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Neural Point-Based Graphics (1906.08240v3)

Published 19 Jun 2019 in cs.CV

Abstract: We present a new point-based approach for modeling the appearance of real scenes. The approach uses a raw point cloud as the geometric representation of a scene, and augments each point with a learnable neural descriptor that encodes local geometry and appearance. A deep rendering network is learned in parallel with the descriptors, so that new views of the scene can be obtained by passing the rasterizations of a point cloud from new viewpoints through this network. The input rasterizations use the learned descriptors as point pseudo-colors. We show that the proposed approach can be used for modeling complex scenes and obtaining their photorealistic views, while avoiding explicit surface estimation and meshing. In particular, compelling results are obtained for scene scanned using hand-held commodity RGB-D sensors as well as standard RGB cameras even in the presence of objects that are challenging for standard mesh-based modeling.

Citations (389)

Summary

  • The paper introduces a novel technique that replaces traditional mesh-based rendering with neural descriptors on point clouds to produce high-fidelity images.
  • It employs a deep U-net rendering network that converts multi-scale pseudo-colored images into realistic RGB outputs, outperforming state-of-the-art methods.
  • The approach minimizes preprocessing by using raw sensor data, promising scalable and real-time applications in AR, VR, and complex scene modeling.

Review of Neural Point-Based Graphics

The paper "Neural Point-Based Graphics" introduces a novel approach that leverages raw point cloud data for modeling and rendering realistic images of complex scenes using neural descriptors. This method presents a departure from conventional mesh-based rendering techniques by utilizing point clouds as the primary geometric representation, paired with neural descriptors to encapsulate both local geometry and appearance features. This process eliminates the need for surface estimation and meshing, which are traditionally required in scene reconstruction pipelines.

Core Methodology

The approach comprises two principal components: the neural descriptors and a deep rendering network. Each point in the point cloud is associated with a learnable neural descriptor, which is optimized to encode important information about the local geometry and appearance. These descriptors function as pseudo-colors during the rendering process.

The rendering pipeline begins with the rasterization of the point cloud from a novel viewpoint, using the neural descriptors as pseudo-colors. This creates multi-scale raw images that are subsequently fed into a U-net-like deep rendering network. The network translates these raw images into final photorealistic RGB images by effectively learning the latent space that relates point data to realistic scene renderings. This methodology is particularly advantageous in scenes where conventional meshing approaches struggle, such as those with fine or intricate details.

Numerical Performance and Comparisons

The paper presents compelling results across several datasets, including complex indoor scenes from ScanNet, 3D portraits, and object sequences captured by RGB and RGBD cameras. The proposed approach consistently achieves high fidelity in rendered images, as assessed by perceptual similarity metrics (such as LPIPS and FID) and error metrics like VGG loss. The comparisons against state-of-the-art methods, including Deferred Neural Rendering (DNR) and other baseline approaches, show that this point-based method performs competitively, particularly in scenarios where meshing fails to capture fine details or the overall scene complexity is high.

Theoretical and Practical Implications

From a theoretical standpoint, the merging of point-based graphics with neural rendering paradigms offers a streamlined, efficient alternative to traditional graphics pipelines. By circumventing mesh generation and surface fitting, the approach highlights the capability of deep networks to adapt to sparse, unstructured representations such as point clouds. This adaptability suggests further exploration into minimal geometric proxies and opens new pathways for improving scene modeling quality and efficiency.

Practically, the reduction in preprocessing steps and the ability to work directly with raw sensor data present significant advantages in terms of scalability, especially for large-scale scene modeling applications typical in augmented reality (AR) and virtual reality (VR) setups. The flexibility of this system to handle various input types (e.g., RGB and RGBD data) without the need for extensive cleanup or geometric optimization positions it as a versatile tool for real-time applications.

Future Directions

The potential for extension of this work is considerable. Future research could explore real-time scene dynamics by incorporating mechanisms for online updating of the neural descriptors as new data is collected. Integrating additional modalities such as lighting and material properties could enhance relighting and environmental interaction capabilities, making the approach applicable to more diverse and dynamic scene settings. Furthermore, advancements in descriptor compression and optimization might lead to even more efficient storage and processing, facilitating deployment on memory-constrained platforms.

Overall, the paper "Neural Point-Based Graphics" contributes a significant advancement to the field of neural rendering by demonstrating that point-based methods, when integrated with neural networks, can offer powerful alternatives to conventional 3D scene reconstruction and rendering techniques.

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