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

会议来源 全部会议

机器学习与综合 AI

自然语言处理

计算机视觉

数据挖掘与 Web

多媒体与图形学

未选择时检索全部会议
支持跨会议组合检索,PDF 均跳转至官方来源
1,093篇论文匹配“3D Rendering & Reconstruction”
第 40 / 55 页

Mingqiao Ye, Martin Danelljan, Fisher Yu, Lei Ke

The recent Gaussian Splatting achieves high-quality and real-time novel-view synthesis of the 3D scenes. However, it is solely concentrated on the appearance and geometry modeling, while lacking in fine-grained object-level scene understanding. To address this issue, we propose Gaussian Grouping, which extends Gaussian Splatting to jointly reconstruct and segment anything in open-world 3D scenes. We augment each Gaussian with a compact Identity Encoding, allowing the Gaussians to be grouped according to their object instance or stuff membership in the 3D scene. Instead of resorting to expensive 3D labels, we supervise the Identity Encodings during the differentiable rendering by leveraging the 2D mask predictions by Segment Anything Model (SAM), along with introduced 3D spatial consistency regularization. Compared to the implicit NeRF representation, we show that the discrete and grouped 3D Gaussians can reconstruct, segment and edit anything in 3D with high visual quality, fine granularity and efficiency. Based on Gaussian Grouping, we further propose a local Gaussian Editing scheme, which shows efficacy in versatile scene editing applications, including 3D object removal, inpainting, colorization, style transfer and scene recomposition. Our code and models will be released.

Tian-Xing Xu, WENBO HU, Yu-Kun Lai, Ying Shan, Song-Hai Zhang

3D Gaussian splatting, emerging as a groundbreaking approach, has drawn increasing attention for its capabilities of high-fidelity reconstruction and real-time rendering. However, it couples the appearance and geometry of the scene within the Gaussian attributes, which hinders the flexibility of editing operations, such as texture swapping. To address this issue, we propose a novel approach, namely Texture-GS, to disentangle the appearance from the geometry by representing it as a 2D texture, thereby facilitating appearance editing. Technically, the disentanglement is achieved by our proposed texture mapping module, which consists of a UV mapping MLP to learn the UV coordinates for the 3D Gaussian centers, a local Taylor expansion of the MLP to efficiently approximate the UV coordinates for the ray-Gaussian intersections, and a learnable texture to capture the fine-grained appearance. Extensive experiments on the DTU dataset demonstrate that our method not only facilitates high-fidelity appearance editing but also achieves real-time rendering on consumer-level devices, e.g. a single RTX 2080 Ti GPU.

Haiqian Han, Jiacheng Lyu, Jianing Li, Henglu Wei, Cheng Li, Yajing Wei, SHU CHEN, Xiangyang Ji

Existing event camera simulators primarily focus on the process of generating video events and often overlook the entire optical path in real-world camera systems. To address this limitation, we propose a novel Physical-based Event Camera Simulator (PECS), which is able to generate a high-fidelity realistic event stream by directly interfacing with the 3D scene. Our PECS features a lens simulation block for accurate light-to-sensor chip replication and a multispectral rendering module for precise photocurrent generation. We present two spatiotemporal event metrics to assess the similarity between simulated and actual camera events. Experimental results demonstrate that our PECS outperforms four state-of-the-art simulators by a large margin in terms of event-based signal fidelity. We integrate our PECS into the UE platform to generate extensive multi-task synthetic datasets and evaluate its effectiveness in downstream vision tasks (e.g., video reconstruction). Our open-source code can be available in the supplementary material.

Sibi Catley-Chandar, Richard Shaw, Greg Slabaugh, Eduardo Pérez Pellitero

Recent advances in neural rendering have enabled highly photorealistic 3D scene reconstruction and novel view synthesis. Despite this, current state of the art methods struggle to reconstruct high frequency detail, due to factors such as a low-frequency bias of radiance fields and inaccurate camera calibration. One approach to mitigate this issue is to enhance images post-rendering. 2D enhancers can be pre-trained to recover some detail but are agnostic to scene geometry and do not easily generalize to new distributions of image degradation. Conversely, existing 3D enhancers are able to transfer detail from nearby training images in a generalizable manner, but suffer from inaccurate camera calibration and can propagate errors from the geometry into image renderings. We propose a neural rendering enhancer, RoGUENeRF, which exploits the best of both worlds. Our method is pre-trained to learn a general enhancer while also leveraging information from nearby training images via robust 3D alignment and geometry-aware fusion. Our approach restores high-frequency textures while maintaining geometric consistency and is also robust to inaccurate camera calibration. We show that RoGUENeRF significantly enhances the rendering quality of a wide range of neural rendering baselines, e.g. improving the PSNR of MipNeRF360 by 0.63dB and Nerfacto by 1.34dB on the real world 360v2 dataset.

Zhangjin Huang, Zhihao Liang, Kui Jia

Multi-view surface reconstruction is an ill-posed, inverse problem in 3D vision research. It involves modeling the geometry and appearance with appropriate surface representations. Most of the existing methods rely either on explicit meshes, using surface rendering of meshes for reconstruction, or on implicit field functions, using volume rendering of the fields for reconstruction. The two types of representations in fact have their respective merits. In this work, we propose a new hybrid representation, termed Sur$^2$f, aiming to better benefit from both representations in a complementary manner. Technically, we learn two parallel streams of an implicit signed distance field and an explicit surrogate surface (Sur$^2$f) mesh, and unify volume rendering of the implicit signed distance function (SDF) and surface rendering of the surrogate mesh with a shared, neural shader; the unified shading promotes their convergence to the same, underlying surface. We synchronize learning of the surrogate mesh by driving its deformation with functions induced from the implicit SDF. In addition, the synchronized surrogate mesh enables surface-guided volume sampling, which greatly improves the sampling efficiency per ray in volume rendering. We conduct thorough experiments showing that Sur$^2$f outperforms existing reconstruction methods and surface representations, including hybrid ones, in terms of both recovery quality and recovery efficiency.

Ruihong Yin, Yunlu Chen, Sezer Karaoglu, Theo Gevers

Existing methods in neural scene reconstruction utilize the Signed Distance Function (SDF) to model the density function. However, in indoor scenes, the density computed from the SDF for a sampled point may not consistently reflect its real importance in volume rendering, often due to the influence of neighboring objects. To tackle this issue, our work proposes a novel approach for indoor scene reconstruction, which instead parameterizes the density function with the Signed Ray Distance Function (SRDF). Firstly, the SRDF is predicted by the network and transformed to a ray-conditioned density function for volume rendering. We argue that the ray-specific SRDF only considers the surface along the camera ray, from which the derived density function is more consistent to the real occupancy than that from the SDF. Secondly, although SRDF and SDF represent different aspects of scene geometries, their values should share the same sign indicating the underlying spatial occupancy. Therefore, this work introduces a SRDF-SDF consistency loss to constrain the signs of the SRDF and SDF outputs. Thirdly, this work proposes a self-supervised visibility task, introducing the physical visibility geometry to the reconstruction task. The visibility task combines prior from predicted SRDF and SDF as pseudo labels, and contributes to generating more accurate 3D geometry. Our method implemented with different representations has been validated on indoor datasets, achieving improved performance in both reconstruction and view synthesis.

Yuelang Xu, Lizhen Wang, Zerong Zheng, Zhaoqi Su, Yebin Liu

Creating high-fidelity 3D human head avatars is crucial for applications in VR/AR, telepresence, digital human interfaces, and film production. Recent advances have leveraged morphable face models to generate animated head avatars from easily accessible data, representing varying identities and expressions within a low-dimensional parametric space. However, existing methods often struggle with modeling complex appearance details, e.g., hairstyles and accessories, and suffer from low rendering quality and efficiency. This paper introduces a novel approach, 3D Gaussian Parametric Head Model, which employs 3D Gaussians to accurately represent the complexities of the human head, allowing precise control over both identity and expression. Additionally, it enables seamless face portrait interpolation and the reconstruction of detailed head avatars from a single image. Unlike previous methods, the Gaussian model can handle intricate details, enabling realistic representations of varying appearances and complex expressions. Additionally, this paper presents a well-designed training framework to ensure smooth convergence, providing a robust guarantee for learning the rich content. Our method achieves high-quality, photo-realistic rendering with real-time efficiency, making it a valuable contribution to the field of parametric head models.

Jiaxu Wang, Zhang Ziyi, Junhao He, Renjing Xu

Rendering high-fidelity images from sparse point clouds is still challenging. Existing learning-based approaches suffer from either hole artifacts, missing details, or expensive computations. In this paper, we propose a novel framework to render high-quality images from sparse points. This method first attempts to bridge the 3D Gaussian Splatting and point cloud rendering, which includes several cascaded modules. We first use a regressor to estimate Gaussian properties in a point-wise manner, the estimated properties are used to rasterize neural feature descriptors into 2D planes which are extracted from a multiscale extractor. The projected feature volume is gradually decoded toward the final prediction via a multiscale and progressive decoder. The whole pipeline experiences a two-stage training and is driven by our well-designed progressive and multiscale reconstruction loss. Experiments on different benchmarks show the superiority of our method in terms of rendering qualities and the necessities of our main components.

Christopher Wewer, Kevin Raj, Eddy Ilg, Bernt Schiele, Jan Eric Lenssen

We present latentSplat, a method to predict variational Gaussians in a 3D latent space that can be splatted and decoded by a light-weight generative 2D architecture. Existing methods for generalizable 3D reconstruction either do not enable fast inference of high resolution novel views due to slow volume rendering, or are limited to interpolation of close input views, even in simpler settings with a single central object, where 360-degree generalization is possible. In this work, we combine a regression-based approach with a generative model, moving towards both of these capabilities within the same method, trained purely on readily available real video data. The core of our method are variational 3D Gaussians, a representation that efficiently encodes varying uncertainty within a latent space consisting of 3D feature Gaussians. From these Gaussians, specific instances can be sampled and rendered via efficient Gaussian splatting and a fast, generative decoder network. We show that latentSplat outperforms previous works in reconstruction quality and generalization, while being fast and scalable to high-resolution data.

Juuso Korhonen, Goutham Rangu, Hamed Rezazadegan Tavakoli, Juho Kannala

We propose an application of online hard sample mining for efficient training of Neural Radiance Fields (NeRF). NeRF models produce state-of-the-art quality for many 3D reconstruction and rendering tasks but require substantial computational resources. The encoding of the scene information within the NeRF network parameters necessitates stochastic sampling. We observe that during the training, a major part of the compute time and memory usage is spent on processing already learnt samples, which no longer affect the model update significantly. We identify the backward pass on the stochastic samples as the computational bottleneck during the optimization. We thus perform the first forward pass in inference mode as a relatively low-cost search for hard samples. This is followed by building the computational graph and updating the NeRF network parameters using only the hard samples. To demonstrate the effectiveness of the proposed approach, we apply our method to Instant-NGP, resulting in significant improvements of the view-synthesis quality over the baseline (1 dB improvement on average per training time, or 2x speedup to reach the same PSNR level) along with 40% memory savings coming from using only the hard samples to build the computational graph. As our method only interfaces with the network module, we expect it to be widely applicable.

Cheng Peng, Yutao Tang, Yifan Zhou, Nengyu Wang, Xijun Liu, Deming Li, Rama Chellappa

Recent efforts in using 3D Gaussians for scene reconstruction and novel view synthesis can achieve impressive results on curated benchmarks; however, images captured in real life are often blurry. In this work, we analyze the robustness of Gaussian-Splatting-based methods against various image blur, such as motion blur, defocus blur, downscaling blur, etc. Under these degradations, Gaussian-Splatting-based methods tend to overfit and produce worse results than Neural-Radiance-Field-based methods. To address this issue, we propose Blur Agnostic Gaussian Splatting (BAGS). BAGS introduces additional 2D modeling capacities such that a 3D-consistent and high quality scene can be reconstructed despite image-wise blur. Specifically, we model blur by estimating per-pixel convolution kernels from a Blur Proposal Network (BPN). BPN is designed to consider spatial, color, and depth variations of the scene to maximize modeling capacity. Additionally, BPN also proposes a quality-assessing mask, which indicates regions where blur occur. Finally, we introduce a coarse-to-fine kernel optimization scheme; this optimization scheme is fast and avoids sub-optimal solutions due to a sparse point cloud initialization, which often occurs when we apply Structure-from-Motion on blurry images. We demonstrate that BAGS achieves photorealistic renderings under various challenging blur conditions and imaging geometry, while significantly improving upon existing approaches.

Remy Sabathier, David Novotny, Niloy Mitra

We present a method to build animatable dog avatars from monocular videos. This is challenging as animals display a range of (unpredictable) non-rigid movements and have a variety of appearance details (e.g., fur, spots, tails). We develop an approach that links the video frames via a 4D solution that jointly solves for animal's pose variation, and its appearance (in a canonical pose). To this end, we significantly improve the quality of template-based shape fitting by endowing the SMAL parametric model with Continuous Surface Embeddings (CSE), which brings image-to-mesh reprojection constaints that are denser, and thus stronger, than the previously used sparse semantic keypoint correspondences. To model appearance, we propose an implicit duplex-mesh texture that is defined in the canonical pose, but can be deformed using SMAL pose coefficients and later rendered to enforce a photometric compatibility with the input video frames. On the challenging CoP3D and APTv2 datasets, we demonstrate superior results (both in terms of pose estimates and predicted appearance) to existing template-free (RAC) and template-based approaches (BARC, BITE)

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.

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.

Dongbin Zhang, Chuming Wang, Weitao Wang, Peihao Li, Minghan Qin, Haoqian Wang

Novel view synthesis from unconstrained in-the-wild images remains a meaningful but challenging task. The photometric variation and transient occluders in those unconstrained images make it difficult to reconstruct the original scene accurately. Previous approaches tackle the problem by introducing a global appearance feature in Neural Radiance Fields (NeRF). However, in the real world, the unique appearance of each tiny point in a scene is determined by its independent intrinsic material attributes and the varying environmental impacts it receives. Inspired by this fact, we propose Gaussian in the wild (GS-W), a method that uses 3D Gaussian points to reconstruct the scene and introduces separated intrinsic and dynamic appearance feature for each point, capturing the unchanged scene appearance along with dynamic variation like illumination and weather. Additionally, an adaptive sampling strategy is presented to allow each Gaussian point to focus on the local and detailed information more effectively. We also reduce the impact of transient occluders using a 2D visibility map. More experiments have demonstrated better reconstruction quality and details of GS-W compared to previous methods, with a 1000 times increase in rendering speed.

Mohamed Sayed, Filippo Aleotti, Jamie Watson, Zawar Qureshi, Guillermo Garcia-Hernando, Gabriel Brostow, Sara Vicente, Michael Firman

Estimating depth from a sequence of posed RGB images is a fundamental computer vision task, with applications in augmented reality, path planning etc. Prior work typically makes use of previous frames in a multi view stereo framework, relying on matching textures in a local neighborhood. In contrast, our model leverages historical predictions by giving the latest 3D geometry data as an extra input to our network. This self-generated geometric hint can encode information from areas of the scene not covered by the keyframes and it is more regularized when compared with individual predicted depth maps for previous frames. We introduce a Hint MLP which combines cost volume features with a hint of the prior geometry, rendered as a depth map from the current camera location, together with a measure of the confidence in the prior geometry. We demonstrate that our method, which can run at interactive speeds, achieves state-of-the-art estimates of depth and 3D scene reconstruction in both offline and incremental evaluation scenarios.

Jiayue Liu, Tang Xiao, Freeman Cheng, Zihao Yang, Zhihao Li, Jianzhuang Liu, Yi Huang, Jiaqi Lin, Shiyong Liu, Xiaofei Wu 等

3D Gaussian Splatting showcases notable advancements in photo-realistic and real-time novel view synthesis. However, it faces challenges in modeling mirror reflections, which exhibit substantial appearance variations from different viewpoints. To tackle this problem, we present MirrorGaussian, the first method for mirror scene reconstruction with real-time rendering based on 3D Gaussian Splatting. The key insight is grounded on the mirror symmetry between the real-world space and the virtual mirror space. We introduce an intuitive dual-rendering strategy that enables differentiable rasterization of both the real-world 3D Gaussians and the mirrored counterpart obtained by reflecting the former about the mirror plane. All 3D Gaussians are jointly optimized with the mirror plane in an end-to-end framework. MirrorGaussian achieves high-quality and real-time rendering in scenes with mirrors, empowering scene editing like adding new mirrors and objects. Comprehensive experiments on multiple datasets demonstrate that our approach significantly outperforms existing methods, achieving state-of-the-art results.

Yiyang Chen, Siyan Dong, Xulong Wang, Lulu Cai, Youyi Zheng, Yanchao Yang

3D surface reconstruction from images is essential for numerous applications. Recently, Neural Radiance Fields (NeRFs) have emerged as a promising framework for 3D modeling. However, NeRFs require accurate camera poses as input, and existing methods struggle to handle significantly noisy pose estimates (i.e., outliers), which are commonly encountered in real-world scenarios. To tackle this challenge, we present a novel approach that optimizes radiance fields with scene graphs to mitigate the influence of outlier poses. Our method incorporates an adaptive inlier-outlier confidence estimation scheme based on scene graphs, emphasizing images of high compatibility with the neighborhood and consistency in the rendering quality. We also introduce an effective intersection-over-union (IoU) loss to optimize the camera pose and surface geometry, together with a coarse-to-fine strategy to facilitate the training. Furthermore, we propose a new dataset containing typical outlier poses for a detailed evaluation. Experimental results on various datasets consistently demonstrate the effectiveness and superiority of our method over existing approaches, showcasing its robustness in handling outliers and producing high-quality 3D reconstructions.

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.

Sharath Girish, Kamal Gupta, Abhinav Shrivastava

Recently, 3D Gaussian splatting (3D-GS) has gained popularity in novel-view scene synthesis. It addresses the challenges of lengthy training times and slow rendering speeds associated with Neural Radiance Fields (NeRFs). Through rapid, differentiable rasterization of 3D Gaussians, 3D-GS achieves real-time rendering and accelerated training. They, however, demand substantial memory resources for both training and storage, as they require millions of Gaussians in their point cloud representation for each scene. We present a technique utilizing quantized embeddings to significantly reduce per-point memory storage requirements and a coarse-to-fine training strategy for a faster and more stable optimization of the Gaussian point clouds. Our approach develops a pruning stage which results in scene representations with fewer Gaussians, leading to faster training times and rendering speeds for real-time rendering of high resolution scenes. We reduce storage memory by more than an order of magnitude all while preserving the reconstruction quality. We validate the effectiveness of our approach on a variety of datasets and scenes preserving the visual quality while consuming 10-20x less memory and faster training/inference speed.