We propose an efficient radiance field rendering algorithm that incorporates a rasterization process on adaptive sparse voxels without neural networks or 3D Gaussians. There are two key contributions coupled with the proposed system. The first is to adaptively and explicitly allocate sparse voxels to different levels of detail within scenes, faithfully reproducing scene details with 655363 grid resolution while achieving high rendering frame rates. Second, we customize a rasterizer for efficient adaptive sparse voxels rendering. We render voxels in the correct depth order by using ray direction-dependent Morton ordering, which avoids the well-known popping artifact found in Gaussian splat- ting. Our method improves the previous neural-free voxel model by over 4db PSNR and more than 10x FPS speedup, achieving state-of-the-art comparable novel-view synthesis results. Additionally, our voxel representation is seamlessly compatible with grid-based 3D processing techniques such as Volume Fusion, Voxel Pooling, and Marching Cubes, enabling a wide range of future extensions and applications. Code: github.com/NVlabs/svraster
We present a system for collision-free control of a robot manipulator that uses only RGB views of the world. Perceptual input of a tabletop scene is provided by multiple images of an RGB camera (without depth) that is either handheld or mounted on the robot end effector. A NeRF-like process is used to reconstruct the 3D geometry of the scene, from which the Euclidean full signed distance function (ESDF) is computed. A model predictive control algorithm is then used to control the manipulator to reach a desired pose while avoiding obstacles in the ESDF. We show results on a real dataset collected and annotated in our lab. Our results are also available at https://ngp-mpc.github.io/.
Indoor scene reconstruction from monocular images has long been sought after by augmented reality and robotics developers. Recent advances in neural field representations and monocular priors have led to remarkable results in scene-level surface reconstructions. The reliance on Multilayer Perceptrons (MLP), however, significantly limits speed in training and rendering. In this work, we propose to directly use signed distance function (SDF) in sparse voxel block grids for fast and accurate scene reconstruction without MLPs. Our globally sparse and locally dense data structure exploits surfaces' spatial sparsity, enables cache-friendly queries, and allows direct extensions to multi-modal data such as color and semantic labels. To apply this representation to monocular scene reconstruction, we develop a scale calibration algorithm for fast geometric initialization from monocular depth priors. We apply differentiable volume rendering from this initialization to refine details with fast convergence. We also introduce efficient high-dimensional Continuous Random Fields (CRFs) to further exploit the semantic-geometry consistency between scene objects. Experiments show that our approach is 10x faster in training and 100x faster in rendering while achieving comparable accuracy to state-of-the-art neural implicit methods.
We present a large-scale synthetic dataset for novel view synthesis consisting of ~300k images rendered from nearly 2000 complex scenes using high-quality ray tracing at high resolution (1600 x 1600 pixels). The dataset is orders of magnitude larger than existing synthetic datasets for novel view synthesis, thus providing a large unified benchmark for both training and evaluation. Using 4 distinct sources of high-quality 3D meshes, the scenes of our dataset exhibit challenging variations in camera views, lighting, shape, materials, and textures. Because our dataset is too large for existing methods to process, we propose Sparse Voxel Light Field (SVLF), an efficient voxel-based light field approach for novel view synthesis that achieves comparable performance to NeRF on synthetic data, while being an order of magnitude faster to train and two orders of magnitude faster to render. SVLF achieves this speed by relying on a sparse voxel octree, careful voxel sampling (requiring only a handful of queries per ray), and reduced network structure; as well as ground truth depth maps at training time. Our dataset is generated by NViSII, a Python-based ray tracing renderer, which is designed to be simple for non-experts to use and share, flexible and powerful through its use of scripting, and able to create high-quality and physically-based rendered images. Experiments with a subset of our dataset allow us to compare standard methods like NeRF and mip-NeRF for single-scene modeling, and pixelNeRF for category-level modeling, pointing toward the need for future improvements in this area.
Although deep learning-based methods have dominated stereo matching leaderboards by yielding unprecedented disparity accuracy, their inference time is typically slow, i.e. , less than 4 FPS for a pair of 540p images. The main reason is that the leading methods employ time-consuming 3D convolutions applied to a 4D feature volume. A common way to speed up the computation is to downsample the feature volume, but this loses high-frequency details. To overcome these challenges, we propose a displacement-invariant cost computation module to compute the matching costs without needing a 4D feature volume. Rather, costs are computed by applying the same 2D convolution network on each disparity-shifted feature map pair independently. Unlike previous 2D convolution-based methods that simply perform context mapping between inputs and disparity maps, our proposed approach learns to match features between the two images. We also propose an entropy-based refinement strategy to refine the computed disparity map, which further improves the speed by avoiding the need to compute a second disparity map on the right image. Extensive experiments on standard datasets (SceneFlow, KITTI, ETH3D, and Middlebury) demonstrate that our method achieves competitive accuracy with much less inference time. On typical image sizes ( e.g. , $$540\times 960$$ 540 × 960 ), our method processes over 100 FPS on a desktop GPU, making our method suitable for time-critical applications such as autonomous driving. We also show that our approach generalizes well to unseen datasets, outperforming 4D-volumetric methods. We will release the source code to ensure the reproducibility.
Neural signed distance functions (SDFs) are emerging as an effective representation for 3D shapes. State-of-the-art methods typically encode the SDF with a large, fixed-size neural network to approximate complex shapes with implicit surfaces. Rendering with these large networks is, however, computationally expensive since it requires many forward passes through the network for every pixel, making these representations impractical for real-time graphics. We introduce an efficient neural representation that, for the first time, enables real-time rendering of high-fidelity neural SDFs, while achieving state-of-the-art geometry reconstruction quality. We represent implicit surfaces using an octree-based feature volume which adaptively fits shapes with multiple discrete levels of detail (LODs), and enables continuous LOD with SDF interpolation. We further develop an efficient algorithm to directly render our novel neural SDF representation in real-time by querying only the necessary LODs with sparse octree traversal. We show that our representation is 2-3 orders of magnitude more efficient in terms of rendering speed compared to previous works. Furthermore, it produces state-of-the-art reconstruction quality for complex shapes under both 3D geometric and 2D image-space metrics.
Multi-view Stereo (MVS) is a common solution in photogrammetry applications for the dense reconstruction of a static scene from images. The static scene assumption, however, limits the general applicability of MVS algorithms, as many day-to-day scenes undergo non-rigid motion, e.g., clothes, faces, or human bodies. In this paper, we open up a new challenging direction: Dense 3D reconstruction of scenes with non-rigid changes observed from a small number of images sparsely captured from different views with a single monocular camera, which we call non-rigid multi-view stereo (NRMVS) problem. We formulate this problem as a joint optimization of deformation and depth estimation, using deformation graphs as the underlying representation. We propose a new sparse 3D to 2D matching technique with a dense patch-match evaluation scheme to estimate the most plausible deformation field satisfying depth and photometric consistency. We show that a dense reconstruction of a scene with non-rigid changes from a few images is possible, and demonstrate that our method can be used to interpolate novel deformed scenes from various combinations of deformation estimates derived from the sparse views.
End-to-end deep learning methods have advanced stereo vision in recent years and obtained excellent results when the training and test data are similar. However, large datasets of diverse real-world scenes with dense ground truth are difficult to obtain and currently not publicly available to the research community. As a result, many algorithms rely on small real-world datasets of similar scenes or synthetic datasets, but end-to-end algorithms trained on such datasets often generalize poorly to different images that arise in real-world applications. As a step towards addressing this problem, we propose to incorporate prior knowledge of scene geometry into an end-to-end stereo network to help networks generalize better. For a given network, we explicitly add a gradient-domain smoothness prior and occlusion reasoning into the network training, while the architecture remains unchanged during inference. Experimentally, we show consistent improvements if we train on synthetic datasets and test on the Middlebury (real images) dataset. Noticeably, we improve PSM-Net accuracy on Middlebury from 5.37 MAE to 3.21 MAE without sacrificing speed.
We present an end-to-end system for augmented and virtual reality telepresence, called Holoportation. Our system demonstrates high-quality, real-time 3D reconstructions of an entire space, including people, furniture and objects, using a set of new depth cameras. These 3D models can also be transmitted in real-time to remote users. This allows users wearing virtual or augmented reality displays to see, hear and interact with remote participants in 3D, almost as if they were present in the same physical space. From an audio-visual perspective, communicating and interacting with remote users edges closer to face-to-face communication. This paper describes the Holoportation technical system in full, its key interactive capabilities, the application scenarios it enables, and an initial qualitative study of using this new communication medium.
We present an end-to-end system for augmented and virtual reality telepresence, called Holoportation. Our system demonstrates high-quality, real-time 3D reconstructions of an entire space, including people, furniture and objects, using a set of new depth cameras. These 3D models can also be transmitted in real-time to remote users. This allows users wearing virtual or augmented reality displays to see, hear and interact with remote participants in 3D, almost as if they were present in the same physical space. From an audio-visual perspective, communicating and interacting with remote users edges closer to face-to-face communication. This paper describes the Holoportation technical system in full, its key interactive capabilities, the application scenarios it enables, and an initial qualitative study of using this new communication medium.
Graphics hardware has progressively been optimized to render more triangles with increasingly flexible shading. For highly detailed geometry, interactive applications restricted themselves to performing transforms on fixed geometry, since they could not incur the cost required to generate and transfer smooth or displaced geometry to the GPU at render time. As a result of recent advances in graphics hardware, in particular the GPU tessellation unit, complex geometry can now be generated on the fly within the GPU's rendering pipeline. This has enabled the generation and displacement of smooth parametric surfaces in real-time applications. However, many well-established approaches in offline rendering are not directly transferable due to the limited tessellation patterns or the parallel execution model of the tessellation stage. In this survey, we provide an overview of recent work and challenges in this topic by summarizing, discussing, and comparing methods for the rendering of smooth and highly detailed surfaces in real time.
We present a new mathematical framework for multi-view surface reconstruction from a set of calibrated color and depth images. We estimate the occupancy probability of points in space along sight rays, and combine these estimates using a normalized product derived from Bayes' rule. The advantage of this approach is that the free space constraint is a natural consequence of the formulation, and not a separate logical operation. We present a single closed form implicit expression for the reconstructed surface in terms of the image data and camera projections, making analytic properties such as surface normals not only easy to compute, but exact. This expression can be efficiently evaluated on the GPU, making it ideal for high performance real-time applications, such as live human body capture for immersive telepresence.
We present a combined hardware and software solution for markerless reconstruction of non-rigidly deforming physical objects with arbitrary shape in real-time. Our system uses a single self-contained stereo camera unit built from off-the-shelf components and consumer graphics hardware to generate spatio-temporally coherent 3D models at 30 Hz. A new stereo matching algorithm estimates real-time RGB-D data. We start by scanning a smooth template model of the subject as they move rigidly. This geometric surface prior avoids strong scene assumptions, such as a kinematic human skeleton or a parametric shape model. Next, a novel GPU pipeline performs non-rigid registration of live RGB-D data to the smooth template using an extended non-linear as-rigid-as-possible (ARAP) framework. High-frequency details are fused onto the final mesh using a linear deformation model. The system is an order of magnitude faster than state-of-the-art methods, while matching the quality and robustness of many offline algorithms. We show precise real-time reconstructions of diverse scenes, including: large deformations of users' heads, hands, and upper bodies; fine-scale wrinkles and folds of skin and clothing; and non-rigid interactions performed by users on flexible objects such as toys. We demonstrate how acquired models can be used for many interactive scenarios, including re-texturing, online performance capture and preview, and real-time shape and motion re-targeting.
For a long time, GPUs have primarily been optimized to render more and more triangles with increasingly flexible shading. However, scene data itself has typically been generated on the CPU and then uploaded to GPU memory. Therefore, widely used techniques that generate geometry at render time on demand for the rendering of smooth and displaced surfaces were not applicable to interactive applications. As a result of recent advances in graphics hardware, in particular the GPU tessellation unit’s ability to overcome this limitation, complex geometry can now be generated within the GPU’s rendering pipeline on the fly. GPU hardware tessellation enables the generation of smooth parametric surfaces or application of displacement mapping in real-time applications. However, many well-established approaches in offline rendering are not directly transferable, due to the limited tessellation patterns or the parallel execution model of the tessellation stage. In this state of the art report, we provide an overview of recent work and challenges in this topic by summarizing, discussing and comparing methods for the rendering of smooth and highly detailed surfaces in real-time.
Compressing attributes on 3D point clouds such as colors or normal directions has been a challenging problem, since these attribute signals are unstructured. In this paper, we propose to compress such attributes with graph transform. We construct graphs on small neighborhoods of the point cloud by connecting nearby points, and treat the attributes as signals over the graph. The graph transform, which is equivalent to Karhunen-Loève Transform on such graphs, is then adopted to decorrelate the signal. Experimental results on a number of point clouds representing human upper bodies demonstrate that our method is much more efficient than traditional schemes such as octree-based methods.