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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Enhancing Scene Realism through Neural Radiance Fields and Monocular Depth Estimation</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Giorgio De Magistris</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Juan David Rodriguez</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Christian Napoli</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Department of Computer, Control and Management Engineering, Sapienza University of Rome</institution>
        </aff>
      </contrib-group>
      <fpage>70</fpage>
      <lpage>76</lpage>
      <abstract>
        <p>This paper addresses the challenge of diferentiable rendering, focusing on a novel implementation designed to integrate 3D objects seamlessly into reconstructed 3D environments, thereby creating entirely new perspectives of the scene. Our methodology leverages Neural Radiance Field (NeRF) models to reconstruct the 3D environments with high fidelity, alongside monocular depth estimation algorithms for deriving the 3D characteristics of objects from single images. The main goal of our approach lies in harmonizing the depth map output from the NeRF model with the depth data of the inserted object. This synergy enables the accurate and space-coherent placement of the object within the scene, ensuring a natural integration that enhances the overall realism of the virtual environment.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;Diferentiable rendering</kwd>
        <kwd>NeRF model</kwd>
        <kwd>3D reconstruction</kwd>
        <kwd>depth map</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>cel in spatial object organization and camera positioning
through the exploitation of visual and motion cues,
oferThis work bridges two pivotal areas of computer vision: ing a cost-efective yet accurate 3D modeling approach
view synthesis and 3D reconstruction, each targeting dis- by producing sparse point clouds from image
correspontinct goals yet sharing a fundamental connection. View dences.
synthesis, an image-based rendering technique, creates Despite these advantages, the advent of deep
learnnew scenes from various images and perspectives. Con- ing has pivoted the focus towards neural network-based
versely, 3D reconstruction aspires to model real-world solutions for 3D reconstruction, exemplified by the
appliscenes in three dimensions, crafting geometric represen- cation of convolutional neural networks (CNNs) in stereo
tations from visual data. reconstruction. These learning-based strategies integrate</p>
      <p>
        In our approach, we amalgamate elements from both global semantic insights for improved matching accuracy
view synthesis and 3D reconstruction to fabricate entirely [
        <xref ref-type="bibr" rid="ref13">1, 2, 3, 4, 5, 6, 7</xref>
        ].
new visual perspectives of environments, incorporating View synthesis techniques, ranging from depth-based
3D objects previously absent from these scenes. Achiev- rendering to texture mapping, utilize existing data like
ing this level of realism and visual coherence necessitates depth or disparity maps to forge new visual perspectives
the use of 3D reconstruction methods to ascertain spatial through pixel reconfiguration and amalgamation.
details such as the distance and depth of scene elements. This paper specifically delves into a cutting-edge
This integration allows for synthesized images that au- view synthesis method—Neural Radiance Fields
thentically mirror the spatial dynamics and geometry of (NeRFs)—building on prior advancements to train a
the newly added objects within their respective environ- neural network in mapping a 5D vector (comprising
ments. position and orientation) to the emitted radiance at that
      </p>
      <p>Recent years have underscored the significance of 3D location. This technique eschews convolutions for a
reconstruction from 2D imagery within computer vision, deep, fully-connected network learning a regression
propelled by its vast application potential and founda- from the 5D input to RGB color and volume density,
tional ties to 3D perception—endeavoring to endow sys- facilitating rendering via traditional volume rendering
tems with a nuanced understanding of scene composi- techniques.
tions. Amidst various methodologies aimed at enhancing A notable aspect of NeRFs is their ability to deduce
eficiency, structure-from-motion and multi-view stereo 3D geometric details, such as depth, from the model’s
techniques have gained prominence. These methods ex- learned representation, positioning NeRF at the core of
our proposed solution that adeptly leverages both view
ICYRIME 2023: 8th International Conference of Yearly Reports on synthesis and 3D reconstruction.</p>
      <p>Informatics, Mathematics, and Engineering. Naples, July 28-31, 2023 However, the NeRF model’s tendency to simply
memo$ demagistris@diag.uniroma1.it (G. D. Magistris); rize scene radiance poses challenges for scene editing or
rcondarpioglui@ezdgioamg.euzn@irdoimaga.1u.nitir(Com.Na1a.pito(lJi).D. Rodriguez); manipulation—core objectives of this paper. We propose
© 2023 Copyright for this paper by its authors. Use permitted under Creative Commons License a novel solution integrating monocular depth
estimaCPWrEooUrckReshdoinpgs IhStpN:/c1e6u1r3-w-0s.o7r3g ACttEribUutRion W4.0oInrtekrnsahtioonpal (PCCroBYce4.0e).dings (CEUR-WS.org)
tion to render a 3D object representation from a single the more advanced monocular depth estimation method
image, enabling precise object integration into the NeRF- introduced in [22] to facilitate the seamless embedding
derived 3D scene map. This synthesis not only enhances of 3D objects into NeRF-generated scenes.
the model’s editing capabilities but also marks a signifi- Combining View Synthesis and 3D Reconstruction:
cant advancement in combining view synthesis with 3D While several studies have independently explored view
reconstruction for dynamic scene generation. synthesis and 3D reconstruction, few have investigated
their integration for enhanced scene rendering and object
insertion. Our work is inspired by the pioneering eforts
2. Related work in both fields, aiming to create a cohesive framework that
leverages the strengths of each to produce photorealistic
and spatially coherent scene augmentations.</p>
      <p>In summary, our proposed method stands at the
intersection of multiple research domains, drawing from
and contributing to a rich body of knowledge on
diferentiable rendering, NeRFs, 3D reconstruction, and
monocular depth estimation. By synthesizing these technologies,
we aspire to advance the capabilities of computer vision
systems in understanding and manipulating complex 3D
environments.</p>
      <sec id="sec-1-1">
        <title>The convergence of view synthesis and 3D reconstruction</title>
        <p>in computer vision has been the subject of extensive
research, driven by their potential to revolutionize how
machines perceive and interact with their environments.</p>
        <p>This section reviews the foundational works and recent
advancements in these fields, setting the stage for our
proposed methodology.</p>
        <p>Diferentiable rendering has emerged as a critical
bridge between 3D models and their 2D projections,
allowing gradients of the image loss to be backpropagated
through the rendering process to the model parameters.
[8] and [9] have laid the groundwork in this domain, 3. Implementation
proposing frameworks that enable optimization over
mesh vertices and textures. However, the combinatorial The proposed approach was tested with two scenarios
nature of meshes makes it dificult to directly optimize with diferent levels of illumination, to study how this
the geometry from multi-view images. aspect afects the final representation of the environment.</p>
        <p>Neural Radiance Fields (NeRFs), introduced in [10], The pictures for the first scenario were taken manually
have significantly advanced view synthesis by learning a with a cellphone camera. In total, we collected 40 pictures
continuous volumetric scene function from a sparse set with size 652x367 following the protocol described in
of images. Subsequent research has expanded on NeRFs [23], where the maximum disparity between views was
to improve training eficiency [ 11], inference speed [12] no more than about 64 pixels. The images for the second
[13] and reducing constrains [14]. We extend the NeRF scenario instead are taken from [24], which provides 41
methodology to incorporate 3D objects into the scenes, images with size 504x378 pixels showcasing an ofice. A
leveraging its depth inference capabilities for realistic sample from both scenarios is illustrated in Figure 1.
scene reconstruction. While NeRF can be initialized with the poses extracted</p>
        <p>The field of 3D reconstruction has evolved from from COLMAP [15] we opted for a fully data-driven
geometry-based techniques to deep learning approaches. pipeline, removing the requirement of both poses and
Early works on structure-from-motion [15] and Multi- camera parameters as shown in [25]. The images of the
View Stereo [16] laid the foundation for understanding object to embed in the two scenarios are taken from [24],
scene geometry from image sequences. More recently, which provided multiples views of the object as well as
CNN-based methods have demonstrated superior per- segmentation masks. However the monocular depth
esformance in extracting 3D information from 2D images, timation model [26] inputs a single image and returns
with notable contributions from [17] and [18] in apply- the estimated depth map, hence the multi-view dataset
ing deep learning for spatial understanding. Our ap- is used only to choose among diferent poses of the
emproach synergizes with these advancements, utilizing bedding object. Figure 2 shows one of the views of the
deep learning for enhanced depth estimation and scene object.
reconstruction. Monocular depth estimation has seen
rapid progress, transitioning from traditional methods 3.1. Model Pipeline
reliant on hand-crafted features to learning-based
approaches that utilize neural networks for depth prediction The model pipeline for this task is divided into two main
from a single image. The authors of [19] initially explored components: NeRF model training for scenario
representhe potential of using supervised learning for this task, tation and image embedding for adding 3D objects into
while more recent eforts by [ 20] and [21] have intro- these scenarios. Initially, depth maps are generated to
duced self-supervised and semi-supervised techniques, describe the scenes in 3D, a crucial step for seamlessly
achieving remarkable accuracy. Our model integrates integrating new objects in a spatially coherent manner.</p>
      </sec>
      <sec id="sec-1-2">
        <title>Detailed explanations of each component in the pipeline follow, covering the specifics of both the NeRF training process and the methodology for embedding objects into the scenes.</title>
        <sec id="sec-1-2-1">
          <title>3.1.1. NeRF model and training</title>
          <p>pipeline is fully diferentiable, allowing for the
simultaneous optimization of NeRF and camera parameters.</p>
          <p>In order to obtain fast training and comply with
computational power limitations, it was decided to implement
a tinyNeRF model which simplifies the original NeRF
structure presented in [24], using just 4 layers within the
multi-layer perceptron (MLP) architecture (instead of 8),
also discarding the skip recurrent connection, due to the
shallowness of the structure. The input and output of
the model remained the same, a single continuous 5D
coordinate (the spatial location (x, y, z) and viewing
direction (theta, phi) as inputs, and the volume density and
view-dependent emitted radiance at that spatial location
as outputs.</p>
          <p>The hyper-parameters used in the training process are
presented in the table 1.</p>
        </sec>
      </sec>
      <sec id="sec-1-3">
        <title>The model basically optimizes a NeRF architecture net</title>
        <p>work, and the camera parameters (intrinsic and extrinsic)
of the images of a scenario, by minimizing photometric Parameter Value Comments
reconstruction errors [25]. # epochs 5000</p>
        <p>In general terms, a 3D sampling process is done for Optimizer Adam
each pixel, where camera rays are traced through the Learning rate 0.001 with scheduler
scene to collect a set of samples at (x, d) locations (posi- Loss MSE
tion and view direction). These tuples are then used at
each sample as input to the NeRF model to generate a Initially, the number of epochs was set to a few
huncontinuous function that outputs an RGB color and its dred, but the synthesized results indicated the need for a
corresponding density. larger number of epochs. This was necessary to achieve</p>
        <p>During the training process, a random selection of pix- not only improved output image quality, avoiding
blurels is rendered per input image. The purpose is to mini- riness, but also a more accurate and well-defined depth
mize the reconstruction loss by comparing the rendered map. Consequently, the final number of epochs used for
colors of these pixels with the corresponding ground- the training process reached approximately 5k.
truth colors. It is important to note that the complete</p>
        <sec id="sec-1-3-1">
          <title>3.1.2. Image embedding</title>
          <p>The embedding process started with the
characterization of the object to integrate into the scenario. For this
purpose, the image of the object (with no background)
was used as input to the monocular depth estimation
algorithm [22]. This technique estimated the distance
to the camera for each pixel in the RGB image, giving
as a result a depth map represented as a matrix. On the
other hand the NeRF model does not provide directly a
depth map, but a density field, i.e. a scalar density for
each point in space. This information however can be
used to approximate depth as follows: 1) First the surface
is extracted as a level set of the density function for a
ifxed threshold, i.e. the surface is represented implicitly
as  () =  where  is found empirically. 2) Then the
Depth Map is computed through Ray Casting. For the
given camera pose a ray r() = o + d is shot from each
pixel and sampled. The first value  such that r() ≥ 
is considered the depth value for the current pixel.</p>
          <p>Once we have the two images with the corresponding
depth maps we simply fuse the images according to the
depth values, such that each pixel in the final image
takes the value of the image with the smallest depth. To
adjust the scale of the embedding object relative to the
scene we can simply scale the width and height of the
corresponding image and depth map. Moreover we can
place the object at diferent distances simply scaling the
depth map.</p>
        </sec>
      </sec>
    </sec>
    <sec id="sec-2">
      <title>4. Results</title>
      <sec id="sec-2-1">
        <title>The results of the NeRF training are shown in Figure 3</title>
        <p>while the depth maps extracted with diferent values for
the threshold  are shown in Figure 4.
the depth map achieve a realistic outcome for each of the
novel view.</p>
        <p>Figure 5 shows the 3D depth map of the embedding
object, obtained from the monocular depth estimation
algorithm.
embedding object(see Figure 7 A). However, to mitigate
this phenomenon, a simple Nearest Neighbour filter was
applied to the final image (see Figure 7B).</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>5. Conclusions</title>
      <p>This study presents a novel approach to scene
manipulation using neural radiance fields, demonstrating
promising results in integrating objects into scenes with
realistic depth and color. Key to success is the precise depth
characterization by the NeRF model and the streamlined
optimization of camera parameters within the NeRF
architecture, eliminating the need for external processing
and enhancing novel view rendering. However, achieving
truly realistic embeddings demands careful adjustment
of object positioning and meticulous pre-processing to
Table 3 ing vehicle sharing through behavioral analysis: A
Parameters in novel views scenario A figure 9. solution to user clustering using
recency-frequencymonetary and vehicle relocation based on
neighParameter Value borhood splits, Information (Switzerland) 13 (2022).</p>
      <p>View 1 doi:10.3390/info13110511.</p>
      <p>Room img size 652x367 px [4] S. Pepe, S. Tedeschi, N. Brandizzi, S. Russo, L.
IocImage size 220x220 px chi, C. Napoli, Human attention assessment
usImage size 220x220 px ing a machine learning approach with gan-based
Object x shift 240 px data augmentation technique trained using a
cusObject y shift 120 px tom dataset, OBM Neurobiology 6 (2022). doi:10.
Object closer depth 100 21926/obm.neurobiol.2204139.</p>
      <p>View 2 [5] A. Alfarano, G. De Magistris, L. Mongelli, S. Russo,
ObRjoeocmtiimmggssiizzee 360502xx330607 ppxx Jf.oSrmtaercrzbeawssekdi,aCrc.hNitaepcotlui,reAfonrovveiol
lceonntvbmehixaevriotrradnes-Object x shift 10 px tection 14126 LNAI (2023) 3 – 16. doi:10.1007/
Object y shift 110 px 978-3-031-42508-0_1.</p>
      <p>Object closer depth 90 [6] G. De Magistris, M. Romano, J. Starczewski,
C. Napoli, A novel dwt-based encoder for human
pose estimation, volume 3360, 2022, pp. 33 – 40.
ensure seamless integration, highlighting the importance [7] M. Woźniak, D. Połap, M. Gabryel, R. K.
Nowof coherent spatial logic and image adjustments for au- icki, C. Napoli, E. Tramontana, Can we
prothentic synthesis. cess 2d images using artificial bee colony?,
volume 9119, 2015, pp. 660 – 671. doi:10.1007/
978-3-319-19324-3_59.</p>
      <p>Acknowledgments [8] M. M. Loper, M. J. Black, Opendr: An approximate
diferentiable renderer, in: Computer Vision–ECCV
This work has been developed at is.Lab() Intelligent Sys- 2014: 13th European Conference, Zurich,
Switzertems Laboratory at the Department of Computer, Control, land, September 6-12, 2014, Proceedings, Part VII
and Management Engineering, Sapienza University of 13, Springer, 2014, pp. 154–169.
Rome (https:// islab.diag.uniroma1.it). The work has also [9] S. Liu, T. Li, W. Chen, H. Li, Soft rasterizer: A
difbeen partially supported from Italian Ministerial grant ferentiable renderer for image-based 3d reasoning,
PRIN 2022 “ISIDE: Intelligent Systems for Infrastructural in: Proceedings of the IEEE/CVF international
conDiagnosis in smart-concretE”, n. 2022S88WAY - CUP ference on computer vision, 2019, pp. 7708–7717.
B53D2301318, and by the Age-It: Ageing Well in an age- [10] B. Mildenhall, P. P. Srinivasan, M. Tancik, J. T.
Baring society project, task 9.4.1 work package 4 spoke 9, ron, R. Ramamoorthi, R. Ng, Nerf: Representing
within topic 8 extended partnership 8, under the National scenes as neural radiance fields for view synthesis,
Recovery and Resilience Plan (PNRR), Mission 4 Com- Communications of the ACM 65 (2021) 99–106.
ponent 2 Investment 1.3—Call for tender No. 1557 of [11] T. Müller, A. Evans, C. Schied, A. Keller, Instant
neu11/10/2022 of Italian Ministry of University and Research ral graphics primitives with a multiresolution hash
funded by the European Union—NextGenerationEU, CUP encoding, ACM transactions on graphics (TOG) 41
B53C22004090006. (2022) 1–15.
[12] S. J. Garbin, M. Kowalski, M. Johnson, J. Shotton,
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