Near-Camera Gradient Scaling for Radiance Field Reconstruction

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Solution Overview

Problem

Existing machine learning-based 3D reconstruction techniques, such as NeRF, suffer from artifacts like background collapse and floaters due to biased gradients from near-camera volume elements during training, which traditional approaches fail to effectively address.

Innovation Solution

Implement gradient scaling during backpropagation to compensate for over-sampled densities near the camera by applying a scaling factor based on the distance between the camera and sampled points, reducing the bias in gradients and minimizing artifacts like background collapse.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Manufacturing precision

If gradient scaling is applied to compensate for over-sampled densities near the camera, then background collapse and floaters are reduced or eliminated, but the device complexity increases due to additional gradient scaling computations

Engineering Contradiction:
Improverendering accuracyVSAvoidsystem complexity
Core Design Contradiction:
Manufacturing precisionVSDevice complexity

Solution Approach 1:

The patent modifies the gradient computation by introducing a scaling factor that adjusts gradient magnitudes based on distance from the camera. This parameter change compensates for the over-sampling bias near the camera without requiring a complete redesign of the training pipeline, thus improving rendering accuracy while adding minimal complexity.

Inventive Principle:
Principle #35Parameter changes

Solution Approach 2:

The gradient scaling is applied locally to different regions of the 3D space based on their distance from the camera. Points closer to the camera receive different scaling treatment than distant points, addressing the local over-sampling issue without affecting the entire scene uniformly, thereby improving precision with targeted modifications.

Inventive Principle:
Principle #3Local quality

2Ease of manufacture

If uniform sampling is used along rays from the camera, then the implementation is simple, but it causes over-sampling of density near the camera leading to background collapse

Engineering Contradiction:
Improveimplementation simplicityVSAvoidrendering accuracy
Core Design Contradiction:
Ease of manufactureVSManufacturing precision

Solution Approach 1:

Instead of changing the sampling strategy itself, the patent modifies the gradient computation parameter by introducing a distance-based scaling factor. This maintains the simplicity of uniform sampling while correcting its adverse effects through parameter adjustment during backpropagation.

Inventive Principle:
Principle #35Parameter changes

3Manufacturing precision

If more gradient computations are performed to reduce artifacts, then rendering accuracy improves, but processing time increases

Engineering Contradiction:
Improverendering accuracyVSAvoidprocessing time
Core Design Contradiction:
Manufacturing precisionVSLoss of time

Solution Approach 1:

The gradient scaling approach modifies existing gradient computations rather than adding entirely new computation pipelines. By adjusting gradient magnitudes through a simple scaling factor, the method reduces artifacts with minimal additional processing overhead, unlike approaches that would require multiple sampling passes or complex modifications.

Inventive Principle:
Principle #35Parameter changes

Data Source

PatentUS20250285357A1Radiance field gradient scaling for unbiased near-camera training
Publication Date: 2025.09.11 ADOBE INC
  • US20250285357A1 patent drawing
  • US20250285357A1 patent drawing
  • US20250285357A1 patent drawing

AI summary

Methods and systems disclosed herein relate generally to radiance field gradient scaling for unbiased near-camera training. In a method, a computing system receives information about a 3D environment. The computing system receives a camera location and a camera direction. The computing system determines, using a machine learning model, a multiple densities and colors of the 3D environment from a perspective of the camera location at a number of respective points sampled along a first projected ray from the camera location in the direction of the camera direction. The computing system aggregates the multiple densities and colors of the 3D environment to generate an output pixel comprising an integrated color that represents the 3D environment.