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Cengiz Oztireli

Publications and source records attributed to Cengiz Oztireli.

34 records · Page 2Linked to original sources

Evolutive Rendering Models

The landscape of computer graphics has undergone significant transformations with the recent advances of differentiable rendering models. These rendering models often rely on heuristic designs that may not fully align with the final rendering objectives. We address this gap by pioneering \textit{evolutive rendering models}, a methodology where rendering models possess the ability to evolve and adapt dynamically throughout the rendering process. In particular, we present a comprehensive learning framework that enables the optimization of three principal rendering elements, including the gauge transformations, the ray sampling mechanisms, and the primitive organization. Central to this framework is the development of differentiable versions of these rendering elements, allowing for effective gradient backpropagation from the final rendering objectives. A detailed analysis of gradient characteristics is performed to facilitate a stable and goal-oriented elements evolution. Our extensive experiments demonstrate the large potential of evolutive rendering models for enhancing the rendering performance across various domains, including static and dynamic scene representations, generative modeling, and texture mapping.

cs.CV↗

$α$Surf: Implicit Surface Reconstruction for Semi-Transparent and Thin Objects with Decoupled Geometry and Opacity

Implicit surface representations such as the signed distance function (SDF) have emerged as a promising approach for image-based surface reconstruction. However, existing optimization methods assume solid surfaces and are therefore unable to properly reconstruct semi-transparent surfaces and thin structures, which also exhibit low opacity due to the blending effect with the background. While neural radiance field (NeRF) based methods can model semi-transparency and achieve photo-realistic quality in synthesized novel views, their volumetric geometry representation tightly couples geometry and opacity, and therefore cannot be easily converted into surfaces without introducing artifacts. We present $α$Surf, a novel surface representation with decoupled geometry and opacity for the reconstruction of semi-transparent and thin surfaces where the colors mix. Ray-surface intersections on our representation can be found in closed-form via analytical solutions of cubic polynomials, avoiding Monte-Carlo sampling and is fully differentiable by construction. Our qualitative and quantitative evaluations show that our approach can accurately reconstruct surfaces with semi-transparent and thin parts with fewer artifacts, achieving better reconstruction quality than state-of-the-art SDF and NeRF methods. Website: https://alphasurf.netlify.app/

cs.CV↗

Physically Based Neural Bidirectional Reflectance Distribution Function

We introduce the physically based neural bidirectional reflectance distribution function (PBNBRDF), a novel, continuous representation for material appearance based on neural fields. Our model accurately reconstructs real-world materials while uniquely enforcing physical properties for realistic BRDFs, specifically Helmholtz reciprocity via reparametrization and energy passivity via efficient analytical integration. We conduct a systematic analysis demonstrating the benefits of adhering to these physical laws on the visual quality of reconstructed materials. Additionally, we enhance the color accuracy of neural BRDFs by introducing chromaticity enforcement supervising the norms of RGB channels. Through both qualitative and quantitative experiments on multiple databases of measured real-world BRDFs, we show that adhering to these physical constraints enables neural fields to more faithfully and stably represent the original data and achieve higher rendering quality.

cs.GR↗

SYM3D: Learning Symmetric Triplanes for Better 3D-Awareness of GANs

Despite the growing success of 3D-aware GANs, which can be trained on 2D images to generate high-quality 3D assets, they still rely on multi-view images with camera annotations to synthesize sufficient details from all viewing directions. However, the scarce availability of calibrated multi-view image datasets, especially in comparison to single-view images, has limited the potential of 3D GANs. Moreover, while bypassing camera pose annotations with a camera distribution constraint reduces dependence on exact camera parameters, it still struggles to generate a consistent orientation of 3D assets. To this end, we propose SYM3D, a novel 3D-aware GAN designed to leverage the prevalent reflectional symmetry structure found in natural and man-made objects, alongside a proposed view-aware spatial attention mechanism in learning the 3D representation. We evaluate SYM3D on both synthetic (ShapeNet Chairs, Cars, and Airplanes) and real-world datasets (ABO-Chair), demonstrating its superior performance in capturing detailed geometry and texture, even when trained on only single-view images. Finally, we demonstrate the effectiveness of incorporating symmetry regularization in helping reduce artifacts in the modeling of 3D assets in the text-to-3D task. Project is at \url{https://jingyang2017.github.io/sym3d.github.io/}

cs.CV↗

FrePolad: Frequency-Rectified Point Latent Diffusion for Point Cloud Generation

We propose FrePolad: frequency-rectified point latent diffusion, a point cloud generation pipeline integrating a variational autoencoder (VAE) with a denoising diffusion probabilistic model (DDPM) for the latent distribution. FrePolad simultaneously achieves high quality, diversity, and flexibility in point cloud cardinality for generation tasks while maintaining high computational efficiency. The improvement in generation quality and diversity is achieved through (1) a novel frequency rectification via spherical harmonics designed to retain high-frequency content while learning the point cloud distribution; and (2) a latent DDPM to learn the regularized yet complex latent distribution. In addition, FrePolad supports variable point cloud cardinality by formulating the sampling of points as conditional distributions over a latent shape distribution. Finally, the low-dimensional latent space encoded by the VAE contributes to FrePolad's fast and scalable sampling. Our quantitative and qualitative results demonstrate FrePolad's state-of-the-art performance in terms of quality, diversity, and computational efficiency. Project page: https://chenliang-zhou.github.io/FrePolad/.

cs.CV↗

Gaussian Head & Shoulders: High Fidelity Neural Upper Body Avatars with Anchor Gaussian Guided Texture Warping

By equipping the most recent 3D Gaussian Splatting representation with head 3D morphable models (3DMM), existing methods manage to create head avatars with high fidelity. However, most existing methods only reconstruct a head without the body, substantially limiting their application scenarios. We found that naively applying Gaussians to model the clothed chest and shoulders tends to result in blurry reconstruction and noisy floaters under novel poses. This is because of the fundamental limitation of Gaussians and point clouds -- each Gaussian or point can only have a single directional radiance without spatial variance, therefore an unnecessarily large number of them is required to represent complicated spatially varying texture, even for simple geometry. In contrast, we propose to model the body part with a neural texture that consists of coarse and pose-dependent fine colors. To properly render the body texture for each view and pose without accurate geometry nor UV mapping, we optimize another sparse set of Gaussians as anchors that constrain the neural warping field that maps image plane coordinates to the texture space. We demonstrate that Gaussian Head & Shoulders can fit the high-frequency details on the clothed upper body with high fidelity and potentially improve the accuracy and fidelity of the head region. We evaluate our method with casual phone-captured and internet videos and show our method archives superior reconstruction quality and robustness in both self and cross reenactment tasks. To fully utilize the efficient rendering speed of Gaussian splatting, we additionally propose an accelerated inference method of our trained model without Multi-Layer Perceptron (MLP) queries and reach a stable rendering speed of around 130 FPS for any subjects.

cs.CV↗

Hypernetworks for Generalizable BRDF Representation

In this paper, we introduce a technique to estimate measured BRDFs from a sparse set of samples. Our approach offers accurate BRDF reconstructions that are generalizable to new materials. This opens the door to BDRF reconstructions from a variety of data sources. The success of our approach relies on the ability of hypernetworks to generate a robust representation of BRDFs and a set encoder that allows us to feed inputs of different sizes to the architecture. The set encoder and the hypernetwork also enable the compression of densely sampled BRDFs. We evaluate our technique both qualitatively and quantitatively on the well-known MERL dataset of 100 isotropic materials. Our approach accurately 1) estimates the BRDFs of unseen materials even for an extremely sparse sampling, 2) compresses the measured BRDFs into very small embeddings, e.g., 7D.

cs.GR↗

Differentiable Visual Computing for Inverse Problems and Machine Learning

Originally designed for applications in computer graphics, visual computing (VC) methods synthesize information about physical and virtual worlds, using prescribed algorithms optimized for spatial computing. VC is used to analyze geometry, physically simulate solids, fluids, and other media, and render the world via optical techniques. These fine-tuned computations that operate explicitly on a given input solve so-called forward problems, VC excels at. By contrast, deep learning (DL) allows for the construction of general algorithmic models, side stepping the need for a purely first principles-based approach to problem solving. DL is powered by highly parameterized neural network architectures -- universal function approximators -- and gradient-based search algorithms which can efficiently search that large parameter space for optimal models. This approach is predicated by neural network differentiability, the requirement that analytic derivatives of a given problem's task metric can be computed with respect to neural network's parameters. Neural networks excel when an explicit model is not known, and neural network training solves an inverse problem in which a model is computed from data.

cs.LG↗

Neural Fields with Hard Constraints of Arbitrary Differential Order

While deep learning techniques have become extremely popular for solving a broad range of optimization problems, methods to enforce hard constraints during optimization, particularly on deep neural networks, remain underdeveloped. Inspired by the rich literature on meshless interpolation and its extension to spectral collocation methods in scientific computing, we develop a series of approaches for enforcing hard constraints on neural fields, which we refer to as Constrained Neural Fields (CNF). The constraints can be specified as a linear operator applied to the neural field and its derivatives. We also design specific model representations and training strategies for problems where standard models may encounter difficulties, such as conditioning of the system, memory consumption, and capacity of the network when being constrained. Our approaches are demonstrated in a wide range of real-world applications. Additionally, we develop a framework that enables highly efficient model and constraint specification, which can be readily applied to any downstream task where hard constraints need to be explicitly satisfied during optimization.

cs.LG↗

Perceptual Quality Assessment of NeRF and Neural View Synthesis Methods for Front-Facing Views

Neural view synthesis (NVS) is one of the most successful techniques for synthesizing free viewpoint videos, capable of achieving high fidelity from only a sparse set of captured images. This success has led to many variants of the techniques, each evaluated on a set of test views typically using image quality metrics such as PSNR, SSIM, or LPIPS. There has been a lack of research on how NVS methods perform with respect to perceived video quality. We present the first study on perceptual evaluation of NVS and NeRF variants. For this study, we collected two datasets of scenes captured in a controlled lab environment as well as in-the-wild. In contrast to existing datasets, these scenes come with reference video sequences, allowing us to test for temporal artifacts and subtle distortions that are easily overlooked when viewing only static images. We measured the quality of videos synthesized by several NVS methods in a well-controlled perceptual quality assessment experiment as well as with many existing state-of-the-art image/video quality metrics. We present a detailed analysis of the results and recommendations for dataset and metric selection for NVS evaluation.

cs.CV↗

One-shot Detail Retouching with Patch Space Neural Transformation Blending

Photo retouching is a difficult task for novice users as it requires expert knowledge and advanced tools. Photographers often spend a great deal of time generating high-quality retouched photos with intricate details. In this paper, we introduce a one-shot learning based technique to automatically retouch details of an input image based on just a single pair of before and after example images. Our approach provides accurate and generalizable detail edit transfer to new images. We achieve these by proposing a new representation for image to image maps. Specifically, we propose neural field based transformation blending in the patch space for defining patch to patch transformations for each frequency band. This parametrization of the map with anchor transformations and associated weights, and spatio-spectral localized patches, allows us to capture details well while staying generalizable. We evaluate our technique both on known ground truth filters and artist retouching edits. Our method accurately transfers complex detail retouching edits.

cs.CV↗

3D GAN Inversion with Facial Symmetry Prior

Recently, a surge of high-quality 3D-aware GANs have been proposed, which leverage the generative power of neural rendering. It is natural to associate 3D GANs with GAN inversion methods to project a real image into the generator's latent space, allowing free-view consistent synthesis and editing, referred as 3D GAN inversion. Although with the facial prior preserved in pre-trained 3D GANs, reconstructing a 3D portrait with only one monocular image is still an ill-pose problem. The straightforward application of 2D GAN inversion methods focuses on texture similarity only while ignoring the correctness of 3D geometry shapes. It may raise geometry collapse effects, especially when reconstructing a side face under an extreme pose. Besides, the synthetic results in novel views are prone to be blurry. In this work, we propose a novel method to promote 3D GAN inversion by introducing facial symmetry prior. We design a pipeline and constraints to make full use of the pseudo auxiliary view obtained via image flipping, which helps obtain a robust and reasonable geometry shape during the inversion process. To enhance texture fidelity in unobserved viewpoints, pseudo labels from depth-guided 3D warping can provide extra supervision. We design constraints aimed at filtering out conflict areas for optimization in asymmetric situations. Comprehensive quantitative and qualitative evaluations on image reconstruction and editing demonstrate the superiority of our method.

cs.CV↗

D$^2$NeRF: Self-Supervised Decoupling of Dynamic and Static Objects from a Monocular Video

Given a monocular video, segmenting and decoupling dynamic objects while recovering the static environment is a widely studied problem in machine intelligence. Existing solutions usually approach this problem in the image domain, limiting their performance and understanding of the environment. We introduce Decoupled Dynamic Neural Radiance Field (D$^2$NeRF), a self-supervised approach that takes a monocular video and learns a 3D scene representation which decouples moving objects, including their shadows, from the static background. Our method represents the moving objects and the static background by two separate neural radiance fields with only one allowing for temporal changes. A naive implementation of this approach leads to the dynamic component taking over the static one as the representation of the former is inherently more general and prone to overfitting. To this end, we propose a novel loss to promote correct separation of phenomena. We further propose a shadow field network to detect and decouple dynamically moving shadows. We introduce a new dataset containing various dynamic objects and shadows and demonstrate that our method can achieve better performance than state-of-the-art approaches in decoupling dynamic and static 3D objects, occlusion and shadow removal, and image segmentation for moving objects.

cs.CV↗

CUF: Continuous Upsampling Filters

Neural fields have rapidly been adopted for representing 3D signals, but their application to more classical 2D image-processing has been relatively limited. In this paper, we consider one of the most important operations in image processing: upsampling. In deep learning, learnable upsampling layers have extensively been used for single image super-resolution. We propose to parameterize upsampling kernels as neural fields. This parameterization leads to a compact architecture that obtains a 40-fold reduction in the number of parameters when compared with competing arbitrary-scale super-resolution architectures. When upsampling images of size 256x256 we show that our architecture is 2x-10x more efficient than competing arbitrary-scale super-resolution architectures, and more efficient than sub-pixel convolutions when instantiated to a single-scale model. In the general setting, these gains grow polynomially with the square of the target scale. We validate our method on standard benchmarks showing such efficiency gains can be achieved without sacrifices in super-resolution performance.

cs.LG↗

Kubric: A scalable dataset generator

Data is the driving force of machine learning, with the amount and quality of training data often being more important for the performance of a system than architecture and training details. But collecting, processing and annotating real data at scale is difficult, expensive, and frequently raises additional privacy, fairness and legal concerns. Synthetic data is a powerful tool with the potential to address these shortcomings: 1) it is cheap 2) supports rich ground-truth annotations 3) offers full control over data and 4) can circumvent or mitigate problems regarding bias, privacy and licensing. Unfortunately, software tools for effective data generation are less mature than those for architecture design and training, which leads to fragmented generation efforts. To address these problems we introduce Kubric, an open-source Python framework that interfaces with PyBullet and Blender to generate photo-realistic scenes, with rich annotations, and seamlessly scales to large jobs distributed over thousands of machines, and generating TBs of data. We demonstrate the effectiveness of Kubric by presenting a series of 13 different generated datasets for tasks ranging from studying 3D NeRF models to optical flow estimation. We release Kubric, the used assets, all of the generation code, as well as the rendered datasets for reuse and modification.

cs.CV↗

Iso-Points: Optimizing Neural Implicit Surfaces with Hybrid Representations

Neural implicit functions have emerged as a powerful representation for surfaces in 3D. Such a function can encode a high quality surface with intricate details into the parameters of a deep neural network. However, optimizing for the parameters for accurate and robust reconstructions remains a challenge, especially when the input data is noisy or incomplete. In this work, we develop a hybrid neural surface representation that allows us to impose geometry-aware sampling and regularization, which significantly improves the fidelity of reconstructions. We propose to use \emph{iso-points} as an explicit representation for a neural implicit function. These points are computed and updated on-the-fly during training to capture important geometric features and impose geometric constraints on the optimization. We demonstrate that our method can be adopted to improve state-of-the-art techniques for reconstructing neural implicit surfaces from multi-view images or point clouds. Quantitative and qualitative evaluations show that, compared with existing sampling and optimization methods, our approach allows faster convergence, better generalization, and accurate recovery of details and topology.

cs.CV↗