ترغب بنشر مسار تعليمي؟ اضغط هنا

FastNeRF: High-Fidelity Neural Rendering at 200FPS

79   0   0.0 ( 0 )
 نشر من قبل Marek Kowalski
 تاريخ النشر 2021
  مجال البحث الهندسة المعلوماتية
والبحث باللغة English




اسأل ChatGPT حول البحث

Recent work on Neural Radiance Fields (NeRF) showed how neural networks can be used to encode complex 3D environments that can be rendered photorealistically from novel viewpoints. Rendering these images is very computationally demanding and recent improvements are still a long way from enabling interactive rates, even on high-end hardware. Motivated by scenarios on mobile and mixed reality devices, we propose FastNeRF, the first NeRF-based system capable of rendering high fidelity photorealistic images at 200Hz on a high-end consumer GPU. The core of our method is a graphics-inspired factorization that allows for (i) compactly caching a deep radiance map at each position in space, (ii) efficiently querying that map using ray directions to estimate the pixel values in the rendered image. Extensive experiments show that the proposed method is 3000 times faster than the original NeRF algorithm and at least an order of magnitude faster than existing work on accelerating NeRF, while maintaining visual quality and extensibility.



قيم البحث

اقرأ أيضاً

We introduce DoubleField, a novel representation combining the merits of both surface field and radiance field for high-fidelity human rendering. Within DoubleField, the surface field and radiance field are associated together by a shared feature emb edding and a surface-guided sampling strategy. In this way, DoubleField has a continuous but disentangled learning space for geometry and appearance modeling, which supports fast training, inference, and finetuning. To achieve high-fidelity free-viewpoint rendering, DoubleField is further augmented to leverage ultra-high-resolution inputs, where a view-to-view transformer and a transfer learning scheme are introduced for more efficient learning and finetuning from sparse-view inputs at original resolutions. The efficacy of DoubleField is validated by the quantitative evaluations on several datasets and the qualitative results in a real-world sparse multi-view system, showing its superior capability for photo-realistic free-viewpoint human rendering. For code and demo video, please refer to our project page: http://www.liuyebin.com/dbfield/dbfield.html.
In this paper, we propose a generic neural-based hair rendering pipeline that can synthesize photo-realistic images from virtual 3D hair models. Unlike existing supervised translation methods that require model-level similarity to preserve consistent structure representation for both real images and fake renderings, our method adopts an unsupervised solution to work on arbitrary hair models. The key component of our method is a shared latent space to encode appearance-invariant structure information of both domains, which generates realistic renderings conditioned by extra appearance inputs. This is achieved by domain-specific pre-disentangled structure representation, partially shared domain encoder layers and a structure discriminator. We also propose a simple yet effective temporal conditioning method to enforce consistency for video sequence generation. We demonstrate the superiority of our method by testing it on a large number of portraits and comparing it with alternative baselines and state-of-the-art unsupervised image translation methods.
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 syn thesize 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.
Video-based human motion transfer creates video animations of humans following a source motion. Current methods show remarkable results for tightly-clad subjects. However, the lack of temporally consistent handling of plausible clothing dynamics, inc luding fine and high-frequency details, significantly limits the attainable visual quality. We address these limitations for the first time in the literature and present a new framework which performs high-fidelity and temporally-consistent human motion transfer with natural pose-dependent non-rigid deformations, for several types of loose garments. In contrast to the previous techniques, we perform image generation in three subsequent stages, synthesizing human shape, structure, and appearance. Given a monocular RGB video of an actor, we train a stack of recurrent deep neural networks that generate these intermediate representations from 2D poses and their temporal derivatives. Splitting the difficult motion transfer problem into subtasks that are aware of the temporal motion context helps us to synthesize results with plausible dynamics and pose-dependent detail. It also allows artistic control of results by manipulation of individual framework stages. In the experimental results, we significantly outperform the state-of-the-art in terms of video realism. Our code and data will be made publicly available.
Recent work has demonstrated that volumetric scene representations combined with differentiable volume rendering can enable photo-realistic rendering for challenging scenes that mesh reconstruction fails on. However, these methods entangle geometry a nd appearance in a black-box volume that cannot be edited. Instead, we present an approach that explicitly disentangles geometry--represented as a continuous 3D volume--from appearance--represented as a continuous 2D texture map. We achieve this by introducing a 3D-to-2D texture mapping (or surface parameterization) network into volumetric representations. We constrain this texture mapping network using an additional 2D-to-3D inverse mapping network and a novel cycle consistency loss to make 3D surface points map to 2D texture points that map back to the original 3D points. We demonstrate that this representation can be reconstructed using only multi-view image supervision and generates high-quality rendering results. More importantly, by separating geometry and texture, we allow users to edit appearance by simply editing 2D texture maps.
التعليقات
جاري جلب التعليقات جاري جلب التعليقات
سجل دخول لتتمكن من متابعة معايير البحث التي قمت باختيارها
mircosoft-partner

هل ترغب بارسال اشعارات عن اخر التحديثات في شمرا-اكاديميا