VLDB 2026 Research / reviewers in the wild / expert
Peter Hedman
dblp:122/1063
· DBLP profile ↗
28ranked-venue papers
8as first author
20since 2021 · last 2025
0000-0002-2182-0185ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 26 · 7 first-author · 18 since 2021Artificial intelligence and machine learning · 14 · 2 first-author · 14 since 2021Human-computer interaction and ubiquitous computing · 2 · 1 first-author · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | EVER: Exact Volumetric Ellipsoid Rendering for Real-Time View SynthesisabstractWe present Exact Volumetric Ellipsoid Rendering (EVER), a method for real-time differentiable emission-only volume rendering. Unlike recent rasterization based approach by 3D Gaussian Splatting (3DGS), our primitive based representation allows for exact volume rendering, rather than alpha compositing 3D Gaussian billboards. As such, unlike 3DGS our formulation does not suffer from popping artifacts and view dependent density, but still achieves frame rates of $\sim\!30$ FPS at 720p on an NVIDIA RTX4090. Since our approach is built upon ray tracing it enables effects such as defocus blur and camera distortion (e.g. such as from fisheye cameras), which are difficult to achieve by rasterization. We show that our method is more accurate with fewer blending issues than 3DGS and follow-up work on view-consistent rendering, especially on the challenging large-scale scenes from the Zip-NeRF dataset where it achieves sharpest results among real-time techniques. Alexander Mai, Peter Hedman, Georgios Kopanas, Dor Verbin, David Futschik, Qiangeng Xu, Falko Kuester, Jonathan T. Barron, Yinda Zhang 0001 |
ICCV | 2 |
| 2025 | 4-LEGS: 4D Language Embedded Gaussian SplattingabstractAbstract The emergence of neural representations has revolutionized our means for digitally viewing a wide range of 3D scenes, enabling the synthesis of photorealistic images rendered from novel views. Recently, several techniques have been proposed for connecting these low‐level representations with the high‐level semantics understanding embodied within the scene. These methods elevate the rich semantic understanding from 2D imagery to 3D representations, distilling high‐dimensional spatial features onto 3D space. In our work, we are interested in connecting language with a dynamic modeling of the world. We show how to lift spatio‐temporal features to a 4D representation based on 3D Gaussian Splatting. This enables an interactive interface where the user can spatiotemporally localize events in the video from text prompts. We demonstrate our system on public 3D video datasets of people and animals performing various actions. Gal Fiebelman, Tamir Cohen, Ayellet Morgenstern, Peter Hedman, Hadar Averbuch-Elor |
Comput. Graph. Forum | 4 |
| 2025 | Baking Neural Radiance Fields for Real-Time View SynthesisabstractNeural volumetric representations such as Neural Radiance Fields (NeRF) have emerged as a compelling technique for learning to represent 3D scenes from images with the goal of rendering photorealistic images of the scene from unobserved viewpoints. However, NeRF's computational requirements are prohibitive for real-time applications: rendering views from a trained NeRF requires querying a multilayer perceptron (MLP) hundreds of times per ray. We present a method to train a NeRF, then precompute and store (i.e., "bake") it as a novel representation called a Sparse Neural Radiance Grid (SNeRG) that enables real-time rendering on commodity hardware. To achieve this, we introduce 1) a reformulation of NeRF's architecture and 2) a sparse voxel grid representation with learned feature vectors. The resulting scene representation retains NeRF's ability to render fine geometric details and view-dependent appearance, is compact (averaging less than 90 MB per scene), and can be rendered in real-time (higher than 30 frames per second on a laptop GPU). Actual screen captures are shown in our video. Peter Hedman, Pratul P. Srinivasan, Ben Mildenhall, Christian Reiser, Jonathan T. Barron, Paul E. Debevec |
IEEE Trans. Pattern Anal. Mach. Intell. | 1 |
| 2025 | Ref-NeRF: Structured View-Dependent Appearance for Neural Radiance FieldsabstractNeural Radiance Fields (NeRF) is a popular view synthesis technique that represents a scene as a continuous volumetric function, parameterized by multilayer perceptrons that provide the volume density and view-dependent emitted radiance at each location. While NeRF-based techniques excel at representing fine geometric structures with smoothly varying view-dependent appearance, they often fail to accurately capture and reproduce the appearance of glossy surfaces. We address this limitation by introducing Ref-NeRF, which replaces NeRF's parameterization of view-dependent outgoing radiance with a representation of reflected radiance and structures this function using a collection of spatially-varying scene properties. We show that together with a regularizer on normal vectors, our model significantly improves the realism and accuracy of specular reflections. Furthermore, we show that our model's internal representation of outgoing radiance is interpretable and useful for scene editing. Dor Verbin, Peter Hedman, Ben Mildenhall, Todd E. Zickler, Jonathan T. Barron, Pratul P. Srinivasan |
IEEE Trans. Pattern Anal. Mach. Intell. | 2 |
| 2024 | Eclipse: Disambiguating Illumination and Materials Using Unintended ShadowsabstractDecomposing an object's appearance into representations of its materials and the surrounding illumination is difficult, even when the object's 3D shape is known before-hand. This problem is especially challenging for diffuse objects: it is ill-conditioned because diffuse materials severely blur incoming light, and it is ill-posed because diffuse materials under high-frequency lighting can be indistinguishable from shiny materials under low-frequency lighting. We show that it is possible to recover precise materials and illumination-even from diffuse objects-by exploiting un-intended shadows, like the ones cast onto an object by the photographer who moves around it. These shadows are a nuisance in most previous inverse rendering pipelines, but here we exploit them as signals that improve conditioning and help resolve material-lighting ambiguities. We present a method based on differentiable Monte Carlo ray tracing that uses images of an object to jointly recover its spatially-varying materials, the surrounding illumination environment, and the shapes of the unseen light occluders who in-advertently cast shadows upon it. Dor Verbin, Ben Mildenhall, Peter Hedman, Jonathan T. Barron, Todd E. Zickler, Pratul P. Srinivasan |
CVPR | 3 |
| 2024 | Flash Cache: Reducing Bias in Radiance Cache Based Inverse Rendering
Benjamin Attal, Dor Verbin, Ben Mildenhall, Peter Hedman, Jonathan T. Barron, Matthew O'Toole, Pratul P. Srinivasan |
ECCV (28) | 4 |
| 2024 | NeRF-Casting: Improved View-Dependent Appearance with Consistent Reflections
Dor Verbin, Pratul P. Srinivasan, Peter Hedman, Ben Mildenhall, Benjamin Attal, Richard Szeliski, Jonathan T. Barron |
SIGGRAPH Asia | 3 |
| 2024 | SMERF: Streamable Memory Efficient Radiance Fields for Real-Time Large-Scene ExplorationabstractRecent techniques for real-time view synthesis have rapidly advanced in fidelity and speed, and modern methods are capable of rendering near-photorealistic scenes at interactive frame rates. At the same time, a tension has arisen between explicit scene representations amenable to rasterization and neural fields built on ray marching, with state-of-the-art instances of the latter surpassing the former in quality while being prohibitively expensive for real-time applications. We introduce SMERF, a view synthesis approach that achieves state-of-the-art accuracy among real-time methods on large scenes with footprints up to 300 m 2 at a volumetric resolution of 3.5 mm 3 . Our method is built upon two primary contributions: a hierarchical model partitioning scheme, which increases model capacity while constraining compute and memory consumption, and a distillation training strategy that simultaneously yields high fidelity and internal consistency. Our method enables full six degrees of freedom navigation in a web browser and renders in real-time on commodity smartphones and laptops. Extensive experiments show that our method exceeds the state-of-the-art in real-time novel view synthesis by 0.78 dB on standard benchmarks and 1.78 dB on large scenes, renders frames three orders of magnitude faster than state-of-the-art radiance field models, and achieves real-time performance across a wide variety of commodity devices, including smartphones. We encourage readers to explore these models interactively at our project website: https://smerf-3d.github.io. Daniel Duckworth, Peter Hedman, Christian Reiser, Peter Zhizhin, Jean-François Thibert, Mario Lucic, Richard Szeliski, Jonathan T. Barron |
ACM Trans. Graph. | 2 |
| 2024 | Binary Opacity Grids: Capturing Fine Geometric Detail for Mesh-Based View SynthesisabstractWhile surface-based view synthesis algorithms are appealing due to their low computational requirements, they often struggle to reproduce thin structures. In contrast, more expensive methods that model the scene's geometry as a volumetric density field (e.g. NeRF) excel at reconstructing fine geometric detail. However, density fields often represent geometry in a "fuzzy" manner, which hinders exact localization of the surface. In this work, we modify density fields to encourage them to converge towards surfaces, without compromising their ability to reconstruct thin structures. First, we employ a discrete opacity grid representation instead of a continuous density field, which allows opacity values to discontinuously transition from zero to one at the surface. Second, we anti-alias by casting multiple rays per pixel, which allows occlusion boundaries and subpixel structures to be modelled without using semi-transparent voxels. Third, we minimize the binary entropy of the opacity values, which facilitates the extraction of surface geometry by encouraging opacity values to binarize towards the end of training. Lastly, we develop a fusion-based meshing strategy followed by mesh simplification and appearance model fitting. The compact meshes produced by our model can be rendered in real-time on mobile devices and achieve significantly higher view synthesis quality compared to existing mesh-based approaches. Our interactive webdemo is available at https://binary-opacity-grid.github.io. Christian Reiser, Stephan J. Garbin, Pratul P. Srinivasan, Dor Verbin, Richard Szeliski, Ben Mildenhall, Jonathan T. Barron, Peter Hedman, Andreas Geiger 0001 |
ACM Trans. Graph. | 8 |
| 2023 | AligNeRF: High-Fidelity Neural Radiance Fields via Alignment-Aware TrainingabstractNeural Radiance Fields (NeRFs) are a powerful representation for modeling a 3D scene as a continuous function. Though NeRF is able to render complex 3D scenes with view-dependent effects, few efforts have been devoted to exploring its limits in a high-resolution setting. Specifically, existing NeRF-based methods face several limitations when reconstructing high-resolution real scenes, including a very large number of parameters, misaligned input data, and overly smooth details. In this work, we conduct the first pilot study on training NeRF with high-resolution data and propose the corresponding solutions: 1) marrying the multilayer perceptron (MLP) with convolutional layers which can encode more neighborhood information while reducing the total number of parameters; 2) a novel training strategy to address misalignment caused by moving objects or small camera calibration errors; and 3) a high-frequency aware loss. Our approach is nearly free without introducing obvious training/testing costs, while experiments on different datasets demonstrate that it can recover more high-frequency details compared with the current state-of-the-art NeRF models. Project page: https://yifanjiang19.github.io/alignerf. Yifan Jiang 0001, Peter Hedman, Ben Mildenhall, Dejia Xu, Jonathan T. Barron, Zhangyang Wang, Tianfan Xue |
CVPR | 2 |
| 2023 | MobileNeRF: Exploiting the Polygon Rasterization Pipeline for Efficient Neural Field Rendering on Mobile ArchitecturesabstractNeural Radiance Fields (NeRFs) have demonstrated amazing ability to synthesize images of 3D scenes from novel views. However, they rely upon specialized volumetric rendering algorithms based on ray marching that are mismatched to the capabilities of widely deployed graphics hardware. This paper introduces a new NeRF representation based on textured polygons that can synthesize novel images efficiently with standard rendering pipelines. The NeRF is represented as a set of polygons with textures representing binary opacities and feature vectors. Traditional rendering of the polygons with a z-buffer yields an image with features at every pixel, which are interpreted by a small, view-dependent MLP running in a fragment shader to produce a final pixel color. This approach enables NeRFs to be rendered with the traditional polygon rasterization pipeline, which provides massive pixel-level parallelism, achieving interactive frame rates on a wide range of compute platforms, including mobile phones. Project page: https://mobile-nerf.github.io Thomas A. Funkhouser, Peter Hedman, Andrea Tagliasacchi |
CVPR | 3 |
| 2023 | Zip-NeRF: Anti-Aliased Grid-Based Neural Radiance FieldsabstractNeural Radiance Field training can be accelerated through the use of grid-based representations in NeRF’s learned mapping from spatial coordinates to colors and volumetric density. However, these grid-based approaches lack an explicit understanding of scale and therefore often introduce aliasing, usually in the form of jaggies or missing scene content. Anti-aliasing has previously been addressed by mip-NeRF 360, which reasons about sub-volumes along a cone rather than points along a ray, but this approach is not natively compatible with current grid-based techniques. We show how ideas from rendering and signal processing can be used to construct a technique that combines mip-NeRF 360 and grid-based models such as Instant NGP to yield error rates that are 8% – 77% lower than either prior technique, and that trains 24× faster than mip-NeRF 360. Jonathan T. Barron, Ben Mildenhall, Dor Verbin, Pratul P. Srinivasan, Peter Hedman |
ICCV | 5 |
| 2023 | Vox-E: Text-guided Voxel Editing of 3D ObjectsabstractLarge scale text-guided diffusion models have garnered significant attention due to their ability to synthesize diverse images that convey complex visual concepts. This generative power has more recently been leveraged to perform text-to-3D synthesis. In this work, we present a technique that harnesses the power of latent diffusion models for editing existing 3D objects. Our method takes oriented 2D images of a 3D object as input and learns a grid-based volumetric representation of it. To guide the volumetric representation to conform to a target text prompt, we follow unconditional text-to-3D methods and optimize a Score Distillation Sampling (SDS) loss. However, we observe that combining this diffusion-guided loss with an image-based regularization loss that encourages the representation not to deviate too strongly from the input object is challenging, as it requires achieving two conflicting goals while viewing only structure-and-appearance coupled 2D projections. Thus, we introduce a novel volumetric regularization loss that operates directly in 3D space, utilizing the explicit nature of our 3D representation to enforce correlation between the global structure of the original and edited object. Furthermore, we present a technique that optimizes cross-attention volumetric grids to refine the spatial extent of the edits. Extensive experiments and comparisons demonstrate the effectiveness of our approach in creating a myriad of edits which cannot be achieved by prior works1. Etai Sella, Gal Fiebelman, Peter Hedman, Hadar Averbuch-Elor |
ICCV | 3 |
| 2023 | MERF: Memory-Efficient Radiance Fields for Real-time View Synthesis in Unbounded ScenesabstractNeural radiance fields enable state-of-the-art photorealistic view synthesis. However, existing radiance field representations are either too compute-intensive for real-time rendering or require too much memory to scale to large scenes. We present a Memory-Efficient Radiance Field (MERF) representation that achieves real-time rendering of large-scale scenes in a browser. MERF reduces the memory consumption of prior sparse volumetric radiance fields using a combination of a sparse feature grid and high-resolution 2D feature planes. To support large-scale unbounded scenes, we introduce a novel contraction function that maps scene coordinates into a bounded volume while still allowing for efficient ray-box intersection. We design a lossless procedure for baking the parameterization used during training into a model that achieves real-time rendering while still preserving the photorealistic view synthesis quality of a volumetric radiance field. Christian Reiser, Richard Szeliski, Dor Verbin, Pratul P. Srinivasan, Ben Mildenhall, Andreas Geiger 0001, Jonathan T. Barron, Peter Hedman |
ACM Trans. Graph. | 8 |
| 2022 | Mip-NeRF 360: Unbounded Anti-Aliased Neural Radiance FieldsabstractThough neural radiance fields (NeRF) have demon-strated impressive view synthesis results on objects and small bounded regions of space, they struggle on “un-bounded” scenes, where the camera may point in any di-rection and content may exist at any distance. In this set-ting, existing NeRF-like models often produce blurry or low-resolution renderings (due to the unbalanced detail and scale of nearby and distant objects), are slow to train, and may exhibit artifacts due to the inherent ambiguity of the task of reconstructing a large scene from a small set of images. We present an extension of mip-NeRF (a NeRF variant that addresses sampling and aliasing) that uses a non-linear scene parameterization, online distillation, and a novel distortion-based regularizer to overcome the chal-lenges presented by unbounded scenes. Our model, which we dub “mip-NeRF 360” as we target scenes in which the camera rotates 360 degrees around a point, reduces mean-squared error by 57% compared to mip-NeRF, and is able to produce realistic synthesized views and detailed depth maps for highly intricate, unbounded real-world scenes. Jonathan T. Barron, Ben Mildenhall, Dor Verbin, Pratul P. Srinivasan, Peter Hedman |
CVPR | 5 |
| 2022 | NeRF in the Dark: High Dynamic Range View Synthesis from Noisy Raw ImagesabstractNeural Radiance Fields (NeRF) is a technique for high quality novel view synthesis from a collection of posed input images. Like most view synthesis methods, NeRF uses tonemapped low dynamic range (LDR) as input; these images have been processed by a lossy camera pipeline that smooths detail, clips highlights, and distorts the simple noise distribution of raw sensor data. We modify NeRF to instead train directly on linear raw images, preserving the scene's full dynamic range. By rendering raw output images from the resulting NeRF, we can perform novel high dynamic range (HDR) view synthesis tasks. In addition to changing the camera viewpoint, we can manipulate focus, exposure, and tonemapping after the fact. Although a single raw image appears significantly more noisy than a postprocessed one, we show that NeRF is highly robust to the zeromean distribution of raw noise. When optimized over many noisy raw inputs (25–200), NeRF produces a scene representation so accurate that its rendered novel views outperform dedicated single and multi-image deep raw denoisers run on the same wide baseline input images. As a result, our method, which we call RawNeRF, can reconstruct scenes from extremely noisy images captured in near-darkness. Ben Mildenhall, Peter Hedman, Ricardo Martin-Brualla, Pratul P. Srinivasan, Jonathan T. Barron |
CVPR | 2 |
| 2022 | Ref-NeRF: Structured View-Dependent Appearance for Neural Radiance FieldsabstractNeural Radiance Fields (NeRF) is a popular view synthesis technique that represents a scene as a continuous volumetric function, parameterized by multilayer perceptrons that provide the volume density and view-dependent emitted radiance at each location. While NeRF-based techniques excel at representing fine geometric structures with smoothly varying view-dependent appearance, they often fail to accurately capture and reproduce the appearance of glossy surfaces. We address this limitation by introducing Ref-NeRF, which replaces NeRF's parameterization of view-dependent outgoing radiance with a representation of reflected radiance and structures this function using a collection of spatially-varying scene properties. We show that together with a regularizer on normal vectors, our model significantly improves the realism and accuracy of specular reflections. Furthermore, we show that our model's internal representation of outgoing radiance is interpretable and useful for scene editing. Dor Verbin, Peter Hedman, Ben Mildenhall, Todd E. Zickler, Jonathan T. Barron, Pratul P. Srinivasan |
CVPR | 2 |
| 2021 | Mip-NeRF: A Multiscale Representation for Anti-Aliasing Neural Radiance FieldsabstractThe rendering procedure used by neural radiance fields (NeRF) samples a scene with a single ray per pixel and may therefore produce renderings that are excessively blurred or aliased when training or testing images observe scene content at different resolutions. The straightforward solution of supersampling by rendering with multiple rays per pixel is impractical for NeRF, because rendering each ray requires querying a multilayer perceptron hundreds of times. Our solution, which we call "mip-NeRF" (à la "mipmap"), extends NeRF to represent the scene at a continuously-valued scale. By efficiently rendering anti-aliased conical frustums instead of rays, mip-NeRF reduces objectionable aliasing artifacts and significantly improves NeRF’s ability to represent fine details, while also being 7% faster than NeRF and half the size. Compared to NeRF, mip-NeRF reduces average error rates by 17% on the dataset presented with NeRF and by 60% on a challenging multiscale variant of that dataset that we present. Mip-NeRF is also able to match the accuracy of a brute-force supersampled NeRF on our multiscale dataset while being 22× faster. Jonathan T. Barron, Ben Mildenhall, Matthew Tancik, Peter Hedman, Ricardo Martin-Brualla, Pratul P. Srinivasan |
ICCV | 4 |
| 2021 | Baking Neural Radiance Fields for Real-Time View SynthesisabstractNeural volumetric representations such as Neural Radiance Fields (NeRF) have emerged as a compelling technique for learning to represent 3D scenes from images with the goal of rendering photorealistic images of the scene from unobserved viewpoints. However, NeRF’s computational requirements are prohibitive for real-time applications: rendering views from a trained NeRF requires querying a multilayer perceptron (MLP) hundreds of times per ray. We present a method to train a NeRF, then precompute and store (i.e. "bake") it as a novel representation called a Sparse Neural Radiance Grid (SNeRG) that enables real-time rendering on commodity hardware. To achieve this, we introduce 1) a reformulation of NeRF’s architecture, and 2) a sparse voxel grid representation with learned feature vectors. The resulting scene representation retains NeRF’s ability to render fine geometric details and view-dependent appearance, is compact (averaging less than 90 MB per scene), and can be rendered in real-time (higher than 30 frames per second on a laptop GPU). Actual screen captures are shown in our video. Peter Hedman, Pratul P. Srinivasan, Ben Mildenhall, Jonathan T. Barron, Paul E. Debevec |
ICCV | 1 |
| 2021 | HyperNeRF: a higher-dimensional representation for topologically varying neural radiance fieldsabstractNeural Radiance Fields (NeRF) are able to reconstruct scenes with unprecedented fidelity, and various recent works have extended NeRF to handle dynamic scenes. A common approach to reconstruct such non-rigid scenes is through the use of a learned deformation field mapping from coordinates in each input image into a canonical template coordinate space. However, these deformation-based approaches struggle to model changes in topology, as topological changes require a discontinuity in the deformation field, but these deformation fields are necessarily continuous. We address this limitation by lifting NeRFs into a higher dimensional space, and by representing the 5D radiance field corresponding to each individual input image as a slice through this "hyper-space". Our method is inspired by level set methods, which model the evolution of surfaces as slices through a higher dimensional surface. We evaluate our method on two tasks: (i) interpolating smoothly between "moments", i.e., configurations of the scene, seen in the input images while maintaining visual plausibility, and (ii) novel-view synthesis at fixed moments. We show that our method, which we dub HyperNeRF , outperforms existing methods on both tasks. Compared to Nerfies, HyperNeRF reduces average error rates by 4.1% for interpolation and 8.6% for novel-view synthesis, as measured by LPIPS. Additional videos, results, and visualizations are available at hypernerf.github.io. Keunhong Park, Utkarsh Sinha, Peter Hedman, Jonathan T. Barron, Sofien Bouaziz, Dan B. Goldman, Ricardo Martin-Brualla, Steven M. Seitz |
ACM Trans. Graph. | 3 |
| 2020 | Immersive light field video with a layered mesh representationabstractWe present a system for capturing, reconstructing, compressing, and rendering high quality immersive light field video. We accomplish this by leveraging the recently introduced DeepView view interpolation algorithm, replacing its underlying multi-plane image (MPI) scene representation with a collection of spherical shells that are better suited for representing panoramic light field content. We further process this data to reduce the large number of shell layers to a small, fixed number of RGBA+depth layers without significant loss in visual quality. The resulting RGB, alpha, and depth channels in these layers are then compressed using conventional texture atlasing and video compression techniques. The final compressed representation is lightweight and can be rendered on mobile VR/AR platforms or in a web browser. We demonstrate light field video results using data from the 16-camera rig of [Pozo et al. 2019] as well as a new low-cost hemispherical array made from 46 synchronized action sports cameras. From this data we produce 6 degree of freedom volumetric videos with a wide 70 cm viewing baseline, 10 pixels per degree angular resolution, and a wide field of view, at 30 frames per second video frame rates. Advancing over previous work, we show that our system is able to reproduce challenging content such as view-dependent reflections, semi-transparent surfaces, and near-field objects as close as 34 cm to the surface of the camera rig. Michael Broxton, John Flynn, Ryan S. Overbeck, Daniel Erickson, Peter Hedman, Matthew DuVall, Jason Dourgarian, Jay Busch, Matt Whalen, Paul E. Debevec |
ACM Trans. Graph. | 5 |
| 2018 | Instant 3D photographyabstractWe present an algorithm for constructing 3D panoramas from a sequence of aligned color-and-depth image pairs. Such sequences can be conveniently captured using dual lens cell phone cameras that reconstruct depth maps from synchronized stereo image capture. Due to the small baseline and resulting triangulation error the depth maps are considerably degraded and contain low-frequency error, which prevents alignment using simple global transformations. We propose a novel optimization that jointly estimates the camera poses as well as spatially-varying adjustment maps that are applied to deform the depth maps and bring them into good alignment. When fusing the aligned images into a seamless mosaic we utilize a carefully designed data term and the high quality of our depth alignment to achieve two orders of magnitude speedup w.r.t. previous solutions that rely on discrete optimization by removing the need for label smoothness optimization. Our algorithm processes about one input image per second, resulting in an end-to-end runtime of about one minute for mid-sized panoramas. The final 3D panoramas are highly detailed and can be viewed with binocular and head motion parallax in VR. Peter Hedman, Johannes Kopf 0001 |
ACM Trans. Graph. | 1 |
| 2018 | Deep blending for free-viewpoint image-based renderingabstractFree-viewpoint image-based rendering (IBR) is a standing challenge. IBR methods combine warped versions of input photos to synthesize a novel view. The image quality of this combination is directly affected by geometric inaccuracies of multi-view stereo (MVS) reconstruction and by view- and image-dependent effects that produce artifacts when contributions from different input views are blended. We present a new deep learning approach to blending for IBR, in which we use held-out real image data to learn blending weights to combine input photo contributions. Our Deep Blending method requires us to address several challenges to achieve our goal of interactive free-viewpoint IBR navigation. We first need to provide sufficiently accurate geometry so the Convolutional Neural Network (CNN) can succeed in finding correct blending weights. We do this by combining two different MVS reconstructions with complementary accuracy vs. completeness tradeoffs. To tightly integrate learning in an interactive IBR system, we need to adapt our rendering algorithm to produce a fixed number of input layers that can then be blended by the CNN. We generate training data with a variety of captured scenes, using each input photo as ground truth in a held-out approach. We also design the network architecture and the training loss to provide high quality novel view synthesis, while reducing temporal flickering artifacts. Our results demonstrate free-viewpoint IBR in a wide variety of scenes, clearly surpassing previous methods in visual quality, especially when moving far from the input cameras. Peter Hedman, Julien Philip, True Price, Jan-Michael Frahm, George Drettakis, Gabriel J. Brostow |
ACM Trans. Graph. | 1 |
| 2017 | Casual 3D photographyabstractWe present an algorithm that enables casual 3D photography. Given a set of input photos captured with a hand-held cell phone or DSLR camera, our algorithm reconstructs a 3D photo , a central panoramic, textured, normal mapped, multi-layered geometric mesh representation. 3D photos can be stored compactly and are optimized for being rendered from viewpoints that are near the capture viewpoints. They can be rendered using a standard rasterization pipeline to produce perspective views with motion parallax. When viewed in VR, 3D photos provide geometrically consistent views for both eyes. Our geometric representation also allows interacting with the scene using 3D geometry-aware effects, such as adding new objects to the scene and artistic lighting effects. Our 3D photo reconstruction algorithm starts with a standard structure from motion and multi-view stereo reconstruction of the scene. The dense stereo reconstruction is made robust to the imperfect capture conditions using a novel near envelope cost volume prior that discards erroneous near depth hypotheses. We propose a novel parallax-tolerant stitching algorithm that warps the depth maps into the central panorama and stitches two color-and-depth panoramas for the front and back scene surfaces. The two panoramas are fused into a single non-redundant, well-connected geometric mesh. We provide videos demonstrating users interactively viewing and manipulating our 3D photos. Peter Hedman, Suhib Alsisan, Richard Szeliski, Johannes Kopf 0001 |
ACM Trans. Graph. | 1 |
| 2017 | Sequential Monte Carlo Instant RadiosityabstractInstant Radiosity and its derivatives are interactive methods for efficiently estimating global (indirect) illumination. They represent the last indirect bounce of illumination before the camera as the composite radiance field emitted by a set of virtual point light sources (VPLs). In complex scenes, current algorithms suffer from a difficult combination of two issues: it remains a challenge to distribute VPLs in a manner that simultaneously gives a high-quality indirect illumination solution for each frame, and to do so in a temporally coherent manner. We address both issues by building, and maintaining over time, an adaptive and temporally coherent distribution of VPLs in locations where they bring indirect light to the image. We introduce a novel heuristic sampling method that strives to only move as few of the VPLs between frames as possible. The result is, to the best of our knowledge, the first interactive global illumination algorithm that works in complex, highly-occluded scenes, suffers little from temporal flickering, supports moving cameras and light sources, and is output-sensitive in the sense that it places VPLs in locations that matter most to the final result. Peter Hedman, Tero Karras, Jaakko Lehtinen |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2016 | Sequential Monte Carlo instant radiosityabstractInstant Radiosity and its derivatives are interactive methods for efficiently estimating global (indirect) illumination. They represent the last indirect bounce of illumination before the camera as the composite radiance field emitted by a set of virtual point light sources (VPLs). In complex scenes, current algorithms suffer from a difficult combination of two issues: it remains a challenge to distribute VPLs in a manner that simultaneously gives a high-quality indirect illumination solution for each frame, and does so in a temporally coherent manner. We address both issues by building, and maintaining over time, an adaptive and temporally coherent distribution of VPLs in locations where they bring indirect light to the image. We introduce a novel heuristic sampling method that strives to only move as few of the VPLs between frames as possible. The result is, to the best of our knowledge, the first interactive global illumination algorithm that works in complex, highly-occluded scenes, suffers little from temporal flickering, supports moving cameras and light sources, and is output-sensitive in the sense that it places VPLs in locations that matter most to the final result. Peter Hedman, Tero Karras, Jaakko Lehtinen |
I3D | 1 |
| 2016 | Scalable inside-out image-based renderingabstractOur aim is to give users real-time free-viewpoint rendering of real indoor scenes, captured with off-the-shelf equipment such as a high-quality color camera and a commodity depth sensor. Image-based Rendering (IBR) can provide the realistic imagery required at real-time speed. For indoor scenes however, two challenges are especially prominent. First, the reconstructed 3D geometry must be compact, but faithful enough to respect occlusion relationships when viewed up close. Second, man-made materials call for view-dependent texturing, but using too many input photographs reduces performance. We customize a typical RGB-D 3D surface reconstruction pipeline to produce a coarse global 3D surface, and local, per-view geometry for each input image. Our tiled IBR preserves quality by economizing on the expected contributions that entire groups of input pixels make to a final image. The two components are designed to work together, giving real-time performance, while hardly sacrificing quality. Testing on a variety of challenging scenes shows that our inside-out IBR scales favorably with the number of input images. Peter Hedman, Tobias Ritschel 0001, George Drettakis, Gabriel J. Brostow |
ACM Trans. Graph. | 1 |
| 2015 | Multi-view Reconstruction of Highly Specular Surfaces in Uncontrolled EnvironmentsabstractReconstructing the surface of highly specular objects is a challenging task. The shapes of diffuse and rough specular objects can be captured in an uncontrolled setting using consumer equipment. In contrast, highly specular objects have previously deterred capture in uncontrolled environments and have only been reconstructed using tailor-made hardware. We propose a method to reconstruct such objects in uncontrolled environments using only commodity hardware. As input, our method expects multi-view photographs of the specular object, its silhouettes and an environment map of its surroundings. We compare the reflected colors in the photographs with the ones in the environment to form probability distributions over the surface normals. As the effect of inter-reflections cannot be ignored for highly specular objects, we explicitly model them when forming the probability distributions. We recover the shape of the object in an iterative process where we alternate between estimating normals and updating the shape of the object to better explain these normals. We run experiments on both synthetic and real-world data, that show our method is robust and produces accurate reconstructions with as few as 25 input photographs. Clément Godard, Peter Hedman, Wenbin Li 0002, Gabriel J. Brostow |
3DV | 2 |