Material and Lighting Reconstruction for Complex Indoor Scenes with Texture-space Differentiable Rendering (original) (raw)
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Due to inevitable noises and quantization error, the reconstructed 3D models via RGB-D sensors always accompany geometric error and camera drifting, which consequently lead to blurring and unnatural texture mapping results. Most of the 3D reconstruction methods focus on either geometry refinement or texture improvement respectively, which subjectively decouples the interrelationship between geometry and texture. In this paper, we propose a novel approach that can jointly optimize the camera poses, texture and geometry of the reconstructed model, and color consistency between the key-frames. Instead of computing Shape-From-Shading (SFS) expensively, our method directly optimizes the reconstructed mesh according to color and geometric consistency and high-boost normal cues, which can effectively overcome the texture-copy problem generated by SFS and achieve more detailed shape reconstruction. As the joint optimization involves multiple correlated terms, therefore, we further introduce an iterative framework to interleave the optimal state. The experiments demonstrate that our method can recover not only fine-scale geometry but also high-fidelity texture.
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We propose SIR, an efficient method to decompose differentiable shadows for inverse rendering on indoor scenes using multi-view data, addressing the challenges in accurately decomposing the materials and lighting conditions. Unlike previous methods that struggle with shadow fidelity in complex lighting environments, our approach explicitly learns shadows for enhanced realism in material estimation under unknown light positions. Utilizing posed HDR images as input, SIR employs an SDF-based neural radiance field for comprehensive scene representation. Then, SIR integrates a shadow term with a three-stage material estimation approach to improve SVBRDF quality. Specifically, SIR is designed to learn a differentiable shadow, complemented by BRDF regularization, to optimize inverse rendering accuracy. Extensive experiments on both synthetic and real-world indoor scenes demonstrate the superior performance of SIR over existing methods in both quantitative metrics and qualitative analysis. The significant decomposing ability of SIR enables sophisticated editing capabilities like free-view relighting, object insertion, and material replacement. The code and data are available at https://xiaokangwei.github.io/SIR/.
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Fast Spatially-Varying Indoor Lighting Estimation
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We propose a real-time method to estimate spatiallyvarying indoor lighting from a single RGB image. Given an image and a 2D location in that image, our CNN estimates a 5th order spherical harmonic representation of the lighting at the given location in less than 20ms on a laptop mobile graphics card. While existing approaches estimate a single, global lighting representation or require depth as input, our method reasons about local lighting without requiring any geometry information. We demonstrate, through quantitative experiments including a user study, that our results achieve lower lighting estimation errors and are preferred by users over the state-of-the-art. Our approach can be used directly for augmented reality applications, where a virtual object is relit realistically at any position in the scene in real-time. * Parts of this work were completed while Mathieu Garon was an intern at Adobe Research.