Title Ref-NeRF: Structured View-Dependent Appearance for Neural Radiance Fields
Author Dor Verbin and Peter Hedman and Ben Mildenhall and Todd Zickler and Jonathan T. Barron and Pratul P. Srinivasan
Conf/Jour CVPR 2022 (Oral Presentation, Best Student Paper Honorable Mention)
Year 2022
Project Ref-NeRF (dorverbin.github.io)
Paper Ref-NeRF: Structured View-Dependent Appearance for Neural Radiance Fields (readpaper.com)

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贡献:

  • 借鉴Mip-NeRF的IPE,提出一种新的IDE来编码方向向量
  • 表面法向通过Spatial MLP来预测,并通过$\mathcal{R}_{\mathrm{p}}=\sum_{i}w_{i}|\hat{\mathbf{n}}_{i}-\hat{\mathbf{n}}_{i}^{\prime}|^{2},$来正则化使得预测得到的法向量和进一步计算的反射更加平滑
    • 这些MLP预测的法线往往比梯度密度法线更平滑
    • $\hat{\mathbf{n}}(\mathbf{x})=-\frac{\nabla\tau(\mathbf{x})}{|\nabla\tau(\mathbf{x})|}.$Eq.3
  • 计算反射光的新渲染方式$\mathbf{c}=\gamma(\mathbf{c}_d+\mathbf{s}\odot\mathbf{c}_s),$
    • $\hat{\mathbf{\omega}}_r=2(\hat{\mathbf{\omega}}_o\cdot\hat{\mathbf{n}})\hat{\mathbf{n}}-\hat{\mathbf{\omega}}_o,$ Eq.4
    • $L_{\mathrm{out}}(\hat{\mathbf{\omega}}_{o})\propto\int L_{\mathrm{in}}(\hat{\mathbf{\omega}}_{i})p(\hat{\mathbf{\omega}}_{r}\cdot\hat{\mathbf{\omega}}_{i})d\hat{\mathbf{\omega}}_{i}=F(\hat{\mathbf{\omega}}_{r}).$ 借鉴此BRDF,提出的Direction MLP 得出$c_s$
    • 漫反射颜色$c_d$通过Spatial MLP预测得到
    • s是高光色调
    • 将空间MLP输出的瓶颈向量b传递到Direction MLP中,这样反射的亮度就可以随着3D位置的变化而变化。
  • $\mathcal{R}_{\mathrm{o}}=\sum_{i}w_{i}\max(0,\hat{\mathbf{n}}_{i}^{\prime}\cdot\hat{\mathbf{d}})^{2}.$ 正则化项惩罚朝向远离相机的法线

局限:

  • 编码导致的速度慢,和Spatial MLP的loss反向传播速度比Mip-NeRF慢
  • 没有明确地模拟相互反射或非远距离照明
    • 忽略互反射和自遮挡等现象
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Title ShadowNeuS: Neural SDF Reconstruction by Shadow Ray Supervision
Author Jingwang Ling and Zhibo Wang and Feng Xu
Conf/Jour CVPR
Year 2023
Project ShadowNeuS (gerwang.github.io)
Paper ShadowNeuS: Neural SDF Reconstruction by Shadow Ray Supervision (readpaper.com)

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方法:假设场景不发光,且忽略相互反射

  • 从二值阴影图像中获得可见表面的入射亮度,然后处理更复杂的RGB图像
  • 入射光辐射$C_\mathrm{in}(x,l)=L\prod_{i=1}^N(1-\alpha_i)$, 从单视图、多光源中重建出3D shape
    • $\mathcal{L}_\mathrm{shadow}=|\widehat{C}_\mathrm{in}-I_\mathrm{s}|_1.$
  • 出射光辐射$C(x,-\mathbf{v})=(\rho_d+\rho_s)C_{\mathrm{in}}(x,l)(l\cdot\mathbf{n})$
    • $\mathcal{L}_\mathrm{rgb}=|\widehat{C}-I_\mathrm{r}|_1$

表现:outperforms the SOTAs in single-view reconstruction, and it has the power to reconstruct scene geometries out of the camera’s line of sight.

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使用$\hat{C}(\mathbf{r})=\sum_{i=1}^No(\mathbf{x}_i)\prod_{j<i}\bigl(1-o(\mathbf{x}_j)\bigr)c(\mathbf{x}_i,\mathbf{d})$ 占据o来代替NeRF中的$\alpha$
将VR与SR结合起来,首先根据占据场获取表面的点$t_s$,然后在$t_s$的一个区间内均匀采样点来进行颜色场的优化(如果光线没有穿过物体,则使用分层采样)

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Title PAniC-3D: Stylized Single-view 3D Reconstruction from Portraits of Anime Characters
Author Chen, Shuhong and Zhang, Kevin and Shi, Yichun and Wang, Heng and Zhu, Yiheng and Song, Guoxian and An, Sizhe and Kristjansson, Janus and Yang, Xiao and Matthias Zwicker
Conf/Jour CVPR
Year 2023
Project ShuhongChen/panic3d-anime-reconstruction: CVPR 2023: PAniC-3D Stylized Single-view 3D Reconstruction from Portraits of Anime Characters (github.com)
Paper PAniC-3D: Stylized Single-view 3D Reconstruction from Portraits of Anime Characters (readpaper.com)

基于EG3D无条件生成模型
PAniC-3D对比PixelNeRF、EG3D(+Img2stylegan or +PTI)、Pifu

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Title Few-View Object Reconstruction with Unknown Categories and Camera Poses
Author Hanwen Jiang Zhenyu Jiang Kristen Grauman Yuke Zhu
Conf/Jour ArXiv
Year 2022
Project FORGE (ut-austin-rpl.github.io)
Paper Few-View Object Reconstruction with Unknown Categories and Camera Poses (readpaper.com)

估计视图之间的相对相机姿态
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贡献:

  • 2D提取voxel特征 —> 相机姿态估计 —> 特征共享+融合 —> MLP神经隐式重建 —> 渲染已有相机位姿的图片,并计算与gt之间的loss
  • 新的损失函数

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Zip-NeRF在抗混叠(包括NeRF从空间坐标到颜色和密度的学习映射的空间混叠,以及沿每条射线在线蒸馏过程中使用的损失函数的z-混叠)方面都取得了很好的效果,并且速度相比前作Mip-NeRF 360 提高了24X

mipNeRF 360+基于网格的模型(如Instant NGP)的技术

  • 错误率下降8~77%,并且比Mip-NeRF360提速了24X
  • 主要贡献:
    • 多采样
    • 预滤波

多采样:train左,test右

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Reference

[PDF] NeRD: Neural Reflectance Decomposition From Image Collections
[PDF] SAMURAI: Shape And Material from Unconstrained Real-world Arbitrary Image collections
[PDF] Relighting4D: Neural Relightable Human from Videos
[PDF] Neural 3D Scene Reconstruction with the Manhattan-world Assumption
[PDF] NeROIC: Neural Rendering of Objects from Online Image Collections

对金属反光材质的物体重建效果很好

imgae

提出了一种新的光表示方法,颜色由漫反射和镜面反射两部分组成,通过两个阶段的方法来实现

  • Stage1:使用集成方向编码来近似光积分,使用shadow MLP对直接光和间接光进行model,学习到了表面几何形状
  • Stage2:蒙特卡罗采样固定几何形状,重建更精确的表面BRDF和环境光
    • $\mathbf{c}_{\mathrm{diffuse}}=\frac{1}{N_{d}}\sum_{i}^{N_{d}}(1-m)\mathrm{a}L(\omega_{i}),$
    • $\mathbf{c}_{\mathrm{specular}}=\frac{1}{N_{s}}\sum_{i}^{N_{s}}\frac{FG(\omega_{0}\cdot\mathbf{h})}{(\mathbf{n}\cdot\mathbf{h})(\mathbf{n}\cdot\omega_{\mathbf{0}})}L(\omega_{i}),$
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