We introduce 3D Moments, a new computational photography effect. As input we take a pair of near-duplicate photos, i.e., photos of moving subjects from similar viewpoints, common in people's photo collections. As output, we produce a video that smoothly interpolates the scene motion from the first photo to the second, while also producing camera motion with parallax that gives a heightened sense of 3D. To achieve this effect, we represent the scene as a pair of feature-based layered depth images augmented with scene flow. This representation enables motion interpolation along with independent control of the camera viewpoint. Our system produces photorealistic space-time videos with motion parallax and scene dynamics, while plausibly recovering regions occluded in the original views. We conduct extensive experiments demonstrating superior performance over baselines on public datasets and in-the-wild photos. Project page: https://3d-moments.github.io/
This paper addresses the challenge of reconstructing 3D indoor scenes from multi-view images. Many previous works have shown impressive reconstruction results on textured objects, but they still have difficulty in handling low-textured planar regions, which are common in indoor scenes. An approach to solving this issue is to incorporate planer constraints into the depth map estimation in multi-view stereo-based methods, but the per-view plane estimation and depth optimization lack both efficiency and multi-view consistency. In this work, we show that the planar constraints can be conveniently integrated into the recent implicit neural representation-based reconstruction methods. Specifically, we use an MLP network to represent the signed distance function as the scene geometry. Based on the Manhattan-world assumption, planar constraints are employed to regularize the geometry in floor and wall regions predicted by a 2D semantic segmentation network. To resolve the inaccurate segmentation, we encode the semantics of 3D points with another MLP and design a novel loss that jointly optimizes the scene geometry and semantics in 3D space. Experiments on ScanNet and 7-Scenes datasets show that the proposed method outperforms previous methods by a large margin on 3D reconstruction quality. The code is available at https://zju3dv.github.io/manhattan_sdf.
This paper proposes an ultrasonic backscatter communication (UsBC) system for passive implantable medical devices (IMDs) that can operate without batteries, enabling versatile revolutionary applications for future healthcare. The proposed UsBC system consists of a reader and a tag. The reader sends interrogation pulses to the tag. The tag backscatters the pulses based on the piezoelectric effect of a piezo transducer. We present several basic modulation schemes for UsBC by impedance matching of the piezo transducer. To mitigate the interference of other scatters in the human body, the tag transmits information bits by codeword mapping, and the reader performs codeword matching before energy detection in the reader. We further derive the theoretical bit-error rate (BER) expression. Monte Carlo simulations verify the theoretical analysis and show that passive UsBC can achieve low BER and low complexity, which is desirable for size- and energy-constrained IMDs.
We present a new neural representation, called Neural Ray (NeuRay), for the novel view synthesis (NVS) task with multi-view images as input. Existing neural scene representations for solving the NVS problem, such as NeRF, cannot generalize to new scenes and take an excessively long time on training on each new scene from scratch. The other subsequent neural rendering methods based on stereo matching, such as PixelNeRF, SRF and IBRNet are designed to generalize to unseen scenes but suffer from view inconsistency in complex scenes with self-occlusions. To address these issues, our NeuRay method represents every scene by encoding the visibility of rays associated with the input views. This neural representation can efficiently be initialized from depths estimated by external MVS methods, which is able to generalize to new scenes and achieves satisfactory rendering images without any training on the scene. Then, the initialized NeuRay can be further optimized on every scene with little training timing to enforce spatial coherence to ensure view consistency in the presence of severe self-occlusion. Experiments demonstrate that NeuRay can quickly generate high-quality novel view images of unseen scenes with little finetuning and can handle complex scenes with severe self-occlusions which previous methods struggle with.
This paper addresses the challenge of reconstructing an animatable human model from a multi-view video. Some recent works have proposed to decompose a dynamic scene into a canonical neural radiance field and a set of deformation fields that map observation-space points to the canonical space, thereby enabling them to learn the dynamic scene from images. However, they represent the deformation field as translational vector field or SE(3) field, which makes the optimization highly under-constrained. Moreover, these representations cannot be explicitly controlled by input motions. Instead, we introduce neural blend weight fields to produce the deformation fields. Based on the skeleton-driven deformation, blend weight fields are used with 3D human skeletons to generate observation-to-canonical and canonical-to-observation correspondences. Since 3D human skeletons are more observable, they can regularize the learning of deformation fields. Moreover, the learned blend weight fields can be combined with input skeletal motions to generate new deformation fields to animate the human model. Experiments show that our approach significantly outperforms recent human synthesis methods. The code will be available at https://zju3dv.github.io/animatable_nerf/.
We present PhySG, an end-to-end inverse rendering pipeline that includes a fully differentiable renderer and can reconstruct geometry, materials, and illumination from scratch from a set of RGB input images. Our framework represents specular BRDFs and environmental illumination using mixtures of spherical Gaussians, and represents geometry as a signed distance function parameterized as a Multi-Layer Perceptron. The use of spherical Gaussians allows us to efficiently solve for approximate light transport, and our method works on scenes with challenging non-Lambertian reflectance captured under natural, static illumination. We demonstrate, with both synthetic and real data, that our reconstructions not only enable rendering of novel viewpoints, but also physics-based appearance editing of materials and illumination.
We present a method that synthesizes novel views of complex scenes by interpolating a sparse set of nearby views. The core of our method is a network architecture that includes a multilayer perceptron and a ray transformer that estimates radiance and volume density at continuous 5D locations (3D spatial locations and 2D viewing directions), drawing appearance information on the fly from multiple source views. By drawing on source views at render time, our method hearkens back to classic work on image-based rendering (IBR), and allows us to render high-resolution imagery. Unlike neural scene representation work that optimizes per-scene functions for rendering, we learn a generic view interpolation function that generalizes to novel scenes. We render images using classic volume rendering, which is fully differentiable and allows us to train using only multi-view posed images as supervision. Experiments show that our method outperforms recent novel view synthesis methods that also seek to generalize to novel scenes. Further, if fine-tuned on each scene, our method is competitive with state-of-the-art single-scene neural rendering methods.
Ultrasonic intra-body communication (IBC) is a promising enabling technology for future healthcare applications, due to low attenuation and medical safety of ultrasonic waves for the human body. A splitting receiver, referred to as the splitting-detection separate-decision (SDSD) receiver, is introduced for ultrasonic pulse-based IBCs, and SDSD can significantly improve bit-error rate (BER) performance over the traditional coherent-detection (CD) and energy detection (ED) receivers. To overcome the high complexity and improve the BER performance of SDSD, a splitting-detection joint-decision (SDJD) receiver is proposed. The core idea of SDJD is to split the received signal into two steams that can be separately processed by CD and ED, and then summed up as joint decision variables to achieve diversity combining. The theoretical channel capacity and BER of the SDSD and SDJD are derived for M-ary pulse position modulation (M-PPM) and PPM with spreading codes. The derivation takes into account the channel noise, intra-body channel fading, and channel estimation error. Simulation results verify the theoretical analysis and show that both SDSD and SDJD can achieve higher channel capacity and lower BER than the CD and ED receivers with perfect channel estimation, while SDJD can achieve the lowest BER with imperfect channel estimation.
This paper addresses the challenge of novel view synthesis for a human performer from a very sparse set of camera views. Some recent works have shown that learning implicit neural representations of 3D scenes achieves remarkable view synthesis quality given dense input views. However, the representation learning will be ill-posed if the views are highly sparse. To solve this ill-posed problem, our key idea is to integrate observations over video frames. To this end, we propose Neural Body, a new human body representation which assumes that the learned neural representations at different frames share the same set of latent codes anchored to a deformable mesh, so that the observations across frames can be naturally integrated. The deformable mesh also provides geometric guidance for the network to learn 3D representations more efficiently. Experiments on a newly collected multi-view dataset show that our approach outperforms prior works by a large margin in terms of the view synthesis quality. We also demonstrate the capability of our approach to reconstruct a moving person from a monocular video on the People-Snapshot dataset. The code and dataset will be available at https://zju3dv.github.io/neuralbody/.
Predicting where people can walk in a scene is important for many tasks, including autonomous driving systems and human behavior analysis. Yet learning a computational model for this purpose is challenging due to semantic ambiguity and a lack of labeled data: current datasets only tell you where people are, not where they could be. We tackle this problem by leveraging information from existing datasets, without additional labeling. We first augment the set of valid, labeled walkable regions by propagating person observations between images, utilizing 3D information to create what we call hidden footprints. However, this augmented data is still sparse. We devise a training strategy designed for such sparse labels, combining a class-balanced classification loss with a contextual adversarial loss. Using this strategy, we demonstrate a model that learns to predict a walkability map from a single image. We evaluate our model on the Waymo and Cityscapes datasets, demonstrating superior performance compared to baselines and state-of-the-art models.