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 45 / 55 页

Tianqi Liu, Xinyi Ye, Min Shi, Zihao Huang, Zhiyu Pan, Zhan Peng, Zhiguo Cao

Generalizable NeRF aims to synthesize novel views for unseen scenes. Common practices involve constructing variance-based cost volumes for geometry reconstruction and encoding 3D descriptors for decoding novel views. However existing methods show limited generalization ability in challenging conditions due to inaccurate geometry sub-optimal descriptors and decoding strategies. We address these issues point by point. First we find the variance-based cost volume exhibits failure patterns as the features of pixels corresponding to the same point can be inconsistent across different views due to occlusions or reflections. We introduce an Adaptive Cost Aggregation (ACA) approach to amplify the contribution of consistent pixel pairs and suppress inconsistent ones. Unlike previous methods that solely fuse 2D features into descriptors our approach introduces a Spatial-View Aggregator (SVA) to incorporate 3D context into descriptors through spatial and inter-view interaction. When decoding the descriptors we observe the two existing decoding strategies excel in different areas which are complementary. A Consistency-Aware Fusion (CAF) strategy is proposed to leverage the advantages of both. We incorporate the above ACA SVA and CAF into a coarse-to-fine framework termed Geometry-aware Reconstruction and Fusion-refined Rendering (GeFu). GeFu attains state-of-the-art performance across multiple datasets.

Cheng Sun, Wei-En Tai, Yu-Lin Shih, Kuan-Wei Chen, Yong-Jing Syu, Kent Selwyn The, Yu-Chiang Frank Wang, Hwann-Tzong Chen

State-of-the-art single-view 360 room layout reconstruction methods formulate the problem as a high-level 1D (per-column) regression task. On the other hand traditional low-level 2D layout segmentation is simpler to learn and can represent occluded regions but it requires complex post-processing for the targeting layout polygon and sacrifices accuracy. We present Seg2Reg to render 1D layout depth regression from the 2D segmentation map in a differentiable and occlusion-aware way marrying the merits of both sides. Specifically our model predicts floor-plan density for the input equirectangular 360 image. Formulating the 2D layout representation as a density field enables us to employ 'flattened' volume rendering to form 1D layout depth regression. In addition we propose a novel 3D warping augmentation on layout to improve generalization. Finally we re-implement recent room layout reconstruction methods into our codebase for benchmarking and explore modern backbones and training techniques to serve as the strong baseline. The code is at https: //PanoLayoutStudio.github.io .

Yi-Hua Huang, Yang-Tian Sun, Ziyi Yang, Xiaoyang Lyu, Yan-Pei Cao, Xiaojuan Qi

Novel view synthesis for dynamic scenes is still a challenging problem in computer vision and graphics. Recently Gaussian splatting has emerged as a robust technique to represent static scenes and enable high-quality and real-time novel view synthesis. Building upon this technique we propose a new representation that explicitly decomposes the motion and appearance of dynamic scenes into sparse control points and dense Gaussians respectively. Our key idea is to use sparse control points significantly fewer in number than the Gaussians to learn compact 6 DoF transformation bases which can be locally interpolated through learned interpolation weights to yield the motion field of 3D Gaussians. We employ a deformation MLP to predict time-varying 6 DoF transformations for each control point which reduces learning complexities enhances learning abilities and facilitates obtaining temporal and spatial coherent motion patterns. Then we jointly learn the 3D Gaussians the canonical space locations of control points and the deformation MLP to reconstruct the appearance geometry and dynamics of 3D scenes. During learning the location and number of control points are adaptively adjusted to accommodate varying motion complexities in different regions and an ARAP loss following the principle of as rigid as possible is developed to enforce spatial continuity and local rigidity of learned motions. Finally thanks to the explicit sparse motion representation and its decomposition from appearance our method can enable user-controlled motion editing while retaining high-fidelity appearances. Extensive experiments demonstrate that our approach outperforms existing approaches on novel view synthesis with a high rendering speed and enables novel appearance-preserved motion editing applications.

Nikhil Keetha, Jay Karhade, Krishna Murthy Jatavallabhula, Gengshan Yang, Sebastian Scherer, Deva Ramanan, Jonathon Luiten

Dense simultaneous localization and mapping (SLAM) is crucial for robotics and augmented reality applications. However current methods are often hampered by the non-volumetric or implicit way they represent a scene. This work introduces SplaTAM an approach that for the first time leverages explicit volumetric representations i.e. 3D Gaussians to enable high-fidelity reconstruction from a single unposed RGB-D camera surpassing the capabilities of existing methods. SplaTAM employs a simple online tracking and mapping system tailored to the underlying Gaussian representation. It utilizes a silhouette mask to elegantly capture the presence of scene density. This combination enables several benefits over prior representations including fast rendering and dense optimization quickly determining if areas have been previously mapped and structured map expansion by adding more Gaussians. Extensive experiments show that SplaTAM achieves up to 2x superior performance in camera pose estimation map construction and novel-view synthesis over existing methods paving the way for more immersive high-fidelity SLAM applications.

Shichong Peng, Yanshu Zhang, Ke Li

We propose the problem of point-level 3D scene interpolation which aims to simultaneously reconstruct a 3D scene in two states from multiple views synthesize smooth point-level interpolations between them and render the scene from novel viewpoints all without any supervision between the states. The primary challenge is on achieving a smooth transition between states that may involve significant and non-rigid changes. To address these challenges we introduce "PAPR in Motion" a novel approach that builds upon the recent Proximity Attention Point Rendering (PAPR) technique which can deform a point cloud to match a significantly different shape and render a visually coherent scene even after non-rigid deformations. Our approach is specifically designed to maintain the temporal consistency of the geometric structure by introducing various regularization techniques for PAPR. The result is a method that can effectively bridge large scene changes and produce visually coherent and temporally smooth interpolations in both geometry and appearance. Evaluation across diverse motion types demonstrates that "PAPR in Motion" outperforms the leading neural renderer for dynamic scenes. For more results and code please visit our project website at https://niopeng.github.io/PAPR-in-Motion/.

Simon Niedermayr, Josef Stumpfegger, Rüdiger Westermann

Recently high-fidelity scene reconstruction with an optimized 3D Gaussian splat representation has been introduced for novel view synthesis from sparse image sets. Making such representations suitable for applications like network streaming and rendering on low-power devices requires significantly reduced memory consumption as well as improved rendering efficiency. We propose a compressed 3D Gaussian splat representation that utilizes sensitivity-aware vector clustering with quantization-aware training to compress directional colors and Gaussian parameters. The learned codebooks have low bitrates and achieve a compression rate of up to 31 on real-world scenes with only minimal degradation of visual quality. We demonstrate that the compressed splat representation can be efficiently rendered with hardware rasterization on lightweight GPUs at up to 4 higher framerates than reported via an optimized GPU compute pipeline. Extensive experiments across multiple datasets demonstrate the robustness and rendering speed of the proposed approach.

Zinuo You, Andreas Geiger, Anpei Chen

We present NeLF-Pro a novel representation to model and reconstruct light fields in diverse natural scenes that vary in extent and spatial granularity. In contrast to previous fast reconstruction methods that represent the 3D scene globally we model the light field of a scene as a set of local light field feature probes parameterized with position and multi-channel 2D feature maps. Our central idea is to bake the scene's light field into spatially varying learnable representations and to query point features by weighted blending of probes close to the camera - allowing for mipmap representation and rendering. We introduce a novel vector-matrix-matrix (VMM) factorization technique that effectively represents the light field feature probes as products of core factors (i.e. VM) shared among local feature probes and a basis factor (i.e. M) - efficiently encoding internal relationships and patterns within the scene.Experimentally we demonstrate that NeLF-Pro significantly boosts the performance of feature grid-based representations and achieves fast reconstruction with better rendering quality while maintaining compact modeling. Project page: sinoyou.github.io/nelf-pro

Mingyuan Zhou, Rakib Hyder, Ziwei Xuan, Guojun Qi

Recent advances in 3D avatar generation have gained significant attention. These breakthroughs aim to produce more realistic animatable avatars narrowing the gap between virtual and real-world experiences. Most of existing works employ Score Distillation Sampling (SDS) loss combined with a differentiable renderer and text condition to guide a diffusion model in generating 3D avatars. However SDS often generates over-smoothed results with few facial details thereby lacking the diversity compared with ancestral sampling. On the other hand other works generate 3D avatar from a single image where the challenges of unwanted lighting effects perspective views and inferior image quality make them difficult to reliably reconstruct the 3D face meshes with the aligned complete textures. In this paper we propose a novel 3D avatar generation approach termed UltrAvatar with enhanced fidelity of geometry and superior quality of physically based rendering (PBR) textures without unwanted lighting. To this end the proposed approach presents a diffuse color extraction model and an authenticity guided texture diffusion model. The former removes the unwanted lighting effects to reveal true diffuse colors so that the generated avatars can be rendered under various lighting conditions. The latter follows two gradient-based guidances for generating PBR textures to render diverse face-identity features and details better aligning with 3D mesh geometry. We demonstrate the effectiveness and robustness of the proposed method outperforming the state-of-the-art methods by a large margin in the experiments.

Wenhui Xiao, Rodrigo Santa Cruz, David Ahmedt-Aristizabal, Olivier Salvado, Clinton Fookes, Leo Lebrat

Neural Rendering representations have significantly contributed to the field of 3D computer vision. Given their potential considerable efforts have been invested to improve their performance. Nonetheless the essential question of selecting training views is yet to be thoroughly investigated. This key aspect plays a vital role in achieving high-quality results and aligns with the well-known tenet of deep learning: "garbage in garbage out". In this paper we first illustrate the importance of view selection by demonstrating how a simple rotation of the test views within the most pervasive NeRF dataset can lead to consequential shifts in the performance rankings of state-of-the-art techniques. To address this challenge we introduce a unified framework for view selection methods and devise a thorough benchmark to assess its impact. Significant improvements can be achieved without leveraging error or uncertainty estimation but focusing on uniform view coverage of the reconstructed object resulting in a training-free approach. Using this technique we show that high-quality renderings can be achieved faster by using fewer views. We conduct extensive experiments on both synthetic datasets and realistic data to demonstrate the effectiveness of our proposed method compared with random conventional error-based and uncertainty-guided view selection.

Minghao Yin, Shangzhe Wu, Kai Han

In this paper we address the challenging problem of visual SLAM with neural scene representations. Recently neural scene representations have shown promise for SLAM to produce dense 3D scene reconstruction with high quality. However existing methods require scene-specific optimization leading to time-consuming mapping processes for each individual scene. To overcome this limitation we propose IBD-SLAM an Image-Based Depth fusion framework for generalizable SLAM. In particular we adopt a Neural Radiance Field (NeRF) for scene representation. Inspired by multi-view image-based rendering instead of learning a fixed-grid scene representation we propose to learn an image-based depth fusion model that fuses depth maps of multiple reference views into a xyz-map representation. Once trained this model can be applied to new uncalibrated monocular RGBD videos of unseen scenes without the need for retraining and reconstructs full 3D scenes efficiently with a light-weight pose optimization procedure. We thoroughly evaluate IBD-SLAM on public visual SLAM benchmarks outperforming the previous state-of-the-art while being 10x faster in the mapping stage. Project page: https://visual-ai.github.io/ibd-slam.

Vanessa Sklyarova, Egor Zakharov, Otmar Hilliges, Michael J. Black, Justus Thies

We present HAAR a new strand-based generative model for 3D human hairstyles. Specifically based on textual inputs HAAR produces 3D hairstyles that could be used as production-level assets in modern computer graphics engines. Current AI-based generative models take advantage of powerful 2D priors to reconstruct 3D content in the form of point clouds meshes or volumetric functions. However by using the 2D priors they are intrinsically limited to only recovering the visual parts. Highly occluded hair structures can not be reconstructed with those methods and they only model the "outer shell" which is not ready to be used in physics-based rendering or simulation pipelines. In contrast we propose a first text-guided generative method that uses 3D hair strands as an underlying representation. Leveraging 2D visual question-answering (VQA) systems we automatically annotate synthetic hair models that are generated from a small set of artist-created hairstyles. This allows us to train a latent diffusion model that operates in a common hairstyle UV space. In qualitative and quantitative studies we demonstrate the capabilities of the proposed model and compare it to existing hairstyle generation approaches. For results please refer to our project page https://haar.is.tue.mpg.de/.

Keyu Wu, Lingchen Yang, Zhiyi Kuang, Yao Feng, Xutao Han, Yuefan Shen, Hongbo Fu, Kun Zhou, Youyi Zheng

Undoubtedly high-fidelity 3D hair is crucial for achieving realism artistic expression and immersion in computer graphics. While existing 3D hair modeling methods have achieved impressive performance the challenge of achieving high-quality hair reconstruction persists: they either require strict capture conditions making practical applications difficult or heavily rely on learned prior data obscuring fine-grained details in images. To address these challenges we propose MonoHair a generic framework to achieve high-fidelity hair reconstruction from a monocular video without specific requirements for environments. Our approach bifurcates the hair modeling process into two main stages: precise exterior reconstruction and interior structure inference. The exterior is meticulously crafted using our Patch-based Multi-View Optimization PMVO. This method strategically collects and integrates hair information from multiple views independent of prior data to produce a high-fidelity exterior 3D line map. This map not only captures intricate details but also facilitates the inference of the hair's inner structure. For the interior we employ a data-driven multi-view 3D hair reconstruction method. This method utilizes 2D structural renderings derived from the reconstructed exterior mirroring the synthetic 2D inputs used during training. This alignment effectively bridges the domain gap between our training data and real-world data thereby enhancing the accuracy and reliability of our interior structure inference. Lastly we generate a strand model and resolve the directional ambiguity by our hair growth algorithm. Our experiments demonstrate that our method exhibits robustness across diverse hairstyles and achieves state-of-the-art performance. For more results please refer to our project page https://keyuwu-cs.github.io/MonoHair/

Yunhan Yang, Yukun Huang, Xiaoyang Wu, Yuan-Chen Guo, Song-Hai Zhang, Hengshuang Zhao, Tong He, Xihui Liu

Utilizing pre-trained 2D large-scale generative models recent works are capable of generating high-quality novel views from a single in-the-wild image. However due to the lack of information from multiple views these works encounter difficulties in generating controllable novel views. In this paper we present DreamComposer a flexible and scalable framework that can enhance existing view-aware diffusion models by injecting multi-view conditions. Specifically DreamComposer first uses a view-aware 3D lifting module to obtain 3D representations of an object from multiple views. Then it renders the latent features of the target view from 3D representations with the multi-view feature fusion module. Finally the target view features extracted from multi-view inputs are injected into a pre-trained diffusion model. Experiments show that DreamComposer is compatible with state-of-the-art diffusion models for zero-shot novel view synthesis further enhancing them to generate high-fidelity novel view images with multi-view conditions ready for controllable 3D object reconstruction and various other applications.

Honghui Yang, Sha Zhang, Di Huang, Xiaoyang Wu, Haoyi Zhu, Tong He, Shixiang Tang, Hengshuang Zhao, Qibo Qiu, Binbin Lin 等

In the context of autonomous driving the significance of effective feature learning is widely acknowledged. While conventional 3D self-supervised pre-training methods have shown widespread success most methods follow the ideas originally designed for 2D images. In this paper we present UniPAD a novel self-supervised learning paradigm applying 3D volumetric differentiable rendering. UniPAD implicitly encodes 3D space facilitating the reconstruction of continuous 3D shape structures and the intricate appearance characteristics of their 2D projections. The flexibility of our method enables seamless integration into both 2D and 3D frameworks enabling a more holistic comprehension of the scenes. We manifest the feasibility and effectiveness of UniPAD by conducting extensive experiments on various 3D perception tasks. Our method significantly improves lidar- camera- and lidar-camera-based baseline by 9.1 7.7 and 6.9 NDS respectively. Notably our pre-training pipeline achieves 73.2 NDS for 3D object detection and 79.4 mIoU for 3D semantic segmentation on the nuScenes validation set achieving state-of-the-art results in comparison with previous methods.

Akash Sengupta, Thiemo Alldieck, Nikos Kolotouros, Enric Corona, Andrei Zanfir, Cristian Sminchisescu

We present DiffHuman a probabilistic method for photorealistic 3D human reconstruction from a single RGB image. Despite the ill-posed nature of this problem most methods are deterministic and output a single solution often resulting in a lack of geometric detail and blurriness in unseen or uncertain regions. In contrast DiffHuman predicts a probability distribution over 3D reconstructions conditioned on an input 2D image which allows us to sample multiple detailed 3D avatars that are consistent with the image. DiffHuman is implemented as a conditional diffusion model that denoises pixel-aligned 2D observations of an underlying 3D shape representation. During inference we may sample 3D avatars by iteratively denoising 2D renders of the predicted 3D representation. Furthermore we introduce a generator neural network that approximates rendering with considerably reduced runtime (55x speed up) resulting in a novel dual-branch diffusion framework. Our experiments show that DiffHuman can produce diverse and detailed reconstructions for the parts of the person that are unseen or uncertain in the input image while remaining competitive with the state-of-the-art when reconstructing visible surfaces.

Junkai Deng, Fei Hou, Xuhui Chen, Wencheng Wang, Ying He

Recently building on the foundation of neural radiance field various techniques have emerged to learn unsigned distance fields (UDF) to reconstruct 3D non-watertight models from multi-view images. Yet a central challenge in UDF-based volume rendering is formulating a proper way to convert unsigned distance values into volume density ensuring that the resulting weight function remains unbiased and sensitive to occlusions. Falling short on these requirements often results in incorrect topology or large reconstruction errors in resulting models. This paper addresses this challenge by presenting a novel two-stage algorithm 2S-UDF for learning a high-quality UDF from multi-view images. Initially the method applies an easily trainable density function that while slightly biased and transparent aids in coarse reconstruction. The subsequent stage then refines the geometry and appearance of the object to achieve a high-quality reconstruction by directly adjusting the weight function used in volume rendering to ensure that it is unbiased and occlusion-aware. Decoupling density and weight in two stages makes our training stable and robust distinguishing our technique from existing UDF learning approaches. Evaluations on the DeepFashion3D DTU and BlendedMVS datasets validate the robustness and effectiveness of our proposed approach. In both quantitative metrics and visual quality the results indicate our superior performance over other UDF learning techniques in reconstructing 3D non-watertight models from multi-view images. Our code is available at https://bitbucket.org/jkdeng/2sudf/.

Miguel Fainstein, Viviana Siless, Emmanuel Iarussi

In recent years there has been a growing interest in training Neural Networks to approximate Unsigned Distance Fields (UDFs) for representing open surfaces in the context of 3D reconstruction. However UDFs are non-differentiable at the zero level set which leads to significant errors in distances and gradients generally resulting in fragmented and discontinuous surfaces. In this paper we propose to learn a hyperbolic scaling of the unsigned distance field which defines a new Eikonal problem with distinct boundary conditions. This allows our formulation to integrate seamlessly with state-of-the-art continuously differentiable implicit neural representation networks largely applied in the literature to represent signed distance fields. Our approach not only addresses the challenge of open surface representation but also demonstrates significant improvement in reconstruction quality and training performance. Moreover the unlocked field's differentiability allows the accurate computation of essential topological properties such as normal directions and curvatures pervasive in downstream tasks such as rendering. Through extensive experiments we validate our approach across various data sets and against competitive baselines. The results demonstrate enhanced accuracy and up to an order of magnitude increase in speed compared to previous methods.

David Charatan, Sizhe Lester Li, Andrea Tagliasacchi, Vincent Sitzmann

We introduce pixelSplat a feed-forward model that learns to reconstruct 3D radiance fields parameterized by 3D Gaussian primitives from pairs of images. Our model features real-time and memory-efficient rendering for scalable training as well as fast 3D reconstruction at inference time. To overcome local minima inherent to sparse and locally supported representations we predict a dense probability distribution over 3D and sample Gaussian means from that probability distribution. We make this sampling operation differentiable via a reparameterization trick allowing us to back-propagate gradients through the Gaussian splatting representation. We benchmark our method on wide-baseline novel view synthesis on the real-world RealEstate10k and ACID datasets where we outperform state-of-the-art light field transformers and accelerate rendering by 2.5 orders of magnitude while reconstructing an interpretable and editable 3D radiance field. Additional materials can be found on the anonymous project website (pixelsplat.github.io).

Rundi Wu, Ben Mildenhall, Philipp Henzler, Keunhong Park, Ruiqi Gao, Daniel Watson, Pratul P. Srinivasan, Dor Verbin, Jonathan T. Barron, Ben Poole 等

3D reconstruction methods such as Neural Radiance Fields (NeRFs) excel at rendering photorealistic novel views of complex scenes. However recovering a high-quality NeRF typically requires tens to hundreds of input images resulting in a time-consuming capture process. We present ReconFusion to reconstruct real-world scenes using only a few photos. Our approach leverages a diffusion prior for novel view synthesis trained on synthetic and multiview datasets which regularizes a NeRF-based 3D reconstruction pipeline at novel camera poses beyond those captured by the set of input images. Our method synthesizes realistic geometry and texture in underconstrained regions while preserving the appearance of observed regions. We perform an extensive evaluation across various real-world datasets including forward-facing and 360-degree scenes demonstrating significant performance improvements over previous few-view NeRF reconstruction approaches. Please see our project page at reconfusion.github.io.

Shanlin Sun, Bingbing Zhuang, Ziyu Jiang, Buyu Liu, Xiaohui Xie, Manmohan Chandraker

Photorealistic simulation plays a crucial role in applications such as autonomous driving where advances in neural radiance fields (NeRFs) may allow better scalability through the automatic creation of digital 3D assets. However reconstruction quality suffers on street scenes due to largely collinear camera motions and sparser samplings at higher speeds. On the other hand the application often demands rendering from camera views that deviate from the inputs to accurately simulate behaviors like lane changes. In this paper we propose several insights that allow a better utilization of Lidar data to improve NeRF quality on street scenes. First our framework learns a geometric scene representation from Lidar which are fused with the implicit grid-based representation for radiance decoding thereby supplying stronger geometric information offered by explicit point cloud. Second we put forth a robust occlusion-aware depth supervision scheme which allows utilizing densified Lidar points by accumulation. Third we generate augmented training views from Lidar points for further improvement. Our insights translate to largely improved novel view synthesis under real driving scenes.