Most in-the-wild images are stored in Low Dynamic Range (LDR) form, serving as a partial observation of the High Dynamic Range (HDR) visual world. Despite limited dynamic range, these LDR images are often captured with different exposures, implicitly containing information about the underlying HDR image distribution. Inspired by this intuition, in this work we present, to the best of our knowledge, the first method for learning a generative model of HDR images from in-the-wild LDR image collections in a fully unsupervised manner. The key idea is to train a generative adversarial network (GAN) to generate HDR images which, when projected to LDR under various exposures, are indistinguishable from real LDR images. The projection from HDR to LDR is achieved via a camera model that captures the stochasticity in exposure and camera response function. Experiments show that our method GlowGAN can synthesize photorealistic HDR images in many challenging cases such as landscapes, lightning, or windows, where previous supervised generative models produce overexposed images. We further demonstrate the new application of unsupervised inverse tone mapping (ITM) enabled by GlowGAN. Our ITM method does not need HDR images or paired multi-exposure images for training, yet it reconstructs more plausible information for overexposed regions than state-of-the-art supervised learning models trained on such data.
3D generative models of objects enable photorealistic image synthesis with 3D control. Existing methods model the scene as a global scene representation, ignoring the compositional aspect of the scene. Compositional reasoning can enable a wide variety of editing applications, in addition to enabling generalizable 3D reasoning. In this paper, we present a compositional generative model, where each semantic part of the object is represented as an independent 3D representation learned from only in-the-wild 2D data. We start with a global generative model (GAN) and learn to decompose it into different semantic parts using supervision from 2D segmentation masks. We then learn to composite independently sampled parts in order to create coherent global scenes. Different parts can be independently sampled while keeping the rest of the object fixed. We evaluate our method on a wide variety of objects and parts and demonstrate editing applications.
Neural surface reconstruction aims to reconstruct accurate 3D surfaces based on multi-view images. Previous methods based on neural volume rendering mostly train a fully implicit model, and they require hours of training for a single scene. Recent efforts explore the explicit volumetric representation, which substantially accelerates the optimization process by memorizing significant information in learnable voxel grids. However, these voxel-based methods often struggle in reconstructing fine-grained geometry. Through empirical studies, we found that high-quality surface reconstruction hinges on two key factors: the capability of constructing a coherent shape and the precise modeling of color-geometry dependency. In particular, the latter is the key to the accurate reconstruction of fine details. Inspired by these findings, we develop Voxurf, a voxel-based approach for efficient and accurate neural surface reconstruction, which consists of two stages: 1) leverage a learnable feature grid to construct the color field and obtain a coherent coarse shape, and 2) refine detailed geometry with a dual color network that captures precise color-geometry dependency. We further introduce a hierarchical geometry feature to enable information sharing across voxels. Our experiments show that Voxurf achieves high efficiency and high quality at the same time. On the DTU benchmark, Voxurf achieves higher reconstruction quality compared to state-of-the-art methods, with 20x speedup in training.
2D images are observations of the 3D physical world depicted with the geometry, material, and illumination components. Recovering these underlying intrinsic components from 2D images, also known as inverse rendering, usually requires a supervised setting with paired images collected from multiple viewpoints and lighting conditions, which is resource-demanding. In this work, we present GAN2X, a new method for unsupervised inverse rendering that only uses unpaired images for training. Unlike previous Shape-from-GAN approaches that mainly focus on 3D shapes, we take the first attempt to also recover non-Lambertian material properties by exploiting the pseudo paired data generated by a GAN. To achieve precise inverse rendering, we devise a specularity-aware neural surface representation that continuously models the geometry and material properties. A shading-based refinement technique is adopted to further distill information in the target image and recover more fine details. Experiments demonstrate that GAN2X can accurately decompose 2D images to 3D shape, albedo, and specular properties for different object categories, and achieves the state-of-the-art performance for unsupervised single-view 3D face reconstruction. We also show its applications in downstream tasks including real image editing and lifting 2D GANs to decomposed 3D GANs.
Learning 3D generative models from a dataset of monocular images enables self-supervised 3D reasoning and controllable synthesis. State-of-the-art 3D generative models are GANs which use neural 3D volumetric representations for synthesis. Images are synthesized by rendering the volumes from a given camera. These models can disentangle the 3D scene from the camera viewpoint in any generated image. However, most models do not disentangle other factors of image formation, such as geometry and appearance. In this paper, we design a 3D GAN which can learn a disentangled model of objects, just from monocular observations. Our model can disentangle the geometry and appearance variations in the scene, i.e., we can independently sample from the geometry and appearance spaces of the generative model. This is achieved using a novel non-rigid deformable scene formulation. A 3D volume which represents an object instance is computed as a non-rigidly deformed canonical 3D volume. Our method learns the canonical volume, as well as its deformations, jointly during training. This formulation also helps us improve the disentanglement between the 3D scene and the camera viewpoints using a novel pose regularization loss defined on the 3D deformation field. In addition, we further model the inverse deformations, enabling the computation of dense correspondences between images generated by our model. Finally, we design an approach to embed real images into the latent space of our disentangled generative model, enabling editing of real images.
Neural Radiance Field (NeRF) has achieved outstanding performance in modeling 3D objects and controlled scenes, usually under a single scale. In this work, we make the first attempt to bring NeRF to city-scale, with views ranging from satellite-level that captures the overview of a city, to ground-level imagery showing complex details of an architecture. The wide span of camera distance to the scene yields multi-scale data with different levels of detail and spatial coverage, which casts great challenges to vanilla NeRF and biases it towards compromised results. To address these issues, we introduce CityNeRF, a progressive learning paradigm that grows the NeRF model and training set synchronously. Starting from fitting distant views with a shallow base block, as training progresses, new blocks are appended to accommodate the emerging details in the increasingly closer views. The strategy effectively activates high-frequency channels in the positional encoding and unfolds more complex details as the training proceeds. We demonstrate the superiority of CityNeRF in modeling diverse city-scale scenes with drastically varying views, and its support for rendering views in different levels of detail.
The advent of generative radiance fields has significantly promoted the development of 3D-aware image synthesis. The cumulative rendering process in radiance fields makes training these generative models much easier since gradients are distributed over the entire volume, but leads to diffused object surfaces. In the meantime, compared to radiance fields occupancy representations could inherently ensure deterministic surfaces. However, if we directly apply occupancy representations to generative models, during training they will only receive sparse gradients located on object surfaces and eventually suffer from the convergence problem. In this paper, we propose Generative Occupancy Fields (GOF), a novel model based on generative radiance fields that can learn compact object surfaces without impeding its training convergence. The key insight of GOF is a dedicated transition from the cumulative rendering in radiance fields to rendering with only the surface points as the learned surface gets more and more accurate. In this way, GOF combines the merits of two representations in a unified framework. In practice, the training-time transition of start from radiance fields and march to occupancy representations is achieved in GOF by gradually shrinking the sampling region in its rendering process from the entire volume to a minimal neighboring region around the surface. Through comprehensive experiments on multiple datasets, we demonstrate that GOF can synthesize high-quality images with 3D consistency and simultaneously learn compact and smooth object surfaces. Code, models, and demo videos are available at https://sheldontsui.github.io/projects/GOF
The advancement of generative radiance fields has pushed the boundary of 3D-aware image synthesis. Motivated by the observation that a 3D object should look realistic from multiple viewpoints, these methods introduce a multi-view constraint as regularization to learn valid 3D radiance fields from 2D images. Despite the progress, they often fall short of capturing accurate 3D shapes due to the shape-color ambiguity, limiting their applicability in downstream tasks. In this work, we address this ambiguity by proposing a novel shading-guided generative implicit model that is able to learn a starkly improved shape representation. Our key insight is that an accurate 3D shape should also yield a realistic rendering under different lighting conditions. This multi-lighting constraint is realized by modeling illumination explicitly and performing shading with various lighting conditions. Gradients are derived by feeding the synthesized images to a discriminator. To compensate for the additional computational burden of calculating surface normals, we further devise an efficient volume rendering strategy via surface tracking, reducing the training and inference time by 24% and 48%, respectively. Our experiments on multiple datasets show that the proposed approach achieves photorealistic 3D-aware image synthesis while capturing accurate underlying 3D shapes. We demonstrate improved performance of our approach on 3D shape reconstruction against existing methods, and show its applicability on image relighting. Our code will be released at https://github.com/XingangPan/ShadeGAN.
Facial editing is an important task in vision and graphics with numerous applications. However, existing works are incapable to deliver a continuous and fine-grained editing mode (e.g., editing a slightly smiling face to a big laughing one) with natural interactions with users. In this work, we propose Talk-to-Edit, an interactive facial editing framework that performs fine-grained attribute manipulation through dialog between the user and the system. Our key insight is to model a continual "semantic field" in the GAN latent space. 1) Unlike previous works that regard the editing as traversing straight lines in the latent space, here the fine-grained editing is formulated as finding a curving trajectory that respects fine-grained attribute landscape on the semantic field. 2) The curvature at each step is location-specific and determined by the input image as well as the users' language requests. 3) To engage the users in a meaningful dialog, our system generates language feedback by considering both the user request and the current state of the semantic field. We also contribute CelebA-Dialog, a visual-language facial editing dataset to facilitate large-scale study. Specifically, each image has manually annotated fine-grained attribute annotations as well as template-based textual descriptions in natural language. Extensive quantitative and qualitative experiments demonstrate the superiority of our framework in terms of 1) the smoothness of fine-grained editing, 2) the identity/attribute preservation, and 3) the visual photorealism and dialog fluency. Notably, user study validates that our overall system is consistently favored by around 80% of the participants. Our project page is https://www.mmlab-ntu.com/project/talkedit/.