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Neuro Radiance Fields (NeRFs) - Lecture Notes
Jul 3, 2024
Neuro Radiance Fields (NeRFs) - Lecture Notes
Introduction
Speaker
: Torsten
Topic
: Introduction to Neuro Radiance Fields (NeRFs)
Background
: Computer Vision, 3D reconstructions from images
Key Concepts
Explicit Scene Representations
Point Clouds & 3D Meshes
: Traditionally used in multi-view stereo methods
Issues
: Memory intensive, assume Lambertian surfaces (color consistency from various viewpoints)
Implicit Scene Representations
Signed Distance Functions (SDF)
: Used for 3D reconstructions, represent surfaces with zero-crossing isocontours
Voxel Grids
: Use SDF stored in a voxelized manner, memory intensive
NeRFs Introduction
Input
: Set of images with known camera calibrations and poses
Output
: Faithful 3D reconstruction with implicit representation
Advantages
: Models complex lighting effects, compact representation (~1MB for a room)
Volume Rendering
Concept
: Compute color for each pixel by shooting a ray into the scene and sampling along it
Steps
:
Evaluate volume at sampled points
Accumulate colors and volume densities
Result
: Linear combination of colors based on volume density and visibility
NeRFs Detailed
Neural Network Input
: Five parameters (3D position, 2 viewing angles)
Output
: Color (RGB) and volume density
Training
:
Images and known poses
Volume rendering to match predicted color to actual image color
Sample Generation
: Randomized sampling within intervals to approximate surfaces
Position Encoding
: Higher dimensional representation of coordinates improves fine detail recovery
Results
Synthetic Data
: High detail and view-dependent effects
Real Scenes
: Effective in handling complex real-world scenes
Issues and Solutions
Speed
: Original NeRFs are slow (days for training, minutes for rendering)
PlenOctrees
: Spherical harmonics for fast training and rendering
Multi-resolution Hash Encoding
: Efficient training with hash tables for feature storage
Geometric Extraction from NeRF
Direct Extraction Issues
: Noise in reconstructed geometry
Signed Distance Functions
: Better definition of surface geometry
WSDF
: Volume rendering using signed distance function for improved geometry
Challenges and Alternatives
Sparse Data Training
: Difficult with limited viewpoint coverage
Monocular Cues
: Using depth and normal predictions to aid training
Transients and Appearance Vectors
: Training NeRF with varying illumination and transient objects
Scalability
Large Scenes
: Training multiple NeRFs for large scenes (e.g., downtown San Francisco)
Run-Time and Memory
: Trade-offs in run-time speed and memory usage
Tools and Software
Nvidia's Instant NGP
: Efficient implementation of NeRFs
Nerf Studio
: Tool for training and visualizing NeRFs
Conclusion
Current State
: NeRFs are promising but still in infancy
Future Directions
: Reduce training times, improve scalability, potential for real-time mobile applications
Resources
: Blog posts by Frank Dard, survey papers
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