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1,092篇论文匹配“Gaussian Processes”
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Zihao He, Shengchuan Zhang, Runze Hu, Yunhang Shen, Yan Zhang

Super-resolution (SR) techniques are critical for enhancing image quality, particularly in scenarios where high-resolution imagery is essential yet limited by hardware constraints. Existing diffusion models for SR have relied predominantly on Gaussian models for noise generation, which often fall short when dealing with the complex and variable texture inherent in natural scenes. To address these deficiencies, we introduce the Bayesian Uncertainty Guided Diffusion Probabilistic Model (BUFF). BUFF distinguishes itself by incorporating a Bayesian network to generate high-resolution uncertainty masks. These masks guide the diffusion process, allowing for the adjustment of noise intensity in a manner that is both context-aware and adaptive. This novel approach not only enhances the fidelity of super-resolved images to their original high-resolution counterparts but also significantly mitigates artifacts and blurring in areas characterized by complex textures and fine details. The model demonstrates exceptional robustness against complex noise patterns and showcases superior adaptability in handling textures and edges within images. Empirical evidence, supported by visual results, illustrates the model's robustness, especially in challenging scenarios, and its effectiveness in addressing common SR issues such as blurring. Experimental evaluations conducted on the DIV2K dataset reveal that BUFF achieves a notable improvement, with a +0.61 increase compared to baseline in SSIM on BSD100, surpassing traditional diffusion approaches by an average additional +0.20dB PSNR gain. These findings underscore the potential of Bayesian methods in enhancing diffusion processes for SR, paving the way for future advancements in the field.

Keke Gai, Dongjue Wang, Jing Yu, Mohan Wang, Liehuang Zhu, Qi Wu

Multi-modal Federated Learning (MFL) is a distributed machine learning paradigm that enables multiple participants with multi-modal data to collaboratively train a global model for multi-modal tasks without sharing their local data. MFL typically deploys the trained global model as an Embedding-as-a-Service (EaaS), allowing participants to obtain embeddings for downstream tasks. However, it increases the risk of unauthorized copying and leakage of the model. Protecting the ownership of the MFL model while maintaining model performance is challenging. In this paper, we propose the first general model ownership protection framework for MFL, named MFL-Owner. MFL-Owner decouples the watermarking process from the model training process and addresses both ownership verification and traceability, effectively safeguarding the interests of the MFL collective. MFL-Owner leverages the concept of orthogonal transformations by incorporating a linear transformation matrix with orthogonal constraints into the model, achieving high-quality ownership verification and traceability with minimal impact on model performance. To enhance the practicality of the watermark and prevent conflicts among multiple clients during tracing, we propose a trigger dataset selection method based on out-of-distribution data combined with Gaussian noise perturbation. Our experiments on multiple datasets demonstrate that MFL-Owner is effective for model ownership verification and traceability for MFL.

Mingtao Feng, Fenghao Tian, Jianqiao Luo, Zijie Wu, Weisheng Dong, Yaonan Wang, Ajmal Saeed Mian

Visual cross view geo-localization is generally approached within a joint retrieval-and-calibration framework. However, existing methods overlook semantic ambiguities arising from query and reference images characterized by low overlap, dynamic foregrounds, viewpoint changes, and perceptual aliasing. This makes it challenging to automatically control the relative importance of the two tasks, potentially compromising the retrieval task in favor of the offset regression. Consequently, the model may encounter conflicting dominating gradients during joint training. To address this, we propose to model the semantic ambiguity during the offset regression process by integrating associated uncertainty scores, represented as 2D Gaussian distributions, to mitigate negative transfer effects within the joint tasks. We further introduce an uncertainty-aware similarity metric to enhance similarity assessment between query and reference images, accounting for their semantic ambiguities. This metric propagates uncertainty scores into the retrieval task, focusing on certain samples and learning discriminative feature embeddings, allowing the model to adaptively handle conflicting dominating gradients during joint training. Extensive experiments demonstrate that our method improves the overall performance of the joint tasks, achieving state-of-the-art results on the VIGOR and CVACT datasets.

Junyi Chen, Weicai Ye, Yifan Wang, Danpeng Chen, Di Huang, Wanli Ouyang, Guofeng Zhang, Yu Qiao, Tong He

3D Gaussian Splatting (3DGS) has shown promising performance in novel view synthesis. Previous methods adapt it to obtaining surfaces of either individual 3D objects or within limited scenes. In this paper, we make the first attempt to tackle the challenging task of large-scale scene surface reconstruction. This task is particularly difficult due to the high GPU memory consumption, different levels of details for geometric representation, and noticeable inconsistencies in appearance. To this end, we propose GigaGS, the first work for high-quality surface reconstruction for large-scale scenes using 3DGS. GigaGS first applies a partitioning strategy based on the mutual visibility of spatial regions, which effectively grouping cameras for parallel processing. To enhance the quality of the surface, we also propose novel multi-view photometric and geometric consistency constraints based on Level-of-Detail representation. In doing so, our method can reconstruct detailed surface structures. Comprehensive experiments are conducted on various datasets. The consistent improvement demonstrates the superiority of GigaGS.

Keng-Wei Chang, Zi-Ming Wang, Shang-Hong Lai

Reconstructing high-quality 3D models from sparse 2D images has garnered significant attention in computer vision. Recently, 3D Gaussian Splatting (3DGS) has gained prominence due to its explicit representation with efficient training speed and real-time rendering capabilities. However, existing methods still heavily depend on accurate camera poses for reconstruction. Although some recent approaches attempt to train 3DGS models without the Structure-from-Motion (SfM) preprocessing from monocular video datasets, these methods suffer from prolonged training times, making them impractical for many applications. In this paper, we present an efficient framework that operates without any depth or matching model. Our approach initially uses SfM to quickly obtain rough camera poses within seconds, and then refines these poses by leveraging the dense representation in 3DGS. This framework effectively addresses the issue of long training times. Additionally, we integrate the densification process with joint refinement and propose a coarse-to-fine frequency-aware densification to reconstruct different levels of details. This approach prevents camera pose estimation from being trapped in local minima or drifting due to high-frequency signals. Our method significantly reduces training time from hours to minutes while achieving more accurate novel view synthesis and camera pose estimation compared to previous methods.

Xinlei Huang, Zhiqi Ma, Dian Meng, Yanran Liu, Shiwei Ruan, Qingqiang Sun, Xubin Zheng, Ziyue Qiao

Spatial multi-modal omics technology, highlighted by Nature Methods as an advanced biological technique in 2023, plays a critical role in resolving biological regulatory processes with spatial context. Recently, graph neural networks based on K-nearest neighbor (KNN) graphs have gained prominence in spatial multi-modal omics methods due to their ability to model semantic relations between sequencing spots. However, the fixed KNN graph fails to capture the latent semantic relations hidden by the inevitable data perturbations during the biological sequencing process, resulting in the loss of semantic information. In addition, the common lack of spot annotation and class number priors in practice further hinders the optimization of spatial multi-modal omics models. Here, we propose a novel spatial multi-modal omics resolved framework, termed Prototype-aware Graph Adaptative Aggregation for Spatial Multi-modal Omics Analysis (PRAGA). PRAGA constructs a dynamic graph to capture latent semantic relations and comprehensively integrate spatial information and feature semantics. The learnable graph structure can also denoise perturbations by learning cross-modal knowledge. Moreover, a dynamic prototype contrastive learning is proposed based on the dynamic adaptability of Bayesian Gaussian Mixture Models to optimize the multi-modal omics representations for unknown biological priors. Quantitative and qualitative experiments on simulated and real datasets with 7 competing methods demonstrate the superior performance of PRAGA.

Lucas Relic, Roberto Azevedo, Yang Zhang, Markus Gross, Christopher Schroers

Generative neural image compression supports data representation with extremely low bitrate, allowing clients to synthesize details and consistently producing highly realistic images. By leveraging the similarities between quantization error and additive noise, diffusion-based generative image compression codecs can be built using a latent diffusion model to "denoise" the artifacts introduced by quantization. However, we identify three critical gaps in previous approaches following this paradigm (namely, the noise level, noise type, and discretization gaps) that result in the quantized data falling out of the data distribution known by the diffusion model. In this work, we propose a novel quantization-based forward diffusion process with theoretical foundations that tackles all three aforementioned gaps. We achieve this through universal quantization with a carefully tailored quantization schedule and a diffusion model trained with uniform noise. Compared to previous work, our proposal produces consistently realistic and detailed reconstructions, even at very low bitrates. In such a regime, we achieve the best rate-distortion-realism performance, outperforming previous related works.

Zhenggang Tang, Yuchen Fan, Dilin Wang, Hongyu Xu, Rakesh Ranjan, Alexander Schwing, Zhicheng Yan

Recent sparse multi-view scene reconstruction advances like DUSt3R and MASt3R no longer require camera calibration and camera pose estimation. However, they only process a pair of views at a time to infer pixel-aligned pointmaps. When dealing with more than two views, a combinatorial number of error prone pairwise reconstructions are usually followed by an expensive global optimization, which often fails to rectify the pairwise reconstruction errors. To handle more views, reduce errors, and improve inference time, we propose the fast single-stage feed-forward network MV-DUSt3R. At its core are multi-view decoder blocks which exchange information across any number of views while considering one reference view. To make our method robust to reference view selection, we further propose MV-DUSt3R+, which employs cross-reference-view blocks to fuse information across different reference view choices. To further enable novel view synthesis, we extend both by adding and jointly training Gaussian splatting heads. Experiments on multi-view stereo reconstruction, multi-view pose estimation, and novel view synthesis confirm that our methods improve significantly upon prior art. Code released.

Jingzhi Li, Zongwei Wu, Eduard Zamfir, Radu Timofte

Accurate 3D objects relighting in diverse unseen environments is crucial for realistic virtual object placement. Due to the albedo-lighting ambiguity, existing methods often fall short in producing faithful relights. Without proper constraints, observed training views can be explained by numerous combinations of lighting and material attributes, lacking physical correspondence with the actual environment maps used for relighting. In this work, we present ReCap, treating cross-environment captures as multi-task target to provide the missing supervision that cuts through the entanglement. Specifically, ReCap jointly optimizes multiple lighting representations that share a common set of material attributes. This naturally harmonizes a coherent set of lighting representations around the mutual material attributes, exploiting commonalities and differences across varied object appearances. Such coherence enables physically sound lighting reconstruction and robust material estimation -- both essential for accurate relighting. Together with a streamlined shading function and effective post-processing, ReCap outperforms all leading competitors on an expanded relighting benchmark.

Yuhan Wang, Suzhi Bi, Ying-Jun Angela Zhang, Xiaojun Yuan

The distortion-perception (DP) tradeoff reveals a fundamental conflict between distortion metrics (e.g., MSE and PSNR) and perceptual quality. Recent research has increasingly concentrated on evaluating denoising algorithms within the DP framework. However, existing algorithms either prioritize perceptual quality by sacrificing acceptable distortion, or focus on minimizing MSE for faithful restoration. When the goal shifts or noisy measurements vary, adapting to different points on the DP plane needs retraining or even re-designing the model. Inspired by recent advances in solving inverse problems using score-based generative models, we explore the potential of flexibly and optimally traversing DP tradeoffs using a single pre-trained score-based model. Specifically, we introduce a variance-scaled reverse diffusion process and theoretically characterize the marginal distribution. We then prove that the proposed sample process is an optimal solution to the DP tradeoff for conditional Gaussian distribution. Experimental results on two-dimensional and image datasets illustrate that a single score network can effectively and flexibly traverse the DP tradeoff for general denoising problems.

Dong In Lee, Hyeongcheol Park, Jiyoung Seo, Eunbyung Park, Hyunje Park, Ha Dam Baek, Sangheon Shin, Sangmin Kim, Sangpil Kim

Recent advancements in 3D editing have highlighted the potential of text-driven methods in real-time, user-friendly AR/VR applications. However, current methods rely on 2D diffusion models without adequately considering multi-view information, resulting in multi-view inconsistency. While 3D Gaussian Splatting (3DGS) significantly improves rendering quality and speed, its 3D editing process encounters difficulties with inefficient optimization, as pre-trained Gaussians retain excessive source information, hindering optimization. To address these limitations, we propose EditSplat, a novel 3D editing framework that integrates Multi-view Fusion Guidance (MFG) and Attention-Guided Trimming (AGT). Our MFG ensures multi-view consistency by incorporating essential multi-view information into the diffusion process, leveraging classifier-free guidance from the text-to-image diffusion model and the geometric properties of 3DGS. Additionally, our AGT leverages the explicit representation of 3DGS to selectively prune and optimize 3D Gaussians, enhancing optimization efficiency and enabling precise, semantically rich local edits. Through extensive qualitative and quantitative evaluations, EditSplat achieves superior multi-view consistency and editing quality over existing methods, significantly enhancing overall efficiency.

Yu Hua, Weiming Liu, Gui Xu, Yaqing Hou, Yew-Soon Ong, Qiang Zhang

Human motion synthesis aims to generate plausible human motion sequences, which has raised widespread attention in computer animation. Recent score-based generative models (SGMs) have demonstrated impressive results on this task. However, their training process involves complex curvature trajectories, leading to unstable training process.In this paper, we propose a Deterministic-to-Stochastic Diverse Latent Feature Mapping (DSDFM) method for human motion synthesis.DSDFM consists of two stages. The first human motion reconstruction stage aims to learn the latent space distribution of human motions. The second diverse motion generation stage aims to build connections between the Gaussian distribution and the latent space distribution of human motions, thereby enhancing the diversity and accuracy of the generated human motions. This stage is achieved by the designed deterministic feature mapping procedure with DerODE and stochastic diverse output generation procedure with DivSDE. DSDFM is easy to train compared to previous SGMs-based methods and can enhance diversity without introducing additional training parameters.Through qualitative and quantitative experiments, DSDFM achieves state-of-the-art results surpassing the latest methods, validating its superiority in human motion synthesis.

Jeong Ryong Lee, Yejee Shin, Geonhui Son, Dosik Hwang

The modality gap between vision and text embeddings in CLIP presents a significant challenge for zero-shot image captioning, limiting effective cross-modal representation. Traditional approaches, such as noise injection and memory-based similarity matching, attempt to address this gap, yet these methods either rely on indirect alignment or relatively naive solutions with heavy computation. Diffusion Bridge introduces a novel approach to directly reduce this modality gap by leveraging Denoising Diffusion Probabilistic Models (DDPM), trained exclusively on text embeddings to model their distribution. Our approach is motivated by the observation that, while paired vision and text embeddings are relatively close, a modality gap still exists due to stable regions created by the contrastive loss. This gap can be interpreted as noise in cross-modal mappings, which we approximate as Gaussian noise. To bridge this gap, we employ a reverse diffusion process, where image embeddings are strategically introduced at an intermediate step in the reverse process, allowing them to be refined progressively toward the text embedding distribution. This process transforms vision embeddings into text-like representations closely aligned with paired text embeddings, effectively minimizing discrepancies between modalities. Experimental results demonstrate that these text-like vision embeddings significantly enhance alignment with their paired text embeddings, leading to improved zero-shot captioning performance on MSCOCO and Flickr30K. Diffusion Bridge achieves competitive results without reliance on memory banks or entity-driven methods, offering a novel pathway for cross-modal alignment and opening new possibilities for the application of diffusion models in multi-modal tasks. The source code is available at: https://github.com/mongeoroo/diffusion-bridge

Longquan Dai, He Wang, Jinhui Tang

In training-free conditional generative tasks, diffusion models utilize differentiable loss functions to steer the generative reverse process, necessitating modifications to sampling algorithms like DDPM and DDIM. However, such adjustments likely reduce flexibility and reliability. In this paper, we propose NoiseCtrl, a sampling-algorithm-agnostic technique for controlled image generation. Essentially, diffusion models generate denoised results z_ t-1 by adding a predicted mean \mu_ t with random noise epsilon_ t . NoiseCtrl specifically adjusts the random noise while leaving the underlying sampling algorithms unchanged. At each step t , NoiseCtrl converts the unconditional Gaussian noise into conditional noise epsilon'_ t by substituting the isotropic Gaussian distribution with the von Mises-Fisher distribution. This substitution introduces a directional focus while preserving the randomness required for conditional image generation. Thanks to this non-intrusive design, NoiseCtrl is straightforward to integrate and has been extensively validated through experiments, demonstrating its adaptability for different diffusion algorithms and superior performance across various conditional generation tasks.

Junfu Guo, Yu Xin, Gaoyi Liu, Kai Xu, Ligang Liu, Ruizhen Hu

We tackle the challenge of concurrent reconstruction at the part level with the RGB appearance and estimation of motion parameters for building digital twins of articulated objects using the 3D Gaussian Splatting (3D-GS) method. With two distinct sets of multi-view imagery, each depicting an object in separate static articulation configurations, we reconstruct the articulated object in 3D Gaussian representations with both appearance and geometry information at the same time. Our approach decoupled multiple highly interdependent parameters through a multi-step optimization process, thereby achieving a stable optimization procedure and high-quality outcomes. We introduce ArticulatedGS, a self-supervised, comprehensive framework that autonomously learns to model shapes and appearances at the part level and synchronizes the optimization of motion parameters, all without reliance on 3D supervision, motion cues, or semantic labels. Our experimental results demonstrate that, among comparable methodologies, our approach has achieved optimal outcomes in terms of part segmentation accuracy, motion estimation accuracy, and visual quality.

Yangming Zhang, Wenqi Jia, Wei Niu, Miao Yin

3D Gaussian Splatting (3DGS) has emerged as a mainstream for novel view synthesis, leveraging continuous aggregations of Gaussian functions to model scene geometry. However, 3DGS suffers from substantial memory requirements to store the large amount of Gaussians, hindering its efficiency and practicality. To address this challenge, we introduce GaussianSpa, an optimization-based simplification framework for compact and high-quality 3DGS. Specifically, we formulate the simplification objective as a constrained optimization problem associated with the 3DGS training. Correspondingly, we propose an efficient "optimizing-sparsifying" solution for the formulated problem, alternately solving two independent sub-problems and gradually imposing substantial sparsity onto the Gaussians in the 3DGS training process. We conduct quantitative and qualitative evaluations on various datasets, demonstrating the superiority of GaussianSpa over existing state-of-the-art approaches. Notably, GaussianSpa achieves an average PSNR improvement of 0.9 dB on the real-world Deep Blending dataset with 10X fewer Gaussians compared to the vanilla 3DGS.

Hongrui Cai, Yuting Xiao, Xuan Wang, Jiafei Li, Yudong Guo, Yanbo Fan, Shenghua Gao, Juyong Zhang

We introduce a novel approach to creating ultra-realistic head avatars and rendering them in real time (\geq 30 fps at 2048 x1334 resolution). First, we propose a hybrid explicit representation that combines the advantages of two primitive based efficient rendering techniques. UV-mapped 3D mesh is utilized to capture sharp and rich textures on smooth surfaces, while 3D Gaussian Splatting is employed to represent complex geometric structures. In the pipeline of modeling an avatar, after tracking parametric models based on captured multi-view RGB videos, our goal is to simultaneously optimize the texture and opacity map of mesh, as well as a set of 3D Gaussian splats localized and rigged onto the mesh facets. Specifically, we perform \alpha-blending on the color and opacity values based on the merged and re-ordered z-buffer from the rasterization results of mesh and 3DGS. This process involves the mesh and 3DGS adaptively fitting the captured visual information to outline a high-fidelity digital avatar. To avoid artifacts caused by Gaussian splats crossing the mesh facets, we design a stable hybrid depth sorting strategy. Experiments illustrate that our modeled results exceed those of state-of-the-art approaches.

Joohyun Kwon, Hanbyel Cho, Junmo Kim

Recent 4D dynamic scene editing methods require editing thousands of 2D images used for dynamic scene synthesis and updating the entire scene with additional training loops, resulting in several hours of processing to edit a single dynamic scene. Therefore, these methods are not scalable with respect to the temporal dimension of the dynamic scene (i.e., the number of timesteps). In this work, we propose Instruct-4DGS, an efficient dynamic scene editing method that is more scalable in terms of temporal dimension. To achieve computational efficiency, we leverage a 4D Gaussian representation that models a 4D dynamic scene by combining static 3D Gaussians with a Hexplane-based deformation field, which captures dynamic information. We then perform editing solely on the static 3D Gaussians, which is the minimal but sufficient component required for visual editing. To resolve the misalignment between the edited 3D Gaussians and the deformation field, which may arise from the editing process, we introduce a refinement stage using a score distillation mechanism. Extensive editing results demonstrate that Instruct-4DGS is efficient, reducing editing time by more than half compared to existing methods while achieving high-quality edits that better follow user instructions.

Yihao Wang, Marcus Klasson, Matias Turkulainen, Shuzhe Wang, Juho Kannala, Arno Solin

Gaussian splatting enables fast novel view synthesis in static 3D environments. However, reconstructing real-world environments remains challenging as distractors or occluders break the multi-view consistency assumption required for accurate 3D reconstruction. Most existing methods rely on external semantic information from pre-trained models, introducing additional computational overhead as pre-processing steps or during optimization. In this work, we propose a novel method, DeSplat, that directly separates distractors and static scene elements purely based on volume rendering of Gaussian primitives. We initialize Gaussians within each camera view for reconstructing the view-specific distractors to separately model the static 3D scene and distractors in the alpha compositing stages. DeSplat yields an explicit scene separation of static elements and distractors, achieving comparable results to prior distractor-free approaches without sacrificing rendering speed. We demonstrate DeSplat's effectiveness on three benchmark data sets for distractor-free novel view synthesis. See the project website at https://aaltoml.github.io/desplat/.

Qiyu Dai, Xingyu Ni, Qianfan Shen, Wenzheng Chen, Baoquan Chen, Mengyu Chu

We consider the problem of adding dynamic rain effects to in-the-wild scenes in a physically correct manner. Recent advances in scene modeling have made significant progress, with NeRF and 3DGS techniques emerging as powerful tools for reconstructing complex scenes. However, while effective for novel view synthesis, these methods typically struggle with challenging scene editing tasks, such as physics-based rain simulation. In contrast, traditional physics-based simulations can generate realistic rain effects, such as raindrops and splashes, but they often rely on skilled artists to carefully set up high-fidelity scenes. This process lacks flexibility and scalability, limiting its applicability to broader, open-world environments. In this work, we introduce RainyGS, a novel approach that leverages the strengths of both physics-based modeling and 3DGS to generate photorealistic, dynamic rain effects in open-world scenes with physical accuracy. At the core of our method is the integration of physically-based raindrop and shallow water simulation techniques within the fast 3DGS rendering framework, enabling realistic and efficient simulations of raindrop behavior, splashes, and reflections. Our method supports synthesizing rain effects at over 30 fps, offering users flexible control over rain intensity--from light drizzles to heavy downpours. We demonstrate that RainyGS performs effectively for both real-world outdoor scenes and large-scale driving scenarios, delivering more photorealistic and physically accurate rain effects compared to state-of-the-art methods.