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Anpei Chen

Publications and source records attributed to Anpei Chen.

At least 37 records · Page 2Linked to original sources

Volumetric Surfaces: Representing Fuzzy Geometries with Layered Meshes

High-quality view synthesis relies on volume rendering, splatting, or surface rendering. While surface rendering is typically the fastest, it struggles to accurately model fuzzy geometry like hair. In turn, alpha-blending techniques excel at representing fuzzy materials but require an unbounded number of samples per ray (P1). Further overheads are induced by empty space skipping in volume rendering (P2) and sorting input primitives in splatting (P3). We present a novel representation for real-time view synthesis where the (P1) number of sampling locations is small and bounded, (P2) sampling locations are efficiently found via rasterization, and (P3) rendering is sorting-free. We achieve this by representing objects as semi-transparent multi-layer meshes rendered in a fixed order. First, we model surface layers as signed distance function (SDF) shells with optimal spacing learned during training. Then, we bake them as meshes and fit UV textures. Unlike single-surface methods, our multi-layer representation effectively models fuzzy objects. In contrast to volume and splatting-based methods, our approach enables real-time rendering on low-power laptops and smartphones.

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2D Gaussian Splatting for Geometrically Accurate Radiance Fields

3D Gaussian Splatting (3DGS) has recently revolutionized radiance field reconstruction, achieving high quality novel view synthesis and fast rendering speed without baking. However, 3DGS fails to accurately represent surfaces due to the multi-view inconsistent nature of 3D Gaussians. We present 2D Gaussian Splatting (2DGS), a novel approach to model and reconstruct geometrically accurate radiance fields from multi-view images. Our key idea is to collapse the 3D volume into a set of 2D oriented planar Gaussian disks. Unlike 3D Gaussians, 2D Gaussians provide view-consistent geometry while modeling surfaces intrinsically. To accurately recover thin surfaces and achieve stable optimization, we introduce a perspective-correct 2D splatting process utilizing ray-splat intersection and rasterization. Additionally, we incorporate depth distortion and normal consistency terms to further enhance the quality of the reconstructions. We demonstrate that our differentiable renderer allows for noise-free and detailed geometry reconstruction while maintaining competitive appearance quality, fast training speed, and real-time rendering.

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NeuManifold: Neural Watertight Manifold Reconstruction with Efficient and High-Quality Rendering Support

We present a method for generating high-quality watertight manifold meshes from multi-view input images. Existing volumetric rendering methods are robust in optimization but tend to generate noisy meshes with poor topology. Differentiable rasterization-based methods can generate high-quality meshes but are sensitive to initialization. Our method combines the benefits of both worlds; we take the geometry initialization obtained from neural volumetric fields, and further optimize the geometry as well as a compact neural texture representation with differentiable rasterizers. Through extensive experiments, we demonstrate that our method can generate accurate mesh reconstructions with faithful appearance that are comparable to previous volume rendering methods while being an order of magnitude faster in rendering. We also show that our generated mesh and neural texture reconstruction is compatible with existing graphics pipelines and enables downstream 3D applications such as simulation. Project page: https://sarahweiii.github.io/neumanifold/

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LaRa: Efficient Large-Baseline Radiance Fields

Radiance field methods have achieved photorealistic novel view synthesis and geometry reconstruction. But they are mostly applied in per-scene optimization or small-baseline settings. While several recent works investigate feed-forward reconstruction with large baselines by utilizing transformers, they all operate with a standard global attention mechanism and hence ignore the local nature of 3D reconstruction. We propose a method that unifies local and global reasoning in transformer layers, resulting in improved quality and faster convergence. Our model represents scenes as Gaussian Volumes and combines this with an image encoder and Group Attention Layers for efficient feed-forward reconstruction. Experimental results demonstrate that our model, trained for two days on four GPUs, demonstrates high fidelity in reconstructing 360 deg radiance fields, and robustness to zero-shot and out-of-domain testing. Our project Page: https://apchenstu.github.io/LaRa/.

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GraphDreamer: Compositional 3D Scene Synthesis from Scene Graphs

As pretrained text-to-image diffusion models become increasingly powerful, recent efforts have been made to distill knowledge from these text-to-image pretrained models for optimizing a text-guided 3D model. Most of the existing methods generate a holistic 3D model from a plain text input. This can be problematic when the text describes a complex scene with multiple objects, because the vectorized text embeddings are inherently unable to capture a complex description with multiple entities and relationships. Holistic 3D modeling of the entire scene further prevents accurate grounding of text entities and concepts. To address this limitation, we propose GraphDreamer, a novel framework to generate compositional 3D scenes from scene graphs, where objects are represented as nodes and their interactions as edges. By exploiting node and edge information in scene graphs, our method makes better use of the pretrained text-to-image diffusion model and is able to fully disentangle different objects without image-level supervision. To facilitate modeling of object-wise relationships, we use signed distance fields as representation and impose a constraint to avoid inter-penetration of objects. To avoid manual scene graph creation, we design a text prompt for ChatGPT to generate scene graphs based on text inputs. We conduct both qualitative and quantitative experiments to validate the effectiveness of GraphDreamer in generating high-fidelity compositional 3D scenes with disentangled object entities.

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MuRF: Multi-Baseline Radiance Fields

We present Multi-Baseline Radiance Fields (MuRF), a general feed-forward approach to solving sparse view synthesis under multiple different baseline settings (small and large baselines, and different number of input views). To render a target novel view, we discretize the 3D space into planes parallel to the target image plane, and accordingly construct a target view frustum volume. Such a target volume representation is spatially aligned with the target view, which effectively aggregates relevant information from the input views for high-quality rendering. It also facilitates subsequent radiance field regression with a convolutional network thanks to its axis-aligned nature. The 3D context modeled by the convolutional network enables our method to synthesis sharper scene structures than prior works. Our MuRF achieves state-of-the-art performance across multiple different baseline settings and diverse scenarios ranging from simple objects (DTU) to complex indoor and outdoor scenes (RealEstate10K and LLFF). We also show promising zero-shot generalization abilities on the Mip-NeRF 360 dataset, demonstrating the general applicability of MuRF.

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NeLF-Pro: Neural Light Field Probes for Multi-Scale Novel View Synthesis

We present NeLF-Pro, a novel representation to model and reconstruct light fields in diverse natural scenes that vary in extent and spatial granularity. In contrast to previous fast reconstruction methods that represent the 3D scene globally, we model the light field of a scene as a set of local light field feature probes, parameterized with position and multi-channel 2D feature maps. Our central idea is to bake the scene's light field into spatially varying learnable representations and to query point features by weighted blending of probes close to the camera - allowing for mipmap representation and rendering. We introduce a novel vector-matrix-matrix (VMM) factorization technique that effectively represents the light field feature probes as products of core factors (i.e., VM) shared among local feature probes, and a basis factor (i.e., M) - efficiently encoding internal relationships and patterns within the scene. Experimentally, we demonstrate that NeLF-Pro significantly boosts the performance of feature grid-based representations, and achieves fast reconstruction with better rendering quality while maintaining compact modeling. Project webpage https://sinoyou.github.io/nelf-pro/.

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Mip-Splatting: Alias-free 3D Gaussian Splatting

Recently, 3D Gaussian Splatting has demonstrated impressive novel view synthesis results, reaching high fidelity and efficiency. However, strong artifacts can be observed when changing the sampling rate, \eg, by changing focal length or camera distance. We find that the source for this phenomenon can be attributed to the lack of 3D frequency constraints and the usage of a 2D dilation filter. To address this problem, we introduce a 3D smoothing filter which constrains the size of the 3D Gaussian primitives based on the maximal sampling frequency induced by the input views, eliminating high-frequency artifacts when zooming in. Moreover, replacing 2D dilation with a 2D Mip filter, which simulates a 2D box filter, effectively mitigates aliasing and dilation issues. Our evaluation, including scenarios such a training on single-scale images and testing on multiple scales, validates the effectiveness of our approach.

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Single-Stage Diffusion NeRF: A Unified Approach to 3D Generation and Reconstruction

3D-aware image synthesis encompasses a variety of tasks, such as scene generation and novel view synthesis from images. Despite numerous task-specific methods, developing a comprehensive model remains challenging. In this paper, we present SSDNeRF, a unified approach that employs an expressive diffusion model to learn a generalizable prior of neural radiance fields (NeRF) from multi-view images of diverse objects. Previous studies have used two-stage approaches that rely on pretrained NeRFs as real data to train diffusion models. In contrast, we propose a new single-stage training paradigm with an end-to-end objective that jointly optimizes a NeRF auto-decoder and a latent diffusion model, enabling simultaneous 3D reconstruction and prior learning, even from sparsely available views. At test time, we can directly sample the diffusion prior for unconditional generation, or combine it with arbitrary observations of unseen objects for NeRF reconstruction. SSDNeRF demonstrates robust results comparable to or better than leading task-specific methods in unconditional generation and single/sparse-view 3D reconstruction.

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Factor Fields: A Unified Framework for Neural Fields and Beyond

We present Factor Fields, a novel framework for modeling and representing signals. Factor Fields decomposes a signal into a product of factors, each represented by a classical or neural field representation which operates on transformed input coordinates. This decomposition results in a unified framework that accommodates several recent signal representations including NeRF, Plenoxels, EG3D, Instant-NGP, and TensoRF. Additionally, our framework allows for the creation of powerful new signal representations, such as the "Dictionary Field" (DiF) which is a second contribution of this paper. Our experiments show that DiF leads to improvements in approximation quality, compactness, and training time when compared to previous fast reconstruction methods. Experimentally, our representation achieves better image approximation quality on 2D image regression tasks, higher geometric quality when reconstructing 3D signed distance fields, and higher compactness for radiance field reconstruction tasks. Furthermore, DiF enables generalization to unseen images/3D scenes by sharing bases across signals during training which greatly benefits use cases such as image regression from sparse observations and few-shot radiance field reconstruction.

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NeRFPlayer: A Streamable Dynamic Scene Representation with Decomposed Neural Radiance Fields

Visually exploring in a real-world 4D spatiotemporal space freely in VR has been a long-term quest. The task is especially appealing when only a few or even single RGB cameras are used for capturing the dynamic scene. To this end, we present an efficient framework capable of fast reconstruction, compact modeling, and streamable rendering. First, we propose to decompose the 4D spatiotemporal space according to temporal characteristics. Points in the 4D space are associated with probabilities of belonging to three categories: static, deforming, and new areas. Each area is represented and regularized by a separate neural field. Second, we propose a hybrid representations based feature streaming scheme for efficiently modeling the neural fields. Our approach, coined NeRFPlayer, is evaluated on dynamic scenes captured by single hand-held cameras and multi-camera arrays, achieving comparable or superior rendering performance in terms of quality and speed comparable to recent state-of-the-art methods, achieving reconstruction in 10 seconds per frame and interactive rendering.

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TensoRF: Tensorial Radiance Fields

We present TensoRF, a novel approach to model and reconstruct radiance fields. Unlike NeRF that purely uses MLPs, we model the radiance field of a scene as a 4D tensor, which represents a 3D voxel grid with per-voxel multi-channel features. Our central idea is to factorize the 4D scene tensor into multiple compact low-rank tensor components. We demonstrate that applying traditional CP decomposition -- that factorizes tensors into rank-one components with compact vectors -- in our framework leads to improvements over vanilla NeRF. To further boost performance, we introduce a novel vector-matrix (VM) decomposition that relaxes the low-rank constraints for two modes of a tensor and factorizes tensors into compact vector and matrix factors. Beyond superior rendering quality, our models with CP and VM decompositions lead to a significantly lower memory footprint in comparison to previous and concurrent works that directly optimize per-voxel features. Experimentally, we demonstrate that TensoRF with CP decomposition achieves fast reconstruction (<30 min) with better rendering quality and even a smaller model size (<4 MB) compared to NeRF. Moreover, TensoRF with VM decomposition further boosts rendering quality and outperforms previous state-of-the-art methods, while reducing the reconstruction time (<10 min) and retaining a compact model size (<75 MB).

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ICARUS: A Specialized Architecture for Neural Radiance Fields Rendering

The practical deployment of Neural Radiance Fields (NeRF) in rendering applications faces several challenges, with the most critical one being low rendering speed on even high-end graphic processing units (GPUs). In this paper, we present ICARUS, a specialized accelerator architecture tailored for NeRF rendering. Unlike GPUs using general purpose computing and memory architectures for NeRF, ICARUS executes the complete NeRF pipeline using dedicated plenoptic cores (PLCore) consisting of a positional encoding unit (PEU), a multi-layer perceptron (MLP) engine, and a volume rendering unit (VRU). A PLCore takes in positions \& directions and renders the corresponding pixel colors without any intermediate data going off-chip for temporary storage and exchange, which can be time and power consuming. To implement the most expensive component of NeRF, i.e., the MLP, we transform the fully connected operations to approximated reconfigurable multiple constant multiplications (MCMs), where common subexpressions are shared across different multiplications to improve the computation efficiency. We build a prototype ICARUS using Synopsys HAPS-80 S104, a field programmable gate array (FPGA)-based prototyping system for large-scale integrated circuits and systems design. We evaluate the power-performance-area (PPA) of a PLCore using 40nm LP CMOS technology. Working at 400 MHz, a single PLCore occupies 16.5 $mm^2$ and consumes 282.8 mW, translating to 0.105 uJ/sample. The results are compared with those of GPU and tensor processing unit (TPU) implementations.

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MVSNeRF: Fast Generalizable Radiance Field Reconstruction from Multi-View Stereo

We present MVSNeRF, a novel neural rendering approach that can efficiently reconstruct neural radiance fields for view synthesis. Unlike prior works on neural radiance fields that consider per-scene optimization on densely captured images, we propose a generic deep neural network that can reconstruct radiance fields from only three nearby input views via fast network inference. Our approach leverages plane-swept cost volumes (widely used in multi-view stereo) for geometry-aware scene reasoning, and combines this with physically based volume rendering for neural radiance field reconstruction. We train our network on real objects in the DTU dataset, and test it on three different datasets to evaluate its effectiveness and generalizability. Our approach can generalize across scenes (even indoor scenes, completely different from our training scenes of objects) and generate realistic view synthesis results using only three input images, significantly outperforming concurrent works on generalizable radiance field reconstruction. Moreover, if dense images are captured, our estimated radiance field representation can be easily fine-tuned; this leads to fast per-scene reconstruction with higher rendering quality and substantially less optimization time than NeRF.

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GNeRF: GAN-based Neural Radiance Field without Posed Camera

We introduce GNeRF, a framework to marry Generative Adversarial Networks (GAN) with Neural Radiance Field (NeRF) reconstruction for the complex scenarios with unknown and even randomly initialized camera poses. Recent NeRF-based advances have gained popularity for remarkable realistic novel view synthesis. However, most of them heavily rely on accurate camera poses estimation, while few recent methods can only optimize the unknown camera poses in roughly forward-facing scenes with relatively short camera trajectories and require rough camera poses initialization. Differently, our GNeRF only utilizes randomly initialized poses for complex outside-in scenarios. We propose a novel two-phases end-to-end framework. The first phase takes the use of GANs into the new realm for optimizing coarse camera poses and radiance fields jointly, while the second phase refines them with additional photometric loss. We overcome local minima using a hybrid and iterative optimization scheme. Extensive experiments on a variety of synthetic and natural scenes demonstrate the effectiveness of GNeRF. More impressively, our approach outperforms the baselines favorably in those scenes with repeated patterns or even low textures that are regarded as extremely challenging before.

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SofGAN: A Portrait Image Generator with Dynamic Styling

Recently, Generative Adversarial Networks (GANs)} have been widely used for portrait image generation. However, in the latent space learned by GANs, different attributes, such as pose, shape, and texture style, are generally entangled, making the explicit control of specific attributes difficult. To address this issue, we propose a SofGAN image generator to decouple the latent space of portraits into two subspaces: a geometry space and a texture space. The latent codes sampled from the two subspaces are fed to two network branches separately, one to generate the 3D geometry of portraits with canonical pose, and the other to generate textures. The aligned 3D geometries also come with semantic part segmentation, encoded as a semantic occupancy field (SOF). The SOF allows the rendering of consistent 2D semantic segmentation maps at arbitrary views, which are then fused with the generated texture maps and stylized to a portrait photo using our semantic instance-wise (SIW) module. Through extensive experiments, we show that our system can generate high quality portrait images with independently controllable geometry and texture attributes. The method also generalizes well in various applications such as appearance-consistent facial animation and dynamic styling.

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Convolutional Neural Opacity Radiance Fields

Photo-realistic modeling and rendering of fuzzy objects with complex opacity are critical for numerous immersive VR/AR applications, but it suffers from strong view-dependent brightness, color. In this paper, we propose a novel scheme to generate opacity radiance fields with a convolutional neural renderer for fuzzy objects, which is the first to combine both explicit opacity supervision and convolutional mechanism into the neural radiance field framework so as to enable high-quality appearance and global consistent alpha mattes generation in arbitrary novel views. More specifically, we propose an efficient sampling strategy along with both the camera rays and image plane, which enables efficient radiance field sampling and learning in a patch-wise manner, as well as a novel volumetric feature integration scheme that generates per-patch hybrid feature embeddings to reconstruct the view-consistent fine-detailed appearance and opacity output. We further adopt a patch-wise adversarial training scheme to preserve both high-frequency appearance and opacity details in a self-supervised framework. We also introduce an effective multi-view image capture system to capture high-quality color and alpha maps for challenging fuzzy objects. Extensive experiments on existing and our new challenging fuzzy object dataset demonstrate that our method achieves photo-realistic, globally consistent, and fined detailed appearance and opacity free-viewpoint rendering for various fuzzy objects.

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A Neural Rendering Framework for Free-Viewpoint Relighting

We present a novel Relightable Neural Renderer (RNR) for simultaneous view synthesis and relighting using multi-view image inputs. Existing neural rendering (NR) does not explicitly model the physical rendering process and hence has limited capabilities on relighting. RNR instead models image formation in terms of environment lighting, object intrinsic attributes, and light transport function (LTF), each corresponding to a learnable component. In particular, the incorporation of a physically based rendering process not only enables relighting but also improves the quality of view synthesis. Comprehensive experiments on synthetic and real data show that RNR provides a practical and effective solution for conducting free-viewpoint relighting.

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