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1,092篇论文匹配“Gaussian Processes”
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Optimization · Large Scale, Parallel and Distributed

Hanzhen Zhao, Xingyu Xie, Cong Fang, Zhouchen Lin

Training Large Language Models (LLMs) presents a significant communication bottleneck, predominantly due to the growing scale of the gradient to communicate across multi-device clusters. However, how to mitigate communication overhead in practice remains a formidable challenge due to the weakness of the methodology of the existing compression methods, especially the neglect of the characteristics of the gradient. In this paper, we consider and demonstrate the low-rank properties of gradient and Hessian observed in LLMs training dynamic, and take advantage of such natural properties to design SEPARATE, a simple low-rank projection for gradient compression in modern large-scale model training processes. SEPARATE realizes dimensional reduction by common random Gaussian variables and an improved moving average error-feedback technique. We theoretically demonstrate that SEPARATE-based optimizers maintain the original convergence rate for SGD and Adam-Type optimizers for general non-convex objectives. Experimental results show that SEPARATE accelerates training speed by up to 2× for GPT-2-Medium pre-training, and improves performance on various benchmarks for LLAMA2-7B fine-tuning.

Etienne Corman

In this paper, we introduce a novel approach for computing conformal deformations in ℝ3 while minimizing curvature-based energies. Curvature-based energies serve as fundamental tools in geometry processing, essential for tasks such as surface fairing, deformation, and approximation using developable or cone metric surfaces. However, accurately computing the geometric embedding, especially for the latter, has been a challenging endeavor. The complexity arises from inherent numerical instabilities in curvature estimation and the intricate nature of differentiating these energies. To address these challenges, we concentrate on conformal deformations, leveraging the curvature tensor as the primary variable in our model. This strategic choice renders curvature-based energies easily applicable, mitigating previous manipulation difficulties. Our key contribution lies in identifying a previously unknown integrability condition that establishes a connection between conformal deformations and changes in curvature. We use this insight to deform surfaces of arbitrary genus, aiming to minimize bending energies or prescribe Gaussian curvature while sticking to positional constraints.

Felix Mujkanovic, Ntumba Elie Nsampi, Christian Theobalt, Hans-Peter Seidel, Thomas Leimkühler

Gaussian scale spaces are a cornerstone of signal representation and processing, with applications in filtering, multiscale analysis, anti-aliasing, and many more. However, obtaining such a scale space is costly and cumbersome, in particular for continuous representations such as neural fields. We present an efficient and lightweight method to learn the fully continuous, anisotropic Gaussian scale space of an arbitrary signal. Based on Fourier feature modulation and Lipschitz bounding, our approach is trained self-supervised, i.e., training does not require any manual filtering. Our neural Gaussian scale-space fields faithfully capture multiscale representations across a broad range of modalities, and support a diverse set of applications. These include images, geometry, light-stage data, texture anti-aliasing, and multiscale optimization.

Jiong Chen 0001, Florian Schäfer 0001, Mathieu Desbrun

The method of fundamental solutions (MFS) and its associated boundary element method (BEM) have gained popularity in computer graphics due to the reduced dimensionality they offer: for three-dimensional linear problems, they only require variables on the domain boundary to solve and evaluate the solution throughout space, making them a valuable tool in a wide variety of applications. However, MFS and BEM have poor computational scalability and huge memory requirements for large-scale problems, limiting their applicability and efficiency in practice. By leveraging connections with Gaussian Processes and exploiting the sparse structure of the inverses of boundary integral matrices, we introduce a variational preconditioner that can be computed via a sparse inverse-Cholesky factorization in a massively parallel manner. We show that applying our preconditioner to the Preconditioned Conjugate Gradient algorithm greatly improves the efficiency of MFS or BEM solves, up to four orders of magnitude in our series of tests.

Lukas Radl, Michael Steiner 0011, Mathias Parger, Alexander Weinrauch, Bernhard Kerbl, Markus Steinberger

Gaussian Splatting has emerged as a prominent model for constructing 3D representations from images across diverse domains. However, the efficiency of the 3D Gaussian Splatting rendering pipeline relies on several simplifications. Notably, reducing Gaussian to 2D splats with a single viewspace depth introduces popping and blending artifacts during view rotation. Addressing this issue requires accurate per-pixel depth computation, yet a full per-pixel sort proves excessively costly compared to a global sort operation. In this paper, we present a novel hierarchical rasterization approach that systematically resorts and culls splats with minimal processing overhead. Our software rasterizer effectively eliminates popping artifacts and view inconsistencies, as demonstrated through both quantitative and qualitative measurements. Simultaneously, our method mitigates the potential for cheating view-dependent effects with popping, ensuring a more authentic representation. Despite the elimination of cheating, our approach achieves comparable quantitative results for test images, while increasing the consistency for novel view synthesis in motion. Due to its design, our hierarchical approach is only 4% slower on average than the original Gaussian Splatting. Notably, enforcing consistency enables a reduction in the number of Gaussians by approximately half with nearly identical quality and view-consistency. Consequently, rendering performance is nearly doubled, making our approach 1.6x faster than the original Gaussian Splatting, with a 50% reduction in memory requirements. Our renderer is publicly available at https://github.com/r4dl/StopThePop.

Keyang Ye, Qiming Hou, Kun Zhou 0001

The advent of neural and Gaussian-based radiance field methods have achieved great success in the field of novel view synthesis. However, specular reflection remains non-trivial, as the high frequency radiance field is notoriously difficult to fit stably and accurately. We present a deferred shading method to effectively render specular reflection with Gaussian splatting. The key challenge comes from the environment map reflection model, which requires accurate surface normal while simultaneously bottlenecks normal estimation with discontinuous gradients. We leverage the per-pixel reflection gradients generated by deferred shading to bridge the optimization process of neighboring Gaussians, allowing nearly correct normal estimations to gradually propagate and eventually spread over all reflective objects. Our method significantly outperforms state-of-the-art techniques and concurrent work in synthesizing high-quality specular reflection effects, demonstrating a consistent improvement of peak signal-to-noise ratio (PSNR) for both synthetic and real-world scenes, while running at a frame rate almost identical to vanilla Gaussian splatting.

Binbin Huang, Zehao Yu 0002, Anpei Chen, Andreas Geiger 0001, Shenghua Gao

3D Gaussian Splatting (3DGS) has recently revolutionized radiance field reconstruction, achieving high quality novel view synthesis and fast rendering speed. However, 3DGS fails to accurately represent surfaces due to the multi-view inconsistent nature of 3D Gaussians. We present 2D Gaussian Splatting (2DGS), a novel approach to model and reconstruct geometrically accurate radiance fields from multi-view images. Our key idea is to collapse the 3D volume into a set of 2D oriented planar Gaussian disks. Unlike 3D Gaussians, 2D Gaussians provide view-consistent geometry while modeling surfaces intrinsically. To accurately recover thin surfaces and achieve stable optimization, we introduce a perspective-accurate 2D splatting process utilizing ray-splat intersection and rasterization. Additionally, we incorporate depth distortion and normal consistency terms to further enhance the quality of the reconstructions. We demonstrate that our differentiable renderer allows for noise-free and detailed geometry reconstruction while maintaining competitive appearance quality, fast training speed, and real-time rendering. Project page at https://surfsplatting.github.io.

Xingchang Huang, Corentin Salaün, Cristina Nader Vasconcelos, Christian Theobalt, A. Cengiz Öztireli, Gurprit Singh

Most of the existing diffusion models use Gaussian noise for training and sampling across all time steps, which may not optimally account for the frequency contents reconstructed by the denoising network. Despite the diverse applications of correlated noise in computer graphics, its potential for improving the training process has been underexplored. In this paper, we introduce a novel and general class of diffusion models taking correlated noise within and across images into account. More specifically, we propose a time-varying noise model to incorporate correlated noise into the training process, as well as a method for fast generation of correlated noise mask. Our model is built upon deterministic diffusion models and utilizes blue noise to help improve the generation quality compared to using Gaussian white (random) noise only. Further, our framework allows introducing correlation across images within a single mini-batch to improve gradient flow. We perform both qualitative and quantitative evaluations on a variety of datasets using our method, achieving improvements on different tasks over existing deterministic diffusion models in terms of FID metric. Code will be available at https://github.com/xchhuang/bndm.

Zongrui Li, Minghui Hu, Qian Zheng, Xudong Jiang

Recent advancements in text-to-3D generation significantly improved outcome quality despite issues like oversaturation and missing detail. Upon thoroughly examining score distillation, we've identified similarities between score and consistency distillation methods. In this work, We first elucidate the equivalent formulation of score distillation via the consistency function format, which mitigates the divide between text-to-image distillation and text-to-3D distillation and benefits the research in both fields. Our investigation further reveals the current methods under consistency distillation framework for 3D contexts still have limitations, such as the distillation errors and inconsistencies of trajectories. To address this issue, we propose Guided Consistency Sampling (GCS), which is seamlessly integrated with advanced rendering techniques and Gaussian Splatting (GS). GCS consists of three parts: A compact consistency loss leads to a better generator for the origin, a conditional guidance score enriches the detail, and a constrain on the pixel domain enhances the color and light impact. Furthermore, we have observed persistent 3D rendering issues inherent in the optimization process of GS-based methods, such as oversaturation. We attribute this to the accumulation of highlights and introduce the Brightness-equalized Generation (BEG) method to effectively alleviate the problem. Experimental results demonstrate that our approach yields higher-quality outcomes with more intricate details than the current state-of-the-art methods.

Seongbo Ha, Jiung Yeon, Hyeonwoo Yu

Simultaneous Localization and Mapping (SLAM) with dense representation plays a key role in robotics, Virtual Reality (VR), and Augmented Reality (AR) applications. Recent advancements in dense representation SLAM have highlighted the potential of leveraging neural scene representation and 3D Gaussian representation for high-fidelity spatial representation. In this paper, we propose a novel dense representation SLAM approach with a fusion of Generalized Iterative Closest Point (G-ICP) and 3D Gaussian Splatting (3DGS). In contrast to existing methods, we utilize a single Gaussian map for both tracking and mapping, resulting in mutual benefits. Through the exchange of covariances between tracking and mapping processes with scale alignment techniques, we minimize redundant computations and achieve an efficient system. Additionally, we enhance tracking accuracy and mapping quality through our keyframe selection methods. Experimental results demonstrate the effectiveness of our approach, showing an incredibly fast speed up to 107 FPS (for the entire system) and superior quality of the reconstructed map.

Yaniv Wolf, Amit Bracha, Ron Kimmel

Recently, 3D Gaussian Splatting (3DGS) has emerged as an efficient approach for accurately representing scenes. However, despite its superior novel view synthesis capabilities, extracting the geometry of the scene directly from the Gaussian properties remains a challenge, as those are optimized based on a photometric loss. While some concurrent models have tried adding geometric constraints during the Gaussian optimization process, they still produce noisy, unrealistic surfaces. We propose a novel approach for bridging the gap between the noisy 3DGS representation and the smooth 3D mesh representation, by injecting real-world knowledge into the depth extraction process. Instead of extracting the geometry of the scene directly from the Gaussian properties, we instead extract the geometry through a pre-trained stereo-matching model. We render stereo-aligned pairs of images corresponding to the original training poses, feed the pairs into a stereo model to get a depth profile, and finally fuse all of the profiles together to get a single mesh. The resulting reconstruction is smoother, more accurate and shows more intricate details compared to other methods for surface reconstruction from Gaussian Splatting, while only requiring a small overhead on top of the fairly short 3DGS optimization process. We performed extensive testing of the proposed method on in-the-wild scenes, obtained using a smartphone, showcasing its superior reconstruction abilities. Additionally, we tested the method on the Tanks and Temples and DTU benchmarks, achieving state-of-the-art results.

Yanyan Li, Chenyu Lyu, Yan Di, Guangyao Zhai, Gim Hee Lee, Federico Tombari

During the Gaussian Splatting optimization process, the scene's geometry can gradually deteriorate if its structure is not deliberately preserved, especially in non-textured regions such as walls, ceilings, and furniture surfaces. This degradation significantly affects the rendering quality of novel views that deviate significantly from the viewpoints in the training data. To mitigate this issue, we propose a novel approach called GeoGaussian. Based on the smoothly connected areas observed from point clouds, this method introduces a novel pipeline to initialize thin Gaussians aligned with the surfaces, where the characteristic can be transfered to new generations through a carefully designed densification strategy. Finally, the pipeline ensures that the scene's geometry and texture are maintained through constrained optimization processes with explicit geometry constraints. Benefiting from the proposed architecture, the generative ability of 3D Gaussians is enhanced, especially in structured regions. Our proposed pipeline achieves state-of-the-art performance in novel view synthesis and geometric reconstruction, as evaluated qualitatively and quantitatively on public datasets.

Xuanchen Li, Yuhao Cheng, Xingyu Ren, Haozhe Jia, Di Xu, Wenhan Zhu, Yichao Yan

4D head capture aims to generate dynamic topological meshes and corresponding texture maps from videos, which is widely utilized in movies and games for its ability to simulate facial muscle movements and recover dynamic textures in pore-squeezing. The industry often adopts the method involving multi-view stereo and non-rigid alignment. However, this approach is prone to errors and heavily reliant on time-consuming manual processing by artists. To simplify this process, we propose Topo4D, a novel framework for automatic geometry and texture generation, which optimizes densely aligned 4D heads and 8K texture maps directly from calibrated multi-view time-series images. Specifically, we first represent the time-series faces as a set of dynamic 3D Gaussians with fixed topology in which the Gaussian centers are bound to the mesh vertices. Afterward, we perform alternative geometry and texture optimization frame-by-frame for high-quality geometry and texture learning while maintaining temporal topology stability. Finally, we can extract dynamic facial meshes in regular wiring arrangement and high-fidelity textures with pore-level details from the learned Gaussians. Extensive experiments show that our method achieves superior results than the current SOTA face reconstruction methods both in the quality of meshes and textures. The code will be released publicly.

Zehao Zhu, Zhiwen Fan, Yifan Jiang, Zhangyang Wang

Novel view synthesis from limited observations remains an important and persistent task. However, high efficiency in existing NeRF-based few-shot view synthesis is often compromised to obtain an accurate 3D representation. To address this challenge, we propose a Few-Shot view synthesis framework based on 3D Gaussian Splatting that enables real-time and photo-realistic view synthesis with as few as three training views. The proposed method, dubbed FSGS, handles the extremely sparse initialized SfM points with a thoughtfully designed Gaussian Unpooling process. Our method iteratively distributes new Gaussians around the most representative locations, subsequently infilling local details in vacant areas. We also integrate a large-scale pre-trained monocular depth estimator within the Gaussians optimization process, leveraging online augmented views to guide the geometric optimization towards an optimal solution. Starting from sparse points observed from limited input viewpoints, our FSGS can accurately grow into unseen regions, comprehensively covering the scene and boosting the rendering quality of novel views. Overall, FSGS achieves state-of-the-art performance in both accuracy and rendering efficiency across diverse datasets, including LLFF, Mip-NeRF360, Shiny, and Blender. Code will be made available.

Yuxuan Wang, Xuanyu Yi, Zike Wu, Na Zhao, Long Chen, Hanwang Zhang

The advent of 3D Gaussian Splatting (3DGS) has revolutionized 3D editing, offering efficient, high-fidelity rendering and enabling precise local manipulations. Currently, diffusion-based 2D editing models are harnessed to modify multi-view rendered images, which then guide the editing of 3DGS models. However, this approach faces a critical issue of multi-view inconsistency, where the guidance images exhibit significant discrepancies across views, leading to mode collapse and visual artifacts of 3DGS. To this end, we introduce View-consistent Editing (VcEdit), a novel framework that seamlessly incorporates 3DGS into image editing processes, ensuring multi-view consistency in edited guidance images and effectively mitigating mode collapse issues. VcEdit employs two innovative consistency modules: the Cross-attention Consistency Module and the Editing Consistency Module, both designed to reduce inconsistencies in edited images. By incorporating these consistency modules into an iterative pattern, VcEdit proficiently resolves the issue of multi-view inconsistency, facilitating high-quality 3DGS editing across a diverse range of scenes.

Minghao Chen, Iro Laina, Andrea Vedaldi

We consider the problem of editing 3D objects and scenes based on open-ended language instructions. The established paradigm to solve this problem is to use a 2D image generator or editor to guide the 3D editing process. However, this is often slow as it requires do update a computationally expensive 3D representations such as a neural radiance field, and to do so by using contradictory guidance from a 2D model which is inherently not multi-view consistent. We thus introduce the Direct Gaussian Editor (DGE), a method that addresses these issues in two ways. First, we modify a given high-quality image editor like InstructPix2Pix to be multi-view consistent. We do so by utilizing a training-free approach which integrates cues from the underlying 3D geometry of the scene. Second, given a multi-view consistent edited sequence of images of the object, we directly and efficiently optimize the 3D object representation, which is based on 3D Gaussian Splatting. Because it does not require to apply edits incrementally and iteratively, DGE is significantly more efficient than existing approaches, and comes with other perks such as allowing selective editing of parts.

Wonho Bae, Jing Wang, Danica J. Sutherland

Most meta-learning methods assume that the (very small) context set used to establish a new task at test time is passively provided. In some settings, however, it is feasible to actively select which points to label; the potential gain from a careful choice is substantial, but the setting requires major differences from typical active learning setups. We clarify the ways in which active meta-learning can be used to label a context set, depending on which parts of the meta-learning process use active learning. Within this framework, we propose a natural algorithm based on fitting Gaussian mixtures for selecting which points to label; though simple, the algorithm also has theoretical motivation. The proposed algorithm outperforms state-of-the-art active learning methods when used with various meta-learning algorithms across several benchmark datasets.

Basak Melis Ocal, Maxim Tatarchenko, Sezer Karaoglu, Theo Gevers

Designing high-quality indoor 3D scenes is important in many practical applications, such as room planning or game development. Conventionally, this has been a time-consuming process which requires both artistic skill and familiarity with professional software, making it hardly accessible for layman users. However, recent advances in generative AI have established solid foundation for democratizing 3D design. In this paper we propose a pioneering approach for text-based 3D room design. Given a prompt in natural language describing the object placement in the room, our method produces a high-quality 3D scene corresponding to it. With an additional text prompt the users can change the appearance of the entire scene or of individual objects in it. Built using in-context learning, CAD model retrieval and 3D-Gaussian-Splatting-based stylization, our turnkey pipeline produces state-of-the-art 3D scenes, while being easy to use even for novices.

Ye Yu, Fengxin Chen, Jun Yu, Zhen Kan

While recent low-light image enhancement (LLIE) methods have made significant advancements, they still face challenges in terms of low visual quality and weak generalization ability when applied to complex scenarios. To address these issues, we propose a semi-supervised method based on latent mean-teacher and Gaussian process, named LMT-GP. We first design a latent mean-teacher framework that integrates both labeled and unlabeled data, as well as their latent vectors, into model training. Meanwhile, we use a mean-teacher-assisted Gaussian process learning strategy to establish a connection between the latent and pseudo-latent vectors obtained from the labeled and unlabeled data. To guide the learning process, we utilize an assisted Gaussian process regression (GPR) loss function. Furthermore, we design a pseudo-label adaptation module (PAM) to ensure the reliability of the network learning. To demonstrate our method's generalization ability and effectiveness, we apply it to multiple LLIE datasets and high-level vision tasks. Experiment results demonstrate that our method achieves high generalization performance and image quality. We will make our code publicly available.

Yuxuan Mu, Xinxin Zuo, Chuan Guo, Yilin Wang, Juwei Lu, Xiaofei Wu, Xu Songcen, Peng Dai, Youliang Yan, Li Cheng

We present GSD, a diffusion model approach based on Gaussian Splatting (GS) representation for 3D object reconstruction from a single view. Prior works suffer from inconsistent 3D geometry or mediocre rendering quality due to improper representations. We take a step towards resolving these shortcomings by utilizing the recent state-of-the-art 3D explicit representation, Gaussian Splatting, and an unconditional diffusion model. This model learns to generate 3D objects represented by sets of GS ellipsoids. With these strong generative 3D priors, though learning unconditionally, the diffusion model is ready for view-guided reconstruction without further model fine-tuning. This is achieved by propagating fine-grained 2D features through the efficient yet flexible splatting function and the guided denoising sampling process. In addition, a 2D diffusion model is further employed to enhance rendering fidelity, and improve reconstructed GS quality by polishing and re-using the rendered images. The final reconstructed objects explicitly come with high-quality 3D structure and texture, and can be efficiently rendered in arbitrary views. Experiments on the challenging real-world CO3D dataset demonstrate the superiority of our approach.