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Michael Broxton

Publications and source records attributed to Michael Broxton.

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Quark: Real-time, High-resolution, and General Neural View Synthesis

We present a novel neural algorithm for performing high-quality, high-resolution, real-time novel view synthesis. From a sparse set of input RGB images or videos streams, our network both reconstructs the 3D scene and renders novel views at 1080p resolution at 30fps on an NVIDIA A100. Our feed-forward network generalizes across a wide variety of datasets and scenes and produces state-of-the-art quality for a real-time method. Our quality approaches, and in some cases surpasses, the quality of some of the top offline methods. In order to achieve these results we use a novel combination of several key concepts, and tie them together into a cohesive and effective algorithm. We build on previous works that represent the scene using semi-transparent layers and use an iterative learned render-and-refine approach to improve those layers. Instead of flat layers, our method reconstructs layered depth maps (LDMs) that efficiently represent scenes with complex depth and occlusions. The iterative update steps are embedded in a multi-scale, UNet-style architecture to perform as much compute as possible at reduced resolution. Within each update step, to better aggregate the information from multiple input views, we use a specialized Transformer-based network component. This allows the majority of the per-input image processing to be performed in the input image space, as opposed to layer space, further increasing efficiency. Finally, due to the real-time nature of our reconstruction and rendering, we dynamically create and discard the internal 3D geometry for each frame, generating the LDM for each view. Taken together, this produces a novel and effective algorithm for view synthesis. Through extensive evaluation, we demonstrate that we achieve state-of-the-art quality at real-time rates. Project page: https://quark-3d.github.io/

cs.CV

Inpaint3D: 3D Scene Content Generation using 2D Inpainting Diffusion

This paper presents a novel approach to inpainting 3D regions of a scene, given masked multi-view images, by distilling a 2D diffusion model into a learned 3D scene representation (e.g. a NeRF). Unlike 3D generative methods that explicitly condition the diffusion model on camera pose or multi-view information, our diffusion model is conditioned only on a single masked 2D image. Nevertheless, we show that this 2D diffusion model can still serve as a generative prior in a 3D multi-view reconstruction problem where we optimize a NeRF using a combination of score distillation sampling and NeRF reconstruction losses. Predicted depth is used as additional supervision to encourage accurate geometry. We compare our approach to 3D inpainting methods that focus on object removal. Because our method can generate content to fill any 3D masked region, we additionally demonstrate 3D object completion, 3D object replacement, and 3D scene completion.

cs.CV

FourierNets enable the design of highly non-local optical encoders for computational imaging

Differentiable simulations of optical systems can be combined with deep learning-based reconstruction networks to enable high performance computational imaging via end-to-end (E2E) optimization of both the optical encoder and the deep decoder. This has enabled imaging applications such as 3D localization microscopy, depth estimation, and lensless photography via the optimization of local optical encoders. More challenging computational imaging applications, such as 3D snapshot microscopy which compresses 3D volumes into single 2D images, require a highly non-local optical encoder. We show that existing deep network decoders have a locality bias which prevents the optimization of such highly non-local optical encoders. We address this with a decoder based on a shallow neural network architecture using global kernel Fourier convolutional neural networks (FourierNets). We show that FourierNets surpass existing deep network based decoders at reconstructing photographs captured by the highly non-local DiffuserCam optical encoder. Further, we show that FourierNets enable E2E optimization of highly non-local optical encoders for 3D snapshot microscopy. By combining FourierNets with a large-scale multi-GPU differentiable optical simulation, we are able to optimize non-local optical encoders 170$\times$ to 7372$\times$ larger than prior state of the art, and demonstrate the potential for ROI-type specific optical encoding with a programmable microscope.

eess.IV

DeepView: View Synthesis with Learned Gradient Descent

We present a novel approach to view synthesis using multiplane images (MPIs). Building on recent advances in learned gradient descent, our algorithm generates an MPI from a set of sparse camera viewpoints. The resulting method incorporates occlusion reasoning, improving performance on challenging scene features such as object boundaries, lighting reflections, thin structures, and scenes with high depth complexity. We show that our method achieves high-quality, state-of-the-art results on two datasets: the Kalantari light field dataset, and a new camera array dataset, Spaces, which we make publicly available.

cs.CV

Student's T Robust Bundle Adjustment Algorithm

Bundle adjustment (BA) is the problem of refining a visual reconstruction to produce better structure and viewing parameter estimates. This problem is often formulated as a nonlinear least squares problem, where data arises from interest point matching. Mismatched interest points cause serious problems in this approach, as a single mismatch will affect the entire reconstruction. In this paper, we propose a novel robust Student's t BA algorithm (RST-BA). We model reprojection errors using the heavy tailed Student's t-distribution, and use an implicit trust region method to compute the maximum a posteriori (MAP) estimate of the camera and viewing parameters in this model. The resulting algorithm exploits the sparse structure essential for reconstructing multi-image scenarios, has the same time complexity as standard L2 bundle adjustment (L2-BA), and can be implemented with minimal changes to the standard least squares framework. We show that the RST-BA is more accurate than either L2-BA or L2-BA with a sigma-edit rule for outlier removal for a range of simulated error generation scenarios. The new method has also been used to reconstruct lunar topography using data from the NASA Apollo 15 orbiter, and we present visual and quantitative comparisons of RST-BA and L2-BA methods for this application. In particular, using the RST-BA algorithm we were able to reconstruct a DEM from unprocessed data with many outliers and no ground control points, which was not possible with the L2-BA method.

stat.CO