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Brief analysis of ref nerf
2022-07-03 20:42:00 【Zhangchuncheng】
elementary analysis Ref-NeRF
NeRF It is a popular 3D rendering network , This article is based on the new RefNeRF As an opportunity , Try to explain the close relationship between normals in 3D surfaces and rendering .
Research background
rendering method
We simplify the rendering process to : When shooting an object , Find the color of a point on the picture of the object
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The traditional method needs to obtain the three-dimensional model of the object first , And build a three-dimensional scene , Then the color value of each region is obtained by calculation .
We can render by building a patch model , It can also be rendered by volume integration .
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Here we consider two basic things , One is an object , The other is the observer ,
The model of an object is physical , It does not change with the perspective of observation ; The observer observes the object model from various angles , It can be simplified into an angle .
and NeRF The way is to grasp these two key points , Abstract the rendering process of 3D objects into a function , The difference from traditional methods is , It no longer relies on explicit modeling of 3D objects .
Neural Radiance Fields & Multi-layer perception Neural Radiance Fields (NeRF) is a popular view synthesis technique that represents a scene as a continuous volumetric function, parameterized by multi-layer perception (MLP) that provide the volume density and view dependent emitted radiance at each location.
From the perspective of neural network , The rendering process is as follows
among , Represents model parameters , Represents the location of rendering , Represents the observation angle . The network training process is to shoot the same object from multiple perspectives , So as to optimize the parameters ,
therefore , It can be considered that the surface information of the object is encoded in the network parameters . The rendering of the new angle can be calculated through this set of parameters .
NeRF The problem of
They often fail to accurately capture and reproduce the appearance of glossy surfaces
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namely NeRF Poor treatment of smooth surfaces . The reason is , Because NeRF The processing of surface texture depends on interpolation
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Why do you say that? ? Because the original function is a continuous function
therefore , Without special mechanism , When When it comes to gradients , Output It must also be gradual . Macroscopically, it will show “ interpolation ” The effect of . Reflected in the rendering results , There is no clear boundary for the color of the texture , It looks very vague .
The new method
The main idea
The new method learns the three-dimensional structure of the object surface , No longer rely on interpolation algorithm when rendering color
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The core of the three-dimensional structure here is the direction of the local normal .
How important are normals ?
Give an example to illustrate this problem , If you render an object in the traditional way , In addition to its 3D surface structure and texture map color , You also need its surface normal
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If you change its normal direction , You will get a completely different rendering effect
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The reason for this phenomenon can be explained by the following figure , Considering the ambient light , The color of a point of an object can be simplified into two factors
among , Represents the diffusion of materials (diffuse) Color , This color depends on the nature of the object itself , Represents the color brought by ambient light .
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Because the ambient light is reflected by objects , Therefore, it is inevitably affected by the joint action of illumination angle and surface normal .
Ref-NeRF The algorithm is in the process of learning model parameters , Learn the coupling structure of these normals and incident light at the same time by adding constraints .
Network structure
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In primitive NeRF In the method ,
Input For location ; Input Represents the observation angle ; Output Represents material density ; Output Represents the color value ; Intermediate variable Represents bottleneck vector , It's kind of like ResNet Layer hopping transmission .
and Ref-NeRF The intermediate variables added by the method are ,
: The color produced by light and its own color ; : Weighting of light color ; : Local surface roughness ; : local normal .
Why are so many things introduced besides normals ? It's easy to understand .
: Control the value and proportion of external light and its own color ; : After considering the surface normal , Local color value “ great ” The ground is affected by the normal , But in practice , Because the surface of the object is not absolutely smooth , This leads to a great difference between the actual results and the theoretical results . In this network , The rougher the surface , Then the smoother it is , Smoothing is done by fitting vMF Distributed implementation .
We introduce a technique,which we call an Integrated Directional Encoding (IDE), that enables the directional MLP to efficiently represent the function of outgoing radiance for materials with any continuously-valued roughness
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result
And NeRF Comparison of methods
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so ,Ref The method can accurately estimate the surface normal structure of spherical and cylindrical structures , And what information is caused by ambient light . This endows the model with knowledge and learning “ Specular reflection ” The ability of .
Scene editing
Last , Because the model not only learns the surface information of the object , I also learned the information of ambient light , So we can change these two factors , To analyze 3D objects and scenes “ edit ”.
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We can edit the diffuse color of the car without affecting the specular reflections of its glossy paint
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We can plausibly modify the roughness of the car and material balls by manipulating the κ values used in the IDE
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