Deformable NeRF using Recursively Subdivided Tetrahedra
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Abstract (arXiv)
While neural radiance fields (NeRF) have shown promise in novel view synthesis, their implicit representation limits explicit control over object manipulation. Existing research has proposed the integration of explicit geometric proxies to enable deformation. However, these methods face two primary challenges: firstly, the time-consuming and computationally demanding tetrahedralization process; and secondly, handling complex or thin structures often leads to either excessive, storage-intensive tetrahedral meshes or poor-quality ones that impair deformation capabilities. To address these challenges, we propose DeformRF, a method that seamlessly integrates the manipulability of tetrahedral meshes with the high-quality rendering capabilities of feature grid representations. To avoid ill-shaped tetrahedra and tetrahedralization for each object, we propose a two-stage training strategy. Starting with an almost-regular tetrahedral grid, our model initially retains key tetrahedra surrounding the object and subsequently refines object details using finer-granularity mesh in the second stage. We also present the concept of recursively subdivided tetrahedra to create higher-resolution meshes implicitly. This enables multi-resolution encoding while only necessitating the storage of the coarse tetrahedral mesh generated in the first training stage. We conduct a comprehensive evaluation of our DeformRF on both synthetic and real-captured datasets. Both quantitative and qualitative results demonstrate the effectiveness of our method for novel view synthesis and deformation tasks. Project page: https://ustc3dv.github.io/DeformRF/
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References · 20
- 2014Adam: A Method for Stochastic Optimizationcited by 36,960
- 2018The Unreasonable Effectiveness of Deep Features as a Perceptual Metriccited by 11,029
- 20233D Gaussian Splatting for Real-Time Radiance Field Renderingcited by 6,141
- 2022Instant Neural Graphics Primitives with a Multiresolution Hash Encodingcited by 3,698
- 2021Plenoxels: Radiance Fields without Neural Networkscited by 1,607
- 2021Direct Voxel Grid Optimization: Super-fast Convergence for Radiance Fields Reconstructioncited by 961
- 2020Neural Sparse Voxel Fieldscited by 959
- 2021BARF: Bundle-Adjusting Neural Radiance Fieldscited by 641
- 2022NoPe-NeRF: Optimising Neural Radiance Field with No Pose Priorcited by 235
- 2021Vision-Only Robot Navigation in a Neural Radiance Worldcited by 153
- 2022Reconstructing Personalized Semantic Facial NeRF Models From Monocular Videocited by 128
- 20213D Neural Scene Representations for Visuomotor Controlcited by 110
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- 2022PermutoSDF: Fast Multi-View Reconstruction with Implicit Surfaces using Permutohedral Latticescited by 72
- 2023Adaptive Shells for Efficient Neural Radiance Field Renderingcited by 69
- 2023Tetra-NeRF: Representing Neural Radiance Fields Using Tetrahedracited by 57
- 2023PIE-NeRF: Physics-based Interactive Elastodynamics with NeRFcited by 51
- 2022Differentiable Physics Simulation of Dynamics-Augmented Neural Objectscited by 45
- 2019Fast Tetrahedral Meshing in the Wildcited by 35
- 2023City-on-Web: Real-time Neural Rendering of Large-scale Scenes on the Webcited by 14
- 2023Neural Impostor: Editing Neural Radiance Fields with Explicit Shape Manipulationcited by 11
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