De-NeRF: Ultra-high-definition NeRF with deformable net alignment

IF 1.7 4区 计算机科学 Q4 COMPUTER SCIENCE, SOFTWARE ENGINEERING Computer Animation and Virtual Worlds Pub Date : 2024-05-30 DOI:10.1002/cav.2240
Jianing Hou, Runjie Zhang, Zhongqi Wu, Weiliang Meng, Xiaopeng Zhang, Jianwei Guo
{"title":"De-NeRF: Ultra-high-definition NeRF with deformable net alignment","authors":"Jianing Hou,&nbsp;Runjie Zhang,&nbsp;Zhongqi Wu,&nbsp;Weiliang Meng,&nbsp;Xiaopeng Zhang,&nbsp;Jianwei Guo","doi":"10.1002/cav.2240","DOIUrl":null,"url":null,"abstract":"<p>Neural Radiance Field (NeRF) can render complex 3D scenes with viewpoint-dependent effects. However, less work has been devoted to exploring its limitations in high-resolution environments, especially when upscaled to ultra-high resolution (e.g., 4k). Specifically, existing NeRF-based methods face severe limitations in reconstructing high-resolution real scenes, for example, a large number of parameters, misalignment of the input data, and over-smoothing of details. In this paper, we present a novel and effective framework, called <i>De-NeRF</i>, based on NeRF and deformable convolutional network, to achieve high-fidelity view synthesis in ultra-high resolution scenes: (1) marrying the deformable convolution unit which can solve the problem of misaligned input of the high-resolution data. (2) Presenting a density sparse voxel-based approach which can greatly reduce the training time while rendering results with higher accuracy. Compared to existing high-resolution NeRF methods, our approach improves the rendering quality of high-frequency details and achieves better visual effects in 4K high-resolution scenes.</p>","PeriodicalId":50645,"journal":{"name":"Computer Animation and Virtual Worlds","volume":"35 3","pages":""},"PeriodicalIF":1.7000,"publicationDate":"2024-05-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Computer Animation and Virtual Worlds","FirstCategoryId":"94","ListUrlMain":"https://onlinelibrary.wiley.com/doi/10.1002/cav.2240","RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q4","JCRName":"COMPUTER SCIENCE, SOFTWARE ENGINEERING","Score":null,"Total":0}
引用次数: 0

Abstract

Neural Radiance Field (NeRF) can render complex 3D scenes with viewpoint-dependent effects. However, less work has been devoted to exploring its limitations in high-resolution environments, especially when upscaled to ultra-high resolution (e.g., 4k). Specifically, existing NeRF-based methods face severe limitations in reconstructing high-resolution real scenes, for example, a large number of parameters, misalignment of the input data, and over-smoothing of details. In this paper, we present a novel and effective framework, called De-NeRF, based on NeRF and deformable convolutional network, to achieve high-fidelity view synthesis in ultra-high resolution scenes: (1) marrying the deformable convolution unit which can solve the problem of misaligned input of the high-resolution data. (2) Presenting a density sparse voxel-based approach which can greatly reduce the training time while rendering results with higher accuracy. Compared to existing high-resolution NeRF methods, our approach improves the rendering quality of high-frequency details and achieves better visual effects in 4K high-resolution scenes.

查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
De-NeRF:采用可变形网排列的超高清 NeRF
神经辐射场(NeRF)可以渲染复杂的三维场景,并产生与视点相关的效果。然而,在探索其在高分辨率环境中的局限性方面,特别是在放大到超高分辨率(如 4k)时,研究较少。具体来说,现有的基于 NeRF 的方法在重建高分辨率真实场景时面临着严重的局限性,例如参数数量庞大、输入数据不对齐、细节过度平滑等。本文基于 NeRF 和可变形卷积网络,提出了一种新颖有效的框架,称为 De-NeRF,以实现超高分辨率场景中的高保真视图合成:(1)结合可变形卷积单元,解决高分辨率数据输入错位的问题。(2)提出一种基于密度稀疏体素的方法,可大大减少训练时间,同时呈现更高精度的结果。与现有的高分辨率 NeRF 方法相比,我们的方法提高了高频细节的渲染质量,在 4K 高分辨率场景中实现了更好的视觉效果。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 去求助
来源期刊
Computer Animation and Virtual Worlds
Computer Animation and Virtual Worlds 工程技术-计算机:软件工程
CiteScore
2.20
自引率
0.00%
发文量
90
审稿时长
6-12 weeks
期刊介绍: With the advent of very powerful PCs and high-end graphics cards, there has been an incredible development in Virtual Worlds, real-time computer animation and simulation, games. But at the same time, new and cheaper Virtual Reality devices have appeared allowing an interaction with these real-time Virtual Worlds and even with real worlds through Augmented Reality. Three-dimensional characters, especially Virtual Humans are now of an exceptional quality, which allows to use them in the movie industry. But this is only a beginning, as with the development of Artificial Intelligence and Agent technology, these characters will become more and more autonomous and even intelligent. They will inhabit the Virtual Worlds in a Virtual Life together with animals and plants.
期刊最新文献
Issue Information Environmental Design Elements in Library Spaces: A Virtual Reality Study of Psychophysiological Responses to Color, Material, and Lighting in Built Environments Innovating 3D Object Generation for the Metaverse Through Speech Input Dynamic Translational Gains Manipulation for Tiny Object Interaction SD-T2LM: Long-Sequence Human Motion Generation Based on Dynamic SLERP Interpolation and Dynamic Mask Mechanism
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:604180095
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1