Tag: nerf
Neural Radiance Field (NeRF), you may have heard words many times for the past few months. Yes, this is the latest progress of neutral work and computer graphics. NeRF represents a scene with learned, continuous volumetric radiance field $F_{\theta}$ defined over a bounded 3D volume. In Nerf, $F_{\theta}$ is a multilayer perceptron (MLP) that takes as input a 3D position $x=(x,y,z)$ and unit-norm viewing direction $d=(d_x,d_y,d_z)$, and produces as output a density $\sigma$ and color $c=(r,g,b)$. By enumerating all most position and direction for a bounded 3D volumne, we could obtain the 3D scene.- 360 Reconstruction From a Single Image Using Space Carved Outpainting (19 Sep 2023)
This is my reading note for 360 Reconstruction From a Single Image Using Space Carved Outpainting. This paper proposes a method of 3D reconstruction from a single image. To the it represents the 3D object by NERF and iteratively update the NERF by rendering new view using Dream booth.
- OmnimatteRF Robust Omnimatte with 3D Background Modeling (17 Sep 2023)
This is my reading note on OmnimatteRF: Robust Omnimatte with 3D Background Modeling. The paper proposes a method for video matting. It models the background as a 3D nerf and each foreground object as 2D image
- Towards Practical Capture of High-Fidelity Relightable Avatars (15 Sep 2023)
This is my reading note for Towards Practical Capture of High-Fidelity Relightable Avatars. This paper proposes a method to relight mixture volume representation for the face. The major contribution is to explicitly to enforce linearity of light to the network.
- Dynamic Mesh-Aware Radiance Fields (08 Sep 2023)
This is my reading note on Dynamic Mesh-Aware Radiance Fields. This paper proposes a method of rendering NERF with mesh simultaneously. To do that, it modifies the ray trace. To handle occlusion and shadow, SDF is used to represent the surface of NERF and light source is estimated from NERF.
- Neuralangelo High-Fidelity Neural Surface Reconstruction (03 Sep 2023)
This is my reading note on Neuralangelo: High-Fidelity Neural Surface Reconstruction. This paper proposes a method to reconstruct 3D surface at very high details. The proposed method is based on two improvements: 1) use numerical gradient instead of analytical one to remove non locality 2) use multi resolution instant NGP improve details from coarse to fine.
- DreamFusion Text-to-3D using 2D Diffusion (01 Sep 2023)
This is my reading note on DreamFusion: Text-to-3D using 2D Diffusion. This paper proposes a method (score distillation sampling or SDS) to distill a pre-trained text to image diffusion model to a 3D model. The 3D model, which is based on NERF, is trained per text prompt.
- Efficient Geometry-aware 3D Generative Adversarial Networks (27 Aug 2023)
This is my reading note on Efficient Geometry-aware 3D Generative Adversarial Networks. EG3D proposes a 20 to 3D generate method base style gan and triplane based nerf. The high level idea is to use style gan to generate triplane, which is then rendered into images. The rendered image is the discriminated to the input images at two resolutions. The camera pose is also required to generate the triplane.
- 3D Gaussian Splatting for Real-Time Radiance Field Rendering (24 Aug 2023)
This is my reading note on 3D Gaussian Splatting for Real-Time Radiance Field Rendering(best paper of SIGGRAPH 2023) and its extension Dynamic 3D Gaussians: Tracking by Persistent Dynamic View Synthesis, which enables it to track dynamic objects/scenes.
- NeuralField-LDM Scene Generation with Hierarchical Latent Diffusion Models (17 Aug 2023)
This is my reading note on NeuralField-LDM Scene Generation with Hierarchical Latent Diffusion Models. It trains auto-encoder to project RGB images of scene with camera pose into the latent space (voxel-nerf). It uses three levels of latent to represent the scene and then uses hierarchical latent diffusion model to represent it.
- FineRecon Depth-aware Feed-forward Network for Detailed 3D Reconstruction (14 Aug 2023)
This is my reading note for FineRecon: Depth-aware Feed-forward Network for Detailed 3D Reconstruction. It proposes a high detail surface reconstruction algorithm based voxel volume and multi-view geometry. Two major novelties: improve reconstruction accuracy using a novel MVS depth-guidance strategy and enable the reconstruction of sub-voxel detail with a novel TSDF prediction architecture that can be queriedat any 3D point, using point back-projected fine-grained image features.
- MVSNeRF Fast Generalizable Radiance Field Reconstruction from Multi-View Stereo (08 Aug 2023)
This is my reading note for MVSNeRF: Fast Generalizable Radiance Field Reconstruction from Multi-View Stereo. It first build a cost volume at the reference view (we refer to the view i = 1 as the reference view) by warping 2D neural features onto multiple sweeping planes (Sec. 3.1). It then leverage a 3D CNN to reconstruct the neural encoding volume, and use an MLP to regress volume rendering properties, expressing a radiance field (Sec. 3.2). It leverage differentiable ray marching to regress images at novel viewpoints using the radiance field modeled by the network; this enables end-to-end training of our entire framework with a rendering loss (Sec. 3.3)
- Efficient Geometry-aware 3D Generative Adversarial Networks (25 Jul 2023)
This is my reading note for Efficient Geometry-aware 3D Generative Adversarial Networks. The paper proposes a 2Dto 3D generate method base style GAN and triplane based NERF. The high level idea is to use style GAN to generate triplane, which is then rendered into images. The rendered image is the discriminated to the input images at two resolutions. The camera pose is also required to generate the triplane.
- HeadNeRF A Real-time NeRF-based Parametric Head Model (27 Sep 2022)
HeadNeRF: A Real-time NeRF-based Parametric Head Model provides a parametric head model which could generates photorealistic face images conditioned on identity, expression, head pose and appearance (lighting). Compared with traditional mesh and texture, it provides higher fidelity, inherently differetiable and doesn’t required a 3D dataset; compared with GAN, it provides rendering at different head pose with accurate 3D information. This is achived with NeRF. In addition, it could render in real time (5ms) with a model GPU.
- pixelNeRF Neural Radiance Fields from One or Few Images (26 Sep 2022)
pixelNeRF: Neural Radiance Fields from One or Few Images tries to learn a discontinuous neutral scene representation from one or few input images. To this end, pixelNeRF introduced an architecture that conditions a NeRF on image inputs in a fully convolutional manner. This allows the network to be trained across multiple scenes to learn a scene prior, enabling it to perform novel view synthesis in a feed-forward manner from a sparse set of views (as few as one).
- NeuMan Neural Human Radiance Field from a Single Video (26 Sep 2022)
NeuMan: Neural Human Radiance Field from a Single Video proposes a novel framework to reconstruct the human and the scene that can be ren- dered with novel human poses and views from just a single in-the-wild video. Given a video captured by a moving camera, we train two NeRF models: a human NeRF model (condition on SMPL) and a scene NeRF model. Our method is able to learn subject specific details, including cloth wrinkles and ac- cessories, from just a 10 seconds video clip, and to provide high quality renderings of the human under novel poses, from novel views, together with the background.
- Nerfies Deformable Neural Radiance Fields (26 Sep 2022)
Nerfies: Deformable Neural Radiance Fields present the first method capable ofphotorealistically reconstructing deformable scenes using photos/videos cap- tured casually from mobile phones. Our approach augments neural radiance fields (NeRF) by optimizing an additional continuous volumetric deformation field that warps each observed point into a canonical 5D NeRF. To avoid local minima, we propose a coarse-to-fine optimization method for coordinate-based models that allows for more robust optimization. To avoid overfit, we propose an elastic regularization ofthe deformation field that further improves robustness.
- NeRF in the Wild (25 Sep 2022)
This note discusses NeRF in the Wild: Neural Radiance Fields for Unconstrained Photo Collections. NeRF-W addresses the central limitation of NeRF that we address here is its assumption that the world is geometrically, materially, and photometrically static — that the density and radiance of the world is constant. NeRF-W instead models per-image appearance variations (such as exposure, lighting, weather) as well as model the scene as the union of shared and image-dependent elements, thereby enabling the unsuper- vised decomposition of scene content into “static” and “transient” components.
- GIRAFFE Representing Scenes as Compositional Generative Neural Feature Fields (25 Sep 2022)
This is my reading note for GIRAFFE: Representing Scenes as Compositional Generative Neural Feature Fields. The paper aims to provide more control to 3D object rendering NeRF. For example moving the objects in the 3D scene, adding/deleting objects and so on. To acheive this, GIRAFFE proposed to model the objects and background in the scene separately and then composite together for the rendering. In addition, different from NeRF, GIRAFFE uses a learned discriminator instead of L2 or L1 loss as loss function, thus it is a GAN.
- Encoding Method for NERF (24 Sep 2022)
Instant Neural Graphics Primitives with a Multiresolution Hash Encoding tries to reduce inference cost with a versatile new input encoding that permits the use of a smaller network without sacrificing quality. This is achieved via a small neural network is augmented by a multiresolution hash table of trainable feature vectors whose values are op- timized through stochastic gradient descent.
- Neural Radiance Field (15 Apr 2022)
Neural Radiance Field (NeRF), you may have heard words many times for the past few months. Yes, this is the latest progress of neutral work and computer graphics. NeRF represents a scene with learned, continuous volumetric radiance field \(F_{\theta}\) defined over a bounded 3D volume. In Nerf, \(F_{\theta}\) is a multilayer perceptron (MLP) that takes as input a 3D position \(x=(x,y,z)\) and unit-norm viewing direction \(d=(d_x,d_y,d_z)\), and produces as output a density \(\sigma\) and color \(c=(r,g,b)\). By enumerating all most position and direction for a bounded 3D volumne, we could obtain the 3D scene.
- Neural Lumigraph Rendering (24 Jun 2021)
Neural Lumigraph Rendering was accepted for CVPR 2021 Oral and best paper candidate. This paper proposes a method which performs on par with NeRF on view interpolation tasks while providing a high-quality 3D surface that can be directly exported for real-time rendering at test time. code is publically available.
- NeX Real-time View Synthesis with Neural Basis Expansion (23 Jun 2021)
NeX: Real-time View Synthesis with Neural Basis Expansion is paper from a group from Thailand and was accepted for CVPR 2021 Oral and best paper candidate. This paper proposes a method of synthesizing views from multiplane images, which is real time with view-dependent effects such as the reflection. The code is published is as well.