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1,093篇论文匹配“3D Rendering & Reconstruction”
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Zhiyin Qian, Shaofei Wang, Marko Mihajlovic, Andreas Geiger, Siyu Tang

We introduce an approach that creates animatable human avatars from monocular videos using 3D Gaussian Splatting (3DGS). Existing methods based on neural radiance fields (NeRFs) achieve high-quality novel-view/novel-pose image synthesis but often require days of training and are extremely slow at inference time. Recently the community has explored fast grid structures for efficient training of clothed avatars. Albeit being extremely fast at training these methods can barely achieve an interactive rendering frame rate with around 15 FPS. In this paper we use 3D Gaussian Splatting and learn a non-rigid deformation network to reconstruct animatable clothed human avatars that can be trained within 30 minutes and rendered at real-time frame rates (50+ FPS). Given the explicit nature of our representation we further introduce as-isometric-as-possible regularizations on both the Gaussian mean vectors and the covariance matrices enhancing the generalization of our model on highly articulated unseen poses. Experimental results show that our method achieves comparable and even better performance compared to state-of-the-art approaches on animatable avatar creation from a monocular input while being 400x and 250x faster in training and inference respectively.

Jiaqi Lin, Zhihao Li, Xiao Tang, Jianzhuang Liu, Shiyong Liu, Jiayue Liu, Yangdi Lu, Xiaofei Wu, Songcen Xu, Youliang Yan 等

Existing NeRF-based methods for large scene reconstruction often have limitations in visual quality and rendering speed. While the recent 3D Gaussian Splatting works well on small-scale and object-centric scenes scaling it up to large scenes poses challenges due to limited video memory long optimization time and noticeable appearance variations. To address these challenges we present VastGaussian the first method for high-quality reconstruction and real-time rendering on large scenes based on 3D Gaussian Splatting. We propose a progressive partitioning strategy to divide a large scene into multiple cells where the training cameras and point cloud are properly distributed with an airspace-aware visibility criterion. These cells are merged into a complete scene after parallel optimization. We also introduce decoupled appearance modeling into the optimization process to reduce appearance variations in the rendered images. Our approach outperforms existing NeRF-based methods and achieves state-of-the-art results on multiple large scene datasets enabling fast optimization and high-fidelity real-time rendering.

Shenhan Qian, Tobias Kirschstein, Liam Schoneveld, Davide Davoli, Simon Giebenhain, Matthias Nießner

We introduce GaussianAvatars a new method to create photorealistic head avatars that are fully controllable in terms of expression pose and viewpoint. The core idea is a dynamic 3D representation based on 3D Gaussian splats that are rigged to a parametric morphable face model. This combination facilitates photorealistic rendering while allowing for precise animation control via the underlying parametric model e.g. through expression transfer from a driving sequence or by manually changing the morphable model parameters. We parameterize each splat by a local coordinate frame of a triangle and optimize for explicit displacement offset to obtain a more accurate geometric representation. During avatar reconstruction we jointly optimize for the morphable model parameters and Gaussian splat parameters in an end-to-end fashion. We demonstrate the animation capabilities of our photorealistic avatar in several challenging scenarios. For instance we show reenactments from a driving video where our method outperforms existing works by a significant margin.

Chenyangguang Zhang, Guanlong Jiao, Yan Di, Gu Wang, Ziqin Huang, Ruida Zhang, Fabian Manhardt, Bowen Fu, Federico Tombari, Xiangyang Ji

Previous works concerning single-view hand-held object reconstruction typically rely on supervision from 3D ground-truth models which are hard to collect in real world. In contrast readily accessible hand-object videos offer a promising training data source but they only give heavily occluded object observations. In this paper we present a novel synthetic-to-real framework to exploit Multi-view Occlusion-aware supervision from hand-object videos for Hand-held Object reconstruction (MOHO) from a single image tackling two predominant challenges in such setting: hand-induced occlusion and object's self-occlusion. First in the synthetic pre-training stage we render a large-scaled synthetic dataset SOMVideo with hand-object images and multi-view occlusion-free supervisions adopted to address hand-induced occlusion in both 2D and 3D spaces. Second in the real-world finetuning stage MOHO leverages the amodal-mask-weighted geometric supervision to mitigate the unfaithful guidance caused by the hand-occluded supervising views in real world. Moreover domain-consistent occlusion-aware features are amalgamated in MOHO to resist object's self-occlusion for inferring the complete object shape. Extensive experiments on HO3D and DexYCB datasets demonstrate 2D-supervised MOHO gains superior results against 3D-supervised methods by a large margin.

Desai Xie, Jiahao Li, Hao Tan, Xin Sun, Zhixin Shu, Yi Zhou, Sai Bi, Sören Pirk, Arie E. Kaufman

Multi-view diffusion models obtained by applying Supervised Finetuning (SFT) to text-to-image diffusion models have driven recent breakthroughs in text-to-3D research. However due to the limited size and quality of existing 3D datasets they still suffer from multi-view inconsistencies and Neural Radiance Field (NeRF) reconstruction artifacts. We argue that multi-view diffusion models can benefit from further Reinforcement Learning Finetuning (RLFT) which allows models to learn from the data generated by themselves and improve beyond their dataset limitations during SFT. To this end we introduce Carve3D an improved RLFT algorithm coupled with a novel Multi-view Reconstruction Consistency (MRC) metric to enhance the consistency of multi-view diffusion models. To measure the MRC metric on a set of multi-view images we compare them with their corresponding NeRF renderings at the same camera viewpoints. The resulting model which we denote as Carve3DM demonstrates superior multi-view consistency and NeRF reconstruction quality than existing models. Our results suggest that pairing SFT with Carve3D's RLFT is essential for developing multi-view-consistent diffusion models mirroring the standard Large Language Model (LLM) alignment pipeline. Our code training and testing data and video results are available at: https://desaixie.github.io/carve-3d.

Yao Huang, Yinpeng Dong, Shouwei Ruan, Xiao Yang, Hang Su, Xingxing Wei

Compared with transferable untargeted attacks transferable targeted adversarial attacks could specify the misclassification categories of adversarial samples posing a greater threat to security-critical tasks. In the meanwhile 3D adversarial samples due to their potential of multi-view robustness can more comprehensively identify weaknesses in existing deep learning systems possessing great application value. However the field of transferable targeted 3D adversarial attacks remains vacant. The goal of this work is to develop a more effective technique that could generate transferable targeted 3D adversarial examples filling the gap in this field. To achieve this goal we design a novel framework named TT3D that could rapidly reconstruct from few multi-view images into Transferable Targeted 3D textured meshes. While existing mesh-based texture optimization methods compute gradients in the high-dimensional mesh space and easily fall into local optima leading to unsatisfactory transferability and distinct distortions TT3D innovatively performs dual optimization towards both feature grid and Multi-layer Perceptron (MLP) parameters in the grid-based NeRF space which significantly enhances black-box transferability while enjoying naturalness. Experimental results show that TT3D not only exhibits superior cross-model transferability but also maintains considerable adaptability across different renders and vision tasks. More importantly we produce 3D adversarial examples with 3D printing techniques in the real world and verify their robust performance under various scenarios.

Andreas Engelhardt, Amit Raj, Mark Boss, Yunzhi Zhang, Abhishek Kar, Yuanzhen Li, Deqing Sun, Ricardo Martin Brualla, Jonathan T. Barron, Hendrik P. A. Lensch 等

We present SHINOBI an end-to-end framework for the reconstruction of shape material and illumination from object images captured with varying lighting pose and background. Inverse rendering of an object based on unconstrained image collections is a long-standing challenge in computer vision and graphics and requires a joint optimization over shape radiance and pose. We show that an implicit shape representation based on a multi-resolution hash encoding enables faster and robust shape reconstruction with joint camera alignment optimization that outperforms prior work. Further to enable the editing of illumination and object reflectance (i.e. material) we jointly optimize BRDF and illumination together with the object's shape. Our method is class-agnostic and works on in-the-wild image collections of objects to produce relightable 3D assets for several use cases such as AR/VR movies games etc.

Jiahao Chen, Yipeng Qin, Lingjie Liu, Jiangbo Lu, Guanbin Li

Neural Radiance Field (NeRF) has been widely recognized for its excellence in novel view synthesis and 3D scene reconstruction. However their effectiveness is inherently tied to the assumption of static scenes rendering them susceptible to undesirable artifacts when confronted with transient distractors such as moving objects or shadows. In this work we propose a novel paradigm namely "Heuristics-Guided Segmentation" (HuGS) which significantly enhances the separation of static scenes from transient distractors by harmoniously combining the strengths of hand-crafted heuristics and state-of-the-art segmentation models thus significantly transcending the limitations of previous solutions. Furthermore we delve into the meticulous design of heuristics introducing a seamless fusion of Structure-from-Motion (SfM)-based heuristics and color residual heuristics catering to a diverse range of texture profiles. Extensive experiments demonstrate the superiority and robustness of our method in mitigating transient distractors for NeRFs trained in non-static scenes. Project page: https://cnhaox.github.io/NeRF-HuGS/

Jiakai Sun, Han Jiao, Guangyuan Li, Zhanjie Zhang, Lei Zhao, Wei Xing

Constructing photo-realistic Free-Viewpoint Videos (FVVs) of dynamic scenes from multi-view videos remains a challenging endeavor. Despite the remarkable advancements achieved by current neural rendering techniques these methods generally require complete video sequences for offline training and are not capable of real-time rendering. To address these constraints we introduce 3DGStream a method designed for efficient FVV streaming of real-world dynamic scenes. Our method achieves fast on-the-fly per-frame reconstruction within 12 seconds and real-time rendering at 200 FPS. Specifically we utilize 3D Gaussians (3DGs) to represent the scene. Instead of the naive approach of directly optimizing 3DGs per-frame we employ a compact Neural Transformation Cache (NTC) to model the translations and rotations of 3DGs markedly reducing the training time and storage required for each FVV frame. Furthermore we propose an adaptive 3DG addition strategy to handle emerging objects in dynamic scenes. Experiments demonstrate that 3DGStream achieves competitive performance in terms of rendering speed image quality training time and model storage when compared with state-of-the-art methods.

Mason Long Wang, Ryosuke Sawata, Samuel Clarke, Ruohan Gao, Shangzhe Wu, Jiajun Wu

Recent years have seen immense progress in 3D computer vision and computer graphics with emerging tools that can virtualize real-world 3D environments for numerous Mixed Reality (XR) applications. However alongside immersive visual experiences immersive auditory experiences are equally vital to our holistic perception of an environment. In this paper we aim to reconstruct the spatial acoustic characteristics of an arbitrary environment given only a sparse set of (roughly 12) room impulse response (RIR) recordings and a planar reconstruction of the scene a setup that is easily achievable by ordinary users. To this end we introduce DiffRIR a differentiable RIR rendering framework with interpretable parametric models of salient acoustic features of the scene including sound source directivity and surface reflectivity. This allows us to synthesize novel auditory experiences through the space with any source audio. To evaluate our method we collect a dataset of RIR recordings and music in four diverse real environments. We show that our model outperforms state-of-the-art baselines on rendering monaural and binaural RIRs and music at unseen locations and learns physically interpretable parameters characterizing acoustic properties of the sound source and surfaces in the scene.

Xingyu Ren, Jiankang Deng, Yuhao Cheng, Jia Guo, Chao Ma, Yichao Yan, Wenhan Zhu, Xiaokang Yang

Recent 3D face reconstruction methods have made remarkable advancements yet there remain huge challenges in monocular high-quality facial reflectance reconstruction. Existing methods rely on a large amount of light-stage captured data to learn facial reflectance models. However the lack of subject diversity poses challenges in achieving good generalization and widespread applicability. In this paper we learn the reflectance prior in image space rather than UV space and present a framework named ID2Reflectance. Our framework can directly estimate the reflectance maps of a single image while using limited reflectance data for training. Our key insight is that reflectance data shares facial structures with RGB faces which enables obtaining expressive facial prior from inexpensive RGB data thus reducing the dependency on reflectance data. We first learn a high-quality prior for facial reflectance. Specifically we pretrain multi-domain facial feature codebooks and design a codebook fusion method to align the reflectance and RGB domains. Then we propose an identity-conditioned swapping module that injects facial identity from the target image into the pre-trained auto-encoder to modify the identity of the source reflectance image. Finally we stitch multi-view swapped reflectance images to obtain renderable assets. Extensive experiments demonstrate that our method exhibits excellent generalization capability and achieves state-of-the-art facial reflectance reconstruction results for in-the-wild faces.

Fangzhou Mu, Carter Sifferman, Sacha Jungerman, Yiquan Li, Mark Han, Michael Gleicher, Mohit Gupta, Yin Li

We present a method for reconstructing 3D shape of arbitrary Lambertian objects based on measurements by miniature energy-efficient low-cost single-photon cameras. These cameras operating as time resolved image sensors illuminate the scene with a very fast pulse of diffuse light and record the shape of that pulse as it returns back from the scene at a high temporal resolution. We propose to model this image formation process account for its non-idealities and adapt neural rendering to reconstruct 3D geometry from a set of spatially distributed sensors with known poses. We show that our approach can successfully recover complex 3D shapes from simulated data. We further demonstrate 3D object reconstruction from real-world captures utilizing measurements from a commodity proximity sensor. Our work draws a connection between image-based modeling and active range scanning and offers a step towards 3D vision with single-photon cameras.

Hao-Bin Duan, Miao Wang, Yan-Xun Li, Yong-Liang Yang

We present Neural 3D Strokes a novel technique to generate stylized images of a 3D scene at arbitrary novel views from multi-view 2D images. Different from existing methods which apply stylization to trained neural radiance fields at the voxel level our approach draws inspiration from image-to-painting methods simulating the progressive painting process of human artwork with vector strokes. We develop a palette of stylized 3D strokes from basic primitives and splines and consider the 3D scene stylization task as a multi-view reconstruction process based on these 3D stroke primitives. Instead of directly searching for the parameters of these 3D strokes which would be too costly we introduce a differentiable renderer that allows optimizing stroke parameters using gradient descent and propose a training scheme to alleviate the vanishing gradient issue. The extensive evaluation demonstrates that our approach effectively synthesizes 3D scenes with significant geometric and aesthetic stylization while maintaining a consistent appearance across different views. Our method can be further integrated with style loss and image-text contrastive models to extend its applications including color transfer and text-driven 3D scene drawing. Results and code are available at http://buaavrcg.github.io/Neural3DStrokes.

Hongyu Zhou, Jiahao Shao, Lu Xu, Dongfeng Bai, Weichao Qiu, Bingbing Liu, Yue Wang, Andreas Geiger, Yiyi Liao

Holistic understanding of urban scenes based on RGB images is a challenging yet important problem. It encompasses understanding both the geometry and appearance to enable novel view synthesis parsing semantic labels and tracking moving objects. Despite considerable progress existing approaches often focus on specific aspects of this task and require additional inputs such as LiDAR scans or manually annotated 3D bounding boxes. In this paper we introduce a novel pipeline that utilizes 3D Gaussian Splatting for holistic urban scene understanding. Our main idea involves the joint optimization of geometry appearance semantics and motion using a combination of static and dynamic 3D Gaussians where moving object poses are regularized via physical constraints. Our approach offers the ability to render new viewpoints in real-time yielding 2D and 3D semantic information with high accuracy and reconstruct dynamic scenes even in scenarios where 3D bounding box detection are highly noisy. Experimental results on KITTI KITTI-360 and Virtual KITTI 2 demonstrate the effectiveness of our approach. Our project page is at https://xdimlab.github.io/hugs_website.

Jun Xiang, Xuan Gao, Yudong Guo, Juyong Zhang

We propose FlashAvatar a novel and lightweight 3D animatable avatar representation that could reconstruct a digital avatar from a short monocular video sequence in minutes and render high-fidelity photo-realistic images at 300FPS on a consumer-grade GPU. To achieve this we maintain a uniform 3D Gaussian field embedded in the surface of a parametric face model and learn extra spatial offset to model non-surface regions and subtle facial details. While full use of geometric priors can capture high-frequency facial details and preserve exaggerated expressions proper initialization can help reduce the number of Gaussians thus enabling super-fast rendering speed. Extensive experimental results demonstrate that FlashAvatar outperforms existing works regarding visual quality and personalized details and is almost an order of magnitude faster in rendering speed. Project page: https://ustc3dv.github.io/FlashAvatar/

Hidenobu Matsuki, Riku Murai, Paul H.J. Kelly, Andrew J. Davison

We present the first application of 3D Gaussian Splatting in monocular SLAM the most fundamental but the hardest setup for Visual SLAM. Our method which runs live at 3fps utilises Gaussians as the only 3D representation unifying the required representation for accurate efficient tracking mapping and high-quality rendering. Designed for challenging monocular settings our approach is seamlessly extendable to RGB-D SLAM when an external depth sensor is available. Several innovations are required to continuously reconstruct 3D scenes with high fidelity from a live camera. First to move beyond the original 3DGS algorithm which requires accurate poses from an offline Structure from Motion (SfM) system we formulate camera tracking for 3DGS using direct optimisation against the 3D Gaussians and show that this enables fast and robust tracking with a wide basin of convergence. Second by utilising the explicit nature of the Gaussians we introduce geometric verification and regularisation to handle the ambiguities occurring in incremental 3D dense reconstruction. Finally we introduce a full SLAM system which not only achieves state-of-the-art results in novel view synthesis and trajectory estimation but also reconstruction of tiny and even transparent objects.

Fan Fei, Jiajun Tang, Ping Tan, Boxin Shi

This paper introduces a versatile multi-view inverse rendering framework with near- and far-field light sources. Tackling the fundamental challenge of inherent ambiguity in inverse rendering our framework adopts a lightweight yet inclusive lighting model for different near- and far-field lights thus is able to make use of input images under varied lighting conditions available during capture. It leverages observations under each lighting to disentangle the intrinsic geometry and material from the external lighting using both neural radiance field rendering and physically-based surface rendering on the 3D implicit fields. After training the reconstructed scene is extracted to a textured triangle mesh for seamless integration into industrial rendering software for various applications. Quantitatively and qualitatively tested on synthetic and real-world scenes our method shows superiority to state-of-the-art multi-view inverse rendering methods in both speed and quality.

Ziyu Wan, Despoina Paschalidou, Ian Huang, Hongyu Liu, Bokui Shen, Xiaoyu Xiang, Jing Liao, Leonidas Guibas

The increased demand for 3D data in AR/VR robotics and gaming applications gave rise to powerful generative pipelines capable of synthesizing high-quality 3D objects. Most of these models rely on the Score Distillation Sampling (SDS) algorithm to optimize a 3D representation such that the rendered image maintains a high likelihood as evaluated by a pre-trained diffusion model. However this distillation process involves finding a correct mode in the high-dimensional and large-variance distribution produced by the diffusion model. This task is challenging and often leads to issues such as over-saturation over-smoothing and Janus-like artifacts in the 3D generation. In this paper we propose a novel learning paradigm for 3D synthesis that utilizes pre-trained diffusion models. Instead of focusing on mode-seeking our method directly models the distribution discrepancy between multi-view renderings and diffusion priors in an adversarial manner which unlocks the generation of high-fidelity and photorealistic 3D content conditioned on a single image and prompt. Moreover by harnessing the latent space of GANs and expressive diffusion model priors our method enables a wide variety of 3D applications including single-view reconstruction high diversity generation and continuous 3D interpolation in open domain. Our experiments demonstrate the superiority of our pipeline compared to previous works in terms of generation quality and diversity.

Yusuke Takimoto, Hikari Takehara, Hiroyuki Sato, Zihao Zhu, Bo Zheng

In the film and gaming industries achieving a realistic hair appearance typically involves the use of strands originating from the scalp. However reconstructing these strands from observed surface images of hair presents significant challenges. The difficulty in acquiring Ground Truth (GT) data has led state-of-the-art learning-based methods to rely on pre-training with manually prepared synthetic CG data. This process is not only labor-intensive and costly but also introduces complications due to the domain gap when compared to real-world data. In this study we propose an optimization-based approach that eliminates the need for pre-training. Our method represents hair strands as line segments growing from the scalp and optimizes them using a novel differentiable rendering algorithm. To robustly optimize a substantial number of slender explicit geometries we introduce 3D orientation estimation utilizing global optimization strand initialization based on Laplace's equation and reparameterization that leverages geometric connectivity and spatial proximity. Unlike existing optimization-based methods our method is capable of reconstructing internal hair flow in an absolute direction. Our method exhibits robust and accurate inverse rendering surpassing the quality of existing methods and significantly improving processing speed.

Zidu Wang, Xiangyu Zhu, Tianshuo Zhang, Baiqin Wang, Zhen Lei

3D Morphable Models (3DMMs) provide promising 3D face reconstructions in various applications. However existing methods struggle to reconstruct faces with extreme expressions due to deficiencies in supervisory signals such as sparse or inaccurate landmarks. Segmentation information contains effective geometric contexts for face reconstruction. Certain attempts intuitively depend on differentiable renderers to compare the rendered silhouettes of reconstruction with segmentation which is prone to issues like local optima and gradient instability. In this paper we fully utilize the facial part segmentation geometry by introducing Part Re-projection Distance Loss (PRDL). Specifically PRDL transforms facial part segmentation into 2D points and re-projects the reconstruction onto the image plane. Subsequently by introducing grid anchors and computing different statistical distances from these anchors to the point sets PRDL establishes geometry descriptors to optimize the distribution of the point sets for face reconstruction. PRDL exhibits a clear gradient compared to the renderer-based methods and presents state-of-the-art reconstruction performance in extensive quantitative and qualitative experiments. Our project is available at https://github.com/wang-zidu/3DDFA-V3.