We develop an effective point cloud rendering pipeline for novel view synthesis, which enables high fidelity local detail reconstruction, real-time rendering and user-friendly editing. In the heart of our pipeline is an adaptive frequency modulation module called Adaptive Frequency Net (AFNet), which utilizes a hypernetwork to learn the local texture frequency encoding that is consecutively injected into adaptive frequency activation layers to modulate the implicit radiance signal. This mechanism improves the frequency expressive ability of the network with richer frequency basis support, only at a small computational budget. To further boost performance, a preprocessing module is also proposed for point cloud geometry optimization via point opacity estimation. In contrast to implicit rendering, our pipeline supports high-fidelity interactive editing based on point cloud manipulation. Extensive experimental results on NeRF-Synthetic, ScanNet, DTU and Tanks and Temples datasets demonstrate the superior performances achieved by our method in terms of PSNR, SSIM and LPIPS, in comparison to the state-of-the-art.
Dressed people reconstruction from images is a popular task with promising applications in the creative media and game industry. However, most existing methods reconstruct the human body and garments as a whole with the supervision of 3D models, which hinders the downstream interaction tasks and requires hard-to-obtain data. To address these issues, we propose an unsupervised separated 3D garments and human reconstruction model (USR), which reconstructs the human body and authentic textured clothes in layers without 3D models. More specifically, our method proposes a generalized surface-aware neural radiance field to learn the mapping between sparse multi-view images and geometries of the dressed people. Based on the full geometry, we introduce a Semantic and Confidence Guided Separation strategy (SCGS) to detect, segment, and reconstruct the clothes layer, leveraging the consistency between 2D semantic and 3D geometry. Moreover, we propose a Geometry Fine-tune Module to smooth edges. Extensive experiments on our dataset show that comparing with state-of-the-art methods, USR achieves improvements on both geometry and appearance reconstruction while supporting generalizing to unseen people in real time. Besides, we also introduce SMPL-D model to show the benefit of the separated modeling of clothes and the human body that allows swapping clothes and virtual try-on.
Spatial audio, which focuses on immersive 3D sound rendering, is widely applied in the acoustic industry. One of the key problems of current spatial audio rendering methods is the lack of personalization based on different anatomies of individuals, which is essential to produce accurate sound source positions. In this work, we address this problem from an interdisciplinary perspective. The rendering of spatial audio is strongly correlated with the 3D shape of human bodies, particularly ears. To this end, we propose to achieve personalized spatial audio by reconstructing 3D human ears with single-view images. First, to benchmark the ear reconstruction task, we introduce AudioEar3D, a high-quality 3D ear dataset consisting of 112 point cloud ear scans with RGB images. To self-supervisedly train a reconstruction model, we further collect a 2D ear dataset composed of 2,000 images, each one with manual annotation of occlusion and 55 landmarks, named AudioEar2D. To our knowledge, both datasets have the largest scale and best quality of their kinds for public use. Further, we propose AudioEarM, a reconstruction method guided by a depth estimation network that is trained on synthetic data, with two loss functions tailored for ear data. Lastly, to fill the gap between the vision and acoustics community, we develop a pipeline to integrate the reconstructed ear mesh with an off-the-shelf 3D human body and simulate a personalized Head-Related Transfer Function (HRTF), which is the core of spatial audio rendering. Code and data are publicly available at https://github.com/seanywang0408/AudioEar.
Learning continuous image representations is recently gaining popularity for image super-resolution (SR) because of its ability to reconstruct high-resolution images with arbitrary scales from low-resolution inputs. Existing methods mostly ensemble nearby features to predict the new pixel at any queried coordinate in the SR image. Such a local ensemble suffers from some limitations: i) it has no learnable parameters and it neglects the similarity of the visual features; ii) it has a limited receptive field and cannot ensemble relevant features in a large field which are important in an image; iii) it inherently has a gap with real camera imaging since it only depends on the coordinate. To address these issues, this paper proposes a continuous implicit attention-in-attention network, called CiaoSR. We explicitly design an implicit attention network to learn the ensemble weights for the nearby local features. Furthermore, we embed a scale-aware attention in this implicit attention network to exploit additional non-local information. Extensive experiments on benchmark datasets demonstrate CiaoSR significantly outperforms the existing single image super resolution (SISR) methods with the same backbone. In addition, the proposed method also achieves the state-of-the-art performance on the arbitrary-scale SR task. The effectiveness of the method is also demonstrated on the real-world SR setting. More importantly, CiaoSR can be flexibly integrated into any backbone to improve the SR performance.
Neural Radiance Field (NeRF) has revolutionized free viewpoint rendering tasks and achieved impressive results. However, the efficiency and accuracy problems hinder its wide applications. To address these issues, we propose Geometry-Aware Generalized Neural Radiance Field (GARF) with a geometry-aware dynamic sampling (GADS) strategy to perform real-time novel view rendering and unsupervised depth estimation on unseen scenes without per-scene optimization. Distinct from most existing generalized NeRFs, our framework infers the unseen scenes on both pixel-scale and geometry-scale with only a few input images. More specifically, our method learns common attributes of novel-view synthesis by an encoder-decoder structure and a point-level learnable multi-view feature fusion module which helps avoid occlusion. To preserve scene characteristics in the generalized model, we introduce an unsupervised depth estimation module to derive the coarse geometry, narrow down the ray sampling interval to proximity space of the estimated surface and sample in expectation maximum position, constituting Geometry-Aware Dynamic Sampling strategy (GADS). Moreover, we introduce a Multi-level Semantic Consistency loss (MSC) to assist more informative representation learning. Extensive experiments on indoor and outdoor datasets show that comparing with state-of-the-art generalized NeRF methods, GARF reduces samples by more than 25\%, while improving rendering quality and 3D geometry estimation.
Depth map super-resolution (DSR) has been a fundamental task for 3D computer vision. While arbitrary scale DSR is a more realistic setting in this scenario, previous approaches predominantly suffer from the issue of inefficient real-numbered scale upsampling. To explicitly address this issue, we propose a novel continuous depth representation for DSR. The heart of this representation is our proposed Geometric Spatial Aggregator (GSA), which exploits a distance field modulated by arbitrarily upsampled target gridding, through which the geometric information is explicitly introduced into feature aggregation and target generation. Furthermore, bricking with GSA, we present a transformer-style backbone named GeoDSR, which possesses a principled way to construct the functional mapping between local coordinates and the high-resolution output results, empowering our model with the advantage of arbitrary shape transformation ready to help diverse zooming demand. Extensive experimental results on standard depth map benchmarks, e.g., NYU v2, have demonstrated that the proposed framework achieves significant restoration gain in arbitrary scale depth map super-resolution compared with the prior art. Our codes are available at https://github.com/nana01219/GeoDSR.
Recent years we have witnessed rapid development in NeRF-based image rendering due to its high quality. However, point clouds rendering is somehow less explored. Compared to NeRF-based rendering which suffers from dense spatial sampling, point clouds rendering is naturally less computation intensive, which enables its deployment in mobile computing device. In this work, we focus on boosting the image quality of point clouds rendering with a compact model design. We first analyze the adaption of the volume rendering formulation on point clouds. Based on the analysis, we simplify the NeRF representation to a spatial mapping function which only requires single evaluation per pixel. Further, motivated by ray marching, we rectify the the noisy raw point clouds to the estimated intersection between rays and surfaces as queried coordinates, which could avoid spatial frequency collapse and neighbor point disturbance. Composed of rasterization, spatial mapping and the refinement stages, our method achieves the state-of-the-art performance on point clouds rendering, outperforming prior works by notable margins, with a smaller model size. We obtain a PSNR of 31.74 on NeRF-Synthetic, 25.88 on ScanNet and 30.81 on DTU. Code and data would be released soon.