Physics-based inverse rendering aims to jointly optimize shape, materials, and lighting from captured 2D images. Here lighting is an important part of achieving faithful light transport simulation. While the environment map is commonly used as the lighting model in inverse rendering, we show that its distant lighting assumption leads to spatial invariant lighting, which can be an inaccurate approximation in real-world inverse rendering. We propose to use NeRF as a spatially varying environment lighting model and build an inverse rendering pipeline using NeRF as the non-distant environment emitter. By comparing our method with the environment map on real and synthetic datasets, we show that our NeRF-based emitter models the scene lighting more accurately and leads to more accurate inverse rendering. Project page and video: https://nerfemitterpbir.github.io/.
Readily editable mesh blendshapes have been widely used in animation pipelines, while recent advancements in neural geometry and appearance representations have enabled high-quality inverse rendering. Building upon these observations, we introduce a novel technique that reconstructs mesh-based blendshape rigs from single or sparse multi-view videos, leveraging state-of-the-art neural inverse rendering. We begin by constructing a deformation representation that parameterizes vertex displacements into differential coordinates with tetrahedral connections, allowing for high-quality vertex deformation on high-resolution meshes. By constructing a set of semantic regulations in this representation, we achieve joint optimization of blendshapes and expression coefficients. Furthermore, to enable a user-friendly multi-view setup with unsynchronized cameras, we propose a neural regressor to model time-varying motion parameters. This approach implicitly considers the time difference across multiple cameras, enhancing the accuracy of motion modeling. Experiments demonstrate that, with the flexible input of single or sparse multi-view videos, we reconstruct personalized high-fidelity blendshapes. These blendshapes are both geometrically and semantically accurate, and they are compatible with industrial animation pipelines. Code and data will be released.
By supervising camera rays between a scene and multi-view image planes, NeRF reconstructs a neural scene representation for the task of novel view synthesis. On the other hand, shadow rays between the light source and the scene have yet to be considered. Therefore, we propose a novel shadow ray supervision scheme that optimizes both the samples along the ray and the ray location. By supervising shadow rays, we successfully reconstruct a neural SDF of the scene from single-view pure shadow or RGB images under multiple lighting conditions. Given single-view binary shadows, we train a neural network to reconstruct a complete scene not limited by the camera's line of sight. By further modeling the correlation between the image colors and the shadow rays, our technique can also be effectively extended to RGB inputs. We compare our method with previous works on challenging tasks of shape reconstruction from single-view binary shadow or RGB images and observe significant improvements. The code and data will be released.
Morphable models are essential for the statistical modeling of 3D faces. Previous works on morphable models mostly focus on large-scale facial geometry but ignore facial details. This paper augments morphable models in representing facial details by learning a Structure-aware Editable Morphable Model (SEMM). SEMM introduces a detail structure representation based on the distance field of wrinkle lines, jointly modeled with detail displacements to establish better correspondences and enable intuitive manipulation of wrinkle structure. Besides, SEMM introduces two transformation modules to translate expression blendshape weights and age values into changes in latent space, allowing effective semantic detail editing while maintaining identity. Extensive experiments demonstrate that the proposed model compactly represents facial details, outperforms previous methods in expression animation qualitatively and quantitatively, and achieves effective age editing and wrinkle line editing of facial details. Code and model are available at https://github.com/gerwang/facial-detail-manipulation.