Differentiable Signed Distance Function Rendering
rgl.epfl.ch
rgl.epfl.ch
But am I understanding correctly that it needs known lighting conditions? Presumably that's why they don't demo it on real images...
Does anyone know what the end goal of this kind of research is or why there is so much interest?
Its definitely cool but is the idea just to make photogrammetry cheaper/easier?
Or are there other use cases I'm missing
All current forms of triangulation/meshing from fractcals, sdf, point clouds, etc, are relatively terrible and constrained, to fit existing pipelines (hence why most AR is just lackluster model viewers)
Make it differentiable is a step towards cramming it into a small model and output other forms, or trace directly, or just compress before say, extracting to some Tree-renderable format on the gpu
NeRFs a are also direction-dependent so work with specular surfaces too.
[1]: https://nvlabs.github.io/instant-ngp/assets/mueller2022insta...
(I edited my post so maybe you replied to an earlier version)
Possibly relevant for this paper is also the fact that Nerfs are less than 2 years old, while SDFs in rendering are almost 30 years old, and maybe in practice more than that.
Can handle view dependence, can handle transparency, probably faster to train (this paper doesn't mention training speed while the Nvidia one makes a big point about performance), probably higher resolution (comparing final outputs)
There’s little reason to believe that optimizing an SDF and training a NeRF are any different in terms of optimization speed or resolution, those two processes are really more like different words used to describe the same thing. Training a neural network is an optimization. And NGPs aren’t just a neural network - it also has an explicit field representation.
At this point, neural fields aren’t well defined. The Berkeley NeRFs and Nvidia NGPs are two different things in terms of what the NN lears to infer - one is density the other is SDF. And Yes, these two NN papers are learning material properties in addition to the volumetric representation, while the paper here is learning purely an SDF. That’s simply asking a different question, it’s not a matter of better or worse. The advantages depend on your goals. If all you want is the geometry, then material properties aren’t an advantage, and could add unnecessary complication, right?
A trainable SDF representation could very well be slower to train than a trainable NeRF representation
> If all you want is the geometry, then material properties aren’t an advantage, and could add unnecessary complication, right?
Unless the SDF's inability to model view dependence would interfere with its ability to minimise its loss
Sure. It could very well be faster too (or the same-ish, if it turns out they’re more fundamentally the same than different). Carrying view dependent data around is more bandwidth, potentially significantly more, depending on how you model it. How you model it is under development, and a critical part of the question here.
This all depends on a whole bunch of details that are not settled and can have many implementations. There is significant overlap between the ideas in the Nvidia paper and the EPFL paper, and it’s worth being a bit more careful about defining exactly what it is we’re talking about. It’s easy to say one might be faster. It’s harder to identify the core concepts and talk about what properties are intrinsic to these ideas over a wide variety of implementations, and how they actually differ at their core.
Too true. For example if NeRF has any advantage to this application I will be pleasantly surprised [1] [Text rendering using multi channel signed distance fields]
- SDFs are much more amenable to direct manipulation by humans
- SDFs potentially can be decomposed into more human-understandable components
- SDFs may provide a better mechanism for constructing a learned latent space for objects (see eg DeepSDF)
- Some rendering engine targets may play more nicely with SDFS
So using machine learning and optimization techniques in general to solve inverse problems, so your input is something meaningful, is a way to unlock SDF rendering without requiring a reinvention of the whole tool universe.
If someone wants a modest-scope project, it would be applying these kinds of techniques to blurred rounded rectangle rendering[1]. There, I got the math pretty close, fiddling with it by hand, but I strongly suspect it would be possible to get even closer, using real optimization techniques.
[1] https://raphlinus.github.io/graphics/2020/04/21/blurred-roun...
I do think SDFs are a good path for a great potential breakthrough for AI directed 3d modelling tools like DALL-E -- we're pretty close.
A version of Dreams with either a) a more traditional desktop UI or b) a more intuitive VR-based UI would make me very happy.
I agree with the rest of what you are saying.
IF true THEN ‘big’ END IF