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Differentiable Surface Splatting for Point-based Geometry Processing

Published 10 Jun 2019 in cs.GR and cs.NE | (1906.04173v3)

Abstract: We propose Differentiable Surface Splatting (DSS), a high-fidelity differentiable renderer for point clouds. Gradients for point locations and normals are carefully designed to handle discontinuities of the rendering function. Regularization terms are introduced to ensure uniform distribution of the points on the underlying surface. We demonstrate applications of DSS to inverse rendering for geometry synthesis and denoising, where large scale topological changes, as well as small scale detail modifications, are accurately and robustly handled without requiring explicit connectivity, outperforming state-of-the-art techniques. The data and code are at https://github.com/yifita/DSS.

Citations (258)

Summary

  • The paper presents a novel DSS technique that integrates gradient-based optimization with point-based rendering for precise surface reconstruction.
  • It details a forward-backward rendering process and advanced regularization methods to enhance noise reduction and topology transformation.
  • Experimental results demonstrate improved rendering quality, paving the way for real-time applications in AR, VR, and computer graphics.

Differentiable Surface Splatting for Point-based Geometry Processing

This paper introduces a novel approach termed Differentiable Surface Splatting (DSS) aimed at point-based geometry processing. Leveraging differentiable rendering techniques, the authors focus on the integration of surface splatting methods for advancing applications in 3D geometry processing tasks such as surface reconstruction, denoising, and rendering.

Methodology Overview

The central methodology proposed in the paper revolves around the concept of differentiable splatting, which utilizes point-based models as a fundamental entity for rendering surfaces. This incorporation of differentiable rendering enhances traditional point-based approaches by allowing the integration of gradient-based optimization techniques, thereby enabling more sophisticated and precise geometry processing capabilities.

Key components of the methodology include:

  1. Forward and Backward Rendering: The technique involves parametric controls for both forward and backward rendering. The hyper-parameters include a cutoff threshold, merge threshold, and a cache size for managing projected points, each playing a crucial role in enhancing the accuracy and visual quality of the rendered output.
  2. Regularization Techniques: Employing advanced regularization techniques for maintaining a balanced point distribution on the surface helps to mitigate the impact of noise and outliers. Parameters such as bandwidth and angles are optimized to ensure smooth surface representations in the presence of outliers.
  3. Optimization Parameters: The paper underscores the importance of fine-tuning the optimization parameters, particularly the learning rates and the number of optimization steps based on the specific application. This careful calibration helps in achieving optimal convergence for both local and large-scale topology transformations.

Numerical Results & Implications

The experimental results demonstrate the method's efficacy in multiple scenarios, such as noise reduction and topology changes in point cloud models. The results show that careful manipulation of the DSS parameters can significantly impact the visual quality and accuracy of 3D surface rendering, proving its utility in rendering high-fidelity surface representations from sparse data points.

Future Prospects and Impact

This work opens avenues for further research in point-based rendering with the use of differentiable methods. The potential to incorporate more sophisticated learning algorithms for optimization and the exploration of various lighting models during rendering projection provides a rich field for ongoing investigation.

The practical implications of DSS are broad. This technology can be directly applied to real-time rendering applications in computer graphics, where speed and accuracy are paramount. Further, the approach could be instrumental in advancing applications in augmented reality and virtual reality environments, requiring efficient 3D model reconstructions.

In conclusion, Differentiable Surface Splatting offers a potent enhancement in the domain of computer vision and graphics, providing a robust framework for tackling complex geometry processing challenges. As the field progresses, one can anticipate further refinements and expansions upon this method, signifying the ongoing evolution of point-based rendering technologies.

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