DVDor Verbin

Dor Verbin

*This is an algorithmically generated author record based on publicly available information.

Current Organizations / Institutes

The organizations/institutes from the scholar's latest article


Dor Verbin has a total of 19 co-authors. Here are the top co-authors by number of shared publications:


Latest Publications

  • Open Access

    GR3EN: Generative Relighting for 3D Environments

    by Xiaoyan Xing, Philipp Henzler, Junhwa Hur, Runze Li, Jonathan T. Barron, Pratul P. Srinivasan, Dor Verbin


  • Open Access

    NeRF-Casting: Improved View-Dependent Appearance with Consistent Reflections

    by Dor Verbin, Pratul P. Srinivasan, Peter Hedman, Ben Mildenhall, Benjamin Attal, Richard Szeliski, Jonathan T. Barron


  • Flash Cache: Reducing Bias in Radiance Cache Based Inverse Rendering

    by Benjamin Attal, Dor Verbin, Ben Mildenhall, Peter Hedman, Jonathan T. Barron, Matthew O’tOole, Pratul P. Srinivasan


  • Open Access

    Flash Cache: Reducing Bias in Radiance Cache Based Inverse Rendering

    by Benjamin Attal, Dor Verbin, Ben Mildenhall, Peter Hedman, Jonathan T. Barron, Matthew O'Toole, Pratul P. Srinivasan

    State-of-the-art techniques for 3D reconstruction are largely based on volumetric scene representations, which require sampling multiple points to compute the color arriving along a ray. Using these representations for more general inverse rendering -- reconstructing geometry, materials, and lighting from observed images -- is challenging because recursively path-tracing such volumetric representations is expensive. Recent works alleviate this issue through the use of radiance caches: data structures that store the steady-state, infinite-bounce radiance arriving at any point from any direction. However, these solutions rely on approximations that introduce bias into the renderings and, more importantly, into the gradients used for optimization. We present a method that avoids these approximations while remaining computationally efficient. In particular, we leverage two techniques to reduce variance for unbiased estimators of the rendering equation: (1) an occlusion-aware importance sampler for incoming illumination and (2) a fast cache architecture that can be used as a control variate for the radiance from a high-quality, but more expensive, volumetric cache. We show that by removing these biases our approach improves the generality of radiance cache based inverse rendering, as well as increasing quality in the presence of challenging light transport effects such as specular reflections.

  • Open Access

    Binary Opacity Grids: Capturing Fine Geometric Detail for Mesh-Based View Synthesis

    by Christian Reiser, Stephan Garbin, Pratul Srinivasan, Dor Verbin, Richard Szeliski, Ben Mildenhall, Jonathan Barron, Peter Hedman, Andreas Geiger

    While surface-based view synthesis algorithms are appealing due to their low computational requirements, they often struggle to reproduce thin structures. In contrast, more expensive methods that model the scene's geometry as a volumetric density field (e.g. NeRF) excel at reconstructing fine geometric detail. However, density fields often represent geometry in a "fuzzy" manner, which hinders exact localization of the surface. In this work, we modify density fields to encourage them to converge towards surfaces, without compromising their ability to reconstruct thin structures. First, we employ a discrete opacity grid representation instead of a continuous density field, which allows opacity values to discontinuously transition from zero to one at the surface. Second, we anti-alias by casting multiple rays per pixel, which allows occlusion boundaries and subpixel structures to be modelled without using semi-transparent voxels. Third, we minimize the binary entropy of the opacity values, which facilitates the extraction of surface geometry by encouraging opacity values to binarize towards the end of training. Lastly, we develop a fusion-based meshing strategy followed by mesh simplification and appearance model fitting. The compact meshes produced by our model can be rendered in real-time on mobile devices and achieve significantly higher view synthesis quality compared to existing mesh-based approaches. Our interactive webdemo is available at https://binary-opacity-grid.github.io.


  • Top Cited Papers

    Ref-NeRF: Structured View-Dependent Appearance for Neural Radiance Fields

    by Dor Verbin, Peter Hedman, Ben Mildenhall, Todd Zickler, Jonathan T. Barron, Pratul P. Srinivasan

    Neural Radiance Fields (NeRF) is a popular view synthesis technique that represents a scene as a continuous volumetric function, parameterized by multilayer perceptrons that provide the volume density and view-dependent emitted radiance at each location. While NeRF-based techniques excel at representing fine geometric structures with smoothly varying view-dependent appearance, they often fail to accurately capture and reproduce the appearance of glossy surfaces. We address this limitation by introducing Ref-NeRF, which replaces NeRF's parameterization of view-dependent outgoing radiance with a representation of reflected radiance and structures this function using a collection of spatially-varying scene properties. We show that together with a regularizer on normal vectors, our model significantly improves the realism and accuracy of specular reflections. Furthermore, we show that our model's internal representation of outgoing radiance is interpretable and useful for scene editing.


  • Top Cited Papers
    Open Access

    MERF: Memory-Efficient Radiance Fields for Real-time View Synthesis in Unbounded Scenes

    by Christian Reiser, Rick Szeliski, Dor Verbin, Pratul Srinivasan, Ben Mildenhall, Andreas Geiger, Jon Barron, Peter Hedman

    Neural radiance fields enable state-of-the-art photorealistic view synthesis. However, existing radiance field representations are either too compute-intensive for real-time rendering or require too much memory to scale to large scenes. We present a Memory-Efficient Radiance Field (MERF) representation that achieves real-time rendering of large-scale scenes in a browser. MERF reduces the memory consumption of prior sparse volumetric radiance fields using a combination of a sparse feature grid and high-resolution 2D feature planes. To support large-scale unbounded scenes, we introduce a novel contraction function that maps scene coordinates into a bounded volume while still allowing for efficient ray-box intersection. We design a lossless procedure for baking the parameterization used during training into a model that achieves real-time rendering while still preserving the photorealistic view synthesis quality of a volumetric radiance field.


  • Top Cited Papers
    Open Access

    BakedSDF: Meshing Neural SDFs for Real-Time View Synthesis

    by Lior Yariv, Peter Hedman, Christian Reiser, Dor Verbin, Pratul P. Srinivasan, Richard Szeliski, Jonathan T. Barron, Ben Mildenhall

    We present a method for reconstructing high-quality meshes of large unbounded real-world scenes suitable for photorealistic novel view synthesis. We first optimize a hybrid neural volume-surface scene representation designed to have well-behaved level sets that correspond to surfaces in the scene. We then bake this representation into a high-quality triangle mesh, which we equip with a simple and fast view-dependent appearance model based on spherical Gaussians. Finally, we optimize this baked representation to best reproduce the captured viewpoints, resulting in a model that can leverage accelerated polygon rasterization pipelines for real-time view synthesis on commodity hardware. Our approach outperforms previous scene representations for real-time rendering in terms of accuracy, speed, and power consumption, and produces high quality meshes that enable applications such as appearance editing and physical simulation.


  • Open Access

    Unique Geometry and Texture From Corresponding Image Patches

    by Dor Verbin, Steven J. Gortler, Todd Zickler

    We present a sufficient condition for recovering unique texture and viewpoints from unknown orthographic projections of a flat texture process. We show that four observations are sufficient in general, and we characterize the ambiguous cases. The results are applicable to shape from texture and texture-based structure from motion.