稀疏视角合成新方法,提升低输入数量下的3D画面质量
Sparse Input View Synthesis: 3D Representations and Reliable Priors
- 设计基于可见性先验的神经辐射场,增强稀疏输入时的稳定性
- 在多个数据集上优于现有方法,动态场景也能保持高精度
- 适合游戏、元宇宙等需要快速生成新视角的应用
新视角合成旨在仅凭少数视角图像生成新视点画面,是计算机视觉与图形学的核心问题,广泛应用于元宇宙、自由视角观看、视频游戏、视频稳定与压缩等领域。近年来,神经辐射场(NeRF)和多平面图像等3D表示显著提升了渲染质量,但需密集输入视角。本文针对静态与动态场景的稀疏输入新视角合成问题展开研究。首先提出一种基于输入视角间像素可见性的先验,该先验依赖相对深度,比绝对深度先验更密集且可靠,通过平面扫描体积计算,无需大规模训练。其次,设计自适应增强的NeRF结构,在不依赖预训练的前提下学习场景特定先验,提升关键区域的深度监督效果,并扩展至TensoRF与ZipNeRF等高效模型。最后,探索视频游戏中的帧率提升问题,提出基于多平面图像与场景深度的时序视角合成方法,构建新数据库验证,实现动态场景下最先进的性能。
原文摘要 · Abstract (English)
Novel view synthesis refers to the problem of synthesizing novel viewpoints of a scene given the images from a few viewpoints. This is a fundamental problem in computer vision and graphics, and enables a vast variety of applications such as meta-verse, free-view watching of events, video gaming, video stabilization and video compression. Recent 3D representations such as radiance fields and multi-plane images significantly improve the quality of images rendered from novel viewpoints. However, these models require a dense sampling of input views for high quality renders. Their performance goes down significantly when only a few input views are available. In this thesis, we focus on the sparse input novel view synthesis problem for both static and dynamic scenes. In the first part of this work, we mainly focus on sparse input novel view synthesis of static scenes using neural radiance fields (NeRF). We study the design of reliable and dense priors to better regularize the NeRF in such situations. In particular, we propose a prior on the visibility of the pixels in a pair of input views. We show that this visibility prior, which is related to the relative depth of objects, is dense and more reliable than existing priors on absolute depth. We compute the visibility prior using plane sweep volumes without the need to train a neural network on large datasets. We evaluate our approach on multiple datasets and show that our model outperforms existing approaches for sparse input novel view synthesis. In the second part, we aim to further improve the regularization by learning a scene-specific prior that does not suffer from generalization issues. We achieve this by learning the prior on the given scene alone without pre-training on large datasets. In particular, we design augmented NeRFs to obtain better depth supervision in certain regions of the scene for the main NeRF. Further, we extend this framework to also apply to newer and faster radiance field models such as TensoRF and ZipNeRF. Through extensive experiments on multiple datasets, we show the superiority of our approach in sparse input novel view synthesis. The design of sparse input fast dynamic radiance fields is severely constrained by the lack of suitable representations and reliable priors for motion. We address the first challenge by designing an explicit motion model based on factorized volumes that is compact and optimizes quickly. We also introduce reliable sparse flow priors to constrain the motion field, since we find that the popularly employed dense optical flow priors are unreliable. We show the benefits of our motion representation and reliable priors on multiple datasets. In the final part of this thesis, we study the application of view synthesis for frame rate upsampling in video gaming. Specifically, we consider the problem of temporal view synthesis, where the goal is to predict the future frames given the past frames and the camera motion. The key challenge here is in predicting the future motion of the objects by estimating their past motion and extrapolating it. We explore the use of multi-plane image representations and scene depth to reliably estimate the object motion, particularly in the occluded regions. We design a new database to effectively evaluate our approach for temporal view synthesis of dynamic scenes and show that we achieve state-of-the-art performance.
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