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SubscribeCorrespondences of the Third Kind: Camera Pose Estimation from Object Reflection
Computer vision has long relied on two kinds of correspondences: pixel correspondences in images and 3D correspondences on object surfaces. Is there another kind, and if there is, what can they do for us? In this paper, we introduce correspondences of the third kind we call reflection correspondences and show that they can help estimate camera pose by just looking at objects without relying on the background. Reflection correspondences are point correspondences in the reflected world, i.e., the scene reflected by the object surface. The object geometry and reflectance alters the scene geometrically and radiometrically, respectively, causing incorrect pixel correspondences. Geometry recovered from each image is also hampered by distortions, namely generalized bas-relief ambiguity, leading to erroneous 3D correspondences. We show that reflection correspondences can resolve the ambiguities arising from these distortions. We introduce a neural correspondence estimator and a RANSAC algorithm that fully leverages all three kinds of correspondences for robust and accurate joint camera pose and object shape estimation just from the object appearance. The method expands the horizon of numerous downstream tasks, including camera pose estimation for appearance modeling (e.g., NeRF) and motion estimation of reflective objects (e.g., cars on the road), to name a few, as it relieves the requirement of overlapping background.
Seeing the World through Your Eyes
The reflective nature of the human eye is an underappreciated source of information about what the world around us looks like. By imaging the eyes of a moving person, we can collect multiple views of a scene outside the camera's direct line of sight through the reflections in the eyes. In this paper, we reconstruct a 3D scene beyond the camera's line of sight using portrait images containing eye reflections. This task is challenging due to 1) the difficulty of accurately estimating eye poses and 2) the entangled appearance of the eye iris and the scene reflections. Our method jointly refines the cornea poses, the radiance field depicting the scene, and the observer's eye iris texture. We further propose a simple regularization prior on the iris texture pattern to improve reconstruction quality. Through various experiments on synthetic and real-world captures featuring people with varied eye colors, we demonstrate the feasibility of our approach to recover 3D scenes using eye reflections.
UniSDF: Unifying Neural Representations for High-Fidelity 3D Reconstruction of Complex Scenes with Reflections
Neural 3D scene representations have shown great potential for 3D reconstruction from 2D images. However, reconstructing real-world captures of complex scenes still remains a challenge. Existing generic 3D reconstruction methods often struggle to represent fine geometric details and do not adequately model reflective surfaces of large-scale scenes. Techniques that explicitly focus on reflective surfaces can model complex and detailed reflections by exploiting better reflection parameterizations. However, we observe that these methods are often not robust in real unbounded scenarios where non-reflective as well as reflective components are present. In this work, we propose UniSDF, a general purpose 3D reconstruction method that can reconstruct large complex scenes with reflections. We investigate both view-based as well as reflection-based color prediction parameterization techniques and find that explicitly blending these representations in 3D space enables reconstruction of surfaces that are more geometrically accurate, especially for reflective surfaces. We further combine this representation with a multi-resolution grid backbone that is trained in a coarse-to-fine manner, enabling faster reconstructions than prior methods. Extensive experiments on object-level datasets DTU, Shiny Blender as well as unbounded datasets Mip-NeRF 360 and Ref-NeRF real demonstrate that our method is able to robustly reconstruct complex large-scale scenes with fine details and reflective surfaces. Please see our project page at https://fangjinhuawang.github.io/UniSDF.
Seeing the World in a Bag of Chips
We address the dual problems of novel view synthesis and environment reconstruction from hand-held RGBD sensors. Our contributions include 1) modeling highly specular objects, 2) modeling inter-reflections and Fresnel effects, and 3) enabling surface light field reconstruction with the same input needed to reconstruct shape alone. In cases where scene surface has a strong mirror-like material component, we generate highly detailed environment images, revealing room composition, objects, people, buildings, and trees visible through windows. Our approach yields state of the art view synthesis techniques, operates on low dynamic range imagery, and is robust to geometric and calibration errors.
Reflection Removal Using Recurrent Polarization-to-Polarization Network
This paper addresses reflection removal, which is the task of separating reflection components from a captured image and deriving the image with only transmission components. Considering that the existence of the reflection changes the polarization state of a scene, some existing methods have exploited polarized images for reflection removal. While these methods apply polarized images as the inputs, they predict the reflection and the transmission directly as non-polarized intensity images. In contrast, we propose a polarization-to-polarization approach that applies polarized images as the inputs and predicts "polarized" reflection and transmission images using two sequential networks to facilitate the separation task by utilizing the interrelated polarization information between the reflection and the transmission. We further adopt a recurrent framework, where the predicted reflection and transmission images are used to iteratively refine each other. Experimental results on a public dataset demonstrate that our method outperforms other state-of-the-art methods.
Reflecting Reality: Enabling Diffusion Models to Produce Faithful Mirror Reflections
We tackle the problem of generating highly realistic and plausible mirror reflections using diffusion-based generative models. We formulate this problem as an image inpainting task, allowing for more user control over the placement of mirrors during the generation process. To enable this, we create SynMirror, a large-scale dataset of diverse synthetic scenes with objects placed in front of mirrors. SynMirror contains around 198K samples rendered from 66K unique 3D objects, along with their associated depth maps, normal maps and instance-wise segmentation masks, to capture relevant geometric properties of the scene. Using this dataset, we propose a novel depth-conditioned inpainting method called MirrorFusion, which generates high-quality geometrically consistent and photo-realistic mirror reflections given an input image and a mask depicting the mirror region. MirrorFusion outperforms state-of-the-art methods on SynMirror, as demonstrated by extensive quantitative and qualitative analysis. To the best of our knowledge, we are the first to successfully tackle the challenging problem of generating controlled and faithful mirror reflections of an object in a scene using diffusion based models. SynMirror and MirrorFusion open up new avenues for image editing and augmented reality applications for practitioners and researchers alike.
Scene relighting with illumination estimation in the latent space on an encoder-decoder scheme
The image relighting task of transferring illumination conditions between two images offers an interesting and difficult challenge with potential applications in photography, cinematography and computer graphics. In this report we present methods that we tried to achieve that goal. Our models are trained on a rendered dataset of artificial locations with varied scene content, light source location and color temperature. With this dataset, we used a network with illumination estimation component aiming to infer and replace light conditions in the latent space representation of the concerned scenes.
Ref-NeuS: Ambiguity-Reduced Neural Implicit Surface Learning for Multi-View Reconstruction with Reflection
Neural implicit surface learning has shown significant progress in multi-view 3D reconstruction, where an object is represented by multilayer perceptrons that provide continuous implicit surface representation and view-dependent radiance. However, current methods often fail to accurately reconstruct reflective surfaces, leading to severe ambiguity. To overcome this issue, we propose Ref-NeuS, which aims to reduce ambiguity by attenuating the effect of reflective surfaces. Specifically, we utilize an anomaly detector to estimate an explicit reflection score with the guidance of multi-view context to localize reflective surfaces. Afterward, we design a reflection-aware photometric loss that adaptively reduces ambiguity by modeling rendered color as a Gaussian distribution, with the reflection score representing the variance. We show that together with a reflection direction-dependent radiance, our model achieves high-quality surface reconstruction on reflective surfaces and outperforms the state-of-the-arts by a large margin. Besides, our model is also comparable on general surfaces.
Training Object Detectors on Synthetic Images Containing Reflecting Materials
One of the grand challenges of deep learning is the requirement to obtain large labeled training data sets. While synthesized data sets can be used to overcome this challenge, it is important that these data sets close the reality gap, i.e., a model trained on synthetic image data is able to generalize to real images. Whereas, the reality gap can be considered bridged in several application scenarios, training on synthesized images containing reflecting materials requires further research. Since the appearance of objects with reflecting materials is dominated by the surrounding environment, this interaction needs to be considered during training data generation. Therefore, within this paper we examine the effect of reflecting materials in the context of synthetic image generation for training object detectors. We investigate the influence of rendering approach used for image synthesis, the effect of domain randomization, as well as the amount of used training data. To be able to compare our results to the state-of-the-art, we focus on indoor scenes as they have been investigated extensively. Within this scenario, bathroom furniture is a natural choice for objects with reflecting materials, for which we report our findings on real and synthetic testing data.
REFRAME: Reflective Surface Real-Time Rendering for Mobile Devices
This work tackles the challenging task of achieving real-time novel view synthesis for reflective surfaces across various scenes. Existing real-time rendering methods, especially those based on meshes, often have subpar performance in modeling surfaces with rich view-dependent appearances. Our key idea lies in leveraging meshes for rendering acceleration while incorporating a novel approach to parameterize view-dependent information. We decompose the color into diffuse and specular, and model the specular color in the reflected direction based on a neural environment map. Our experiments demonstrate that our method achieves comparable reconstruction quality for highly reflective surfaces compared to state-of-the-art offline methods, while also efficiently enabling real-time rendering on edge devices such as smartphones.
Towards Flexible Interactive Reflection Removal with Human Guidance
Single image reflection removal is inherently ambiguous, as both the reflection and transmission components requiring separation may follow natural image statistics. Existing methods attempt to address the issue by using various types of low-level and physics-based cues as sources of reflection signals. However, these cues are not universally applicable, since they are only observable in specific capture scenarios. This leads to a significant performance drop when test images do not align with their assumptions. In this paper, we aim to explore a novel flexible interactive reflection removal approach that leverages various forms of sparse human guidance, such as points and bounding boxes, as auxiliary high-level prior to achieve robust reflection removal. However, incorporating the raw user guidance naively into the existing reflection removal network does not result in performance gains. To this end, we innovatively transform raw user input into a unified form -- reflection masks using an Interactive Segmentation Foundation Model. Such a design absorbs the quintessence of the foundational segmentation model and flexible human guidance, thereby mitigating the challenges of reflection separations. Furthermore, to fully utilize user guidance and reduce user annotation costs, we design a mask-guided reflection removal network, comprising our proposed self-adaptive prompt block. This block adaptively incorporates user guidance as anchors and refines transmission features via cross-attention mechanisms. Extensive results on real-world images validate that our method demonstrates state-of-the-art performance on various datasets with the help of flexible and sparse user guidance. Our code and dataset will be publicly available here https://github.com/ShawnChenn/FlexibleReflectionRemoval.
ENVIDR: Implicit Differentiable Renderer with Neural Environment Lighting
Recent advances in neural rendering have shown great potential for reconstructing scenes from multiview images. However, accurately representing objects with glossy surfaces remains a challenge for existing methods. In this work, we introduce ENVIDR, a rendering and modeling framework for high-quality rendering and reconstruction of surfaces with challenging specular reflections. To achieve this, we first propose a novel neural renderer with decomposed rendering components to learn the interaction between surface and environment lighting. This renderer is trained using existing physically based renderers and is decoupled from actual scene representations. We then propose an SDF-based neural surface model that leverages this learned neural renderer to represent general scenes. Our model additionally synthesizes indirect illuminations caused by inter-reflections from shiny surfaces by marching surface-reflected rays. We demonstrate that our method outperforms state-of-art methods on challenging shiny scenes, providing high-quality rendering of specular reflections while also enabling material editing and scene relighting.
Single Image Reflection Removal with Reflection Intensity Prior Knowledge
Single Image Reflection Removal (SIRR) in real-world images is a challenging task due to diverse image degradations occurring on the glass surface during light transmission and reflection. Many existing methods rely on specific prior assumptions to resolve the problem. In this paper, we propose a general reflection intensity prior that captures the intensity of the reflection phenomenon and demonstrate its effectiveness. To learn the reflection intensity prior, we introduce the Reflection Prior Extraction Network (RPEN). By segmenting images into regional patches, RPEN learns non-uniform reflection prior in an image. We propose Prior-based Reflection Removal Network (PRRN) using a simple transformer U-Net architecture that adapts reflection prior fed from RPEN. Experimental results on real-world benchmarks demonstrate the effectiveness of our approach achieving state-of-the-art accuracy in SIRR.
Neural Scene Chronology
In this work, we aim to reconstruct a time-varying 3D model, capable of rendering photo-realistic renderings with independent control of viewpoint, illumination, and time, from Internet photos of large-scale landmarks. The core challenges are twofold. First, different types of temporal changes, such as illumination and changes to the underlying scene itself (such as replacing one graffiti artwork with another) are entangled together in the imagery. Second, scene-level temporal changes are often discrete and sporadic over time, rather than continuous. To tackle these problems, we propose a new scene representation equipped with a novel temporal step function encoding method that can model discrete scene-level content changes as piece-wise constant functions over time. Specifically, we represent the scene as a space-time radiance field with a per-image illumination embedding, where temporally-varying scene changes are encoded using a set of learned step functions. To facilitate our task of chronology reconstruction from Internet imagery, we also collect a new dataset of four scenes that exhibit various changes over time. We demonstrate that our method exhibits state-of-the-art view synthesis results on this dataset, while achieving independent control of viewpoint, time, and illumination.
Latent Intrinsics Emerge from Training to Relight
Image relighting is the task of showing what a scene from a source image would look like if illuminated differently. Inverse graphics schemes recover an explicit representation of geometry and a set of chosen intrinsics, then relight with some form of renderer. However error control for inverse graphics is difficult, and inverse graphics methods can represent only the effects of the chosen intrinsics. This paper describes a relighting method that is entirely data-driven, where intrinsics and lighting are each represented as latent variables. Our approach produces SOTA relightings of real scenes, as measured by standard metrics. We show that albedo can be recovered from our latent intrinsics without using any example albedos, and that the albedos recovered are competitive with SOTA methods.
Mirror-NeRF: Learning Neural Radiance Fields for Mirrors with Whitted-Style Ray Tracing
Recently, Neural Radiance Fields (NeRF) has exhibited significant success in novel view synthesis, surface reconstruction, etc. However, since no physical reflection is considered in its rendering pipeline, NeRF mistakes the reflection in the mirror as a separate virtual scene, leading to the inaccurate reconstruction of the mirror and multi-view inconsistent reflections in the mirror. In this paper, we present a novel neural rendering framework, named Mirror-NeRF, which is able to learn accurate geometry and reflection of the mirror and support various scene manipulation applications with mirrors, such as adding new objects or mirrors into the scene and synthesizing the reflections of these new objects in mirrors, controlling mirror roughness, etc. To achieve this goal, we propose a unified radiance field by introducing the reflection probability and tracing rays following the light transport model of Whitted Ray Tracing, and also develop several techniques to facilitate the learning process. Experiments and comparisons on both synthetic and real datasets demonstrate the superiority of our method. The code and supplementary material are available on the project webpage: https://zju3dv.github.io/Mirror-NeRF/.
Neural Directional Encoding for Efficient and Accurate View-Dependent Appearance Modeling
Novel-view synthesis of specular objects like shiny metals or glossy paints remains a significant challenge. Not only the glossy appearance but also global illumination effects, including reflections of other objects in the environment, are critical components to faithfully reproduce a scene. In this paper, we present Neural Directional Encoding (NDE), a view-dependent appearance encoding of neural radiance fields (NeRF) for rendering specular objects. NDE transfers the concept of feature-grid-based spatial encoding to the angular domain, significantly improving the ability to model high-frequency angular signals. In contrast to previous methods that use encoding functions with only angular input, we additionally cone-trace spatial features to obtain a spatially varying directional encoding, which addresses the challenging interreflection effects. Extensive experiments on both synthetic and real datasets show that a NeRF model with NDE (1) outperforms the state of the art on view synthesis of specular objects, and (2) works with small networks to allow fast (real-time) inference. The project webpage and source code are available at: https://lwwu2.github.io/nde/.
SwitchLight: Co-design of Physics-driven Architecture and Pre-training Framework for Human Portrait Relighting
We introduce a co-designed approach for human portrait relighting that combines a physics-guided architecture with a pre-training framework. Drawing on the Cook-Torrance reflectance model, we have meticulously configured the architecture design to precisely simulate light-surface interactions. Furthermore, to overcome the limitation of scarce high-quality lightstage data, we have developed a self-supervised pre-training strategy. This novel combination of accurate physical modeling and expanded training dataset establishes a new benchmark in relighting realism.
Layout Aware Inpainting for Automated Furniture Removal in Indoor Scenes
We address the problem of detecting and erasing furniture from a wide angle photograph of a room. Inpainting large regions of an indoor scene often results in geometric inconsistencies of background elements within the inpaint mask. To address this problem, we utilize perceptual information (e.g. instance segmentation, and room layout) to produce a geometrically consistent empty version of a room. We share important details to make this system viable, such as per-plane inpainting, automatic rectification, and texture refinement. We provide detailed ablation along with qualitative examples, justifying our design choices. We show an application of our system by removing real furniture from a room and redecorating it with virtual furniture.
Adjustable Visual Appearance for Generalizable Novel View Synthesis
We present a generalizable novel view synthesis method which enables modifying the visual appearance of an observed scene so rendered views match a target weather or lighting condition without any scene specific training or access to reference views at the target condition. Our method is based on a pretrained generalizable transformer architecture and is fine-tuned on synthetically generated scenes under different appearance conditions. This allows for rendering novel views in a consistent manner for 3D scenes that were not included in the training set, along with the ability to (i) modify their appearance to match the target condition and (ii) smoothly interpolate between different conditions. Experiments on real and synthetic scenes show that our method is able to generate 3D consistent renderings while making realistic appearance changes, including qualitative and quantitative comparisons. Please refer to our project page for video results: https://ava-nvs.github.io/
Flying with Photons: Rendering Novel Views of Propagating Light
We present an imaging and neural rendering technique that seeks to synthesize videos of light propagating through a scene from novel, moving camera viewpoints. Our approach relies on a new ultrafast imaging setup to capture a first-of-its kind, multi-viewpoint video dataset with picosecond-level temporal resolution. Combined with this dataset, we introduce an efficient neural volume rendering framework based on the transient field. This field is defined as a mapping from a 3D point and 2D direction to a high-dimensional, discrete-time signal that represents time-varying radiance at ultrafast timescales. Rendering with transient fields naturally accounts for effects due to the finite speed of light, including viewpoint-dependent appearance changes caused by light propagation delays to the camera. We render a range of complex effects, including scattering, specular reflection, refraction, and diffraction. Additionally, we demonstrate removing viewpoint-dependent propagation delays using a time warping procedure, rendering of relativistic effects, and video synthesis of direct and global components of light transport.
Computational Long Exposure Mobile Photography
Long exposure photography produces stunning imagery, representing moving elements in a scene with motion-blur. It is generally employed in two modalities, producing either a foreground or a background blur effect. Foreground blur images are traditionally captured on a tripod-mounted camera and portray blurred moving foreground elements, such as silky water or light trails, over a perfectly sharp background landscape. Background blur images, also called panning photography, are captured while the camera is tracking a moving subject, to produce an image of a sharp subject over a background blurred by relative motion. Both techniques are notoriously challenging and require additional equipment and advanced skills. In this paper, we describe a computational burst photography system that operates in a hand-held smartphone camera app, and achieves these effects fully automatically, at the tap of the shutter button. Our approach first detects and segments the salient subject. We track the scene motion over multiple frames and align the images in order to preserve desired sharpness and to produce aesthetically pleasing motion streaks. We capture an under-exposed burst and select the subset of input frames that will produce blur trails of controlled length, regardless of scene or camera motion velocity. We predict inter-frame motion and synthesize motion-blur to fill the temporal gaps between the input frames. Finally, we composite the blurred image with the sharp regular exposure to protect the sharpness of faces or areas of the scene that are barely moving, and produce a final high resolution and high dynamic range (HDR) photograph. Our system democratizes a capability previously reserved to professionals, and makes this creative style accessible to most casual photographers. More information and supplementary material can be found on our project webpage: https://motion-mode.github.io/
NeRF-Casting: Improved View-Dependent Appearance with Consistent Reflections
Neural Radiance Fields (NeRFs) typically struggle to reconstruct and render highly specular objects, whose appearance varies quickly with changes in viewpoint. Recent works have improved NeRF's ability to render detailed specular appearance of distant environment illumination, but are unable to synthesize consistent reflections of closer content. Moreover, these techniques rely on large computationally-expensive neural networks to model outgoing radiance, which severely limits optimization and rendering speed. We address these issues with an approach based on ray tracing: instead of querying an expensive neural network for the outgoing view-dependent radiance at points along each camera ray, our model casts reflection rays from these points and traces them through the NeRF representation to render feature vectors which are decoded into color using a small inexpensive network. We demonstrate that our model outperforms prior methods for view synthesis of scenes containing shiny objects, and that it is the only existing NeRF method that can synthesize photorealistic specular appearance and reflections in real-world scenes, while requiring comparable optimization time to current state-of-the-art view synthesis models.
Realistic Saliency Guided Image Enhancement
Common editing operations performed by professional photographers include the cleanup operations: de-emphasizing distracting elements and enhancing subjects. These edits are challenging, requiring a delicate balance between manipulating the viewer's attention while maintaining photo realism. While recent approaches can boast successful examples of attention attenuation or amplification, most of them also suffer from frequent unrealistic edits. We propose a realism loss for saliency-guided image enhancement to maintain high realism across varying image types, while attenuating distractors and amplifying objects of interest. Evaluations with professional photographers confirm that we achieve the dual objective of realism and effectiveness, and outperform the recent approaches on their own datasets, while requiring a smaller memory footprint and runtime. We thus offer a viable solution for automating image enhancement and photo cleanup operations.
Impressions: Understanding Visual Semiotics and Aesthetic Impact
Is aesthetic impact different from beauty? Is visual salience a reflection of its capacity for effective communication? We present Impressions, a novel dataset through which to investigate the semiotics of images, and how specific visual features and design choices can elicit specific emotions, thoughts and beliefs. We posit that the impactfulness of an image extends beyond formal definitions of aesthetics, to its success as a communicative act, where style contributes as much to meaning formation as the subject matter. However, prior image captioning datasets are not designed to empower state-of-the-art architectures to model potential human impressions or interpretations of images. To fill this gap, we design an annotation task heavily inspired by image analysis techniques in the Visual Arts to collect 1,440 image-caption pairs and 4,320 unique annotations exploring impact, pragmatic image description, impressions, and aesthetic design choices. We show that existing multimodal image captioning and conditional generation models struggle to simulate plausible human responses to images. However, this dataset significantly improves their ability to model impressions and aesthetic evaluations of images through fine-tuning and few-shot adaptation.
EverLight: Indoor-Outdoor Editable HDR Lighting Estimation
Because of the diversity in lighting environments, existing illumination estimation techniques have been designed explicitly on indoor or outdoor environments. Methods have focused specifically on capturing accurate energy (e.g., through parametric lighting models), which emphasizes shading and strong cast shadows; or producing plausible texture (e.g., with GANs), which prioritizes plausible reflections. Approaches which provide editable lighting capabilities have been proposed, but these tend to be with simplified lighting models, offering limited realism. In this work, we propose to bridge the gap between these recent trends in the literature, and propose a method which combines a parametric light model with 360{\deg} panoramas, ready to use as HDRI in rendering engines. We leverage recent advances in GAN-based LDR panorama extrapolation from a regular image, which we extend to HDR using parametric spherical gaussians. To achieve this, we introduce a novel lighting co-modulation method that injects lighting-related features throughout the generator, tightly coupling the original or edited scene illumination within the panorama generation process. In our representation, users can easily edit light direction, intensity, number, etc. to impact shading while providing rich, complex reflections while seamlessly blending with the edits. Furthermore, our method encompasses indoor and outdoor environments, demonstrating state-of-the-art results even when compared to domain-specific methods.
RRM: Relightable assets using Radiance guided Material extraction
Synthesizing NeRFs under arbitrary lighting has become a seminal problem in the last few years. Recent efforts tackle the problem via the extraction of physically-based parameters that can then be rendered under arbitrary lighting, but they are limited in the range of scenes they can handle, usually mishandling glossy scenes. We propose RRM, a method that can extract the materials, geometry, and environment lighting of a scene even in the presence of highly reflective objects. Our method consists of a physically-aware radiance field representation that informs physically-based parameters, and an expressive environment light structure based on a Laplacian Pyramid. We demonstrate that our contributions outperform the state-of-the-art on parameter retrieval tasks, leading to high-fidelity relighting and novel view synthesis on surfacic scenes.
360 in the Wild: Dataset for Depth Prediction and View Synthesis
The large abundance of perspective camera datasets facilitated the emergence of novel learning-based strategies for various tasks, such as camera localization, single image depth estimation, or view synthesis. However, panoramic or omnidirectional image datasets, including essential information, such as pose and depth, are mostly made with synthetic scenes. In this work, we introduce a large scale 360^{circ} videos dataset in the wild. This dataset has been carefully scraped from the Internet and has been captured from various locations worldwide. Hence, this dataset exhibits very diversified environments (e.g., indoor and outdoor) and contexts (e.g., with and without moving objects). Each of the 25K images constituting our dataset is provided with its respective camera's pose and depth map. We illustrate the relevance of our dataset for two main tasks, namely, single image depth estimation and view synthesis.
Reversible Decoupling Network for Single Image Reflection Removal
Recent deep-learning-based approaches to single-image reflection removal have shown promising advances, primarily for two reasons: 1) the utilization of recognition-pretrained features as inputs, and 2) the design of dual-stream interaction networks. However, according to the Information Bottleneck principle, high-level semantic clues tend to be compressed or discarded during layer-by-layer propagation. Additionally, interactions in dual-stream networks follow a fixed pattern across different layers, limiting overall performance. To address these limitations, we propose a novel architecture called Reversible Decoupling Network (RDNet), which employs a reversible encoder to secure valuable information while flexibly decoupling transmission- and reflection-relevant features during the forward pass. Furthermore, we customize a transmission-rate-aware prompt generator to dynamically calibrate features, further boosting performance. Extensive experiments demonstrate the superiority of RDNet over existing SOTA methods on five widely-adopted benchmark datasets. Our code will be made publicly available.
Towards High-Quality Specular Highlight Removal by Leveraging Large-Scale Synthetic Data
This paper aims to remove specular highlights from a single object-level image. Although previous methods have made some progresses, their performance remains somewhat limited, particularly for real images with complex specular highlights. To this end, we propose a three-stage network to address them. Specifically, given an input image, we first decompose it into the albedo, shading, and specular residue components to estimate a coarse specular-free image. Then, we further refine the coarse result to alleviate its visual artifacts such as color distortion. Finally, we adjust the tone of the refined result to match that of the input as closely as possible. In addition, to facilitate network training and quantitative evaluation, we present a large-scale synthetic dataset of object-level images, covering diverse objects and illumination conditions. Extensive experiments illustrate that our network is able to generalize well to unseen real object-level images, and even produce good results for scene-level images with multiple background objects and complex lighting.
Looking Through the Glass: Neural Surface Reconstruction Against High Specular Reflections
Neural implicit methods have achieved high-quality 3D object surfaces under slight specular highlights. However, high specular reflections (HSR) often appear in front of target objects when we capture them through glasses. The complex ambiguity in these scenes violates the multi-view consistency, then makes it challenging for recent methods to reconstruct target objects correctly. To remedy this issue, we present a novel surface reconstruction framework, NeuS-HSR, based on implicit neural rendering. In NeuS-HSR, the object surface is parameterized as an implicit signed distance function (SDF). To reduce the interference of HSR, we propose decomposing the rendered image into two appearances: the target object and the auxiliary plane. We design a novel auxiliary plane module by combining physical assumptions and neural networks to generate the auxiliary plane appearance. Extensive experiments on synthetic and real-world datasets demonstrate that NeuS-HSR outperforms state-of-the-art approaches for accurate and robust target surface reconstruction against HSR. Code is available at https://github.com/JiaxiongQ/NeuS-HSR.
Generative Modelling of BRDF Textures from Flash Images
We learn a latent space for easy capture, consistent interpolation, and efficient reproduction of visual material appearance. When users provide a photo of a stationary natural material captured under flashlight illumination, first it is converted into a latent material code. Then, in the second step, conditioned on the material code, our method produces an infinite and diverse spatial field of BRDF model parameters (diffuse albedo, normals, roughness, specular albedo) that subsequently allows rendering in complex scenes and illuminations, matching the appearance of the input photograph. Technically, we jointly embed all flash images into a latent space using a convolutional encoder, and -- conditioned on these latent codes -- convert random spatial fields into fields of BRDF parameters using a convolutional neural network (CNN). We condition these BRDF parameters to match the visual characteristics (statistics and spectra of visual features) of the input under matching light. A user study compares our approach favorably to previous work, even those with access to BRDF supervision.
EXIF as Language: Learning Cross-Modal Associations Between Images and Camera Metadata
We learn a visual representation that captures information about the camera that recorded a given photo. To do this, we train a multimodal embedding between image patches and the EXIF metadata that cameras automatically insert into image files. Our model represents this metadata by simply converting it to text and then processing it with a transformer. The features that we learn significantly outperform other self-supervised and supervised features on downstream image forensics and calibration tasks. In particular, we successfully localize spliced image regions "zero shot" by clustering the visual embeddings for all of the patches within an image.
Multi-Space Neural Radiance Fields
Existing Neural Radiance Fields (NeRF) methods suffer from the existence of reflective objects, often resulting in blurry or distorted rendering. Instead of calculating a single radiance field, we propose a multi-space neural radiance field (MS-NeRF) that represents the scene using a group of feature fields in parallel sub-spaces, which leads to a better understanding of the neural network toward the existence of reflective and refractive objects. Our multi-space scheme works as an enhancement to existing NeRF methods, with only small computational overheads needed for training and inferring the extra-space outputs. We demonstrate the superiority and compatibility of our approach using three representative NeRF-based models, i.e., NeRF, Mip-NeRF, and Mip-NeRF 360. Comparisons are performed on a novelly constructed dataset consisting of 25 synthetic scenes and 7 real captured scenes with complex reflection and refraction, all having 360-degree viewpoints. Extensive experiments show that our approach significantly outperforms the existing single-space NeRF methods for rendering high-quality scenes concerned with complex light paths through mirror-like objects. Our code and dataset will be publicly available at https://zx-yin.github.io/msnerf.
Visual Correspondence Hallucination
Given a pair of partially overlapping source and target images and a keypoint in the source image, the keypoint's correspondent in the target image can be either visible, occluded or outside the field of view. Local feature matching methods are only able to identify the correspondent's location when it is visible, while humans can also hallucinate its location when it is occluded or outside the field of view through geometric reasoning. In this paper, we bridge this gap by training a network to output a peaked probability distribution over the correspondent's location, regardless of this correspondent being visible, occluded, or outside the field of view. We experimentally demonstrate that this network is indeed able to hallucinate correspondences on pairs of images captured in scenes that were not seen at training-time. We also apply this network to an absolute camera pose estimation problem and find it is significantly more robust than state-of-the-art local feature matching-based competitors.
GNeRP: Gaussian-guided Neural Reconstruction of Reflective Objects with Noisy Polarization Priors
Learning surfaces from neural radiance field (NeRF) became a rising topic in Multi-View Stereo (MVS). Recent Signed Distance Function (SDF)-based methods demonstrated their ability to reconstruct accurate 3D shapes of Lambertian scenes. However, their results on reflective scenes are unsatisfactory due to the entanglement of specular radiance and complicated geometry. To address the challenges, we propose a Gaussian-based representation of normals in SDF fields. Supervised by polarization priors, this representation guides the learning of geometry behind the specular reflection and captures more details than existing methods. Moreover, we propose a reweighting strategy in the optimization process to alleviate the noise issue of polarization priors. To validate the effectiveness of our design, we capture polarimetric information, and ground truth meshes in additional reflective scenes with various geometry. We also evaluated our framework on the PANDORA dataset. Comparisons prove our method outperforms existing neural 3D reconstruction methods in reflective scenes by a large margin.
Good Colour Maps: How to Design Them
Many colour maps provided by vendors have highly uneven perceptual contrast over their range. It is not uncommon for colour maps to have perceptual flat spots that can hide a feature as large as one tenth of the total data range. Colour maps may also have perceptual discontinuities that induce the appearance of false features. Previous work in the design of perceptually uniform colour maps has mostly failed to recognise that CIELAB space is only designed to be perceptually uniform at very low spatial frequencies. The most important factor in designing a colour map is to ensure that the magnitude of the incremental change in perceptual lightness of the colours is uniform. The specific requirements for linear, diverging, rainbow and cyclic colour maps are developed in detail. To support this work two test images for evaluating colour maps are presented. The use of colour maps in combination with relief shading is considered and the conditions under which colour can enhance or disrupt relief shading are identified. Finally, a set of new basis colours for the construction of ternary images are presented. Unlike the RGB primaries these basis colours produce images whereby the salience of structures are consistent irrespective of the assignment of basis colours to data channels.
RISE-SDF: a Relightable Information-Shared Signed Distance Field for Glossy Object Inverse Rendering
In this paper, we propose a novel end-to-end relightable neural inverse rendering system that achieves high-quality reconstruction of geometry and material properties, thus enabling high-quality relighting. The cornerstone of our method is a two-stage approach for learning a better factorization of scene parameters. In the first stage, we develop a reflection-aware radiance field using a neural signed distance field (SDF) as the geometry representation and deploy an MLP (multilayer perceptron) to estimate indirect illumination. In the second stage, we introduce a novel information-sharing network structure to jointly learn the radiance field and the physically based factorization of the scene. For the physically based factorization, to reduce the noise caused by Monte Carlo sampling, we apply a split-sum approximation with a simplified Disney BRDF and cube mipmap as the environment light representation. In the relighting phase, to enhance the quality of indirect illumination, we propose a second split-sum algorithm to trace secondary rays under the split-sum rendering framework. Furthermore, there is no dataset or protocol available to quantitatively evaluate the inverse rendering performance for glossy objects. To assess the quality of material reconstruction and relighting, we have created a new dataset with ground truth BRDF parameters and relighting results. Our experiments demonstrate that our algorithm achieves state-of-the-art performance in inverse rendering and relighting, with particularly strong results in the reconstruction of highly reflective objects.
Single Image BRDF Parameter Estimation with a Conditional Adversarial Network
Creating plausible surfaces is an essential component in achieving a high degree of realism in rendering. To relieve artists, who create these surfaces in a time-consuming, manual process, automated retrieval of the spatially-varying Bidirectional Reflectance Distribution Function (SVBRDF) from a single mobile phone image is desirable. By leveraging a deep neural network, this casual capturing method can be achieved. The trained network can estimate per pixel normal, base color, metallic and roughness parameters from the Disney BRDF. The input image is taken with a mobile phone lit by the camera flash. The network is trained to compensate for environment lighting and thus learned to reduce artifacts introduced by other light sources. These losses contain a multi-scale discriminator with an additional perceptual loss, a rendering loss using a differentiable renderer, and a parameter loss. Besides the local precision, this loss formulation generates material texture maps which are globally more consistent. The network is set up as a generator network trained in an adversarial fashion to ensure that only plausible maps are produced. The estimated parameters not only reproduce the material faithfully in rendering but capture the style of hand-authored materials due to the more global loss terms compared to previous works without requiring additional post-processing. Both the resolution and the quality is improved.
Photorealistic Object Insertion with Diffusion-Guided Inverse Rendering
The correct insertion of virtual objects in images of real-world scenes requires a deep understanding of the scene's lighting, geometry and materials, as well as the image formation process. While recent large-scale diffusion models have shown strong generative and inpainting capabilities, we find that current models do not sufficiently "understand" the scene shown in a single picture to generate consistent lighting effects (shadows, bright reflections, etc.) while preserving the identity and details of the composited object. We propose using a personalized large diffusion model as guidance to a physically based inverse rendering process. Our method recovers scene lighting and tone-mapping parameters, allowing the photorealistic composition of arbitrary virtual objects in single frames or videos of indoor or outdoor scenes. Our physically based pipeline further enables automatic materials and tone-mapping refinement.
Replay: Multi-modal Multi-view Acted Videos for Casual Holography
We introduce Replay, a collection of multi-view, multi-modal videos of humans interacting socially. Each scene is filmed in high production quality, from different viewpoints with several static cameras, as well as wearable action cameras, and recorded with a large array of microphones at different positions in the room. Overall, the dataset contains over 4000 minutes of footage and over 7 million timestamped high-resolution frames annotated with camera poses and partially with foreground masks. The Replay dataset has many potential applications, such as novel-view synthesis, 3D reconstruction, novel-view acoustic synthesis, human body and face analysis, and training generative models. We provide a benchmark for training and evaluating novel-view synthesis, with two scenarios of different difficulty. Finally, we evaluate several baseline state-of-the-art methods on the new benchmark.
360+x: A Panoptic Multi-modal Scene Understanding Dataset
Human perception of the world is shaped by a multitude of viewpoints and modalities. While many existing datasets focus on scene understanding from a certain perspective (e.g. egocentric or third-person views), our dataset offers a panoptic perspective (i.e. multiple viewpoints with multiple data modalities). Specifically, we encapsulate third-person panoramic and front views, as well as egocentric monocular/binocular views with rich modalities including video, multi-channel audio, directional binaural delay, location data and textual scene descriptions within each scene captured, presenting comprehensive observation of the world. Figure 1 offers a glimpse of all 28 scene categories of our 360+x dataset. To the best of our knowledge, this is the first database that covers multiple viewpoints with multiple data modalities to mimic how daily information is accessed in the real world. Through our benchmark analysis, we presented 5 different scene understanding tasks on the proposed 360+x dataset to evaluate the impact and benefit of each data modality and perspective in panoptic scene understanding. We hope this unique dataset could broaden the scope of comprehensive scene understanding and encourage the community to approach these problems from more diverse perspectives.
Factorized Inverse Path Tracing for Efficient and Accurate Material-Lighting Estimation
Inverse path tracing has recently been applied to joint material and lighting estimation, given geometry and multi-view HDR observations of an indoor scene. However, it has two major limitations: path tracing is expensive to compute, and ambiguities exist between reflection and emission. Our Factorized Inverse Path Tracing (FIPT) addresses these challenges by using a factored light transport formulation and finds emitters driven by rendering errors. Our algorithm enables accurate material and lighting optimization faster than previous work, and is more effective at resolving ambiguities. The exhaustive experiments on synthetic scenes show that our method (1) outperforms state-of-the-art indoor inverse rendering and relighting methods particularly in the presence of complex illumination effects; (2) speeds up inverse path tracing optimization to less than an hour. We further demonstrate robustness to noisy inputs through material and lighting estimates that allow plausible relighting in a real scene. The source code is available at: https://github.com/lwwu2/fipt
Magic Fixup: Streamlining Photo Editing by Watching Dynamic Videos
We propose a generative model that, given a coarsely edited image, synthesizes a photorealistic output that follows the prescribed layout. Our method transfers fine details from the original image and preserves the identity of its parts. Yet, it adapts it to the lighting and context defined by the new layout. Our key insight is that videos are a powerful source of supervision for this task: objects and camera motions provide many observations of how the world changes with viewpoint, lighting, and physical interactions. We construct an image dataset in which each sample is a pair of source and target frames extracted from the same video at randomly chosen time intervals. We warp the source frame toward the target using two motion models that mimic the expected test-time user edits. We supervise our model to translate the warped image into the ground truth, starting from a pretrained diffusion model. Our model design explicitly enables fine detail transfer from the source frame to the generated image, while closely following the user-specified layout. We show that by using simple segmentations and coarse 2D manipulations, we can synthesize a photorealistic edit faithful to the user's input while addressing second-order effects like harmonizing the lighting and physical interactions between edited objects.
CLIPascene: Scene Sketching with Different Types and Levels of Abstraction
In this paper, we present a method for converting a given scene image into a sketch using different types and multiple levels of abstraction. We distinguish between two types of abstraction. The first considers the fidelity of the sketch, varying its representation from a more precise portrayal of the input to a looser depiction. The second is defined by the visual simplicity of the sketch, moving from a detailed depiction to a sparse sketch. Using an explicit disentanglement into two abstraction axes -- and multiple levels for each one -- provides users additional control over selecting the desired sketch based on their personal goals and preferences. To form a sketch at a given level of fidelity and simplification, we train two MLP networks. The first network learns the desired placement of strokes, while the second network learns to gradually remove strokes from the sketch without harming its recognizability and semantics. Our approach is able to generate sketches of complex scenes including those with complex backgrounds (e.g., natural and urban settings) and subjects (e.g., animals and people) while depicting gradual abstractions of the input scene in terms of fidelity and simplicity.
Understanding Cross-modal Interactions in V&L Models that Generate Scene Descriptions
Image captioning models tend to describe images in an object-centric way, emphasising visible objects. But image descriptions can also abstract away from objects and describe the type of scene depicted. In this paper, we explore the potential of a state-of-the-art Vision and Language model, VinVL, to caption images at the scene level using (1) a novel dataset which pairs images with both object-centric and scene descriptions. Through (2) an in-depth analysis of the effect of the fine-tuning, we show (3) that a small amount of curated data suffices to generate scene descriptions without losing the capability to identify object-level concepts in the scene; the model acquires a more holistic view of the image compared to when object-centric descriptions are generated. We discuss the parallels between these results and insights from computational and cognitive science research on scene perception.
3D Photography using Context-aware Layered Depth Inpainting
We propose a method for converting a single RGB-D input image into a 3D photo - a multi-layer representation for novel view synthesis that contains hallucinated color and depth structures in regions occluded in the original view. We use a Layered Depth Image with explicit pixel connectivity as underlying representation, and present a learning-based inpainting model that synthesizes new local color-and-depth content into the occluded region in a spatial context-aware manner. The resulting 3D photos can be efficiently rendered with motion parallax using standard graphics engines. We validate the effectiveness of our method on a wide range of challenging everyday scenes and show fewer artifacts compared with the state of the arts.
UrbanIR: Large-Scale Urban Scene Inverse Rendering from a Single Video
We show how to build a model that allows realistic, free-viewpoint renderings of a scene under novel lighting conditions from video. Our method -- UrbanIR: Urban Scene Inverse Rendering -- computes an inverse graphics representation from the video. UrbanIR jointly infers shape, albedo, visibility, and sun and sky illumination from a single video of unbounded outdoor scenes with unknown lighting. UrbanIR uses videos from cameras mounted on cars (in contrast to many views of the same points in typical NeRF-style estimation). As a result, standard methods produce poor geometry estimates (for example, roofs), and there are numerous ''floaters''. Errors in inverse graphics inference can result in strong rendering artifacts. UrbanIR uses novel losses to control these and other sources of error. UrbanIR uses a novel loss to make very good estimates of shadow volumes in the original scene. The resulting representations facilitate controllable editing, delivering photorealistic free-viewpoint renderings of relit scenes and inserted objects. Qualitative evaluation demonstrates strong improvements over the state-of-the-art.
RealFill: Reference-Driven Generation for Authentic Image Completion
Recent advances in generative imagery have brought forth outpainting and inpainting models that can produce high-quality, plausible image content in unknown regions, but the content these models hallucinate is necessarily inauthentic, since the models lack sufficient context about the true scene. In this work, we propose RealFill, a novel generative approach for image completion that fills in missing regions of an image with the content that should have been there. RealFill is a generative inpainting model that is personalized using only a few reference images of a scene. These reference images do not have to be aligned with the target image, and can be taken with drastically varying viewpoints, lighting conditions, camera apertures, or image styles. Once personalized, RealFill is able to complete a target image with visually compelling contents that are faithful to the original scene. We evaluate RealFill on a new image completion benchmark that covers a set of diverse and challenging scenarios, and find that it outperforms existing approaches by a large margin. See more results on our project page: https://realfill.github.io
Inverse Painting: Reconstructing The Painting Process
Given an input painting, we reconstruct a time-lapse video of how it may have been painted. We formulate this as an autoregressive image generation problem, in which an initially blank "canvas" is iteratively updated. The model learns from real artists by training on many painting videos. Our approach incorporates text and region understanding to define a set of painting "instructions" and updates the canvas with a novel diffusion-based renderer. The method extrapolates beyond the limited, acrylic style paintings on which it has been trained, showing plausible results for a wide range of artistic styles and genres.
SynthLight: Portrait Relighting with Diffusion Model by Learning to Re-render Synthetic Faces
We introduce SynthLight, a diffusion model for portrait relighting. Our approach frames image relighting as a re-rendering problem, where pixels are transformed in response to changes in environmental lighting conditions. Using a physically-based rendering engine, we synthesize a dataset to simulate this lighting-conditioned transformation with 3D head assets under varying lighting. We propose two training and inference strategies to bridge the gap between the synthetic and real image domains: (1) multi-task training that takes advantage of real human portraits without lighting labels; (2) an inference time diffusion sampling procedure based on classifier-free guidance that leverages the input portrait to better preserve details. Our method generalizes to diverse real photographs and produces realistic illumination effects, including specular highlights and cast shadows, while preserving the subject's identity. Our quantitative experiments on Light Stage data demonstrate results comparable to state-of-the-art relighting methods. Our qualitative results on in-the-wild images showcase rich and unprecedented illumination effects. Project Page: https://vrroom.github.io/synthlight/
WonderJourney: Going from Anywhere to Everywhere
We introduce WonderJourney, a modularized framework for perpetual 3D scene generation. Unlike prior work on view generation that focuses on a single type of scenes, we start at any user-provided location (by a text description or an image) and generate a journey through a long sequence of diverse yet coherently connected 3D scenes. We leverage an LLM to generate textual descriptions of the scenes in this journey, a text-driven point cloud generation pipeline to make a compelling and coherent sequence of 3D scenes, and a large VLM to verify the generated scenes. We show compelling, diverse visual results across various scene types and styles, forming imaginary "wonderjourneys". Project website: https://kovenyu.com/WonderJourney/
RITUAL: Random Image Transformations as a Universal Anti-hallucination Lever in LVLMs
Recent advancements in Large Vision Language Models (LVLMs) have revolutionized how machines understand and generate textual responses based on visual inputs. Despite their impressive capabilities, they often produce "hallucinatory" outputs that do not accurately reflect the visual information, posing challenges in reliability and trustworthiness. Current methods such as contrastive decoding have made strides in addressing these issues by contrasting the original probability distribution of generated tokens with distorted counterparts; yet, generating visually-faithful outputs remains a challenge. In this work, we shift our focus to the opposite: What could serve as a complementary enhancement to the original probability distribution? We propose a simple, training-free method termed RITUAL to enhance robustness against hallucinations in LVLMs. Our approach employs random image transformations as complements to the original probability distribution, aiming to mitigate the likelihood of hallucinatory visual explanations by enriching the model's exposure to varied visual scenarios. Our empirical results show that while the isolated use of transformed images initially degrades performance, strategic implementation of these transformations can indeed serve as effective complements. Notably, our method is compatible with current contrastive decoding methods and does not require external models or costly self-feedback mechanisms, making it a practical addition. In experiments, RITUAL significantly outperforms existing contrastive decoding methods across several object hallucination benchmarks, including POPE, CHAIR, and MME.
UMat: Uncertainty-Aware Single Image High Resolution Material Capture
We propose a learning-based method to recover normals, specularity, and roughness from a single diffuse image of a material, using microgeometry appearance as our primary cue. Previous methods that work on single images tend to produce over-smooth outputs with artifacts, operate at limited resolution, or train one model per class with little room for generalization. Previous methods that work on single images tend to produce over-smooth outputs with artifacts, operate at limited resolution, or train one model per class with little room for generalization. In contrast, in this work, we propose a novel capture approach that leverages a generative network with attention and a U-Net discriminator, which shows outstanding performance integrating global information at reduced computational complexity. We showcase the performance of our method with a real dataset of digitized textile materials and show that a commodity flatbed scanner can produce the type of diffuse illumination required as input to our method. Additionally, because the problem might be illposed -more than a single diffuse image might be needed to disambiguate the specular reflection- or because the training dataset is not representative enough of the real distribution, we propose a novel framework to quantify the model's confidence about its prediction at test time. Our method is the first one to deal with the problem of modeling uncertainty in material digitization, increasing the trustworthiness of the process and enabling more intelligent strategies for dataset creation, as we demonstrate with an active learning experiment.
4Real: Towards Photorealistic 4D Scene Generation via Video Diffusion Models
Existing dynamic scene generation methods mostly rely on distilling knowledge from pre-trained 3D generative models, which are typically fine-tuned on synthetic object datasets. As a result, the generated scenes are often object-centric and lack photorealism. To address these limitations, we introduce a novel pipeline designed for photorealistic text-to-4D scene generation, discarding the dependency on multi-view generative models and instead fully utilizing video generative models trained on diverse real-world datasets. Our method begins by generating a reference video using the video generation model. We then learn the canonical 3D representation of the video using a freeze-time video, delicately generated from the reference video. To handle inconsistencies in the freeze-time video, we jointly learn a per-frame deformation to model these imperfections. We then learn the temporal deformation based on the canonical representation to capture dynamic interactions in the reference video. The pipeline facilitates the generation of dynamic scenes with enhanced photorealism and structural integrity, viewable from multiple perspectives, thereby setting a new standard in 4D scene generation.
Cross-Ray Neural Radiance Fields for Novel-view Synthesis from Unconstrained Image Collections
Neural Radiance Fields (NeRF) is a revolutionary approach for rendering scenes by sampling a single ray per pixel and it has demonstrated impressive capabilities in novel-view synthesis from static scene images. However, in practice, we usually need to recover NeRF from unconstrained image collections, which poses two challenges: 1) the images often have dynamic changes in appearance because of different capturing time and camera settings; 2) the images may contain transient objects such as humans and cars, leading to occlusion and ghosting artifacts. Conventional approaches seek to address these challenges by locally utilizing a single ray to synthesize a color of a pixel. In contrast, humans typically perceive appearance and objects by globally utilizing information across multiple pixels. To mimic the perception process of humans, in this paper, we propose Cross-Ray NeRF (CR-NeRF) that leverages interactive information across multiple rays to synthesize occlusion-free novel views with the same appearances as the images. Specifically, to model varying appearances, we first propose to represent multiple rays with a novel cross-ray feature and then recover the appearance by fusing global statistics, i.e., feature covariance of the rays and the image appearance. Moreover, to avoid occlusion introduced by transient objects, we propose a transient objects handler and introduce a grid sampling strategy for masking out the transient objects. We theoretically find that leveraging correlation across multiple rays promotes capturing more global information. Moreover, extensive experimental results on large real-world datasets verify the effectiveness of CR-NeRF.
INTRA: Interaction Relationship-aware Weakly Supervised Affordance Grounding
Affordance denotes the potential interactions inherent in objects. The perception of affordance can enable intelligent agents to navigate and interact with new environments efficiently. Weakly supervised affordance grounding teaches agents the concept of affordance without costly pixel-level annotations, but with exocentric images. Although recent advances in weakly supervised affordance grounding yielded promising results, there remain challenges including the requirement for paired exocentric and egocentric image dataset, and the complexity in grounding diverse affordances for a single object. To address them, we propose INTeraction Relationship-aware weakly supervised Affordance grounding (INTRA). Unlike prior arts, INTRA recasts this problem as representation learning to identify unique features of interactions through contrastive learning with exocentric images only, eliminating the need for paired datasets. Moreover, we leverage vision-language model embeddings for performing affordance grounding flexibly with any text, designing text-conditioned affordance map generation to reflect interaction relationship for contrastive learning and enhancing robustness with our text synonym augmentation. Our method outperformed prior arts on diverse datasets such as AGD20K, IIT-AFF, CAD and UMD. Additionally, experimental results demonstrate that our method has remarkable domain scalability for synthesized images / illustrations and is capable of performing affordance grounding for novel interactions and objects.
Map-free Visual Relocalization: Metric Pose Relative to a Single Image
Can we relocalize in a scene represented by a single reference image? Standard visual relocalization requires hundreds of images and scale calibration to build a scene-specific 3D map. In contrast, we propose Map-free Relocalization, i.e., using only one photo of a scene to enable instant, metric scaled relocalization. Existing datasets are not suitable to benchmark map-free relocalization, due to their focus on large scenes or their limited variability. Thus, we have constructed a new dataset of 655 small places of interest, such as sculptures, murals and fountains, collected worldwide. Each place comes with a reference image to serve as a relocalization anchor, and dozens of query images with known, metric camera poses. The dataset features changing conditions, stark viewpoint changes, high variability across places, and queries with low to no visual overlap with the reference image. We identify two viable families of existing methods to provide baseline results: relative pose regression, and feature matching combined with single-image depth prediction. While these methods show reasonable performance on some favorable scenes in our dataset, map-free relocalization proves to be a challenge that requires new, innovative solutions.
Painting 3D Nature in 2D: View Synthesis of Natural Scenes from a Single Semantic Mask
We introduce a novel approach that takes a single semantic mask as input to synthesize multi-view consistent color images of natural scenes, trained with a collection of single images from the Internet. Prior works on 3D-aware image synthesis either require multi-view supervision or learning category-level prior for specific classes of objects, which can hardly work for natural scenes. Our key idea to solve this challenging problem is to use a semantic field as the intermediate representation, which is easier to reconstruct from an input semantic mask and then translate to a radiance field with the assistance of off-the-shelf semantic image synthesis models. Experiments show that our method outperforms baseline methods and produces photorealistic, multi-view consistent videos of a variety of natural scenes.
SHINOBI: Shape and Illumination using Neural Object Decomposition via BRDF Optimization In-the-wild
We present SHINOBI, an end-to-end framework for the reconstruction of shape, material, and illumination from object images captured with varying lighting, pose, and background. Inverse rendering of an object based on unconstrained image collections is a long-standing challenge in computer vision and graphics and requires a joint optimization over shape, radiance, and pose. We show that an implicit shape representation based on a multi-resolution hash encoding enables faster and robust shape reconstruction with joint camera alignment optimization that outperforms prior work. Further, to enable the editing of illumination and object reflectance (i.e. material) we jointly optimize BRDF and illumination together with the object's shape. Our method is class-agnostic and works on in-the-wild image collections of objects to produce relightable 3D assets for several use cases such as AR/VR, movies, games, etc. Project page: https://shinobi.aengelhardt.com Video: https://www.youtube.com/watch?v=iFENQ6AcYd8&feature=youtu.be
Enhancing Photorealism Enhancement
We present an approach to enhancing the realism of synthetic images. The images are enhanced by a convolutional network that leverages intermediate representations produced by conventional rendering pipelines. The network is trained via a novel adversarial objective, which provides strong supervision at multiple perceptual levels. We analyze scene layout distributions in commonly used datasets and find that they differ in important ways. We hypothesize that this is one of the causes of strong artifacts that can be observed in the results of many prior methods. To address this we propose a new strategy for sampling image patches during training. We also introduce multiple architectural improvements in the deep network modules used for photorealism enhancement. We confirm the benefits of our contributions in controlled experiments and report substantial gains in stability and realism in comparison to recent image-to-image translation methods and a variety of other baselines.
Auto-Retoucher(ART) - A framework for Background Replacement and Image Editing
Replacing the background and simultaneously adjusting foreground objects is a challenging task in image editing. Current techniques for generating such images relies heavily on user interactions with image editing softwares, which is a tedious job for professional retouchers. To reduce their workload, some exciting progress has been made on generating images with a given background. However, these models can neither adjust the position and scale of the foreground objects, nor guarantee the semantic consistency between foreground and background. To overcome these limitations, we propose a framework -- ART(Auto-Retoucher), to generate images with sufficient semantic and spatial consistency. Images are first processed by semantic matting and scene parsing modules, then a multi-task verifier model will give two confidence scores for the current background and position setting. We demonstrate that our jointly optimized verifier model successfully improves the visual consistency, and our ART framework performs well on images with the human body as foregrounds.
Compositional Scene Representation Learning via Reconstruction: A Survey
Visual scenes are composed of visual concepts and have the property of combinatorial explosion. An important reason for humans to efficiently learn from diverse visual scenes is the ability of compositional perception, and it is desirable for artificial intelligence to have similar abilities. Compositional scene representation learning is a task that enables such abilities. In recent years, various methods have been proposed to apply deep neural networks, which have been proven to be advantageous in representation learning, to learn compositional scene representations via reconstruction, advancing this research direction into the deep learning era. Learning via reconstruction is advantageous because it may utilize massive unlabeled data and avoid costly and laborious data annotation. In this survey, we first outline the current progress on reconstruction-based compositional scene representation learning with deep neural networks, including development history and categorizations of existing methods from the perspectives of the modeling of visual scenes and the inference of scene representations; then provide benchmarks, including an open source toolbox to reproduce the benchmark experiments, of representative methods that consider the most extensively studied problem setting and form the foundation for other methods; and finally discuss the limitations of existing methods and future directions of this research topic.
Zero-shot Image Editing with Reference Imitation
Image editing serves as a practical yet challenging task considering the diverse demands from users, where one of the hardest parts is to precisely describe how the edited image should look like. In this work, we present a new form of editing, termed imitative editing, to help users exercise their creativity more conveniently. Concretely, to edit an image region of interest, users are free to directly draw inspiration from some in-the-wild references (e.g., some relative pictures come across online), without having to cope with the fit between the reference and the source. Such a design requires the system to automatically figure out what to expect from the reference to perform the editing. For this purpose, we propose a generative training framework, dubbed MimicBrush, which randomly selects two frames from a video clip, masks some regions of one frame, and learns to recover the masked regions using the information from the other frame. That way, our model, developed from a diffusion prior, is able to capture the semantic correspondence between separate images in a self-supervised manner. We experimentally show the effectiveness of our method under various test cases as well as its superiority over existing alternatives. We also construct a benchmark to facilitate further research.
GS^3: Efficient Relighting with Triple Gaussian Splatting
We present a spatial and angular Gaussian based representation and a triple splatting process, for real-time, high-quality novel lighting-and-view synthesis from multi-view point-lit input images. To describe complex appearance, we employ a Lambertian plus a mixture of angular Gaussians as an effective reflectance function for each spatial Gaussian. To generate self-shadow, we splat all spatial Gaussians towards the light source to obtain shadow values, which are further refined by a small multi-layer perceptron. To compensate for other effects like global illumination, another network is trained to compute and add a per-spatial-Gaussian RGB tuple. The effectiveness of our representation is demonstrated on 30 samples with a wide variation in geometry (from solid to fluffy) and appearance (from translucent to anisotropic), as well as using different forms of input data, including rendered images of synthetic/reconstructed objects, photographs captured with a handheld camera and a flash, or from a professional lightstage. We achieve a training time of 40-70 minutes and a rendering speed of 90 fps on a single commodity GPU. Our results compare favorably with state-of-the-art techniques in terms of quality/performance. Our code and data are publicly available at https://GSrelight.github.io/.
VividDream: Generating 3D Scene with Ambient Dynamics
We introduce VividDream, a method for generating explorable 4D scenes with ambient dynamics from a single input image or text prompt. VividDream first expands an input image into a static 3D point cloud through iterative inpainting and geometry merging. An ensemble of animated videos is then generated using video diffusion models with quality refinement techniques and conditioned on renderings of the static 3D scene from the sampled camera trajectories. We then optimize a canonical 4D scene representation using an animated video ensemble, with per-video motion embeddings and visibility masks to mitigate inconsistencies. The resulting 4D scene enables free-view exploration of a 3D scene with plausible ambient scene dynamics. Experiments demonstrate that VividDream can provide human viewers with compelling 4D experiences generated based on diverse real images and text prompts.
SAMURAI: Shape And Material from Unconstrained Real-world Arbitrary Image collections
Inverse rendering of an object under entirely unknown capture conditions is a fundamental challenge in computer vision and graphics. Neural approaches such as NeRF have achieved photorealistic results on novel view synthesis, but they require known camera poses. Solving this problem with unknown camera poses is highly challenging as it requires joint optimization over shape, radiance, and pose. This problem is exacerbated when the input images are captured in the wild with varying backgrounds and illuminations. Standard pose estimation techniques fail in such image collections in the wild due to very few estimated correspondences across images. Furthermore, NeRF cannot relight a scene under any illumination, as it operates on radiance (the product of reflectance and illumination). We propose a joint optimization framework to estimate the shape, BRDF, and per-image camera pose and illumination. Our method works on in-the-wild online image collections of an object and produces relightable 3D assets for several use-cases such as AR/VR. To our knowledge, our method is the first to tackle this severely unconstrained task with minimal user interaction. Project page: https://markboss.me/publication/2022-samurai/ Video: https://youtu.be/LlYuGDjXp-8
Latent Compass: Creation by Navigation
In Marius von Senden's Space and Sight, a newly sighted blind patient describes the experience of a corner as lemon-like, because corners "prick" sight like lemons prick the tongue. Prickliness, here, is a dimension in the feature space of sensory experience, an effect of the perceived on the perceiver that arises where the two interact. In the account of the newly sighted, an effect familiar from one interaction translates to a novel context. Perception serves as the vehicle for generalization, in that an effect shared across different experiences produces a concrete abstraction grounded in those experiences. Cezanne and the post-impressionists, fluent in the language of experience translation, realized that the way to paint a concrete form that best reflected reality was to paint not what they saw, but what it was like to see. We envision a future of creation using AI where what it is like to see is replicable, transferrable, manipulable - part of the artist's palette that is both grounded in a particular context, and generalizable beyond it. An active line of research maps human-interpretable features onto directions in GAN latent space. Supervised and self-supervised approaches that search for anticipated directions or use off-the-shelf classifiers to drive image manipulation in embedding space are limited in the variety of features they can uncover. Unsupervised approaches that discover useful new directions show that the space of perceptually meaningful directions is nowhere close to being fully mapped. As this space is broad and full of creative potential, we want tools for direction discovery that capture the richness and generalizability of human perception. Our approach puts creators in the discovery loop during real-time tool use, in order to identify directions that are perceptually meaningful to them, and generate interpretable image translations along those directions.
Long-Term Photometric Consistent Novel View Synthesis with Diffusion Models
Novel view synthesis from a single input image is a challenging task, where the goal is to generate a new view of a scene from a desired camera pose that may be separated by a large motion. The highly uncertain nature of this synthesis task due to unobserved elements within the scene (i.e. occlusion) and outside the field-of-view makes the use of generative models appealing to capture the variety of possible outputs. In this paper, we propose a novel generative model capable of producing a sequence of photorealistic images consistent with a specified camera trajectory, and a single starting image. Our approach is centred on an autoregressive conditional diffusion-based model capable of interpolating visible scene elements, and extrapolating unobserved regions in a view, in a geometrically consistent manner. Conditioning is limited to an image capturing a single camera view and the (relative) pose of the new camera view. To measure the consistency over a sequence of generated views, we introduce a new metric, the thresholded symmetric epipolar distance (TSED), to measure the number of consistent frame pairs in a sequence. While previous methods have been shown to produce high quality images and consistent semantics across pairs of views, we show empirically with our metric that they are often inconsistent with the desired camera poses. In contrast, we demonstrate that our method produces both photorealistic and view-consistent imagery.
LightIt: Illumination Modeling and Control for Diffusion Models
We introduce LightIt, a method for explicit illumination control for image generation. Recent generative methods lack lighting control, which is crucial to numerous artistic aspects of image generation such as setting the overall mood or cinematic appearance. To overcome these limitations, we propose to condition the generation on shading and normal maps. We model the lighting with single bounce shading, which includes cast shadows. We first train a shading estimation module to generate a dataset of real-world images and shading pairs. Then, we train a control network using the estimated shading and normals as input. Our method demonstrates high-quality image generation and lighting control in numerous scenes. Additionally, we use our generated dataset to train an identity-preserving relighting model, conditioned on an image and a target shading. Our method is the first that enables the generation of images with controllable, consistent lighting and performs on par with specialized relighting state-of-the-art methods.
Toon3D: Seeing Cartoons from a New Perspective
In this work, we recover the underlying 3D structure of non-geometrically consistent scenes. We focus our analysis on hand-drawn images from cartoons and anime. Many cartoons are created by artists without a 3D rendering engine, which means that any new image of a scene is hand-drawn. The hand-drawn images are usually faithful representations of the world, but only in a qualitative sense, since it is difficult for humans to draw multiple perspectives of an object or scene 3D consistently. Nevertheless, people can easily perceive 3D scenes from inconsistent inputs! In this work, we correct for 2D drawing inconsistencies to recover a plausible 3D structure such that the newly warped drawings are consistent with each other. Our pipeline consists of a user-friendly annotation tool, camera pose estimation, and image deformation to recover a dense structure. Our method warps images to obey a perspective camera model, enabling our aligned results to be plugged into novel-view synthesis reconstruction methods to experience cartoons from viewpoints never drawn before. Our project page is https://toon3d.studio/.
Tell Me What You See: Text-Guided Real-World Image Denoising
Image reconstruction in low-light conditions is a challenging problem. Many solutions have been proposed for it, where the main approach is trying to learn a good prior of natural images along with modeling the true statistics of the noise in the scene. In the presence of very low lighting conditions, such approaches are usually not enough, and additional information is required, e.g., in the form of using multiple captures. In this work, we suggest as an alternative to add a description of the scene as prior, which can be easily done by the photographer who is capturing the scene. Using a text-conditioned diffusion model, we show that adding image caption information improves significantly the image reconstruction in low-light conditions on both synthetic and real-world images.
Generative Photography: Scene-Consistent Camera Control for Realistic Text-to-Image Synthesis
Image generation today can produce somewhat realistic images from text prompts. However, if one asks the generator to synthesize a particular camera setting such as creating different fields of view using a 24mm lens versus a 70mm lens, the generator will not be able to interpret and generate scene-consistent images. This limitation not only hinders the adoption of generative tools in photography applications but also exemplifies a broader issue of bridging the gap between the data-driven models and the physical world. In this paper, we introduce the concept of Generative Photography, a framework designed to control camera intrinsic settings during content generation. The core innovation of this work are the concepts of Dimensionality Lifting and Contrastive Camera Learning, which achieve continuous and consistent transitions for different camera settings. Experimental results show that our method produces significantly more scene-consistent photorealistic images than state-of-the-art models such as Stable Diffusion 3 and FLUX.
Relightful Harmonization: Lighting-aware Portrait Background Replacement
Portrait harmonization aims to composite a subject into a new background, adjusting its lighting and color to ensure harmony with the background scene. Existing harmonization techniques often only focus on adjusting the global color and brightness of the foreground and ignore crucial illumination cues from the background such as apparent lighting direction, leading to unrealistic compositions. We introduce Relightful Harmonization, a lighting-aware diffusion model designed to seamlessly harmonize sophisticated lighting effect for the foreground portrait using any background image. Our approach unfolds in three stages. First, we introduce a lighting representation module that allows our diffusion model to encode lighting information from target image background. Second, we introduce an alignment network that aligns lighting features learned from image background with lighting features learned from panorama environment maps, which is a complete representation for scene illumination. Last, to further boost the photorealism of the proposed method, we introduce a novel data simulation pipeline that generates synthetic training pairs from a diverse range of natural images, which are used to refine the model. Our method outperforms existing benchmarks in visual fidelity and lighting coherence, showing superior generalization in real-world testing scenarios, highlighting its versatility and practicality.
Material Transforms from Disentangled NeRF Representations
In this paper, we first propose a novel method for transferring material transformations across different scenes. Building on disentangled Neural Radiance Field (NeRF) representations, our approach learns to map Bidirectional Reflectance Distribution Functions (BRDF) from pairs of scenes observed in varying conditions, such as dry and wet. The learned transformations can then be applied to unseen scenes with similar materials, therefore effectively rendering the transformation learned with an arbitrary level of intensity. Extensive experiments on synthetic scenes and real-world objects validate the effectiveness of our approach, showing that it can learn various transformations such as wetness, painting, coating, etc. Our results highlight not only the versatility of our method but also its potential for practical applications in computer graphics. We publish our method implementation, along with our synthetic/real datasets on https://github.com/astra-vision/BRDFTransform
Beyond the Pixel: a Photometrically Calibrated HDR Dataset for Luminance and Color Prediction
Light plays an important role in human well-being. However, most computer vision tasks treat pixels without considering their relationship to physical luminance. To address this shortcoming, we introduce the Laval Photometric Indoor HDR Dataset, the first large-scale photometrically calibrated dataset of high dynamic range 360{\deg} panoramas. Our key contribution is the calibration of an existing, uncalibrated HDR Dataset. We do so by accurately capturing RAW bracketed exposures simultaneously with a professional photometric measurement device (chroma meter) for multiple scenes across a variety of lighting conditions. Using the resulting measurements, we establish the calibration coefficients to be applied to the HDR images. The resulting dataset is a rich representation of indoor scenes which displays a wide range of illuminance and color, and varied types of light sources. We exploit the dataset to introduce three novel tasks, where: per-pixel luminance, per-pixel color and planar illuminance can be predicted from a single input image. Finally, we also capture another smaller photometric dataset with a commercial 360{\deg} camera, to experiment on generalization across cameras. We are optimistic that the release of our datasets and associated code will spark interest in physically accurate light estimation within the community. Dataset and code are available at https://lvsn.github.io/beyondthepixel/.
Generating 3D-Consistent Videos from Unposed Internet Photos
We address the problem of generating videos from unposed internet photos. A handful of input images serve as keyframes, and our model interpolates between them to simulate a path moving between the cameras. Given random images, a model's ability to capture underlying geometry, recognize scene identity, and relate frames in terms of camera position and orientation reflects a fundamental understanding of 3D structure and scene layout. However, existing video models such as Luma Dream Machine fail at this task. We design a self-supervised method that takes advantage of the consistency of videos and variability of multiview internet photos to train a scalable, 3D-aware video model without any 3D annotations such as camera parameters. We validate that our method outperforms all baselines in terms of geometric and appearance consistency. We also show our model benefits applications that enable camera control, such as 3D Gaussian Splatting. Our results suggest that we can scale up scene-level 3D learning using only 2D data such as videos and multiview internet photos.
Sketch-Guided Scene Image Generation
Text-to-image models are showcasing the impressive ability to create high-quality and diverse generative images. Nevertheless, the transition from freehand sketches to complex scene images remains challenging using diffusion models. In this study, we propose a novel sketch-guided scene image generation framework, decomposing the task of scene image scene generation from sketch inputs into object-level cross-domain generation and scene-level image construction. We employ pre-trained diffusion models to convert each single object drawing into an image of the object, inferring additional details while maintaining the sparse sketch structure. In order to maintain the conceptual fidelity of the foreground during scene generation, we invert the visual features of object images into identity embeddings for scene generation. In scene-level image construction, we generate the latent representation of the scene image using the separated background prompts, and then blend the generated foreground objects according to the layout of the sketch input. To ensure the foreground objects' details remain unchanged while naturally composing the scene image, we infer the scene image on the blended latent representation using a global prompt that includes the trained identity tokens. Through qualitative and quantitative experiments, we demonstrate the ability of the proposed approach to generate scene images from hand-drawn sketches surpasses the state-of-the-art approaches.
ReCapture: Generative Video Camera Controls for User-Provided Videos using Masked Video Fine-Tuning
Recently, breakthroughs in video modeling have allowed for controllable camera trajectories in generated videos. However, these methods cannot be directly applied to user-provided videos that are not generated by a video model. In this paper, we present ReCapture, a method for generating new videos with novel camera trajectories from a single user-provided video. Our method allows us to re-generate the reference video, with all its existing scene motion, from vastly different angles and with cinematic camera motion. Notably, using our method we can also plausibly hallucinate parts of the scene that were not observable in the reference video. Our method works by (1) generating a noisy anchor video with a new camera trajectory using multiview diffusion models or depth-based point cloud rendering and then (2) regenerating the anchor video into a clean and temporally consistent reangled video using our proposed masked video fine-tuning technique.
OmnimatteRF: Robust Omnimatte with 3D Background Modeling
Video matting has broad applications, from adding interesting effects to casually captured movies to assisting video production professionals. Matting with associated effects such as shadows and reflections has also attracted increasing research activity, and methods like Omnimatte have been proposed to separate dynamic foreground objects of interest into their own layers. However, prior works represent video backgrounds as 2D image layers, limiting their capacity to express more complicated scenes, thus hindering application to real-world videos. In this paper, we propose a novel video matting method, OmnimatteRF, that combines dynamic 2D foreground layers and a 3D background model. The 2D layers preserve the details of the subjects, while the 3D background robustly reconstructs scenes in real-world videos. Extensive experiments demonstrate that our method reconstructs scenes with better quality on various videos.
CONFORM: Contrast is All You Need For High-Fidelity Text-to-Image Diffusion Models
Images produced by text-to-image diffusion models might not always faithfully represent the semantic intent of the provided text prompt, where the model might overlook or entirely fail to produce certain objects. Existing solutions often require customly tailored functions for each of these problems, leading to sub-optimal results, especially for complex prompts. Our work introduces a novel perspective by tackling this challenge in a contrastive context. Our approach intuitively promotes the segregation of objects in attention maps while also maintaining that pairs of related attributes are kept close to each other. We conduct extensive experiments across a wide variety of scenarios, each involving unique combinations of objects, attributes, and scenes. These experiments effectively showcase the versatility, efficiency, and flexibility of our method in working with both latent and pixel-based diffusion models, including Stable Diffusion and Imagen. Moreover, we publicly share our source code to facilitate further research.
Strata-NeRF : Neural Radiance Fields for Stratified Scenes
Neural Radiance Field (NeRF) approaches learn the underlying 3D representation of a scene and generate photo-realistic novel views with high fidelity. However, most proposed settings concentrate on modelling a single object or a single level of a scene. However, in the real world, we may capture a scene at multiple levels, resulting in a layered capture. For example, tourists usually capture a monument's exterior structure before capturing the inner structure. Modelling such scenes in 3D with seamless switching between levels can drastically improve immersive experiences. However, most existing techniques struggle in modelling such scenes. We propose Strata-NeRF, a single neural radiance field that implicitly captures a scene with multiple levels. Strata-NeRF achieves this by conditioning the NeRFs on Vector Quantized (VQ) latent representations which allow sudden changes in scene structure. We evaluate the effectiveness of our approach in multi-layered synthetic dataset comprising diverse scenes and then further validate its generalization on the real-world RealEstate10K dataset. We find that Strata-NeRF effectively captures stratified scenes, minimizes artifacts, and synthesizes high-fidelity views compared to existing approaches.
AvatarMe++: Facial Shape and BRDF Inference with Photorealistic Rendering-Aware GANs
Over the last years, many face analysis tasks have accomplished astounding performance, with applications including face generation and 3D face reconstruction from a single "in-the-wild" image. Nevertheless, to the best of our knowledge, there is no method which can produce render-ready high-resolution 3D faces from "in-the-wild" images and this can be attributed to the: (a) scarcity of available data for training, and (b) lack of robust methodologies that can successfully be applied on very high-resolution data. In this work, we introduce the first method that is able to reconstruct photorealistic render-ready 3D facial geometry and BRDF from a single "in-the-wild" image. We capture a large dataset of facial shape and reflectance, which we have made public. We define a fast facial photorealistic differentiable rendering methodology with accurate facial skin diffuse and specular reflection, self-occlusion and subsurface scattering approximation. With this, we train a network that disentangles the facial diffuse and specular BRDF components from a shape and texture with baked illumination, reconstructed with a state-of-the-art 3DMM fitting method. Our method outperforms the existing arts by a significant margin and reconstructs high-resolution 3D faces from a single low-resolution image, that can be rendered in various applications, and bridge the uncanny valley.
Lightweight Image Inpainting by Stripe Window Transformer with Joint Attention to CNN
Image inpainting is an important task in computer vision. As admirable methods are presented, the inpainted image is getting closer to reality. However, the result is still not good enough in the reconstructed texture and structure based on human vision. Although recent advances in computer hardware have enabled the development of larger and more complex models, there is still a need for lightweight models that can be used by individuals and small-sized institutions. Therefore, we propose a lightweight model that combines a specialized transformer with a traditional convolutional neural network (CNN). Furthermore, we have noticed most researchers only consider three primary colors (RGB) in inpainted images, but we think this is not enough. So we propose a new loss function to intensify color details. Extensive experiments on commonly seen datasets (Places2 and CelebA) validate the efficacy of our proposed model compared with other state-of-the-art methods. Index Terms: HSV color space, image inpainting, joint attention, stripe window, transformer
UniDream: Unifying Diffusion Priors for Relightable Text-to-3D Generation
Recent advancements in text-to-3D generation technology have significantly advanced the conversion of textual descriptions into imaginative well-geometrical and finely textured 3D objects. Despite these developments, a prevalent limitation arises from the use of RGB data in diffusion or reconstruction models, which often results in models with inherent lighting and shadows effects that detract from their realism, thereby limiting their usability in applications that demand accurate relighting capabilities. To bridge this gap, we present UniDream, a text-to-3D generation framework by incorporating unified diffusion priors. Our approach consists of three main components: (1) a dual-phase training process to get albedo-normal aligned multi-view diffusion and reconstruction models, (2) a progressive generation procedure for geometry and albedo-textures based on Score Distillation Sample (SDS) using the trained reconstruction and diffusion models, and (3) an innovative application of SDS for finalizing PBR generation while keeping a fixed albedo based on Stable Diffusion model. Extensive evaluations demonstrate that UniDream surpasses existing methods in generating 3D objects with clearer albedo textures, smoother surfaces, enhanced realism, and superior relighting capabilities.
Mix3D: Out-of-Context Data Augmentation for 3D Scenes
We present Mix3D, a data augmentation technique for segmenting large-scale 3D scenes. Since scene context helps reasoning about object semantics, current works focus on models with large capacity and receptive fields that can fully capture the global context of an input 3D scene. However, strong contextual priors can have detrimental implications like mistaking a pedestrian crossing the street for a car. In this work, we focus on the importance of balancing global scene context and local geometry, with the goal of generalizing beyond the contextual priors in the training set. In particular, we propose a "mixing" technique which creates new training samples by combining two augmented scenes. By doing so, object instances are implicitly placed into novel out-of-context environments and therefore making it harder for models to rely on scene context alone, and instead infer semantics from local structure as well. We perform detailed analysis to understand the importance of global context, local structures and the effect of mixing scenes. In experiments, we show that models trained with Mix3D profit from a significant performance boost on indoor (ScanNet, S3DIS) and outdoor datasets (SemanticKITTI). Mix3D can be trivially used with any existing method, e.g., trained with Mix3D, MinkowskiNet outperforms all prior state-of-the-art methods by a significant margin on the ScanNet test benchmark 78.1 mIoU. Code is available at: https://nekrasov.dev/mix3d/
Convex Decomposition of Indoor Scenes
We describe a method to parse a complex, cluttered indoor scene into primitives which offer a parsimonious abstraction of scene structure. Our primitives are simple convexes. Our method uses a learned regression procedure to parse a scene into a fixed number of convexes from RGBD input, and can optionally accept segmentations to improve the decomposition. The result is then polished with a descent method which adjusts the convexes to produce a very good fit, and greedily removes superfluous primitives. Because the entire scene is parsed, we can evaluate using traditional depth, normal, and segmentation error metrics. Our evaluation procedure demonstrates that the error from our primitive representation is comparable to that of predicting depth from a single image.
NeRD: Neural Reflectance Decomposition from Image Collections
Decomposing a scene into its shape, reflectance, and illumination is a challenging but important problem in computer vision and graphics. This problem is inherently more challenging when the illumination is not a single light source under laboratory conditions but is instead an unconstrained environmental illumination. Though recent work has shown that implicit representations can be used to model the radiance field of an object, most of these techniques only enable view synthesis and not relighting. Additionally, evaluating these radiance fields is resource and time-intensive. We propose a neural reflectance decomposition (NeRD) technique that uses physically-based rendering to decompose the scene into spatially varying BRDF material properties. In contrast to existing techniques, our input images can be captured under different illumination conditions. In addition, we also propose techniques to convert the learned reflectance volume into a relightable textured mesh enabling fast real-time rendering with novel illuminations. We demonstrate the potential of the proposed approach with experiments on both synthetic and real datasets, where we are able to obtain high-quality relightable 3D assets from image collections. The datasets and code is available on the project page: https://markboss.me/publication/2021-nerd/
CamCtrl3D: Single-Image Scene Exploration with Precise 3D Camera Control
We propose a method for generating fly-through videos of a scene, from a single image and a given camera trajectory. We build upon an image-to-video latent diffusion model. We condition its UNet denoiser on the camera trajectory, using four techniques. (1) We condition the UNet's temporal blocks on raw camera extrinsics, similar to MotionCtrl. (2) We use images containing camera rays and directions, similar to CameraCtrl. (3) We reproject the initial image to subsequent frames and use the resulting video as a condition. (4) We use 2D<=>3D transformers to introduce a global 3D representation, which implicitly conditions on the camera poses. We combine all conditions in a ContolNet-style architecture. We then propose a metric that evaluates overall video quality and the ability to preserve details with view changes, which we use to analyze the trade-offs of individual and combined conditions. Finally, we identify an optimal combination of conditions. We calibrate camera positions in our datasets for scale consistency across scenes, and we train our scene exploration model, CamCtrl3D, demonstrating state-of-theart results.
Exploring CLIP for Assessing the Look and Feel of Images
Measuring the perception of visual content is a long-standing problem in computer vision. Many mathematical models have been developed to evaluate the look or quality of an image. Despite the effectiveness of such tools in quantifying degradations such as noise and blurriness levels, such quantification is loosely coupled with human language. When it comes to more abstract perception about the feel of visual content, existing methods can only rely on supervised models that are explicitly trained with labeled data collected via laborious user study. In this paper, we go beyond the conventional paradigms by exploring the rich visual language prior encapsulated in Contrastive Language-Image Pre-training (CLIP) models for assessing both the quality perception (look) and abstract perception (feel) of images in a zero-shot manner. In particular, we discuss effective prompt designs and show an effective prompt pairing strategy to harness the prior. We also provide extensive experiments on controlled datasets and Image Quality Assessment (IQA) benchmarks. Our results show that CLIP captures meaningful priors that generalize well to different perceptual assessments. Code is avaliable at https://github.com/IceClear/CLIP-IQA.
NeILF++: Inter-Reflectable Light Fields for Geometry and Material Estimation
We present a novel differentiable rendering framework for joint geometry, material, and lighting estimation from multi-view images. In contrast to previous methods which assume a simplified environment map or co-located flashlights, in this work, we formulate the lighting of a static scene as one neural incident light field (NeILF) and one outgoing neural radiance field (NeRF). The key insight of the proposed method is the union of the incident and outgoing light fields through physically-based rendering and inter-reflections between surfaces, making it possible to disentangle the scene geometry, material, and lighting from image observations in a physically-based manner. The proposed incident light and inter-reflection framework can be easily applied to other NeRF systems. We show that our method can not only decompose the outgoing radiance into incident lights and surface materials, but also serve as a surface refinement module that further improves the reconstruction detail of the neural surface. We demonstrate on several datasets that the proposed method is able to achieve state-of-the-art results in terms of geometry reconstruction quality, material estimation accuracy, and the fidelity of novel view rendering.
Rethinking RGB Color Representation for Image Restoration Models
Image restoration models are typically trained with a pixel-wise distance loss defined over the RGB color representation space, which is well known to be a source of blurry and unrealistic textures in the restored images. The reason, we believe, is that the three-channel RGB space is insufficient for supervising the restoration models. To this end, we augment the representation to hold structural information of local neighborhoods at each pixel while keeping the color information and pixel-grainedness unharmed. The result is a new representation space, dubbed augmented RGB (aRGB) space. Substituting the underlying representation space for the per-pixel losses facilitates the training of image restoration models, thereby improving the performance without affecting the evaluation phase. Notably, when combined with auxiliary objectives such as adversarial or perceptual losses, our aRGB space consistently improves overall metrics by reconstructing both color and local structures, overcoming the conventional perception-distortion trade-off.
iNVS: Repurposing Diffusion Inpainters for Novel View Synthesis
We present a method for generating consistent novel views from a single source image. Our approach focuses on maximizing the reuse of visible pixels from the source image. To achieve this, we use a monocular depth estimator that transfers visible pixels from the source view to the target view. Starting from a pre-trained 2D inpainting diffusion model, we train our method on the large-scale Objaverse dataset to learn 3D object priors. While training we use a novel masking mechanism based on epipolar lines to further improve the quality of our approach. This allows our framework to perform zero-shot novel view synthesis on a variety of objects. We evaluate the zero-shot abilities of our framework on three challenging datasets: Google Scanned Objects, Ray Traced Multiview, and Common Objects in 3D. See our webpage for more details: https://yashkant.github.io/invs/
SpecNeRF: Gaussian Directional Encoding for Specular Reflections
Neural radiance fields have achieved remarkable performance in modeling the appearance of 3D scenes. However, existing approaches still struggle with the view-dependent appearance of glossy surfaces, especially under complex lighting of indoor environments. Unlike existing methods, which typically assume distant lighting like an environment map, we propose a learnable Gaussian directional encoding to better model the view-dependent effects under near-field lighting conditions. Importantly, our new directional encoding captures the spatially-varying nature of near-field lighting and emulates the behavior of prefiltered environment maps. As a result, it enables the efficient evaluation of preconvolved specular color at any 3D location with varying roughness coefficients. We further introduce a data-driven geometry prior that helps alleviate the shape radiance ambiguity in reflection modeling. We show that our Gaussian directional encoding and geometry prior significantly improve the modeling of challenging specular reflections in neural radiance fields, which helps decompose appearance into more physically meaningful components.
TIAM -- A Metric for Evaluating Alignment in Text-to-Image Generation
The progress in the generation of synthetic images has made it crucial to assess their quality. While several metrics have been proposed to assess the rendering of images, it is crucial for Text-to-Image (T2I) models, which generate images based on a prompt, to consider additional aspects such as to which extent the generated image matches the important content of the prompt. Moreover, although the generated images usually result from a random starting point, the influence of this one is generally not considered. In this article, we propose a new metric based on prompt templates to study the alignment between the content specified in the prompt and the corresponding generated images. It allows us to better characterize the alignment in terms of the type of the specified objects, their number, and their color. We conducted a study on several recent T2I models about various aspects. An additional interesting result we obtained with our approach is that image quality can vary drastically depending on the latent noise used as a seed for the images. We also quantify the influence of the number of concepts in the prompt, their order as well as their (color) attributes. Finally, our method allows us to identify some latent seeds that produce better images than others, opening novel directions of research on this understudied topic.
Scene123: One Prompt to 3D Scene Generation via Video-Assisted and Consistency-Enhanced MAE
As Artificial Intelligence Generated Content (AIGC) advances, a variety of methods have been developed to generate text, images, videos, and 3D objects from single or multimodal inputs, contributing efforts to emulate human-like cognitive content creation. However, generating realistic large-scale scenes from a single input presents a challenge due to the complexities involved in ensuring consistency across extrapolated views generated by models. Benefiting from recent video generation models and implicit neural representations, we propose Scene123, a 3D scene generation model, that not only ensures realism and diversity through the video generation framework but also uses implicit neural fields combined with Masked Autoencoders (MAE) to effectively ensures the consistency of unseen areas across views. Specifically, we initially warp the input image (or an image generated from text) to simulate adjacent views, filling the invisible areas with the MAE model. However, these filled images usually fail to maintain view consistency, thus we utilize the produced views to optimize a neural radiance field, enhancing geometric consistency. Moreover, to further enhance the details and texture fidelity of generated views, we employ a GAN-based Loss against images derived from the input image through the video generation model. Extensive experiments demonstrate that our method can generate realistic and consistent scenes from a single prompt. Both qualitative and quantitative results indicate that our approach surpasses existing state-of-the-art methods. We show encourage video examples at https://yiyingyang12.github.io/Scene123.github.io/.
Snap-it, Tap-it, Splat-it: Tactile-Informed 3D Gaussian Splatting for Reconstructing Challenging Surfaces
Touch and vision go hand in hand, mutually enhancing our ability to understand the world. From a research perspective, the problem of mixing touch and vision is underexplored and presents interesting challenges. To this end, we propose Tactile-Informed 3DGS, a novel approach that incorporates touch data (local depth maps) with multi-view vision data to achieve surface reconstruction and novel view synthesis. Our method optimises 3D Gaussian primitives to accurately model the object's geometry at points of contact. By creating a framework that decreases the transmittance at touch locations, we achieve a refined surface reconstruction, ensuring a uniformly smooth depth map. Touch is particularly useful when considering non-Lambertian objects (e.g. shiny or reflective surfaces) since contemporary methods tend to fail to reconstruct with fidelity specular highlights. By combining vision and tactile sensing, we achieve more accurate geometry reconstructions with fewer images than prior methods. We conduct evaluation on objects with glossy and reflective surfaces and demonstrate the effectiveness of our approach, offering significant improvements in reconstruction quality.
Contrastive Multiview Coding
Humans view the world through many sensory channels, e.g., the long-wavelength light channel, viewed by the left eye, or the high-frequency vibrations channel, heard by the right ear. Each view is noisy and incomplete, but important factors, such as physics, geometry, and semantics, tend to be shared between all views (e.g., a "dog" can be seen, heard, and felt). We investigate the classic hypothesis that a powerful representation is one that models view-invariant factors. We study this hypothesis under the framework of multiview contrastive learning, where we learn a representation that aims to maximize mutual information between different views of the same scene but is otherwise compact. Our approach scales to any number of views, and is view-agnostic. We analyze key properties of the approach that make it work, finding that the contrastive loss outperforms a popular alternative based on cross-view prediction, and that the more views we learn from, the better the resulting representation captures underlying scene semantics. Our approach achieves state-of-the-art results on image and video unsupervised learning benchmarks. Code is released at: http://github.com/HobbitLong/CMC/.
Learning to Describe Differences Between Pairs of Similar Images
In this paper, we introduce the task of automatically generating text to describe the differences between two similar images. We collect a new dataset by crowd-sourcing difference descriptions for pairs of image frames extracted from video-surveillance footage. Annotators were asked to succinctly describe all the differences in a short paragraph. As a result, our novel dataset provides an opportunity to explore models that align language and vision, and capture visual salience. The dataset may also be a useful benchmark for coherent multi-sentence generation. We perform a firstpass visual analysis that exposes clusters of differing pixels as a proxy for object-level differences. We propose a model that captures visual salience by using a latent variable to align clusters of differing pixels with output sentences. We find that, for both single-sentence generation and as well as multi-sentence generation, the proposed model outperforms the models that use attention alone.
From an Image to a Scene: Learning to Imagine the World from a Million 360 Videos
Three-dimensional (3D) understanding of objects and scenes play a key role in humans' ability to interact with the world and has been an active area of research in computer vision, graphics, and robotics. Large scale synthetic and object-centric 3D datasets have shown to be effective in training models that have 3D understanding of objects. However, applying a similar approach to real-world objects and scenes is difficult due to a lack of large-scale data. Videos are a potential source for real-world 3D data, but finding diverse yet corresponding views of the same content has shown to be difficult at scale. Furthermore, standard videos come with fixed viewpoints, determined at the time of capture. This restricts the ability to access scenes from a variety of more diverse and potentially useful perspectives. We argue that large scale 360 videos can address these limitations to provide: scalable corresponding frames from diverse views. In this paper, we introduce 360-1M, a 360 video dataset, and a process for efficiently finding corresponding frames from diverse viewpoints at scale. We train our diffusion-based model, Odin, on 360-1M. Empowered by the largest real-world, multi-view dataset to date, Odin is able to freely generate novel views of real-world scenes. Unlike previous methods, Odin can move the camera through the environment, enabling the model to infer the geometry and layout of the scene. Additionally, we show improved performance on standard novel view synthesis and 3D reconstruction benchmarks.
Affordance-Aware Object Insertion via Mask-Aware Dual Diffusion
As a common image editing operation, image composition involves integrating foreground objects into background scenes. In this paper, we expand the application of the concept of Affordance from human-centered image composition tasks to a more general object-scene composition framework, addressing the complex interplay between foreground objects and background scenes. Following the principle of Affordance, we define the affordance-aware object insertion task, which aims to seamlessly insert any object into any scene with various position prompts. To address the limited data issue and incorporate this task, we constructed the SAM-FB dataset, which contains over 3 million examples across more than 3,000 object categories. Furthermore, we propose the Mask-Aware Dual Diffusion (MADD) model, which utilizes a dual-stream architecture to simultaneously denoise the RGB image and the insertion mask. By explicitly modeling the insertion mask in the diffusion process, MADD effectively facilitates the notion of affordance. Extensive experimental results show that our method outperforms the state-of-the-art methods and exhibits strong generalization performance on in-the-wild images. Please refer to our code on https://github.com/KaKituken/affordance-aware-any.
OneRestore: A Universal Restoration Framework for Composite Degradation
In real-world scenarios, image impairments often manifest as composite degradations, presenting a complex interplay of elements such as low light, haze, rain, and snow. Despite this reality, existing restoration methods typically target isolated degradation types, thereby falling short in environments where multiple degrading factors coexist. To bridge this gap, our study proposes a versatile imaging model that consolidates four physical corruption paradigms to accurately represent complex, composite degradation scenarios. In this context, we propose OneRestore, a novel transformer-based framework designed for adaptive, controllable scene restoration. The proposed framework leverages a unique cross-attention mechanism, merging degraded scene descriptors with image features, allowing for nuanced restoration. Our model allows versatile input scene descriptors, ranging from manual text embeddings to automatic extractions based on visual attributes. Our methodology is further enhanced through a composite degradation restoration loss, using extra degraded images as negative samples to fortify model constraints. Comparative results on synthetic and real-world datasets demonstrate OneRestore as a superior solution, significantly advancing the state-of-the-art in addressing complex, composite degradations.
An Image is Worth Multiple Words: Learning Object Level Concepts using Multi-Concept Prompt Learning
Textural Inversion, a prompt learning method, learns a singular embedding for a new "word" to represent image style and appearance, allowing it to be integrated into natural language sentences to generate novel synthesised images. However, identifying and integrating multiple object-level concepts within one scene poses significant challenges even when embeddings for individual concepts are attainable. This is further confirmed by our empirical tests. To address this challenge, we introduce a framework for Multi-Concept Prompt Learning (MCPL), where multiple new "words" are simultaneously learned from a single sentence-image pair. To enhance the accuracy of word-concept correlation, we propose three regularisation techniques: Attention Masking (AttnMask) to concentrate learning on relevant areas; Prompts Contrastive Loss (PromptCL) to separate the embeddings of different concepts; and Bind adjective (Bind adj.) to associate new "words" with known words. We evaluate via image generation, editing, and attention visualisation with diverse images. Extensive quantitative comparisons demonstrate that our method can learn more semantically disentangled concepts with enhanced word-concept correlation. Additionally, we introduce a novel dataset and evaluation protocol tailored for this new task of learning object-level concepts.
Learning to Synthesize a 4D RGBD Light Field from a Single Image
We present a machine learning algorithm that takes as input a 2D RGB image and synthesizes a 4D RGBD light field (color and depth of the scene in each ray direction). For training, we introduce the largest public light field dataset, consisting of over 3300 plenoptic camera light fields of scenes containing flowers and plants. Our synthesis pipeline consists of a convolutional neural network (CNN) that estimates scene geometry, a stage that renders a Lambertian light field using that geometry, and a second CNN that predicts occluded rays and non-Lambertian effects. Our algorithm builds on recent view synthesis methods, but is unique in predicting RGBD for each light field ray and improving unsupervised single image depth estimation by enforcing consistency of ray depths that should intersect the same scene point. Please see our supplementary video at https://youtu.be/yLCvWoQLnms
Merging and Splitting Diffusion Paths for Semantically Coherent Panoramas
Diffusion models have become the State-of-the-Art for text-to-image generation, and increasing research effort has been dedicated to adapting the inference process of pretrained diffusion models to achieve zero-shot capabilities. An example is the generation of panorama images, which has been tackled in recent works by combining independent diffusion paths over overlapping latent features, which is referred to as joint diffusion, obtaining perceptually aligned panoramas. However, these methods often yield semantically incoherent outputs and trade-off diversity for uniformity. To overcome this limitation, we propose the Merge-Attend-Diffuse operator, which can be plugged into different types of pretrained diffusion models used in a joint diffusion setting to improve the perceptual and semantical coherence of the generated panorama images. Specifically, we merge the diffusion paths, reprogramming self- and cross-attention to operate on the aggregated latent space. Extensive quantitative and qualitative experimental analysis, together with a user study, demonstrate that our method maintains compatibility with the input prompt and visual quality of the generated images while increasing their semantic coherence. We release the code at https://github.com/aimagelab/MAD.
Photometric Inverse Rendering: Shading Cues Modeling and Surface Reflectance Regularization
This paper addresses the problem of inverse rendering from photometric images. Existing approaches for this problem suffer from the effects of self-shadows, inter-reflections, and lack of constraints on the surface reflectance, leading to inaccurate decomposition of reflectance and illumination due to the ill-posed nature of inverse rendering. In this work, we propose a new method for neural inverse rendering. Our method jointly optimizes the light source position to account for the self-shadows in images, and computes indirect illumination using a differentiable rendering layer and an importance sampling strategy. To enhance surface reflectance decomposition, we introduce a new regularization by distilling DINO features to foster accurate and consistent material decomposition. Extensive experiments on synthetic and real datasets demonstrate that our method outperforms the state-of-the-art methods in reflectance decomposition.
Physics-based Indirect Illumination for Inverse Rendering
We present a physics-based inverse rendering method that learns the illumination, geometry, and materials of a scene from posed multi-view RGB images. To model the illumination of a scene, existing inverse rendering works either completely ignore the indirect illumination or model it by coarse approximations, leading to sub-optimal illumination, geometry, and material prediction of the scene. In this work, we propose a physics-based illumination model that first locates surface points through an efficient refined sphere tracing algorithm, then explicitly traces the incoming indirect lights at each surface point based on reflection. Then, we estimate each identified indirect light through an efficient neural network. Moreover, we utilize the Leibniz's integral rule to resolve non-differentiability in the proposed illumination model caused by boundary lights inspired by differentiable irradiance in computer graphics. As a result, the proposed differentiable illumination model can be learned end-to-end together with geometry and materials estimation. As a side product, our physics-based inverse rendering model also facilitates flexible and realistic material editing as well as relighting. Extensive experiments on synthetic and real-world datasets demonstrate that the proposed method performs favorably against existing inverse rendering methods on novel view synthesis and inverse rendering.
Block and Detail: Scaffolding Sketch-to-Image Generation
We introduce a novel sketch-to-image tool that aligns with the iterative refinement process of artists. Our tool lets users sketch blocking strokes to coarsely represent the placement and form of objects and detail strokes to refine their shape and silhouettes. We develop a two-pass algorithm for generating high-fidelity images from such sketches at any point in the iterative process. In the first pass we use a ControlNet to generate an image that strictly follows all the strokes (blocking and detail) and in the second pass we add variation by renoising regions surrounding blocking strokes. We also present a dataset generation scheme that, when used to train a ControlNet architecture, allows regions that do not contain strokes to be interpreted as not-yet-specified regions rather than empty space. We show that this partial-sketch-aware ControlNet can generate coherent elements from partial sketches that only contain a small number of strokes. The high-fidelity images produced by our approach serve as scaffolds that can help the user adjust the shape and proportions of objects or add additional elements to the composition. We demonstrate the effectiveness of our approach with a variety of examples and evaluative comparisons. Quantitatively, evaluative user feedback indicates that novice viewers prefer the quality of images from our algorithm over a baseline Scribble ControlNet for 84% of the pairs and found our images had less distortion in 81% of the pairs.
NeX: Real-time View Synthesis with Neural Basis Expansion
We present NeX, a new approach to novel view synthesis based on enhancements of multiplane image (MPI) that can reproduce next-level view-dependent effects -- in real time. Unlike traditional MPI that uses a set of simple RGBalpha planes, our technique models view-dependent effects by instead parameterizing each pixel as a linear combination of basis functions learned from a neural network. Moreover, we propose a hybrid implicit-explicit modeling strategy that improves upon fine detail and produces state-of-the-art results. Our method is evaluated on benchmark forward-facing datasets as well as our newly-introduced dataset designed to test the limit of view-dependent modeling with significantly more challenging effects such as rainbow reflections on a CD. Our method achieves the best overall scores across all major metrics on these datasets with more than 1000times faster rendering time than the state of the art. For real-time demos, visit https://nex-mpi.github.io/
Monocular Identity-Conditioned Facial Reflectance Reconstruction
Recent 3D face reconstruction methods have made remarkable advancements, yet there remain huge challenges in monocular high-quality facial reflectance reconstruction. Existing methods rely on a large amount of light-stage captured data to learn facial reflectance models. However, the lack of subject diversity poses challenges in achieving good generalization and widespread applicability. In this paper, we learn the reflectance prior in image space rather than UV space and present a framework named ID2Reflectance. Our framework can directly estimate the reflectance maps of a single image while using limited reflectance data for training. Our key insight is that reflectance data shares facial structures with RGB faces, which enables obtaining expressive facial prior from inexpensive RGB data thus reducing the dependency on reflectance data. We first learn a high-quality prior for facial reflectance. Specifically, we pretrain multi-domain facial feature codebooks and design a codebook fusion method to align the reflectance and RGB domains. Then, we propose an identity-conditioned swapping module that injects facial identity from the target image into the pre-trained autoencoder to modify the identity of the source reflectance image. Finally, we stitch multi-view swapped reflectance images to obtain renderable assets. Extensive experiments demonstrate that our method exhibits excellent generalization capability and achieves state-of-the-art facial reflectance reconstruction results for in-the-wild faces. Our project page is https://xingyuren.github.io/id2reflectance/.
LiveHand: Real-time and Photorealistic Neural Hand Rendering
The human hand is the main medium through which we interact with our surroundings, making its digitization an important problem. While there are several works modeling the geometry of hands, little attention has been paid to capturing photo-realistic appearance. Moreover, for applications in extended reality and gaming, real-time rendering is critical. We present the first neural-implicit approach to photo-realistically render hands in real-time. This is a challenging problem as hands are textured and undergo strong articulations with pose-dependent effects. However, we show that this aim is achievable through our carefully designed method. This includes training on a low-resolution rendering of a neural radiance field, together with a 3D-consistent super-resolution module and mesh-guided sampling and space canonicalization. We demonstrate a novel application of perceptual loss on the image space, which is critical for learning details accurately. We also show a live demo where we photo-realistically render the human hand in real-time for the first time, while also modeling pose- and view-dependent appearance effects. We ablate all our design choices and show that they optimize for rendering speed and quality. Video results and our code can be accessed from https://vcai.mpi-inf.mpg.de/projects/LiveHand/
Photoswap: Personalized Subject Swapping in Images
In an era where images and visual content dominate our digital landscape, the ability to manipulate and personalize these images has become a necessity. Envision seamlessly substituting a tabby cat lounging on a sunlit window sill in a photograph with your own playful puppy, all while preserving the original charm and composition of the image. We present Photoswap, a novel approach that enables this immersive image editing experience through personalized subject swapping in existing images. Photoswap first learns the visual concept of the subject from reference images and then swaps it into the target image using pre-trained diffusion models in a training-free manner. We establish that a well-conceptualized visual subject can be seamlessly transferred to any image with appropriate self-attention and cross-attention manipulation, maintaining the pose of the swapped subject and the overall coherence of the image. Comprehensive experiments underscore the efficacy and controllability of Photoswap in personalized subject swapping. Furthermore, Photoswap significantly outperforms baseline methods in human ratings across subject swapping, background preservation, and overall quality, revealing its vast application potential, from entertainment to professional editing.
RealRAG: Retrieval-augmented Realistic Image Generation via Self-reflective Contrastive Learning
Recent text-to-image generative models, e.g., Stable Diffusion V3 and Flux, have achieved notable progress. However, these models are strongly restricted to their limited knowledge, a.k.a., their own fixed parameters, that are trained with closed datasets. This leads to significant hallucinations or distortions when facing fine-grained and unseen novel real-world objects, e.g., the appearance of the Tesla Cybertruck. To this end, we present the first real-object-based retrieval-augmented generation framework (RealRAG), which augments fine-grained and unseen novel object generation by learning and retrieving real-world images to overcome the knowledge gaps of generative models. Specifically, to integrate missing memory for unseen novel object generation, we train a reflective retriever by self-reflective contrastive learning, which injects the generator's knowledge into the sef-reflective negatives, ensuring that the retrieved augmented images compensate for the model's missing knowledge. Furthermore, the real-object-based framework integrates fine-grained visual knowledge for the generative models, tackling the distortion problem and improving the realism for fine-grained object generation. Our Real-RAG is superior in its modular application to all types of state-of-the-art text-to-image generative models and also delivers remarkable performance boosts with all of them, such as a gain of 16.18% FID score with the auto-regressive model on the Stanford Car benchmark.
DreamScene360: Unconstrained Text-to-3D Scene Generation with Panoramic Gaussian Splatting
The increasing demand for virtual reality applications has highlighted the significance of crafting immersive 3D assets. We present a text-to-3D 360^{circ} scene generation pipeline that facilitates the creation of comprehensive 360^{circ} scenes for in-the-wild environments in a matter of minutes. Our approach utilizes the generative power of a 2D diffusion model and prompt self-refinement to create a high-quality and globally coherent panoramic image. This image acts as a preliminary "flat" (2D) scene representation. Subsequently, it is lifted into 3D Gaussians, employing splatting techniques to enable real-time exploration. To produce consistent 3D geometry, our pipeline constructs a spatially coherent structure by aligning the 2D monocular depth into a globally optimized point cloud. This point cloud serves as the initial state for the centroids of 3D Gaussians. In order to address invisible issues inherent in single-view inputs, we impose semantic and geometric constraints on both synthesized and input camera views as regularizations. These guide the optimization of Gaussians, aiding in the reconstruction of unseen regions. In summary, our method offers a globally consistent 3D scene within a 360^{circ} perspective, providing an enhanced immersive experience over existing techniques. Project website at: http://dreamscene360.github.io/
DiFaReli: Diffusion Face Relighting
We present a novel approach to single-view face relighting in the wild. Handling non-diffuse effects, such as global illumination or cast shadows, has long been a challenge in face relighting. Prior work often assumes Lambertian surfaces, simplified lighting models or involves estimating 3D shape, albedo, or a shadow map. This estimation, however, is error-prone and requires many training examples with lighting ground truth to generalize well. Our work bypasses the need for accurate estimation of intrinsic components and can be trained solely on 2D images without any light stage data, multi-view images, or lighting ground truth. Our key idea is to leverage a conditional diffusion implicit model (DDIM) for decoding a disentangled light encoding along with other encodings related to 3D shape and facial identity inferred from off-the-shelf estimators. We also propose a novel conditioning technique that eases the modeling of the complex interaction between light and geometry by using a rendered shading reference to spatially modulate the DDIM. We achieve state-of-the-art performance on standard benchmark Multi-PIE and can photorealistically relight in-the-wild images. Please visit our page: https://diffusion-face-relighting.github.io
Visual Writing Prompts: Character-Grounded Story Generation with Curated Image Sequences
Current work on image-based story generation suffers from the fact that the existing image sequence collections do not have coherent plots behind them. We improve visual story generation by producing a new image-grounded dataset, Visual Writing Prompts (VWP). VWP contains almost 2K selected sequences of movie shots, each including 5-10 images. The image sequences are aligned with a total of 12K stories which were collected via crowdsourcing given the image sequences and a set of grounded characters from the corresponding image sequence. Our new image sequence collection and filtering process has allowed us to obtain stories that are more coherent and have more narrativity compared to previous work. We also propose a character-based story generation model driven by coherence as a strong baseline. Evaluations show that our generated stories are more coherent, visually grounded, and have more narrativity than stories generated with the current state-of-the-art model.
NeRRF: 3D Reconstruction and View Synthesis for Transparent and Specular Objects with Neural Refractive-Reflective Fields
Neural radiance fields (NeRF) have revolutionized the field of image-based view synthesis. However, NeRF uses straight rays and fails to deal with complicated light path changes caused by refraction and reflection. This prevents NeRF from successfully synthesizing transparent or specular objects, which are ubiquitous in real-world robotics and A/VR applications. In this paper, we introduce the refractive-reflective field. Taking the object silhouette as input, we first utilize marching tetrahedra with a progressive encoding to reconstruct the geometry of non-Lambertian objects and then model refraction and reflection effects of the object in a unified framework using Fresnel terms. Meanwhile, to achieve efficient and effective anti-aliasing, we propose a virtual cone supersampling technique. We benchmark our method on different shapes, backgrounds and Fresnel terms on both real-world and synthetic datasets. We also qualitatively and quantitatively benchmark the rendering results of various editing applications, including material editing, object replacement/insertion, and environment illumination estimation. Codes and data are publicly available at https://github.com/dawning77/NeRRF.
Radiant Foam: Real-Time Differentiable Ray Tracing
Research on differentiable scene representations is consistently moving towards more efficient, real-time models. Recently, this has led to the popularization of splatting methods, which eschew the traditional ray-based rendering of radiance fields in favor of rasterization. This has yielded a significant improvement in rendering speeds due to the efficiency of rasterization algorithms and hardware, but has come at a cost: the approximations that make rasterization efficient also make implementation of light transport phenomena like reflection and refraction much more difficult. We propose a novel scene representation which avoids these approximations, but keeps the efficiency and reconstruction quality of splatting by leveraging a decades-old efficient volumetric mesh ray tracing algorithm which has been largely overlooked in recent computer vision research. The resulting model, which we name Radiant Foam, achieves rendering speed and quality comparable to Gaussian Splatting, without the constraints of rasterization. Unlike ray traced Gaussian models that use hardware ray tracing acceleration, our method requires no special hardware or APIs beyond the standard features of a programmable GPU.
LLM Blueprint: Enabling Text-to-Image Generation with Complex and Detailed Prompts
Diffusion-based generative models have significantly advanced text-to-image generation but encounter challenges when processing lengthy and intricate text prompts describing complex scenes with multiple objects. While excelling in generating images from short, single-object descriptions, these models often struggle to faithfully capture all the nuanced details within longer and more elaborate textual inputs. In response, we present a novel approach leveraging Large Language Models (LLMs) to extract critical components from text prompts, including bounding box coordinates for foreground objects, detailed textual descriptions for individual objects, and a succinct background context. These components form the foundation of our layout-to-image generation model, which operates in two phases. The initial Global Scene Generation utilizes object layouts and background context to create an initial scene but often falls short in faithfully representing object characteristics as specified in the prompts. To address this limitation, we introduce an Iterative Refinement Scheme that iteratively evaluates and refines box-level content to align them with their textual descriptions, recomposing objects as needed to ensure consistency. Our evaluation on complex prompts featuring multiple objects demonstrates a substantial improvement in recall compared to baseline diffusion models. This is further validated by a user study, underscoring the efficacy of our approach in generating coherent and detailed scenes from intricate textual inputs.
Conditional 360-degree Image Synthesis for Immersive Indoor Scene Decoration
In this paper, we address the problem of conditional scene decoration for 360-degree images. Our method takes a 360-degree background photograph of an indoor scene and generates decorated images of the same scene in the panorama view. To do this, we develop a 360-aware object layout generator that learns latent object vectors in the 360-degree view to enable a variety of furniture arrangements for an input 360-degree background image. We use this object layout to condition a generative adversarial network to synthesize images of an input scene. To further reinforce the generation capability of our model, we develop a simple yet effective scene emptier that removes the generated furniture and produces an emptied scene for our model to learn a cyclic constraint. We train the model on the Structure3D dataset and show that our model can generate diverse decorations with controllable object layout. Our method achieves state-of-the-art performance on the Structure3D dataset and generalizes well to the Zillow indoor scene dataset. Our user study confirms the immersive experiences provided by the realistic image quality and furniture layout in our generation results. Our implementation will be made available.
CLNeRF: Continual Learning Meets NeRF
Novel view synthesis aims to render unseen views given a set of calibrated images. In practical applications, the coverage, appearance or geometry of the scene may change over time, with new images continuously being captured. Efficiently incorporating such continuous change is an open challenge. Standard NeRF benchmarks only involve scene coverage expansion. To study other practical scene changes, we propose a new dataset, World Across Time (WAT), consisting of scenes that change in appearance and geometry over time. We also propose a simple yet effective method, CLNeRF, which introduces continual learning (CL) to Neural Radiance Fields (NeRFs). CLNeRF combines generative replay and the Instant Neural Graphics Primitives (NGP) architecture to effectively prevent catastrophic forgetting and efficiently update the model when new data arrives. We also add trainable appearance and geometry embeddings to NGP, allowing a single compact model to handle complex scene changes. Without the need to store historical images, CLNeRF trained sequentially over multiple scans of a changing scene performs on-par with the upper bound model trained on all scans at once. Compared to other CL baselines CLNeRF performs much better across standard benchmarks and WAT. The source code, and the WAT dataset are available at https://github.com/IntelLabs/CLNeRF. Video presentation is available at: https://youtu.be/nLRt6OoDGq0?si=8yD6k-8MMBJInQPs
Deep Image Harmonization with Globally Guided Feature Transformation and Relation Distillation
Given a composite image, image harmonization aims to adjust the foreground illumination to be consistent with background. Previous methods have explored transforming foreground features to achieve competitive performance. In this work, we show that using global information to guide foreground feature transformation could achieve significant improvement. Besides, we propose to transfer the foreground-background relation from real images to composite images, which can provide intermediate supervision for the transformed encoder features. Additionally, considering the drawbacks of existing harmonization datasets, we also contribute a ccHarmony dataset which simulates the natural illumination variation. Extensive experiments on iHarmony4 and our contributed dataset demonstrate the superiority of our method. Our ccHarmony dataset is released at https://github.com/bcmi/Image-Harmonization-Dataset-ccHarmony.
ZDySS -- Zero-Shot Dynamic Scene Stylization using Gaussian Splatting
Stylizing a dynamic scene based on an exemplar image is critical for various real-world applications, including gaming, filmmaking, and augmented and virtual reality. However, achieving consistent stylization across both spatial and temporal dimensions remains a significant challenge. Most existing methods are designed for static scenes and often require an optimization process for each style image, limiting their adaptability. We introduce ZDySS, a zero-shot stylization framework for dynamic scenes, allowing our model to generalize to previously unseen style images at inference. Our approach employs Gaussian splatting for scene representation, linking each Gaussian to a learned feature vector that renders a feature map for any given view and timestamp. By applying style transfer on the learned feature vectors instead of the rendered feature map, we enhance spatio-temporal consistency across frames. Our method demonstrates superior performance and coherence over state-of-the-art baselines in tests on real-world dynamic scenes, making it a robust solution for practical applications.
End-to-End Optimization of Scene Layout
We propose an end-to-end variational generative model for scene layout synthesis conditioned on scene graphs. Unlike unconditional scene layout generation, we use scene graphs as an abstract but general representation to guide the synthesis of diverse scene layouts that satisfy relationships included in the scene graph. This gives rise to more flexible control over the synthesis process, allowing various forms of inputs such as scene layouts extracted from sentences or inferred from a single color image. Using our conditional layout synthesizer, we can generate various layouts that share the same structure of the input example. In addition to this conditional generation design, we also integrate a differentiable rendering module that enables layout refinement using only 2D projections of the scene. Given a depth and a semantics map, the differentiable rendering module enables optimizing over the synthesized layout to fit the given input in an analysis-by-synthesis fashion. Experiments suggest that our model achieves higher accuracy and diversity in conditional scene synthesis and allows exemplar-based scene generation from various input forms.
Deep Painterly Harmonization
Copying an element from a photo and pasting it into a painting is a challenging task. Applying photo compositing techniques in this context yields subpar results that look like a collage --- and existing painterly stylization algorithms, which are global, perform poorly when applied locally. We address these issues with a dedicated algorithm that carefully determines the local statistics to be transferred. We ensure both spatial and inter-scale statistical consistency and demonstrate that both aspects are key to generating quality results. To cope with the diversity of abstraction levels and types of paintings, we introduce a technique to adjust the parameters of the transfer depending on the painting. We show that our algorithm produces significantly better results than photo compositing or global stylization techniques and that it enables creative painterly edits that would be otherwise difficult to achieve.
NeRF-DS: Neural Radiance Fields for Dynamic Specular Objects
Dynamic Neural Radiance Field (NeRF) is a powerful algorithm capable of rendering photo-realistic novel view images from a monocular RGB video of a dynamic scene. Although it warps moving points across frames from the observation spaces to a common canonical space for rendering, dynamic NeRF does not model the change of the reflected color during the warping. As a result, this approach often fails drastically on challenging specular objects in motion. We address this limitation by reformulating the neural radiance field function to be conditioned on surface position and orientation in the observation space. This allows the specular surface at different poses to keep the different reflected colors when mapped to the common canonical space. Additionally, we add the mask of moving objects to guide the deformation field. As the specular surface changes color during motion, the mask mitigates the problem of failure to find temporal correspondences with only RGB supervision. We evaluate our model based on the novel view synthesis quality with a self-collected dataset of different moving specular objects in realistic environments. The experimental results demonstrate that our method significantly improves the reconstruction quality of moving specular objects from monocular RGB videos compared to the existing NeRF models. Our code and data are available at the project website https://github.com/JokerYan/NeRF-DS.
The 'Paris-end' of town? Urban typology through machine learning
The confluence of recent advances in availability of geospatial information, computing power, and artificial intelligence offers new opportunities to understand how and where our cities differ or are alike. Departing from a traditional `top-down' analysis of urban design features, this project analyses millions of images of urban form (consisting of street view, satellite imagery, and street maps) to find shared characteristics. A (novel) neural network-based framework is trained with imagery from the largest 1692 cities in the world and the resulting models are used to compare within-city locations from Melbourne and Sydney to determine the closest connections between these areas and their international comparators. This work demonstrates a new, consistent, and objective method to begin to understand the relationship between cities and their health, transport, and environmental consequences of their design. The results show specific advantages and disadvantages using each type of imagery. Neural networks trained with map imagery will be highly influenced by the mix of roads, public transport, and green and blue space as well as the structure of these elements. The colours of natural and built features stand out as dominant characteristics in satellite imagery. The use of street view imagery will emphasise the features of a human scaled visual geography of streetscapes. Finally, and perhaps most importantly, this research also answers the age-old question, ``Is there really a `Paris-end' to your city?''.
Specifying Object Attributes and Relations in Interactive Scene Generation
We introduce a method for the generation of images from an input scene graph. The method separates between a layout embedding and an appearance embedding. The dual embedding leads to generated images that better match the scene graph, have higher visual quality, and support more complex scene graphs. In addition, the embedding scheme supports multiple and diverse output images per scene graph, which can be further controlled by the user. We demonstrate two modes of per-object control: (i) importing elements from other images, and (ii) navigation in the object space, by selecting an appearance archetype. Our code is publicly available at https://www.github.com/ashual/scene_generation
Zero-Shot Image Harmonization with Generative Model Prior
Recent image harmonization methods have demonstrated promising results. However, due to their heavy reliance on a large number of composite images, these works are expensive in the training phase and often fail to generalize to unseen images. In this paper, we draw lessons from human behavior and come up with a zero-shot image harmonization method. Specifically, in the harmonization process, a human mainly utilizes his long-term prior on harmonious images and makes a composite image close to that prior. To imitate that, we resort to pretrained generative models for the prior of natural images. For the guidance of the harmonization direction, we propose an Attention-Constraint Text which is optimized to well illustrate the image environments. Some further designs are introduced for preserving the foreground content structure. The resulting framework, highly consistent with human behavior, can achieve harmonious results without burdensome training. Extensive experiments have demonstrated the effectiveness of our approach, and we have also explored some interesting applications.
GRF: Learning a General Radiance Field for 3D Representation and Rendering
We present a simple yet powerful neural network that implicitly represents and renders 3D objects and scenes only from 2D observations. The network models 3D geometries as a general radiance field, which takes a set of 2D images with camera poses and intrinsics as input, constructs an internal representation for each point of the 3D space, and then renders the corresponding appearance and geometry of that point viewed from an arbitrary position. The key to our approach is to learn local features for each pixel in 2D images and to then project these features to 3D points, thus yielding general and rich point representations. We additionally integrate an attention mechanism to aggregate pixel features from multiple 2D views, such that visual occlusions are implicitly taken into account. Extensive experiments demonstrate that our method can generate high-quality and realistic novel views for novel objects, unseen categories and challenging real-world scenes.
Videogenic: Video Highlights via Photogenic Moments
This paper investigates the challenge of extracting highlight moments from videos. To perform this task, a system needs to understand what constitutes a highlight for arbitrary video domains while at the same time being able to scale across different domains. Our key insight is that photographs taken by photographers tend to capture the most remarkable or photogenic moments of an activity. Drawing on this insight, we present Videogenic, a system capable of creating domain-specific highlight videos for a wide range of domains. In a human evaluation study (N=50), we show that a high-quality photograph collection combined with CLIP-based retrieval (which uses a neural network with semantic knowledge of images) can serve as an excellent prior for finding video highlights. In a within-subjects expert study (N=12), we demonstrate the usefulness of Videogenic in helping video editors create highlight videos with lighter workload, shorter task completion time, and better usability.
Reference-based Restoration of Digitized Analog Videotapes
Analog magnetic tapes have been the main video data storage device for several decades. Videos stored on analog videotapes exhibit unique degradation patterns caused by tape aging and reader device malfunctioning that are different from those observed in film and digital video restoration tasks. In this work, we present a reference-based approach for the resToration of digitized Analog videotaPEs (TAPE). We leverage CLIP for zero-shot artifact detection to identify the cleanest frames of each video through textual prompts describing different artifacts. Then, we select the clean frames most similar to the input ones and employ them as references. We design a transformer-based Swin-UNet network that exploits both neighboring and reference frames via our Multi-Reference Spatial Feature Fusion (MRSFF) blocks. MRSFF blocks rely on cross-attention and attention pooling to take advantage of the most useful parts of each reference frame. To address the absence of ground truth in real-world videos, we create a synthetic dataset of videos exhibiting artifacts that closely resemble those commonly found in analog videotapes. Both quantitative and qualitative experiments show the effectiveness of our approach compared to other state-of-the-art methods. The code, the model, and the synthetic dataset are publicly available at https://github.com/miccunifi/TAPE.
Streetscapes: Large-scale Consistent Street View Generation Using Autoregressive Video Diffusion
We present a method for generating Streetscapes-long sequences of views through an on-the-fly synthesized city-scale scene. Our generation is conditioned by language input (e.g., city name, weather), as well as an underlying map/layout hosting the desired trajectory. Compared to recent models for video generation or 3D view synthesis, our method can scale to much longer-range camera trajectories, spanning several city blocks, while maintaining visual quality and consistency. To achieve this goal, we build on recent work on video diffusion, used within an autoregressive framework that can easily scale to long sequences. In particular, we introduce a new temporal imputation method that prevents our autoregressive approach from drifting from the distribution of realistic city imagery. We train our Streetscapes system on a compelling source of data-posed imagery from Google Street View, along with contextual map data-which allows users to generate city views conditioned on any desired city layout, with controllable camera poses. Please see more results at our project page at https://boyangdeng.com/streetscapes.
Doppelgangers: Learning to Disambiguate Images of Similar Structures
We consider the visual disambiguation task of determining whether a pair of visually similar images depict the same or distinct 3D surfaces (e.g., the same or opposite sides of a symmetric building). Illusory image matches, where two images observe distinct but visually similar 3D surfaces, can be challenging for humans to differentiate, and can also lead 3D reconstruction algorithms to produce erroneous results. We propose a learning-based approach to visual disambiguation, formulating it as a binary classification task on image pairs. To that end, we introduce a new dataset for this problem, Doppelgangers, which includes image pairs of similar structures with ground truth labels. We also design a network architecture that takes the spatial distribution of local keypoints and matches as input, allowing for better reasoning about both local and global cues. Our evaluation shows that our method can distinguish illusory matches in difficult cases, and can be integrated into SfM pipelines to produce correct, disambiguated 3D reconstructions. See our project page for our code, datasets, and more results: http://doppelgangers-3d.github.io/.
Beyond Color and Lines: Zero-Shot Style-Specific Image Variations with Coordinated Semantics
Traditionally, style has been primarily considered in terms of artistic elements such as colors, brushstrokes, and lighting. However, identical semantic subjects, like people, boats, and houses, can vary significantly across different artistic traditions, indicating that style also encompasses the underlying semantics. Therefore, in this study, we propose a zero-shot scheme for image variation with coordinated semantics. Specifically, our scheme transforms the image-to-image problem into an image-to-text-to-image problem. The image-to-text operation employs vision-language models e.g., BLIP) to generate text describing the content of the input image, including the objects and their positions. Subsequently, the input style keyword is elaborated into a detailed description of this style and then merged with the content text using the reasoning capabilities of ChatGPT. Finally, the text-to-image operation utilizes a Diffusion model to generate images based on the text prompt. To enable the Diffusion model to accommodate more styles, we propose a fine-tuning strategy that injects text and style constraints into cross-attention. This ensures that the output image exhibits similar semantics in the desired style. To validate the performance of the proposed scheme, we constructed a benchmark comprising images of various styles and scenes and introduced two novel metrics. Despite its simplicity, our scheme yields highly plausible results in a zero-shot manner, particularly for generating stylized images with high-fidelity semantics.
Generative Powers of Ten
We present a method that uses a text-to-image model to generate consistent content across multiple image scales, enabling extreme semantic zooms into a scene, e.g., ranging from a wide-angle landscape view of a forest to a macro shot of an insect sitting on one of the tree branches. We achieve this through a joint multi-scale diffusion sampling approach that encourages consistency across different scales while preserving the integrity of each individual sampling process. Since each generated scale is guided by a different text prompt, our method enables deeper levels of zoom than traditional super-resolution methods that may struggle to create new contextual structure at vastly different scales. We compare our method qualitatively with alternative techniques in image super-resolution and outpainting, and show that our method is most effective at generating consistent multi-scale content.
Fairness and Bias Mitigation in Computer Vision: A Survey
Computer vision systems have witnessed rapid progress over the past two decades due to multiple advances in the field. As these systems are increasingly being deployed in high-stakes real-world applications, there is a dire need to ensure that they do not propagate or amplify any discriminatory tendencies in historical or human-curated data or inadvertently learn biases from spurious correlations. This paper presents a comprehensive survey on fairness that summarizes and sheds light on ongoing trends and successes in the context of computer vision. The topics we discuss include 1) The origin and technical definitions of fairness drawn from the wider fair machine learning literature and adjacent disciplines. 2) Work that sought to discover and analyze biases in computer vision systems. 3) A summary of methods proposed to mitigate bias in computer vision systems in recent years. 4) A comprehensive summary of resources and datasets produced by researchers to measure, analyze, and mitigate bias and enhance fairness. 5) Discussion of the field's success, continuing trends in the context of multimodal foundation and generative models, and gaps that still need to be addressed. The presented characterization should help researchers understand the importance of identifying and mitigating bias in computer vision and the state of the field and identify potential directions for future research.
Clean Images are Hard to Reblur: Exploiting the Ill-Posed Inverse Task for Dynamic Scene Deblurring
The goal of dynamic scene deblurring is to remove the motion blur in a given image. Typical learning-based approaches implement their solutions by minimizing the L1 or L2 distance between the output and the reference sharp image. Recent attempts adopt visual recognition features in training to improve the perceptual quality. However, those features are primarily designed to capture high-level contexts rather than low-level structures such as blurriness. Instead, we propose a more direct way to make images sharper by exploiting the inverse task of deblurring, namely, reblurring. Reblurring amplifies the remaining blur to rebuild the original blur, however, a well-deblurred clean image with zero-magnitude blur is hard to reblur. Thus, we design two types of reblurring loss functions for better deblurring. The supervised reblurring loss at training stage compares the amplified blur between the deblurred and the sharp images. The self-supervised reblurring loss at inference stage inspects if there noticeable blur remains in the deblurred. Our experimental results on large-scale benchmarks and real images demonstrate the effectiveness of the reblurring losses in improving the perceptual quality of the deblurred images in terms of NIQE and LPIPS scores as well as visual sharpness.
MaGRITTe: Manipulative and Generative 3D Realization from Image, Topview and Text
The generation of 3D scenes from user-specified conditions offers a promising avenue for alleviating the production burden in 3D applications. Previous studies required significant effort to realize the desired scene, owing to limited control conditions. We propose a method for controlling and generating 3D scenes under multimodal conditions using partial images, layout information represented in the top view, and text prompts. Combining these conditions to generate a 3D scene involves the following significant difficulties: (1) the creation of large datasets, (2) reflection on the interaction of multimodal conditions, and (3) domain dependence of the layout conditions. We decompose the process of 3D scene generation into 2D image generation from the given conditions and 3D scene generation from 2D images. 2D image generation is achieved by fine-tuning a pretrained text-to-image model with a small artificial dataset of partial images and layouts, and 3D scene generation is achieved by layout-conditioned depth estimation and neural radiance fields (NeRF), thereby avoiding the creation of large datasets. The use of a common representation of spatial information using 360-degree images allows for the consideration of multimodal condition interactions and reduces the domain dependence of the layout control. The experimental results qualitatively and quantitatively demonstrated that the proposed method can generate 3D scenes in diverse domains, from indoor to outdoor, according to multimodal conditions.
Text2LIVE: Text-Driven Layered Image and Video Editing
We present a method for zero-shot, text-driven appearance manipulation in natural images and videos. Given an input image or video and a target text prompt, our goal is to edit the appearance of existing objects (e.g., object's texture) or augment the scene with visual effects (e.g., smoke, fire) in a semantically meaningful manner. We train a generator using an internal dataset of training examples, extracted from a single input (image or video and target text prompt), while leveraging an external pre-trained CLIP model to establish our losses. Rather than directly generating the edited output, our key idea is to generate an edit layer (color+opacity) that is composited over the original input. This allows us to constrain the generation process and maintain high fidelity to the original input via novel text-driven losses that are applied directly to the edit layer. Our method neither relies on a pre-trained generator nor requires user-provided edit masks. We demonstrate localized, semantic edits on high-resolution natural images and videos across a variety of objects and scenes.
DreamBooth: Fine Tuning Text-to-Image Diffusion Models for Subject-Driven Generation
Large text-to-image models achieved a remarkable leap in the evolution of AI, enabling high-quality and diverse synthesis of images from a given text prompt. However, these models lack the ability to mimic the appearance of subjects in a given reference set and synthesize novel renditions of them in different contexts. In this work, we present a new approach for "personalization" of text-to-image diffusion models (specializing them to users' needs). Given as input just a few images of a subject, we fine-tune a pretrained text-to-image model (Imagen, although our method is not limited to a specific model) such that it learns to bind a unique identifier with that specific subject. Once the subject is embedded in the output domain of the model, the unique identifier can then be used to synthesize fully-novel photorealistic images of the subject contextualized in different scenes. By leveraging the semantic prior embedded in the model with a new autogenous class-specific prior preservation loss, our technique enables synthesizing the subject in diverse scenes, poses, views, and lighting conditions that do not appear in the reference images. We apply our technique to several previously-unassailable tasks, including subject recontextualization, text-guided view synthesis, appearance modification, and artistic rendering (all while preserving the subject's key features). Project page: https://dreambooth.github.io/
ViewDelta: Text-Prompted Change Detection in Unaligned Images
Detecting changes between images is a fundamental problem in computer vision with broad applications in situational awareness, infrastructure assessment, environment monitoring, and industrial automation. Existing supervised models are typically limited to detecting specific types of changes, necessitating retraining for new tasks. To address these limitations with a single approach, we propose a novel change detection method that is the first to utilize unaligned images and textual prompts to output a binary segmentation of changes relevant to user-provided text. Our architecture not only enables flexible detection across diverse change detection use cases, but also yields state-of-the art performance on established benchmarks. Additionally, we release an accompanying dataset comprising of 100,311 pairs of images with text prompts and the corresponding change detection labels. We demonstrate the effectiveness of our method both quantitatively and qualitatively on datasets with a wide variety of viewpoints in indoor, outdoor, street level, synthetic, and satellite images.
AI Playground: Unreal Engine-based Data Ablation Tool for Deep Learning
Machine learning requires data, but acquiring and labeling real-world data is challenging, expensive, and time-consuming. More importantly, it is nearly impossible to alter real data post-acquisition (e.g., change the illumination of a room), making it very difficult to measure how specific properties of the data affect performance. In this paper, we present AI Playground (AIP), an open-source, Unreal Engine-based tool for generating and labeling virtual image data. With AIP, it is trivial to capture the same image under different conditions (e.g., fidelity, lighting, etc.) and with different ground truths (e.g., depth or surface normal values). AIP is easily extendable and can be used with or without code. To validate our proposed tool, we generated eight datasets of otherwise identical but varying lighting and fidelity conditions. We then trained deep neural networks to predict (1) depth values, (2) surface normals, or (3) object labels and assessed each network's intra- and cross-dataset performance. Among other insights, we verified that sensitivity to different settings is problem-dependent. We confirmed the findings of other studies that segmentation models are very sensitive to fidelity, but we also found that they are just as sensitive to lighting. In contrast, depth and normal estimation models seem to be less sensitive to fidelity or lighting and more sensitive to the structure of the image. Finally, we tested our trained depth-estimation networks on two real-world datasets and obtained results comparable to training on real data alone, confirming that our virtual environments are realistic enough for real-world tasks.
Neural Relighting with Subsurface Scattering by Learning the Radiance Transfer Gradient
Reconstructing and relighting objects and scenes under varying lighting conditions is challenging: existing neural rendering methods often cannot handle the complex interactions between materials and light. Incorporating pre-computed radiance transfer techniques enables global illumination, but still struggles with materials with subsurface scattering effects. We propose a novel framework for learning the radiance transfer field via volume rendering and utilizing various appearance cues to refine geometry end-to-end. This framework extends relighting and reconstruction capabilities to handle a wider range of materials in a data-driven fashion. The resulting models produce plausible rendering results in existing and novel conditions. We will release our code and a novel light stage dataset of objects with subsurface scattering effects publicly available.
Anywhere: A Multi-Agent Framework for Reliable and Diverse Foreground-Conditioned Image Inpainting
Recent advancements in image inpainting, particularly through diffusion modeling, have yielded promising outcomes. However, when tested in scenarios involving the completion of images based on the foreground objects, current methods that aim to inpaint an image in an end-to-end manner encounter challenges such as "over-imagination", inconsistency between foreground and background, and limited diversity. In response, we introduce Anywhere, a pioneering multi-agent framework designed to address these issues. Anywhere utilizes a sophisticated pipeline framework comprising various agents such as Visual Language Model (VLM), Large Language Model (LLM), and image generation models. This framework consists of three principal components: the prompt generation module, the image generation module, and the outcome analyzer. The prompt generation module conducts a semantic analysis of the input foreground image, leveraging VLM to predict relevant language descriptions and LLM to recommend optimal language prompts. In the image generation module, we employ a text-guided canny-to-image generation model to create a template image based on the edge map of the foreground image and language prompts, and an image refiner to produce the outcome by blending the input foreground and the template image. The outcome analyzer employs VLM to evaluate image content rationality, aesthetic score, and foreground-background relevance, triggering prompt and image regeneration as needed. Extensive experiments demonstrate that our Anywhere framework excels in foreground-conditioned image inpainting, mitigating "over-imagination", resolving foreground-background discrepancies, and enhancing diversity. It successfully elevates foreground-conditioned image inpainting to produce more reliable and diverse results.
Generative Omnimatte: Learning to Decompose Video into Layers
Given a video and a set of input object masks, an omnimatte method aims to decompose the video into semantically meaningful layers containing individual objects along with their associated effects, such as shadows and reflections. Existing omnimatte methods assume a static background or accurate pose and depth estimation and produce poor decompositions when these assumptions are violated. Furthermore, due to the lack of generative prior on natural videos, existing methods cannot complete dynamic occluded regions. We present a novel generative layered video decomposition framework to address the omnimatte problem. Our method does not assume a stationary scene or require camera pose or depth information and produces clean, complete layers, including convincing completions of occluded dynamic regions. Our core idea is to train a video diffusion model to identify and remove scene effects caused by a specific object. We show that this model can be finetuned from an existing video inpainting model with a small, carefully curated dataset, and demonstrate high-quality decompositions and editing results for a wide range of casually captured videos containing soft shadows, glossy reflections, splashing water, and more.
SimVS: Simulating World Inconsistencies for Robust View Synthesis
Novel-view synthesis techniques achieve impressive results for static scenes but struggle when faced with the inconsistencies inherent to casual capture settings: varying illumination, scene motion, and other unintended effects that are difficult to model explicitly. We present an approach for leveraging generative video models to simulate the inconsistencies in the world that can occur during capture. We use this process, along with existing multi-view datasets, to create synthetic data for training a multi-view harmonization network that is able to reconcile inconsistent observations into a consistent 3D scene. We demonstrate that our world-simulation strategy significantly outperforms traditional augmentation methods in handling real-world scene variations, thereby enabling highly accurate static 3D reconstructions in the presence of a variety of challenging inconsistencies. Project page: https://alextrevithick.github.io/simvs
Visual Anagrams: Generating Multi-View Optical Illusions with Diffusion Models
We address the problem of synthesizing multi-view optical illusions: images that change appearance upon a transformation, such as a flip or rotation. We propose a simple, zero-shot method for obtaining these illusions from off-the-shelf text-to-image diffusion models. During the reverse diffusion process, we estimate the noise from different views of a noisy image, and then combine these noise estimates together and denoise the image. A theoretical analysis suggests that this method works precisely for views that can be written as orthogonal transformations, of which permutations are a subset. This leads to the idea of a visual anagram--an image that changes appearance under some rearrangement of pixels. This includes rotations and flips, but also more exotic pixel permutations such as a jigsaw rearrangement. Our approach also naturally extends to illusions with more than two views. We provide both qualitative and quantitative results demonstrating the effectiveness and flexibility of our method. Please see our project webpage for additional visualizations and results: https://dangeng.github.io/visual_anagrams/
Diffusion Models for Monocular Depth Estimation: Overcoming Challenging Conditions
We present a novel approach designed to address the complexities posed by challenging, out-of-distribution data in the single-image depth estimation task. Starting with images that facilitate depth prediction due to the absence of unfavorable factors, we systematically generate new, user-defined scenes with a comprehensive set of challenges and associated depth information. This is achieved by leveraging cutting-edge text-to-image diffusion models with depth-aware control, known for synthesizing high-quality image content from textual prompts while preserving the coherence of 3D structure between generated and source imagery. Subsequent fine-tuning of any monocular depth network is carried out through a self-distillation protocol that takes into account images generated using our strategy and its own depth predictions on simple, unchallenging scenes. Experiments on benchmarks tailored for our purposes demonstrate the effectiveness and versatility of our proposal.
OpenIllumination: A Multi-Illumination Dataset for Inverse Rendering Evaluation on Real Objects
We introduce OpenIllumination, a real-world dataset containing over 108K images of 64 objects with diverse materials, captured under 72 camera views and a large number of different illuminations. For each image in the dataset, we provide accurate camera parameters, illumination ground truth, and foreground segmentation masks. Our dataset enables the quantitative evaluation of most inverse rendering and material decomposition methods for real objects. We examine several state-of-the-art inverse rendering methods on our dataset and compare their performances. The dataset and code can be found on the project page: https://oppo-us-research.github.io/OpenIllumination.
Multiresolution Textual Inversion
We extend Textual Inversion to learn pseudo-words that represent a concept at different resolutions. This allows us to generate images that use the concept with different levels of detail and also to manipulate different resolutions using language. Once learned, the user can generate images at different levels of agreement to the original concept; "A photo of S^*(0)" produces the exact object while the prompt "A photo of S^*(0.8)" only matches the rough outlines and colors. Our framework allows us to generate images that use different resolutions of an image (e.g. details, textures, styles) as separate pseudo-words that can be composed in various ways. We open-soure our code in the following URL: https://github.com/giannisdaras/multires_textual_inversion
Anything in Any Scene: Photorealistic Video Object Insertion
Realistic video simulation has shown significant potential across diverse applications, from virtual reality to film production. This is particularly true for scenarios where capturing videos in real-world settings is either impractical or expensive. Existing approaches in video simulation often fail to accurately model the lighting environment, represent the object geometry, or achieve high levels of photorealism. In this paper, we propose Anything in Any Scene, a novel and generic framework for realistic video simulation that seamlessly inserts any object into an existing dynamic video with a strong emphasis on physical realism. Our proposed general framework encompasses three key processes: 1) integrating a realistic object into a given scene video with proper placement to ensure geometric realism; 2) estimating the sky and environmental lighting distribution and simulating realistic shadows to enhance the light realism; 3) employing a style transfer network that refines the final video output to maximize photorealism. We experimentally demonstrate that Anything in Any Scene framework produces simulated videos of great geometric realism, lighting realism, and photorealism. By significantly mitigating the challenges associated with video data generation, our framework offers an efficient and cost-effective solution for acquiring high-quality videos. Furthermore, its applications extend well beyond video data augmentation, showing promising potential in virtual reality, video editing, and various other video-centric applications. Please check our project website https://anythinginanyscene.github.io for access to our project code and more high-resolution video results.
Understanding the Impact of Negative Prompts: When and How Do They Take Effect?
The concept of negative prompts, emerging from conditional generation models like Stable Diffusion, allows users to specify what to exclude from the generated images.%, demonstrating significant practical efficacy. Despite the widespread use of negative prompts, their intrinsic mechanisms remain largely unexplored. This paper presents the first comprehensive study to uncover how and when negative prompts take effect. Our extensive empirical analysis identifies two primary behaviors of negative prompts. Delayed Effect: The impact of negative prompts is observed after positive prompts render corresponding content. Deletion Through Neutralization: Negative prompts delete concepts from the generated image through a mutual cancellation effect in latent space with positive prompts. These insights reveal significant potential real-world applications; for example, we demonstrate that negative prompts can facilitate object inpainting with minimal alterations to the background via a simple adaptive algorithm. We believe our findings will offer valuable insights for the community in capitalizing on the potential of negative prompts.
Guidance and Evaluation: Semantic-Aware Image Inpainting for Mixed Scenes
Completing a corrupted image with correct structures and reasonable textures for a mixed scene remains an elusive challenge. Since the missing hole in a mixed scene of a corrupted image often contains various semantic information, conventional two-stage approaches utilizing structural information often lead to the problem of unreliable structural prediction and ambiguous image texture generation. In this paper, we propose a Semantic Guidance and Evaluation Network (SGE-Net) to iteratively update the structural priors and the inpainted image in an interplay framework of semantics extraction and image inpainting. It utilizes semantic segmentation map as guidance in each scale of inpainting, under which location-dependent inferences are re-evaluated, and, accordingly, poorly-inferred regions are refined in subsequent scales. Extensive experiments on real-world images of mixed scenes demonstrated the superiority of our proposed method over state-of-the-art approaches, in terms of clear boundaries and photo-realistic textures.
Enhancing Environmental Robustness in Few-shot Learning via Conditional Representation Learning
Few-shot learning (FSL) has recently been extensively utilized to overcome the scarcity of training data in domain-specific visual recognition. In real-world scenarios, environmental factors such as complex backgrounds, varying lighting conditions, long-distance shooting, and moving targets often cause test images to exhibit numerous incomplete targets or noise disruptions. However, current research on evaluation datasets and methodologies has largely ignored the concept of "environmental robustness", which refers to maintaining consistent performance in complex and diverse physical environments. This neglect has led to a notable decline in the performance of FSL models during practical testing compared to their training performance. To bridge this gap, we introduce a new real-world multi-domain few-shot learning (RD-FSL) benchmark, which includes four domains and six evaluation datasets. The test images in this benchmark feature various challenging elements, such as camouflaged objects, small targets, and blurriness. Our evaluation experiments reveal that existing methods struggle to utilize training images effectively to generate accurate feature representations for challenging test images. To address this problem, we propose a novel conditional representation learning network (CRLNet) that integrates the interactions between training and testing images as conditional information in their respective representation processes. The main goal is to reduce intra-class variance or enhance inter-class variance at the feature representation level. Finally, comparative experiments reveal that CRLNet surpasses the current state-of-the-art methods, achieving performance improvements ranging from 6.83% to 16.98% across diverse settings and backbones. The source code and dataset are available at https://github.com/guoqianyu-alberta/Conditional-Representation-Learning.
MaRINeR: Enhancing Novel Views by Matching Rendered Images with Nearby References
Rendering realistic images from 3D reconstruction is an essential task of many Computer Vision and Robotics pipelines, notably for mixed-reality applications as well as training autonomous agents in simulated environments. However, the quality of novel views heavily depends of the source reconstruction which is often imperfect due to noisy or missing geometry and appearance. Inspired by the recent success of reference-based super-resolution networks, we propose MaRINeR, a refinement method that leverages information of a nearby mapping image to improve the rendering of a target viewpoint. We first establish matches between the raw rendered image of the scene geometry from the target viewpoint and the nearby reference based on deep features, followed by hierarchical detail transfer. We show improved renderings in quantitative metrics and qualitative examples from both explicit and implicit scene representations. We further employ our method on the downstream tasks of pseudo-ground-truth validation, synthetic data enhancement and detail recovery for renderings of reduced 3D reconstructions.
Sat2Scene: 3D Urban Scene Generation from Satellite Images with Diffusion
Directly generating scenes from satellite imagery offers exciting possibilities for integration into applications like games and map services. However, challenges arise from significant view changes and scene scale. Previous efforts mainly focused on image or video generation, lacking exploration into the adaptability of scene generation for arbitrary views. Existing 3D generation works either operate at the object level or are difficult to utilize the geometry obtained from satellite imagery. To overcome these limitations, we propose a novel architecture for direct 3D scene generation by introducing diffusion models into 3D sparse representations and combining them with neural rendering techniques. Specifically, our approach generates texture colors at the point level for a given geometry using a 3D diffusion model first, which is then transformed into a scene representation in a feed-forward manner. The representation can be utilized to render arbitrary views which would excel in both single-frame quality and inter-frame consistency. Experiments in two city-scale datasets show that our model demonstrates proficiency in generating photo-realistic street-view image sequences and cross-view urban scenes from satellite imagery.
SoDaCam: Software-defined Cameras via Single-Photon Imaging
Reinterpretable cameras are defined by their post-processing capabilities that exceed traditional imaging. We present "SoDaCam" that provides reinterpretable cameras at the granularity of photons, from photon-cubes acquired by single-photon devices. Photon-cubes represent the spatio-temporal detections of photons as a sequence of binary frames, at frame-rates as high as 100 kHz. We show that simple transformations of the photon-cube, or photon-cube projections, provide the functionality of numerous imaging systems including: exposure bracketing, flutter shutter cameras, video compressive systems, event cameras, and even cameras that move during exposure. Our photon-cube projections offer the flexibility of being software-defined constructs that are only limited by what is computable, and shot-noise. We exploit this flexibility to provide new capabilities for the emulated cameras. As an added benefit, our projections provide camera-dependent compression of photon-cubes, which we demonstrate using an implementation of our projections on a novel compute architecture that is designed for single-photon imaging.
NeRFiller: Completing Scenes via Generative 3D Inpainting
We propose NeRFiller, an approach that completes missing portions of a 3D capture via generative 3D inpainting using off-the-shelf 2D visual generative models. Often parts of a captured 3D scene or object are missing due to mesh reconstruction failures or a lack of observations (e.g., contact regions, such as the bottom of objects, or hard-to-reach areas). We approach this challenging 3D inpainting problem by leveraging a 2D inpainting diffusion model. We identify a surprising behavior of these models, where they generate more 3D consistent inpaints when images form a 2times2 grid, and show how to generalize this behavior to more than four images. We then present an iterative framework to distill these inpainted regions into a single consistent 3D scene. In contrast to related works, we focus on completing scenes rather than deleting foreground objects, and our approach does not require tight 2D object masks or text. We compare our approach to relevant baselines adapted to our setting on a variety of scenes, where NeRFiller creates the most 3D consistent and plausible scene completions. Our project page is at https://ethanweber.me/nerfiller.
Under-Display Camera Image Restoration with Scattering Effect
The under-display camera (UDC) provides consumers with a full-screen visual experience without any obstruction due to notches or punched holes. However, the semi-transparent nature of the display inevitably introduces the severe degradation into UDC images. In this work, we address the UDC image restoration problem with the specific consideration of the scattering effect caused by the display. We explicitly model the scattering effect by treating the display as a piece of homogeneous scattering medium. With the physical model of the scattering effect, we improve the image formation pipeline for the image synthesis to construct a realistic UDC dataset with ground truths. To suppress the scattering effect for the eventual UDC image recovery, a two-branch restoration network is designed. More specifically, the scattering branch leverages global modeling capabilities of the channel-wise self-attention to estimate parameters of the scattering effect from degraded images. While the image branch exploits the local representation advantage of CNN to recover clear scenes, implicitly guided by the scattering branch. Extensive experiments are conducted on both real-world and synthesized data, demonstrating the superiority of the proposed method over the state-of-the-art UDC restoration techniques. The source code and dataset are available at https://github.com/NamecantbeNULL/SRUDC.
NeFII: Inverse Rendering for Reflectance Decomposition with Near-Field Indirect Illumination
Inverse rendering methods aim to estimate geometry, materials and illumination from multi-view RGB images. In order to achieve better decomposition, recent approaches attempt to model indirect illuminations reflected from different materials via Spherical Gaussians (SG), which, however, tends to blur the high-frequency reflection details. In this paper, we propose an end-to-end inverse rendering pipeline that decomposes materials and illumination from multi-view images, while considering near-field indirect illumination. In a nutshell, we introduce the Monte Carlo sampling based path tracing and cache the indirect illumination as neural radiance, enabling a physics-faithful and easy-to-optimize inverse rendering method. To enhance efficiency and practicality, we leverage SG to represent the smooth environment illuminations and apply importance sampling techniques. To supervise indirect illuminations from unobserved directions, we develop a novel radiance consistency constraint between implicit neural radiance and path tracing results of unobserved rays along with the joint optimization of materials and illuminations, thus significantly improving the decomposition performance. Extensive experiments demonstrate that our method outperforms the state-of-the-art on multiple synthetic and real datasets, especially in terms of inter-reflection decomposition.Our code and data are available at https://woolseyyy.github.io/nefii/.
3D Cinemagraphy from a Single Image
We present 3D Cinemagraphy, a new technique that marries 2D image animation with 3D photography. Given a single still image as input, our goal is to generate a video that contains both visual content animation and camera motion. We empirically find that naively combining existing 2D image animation and 3D photography methods leads to obvious artifacts or inconsistent animation. Our key insight is that representing and animating the scene in 3D space offers a natural solution to this task. To this end, we first convert the input image into feature-based layered depth images using predicted depth values, followed by unprojecting them to a feature point cloud. To animate the scene, we perform motion estimation and lift the 2D motion into the 3D scene flow. Finally, to resolve the problem of hole emergence as points move forward, we propose to bidirectionally displace the point cloud as per the scene flow and synthesize novel views by separately projecting them into target image planes and blending the results. Extensive experiments demonstrate the effectiveness of our method. A user study is also conducted to validate the compelling rendering results of our method.
Are Local Features All You Need for Cross-Domain Visual Place Recognition?
Visual Place Recognition is a task that aims to predict the coordinates of an image (called query) based solely on visual clues. Most commonly, a retrieval approach is adopted, where the query is matched to the most similar images from a large database of geotagged photos, using learned global descriptors. Despite recent advances, recognizing the same place when the query comes from a significantly different distribution is still a major hurdle for state of the art retrieval methods. Examples are heavy illumination changes (e.g. night-time images) or substantial occlusions (e.g. transient objects). In this work we explore whether re-ranking methods based on spatial verification can tackle these challenges, following the intuition that local descriptors are inherently more robust than global features to domain shifts. To this end, we provide a new, comprehensive benchmark on current state of the art models. We also introduce two new demanding datasets with night and occluded queries, to be matched against a city-wide database. Code and datasets are available at https://github.com/gbarbarani/re-ranking-for-VPR.
Relightable Full-Body Gaussian Codec Avatars
We propose Relightable Full-Body Gaussian Codec Avatars, a new approach for modeling relightable full-body avatars with fine-grained details including face and hands. The unique challenge for relighting full-body avatars lies in the large deformations caused by body articulation and the resulting impact on appearance caused by light transport. Changes in body pose can dramatically change the orientation of body surfaces with respect to lights, resulting in both local appearance changes due to changes in local light transport functions, as well as non-local changes due to occlusion between body parts. To address this, we decompose the light transport into local and non-local effects. Local appearance changes are modeled using learnable zonal harmonics for diffuse radiance transfer. Unlike spherical harmonics, zonal harmonics are highly efficient to rotate under articulation. This allows us to learn diffuse radiance transfer in a local coordinate frame, which disentangles the local radiance transfer from the articulation of the body. To account for non-local appearance changes, we introduce a shadow network that predicts shadows given precomputed incoming irradiance on a base mesh. This facilitates the learning of non-local shadowing between the body parts. Finally, we use a deferred shading approach to model specular radiance transfer and better capture reflections and highlights such as eye glints. We demonstrate that our approach successfully models both the local and non-local light transport required for relightable full-body avatars, with a superior generalization ability under novel illumination conditions and unseen poses.
Rephotography in the Digital Era: Mass Rephotography and re.photos, the Web Portal for Rephotography
Since the beginning of rephotography in the middle of the 19th century, techniques in registration, conservation, presentation, and sharing of rephotographs have come a long way. Here, we will present existing digital approaches to rephotography and discuss future approaches and requirements for digital mass rephotography. We present re.photos, an existing web portal for rephotography, featuring methods for collaborative rephotography, interactive image registration, as well as retrieval, organization, and sharing of rephotographs. For mass rephotography additional requirements must be met. Batches of template images and rephotographs must be handled simultaneously, image registration must be automated, and intuitive smartphone apps for rephotography must be available. Long--term storage with persistent identifiers, automatic or mass georeferencing, as well as gamification and social media integration are further requirements we will discuss in this paper.
Relighting Neural Radiance Fields with Shadow and Highlight Hints
This paper presents a novel neural implicit radiance representation for free viewpoint relighting from a small set of unstructured photographs of an object lit by a moving point light source different from the view position. We express the shape as a signed distance function modeled by a multi layer perceptron. In contrast to prior relightable implicit neural representations, we do not disentangle the different reflectance components, but model both the local and global reflectance at each point by a second multi layer perceptron that, in addition, to density features, the current position, the normal (from the signed distace function), view direction, and light position, also takes shadow and highlight hints to aid the network in modeling the corresponding high frequency light transport effects. These hints are provided as a suggestion, and we leave it up to the network to decide how to incorporate these in the final relit result. We demonstrate and validate our neural implicit representation on synthetic and real scenes exhibiting a wide variety of shapes, material properties, and global illumination light transport.
Make-Your-Video: Customized Video Generation Using Textual and Structural Guidance
Creating a vivid video from the event or scenario in our imagination is a truly fascinating experience. Recent advancements in text-to-video synthesis have unveiled the potential to achieve this with prompts only. While text is convenient in conveying the overall scene context, it may be insufficient to control precisely. In this paper, we explore customized video generation by utilizing text as context description and motion structure (e.g. frame-wise depth) as concrete guidance. Our method, dubbed Make-Your-Video, involves joint-conditional video generation using a Latent Diffusion Model that is pre-trained for still image synthesis and then promoted for video generation with the introduction of temporal modules. This two-stage learning scheme not only reduces the computing resources required, but also improves the performance by transferring the rich concepts available in image datasets solely into video generation. Moreover, we use a simple yet effective causal attention mask strategy to enable longer video synthesis, which mitigates the potential quality degradation effectively. Experimental results show the superiority of our method over existing baselines, particularly in terms of temporal coherence and fidelity to users' guidance. In addition, our model enables several intriguing applications that demonstrate potential for practical usage.
ScribbleLight: Single Image Indoor Relighting with Scribbles
Image-based relighting of indoor rooms creates an immersive virtual understanding of the space, which is useful for interior design, virtual staging, and real estate. Relighting indoor rooms from a single image is especially challenging due to complex illumination interactions between multiple lights and cluttered objects featuring a large variety in geometrical and material complexity. Recently, generative models have been successfully applied to image-based relighting conditioned on a target image or a latent code, albeit without detailed local lighting control. In this paper, we introduce ScribbleLight, a generative model that supports local fine-grained control of lighting effects through scribbles that describe changes in lighting. Our key technical novelty is an Albedo-conditioned Stable Image Diffusion model that preserves the intrinsic color and texture of the original image after relighting and an encoder-decoder-based ControlNet architecture that enables geometry-preserving lighting effects with normal map and scribble annotations. We demonstrate ScribbleLight's ability to create different lighting effects (e.g., turning lights on/off, adding highlights, cast shadows, or indirect lighting from unseen lights) from sparse scribble annotations.
FeatEnHancer: Enhancing Hierarchical Features for Object Detection and Beyond Under Low-Light Vision
Extracting useful visual cues for the downstream tasks is especially challenging under low-light vision. Prior works create enhanced representations by either correlating visual quality with machine perception or designing illumination-degrading transformation methods that require pre-training on synthetic datasets. We argue that optimizing enhanced image representation pertaining to the loss of the downstream task can result in more expressive representations. Therefore, in this work, we propose a novel module, FeatEnHancer, that hierarchically combines multiscale features using multiheaded attention guided by task-related loss function to create suitable representations. Furthermore, our intra-scale enhancement improves the quality of features extracted at each scale or level, as well as combines features from different scales in a way that reflects their relative importance for the task at hand. FeatEnHancer is a general-purpose plug-and-play module and can be incorporated into any low-light vision pipeline. We show with extensive experimentation that the enhanced representation produced with FeatEnHancer significantly and consistently improves results in several low-light vision tasks, including dark object detection (+5.7 mAP on ExDark), face detection (+1.5 mAPon DARK FACE), nighttime semantic segmentation (+5.1 mIoU on ACDC ), and video object detection (+1.8 mAP on DarkVision), highlighting the effectiveness of enhancing hierarchical features under low-light vision.
The Scene Language: Representing Scenes with Programs, Words, and Embeddings
We introduce the Scene Language, a visual scene representation that concisely and precisely describes the structure, semantics, and identity of visual scenes. It represents a scene with three key components: a program that specifies the hierarchical and relational structure of entities in the scene, words in natural language that summarize the semantic class of each entity, and embeddings that capture the visual identity of each entity. This representation can be inferred from pre-trained language models via a training-free inference technique, given text or image inputs. The resulting scene can be rendered into images using traditional, neural, or hybrid graphics renderers. Together, this forms a robust, automated system for high-quality 3D and 4D scene generation. Compared with existing representations like scene graphs, our proposed Scene Language generates complex scenes with higher fidelity, while explicitly modeling the scene structures to enable precise control and editing.
ObjectMate: A Recurrence Prior for Object Insertion and Subject-Driven Generation
This paper introduces a tuning-free method for both object insertion and subject-driven generation. The task involves composing an object, given multiple views, into a scene specified by either an image or text. Existing methods struggle to fully meet the task's challenging objectives: (i) seamlessly composing the object into the scene with photorealistic pose and lighting, and (ii) preserving the object's identity. We hypothesize that achieving these goals requires large scale supervision, but manually collecting sufficient data is simply too expensive. The key observation in this paper is that many mass-produced objects recur across multiple images of large unlabeled datasets, in different scenes, poses, and lighting conditions. We use this observation to create massive supervision by retrieving sets of diverse views of the same object. This powerful paired dataset enables us to train a straightforward text-to-image diffusion architecture to map the object and scene descriptions to the composited image. We compare our method, ObjectMate, with state-of-the-art methods for object insertion and subject-driven generation, using a single or multiple references. Empirically, ObjectMate achieves superior identity preservation and more photorealistic composition. Differently from many other multi-reference methods, ObjectMate does not require slow test-time tuning.
Semantic-Aware Scene Recognition
Scene recognition is currently one of the top-challenging research fields in computer vision. This may be due to the ambiguity between classes: images of several scene classes may share similar objects, which causes confusion among them. The problem is aggravated when images of a particular scene class are notably different. Convolutional Neural Networks (CNNs) have significantly boosted performance in scene recognition, albeit it is still far below from other recognition tasks (e.g., object or image recognition). In this paper, we describe a novel approach for scene recognition based on an end-to-end multi-modal CNN that combines image and context information by means of an attention module. Context information, in the shape of semantic segmentation, is used to gate features extracted from the RGB image by leveraging on information encoded in the semantic representation: the set of scene objects and stuff, and their relative locations. This gating process reinforces the learning of indicative scene content and enhances scene disambiguation by refocusing the receptive fields of the CNN towards them. Experimental results on four publicly available datasets show that the proposed approach outperforms every other state-of-the-art method while significantly reducing the number of network parameters. All the code and data used along this paper is available at https://github.com/vpulab/Semantic-Aware-Scene-Recognition
Understanding Deep Image Representations by Inverting Them
Image representations, from SIFT and Bag of Visual Words to Convolutional Neural Networks (CNNs), are a crucial component of almost any image understanding system. Nevertheless, our understanding of them remains limited. In this paper we conduct a direct analysis of the visual information contained in representations by asking the following question: given an encoding of an image, to which extent is it possible to reconstruct the image itself? To answer this question we contribute a general framework to invert representations. We show that this method can invert representations such as HOG and SIFT more accurately than recent alternatives while being applicable to CNNs too. We then use this technique to study the inverse of recent state-of-the-art CNN image representations for the first time. Among our findings, we show that several layers in CNNs retain photographically accurate information about the image, with different degrees of geometric and photometric invariance.
AGLA: Mitigating Object Hallucinations in Large Vision-Language Models with Assembly of Global and Local Attention
Despite their great success across various multimodal tasks, Large Vision-Language Models (LVLMs) are facing a prevalent problem with object hallucinations, where the generated textual responses are inconsistent with ground-truth objects in the given image. This paper investigates various LVLMs and pinpoints attention deficiency toward discriminative local image features as one root cause of object hallucinations. Specifically, LVLMs predominantly attend to prompt-independent global image features, while failing to capture prompt-relevant local features, consequently undermining the visual grounding capacity of LVLMs and leading to hallucinations. To this end, we propose Assembly of Global and Local Attention (AGLA), a training-free and plug-and-play approach that mitigates object hallucinations by exploring an ensemble of global features for response generation and local features for visual discrimination simultaneously. Our approach exhibits an image-prompt matching scheme that captures prompt-relevant local features from images, leading to an augmented view of the input image where prompt-relevant content is reserved while irrelevant distractions are masked. With the augmented view, a calibrated decoding distribution can be derived by integrating generative global features from the original image and discriminative local features from the augmented image. Extensive experiments show that AGLA consistently mitigates object hallucinations and enhances general perception capability for LVLMs across various discriminative and generative benchmarks. Our code will be released at https://github.com/Lackel/AGLA.
Painting Outside as Inside: Edge Guided Image Outpainting via Bidirectional Rearrangement with Progressive Step Learning
Image outpainting is a very intriguing problem as the outside of a given image can be continuously filled by considering as the context of the image. This task has two main challenges. The first is to maintain the spatial consistency in contents of generated regions and the original input. The second is to generate a high-quality large image with a small amount of adjacent information. Conventional image outpainting methods generate inconsistent, blurry, and repeated pixels. To alleviate the difficulty of an outpainting problem, we propose a novel image outpainting method using bidirectional boundary region rearrangement. We rearrange the image to benefit from the image inpainting task by reflecting more directional information. The bidirectional boundary region rearrangement enables the generation of the missing region using bidirectional information similar to that of the image inpainting task, thereby generating the higher quality than the conventional methods using unidirectional information. Moreover, we use the edge map generator that considers images as original input with structural information and hallucinates the edges of unknown regions to generate the image. Our proposed method is compared with other state-of-the-art outpainting and inpainting methods both qualitatively and quantitatively. We further compared and evaluated them using BRISQUE, one of the No-Reference image quality assessment (IQA) metrics, to evaluate the naturalness of the output. The experimental results demonstrate that our method outperforms other methods and generates new images with 360{\deg}panoramic characteristics.
Hollywood in Homes: Crowdsourcing Data Collection for Activity Understanding
Computer vision has a great potential to help our daily lives by searching for lost keys, watering flowers or reminding us to take a pill. To succeed with such tasks, computer vision methods need to be trained from real and diverse examples of our daily dynamic scenes. While most of such scenes are not particularly exciting, they typically do not appear on YouTube, in movies or TV broadcasts. So how do we collect sufficiently many diverse but boring samples representing our lives? We propose a novel Hollywood in Homes approach to collect such data. Instead of shooting videos in the lab, we ensure diversity by distributing and crowdsourcing the whole process of video creation from script writing to video recording and annotation. Following this procedure we collect a new dataset, Charades, with hundreds of people recording videos in their own homes, acting out casual everyday activities. The dataset is composed of 9,848 annotated videos with an average length of 30 seconds, showing activities of 267 people from three continents. Each video is annotated by multiple free-text descriptions, action labels, action intervals and classes of interacted objects. In total, Charades provides 27,847 video descriptions, 66,500 temporally localized intervals for 157 action classes and 41,104 labels for 46 object classes. Using this rich data, we evaluate and provide baseline results for several tasks including action recognition and automatic description generation. We believe that the realism, diversity, and casual nature of this dataset will present unique challenges and new opportunities for computer vision community.
Contrastive Learning for Unpaired Image-to-Image Translation
In image-to-image translation, each patch in the output should reflect the content of the corresponding patch in the input, independent of domain. We propose a straightforward method for doing so -- maximizing mutual information between the two, using a framework based on contrastive learning. The method encourages two elements (corresponding patches) to map to a similar point in a learned feature space, relative to other elements (other patches) in the dataset, referred to as negatives. We explore several critical design choices for making contrastive learning effective in the image synthesis setting. Notably, we use a multilayer, patch-based approach, rather than operate on entire images. Furthermore, we draw negatives from within the input image itself, rather than from the rest of the dataset. We demonstrate that our framework enables one-sided translation in the unpaired image-to-image translation setting, while improving quality and reducing training time. In addition, our method can even be extended to the training setting where each "domain" is only a single image.
Neural Representations of Dynamic Visual Stimuli
Humans experience the world through constantly changing visual stimuli, where scenes can shift and move, change in appearance, and vary in distance. The dynamic nature of visual perception is a fundamental aspect of our daily lives, yet the large majority of research on object and scene processing, particularly using fMRI, has focused on static stimuli. While studies of static image perception are attractive due to their computational simplicity, they impose a strong non-naturalistic constraint on our investigation of human vision. In contrast, dynamic visual stimuli offer a more ecologically-valid approach but present new challenges due to the interplay between spatial and temporal information, making it difficult to disentangle the representations of stable image features and motion. To overcome this limitation -- given dynamic inputs, we explicitly decouple the modeling of static image representations and motion representations in the human brain. Three results demonstrate the feasibility of this approach. First, we show that visual motion information as optical flow can be predicted (or decoded) from brain activity as measured by fMRI. Second, we show that this predicted motion can be used to realistically animate static images using a motion-conditioned video diffusion model (where the motion is driven by fMRI brain activity). Third, we show prediction in the reverse direction: existing video encoders can be fine-tuned to predict fMRI brain activity from video imagery, and can do so more effectively than image encoders. This foundational work offers a novel, extensible framework for interpreting how the human brain processes dynamic visual information.
Unsupervised Visual Representation Learning by Context Prediction
This work explores the use of spatial context as a source of free and plentiful supervisory signal for training a rich visual representation. Given only a large, unlabeled image collection, we extract random pairs of patches from each image and train a convolutional neural net to predict the position of the second patch relative to the first. We argue that doing well on this task requires the model to learn to recognize objects and their parts. We demonstrate that the feature representation learned using this within-image context indeed captures visual similarity across images. For example, this representation allows us to perform unsupervised visual discovery of objects like cats, people, and even birds from the Pascal VOC 2011 detection dataset. Furthermore, we show that the learned ConvNet can be used in the R-CNN framework and provides a significant boost over a randomly-initialized ConvNet, resulting in state-of-the-art performance among algorithms which use only Pascal-provided training set annotations.
Spectral and Polarization Vision: Spectro-polarimetric Real-world Dataset
Image datasets are essential not only in validating existing methods in computer vision but also in developing new methods. Most existing image datasets focus on trichromatic intensity images to mimic human vision. However, polarization and spectrum, the wave properties of light that animals in harsh environments and with limited brain capacity often rely on, remain underrepresented in existing datasets. Although spectro-polarimetric datasets exist, these datasets have insufficient object diversity, limited illumination conditions, linear-only polarization data, and inadequate image count. Here, we introduce two spectro-polarimetric datasets: trichromatic Stokes images and hyperspectral Stokes images. These novel datasets encompass both linear and circular polarization; they introduce multiple spectral channels; and they feature a broad selection of real-world scenes. With our dataset in hand, we analyze the spectro-polarimetric image statistics, develop efficient representations of such high-dimensional data, and evaluate spectral dependency of shape-from-polarization methods. As such, the proposed dataset promises a foundation for data-driven spectro-polarimetric imaging and vision research. Dataset and code will be publicly available.
SceneCraft: Layout-Guided 3D Scene Generation
The creation of complex 3D scenes tailored to user specifications has been a tedious and challenging task with traditional 3D modeling tools. Although some pioneering methods have achieved automatic text-to-3D generation, they are generally limited to small-scale scenes with restricted control over the shape and texture. We introduce SceneCraft, a novel method for generating detailed indoor scenes that adhere to textual descriptions and spatial layout preferences provided by users. Central to our method is a rendering-based technique, which converts 3D semantic layouts into multi-view 2D proxy maps. Furthermore, we design a semantic and depth conditioned diffusion model to generate multi-view images, which are used to learn a neural radiance field (NeRF) as the final scene representation. Without the constraints of panorama image generation, we surpass previous methods in supporting complicated indoor space generation beyond a single room, even as complicated as a whole multi-bedroom apartment with irregular shapes and layouts. Through experimental analysis, we demonstrate that our method significantly outperforms existing approaches in complex indoor scene generation with diverse textures, consistent geometry, and realistic visual quality. Code and more results are available at: https://orangesodahub.github.io/SceneCraft
Invisible Stitch: Generating Smooth 3D Scenes with Depth Inpainting
3D scene generation has quickly become a challenging new research direction, fueled by consistent improvements of 2D generative diffusion models. Most prior work in this area generates scenes by iteratively stitching newly generated frames with existing geometry. These works often depend on pre-trained monocular depth estimators to lift the generated images into 3D, fusing them with the existing scene representation. These approaches are then often evaluated via a text metric, measuring the similarity between the generated images and a given text prompt. In this work, we make two fundamental contributions to the field of 3D scene generation. First, we note that lifting images to 3D with a monocular depth estimation model is suboptimal as it ignores the geometry of the existing scene. We thus introduce a novel depth completion model, trained via teacher distillation and self-training to learn the 3D fusion process, resulting in improved geometric coherence of the scene. Second, we introduce a new benchmarking scheme for scene generation methods that is based on ground truth geometry, and thus measures the quality of the structure of the scene.
Localizing Object-level Shape Variations with Text-to-Image Diffusion Models
Text-to-image models give rise to workflows which often begin with an exploration step, where users sift through a large collection of generated images. The global nature of the text-to-image generation process prevents users from narrowing their exploration to a particular object in the image. In this paper, we present a technique to generate a collection of images that depicts variations in the shape of a specific object, enabling an object-level shape exploration process. Creating plausible variations is challenging as it requires control over the shape of the generated object while respecting its semantics. A particular challenge when generating object variations is accurately localizing the manipulation applied over the object's shape. We introduce a prompt-mixing technique that switches between prompts along the denoising process to attain a variety of shape choices. To localize the image-space operation, we present two techniques that use the self-attention layers in conjunction with the cross-attention layers. Moreover, we show that these localization techniques are general and effective beyond the scope of generating object variations. Extensive results and comparisons demonstrate the effectiveness of our method in generating object variations, and the competence of our localization techniques.
RelightableHands: Efficient Neural Relighting of Articulated Hand Models
We present the first neural relighting approach for rendering high-fidelity personalized hands that can be animated in real-time under novel illumination. Our approach adopts a teacher-student framework, where the teacher learns appearance under a single point light from images captured in a light-stage, allowing us to synthesize hands in arbitrary illuminations but with heavy compute. Using images rendered by the teacher model as training data, an efficient student model directly predicts appearance under natural illuminations in real-time. To achieve generalization, we condition the student model with physics-inspired illumination features such as visibility, diffuse shading, and specular reflections computed on a coarse proxy geometry, maintaining a small computational overhead. Our key insight is that these features have strong correlation with subsequent global light transport effects, which proves sufficient as conditioning data for the neural relighting network. Moreover, in contrast to bottleneck illumination conditioning, these features are spatially aligned based on underlying geometry, leading to better generalization to unseen illuminations and poses. In our experiments, we demonstrate the efficacy of our illumination feature representations, outperforming baseline approaches. We also show that our approach can photorealistically relight two interacting hands at real-time speeds. https://sh8.io/#/relightable_hands
LumiNet: Latent Intrinsics Meets Diffusion Models for Indoor Scene Relighting
We introduce LumiNet, a novel architecture that leverages generative models and latent intrinsic representations for effective lighting transfer. Given a source image and a target lighting image, LumiNet synthesizes a relit version of the source scene that captures the target's lighting. Our approach makes two key contributions: a data curation strategy from the StyleGAN-based relighting model for our training, and a modified diffusion-based ControlNet that processes both latent intrinsic properties from the source image and latent extrinsic properties from the target image. We further improve lighting transfer through a learned adaptor (MLP) that injects the target's latent extrinsic properties via cross-attention and fine-tuning. Unlike traditional ControlNet, which generates images with conditional maps from a single scene, LumiNet processes latent representations from two different images - preserving geometry and albedo from the source while transferring lighting characteristics from the target. Experiments demonstrate that our method successfully transfers complex lighting phenomena including specular highlights and indirect illumination across scenes with varying spatial layouts and materials, outperforming existing approaches on challenging indoor scenes using only images as input.
Towards Measuring Fairness in AI: the Casual Conversations Dataset
This paper introduces a novel dataset to help researchers evaluate their computer vision and audio models for accuracy across a diverse set of age, genders, apparent skin tones and ambient lighting conditions. Our dataset is composed of 3,011 subjects and contains over 45,000 videos, with an average of 15 videos per person. The videos were recorded in multiple U.S. states with a diverse set of adults in various age, gender and apparent skin tone groups. A key feature is that each subject agreed to participate for their likenesses to be used. Additionally, our age and gender annotations are provided by the subjects themselves. A group of trained annotators labeled the subjects' apparent skin tone using the Fitzpatrick skin type scale. Moreover, annotations for videos recorded in low ambient lighting are also provided. As an application to measure robustness of predictions across certain attributes, we provide a comprehensive study on the top five winners of the DeepFake Detection Challenge (DFDC). Experimental evaluation shows that the winning models are less performant on some specific groups of people, such as subjects with darker skin tones and thus may not generalize to all people. In addition, we also evaluate the state-of-the-art apparent age and gender classification methods. Our experiments provides a thorough analysis on these models in terms of fair treatment of people from various backgrounds.
Controllable Light Diffusion for Portraits
We introduce light diffusion, a novel method to improve lighting in portraits, softening harsh shadows and specular highlights while preserving overall scene illumination. Inspired by professional photographers' diffusers and scrims, our method softens lighting given only a single portrait photo. Previous portrait relighting approaches focus on changing the entire lighting environment, removing shadows (ignoring strong specular highlights), or removing shading entirely. In contrast, we propose a learning based method that allows us to control the amount of light diffusion and apply it on in-the-wild portraits. Additionally, we design a method to synthetically generate plausible external shadows with sub-surface scattering effects while conforming to the shape of the subject's face. Finally, we show how our approach can increase the robustness of higher level vision applications, such as albedo estimation, geometry estimation and semantic segmentation.
Not Only Generative Art: Stable Diffusion for Content-Style Disentanglement in Art Analysis
The duality of content and style is inherent to the nature of art. For humans, these two elements are clearly different: content refers to the objects and concepts in the piece of art, and style to the way it is expressed. This duality poses an important challenge for computer vision. The visual appearance of objects and concepts is modulated by the style that may reflect the author's emotions, social trends, artistic movement, etc., and their deep comprehension undoubtfully requires to handle both. A promising step towards a general paradigm for art analysis is to disentangle content and style, whereas relying on human annotations to cull a single aspect of artworks has limitations in learning semantic concepts and the visual appearance of paintings. We thus present GOYA, a method that distills the artistic knowledge captured in a recent generative model to disentangle content and style. Experiments show that synthetically generated images sufficiently serve as a proxy of the real distribution of artworks, allowing GOYA to separately represent the two elements of art while keeping more information than existing methods.
DISeR: Designing Imaging Systems with Reinforcement Learning
Imaging systems consist of cameras to encode visual information about the world and perception models to interpret this encoding. Cameras contain (1) illumination sources, (2) optical elements, and (3) sensors, while perception models use (4) algorithms. Directly searching over all combinations of these four building blocks to design an imaging system is challenging due to the size of the search space. Moreover, cameras and perception models are often designed independently, leading to sub-optimal task performance. In this paper, we formulate these four building blocks of imaging systems as a context-free grammar (CFG), which can be automatically searched over with a learned camera designer to jointly optimize the imaging system with task-specific perception models. By transforming the CFG to a state-action space, we then show how the camera designer can be implemented with reinforcement learning to intelligently search over the combinatorial space of possible imaging system configurations. We demonstrate our approach on two tasks, depth estimation and camera rig design for autonomous vehicles, showing that our method yields rigs that outperform industry-wide standards. We believe that our proposed approach is an important step towards automating imaging system design.
Single-Shot Freestyle Dance Reenactment
The task of motion transfer between a source dancer and a target person is a special case of the pose transfer problem, in which the target person changes their pose in accordance with the motions of the dancer. In this work, we propose a novel method that can reanimate a single image by arbitrary video sequences, unseen during training. The method combines three networks: (i) a segmentation-mapping network, (ii) a realistic frame-rendering network, and (iii) a face refinement network. By separating this task into three stages, we are able to attain a novel sequence of realistic frames, capturing natural motion and appearance. Our method obtains significantly better visual quality than previous methods and is able to animate diverse body types and appearances, which are captured in challenging poses, as shown in the experiments and supplementary video.
Alignment-free HDR Deghosting with Semantics Consistent Transformer
High dynamic range (HDR) imaging aims to retrieve information from multiple low-dynamic range inputs to generate realistic output. The essence is to leverage the contextual information, including both dynamic and static semantics, for better image generation. Existing methods often focus on the spatial misalignment across input frames caused by the foreground and/or camera motion. However, there is no research on jointly leveraging the dynamic and static context in a simultaneous manner. To delve into this problem, we propose a novel alignment-free network with a Semantics Consistent Transformer (SCTNet) with both spatial and channel attention modules in the network. The spatial attention aims to deal with the intra-image correlation to model the dynamic motion, while the channel attention enables the inter-image intertwining to enhance the semantic consistency across frames. Aside from this, we introduce a novel realistic HDR dataset with more variations in foreground objects, environmental factors, and larger motions. Extensive comparisons on both conventional datasets and ours validate the effectiveness of our method, achieving the best trade-off on the performance and the computational cost.
Enhancing Diffusion Models with 3D Perspective Geometry Constraints
While perspective is a well-studied topic in art, it is generally taken for granted in images. However, for the recent wave of high-quality image synthesis methods such as latent diffusion models, perspective accuracy is not an explicit requirement. Since these methods are capable of outputting a wide gamut of possible images, it is difficult for these synthesized images to adhere to the principles of linear perspective. We introduce a novel geometric constraint in the training process of generative models to enforce perspective accuracy. We show that outputs of models trained with this constraint both appear more realistic and improve performance of downstream models trained on generated images. Subjective human trials show that images generated with latent diffusion models trained with our constraint are preferred over images from the Stable Diffusion V2 model 70% of the time. SOTA monocular depth estimation models such as DPT and PixelFormer, fine-tuned on our images, outperform the original models trained on real images by up to 7.03% in RMSE and 19.3% in SqRel on the KITTI test set for zero-shot transfer.
Bringing Objects to Life: 4D generation from 3D objects
Recent advancements in generative modeling now enable the creation of 4D content (moving 3D objects) controlled with text prompts. 4D generation has large potential in applications like virtual worlds, media, and gaming, but existing methods provide limited control over the appearance and geometry of generated content. In this work, we introduce a method for animating user-provided 3D objects by conditioning on textual prompts to guide 4D generation, enabling custom animations while maintaining the identity of the original object. We first convert a 3D mesh into a ``static" 4D Neural Radiance Field (NeRF) that preserves the visual attributes of the input object. Then, we animate the object using an Image-to-Video diffusion model driven by text. To improve motion realism, we introduce an incremental viewpoint selection protocol for sampling perspectives to promote lifelike movement and a masked Score Distillation Sampling (SDS) loss, which leverages attention maps to focus optimization on relevant regions. We evaluate our model in terms of temporal coherence, prompt adherence, and visual fidelity and find that our method outperforms baselines that are based on other approaches, achieving up to threefold improvements in identity preservation measured using LPIPS scores, and effectively balancing visual quality with dynamic content.
Neural Microfacet Fields for Inverse Rendering
We present Neural Microfacet Fields, a method for recovering materials, geometry, and environment illumination from images of a scene. Our method uses a microfacet reflectance model within a volumetric setting by treating each sample along the ray as a (potentially non-opaque) surface. Using surface-based Monte Carlo rendering in a volumetric setting enables our method to perform inverse rendering efficiently by combining decades of research in surface-based light transport with recent advances in volume rendering for view synthesis. Our approach outperforms prior work in inverse rendering, capturing high fidelity geometry and high frequency illumination details; its novel view synthesis results are on par with state-of-the-art methods that do not recover illumination or materials.
Do CLIPs Always Generalize Better than ImageNet Models?
Large vision language models, such as CLIPs, have revolutionized modern machine learning. CLIPs have demonstrated great generalizability under distribution shifts, supported by an increasing body of literature. However, the evaluation datasets for CLIPs are variations primarily designed for ImageNet benchmarks, which may not fully reflect the extent to which CLIPs, e.g., pre-trained on LAION, robust to spurious correlations. To bridge the gap, we collect a real-world dataset called CounterAnimal that contains realistic spurious features found in animal photos. CounterAnimal consists of a) the common group: comprising animals on common backgrounds, and b) the counter group: including animals on unusual backgrounds. The performance drops from the common to counter groups quantify the reliance of models on spurious features (i.e., backgrounds) to predict the animals. We find that CLIPs trained on either LAION or the OpenAI data exhibit notable performance drops on the counter group. Surprisingly, we observe that single-modal models trained on ImageNet are more robust than CLIPs. We provide both theoretical and empirical explanations for why CLIPs still learn spurious features. Our findings suggest that distribution shifts remain an open problem for CLIPs, and one needs to be cautious about test setups when evaluating foundation models pre-trained on a significantly different scale and distribution.