Image-based 3D reconstruction has increasingly stunning results over the past few years with the latest improvements in computer vision and graphics. Geometry and topology are two fundamental concepts when dealing with 3D mesh structures. But the latest often remains a side issue in the 3D mesh-based reconstruction literature. Indeed, performing per-vertex elementary displacements over a 3D sphere mesh only impacts its geometry and leaves the topological structure unchanged and fixed. Whereas few attempts propose to update the geometry and the topology, all need to lean on costly 3D ground-truth to determine the faces/edges to prune. We present in this work a method that aims to refine the topology of any 3D mesh through a face-pruning strategy that extensively relies upon 2D alpha masks and camera pose information. Our solution leverages a differentiable renderer that renders each face as a 2D soft map. Its pixel intensity reflects the probability of being covered during the rendering process by such a face. Based on the 2D soft-masks available, our method is thus able to quickly highlight all the incorrectly rendered faces for a given viewpoint. Because our module is agnostic to the network that produces the 3D mesh, it can be easily plugged into any self-supervised image-based (either synthetic or natural) 3D reconstruction pipeline to get complex meshes with a non-spherical topology.
翻译:过去几年里,基于图像的 3D 重建在计算机视觉和图形的最新改进下取得了越来越惊人的成果。 几何和地貌学是处理 3D 网状结构的两个基本概念。 但是,最新的经常仍然是基于 3D 网状重建文献中的一个次要问题。 事实上, 在 3D 球体网块上进行每面顶部基本迁移只对其几何产生影响, 使地形结构保持不变和固定。 虽然在更新几何和地形结构方面很少尝试更新, 但都需要依靠昂贵的 3D 地貌和地形来决定面部/边缘。 在这项工作中, 我们提出一种方法, 目的是通过一个广泛依赖 2D 网形面具和相机的 3D 边形战略来改进任何3D 网形的地形。 我们的解决方案利用一个不同的外观, 使每个面面部都变成一个2D 软地图。 它的像素强度反映了在构建过程中被这样一张脸孔覆盖的可能性。 根据2D 软面, 我们的方法可以快速地显示所有不正确的面部图象学的图状面部。