论文检索

输入标题、作者或关键词,从 1,092 篇学术成果中精准定位

会议来源 全部会议

机器学习与综合 AI

自然语言处理

计算机视觉

数据挖掘与 Web

多媒体与图形学

未选择时检索全部会议
支持跨会议组合检索,PDF 均跳转至官方来源
1,092篇论文匹配“Gaussian Processes”
第 15 / 55 页

Songchun Zhang, Huiyao Xu, Sitong Guo, Zhongwei Xie, Hujun Bao, Weiwei Xu, Changqing Zou

Novel view synthesis (NVS) boosts immersive experiences in computer vision and graphics. Existing techniques, though progressed, rely on dense multi-view observations, restricting their application. This work takes on the challenge of reconstructing photorealistic 3D scenes from sparse or single-view inputs.We introduce SpatialCrafter, a framework that leverages the rich knowledge in video diffusion models to generate plausible additional observations, thereby alleviating reconstruction ambiguity. Through a trainable camera encoder and an epipolar attention mechanism for explicit geometric constraints, we achieve precise camera control and 3D consistency, further reinforced by a unified scale estimation strategy to handle scale discrepancies across datasets.Furthermore, by integrating monocular depth priors with semantic features in the video latent space, our framework directly regresses 3D Gaussian primitives and efficiently processes long-sequence features using a hybrid network structure. Extensive experiments show our method enhances sparse view reconstruction and restores the realistic appearance of 3D scenes.

Mai Su, Zhongtao Wang, Huishan Au, Yilong Li, Xizhe Cao, Chengwei Pan, Yisong Chen, Guoping Wang

3DGS is an emerging and increasingly popular technology in the field of novel view synthesis. Its highly realistic rendering quality and real-time rendering capabilities make it promising for various applications. However, when applied to large-scale aerial urban scenes, 3DGS methods suffer from issues such as excessive memory consumption, slow training times, prolonged partitioning processes, and significant degradation in rendering quality due to the increased data volume. To tackle these challenges, we introduce HUG, a novel approach that enhances data partitioning and reconstruction quality by leveraging a hierarchical neural Gaussian representation. We first propose a visibility-based data partitioning method that is simple yet highly efficient, significantly outperforming existing methods in speed. Then, we introduce a novel hierarchical weighted training approach, combined with other optimization strategies, to substantially improve reconstruction quality. Our method achieves state-of-the-art results on one synthetic dataset and four real-world datasets.

Kent Gauen, Stanley Chan

This paper presents Bayesian-inspired Space-Time Superpixels (BIST): a fast, state-of-the-art method to compute space-time superpixels. BIST is a novel extension of a single-image Bayesian method named BASS, and it is inspired by hill-climbing to a local mode of a Dirichlet-Process Gaussian Mixture Model (DP-GMM). The method is only Bayesian-inspired, rather than actually Bayesian, because it includes heuristic modifications to the theoretically correct sampler. Similar to existing methods, BIST can adapt the number of superpixels to an individual frame using split-merge steps. A key novelty is a new temporal coherence term in the split step, which reduces the chance of splitting propagated superpixels. This term enforces temporal coherence in propagated regions, but allows for unconstrained adaptation in disoccluded regions. A hyperparameter determines the strength of this new term, which does not require special tuning to return consistent results across a dataset of videos. The wall-clock runtime of BIST is over twice as fast as BASS and over 30 times faster than the next fastest space-time superpixel method with open-source code.

Jaehwan Jeong, Sumin In, Sieun Kim, Hannie Shin, Jongheon Jeong, Sang Ho Yoon, Jaewook Chung, Sangpil Kim

The rising use of deepfakes in criminal activities presents a significant issue, inciting widespread controversy. While numerous studies have tackled this problem, most primarily focus on deepfake detection. These reactive solutions are insufficient as a fundamental approach for crimes where authenticity is disregarded. Existing proactive defenses also have limitations, as they are effective only for deepfake models based on specific Generative Adversarial Networks (GANs), making them less applicable in light of recent advancements in diffusion-based models. In this paper, we propose a proactive defense method named FaceShield, which introduces novel defense strategies targeting deepfakes generated by Diffusion Models (DMs) and facilitates defenses on various existing GAN-based deepfake models through facial feature extractor manipulations. Our approach consists of three main components: (i) manipulating the attention mechanism of DMs to exclude protected facial features during the denoising process, (ii) targeting prominent facial feature extraction models to enhance the robustness of our adversarial perturbation, and (iii) employing Gaussian blur and low-pass filtering techniques to improve imperceptibility while enhancing robustness against JPEG compression. Experimental results on the CelebA-HQ and VGGFace2-HQ datasets demonstrate that our method achieves state-of-the-art performance against the latest deepfake models based on DMs, while also exhibiting transferability to GANs and showcasing greater imperceptibility of noise along with enhanced robustness.

Zhaojie Zeng, Yuesong Wang, Tao Guan, Chao Yang, Lili Ju

Implicit Neural Representation (INR) has demonstrated remarkable advances in the field of image representation but demands substantial GPU resources. GaussianImage recently pioneered the use of Gaussian Splatting to mitigate this cost, however, the slow training process limits its practicality, and the fixed number of Gaussians per image limits its adaptability to varying information entropy. To address these issues, we propose in this paper a generalizable and self-adaptive image representation framework based on 2D Gaussian Splatting. Our method employs a network to quickly generate a coarse Gaussian representation, followed by minimal fine-tuning steps, achieving comparable rendering quality of GaussianImage while significantly reducing training time. Moreover, our approach dynamically adjusts the number of Gaussian points based on image complexity to further enhance flexibility and efficiency in practice. Experiments on DIV2K and Kodak datasets show that our method matches or exceeds GaussianImage's rendering performance with far fewer iterations and shorter training times. Specifically, our method reduces the training time by up to one order of magnitude while achieving superior rendering performance with the same number of Gaussians.

Christophe Bolduc, Yannick Hold-Geoffroy, Jean-François Lalonde

We present GaSLight, a method that generates spatially-varying lighting from regular images. Our method proposes using HDR Gaussian Splats as light source representation, marking the first time regular images can serve as light sources in a 3D renderer. Our two-stage process first enhances the dynamic range of images plausibly and accurately by leveraging the priors embedded in diffusion models. Next, we employ Gaussian Splats to model 3D lighting, achieving spatially variant lighting. Our approach yields state-of-the-art results on HDR estimations and their applications in illuminating virtual objects and scenes. To facilitate the benchmarking of images as light sources, we introduce a novel dataset of calibrated and unsaturated HDR captures to evaluate images as light sources. We assess our method using a combination of our dataset and an existing dataset from the literature. The code to reproduce our method is available at https://lvsn.github.io/gaslight/.

Yuan Sun, Xuan Wang, Cong Wang, WeiLi Zhang, Yanbo Fan, Yu Guo, Fei Wang

Recently, 3D head avatar modeling based on 3D Gaussians has demonstrated significant advantages in rendering quality and efficiency, given sufficient data. Some efforts have begun to train prior models on large datasets to develop generalizable 3D Gaussian head avatar modeling methods. Unfortunately, due to the limited expressive power of identity-shared 3D representations, prior-based modeling often results in degenerate rendering quality. To overcome this limitation, we propose to formulate the 3D Gaussian head avatar modeling as a joint reconstruction and registration problem. Given static input images (e.g., a short mobile phone capture), we optimize two sets of 3D Gaussians: the prior-based one possesses complete animation rigging information inferred from the prior model and produces plausible modeling results, while the prior-free one is used to more freely capture the fine-grained geometric and texture details in the input images. Additionally, we simultaneously solve the registration problem between the two 3D Gaussian sets. On the one hand, the registration results will provide binding information for the prior-free reconstruction to make it animatable. On the other hand, during optimization, the prior-based Gaussian can regularize the prior-free reconstruction to resist overfitting and perform well in novel expressions. Finally, we merge the parts of the prior-based reconstruction that are occluded in the input images with the prior-free reconstruction set and then apply appropriate post-processing strategies (such as teeth enhancement) to produce a complete head avatar. We evaluated our method on the public Nersemble dataset and our own in-the-wild data. The experiments demonstrate that, under the same experimental settings, our method significantly improves modeling quality and provides better support for detailed modeling at higher resolutions.

Qingyuan Zhou, Yuehu Gong, Weidong Yang, Jiaze Li, Yeqi Luo, Baixin Xu, Shuhao Li, Ben Fei, Ying He

Novel view synthesis (NVS) and surface reconstruction (SR) are essential tasks in 3D Gaussian Splatting (3DGS). Despite recent progress, these tasks are often addressed independently, with GS-based rendering methods struggling under diverse light conditions and failing to produce accurate surfaces, while GS-based reconstruction methods frequently compromise rendering quality. This raises a central question: must rendering and reconstruction always involve a trade-off? To address this, we propose MGSR, a 2D/3D Mutual-boosted Gaussian Splatting for Surface Reconstruction that enhances both rendering quality and 3D reconstruction accuracy. MGSR introduces two branches--one based on 2DGS and the other on 3DGS. The 2DGS branch excels in surface reconstruction, providing precise geometry information to the 3DGS branch. Leveraging this geometry, the 3DGS branch employs a geometry-guided illumination decomposition module that captures reflected and transmitted components, enabling realistic rendering under varied light conditions. Using the transmitted component as supervision, the 2DGS branch also achieves high-fidelity surface reconstruction. Throughout the optimization process, the 2DGS and 3DGS branches undergo alternating optimization, providing mutual supervision. Prior to this, each branch completes an independent warm-up phase, with an early stopping strategy implemented to reduce computational costs. We evaluate MGSR on a diverse set of synthetic and real-world datasets, at both object and scene levels, demonstrating strong performance in rendering and surface reconstruction. Code is available at https://github.com/TsingyuanChou/MGSR.

Yuanyuan Gao, Hao Li, Jiaqi Chen, Zhengyu Zou, Zhihang Zhong, Dingwen Zhang, Xiao Sun, Junwei Han

Despite its significant achievements in large-scale scene reconstruction, 3D Gaussian Splatting still faces substantial challenges, including slow processing, high computational costs, and limited geometric accuracy. These core issues arise from its inherently unstructured design and the absence of efficient parallelization. To overcome these challenges simultaneously, we introduce CityGS-X, a scalable architecture built on a novel parallelized hybrid hierarchical 3D representation (PH2-3D). As an early attempt, CityGS-X abandons the cumbersome merge-and-partition process and instead adopts a newly designed batch-level multi-task rendering process. This architecture enables efficient multi-GPU rendering through dynamic Level-of-Detail voxel allocations, significantly improving scalability and performance. Through extensive experiments, CityGS-X consistently outperforms existing methods in terms of faster training times, larger rendering capacities, and more accurate geometric details in large-scale scenes. To further enhance both overall quality and geometric accuracy, CityGS-X presents a progressive RGB-Depth-Normal training strategy. This approach enhances 3D consistency by jointly optimizing appearance and geometry representation through multi-view constraints and off-the-shelf depth priors within batch-level training. Notably, CityGS-X can train and render a scene with more than 5000 images in just five hours using only four 4090 GPUs, a task that would make other alternative methods encounter out-of-memory issues and fail completely. This implies that CityGS-X is far beyond the capacity of other existing methods.

Clinton Ansun Mo, Kun Hu, Chengjiang Long, Dong Yuan, Wan-Chi Siu, Zhiyong Wang

Motion skeletons drive 3D character animation by transforming bone hierarchies, but differences in proportions or structure make motion data hard to transfer across skeletons, posing challenges for data-driven motion synthesis. Temporal Point Clouds (TPCs) offer an unstructured, cross-compatible motion representation. Though reversible with skeletons, TPCs mainly serve for compatibility, not for direct motion task learning. Doing so would require data synthesis capabilities for the TPC format, which presents unexplored challenges regarding its unique temporal consistency and point identifiability. Therefore, we propose PUMPS, the primordial autoencoder architecture for TPC data. PUMPS independently reduces frame-wise point clouds into sampleable feature vectors, from which a decoder extracts distinct temporal points using latent Gaussian noise vectors as sampling identifiers. We introduce linear assignment-based point pairing to optimise the TPC reconstruction process, and negate the use of expensive point-wise attention mechanisms in the architecture. Using these latent features, we pre-train a motion synthesis model capable of performing motion prediction, transition generation, and keyframe interpolation. For these pre-training tasks, PUMPS performs remarkably well even without native dataset supervision, matching state-of-the-art performance. When fine-tuned for motion denoising or estimation, PUMPS outperforms many respective methods without deviating from its generalist architecture.

Grzegorz Gruszczynski, Jakub Meixner, Michal Wlodarczyk, Przemyslaw Musialski

We propose a novel, Partial Differential Equation (PDE) driven, corruption process for generative image synthesis which generalizes existing PDE-based approaches. Our forward pass formulates image corruption via a physically motivated PDE that couples directional advection with isotropic diffusion and Gaussian noise, controlled by dimensionless numbers. We solve this PDE numerically through a GPU-accelerated Lattice Boltzmann solver for fast evaluation. To induce realistic "turbulence," we generate stochastic velocity fields that introduce coherent motion and capture multi-scale mixing. In the generative process, a neural network learns to reverse the advection-diffusion operator thus constituting a novel generative model.We discuss how previous methods emerge as specific cases of our operator, demonstrating that our framework generalizes prior PDE-based corruption techniques. We illustrate how advection improves the diversity and quality of the generated images while keeping the overall color palette unaffected. This work bridges fluid dynamics, dimensionless PDE theory, and deep generative modeling, offering a fresh perspective on physically based inverse problems.

Yue Li, Qi Ma, Runyi Yang, Huapeng Li, Mengjiao Ma, Bin Ren, Nikola Popovic, Nicu Sebe, Ender Konukoglu, Theo Gevers 等

Recognizing arbitrary or previously unseen categories is essential for comprehensive real-world 3D scene understanding. Currently, all existing methods rely on 2D or textual modalities during training, or together at inference. This highlights a clear absence of a model capable of processing 3D data alone for learning semantics end-to-end, along with the necessary data to train such a model. Meanwhile, 3D Gaussian Splatting (3DGS) has emerged as the de facto standard for 3D scene representation across various vision tasks. However, effectively integrating semantic reasoning into 3DGS in a generalizable fashion remains an open challenge.To address these limitations we introduce SceneSplat, to our knowledge the first large-scale 3D indoor scene understanding approach that operates natively on 3DGS. Furthermore, we propose a self-supervised learning scheme that unlocks rich 3D feature learning from unlabeled scenes. In order to power the proposed methods, we introduce SceneSplat-7K, the first large-scale 3DGS dataset for indoor scenes, comprising of 6868 scenes derived from 7 established datasets like ScanNet, Matterport3D, etc. Generating SceneSplat-7K required computational resources equivalent to 119 GPU-days on an L4 GPU, enabling standardized benchmarking for 3DGS-based reasoning for indoor scenes.Our exhaustive experiments on SceneSplat-7K demonstrate the significant benefit of the proposed methods over the established baselines. Our code, model, and datasets will be released to facilitate further research.

Vanessa Sklyarova, Egor Zakharov, Malte Prinzler, Giorgio Becherini, Michael J. Black, Justus Thies

We present a novel approach for 3D hair reconstruction from single photographs based on a global hair prior combined with local optimization. Capturing strand-based hair geometry from single photographs is challenging due to the variety and geometric complexity of hairstyles and the lack of ground truth training data. Classical reconstruction methods like multi-view stereo only reconstruct the visible hair strands, missing the inner structure of hairstyles and hampering realistic hair simulation. To address this, existing methods leverage hairstyle priors trained on synthetic data. Such data, however, is limited in both quantity and quality since it requires manual work from skilled artists to model the 3D hairstyles and create near-photorealistic renderings. To address this, we propose a novel approach that uses both, real and synthetic data to learn an effective hairstyle prior. Specifically, we train a transformer-based prior model on synthetic data to obtain knowledge of the internal hairstyle geometry and introduce real data in the learning process to model the outer structure. This training scheme is able to model the visible hair strands depicted in an input image, while preserving the general 3D structure of hairstyles. We exploit this prior to create a Gaussian-splatting-based reconstruction method that creates hairstyles from one or more images. Qualitative and quantitative comparisons with existing reconstruction pipelines demonstrate the effectiveness and superior performance of our method for capturing detailed hair orientation, overall silhouette, and backside consistency. For additional results and code, please refer to https://im2haircut.is.tue.mpg.de.

Yingyu Liang, Zhizhou Sha, Zhenmei Shi, Zhao Song, Mingda Wan, Yufa Zhou

Diffusion models have made rapid progress in generating high-quality samples across various domains. However, a theoretical understanding of the Lipschitz continuity and second momentum properties of the diffusion process is still lacking. In this paper, we bridge this gap by providing a detailed examination of these smoothness properties for the case where the target data distribution is a mixture of Gaussians, which serves as a universal approximator for smooth densities such as image data. We prove that if the target distribution is a k-mixture of Gaussians, the density of the entire diffusion process will also be a k-mixture of Gaussians. We then derive tight upper bounds on the Lipschitz constant and second momentum that are independent of the number of mixture components k. Finally, we apply our analysis to various diffusion solvers, both SDE and ODE based, to establish concrete error guarantees in terms of the total variation distance and KL divergence between the target and learned distributions. Furthermore, our preliminary experiments support our theoretical analysis. Our results provide deeper theoretical insights into the dynamics of the diffusion process under common data distributions.

Sicong Du, Jiarun Liu, Qifeng Chen, Hao-Xiang Chen, Tai-Jiang Mu, Sheng Yang

A single-pass driving clip frequently results in incomplete scanning of the road structure, making reconstructed scene expanding a critical requirement for sensor simulators to effectively regress driving actions. Although contemporary 3D Gaussian Splatting (3DGS) techniques achieve remarkable reconstruction quality, their direct extension through the integration of diffusion priors often introduces cumulative physical inconsistencies and compromises training efficiency. To address these limitations, we present RGE-GS, a novel expansive reconstruction framework that synergizes diffusion-based generation with reward-guided Gaussian integration. The RGE-GS framework incorporates two key innovations: First, we propose a reward network that learns to identify and prioritize consistently generated patterns prior to reconstruction phases, thereby enabling selective retention of diffusion outputs for spatial stability. Second, during the reconstruction process, we devise a differentiated training strategy that automatically adjust Gaussian optimization progress according to scene converge metrics, which achieving better convergence than baseline methods. Extensive evaluations of publicly available datasets demonstrate that RGE-GS achieves state-of-the-art performance in reconstruction quality.

Hao Ju, Shaofei Huang, Si Liu, Zhedong Zheng

Existing approaches to drone visual geo-localization predominantly adopt the image-based setting, where a single drone-view snapshot is matched with images from other platforms. Such task formulation, however, underutilizes the inherent video output of the drone and is sensitive to occlusions and viewpoint disparity. To address these limitations, we formulate a new video-based drone geo-localization task and propose the Video2BEV paradigm. This paradigm transforms the video into a Bird's Eye View (BEV), simplifying the subsequent inter-platform matching process. In particular, we employ Gaussian Splatting to reconstruct a 3D scene and obtain the BEV projection. Different from the existing transform methods, e.g., polar transform, our BEVs preserve more fine-grained details without significant distortion. To facilitate the discriminative intra-platform representation learning, our Video2BEV paradigm also incorporates a diffusion-based module for generating hard negative samples. To validate our approach, we introduce UniV, a new video-based geo-localization dataset that extends the image-based University-1652 dataset. UniV features flight paths at 30^\circ and 45^\circ elevation angles with increased frame rates of up to 10 frames per second (FPS). Extensive experiments on the UniV dataset show that our Video2BEV paradigm achieves competitive recall rates and outperforms conventional video-based methods. Compared to other competitive methods, our proposed approach exhibits robustness at lower elevations with more occlusions. The code is available at: https://github.com/HaoDot/Video2BEV-Open.

Anjun Hu, Richard Tomsett, Valentin Gourmet, Massimo Camplani, Jas Kandola, Hanting Xie

We present MiDSummer, a two-stage framework for generating immersive Gaussian Splatting scenes that leverages multiple diffusion guidance signals to enable structured layout control, enhanced physical realism, and improved visual quality.While 3D scene generation has seen significant recent advances, current approaches could benefit from: (1) achieving precise, reliable layout control while preserving open-world generalization and physical plausibility, (2) balancing high-level semantic reasoning with low-level, directly controllable geometric constraints, and (3) effectively utilizing layout knowledge for visual refinement. Our work addresses these challenges through a structured two-stage planning-assembly framework. For planning, we introduce a dual layout diffusion guidance approach to bridge semantic reasoning and geometric controllability. Our approach uniquely integrates LLMs' open-vocabulary reasoning with Graph Diffusion Models' (GDM) geometric precision by incorporating multi-level self-consistency scores over scene graph structures and layout bounding box parameters. This fusion enables fine-grained control over scene composition while ensuring physical plausibility and faithful prompt interpretation. For assembly, we propose a layout-guided optimization technique for scene refinement. We effectively incorporate layout priors obtained during the planning stage into a Stable Diffusion (SD)-based refinement process that jointly optimizes camera trajectories and scene splats. This layout-aware joint optimization, constrained by multi-view consistency, produces visually compelling immersive scenes that are structurally coherent and controllable.

Chenghu Du, Shengwu Xiong, Yi Rong

Current virtual try-on methods primarily enhance performance through network optimization, employing strategies such as coarse-to-fine structures and ReferenceNet to inject clothing information. However, these methods are often constrained by the limited quantity and diversity of training samples, which ultimately restricts their potential for further improvement. To address this challenge, we propose a unified, mask-free virtual try-on framework. Our approach leverages the inherent strengths of latent diffusion models to enhance the capability of each pipeline component to accurately model the target distribution, thereby achieving superior performance. Specifically, we introduce a text-driven pseudo-input preparation strategy that significantly increases the diversity of clothing regions within the generated person pseudo-samples. This encourages the generator to focus on variations in these areas and improves the model's generalization capability. Within the generator itself, we develop a gated manipulation mechanism to prevent weight forgetting and reduce training costs. Furthermore, we incorporate a texture-aware injection module to explicitly integrate human-perceptible clothing texture information into the generation process. During inference, we propose a refining conditional inference strategy that mitigates the randomness introduced by Gaussian noise. This effectively preserves identity information and fine clothing details in the final results. Extensive experiments demonstrate that our method outperforms existing state-of-the-art virtual try-on approaches.

Zhengbo Zhang, Lin Geng Foo, Hossein Rahmani, Jun Liu, De Wen Soh

Single image defocus deblurring (SIDD) is a challenging task that aims to recover an all-in-focus image from a defocused one. In this paper, we make the observation that a defocused image can be viewed as a blend of illuminated blobs based on fundamental imaging principles, and the defocus blur in the defocused image is caused by large illuminated blobs intermingling with each other. Thus, from a novel perspective, we perform SIDD by adjusting the shape and opacity of the illuminated blobs that compose the defocused image. With this aim, we adopt a novel 2D Gaussian blob representation for illuminated blobs and a differentiable rasterization method to obtain the parameters of the 2D Gaussian blobs that compose the defocused image. Additionally, we propose a blob deblurrer to adjust the parameters of the 2D Gaussian blobs corresponding to the defocused image, thereby obtaining a sharp image. We also explore incorporating prior depth information via our depth-based regularization loss to regularize the size of Gaussian blobs, further improving the performance of our method. Extensive experiments on five widely-used datasets validate the effectiveness of our proposed method.

Tobias Fischer, Samuel Rota Bulò, Yung-Hsu Yang, Nikhil Keetha, Lorenzo Porzi, Norman Müller, Katja Schwarz, Jonathon Luiten, Marc Pollefeys, Peter Kontschieder

3D Gaussian splatting enables high-quality novel view synthesis (NVS) at real-time frame rates. However, its quality drops sharply as we depart from the training views. Thus, dense captures are needed to match the high-quality expectations of applications like Virtual Reality (VR). However, such dense captures are very laborious and expensive to obtain. Existing works have explored using 2D generative models to alleviate this requirement by distillation or generating additional training views. These models typically rely on a noise-to-data generative process conditioned only on a handful of reference input views, leading to hallucinations, inconsistent generation results, and subsequent reconstruction artifacts. Instead, we propose a multi-view, flow matching model that learns a flow to directly connect novel view renderings from possibly sparse reconstructions to renderings that we expect from dense reconstructions. This enables augmenting scene captures with consistent, generated views to improve reconstruction quality. Our model is trained on a novel dataset of 3.6M image pairs and can process up to 45 views at 540x960 resolution (91K tokens) on one H100 GPU in a single forward pass. Our pipeline consistently improves NVS in sparse- and dense-view scenarios, leading to higher-quality reconstructions than prior works across multiple, widely-used NVS benchmarks.