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Dec 30

Volumetric Capture of Humans with a Single RGBD Camera via Semi-Parametric Learning

Volumetric (4D) performance capture is fundamental for AR/VR content generation. Whereas previous work in 4D performance capture has shown impressive results in studio settings, the technology is still far from being accessible to a typical consumer who, at best, might own a single RGBD sensor. Thus, in this work, we propose a method to synthesize free viewpoint renderings using a single RGBD camera. The key insight is to leverage previously seen "calibration" images of a given user to extrapolate what should be rendered in a novel viewpoint from the data available in the sensor. Given these past observations from multiple viewpoints, and the current RGBD image from a fixed view, we propose an end-to-end framework that fuses both these data sources to generate novel renderings of the performer. We demonstrate that the method can produce high fidelity images, and handle extreme changes in subject pose and camera viewpoints. We also show that the system generalizes to performers not seen in the training data. We run exhaustive experiments demonstrating the effectiveness of the proposed semi-parametric model (i.e. calibration images available to the neural network) compared to other state of the art machine learned solutions. Further, we compare the method with more traditional pipelines that employ multi-view capture. We show that our framework is able to achieve compelling results, with substantially less infrastructure than previously required.

  • 12 authors
·
May 28, 2019

RPBG: Towards Robust Neural Point-based Graphics in the Wild

Point-based representations have recently gained popularity in novel view synthesis, for their unique advantages, e.g., intuitive geometric representation, simple manipulation, and faster convergence. However, based on our observation, these point-based neural re-rendering methods are only expected to perform well under ideal conditions and suffer from noisy, patchy points and unbounded scenes, which are challenging to handle but defacto common in real applications. To this end, we revisit one such influential method, known as Neural Point-based Graphics (NPBG), as our baseline, and propose Robust Point-based Graphics (RPBG). We in-depth analyze the factors that prevent NPBG from achieving satisfactory renderings on generic datasets, and accordingly reform the pipeline to make it more robust to varying datasets in-the-wild. Inspired by the practices in image restoration, we greatly enhance the neural renderer to enable the attention-based correction of point visibility and the inpainting of incomplete rasterization, with only acceptable overheads. We also seek for a simple and lightweight alternative for environment modeling and an iterative method to alleviate the problem of poor geometry. By thorough evaluation on a wide range of datasets with different shooting conditions and camera trajectories, RPBG stably outperforms the baseline by a large margin, and exhibits its great robustness over state-of-the-art NeRF-based variants. Code available at https://github.com/QT-Zhu/RPBG.

  • 8 authors
·
May 9, 2024

UE4-NeRF:Neural Radiance Field for Real-Time Rendering of Large-Scale Scene

Neural Radiance Fields (NeRF) is a novel implicit 3D reconstruction method that shows immense potential and has been gaining increasing attention. It enables the reconstruction of 3D scenes solely from a set of photographs. However, its real-time rendering capability, especially for interactive real-time rendering of large-scale scenes, still has significant limitations. To address these challenges, in this paper, we propose a novel neural rendering system called UE4-NeRF, specifically designed for real-time rendering of large-scale scenes. We partitioned each large scene into different sub-NeRFs. In order to represent the partitioned independent scene, we initialize polygonal meshes by constructing multiple regular octahedra within the scene and the vertices of the polygonal faces are continuously optimized during the training process. Drawing inspiration from Level of Detail (LOD) techniques, we trained meshes of varying levels of detail for different observation levels. Our approach combines with the rasterization pipeline in Unreal Engine 4 (UE4), achieving real-time rendering of large-scale scenes at 4K resolution with a frame rate of up to 43 FPS. Rendering within UE4 also facilitates scene editing in subsequent stages. Furthermore, through experiments, we have demonstrated that our method achieves rendering quality comparable to state-of-the-art approaches. Project page: https://jamchaos.github.io/UE4-NeRF/.

  • 8 authors
·
Oct 20, 2023

GI-GS: Global Illumination Decomposition on Gaussian Splatting for Inverse Rendering

We present GI-GS, a novel inverse rendering framework that leverages 3D Gaussian Splatting (3DGS) and deferred shading to achieve photo-realistic novel view synthesis and relighting. In inverse rendering, accurately modeling the shading processes of objects is essential for achieving high-fidelity results. Therefore, it is critical to incorporate global illumination to account for indirect lighting that reaches an object after multiple bounces across the scene. Previous 3DGS-based methods have attempted to model indirect lighting by characterizing indirect illumination as learnable lighting volumes or additional attributes of each Gaussian, while using baked occlusion to represent shadow effects. These methods, however, fail to accurately model the complex physical interactions between light and objects, making it impossible to construct realistic indirect illumination during relighting. To address this limitation, we propose to calculate indirect lighting using efficient path tracing with deferred shading. In our framework, we first render a G-buffer to capture the detailed geometry and material properties of the scene. Then, we perform physically-based rendering (PBR) only for direct lighting. With the G-buffer and previous rendering results, the indirect lighting can be calculated through a lightweight path tracing. Our method effectively models indirect lighting under any given lighting conditions, thereby achieving better novel view synthesis and relighting. Quantitative and qualitative results show that our GI-GS outperforms existing baselines in both rendering quality and efficiency.

  • 3 authors
·
Oct 3, 2024

SMERF: Streamable Memory Efficient Radiance Fields for Real-Time Large-Scene Exploration

Recent techniques for real-time view synthesis have rapidly advanced in fidelity and speed, and modern methods are capable of rendering near-photorealistic scenes at interactive frame rates. At the same time, a tension has arisen between explicit scene representations amenable to rasterization and neural fields built on ray marching, with state-of-the-art instances of the latter surpassing the former in quality while being prohibitively expensive for real-time applications. In this work, we introduce SMERF, a view synthesis approach that achieves state-of-the-art accuracy among real-time methods on large scenes with footprints up to 300 m^2 at a volumetric resolution of 3.5 mm^3. Our method is built upon two primary contributions: a hierarchical model partitioning scheme, which increases model capacity while constraining compute and memory consumption, and a distillation training strategy that simultaneously yields high fidelity and internal consistency. Our approach enables full six degrees of freedom (6DOF) navigation within a web browser and renders in real-time on commodity smartphones and laptops. Extensive experiments show that our method exceeds the current state-of-the-art in real-time novel view synthesis by 0.78 dB on standard benchmarks and 1.78 dB on large scenes, renders frames three orders of magnitude faster than state-of-the-art radiance field models, and achieves real-time performance across a wide variety of commodity devices, including smartphones. We encourage readers to explore these models interactively at our project website: https://smerf-3d.github.io.

  • 8 authors
·
Dec 12, 2023

Compact 3D Gaussian Representation for Radiance Field

Neural Radiance Fields (NeRFs) have demonstrated remarkable potential in capturing complex 3D scenes with high fidelity. However, one persistent challenge that hinders the widespread adoption of NeRFs is the computational bottleneck due to the volumetric rendering. On the other hand, 3D Gaussian splatting (3DGS) has recently emerged as an alternative representation that leverages a 3D Gaussisan-based representation and adopts the rasterization pipeline to render the images rather than volumetric rendering, achieving very fast rendering speed and promising image quality. However, a significant drawback arises as 3DGS entails a substantial number of 3D Gaussians to maintain the high fidelity of the rendered images, which requires a large amount of memory and storage. To address this critical issue, we place a specific emphasis on two key objectives: reducing the number of Gaussian points without sacrificing performance and compressing the Gaussian attributes, such as view-dependent color and covariance. To this end, we propose a learnable mask strategy that significantly reduces the number of Gaussians while preserving high performance. In addition, we propose a compact but effective representation of view-dependent color by employing a grid-based neural field rather than relying on spherical harmonics. Finally, we learn codebooks to compactly represent the geometric attributes of Gaussian by vector quantization. In our extensive experiments, we consistently show over 10times reduced storage and enhanced rendering speed, while maintaining the quality of the scene representation, compared to 3DGS. Our work provides a comprehensive framework for 3D scene representation, achieving high performance, fast training, compactness, and real-time rendering. Our project page is available at https://maincold2.github.io/c3dgs/.

  • 5 authors
·
Nov 22, 2023

FrameDiffuser: G-Buffer-Conditioned Diffusion for Neural Forward Frame Rendering

Neural rendering for interactive applications requires translating geometric and material properties (G-buffer) to photorealistic images with realistic lighting on a frame-by-frame basis. While recent diffusion-based approaches show promise for G-buffer-conditioned image synthesis, they face critical limitations: single-image models like RGBX generate frames independently without temporal consistency, while video models like DiffusionRenderer are too computationally expensive for most consumer gaming sets ups and require complete sequences upfront, making them unsuitable for interactive applications where future frames depend on user input. We introduce FrameDiffuser, an autoregressive neural rendering framework that generates temporally consistent, photorealistic frames by conditioning on G-buffer data and the models own previous output. After an initial frame, FrameDiffuser operates purely on incoming G-buffer data, comprising geometry, materials, and surface properties, while using its previously generated frame for temporal guidance, maintaining stable, temporal consistent generation over hundreds to thousands of frames. Our dual-conditioning architecture combines ControlNet for structural guidance with ControlLoRA for temporal coherence. A three-stage training strategy enables stable autoregressive generation. We specialize our model to individual environments, prioritizing consistency and inference speed over broad generalization, demonstrating that environment-specific training achieves superior photorealistic quality with accurate lighting, shadows, and reflections compared to generalized approaches.

  • 3 authors
·
Dec 18 2

Relightable 3D Gaussian: Real-time Point Cloud Relighting with BRDF Decomposition and Ray Tracing

We present a novel differentiable point-based rendering framework for material and lighting decomposition from multi-view images, enabling editing, ray-tracing, and real-time relighting of the 3D point cloud. Specifically, a 3D scene is represented as a set of relightable 3D Gaussian points, where each point is additionally associated with a normal direction, BRDF parameters, and incident lights from different directions. To achieve robust lighting estimation, we further divide incident lights of each point into global and local components, as well as view-dependent visibilities. The 3D scene is optimized through the 3D Gaussian Splatting technique while BRDF and lighting are decomposed by physically-based differentiable rendering. Moreover, we introduce an innovative point-based ray-tracing approach based on the bounding volume hierarchy for efficient visibility baking, enabling real-time rendering and relighting of 3D Gaussian points with accurate shadow effects. Extensive experiments demonstrate improved BRDF estimation and novel view rendering results compared to state-of-the-art material estimation approaches. Our framework showcases the potential to revolutionize the mesh-based graphics pipeline with a relightable, traceable, and editable rendering pipeline solely based on point cloud. Project page:https://nju-3dv.github.io/projects/Relightable3DGaussian/.

  • 7 authors
·
Nov 27, 2023

Compact 3D Gaussian Splatting for Static and Dynamic Radiance Fields

3D Gaussian splatting (3DGS) has recently emerged as an alternative representation that leverages a 3D Gaussian-based representation and introduces an approximated volumetric rendering, achieving very fast rendering speed and promising image quality. Furthermore, subsequent studies have successfully extended 3DGS to dynamic 3D scenes, demonstrating its wide range of applications. However, a significant drawback arises as 3DGS and its following methods entail a substantial number of Gaussians to maintain the high fidelity of the rendered images, which requires a large amount of memory and storage. To address this critical issue, we place a specific emphasis on two key objectives: reducing the number of Gaussian points without sacrificing performance and compressing the Gaussian attributes, such as view-dependent color and covariance. To this end, we propose a learnable mask strategy that significantly reduces the number of Gaussians while preserving high performance. In addition, we propose a compact but effective representation of view-dependent color by employing a grid-based neural field rather than relying on spherical harmonics. Finally, we learn codebooks to compactly represent the geometric and temporal attributes by residual vector quantization. With model compression techniques such as quantization and entropy coding, we consistently show over 25x reduced storage and enhanced rendering speed compared to 3DGS for static scenes, while maintaining the quality of the scene representation. For dynamic scenes, our approach achieves more than 12x storage efficiency and retains a high-quality reconstruction compared to the existing state-of-the-art methods. Our work provides a comprehensive framework for 3D scene representation, achieving high performance, fast training, compactness, and real-time rendering. Our project page is available at https://maincold2.github.io/c3dgs/.

  • 5 authors
·
Aug 7, 2024 3

Rendering-Aware Reinforcement Learning for Vector Graphics Generation

Scalable Vector Graphics (SVG) offer a powerful format for representing visual designs as interpretable code. Recent advances in vision-language models (VLMs) have enabled high-quality SVG generation by framing the problem as a code generation task and leveraging large-scale pretraining. VLMs are particularly suitable for this task as they capture both global semantics and fine-grained visual patterns, while transferring knowledge across vision, natural language, and code domains. However, existing VLM approaches often struggle to produce faithful and efficient SVGs because they never observe the rendered images during training. Although differentiable rendering for autoregressive SVG code generation remains unavailable, rendered outputs can still be compared to original inputs, enabling evaluative feedback suitable for reinforcement learning (RL). We introduce RLRF(Reinforcement Learning from Rendering Feedback), an RL method that enhances SVG generation in autoregressive VLMs by leveraging feedback from rendered SVG outputs. Given an input image, the model generates SVG roll-outs that are rendered and compared to the original image to compute a reward. This visual fidelity feedback guides the model toward producing more accurate, efficient, and semantically coherent SVGs. RLRF significantly outperforms supervised fine-tuning, addressing common failure modes and enabling precise, high-quality SVG generation with strong structural understanding and generalization.

  • 15 authors
·
May 27 3

Structural Multiplane Image: Bridging Neural View Synthesis and 3D Reconstruction

The Multiplane Image (MPI), containing a set of fronto-parallel RGBA layers, is an effective and efficient representation for view synthesis from sparse inputs. Yet, its fixed structure limits the performance, especially for surfaces imaged at oblique angles. We introduce the Structural MPI (S-MPI), where the plane structure approximates 3D scenes concisely. Conveying RGBA contexts with geometrically-faithful structures, the S-MPI directly bridges view synthesis and 3D reconstruction. It can not only overcome the critical limitations of MPI, i.e., discretization artifacts from sloped surfaces and abuse of redundant layers, and can also acquire planar 3D reconstruction. Despite the intuition and demand of applying S-MPI, great challenges are introduced, e.g., high-fidelity approximation for both RGBA layers and plane poses, multi-view consistency, non-planar regions modeling, and efficient rendering with intersected planes. Accordingly, we propose a transformer-based network based on a segmentation model. It predicts compact and expressive S-MPI layers with their corresponding masks, poses, and RGBA contexts. Non-planar regions are inclusively handled as a special case in our unified framework. Multi-view consistency is ensured by sharing global proxy embeddings, which encode plane-level features covering the complete 3D scenes with aligned coordinates. Intensive experiments show that our method outperforms both previous state-of-the-art MPI-based view synthesis methods and planar reconstruction methods.

  • 6 authors
·
Mar 10, 2023

Progressive Radiance Distillation for Inverse Rendering with Gaussian Splatting

We propose progressive radiance distillation, an inverse rendering method that combines physically-based rendering with Gaussian-based radiance field rendering using a distillation progress map. Taking multi-view images as input, our method starts from a pre-trained radiance field guidance, and distills physically-based light and material parameters from the radiance field using an image-fitting process. The distillation progress map is initialized to a small value, which favors radiance field rendering. During early iterations when fitted light and material parameters are far from convergence, the radiance field fallback ensures the sanity of image loss gradients and avoids local minima that attracts under-fit states. As fitted parameters converge, the physical model gradually takes over and the distillation progress increases correspondingly. In presence of light paths unmodeled by the physical model, the distillation progress never finishes on affected pixels and the learned radiance field stays in the final rendering. With this designed tolerance for physical model limitations, we prevent unmodeled color components from leaking into light and material parameters, alleviating relighting artifacts. Meanwhile, the remaining radiance field compensates for the limitations of the physical model, guaranteeing high-quality novel views synthesis. Experimental results demonstrate that our method significantly outperforms state-of-the-art techniques quality-wise in both novel view synthesis and relighting. The idea of progressive radiance distillation is not limited to Gaussian splatting. We show that it also has positive effects for prominently specular scenes when adapted to a mesh-based inverse rendering method.

  • 3 authors
·
Aug 14, 2024

Gaussian RBFNet: Gaussian Radial Basis Functions for Fast and Accurate Representation and Reconstruction of Neural Fields

Neural fields such as DeepSDF and Neural Radiance Fields have recently revolutionized novel-view synthesis and 3D reconstruction from RGB images and videos. However, achieving high-quality representation, reconstruction, and rendering requires deep neural networks, which are slow to train and evaluate. Although several acceleration techniques have been proposed, they often trade off speed for memory. Gaussian splatting-based methods, on the other hand, accelerate the rendering time but remain costly in terms of training speed and memory needed to store the parameters of a large number of Gaussians. In this paper, we introduce a novel neural representation that is fast, both at training and inference times, and lightweight. Our key observation is that the neurons used in traditional MLPs perform simple computations (a dot product followed by ReLU activation) and thus one needs to use either wide and deep MLPs or high-resolution and high-dimensional feature grids to parameterize complex nonlinear functions. We show in this paper that by replacing traditional neurons with Radial Basis Function (RBF) kernels, one can achieve highly accurate representation of 2D (RGB images), 3D (geometry), and 5D (radiance fields) signals with just a single layer of such neurons. The representation is highly parallelizable, operates on low-resolution feature grids, and is compact and memory-efficient. We demonstrate that the proposed novel representation can be trained for 3D geometry representation in less than 15 seconds and for novel view synthesis in less than 15 mins. At runtime, it can synthesize novel views at more than 60 fps without sacrificing quality.

  • 3 authors
·
Mar 9

Dynamic Mesh-Aware Radiance Fields

Embedding polygonal mesh assets within photorealistic Neural Radience Fields (NeRF) volumes, such that they can be rendered and their dynamics simulated in a physically consistent manner with the NeRF, is under-explored from the system perspective of integrating NeRF into the traditional graphics pipeline. This paper designs a two-way coupling between mesh and NeRF during rendering and simulation. We first review the light transport equations for both mesh and NeRF, then distill them into an efficient algorithm for updating radiance and throughput along a cast ray with an arbitrary number of bounces. To resolve the discrepancy between the linear color space that the path tracer assumes and the sRGB color space that standard NeRF uses, we train NeRF with High Dynamic Range (HDR) images. We also present a strategy to estimate light sources and cast shadows on the NeRF. Finally, we consider how the hybrid surface-volumetric formulation can be efficiently integrated with a high-performance physics simulator that supports cloth, rigid and soft bodies. The full rendering and simulation system can be run on a GPU at interactive rates. We show that a hybrid system approach outperforms alternatives in visual realism for mesh insertion, because it allows realistic light transport from volumetric NeRF media onto surfaces, which affects the appearance of reflective/refractive surfaces and illumination of diffuse surfaces informed by the dynamic scene.

  • 6 authors
·
Sep 8, 2023

Boosting 3D Object Generation through PBR Materials

Automatic 3D content creation has gained increasing attention recently, due to its potential in various applications such as video games, film industry, and AR/VR. Recent advancements in diffusion models and multimodal models have notably improved the quality and efficiency of 3D object generation given a single RGB image. However, 3D objects generated even by state-of-the-art methods are still unsatisfactory compared to human-created assets. Considering only textures instead of materials makes these methods encounter challenges in photo-realistic rendering, relighting, and flexible appearance editing. And they also suffer from severe misalignment between geometry and high-frequency texture details. In this work, we propose a novel approach to boost the quality of generated 3D objects from the perspective of Physics-Based Rendering (PBR) materials. By analyzing the components of PBR materials, we choose to consider albedo, roughness, metalness, and bump maps. For albedo and bump maps, we leverage Stable Diffusion fine-tuned on synthetic data to extract these values, with novel usages of these fine-tuned models to obtain 3D consistent albedo UV and bump UV for generated objects. In terms of roughness and metalness maps, we adopt a semi-automatic process to provide room for interactive adjustment, which we believe is more practical. Extensive experiments demonstrate that our model is generally beneficial for various state-of-the-art generation methods, significantly boosting the quality and realism of their generated 3D objects, with natural relighting effects and substantially improved geometry.

Fudan-University Fudan University
·
Nov 24, 2024

PaintScene4D: Consistent 4D Scene Generation from Text Prompts

Recent advances in diffusion models have revolutionized 2D and 3D content creation, yet generating photorealistic dynamic 4D scenes remains a significant challenge. Existing dynamic 4D generation methods typically rely on distilling knowledge from pre-trained 3D generative models, often fine-tuned on synthetic object datasets. Consequently, the resulting scenes tend to be object-centric and lack photorealism. While text-to-video models can generate more realistic scenes with motion, they often struggle with spatial understanding and provide limited control over camera viewpoints during rendering. To address these limitations, we present PaintScene4D, a novel text-to-4D scene generation framework that departs from conventional multi-view generative models in favor of a streamlined architecture that harnesses video generative models trained on diverse real-world datasets. Our method first generates a reference video using a video generation model, and then employs a strategic camera array selection for rendering. We apply a progressive warping and inpainting technique to ensure both spatial and temporal consistency across multiple viewpoints. Finally, we optimize multi-view images using a dynamic renderer, enabling flexible camera control based on user preferences. Adopting a training-free architecture, our PaintScene4D efficiently produces realistic 4D scenes that can be viewed from arbitrary trajectories. The code will be made publicly available. Our project page is at https://paintscene4d.github.io/

  • 3 authors
·
Dec 5, 2024

Light Sampling Field and BRDF Representation for Physically-based Neural Rendering

Physically-based rendering (PBR) is key for immersive rendering effects used widely in the industry to showcase detailed realistic scenes from computer graphics assets. A well-known caveat is that producing the same is computationally heavy and relies on complex capture devices. Inspired by the success in quality and efficiency of recent volumetric neural rendering, we want to develop a physically-based neural shader to eliminate device dependency and significantly boost performance. However, no existing lighting and material models in the current neural rendering approaches can accurately represent the comprehensive lighting models and BRDFs properties required by the PBR process. Thus, this paper proposes a novel lighting representation that models direct and indirect light locally through a light sampling strategy in a learned light sampling field. We also propose BRDF models to separately represent surface/subsurface scattering details to enable complex objects such as translucent material (i.e., skin, jade). We then implement our proposed representations with an end-to-end physically-based neural face skin shader, which takes a standard face asset (i.e., geometry, albedo map, and normal map) and an HDRI for illumination as inputs and generates a photo-realistic rendering as output. Extensive experiments showcase the quality and efficiency of our PBR face skin shader, indicating the effectiveness of our proposed lighting and material representations.

  • 5 authors
·
Apr 11, 2023

Hardware Acceleration of Neural Graphics

Rendering and inverse-rendering algorithms that drive conventional computer graphics have recently been superseded by neural representations (NR). NRs have recently been used to learn the geometric and the material properties of the scenes and use the information to synthesize photorealistic imagery, thereby promising a replacement for traditional rendering algorithms with scalable quality and predictable performance. In this work we ask the question: Does neural graphics (NG) need hardware support? We studied representative NG applications showing that, if we want to render 4k res. at 60FPS there is a gap of 1.5X-55X in the desired performance on current GPUs. For AR/VR applications, there is an even larger gap of 2-4 OOM between the desired performance and the required system power. We identify that the input encoding and the MLP kernels are the performance bottlenecks, consuming 72%,60% and 59% of application time for multi res. hashgrid, multi res. densegrid and low res. densegrid encodings, respectively. We propose a NG processing cluster, a scalable and flexible hardware architecture that directly accelerates the input encoding and MLP kernels through dedicated engines and supports a wide range of NG applications. We also accelerate the rest of the kernels by fusing them together in Vulkan, which leads to 9.94X kernel-level performance improvement compared to un-fused implementation of the pre-processing and the post-processing kernels. Our results show that, NGPC gives up to 58X end-to-end application-level performance improvement, for multi res. hashgrid encoding on average across the four NG applications, the performance benefits are 12X,20X,33X and 39X for the scaling factor of 8,16,32 and 64, respectively. Our results show that with multi res. hashgrid encoding, NGPC enables the rendering of 4k res. at 30FPS for NeRF and 8k res. at 120FPS for all our other NG applications.

  • 4 authors
·
Mar 10, 2023

Fantasia3D: Disentangling Geometry and Appearance for High-quality Text-to-3D Content Creation

Automatic 3D content creation has achieved rapid progress recently due to the availability of pre-trained, large language models and image diffusion models, forming the emerging topic of text-to-3D content creation. Existing text-to-3D methods commonly use implicit scene representations, which couple the geometry and appearance via volume rendering and are suboptimal in terms of recovering finer geometries and achieving photorealistic rendering; consequently, they are less effective for generating high-quality 3D assets. In this work, we propose a new method of Fantasia3D for high-quality text-to-3D content creation. Key to Fantasia3D is the disentangled modeling and learning of geometry and appearance. For geometry learning, we rely on a hybrid scene representation, and propose to encode surface normal extracted from the representation as the input of the image diffusion model. For appearance modeling, we introduce the spatially varying bidirectional reflectance distribution function (BRDF) into the text-to-3D task, and learn the surface material for photorealistic rendering of the generated surface. Our disentangled framework is more compatible with popular graphics engines, supporting relighting, editing, and physical simulation of the generated 3D assets. We conduct thorough experiments that show the advantages of our method over existing ones under different text-to-3D task settings. Project page and source codes: https://fantasia3d.github.io/.

  • 4 authors
·
Mar 24, 2023

Photo3D: Advancing Photorealistic 3D Generation through Structure-Aligned Detail Enhancement

Although recent 3D-native generators have made great progress in synthesizing reliable geometry, they still fall short in achieving realistic appearances. A key obstacle lies in the lack of diverse and high-quality real-world 3D assets with rich texture details, since capturing such data is intrinsically difficult due to the diverse scales of scenes, non-rigid motions of objects, and the limited precision of 3D scanners. We introduce Photo3D, a framework for advancing photorealistic 3D generation, which is driven by the image data generated by the GPT-4o-Image model. Considering that the generated images can distort 3D structures due to their lack of multi-view consistency, we design a structure-aligned multi-view synthesis pipeline and construct a detail-enhanced multi-view dataset paired with 3D geometry. Building on it, we present a realistic detail enhancement scheme that leverages perceptual feature adaptation and semantic structure matching to enforce appearance consistency with realistic details while preserving the structural consistency with the 3D-native geometry. Our scheme is general to different 3D-native generators, and we present dedicated training strategies to facilitate the optimization of geometry-texture coupled and decoupled 3D-native generation paradigms. Experiments demonstrate that Photo3D generalizes well across diverse 3D-native generation paradigms and achieves state-of-the-art photorealistic 3D generation performance.

  • 5 authors
·
Dec 9

Alfie: Democratising RGBA Image Generation With No $$$

Designs and artworks are ubiquitous across various creative fields, requiring graphic design skills and dedicated software to create compositions that include many graphical elements, such as logos, icons, symbols, and art scenes, which are integral to visual storytelling. Automating the generation of such visual elements improves graphic designers' productivity, democratizes and innovates the creative industry, and helps generate more realistic synthetic data for related tasks. These illustration elements are mostly RGBA images with irregular shapes and cutouts, facilitating blending and scene composition. However, most image generation models are incapable of generating such images and achieving this capability requires expensive computational resources, specific training recipes, or post-processing solutions. In this work, we propose a fully-automated approach for obtaining RGBA illustrations by modifying the inference-time behavior of a pre-trained Diffusion Transformer model, exploiting the prompt-guided controllability and visual quality offered by such models with no additional computational cost. We force the generation of entire subjects without sharp croppings, whose background is easily removed for seamless integration into design projects or artistic scenes. We show with a user study that, in most cases, users prefer our solution over generating and then matting an image, and we show that our generated illustrations yield good results when used as inputs for composite scene generation pipelines. We release the code at https://github.com/aimagelab/Alfie.

  • 4 authors
·
Aug 27, 2024

3DRealCar: An In-the-wild RGB-D Car Dataset with 360-degree Views

3D cars are commonly used in self-driving systems, virtual/augmented reality, and games. However, existing 3D car datasets are either synthetic or low-quality, presenting a significant gap toward the high-quality real-world 3D car datasets and limiting their applications in practical scenarios. In this paper, we propose the first large-scale 3D real car dataset, termed 3DRealCar, offering three distinctive features. (1) High-Volume: 2,500 cars are meticulously scanned by 3D scanners, obtaining car images and point clouds with real-world dimensions; (2) High-Quality: Each car is captured in an average of 200 dense, high-resolution 360-degree RGB-D views, enabling high-fidelity 3D reconstruction; (3) High-Diversity: The dataset contains various cars from over 100 brands, collected under three distinct lighting conditions, including reflective, standard, and dark. Additionally, we offer detailed car parsing maps for each instance to promote research in car parsing tasks. Moreover, we remove background point clouds and standardize the car orientation to a unified axis for the reconstruction only on cars without background and controllable rendering. We benchmark 3D reconstruction results with state-of-the-art methods across each lighting condition in 3DRealCar. Extensive experiments demonstrate that the standard lighting condition part of 3DRealCar can be used to produce a large number of high-quality 3D cars, improving various 2D and 3D tasks related to cars. Notably, our dataset brings insight into the fact that recent 3D reconstruction methods face challenges in reconstructing high-quality 3D cars under reflective and dark lighting conditions. red{https://xiaobiaodu.github.io/3drealcar/{Our dataset is available here.}}

  • 10 authors
·
Jun 7, 2024 1

HyRF: Hybrid Radiance Fields for Memory-efficient and High-quality Novel View Synthesis

Recently, 3D Gaussian Splatting (3DGS) has emerged as a powerful alternative to NeRF-based approaches, enabling real-time, high-quality novel view synthesis through explicit, optimizable 3D Gaussians. However, 3DGS suffers from significant memory overhead due to its reliance on per-Gaussian parameters to model view-dependent effects and anisotropic shapes. While recent works propose compressing 3DGS with neural fields, these methods struggle to capture high-frequency spatial variations in Gaussian properties, leading to degraded reconstruction of fine details. We present Hybrid Radiance Fields (HyRF), a novel scene representation that combines the strengths of explicit Gaussians and neural fields. HyRF decomposes the scene into (1) a compact set of explicit Gaussians storing only critical high-frequency parameters and (2) grid-based neural fields that predict remaining properties. To enhance representational capacity, we introduce a decoupled neural field architecture, separately modeling geometry (scale, opacity, rotation) and view-dependent color. Additionally, we propose a hybrid rendering scheme that composites Gaussian splatting with a neural field-predicted background, addressing limitations in distant scene representation. Experiments demonstrate that HyRF achieves state-of-the-art rendering quality while reducing model size by over 20 times compared to 3DGS and maintaining real-time performance. Our project page is available at https://wzpscott.github.io/hyrf/.

  • 2 authors
·
Sep 21 2

Im4D: High-Fidelity and Real-Time Novel View Synthesis for Dynamic Scenes

This paper aims to tackle the challenge of dynamic view synthesis from multi-view videos. The key observation is that while previous grid-based methods offer consistent rendering, they fall short in capturing appearance details of a complex dynamic scene, a domain where multi-view image-based rendering methods demonstrate the opposite properties. To combine the best of two worlds, we introduce Im4D, a hybrid scene representation that consists of a grid-based geometry representation and a multi-view image-based appearance representation. Specifically, the dynamic geometry is encoded as a 4D density function composed of spatiotemporal feature planes and a small MLP network, which globally models the scene structure and facilitates the rendering consistency. We represent the scene appearance by the original multi-view videos and a network that learns to predict the color of a 3D point from image features, instead of memorizing detailed appearance totally with networks, thereby naturally making the learning of networks easier. Our method is evaluated on five dynamic view synthesis datasets including DyNeRF, ZJU-MoCap, NHR, DNA-Rendering and ENeRF-Outdoor datasets. The results show that Im4D exhibits state-of-the-art performance in rendering quality and can be trained efficiently, while realizing real-time rendering with a speed of 79.8 FPS for 512x512 images, on a single RTX 3090 GPU.

  • 7 authors
·
Oct 12, 2023

PERF: Panoramic Neural Radiance Field from a Single Panorama

Neural Radiance Field (NeRF) has achieved substantial progress in novel view synthesis given multi-view images. Recently, some works have attempted to train a NeRF from a single image with 3D priors. They mainly focus on a limited field of view with a few occlusions, which greatly limits their scalability to real-world 360-degree panoramic scenarios with large-size occlusions. In this paper, we present PERF, a 360-degree novel view synthesis framework that trains a panoramic neural radiance field from a single panorama. Notably, PERF allows 3D roaming in a complex scene without expensive and tedious image collection. To achieve this goal, we propose a novel collaborative RGBD inpainting method and a progressive inpainting-and-erasing method to lift up a 360-degree 2D scene to a 3D scene. Specifically, we first predict a panoramic depth map as initialization given a single panorama and reconstruct visible 3D regions with volume rendering. Then we introduce a collaborative RGBD inpainting approach into a NeRF for completing RGB images and depth maps from random views, which is derived from an RGB Stable Diffusion model and a monocular depth estimator. Finally, we introduce an inpainting-and-erasing strategy to avoid inconsistent geometry between a newly-sampled view and reference views. The two components are integrated into the learning of NeRFs in a unified optimization framework and achieve promising results. Extensive experiments on Replica and a new dataset PERF-in-the-wild demonstrate the superiority of our PERF over state-of-the-art methods. Our PERF can be widely used for real-world applications, such as panorama-to-3D, text-to-3D, and 3D scene stylization applications. Project page and code are available at https://perf-project.github.io/ and https://github.com/perf-project/PeRF.

  • 6 authors
·
Oct 25, 2023

RDG-GS: Relative Depth Guidance with Gaussian Splatting for Real-time Sparse-View 3D Rendering

Efficiently synthesizing novel views from sparse inputs while maintaining accuracy remains a critical challenge in 3D reconstruction. While advanced techniques like radiance fields and 3D Gaussian Splatting achieve rendering quality and impressive efficiency with dense view inputs, they suffer from significant geometric reconstruction errors when applied to sparse input views. Moreover, although recent methods leverage monocular depth estimation to enhance geometric learning, their dependence on single-view estimated depth often leads to view inconsistency issues across different viewpoints. Consequently, this reliance on absolute depth can introduce inaccuracies in geometric information, ultimately compromising the quality of scene reconstruction with Gaussian splats. In this paper, we present RDG-GS, a novel sparse-view 3D rendering framework with Relative Depth Guidance based on 3D Gaussian Splatting. The core innovation lies in utilizing relative depth guidance to refine the Gaussian field, steering it towards view-consistent spatial geometric representations, thereby enabling the reconstruction of accurate geometric structures and capturing intricate textures. First, we devise refined depth priors to rectify the coarse estimated depth and insert global and fine-grained scene information to regular Gaussians. Building on this, to address spatial geometric inaccuracies from absolute depth, we propose relative depth guidance by optimizing the similarity between spatially correlated patches of depth and images. Additionally, we also directly deal with the sparse areas challenging to converge by the adaptive sampling for quick densification. Across extensive experiments on Mip-NeRF360, LLFF, DTU, and Blender, RDG-GS demonstrates state-of-the-art rendering quality and efficiency, making a significant advancement for real-world application.

  • 5 authors
·
Jan 19

GameIR: A Large-Scale Synthesized Ground-Truth Dataset for Image Restoration over Gaming Content

Image restoration methods like super-resolution and image synthesis have been successfully used in commercial cloud gaming products like NVIDIA's DLSS. However, restoration over gaming content is not well studied by the general public. The discrepancy is mainly caused by the lack of ground-truth gaming training data that match the test cases. Due to the unique characteristics of gaming content, the common approach of generating pseudo training data by degrading the original HR images results in inferior restoration performance. In this work, we develop GameIR, a large-scale high-quality computer-synthesized ground-truth dataset to fill in the blanks, targeting at two different applications. The first is super-resolution with deferred rendering, to support the gaming solution of rendering and transferring LR images only and restoring HR images on the client side. We provide 19200 LR-HR paired ground-truth frames coming from 640 videos rendered at 720p and 1440p for this task. The second is novel view synthesis (NVS), to support the multiview gaming solution of rendering and transferring part of the multiview frames and generating the remaining frames on the client side. This task has 57,600 HR frames from 960 videos of 160 scenes with 6 camera views. In addition to the RGB frames, the GBuffers during the deferred rendering stage are also provided, which can be used to help restoration. Furthermore, we evaluate several SOTA super-resolution algorithms and NeRF-based NVS algorithms over our dataset, which demonstrates the effectiveness of our ground-truth GameIR data in improving restoration performance for gaming content. Also, we test the method of incorporating the GBuffers as additional input information for helping super-resolution and NVS. We release our dataset and models to the general public to facilitate research on restoration methods over gaming content.

  • 5 authors
·
Aug 29, 2024

Real-time High-resolution View Synthesis of Complex Scenes with Explicit 3D Visibility Reasoning

Rendering photo-realistic novel-view images of complex scenes has been a long-standing challenge in computer graphics. In recent years, great research progress has been made on enhancing rendering quality and accelerating rendering speed in the realm of view synthesis. However, when rendering complex dynamic scenes with sparse views, the rendering quality remains limited due to occlusion problems. Besides, for rendering high-resolution images on dynamic scenes, the rendering speed is still far from real-time. In this work, we propose a generalizable view synthesis method that can render high-resolution novel-view images of complex static and dynamic scenes in real-time from sparse views. To address the occlusion problems arising from the sparsity of input views and the complexity of captured scenes, we introduce an explicit 3D visibility reasoning approach that can efficiently estimate the visibility of sampled 3D points to the input views. The proposed visibility reasoning approach is fully differentiable and can gracefully fit inside the volume rendering pipeline, allowing us to train our networks with only multi-view images as supervision while refining geometry and texture simultaneously. Besides, each module in our pipeline is carefully designed to bypass the time-consuming MLP querying process and enhance the rendering quality of high-resolution images, enabling us to render high-resolution novel-view images in real-time.Experimental results show that our method outperforms previous view synthesis methods in both rendering quality and speed, particularly when dealing with complex dynamic scenes with sparse views.

  • 7 authors
·
Feb 20, 2024

Visionary: The World Model Carrier Built on WebGPU-Powered Gaussian Splatting Platform

Neural rendering, particularly 3D Gaussian Splatting (3DGS), has evolved rapidly and become a key component for building world models. However, existing viewer solutions remain fragmented, heavy, or constrained by legacy pipelines, resulting in high deployment friction and limited support for dynamic content and generative models. In this work, we present Visionary, an open, web-native platform for real-time various Gaussian Splatting and meshes rendering. Built on an efficient WebGPU renderer with per-frame ONNX inference, Visionary enables dynamic neural processing while maintaining a lightweight, "click-to-run" browser experience. It introduces a standardized Gaussian Generator contract, which not only supports standard 3DGS rendering but also allows plug-and-play algorithms to generate or update Gaussians each frame. Such inference also enables us to apply feedforward generative post-processing. The platform further offers a plug in three.js library with a concise TypeScript API for seamless integration into existing web applications. Experiments show that, under identical 3DGS assets, Visionary achieves superior rendering efficiency compared to current Web viewers due to GPU-based primitive sorting. It already supports multiple variants, including MLP-based 3DGS, 4DGS, neural avatars, and style transformation or enhancement networks. By unifying inference and rendering directly in the browser, Visionary significantly lowers the barrier to reproduction, comparison, and deployment of 3DGS-family methods, serving as a unified World Model Carrier for both reconstructive and generative paradigms.

SingRef6D: Monocular Novel Object Pose Estimation with a Single RGB Reference

Recent 6D pose estimation methods demonstrate notable performance but still face some practical limitations. For instance, many of them rely heavily on sensor depth, which may fail with challenging surface conditions, such as transparent or highly reflective materials. In the meantime, RGB-based solutions provide less robust matching performance in low-light and texture-less scenes due to the lack of geometry information. Motivated by these, we propose SingRef6D, a lightweight pipeline requiring only a single RGB image as a reference, eliminating the need for costly depth sensors, multi-view image acquisition, or training view synthesis models and neural fields. This enables SingRef6D to remain robust and capable even under resource-limited settings where depth or dense templates are unavailable. Our framework incorporates two key innovations. First, we propose a token-scaler-based fine-tuning mechanism with a novel optimization loss on top of Depth-Anything v2 to enhance its ability to predict accurate depth, even for challenging surfaces. Our results show a 14.41% improvement (in δ_{1.05}) on REAL275 depth prediction compared to Depth-Anything v2 (with fine-tuned head). Second, benefiting from depth availability, we introduce a depth-aware matching process that effectively integrates spatial relationships within LoFTR, enabling our system to handle matching for challenging materials and lighting conditions. Evaluations of pose estimation on the REAL275, ClearPose, and Toyota-Light datasets show that our approach surpasses state-of-the-art methods, achieving a 6.1% improvement in average recall.

  • 6 authors
·
Sep 26

UltrAvatar: A Realistic Animatable 3D Avatar Diffusion Model with Authenticity Guided Textures

Recent advances in 3D avatar generation have gained significant attentions. 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 oversmoothed 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.

  • 4 authors
·
Jan 19, 2024 2

3D Convex Splatting: Radiance Field Rendering with 3D Smooth Convexes

Recent advances in radiance field reconstruction, such as 3D Gaussian Splatting (3DGS), have achieved high-quality novel view synthesis and fast rendering by representing scenes with compositions of Gaussian primitives. However, 3D Gaussians present several limitations for scene reconstruction. Accurately capturing hard edges is challenging without significantly increasing the number of Gaussians, creating a large memory footprint. Moreover, they struggle to represent flat surfaces, as they are diffused in space. Without hand-crafted regularizers, they tend to disperse irregularly around the actual surface. To circumvent these issues, we introduce a novel method, named 3D Convex Splatting (3DCS), which leverages 3D smooth convexes as primitives for modeling geometrically-meaningful radiance fields from multi-view images. Smooth convex shapes offer greater flexibility than Gaussians, allowing for a better representation of 3D scenes with hard edges and dense volumes using fewer primitives. Powered by our efficient CUDA-based rasterizer, 3DCS achieves superior performance over 3DGS on benchmarks such as Mip-NeRF360, Tanks and Temples, and Deep Blending. Specifically, our method attains an improvement of up to 0.81 in PSNR and 0.026 in LPIPS compared to 3DGS while maintaining high rendering speeds and reducing the number of required primitives. Our results highlight the potential of 3D Convex Splatting to become the new standard for high-quality scene reconstruction and novel view synthesis. Project page: convexsplatting.github.io.

  • 9 authors
·
Nov 22, 2024 5

Real-Time Neural Appearance Models

We present a complete system for real-time rendering of scenes with complex appearance previously reserved for offline use. This is achieved with a combination of algorithmic and system level innovations. Our appearance model utilizes learned hierarchical textures that are interpreted using neural decoders, which produce reflectance values and importance-sampled directions. To best utilize the modeling capacity of the decoders, we equip the decoders with two graphics priors. The first prior -- transformation of directions into learned shading frames -- facilitates accurate reconstruction of mesoscale effects. The second prior -- a microfacet sampling distribution -- allows the neural decoder to perform importance sampling efficiently. The resulting appearance model supports anisotropic sampling and level-of-detail rendering, and allows baking deeply layered material graphs into a compact unified neural representation. By exposing hardware accelerated tensor operations to ray tracing shaders, we show that it is possible to inline and execute the neural decoders efficiently inside a real-time path tracer. We analyze scalability with increasing number of neural materials and propose to improve performance using code optimized for coherent and divergent execution. Our neural material shaders can be over an order of magnitude faster than non-neural layered materials. This opens up the door for using film-quality visuals in real-time applications such as games and live previews.

  • 10 authors
·
May 4, 2023 1

DreamMat: High-quality PBR Material Generation with Geometry- and Light-aware Diffusion Models

2D diffusion model, which often contains unwanted baked-in shading effects and results in unrealistic rendering effects in the downstream applications. Generating Physically Based Rendering (PBR) materials instead of just RGB textures would be a promising solution. However, directly distilling the PBR material parameters from 2D diffusion models still suffers from incorrect material decomposition, such as baked-in shading effects in albedo. We introduce DreamMat, an innovative approach to resolve the aforementioned problem, to generate high-quality PBR materials from text descriptions. We find out that the main reason for the incorrect material distillation is that large-scale 2D diffusion models are only trained to generate final shading colors, resulting in insufficient constraints on material decomposition during distillation. To tackle this problem, we first finetune a new light-aware 2D diffusion model to condition on a given lighting environment and generate the shading results on this specific lighting condition. Then, by applying the same environment lights in the material distillation, DreamMat can generate high-quality PBR materials that are not only consistent with the given geometry but also free from any baked-in shading effects in albedo. Extensive experiments demonstrate that the materials produced through our methods exhibit greater visual appeal to users and achieve significantly superior rendering quality compared to baseline methods, which are preferable for downstream tasks such as game and film production.

  • 11 authors
·
May 27, 2024

GeoRemover: Removing Objects and Their Causal Visual Artifacts

Towards intelligent image editing, object removal should eliminate both the target object and its causal visual artifacts, such as shadows and reflections. However, existing image appearance-based methods either follow strictly mask-aligned training and fail to remove these causal effects which are not explicitly masked, or adopt loosely mask-aligned strategies that lack controllability and may unintentionally over-erase other objects. We identify that these limitations stem from ignoring the causal relationship between an object's geometry presence and its visual effects. To address this limitation, we propose a geometry-aware two-stage framework that decouples object removal into (1) geometry removal and (2) appearance rendering. In the first stage, we remove the object directly from the geometry (e.g., depth) using strictly mask-aligned supervision, enabling structure-aware editing with strong geometric constraints. In the second stage, we render a photorealistic RGB image conditioned on the updated geometry, where causal visual effects are considered implicitly as a result of the modified 3D geometry. To guide learning in the geometry removal stage, we introduce a preference-driven objective based on positive and negative sample pairs, encouraging the model to remove objects as well as their causal visual artifacts while avoiding new structural insertions. Extensive experiments demonstrate that our method achieves state-of-the-art performance in removing both objects and their associated artifacts on two popular benchmarks. The code is available at https://github.com/buxiangzhiren/GeoRemover.

  • 6 authors
·
Sep 22 2

RGM: Reconstructing High-fidelity 3D Car Assets with Relightable 3D-GS Generative Model from a Single Image

The generation of high-quality 3D car assets is essential for various applications, including video games, autonomous driving, and virtual reality. Current 3D generation methods utilizing NeRF or 3D-GS as representations for 3D objects, generate a Lambertian object under fixed lighting and lack separated modelings for material and global illumination. As a result, the generated assets are unsuitable for relighting under varying lighting conditions, limiting their applicability in downstream tasks. To address this challenge, we propose a novel relightable 3D object generative framework that automates the creation of 3D car assets, enabling the swift and accurate reconstruction of a vehicle's geometry, texture, and material properties from a single input image. Our approach begins with introducing a large-scale synthetic car dataset comprising over 1,000 high-precision 3D vehicle models. We represent 3D objects using global illumination and relightable 3D Gaussian primitives integrating with BRDF parameters. Building on this representation, we introduce a feed-forward model that takes images as input and outputs both relightable 3D Gaussians and global illumination parameters. Experimental results demonstrate that our method produces photorealistic 3D car assets that can be seamlessly integrated into road scenes with different illuminations, which offers substantial practical benefits for industrial applications.

  • 11 authors
·
Oct 10, 2024

Pandora3D: A Comprehensive Framework for High-Quality 3D Shape and Texture Generation

This report presents a comprehensive framework for generating high-quality 3D shapes and textures from diverse input prompts, including single images, multi-view images, and text descriptions. The framework consists of 3D shape generation and texture generation. (1). The 3D shape generation pipeline employs a Variational Autoencoder (VAE) to encode implicit 3D geometries into a latent space and a diffusion network to generate latents conditioned on input prompts, with modifications to enhance model capacity. An alternative Artist-Created Mesh (AM) generation approach is also explored, yielding promising results for simpler geometries. (2). Texture generation involves a multi-stage process starting with frontal images generation followed by multi-view images generation, RGB-to-PBR texture conversion, and high-resolution multi-view texture refinement. A consistency scheduler is plugged into every stage, to enforce pixel-wise consistency among multi-view textures during inference, ensuring seamless integration. The pipeline demonstrates effective handling of diverse input formats, leveraging advanced neural architectures and novel methodologies to produce high-quality 3D content. This report details the system architecture, experimental results, and potential future directions to improve and expand the framework. The source code and pretrained weights are released at: https://github.com/Tencent/Tencent-XR-3DGen.

Generalized and Efficient 2D Gaussian Splatting for Arbitrary-scale Super-Resolution

Implicit Neural Representation (INR) has been successfully employed for Arbitrary-scale Super-Resolution (ASR). However, INR-based models need to query the multi-layer perceptron module numerous times and render a pixel in each query, resulting in insufficient representation capability and computational efficiency. Recently, Gaussian Splatting (GS) has shown its advantages over INR in both visual quality and rendering speed in 3D tasks, which motivates us to explore whether GS can be employed for the ASR task. However, directly applying GS to ASR is exceptionally challenging because the original GS is an optimization-based method through overfitting each single scene, while in ASR we aim to learn a single model that can generalize to different images and scaling factors. We overcome these challenges by developing two novel techniques. Firstly, to generalize GS for ASR, we elaborately design an architecture to predict the corresponding image-conditioned Gaussians of the input low-resolution image in a feed-forward manner. Each Gaussian can fit the shape and direction of an area of complex textures, showing powerful representation capability. Secondly, we implement an efficient differentiable 2D GPU/CUDA-based scale-aware rasterization to render super-resolved images by sampling discrete RGB values from the predicted continuous Gaussians. Via end-to-end training, our optimized network, namely GSASR, can perform ASR for any image and unseen scaling factors. Extensive experiments validate the effectiveness of our proposed method.

  • 4 authors
·
Jan 12

Surface Reconstruction from Gaussian Splatting via Novel Stereo Views

The Gaussian splatting for radiance field rendering method has recently emerged as an efficient approach for accurate scene representation. It optimizes the location, size, color, and shape of a cloud of 3D Gaussian elements to visually match, after projection, or splatting, a set of given images taken from various viewing directions. And yet, despite the proximity of Gaussian elements to the shape boundaries, direct surface reconstruction of objects in the scene is a challenge. We propose a novel approach for surface reconstruction from Gaussian splatting models. Rather than relying on the Gaussian elements' locations as a prior for surface reconstruction, we leverage the superior novel-view synthesis capabilities of 3DGS. To that end, we use the Gaussian splatting model to render pairs of stereo-calibrated novel views from which we extract depth profiles using a stereo matching method. We then combine the extracted RGB-D images into a geometrically consistent surface. The resulting reconstruction is more accurate and shows finer details when compared to other methods for surface reconstruction from Gaussian splatting models, while requiring significantly less compute time compared to other surface reconstruction methods. We performed extensive testing of the proposed method on in-the-wild scenes, taken by a smartphone, showcasing its superior reconstruction abilities. Additionally, we tested the proposed method on the Tanks and Temples benchmark, and it has surpassed the current leading method for surface reconstruction from Gaussian splatting models. Project page: https://gs2mesh.github.io/.

  • 3 authors
·
Apr 2, 2024

PointGS: Point Attention-Aware Sparse View Synthesis with Gaussian Splatting

3D Gaussian splatting (3DGS) is an innovative rendering technique that surpasses the neural radiance field (NeRF) in both rendering speed and visual quality by leveraging an explicit 3D scene representation. Existing 3DGS approaches require a large number of calibrated views to generate a consistent and complete scene representation. When input views are limited, 3DGS tends to overfit the training views, leading to noticeable degradation in rendering quality. To address this limitation, we propose a Point-wise Feature-Aware Gaussian Splatting framework that enables real-time, high-quality rendering from sparse training views. Specifically, we first employ the latest stereo foundation model to estimate accurate camera poses and reconstruct a dense point cloud for Gaussian initialization. We then encode the colour attributes of each 3D Gaussian by sampling and aggregating multiscale 2D appearance features from sparse inputs. To enhance point-wise appearance representation, we design a point interaction network based on a self-attention mechanism, allowing each Gaussian point to interact with its nearest neighbors. These enriched features are subsequently decoded into Gaussian parameters through two lightweight multi-layer perceptrons (MLPs) for final rendering. Extensive experiments on diverse benchmarks demonstrate that our method significantly outperforms NeRF-based approaches and achieves competitive performance under few-shot settings compared to the state-of-the-art 3DGS methods.

  • 5 authors
·
Jun 12

High-fidelity 3D Object Generation from Single Image with RGBN-Volume Gaussian Reconstruction Model

Recently single-view 3D generation via Gaussian splatting has emerged and developed quickly. They learn 3D Gaussians from 2D RGB images generated from pre-trained multi-view diffusion (MVD) models, and have shown a promising avenue for 3D generation through a single image. Despite the current progress, these methods still suffer from the inconsistency jointly caused by the geometric ambiguity in the 2D images, and the lack of structure of 3D Gaussians, leading to distorted and blurry 3D object generation. In this paper, we propose to fix these issues by GS-RGBN, a new RGBN-volume Gaussian Reconstruction Model designed to generate high-fidelity 3D objects from single-view images. Our key insight is a structured 3D representation can simultaneously mitigate the afore-mentioned two issues. To this end, we propose a novel hybrid Voxel-Gaussian representation, where a 3D voxel representation contains explicit 3D geometric information, eliminating the geometric ambiguity from 2D images. It also structures Gaussians during learning so that the optimization tends to find better local optima. Our 3D voxel representation is obtained by a fusion module that aligns RGB features and surface normal features, both of which can be estimated from 2D images. Extensive experiments demonstrate the superiority of our methods over prior works in terms of high-quality reconstruction results, robust generalization, and good efficiency.

  • 5 authors
·
Apr 2

AIM 2024 Sparse Neural Rendering Challenge: Dataset and Benchmark

Recent developments in differentiable and neural rendering have made impressive breakthroughs in a variety of 2D and 3D tasks, e.g. novel view synthesis, 3D reconstruction. Typically, differentiable rendering relies on a dense viewpoint coverage of the scene, such that the geometry can be disambiguated from appearance observations alone. Several challenges arise when only a few input views are available, often referred to as sparse or few-shot neural rendering. As this is an underconstrained problem, most existing approaches introduce the use of regularisation, together with a diversity of learnt and hand-crafted priors. A recurring problem in sparse rendering literature is the lack of an homogeneous, up-to-date, dataset and evaluation protocol. While high-resolution datasets are standard in dense reconstruction literature, sparse rendering methods often evaluate with low-resolution images. Additionally, data splits are inconsistent across different manuscripts, and testing ground-truth images are often publicly available, which may lead to over-fitting. In this work, we propose the Sparse Rendering (SpaRe) dataset and benchmark. We introduce a new dataset that follows the setup of the DTU MVS dataset. The dataset is composed of 97 new scenes based on synthetic, high-quality assets. Each scene has up to 64 camera views and 7 lighting configurations, rendered at 1600x1200 resolution. We release a training split of 82 scenes to foster generalizable approaches, and provide an online evaluation platform for the validation and test sets, whose ground-truth images remain hidden. We propose two different sparse configurations (3 and 9 input images respectively). This provides a powerful and convenient tool for reproducible evaluation, and enable researchers easy access to a public leaderboard with the state-of-the-art performance scores. Available at: https://sparebenchmark.github.io/

  • 6 authors
·
Sep 23, 2024 2

Image-GS: Content-Adaptive Image Representation via 2D Gaussians

Neural image representations have emerged as a promising approach for encoding and rendering visual data. Combined with learning-based workflows, they demonstrate impressive trade-offs between visual fidelity and memory footprint. Existing methods in this domain, however, often rely on fixed data structures that suboptimally allocate memory or compute-intensive implicit models, hindering their practicality for real-time graphics applications. Inspired by recent advancements in radiance field rendering, we introduce Image-GS, a content-adaptive image representation based on 2D Gaussians. Leveraging a custom differentiable renderer, Image-GS reconstructs images by adaptively allocating and progressively optimizing a group of anisotropic, colored 2D Gaussians. It achieves a favorable balance between visual fidelity and memory efficiency across a variety of stylized images frequently seen in graphics workflows, especially for those showing non-uniformly distributed features and in low-bitrate regimes. Moreover, it supports hardware-friendly rapid random access for real-time usage, requiring only 0.3K MACs to decode a pixel. Through error-guided progressive optimization, Image-GS naturally constructs a smooth level-of-detail hierarchy. We demonstrate its versatility with several applications, including texture compression, semantics-aware compression, and joint image compression and restoration.

  • 9 authors
·
Jul 1, 2024

Adaptive Shells for Efficient Neural Radiance Field Rendering

Neural radiance fields achieve unprecedented quality for novel view synthesis, but their volumetric formulation remains expensive, requiring a huge number of samples to render high-resolution images. Volumetric encodings are essential to represent fuzzy geometry such as foliage and hair, and they are well-suited for stochastic optimization. Yet, many scenes ultimately consist largely of solid surfaces which can be accurately rendered by a single sample per pixel. Based on this insight, we propose a neural radiance formulation that smoothly transitions between volumetric- and surface-based rendering, greatly accelerating rendering speed and even improving visual fidelity. Our method constructs an explicit mesh envelope which spatially bounds a neural volumetric representation. In solid regions, the envelope nearly converges to a surface and can often be rendered with a single sample. To this end, we generalize the NeuS formulation with a learned spatially-varying kernel size which encodes the spread of the density, fitting a wide kernel to volume-like regions and a tight kernel to surface-like regions. We then extract an explicit mesh of a narrow band around the surface, with width determined by the kernel size, and fine-tune the radiance field within this band. At inference time, we cast rays against the mesh and evaluate the radiance field only within the enclosed region, greatly reducing the number of samples required. Experiments show that our approach enables efficient rendering at very high fidelity. We also demonstrate that the extracted envelope enables downstream applications such as animation and simulation.

  • 9 authors
·
Nov 16, 2023

SAGS: Structure-Aware 3D Gaussian Splatting

Following the advent of NeRFs, 3D Gaussian Splatting (3D-GS) has paved the way to real-time neural rendering overcoming the computational burden of volumetric methods. Following the pioneering work of 3D-GS, several methods have attempted to achieve compressible and high-fidelity performance alternatives. However, by employing a geometry-agnostic optimization scheme, these methods neglect the inherent 3D structure of the scene, thereby restricting the expressivity and the quality of the representation, resulting in various floating points and artifacts. In this work, we propose a structure-aware Gaussian Splatting method (SAGS) that implicitly encodes the geometry of the scene, which reflects to state-of-the-art rendering performance and reduced storage requirements on benchmark novel-view synthesis datasets. SAGS is founded on a local-global graph representation that facilitates the learning of complex scenes and enforces meaningful point displacements that preserve the scene's geometry. Additionally, we introduce a lightweight version of SAGS, using a simple yet effective mid-point interpolation scheme, which showcases a compact representation of the scene with up to 24times size reduction without the reliance on any compression strategies. Extensive experiments across multiple benchmark datasets demonstrate the superiority of SAGS compared to state-of-the-art 3D-GS methods under both rendering quality and model size. Besides, we demonstrate that our structure-aware method can effectively mitigate floating artifacts and irregular distortions of previous methods while obtaining precise depth maps. Project page https://eververas.github.io/SAGS/.

  • 5 authors
·
Apr 29, 2024 1