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Deferred Neural Rendering for Image Synthesis

Deferred Neural Rendering: Image Synthesis using Neural Textures

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0% found this document useful (0 votes)
5 views12 pages

Deferred Neural Rendering for Image Synthesis

Deferred Neural Rendering: Image Synthesis using Neural Textures

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yehyabtt
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Deferred Neural Rendering:

Image Synthesis using Neural Textures


Justus Thies Michael Zollhöfer Matthias Nießner
Technical University of Munich Stanford University Technical University of Munich
[Link]@[Link] zollhoefer@[Link] niessner@[Link]
arXiv:1904.12356v1 [[Link]] 28 Apr 2019

Figure 1: We present an image synthesis approach that learns object-specific neural textures which can be interpreted by a
neural renderer. Our approach can be trained end-to-end with real data, allowing us to re-synthesize novel views of static
objects, edit scenes, as well as re-render dynamic animated surfaces.

ABSTRACT KEYWORDS
The modern computer graphics pipeline can synthesize images at neural rendering, neural texture, novel view synthesis, facial reen-
remarkable visual quality; however, it requires well-defined, high- actment
quality 3D content as input. In this work, we explore the use of
imperfect 3D content, for instance, obtained from photo-metric
reconstructions with noisy and incomplete surface geometry, while
still aiming to produce photo-realistic (re-)renderings. To address 1 INTRODUCTION
this challenging problem, we introduce Deferred Neural Render- The current computer graphics pipeline has evolved during the
ing, a new paradigm for image synthesis that combines the tradi- last decades, and is now able to achieve remarkable rendering re-
tional graphics pipeline with learnable components. Specifically, sults. From a fixed function pipeline around the rasterization unit,
we propose Neural Textures, which are learned feature maps that the graphics pipeline has turned into a programmable rendering
are trained as part of the scene capture process. Similar to tradi- pipeline. Based on this pipeline the Siggraph community has estab-
tional textures, neural textures are stored as maps on top of 3D lished rendering techniques that now achieve nearly photo-realistic
mesh proxies; however, the high-dimensional feature maps con- imagery. While the visuals are stunning, a major drawback of these
tain significantly more information, which can be interpreted by classical approaches is the need of well-defined input data, includ-
our new deferred neural rendering pipeline. Both neural textures ing a precise definition of the surface geometry, the underlying
and deferred neural renderer are trained end-to-end, enabling us material properties, and the scene illumination. In movie or video
to synthesize photo-realistic images even when the original 3D game productions, this underlying 3D content is manually-created
content was imperfect. In contrast to traditional, black-box 2D by skilled artists in countless working hours. An alternative is to ob-
generative neural networks, our 3D representation gives us ex- tain 3D content from real-world scenes by using 3D reconstruction
plicit control over the generated output, and allows for a wide techniques. However, given the inherent limitations of state-of-
range of application domains. For instance, we can synthesize the-art 3D reconstruction approaches, such as noisy, oversmoothed
temporally-consistent video re-renderings of recorded 3D scenes as geometry or occlusions, the obtained 3D content is imperfect. From
our representation is inherently embedded in 3D space. This way, this captured content, it is nearly impossible to re-synthesize photo-
neural textures can be utilized to coherently re-render or manipu- realistic images with the existing computer graphics pipeline and
late existing video content in both static and dynamic environments rendering techniques.
at real-time rates. We show the effectiveness of our approach in In this work, we assume that captured 3D content will always
several experiments on novel view synthesis, scene editing, and suffer from reconstruction artifacts in one way or another. Rather
facial reenactment, and compare to state-of-the-art approaches that than aiming to fix the artifacts in the 3D content, we propose to
leverage the standard graphics pipeline as well as conventional change the paradigm of the rendering pipeline to cope with these
generative neural networks. imperfections. To this end, we introduce Deferred Neural Rendering
which makes a step towards a learnable rendering pipeline, combin- 2 RELATED WORK
ing learned Neural Textures with the traditional graphics pipeline. Deferred Neural Rendering presents a new paradigm of image syn-
Neural textures, similar to classical textures, are stored in 2D maps thesis with learned neural textures and renderer. Such learned
on top of a 3D mesh, and may be transformed along with the under- computer graphics components can be useful for a variety of prob-
lying 3D geometry. However, the core idea behind neural textures lems in computer graphics and computer vision. In this work, we
is that they are composed of a set of optimal feature maps, rather focus on novel view synthesis and synthesis of novel scene edits
than simple RGB values, that are learned during the scene capture and animations, such as the animation of reconstructed human
process. The rich signal stored in these high-dimensional neural faces.
textures encodes a high-level description of the surface appearance,
and can be interpreted by our new deferred neural renderer. Both
2.1 Novel-view Synthesis from RGB-D Scans
the neural textures and the deferred neural renderer are trained in
an end-to-end fashion, which enables us to achieve photo-realistic A traditional building block of novel-view synthesis approaches
(re-)rendering results, even from imperfect geometry. is to first obtain a digital representation of a real world scene. In
This learnable rendering pipeline enables a wide range of practi- particular in the context of 3D reconstruction with commodity RGB-
cal new application scenarios. Our main motivation is to produce D sensors, researchers have made significant progress, enabling
photo-realistic images from imperfect 3D reconstructions, for in- robust tracking [Choi et al. 2015; Dai et al. 2017; Izadi et al. 2011;
stance, obtained from a video sequence using multi-view stereo Newcombe et al. 2011; Whelan et al. 2016] and large-scale 3D scene
where the geometry typically is noisy, oversmoothed from strong capture [Chen et al. 2013; Nießner et al. 2013; Zeng et al. 2013]. Im-
regularization, or has holes. Here, we show that we can synthesize ages from novel view points can be synthesized by rendering these
novel view points of a scene while the geometry acts as a 3D proxy reconstructions. Given the inherent limitations in current state-
that forces generated images to be temporally-coherent with respect of-the-art 3D reconstruction approaches, the obtained 3D content
to the new camera view points. However, the ability to explicitly is imperfect, for instance, reconstructed geometry is noisy and/or
control the 3D geometry not only allows synthesizing static view oversmoothed, or has holes due to occlusion; this makes it nearly
points, but also editing the underlying 3D content. For instance, we impossible to re-synthesize photo-realistic images. A large body
can duplicate scene objects, along with their neural textures, and of work is also focused on the digitization of surface appearance;
then coherently manipulate the re-renderings of the captured 3D here, vertex colors can be estimated from the observations based on
environment. We show several examples of such editing operations, weighted averaging, but tracking drift and insufficient geometric
e.g., copy or remove, in static 3D environments, which would have resolution leads to blur. Textures are an alternative that tackles the
not been feasible with existing capture or editing techniques. In problem of missing spatial resolution; here, the geometry and color
addition, we demonstrate that we can edit dynamic scenes in a resolutions are decoupled, however, one must find a consistent uv-
similar fashion. Specifically, we show examples on human faces, mapping. One approach to compensate for camera drift and slightly
where we first reconstruct the 3D face as well as the neural textures, wrong geometry is based on finding non-rigid warps [Huang et al.
and then modify the 3D facial animation and re-render a photo- 2017; Zhou and Koltun 2014]. A major benefit of this line of work
realistic output. This way, our unified neural rendering approach is that the reconstructed 3D content can be visualized by standard
can easily achieve results that outperform the quality of existing rendering techniques, and the approach directly generalizes to 4D
facial re-enactment pipelines [Thies et al. 2016]. capture as long as non-rigid surfaces can be reliably tracked [Dou
In comparison to existing black-box, generative neural networks et al. 2016; Innmann et al. 2016; Newcombe et al. 2015]. However, at
that are defined by a series of 2D convolutions, our approach is the same time, imperfections in the reconstructions directly trans-
inherently embedded in 3D space. As such, we implicitly obtain late to visual artifacts in the re-rendering, which currently is the
generated video output that is temporally coherent due to the un- major hurdle towards making content creation from real-world
derlying 3D embedding. In addition, we have active control in scenes accessible.
manipulations, rather than making modifications to a semantically-
uncorrelated random vector defining the latent space, as in 2D GAN 2.2 Image-based Rendering
approaches [Goodfellow et al. 2014]. An alternative direction is to only utilize a very coarse geometry
In summary, we combine the benefits of traditional graphics- proxy and fill in the missing content based on high-resolution 2D
based image synthesis with learnable components from the machine textures [Huang et al. 2017]. Image-based rendering (IBR) pushes
learning community. This results in a novel paradigm of a learnable this to the limit, where the 3D geometry proxy is only used to select
computer graphics pipeline with the following contributions: suitable views for cross-projection and view-dependent blending
[Buehler et al. 2001; Carranza et al. 2003; Hedman et al. 2016; Heigl
• Neural Rendering for photo-realistic image synthesis based et al. 1999; Zheng et al. 2009]. The advantage is that the visual qual-
on imperfect commodity 3D reconstructions at real-time ity of the re-rendered images does not exhibit the common artifacts
rates, caused by a low-resolution geometric representation. However,
• Neural Textures for novel view synthesis in static scenes many IBR approaches suffer from ghosting artifacts and problems
and for editing dynamic objects, at the occlusion boundaries. These artifacts can be reduced using
• which is achieved by an end-to-end learned novel deferred optical flow alignment [Casas et al. 2015; Du et al. 2018; Eisemann
neural rendering pipeline that combines insights from tra- et al. 2008] or by different view-specific proxies [Chaurasia et al.
ditional graphics with learnable components. 2013]. An alternative is to directly model uncertainty [Penner and
2
Figure 2: Overview of our neural rendering pipeline: Given an object with a valid uv-map parameterization and an associated
Neural Texture map as input, the standard graphics pipeline is used to render a view-dependent screen-space feature map. The
screen space feature map is then converted to photo-realistic imagery based on a Deferred Neural Renderer. Our approach is
trained end-to-end to find the best renderer and texture map for a given task.

Zhang 2017]. Our approach also changes the standard rendering 2.4 Image Synthesis using Neural Networks
pipeline to address the shortcomings of imperfect 3D surface ge- With the recent success of deep learning, neural networks can
ometry for rendering photo-realistic imagery. However, in contrast now also be utilized to synthesize artificial 2D imagery. In partic-
to these approaches, Deferred Neural Rendering is more flexible, ular, generative adversarial networks (GANs) [Goodfellow et al.
since we learn so-called neural textures that efficiently encode the 2014] and auto-regressive networks [Oord et al. 2016] achieve very
appearance of an object in a normalized texture space. impressive results in synthesizing individual images. Pure syn-
thesis approaches can be extended to a conditional setting, which
is normally tackled with generator networks that follow a classi-
2.3 Light-field Rendering cal encoder-decoder architecture [Hinton and Salakhutdinov 2006;
There exists a wide range of light-field rendering ap- Kingma and Welling 2013]. Conditional synthesis can be used to
proaches [Gortler et al. 1996; Levoy and Hanrahan 1996; bridge the gap between two different domains, i.e., renderings of
Magnor and Girod 1999]. In particular, our approach is closely incomplete computer vision reconstructions and photo-realistic
related to the work on surface light fields. Surface light fields store imagery. Nowadays, conditional GANs (cGANs) are the de facto
the direction-dependent radiance of every point on the surface, standard for conditional image synthesis [Isola et al. 2017; Mirza
can be used for novel view synthesis, and are able to handle scenes and Osindero 2014; Radford et al. 2016]. Recent approaches use
with complex non-Lambertian surface properties. Similar to our generator networks based on a U-Net [Ronneberger et al. 2015]
approach, a proxy geometry is required. Lumitexels/Lumispheres architecture, a convolutional encoder-decoder architecture with
are used to store the direction-dependent radiance samples at each skip connections. In both settings, high-resolution [Karras et al.
surface point. To store and query these lumitexels several different 2018; Wang et al. 2018b] synthesis has been demonstrated. While
methods have been proposed [Chen et al. 2002; Miandji et al. 2013; such generative approaches have shown impressive results for the
Wood et al. 2000]. Our neural textures can be seen as a learned synthesis of single, isolated images, synthesizing 3D and temporally-
analog to these lumitexels, but instead of hand-crafted features, consistent imagery is an open problem. One step in this direction is
we employ end-to-end learning to find optimal features that can the vid2vid [Wang et al. 2018a] approach that employs a recurrent
be interpreted by a neural network such that the original images network for short-term temporal coherence. Unfortunately, the pro-
are best reproduced. Recently, Chen et al. presented Deep Surface duced results are not 3D consistent and lack photo-realism as well
Light Fields [Chen et al. 2018], which reduces the required number as long-term coherence. The lack of 3D consistency is an artifact of
of surface light field samples required for view interpolation using trying to learn complex 3D relationships with a purely 2D image-
a neural network. The used encoder-decoder network structure to-image translation pipeline, i.e., in view-dependent screen space.
that estimates per-vertex colors is specially designed for the Rather than relying on a black-box neural network with a series of
surface light field use case and learns to fill missing sample data 2D convolutions, we propose neural textures, which combine the
across vertices. Instead of predicting per vertex colors, we propose knowledge of 3D transformations and perspective effects from the
an end-to-end trained feature representation of scene appearance computer graphics pipeline with learnable rendering. To this end,
based on neural textures and a deferred neural renderer. The we efficiently encode the appearance of an object in normalized
deferred neural renderer is a convolutional network that takes the texture space of a 3D model, learned in an end-to-end fashion, and
neighborhood of the rasterized surface points into account and, are hence able to combine the benefits from both graphics and
thus, is able to correct for reconstruction errors of the underlying machine learning.
geometry. In contrast, the Deep Surface Light Fields approach
needs high quality reconstructions, since a ‘slight misalignment
can lead to strong artifacts such as ghosting and blurring’ [Chen 2.5 View Synthesis using Neural Networks
et al. 2018]. In our results section, we demonstrate how our Neural networks can also be directly applied to the task of view
approach can handle a decreasing level of geometry quality and synthesis. Novel views can be generated based on a large corpus of
show a comparison to a per-pixel fully connected network. posed training images [Flynn et al. 2016], synthesized by learned
3
thus, can be easily integrated into the standard graphics pipeline.
In particular, for 3D scanned objects (e.g., via KinectFusion [Izadi
et al. 2011; Newcombe et al. 2011] or multi-view stereo reconstruc-
tions [Schönberger and Frahm 2016]), where additional ground
truth color images are available, they enable learning photo-realistic
synthesis of imagery from novel view points (see Fig. 3). 2) Neural
Textures can also be used to edit dynamic scenes in a similar fashion.
Specifically, we show reenactment examples for human faces (e.g.,
Face2Face [Thies et al. 2016]), where we first reconstruct the 3D
face as well as a neural texture, and then modify and realistically
re-render the 3D facial animation.
In the following, we detail the stages of our deferred neural
Figure 3: Overview of our reenactment synthesis pipeline. rendering pipeline, see Sec. 4. Next, we show different use cases,
Using expression transfer, we generate an altered uv map of including comparisons to approaches based on standard computer
the target actor matching the expression of the source actor. graphics algorithms, see Sec. 5. Finally, we want to inspire the
This uv map is used to sample from the neural texture of the reader to further investigate the benefits of neural textures, see
target actor. In addition we provide a background image to Sec. 6.
the neural renderer, to output the final reenactment result.
4 DEFERRED NEURAL RENDERING
Deferred Neural Rendering combines principles from the traditional
warping [Park et al. 2017; Zhou et al. 2016], or a layered scene
graphics pipeline with learnable components. The classical render-
representation [Tulsiani et al. 2018; Zhou et al. 2018]. Disentan-
ing pipeline consists of several stages that can potentially be made
gled representations with respect to rotation or other semantic
learnable. In this work, we are focusing on Neural Textures and
parameters can be learned using deep convolutional inverse graph-
Deferred Neural Rendering, see Fig. 2, which enable us to realize
ics networks [Kulkarni et al. 2015]. Images can be synthesized
a variety of applications. Lets consider the task of realistically re-
based on low-dimensional feature vectors [Eslami et al. 2018; Yan
rendering an object based on a noisy commodity 3D reconstruction.
et al. 2016] that obey geometric constraints [Cohen and Welling
Given a 3D reconstructed object with a valid uv-texture param-
2014; Worrall et al. 2017]. For example, latent variables based on
eterization, an associated Neural Texture map, and a target view
Lie groups can be used to better deal with object rotation [Falorsi
as input, the standard graphics pipeline is used to render a view-
et al. 2018]. Recent learning-based IBR-approaches learn the blend
dependent screen-space feature map. This feature map is then
function using a deep network [Hedman et al. 2018], employ sep-
converted to photo-realistic imagery based on a Deferred Neural
arate networks for color and disparity estimation [Kalantari et al.
Renderer. Our approach can be trained end-to-end to find the best
2016], explicitly learn view-dependent lighting and shading effects
renderer R and texture map T based on a training corpus of N
[Thies et al. 2018], or integrate features into a persistent Cartesian
posed images {Ik , pk }kN=1 . Here, Ik is the k-th image of the training
3D grid [Sitzmann et al. 2019]. While these approaches enforce
corpus and pk are the corresponding camera parameters (intrinsic
geometric constraints, they yet have to demonstrate photo-realistic
and extrinsic). We phrase finding the best neural texture T∗ and
image-synthesis and do not directly generalize to dynamic scenes.
the best deferred neural renderer R ∗ for a specific task as a joint
Our approach combines 3D knowledge in the form of neural tex-
optimization problem over the complete training corpus:
tures with learnable rendering and gives us explicit control over
the generated output allowing for a wide range of applications. N
Õ
T∗ , R ∗ = argmin L(Ik , pk |T, R) . (1)
T, R k =1
3 OVERVIEW
The motivation for our work is to enable photo-realistic image Here, L is a suitable training loss, i.e., a photometric re-rendering
synthesis based on imperfect commodity 3D reconstructions. At loss. In the following, we describe all components in more detail.
the core of our approach are our Neural Textures that are learned
jointly with a Deferred Neural Renderer. Neural Textures are a new 4.1 Neural Textures
graphics primitive that can have arbitrary dimension and store Texture maps are one of the key building blocks of modern com-
a high-dimensional learned feature vector per texel. Using the puter graphics. Typically, they contain appearance information,
standard graphics pipeline, neural textures are sampled, resulting such as the albedo of an object, but they can also store custom
in a feature map in the target image space (see Fig. 2). Based on a attributes, such as high-frequency geometric detail in the form of
trained Deferred Neural Renderer, the sampled image space feature normal or displacement maps. These textures can be thought of
map is then interpreted. The renderer outputs the final image that as low-dimensional hand-crafted feature maps that are later on
photo-realistically re-synthesizes the original object. interpreted by programmed shader programs. With this analogy
Neural Textures are the basis for a wide variety of applications in mind, Neural Textures are an extension of traditional texture
ranging from novel-view synthesis to video editing. Here, we con- maps; instead of storing low-dimensional hand-crafted features,
centrate on the use cases that are most relevant to computer graph- they store learned high-dimensional feature maps capable of stor-
ics: 1) Neural Textures can be used to texture a given mesh and, ing significantly more information and can be interpreted by our
4
new deferred neural rendering pipeline. Instead of rebuilding the
appearance of a specific object using hand-crafted features, we learn
them based on a ground truth training corpus of images. Both the
neural textures and the deferred neural renderer are trained end-to-
end, enabling photo-realistic image synthesis even if the original
3D content was imperfect. In our experiments, we use 16 feature
channels. It is possible to employ an intermediate re-rendering loss
to enforce that the first 3 feature channels represent the average
color of the object, i.e., mimic a classical color texture map.

4.2 Neural Texture Hierarchies


Choosing the right texture resolution for a given scene and view-
point is a challenging problem. In particular, for complex scenes
with high depth complexity there might not exist a single optimal Figure 4: Comparison to the image-to-image translation ap-
choice. Given a fixed texture resolution, if parts of the scene are proach Pix2Pix [Isola et al. 2016]. As can be seen, the novel
far away from the viewer, the texture will be under-sampled, i.e., views synthesized by our approach are higher quality, e.g.,
texture minification. In contrast, if parts of the scene are close to less blurry. Our results are close to the ground truth.
the virtual camera, the texture is over-sampled, i.e., texture magni-
fication. Both minification and magnification might appear at the
same time for different parts of the scene. In classical computer
graphics, Mipmaps are used to tackle this challenge. Inspired by view-dependent screen space feature map. Note, during training we
classical Mipmaps, we propose to employ Neural Texture Hierarchies emulate the graphics pipeline, such that the forward and backward
with K levels. We access the texture hierarchy by sampling values pass will exactly match the operations at test time.
from all K levels using normalized texture coordinates and bi-linear
sampling. The final color estimate is then obtained by adding all 4.4 Deferred Neural Renderer
per-level sampling results (Laplacian Pyramid). During training, The task of the Deferred Neural Renderer is to form a photo-realistic
our goal is to learn the best Neural Texture Hierarchy that stores low image given a screen space feature map; this can be thought of as an
frequency information on the coarse levels, while high frequency analogy to classical deferred rendering. We obtain the screen space
detail is represented on the finer levels. We enforce this split during feature map by rendering the coarse geometric object proxy, which
training based on a soft-constraint, i.e., we apply no regularization is textured with the neural texture, from the ground truth view-
to the coarse levels and an increasing amount of `2 regularization to point using the traditional rasterization pipeline. Before training
the features channels of the finer levels. Neural Texture Hierarchies commences, we precompute the required texel-to-pixel mapping
enable us to obtain higher quality results than with Neural Textures for each of the training images (referred to as uv map in this paper).
alone; for an evaluation, see Fig. 8. The improved quality is due to At test time, the rasterizer of the graphics pipeline can be employed.
the fact that if only one high resolution neural texture would be Based on this precomputed mapping, differentiable sampling can
used, which solves the minification problem, we run into overfitting be used to obtain the screen space feature map via a lookup. Our
problems during training due to texture magnification. Overfitting Deferred Neural Renderer is based on recent advances in learning
the training data is problematic, since it leads to sampling issues image-to-image mappings based on convolutional encoder-decoder
during test time where unoptimized pixel values might be sampled. network with skip-connection, similar to U-Net [Ronneberger et al.
Even though we do not explicitly specify a Mipmap interpolation 2015] (see Appendix A). Our network can have additional inputs
scheme, we want to highlight that the network as well as the texture such as a view-direction. For view-dependent effects, we explicitly
is trained end-to-end; thus, the 2D renderer has to learn a proper input the view-direction using the first 3 bands of spherical har-
mapping of the Laplacian Pyramid along the entire training-set, monics resulting in 9 feature maps. Prior to the actual network,
including the compensation of aliasing effects in image space. we multiply the sampled features with the evaluated spherical har-
monic basis functions (feature channels 4 − 13). This allows us
4.3 Differentiable Sampling of Neural Textures to rotate features with respect to the view-direction. In Fig. 13,
One key property of traditional texture maps is that they can be we show the advantage of using such a spherical harmonics layer.
sampled at arbitrary floating point image locations. To this end, We train our neural texture representation end-to-end with the
the returned color value is computed based on an interpolation rendering network.
scheme. Our Neural Textures, similar to the standard graphics
pipeline, support bi-linear interpolation for sampling the stored 4.5 Training
high-dimensional feature maps in a differentiable manner. This en- We train our neural rendering approach end-to-end using stochastic
ables end-to-end training of our Neural Textures together with the gradient descent. Since training images are static, we are able to
Deferred Neural Renderer. With the support for bi-linear sampling, precompute texture look-up maps which we will refer to as uv-maps
we can use the standard graphics pipeline to rasterize the coarse in the following. We build training pairs consisting of an uv-map
proxy geometry and sample the neural texture. This results in a and the corresponding ground truth color image.
5
In all experiments, we employ an `1 photometric reproduction
loss with respect to the ground truth imagery. The `1 loss is de-
fined on a random crops (position and scale of the crops varies) of
the full frame image. Random cropping and scaling acts as a data
augmentation strategy and leads to significantly better generaliza-
tion to new views at test time. We employ the Adam optimizer
[Kingma and Ba 2014] built into PyTorch [Paszke et al. 2017] for
training. The Deferred Neural Renderer and the Neural Textures are
jointly trained using a learning rate of 0.001 and default parameters
β 1 = 0.9, β 2 = 0.999, ϵ = 1 · e −8 for Adam. We run approximately Figure 5: Comparison to the novel view point synthesis ap-
50k steps of stochastic gradient descent. proach IGNOR [Thies et al. 2018]. Our approach better re-
produces high frequency specular highlights.
4.6 Training Data
Our rendering pipeline is trained based on a video sequence that is
also used to reconstruct the object. The synthetic sequences consist has been captured at a resolution of 1920 × 1080 pixels at 30 Hz
of 1000 random training views and a smooth trajectory of 1000 using a DSLR camera. We obtain a coarse geometric proxy and
different test views on the hemisphere. The synthetic objects are the camera parameters (intrinsic and extrinsic) using the COLMAP
provided by Artec3D1 . The average angular difference between the [Schönberger and Frahm 2016; Schönberger et al. 2016] structure-
novel view direction and their nearest neighbor in the training from-motion approach. To handle video sequences, which results
set is 2.13◦ (with a minimum of 0.04◦ and a maximum of 6.60◦ ). in several hundred input images, we only use a subset of frames
In our ablation study w.r.t. the number of training images (see (every 25th frame) for the dense reconstruction. The other frames
Fig. 9), the angular difference increases with a decreasing number are registered to this reconstruction. The uv-parameterization is
of images: 500 images results in an average of 3.30◦ (0.11◦ min / computed based on the Microsoft uv-atlas generator 2 .
9.76◦ max), 250 images in 4.4◦ (0.11◦ /12.67◦ ) and 125 images in The learnable rendering pipeline allows us to re-render objects
6.27◦ (0.23◦ /18.79◦ ). For real sequences, the training corpus size in a photo-realistic fashion. We only consider one object during
varies between 800 and 1700 frames depending on the sequence training time, which allows us to optimize for the object-specific
and the target application with similar angular differences from texture and appearance. Object-specific learning for novel view
the test set to the training set (e.g., Sequence 10 with 800 training synthesis is known from recent publications [Sitzmann et al. 2019;
images and a mean angular difference of 0.92◦ (0.04◦ /3.48◦ ), and Thies et al. 2018]. Fig. 4 shows a novel view synthesis generated
Sequence 6 containing 1700 training images with a mean angular by our approach in comparison to an image-to-image translation
difference of 0.85◦ (0.02◦ /2.3◦ )). Note that the angular differences network (Pix2Pix [Isola et al. 2016]) that directly predicts the output
in the viewing directions do not consider the positional changes in image based on the input uv-map. Our approach outperforms
the cameras used for novel view synthesis. Pix2Pix in terms of image quality with much sharper results. Our
For facial reenactment, a variety of facial expressions in the results are also more temporally coherent (c.f. supplemental video).
training video is necessary, otherwise it looses expressiveness. In In Fig. 5 we compare our approach to the image-guided neural object
our experiments, we used 650 training images for Macron, 2400 for rendering approach (IGNOR) of Thies et al. [2018]. In contrast to
Obama, and 2400 for Sequence 17. this image-guided rendering approach, our technique demonstrates
a temporally more stable re-rendering of objects. Our approach
5 RESULTS also does not need to store multiple of the original images for re-
The experiments on 2D neural textures are based on RGB input rendering, instead we store a single neural texture that enables us
data. We first reconstruct the geometry of the target object and to synthesize the object under new views.
estimate a texture parametrization. The training data is created In Fig. 6, we also show comparisons to classical IBR methods.
by re-rendering the uv-maps of the mesh that correspond to the As baseline we implemented the IBR method of Debevec et al. [De-
observed images. Using this training data, we optimize for the bevec et al. 1998]. This approach directly reprojects the appearance
neural texture of the object, allowing us to re-render the object of the captured views into the target view. The original technique
under novel views (see Sec. 5.1) or animate the object (see Sec. 5.2). uses a per-triangle nearest neighbor view selection to reproject the
We used neural textures with a resolution of 512 × 512 with 4 appearance into the target view, instead, we do this view selection
hierarchy level, containing 16 features per texel and a U-Net with 5 on a per-pixel basis, resulting in higher quality. The nearest neigh-
layers as a neural renderer. bors are selected among the entire training set (i.e., 1686 views).
The quality of our image synthesis approach can best be judged This per-pixel selection is far from real-time, but ensures optimal
from the results shown in the supplemental video. per-pixel results. Note, that this IBR method heavily relies on the
reconstructed geometry. The MSE is 37.58 compared to 20.65 for
5.1 Novel View Point Synthesis our method. Especially, on occlusion boundaries the classical IBR
method shows artifacts (see supplemental video). The authors of
For the novel view point synthesis of static objects, we require a
Hedman et al. [Hedman et al. 2016] ran a comparison on the same
3D reconstruction and camera poses. The training video sequence
1 [Link] 2 [Link]

6
Figure 7: Influence of the neural texture resolution on the
re-rendering quality. The graph is showing the MSE of the
image synthesis vs. the ground truth test data with respect
to the neural texture resolution. In this experiment, a single
texture without hierarchy has its sweet spot at a resolution
of 256 × 256 achieving an MSE of 0.418 with an increasing
error for higher resolutions (at a resolution of 4096 × 4096 it
Figure 6: Comparison to Debevec et al. [Debevec et al. 1998] reaches an MSE of 8.46). In contrast, the hierarchical texture
(based on 1686 views) and Hedman et al. [Hedman et al. 2016] performs better on higher resolutions, i.e., an MSE of 0.38 at
(based on the 99 views used for 3D reconstruction, since a resolution of 2048 × 2048. The MSE is computed on color
this approach requires the stereo reconstructed depth of the values in the range of [0, 255] using a test sequence of 1000
frames). frames, based on a synthetic rendering of a vase with Phong
shading (see Fig. 8).

sequence. Besides the reconstructed model, they also use the re-
constructed per frame depth. Thus, their approach is limited to
the frames used for the multi-view stereo reconstruction (in this
sequence every 25th frame, resulting in a set of 99 frames). Their
approach is able to generate high quality results with an MSE of
28.05; improving the handling of occlusion boundaries in compari-
son to Debevec et al.. In comparison to both image-based rendering
approaches, our technique does not require access to the training
data during test time. Only the texture (512 × 512 × 16) and the ren-
dering network (16 million parameters) has to be provided which is
magnitudes lower than storing hundreds of high resolution images.
In case of InsideOut [Hedman et al. 2016], also the depth of each
frame has to be stored. Note that our approach needs to be trained Figure 8: Influence of the neural texture resolution on re-
on a specific sequence which is a drawback in comparison to the rendering. Sample images of re-renderings using single neu-
IBR methods. Training takes a similar amount of time as the stereo ral textures. In addition to the re-renderings, we also show
reconstruction and ensures high-quality synthesis of novel views. the first three channels of the sampled neural texture which
Fig. 7 and Fig. 8 show a study on the influence of the resolution are regularized to be the mean color.
of the employed neural texture. As can be seen, the best results
for a single texture without hierarchy are obtained for a resolution
of 256 × 256 achieving an MSE of 0.418. This sweet spot is due to To analyze the effect of the U-Net-like renderer, we also trained
tradeoffs in texture minification and magnification. The hierarchical a per-pixel fully connected network that outputs the final image
neural texture is able to further improve quality while increasing (see Fig.11). Thus, this network does not leverage neighborhood
texture resolution, i.e., an MSE of 0.38 at a resolution of 2048×2048. information and is solely based on the per-pixel sampled texture
Our approach is able to synthesize novel views based on a relatively values. We use the same structure as our rendering network and
small training set, but the quality of view-dependent effects, such as replace all convolutions by 1 × 1 convolutions with stride 1. The
specular highlights, is slowly degrading with a decreasing number idea of taking a per-pixel network is similar to the approach of
of training images (see Fig. 9). Chen et al. [Chen et al. 2018] which estimates view-dependent per-
In Fig.10 we show an ablation study on the influence of the vertex colors using a fully-connected network. Since we are using
proxy geometry. We gradually reduce the geometry resolution a hand-held video sequence to reconstruct the object, the geometry
using quadric edge collapse. As can be seen, our approach is also contains errors. As shown in our experiment, the neighborhood
able to reproduce a reasonable output image given a very coarse information is crucial to correct for these geometry errors. In
mesh. contrast, a per-pixel network leads to more blurry outputs (see
7
Figure 11: Here, we show a comparison of a U-Net renderer
Figure 9: The number of images used for training influences vs. a per-pixel fully connected render network. Since the
the reconstruction ability. In particular, view-dependent ef- U-Net renderer uses neighborhood information, it is able to
fects such as specular highlights slowly degrade. Given the correct the reconstruction errors of the underlying geome-
object above we achieve an MSE of 2.2 for 1000, 2.2 for 500, 6.5 try. We also show the rendering based on a classical average
for 250 and an MSE of 16.9 for only 125 images in the training texture.
set (assuming color values in the range of [0, 255] ).

Figure 12: Here, we show an extrapolation example, where


we use a video of a bust captured from the front. Both ro-
tational and positional extrapolation leads to reasonable re-
sults.

Figure 10: Ablation study w.r.t. the resolution of the un- or duplicate them (see Fig. 16). In contrast to a standard image-
derlying geometry proxy. Using quadric edge collapse we to-image translation network, our method better generalizes to
gradually reduce the number of triangles of the geometry scene edits and generates temporally stable, high quality results
from 8000 to 500. Even with the lowest resolution, a photo- (see Fig. 15).
realistic image can be generated. The MSE measured on the
test sequence increases from 11.068 (8K), 11.742 (4K), 12.515 5.2 Animation Synthesis
(2K), 18.297 (1K) to 18.395 for a proxy mesh with 500 triangles
(MSE w.r.t. color channels in [0, 255]). In this section, we show the capability to re-render dynamic ob-
jects, which allows us to implement applications such as facial
reenactment (see Fig. 3). To this end, we compare against the facial
supplemental video). This observation is also mentioned in the reenactment pipeline Face2Face [Thies et al. 2016]. We leverage
paper of Chen et al. [Chen et al. 2018] and, thus, they have to take the 3D face reconstruction of Face2Face and the parametrization of
special care to reconstruct high quality geometry as input. the template mesh to generate the training data. As a result of the
Similar to other learning-based approaches, view extrapolation training procedure, we optimize for a person-specific neural tex-
results in artifacts (see Fig.12). As can be seen, our approach is still ture and a person-specific neural renderer. We use the deformation
able to synthesize reasonable views of the object in the areas that transfer technique of Face2Face to re-render novel uv-maps of the
where captured in the training video. target person corresponding to the expressions of a source actor
which is the input to our technique. Fig. 17 shows the advantage of
Scene Editing. Using our rendering technique based on neural the trained neural texture. It better captures the idiosyncrasies of
textures, we are able to apply edits to a scene (see Fig. 14). Given a the target actor, thus, enabling us to improve over state-of-the-art
reconstruction of the scene, we can move objects around, remove, reenactment approaches that are either computer graphics based
8
Figure 14: Overview of our scene editing pipeline. Given
a video sequence, we estimate the geometry of the scene.
We are then able to modify the geometry, e.g., by move
and copy edits. During the edits, we keep track of the uv-
parametrization of the vertices, which allows us to render
a uv-map that is used as input to our neural renderer. The
renderer and its corresponding texture is optimized using
the original input images and the original geometry. Using
the modified uv-map as input, we can apply the renderer to
produce a photo-realistic output of the edited scene.
Figure 13: Novel View Synthesis: in contrast to a static
mean texture, specular highlights are consistently repro-
duced with our approach. We also show the result without
the spherical harmonics layer. As can be seen, the output is
still photo-realistic, but it has a high MSE of 58.1 compared
to 48.2 with our full pipeline (measured on a test sequence
with 250 images). The right column shows the differences
in visual quality. With the spherical harmonics layer, the
re-rendering is sharper and has a clearer specular highlight.

Thies et al. [2016] (Face2Face) or learned Kim et al. [2018] (Deep-


VideoPortraits).
Note that we only have to train a single neural texture and
renderer once for a target actor. We do not have to store multiple
textures for different expressions like in paGAN [Nagano et al.
2018]. Reenactment can be done with any new source actor. Even Figure 15: Editing comparison to Pix2Pix [Isola et al. 2016].
real-time reenactment is possible since the rendering only takes As can be seen, our approach better generalizes to scene ed-
≈ 4ms (mean evaluation time for the test sequence in Fig. 17 on a its.
Nvidia 1080Ti) in comparison to 10ms for the rendering process of
Face2Face.
While our approach is able to generate photo-realistic reen- huge training set. Transferability to other synthesis approaches is
actment results, it raises ethical concerns. Our digital society is very limited, but is getting into the focus of researchers [Cozzolino
strongly relying on the authenticity of images and video footage. et al. 2018].
On one hand researchers try to close the gap between computer
generated images and real images to create fantastic looking movies, 6 CONCLUSION
games and virtual appearances. On the other hand, these techniques In this work, we have presented neural textures, and demonstrated
can be used to manipulate or to create fake images for evil purposes. their applicability in a large variety of applications: novel view
Image synthesis approaches, especially the ones related to humans, synthesis, scene editing, and facial animation editing. Interestingly,
are therefore of special interest to the digital media forensics com- our rendering is also significantly faster than traditional reenact-
munity. Recently, techniques have been proposed that employ deep ment, requiring only a few milliseconds for high-resolution output.
neural networks to detect such generated images [Rössler et al. However, we believe this is only a stepping stone to much wider
2018, 2019]. The drawback of these methods is that they rely on a range of applications where we use imperfect 3D content in order to
9
Figure 16: Editing a scene with multiple objects, including
removal and cloning. Our approach obtains photo-realistic
results.

generate photo-realistic output. Our approach relies on a geometry


proxy that has to be reconstructed in a preprocessing step. If the
geometry is too coarse, the result quality gracefully degrades, i.e.,
the re-rendered images get more blurry. As the appearance of each
object is unique, we must train the neural texture for every new
object. However, we believe that neural texture estimation based
on a few images in conjunction with a generalized neural renderer
is a very promising direction for future work. Preliminary results
on synthetic data suggest that our neural renderer can be general-
ized; currently, on real data, the size of our dataset (¡10 objects) is
limiting, but we believe that this generalization has potential for
many new applications; e.g., transfer learning, where a renderer Figure 17: Comparison to the state-of-the-art facial reenact-
can be exchanged by another renderer that, for example, renders ment approaches of Kim et al. [2018] (DeepVideoPortraits)
segmentations or the like. and Thies et al. [2016] (Face2Face). As can be seen, our
The idea of neural textures is also not only bound to the two- learning-based approach better captures the person-specific
dimensional setting that is discussed in our work. It would be idiosyncrasies of the target actor. The mouth interior has
straightforward to extend the idea to higher dimensions or other more variety, is much sharper, and has less stretching arti-
data structures (e.g., a volumetric grid). Beyond finding the right facts.
scene representation, there are also many other problems that can
be tackled, such as disentangled control over the scene illumination
and surface reflectance. In our work, we assume static illumination 7 ACKNOWLEDGMENTS
and, thus, we are not able to relight the scene. In addition, we We thank Angela Dai for the video voice over and Peter Hedman
believe there is a unique opportunity to revisit other components for the comparison. We gratefully acknowledge the support by the
and algorithms of the traditional rendering pipeline, such as novel AI Foundation, Google, a TUM-IAS Rudolf Mößbauer Fellowship,
shading and lighting methods, or even use a full differentiable path the ERC Starting Grant Scan2CAD (804724), and a Google Faculty
tracing framework [Li et al. 2018]. Award. This work was supported by the Max Planck Center for
In conclusion, we see a whole new field of novel computer Visual Computing and Communications (MPC-VCC).
graphic pipeline elements that can be learned in order to handle
imperfect data captured from the real world. With neural textures,
we demonstrated a first step towards this avenue, showing applica-
tions for photo-realistic novel view point synthesis, scene editing,
as well as animation synthesis. We hope to inspire follow-up work
in this direction.

10
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