SDF Flashcards

Incorporate SDF related papers knowledge

1
Q

DeepSDF - what is the input and the output of the network

A

Input - latent vector related to a certain shape and a query 3D point in space
Output - the SDF value of the 3D point in space for that shape

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
2
Q

DeepSDF - why are they not using an encoder-decoder framework

A

They say that they’re not sure of the usefulness of the encoder and want to use computational resources better.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
3
Q

DeepSDF - what is a posterior. And what is being done with it in the paper?

A

The probability for an even to occur given an evidence for something.
They take the posterior and break it to the code probability (prior) multiplied with the multiplication of the SDF from each point.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
4
Q

DeepSDF - what is the prior distribution of the latent codes

A

Gaussian distribution of means = 0 and the same variance in each dimension (while each covariance is 0)

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
5
Q

DeepSDF - what is the paper expression of the SDF likelihood

A

exp(-loss(NN(latent_code, 3D point), SDF))

The exponent of minus loss.
The loss is between the NN to the SDF in a 3D point.
The input to the NN is the latent code and that 3D point.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
6
Q

What is TSDF

A

Truncated SDF

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
7
Q

DeepSDF - How to get the TSDF

A

Convert the mesh into voxels and then calculate the SDF?

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
8
Q

ASDF - what is ASDF

A

Articulated SDF

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
9
Q

ASDF - What is their contribution?

A

1 Separate the code area for shape and for articulation
2 No prior assumption on the geometry or joint type, location and range.
3 Test-time adaptation algo -> adjust the model in inference.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
10
Q

ASDF - What are their findings?

A

That their model can generalise well to out-of-distribution and unseen data (partial point cloud + depth images).

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
11
Q

Re-param pix int - What is re-parametrisation of the pixel integral?

A

In rendering optimisation we integrate the rays that go through a pixel. Reparametrisation is to reformulate the integral so it would be done more robustly.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
12
Q

Re-param pix int - Where is the problem they are trying to fix?

A

The neural SDF method for geometry rendering can’t use edge sampling for rendering optimisation.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
13
Q

Re-param pix int - What are their findings?

A

That the reparametrisation of the pixel integral gives correct neural SDF differentials.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
14
Q

Re-param pix int - What does “differentiable rendering” means?

A

It means to a differentiable rendering function of a 3D scene in respect to the rendering variables. They are: geometries, materials, light or camera.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
15
Q

Re-param pix int - Why is it good to differentiate the rendering? What are possible purposes?

A

In order to optimise the rendering process for 3D reconstruction, Inverse rendering or Neural Scene representation.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
16
Q

Re-param pix int - What is the old way to deal with edges in mesh-based rendering differentiation?

A

To do edge based sampling meaning to explicitly consider the silhouette in the sampling to build the differentials around the edge.

17
Q

Re-param pix int - Why SDFs do not have a simple parametric form amenable to sampling?

A

Because they are implicitly define the edge as the area in which SDF(x)=0.

18
Q

Re-param pix int - What is their contribution?

A

They develop a continuous warping function so neural SDFs rendering can be differentiable.

19
Q

Re-param pix int - How they developed a continuous warping function?

A

They use the distance to the surface and quadrature on sphere tracer points.

20
Q

Open3D - why should one divide the world to blocks and only then to voxels

A

Because blocks are a more coarse unit that helps optimise the rendering because of the sparse nature of objects in a scence. Voxels help to add more fine details.

21
Q

Open3D - why we do not maintain a voxel hash map?

A

we can preserve the data locality instead of scattering adjacent data uniformly into the memory.