3D Gaussian Splatting (3DGS) has recently revolutionized radiance field reconstruction, achieving high quality novel view synthesis and fast rendering speed. However, 3DGS fails to accurately represent surfaces due to the multi-view inconsistent nature of 3D Gaussians. We present 2D Gaussian Splatting (2DGS), a novel approach to model and reconstruct geometrically accurate radiance fields from multi-view images. Our key idea is to collapse the 3D volume into a set of 2D oriented planar Gaussian disks. Unlike 3D Gaussians, 2D Gaussians provide view-consistent geometry while modeling surfaces intrinsically. To accurately recover thin surfaces and achieve stable optimization, we introduce a perspective-accurate 2D splatting process utilizing ray-splat intersection and rasterization. Additionally, we incorporate depth distortion and normal consistency terms to further enhance the quality of the reconstructions. We demonstrate that our differentiable renderer allows for noise-free and detailed geometry reconstruction while maintaining competitive appearance quality, fast training speed, and real-time rendering. Project page at https://surfsplatting.github.io.
论文检索
输入标题、作者或关键词,从 252 篇学术成果中精准定位
While Neural Radiance Fields (NeRFs) have demonstrated exceptional quality, their protracted training duration remains a limitation. Generalizable and MVS-based NeRFs, although capable of mitigating training time, often incur tradeoffs in quality. This paper presents a novel approach called BoostMVSNeRFs to enhance the rendering quality of MVS-based NeRFs in large-scale scenes. We first identify limitations in MVS-based NeRF methods, such as restricted viewport coverage and artifacts due to limited input views. Then, we address these limitations by proposing a new method that selects and combines multiple cost volumes during volume rendering. Our method does not require training and can adapt to any MVS-based NeRF methods in a feed-forward fashion to improve rendering quality. Furthermore, our approach is also end-to-end trainable, allowing fine-tuning on specific scenes. We demonstrate the effectiveness of our method through experiments on large-scale datasets, showing significant rendering quality improvements in large-scale scenes and unbounded outdoor scenarios. We release the source code of BoostMVSNeRFs at https://su-terry.github.io/BoostMVSNeRFs.
Recent work on using neural fields to represent surfaces has resulted in significant improvements in representational capability and computational efficiency. However, to our knowledge, most existing work has focused on implicit representations such as signed distance fields or volumes, and little work has explored their application to discrete surface geometry, i.e., 3D meshes, limiting the applicability of neural surface representations. We present Neural Geometry Fields, a neural representation for discrete surface geometry represented by triangle meshes. Our idea is to represent the target surface using a coarse set of quadrangular patches, and add surface details using coordinate neural networks by displacing the patches. We then extract a traditional triangular mesh from a neural geometry field instance by sampling the displacement. We show that our representation excels in mesh compression, where it significantly reduces the memory footprint of meshes without compromising on surface details.
Most of the existing diffusion models use Gaussian noise for training and sampling across all time steps, which may not optimally account for the frequency contents reconstructed by the denoising network. Despite the diverse applications of correlated noise in computer graphics, its potential for improving the training process has been underexplored. In this paper, we introduce a novel and general class of diffusion models taking correlated noise within and across images into account. More specifically, we propose a time-varying noise model to incorporate correlated noise into the training process, as well as a method for fast generation of correlated noise mask. Our model is built upon deterministic diffusion models and utilizes blue noise to help improve the generation quality compared to using Gaussian white (random) noise only. Further, our framework allows introducing correlation across images within a single mini-batch to improve gradient flow. We perform both qualitative and quantitative evaluations on a variety of datasets using our method, achieving improvements on different tasks over existing deterministic diffusion models in terms of FID metric. Code will be available at https://github.com/xchhuang/bndm.
We present a method for generating Streetscapes—long sequences of views through an on-the-fly synthesized city-scale scene. Our generation is conditioned by language input (e.g., city name, weather), as well as an underlying map/layout hosting the desired trajectory. Compared to recent models for video generation or 3D view synthesis, our method can scale to much longer-range camera trajectories, spanning several city blocks, while maintaining visual quality and consistency. To achieve this goal, we build on recent work on video diffusion, used within an autoregressive framework that can easily scale to long sequences. In particular, we introduce a new temporal imputation method that prevents our autoregressive approach from drifting from the distribution of realistic city imagery. We train our Streetscapes system on a compelling source of data—posed imagery from Google Street View, along with contextual map data—which allows users to generate city views conditioned on any desired city layout, with controllable camera pose.
Recent advances in text-to-image generation models have unlocked vast potential for visual creativity. However, the users that use these models struggle with the generation of consistent characters, a crucial aspect for numerous real-world applications such as story visualization, game development, asset design, advertising, and more. Current methods typically rely on multiple pre-existing images of the target character or involve labor-intensive manual processes. In this work, we propose a fully automated solution for consistent character generation, with the sole input being a text prompt. We introduce an iterative procedure that, at each stage, identifies a coherent set of images sharing a similar identity and extracts a more consistent identity from this set. Our quantitative analysis demonstrates that our method strikes a better balance between prompt alignment and identity consistency compared to the baseline methods, and these findings are reinforced by a user study. To conclude, we showcase several practical applications of our approach.
Subject-Diffusion: Open Domain Personalized Text-to-Image Generation without Test-time Fine-tuning
PDF ↗Recent progress in personalized image generation using diffusion models has been significant. However, development in the area of open-domain and test-time fine-tuning-free personalized image generation is proceeding rather slowly. In this paper, we propose Subject-Diffusion, a novel open-domain personalized image generation model that, in addition to not requiring test-time fine-tuning, also only requires a single reference image to support personalized generation of single- or two-subjects in any domain. Firstly, we construct an automatic data labeling tool and use the LAION-Aesthetics dataset to construct a large-scale dataset consisting of 76M images and their corresponding subject detection bounding boxes, segmentation masks, and text descriptions. Secondly, we design a new unified framework that combines text and image semantics by incorporating coarse location and fine-grained reference image control to maximize subject fidelity and generalization. Furthermore, we also adopt an attention control mechanism to support two-subject generation. Extensive qualitative and quantitative results demonstrate that our method have certain advantages over other frameworks in single, multiple, and human-customized image generation.
Recently, the emergence of diffusion models has opened up new opportunities for single-view reconstruction. However, all the existing methods represent the target object as a closed mesh devoid of any structural information, thus neglecting the part-based structure, which is crucial for many downstream applications, of the reconstructed shape. Moreover, the generated meshes usually suffer from large noises, unsmooth surfaces, and blurry textures, making it challenging to obtain satisfactory part segments using 3D segmentation techniques. In this paper, we present Part123, a novel framework for part-aware 3D reconstruction from a single-view image. We first use diffusion models to generate multiview-consistent images from a given image, and then leverage Segment Anything Model (SAM), which demonstrates powerful generalization ability on arbitrary objects, to generate multiview segmentation masks. To effectively incorporate 2D part-based information into 3D reconstruction and handle inconsistency, we introduce contrastive learning into a neural rendering framework to learn a part-aware feature space based on the multiview segmentation masks. A clustering-based algorithm is also developed to automatically derive 3D part segmentation results from the reconstructed models. Experiments show that our method can generate 3D models with high-quality segmented parts on various objects. Compared to existing unstructured reconstruction methods, the part-aware 3D models from our method benefit some important applications, including feature-preserving reconstruction, primitive fitting, and 3D shape editing.
We introduce an algorithm to reconstruct a mesh from discrete samples of a shape’s Signed Distance Function (SDF). A simple geometric reinterpretation of the SDF lets us formulate the problem through a point cloud, from which a surface can be extracted with existing techniques. We extract all possible information from the SDF data, outperforming commonly used algorithms and imposing no topological or geometric restrictions.
We propose a novel point-based representation, Gaussian surfels, to combine the advantages of the flexible optimization procedure in 3D Gaussian points and the surface alignment property of surfels. This is achieved by directly setting the z-scale of 3D Gaussian points to 0, effectively flattening the original 3D ellipsoid into a 2D ellipse. Such a design provides clear guidance to the optimizer. By treating the local z-axis as the normal direction, it greatly improves optimization stability and surface alignment. While the derivatives to the local z-axis computed from the covariance matrix are zero in this setting, we design a self-supervised normal-depth consistency loss to remedy this issue. Monocular normal priors and foreground masks are incorporated to enhance the quality of the reconstruction, mitigating issues related to highlights and background. We propose a volumetric cutting method to aggregate the information of Gaussian surfels so as to remove erroneous points in depth maps generated by alpha blending. Finally, we apply screened Poisson reconstruction method to the fused depth maps to extract the surface mesh. Experimental results show that our method demonstrates superior performance in surface reconstruction compared to state-of-the-art neural volume rendering and point-based rendering methods.
Multiview diffusion (MVD) has emerged as a prominent 3D generation technique, acclaimed for its generalizability, quality, and efficiency. MVD models finetune image diffusion models with 3D data to generate multiple views of a 3D object from an image or text prompt, followed by a multiview 3D reconstruction process. However, the sparsity of views and inconsistent details in the generated multiview images pose challenges for 3D reconstruction. We present MVD2, an efficient 3D reconstruction method tailored for MVD images. MVD2 integrates multiview image features into a 3D feature volume, then transforms this volume into a textureless 3D mesh, onto which the MVD images are mapped as textures. It employs a simple-yet-efficient view-dependent training scheme to mitigate discrepancies between MVD images and ground-truth views of 3D shapes, effectively improving 3D generation quality and robustness. MVD2 is trained with 3D collections and MVD images, and the trained MVD2 efficiently reconstructs 3D meshes from multiview images within one second and exhibits great model generalizability in dealing with images generated by various MVD methods. Our code and the pretrained model are available at: https://zhengxinyang.github.io/projects/MVD_square.html.
Digitizing woven fabrics would be valuable for many applications, from digital humans to interior design. Previous work introduces a lightweight woven fabric acquisition approach by capturing a single reflection image and estimating the fabric parameters with a differentiable geometric and shading model. The renderings of the estimated fabric parameters can closely match the photo; however, the captured reflection image is insufficient to fully characterize the fabric sample reflectance. For instance, fabrics with different thicknesses might have similar reflection images but lead to significantly different transmission. We propose to recover the woven fabric parameters from two captured images: reflection and transmission. At the core of our method is a differentiable bidirectional scattering distribution function (BSDF) model, handling reflection and transmission, including single and multiple scattering. We propose a two-layer model, where the single scattering uses an SGGX phase function as in previous work, and multiple scattering uses a new azimuthally-invariant microflake definition, which we term ASGGX. This new fabric BSDF model closely matches real woven fabrics in both reflection and transmission. We use a simple setup for capturing reflection and transmission photos with a cell phone camera and two point lights, and estimate the fabric parameters via a lightweight network, together with a differentiable optimization. We also model the out-of-focus effects explicitly with a simple solution to match the thin-lens camera better. As a result, the renderings of the estimated parameters can agree with the input images on both reflection and transmission for the first time. The code for this paper is at https://github.com/lxtyin/FabricBTDF-Recovery.
Physics-based differentiable rendering is a key ingredient for integrating forward rendering into probabilistic inference and machine learning pipelines. As a state-of-the-art formulation for differentiable rendering, differential path integrals have enabled the development of efficient Monte Carlo estimators for both interior and boundary integrals. Unfortunately, this formulation has been designed mostly for explicit geometries like polygonal meshes. In this paper, we generalize the theory of differential path integrals to support implicit geometries like level sets and signed-distance functions (SDFs). In addition, we introduce new Monte Carlo estimators for efficiently sampling discontinuity boundaries that are also implicitly specified. We demonstrate the effectiveness of our theory and algorithms using several differentiable-rendering and inverse-rendering examples.
The synthesis of 3D facial animations from speech has garnered considerable attention. Due to the scarcity of high-quality 4D facial data and well-annotated abundant multi-modality labels, previous methods often suffer from limited realism and a lack of flexible conditioning. We address this challenge through a trilogy. We first introduce Generalized Neural Parametric Facial Asset (GNPFA), an efficient variational auto-encoder mapping facial geometry and images to a highly generalized expression latent space, decoupling expressions and identities. Then, we utilize GNPFA to extract high-quality expressions and accurate head poses from a large array of videos. This presents the M2F-D dataset, a large, diverse, and scan-level co-speech 3D facial animation dataset with well-annotated emotion and style labels. Finally, we propose Media2Face, a diffusion model in GNPFA latent space for co-speech facial animation generation, accepting rich multi-modality guidances from audio, text, and image. Extensive experiments demonstrate that our model not only achieves high fidelity in facial animation synthesis but also broadens the scope of expressiveness and style adaptability in 3D facial animation.
Recent advances in generative models enable high-quality facial image stylization. Toonify is a popular StyleGAN-based framework that has been widely used for facial image stylization. Our goal is to create expressive 3D faces by turning Toonify into a 3D stylized face generator. Toonify is fine-tuned with a few gradient descent steps from StyleGAN trained for standard faces, and its features would carry semantic and visual information aligned with the features of the original StyleGAN model. Based on this observation, we design a versatile 3D-lifting method for StyleGAN, StyleNormal, that regresses a surface normal map of a StyleGAN-generated face using StyleGAN features. Due to the feature alignment between Toonify and StyleGAN, although StyleNormal is trained for regular faces, it can be applied for various stylized faces without additional fine-tuning. To learn local geometry of faces under various illuminations, we introduce a novel regularization term, the normal consistency loss, based on lighting manipulation in the GAN latent space. Finally, we present Toonify3D, a fully automated framework based on StyleNormal, that can generate full-head 3D stylized avatars and support GAN-based 3D facial expression editing.
We present HeadArtist for 3D head generation following human-language descriptions. With a landmark-guided ControlNet serving as a generative prior, we come up with an efficient pipeline that optimizes a parameterized 3D head model under the supervision of the prior distillation itself. We call such a process self score distillation (SSD). In detail, given a sampled camera pose, we first render an image and its corresponding landmarks from the head model, and add some particular level of noise onto the image. The noisy image, landmarks, and text condition are then fed into a frozen ControlNet twice for noise prediction. We conduct two predictions via the same ControlNet structure but with different classifier-free guidance (CFG) weights. The difference between these two predicted results directs how the rendered image can better match the text of interest. Experimental results show that our approach produces high-quality 3D head sculptures with rich geometry and photo-realistic appearance, which significantly outperforms state-of-the-art methods. We also show that our pipeline supports editing operations on the generated heads, including both geometry deformation and appearance change. Project page:https://kumapowerliu.github.io/HeadArtist.
We are witnessing rapid progress in automatically generating and manipulating 3D assets due to the availability of pretrained text-to-image diffusion models. However, time-consuming optimization procedures are required for synthesizing each sample, hindering their potential for democratizing 3D content creation. Conversely, 3D diffusion models now train on million-scale 3D datasets, yielding high-quality text-conditional 3D samples within seconds. In this work, we present Spice · E – a neural network that adds structural guidance to 3D diffusion models, extending their usage beyond text-conditional generation. At its core, our framework introduces a cross-entity attention mechanism that allows for multiple entities—in particular, paired input and guidance 3D shapes—to interact via their internal representations within the denoising network. We utilize this mechanism for learning task-specific structural priors in 3D diffusion models from auxiliary guidance shapes. We show that our approach supports a variety of applications, including 3D stylization, semantic shape editing and text-conditional abstraction-to-3D, which transforms primitive-based abstractions into highly-expressive shapes. Extensive experiments demonstrate that Spice · E achieves SOTA performance over these tasks while often being considerably faster than alternative methods. Importantly, this is accomplished without tailoring our approach for any specific task. We will release our code and trained models.
Real-world applications often require a large gallery of 3D assets that share a consistent theme. While remarkable advances have been made in general 3D content creation from text or image, synthesizing customized 3D assets following the shared theme of input 3D exemplars remains an open and challenging problem. In this work, we present ThemeStation, a novel approach for theme-aware 3D-to-3D generation. ThemeStation synthesizes customized 3D assets based on given few exemplars with two goals: 1) unity for generating 3D assets that thematically align with the given exemplars and 2) diversity for generating 3D assets with a high degree of variations. To this end, we design a two-stage framework that draws a concept image first, followed by a reference-informed 3D modeling stage. We propose a novel dual score distillation (DSD) loss to jointly leverage priors from both the input exemplars and the synthesized concept image. Extensive experiments and a user study confirm that ThemeStation surpasses prior works in producing diverse theme-aware 3D models with impressive quality. ThemeStation also enables various applications such as controllable 3D-to-3D generation.
Text-to-3D artistic font generation aims to assist users for innovative and customized 3D font design by exploring novel concepts and styles. Despite of the advances in the text-to-3D tasks for general objects or scenes, the additional challenge of 3D font generation is to preserve the geometric structures of strokes in an appropriate extent, which determines the generation quality in terms of the recognizability and the local effect control of the 3D fonts. This paper presents a novel approach for text-to-3D artistic font generation, named DreamFont3D, which utilizes multi-view font masks and layout conditions to constrain the 3D font structure and local font effects. Specifically, to enhance the recognizability of 3D fonts, we propose the multi-view mask constraint (MC) to optimize the differentiable 3D representation while preserving the font structure. We also present a progressive mask weighting (MW) module to ensure a trade-off between the text-guided stylization of font effects and the mask-guided preservation of font structure. For precise control over local font effects, we design the multi-view attention modulation (AM) that guides the visual concepts to appear in specific regions according to the provided layout conditions. Compared with existing text-to-3D methods, DreamFont3D shows its own superiority in the consistency between font effects and text prompts, the recognizability, and the localization of font effects. Code and data at https://moonlight03.github.io/DreamFont3D/.