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Neural Inverse Rendering of an Indoor Scene from a Single Image

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 Added by Soumyadip Sengupta
 Publication date 2019
and research's language is English




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Inverse rendering aims to estimate physical attributes of a scene, e.g., reflectance, geometry, and lighting, from image(s). Inverse rendering has been studied primarily for single objects or with methods that solve for only one of the scene attributes. We propose the first learning-based approach that jointly estimates albedo, normals, and lighting of an indoor scene from a single image. Our key contribution is the Residual Appearance Renderer (RAR), which can be trained to synthesize complex appearance effects (e.g., inter-reflection, cast shadows, near-field illumination, and realistic shading), which would be neglected otherwise. This enables us to perform self-supervised learning on real data using a reconstruction loss, based on re-synthesizing the input image from the estimated components. We finetune with real data after pretraining with synthetic data. To this end, we use physically-based rendering to create a large-scale synthetic dataset, which is a significant improvement over prior datasets. Experimental results show that our approach outperforms state-of-the-art methods that estimate one or more scene attributes.



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We propose a deep inverse rendering framework for indoor scenes. From a single RGB image of an arbitrary indoor scene, we create a complete scene reconstruction, estimating shape, spatially-varying lighting, and spatially-varying, non-Lambertian surface reflectance. To train this network, we augment the SUNCG indoor scene dataset with real-world materials and render them with a fast, high-quality, physically-based GPU renderer to create a large-scale, photorealistic indoor dataset. Our inverse rendering network incorporates physical insights -- including a spatially-varying spherical Gaussian lighting representation, a differentiable rendering layer to model scene appearance, a cascade structure to iteratively refine the predictions and a bilateral solver for refinement -- allowing us to jointly reason about shape, lighting, and reflectance. Experiments show that our framework outperforms previous methods for estimating individual scene components, which also enables various novel applications for augmented reality, such as photorealistic object insertion and material editing. Code and data will be made publicly available.
Human re-rendering from a single image is a starkly under-constrained problem, and state-of-the-art algorithms often exhibit undesired artefacts, such as over-smoothing, unrealistic distortions of the body parts and garments, or implausible changes of the texture. To address these challenges, we propose a new method for neural re-rendering of a human under a novel user-defined pose and viewpoint, given one input image. Our algorithm represents body pose and shape as a parametric mesh which can be reconstructed from a single image and easily reposed. Instead of a colour-based UV texture map, our approach further employs a learned high-dimensional UV feature map to encode appearance. This rich implicit representation captures detailed appearance variation across poses, viewpoints, person identities and clothing styles better than learned colour texture maps. The body model with the rendered feature maps is fed through a neural image-translation network that creates the final rendered colour image. The above components are combined in an end-to-end-trained neural network architecture that takes as input a source person image, and images of the parametric body model in the source pose and desired target pose. Experimental evaluation demonstrates that our approach produces higher quality single image re-rendering results than existing methods.
Differentiable rendering has paved the way to training neural networks to perform inverse graphics tasks such as predicting 3D geometry from monocular photographs. To train high performing models, most of the current approaches rely on multi-view imagery which are not readily available in practice. Recent Generative Adversarial Networks (GANs) that synthesize images, in contrast, seem to acquire 3D knowledge implicitly during training: object viewpoints can be manipulated by simply manipulating the latent codes. However, these latent codes often lack further physical interpretation and thus GANs cannot easily be inverted to perform explicit 3D reasoning. In this paper, we aim to extract and disentangle 3D knowledge learned by generative models by utilizing differentiable renderers. Key to our approach is to exploit GANs as a multi-view data generator to train an inverse graphics network using an off-the-shelf differentiable renderer, and the trained inverse graphics network as a teacher to disentangle the GANs latent code into interpretable 3D properties. The entire architecture is trained iteratively using cycle consistency losses. We show that our approach significantly outperforms state-of-the-art inverse graphics networks trained on existing datasets, both quantitatively and via user studies. We further showcase the disentangled GAN as a controllable 3D neural renderer, complementing traditional graphics renderers.
We present a method for composing photorealistic scenes from captured images of objects. Our work builds upon neural radiance fields (NeRFs), which implicitly model the volumetric density and directionally-emitted radiance of a scene. While NeRFs synthesize realistic pictures, they only model static scenes and are closely tied to specific imaging conditions. This property makes NeRFs hard to generalize to new scenarios, including new lighting or new arrangements of objects. Instead of learning a scene radiance field as a NeRF does, we propose to learn object-centric neural scattering functions (OSFs), a representation that models per-object light transport implicitly using a lighting- and view-dependent neural network. This enables rendering scenes even when objects or lights move, without retraining. Combined with a volumetric path tracing procedure, our framework is capable of rendering both intra- and inter-object light transport effects including occlusions, specularities, shadows, and indirect illumination. We evaluate our approach on scene composition and show that it generalizes to novel illumination conditions, producing photorealistic, physically accurate renderings of multi-object scenes.
Inferring representations of 3D scenes from 2D observations is a fundamental problem of computer graphics, computer vision, and artificial intelligence. Emerging 3D-structured neural scene representations are a promising approach to 3D scene understanding. In this work, we propose a novel neural scene representation, Light Field Networks or LFNs, which represent both geometry and appearance of the underlying 3D scene in a 360-degree, four-dimensional light field parameterized via a neural implicit representation. Rendering a ray from an LFN requires only a *single* network evaluation, as opposed to hundreds of evaluations per ray for ray-marching or volumetric based renderers in 3D-structured neural scene representations. In the setting of simple scenes, we leverage meta-learning to learn a prior over LFNs that enables multi-view consistent light field reconstruction from as little as a single image observation. This results in dramatic reductions in time and memory complexity, and enables real-time rendering. The cost of storing a 360-degree light field via an LFN is two orders of magnitude lower than conventional methods such as the Lumigraph. Utilizing the analytical differentiability of neural implicit representations and a novel parameterization of light space, we further demonstrate the extraction of sparse depth maps from LFNs.
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