Deep scene-scale material estimation from multi-view indoor captures
- URL: http://arxiv.org/abs/2211.08047v1
- Date: Tue, 15 Nov 2022 10:58:28 GMT
- Title: Deep scene-scale material estimation from multi-view indoor captures
- Authors: Siddhant Prakash and Gilles Rainer and Adrien Bousseau and George
Drettakis
- Abstract summary: We present a learning-based approach that automatically produces digital assets ready for physically-based rendering.
Our method generates approximate material maps in a fraction of time compared to the closest previous solutions.
- Score: 9.232860902853048
- License: http://creativecommons.org/licenses/by-nc-sa/4.0/
- Abstract: The movie and video game industries have adopted photogrammetry as a way to
create digital 3D assets from multiple photographs of a real-world scene. But
photogrammetry algorithms typically output an RGB texture atlas of the scene
that only serves as visual guidance for skilled artists to create material maps
suitable for physically-based rendering. We present a learning-based approach
that automatically produces digital assets ready for physically-based
rendering, by estimating approximate material maps from multi-view captures of
indoor scenes that are used with retopologized geometry. We base our approach
on a material estimation Convolutional Neural Network (CNN) that we execute on
each input image. We leverage the view-dependent visual cues provided by the
multiple observations of the scene by gathering, for each pixel of a given
image, the color of the corresponding point in other images. This image-space
CNN provides us with an ensemble of predictions, which we merge in texture
space as the last step of our approach. Our results demonstrate that the
recovered assets can be directly used for physically-based rendering and
editing of real indoor scenes from any viewpoint and novel lighting. Our method
generates approximate material maps in a fraction of time compared to the
closest previous solutions.
Related papers
- Boosting Self-Supervision for Single-View Scene Completion via Knowledge Distillation [39.08243715525956]
Inferring scene geometry from images via Structure from Motion is a long-standing and fundamental problem in computer vision.
With the popularity of neural radiance fields (NeRFs), implicit representations also became popular for scene completion.
We propose to fuse the scene reconstruction from multiple images and distill this knowledge into a more accurate single-view scene reconstruction.
arXiv Detail & Related papers (2024-04-11T17:30:24Z) - Differentiable Blocks World: Qualitative 3D Decomposition by Rendering
Primitives [70.32817882783608]
We present an approach that produces a simple, compact, and actionable 3D world representation by means of 3D primitives.
Unlike existing primitive decomposition methods that rely on 3D input data, our approach operates directly on images.
We show that the resulting textured primitives faithfully reconstruct the input images and accurately model the visible 3D points.
arXiv Detail & Related papers (2023-07-11T17:58:31Z) - TMO: Textured Mesh Acquisition of Objects with a Mobile Device by using
Differentiable Rendering [54.35405028643051]
We present a new pipeline for acquiring a textured mesh in the wild with a single smartphone.
Our method first introduces an RGBD-aided structure from motion, which can yield filtered depth maps.
We adopt the neural implicit surface reconstruction method, which allows for high-quality mesh.
arXiv Detail & Related papers (2023-03-27T10:07:52Z) - Neural Groundplans: Persistent Neural Scene Representations from a
Single Image [90.04272671464238]
We present a method to map 2D image observations of a scene to a persistent 3D scene representation.
We propose conditional neural groundplans as persistent and memory-efficient scene representations.
arXiv Detail & Related papers (2022-07-22T17:41:24Z) - PhotoScene: Photorealistic Material and Lighting Transfer for Indoor
Scenes [84.66946637534089]
PhotoScene is a framework that takes input image(s) of a scene and builds a photorealistic digital twin with high-quality materials and similar lighting.
We model scene materials using procedural material graphs; such graphs represent photorealistic and resolution-independent materials.
We evaluate our technique on objects and layout reconstructions from ScanNet, SUN RGB-D and stock photographs, and demonstrate that our method reconstructs high-quality, fully relightable 3D scenes.
arXiv Detail & Related papers (2022-07-02T06:52:44Z) - IBRNet: Learning Multi-View Image-Based Rendering [67.15887251196894]
We present a method that synthesizes novel views of complex scenes by interpolating a sparse set of nearby views.
By drawing on source views at render time, our method hearkens back to classic work on image-based rendering.
arXiv Detail & Related papers (2021-02-25T18:56:21Z) - Neural Reflectance Fields for Appearance Acquisition [61.542001266380375]
We present Neural Reflectance Fields, a novel deep scene representation that encodes volume density, normal and reflectance properties at any 3D point in a scene.
We combine this representation with a physically-based differentiable ray marching framework that can render images from a neural reflectance field under any viewpoint and light.
arXiv Detail & Related papers (2020-08-09T22:04:36Z)
This list is automatically generated from the titles and abstracts of the papers in this site.
This site does not guarantee the quality of this site (including all information) and is not responsible for any consequences.