ReFiNe: Recursive Field Networks for Cross-Modal Multi-Scene Representation (2024)

Sergey ZakharovToyota Research InstituteLos AltosUSAsergey.zakharov@tri.global, Katherine LiuToyota Research InstituteLos AltosUSAkatherine.liu@tri.global, Adrien GaidonToyota Research InstituteLos AltosUSAadrien.gaidon.ctr@tri.global and Rareș AmbrușToyota Research InstituteLos AltosUSArares.ambrus@tri.global

(2024)

Abstract.

The common trade-offs of state-of-the-art methods for multi-shape representation (a single model ”packing” multiple objects) involve trading modeling accuracy against memory and storage. We show how to encode multiple shapes represented as continuous neural fields with a higher degree of precision than previously possible and with low memory usage. Key to our approach is a recursive hierarchical formulation that exploits object self-similarity, leading to a highly compressed and efficient shape latent space. Thanks to the recursive formulation, our method supports spatial and global-to-local latent feature fusion without needing to initialize and maintain auxiliary data structures, while still allowing for continuous field queries to enable applications such as raytracing.In experiments on a set of diverse datasets, we provide compelling qualitative results and demonstrate state-of-the-art multi-scene reconstruction and compression results with a single network per dataset.Project page:https://zakharos.github.io/projects/refine/

compression, neural fields, level of detail, recursion, self-similarity

journalyear: 2024copyright: acmlicensedconference: Special Interest Group on Computer Graphics and Interactive Techniques Conference Conference Papers ’24; July 27-August 1, 2024; Denver, CO, USAbooktitle: Special Interest Group on Computer Graphics and Interactive Techniques Conference Conference Papers ’24 (SIGGRAPH Conference Papers ’24), July 27-August 1, 2024, Denver, CO, USAdoi: 10.1145/3641519.3657526isbn: 979-8-4007-0525-0/24/07submissionid: 1267ccs: Computing methodologies Machine learningccs: Computing methodologies Computer graphicsccs: Computing methodologies Computer vision representations
ReFiNe: Recursive Field Networks for Cross-Modal Multi-Scene Representation (1)

1. Introduction

Neural fields that encode scene properties at arbitrary resolutions using neural networks have reached unprecedented levels of detail. Typically using fully-connected multi-layer perceptrons (MLPs) to predict continuous field values, they have been used to represent geometry and appearance with applications in computer vision (Tancik et al., 2022), robotics (Rashid et al., 2023), and computer graphics (Mitra et al., 2019). However, most high-fidelity methods are limited to single scenes (Müller et al., 2022; Takikawa et al., 2021, 2022a) and overfit to the target geometry or appearance (Müller et al., 2022), while methods that capture multiple shapes typically sacrifice high-frequency details (Jang and Agapito, 2021; Park et al., 2019; Mescheder et al., 2019), limiting utility for applications such as streaming and representation learning. We would like to enable the compression of multiple complex shapes into single vectors with a single neural network and while maintaining the ability reconstruct high frequency geometric and textural information.

Global conditioning methods (sit, 2019; Jang and Agapito, 2021; Park et al., 2019) (i.e. one latent vector per shape) are capable of learning latent spaces over large numbers of shapes but require ground truth 3D supervision and suffer when representing high frequency details. Conversely, locally-conditioned methods partition the implicit function by leveraging hybrid discrete-continuous neural scene representations, effectively blurring the line between classical data structures and neural representations and allowing for more precise reconstructions by handling scenes as collections of localized primitives. These methods typically encode single scenes and leverage a secondary data structure (Takikawa et al., 2021; Zakharov et al., 2022; Müller et al., 2022), trading off additional memory for a less complex neural function mapping feature vectors to the target signal. Recently, (Zakharov et al., 2022) proposed to take advantage of both global and local conditioning via a recursive octree formulation, but the approach only captures geometry and outputs oriented point clouds that do not allow for continuous querying of the underlying implicit function, precluding the application of techniques such as ray-tracing.

In this work, we propose to encode many scenes represented as fields in a single network, where each scene is denoted by a single latent vector in a high dimensional space. We show how entire datasets of colored shapes can be encoded into a single neural network without sacrificing high frequency details (color or geometry) and without incurring a high memory cost. Key to our approach is a recursive formulation that allows us to effectively combine local and global conditioning. Our main motivation for a recursive structure comes from the observation that natural objects are self-similar (Shechtman and Irani, 2007), that is they are similar to a part of themselves at different scales. This property is famously used in the Fractal compression methods (Jacquin, 1990). Our method effectively extends prior work to the continuous setting, which allows us to recover geometry and color information with a higher degree of fidelity than previously possible. Our novel formulation allows us to learn from direct 3D supervision (SDF plus optionally RGB), as well as from continuous valued fields (NeRFs). We also investigate the properties of the resulting latent space and our results suggest the emergence of structure based on shape and appearance similarity. We address the limitations of related methods for representing multiple 3D shapes through ReFiNe: Recursive Field Networks and our contributions are:

  • A novel implicit representation parameterized by a recursive function that efficiently combines global and local conditioning, allowing continuous spatial interpolation and multi-scale feature aggregation.

  • Thanks to its recursive formulation, ReFiNe scales to multiple 3D assets represented as fields without having to maintain auxiliary data structures, leading to a compact and efficient network structure. We demonstrate a single network representing more than 1000 objects with high quality and reducing the memory needed by 99.8%.

  • ReFiNe is cross-modal, i.e., it supports various output 3D geometry and color representations (e.g., SDF, SDF+Color, and NeRF) and its output can be rendered either with sphere raytracing (SDF), iso-surface projection (SDF) or volumetric rendering (NeRF).

2. Related Work

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2.1. Neural Fields for Representing Shapes

Neural fields have emerged as powerful learners thanks to their ability to encode any continuous function up to an arbitrary level of resolution. For a survey of recent progress please refer to (Xie et al., 2021). Shapes are typically represented as Signed Distance Functions (Park et al., 2019; Sitzmann et al., 2020a, b) or by occupancy probabilities (Mescheder et al., 2019; Peng et al., 2020; Chen and Zhang, 2019), with the encoded mesh extracted through methods such as sphere tracing (Liu et al., 2020b). Hybrid discrete-continuous data structures have enabled encoding single objects to a very high degree of accuracy (Takikawa et al., 2021, 2022a; Müller et al., 2022; Wang et al., 2022; Kim et al., 2024; Yi et al., 2023) and extensions have been proposed to model articulated (Deng et al., 2020; Mu et al., 2021) and deformable (Deng et al., 2021; Palafox et al., 2021) objects. Alternatively, training on multiple shapes leads to disentangled latent spaces (Park et al., 2019; Chen and Zhang, 2019; Tang et al., 2021) which can be used for differentiable shape optimization (Zakharov et al., 2021; Irshad et al., 2022) shape generation (Chen and Zhang, 2019; Yang et al., 2019; Cai et al., 2020; Zeng et al., 2022), interpolation (Williams et al., 2022) and completion (Zhou et al., 2021). A number of methods have been proposed which continuously model and update scene geometry within the context of Simultaneous Localization and Mapping (SLAM) (Sucar et al., 2021; Ortiz et al., 2022).Some methods also leverage recursion to improve the reconstruction accuracy of neural fields (Yang et al., 2022; Zakharov et al., 2022). The recently proposed method ROAD (Zakharov et al., 2022) is most similar to ours as it also uses a recursive Octree structure and can represent the surface of multiple objects with a single network. However, it does not encode color and it outputs a discrete fixed-resolution reconstruction, making it unsuitable for applications that require volumetric rendering or ray-tracing. In contrast, ReFiNe outputs continuous feature fields that can be used to represent various continuous representations, such as (but not limited to) colored SDFs and NeRFs.

2.2. Differentiable Rendering Advances

(Kato et al., 2020; Tewari et al., 2021) through techniques such as volume rendering (Lombardi et al., 2019) or ray marching (Niemeyer et al., 2020) have led to methods that learn to represent geometry, appearance and as well as other scene properties from image inputs and without needing direct 3D supervision. Leveraging ray marching, (sit, 2019) regresses RGB colors at surface intersection allowing it to learn from multi-view images, while (Niemeyer et al., 2020) couples an implicit shape representation with differentiable rendering. Building on (Lombardi et al., 2019), Neural Radiance Fields (NeRFs) (Mildenhall et al., 2020) regress density and color values along directed rays (5D coordinates) instead of of regressing SDF or RGB values at 3D coordinates. This simple and yet very convincingly effective representation boosted interest in implicit volumetric rendering and resulted in a multitude of works tackling problems from training and rendering time performance (Rebain et al., 2021; Lindell et al., 2021; Tancik et al., 2021; Liu et al., 2020a), to covering dynamic scenes (Park et al., 2021; Pumarola et al., 2021; Xian et al., 2021), scene relighting (Martin-Brualla et al., 2021; Bi et al., 2020; Srinivasan et al., 2021), and composition (Ost et al., 2021; Yuan et al., 2021; Niemeyer and Geiger, 2021). To achieve competitive results, NeRF-style methods require a large number of input views, with poor performance in the low data regime (Zhang et al., 2020) which can be improved by leveraging external depth supervision (Neff et al., 2021; Wei et al., 2021; Deng et al., 2022). Image supervision has also been used to learn 3D object-centric models without any additional information (Stelzner et al., 2021; Yu et al., 2022; Sajjadi et al., 2022a), through a combination of Slot Attention (Locatello et al., 2020) and volumetric rendering. Alternatively, a number of methods train generalizable priors over multiple scenes (sit, 2019; Yu et al., 2021; Jang and Agapito, 2021; Sajjadi et al., 2022b; Guizilini et al., 2022). In (Jang and Agapito, 2021) the authors learn a prior over objects that are represented as radiance fields via MLPs and parameterized by appearance and shape codes.As we show through experiments, the design of our recursive neural 3D representation leads to a latent space that promotes reusability of color and geometric primitives across shapes, enabling higher accuracy recostructions than previously possible.

3. Methodology

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We would like to learn to represent a set of objects 𝒪={O1,,OK}. In particular, we are interested in representing objects as fields, where each object is a mapping from a 3D coordinate in space to a value of dimension F, i.e., Ok:3F. Examples of common fields are Signed Distance Fields (where F=1 and the value of the field indicates the distance to the nearest surface) and radiance fields (where F=4, representing RGB and density values). For each object, we assume supervision in the form of Nk coordinate and field value tuples of {𝒙j,fj}j=0Nk, where 𝒙3 and fF is the field value.

3.1. ReFiNe

Our method represents each shape Ok with a D-dimensional latent vector 𝒛0 that is recursively expanded into an octree with a maximum Level-of-Detail (LoD) M. Each level of the octree corresponds to a feature volume. We then perform both spatial and hierarchical feature aggregations before decoding into field values. Crucially, the expansion of each latent vector into an Octree-based neural field is achieved via the same simple MLP for each LoD and decoders are shared across all objects in 𝒪. Once optimized, ReFiNe represents all K objects in a set of K latent vectors, a recursive autodecoder for octree expansion, an occupancy prediction network, and field-specific decoders (i.e., for RGB, SDF, etc). Figure 1 illustrates how after training, our method can extract neural fields given different optimized LoD 0 latents, where we have dropped the superscipt for readability. Figure 2 shows a more detailed overview of a reconstruction given a single input latent.

3.1.1. Recursive Subdivision & Pruning

Given a latent vector 𝒛mD from LoD m, our recursive autodecoder subdivision network ϕ:D8D traverses an octree by latent subdivision:

(1)ϕ(𝒛m){𝒛im+1}i=07

Thus, a latent is divided into 8 cells, each with an associated child latent that is positioned at the cell’s center. Cell locations are defined by the Morton space-filling curve (Morton, 1966).

Each child latent is then further decoded to occupancy values o using occupancy network ω:D1. Rather than continuing to expand the tree for all child latents, ReFiNe selects a subset based on the predicted occupancy value:

(2)𝒵m+1={𝒛m+1ϕ(𝒛m)ω(𝒛m+1)>0.5},

where 𝒵m+1 is the set of children latents from a particular parent latent 𝒛m having predicted occupancies above a threshold of 0.5, from which the next set of children will be recursed. This process can be seen in the left inset of Fig. 2.To supervise occupancy predictions, we further assume access to the structure of the ground-truth octree during training, i.e., annotations of which voxels at each LoD are occupied. If a voxel is predicted to be more likely unoccupied during reconstruction, we prune it from the octree structure.

To build the set of latents at a particular LoD, the latent expansion process described by Equations 1 and 2 for a single latent is applied to all unpruned children latents from the previous LoD. In this way, ReFiNe recursively expands a latent octree from a single root latent 𝒛0 to a set of latents at the desired LoD.

3.1.2. Multiscale Feature Fusion

Once an octree is constructed, it can be decoded to various outputs depending on the desired field parametrization. As mentioned, we use ω and decode each recursively extracted latent vector to occupancy. However, to model more complex signals with high-frequency details (e.g. SDF or RGB) we found that directly decoding latents positioned at voxel centers results in coarse approximations at low octree LoDs and is directly tied to the voxel size, presenting challenges in scaling to high resolutions and/or complex scenes.Instead, we approximate latents at sampled locations by performing trilinear interpolation given spatially surrounding latents at the same LoD. We repeat this at every LoD except the first and then fuse resulting intermediate latents as shown in Fig. 2 into a new latent 𝒛¯D¯, where the dimension D¯ of the fused latent varies based on whether a concatenation or summation scheme is used. In the summation scheme, the latent size remains unchanged, i.e., D¯=D, whereas in the concatenation scheme, it is equal to the original latent size D multiplied by the maximum LoD M.

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3.1.3. Geometry Extraction and Rendering

Similar to (Zakharov et al., 2022), once the feature octree has been extracted for a given object we can decode the voxel centers into field values. However, our resulting representation can also be used to differentiably render images via volumetric rendering. We first estimate AABB intersections with voxels at the highest LoD. Given enter and exit points for each voxel, we then sample points within the voxel volume, enabling rendering via methods such as sphere ray tracing and volumetric compositing.

3.2. Field Specific Details

To demonstrate the utility and flexibility of ReFiNe, we focus in this work on two popular choices of object fields: Signed Distance Fields (SDF) (Park et al., 2019) for representing surfaces and Neural Radiance Fields (NeRF) (Mildenhall et al., 2020) for volumetric rendering and view synthesis. ReFiNe regresses field specific signals via neural mappings that map regressed latents, and optionally viewing direction to the desired output (e.g. SDF, SDF and RGB or density and RGB). We denote the neural mapping responsible for geometry as ψ and the neural mapping responsible for appearance as ξ and discuss specific instantiations below.

3.2.1. SDF

Each fused latent 𝒛¯ regressed via spatial interpolation over the octree and fused over multiple LoDs is given to network ψ:D¯1 to estimate an SDF value s corresponding to a distance to the closest surface, with positive and negative values representing exterior and interior areas respectively. When dealing with colored objects, we introduce network ξ:D¯3 to estimate a 3D vector c=(r,g,b) that represents RGB colors.

To quickly extract points on the surface of the object, we can simply decode s for the coordinate of each occupied voxel at the highest LoD and calculate the normal of the point by taking the derivative w.r.t to the spatial coordinates. If more points are desired, we can additionally sample within occupied voxels to obtain more surface points. Given further computation time, we may also render the encoded scene via sphere ray tracing, i.e. at each step querying a SDF value within voxels that defines a sphere radius for the next step. We repeat the process until we reach the surface. The latents at the surface points are then used to estimate color values. Figures 3 and 4 show qualitative examples of iso-surface projection and sphere ray tracing, respectively.

3.2.2. NeRF

When representing neural radiance fields each fused multiscale feature is given to networks ξ:D¯+33 and ψ:D¯1 to estimate a 4D vector (c,σ), where c=(r,g,b) are RGB colors and σ are densities per point. When trained on NeRF, our color network additionally takes a 3-channel view direction vector d and the corresponding annotation 𝒟 is augmented accordingly.

To render an image, each pixel value in the desired image frame is generated by compositing K color predictions along the viewing ray via:

(3)c^ij=k=1Kwkc^k,

where weights wk and accumulated densities Tk, provided intervals δk=tk+1tk, are defined as follows:

(4)wk=Tk(1exp(σkδk))
(5)Tk=exp(k=1Kσkδk)

and {tk}k=0K1 are sampled adaptive depth values. Example visualizations of NeRF-based volumetric rendering can be seen in Fig. 5.

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3.3. Architecture and Training

The functions ϕ, ω, ψ, and ξ are parameterized with single SIREN-based (Sitzmann et al., 2020b) MLPs using periodic activation functions allowing to high-frequency details to be resolved. We refer to these components together as the ReFiNe network.

Our supervision objective consists of three terms: a binary cross entropy occupancy loss o, geometry loss g and color loss c minimizing the l2 distance between respective predictions and ground truth values in each object’s field annotation 𝒟.

The final loss is formulated as:

(6)=woo+wgg+wcc,

where wo=2,wg=10,wc=1 for SDF, and wo=2,wg=1,wc=1 for NeRF. The color loss value is dropped entirely when training on purely geometric SDFs. During training, we optimize the parameters of the recursive autodecoder ϕ, occupancy prediction network ω, decoding networks ξ,ψ as well as the set of K LoD 0 latent variables 𝒛iK0, where each latent represents a single object in 𝒪.

All our networks are trained on a single NVIDIA A100 GPU until convergence. The convergence time varies based on the number and complexity of objects to be encoded, as well as the network’s configuration. It ranges from 10 hours for smaller datasets (Thingi32 and SRN Cars) to 40 hours for larger datasets (GSO and RTMV).

4. Experiments

To demonstrate the utility of our method, we perform experiments across a variety of datasets (Thingi32, ShapeNet150, SRN Cars, GSO, and RTMV) and field representations (SDF, SDF+RGB, and NeRF). We highlight that our method encodes entire datasets within a single neural network, and thus we aim to compare with baselines that focus on the same task and require the same kind of supervision, as opposed to methods that overfit to single shapes or scenes.

4.1. Network Details

For experiments on Thingi32 and ShapeNet150 ReFiNe’s recursive autodecoder network ϕ consists of a single 1024-dimensional layer, and all decoding networks ω, ψ and ξ use two-layers of 256 fully connected units each. For the SRN Cars experiment we use a smaller capacity network featuring 128 two-layer decoding networks.For GSO and RTMV, we increase the capacity of the ReFiNe network, such that ϕ consists of a single 4096-dimensional layer, and all decoding networks use two-layers of 512 fully connected units each.We use the Adam solver (Kingma and Ba, 2014) with a learning rate of 2×105 to optimize the weights of our networks and a learning rate of 1×104 for latent vectors. In general, when reporting network sizes we do not include the storage cost of latent vectors.

Throughout the experiments, we employ either concatenation (Tables 1 and 3) or summation latent fusion (Table 2). The summation fusion scheme preserves the network size across different possible LoDs by keeping input sizes constant for decoder networks. On the other hand, the concatenation scheme comes at a higher storage cost as the corresponding decoding networks must have larger input layers, but it results in improved reconstruction quality. For an ablation comparing the fusion schemes, please refer to the supplemental material.

4.2. Training Data Generation

For object datasets represented as meshes, we normalize meshes to a unit sphere and additionally scale by a factor of 0.9. We first generate an octree of a desired LoD covering the mesh. We then perform dilation to secure a sufficient feature margin for trilinear interpolation. Finally, we sample points around the surface and compute respective SDF values.For colored shapes, we also sample points on the surface and store respective RGB values.

MethodThingi32ShapeNet150
CDNCgIoUsMBCDNCgIoUsMB
DeepSDF0.0880.94196.40.147.40.2500.93390.20.127.4
Curriculum DeepSDF0.1020.94196.30.147.40.2140.90393.30.127.4
ROAD / LoD60.1380.95996.40.033.20.1750.92886.30.013.8
ROAD / LoD70.0450.96998.40.033.20.0670.93694.20.013.8
ROAD / LoD80.0220.97198.70.043.20.0410.93594.90.023.8
ROAD / LoD90.0170.97098.70.083.20.0360.93194.90.063.8
ReFiNe / LoD40.0230.98098.80.073.10.0410.94596.60.043.7
ReFiNe / LoD50.0220.98199.10.073.10.0360.94496.50.053.8
ReFiNe / LoD60.0190.98199.40.073.20.0270.95497.40.053.8

To efficiently train ReFiNe on NeRFs, we first overfit single-scene NeRFs (Müller et al., 2022) on separate scenes.Each neural field can be constructed from a collection of RGB images {Ii}i=0N1, where camera intrinsic parameters Ki3×3 as well as extrinsics 4×4 are assumed to be known.If ground truth depth maps are provided (RTMV), then the octree structure for each scene is computed and subsequently used to supervise our recursive autodecoder ϕ. If depth maps are not available (SRN Cars), we instead use adaptive pruning as implemented in (Müller et al., 2022). Then, we also densely sample points augmented with viewpoints inside the octree to store groundtruth density and color values for later supervision of geometry network ψ and color network ξ.

4.3. Reconstruction Benchmarks

4.3.1. Thingi32 / ShapeNet150 (SDF)

In the first benchmark we evaluate our method’s ability to represent and reconstruct object surfaces in the form of a SDF. We follow the experimental setup of (Takikawa et al., 2021; Zakharov et al., 2022) and train two networks: one on a subset of 32 objects from Thingi10K (Zhou and Jacobson, 2016) denoted Thingi32, and another on a subset of 150 objects from ShapeNet (Chang et al., 2015) denoted ShapeNet150. We use a latent dimension of 64 for Thingi32 and a latent dimension of 80 for ShapeNet150. We compute the commonly used Chamfer (CD), gIoU, and normal consistency (NC) metrics to evaluate surface reconstruction and we also record a memory footprint and inference time for each baseline. To extract a pointcloud from ReFiNe, we utilize the zero isosurface projection discussed in Section 3. Following ROAD’s (Zakharov et al., 2022) setup, gIoU is computed by recovering the object mesh using Poisson surface reconstruction (Kazhdan et al., 2006). We compare to DeepSDF (Park et al., 2019), Curriculum DeepSDF (Duan et al., 2020), using both methods’ open-sourced implementations for data generation and training with some minor hyper-parameter tuning to improve performance. Further details can be found in the supplemental material.

ReFiNe: Recursive Field Networks for Cross-Modal Multi-Scene Representation (6)

MethodView SynthesisRuntimeSize
PSNRSSIMLPIPSsMB
SRN28.020.950.060.03198
CodeNeRF27.870.950.080.172.8
ReFiNe / LoD428.190.950.080.032.6
ReFiNe / LoD529.800.960.060.042.6
ReFiNe / LoD630.190.960.060.042.6

Our results are summarized in Table 1 and we note that our method outperforms other SDF-based baselines with respect to Chamfer and gIoU, while having the smallest storage requirements. Figure 3 qualitatively shows that DeepSDF (Park et al., 2019) and Curriculum DeepSDF (Duan et al., 2020) have difficulties reconstructing high frequency details. ROAD (Zakharov et al., 2022), on the other hand, can recover high frequency details but is discrete and outputs oriented point clouds with a fixed number of points at each level of detail. While ReFiNe has an analogous recursive backbone, it also performs multi-scale spatial feature interpolation, and instead models the object as a continuous field. ReFiNe outperforms ROAD on the ShapeNet150 dataset and performs on par on Thingi32 while only needing to traverse the octree to LoD6 as opposed to the expensive traversal to LoD9 for ROAD.Additionally, we compare the average surface extraction times for all baselines. Notably, both us and ROAD are significantly faster than DeepSDF and Curriculum DeepSDF. While ROAD demonstrates faster runtimes per the same LoD, it can’t sample values continuously limiting it to the extracted discrete cell centers. ReFiNe shows competitive extraction times with ROAD and already at LoD6 it outperforms ROAD’s LoD9 thanks to the ability to sample values continuously.

MethodView SynthesisRuntimeSize
PSNRSSIMLPIPSsMB
ReFiNe / Lat 3224.180.830.231.198.4
ReFiNe / Lat 6425.290.850.211.5713.7
ReFiNe / Lat 12825.960.860.202.3424.3
ReFiNe / Lat 25626.720.870.193.8945.6

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4.3.2. SRN Cars (NeRF)

In the next benchmark, we evaluate ReFiNe on another popular representation - Neural Radiance Fields (NeRFs). We use a feature dimension of 64 and compare our method against CodeNeRF (Jang and Agapito, 2021) and SRN (sit, 2019) on a subset of the SRN dataset consisting of 32 cars. We use 45 images for training and 5 non-overlapping images for testing on the task of novel view synthesis. As seen in Table 2, our representation outperforms both SRN and CodeNeRF baselines. Fig. 6 shows that ReFiNe does better when it comes to reconstructing high-frequency details.To compare inference time for NeRF-based baselines, we compute the average rendering time over the test images of the SRN benchmark. Our method demonstrates runtimes similar to those of SRN, with both significantly faster than CodeNeRF.

4.4. Scaling to Larger Datasets

Next, we demonstrate our model’s ability to scale to larger multi-modal datasets. For the experiments in this section, we use a latent size of 256.

4.4.1. GSO (SDF+RGB)

In the first experiment, we train ReFiNe to output a colored SDF field on the large Google Scanned Objects (GSO) dataset (Downs et al., 2022) containing 1030 diverse colored household objects targeting robotics applications. Despite the high complexity both in terms of geometry as well as color, our method achieves 0.044 Chamfer and 25.36 3D PSNR using a single network of size 45.6 MB together with a list of 256 dimensional latent vectors of 1.05 MB. Our method achieves a compression rate above 99.8% compared to storing the original meshes (1.5 GB) and corresponding textures (24.2 GB). Qualitative results are shown in Fig. 4 and demonstrate the reconstruction quality of our approach.

4.4.2. RTMV (NeRF)

In this experiment we want to demonstrate that our method is not limited to reconstructing objects and is able to cover diverse scenes of a much higher complexity. We evaluate ReFiNe on the RTMV view synthesis benchmark (Tremblay et al., 2022) which consists of 40 scenes from 4 different environments (10 scenes each). Each scene comprises 150 unique views, with 100 views used for training, 5 views for validation, and 45 for testing.

As results in Fig. 5 show, ReFiNe is able to faithfully reconstruct the encoded scenes while storing all of them within a single network with low storage requirements and without specifically optimizing for compression. We attribute this to the recursive nature of our method splitting scene space into primitives at each recursive step. As we show in Table 3, our most lightweight network is only 8.36 MB, resulting in an average storage requirement of 210 KB per scene while still achieving an acceptable reconstruction quality of 24.2 PSNR. Similar to the SRN benchmark, we also compute the average rendering time over the test images, observing a gradual increase in runtime with larger latent sizes. Additionally we perform an ablation testing the effect of changing the latent size on the final reconstruction. We report results in Table 3 and Fig. 7 and note that performance gradually degrades when lowering the latent size, while at the same time decreasing storage requirements.

5. Limitations and Future Work

Our representation is currently limited to bounded scenes. This limitation can potentially be resolved by introducing an inverted sphere scene model for backgrounds from (Zhang et al., 2020). We would also like to leverage diffusion-based generative models to explore the task of 3D synthesis conditioned on various modalities such as text, images, and depth maps.

Acknowledgements.

We would like to thank Prof. Greg Shakhnarovich for his valuable feedback and help with reviewing the draft for this paper.

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Supplementary Material

Appendix A Training Details

A.1. ReFiNe Training Data

ReFiNe’s training data consists of a ground truth octree structure covering the mesh at a desired LoD and densely sampled coordinates together with respective GT values (SDF, RGB, density). We sample 106 points within 2 bands - a smaller one (LoD-1) and a larger one (LoD+1) to ensure sufficient coverage for recovering high frequency details and store respective supervision values (e.g. SDF, RGB, density).

Following (Fuji Tsang et al., 2022), our octree is represented as a tensor of bytes, where each bit stands for the binary occupancy sorted in Morton order. The Morton order defines a space-filling curve, which provides a bijective mapping to 3D coordinates from 1D coordinates. As a result, this frees us from storing indirection pointers and allows efficient tree access. We additionally dilate our octree using a simple 3×3×3 dilation kernel to secure a sufficient feature margin for trilinear interpolation.

All our networks are trained on a single NVIDIA A100 GPU.

A.2. Baseline Method Details

DeepSDF

We use the open-source implementation of DeepSDF (Park et al., 2019). To generate training data, we preprocess models from Thingi32 and ShapeNet150 via the provided code and parameters, which aims to generate approximately 500k training points. We improve results on the overfitting scenario by setting the dropout rate to zero and removing the latent regularization. We use a learning rate of 0.001 for the decoder network parameters and 0.002 for latents as well as a decay factor of 0.75 every 500 steps, training the methods until convergence (about 20k epochs). For the experiments on Thingi32 we use a batch size of 32 objects and for ShapeNet150 we use a batch size of 64 objects. All other parameters we leave as provided by the example implementations (i.e., we used a code length of 256 and keep the neural network architecture unchanged).

Curriculum DeepSDF

We also use the open-source implementation of Curriculum-DeepSDF (Duan et al., 2020). We duplicate the parameter changes made to DeepSDF for consistency, and use the same training data input. We do not modify the curriculum proposed in (Duan et al., 2020) other than lengthening the last stage of training. We observe that the proposed curriculum provided quantitative reconstruction gains for ShapeNet150 and not Thingi32, suggesting that a different curriculum may improve results for the latter dataset. However, searching for the optimal curriculum is expensive and we choose to report results based on the baseline curriculum given in the open-source implementation.

SRN & CodeNeRF

We use the open-source implementations with default configurations for SRN (sit, 2019) and CodeNeRF (Jang and Agapito, 2021) and train both methods on our subset of the SRN dataset as described in Section 4.3 of the main paper. Both baselines use a default latent code size of 256, whereas CodeNeRF uses 2 latent codes of 256 to represent an object - one for geometry, another for appearance. In Table 2 and Fig. 6 of the main paper we demonstrate that our method outperforms both baselines, while using a more lightweight architecture and a latent code size of 64.

FusionReconstructionRuntimeSize
CD3D PSNRsMB
Sum0.04633.610.113.2
Concatenate0.04634.890.123.8

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Appendix B Evaluation Details

To calculate the Chamfer distance for DeepSDF and Curriculum DeepSDF we first extract surface points following the protocol of (Irshad et al., 2022). In particular, we define a coarse voxel grid of LoD 2 and estimate SDF values for eachof the points using a pretrained SDF network. The voxels whose SDF values are larger than their size are pruned and the remaining voxels are propagated to the next level via subdivision. When the desired LoD is reached, we use zero isosurface projection to extract surface points using predicted SDF values and estimated surface normals. Finally, we use the Chamfer distance implementation from (Takikawa et al., 2022b) to compare our prediction against a ground truth point cloud of 217 points sampled from the original mesh. When reconstructing SDF + Color, we additionally use PSNR to evaluate RGB values regressed from the same 217 points.To compute gIoU, we first reconstruct a mesh using Poisson surface reconstruction from (Kazhdan et al., 2006) and then compare against 217 ground truth values randomly computed using the original mesh.

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Appendix C Additional Results

Multiscale Feature Interpolation

In Table 4 we perform an ablation studying how the multi-scale feature fusion scheme affects the final reconstruction quality. For this experiment, we use the latent size of 64, our recursive autodecoder network ϕ consists of a single 1024-dimensional layer, and all decoding networks ω, ψ and ξ use two-layers of 256 fully connected units each. We use HomebrewedDB (Kaskman et al., 2019) - a 6D pose estimation dataset from BOP benchmark (Hodan et al., 2018) comprising 33 colored meshes (17 toy, 8 household and 8 industry-relevant) of various complexity in terms of both geometry and color. Two methods of feature fusion to combine interpolated features from multiple LoDs are considered: Sum, where the latents are simply added together, and Concatenate, where the interpolated latents from each LoD are concatenated together. Both modalities are trained to encode the full dataset consisting of 33 objects. As was shown in Table 2 of the main paper, the Sum fusion scheme preserves the network size across different possible LoDs, because it doesn’t change the input size for the respective decoder networks and we have a single recursive network ϕ by design. On the other hand, the Concatenate scheme comes at a higher storage cost as the corresponding decoding networks must have larger input layers, but results in an improved 3D PSNR value as shown in Table 4. As can be seen in Fig. 9, while both schemes manage to faithfully represent object geometry the Concatenate scheme does better when it comes to preserving high-frequency color details.

Latent Space Interpolation and Clustering

We present a qualitative analysis of our latent space conducted on the ShapeNet150 and SRN Cars datasets. As our method outputs a continuous feature field, it can be used for interpolation in the latent space between objects of similar geometry. Figure 10 shows an example of such interpolation between two objects of different classes.In addition, we plot latent spaces of Thingi32, ShapeNet150, and Google Scanned Objects represented by respective networks using the principal component analysis (see Fig. 8). Projected latent spaces suggest that the structure of ReFiNe’s latent space clusters similar objects defined either by geometry (Thingi32, ShapeNet150) or geometry and color (Google Scanned Objects), pointing to potential classification utility.

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Single-Scene Baselines

Our main paper features baselines that are carefully selected to adhere to our key paradigm of representing the entire dataset with a single network, where each object or scene is represented by a single compact latent vector. However, it is also useful to evaluate how our results fare against single-scene methods that use a single network per object or scene. In this section, we compare our results with single-scene methods on SDF and NeRF benchmarks. All storage sizes include both network and latent vector sizes.Table 5 shows the results on the ShapeNet150 and Thingi32 SDF benchmark. We compare our method against two baselines: mip-Neural Implicits (Davies et al., 2020), and NGLOD (Takikawa et al., 2021). Our method outperforms single-scene baselines on ShapeNet150 both in terms of reconstruction quality and storage and demonstrates a comparable performance on Thingi32.Similarly, Table 6 shows the results on the RTMV benchmark. We compare our method against two baselines: mip-NeRF (Barron et al., 2021), and SVLF (Tremblay et al., 2022). As results show, ReFiNe is able to approach the performance of single-scene methods while storing all 40 scenes within a single network providing substantially lower storage requirements without specifically optimizing for compression. We attribute this to the recursive nature of our method splitting scene space into primitives at each recursive step.

MethodTypeShapeNet150Thingi32
CDgIoUMBCDgIoUMB
Neural ImplicitsPer-Scene0.50082.24.40.09296.00.9
NGLOD0.06291.7185.40.02799.439.6
ReFiNe/LoD6Per-Dataset0.01999.43.90.02797.43.2

MethodTypeView synthesisStorage
PSNRSSIMLPIPSMB
mip-NeRFPer-Scene30.530.910.067.4 * 40
SVLF28.830.910.06947 * 40
ReFiNe/LoD6Per-Dataset26.720.870.1945.6

SIREN vs ReLU

Our recursive subdivision network ϕ and all decoding networks ω, ψ and ξ are parametrized with SIREN-based MLPs using periodic activation functions. In this ablation, we evaluate how replacing SIREN-based MLPs with standard vanilla ReLU-based MLPs affects the reconstruction metrics for scenes using different field representations. To accomplish this, we select a single object from each modality (T-Rex from Thingi32 for SDF, Dog from HB for SDF+RGB, car from SRNCars for NeRF) and overfit a single MLP to each of the modalities. All baselines use a latent size of 64, a single 1024-dimensional layer for recursive subdivision network ϕ, and 256-dimensional two-layer decoding networks ω, ψ, and ξ.Our results shown in Table 7 demonstrate that a naive ReLU-based MLP implementation performs worse overall and especially suffers when it comes to reconstructing high frequency details and colors.

Network Size vs Reconstruction Quality

Similar to our latent size experiments in Table 3 of the main paper, in this ablation we study how changing the hidden dimension of our recursive subdivision network ϕ affects reconstruction quality. We train four baselines with different sizes for the hidden dimension of the recursive subdivision network, ϕ: 128, 256, 512, and 1024. The remaining parameters are consistent across all four networks: a latent size of 64, and each of the decoding networks ω, ψ, and ξ utilizes two layers of 256 fully connected units. All the baselines are trained on the HB dataset (SDF+RGB). As shown in Fig. 11, we observe a graceful degradation of quality with decreasing network capacity.

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Qualitative Results

In Figs. 12 and 13, we present additional qualitative results comparing ReFiNe against baselines: DeepSDF, Curriculum DeepSDF, and ROAD. We also demonstrate reconstructions of the HomebrewedDB in Fig. 14 and additional RTMV qualitative results in Fig. 15.

ActivationT-Rex (SDF)Dog (SDF+RGB)Car (NeRF)
CDCD3D PSNRPSNRSSIM
ReLU0.0260.02134.0828.1700.951
SIREN0.0250.02042.1629.1300.962

Appendix D Applications

In recent years neural fields have found its use in various domains including robotics and graphics. In recent years, neural fields have found utility in various domains, including robotics and graphics. In robotics, neural fields are actively employed to represent 3D geometry and appearance, with applications in object pose estimation and refinement (Zakharov et al., 2020; Irshad et al., 2022), grasping (Breyer et al., 2021; Ichnowski et al., 2022), and trajectory planning (Adamkiewicz et al., 2022). In graphics, they have been successfully utilized for object reconstruction from sparse and noisy data (Williams et al., 2022) and for representing high-quality 3D assets (Takikawa et al., 2022a).

ReFiNe employs a recursive hierarchical formulation that leverages object self-similarity, resulting in a highly compressed and efficient shape latent space. We demonstrate that our method achieves impressive results in SDF-based reconstruction (Table 1 of the main paper) and NeRF-based novel-view synthesis (Tables 2 and 3 of the main paper), and features well-clustered latent spaces allowing for smooth interpolation (Figs. 8 and 10). We believe that these properties will accelerate the applicability of neural fields in real-world tasks, particularly those involving compression.

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