VQ-NeRF: Neural Reflectance Decomposition and Editing with Vector Quantization
Hongliang Zhong, Jingbo Zhang, Jing Liao
TL;DR
VQ-NeRF addresses the challenge of discretizing materials in neural reflectance fields for 3D scenes. It introduces a two-branch architecture where a continuous branch estimates BRDF factors and a discrete branch quantizes these factors via vector quantization to yield a material segmentation map, enabling straightforward editing. A dropout-based ranking strategy automatically selects the number of materials, and two-branch joint training suppresses noise while enhancing segmentation quality. Evaluations on CG and real-world data show improved reconstruction, material decomposition, relighting, and interactive material editing compared to prior methods, marking the first effective discrete material editing in 3D scenes.
Abstract
We propose VQ-NeRF, a two-branch neural network model that incorporates Vector Quantization (VQ) to decompose and edit reflectance fields in 3D scenes. Conventional neural reflectance fields use only continuous representations to model 3D scenes, despite the fact that objects are typically composed of discrete materials in reality. This lack of discretization can result in noisy material decomposition and complicated material editing. To address these limitations, our model consists of a continuous branch and a discrete branch. The continuous branch follows the conventional pipeline to predict decomposed materials, while the discrete branch uses the VQ mechanism to quantize continuous materials into individual ones. By discretizing the materials, our model can reduce noise in the decomposition process and generate a segmentation map of discrete materials. Specific materials can be easily selected for further editing by clicking on the corresponding area of the segmentation outcomes. Additionally, we propose a dropout-based VQ codeword ranking strategy to predict the number of materials in a scene, which reduces redundancy in the material segmentation process. To improve usability, we also develop an interactive interface to further assist material editing. We evaluate our model on both computer-generated and real-world scenes, demonstrating its superior performance. To the best of our knowledge, our model is the first to enable discrete material editing in 3D scenes.
