3D decomposition/segmentation still remains a challenge as large-scale 3D annotated data is not readily available. Contemporary approaches typically leverage 2D machine-generated segments, integrating them for 3D consistency. While the majority of these methods are based on NeRFs, they face a potential weakness that the instance/semantic embedding features derive from independent MLPs, thus preventing the segmentation network from learning the geometric details of the objects directly through radiance and density. In this paper, we propose ClusteringSDF, a novel approach to achieve both segmentation and reconstruction in 3D via the neural implicit surface representation, specifically Signal Distance Function (SDF), where the segmentation rendering is directly integrated with the volume rendering of neural implicit surfaces. Although based on ObjectSDF++, ClusteringSDF no longer requires the ground-truth segments for supervision while maintaining the capability of reconstructing individual object surfaces, but purely with the noisy and inconsistent labels from pre-trained models.As the core of ClusteringSDF, we introduce a high-efficient clustering mechanism for lifting the 2D labels to 3D and the experimental results on the challenging scenes from ScanNet and Replica datasets show that ClusteringSDF can achieve competitive performance compared against the state-of-the-art with significantly reduced training time.
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Novel view synthesis has shown rapid progress recently, with methods capable of producing increasingly photorealistic results. 3D Gaussian Splatting has emerged as a promising method, producing high-quality renderings of scenes and enabling interactive viewing at real-time frame rates. However, it is limited to static scenes. In this work, we extend 3D Gaussian Splatting to reconstruct dynamic scenes. We model a scene's dynamics using dynamic MLPs, learning deformations from temporally-local canonical representations to per-frame 3D Gaussians. To disentangle static and dynamic regions, tuneable parameters weigh each Gaussian's respective MLP parameters, improving the dynamics modelling of imbalanced scenes. We introduce a sliding window training strategy that partitions the sequence into smaller manageable windows to handle arbitrary length scenes while maintaining high rendering quality. We propose an adaptive sampling strategy to determine appropriate window size hyperparameters based on the scene's motion, balancing training overhead with visual quality. Training a separate dynamic 3D Gaussian model for each sliding window allows the canonical representation to change, enabling the reconstruction of scenes with significant geometric changes. Temporal consistency is enforced using a fine-tuning step with self-supervising consistency loss on randomly sampled novel views. As a result, our method produces high-quality renderings of general dynamic scenes with competitive quantitative performance, which can be viewed in real-time in our dynamic interactive viewer.
Neural rendering-based urban scene reconstruction methods commonly rely on images collected from driving vehicles with cameras facing and moving forward. Although these methods can successfully synthesize from views similar to training camera trajectory, directing the novel view outside the training camera distribution does not guarantee on-par performance. In this paper, we tackle the Extrapolated View Synthesis (EVS) problem by evaluating the reconstructions on views such as looking left, right or downwards with respect to training camera distributions. To improve rendering quality for EVS, we initialize our model by constructing dense LiDAR map, and propose to leverage prior scene knowledge such as surface normal estimator and large-scale diffusion model. Qualitative and quantitative comparisons demonstrate the effectiveness of our methods on EVS. To the best of our knowledge, we are the first to address the EVS problem in urban scene reconstruction. We will release the code upon acceptance.
AvatarPose: Avatar-guided 3D Pose Estimation of Close Human Interaction from Sparse Multi-view Videos
PDF ↗Despite progress in human motion capture, existing multi-view methods often face challenges in estimating the 3D pose and shape of multiple closely interacting people. This difficulty arises from reliance on accurate 2D joint estimations, which are hard to obtain due to occlusions and body contact when people are in close interaction. To address this, we propose a novel method leveraging the personalized implicit neural avatar of each individual as a prior, which significantly improves the robustness and precision of this challenging pose estimation task. Concretely, the avatars are efficiently reconstructed via layered volume rendering from sparse multi-view videos. The reconstructed avatar prior allows for direct optimization of 3D poses based on color and silhouette rendering loss, bypassing the issues associated with noisy 2D detections. To handle interpenetration, we propose a collision loss on the overlapping shape region of avatars to add penetration constraints. Moreover, both 3D poses and avatars are optimized in an alternating manner. Our experimental results demonstrate state-of-the-art performance on several public datasets.
When zooming between dual cameras on a mobile, noticeable jumps in geometric content and image color occur in the preview, inevitably affecting the user’s zoom experience. In this work, we introduce a new task, \ie, dual-camera smooth zoom (DCSZ) to achieve a smooth zoom preview. The frame interpolation (FI) technique is a potential solution but struggles with ground-truth collection. To address the issue, we suggest a data factory solution where continuous virtual cameras are assembled to generate DCSZ data by rendering reconstructed 3D models of the scene. In particular, we propose a novel dual-camera smooth zoom Gaussian Splatting (ZoomGS), where a camera-specific encoding is introduced to construct a specific 3D model for each virtual camera. With the proposed data factory, we construct a synthetic dataset for DCSZ, and we utilize it to fine-tune FI models. In addition, we collect real-world dual-zoom images without ground-truth for evaluation. Extensive experiments are conducted with multiple FI methods. The results show that the fine-tuned FI models achieve a significant performance improvement over the original ones on DCSZ task. The datasets, codes, and pre-trained models will be publicly available.
We present a novel framework for reconstructing animatable human avatars from multiple images, termed CanonicalFusion. Our central concept involves integrating individual reconstruction results into the canonical space. To be specific, we first predict Linear Blend Skinning (LBS) weight maps and depth maps using a shared-encoder-dual-decoder network, enabling direct canonicalization of the 3D mesh from the predicted depth maps. Here, instead of predicting high-dimensional skinning weights, we infer compressed skinning weights, i.e., 3-dimensional vector, with the aid of pre-trained MLP networks. We also introduce a forward skinning-based differentiable rendering scheme to merge the reconstructed results from multiple images. This scheme refines the initial mesh by reposing the canonical mesh via the forward skinning and by minimizing photometric and geometric errors between the rendered and the predicted results. Our optimization scheme considers the position and color of vertices as well as the joint angles for each image, thereby mitigating the negative effects of pose errors. We conduct extensive experiments to demonstrate the effectiveness of our method and compare our CanonicalFusion with state-of-the-art methods. Lastly, we provide easy-to-understand insight for the implementation of our work by submitting our source code as supplementary material.
Relightable 3D Gaussians: Realistic Point Cloud Relighting with BRDF Decomposition and Ray Tracing
PDF ↗In this paper, we present a novel differentiable point-based rendering framework to achieve photo-realistic relighting. To make the reconstructed scene relightable, we enhance vanilla 3D Gaussians by associating extra properties, including normal vectors, BRDF parameters, and incident lighting from various directions. From a collection of multi-view images, the 3D scene is optimized through 3D Gaussian Splatting while BRDF and lighting are decomposed by physically based differentiable rendering. To produce plausible shadow effects in real-time relighting, we introduce an innovative point-based ray tracing with the bounding volume hierarchies for efficient visibility pre-computation. Extensive experiments demonstrate our improved BRDF estimation, novel view synthesis and relighting results compared to state-of-the-art approaches. The proposed framework showcases the potential to revolutionize the mesh-based graphics pipeline with a point-based pipeline enabling editing, tracing, and relighting.
Several variants of Neural Radiance Fields (NeRFs) have significantly improved the accuracy of synthesized images and surface reconstruction of 3D scenes/objects. In all of these methods, a key characteristic is that none can train the neural network with every possible input data, specifically, every pixel and potential 3D point along the projection rays due to scalability issues. While vanilla NeRFs uniformly sample both the image pixels and 3D points along the projection rays, some variants focus only on guiding the sampling of the 3D points along the projection rays. In this paper, we leverage the implicit surface representation of the foreground scene and model a probability density function in a 3D image projection space to achieve a more targeted sampling of the rays toward regions of interest, resulting in improved rendering. Additionally, a new surface reconstruction loss is proposed for improved performance. This new loss fully explores the proposed 3D image projection space model and incorporates near-to-surface and empty space components. By integrating our novel sampling strategy and novel loss into any current state-of-the-art neural implicit surface renderer, we achieve more accurate and detailed 3D reconstructions and improved image rendering, especially for the regions of interest in any given scene. The code will be made available.
The ability to distill object-centric abstractions from intricate visual scenes underpins human-level generalization. Despite the significant progress in object-centric learning methods, learning object-centric representations in the 3D physical world remains a crucial challenge. In this work, we propose SlotLifter, a novel object-centric radiance model that aims to address the challenges of scene reconstruction and decomposition via slot-guided feature lifting. Such a design unites object-centric learning representations and image-based rendering methods, offering state-of-the-art performance in scene decomposition and novel-view synthesis on four challenging synthetic and four complex real-world datasets, outperforming existing 3D object-centric learning methods by a large margin. Through extensive ablative studies, we showcase the efficacy of each design in SlotLifter, shedding light on key insights for potential future directions.
The advancement of real-time 3D scene reconstruction and novel view synthesis has been significantly propelled by 3D Gaussian Splatting (3DGS). However, effectively training large-scale 3DGS and rendering it in real-time across various scales remains challenging. This paper introduces CityGaussian (CityGS), which employs a novel divide-and-conquer training approach and Level-of-Detail (LoD) strategy for efficient large-scale 3DGS training and rendering. Specifically, the global scene prior and adaptive training data selection enables efficient training and seamless fusion. Based on fused Gaussian primitives, we generate different detail levels through compression, and realize fast rendering across various scales through the proposed block-wise detail levels selection and aggregation strategy. Extensive experimental results on large-scale scenes demonstrate that our approach attains state-of-the-art rendering quality, enabling consistent real-time rendering of large-scale scenes across vastly different scales.
3D Gaussian Splatting (3DGS) creates a radiance field consisting of 3D Gaussians to represent a scene. With sparse training views, 3DGS easily suffers from overfitting, negatively impacting the reconstruction quality. This paper introduces a new co-regularization perspective for improving sparse-view 3DGS. When training two 3D Gaussian radiance fields with the same sparse views of a scene, we observe that the two radiance fields exhibit point disagreement and rendering disagreement that can unsupervisedly predict reconstruction quality, stemming from the sampling implementation in densification. We further quantify the point disagreement and rendering disagreement by evaluating the registration between Gaussians' point representations and calculating differences in their rendered pixels. The empirical study demonstrates the negative correlation between the two disagreements and accurate reconstruction, which allows us to identify inaccurate reconstruction without accessing ground-truth information. Based on the study, we propose CoR-GS, which identifies and suppresses inaccurate reconstruction based on the two disagreements: (1) Co-pruning considers Gaussians that exhibit high point disagreement in inaccurate positions and prunes them. (2) Pseudo-view co-regularization considers pixels that exhibit high rendering disagreement are inaccurately rendered and suppress the disagreement. Results on LLFF, Mip-NeRF360, DTU, and Blender demonstrate that CoR-GS effectively regularizes the scene geometry, reconstructs the compact representations, and achieves state-of-the-art novel view synthesis quality under sparse training views.
Neural implicit representation of visual scenes has attracted a lot of attention in recent research of computer vision and graphics. Most prior methods focus on how to reconstruct 3D scene representation from a set of images. In this work, we demonstrate the possibility to recover the neural radiance fields (NeRF) from a single blurry image and its corresponding event stream. We model the camera motion with a cubic B-Spline in SE(3) space. Both the blurry image and the brightness change within a time interval, can then be synthesized from the 3D scene representation given the 6-DoF poses interpolated from the cubic B-Spline. Our method can jointly learn both the implicit neural scene representation and recover the camera motion by minimizing the differences between the synthesized data and the real measurements without pre-computed camera poses from COLMAP. We evaluate the proposed method with both synthetic and real datasets. The experimental results demonstrate that we are able to render view-consistent latent sharp images from the learned NeRF and bring a blurry image alive in high quality.
State-of-the-art techniques for 3D reconstruction are largely based on volumetric scene representations, which require sampling multiple points to compute the color arriving along a ray. Using these representations for more general inverse rendering --- reconstructing geometry, materials, and lighting from observed images --- is challenging because recursively path-tracing such volumetric representations is prohibitively expensive. Recent works alleviate this issue through the use of radiance caches: data structures that store the steady-state, infinite-bounce radiance arriving at any point from any direction. However, these solutions rely on approximations that introduce bias into the renderings and, more importantly, into the gradients used for optimization. We present a method that avoids these approximations, while remaining computationally efficient. In particular, we leverage two techniques to reduce variance for unbiased estimators of the rendering equation: (1) a trainable, occlusion-aware importance sampler for incoming illumination and (2) a fast cache architecture that can be used as a control variate for the radiance from a high-quality, but more expensive, volumetric cache. We show that our approach, and removing these biases, improves the quality of recovered geometry and materials, especially in the presence of effects like specular reflections.
X-ray is widely applied for transmission imaging due to its stronger penetration than natural light. When rendering novel view X-ray projections, existing methods mainly based on NeRF suffer from long training time and slow inference speed. In this paper, we propose a 3D Gaussian splatting-based framework, namely X-Gaussian, for X-ray novel view synthesis. Firstly, we redesign a radiative Gaussian point cloud model inspired by the isotropic nature of X-ray imaging. Our model excludes the influence of view direction when learning to predict the radiation intensity of 3D points. Based on this model, we develop a Differentiable Radiative Rasterization (DRR) with CUDA implementation. Secondly, we customize an Angle-pose Cuboid Uniform Initialization (ACUI) strategy that directly uses the parameters of the X-ray scanner to compute the camera information and then uniformly samples point positions within a cuboid enclosing the scanned object. Experiments show that our X-Gaussian outperforms state-of-the-art methods by 6.5 dB while enjoying less than 15% training time and over 73x inference speed. The application on sparse-view CT reconstruction also reveals the practical values of our method. Code and models will be released to the public.
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.
Radiance fields have demonstrated impressive performance in synthesizing lifelike 3D talking heads. However, due to the difficulty in fitting steep appearance changes, the prevailing paradigm that presents facial motions by directly modifying point appearance may lead to distortions in dynamic regions. To tackle this challenge, we introduce TalkingGaussian, a deformation-based radiance fields framework for high-fidelity talking head synthesis. Leveraging the point-based Gaussian Splatting, facial motions can be represented in our method by applying smooth and continuous deformations to persistent Gaussian primitives, without requiring to learn the difficult appearance change like previous methods. Due to this simplification, precise facial motions can be synthesized while keeping a highly intact facial feature. Under such a deformation paradigm, we further identify a face-mouth motion inconsistency that would affect the learning of detailed speaking motions. To address this conflict, we decompose the model into two branches separately for the face and inside mouth areas, therefore simplifying the learning tasks to help reconstruct more accurate motion and structure of the mouth region. Extensive experiments demonstrate that our method renders high-quality lip-synchronized talking head videos, with better facial fidelity and higher efficiency than previous methods.
We propose a novel drone application under real-world scenarios – free-viewpoint rendering of outdoor sports scenes, including the dynamic athlete and the 360° background. Outdoor sports have long-range human motions and large-scale scene structures which make the task rather challenging. Existing methods either rely on dense camera arrays which costs much, or a handheld moving camera which struggles to handle real sports scenes. We build a novel drone-based system using an RGB camera to reconstruct the 4D dynamic human along with the 3D unbounded scene, rendering free-viewpoint videos at any time. We also propose submodules for calibration and human motion capture, as a system-level design for improved robustness and efficiency. We collect a dataset AerialRecon and conduct extensive experiments on real-world scenarios. Compared with existing SOTA systems, our system demonstrates superior performance and applicability to real-world outdoor sports scenes.
3D Gaussian Splatting (3DGS) has demonstrated impressive novel view synthesis results while advancing real-time rendering performance. However, it relies heavily on the quality of the initial point cloud, resulting in blurring and needle-like artifacts in areas with insufficient initializing points. This is mainly attributed to the point cloud growth condition in 3DGS that only considers the average gradient magnitude of points from observable views, thereby failing to grow enough points in these areas. To this end, we propose a novel method, named Pixel-GS, to take into account the number of pixels covered by the Gaussian in each view during the computation of the growth condition. We regard the covered pixel numbers as the weights to dynamically average the gradients from different views. Doing so can mitigate the issue of large Gaussians participating in calculations across too many viewpoints, where a significant number of these viewpoints involve calculations for only a few pixels in boundary regions, leading to smaller gradients and consequently lowering the average gradient magnitude. As a result, points within the areas with insufficient initializing points can be grown more effectively, leading to a more accurate and detailed reconstruction. Besides, we also propose a simple yet effective strategy to scale the gradient field according to the distance to the camera, to suppress the growth of floaters near the camera. Extensive experiments both qualitatively and quantitatively demonstrate that our method achieves state-of-the-art rendering quality while maintaining real-time rendering speed, on the challenging Mip-NeRF 360 and Tanks & Temples datasets. The source code will be publicly available.
We present MVSGaussian, a new generalizable 3D Gaussian representation approach derived from Multi-View Stereo (MVS) that can efficiently reconstruct unseen scenes. Specifically, 1) we leverage MVS to encode geometry-aware Gaussian representations and decode them into Gaussian parameters. 2) To further enhance performance, we propose a hybrid Gaussian rendering that integrates an efficient volume rendering design for novel view synthesis. 3) To support fast fine-tuning for specific scenes, we introduce a multi-view geometric consistent aggregation strategy to effectively aggregate the point clouds generated by the generalizable model, serving as the initialization for per-scene optimization. Compared with previous generalizable NeRF-based methods, which typically require minutes of fine-tuning and seconds of rendering per image, MVSGaussian achieves real-time rendering (300+ FPS) with better synthesis quality for each scene on a single RTX 3090 GPU. Compared with the vanilla 3D-GS, MVSGaussian achieves better novel view synthesis with 13.3× less training computational cost (45s). Extensive experiments on DTU, Real Forward-facing, NeRF Synthetic, and Tanks and Temples datasets validate that MVSGaussian achieves state-of-the-art performance with convincing generalizability, real-time rendering speed, and fast per-scene optimization.
Large scale 3D scene reconstruction is important for applications such as virtual reality and simulation. Existing neural rendering approaches (e.g., NeRF, 3DGS) have achieved realistic reconstructions on large scenes, but optimize per scene, which is expensive and slow, and exhibit noticeable artifacts under large view changes due to overfitting. Generalizable approaches are fast, but primarily work for small scenes/objects and often produce lower quality rendering results. In this work, we introduce G3R, a generalizable reconstruction approach that can efficiently predict high-quality 3D scene representations for large scenes. We propose to learn a reconstruction network that takes the gradient feedback signals from differentiable rendering to iteratively update a 3D scene representation, combining the benefits of high photorealism from per-scene optimization with data-driven priors from fast feed-forward prediction methods. Experiments on large-scale urban-driving and drone datasets show that G3R accelerates the reconstruction process by at least 10x while achieving comparable or better realism compared to 3DGS, and also being more robust to large view changes.