David Charatan, Daniel Xu, Richard Szeliski +2cs.CV cs.GR
Differentiable rendering has emerged as a powerful approach for 3D reconstruction and novel view synthesis. State-of-the-art differentiable rendering methods combine a variety of custom representations of 3D geometry and appearance with specialized renderers. However, most downstream tasks in computer graphics rely on 3D meshes. While prior work has attempted differentiable rendering with mesh representations, these approaches are limited to object-centric scenes and fail to reconstruct large-scale, unbounded scenes. In this work, we introduce Meshtryoshka, a novel mesh differentiable rendering framework that combines an off-the-shelf triangle rasterizer with a 3D representation that consists of nested mesh shells which resemble a matryoshka doll. In every forward pass, the mesh shells are extracted anew from a 3D signed distance function via iso-surface extraction, and the opacities for each vertex are computed as a function of signed distance. Each mesh shell is then rasterized independently, and the final image is created via alpha compositing. Crucially, mesh vertex positions are updated only indirectly via gradients that flow through the opacity values into the signed distance function, and hence, our method is compatible with off-the-shelf mesh renderers that need not be differentiable with respect to vertex positions. On object-centric scenes, our method performs competitively with surface-based differentiable rendering techniques. Our differentiable mesh rendering method scales to unbounded, real-world 3D scenes, where it yields high-quality novel view synthesis results approaching those of state-of-the-art, non-mesh methods. Our method suggests that it may be possible to solve the differentiable rendering problem without relying on specialized renderers, only using conventional tools from the computer graphics toolbox.
Recently neural implicit rendering techniques have evolved rapidly and demonstrated significant advantages in novel view synthesis and 3D scene reconstruction. However, existing neural rendering methods for editing purposes offer limited functionalities, e.g., rigid transformation and category-specific editing. In this paper, we present a novel mesh-based representation by encoding the neural radiance field with disentangled geometry, texture, and semantic codes on mesh vertices, which empowers a set of efficient and comprehensive editing functionalities, including mesh-guided geometry editing, designated texture editing with texture swapping, filling and painting operations, and semantic-guided editing. To this end, we develop several techniques including a novel local space parameterization to enhance rendering quality and training stability, a learnable modification color on vertex to improve the fidelity of texture editing, a spatial-aware optimization strategy to realize precise texture editing, and a semantic-aided region selection to ease the laborious annotation of implicit field editing. Extensive experiments and editing examples on both real and synthetic datasets demonstrate the superiority of our method on representation quality and editing ability. Project page: https://zju3dv.github.io/neumeshplusplus/