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Online Neural Denoising with Cross-Regression for Interactive Rendering 用于交互式渲染的交叉回归在线去噪神经技术
IF 6.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-11-19 DOI: 10.1145/3687938
Hajin Choi, Seokpyo Hong, Inwoo Ha, Nahyup Kang, Bochang Moon
Generating a rendered image sequence through Monte Carlo ray tracing is an appealing option when one aims to accurately simulate various lighting effects. Unfortunately, interactive rendering scenarios limit the allowable sample size for such sampling-based light transport algorithms, resulting in an unbiased but noisy image sequence. Image denoising has been widely adopted as a post-sampling process to convert such noisy image sequences into biased but temporally stable ones. The state-of-the-art strategy for interactive image denoising involves devising a deep neural network and training this network via supervised learning, i.e., optimizing the network parameters using training datasets that include an extensive set of image pairs (noisy and ground truth images). This paper adopts the prevalent approach for interactive image denoising, which relies on a neural network. However, instead of supervised learning, we propose a different learning strategy that trains our network parameters on the fly, i.e., updating them online using runtime image sequences. To achieve our denoising objective with online learning, we tailor local regression to a cross-regression form that can guide robust training of our denoising neural network. We demonstrate that our denoising framework effectively reduces noise in input image sequences while robustly preserving both geometric and non-geometric edges, without requiring the manual effort involved in preparing an external dataset.
通过蒙特卡洛光线追踪生成渲染图像序列,是精确模拟各种光照效果的理想选择。遗憾的是,交互式渲染场景限制了这种基于采样的光线传输算法所允许的样本大小,从而产生了无偏但有噪声的图像序列。图像去噪作为一种采样后处理方法已被广泛采用,以将此类噪声图像序列转换为有偏差但时间稳定的图像序列。最先进的交互式图像去噪策略包括设计一个深度神经网络,并通过监督学习来训练该网络,即使用包含大量图像对(噪声图像和地面实况图像)的训练数据集来优化网络参数。本文采用了目前流行的交互式图像去噪方法,即依赖于神经网络。不过,我们提出了一种不同的学习策略,即利用运行时图像序列在线更新网络参数,而不是监督学习。为了通过在线学习实现去噪目标,我们将局部回归调整为交叉回归形式,以指导去噪神经网络的稳健训练。我们证明,我们的去噪框架能有效减少输入图像序列中的噪声,同时稳健地保留几何和非几何边缘,而无需人工准备外部数据集。
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引用次数: 0
3DGSR: Implicit Surface Reconstruction with 3D Gaussian Splatting 3DGSR: 利用三维高斯拼接进行隐式曲面重构
IF 6.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-11-19 DOI: 10.1145/3687952
Xiaoyang Lyu, Yang-Tian Sun, Yi-Hua Huang, Xiuzhe Wu, Ziyi Yang, Yilun Chen, Jiangmiao Pang, Xiaojuan Qi
In this paper, we present an implicit surface reconstruction method with 3D Gaussian Splatting (3DGS), namely 3DGSR, that allows for accurate 3D reconstruction with intricate details while inheriting the high efficiency and rendering quality of 3DGS. The key insight is to incorporate an implicit signed distance field (SDF) within 3D Gaussians for surface modeling, and to enable the alignment and joint optimization of both SDF and 3D Gaussians. To achieve this, we design coupling strategies that align and associate the SDF with 3D Gaussians, allowing for unified optimization and enforcing surface constraints on the 3D Gaussians. With alignment, optimizing the 3D Gaussians provides supervisory signals for SDF learning, enabling the reconstruction of intricate details. However, this only offers sparse supervisory signals to the SDF at locations occupied by Gaussians, which is insufficient for learning a continuous SDF. Then, to address this limitation, we incorporate volumetric rendering and align the rendered geometric attributes (depth, normal) with that derived from 3DGS. In sum, these two designs allow SDF and 3DGS to be aligned, jointly optimized, and mutually boosted. Our extensive experimental results demonstrate that our 3DGSR enables high-quality 3D surface reconstruction while preserving the efficiency and rendering quality of 3DGS. Besides, our method competes favorably with leading surface reconstruction techniques while offering a more efficient learning process and much better rendering qualities.
在本文中,我们提出了一种采用三维高斯拼接(3DGS)的隐式曲面重建方法,即3DGSR,它在继承3DGS的高效率和渲染质量的同时,还能实现具有复杂细节的精确三维重建。其关键之处在于将隐式签名距离场(SDF)纳入三维高斯曲面建模,并实现 SDF 和三维高斯的对齐和联合优化。为此,我们设计了耦合策略,将 SDF 与三维高斯进行对齐和关联,从而实现统一优化,并对三维高斯执行曲面约束。通过对齐,优化三维高斯可为 SDF 学习提供监督信号,从而实现复杂细节的重建。然而,这只能在高斯占据的位置为 SDF 提供稀疏的监督信号,不足以学习连续的 SDF。然后,为了解决这一局限性,我们采用了体积渲染技术,并将渲染的几何属性(深度、法线)与 3DGS 得出的属性保持一致。总之,这两种设计使 SDF 和 3DGS 能够相互配合、共同优化和相互促进。大量的实验结果表明,我们的 3DGSR 可以实现高质量的三维表面重建,同时保持 3DGS 的效率和渲染质量。此外,我们的方法在提供更高效的学习过程和更好的渲染质量的同时,还能与领先的曲面重建技术相媲美。
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引用次数: 0
Volume Scattering Probability Guiding 体积散射概率引导
IF 6.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-11-19 DOI: 10.1145/3687982
Kehan Xu, Sebastian Herholz, Marco Manzi, Marios Papas, Markus Gross
Simulating the light transport of volumetric effects poses significant challenges and costs, especially in the presence of heterogeneous volumes. Generating stochastic paths for volume rendering involves multiple decisions, and previous works mainly focused on directional and distance sampling, where the volume scattering probability (VSP), i.e., the probability of scattering inside a volume, is indirectly determined as a byproduct of distance sampling. We demonstrate that direct control over the VSP can significantly improve efficiency and present an unbiased volume rendering algorithm based on an existing resampling framework for precise control over the VSP. Compared to previous state-of-the-art, which can only increase the VSP without guaranteeing to reach the desired value, our method also supports decreasing the VSP. We further present a data-driven guiding framework to efficiently learn and query an approximation of the optimal VSP everywhere in the scene without the need for user control. Our approach can easily be combined with existing path-guiding methods for directional sampling at minimal overhead and shows significant improvements over the state-of-the-art in various complex volumetric lighting scenarios.
模拟体积效应的光传输带来了巨大的挑战和成本,尤其是在存在异质体积的情况下。为体积渲染生成随机路径涉及多个决策,以前的工作主要集中在方向和距离采样上,其中体积散射概率(VSP),即体积内部的散射概率,是作为距离采样的副产品间接确定的。我们证明,直接控制 VSP 可以显著提高效率,并基于现有的重采样框架提出了一种无偏的体积渲染算法,以精确控制 VSP。与以往只能增加 VSP 而不能保证达到理想值的先进方法相比,我们的方法还支持减小 VSP。我们进一步提出了一个数据驱动的指导框架,可在场景中的任何地方有效地学习和查询最佳 VSP 的近似值,而无需用户控制。我们的方法可以很容易地与现有的路径引导方法相结合,以最小的开销进行定向采样,并在各种复杂的体积照明场景中显示出比最先进方法的显著改进。
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引用次数: 0
Learned Multi-aperture Color-coded Optics for Snapshot Hyperspectral Imaging 用于快照高光谱成像的学习型多光圈彩色编码光学器件
IF 6.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-11-19 DOI: 10.1145/3687976
Zheng Shi, Xiong Dun, Haoyu Wei, Siyu Dong, Zhanshan Wang, Xinbin Cheng, Felix Heide, Yifan Peng
Learned optics, which incorporate lightweight diffractive optics, coded-aperture modulation, and specialized image-processing neural networks, have recently garnered attention in the field of snapshot hyperspectral imaging (HSI). While conventional methods typically rely on a single lens element paired with an off-the-shelf color sensor, these setups, despite their widespread availability, present inherent limitations. First, the Bayer sensor's spectral response curves are not optimized for HSI applications, limiting spectral fidelity of the reconstruction. Second, single lens designs rely on a single diffractive optical element (DOE) to simultaneously encode spectral information and maintain spatial resolution across all wavelengths, which constrains spectral encoding capabilities. This work investigates a multi-channel lens array combined with aperture-wise color filters, all co-optimized alongside an image reconstruction network. This configuration enables independent spatial encoding and spectral response for each channel, improving optical encoding across both spatial and spectral dimensions. Specifically, we validate that the method achieves over a 5dB improvement in PSNR for spectral reconstruction compared to existing single-diffractive lens and coded-aperture techniques. Experimental validation further confirmed that the method is capable of recovering up to 31 spectral bands within the 429--700 nm range in diverse indoor and outdoor environments.
学习型光学器件结合了轻型衍射光学器件、编码光圈调制和专门的图像处理神经网络,最近在快照高光谱成像(HSI)领域备受关注。虽然传统方法通常依赖于单透镜元件与现成的彩色传感器配对,但这些设置尽管普遍可用,却存在固有的局限性。首先,拜耳传感器的光谱响应曲线没有针对 HSI 应用进行优化,从而限制了重建的光谱保真度。其次,单透镜设计依赖于单个衍射光学元件(DOE)来同时编码光谱信息并保持所有波长的空间分辨率,这限制了光谱编码能力。这项工作研究的是一种多通道透镜阵列,该阵列与孔径彩色滤光片相结合,所有这些都与图像重建网络共同优化。这种配置实现了每个通道独立的空间编码和光谱响应,改进了空间和光谱两个维度的光学编码。具体来说,我们验证了与现有的单衍射透镜和编码光圈技术相比,该方法在光谱重建方面的 PSNR 提高了 5 分贝以上。实验验证进一步证实,该方法能够在不同的室内和室外环境中恢复 429-700 nm 范围内的多达 31 个光谱带。
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引用次数: 0
Bijective Volumetric Mapping via Star Decomposition 通过星形分解进行双射体积映射
IF 6.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-11-19 DOI: 10.1145/3687950
Steffen Hinderink, Hendrik Brückler, Marcel Campen
A method for the construction of bijective volumetric maps between 3D shapes is presented. Arbitrary shapes of ball-topology are supported, overcoming restrictions of previous methods to convex or star-shaped targets. In essence, the mapping problem is decomposed into a set of simpler mapping problems, each of which can be solved with previous methods for discrete star-shaped mapping problems. Addressing the key challenges in this endeavor, algorithms are described to reliably construct structurally compatible partitions of two shapes with constraints regarding star-shapedness and to compute a parsimonious common refinement of two triangulations.
本文介绍了一种在三维形状之间构建双射体积映射的方法。该方法支持球拓扑结构的任意形状,克服了以往方法对凸形或星形目标的限制。从本质上讲,映射问题被分解成一系列更简单的映射问题,每个问题都可以用以前的离散星形映射问题方法来解决。针对这一领域的关键挑战,本文介绍了如何可靠地构建两个形状的结构兼容分区,并对星形性进行约束,以及如何计算两个三角形的合理共同细化。
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引用次数: 0
Neural Differential Appearance Equations 神经差分方程
IF 6.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-11-19 DOI: 10.1145/3687900
Chen Liu, Tobias Ritschel
We propose a method to reproduce dynamic appearance textures with space-stationary but time-varying visual statistics. While most previous work decomposes dynamic textures into static appearance and motion, we focus on dynamic appearance that results not from motion but variations of fundamental properties, such as rusting, decaying, melting, and weathering. To this end, we adopt the neural ordinary differential equation (ODE) to learn the underlying dynamics of appearance from a target exemplar. We simulate the ODE in two phases. At the "warm-up" phase, the ODE diffuses a random noise to an initial state. We then constrain the further evolution of this ODE to replicate the evolution of visual feature statistics in the exemplar during the generation phase. The particular innovation of this work is the neural ODE achieving both denoising and evolution for dynamics synthesis, with a proposed temporal training scheme. We study both relightable (BRDF) and non-relightable (RGB) appearance models. For both we introduce new pilot datasets, allowing, for the first time, to study such phenomena: For RGB we provide 22 dynamic textures acquired from free online sources; For BRDFs, we further acquire a dataset of 21 flash-lit videos of time-varying materials, enabled by a simple-to-construct setup. Our experiments show that our method consistently yields realistic and coherent results, whereas prior works falter under pronounced temporal appearance variations. A user study confirms our approach is preferred to previous work for such exemplars.
我们提出了一种重现动态外观纹理的方法,这种纹理具有空间静止但时间变化的视觉统计数据。以往的研究大多将动态纹理分解为静态外观和运动,而我们则专注于动态外观,它不是由运动而是由基本属性的变化(如生锈、腐烂、融化和风化)产生的。为此,我们采用神经常微分方程 (ODE) 从目标示例中学习外观的基本动态。我们分两个阶段模拟 ODE。在 "热身 "阶段,ODE 将随机噪音扩散到初始状态。然后,我们对该 ODE 的进一步演变进行约束,以复制生成阶段示例中视觉特征统计数据的演变。这项工作的创新之处在于,神经 ODE 可同时实现动态合成的去噪和演化,并采用了建议的时间训练方案。我们研究了可重照(BRDF)和不可重照(RGB)外观模型。对于这两种模型,我们都引入了新的试验数据集,首次对此类现象进行了研究:对于 RGB,我们提供了 22 种从免费在线资源中获取的动态纹理;对于 BRDF,我们进一步获取了 21 个闪光灯下的时变材料视频数据集,并通过简单的构建设置实现。我们的实验表明,我们的方法能持续产生逼真、连贯的结果,而之前的方法在明显的时间外观变化下会出现问题。一项用户研究证实,对于此类示例,我们的方法优于之前的工作。
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引用次数: 0
Differential Walk on Spheres 球面微分行走
IF 6.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-11-19 DOI: 10.1145/3687913
Bailey Miller, Rohan Sawhney, Keenan Crane, Ioannis Gkioulekas
We introduce a Monte Carlo method for computing derivatives of the solution to a partial differential equation (PDE) with respect to problem parameters (such as domain geometry or boundary conditions). Derivatives can be evaluated at arbitrary points, without performing a global solve or constructing a volumetric grid or mesh. The method is hence well suited to inverse problems with complex geometry, such as PDE-constrained shape optimization. Like other walk on spheres (WoS) algorithms, our method is trivial to parallelize, and is agnostic to boundary representation (meshes, splines, implicit surfaces, etc. ), supporting large topological changes. We focus in particular on screened Poisson equations, which model diverse problems from scientific and geometric computing. As in differentiable rendering, we jointly estimate derivatives with respect to all parameters---hence, cost does not grow significantly with parameter count. In practice, even noisy derivative estimates exhibit fast, stable convergence for stochastic gradient-based optimization, as we show through examples from thermal design, shape from diffusion, and computer graphics.
我们介绍一种蒙特卡罗方法,用于计算偏微分方程(PDE)解相对于问题参数(如域几何或边界条件)的导数。导数可以在任意点进行评估,而无需执行全局求解或构建体积网格或网格。因此,该方法非常适合复杂几何形状的逆问题,如 PDE 受限形状优化。与其他球面行走(WoS)算法一样,我们的方法易于并行化,并且与边界表示(网格、样条、隐式曲面等)无关,支持大规模拓扑变化。我们尤其专注于筛选泊松方程,它可以模拟科学和几何计算中的各种问题。与可微分渲染一样,我们联合估计所有参数的导数--因此,成本不会随着参数数量的增加而显著增加。在实践中,对于基于随机梯度的优化,即使是有噪声的导数估计也能表现出快速、稳定的收敛性,我们将通过热设计、扩散形状和计算机图形学中的实例来说明这一点。
{"title":"Differential Walk on Spheres","authors":"Bailey Miller, Rohan Sawhney, Keenan Crane, Ioannis Gkioulekas","doi":"10.1145/3687913","DOIUrl":"https://doi.org/10.1145/3687913","url":null,"abstract":"We introduce a Monte Carlo method for computing derivatives of the solution to a partial differential equation (PDE) with respect to problem parameters (such as domain geometry or boundary conditions). Derivatives can be evaluated at arbitrary points, without performing a global solve or constructing a volumetric grid or mesh. The method is hence well suited to inverse problems with complex geometry, such as PDE-constrained shape optimization. Like other <jats:italic>walk on spheres (WoS)</jats:italic> algorithms, our method is trivial to parallelize, and is agnostic to boundary representation (meshes, splines, implicit surfaces, <jats:italic>etc.</jats:italic> ), supporting large topological changes. We focus in particular on screened Poisson equations, which model diverse problems from scientific and geometric computing. As in differentiable rendering, we jointly estimate derivatives with respect to all parameters---hence, cost does not grow significantly with parameter count. In practice, even noisy derivative estimates exhibit fast, stable convergence for stochastic gradient-based optimization, as we show through examples from thermal design, shape from diffusion, and computer graphics.","PeriodicalId":50913,"journal":{"name":"ACM Transactions on Graphics","volume":"39 1","pages":""},"PeriodicalIF":6.2,"publicationDate":"2024-11-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142672833","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":1,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
PhysFiT: Physical-aware 3D Shape Understanding for Finishing Incomplete Assembly PhysFiT:物理感知三维形状理解,用于完成不完整装配
IF 6.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-10-29 DOI: 10.1145/3702226
Weihao Wang, Mingyu You, Hongjun Zhou, Bin He
Understanding the part composition and structure of 3D shapes is crucial for a wide range of 3D applications, including 3D part assembly and 3D assembly completion. Compared to 3D part assembly, 3D assembly completion is more complicated which involves repairing broken or incomplete furniture that miss several parts with a toolkit. The primary challenge persists in how to reveal the potential part relations to infer the absent parts from multiple indistinguishable candidates with similar geometries, and complete for well-connected, structurally stable and aesthetically pleasing assemblies. This task necessitates not only specialized knowledge of part composition but, more importantly, an awareness of physical constraints, i.e. , connectivity, stability, and symmetry. Neglecting these constraints often results in assemblies that, although visually plausible, are impractical. To address this challenge, we propose PhysFiT, a physical-aware 3D shape understanding framework. This framework is built upon attention-based part relation modeling and incorporates connection modeling, simulation-free stability optimization and symmetric transformation consistency. We evaluate its efficacy on 3D part assembly and 3D assembly completion, a novel assembly task presented in this work. Extensive experiments demonstrate the effectiveness of PhysFiT in constructing geometrically sound and physically compliant assemblies.
了解三维形状的零件组成和结构对于广泛的三维应用(包括三维零件装配和三维装配完成)至关重要。与三维零件装配相比,三维装配完成更为复杂,涉及使用工具包修复缺失多个零件的破损或不完整家具。如何揭示潜在的零件关系,从具有相似几何形状的多个无法区分的候选零件中推断出缺失的零件,并完成连接良好、结构稳定且美观的装配,一直是首要挑战。这项任务不仅需要有关零件组成的专业知识,更重要的是要了解物理约束条件,即连接性、稳定性和对称性。忽视这些约束条件往往会导致组装结果虽然在视觉上看似合理,但却不切实际。为了应对这一挑战,我们提出了物理感知三维形状理解框架 PhysFiT。该框架建立在基于注意力的零件关系建模基础上,并结合了连接建模、无模拟稳定性优化和对称变换一致性。我们评估了该框架在三维零件装配和三维装配完成(这是本研究中提出的一项新的装配任务)方面的功效。大量实验证明,PhysFiT 在构建几何上合理、物理上符合要求的装配方面非常有效。
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引用次数: 0
Synchronized tracing of primitive-based implicit volumes 基于基元的隐式卷的同步追踪
IF 6.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-10-28 DOI: 10.1145/3702227
Cédric Zanni
Implicit volumes are known for their ability to represent smooth shapes of arbitrary topology thanks to hierarchical combinations of primitives using a structure called a blobtree. We present a new tile-based rendering pipeline well suited for modeling scenarios, i.e., no preprocessing is required when primitive parameters are updated. When using approximate signed distance fields (fields with Lipschitz bound close to 1), we rely on compact, smooth CSG operators - extended from standard bounded operators - to compute a tight augmented bounding volume for all primitives of the blobtree. The pipeline relies on a low-resolution A-buffer storing the primitives of interest of a given screen tile. The A-buffer is then used during ray processing to synchronize threads within a subfrustum. This allows coherent field evaluation within workgroups. We use a sparse bottom-up tree traversal to prune the blobtree on-the-fly which allows us to decorrelate field evaluation complexity from the full blobtree size. The ray processing itself is done using the sphere tracing algorithm. The pipeline scales well to volumes consisting of thousands of primitives.
众所周知,隐含体能够表现任意拓扑结构的平滑形状,这要归功于使用一种叫做 blobtree 的结构对基元进行分层组合。我们提出了一种新的基于瓦片的渲染管道,非常适合建模场景,即在更新基元参数时无需进行预处理。在使用近似带符号距离场(Lipschitz 边界接近 1 的场)时,我们依靠紧凑、平滑的 CSG 算子(从标准有界算子扩展而来),为 blobtree 的所有基元计算紧密的增强边界体积。该流水线依靠低分辨率的 A 型缓冲区来存储给定屏幕磁贴中感兴趣的基元。然后在光线处理过程中使用 A 缓冲区来同步子信道内的线程。这样就能在工作组内进行连贯的实地评估。我们使用自下而上的稀疏树遍历来即时修剪 Blobtree,这样就能将字段评估复杂度与整个 Blobtree 的大小区分开来。射线处理本身是通过球体追踪算法完成的。该管道可以很好地扩展到由数千个基元组成的体积。
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引用次数: 0
TriHuman : A Real-time and Controllable Tri-plane Representation for Detailed Human Geometry and Appearance Synthesis TriHuman:用于详细人体几何和外观合成的实时可控三平面表示法
IF 6.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-09-24 DOI: 10.1145/3697140
Heming Zhu, Fangneng Zhan, Christian Theobalt, Marc Habermann
Creating controllable, photorealistic, and geometrically detailed digital doubles of real humans solely from video data is a key challenge in Computer Graphics and Vision, especially when real-time performance is required. Recent methods attach a neural radiance field (NeRF) to an articulated structure, e.g., a body model or a skeleton, to map points into a pose canonical space while conditioning the NeRF on the skeletal pose. These approaches typically parameterize the neural field with a multi-layer perceptron (MLP) leading to a slow runtime. To address this drawback, we propose TriHuman a novel human-tailored, deformable, and efficient tri-plane representation, which achieves real-time performance, state-of-the-art pose-controllable geometry synthesis as well as photorealistic rendering quality. At the core, we non-rigidly warp global ray samples into our undeformed tri-plane texture space, which effectively addresses the problem of global points being mapped to the same tri-plane locations. We then show how such a tri-plane feature representation can be conditioned on the skeletal motion to account for dynamic appearance and geometry changes. Our results demonstrate a clear step towards higher quality in terms of geometry and appearance modeling of humans as well as runtime performance.
仅从视频数据创建可控的、逼真的和几何细节丰富的真人数字替身是计算机图形学和视觉领域的一项关键挑战,尤其是在要求实时性能的情况下。最近的方法将神经辐射场(NeRF)附加到铰接结构(如人体模型或骨架)上,将点映射到姿势规范空间,同时将神经辐射场调节到骨架姿势上。这些方法通常使用多层感知器(MLP)对神经场进行参数化,因此运行速度较慢。为了解决这一缺点,我们提出了 TriHuman,这是一种新颖的、适合人体的、可变形的、高效的三平面表示法,可实现实时性能、最先进的姿势可控几何合成以及逼真的渲染质量。其核心是,我们将全局光线样本非刚性地扭曲到未变形的三平面纹理空间中,从而有效解决了全局点映射到相同三平面位置的问题。然后,我们展示了这种三平面特征表示如何以骨骼运动为条件,以考虑动态外观和几何变化。我们的结果表明,在人类的几何和外观建模以及运行时性能方面,我们向更高质量迈出了明显的一步。
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引用次数: 0
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ACM Transactions on Graphics
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