Learning from multi-view images using neural implicit signed distance functions shows impressive performance on 3D Reconstruction of opaque objects. However, existing methods struggle to reconstruct accurate geometry when applied to translucent objects due to the non-negligible bias in their rendering function. To address the inaccuracies in the existing model, we have reparameterized the density function of the neural radiance field by incorporating an estimated constant extinction coefficient. This modification forms the basis of our innovative framework, which is geared towards highfidelity surface reconstruction and the novel-view synthesis of translucent objects. Our framework contains two stages. In the reconstruction stage, we introduce a novel weight function to achieve accurate surface geometry reconstruction. Following the recovery of geometry, the second phase involves learning the distinct scattering properties of the participating media to enhance rendering. A comprehensive dataset, comprising both synthetic and real translucent objects, has been built for conducting extensive experiments. Experiments reveal that our method outperforms existing approaches in terms of reconstruction and novel-view synthesis.
论文检索
输入标题、作者或关键词,从 1,093 篇学术成果中精准定位
Underwater perception and 3D surface reconstruction are challenging problems with broad applications in construction, security, marine archaeology, and environmental monitoring. Treacherous operating conditions, fragile surroundings, and limited navigation control often dictate that submersibles restrict their range of motion and, thus, the baseline over which they can capture measurements. In the context of 3D scene reconstruction, it is well-known that smaller baselines make reconstruction more challenging. Our work develops a physics-based multimodal acoustic-optical neural surface reconstruction framework (AONeuS) capable of effectively integrating high-resolution RGB measurements with low-resolution depth-resolved imaging sonar measurements. By fusing these complementary modalities, our framework can reconstruct accurate high-resolution 3D surfaces from measurements captured over heavily-restricted baselines. Through extensive simulations and in-lab experiments, we demonstrate that AONeuS dramatically outperforms recent RGB-only and sonar-only inverse-differentiable-rendering–based surface reconstruction methods.
In the wake of many new ML-inspired approaches for reconstructing and representing high-quality 3D content, recent hybrid and explicitly learned representations exhibit promising performance and quality characteristics. However, their scaling to higher dimensions is challenging, e.g. when accounting for dynamic content with respect to additional parameters such as material properties, illumination, or time. In this paper, we tackle these challenges for an explicit representations based on Gaussian mixture models. With our solutions, we arrive at efficient fitting of compact N-dimensional Gaussian mixtures and enable efficient evaluation at render time: For fast fitting and evaluation, we introduce a high-dimensional culling scheme that efficiently bounds N-D Gaussians, inspired by Locality Sensitive Hashing. For adaptive refinement yet compact representation, we introduce a loss-adaptive density control scheme that incrementally guides the use of additional capacity towards missing details. With these tools we can for the first time represent complex appearance that depends on many input dimensions beyond position or viewing angle within a compact, explicit representation optimized in minutes and rendered in milliseconds.
The ability to animate photo-realistic head avatars reconstructed from monocular portrait video sequences represents a crucial step in bridging the gap between the virtual and real worlds. Recent advancements in head avatar techniques, including explicit 3D morphable meshes (3DMM), point clouds, and neural implicit representation have been exploited for this ongoing research. However, 3DMM-based methods are constrained by their fixed topologies, point-based approaches suffer from a heavy training burden due to the extensive quantity of points involved, and the last ones suffer from limitations in deformation flexibility and rendering efficiency. In response to these challenges, we propose MonoGaussianAvatar (Monocular Gaussian Point-based Head Avatar), a novel approach that harnesses 3D Gaussian point representation coupled with a Gaussian deformation field to learn explicit head avatars from monocular portrait videos. We define our head avatars with Gaussian points characterized by adaptable shapes, enabling flexible topology. These points exhibit movement with a Gaussian deformation field in alignment with the target pose and expression of a person, facilitating efficient deformation. Additionally, the Gaussian points have controllable shape, size, color, and opacity combined with Gaussian splatting, allowing for efficient training and rendering. Experiments demonstrate the superior performance of our method, which achieves state-of-the-art results among previous methods. Code and data can be found at https://github.com/aipixel/MonoGaussianAvatar.
Animatable clothing transfer, aiming at dressing and animating garments across characters, is a challenging problem. Most human avatar works entangle the representations of the human body and clothing together, which leads to difficulties for virtual try-on across identities. What’s worse, the entangled representations usually fail to exactly track the sliding motion of garments. To overcome these limitations, we present Layered Gaussian Avatars (LayGA), a new representation that formulates body and clothing as two separate layers for photorealistic animatable clothing transfer from multi-view videos. Our representation is built upon the Gaussian map-based avatar for its excellent representation power of garment details. However, the Gaussian map produces unstructured 3D Gaussians distributed around the actual surface. The absence of a smooth explicit surface raises challenges in accurate garment tracking and collision handling between body and garments. Therefore, we propose two-stage training involving single-layer reconstruction and multi-layer fitting. In the single-layer reconstruction stage, we propose a series of geometric constraints to reconstruct smooth surfaces and simultaneously obtain the segmentation between body and clothing. Next, in the multi-layer fitting stage, we train two separate models to represent body and clothing and utilize the reconstructed clothing geometries as 3D supervision for more accurate garment tracking. Furthermore, we propose geometry and rendering layers for both high-quality geometric reconstruction and high-fidelity rendering. Overall, the proposed LayGA realizes photorealistic animations and virtual try-on, and outperforms other baseline methods. Our project page is https://jsnln.github.io/layga/index.html.
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.
Recently, the emergence of diffusion models has opened up new opportunities for single-view reconstruction. However, all the existing methods represent the target object as a closed mesh devoid of any structural information, thus neglecting the part-based structure, which is crucial for many downstream applications, of the reconstructed shape. Moreover, the generated meshes usually suffer from large noises, unsmooth surfaces, and blurry textures, making it challenging to obtain satisfactory part segments using 3D segmentation techniques. In this paper, we present Part123, a novel framework for part-aware 3D reconstruction from a single-view image. We first use diffusion models to generate multiview-consistent images from a given image, and then leverage Segment Anything Model (SAM), which demonstrates powerful generalization ability on arbitrary objects, to generate multiview segmentation masks. To effectively incorporate 2D part-based information into 3D reconstruction and handle inconsistency, we introduce contrastive learning into a neural rendering framework to learn a part-aware feature space based on the multiview segmentation masks. A clustering-based algorithm is also developed to automatically derive 3D part segmentation results from the reconstructed models. Experiments show that our method can generate 3D models with high-quality segmented parts on various objects. Compared to existing unstructured reconstruction methods, the part-aware 3D models from our method benefit some important applications, including feature-preserving reconstruction, primitive fitting, and 3D shape editing.
We propose a novel point-based representation, Gaussian surfels, to combine the advantages of the flexible optimization procedure in 3D Gaussian points and the surface alignment property of surfels. This is achieved by directly setting the z-scale of 3D Gaussian points to 0, effectively flattening the original 3D ellipsoid into a 2D ellipse. Such a design provides clear guidance to the optimizer. By treating the local z-axis as the normal direction, it greatly improves optimization stability and surface alignment. While the derivatives to the local z-axis computed from the covariance matrix are zero in this setting, we design a self-supervised normal-depth consistency loss to remedy this issue. Monocular normal priors and foreground masks are incorporated to enhance the quality of the reconstruction, mitigating issues related to highlights and background. We propose a volumetric cutting method to aggregate the information of Gaussian surfels so as to remove erroneous points in depth maps generated by alpha blending. Finally, we apply screened Poisson reconstruction method to the fused depth maps to extract the surface mesh. Experimental results show that our method demonstrates superior performance in surface reconstruction compared to state-of-the-art neural volume rendering and point-based rendering methods.
Recent studies in Radiance Fields have paved the robust way for novel view synthesis with their photorealistic rendering quality. Nevertheless, they usually employ neural networks and volumetric rendering, which are costly to train and impede their broad use in various real-time applications due to the lengthy rendering time. Lately 3D Gaussians splatting-based approach has been proposed to model the 3D scene, and it achieves remarkable visual quality while rendering the images in real-time. However, it suffers from severe degradation in the rendering quality if the training images are blurry. Blurriness commonly occurs due to the lens defocusing, object motion, and camera shake, and it inevitably intervenes in clean image acquisition. Several previous studies have attempted to render clean and sharp images from blurry input images using neural fields. The majority of those works, however, are designed only for volumetric rendering-based neural radiance fields and are not straightforwardly applicable to rasterization-based 3D Gaussian splatting methods. Thus, we propose a novel real-time deblurring framework, Deblurring 3D Gaussian Splatting, using a small Multi-Layer Perceptron (MLP) that manipulates the covariance of each 3D Gaussian to model the scene blurriness. While Deblurring 3D Gaussian Splatting can still enjoy real-time rendering, it can reconstruct fine and sharp details from blurry images. A variety of experiments have been conducted on the benchmark, and the results have revealed the effectiveness of our approach for deblurring.
We present a novel approach for recovering 3D shape and view dependent appearance from a few colored images, enabling efficient 3D reconstruction and novel view synthesis. Our method learns an implicit neural representation in the form of a Signed Distance Function (SDF) and a radiance field. The model is trained progressively through ray tracing enabled volumetric rendering, and regularized with learning-free multi-view stereo (MVS) cues. Key to our contribution is a novel implicit neural shape function learning strategy that encourages our SDF field to be as linear as possible near the level-set, hence robustifying the training against noise emanating from the supervision and regularization signals. Without using any pretrained priors, our method, called SparseCraft, achieves state-of-the-art performances both in novel-view synthesis and reconstruction from sparse views in standard benchmarks, while requiring less than 10 minutes for training.
Beyond the Contact: Discovering Comprehensive Affordance for 3D Objects from Pre-trained 2D Diffusion Models
PDF ↗Understanding the inherent human knowledge in interacting with a given environment (e.g., affordance) is essential for improving AI to better assist humans. While existing approaches primarily focus on human-object contacts during interactions, such affordance representation cannot fully address other important aspects of human-object interactions (HOIs), i.e., patterns of relative positions and orientations. In this paper, we introduce a novel affordance representation, named Comprehensive Affordance (ComA). Given a 3D object mesh, ComA models the distribution of relative orientation and proximity of vertices in interacting human meshes, capturing plausible patterns of contact, relative orientations, and spatial relationships. To construct the distribution, we present a novel pipeline that synthesizes diverse and realistic 3D HOI samples given any 3D target object mesh. The pipeline leverages a pre-trained 2D inpainting diffusion model to generate HOI images from object renderings and lifts them into 3D. To avoid the generation of false affordances, we propose a new inpainting framework, Adaptive Mask Inpainting. Since ComA is built on synthetic samples, it can extend to any object in an unbounded manner. Through extensive experiments, we demonstrate that ComA outperforms competitors that rely on human annotations in modeling contact-based affordance. Importantly, we also showcase the potential of ComA to reconstruct human-object interactions in 3D through an optimization framework, highlighting its advantage in incorporating both contact and non-contact properties.
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.
Content-Aware Radiance Fields: Aligning Model Complexity with Scene Intricacy Through Learned Bitwidth Quantization
PDF ↗The recent popular radiance field models, exemplified by Neural Radiance Fields (NeRF), Instant-NGP and 3D Gaussian Splatting, are designed to represent 3D content by that training models for each individual scene. This unique characteristic of scene representation and per-scene training distinguishes radiance field models from other neural models, because complex scenes necessitate models with higher representational capacity and vice versa. In this paper, we propose content-aware radiance fields, aligning the model complexity with the scene intricacies through Adversarial Content-Aware Quantization (A-CAQ). Specifically, we make the bitwidth of parameters differentiable and trainable, tailored to the unique characteristics of specific scenes and requirements. The proposed framework has been assessed on Instant-NGP, a well-known NeRF variant and evaluated using various datasets. Experimental results demonstrate a notable reduction in computational complexity, while preserving the requisite reconstruction and rendering quality, rendering it beneficial for practical deployment of radiance fields models. Codes will be released soon.
NeRF (Neural Radiance Fields) has demonstrated tremendous potential in novel view synthesis and 3D reconstruction, but its performance is sensitive to input image quality, which struggles to achieve high-fidelity rendering when provided with low-quality sparse input viewpoints. Previous methods for NeRF restoration are tailored for specific degradation type, ignoring the generality of restoration. To overcome this limitation, we propose a generic radiance fields restoration pipeline, named RaFE, which applies to various types of degradations, such as low resolution, blurriness, noise, JPEG compression artifacts, or their combinations. Our approach leverages the success of off-the-shelf 2D restoration methods to recover the multi-view images individually. Instead of reconstructing a blurred NeRF by averaging inconsistencies, we introduce a novel approach using Adversarial Generative Networks (GANs) for NeRF generation to better accommodate the geometric and appearance inconsistencies present in the multi-view images. Specifically, we adopt a two-level triplane architecture, where the coarse level remains fixed to represent the low-quality NeRF, and a fine-level residual triplane to be added to the coarse level is modeled as a distribution with GAN to capture potential variations in restoration. We validate our proposed method on both synthetic and real cases for various restoration tasks, demonstrating superior performance in both quantitative and qualitative evaluations, surpassing other 3D restoration methods specific to single tasks.
Parameterization-driven Neural Surface Reconstruction for Object-oriented Editing in Neural Rendering
PDF ↗The growing capabilities of neural rendering have increased the demand for new techniques that enable intuitive editing of 3D objects, particularly when they are represented as neural implicit surfaces. In this paper, we present a novel neural algorithm for parameterizing neural implicit surfaces to simple parametric domains, such as spheres and polycubes, thereby facilitating visualization and various editing tasks. Specifically, for polycubes, our method allows the user to specify the desired number of cubes for the domain and then learns a cube configuration that closely resembles the geometry of the target 3D object. It then computes a bi-directional deformation between the object and the domain, utilizing a forward mapping from points on the object's zero level set to the parametric domain, followed by an inverse deformation for backward mapping. To ensure the map is nearly bijective, we employ a cycle loss while optimizing the smoothness of both deformations. The quality of the computed parameterization, as assessed by angle and area distortions, is guaranteed through the use of a Laplacian regularizer and an optimized learned parametric domain. Designed for compatibility, our framework integrates seamlessly with existing neural rendering pipelines, taking multi-view images of a single object or multiple objects of similar geometries as input to reconstruct 3D geometry and compute the corresponding texture map. Our method is fully automatic and end-to-end, eliminating the need for any prior information. We also introduce a simple yet effective technique for intrinsic radiance decomposition, facilitating both view-independent material editing and view-dependent shading editing. Our method allows for the immediate rendering of edited textures through volume rendering, without the need for network re-training. We demonstrate the effectiveness of our method on images of human heads and man-made objects. We will make the source code publicly available.
Point cloud registration is a fundamental problem for large-scale 3D scene scanning and reconstruction. With the help of deep learning, registration methods have evolved significantly, reaching a nearly-mature stage. As the introduction of Neural Radiance Fields (NeRF), it has become the most popular 3D scene representation as its powerful view synthesis capabilities. Regarding NeRF representation, its registration is also required for large-scale scene reconstruction. However, this topic extremly lacks exploration. This is due to the inherent challenge to model the geometric relationship among two scenes with implicit representations. The existing methods usually convert the implicit representation to explicit representation for further registration. Most recently, Gaussian Splatting (GS) is introduced, employing explicit 3D Gaussian. This method significantly enhances rendering speed while maintaining high rendering quality. Given two scenes with explicit GS representations, in this work, we explore the 3D registration task between them. To this end, we propose GaussReg, a novel coarse-to-fine framework, both fast and accurate. The coarse stage follows existing point cloud registration methods and estimates a rough alignment for point clouds from GS. We further newly present an image-guided fine registration approach, which renders images from GS to provide more detailed geometric information for precise alignment. To support comprehensive evaluation, we carefully build a scene-level dataset called ScanNet-GSReg with 1379 scenes obtained from the ScanNet dataset and collect an in-the-wild dataset called GSReg. Experimental results demonstrate our method achieves state-of-the-art performance on multiple datasets. Our GaussReg is 44× faster than HLoc (SuperPoint as the feature extractor and SuperGlue as the matcher) with comparable accuracy.
We propose GS-LRM, a scalable large reconstruction model that can predict high-quality 3D Gaussian primitives from 2-4 posed sparse images in ~0.23 seconds on single A100 GPU. Our model features a very simple transformer-based architecture; we patchify input posed images, pass the concatenated multi-view image tokens through a sequence of transformer blocks, and decode final per-pixel Gaussian parameters directly from these tokens for differentiable rendering. In contrast to previous LRMs that can only reconstruct objects, by predicting per-pixel Gaussians, GS-LRM naturally handles scenes with large variations in scale and complexity. We show that our model can work on both object and scene captures by training it on Objaverse and RealEstate10K respectively. In both scenarios, the models outperform state-of-the-art baselines by a wide margin. We also demonstrate applications of our model in downstream 3D generation tasks.
We present a 3D scene completion method that recovers the complete geometry of multiple unseen objects in complex scenes from a single RGB-D image. Despite notable advancements in single-object 3D shape completion, high-quality reconstructions in highly cluttered real-world multi-object scenes remains a challenge. To address this issue, we propose OctMAE, an architecture that leverages an Octree U-Net and a latent 3D MAE to achieve high-quality and near real-time multi-object scene completion through both local and global geometric reasoning. Because a naive 3D MAE can be computationally intractable and memory intensive even in the latent space, we introduce a novel occlusion masking strategy and adopt 3D rotary embeddings, which significantly improves the runtime and scene completion quality. To generalize to a wide range of objects in diverse scenes, we create a large-scale photorealistic dataset, featuring a diverse set of 12K 3D object models from the Objaverse dataset which are rendered in multi-object scenes with physics-based positioning. Our method outperforms the current state-of-the-art on both synthetic and real-world datasets and demonstrates a strong zero-shot capability.
Modeling and rendering photorealistic avatars is of crucial importance in many applications. Existing methods that build a 3D avatar from visual observations, however, struggle to reconstruct clothed humans. We introduce PhysAvatar, a novel framework that combines inverse rendering with inverse physics to automatically estimate the shape and appearance of a human from multi-view video data along with the physical parameters of the fabric of their clothes. For this purpose, we adopt a mesh-aligned 4D Gaussian technique for spatio-temporal mesh tracking as well as a physically based inverse renderer to estimate the intrinsic material properties. PhysAvatar integrates a physics simulator to estimate the physical parameters of the garments using gradient-based optimization in a principled manner. These novel capabilities enable PhysAvatar to create high-quality novel-view renderings of avatars dressed in loose-fitting clothes under motions and lighting conditions not seen in the training data. This marks a significant advancement towards modeling photorealistic digital humans using physically based inverse rendering with physics in the loop.
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.