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1,092篇论文匹配“Gaussian Processes”
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Youngjoong Kwon, Baole Fang, Yixing Lu, Haoye Dong, Cheng Zhang, Francisco Vicente Carrasco, Albert Mosella-Montoro, Jianjin Xu, Shingo J Takagi, Daeil Kim 等

Recent progress in neural rendering have brought forth pioneering methods, such as NeRF and Gaussian Splatting, which revolutionize view rendering across various domains like AR/VR, gaming, and content creation. While these methods excel at interpolating within the training data, the challenge of generalizing to new scenes and objects from very sparse views persists. Specifically, modeling 3D humans from sparse views presents formidable hurdles due to the inherent complexity of human geometry, resulting in inaccurate reconstructions of geometry and textures. To tackle this challenge, this paper leverages recent advancements in Gaussian splatting and introduces a new method to learn generalizable human Gaussians that allows photorealistic and accurate view-rendering of a new human subject from a limited set of sparse views in a feed-forward manner. A pivotal innovation of our approach involves reformulating the learning of 3D Gaussian parameters into a regression process defined on the 2D UV space of a human template, which allows leveraging the strong geometry prior and the advantages of 2D convolutions. Our method outperforms recent methods on both within-dataset generalization as well as cross-dataset generalization settings.

Hao Li, Yuanyuan Gao, Dingwen Zhang, Chenming Wu, YALUN DAI, Chen Zhao, Haocheng Feng, Errui Ding, Jingdong Wang, Junwei Han

This paper presents GGRt, a novel approach to generalizable novel view synthesis that alleviates the need for real camera poses, complexity in processing high-resolution images, and lengthy optimization processes, thus facilitating stronger applicability of 3D Gaussian Splatting (3D-GS) in real-world scenarios. Specifically, we design a novel joint learning framework that consists of an Iterative Pose Optimization Network (IPO-Net) and a Generalizable 3D-Gaussians (G-3DG) model. With the joint learning mechanism, the proposed framework can inherently estimate robust relative pose information from the image observations and thus primarily alleviate the requirement of real camera poses. Moreover, we implement a deferred back-propagation mechanism that enables high-resolution training and inference, overcoming the resolution constraints of previous methods. To enhance the speed and efficiency, we further introduce a progressive Gaussian cache module that dynamically adjusts during training and inference. As the first pose-free generalizable 3D-GS framework, GGRt achieves inference at $\ge$ 5 FPS and real-time rendering at $\ge$ 100 FPS. Through extensive experimentation, we demonstrate that our method outperforms existing NeRF-based pose-free techniques in terms of inference speed and effectiveness. It can also approach the real pose-based 3D-GS methods. Our contributions provide a significant leap forward for the integration of computer vision and computer graphics into practical applications, offering state-of-the-art results on LLFF, KITTI, and Waymo Open datasets and enabling real-time rendering for immersive experiences.

Basudha Pal, Arunkumar Kannan, Ram Prabhakar Kathirvel, Alice O'Toole, Rama Chellappa

Significant advancements have been achieved in the domain of face generation with the adoption of diffusion models. However, diffusion models tend to amplify biases during the generative process, resulting in an uneven distribution of sensitive facial attributes such as age, gender, and race. In this paper, we introduce a novel approach to address this issue by debiasing the attributes in generated images. Our approach involves disentangling facial attributes by localizing the means within the latent space of the diffusion model using Gaussian mixture models (GMM). This method, leveraging the adaptable latent structure of diffusion models, allows us to localize the subspace responsible for generating specific attributes on-the-fly without the need for retraining. We demonstrate the effectiveness of our technique across various face datasets, resulting in fairer data generation while preserving sample quality. Furthermore, we empirically illustrate its effectiveness in reducing bias in downstream classification tasks without compromising performance by augmenting the original dataset with fairly generated data.

Qianliang Wu, Haobo Jiang, Lei Luo, Jun Li, Yaqing Ding, Jin Xie, Jian Yang

Establishing reliable correspondences is essential for registration tasks such as 3D and 2D3D registration. Existing methods commonly leverage geometric or semantic point features to generate potential correspondences. However, these features may face challenges such as large deformation, scale inconsistency, and ambiguous matching problems (e.g., symmetry). Additionally, many previous methods, which rely on single-pass prediction, may struggle with local minima in complex scenarios. To mitigate these challenges, we introduce a diffusion matching model for robust correspondence construction. Our approach treats correspondence estimation as a denoising diffusion process within the doubly stochastic matrix space, which gradually denoises (refines) a doubly stochastic matching matrix to the ground-truth one for high-quality correspondence estimation. It involves a forward diffusion process that gradually introduces Gaussian noise into the ground truth matching matrix and a reverse denoising process that iteratively refines the noisy matching matrix. In particular, the feature extraction from the backbone occurs only once during the inference phase. Our lightweight denoising module utilizes the same feature at each reverse sampling step. Evaluation of our method on both 3D and 2D3D registration tasks confirms its effectiveness. The code will be made available online.

Cheng Zhao, su sun, Ruoyu Wang, Yuliang Guo, Jun-Jun Wan, Zhou Huang, Xinyu Huang, Yingjie Victor Chen, Liu Ren

Most 3D Gaussian Splatting (3D-GS) based methods for urban scenes initialize 3D Gaussians directly with 3D LiDAR points, which not only underutilizes LiDAR data capabilities but also overlooks the potential advantages of fusing LiDAR with camera data. In this paper, we design a novel tightly coupled LiDAR-Camera Gaussian Splatting~(TCLC-GS) to fully leverage the combined strengths of both LiDAR and camera sensors, enabling rapid, high-quality 3D reconstruction and novel view RGB/depth synthesis. TCLC-GS designs a hybrid explicit (colorized 3D mesh) and implicit (hierarchical octree feature) 3D representation derived from LiDAR-camera data, to enrich the properties of 3D Gaussians for splatting. 3D Gaussian's properties are not only initialized in alignment with the 3D mesh which provides more completed 3D shape and color information, but are also endowed with broader contextual information through retrieved octree implicit features. During the Gaussian Splatting optimization process, the 3D mesh offers dense depth information as supervision, which enhances the training process by learning of a robust geometry. Comprehensive evaluations conducted on the Waymo Open Dataset and nuScenes Dataset validate our method's state-of-the-art~(SOTA) performance. Utilizing a single NVIDIA RTX 3090 Ti, our method demonstrates fast training and achieves real-time RGB and depth rendering at 90 FPS in resolution of 1920X1280 (Waymo), and 120 FPS in resolution of 1600X900 (nuScenes) in urban scenarios.

Guoqing Wang, Zhongdao Wang, Pin Tang, Jilai Zheng, Xiangxuan Ren, Bailan Feng, Chao Ma

Existing solutions for 3D semantic occupancy prediction typically treat the task as a one-shot 3D voxel-wise segmentation perception problem. These discriminative methods focus on learning the mapping between the inputs and occupancy map in a single step, lacking the ability to gradually refine the occupancy map and the reasonable scene imaginative capacity to complete the local regions somewhere. In this paper, we introduce OccGen, a simple yet powerful generative perception model for the task of 3D semantic occupancy prediction. OccGen adopts a ``noise-to-occupancy'' generative paradigm, progressively inferring and refining the occupancy map by predicting and eliminating noise originating from a random Gaussian distribution. OccGen consists of two main components: a conditional encoder that is capable of processing multi-modal inputs, and a progressive refinement decoder that applies diffusion denoising using the multi-modal features as conditions. A key insight of this generative pipeline is that the diffusion denoising process is naturally able to model the coarse-to-fine refinement of the dense 3D occupancy map, therefore producing more detailed predictions. Extensive experiments on several occupancy benchmarks demonstrate the effectiveness of the proposed method compared to the state-of-the-art methods. For instance, OccGen relatively enhances the mIoU by 9.5%, 6.3%, and 13.3% on nuScenes-Occupancy dataset under the muli-modal, LiDAR-only, and camera-only settings, respectively. Moreover, as a generative perception model, OccGen exhibits desirable properties that discriminative models cannot achieve, such as providing uncertainty estimates alongside its multiple-step predictions. The code will be released.

Jia Wan, qiangqiang wu, Wei Lin, Antoni Chan

The existing crowd counting models require extensive training data, which is time-consuming to annotate. To tackle this issue, we propose a simple yet effective crowd counting method by utilizing the Segment-Everything-Everywhere Model (SEEM), an adaptation of the Segmentation Anything Model (SAM), to generate pseudo-labels for training crowd counting models. However, our initial investigation reveals that SEEM's performance in dense crowd scenes is limited, primarily due to the omission of many persons in high-density areas. To overcome this limitation, we propose an adaptive resolution SEEM to handle the scale variations, occlusions, and overlapping of people within crowd scenes. Alongside this, we introduce a robust localization method, based on Gaussian Mixture Models, for predicting the head positions in the predicted people masks. Given the mask and point pseudo-labels, we propose a robust loss function, which is designed to exclude uncertain regions based on SEEM's predictions, thereby enhancing the training process of the counting networks. Finally, we propose an iterative method for generating pseudo-labels. This method aims at improving the quality of the segmentation masks by identifying more tiny persons in high-density regions, which are often missed in the first pseudo-labeling stage. Overall, our proposed method achieves the best unsupervised performance in crowd counting, while also being comparable results to some supervised methods. This makes it a highly effective and versatile tool for crowd counting, especially in situations where labeled data is not available.

YUXIN WANG, Qianyi Wu, Guofeng Zhang, Dan Xu

This paper tackles the intricate challenge of object removal to update the radiance field using the 3D Gaussian Splatting. The main challenges of this task lie in the preservation of geometric consistency and the maintenance of texture coherence in the presence of the substantial discrete nature of Gaussian primitives. We introduce a robust framework specifically designed to overcome these obstacles. The key insight of our approach is the enhancement of information exchange among visible and invisible areas, facilitating content restoration in terms of both geometry and texture. Our methodology begins with optimizing the positioning of Gaussian primitives to improve geometric consistency across both removed and visible areas, guided by an online registration process informed by monocular depth estimation. Following this, we employ a novel feature propagation mechanism to bolster texture coherence, leveraging a cross-attention design that bridges sampling Gaussians from both uncertain and certain areas. This innovative approach significantly refines the texture coherence within the final radiance field. Extensive experiments validate that our method not only elevates the quality of novel view synthesis for scenes undergoing object removal but also showcases notable efficiency gains in training and rendering speeds.

Bowei Xing, Xianghua Ying, Ruibin Wang, Ruohao Guo, Ji Shi, Wenzhen Yue

Source free domain adaptation (SFDA) aims to transfer the model trained on labeled source domain to unlabeled target domain without accessing source data. Recent SFDA methods predominantly rely on self-training, which supervise the model with pseudo labels generated from individual data samples. However, they often ignore the crucial data structure information and sample relationships that are beneficial for adaptive training. In this paper, we propose a novel hierarchical relation distillation framework, establishing multi-level relations across samples in an unsupervised manner, which fully exploits inherent data structure to guide the sample training instead of using the isolated pseudo labels. We first distinguish the source-like samples based on prediction reliability in the training process, followed by an effort on distilling knowledge to those target-specific ones by transferring both local clustering relation and global semantic relation. Specifically, we leverage the affinity with nearest neighborhood samples for local relation and consider the similarity to category-wise Gaussian Mixtures for global relation, offering complementary supervision to facilitate student learning. To validate the effectiveness of our approach, we conduct extensive experiments on four diverse benchmarks, achieving better performance compared to previous methods.

Matteo Bortolon, Theodoros Tsesmelis, Stuart James, Fabio Poiesi, Alessio Del Bue

We propose 6DGS to estimate the camera pose of a target RGB image given a 3D Gaussian Splatting (3DGS) model representing the scene. 6DGS avoids the iterative process typical of analysis-by-synthesis methods (e.g. iNeRF) that also require an initialization of the camera pose to converge. Instead, our method estimates a 6DoF pose by inverting the 3DGS rendering process. Starting from the object surface, we define a radiant Ellicell that uniformly generates rays departing from each ellipsoid that parameterize the 3DGS model. Each Ellicell ray is associated with the rendering parameters of each ellipsoid, which in turn is used to obtain the best bindings between the target image pixels and the cast rays. These pixel-ray bindings are then ranked to select the best scoring bundle of rays, which their intersection provides the camera center and, in turn, the camera rotation. The proposed solution obviates the necessity of an a priori pose for initialization, and it solves 6DoF pose estimation in closed form, without the need for iterations. Moreover, compared to the existing Novel View Synthesis (NVS) baselines for pose estimation, 6DGS can improve the overall average rotational accuracy by 12% and translation accuracy by 22% on real scenes, despite operating in initialization pose free mode. At the same time, our method operates near real-time, reaching 15fps on consumer hardware.

Seokhun Choi, Hyeonseop Song, Jaechul Kim, Taehyeong Kim, Hoseok Do

Interactive segmentation of 3D Gaussians opens a great opportunity for real-time manipulation of 3D scenes thanks to the real-time rendering capability of 3D Gaussian Splatting. However, the current methods suffer from time-consuming post-processing to deal with noisy segmentation output. Also, they struggle to provide detailed segmentation, which is important for fine-granular manipulation of 3D scenes. In this study, we propose Click-Gaussian, which learns distinguishable feature fields of two-level granularity, facilitating segmentation without time-consuming post-processing.We delve into challenges stemming from inconsistently learned feature fields resulting from 2D segmentation obtained independently from a 3D scene. 3D segmentation accuracy deteriorates when 2D segmentation results across the views, primary cues for 3D segmentation, are in conflict. To overcome these issues, we propose Global Feature-guided Learning (GFL). GFL constructs the clusters of global feature candidates from noisy 2D segments across the views, which smooths out noises when learning the features of 3D Gaussians. Our method runs in 10ms per click, 15 to 130 times as fast as the previous methods, while also significantly improving segmentation accuracy.

Wangze Xu, Huachen Gao, Shihe Shen, Rui Peng, Jianbo Jiao, Ronggang Wang

Recently, the advancement of the Neural Radiance Field (NeRF) has facilitated few-shot Novel View Synthesis (NVS), which presents a significant challenge in 3D vision applications. Despite numerous attempts to reduce the dense input requirement in NeRF, it still suffers from time-consumed training and rendering processes. More recently, 3D Gaussian Splatting (3DGS) achieves real-time high-quality rendering with an explicit point-based representation. However, similar to NeRF, it tends to overfit the train views for a lack of constraints. In this paper, we propose a few-shot NVS method that excavates the multi-view priors based on 3D Gaussian Splatting. We leverage the recent learning-based Multi-view Stereo (MVS) to enhance the quality of geometric initialization for 3DGS. To mitigate overfitting, we propose a forward-warping method for additional appearance constraints conforming to scenes based on the computed geometry. Furthermore, to facilitate proper convergence of optimization, we introduce a view-consistent geometry constraint for Gaussian parameters and utilize a monocular depth regularization as compensation. Experiments show that the proposed method achieves state-of-the-art performance with real-time rendering speed.

Hritam Basak, Zhaozheng Yin

Semi-supervised Domain Adaptation (SSDA) encompasses the process of adapting representations acquired from the source domain to a new target domain, utilizing a limited number of labeled samples in conjunction with an abundance of unlabeled data from the target domain. Simple aggregation of domain adaptation (DA) and semi-supervised learning (SSL) falls short of optimal performance due to two primary challenges: (1) skewed training data distribution favoring the source representation learning, and (2) the persistence of superfluous domain-specific features, hindering effective domain-agnostic (i.e., task-specific) feature extraction. In pursuit of greater generalizability and robustness, we present an SSDA framework with a new episodic learning strategy: \lq\lq learn, forget, then learn more\rq\rq. First, we train two encoder-classifier pairs, one for the source and the other for the target domain, aiming to learn domain-specific features. This involves minimizing classification loss for in-domain images and maximizing uncertainty loss for out-of-domain images. Subsequently, we transform the images into a new space, strategically unlearning (forgetting) the domain-specific representations while preserving their structural similarity to the originals. This proactive removal of domain-specific attributes is complemented by learning more domain-agnostic features using a Gaussian-guided latent alignment (GLA) strategy that uses a prior distribution to align domain-agnostic source and target representations. The proposed SSDA framework can be further extended to unsupervised domain adaptation (UDA). Evaluation across {two} domain adaptive image classification tasks reveals our method's superiority over state-of-the-art (SoTA) methods in both SSDA and UDA scenarios. Code will be released.

Umar Khalid, Hasan Iqbal, Azib Farooq, Jing Hua, Chen Chen

We introduce 3DEgo to address a novel problem of directly synthesizing photorealistic 3D scenes from monocular videos guided by textual prompts. Conventional methods construct a text-conditioned 3D scene through a three-stage process, involving pose estimation using Structure-from-Motion (SfM) libraries like COLMAP, initializing the 3D model with unedited images, and iteratively updating the dataset with edited images to achieve a 3D scene with text fidelity. Our framework streamlines the conventional multi-stage 3D editing process into a single-stage workflow by overcoming the reliance on COLMAP and eliminating the cost of model initialization. We apply a diffusion model to edit video frames prior to 3D scene creation by incorporating our designed \textit{noise blender module} for enhancing multi-view editing consistency, a step that does not require additional training or fine-tuning of T2I diffusion models. 3DEgo utilizes 3D Gaussian Splatting to create 3D scenes from the multi-view consistent edited frames, capitalizing on the inherent temporal continuity and explicit point cloud data. 3DEgo demonstrates remarkable editing precision, speed, and adaptability across a variety of video sources, as validated by extensive evaluations on six datasets, including our own prepared GS25 dataset.

Yixiao Wang, Chen Tang, Lingfeng Sun, Simone Rossi, Yichen Xie, Chensheng Peng, Thomas Hannagan, Stefano Sabatini, Nicola Poerio, Masayoshi TOMIZUKA 等

Diffusion models are promising for joint trajectory prediction and controllable generation in autonomous driving, but they face challenges of inefficient inference time and high computational demands. To tackle these challenges, we introduce Optimal Gaussian Diffusion (OGD) and Estimated Clean Manifold (ECM) Guidance. OGD optimizes the prior distribution for a small diffusion time $T$ and starts the reverse diffusion process from it. ECM directly injects guidance gradients to the estimated clean manifold, eliminating extensive gradient backpropagation throughout the network. Our methodology streamlines the generative process, enabling practical applications with reduced computational overhead. Experimental validation on the large-scale Argoverse 2 dataset demonstrates our approach's superior performance, offering a viable solution for computationally efficient, high-quality joint trajectory generation and controllable generation for autonomous driving.

Gwangtak Bae, Changwoon Choi, Hyeongjun Heo, Sang Min Kim, Young Min Kim

We present an inverse image-formation module that can enhance the robustness of existing visual SLAM pipelines for in-the-wild scenarios. Casual video captures often suffer from motion blur and varying appearances, which degrades the final quality of coherent 3D visual representation. We propose integrating the physical imaging into the SLAM system, which employs linear HDR radiance maps to collect measurements. Specifically, individual frames aggregate images of multiple poses along the camera trajectory to explain prevalent motion blur in hand-held videos. Additionally, we accommodate per-frame appearance variation by dedicating explicit variables for image formation steps, namely white balance, exposure time, and camera response function. Through joint optimization of additional variables, the SLAM pipeline produces high-quality images with more accurate trajectories. Extensive experiments demonstrate that our approach can be incorporated into recent visual SLAM pipelines using various scene representations, such as neural radiance fields or Gaussian splatting.

Qiuhong Shen, Xingyi Yang, Xinchao Wang

This study addresses the challenge of accurately segmenting 3D Gaussian Splatting~(3D-GS) from 2D masks. Conventional methods often rely on iterative gradient descent to assign each Gaussian a unique label, leading to lengthy optimization and sub-optimal solutions. Instead, we propose a straightforward yet globally optimal solver for 3D-GS segmentation. The core insight of our method is that, with a reconstructed 3D-GS scene , the rendering of the 2D masks is essentially a linear function with respect to the labels of each Gaussian. As such, the optimal label assignment can be solved via linear programming in closed form. This solution capitalizes on the alpha blending characteristic of the splatting process for single step optimization. By incorporating the softening term in our objective function, our method shows superior robustness in 3D segmentation against noises. Remarkably, our optimization completes within 30 seconds, about 50$\times$ faster than the best existing methods. Extensive experiments demonstrate our method’s efficiency and robustness in segmenting various scenes, and its superior performance in downstream tasks such as object removal and inpainting. We will make all code and results publicly available.

Dmytro Kotovenko, Olga Grebenkova, Nikolaos Sarafianos, Avinash Paliwal, Pingchuan Ma, Omid Poursaeed, Sreyas Mohan, Yuchen Fan, Yilei Li, Rakesh Ranjan 等

While style transfer techniques have been well-developed for 2D image stylization, the extension of these methods to 3D scenes remains relatively unexplored. Existing approaches demonstrate proficiency in transferring colors and textures but often struggle with replicating the geometry of the scenes. In our work, we leverage an explicit Gaussian Scale (GS) representation and directly match the distributions of Gaussians between style and content scenes using the Earth Mover's Distance (EMD). By employing the entropy-regularized Wasserstein-2 distance, we ensure that the transformation maintains spatial smoothness. Additionally, we decompose the scene stylization problem into smaller chunks to enhance efficiency. This paradigm shift reframes stylization from a pure generative process driven by latent space losses to an explicit matching of distributions between two Gaussian representations. Our method achieves high-resolution 3D stylization by faithfully transferring details from 3D style scenes onto the content scene. Furthermore, WaSt-3D consistently delivers results across diverse content and style scenes without necessitating any training, as it relies solely on optimization-based techniques.

Otto Seiskari, Jerry Ylilammi, Valtteri Kaatrasalo, Pekka Rantalankila, Matias Turkulainen, Juho Kannala, Esa Rahtu, Arno Solin

High-quality scene reconstruction and novel view synthesis based on Gaussian Splatting (3DGS) typically require steady, high-quality photographs, often impractical to capture with handheld cameras. We present a method that adapts to camera motion and allows high-quality scene reconstruction with handheld video data suffering from motion blur and rolling shutter distortion. Our approach is based on detailed modelling of the physical image formation process and utilizes velocities estimated using visual-inertial odometry (VIO). Camera poses are considered non-static during the exposure time of a single image frame and camera poses are further optimized in the reconstruction process. We formulate a differentiable rendering pipeline that leverages screen space approximation to efficiently incorporate rolling-shutter and motion blur effects into the 3DGS framework. Our results with both synthetic and real data demonstrate superior performance in mitigating camera motion over existing methods, thereby advancing 3DGS in naturalistic settings.

Zijie Wu, Mingtao Feng, Yaonan Wang, He Xie, Weisheng Dong, Bo Miao, Ajmal Mian

Generating realistic 3D scenes is challenging due to the complexity of room layouts and object geometries. We propose a sketch based knowledge enhanced diffusion architecture (SEK) for generating customized, diverse, and plausible 3D scenes. SEK conditions the denoising process with a hand-drawn sketch of the target scene and cues from an object relationship knowledge base. We first construct an external knowledge base containing object relationships and then leverage knowledge enhanced graph reasoning to assist our model in understanding hand-drawn sketches. A scene is represented as a combination of 3D objects and their relationships, and then incrementally diffused to reach a Gaussian distribution. We propose a 3D denoising scene transformer that learns to reverse the diffusion process, conditioned by a hand-drawn sketch along with knowledge cues, to regressively generate the scene including the 3D object instances as well as their layout. Experiments on the 3D-FRONT dataset show that our model improves FID, CKL by 17.41\%, 37.18\% in 3D scene generation and FID, KID by 19.12\%, 20.06\% in 3D scene completion compared to the nearest competitor DiffuScene.