SearcharxivSearch

arXiv · 2411.13631

Sparse Input View Synthesis: 3D Representations and Reliable Priors

Abstract

Novel view synthesis refers to the problem of synthesizing novel viewpoints of a scene given the images from a few viewpoints. This is a fundamental problem in computer vision and graphics, and enables a vast variety of applications such as meta-verse, free-view watching of events, video gaming, video stabilization and video compression. Recent 3D representations such as radiance fields and multi-plane images significantly improve the quality of images rendered from novel viewpoints. However, these models require a dense sampling of input views for high quality renders. Their performance goes down significantly when only a few input views are available. In this thesis, we focus on the sparse input novel view synthesis problem for both static and dynamic scenes. In the first part of this work, we mainly focus on sparse input novel view synthesis of static scenes using neural radiance fields (NeRF). We study the design of reliable and dense priors to better regularize the NeRF in such situations. In particular, we propose a prior on the visibility of the pixels in a pair of input views. We show that this visibility prior, which is related to the relative depth of objects, is dense and more reliable than existing priors on absolute depth. We compute the visibility prior using plane sweep volumes without the need to train a neural network on large datasets. We evaluate our approach on multiple datasets and show that our model outperforms existing approaches for sparse input novel view synthesis. In the second part, we aim to further improve the regularization by learning a scene-specific prior that does not suffer from generalization issues. We achieve this by learning the prior on the given scene alone without pre-training on large datasets. In particular, we design augmented NeRFs to obtain better depth supervision in certain regions of the scene for the main NeRF. Further, we extend this framework to also apply to newer and faster radiance field models such as TensoRF and ZipNeRF. Through extensive experiments on multiple datasets, we show the superiority of our approach in sparse input novel view synthesis. The design of sparse input fast dynamic radiance fields is severely constrained by the lack of suitable representations and reliable priors for motion. We address the first challenge by designing an explicit motion model based on factorized volumes that is compact and optimizes quickly. We also introduce reliable sparse flow priors to constrain the motion field, since we find that the popularly employed dense optical flow priors are unreliable. We show the benefits of our motion representation and reliable priors on multiple datasets. In the final part of this thesis, we study the application of view synthesis for frame rate upsampling in video gaming. Specifically, we consider the problem of temporal view synthesis, where the goal is to predict the future frames given the past frames and the camera motion. The key challenge here is in predicting the future motion of the objects by estimating their past motion and extrapolating it. We explore the use of multi-plane image representations and scene depth to reliably estimate the object motion, particularly in the occluded regions. We design a new database to effectively evaluate our approach for temporal view synthesis of dynamic scenes and show that we achieve state-of-the-art performance.

Explore related subjects

Keep this discovery

BibTeXRIS

Nagabhushan Somraj. 2024-11-20. Sparse Input View Synthesis: 3D Representations and Reliable Priors. https://arxiv.org/abs/2411.13631

Cite the original work for its findings. Save a collection to share your selection of sources.

KEEP EXPLORING

Related papers

HiPerViT: A Hierarchical Perceiver-Vision Transformer Architecture for Multi-Scale Texture Recognition

Texture recognition remains challenging for modern vision models because discriminative evidence is often carried by higher-order spatial statistics rather than by object shape alone. While Vision Transformers provide strong long-range modeling capacity, their standard object-centric representations do not explicitly expose such statistical structure, which limits texture sensitivity in fine-grained recognition settings. We present HiPerViT, a compact vision-only architecture that injects an explicit second-order statistical prior into a transformer-based recognition pipeline. The method combines global and local image views with a compact bilinear descriptor encoded as a statistical token, and integrates this token with first-order spatial representations through Perceiver-style latent distillation. This design enables direct interaction between spatial tokens and second-order feature co-occurrence statistics, providing the model with explicit access to texture-relevant information without requiring multimodal pretraining or ensemble construction. Across six texture recognition benchmarks, HiPerViT achieves consistent improvements over strong vision-only baselines under the reported evaluation protocols, including gains of +3.05 percentage points on DTD, +10.48 on GTOS-Mobile, and +10.10 on 1200Tex. Beyond benchmark performance, our analyses show that these gains are largely invariant to the backbone depth used to extract second-order statistics and to the ordering of interaction and distillation stages. This pattern suggests that the primary source of improvement is not a specific fusion topology, but the explicit availability of second-order statistical information as a first-class representational signal. These results support explicit statistical tokenization as an effective and robust design principle for texture-centric visual recognition.

cs.CV

CamPilot: A Multi-Agent Cinematic Assistant for Camera-Controlled Movie Generation

The integration of large language models (LLMs) into video generation has enabled rapid text-to-video creation and improved visual quality. However, it still falls short of professional filmmaking, where cinematographic language is less refined than human-crafted camera work and multi-shot continuity remains challenging. To address these limitations, we introduce CamPilot, a multi-agent framework that integrates cinematographic planning and camera-work control to produce more coherent, logically structured, and human-aesthetic movies. CamPilot adopts a GRPO-based learning paradigm to learn camera work planning from 14K real-world professional movies, internalizing motion patterns and composition principles that support reasoning over shooting techniques (e.g., camera angle, motion, and focal behavior) and cross-shot relationships for controllable camera-viewpoint generation. Multiple agents further collaborate and evolve to improve overall output quality. To support this work and further studies in this domain, we establish CamEval, a benchmark for evaluating camera work quality and cinematic engagement. Empirical results show that CamPilot outperforms state-of-the-art text-to-movie generation methods on cinematographic control and quality, highlighting the impact of professional camera design on movie generation.

cs.CV

New Evidence, Same Choice: Testing Physical Experiment Selection in Vision Language Models

A model first sees an image from one physical measurement experiment, such as how far a block coasted, and must answer a question about a new trial, such as whether the block will pass a target after a fixed push. The initial experiment may provide enough information to answer, or the model may need another measurement, such as the object's mass, friction, restitution, or spring stiffness. We study whether vision language models can decide when to answer immediately and, when more evidence is needed, which experiment to perform. Current physical reasoning benchmarks usually evaluate only the final answer, so they do not directly measure this decision-making ability. We introduce a controlled evaluation where each problem provides one measurement image and four possible physical worlds created by combining two possible masses and two possible values of another relevant property. The model must either stop and answer or select the cheapest additional experiment that can resolve the question. We construct matched problem pairs where changing either the observed measurement or the question changes the optimal action. Since all possible worlds and experiment costs are known, we can explicitly determine the optimal choice. Across six open models and 144 physical parameter sets, direct responses repeat the same action for 95.1% to 100% of image pairs even when the correct action changes. Brief reasoning improves action switching, but the best model makes both decisions correctly for only 5.9% of image pairs. Additional analysis reveals failures in measurement interpretation, physical reasoning, and response formatting. By evaluating evidence selection separately from final answers, our benchmark reveals limitations in physical reasoning that conventional answer accuracy can overlook.

cs.CV