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Gordon Wetzstein

Publications and source records attributed to Gordon Wetzstein.

180 records · Page 10Linked to original sources

Implicit Neural Representations with Periodic Activation Functions

Implicitly defined, continuous, differentiable signal representations parameterized by neural networks have emerged as a powerful paradigm, offering many possible benefits over conventional representations. However, current network architectures for such implicit neural representations are incapable of modeling signals with fine detail, and fail to represent a signal's spatial and temporal derivatives, despite the fact that these are essential to many physical signals defined implicitly as the solution to partial differential equations. We propose to leverage periodic activation functions for implicit neural representations and demonstrate that these networks, dubbed sinusoidal representation networks or Sirens, are ideally suited for representing complex natural signals and their derivatives. We analyze Siren activation statistics to propose a principled initialization scheme and demonstrate the representation of images, wavefields, video, sound, and their derivatives. Further, we show how Sirens can be leveraged to solve challenging boundary value problems, such as particular Eikonal equations (yielding signed distance functions), the Poisson equation, and the Helmholtz and wave equations. Lastly, we combine Sirens with hypernetworks to learn priors over the space of Siren functions.

cs.CV↗

MetaSDF: Meta-learning Signed Distance Functions

Neural implicit shape representations are an emerging paradigm that offers many potential benefits over conventional discrete representations, including memory efficiency at a high spatial resolution. Generalizing across shapes with such neural implicit representations amounts to learning priors over the respective function space and enables geometry reconstruction from partial or noisy observations. Existing generalization methods rely on conditioning a neural network on a low-dimensional latent code that is either regressed by an encoder or jointly optimized in the auto-decoder framework. Here, we formalize learning of a shape space as a meta-learning problem and leverage gradient-based meta-learning algorithms to solve this task. We demonstrate that this approach performs on par with auto-decoder based approaches while being an order of magnitude faster at test-time inference. We further demonstrate that the proposed gradient-based method outperforms encoder-decoder based methods that leverage pooling-based set encoders.

cs.CV↗

Gaze-Contingent Ocular Parallax Rendering for Virtual Reality

Immersive computer graphics systems strive to generate perceptually realistic user experiences. Current-generation virtual reality (VR) displays are successful in accurately rendering many perceptually important effects, including perspective, disparity, motion parallax, and other depth cues. In this article, we introduce ocular parallax rendering, a technology that accurately renders small amounts of gaze-contingent parallax capable of improving depth perception and realism in VR. Ocular parallax describes the small amounts of depth-dependent image shifts on the retina that are created as the eye rotates. The effect occurs because the centers of rotation and projection of the eye are not the same. We study the perceptual implications of ocular parallax rendering by designing and conducting a series of user experiments. Specifically, we estimate perceptual detection and discrimination thresholds for this effect and demonstrate that it is clearly visible in most VR applications. Additionally, we show that ocular parallax rendering provides an effective ordinal depth cue and it improves the impression of realistic depth in VR.

cs.GR↗

State of the Art on Neural Rendering

Efficient rendering of photo-realistic virtual worlds is a long standing effort of computer graphics. Modern graphics techniques have succeeded in synthesizing photo-realistic images from hand-crafted scene representations. However, the automatic generation of shape, materials, lighting, and other aspects of scenes remains a challenging problem that, if solved, would make photo-realistic computer graphics more widely accessible. Concurrently, progress in computer vision and machine learning have given rise to a new approach to image synthesis and editing, namely deep generative models. Neural rendering is a new and rapidly emerging field that combines generative machine learning techniques with physical knowledge from computer graphics, e.g., by the integration of differentiable rendering into network training. With a plethora of applications in computer graphics and vision, neural rendering is poised to become a new area in the graphics community, yet no survey of this emerging field exists. This state-of-the-art report summarizes the recent trends and applications of neural rendering. We focus on approaches that combine classic computer graphics techniques with deep generative models to obtain controllable and photo-realistic outputs. Starting with an overview of the underlying computer graphics and machine learning concepts, we discuss critical aspects of neural rendering approaches. This state-of-the-art report is focused on the many important use cases for the described algorithms such as novel view synthesis, semantic photo manipulation, facial and body reenactment, relighting, free-viewpoint video, and the creation of photo-realistic avatars for virtual and augmented reality telepresence. Finally, we conclude with a discussion of the social implications of such technology and investigate open research problems.

cs.CV↗

Scene Representation Networks: Continuous 3D-Structure-Aware Neural Scene Representations

Unsupervised learning with generative models has the potential of discovering rich representations of 3D scenes. While geometric deep learning has explored 3D-structure-aware representations of scene geometry, these models typically require explicit 3D supervision. Emerging neural scene representations can be trained only with posed 2D images, but existing methods ignore the three-dimensional structure of scenes. We propose Scene Representation Networks (SRNs), a continuous, 3D-structure-aware scene representation that encodes both geometry and appearance. SRNs represent scenes as continuous functions that map world coordinates to a feature representation of local scene properties. By formulating the image formation as a differentiable ray-marching algorithm, SRNs can be trained end-to-end from only 2D images and their camera poses, without access to depth or shape. This formulation naturally generalizes across scenes, learning powerful geometry and appearance priors in the process. We demonstrate the potential of SRNs by evaluating them for novel view synthesis, few-shot reconstruction, joint shape and appearance interpolation, and unsupervised discovery of a non-rigid face model.

cs.CV↗

Deep Optics for Single-shot High-dynamic-range Imaging

High-dynamic-range (HDR) imaging is crucial for many computer graphics and vision applications. Yet, acquiring HDR images with a single shot remains a challenging problem. Whereas modern deep learning approaches are successful at hallucinating plausible HDR content from a single low-dynamic-range (LDR) image, saturated scene details often cannot be faithfully recovered. Inspired by recent deep optical imaging approaches, we interpret this problem as jointly training an optical encoder and electronic decoder where the encoder is parameterized by the point spread function (PSF) of the lens, the bottleneck is the sensor with a limited dynamic range, and the decoder is a convolutional neural network (CNN). The lens surface is then jointly optimized with the CNN in a training phase; we fabricate this optimized optical element and attach it as a hardware add-on to a conventional camera during inference. In extensive simulations and with a physical prototype, we demonstrate that this end-to-end deep optical imaging approach to single-shot HDR imaging outperforms both purely CNN-based approaches and other PSF engineering approaches.

eess.IV↗

Deep Optics for Monocular Depth Estimation and 3D Object Detection

Depth estimation and 3D object detection are critical for scene understanding but remain challenging to perform with a single image due to the loss of 3D information during image capture. Recent models using deep neural networks have improved monocular depth estimation performance, but there is still difficulty in predicting absolute depth and generalizing outside a standard dataset. Here we introduce the paradigm of deep optics, i.e. end-to-end design of optics and image processing, to the monocular depth estimation problem, using coded defocus blur as an additional depth cue to be decoded by a neural network. We evaluate several optical coding strategies along with an end-to-end optimization scheme for depth estimation on three datasets, including NYU Depth v2 and KITTI. We find an optimized freeform lens design yields the best results, but chromatic aberration from a singlet lens offers significantly improved performance as well. We build a physical prototype and validate that chromatic aberrations improve depth estimation on real-world results. In addition, we train object detection networks on the KITTI dataset and show that the lens optimized for depth estimation also results in improved 3D object detection performance.

cs.CV↗

DeepVoxels: Learning Persistent 3D Feature Embeddings

In this work, we address the lack of 3D understanding of generative neural networks by introducing a persistent 3D feature embedding for view synthesis. To this end, we propose DeepVoxels, a learned representation that encodes the view-dependent appearance of a 3D scene without having to explicitly model its geometry. At its core, our approach is based on a Cartesian 3D grid of persistent embedded features that learn to make use of the underlying 3D scene structure. Our approach combines insights from 3D geometric computer vision with recent advances in learning image-to-image mappings based on adversarial loss functions. DeepVoxels is supervised, without requiring a 3D reconstruction of the scene, using a 2D re-rendering loss and enforces perspective and multi-view geometry in a principled manner. We apply our persistent 3D scene representation to the problem of novel view synthesis demonstrating high-quality results for a variety of challenging scenes.

cs.CV↗

LiFF: Light Field Features in Scale and Depth

Feature detectors and descriptors are key low-level vision tools that many higher-level tasks build on. Unfortunately these fail in the presence of challenging light transport effects including partial occlusion, low contrast, and reflective or refractive surfaces. Building on spatio-angular imaging modalities offered by emerging light field cameras, we introduce a new and computationally efficient 4D light field feature detector and descriptor: LiFF. LiFF is scale invariant and utilizes the full 4D light field to detect features that are robust to changes in perspective. This is particularly useful for structure from motion (SfM) and other tasks that match features across viewpoints of a scene. We demonstrate significantly improved 3D reconstructions via SfM when using LiFF instead of the leading 2D or 4D features, and show that LiFF runs an order of magnitude faster than the leading 4D approach. Finally, LiFF inherently estimates depth for each feature, opening a path for future research in light field-based SfM.

cs.CV↗

Unrolled Optimization with Deep Priors

A broad class of problems at the core of computational imaging, sensing, and low-level computer vision reduces to the inverse problem of extracting latent images that follow a prior distribution, from measurements taken under a known physical image formation model. Traditionally, hand-crafted priors along with iterative optimization methods have been used to solve such problems. In this paper we present unrolled optimization with deep priors, a principled framework for infusing knowledge of the image formation into deep networks that solve inverse problems in imaging, inspired by classical iterative methods. We show that instances of the framework outperform the state-of-the-art by a substantial margin for a wide variety of imaging problems, such as denoising, deblurring, and compressed sensing magnetic resonance imaging (MRI). Moreover, we conduct experiments that explain how the framework is best used and why it outperforms previous methods.

cs.CV↗

Convolutional Sparse Coding for High Dynamic Range Imaging

Current HDR acquisition techniques are based on either (i) fusing multibracketed, low dynamic range (LDR) images, (ii) modifying existing hardware and capturing different exposures simultaneously with multiple sensors, or (iii) reconstructing a single image with spatially-varying pixel exposures. In this paper, we propose a novel algorithm to recover high-quality HDRI images from a single, coded exposure. The proposed reconstruction method builds on recently-introduced ideas of convolutional sparse coding (CSC); this paper demonstrates how to make CSC practical for HDR imaging. We demonstrate that the proposed algorithm achieves higher-quality reconstructions than alternative methods, we evaluate optical coding schemes, analyze algorithmic parameters, and build a prototype coded HDR camera that demonstrates the utility of convolutional sparse HDRI coding with a custom hardware platform.

cs.CV↗

Movie Editing and Cognitive Event Segmentation in Virtual Reality Video

Traditional cinematography has relied for over a century on a well-established set of editing rules, called continuity editing, to create a sense of situational continuity. Despite massive changes in visual content across cuts, viewers in general experience no trouble perceiving the discontinuous flow of information as a coherent set of events. However, Virtual Reality (VR) movies are intrinsically different from traditional movies in that the viewer controls the camera orientation at all times. As a consequence, common editing techniques that rely on camera orientations, zooms, etc., cannot be used. In this paper we investigate key relevant questions to understand how well traditional movie editing carries over to VR. To do so, we rely on recent cognition studies and the event segmentation theory, which states that our brains segment continuous actions into a series of discrete, meaningful events. We first replicate one of these studies to assess whether the predictions of such theory can be applied to VR. We next gather gaze data from viewers watching VR videos containing different edits with varying parameters, and provide the first systematic analysis of viewers' behavior and the perception of continuity in VR. From this analysis we make a series of relevant findings; for instance, our data suggests that predictions from the cognitive event segmentation theory are useful guides for VR editing; that different types of edits are equally well understood in terms of continuity; and that spatial misalignments between regions of interest at the edit boundaries favor a more exploratory behavior even after viewers have fixated on a new region of interest. In addition, we propose a number of metrics to describe viewers' attentional behavior in VR. We believe the insights derived from our work can be useful as guidelines for VR content creation.

cs.GR↗

Sub-picosecond photon-efficient 3D imaging using single-photon sensors

Active 3D imaging systems have broad applications across disciplines, including biological imaging, remote sensing and robotics. Applications in these domains require fast acquisition times, high timing resolution, and high detection sensitivity. Single-photon avalanche diodes (SPADs) have emerged as one of the most promising detector technologies to achieve all of these requirements. However, these detectors are plagued by measurement distortions known as pileup, which fundamentally limit their precision. In this work, we develop a probabilistic image formation model that accurately models pileup. We devise inverse methods to efficiently and robustly estimate scene depth and reflectance from recorded photon counts using the proposed model along with statistical priors. With this algorithm, we not only demonstrate improvements to timing accuracy by more than an order of magnitude compared to the state-of-the-art, but this approach is also the first to facilitate sub-picosecond-accurate, photon-efficient 3D imaging in practical scenarios where widely-varying photon counts are observed.

physics.app-ph↗

Non-line-of-sight Imaging with Partial Occluders and Surface Normals

Imaging objects obscured by occluders is a significant challenge for many applications. A camera that could "see around corners" could help improve navigation and mapping capabilities of autonomous vehicles or make search and rescue missions more effective. Time-resolved single-photon imaging systems have recently been demonstrated to record optical information of a scene that can lead to an estimation of the shape and reflectance of objects hidden from the line of sight of a camera. However, existing non-line-of-sight (NLOS) reconstruction algorithms have been constrained in the types of light transport effects they model for the hidden scene parts. We introduce a factored NLOS light transport representation that accounts for partial occlusions and surface normals. Based on this model, we develop a factorization approach for inverse time-resolved light transport and demonstrate high-fidelity NLOS reconstructions for challenging scenes both in simulation and with an experimental NLOS imaging system.

cs.CV↗

How do people explore virtual environments?

Understanding how people explore immersive virtual environments is crucial for many applications, such as designing virtual reality (VR) content, developing new compression algorithms, or learning computational models of saliency or visual attention. Whereas a body of recent work has focused on modeling saliency in desktop viewing conditions, VR is very different from these conditions in that viewing behavior is governed by stereoscopic vision and by the complex interaction of head orientation, gaze, and other kinematic constraints. To further our understanding of viewing behavior and saliency in VR, we capture and analyze gaze and head orientation data of 169 users exploring stereoscopic, static omni-directional panoramas, for a total of 1980 head and gaze trajectories for three different viewing conditions. We provide a thorough analysis of our data, which leads to several important insights, such as the existence of a particular fixation bias, which we then use to adapt existing saliency predictors to immersive VR conditions. In addition, we explore other applications of our data and analysis, including automatic alignment of VR video cuts, panorama thumbnails, panorama video synopsis, and saliency-based compression.

cs.CV↗

Snapshot Difference Imaging using Time-of-Flight Sensors

Computational photography encompasses a diversity of imaging techniques, but one of the core operations performed by many of them is to compute image differences. An intuitive approach to computing such differences is to capture several images sequentially and then process them jointly. Usually, this approach leads to artifacts when recording dynamic scenes. In this paper, we introduce a snapshot difference imaging approach that is directly implemented in the sensor hardware of emerging time-of-flight cameras. With a variety of examples, we demonstrate that the proposed snapshot difference imaging technique is useful for direct-global illumination separation, for direct imaging of spatial and temporal image gradients, for direct depth edge imaging, and more.

cs.CV↗

A Flexible Phase Retrieval Framework for Flux-limited Coherent X-Ray Imaging

Coherent X-ray diffraction imaging (CXDI) experiments are intrinsically limited by shot noise, a lack of prior knowledge about the sample's support, and missing measurements due to the experimental geometry. We propose a flexible, iterative phase retrieval framework that allows for accurate modeling of Gaussian or Poissonian noise statistics, modified support updates, regularization of reconstructed signals, and handling of missing data in the observations. The proposed method is efficiently solved using alternating direction method of multipliers (ADMM) and is demonstrated to consistently outperform state-of-the-art algorithms for low-photon phase retrieval from CXDI experiments, both for simulated diffraction patterns and for experimental measurements.

physics.bio-ph↗

A Compressive Multi-Mode Superresolution Display

Compressive displays are an emerging technology exploring the co-design of new optical device configurations and compressive computation. Previously, research has shown how to improve the dynamic range of displays and facilitate high-quality light field or glasses-free 3D image synthesis. In this paper, we introduce a new multi-mode compressive display architecture that supports switching between 3D and high dynamic range (HDR) modes as well as a new super-resolution mode. The proposed hardware consists of readily-available components and is driven by a novel splitting algorithm that computes the pixel states from a target high-resolution image. In effect, the display pixels present a compressed representation of the target image that is perceived as a single, high resolution image.

cs.ET↗