CVSep 17, 2023Code
Neural Gradient Learning and Optimization for Oriented Point Normal EstimationQing Li, Huifang Feng, Kanle Shi et al. · tsinghua
We propose Neural Gradient Learning (NGL), a deep learning approach to learn gradient vectors with consistent orientation from 3D point clouds for normal estimation. It has excellent gradient approximation properties for the underlying geometry of the data. We utilize a simple neural network to parameterize the objective function to produce gradients at points using a global implicit representation. However, the derived gradients usually drift away from the ground-truth oriented normals due to the lack of local detail descriptions. Therefore, we introduce Gradient Vector Optimization (GVO) to learn an angular distance field based on local plane geometry to refine the coarse gradient vectors. Finally, we formulate our method with a two-phase pipeline of coarse estimation followed by refinement. Moreover, we integrate two weighting functions, i.e., anisotropic kernel and inlier score, into the optimization to improve the robust and detail-preserving performance. Our method efficiently conducts global gradient approximation while achieving better accuracy and generalization ability of local feature description. This leads to a state-of-the-art normal estimator that is robust to noise, outliers and point density variations. Extensive evaluations show that our method outperforms previous works in both unoriented and oriented normal estimation on widely used benchmarks. The source code and pre-trained models are available at https://github.com/LeoQLi/NGLO.
CVNov 1, 2023Code
NeuralGF: Unsupervised Point Normal Estimation by Learning Neural Gradient FunctionQing Li, Huifang Feng, Kanle Shi et al.
Normal estimation for 3D point clouds is a fundamental task in 3D geometry processing. The state-of-the-art methods rely on priors of fitting local surfaces learned from normal supervision. However, normal supervision in benchmarks comes from synthetic shapes and is usually not available from real scans, thereby limiting the learned priors of these methods. In addition, normal orientation consistency across shapes remains difficult to achieve without a separate post-processing procedure. To resolve these issues, we propose a novel method for estimating oriented normals directly from point clouds without using ground truth normals as supervision. We achieve this by introducing a new paradigm for learning neural gradient functions, which encourages the neural network to fit the input point clouds and yield unit-norm gradients at the points. Specifically, we introduce loss functions to facilitate query points to iteratively reach the moving targets and aggregate onto the approximated surface, thereby learning a global surface representation of the data. Meanwhile, we incorporate gradients into the surface approximation to measure the minimum signed deviation of queries, resulting in a consistent gradient field associated with the surface. These techniques lead to our deep unsupervised oriented normal estimator that is robust to noise, outliers and density variations. Our excellent results on widely used benchmarks demonstrate that our method can learn more accurate normals for both unoriented and oriented normal estimation tasks than the latest methods. The source code and pre-trained model are publicly available at https://github.com/LeoQLi/NeuralGF.
CVAug 14, 2022
Fast Learning Radiance Fields by Shooting Much Fewer RaysWenyuan Zhang, Ruofan Xing, Yunfan Zeng et al. · tsinghua
Learning radiance fields has shown remarkable results for novel view synthesis. The learning procedure usually costs lots of time, which motivates the latest methods to speed up the learning procedure by learning without neural networks or using more efficient data structures. However, these specially designed approaches do not work for most of radiance fields based methods. To resolve this issue, we introduce a general strategy to speed up the learning procedure for almost all radiance fields based methods. Our key idea is to reduce the redundancy by shooting much fewer rays in the multi-view volume rendering procedure which is the base for almost all radiance fields based methods. We find that shooting rays at pixels with dramatic color change not only significantly reduces the training burden but also barely affects the accuracy of the learned radiance fields. In addition, we also adaptively subdivide each view into a quadtree according to the average rendering error in each node in the tree, which makes us dynamically shoot more rays in more complex regions with larger rendering error. We evaluate our method with different radiance fields based methods under the widely used benchmarks. Experimental results show that our method achieves comparable accuracy to the state-of-the-art with much faster training.
CVJul 23, 2024
VRP-UDF: Towards Unbiased Learning of Unsigned Distance Functions from Multi-view Images with Volume Rendering PriorsWenyuan Zhang, Chunsheng Wang, Kanle Shi et al.
Unsigned distance functions (UDFs) have been a vital representation for open surfaces. With different differentiable renderers, current methods are able to train neural networks to infer a UDF by minimizing the rendering errors with the UDF to the multi-view ground truth. However, these differentiable renderers are mainly handcrafted, which makes them either biased on ray-surface intersections, or sensitive to unsigned distance outliers, or not scalable to large scenes. To resolve these issues, we present a novel differentiable renderer to infer UDFs more accurately. Instead of using handcrafted equations, our differentiable renderer is a neural network which is pre-trained in a data-driven manner. It learns how to render unsigned distances into depth images, leading to a prior knowledge, dubbed volume rendering priors. To infer a UDF for an unseen scene from multiple RGB images, we generalize the learned volume rendering priors to map inferred unsigned distances in alpha blending for RGB image rendering. To reduce the bias of sampling in UDF inference, we utilize an auxiliary point sampling prior as an indicator of ray-surface intersection, and propose novel schemes towards more accurate and uniform sampling near the zero-level sets. We also propose a new strategy that leverages our pretrained volume rendering prior to serve as a general surface refiner, which can be integrated with various Gaussian reconstruction methods to optimize the Gaussian distributions and refine geometric details. Our results show that the learned volume rendering prior is unbiased, robust, scalable, 3D aware, and more importantly, easy to learn. Further experiments show that the volume rendering prior is also a general strategy to enhance other neural implicit representations such as signed distance function and occupancy.
CVNov 28, 2023
Agents meet OKR: An Object and Key Results Driven Agent System with Hierarchical Self-Collaboration and Self-EvaluationYi Zheng, Chongyang Ma, Kanle Shi et al.
In this study, we introduce the concept of OKR-Agent designed to enhance the capabilities of Large Language Models (LLMs) in task-solving. Our approach utilizes both self-collaboration and self-correction mechanism, facilitated by hierarchical agents, to address the inherent complexities in task-solving. Our key observations are two-fold: first, effective task-solving demands in-depth domain knowledge and intricate reasoning, for which deploying specialized agents for individual sub-tasks can markedly enhance LLM performance. Second, task-solving intrinsically adheres to a hierarchical execution structure, comprising both high-level strategic planning and detailed task execution. Towards this end, our OKR-Agent paradigm aligns closely with this hierarchical structure, promising enhanced efficacy and adaptability across a range of scenarios. Specifically, our framework includes two novel modules: hierarchical Objects and Key Results generation and multi-level evaluation, each contributing to more efficient and robust task-solving. In practical, hierarchical OKR generation decomposes Objects into multiple sub-Objects and assigns new agents based on key results and agent responsibilities. These agents subsequently elaborate on their designated tasks and may further decompose them as necessary. Such generation operates recursively and hierarchically, culminating in a comprehensive set of detailed solutions. The multi-level evaluation module of OKR-Agent refines solution by leveraging feedback from all associated agents, optimizing each step of the process. This ensures solution is accurate, practical, and effectively address intricate task requirements, enhancing the overall reliability and quality of the outcome. Experimental results also show our method outperforms the previous methods on several tasks. Code and demo are available at https://okr-agent.github.io/
CVNov 26, 2025
PFF-Net: Patch Feature Fitting for Point Cloud Normal EstimationQing Li, Huifang Feng, Kanle Shi et al.
Estimating the normal of a point requires constructing a local patch to provide center-surrounding context, but determining the appropriate neighborhood size is difficult when dealing with different data or geometries. Existing methods commonly employ various parameter-heavy strategies to extract a full feature description from the input patch. However, they still have difficulties in accurately and efficiently predicting normals for various point clouds. In this work, we present a new idea of feature extraction for robust normal estimation of point clouds. We use the fusion of multi-scale features from different neighborhood sizes to address the issue of selecting reasonable patch sizes for various data or geometries. We seek to model a patch feature fitting (PFF) based on multi-scale features to approximate the optimal geometric description for normal estimation and implement the approximation process via multi-scale feature aggregation and cross-scale feature compensation. The feature aggregation module progressively aggregates the patch features of different scales to the center of the patch and shrinks the patch size by removing points far from the center. It not only enables the network to precisely capture the structure characteristic in a wide range, but also describes highly detailed geometries. The feature compensation module ensures the reusability of features from earlier layers of large scales and reveals associated information in different patch sizes. Our approximation strategy based on aggregating the features of multiple scales enables the model to achieve scale adaptation of varying local patches and deliver the optimal feature description. Extensive experiments demonstrate that our method achieves state-of-the-art performance on both synthetic and real-world datasets with fewer network parameters and running time.
40.3CVApr 15
DiffMagicFace: Identity Consistent Facial Editing of Real VideosHuanghao Yin, Shenkun Xu, Kanle Shi et al.
Text-conditioned image editing has greatly benefitted from the advancements in Image Diffusion Models. However, extending these techniques to facial video editing introduces challenges in preserving facial identity throughout the source video and ensuring consistency of the edited subject across frames. In this paper, we introduce DiffMagicFace, a unique video editing framework that integrates two fine-tuned models for text and image control. These models operate concurrently during inference to produce video frames that maintain identity features while seamlessly aligning with the editing semantics. To ensure the consistency of the edited videos, we develop a dataset comprising images showcasing various facial perspectives for each edited subject. The creation of a data set is achieved through rendering techniques and the subsequent application of optimization algorithms. Remarkably, our approach does not depend on video datasets but still delivers high-quality results in both consistency and content. The excellent effect holds even for complex tasks like talking head videos and distinguishing closely related categories. The videos edited using our framework exhibit parity with videos that are made using traditional rendering software. Through comparative analysis with current state-of-the-art methods, our framework demonstrates superior performance in both visual appeal and quantitative metrics.
89.7CVMay 12
VidSplat: Gaussian Splatting Reconstruction with Geometry-Guided Video Diffusion PriorsJimin Tang, Wenyuan Zhang, Junsheng Zhou et al.
Gaussian Splatting has achieved remarkable progress in multi-view surface reconstruction, yet it exhibits notable degradation when only few views are available. Although recent efforts alleviate this issue by enhancing multi-view consistency to produce plausible surfaces, they struggle to infer unseen, occluded, or weakly constrained regions beyond the input coverage. To address this limitation, we present VidSplat, a training-free generative reconstruction framework that leverages powerful video diffusion priors to iteratively synthesize novel views that compensate for missing input coverage, and thereby recover complete 3D scenes from sparse inputs. Specifically, we tackle two key challenges that enable the effective integration of generation and reconstruction. First, for 3D consistent generation, we elaborate a training-free, stage-wise denoising strategy that adaptively guides the denoising direction toward the underlying geometry using the rendered RGB and mask images. Second, to enhance the reconstruction, we develop an iterative mechanism that samples camera trajectories, explores unobserved regions, synthesizes novel views, and supplements training through confidence weighted refinement. VidSplat performs robustly to sparse input and even a single image. Extensive experiments on widely used benchmarks demonstrate our superior performance in sparse-view scene reconstruction.
CVApr 10, 2024
UDiFF: Generating Conditional Unsigned Distance Fields with Optimal Wavelet DiffusionJunsheng Zhou, Weiqi Zhang, Baorui Ma et al.
Diffusion models have shown remarkable results for image generation, editing and inpainting. Recent works explore diffusion models for 3D shape generation with neural implicit functions, i.e., signed distance function and occupancy function. However, they are limited to shapes with closed surfaces, which prevents them from generating diverse 3D real-world contents containing open surfaces. In this work, we present UDiFF, a 3D diffusion model for unsigned distance fields (UDFs) which is capable to generate textured 3D shapes with open surfaces from text conditions or unconditionally. Our key idea is to generate UDFs in spatial-frequency domain with an optimal wavelet transformation, which produces a compact representation space for UDF generation. Specifically, instead of selecting an appropriate wavelet transformation which requires expensive manual efforts and still leads to large information loss, we propose a data-driven approach to learn the optimal wavelet transformation for UDFs. We evaluate UDiFF to show our advantages by numerical and visual comparisons with the latest methods on widely used benchmarks. Page: https://weiqi-zhang.github.io/UDiFF.
CVMar 24, 2025
MonoInstance: Enhancing Monocular Priors via Multi-view Instance Alignment for Neural Rendering and ReconstructionWenyuan Zhang, Yixiao Yang, Han Huang et al.
Monocular depth priors have been widely adopted by neural rendering in multi-view based tasks such as 3D reconstruction and novel view synthesis. However, due to the inconsistent prediction on each view, how to more effectively leverage monocular cues in a multi-view context remains a challenge. Current methods treat the entire estimated depth map indiscriminately, and use it as ground truth supervision, while ignoring the inherent inaccuracy and cross-view inconsistency in monocular priors. To resolve these issues, we propose MonoInstance, a general approach that explores the uncertainty of monocular depths to provide enhanced geometric priors for neural rendering and reconstruction. Our key insight lies in aligning each segmented instance depths from multiple views within a common 3D space, thereby casting the uncertainty estimation of monocular depths into a density measure within noisy point clouds. For high-uncertainty areas where depth priors are unreliable, we further introduce a constraint term that encourages the projected instances to align with corresponding instance masks on nearby views. MonoInstance is a versatile strategy which can be seamlessly integrated into various multi-view neural rendering frameworks. Our experimental results demonstrate that MonoInstance significantly improves the performance in both reconstruction and novel view synthesis under various benchmarks.
CVMar 24, 2025
NeRFPrior: Learning Neural Radiance Field as a Prior for Indoor Scene ReconstructionWenyuan Zhang, Emily Yue-ting Jia, Junsheng Zhou et al.
Recently, it has shown that priors are vital for neural implicit functions to reconstruct high-quality surfaces from multi-view RGB images. However, current priors require large-scale pre-training, and merely provide geometric clues without considering the importance of color. In this paper, we present NeRFPrior, which adopts a neural radiance field as a prior to learn signed distance fields using volume rendering for surface reconstruction. Our NeRF prior can provide both geometric and color clues, and also get trained fast under the same scene without additional data. Based on the NeRF prior, we are enabled to learn a signed distance function (SDF) by explicitly imposing a multi-view consistency constraint on each ray intersection for surface inference. Specifically, at each ray intersection, we use the density in the prior as a coarse geometry estimation, while using the color near the surface as a clue to check its visibility from another view angle. For the textureless areas where the multi-view consistency constraint does not work well, we further introduce a depth consistency loss with confidence weights to infer the SDF. Our experimental results outperform the state-of-the-art methods under the widely used benchmarks.
62.9CVApr 7
GaussianGrow: Geometry-aware Gaussian Growing from 3D Point Clouds with Text GuidanceWeiqi Zhang, Junsheng Zhou, Haotian Geng et al.
3D Gaussian Splatting has demonstrated superior performance in rendering efficiency and quality, yet the generation of 3D Gaussians still remains a challenge without proper geometric priors. Existing methods have explored predicting point maps as geometric references for inferring Gaussian primitives, while the unreliable estimated geometries may lead to poor generations. In this work, we introduce GaussianGrow, a novel approach that generates 3D Gaussians by learning to grow them from easily accessible 3D point clouds, naturally enforcing geometric accuracy in Gaussian generation. Specifically, we design a text-guided Gaussian growing scheme that leverages a multi-view diffusion model to synthesize consistent appearances from input point clouds for supervision. To mitigate artifacts caused by fusing neighboring views, we constrain novel views generated at non-preset camera poses identified in overlapping regions across different views. For completing the hard-to-observe regions, we propose to iteratively detect the camera pose by observing the largest un-grown regions in point clouds and inpainting them by inpainting the rendered view with a pretrained 2D diffusion model. The process continues until complete Gaussians are generated. We extensively evaluate GaussianGrow on text-guided Gaussian generation from synthetic and even real-scanned point clouds. Project Page: https://weiqi-zhang.github.io/GaussianGrow
78.2CVApr 5
4C4D: 4 Camera 4D Gaussian SplattingJunsheng Zhou, Zhifan Yang, Liang Han et al.
This paper tackles the challenge of recovering 4D dynamic scenes from videos captured by as few as four portable cameras. Learning to model scene dynamics for temporally consistent novel-view rendering is a foundational task in computer graphics, where previous works often require dense multi-view captures using camera arrays of dozens or even hundreds of views. We propose \textbf{4C4D}, a novel framework that enables high-fidelity 4D Gaussian Splatting from video captures of extremely sparse cameras. Our key insight lies that the geometric learning under sparse settings is substantially more difficult than modeling appearance. Driven by this observation, we introduce a Neural Decaying Function on Gaussian opacities for enhancing the geometric modeling capability of 4D Gaussians. This design mitigates the inherent imbalance between geometry and appearance modeling in 4DGS by encouraging the 4DGS gradients to focus more on geometric learning. Extensive experiments across sparse-view datasets with varying camera overlaps show that 4C4D achieves superior performance over prior art. Project page at: https://junshengzhou.github.io/4C4D.
CVAug 1, 2025
SparseRecon: Neural Implicit Surface Reconstruction from Sparse Views with Feature and Depth ConsistenciesLiang Han, Xu Zhang, Haichuan Song et al.
Surface reconstruction from sparse views aims to reconstruct a 3D shape or scene from few RGB images. The latest methods are either generalization-based or overfitting-based. However, the generalization-based methods do not generalize well on views that were unseen during training, while the reconstruction quality of overfitting-based methods is still limited by the limited geometry clues. To address this issue, we propose SparseRecon, a novel neural implicit reconstruction method for sparse views with volume rendering-based feature consistency and uncertainty-guided depth constraint. Firstly, we introduce a feature consistency loss across views to constrain the neural implicit field. This design alleviates the ambiguity caused by insufficient consistency information of views and ensures completeness and smoothness in the reconstruction results. Secondly, we employ an uncertainty-guided depth constraint to back up the feature consistency loss in areas with occlusion and insignificant features, which recovers geometry details for better reconstruction quality. Experimental results demonstrate that our method outperforms the state-of-the-art methods, which can produce high-quality geometry with sparse-view input, especially in the scenarios with small overlapping views. Project page: https://hanl2010.github.io/SparseRecon/.
CVMay 10, 2023
Learning Signed Hyper Surfaces for Oriented Point Cloud Normal EstimationQing Li, Huifang Feng, Kanle Shi et al.
We propose a novel method called SHS-Net for oriented normal estimation of point clouds by learning signed hyper surfaces, which can accurately predict normals with global consistent orientation from various point clouds. Almost all existing methods estimate oriented normals through a two-stage pipeline, i.e., unoriented normal estimation and normal orientation, and each step is implemented by a separate algorithm. However, previous methods are sensitive to parameter settings, resulting in poor results from point clouds with noise, density variations and complex geometries. In this work, we introduce signed hyper surfaces (SHS), which are parameterized by multi-layer perceptron (MLP) layers, to learn to estimate oriented normals from point clouds in an end-to-end manner. The signed hyper surfaces are implicitly learned in a high-dimensional feature space where the local and global information is aggregated. Specifically, we introduce a patch encoding module and a shape encoding module to encode a 3D point cloud into a local latent code and a global latent code, respectively. Then, an attention-weighted normal prediction module is proposed as a decoder, which takes the local and global latent codes as input to predict oriented normals. Experimental results show that our SHS-Net outperforms the state-of-the-art methods in both unoriented and oriented normal estimation on the widely used benchmarks.