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3D Deep Learning with Python

You're reading from   3D Deep Learning with Python Design and develop your computer vision model with 3D data using PyTorch3D and more

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Product type Paperback
Published in Oct 2022
Publisher Packt
ISBN-13 9781803247823
Length 236 pages
Edition 1st Edition
Languages
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Authors (4):
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Xudong Ma Xudong Ma
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Xudong Ma
Vishakh Hegde Vishakh Hegde
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Vishakh Hegde
Lilit Yolyan Lilit Yolyan
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Lilit Yolyan
David Farrugia David Farrugia
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David Farrugia
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Toc

Table of Contents (16) Chapters Close

Preface 1. PART 1: 3D Data Processing Basics
2. Chapter 1: Introducing 3D Data Processing FREE CHAPTER 3. Chapter 2: Introducing 3D Computer Vision and Geometry 4. PART 2: 3D Deep Learning Using PyTorch3D
5. Chapter 3: Fitting Deformable Mesh Models to Raw Point Clouds 6. Chapter 4: Learning Object Pose Detection and Tracking by Differentiable Rendering 7. Chapter 5: Understanding Differentiable Volumetric Rendering 8. Chapter 6: Exploring Neural Radiance Fields (NeRF) 9. PART 3: State-of-the-art 3D Deep Learning Using PyTorch3D
10. Chapter 7: Exploring Controllable Neural Feature Fields 11. Chapter 8: Modeling the Human Body in 3D 12. Chapter 9: Performing End-to-End View Synthesis with SynSin 13. Chapter 10: Mesh R-CNN 14. Index 15. Other Books You May Enjoy

Understanding volume rendering with radiance fields

Volume rendering allows you to create a 2D projection of a 3D image or scene. In this section, we will learn about rendering a 3D scene from different viewpoints. For the purposes of this section, assume that the NeRF model is fully trained and that it accurately maps the input coordinates (x, y, z, d­­­x, dy, dz) to an output (r, g, b, σ). Here are the definitions of these input and output coordinates:

  • (x, y, z): A point in the 3D scene in the World Coordinates
  • (d­­­x, dy, dz): This is a unit vector that represents the direction along which we are viewing the point (x, y, z)
  • (r, g, b): This is the radiance value (or the emitted color) of the point (x, y, z)
  • σ: The volume density at the point (x, y, z)

In the previous chapter, you came to understand the concepts underlying volumetric rendering. You used the technique of ray sampling to get volume densities and colors...

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