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1,092篇论文匹配“Gaussian Processes”
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Dongrui Dai, Yuxiang Xing

3D Gaussian splatting (3DGS) has shown impressive performance in 3D scene reconstruction. However, it suffers from severe degradation when the number of training views is limited, resulting in blur and floaters. Many works have been devoted to standardize the optimization process of 3DGS through regularization techniques. However, we identify that inadequate initialization is a critical issue overlooked by current studies. To address this, we propose EAP-GS, a method to enhance initialization for fast, accurate, and stable few-shot scene reconstruction. Specifically, we introduce an Attentional Pointcloud Augmentation (APA) technique, which retains two-view tracks as an option for pointcloud generation. Additionally, the scene complexity is used to determine the required density distribution, thereby constructing a better pointcloud. We implemented APA by extending Structure-From-Motion (SFM) to focus on pointcloud generation in regions with complex structure but sparse pointcloud distribution, which significantly increases the number of valuable points and effectively harmonizes the density distribution. A better pointcloud leads to more accurate scene geometry and mitigates local overfitting during reconstruction stage. Furthermore, our APA can be framed as a modular augmentation to existing methods with minimal overhead. Experimental results from various indoor and outdoor scenes demonstrate that the proposed EAP-GS achieves outstanding scene reconstruction performance and surpasses state-of-the-art methods. Project page: https://osierddr.github.io/eapgs/

Lue Fan, Hao Zhang, Qitai Wang, Hongsheng Li, Zhaoxiang Zhang

We propose FreeSim, a camera simulation method for driving scenes via 3D Gaussian Splatting and diffusion-based image generation. FreeSim emphasizes high-quality rendering from viewpoints beyond the recorded ego trajectories. In such viewpoints, previous methods have unacceptable degradation because the training data of these viewpoints is unavailable. To address such data scarcity, we first propose a generative enhancement model with a matched data construction strategy. The resulting model can generate high-quality images in a viewpoint slightly deviated from the recorded trajectories, conditioned on the degraded rendering of this viewpoint. We then propose a progressive reconstruction strategy, which progressively adds generated images in unrecorded views into the reconstruction process, starting from slightly off-trajectory viewpoints and moving progressively farther away. With this progressive generation-reconstruction pipeline, FreeSim supports high-quality off-trajectory view synthesis under large deviations of more than 3 meters.

Yutao Tang, Yuxiang Guo, Deming Li, Cheng Peng

Recent efforts in Gaussian-Splat-based Novel View Synthesis can achieve photorealistic rendering; however, such capability is limited in sparse-view scenarios due to sparse initialization and over-fitting floaters. Recent progress in depth estimation and alignment can provide dense point cloud using few views; however, the resulting pose accuracy is suboptimal. In this work, we present SPARS3R, which combines the advantages of accurate pose estimation from Structure-from-Motion and dense point cloud from depth estimation. To this end, SPARS3R first performs a Global Fusion Alignment process that maps a prior dense point cloud to a sparse point cloud from Structure-from-Motion based on triangulated correspondences. RANSAC is applied during this process to distinguish inliers and outliers. SPARS3R then performs a second, Semantic Outlier Alignment step, which extracts semantically coherent regions around the outliers and performs local alignment in these regions. Along with several improvements in the evaluation process, we demonstrate that SPARS3R can achieve photorealistic rendering with sparse images and significantly outperforms existing approaches.

JongMin Lee, Sungjoo Yoo

We present Dense-SfM, a novel Structure from Motion (SfM) framework designed for dense and accurate 3D reconstruction from multi-view images. Sparse keypoint matching, which traditional SfM methods often rely on, limits both accuracy and point density, especially in texture-less areas. Dense-SfM addresses this limitation by integrating dense matching with a Gaussian Splatting (GS) based track extension which gives more consistent, longer feature tracks. To further improve reconstruction accuracy, Dense-SfM is equipped with a multi-view kernelized matching module leveraging transformer and Gaussian Process architectures, for robust track refinement across multi-views. Evaluations on the ETH3D and Texture-Poor SfM datasets show that Dense-SfM offers significant improvements in accuracy and density over state-of-the-art methods. Project page: https://icetea-cv.github.io/densesfm/.

Yuan Li, Ziqian Bai, Feitong Tan, Zhaopeng Cui, Sean Fanello, Yinda Zhang

We propose a novel 3D-aware diffusion-based method for generating photorealistic talking head videos directly from a single identity image and explicit control signals (e.g., expressions). Our method generates Multiplane Images (MPIs) that ensure geometric consistency, making them ideal for immersive viewing experiences like binocular videos for VR headsets.Unlike existing methods that often require a separate stage or joint optimization to reconstruct a 3D representation (such as NeRF or 3D Gaussians), our approach directly generates the final output through a single denoising process, eliminating the need for post-processing steps to render novel views efficiently.To effectively learn from monocular videos, we introduce a training mechanism that reconstructs the output MPI randomly in either the target or the reference camera space. This approach enables the model to simultaneously learn sharp image details and underlying 3D information.Extensive experiments demonstrate the effectiveness of our method, which achieves competitive avatar quality and novel-view rendering capabilities, even without explicit 3D reconstruction or high-quality multi-view training data.

Yuanjian Qiao, Mingwen Shao, Lingzhuang Meng, Kai Xu

3D Gaussian Splatting (3DGS) has recently achieved remarkable progress in novel view synthesis. However, existing methods rely heavily on high-quality data for rendering and struggle to handle degraded scenes with multi-view inconsistency, leading to inferior rendering quality. To address this challenge, we propose a novel Depth-aware Gaussian Splatting for efficient 3D scene Restoration, called RestorGS, which flexibly restores multiple degraded scenes using a unified framework. Specifically, RestorGS consists of two core designs: Appearance Decoupling and Depth-Guided Modeling. The former exploits appearance learning over spherical harmonics to decouple clear and degraded Gaussian, thus separating the clear views from the degraded ones. Collaboratively, the latter leverages the depth information to guide the degradation modeling, thereby facilitating the decoupling process. Benefiting from the above optimization strategy, our method achieves high-quality restoration while enabling real-time rendering speed. Extensive experiments show that our RestorGS outperforms existing methods significantly in underwater, nighttime, and hazy scenes.

Bojun Xiong, Jialun Liu, Jiakui Hu, Chenming Wu, Jinbo Wu, Xing Liu, Chen Zhao, Errui Ding, Zhouhui Lian

Physically Based Rendering (PBR) materials play a crucial role in modern graphics, enabling photorealistic rendering across diverse environment maps. Developing an effective and efficient algorithm that is capable of automatically generating high-quality PBR materials rather than RGB texture for 3D meshes can significantly streamline the 3D content creation. Most existing methods leverage pre-trained 2D diffusion models for multi-view image synthesis, which often leads to severe inconsistency between the generated textures and input 3D meshes. This paper presents TexGaussian, a novel method that uses octant-aligned 3D Gaussian Splatting for rapid PBR material generation. Specifically, we place each 3D Gaussian on the finest leaf node of the octree built from the input 3D mesh to render the multi-view images not only for the albedo map but also for roughness and metallic. Moreover, our model is trained in a regression manner instead of diffusion denoising, capable of generating the PBR material for a 3D mesh in a single feed-forward process. Extensive experiments on publicly available benchmarks demonstrate that our method synthesizes more visually pleasing PBR materials and runs faster than previous methods in both unconditional and text-conditional scenarios, exhibiting better consistency with the given geometry. Our code and trained models are available at https://3d-aigc.github.io/TexGaussian.

Vitor Guizilini, Muhammad Zubair Irshad, Dian Chen, Greg Shakhnarovich, Rares Ambrus

Current methods for 3D scene reconstruction from sparse posed images employ intermediate 3D representations such as neural fields, voxel grids, or 3D Gaussians, to achieve multi-view consistent scene appearance and geometry. In this paper we introduce MVGD, a diffusion-based architecture capable of direct pixel-level generation of images and depth maps from novel viewpoints, given an arbitrary number of input views. Our method uses raymap conditioning to both augment visual features with spatial information from different viewpoints, as well as to guide the generation of images and depth maps from novel views. A key aspect of our approach is the multi-task generation of images and depth maps, using learnable task embeddings to guide the diffusion process towards specific modalities. We train this model on a collection of more than 60 million multi-view samples from publicly available datasets, and propose techniques to enable efficient and consistent learning in such diverse conditions. We also propose a novel strategy that enables the efficient training of larger models by incrementally fine-tuning smaller ones, with promising scaling behavior. Through extensive experiments, we report state-of-the-art results in multiple novel view synthesis benchmarks, as well as multi-view stereo and video depth estimation.

Toshiya Yura, Ashkan Mirzaei, Igor Gilitschenski

We introduce a method for using event camera data in novel view synthesis via Gaussian Splatting. Event cameras offer exceptional temporal resolution and a high dynamic range. Leveraging these capabilities allows us to effectively address the novel view synthesis challenge in the presence of fast camera motion. For initialization of the optimization process, our approach uses prior knowledge encoded in an event-to-video model. We also use spline interpolation for obtaining high quality poses along the event camera trajectory. This enhances the reconstruction quality from fast-moving cameras while overcoming the computational limitations traditionally associated with event-based Neural Radiance Field (NeRF) methods. Our experimental evaluation demonstrates that our results achieve higher visual fidelity and better performance than existing event-based NeRF approaches while being an order of magnitude faster to render.

Chong Bao, Xiyu Zhang, Zehao Yu, Jiale Shi, Guofeng Zhang, Songyou Peng, Zhaopeng Cui

Neural rendering has demonstrated remarkable success in high-quality 3D neural reconstruction and novel view synthesis with dense input views and accurate poses. However, applying it to sparse, unposed views in unbounded 360* scenes remains a challenging problem. In this paper, we propose a novel neural rendering framework to accomplish the unposed and extremely sparse-view 3D reconstruction in unbounded 360* scenes. To resolve the spatial ambiguity inherent in unbounded scenes with sparse input views, we propose a layered Gaussian-based representation to effectively model the scene with distinct spatial layers. By employing a dense stereo reconstruction model to recover coarse geometry, we introduce a layer-specific bootstrap optimization to refine the noise and fill occluded regions in the reconstruction. Furthermore, we propose an iterative fusion of reconstruction and generation alongside an uncertainty-aware training approach to facilitate mutual conditioning and enhancement between these two processes. Comprehensive experiments show that our approach outperforms existing state-of-the-art methods in terms of rendering quality and surface reconstruction accuracy. Project page: https://zju3dv.github.io/free360/

Linzhou Li, Yumeng Li, Yanlin Weng, Youyi Zheng, Kun Zhou

We present Reduced Gaussian Blendshapes Avatar (RGBAvatar), a method for reconstructing photorealistic, animatable head avatars at speeds sufficient for on-the-fly reconstruction. Unlike prior approaches that utilize linear bases from 3D morphable models (3DMM) to model Gaussian blendshapes, our method maps tracked 3DMM parameters into reduced blendshape weights with an MLP, leading to a compact set of blendshape bases. The learned compact base composition effectively captures essential facial details for specific individuals, and does not rely on the fixed base composition weights of 3DMM, leading to enhanced reconstruction quality and higher efficiency. To further expedite the reconstruction process, we develop a novel color initialization estimation method and a batch-parallel Gaussian rasterization process, achieving state-of-the-art quality with training throughput of about 630 images per second. Moreover, we propose a local-global sampling strategy that enables direct on-the-fly reconstruction, immediately reconstructing the model as video streams in real time while achieving quality comparable to offline settings. Our source code is available at https://github.com/gapszju/RGBAvatar.

Yiming Qin, Zhu Xu, Yang Liu

Recent text-to-3D generation models have demonstrated remarkable abilities in producing high-quality 3D assets. Despite their great advancements, current models struggle to generate satisfying 3D objects with complex attributes. The difficulty for such complex attributes 3D generation arises from two aspects: (1) existing text-to-3D approaches typically lift text-to-image models to extract semantics via text encoders, while the text encoder exhibits limited comprehension ability for long descriptions, leading to deviated cross-attention focus, subsequently wrong attribute binding in generated results. (2) Objects with complex attributes often exhibit occlusion relationships between different parts, which demands a reasonable generation order as well as explicit disentanglement of different parts to enable structural coherent and attribute following results. Though some works introduce manual efforts to alleviate the above issues, their quality is unstable and highly reliant on manual information. To tackle above problems, we propose a automated method Hierarchical-Chain-of-Generation (HCoG). It leverages a large language model to analyze the long description, decomposes it into several blocks representing different object parts, and organizes an optimal generation order from in to out according to the occlusion relationship between parts, turning the whole generation process into a hierarchical chain. For optimization within each block, we first generate the necessary components coarsely, then bind their attributes precisely by target region localization and corresponding 3D Gaussian kernel optimization. For optimization between blocks, we introduce Gaussian Extension and Label Elimination to seamlessly generate new parts by extending new Gaussian kernels, re-assigning semantic labels, and eliminating unnecessary kernels, ensuring that only relevant parts are added without disrupting previously optimized parts. Experiments validate HCoG's effectiveness in handling complex attributes 3D assets and witnesses high-quality results. The code is available at https://github.com/Wakals/GASCOL.

Kim Jun-Seong, GeonU Kim, Kim Yu-Ji, Yu-Chiang Frank Wang, Jaesung Choe, Tae-Hyun Oh

We introduce Dr. Splat, a novel approach for open-vocabulary 3D scene understanding leveraging 3D Gaussian Splatting. Unlike existing language-embedded 3DGS methods, which rely on a rendering process, our method directly associates language-aligned CLIP embeddings with 3D Gaussians for holistic 3D scene understanding. The key of our method is a language feature registration technique where CLIP embeddings are assigned to the dominant Gaussians intersected by each pixel-ray. Moreover, we integrate Product Quantization (PQ) trained on general large scale image data to compactly represent embeddings without per-scene optimization. Experiments demonstrate that our approach significantly outperforms existing approaches in 3D perception benchmarks, such as open-vocabulary 3D semantic segmentation, 3D object localization, and 3D object selection tasks.

Ryan Burgert, Yuancheng Xu, Wenqi Xian, Oliver Pilarski, Pascal Clausen, Mingming He, Li Ma, Yitong Deng, Lingxiao Li, Mohsen Mousavi 等

Generative modeling aims to transform random noise into structured outputs. In this work, we enhance video diffusion models by allowing motion control via structured latent noise sampling. This is achieved by just a change in data: we pre-process training videos to yield structured noise. Consequently, our method is agnostic to diffusion model design, requiring no changes to model architectures or training pipelines. Specifically, we propose a novel noise warping algorithm, fast enough to run in real time, that replaces random temporal Gaussianity with correlated warped noise derived from optical flow fields, while preserving the spatial Gaussianity. The efficiency of our algorithm enables us to fine-tune modern video diffusion base models using warped noise with minimal overhead, and provide a one-stop solution for a wide range of user-friendly motion control: local object motion control, global camera movement control, and motion transfer. The harmonization between temporal coherence and spatial Gaussianity in our warped noise leads to effective motion control while maintaining per-frame pixel quality. Extensive experiments and user studies demonstrate the advantages of our method, making it a robust and scalable approach for controlling motion in video diffusion models. Please see our project webpage: https://eyeline-research.github.io/Go-with-the-Flow/ ; source code and checkpoints are available on GitHub: https://github.com/Eyeline-Research/Go-with-the-Flow

Yian Zhao, Wanshi Xu, Ruochong Zheng, Pengchong Qiao, Chang Liu, Jie Chen

The efficient rendering and explicit nature of 3DGS promote the advancement of 3D scene manipulation.However, existing methods typically encounter challenges in controlling the manipulation region and are unable to furnish the user with interactive feedback, which inevitably leads to unexpected results.Intuitively, incorporating interactive 3D segmentation tools can compensate for this deficiency. Nevertheless, existing segmentation frameworks impose a pre-processing step of scene-specific parameter training, which limits the efficiency and flexibility of scene manipulation.To deliver a 3D region control module that is well-suited for scene manipulation with reliable efficiency, we propose **i**nteractive **Seg**ment-and-**Man**ipulate 3D Gaussians (**iSegMan**), an interactive segmentation and manipulation framework that only requires simple 2D user interactions in any view.To propagate user interactions to other views, we propose Epipolar-guided Interaction Propagation (**EIP**), which innovatively exploits epipolar constraint for efficient and robust interaction matching.To avoid scene-specific training to maintain efficiency, we further propose the novel Visibility-based Gaussian Voting (**VGV**), which obtains 2D segmentations from SAM and models the region extraction as a voting game between 2D Pixels and 3D Gaussians based on Gaussian visibility.Taking advantage of the efficient and precise region control of EIP and VGV, we put forth a **Manipulation Toolbox** to implement various functions on selected regions, enhancing the controllability, flexibility and practicality of scene manipulation.Extensive results on 3D scene manipulation and segmentation tasks fully demonstrate the significant advantages of iSegMan.

Yuxin Yao, Zhi Deng, Junhui Hou

This paper considers the problem of modeling articulated objects captured in 2D videos to enable novel view synthesis, while also being easily editable, drivable, and reposable. To tackle this challenging problem, we propose RigGS, a new paradigm that leverages 3D Gaussian representation and skeleton-based motion representation to model dynamic objects without utilizing additional template priors. Specifically, we first propose skeleton-aware node-controlled deformation, which deforms a canonical 3D Gaussian representation over time to initialize the modeling process, producing candidate skeleton nodes that are further simplified into a sparse 3D skeleton according to their motion and semantic information. Subsequently, based on the resulting skeleton, we design learnable skin deformations and pose-dependent detailed deformations, thereby easily deforming the 3D Gaussian representation to generate new actions and render further high-quality images from novel views. Extensive experiments demonstrate that our method can generate realistic new actions easily for objects and achieve high-quality rendering.

Mingju Gao, Yike Pan, Huan-ang Gao, Zongzheng Zhang, Wenyi Li, Hao Dong, Hao Tang, Li Yi, Hao Zhao

As interest grows in world models that predict future states from current observations and actions, accurately modeling part-level dynamics has become increasingly relevant for various applications. Existing approaches, such as Puppet-Master, rely on fine-tuning large-scale pre-trained video diffusion models, which are impractical for real-world use due to the limitations of 2D video representation and slow processing times. To overcome these challenges, we present PartRM, a novel 4D reconstruction framework that simultaneously models appearance, geometry, and part-level motion from multi-view images of a static object. PartRM builds upon large 3D Gaussian reconstruction models, leveraging their extensive knowledge of appearance and geometry in static objects. To address data scarcity in 4D, we introduce the PartDrag-4D dataset, providing multi-view observations of part-level dynamics across over 20,000 states. We enhance the model's understanding of interaction conditions with a multi-scale drag embedding module that captures dynamics at varying granularities. To prevent catastrophic forgetting during fine-tuning, we implement a two-stage training process that focuses sequentially on motion and appearance learning. Experimental results show that PartRM establishes a new state-of-the-art in part-level motion learning and can be applied in manipulation tasks in robotics. Our code, data, and models are publicly available to facilitate future research.

Yiyu Zhuang, Jiaxi Lv, Hao Wen, Qing Shuai, Ailing Zeng, Hao Zhu, Shifeng Chen, Yujiu Yang, Xun Cao, Wei Liu

Creating a high-fidelity, animatable 3D full-body avatar from a single image is a challenging task due to the diverse appearance and poses of humans and the limited availability of high-quality training data. To achieve fast and high-quality human reconstruction, this work rethinks the task from the perspectives of dataset, model, and representation. First, we introduce a large-scale HUman GEnerated training dataset, HuGe100K, consisting of 100K diverse, photorealistic human images with corresponding 24-view in a static pose or dynamic pose frames generated via a pose-controllable image-to-video model. Next, leveraging the diversity in views, poses, and appearances within HuGe100K, we develop a scalable feed-forward transformer model to predict a 3D human Gaussian representation in a uniform space of a given human image. This model is trained to disentangle human pose, shape, clothing geometry, and texture. Accordingly, the estimated Gaussians can be animated robustly without post-processing. We conduct comprehensive experiments to validate the effectiveness of the proposed dataset and method. Our model demonstrates the generalizable ability to efficiently reconstruct photorealistic humans in under 1 second using a single GPU. Additionally, it seamlessly supports various applications, including animation, shape, and texture editing tasks.

Hui En Pang, Shuai Liu, Zhongang Cai, Lei Yang, Tianwei Zhang, Ziwei Liu

We present Disco4D, a novel Gaussian Splatting framework for 4D human generation and animation from a single image. Different from existing methods, Disco4D distinctively disentangles clothings (with Gaussian models) from the human body (with SMPL-X model), significantly enhancing the generation details and flexibility. It has the following technical innovations. (1) Disco4D learns to efficiently fit the clothing Gaussians over the SMPL-X Gaussians. (2) It adopts diffusion models to enhance the 3D generation process, e.g. modeling occluded parts not visible in the input image. (3) It learns an identity encoding for each clothing Gaussian to facilitate the separation and extraction of clothing assets. Furthermore, Disco4D naturally supports 4D human animation with vivid dynamics. Extensive experiments demonstrate the superiority of Disco4D on 4D human generation and animation tasks.

Jiajun Tang, Fan Fei, Zhihao Li, Xiao Tang, Shiyong Liu, Youyu Chen, Binxiao Huang, Zhenyu Chen, Xiaofei Wu, Boxin Shi

3D Gaussian Splatting (3DGS), a recently emerged multi-view 3D reconstruction technique, has shown significant advantages in real-time rendering and explicit editing. However, 3DGS encounters challenges in the accurate modeling of both high-frequency view-dependent appearances and global illumination effects, including inter-reflection. This paper introduces SpecTRe-GS, which addresses these challenges and models highly Specular surfaces that reflect nearby objects through Tracing Rays in 3D Gaussian Splatting. SpecTRe-GS separately models reflections from highly specular and rough surfaces to leverage the distinctions between their reflective properties and integrates an efficient ray tracer within the 3DGS framework for querying secondary rays, thus achieving fast and accurate rendering. Also, it incorporates normal prior guidance and joint geometry optimization at various stages of the training process to enhance geometry reconstruction for undistorted reflections. Experiments on both synthetic and real-world scenes demonstrate the superiority of SpecTRe-GS compared to existing 3DGS-based methods in capturing highly specular inter-reflections and also showcase its editing applications.