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Extracting Triangular 3D Models, Materials, and Lighting From Images

2021-11-24 13:58:20
Jacob Munkberg (1), Jon Hasselgren (1), Tianchang Shen (1,2,3), Jun Gao (1,2,3), Wenzheng Chen (1), Alex Evans (1), Thomas Müller (1), Sanja Fidler (1,2,3) ((1) NVIDIA, (2) University of Toronto, (3) Vector Institute)

Abstract

We present an efficient method for joint optimization of topology, materials and lighting from multi-view image observations. Unlike recent multi-view reconstruction approaches, which typically produce entangled 3D representations encoded in neural networks, we output triangle meshes with spatially-varying materials and environment lighting that can be deployed in any traditional graphics engine unmodified. We leverage recent work in differentiable rendering, coordinate-based networks to compactly represent volumetric texturing, alongside differentiable marching tetrahedrons to enable gradient-based optimization directly on the surface mesh. Finally, we introduce a differentiable formulation of the split sum approximation of environment lighting to efficiently recover all-frequency lighting. Experiments show our extracted models used in advanced scene editing, material decomposition, and high quality view interpolation, all running at interactive rates in triangle-based renderers (rasterizers and path tracers).

Abstract (translated)

URL

https://arxiv.org/abs/2111.12503

PDF

https://arxiv.org/pdf/2111.12503.pdf


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