Command Palette
Search for a command to run...
Jacob Munkberg; Jon Hasselgren; Tianchang Shen; Jun Gao; Wenzheng Chen; Alex Evans; Thomas Müller; Sanja Fidler

Abstract
We present an efficient method for joint optimization of topology, materials and lighting from multi-view image observations. Unlike recent multi-view reconstruction approaches, which typically produce entangled 3D representations encoded in neural networks, we output triangle meshes with spatially-varying materials and environment lighting that can be deployed in any traditional graphics engine unmodified. We leverage recent work in differentiable rendering, coordinate-based networks to compactly represent volumetric texturing, alongside differentiable marching tetrahedrons to enable gradient-based optimization directly on the surface mesh. Finally, we introduce a differentiable formulation of the split sum approximation of environment lighting to efficiently recover all-frequency lighting. Experiments show our extracted models used in advanced scene editing, material decomposition, and high quality view interpolation, all running at interactive rates in triangle-based renderers (rasterizers and path tracers). Project website: https://nvlabs.github.io/nvdiffrec/ .
Code Repositories
Benchmarks
| Benchmark | Methodology | Metrics |
|---|---|---|
| image-relighting-on-stanford-orb | NVDiffRec | HDR-PSNR: 22.91 LPIPS: 0.039 SSIM: 0.963 |
| inverse-rendering-on-stanford-orb | NVDiffRec | HDR-PSNR: 22.91 |
| surface-normals-estimation-on-stanford-orb | NVDiffRec | Cosine Distance: 0.06 |
Build AI with AI
From idea to launch — accelerate your AI development with free AI co-coding, out-of-the-box environment and best price of GPUs.