Abstract
Recent advances in implicit neural representation have demonstrated the ability to recover detailed geometry and material from multi-view images. However, the use of simplified lighting models such as environment maps to represent non-distant illumination, or using a network to fit indirect light modeling without a solid basis, can lead to an undesirable decomposition between lighting and material. To address this, we propose a fully differentiable framework named neural ambient illumination (NeAI) that uses Neural Radiance Fields (NeRF) as a lighting model to handle complex lighting in a physically based way. Together with integral lobe encoding for roughness-adaptive specular lobe and leveraging the pre-convoluted background for accurate decomposition, the proposed method represents a significant step towards integrating physically based rendering into the NeRF representation. The experiments demonstrate the superior performance of novel-view rendering compared to previous works, and the capability to re-render objects under arbitrary NeRF-style environments opens up exciting possibilities for bridging the gap between virtual and real-world scenes. The code and data will be released upon publication.
Problem Statement
- Neural Ambient Illumination (NeAI) expresses the radiance field of incoming rays such that treats each sample in the 3D environment as a light emitter.
- Integrated Lobe Encoding (ILE) enables incoming rays within roughness-adaptive specular lobe to be compactly featurized.
- Multiscale pre-convoluted representation for background assists in the decomposition of object materials and ambient illumination.
Please refer to our paper for more implementation details.
Illustration of our method
We show that the derived environment map can be gradually blurred with the increasing roughness (on the left), and the further application of material roughness editing (on the right).
We edit the car’s diffuse color without affecting its glossy paint’s specular reflection.
Results of Plug and Play
We show the results of putting our material sphere into the "Garden" scene at the top, and another case that put the car into the scene "Stump" is shown below:
Citation
Acknowledgements
The website template was borrowed from Michaël Gharbi.