We leverage on-device SLAM systems to generate posed keyframes and transmit them to remote servers that can perform high quality 3D reconstruction and visualization at runtime by leveraging NeRF models. We identify a key challenge with online NeRF training where naive image sampling strategies can lead to significant degradation in rendering quality. We propose a novel shifted exponential frame sampling method that addresses this challenge for online NeRF training. We demonstrate the effectiveness of our framework in enabling high-quality real-time reconstruction and visualization of unknown scenes as they are captured and streamed from cameras in mobile robots and edge devices.
Abstract:Recent advances in neural rendering have shown great potential for reconstructing scenes from multiview images. However, accurately representing objects with glossy surfaces remains a challenge for existing methods. In this work, we introduce ENVIDR, a rendering and modeling framework for high-quality rendering and reconstruction of surfaces with challenging specular reflections. To achieve this, we first propose a novel neural renderer with decomposed rendering components to learn the interaction between surface and environment lighting. This renderer is trained using existing physically based renderers and is decoupled from actual scene representations. We then propose an SDF-based neural surface model that leverages this learned neural renderer to represent general scenes. Our model additionally synthesizes indirect illuminations caused by inter-reflections from shiny surfaces by marching surface-reflected rays. We demonstrate that our method outperforms state-of-art methods on challenging shiny scenes, providing high-quality rendering of specular reflections while also enabling material editing and scene relighting.
Abstract:Event cameras capture visual information with a high temporal resolution and a wide dynamic range. This enables capturing visual information at fine time granularities (e.g., microseconds) in rapidly changing environments. This makes event cameras highly useful for high-speed robotics tasks involving rapid motion, such as high-speed perception, object tracking, and control. However, convolutional neural network inference on event camera streams cannot currently perform real-time inference at the high speeds at which event cameras operate - current CNN inference times are typically closer in order of magnitude to the frame rates of regular frame-based cameras. Real-time inference at event camera rates is necessary to fully leverage the high frequency and high temporal resolution that event cameras offer. This paper presents EvConv, a new approach to enable fast inference on CNNs for inputs from event cameras. We observe that consecutive inputs to the CNN from an event camera have only small differences between them. Thus, we propose to perform inference on the difference between consecutive input tensors, or the increment. This enables a significant reduction in the number of floating-point operations required (and thus the inference latency) because increments are very sparse. We design EvConv to leverage the irregular sparsity in increments from event cameras and to retain the sparsity of these increments across all layers of the network. We demonstrate a reduction in the number of floating operations required in the forward pass by up to 98%. We also demonstrate a speedup of up to 1.6X for inference using CNNs for tasks such as depth estimation, object recognition, and optical flow estimation, with almost no loss in accuracy.
Abstract:Real-time 3D mapping is a critical component in many important applications today including robotics, AR/VR, and 3D visualization. 3D mapping involves continuously fusing depth maps obtained from depth sensors in phones, robots, and autonomous vehicles into a single 3D representative model of the scene. Many important applications, e.g., global path planning and trajectory generation in micro aerial vehicles, require the construction of large maps at high resolutions. In this work, we identify mapping, i.e., construction and updates of 3D maps to be a critical bottleneck in these applications. The memory required and access times of these maps limit the size of the environment and the resolution with which the environment can be feasibly mapped, especially in resource constrained environments such as autonomous robot platforms and portable devices. To address this challenge, we propose VoxelCache: a hardware-software technique to accelerate map data access times in 3D mapping applications. We observe that mapping applications typically access voxels in the map that are spatially co-located to each other. We leverage this temporal locality in voxel accesses to cache indices to blocks of voxels to enable quick lookup and avoid expensive access times. We evaluate VoxelCache on popularly used mapping and reconstruction applications on both GPUs and CPUs. We demonstrate an average speedup of 1.47X (up to 1.66X) and 1.79X (up to 1.91X) on CPUs and GPUs respectively.
Abstract:Implicit neural representations such as neural radiance fields (NeRFs) have recently emerged as a promising approach for 3D reconstruction and novel view synthesis. However, NeRF-based methods encode shape, reflectance, and illumination implicitly in their neural representations, and this makes it challenging for users to manipulate these properties in the rendered images explicitly. Existing approaches only enable limited editing of the scene and deformation of the geometry. Furthermore, no existing work enables accurate scene illumination after object deformation. In this work, we introduce SPIDR, a new hybrid neural SDF representation. SPIDR combines point cloud and neural implicit representations to enable the reconstruction of higher quality meshes and surfaces for object deformation and lighting estimation. To more accurately capture environment illumination for scene relighting, we propose a novel neural implicit model to learn environment light. To enable accurate illumination updates after deformation, we use the shadow mapping technique to efficiently approximate the light visibility updates caused by geometry editing. We demonstrate the effectiveness of SPIDR in enabling high quality geometry editing and deformation with accurate updates to the illumination of the scene. In comparison to prior work, we demonstrate significantly better rendering quality after deformation and lighting estimation.
Abstract:Implicit neural representations with multi-layer perceptrons (MLPs) have recently gained prominence for a wide variety of tasks such as novel view synthesis and 3D object representation and rendering. However, a significant challenge with these representations is that both training and inference with an MLP over a large number of input coordinates to learn and represent an image, video, or 3D object, require large amounts of computation and incur long processing times. In this work, we aim to accelerate inference and training of coordinate-based MLPs for implicit neural representations by proposing a new split MLP architecture, CoordX. With CoordX, the initial layers are split to learn each dimension of the input coordinates separately. The intermediate features are then fused by the last layers to generate the learned signal at the corresponding coordinate point. This significantly reduces the amount of computation required and leads to large speedups in training and inference, while achieving similar accuracy as the baseline MLP. This approach thus aims at first learning functions that are a decomposition of the original signal and then fusing them to generate the learned signal. Our proposed architecture can be generally used for many implicit neural representation tasks with no additional memory overheads. We demonstrate a speedup of up to 2.92x compared to the baseline model for image, video, and 3D shape representation and rendering tasks.