We introduce GEM3D 1 – a new deep, topology-aware generative model of 3D shapes. The key ingredient of our method is a neural skeleton-based representation encoding information on both shape topology and geometry. Through a denoising diffusion probabilistic model, our method first generates skeleton-based representations following the Medial Axis Transform (MAT), then generates surfaces through a skeleton-driven neural implicit formulation. The neural implicit takes into account the topological and geometric information stored in the generated skeleton representations to yield surfaces that are more topologically and geometrically accurate compared to previous neural field formulations. We discuss applications of our method in shape synthesis and point cloud reconstruction tasks, and evaluate our method both qualitatively and quantitatively. We demonstrate significantly more faithful surface reconstruction and diverse shape generation results compared to the state-of-the-art, also involving challenging scenarios of reconstructing and synthesizing structurally complex, high-genus shape surfaces from Thingi10K and ShapeNet.
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Current endoscopy simulators oversimplify navigation and interaction within tubular anatomical structures to maintain interactive frame rates, neglecting the intricate dynamics of permanent contact between the organ and the medical tool. Traditional algorithms fail to represent the complexities of long, slender, deformable tools like endoscopes and hollow organs, such as the human colon, and their interaction. In this paper, we address longstanding challenges hindering the realism of surgery simulators, explicitly focusing on these structures. One of the main components we introduce is a new model for the overall shape of the organ, which is challenging to retain due to the complex surroundings inside the abdomen. Our approach uses eXtended Position-Based Dynamics (XPBD) with a Cosserat rod constraint combined with a mesh of tetrahedrons to retain the colon’s shape. We also introduce a novel contact detection algorithm for tubular structures, allowing for real-time performance. This comprehensive representation captures global deformations and local features, significantly enhancing simulation fidelity compared to previous works. Results showcase that navigating the endoscope through our simulated colon seemingly mirrors real-world operations. Additionally, we use real-patient data to generate the colon model, resulting in a highly realistic virtual colonoscopy simulation. Integrating efficient simulation techniques with practical medical applications arguably advances surgery simulation realism.
Volume-preserving hyperelastic materials are widely used to model near-incompressible materials such as rubber and soft tissues. However, the numerical simulation of volume-preserving hyperelastic materials is notoriously challenging within this regime due to the non-convexity of the energy function. In this work, we identify the pitfalls of the popular eigenvalue clamping strategy for projecting Hessian matrices to positive semi-definiteness during Newton’s method. We introduce a novel eigenvalue filtering strategy for projected Newton’s method to stabilize the optimization of Neo-Hookean energy and other volume-preserving variants under high Poisson’s ratio (near 0.5) and large initial volume change. Our method only requires a single line of code change in the existing projected Newton framework, while achieving significant improvement in both stability and convergence speed. We demonstrate the effectiveness and efficiency of our eigenvalue projection scheme on a variety of challenging examples and over different deformations on a large dataset.
Surface-based cloth appearance models have been rapidly advancing, shifting from detail-less BRDFs to modern per-point shading models with accurate spatially-varying reflection, transmission, and so on. However, the increased complexity has brought about realism-performance trade-offs: from closeup, rendered cloth can be highly inaccurate due to the missing, unaffordable parallax effects; from far away, significant amount of noise will show up since every point can be shaded differently inside a pixel’s footprint. In this paper, we aim at eliminating the trade-off with a realistic multi-scale surface-based cloth appearance model. We propose a comprehensive micro-scale model focusing on correct parallax effects, and a practical meso-scale integration scheme, emphasizing efficiency while losslessly preserving accurate highlights and self-shadowing. We further improve its performance using our novel Clustered Control Variates (CCV) and Summed-Area Table (SAT) integration scheme, and its practicality using an efficient Clustered Principal Component Analysis (C-PCA) compression method. As a result, our multi-scale model achieves a 30 × acceleration compared to the state-of-the-art, is able to represent a variety of realistic cloth appearance, and can be potentially applied in real-time applications.
In recent years, animation movies are shifting from realistic representations to more stylized depictions that support unique design languages. To favor that, recent works implemented a Neural Style Transfer (NST) pipeline that supports the stylization of 3D assets by 2D images. In this paper we propose a novel mesh stylization technique that improves previous NST works in several ways. First, we replace the standard Gram-Matrix style loss by a Neural Neighbor formulation that enables sharper and artifact-free results. To support large mesh deformations, we reparametrize the optimized mesh positions through an implicit formulation based on the Laplace-Beltrami operator that better captures silhouette gradients that are common in inverse differentiable rendering setups. This reparametrization is coupled with a coarse-to-fine stylization setup, which enables deformations that can change large structures of the mesh. We provide artistic control through a novel method that enables directional and temporal control over synthesized styles by a guiding vector field. Lastly, we improve the previous time-coherency schemes and develop an efficient regularization that controls volume changes during the stylization process. These improvements enable high quality mesh stylizations that can create unique looks for both simulations and 3D assets.
We consider the problem of novel-view synthesis (NVS) for dynamic scenes. Recent neural approaches have accomplished exceptional NVS results for static 3D scenes, but extensions to 4D time-varying scenes remain non-trivial. Prior efforts often encode dynamics by learning a canonical space plus implicit or explicit deformation fields, which struggle in challenging scenarios like sudden movements or generating high-fidelity renderings. In this paper, we introduce 4D Gaussian Splatting (4DRotorGS), a novel method that represents dynamic scenes with anisotropic 4D XYZT Gaussians, inspired by the success of 3D Gaussian Splatting in static scenes [Kerbl et al. 2023]. We model dynamics at each timestamp by temporally slicing the 4D Gaussians, which naturally compose dynamic 3D Gaussians and can be seamlessly projected into images. As an explicit spatial-temporal representation, 4DRotorGS demonstrates powerful capabilities for modeling complicated dynamics and fine details—especially for scenes with abrupt motions. We further implement our temporal slicing and splatting techniques in a highly optimized CUDA acceleration framework, achieving real-time inference rendering speeds of up to 277 FPS on an RTX 3090 GPU and 583 FPS on an RTX 4090 GPU. Rigorous evaluations on scenes with diverse motions showcase the superior efficiency and effectiveness of 4DRotorGS, which consistently outperforms existing methods both quantitatively and qualitatively.
We introduce a novel method for dynamic free-view synthesis of an ambient scenes from a monocular capture bringing a immersive quality to the viewing experience. Our method builds upon the recent advancements in 3D Gaussian Splatting (3DGS) that can faithfully reconstruct complex static scenes. Previous attempts to extend 3DGS to represent dynamics have been confined to bounded scenes or require multi-camera captures, and often fail to generalize to unseen motions, limiting their practical application. Our approach overcomes these constraints by leveraging the periodicity of ambient motions to learn the motion trajectory model, coupled with careful regularization. We also propose important practical strategies to improve the visual quality of the baseline 3DGS static reconstructions and to improve memory efficiency critical for GPU-memory intensive learning. We demonstrate high-quality photorealistic novel view synthesis of several ambient natural scenes with intricate textures and fine structural elements. We show that our method significantly outperforms prior methods both qualitatively and quantitatively. Project page: https://ambientgaussian.github.io/
Designing a 3D representation of a dynamic scene for fast optimization and rendering is a challenging task. While recent explicit representations enable fast learning and rendering of dynamic radiance fields, they require a dense set of input viewpoints. In this work, we focus on learning a fast representation for dynamic radiance fields with sparse input viewpoints. However, the optimization with sparse input is under-constrained and necessitates the use of motion priors to constrain the learning. Existing fast dynamic scene models do not explicitly model the motion, making them difficult to be constrained with motion priors. We design an explicit motion model as a factorized 4D representation that is fast and can exploit the spatio-temporal correlation of the motion field. We then introduce reliable flow priors including a combination of sparse flow priors across cameras and dense flow priors within cameras to regularize our motion model. Our model is fast, compact and achieves very good performance on popular multi-view dynamic scene datasets with sparse input viewpoints. The source code for our model can be found on our project page: https://nagabhushansn95.github.io/publications/2024/RF-DeRF.html.
GaussianPrediction: Dynamic 3D Gaussian Prediction for Motion Extrapolation and Free View Synthesis
PDF ↗Forecasting future scenarios in dynamic environments is essential for intelligent decision-making and navigation, a challenge yet to be fully realized in computer vision and robotics. Traditional approaches like video prediction and novel-view synthesis either lack the ability to forecast from arbitrary viewpoints or to predict temporal dynamics. In this paper, we introduce GaussianPrediction, a novel framework that empowers 3D Gaussian representations with dynamic scene modeling and future scenario synthesis in dynamic environments. GaussianPrediction can forecast future states from any viewpoint, using video observations of dynamic scenes. To this end, we first propose a 3D Gaussian canonical space with deformation modeling to capture the appearance and geometry of dynamic scenes, and integrate the lifecycle property into Gaussians for irreversible deformations. To make the prediction feasible and efficient, a concentric motion distillation approach is developed by distilling the scene motion with key points. Finally, a Graph Convolutional Network is employed to predict the motions of key points, enabling the rendering of photorealistic images of future scenarios. Our framework shows outstanding performance on both synthetic and real-world datasets, demonstrating its efficacy in predicting and rendering future environments. Code is available on the project webpage: https://zju3dv.github.io/gaussian-prediction.
Dynamic scene rendering at any novel view continues to be a difficult but important task, especially for high-fidelity rendering quality with efficient rendering speed. The recent 3D Gaussian Splatting, i.e., 3DGS, shows great success for static scene rendering with impressive quality at a very efficient speed. However, the extension of 3DGS from static scene to dynamic 4DGS is still challenging, even for scenes with modest amounts of foreground object movement (such as a human moving an object). This paper proposes a novel spatial-temporally 4D Gaussian Splatting, i.e., ST-4DGS, which aims at the spatial-temporally persistent dynamic rendering quality and maintains real-time rendering efficiency. The key ideas of ST-4DGS are two novel mechanisms: (1) a novel spatial-temporal 4D Gaussian Splatting with a motion-aware shape regularization, and (2) a spatial-temporal joint density control mechanism. The proposed mechanisms efficiently prevent the compactness degeneration of the 4D Gaussian representation during dynamic scene learning, thus leading to spatial-temporally consistent dynamic rendering quality. With extensive evaluation on public datasets, our ST-4DGS can achieve much better dynamic rendering quality than previous approaches, such as 4DGS, HexPlane, K-Plane, 4K4D, etc, and in a more efficient rendering speed for persistent dynamic rendering. To our best knowledge, ST-4DGS is a new state-of-the-art 4D Gaussian Splatting for high-fidelity dynamic rendering, especially ensuring the spatial-temporally consistent rendering quality in scenes with modest movement. The code is available at https://github.com/wanglids/ST-4DGS.
We present an unsupervised 3D shape co-segmentation method which learns a set of deformable part templates from a shape collection. To accommodate structural variations in the collection, our network composes each shape by a selected subset of template parts which are affine-transformed. To maximize the expressive power of the part templates, we introduce a per-part deformation network to enable the modeling of diverse parts with substantial geometry variations, while imposing constraints on the deformation capacity to ensure fidelity to the originally represented parts. We also propose a training scheme to effectively overcome local minima. Architecturally, our network is a branched autoencoder, with a CNN encoder taking a voxel shape as input and producing per-part transformation matrices, latent codes, and part existence scores, and the decoder outputting point occupancies to define the reconstruction loss. Our network, coined DAE-Net for Deforming Auto-Encoder, can achieve unsupervised 3D shape co-segmentation that yields fine-grained, compact, and meaningful parts that are consistent across diverse shapes. We conduct extensive experiments on the ShapeNet Part dataset, DFAUST, and an animal subset of Objaverse to show superior performance over prior methods. Code and data are available at https://github.com/czq142857/DAE-Net.
Learning-based approaches to cloth simulation have started to show their potential in recent years. However, handling collisions and intersections in neural simulations remains a largely unsolved problem. In this work, we present ContourCraft, a learning-based solution for handling intersections in neural cloth simulations. Unlike conventional approaches that critically rely on intersection-free inputs, ContourCraft robustly recovers from intersections introduced through missed collisions, self-penetrating bodies, or errors in manually designed multi-layer outfits. The technical core of ContourCraft is a novel intersection contour loss that penalizes interpenetrations and encourages rapid resolution thereof. We integrate our intersection loss with a collision-avoiding repulsion objective into a neural cloth simulation method based on graph neural networks (GNNs). We demonstrate our method’s ability across a challenging set of diverse multi-layer outfits under dynamic human motions. Our extensive analysis indicates that ContourCraft significantly improves collision handling for learned simulation and produces visually compelling results.
Real-world fabrics, composed of threads and yarns, often display complex stress-strain relationships, making their homogenization a challenging task for fast simulation by continuum-based models. Consequently, existing homogenized yarn-level models frequently struggle with numerical stability without line search at large time steps, forcing a trade-off between model accuracy and stability. In this paper, we propose a neural-assisted homogenized constitutive model for simulating yarn-level cloth. Unlike analytic models, a neural model is advantageous in adapting to complex dynamic behaviors, and its inherent smoothness naturally mitigates stability issues. We also introduce a sector-based warm-start strategy to accelerate the data collection process in homogenization. This model is trained using collected strain energy datasets and its accuracy is validated through both qualitative and quantitative experiments. Thanks to our model’s stability, our simulator can now achieve two-orders-of-magnitude speedups with large time steps compared to previous models.
Holographic acoustic levitation using phased arrays of transducers has facilitated innovative mid-air particle displays. However, current time-invariant methods for computing acoustic holograms often induce high phase changes and thus transducer amplitude fluctuations, severely limiting possible dynamic displays. In this work, we develop a wide range of temporal phase retrieval algorithms that suppress phase change and trade off computational time and solution optimality. We base our hardware implementation on Gerchberg-Saxton (GS), which we identify as gradient descent for maximizing focal amplitudes and thus acoustic trap quality. Following this, we adapt GS to additionally constrain transducers’ (and points’) phase changes from the previous time frame, and enable multiparticle animations without prior knowledge of particles’ paths and interactions. We experimentally showcase a series of levitated character animations depicting human motion and believe our work paves the way for natural dynamic multi-particle displays and unencumbered 3D delivery of other modalities such as haptics and audio.
As 3D content becomes increasingly prevalent, there’s a growing focus on the development of engagements with 3D virtual content. Unfortunately, traditional techniques for creating, editing, and interacting with this content are fraught with difficulties. They tend to be not only engineering-intensive but also require extensive expertise, which adds to the frustration and inefficiency in virtual object manipulation. Our proposed VR-GS system represents a leap forward in human-centered 3D content interaction, offering a seamless and intuitive user experience. By developing a physical dynamics-aware interactive Gaussian Splatting (GS) in a Virtual Reality (VR) setting, and constructing a highly efficient two-level embedding strategy alongside deformable body simulations, VR-GS ensures real-time execution with highly realistic dynamic responses. The components of our system are designed for high efficiency and effectiveness, starting from detailed scene reconstruction and object segmentation, advancing through multi-view image in-painting, and extending to interactive physics-based editing. The system also incorporates real-time deformation embedding and dynamic shadow casting, ensuring a comprehensive and engaging virtual experience.
Advances in augmented reality promise to deliver highly immersive storytelling experiences by animating virtual characters naturally in the real world. However, creating such realistic animated content for viewing in augmented reality is non-trivial and challenging. In this paper, we present a novel approach to automatically generate user-centered flying creature animation paths for outdoor augmented reality experiences. Given a sequence of storyline actions, our approach finds suitable locations for the character to perform its actions via a location compatibility predictor trained with user preferences, synthesizing a corresponding animation path optimized with respect to the user’s perspective. We applied our approach to synthesize user-centered augmented reality experiences based on different storyline actions and environments. We also conducted user study experiments to validate the efficacy of our approach for synthesizing desirable augmented reality experiences.
This paper introduces an innovative approach for image matting that redefines the traditional regression-based task as a generative modeling challenge. Our method harnesses the capabilities of latent diffusion models, enriched with extensive pre-trained knowledge, to regularize the matting process. We present novel architectural innovations that empower our model to produce mattes with superior resolution and detail. The proposed method is versatile and can perform both guidance-free and guidance-based image matting, accommodating a variety of additional cues. Our comprehensive evaluation across three benchmark datasets demonstrates the superior performance of our approach, both quantitatively and qualitatively. The results not only reflect our method’s robust effectiveness but also highlight its ability to generate visually compelling mattes that approach photorealistic quality. The code for this paper is available at https://github.com/lightChaserX/alphaLDM.
The three areas of realistic forward rendering, per-pixel inverse rendering, and generative image synthesis may seem like separate and unrelated sub-fields of graphics and vision. However, recent work has demonstrated improved estimation of per-pixel intrinsic channels (albedo, roughness, metallicity) based on a diffusion architecture; we call this the RGB → X problem. We further show that the reverse problem of synthesizing realistic images given intrinsic channels, X → RGB, can also be addressed in a diffusion framework. Focusing on the image domain of interior scenes, we introduce an improved diffusion model for RGB → X, which also estimates lighting, as well as the first diffusion X → RGB model capable of synthesizing realistic images from (full or partial) intrinsic channels. Our X → RGB model explores a middle ground between traditional rendering and generative models: We can specify only certain appearance properties that should be followed, and give freedom to the model to hallucinate a plausible version of the rest. This flexibility allows using a mix of heterogeneous training datasets that differ in the available channels. We use multiple existing datasets and extend them with our own synthetic and real data, resulting in a model capable of extracting scene properties better than previous work and of generating highly realistic images of interior scenes.
Reasoning about the intrinsic properties of an image, such as albedo, illumination, and surface geometry, is a long-standing problem with many applications in image editing and compositing. Existing solutions to this ill-posed problem either heavily rely on manually designed priors or learn priors from limited datasets that lack diversity. Hence, they fall short in generalizing to in-the-wild test scenarios. In this paper, we show that a large-scale text-to-image generation model trained on a massive amount of visual data can implicitly learn intrinsic image priors. In particular, we introduce a novel conditioning mechanism built on top of a pre-trained foundational image generation model to jointly predict multiple intrinsic modalities from an input image. We demonstrate that predicting different modalities in a collaborative manner improves the overall quality. This design also enables mixing datasets with annotations of only a subset of the modalities during training, contributing to the generalizability of our approach. Our method achieves state-of-the-art performance in intrinsic image decomposition, both qualitatively and quantitatively. We also demonstrate downstream image editing applications, such as relighting and retexturing.
This paper presents a novel method for exerting fine-grained lighting control during text-driven diffusion-based image generation. While existing diffusion models already have the ability to generate images under any lighting condition, without additional guidance these models tend to correlate image content and lighting. Moreover, text prompts lack the necessary expressional power to describe detailed lighting setups. To provide the content creator with fine-grained control over the lighting during image generation, we augment the text-prompt with detailed lighting information in the form of radiance hints, i.e., visualizations of the scene geometry with a homogeneous canonical material under the target lighting. However, the scene geometry needed to produce the radiance hints is unknown. Our key observation is that we only need to guide the diffusion process, hence exact radiance hints are not necessary; we only need to point the diffusion model in the right direction. Based on this observation, we introduce a three stage method for controlling the lighting during image generation. In the first stage, we leverage a standard pretrained diffusion model to generate a provisional image under uncontrolled lighting. Next, in the second stage, we resynthesize and refine the foreground object in the generated image by passing the target lighting to a refined diffusion model, named DiLightNet, using radiance hints computed on a coarse shape of the foreground object inferred from the provisional image. To retain the texture details, we multiply the radiance hints with a neural encoding of the provisional synthesized image before passing it to DiLightNet. Finally, in the third stage, we resynthesize the background to be consistent with the lighting on the foreground object. We demonstrate and validate our lighting controlled diffusion model on a variety of text prompts and lighting conditions.