No Arabic abstract
We present a deep learning solution for estimating the incident illumination at any 3D location within a scene from an input narrow-baseline stereo image pair. Previous approaches for predicting global illumination from images either predict just a single illumination for the entire scene, or separately estimate the illumination at each 3D location without enforcing that the predictions are consistent with the same 3D scene. Instead, we propose a deep learning model that estimates a 3D volumetric RGBA model of a scene, including content outside the observed field of view, and then uses standard volume rendering to estimate the incident illumination at any 3D location within that volume. Our model is trained without any ground truth 3D data and only requires a held-out perspective view near the input stereo pair and a spherical panorama taken within each scene as supervision, as opposed to prior methods for spatially-varying lighting estimation, which require ground truth scene geometry for training. We demonstrate that our method can predict consistent spatially-varying lighting that is convincing enough to plausibly relight and insert highly specular virtual objects into real images.
The representation of consistent mixed reality (XR) environments requires adequate real and virtual illumination composition in real-time. Estimating the lighting of a real scenario is still a challenge. Due to the ill-posed nature of the problem, classical inverse-rendering techniques tackle the problem for simple lighting setups. However, those assumptions do not satisfy the current state-of-art in computer graphics and XR applications. While many recent works solve the problem using machine learning techniques to estimate the environment light and scenes materials, most of them are limited to geometry or previous knowledge. This paper presents a CNN-based model to estimate complex lighting for mixed reality environments with no previous information about the scene. We model the environment illumination using a set of spherical harmonics (SH) environment lighting, capable of efficiently represent area lighting. We propose a new CNN architecture that inputs an RGB image and recognizes, in real-time, the environment lighting. Unlike previous CNN-based lighting estimation methods, we propose using a highly optimized deep neural network architecture, with a reduced number of parameters, that can learn high complex lighting scenarios from real-world high-dynamic-range (HDR) environment images. We show in the experiments that the CNN architecture can predict the environment lighting with an average mean squared error (MSE) of um{7.85e-04} when comparing SH lighting coefficients. We validate our model in a variety of mixed reality scenarios. Furthermore, we present qualitative results comparing relights of real-world scenes.
We propose a real-time method to estimate spatiallyvarying indoor lighting from a single RGB image. Given an image and a 2D location in that image, our CNN estimates a 5th order spherical harmonic representation of the lighting at the given location in less than 20ms on a laptop mobile graphics card. While existing approaches estimate a single, global lighting representation or require depth as input, our method reasons about local lighting without requiring any geometry information. We demonstrate, through quantitative experiments including a user study, that our results achieve lower lighting estimation errors and are preferred by users over the state-of-the-art. Our approach can be used directly for augmented reality applications, where a virtual object is relit realistically at any position in the scene in real-time.
We present SOLID-Net, a neural network for spatially-varying outdoor lighting estimation from a single outdoor image for any 2D pixel location. Previous work has used a unified sky environment map to represent outdoor lighting. Instead, we generate spatially-varying local lighting environment maps by combining global sky environment map with warped image information according to geometric information estimated from intrinsics. As no outdoor dataset with image and local lighting ground truth is readily available, we introduce the SOLID-Img dataset with physically-based rendered images and their corresponding intrinsic and lighting information. We train a deep neural network to regress intrinsic cues with physically-based constraints and use them to conduct global and local lightings estimation. Experiments on both synthetic and real datasets show that SOLID-Net significantly outperforms previous methods.
Despite recent breakthroughs in deep learning methods for image lighting enhancement, they are inferior when applied to portraits because 3D facial information is ignored in their models. To address this, we present a novel deep learning framework for portrait lighting enhancement based on 3D facial guidance. Our framework consists of two stages. In the first stage, corrected lighting parameters are predicted by a network from the input bad lighting image, with the assistance of a 3D morphable model and a differentiable renderer. Given the predicted lighting parameter, the differentiable renderer renders a face image with corrected shading and texture, which serves as the 3D guidance for learning image lighting enhancement in the second stage. To better exploit the long-range correlations between the input and the guidance, in the second stage, we design an image-to-image translation network with a novel transformer architecture, which automatically produces a lighting-enhanced result. Experimental results on the FFHQ dataset and in-the-wild images show that the proposed method outperforms state-of-the-art methods in terms of both quantitative metrics and visual quality. We will publish our dataset along with more results on https://cassiepython.github.io/egsr/index.html.
We present a learning-based method to infer plausible high dynamic range (HDR), omnidirectional illumination given an unconstrained, low dynamic range (LDR) image from a mobile phone camera with a limited field of view (FOV). For training data, we collect videos of various reflective spheres placed within the cameras FOV, leaving most of the background unoccluded, leveraging that materials with diverse reflectance functions reveal different lighting cues in a single exposure. We train a deep neural network to regress from the LDR background image to HDR lighting by matching the LDR ground truth sphere images to those rendered with the predicted illumination using image-based relighting, which is differentiable. Our inference runs at interactive frame rates on a mobile device, enabling realistic rendering of virtual objects into real scenes for mobile mixed reality. Training on automatically exposed and white-balanced videos, we improve the realism of rendered objects compared to the state-of-the art methods for both indoor and outdoor scenes.