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1,093篇论文匹配“3D Rendering & Reconstruction”
第 26 / 55 页

Shengze Wang, Xueting Li, Chao Liu, Matthew Chan, Michael Stengel, Henry Fuchs, Shalini De Mello, Koki Nagano

Recent breakthroughs in single-image 3D portrait reconstruction have enabled telepresence systems to stream 3D portrait videos from a single camera in real-time, democratizing telepresence. However, per-frame 3D reconstruction exhibits temporal inconsistency and forgets the user's appearance. On the other hand, self-reenactment methods can render coherent 3D portraits by driving a 3D avatar built from a single reference image but fail to faithfully preserve the user's per-frame appearance (e.g., instantaneous facial expressions and lighting). As a result, neither of these two frameworks is an ideal solution for democratized 3D telepresence. In this work, we address this dilemma and propose a novel solution that maintains both coherent identity and dynamic per-frame appearance to enable the best possible realism. To this end, we propose a new fusion-based method that takes the best of both worlds by fusing a canonical 3D prior from a reference view with dynamic appearance from per-frame input views, producing temporally stable 3D videos with faithful reconstruction of the user's per-frame appearance. Trained only using synthetic data produced by an expression-conditioned 3D GAN, our encoder-based method achieves both state-of-the-art 3D reconstruction and temporal consistency on in-studio and in-the-wild datasets.

Yingji Zhong, Zhihao Li, Dave Zhenyu Chen, Lanqing Hong, Dan Xu

Despite recent successes in novel view synthesis using 3D Gaussian Splatting (3DGS), modeling scenes with sparse inputs remains a challenge. In this work, we address two critical yet overlooked issues in real-world sparse-input modeling: extrapolation and occlusion. To tackle these issues, we propose to use a reconstruction by generation pipeline that leverages learned priors from video diffusion models to provide plausible interpretations for regions outside the field of view or occluded. However, the generated sequences exhibit inconsistencies that do not fully benefit subsequent 3DGS modeling. To address the challenge of inconsistency, we introduce a novel scene-grounding guidance based on rendered sequences from an optimized 3DGS, which tames the diffusion model to generate consistent sequences. This guidance is training-free and does not require any fine-tuning of the diffusion model. To facilitate holistic scene modeling, we also propose a trajectory initialization method. It effectively identifies regions that are outside the field of view and occluded. We further design a scheme tailored for 3DGS optimization with generated sequences. Experiments demonstrate that our method significantly improves upon the baseline and achieves state-of-the-art performance on challenging benchmarks.

Jingqiu Zhou, Lue Fan, Linjiang Huang, Xiaoyu Shi, Si Liu, Zhaoxiang Zhang, Hongsheng Li

Driving scene reconstruction and rendering have advanced significantly using the 3D Gaussian Splatting.However, most prior research has focused on the rendering quality along a pre-recorded vehicle path and struggles to generalize to out-of-path viewpoints, which is caused by the lack of high-quality supervision in those out-of-path views. To address this issue, we introduce an Inverse View Warping technique to create compact and high-quality images as supervision for the reconstruction of the out-of-path views, enabling high-quality rendering results for those views.For accurate and robust inverse view warping, a depth bootstrap strategy is proposed to obtain on-the-fly dense depth maps during the optimization process, overcoming the sparsity and incompleteness of LiDAR depth data.Our method achieves superior in-path and out-of-path reconstruction and rendering performance on the widely used Waymo Open dataset.In addition, a simulator-based benchmark is proposed to obtain the out-of-path ground truth and quantitatively evaluate the performance of out-of-path rendering, where our method outperforms previous methods by a significant margin.

Ze Yang, Jingkang Wang, Haowei Zhang, Sivabalan Manivasagam, Yun Chen, Raquel Urtasun

High-quality 3D assets for traffic participants are critical for multi-sensor simulation, which is essential for the safe end-to-end development of autonomy. Building assets from in-the-wild data is key for diversity and realism, but existing neural-rendering based reconstruction methods are slow and generate assets that render well only from viewpoints close to the original observations, limiting their usefulness in simulation. Recent diffusion-based generative models build complete and diverse assets, but perform poorly on in-the-wild driving scenes, where observed actors are captured under sparse and limited fields of view, and are partially occluded. In this work, we propose a 3D latent diffusion model that learns on in-the-wild LiDAR and camera data captured by a sensor platform and generates high-quality 3D assets with complete geometry and appearance. Key to our method is a "reconstruct-then-generate" approach that first leverages occlusion-aware neural rendering trained over multiple scenes to build a high-quality latent space for objects, and then trains a diffusion model that operates on the latent space. We show our method outperforms existing reconstruction and generation based methods, unlocking diverse and scalable content creation for simulation. Please visit https://waabi.ai/genassets for more details.

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.

Weijian Deng, Dylan Campbell, Chunyi Sun, Jiahao Zhang, Shubham Kanitkar, Matt E. Shaffer, Stephen Gould

Foundation models have significantly reduced the need for task-specific training, while also enhancing generalizability. However, state-of-the-art 6D pose estimators either require further training with pose supervision or neglect advances obtainable from 3D foundation models. The latter is a missed opportunity, since these models are better equipped to predict 3D-consistent features, which are of significant utility for the pose estimation task. To address this gap, we propose Pos3R, a method for estimating the 6D pose of any object from a single RGB image, making extensive use of a 3D reconstruction foundation model and requiring no additional training. We identify template selection as a particular bottleneck for existing methods that is significantly alleviated by the use of a 3D model, which can more easily distinguish between template poses than a 2D model. Despite its simplicity, Pos3R achieves competitive performance on the Benchmark for 6D Object Pose Estimation (BOP), matching or surpassing existing refinement-free methods. Additionally, Pos3R integrates seamlessly with render-and-compare refinement techniques, demonstrating adaptability for high-precision applications.

Yue Gao, Hong-Xing Yu, Bo Zhu, Jiajun Wu

We study reconstructing and predicting 3D fluid appearance and velocity from a single video. Current methods require multi-view videos for fluid reconstruction. We present FluidNexus, a novel framework that bridges video generation and physics simulation to tackle this task. Our key insight is to synthesize multiple novel-view videos as references for reconstruction. FluidNexus consists of two key components: (1) a novel-view video synthesizer that combines frame-wise view synthesis with video diffusion refinement for generating realistic videos, and (2) a physics-integrated particle representation coupling differentiable simulation and rendering to simultaneously facilitate 3D fluid reconstruction and prediction. To evaluate our approach, we collect two new real-world fluid datasets featuring textured backgrounds and object interactions. Our method enables dynamic novel view synthesis, future prediction, and interaction simulation from a single fluid video. Project website: https://yuegao.me/FluidNexus.

Junjin Xiao, Qing Zhang, Yonewei Nie, Lei Zhu, Wei-Shi Zheng

This paper presents RoGSplat, a novel approach for synthesizing high-fidelity novel views of unseen human from sparse multi-view images, while requiring no cumbersome per-subject optimization. Unlike previous methods that typically struggle with sparse views with few overlappings and are less effective in reconstructing complex human geometry, the proposed method enables robust reconstruction in such challenging conditions. Our key idea is to lift SMPL vertices to dense and reliable 3D prior points representing accurate human body geometry, and then regress human Gaussian parameters based on the points. To account for possible misalignment between SMPL model and images, we propose to predict image-aligned 3D prior points by leveraging both pixel-level features and voxel-level features, from which we regress the coarse Gaussians. To enhance the ability to capture high-frequency details, we further render depth maps from the coarse 3D Gaussians to help regress fine-grained pixel-wise Gaussians. Experiments on several benchmark datasets demonstrate that our method outperforms state-of-the-art methods in novel view synthesis and cross-dataset generalization. Our code is available at https://github.com/iSEE-Laboratory/RoGSplat.

Chen Guo, Junxuan Li, Yash Kant, Yaser Sheikh, Shunsuke Saito, Chen Cao

We present Vid2Avatar-Pro, a method to create photorealistic and animatable 3D human avatars from monocular in-the-wild videos. Building a high-quality avatar that supports animation with diverse poses from a monocular video is challenging because the observation of pose diversity and view points is inherently limited. The lack of pose variations typically leads to poor generalization to novel poses, and avatars can easily overfit to limited input view points, producing artifacts and distortions from other views. In this work, we address these limitations by leveraging a universal prior model (UPM) learned from a large corpus of multi-view clothed human performance capture data. We build our representation on top of expressive 3D Gaussians with canonical front and back maps shared across identities. Once the UPM is learned to accurately reproduce the large-scale multi-view human images, we fine-tune the model with an in-the-wild video via inverse rendering to obtain a personalized photorealistic human avatar that can be faithfully animated to novel human motions and rendered from novel views. The experiments show that our approach based on the learned universal prior sets a new state-of-the-art in monocular avatar reconstruction by substantially outperforming existing approaches relying only on heuristic regularization or a shape prior of minimally clothed bodies (e.g., SMPL) on publicly available datasets.

Hadi Alzayer, Philipp Henzler, Jonathan T. Barron, Jia-Bin Huang, Pratul P. Srinivasan, Dor Verbin

Reconstructing the geometry and appearance of objects from photographs taken in different environments is difficult as the illumination and therefore the object appearance vary across captured images. This is particularly challenging for more specular objects whose appearance strongly depends on the viewing direction. Some prior approaches model appearance variation across images using a per-image embedding vector, while others use physically-based rendering to recover the materials and per-image illumination. Such approaches fail at faithfully recovering view-dependent appearance given significant variation in input illumination and tend to produce mostly diffuse results. We present an approach that reconstructs objects from images taken under different illuminations by first relighting the images under a single reference illumination with a multiview relighting diffusion model and then reconstructing the object's geometry and appearance with a radiance field architecture that is robust to the small remaining inconsistencies among the relit images. We validate our proposed approach on both simulated and real datasets and demonstrate that it greatly outperforms existing techniques at reconstructing high-fidelity appearance from images taken under extreme illumination variation. Moreover, our approach is particularly effective at recovering view-dependent "shiny" appearance which cannot be reconstructed by prior methods.

Vladimir Yugay, Theo Gevers, Martin R. Oswald

Simultaneous localization and mapping (SLAM) systems with novel view synthesis capabilities are widely used in computer vision, with applications in augmented reality, robotics, and autonomous driving. However, existing approaches are limited to single-agent operation. Recent work has addressed this problem using a distributed neural scene representation. Unfortunately, existing methods are slow, cannot accurately render real-world data, are restricted to two agents, and have limited tracking accuracy. In contrast, we propose a rigidly deformable 3D Gaussian-based scene representation that dramatically speeds up the system. However, improving tracking accuracy and reconstructing a globally consistent map from multiple agents remains challenging due to trajectory drift and discrepancies across agents' observations. Therefore, we propose new tracking and map-merging mechanisms and integrate loop closure in the Gaussian-based SLAM pipeline. We evaluate \ours on synthetic and real-world datasets and find it more accurate and faster than the state of the art.

Yichong Lu, Yichi Cai, Shangzhan Zhang, Hongyu Zhou, Haoji Hu, Huimin Yu, Andreas Geiger, Yiyi Liao

Photorealistic 3D vehicle models with high controllability are essential for autonomous driving simulation and data augmentation. While handcrafted CAD models provide flexible controllability, free CAD libraries often lack the high-quality materials necessary for photorealistic rendering. Conversely, reconstructed 3D models offer high-fidelity rendering but lack controllability. In this work, we introduce UrbanCAD, a framework that generates highly controllable and photorealistic 3D vehicle digital twins from a single urban image, leveraging a large collection of free 3D CAD models and handcrafted materials. To achieve this, we propose a novel pipeline that follows a retrieval-optimization manner, adapting to observational data while preserving fine-grained expert-designed priors for both geometry and material. This enables vehicles' realistic 360-degree rendering, background insertion, material transfer, relighting, and component manipulation. Furthermore, given multi-view background perspective and fisheye images, we approximate environment lighting using fisheye images and reconstruct the background with 3DGS, enabling the photorealistic insertion of optimized CAD models into rendered novel view backgrounds. Experimental results demonstrate that UrbanCAD outperforms baselines in terms of photorealism. Additionally, we show that various perception models maintain their accuracy when evaluated on UrbanCAD with in-distribution configurations but degrade when applied to realistic out-of-distribution data generated by our method. This suggests that UrbanCAD is a significant advancement in creating photorealistic, safety-critical driving scenarios for downstream applications.

Ashish Kumar, Rajagopalan A. N.

Neural Radiance Fields (NeRFs) have made significant advances in rendering novel photorealistic views for both static and dynamic scenes. However, most prior works assume ideal conditions of artifact-free visual inputs i.e., images and videos. In real scenarios, artifacts such as object motion blur, camera motion blur, or lens defocus blur are ubiquitous. Some recent studies have explored novel view synthesis using blurred input frames by examining either camera motion blur, defocus blur, or both. However, these studies are limited to static scenes. In this work, we enable NeRFs to deal with object motion blur whose local nature stems from the interplay between object velocity and camera exposure time. Often, the object motion is unknown and time varying, and this adds to the complexity of scene reconstruction. Sports videos are a prime example of how rapid object motion can significantly degrade video quality for static cameras by introducing motion blur. We present an approach for realizing motion blur-free novel views of dynamic scenes from input videos with object motion blur captured from static cameras spanning multiple poses. We propose a NeRF-based analytical framework that elegantly correlates object three-dimensional (3D) motion across views as well as time to the observed blurry videos. Our proposed method DynaMoDe-NeRF (Dynamic Motion-aware Deblurring NeRF) is self-supervised and reconstructs the dynamic 3D scene, renders sharp novel views by blind deblurring, and recovers the underlying 3D motion and blur parameters. We provide comprehensive experimental analysis on synthetic and real data to validate our approach. To the best of our knowledge, this is the first work to address localized object motion blur in the NeRF domain.

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.

Lingteng Qiu, Shenhao Zhu, Qi Zuo, Xiaodong Gu, Yuan Dong, Junfei Zhang, Chao Xu, Zhe Li, Weihao Yuan, Liefeng Bo 等

Generating animatable human avatars from a single image is essential for various digital human modeling applications. Existing 3D reconstruction methods often struggle to capture fine details in animatable models, while generative approaches for controllable animation, though avoiding explicit 3D modeling, suffer from viewpoint inconsistencies in extreme poses and computational inefficiencies. In this paper, we address these challenges by leveraging the power of generative models to produce detailed multi-view canonical pose images, which help resolve ambiguities in animatable human reconstruction. We then propose a robust method for 3D reconstruction of inconsistent images, enabling real-time rendering during inference. Specifically, we adapt a transformer-based Text-to-Video model to generate multi-view canonical pose images and normal maps, pretraining on a large-scale monocular video dataset to improve generalization. To handle view inconsistencies, we recast the reconstruction problem as a 4D task and introduce an efficient 3D modeling approach using 4D Gaussian Splatting. Experiments demonstrate that our method achieves photorealistic, real-time animation of 3D human avatars from in-the-wild images, showcasing its effectiveness and generalization capability.

Georg Hess, Carl Lindström, Maryam Fatemi, Christoffer Petersson, Lennart Svensson

Ensuring the safety of autonomous robots, such as self-driving vehicles, requires extensive testing across diverse driving scenarios. Simulation is a key ingredient for conducting such testing in a cost-effective and scalable way. Neural rendering methods have gained popularity, as they can build simulation environments from collected logs in a data-driven manner. However, existing neural radiance field (NeRF) methods for sensor-realistic rendering of camera and lidar data suffer from low rendering speeds, limiting their applicability for large-scale testing. While 3D Gaussian Splatting (3DGS) enables real-time rendering, current methods are limited to camera data and are unable to render lidar data essential for autonomous driving. To address these limitations, we propose SplatAD, the first 3DGS-based method for realistic, real-time rendering of dynamic scenes for both camera and lidar data. SplatAD accurately models key sensor-specific phenomena such as rolling shutter effects, lidar intensity, and lidar ray dropouts, using purpose-built algorithms to optimize rendering efficiency. Evaluation across three autonomous driving datasets demonstrates that SplatAD achieves state-of-the-art rendering quality with up to +2 PSNR for NVS and +3 PSNR for reconstruction while increasing rendering speed over NeRF-based methods by an order of magnitude. Code to be released upon publication.

Xiaoqian Ruan, Pei Yu, Dian Jia, Hyeonjeong Park, Peixi Xiong, Wei Tang

Reconstructing the 3D shape of an object from a single-view image is a fundamental task in computer vision. Recent advances in differentiable rendering have enabled 3D reconstruction from image collections using only 2D annotations. However, these methods mainly focus on whole-object reconstruction and overlook object partonomy, which is essential for intelligent agents interacting with physical environments. This paper aims at learning partonomic 3D reconstruction from collections of images with only 2D annotations. Our goal is not only to reconstruct the shape of an object from a single-view image but also to decompose the shape into meaningful semantic parts. To handle the expanded solution space and frequent part occlusions in single-view images, we introduce a novel approach that represents, parses, and learns the structural compositionality of 3D objects. This approach comprises: (1) a compact and expressive compositional representation of object geometry, achieved through disentangled modeling of large shape variations, constituent parts, and detailed part deformations as multi-granularity neural fields; (2) a part transformer that recovers precise partonomic geometry and handles occlusions, through effective part-to-pixel grounding and part-to-part relational modeling; and (3) a 2D-supervised learning method that jointly learns the compositional representation and part transformer, by bridging object shape and parts, image synthesis, and differentiable rendering. Extensive experiments on ShapeNetPart, PartNet, and CUB-200-2011 demonstrate the effectiveness of our approach on both overall and partonomic reconstruction. Code, models, and data are avaliable at https://github.com/XiaoqianRuan1/Partonomic_Reconstruction.

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.

Ziteng Cui, Xuangeng Chu, Tatsuya Harada

Capturing high-quality photographs under diverse real-world lighting conditions is challenging, as both natural lighting (e.g., low-light) and camera exposure settings (e.g., exposure time) significantly impact image quality. This challenge becomes more pronounced in multi-view scenarios, where variations in lighting and image signal processor (ISP) settings across viewpoints introduce photometric inconsistencies. Such lighting degradations and view-dependent variations pose substantial challenges to novel view synthesis (NVS) frameworks based on Neural Radiance Fields (NeRF) and 3D Gaussian Splatting (3DGS). To address this, we introduce Luminance-GS, a novel approach to achieving high-quality novel view synthesis results under diverse challenging lighting conditions using 3DGS. By adopting per-view color matrix mapping and view adaptive curve adjustments, Luminance-GS achieves state-of-the-art (SOTA) results across various lighting conditions--including low-light, overexposure, and varying exposure--while not altering the original 3DGS explicit representation. Compared to previous NeRF- and 3DGS-based baselines, Luminance-GS provides real-time rendering speed with improved reconstruction quality. The source code is available at https://github.com/cuiziteng/Luminance-GS.