CVMar 17, 2023
Fluid Dynamics Network: Topology-Agnostic 4D Reconstruction via Fluid Dynamics PriorsDaniele Baieri, Stefano Esposito, Filippo Maggioli et al.
Representing 3D surfaces as level sets of continuous functions over $\mathbb{R}^3$ is the common denominator of neural implicit representations, which recently enabled remarkable progress in geometric deep learning and computer vision tasks. In order to represent 3D motion within this framework, it is often assumed (either explicitly or implicitly) that the transformations which a surface may undergo are homeomorphic: this is not necessarily true, for instance, in the case of fluid dynamics. In order to represent more general classes of deformations, we propose to apply this theoretical framework as regularizers for the optimization of simple 4D implicit functions (such as signed distance fields). We show that our representation is capable of capturing both homeomorphic and topology-changing deformations, while also defining correspondences over the continuously-reconstructed surfaces.
CVJun 22, 2022
KiloNeuS: A Versatile Neural Implicit Surface Representation for Real-Time RenderingStefano Esposito, Daniele Baieri, Stefan Zellmann et al.
NeRF-based techniques fit wide and deep multi-layer perceptrons (MLPs) to a continuous radiance field that can be rendered from any unseen viewpoint. However, the lack of surface and normals definition and high rendering times limit their usage in typical computer graphics applications. Such limitations have recently been overcome separately, but solving them together remains an open problem. We present KiloNeuS, a neural representation reconstructing an implicit surface represented as a signed distance function (SDF) from multi-view images and enabling real-time rendering by partitioning the space into thousands of tiny MLPs fast to inference. As we learn the implicit surface locally using independent models, resulting in a globally coherent geometry is non-trivial and needs to be addressed during training. We evaluate rendering performance on a GPU-accelerated ray-caster with in-shader neural network inference, resulting in an average of 46 FPS at high resolution, proving a satisfying tradeoff between storage costs and rendering quality. In fact, our evaluation for rendering quality and surface recovery shows that KiloNeuS outperforms its single-MLP counterpart. Finally, to exhibit the versatility of KiloNeuS, we integrate it into an interactive path-tracer taking full advantage of its surface normals. We consider our work a crucial first step toward real-time rendering of implicit neural representations under global illumination.
CVSep 4, 2024
Volumetric Surfaces: Representing Fuzzy Geometries with Layered MeshesStefano Esposito, Anpei Chen, Christian Reiser et al.
High-quality view synthesis relies on volume rendering, splatting, or surface rendering. While surface rendering is typically the fastest, it struggles to accurately model fuzzy geometry like hair. In turn, alpha-blending techniques excel at representing fuzzy materials but require an unbounded number of samples per ray (P1). Further overheads are induced by empty space skipping in volume rendering (P2) and sorting input primitives in splatting (P3). We present a novel representation for real-time view synthesis where the (P1) number of sampling locations is small and bounded, (P2) sampling locations are efficiently found via rasterization, and (P3) rendering is sorting-free. We achieve this by representing objects as semi-transparent multi-layer meshes rendered in a fixed order. First, we model surface layers as signed distance function (SDF) shells with optimal spacing learned during training. Then, we bake them as meshes and fit UV textures. Unlike single-surface methods, our multi-layer representation effectively models fuzzy objects. In contrast to volume and splatting-based methods, our approach enables real-time rendering on low-power laptops and smartphones.
CVJul 5, 2024
LaRa: Efficient Large-Baseline Radiance FieldsAnpei Chen, Haofei Xu, Stefano Esposito et al.
Radiance field methods have achieved photorealistic novel view synthesis and geometry reconstruction. But they are mostly applied in per-scene optimization or small-baseline settings. While several recent works investigate feed-forward reconstruction with large baselines by utilizing transformers, they all operate with a standard global attention mechanism and hence ignore the local nature of 3D reconstruction. We propose a method that unifies local and global reasoning in transformer layers, resulting in improved quality and faster convergence. Our model represents scenes as Gaussian Volumes and combines this with an image encoder and Group Attention Layers for efficient feed-forward reconstruction. Experimental results demonstrate that our model, trained for two days on four GPUs, demonstrates high fidelity in reconstructing 360 deg radiance fields, and robustness to zero-shot and out-of-domain testing. Our project Page: https://apchenstu.github.io/LaRa/.
CVNov 10, 2025
ConeGS: Error-Guided Densification Using Pixel Cones for Improved Reconstruction with Fewer PrimitivesBartłomiej Baranowski, Stefano Esposito, Patricia Gschoßmann et al.
3D Gaussian Splatting (3DGS) achieves state-of-the-art image quality and real-time performance in novel view synthesis but often suffers from a suboptimal spatial distribution of primitives. This issue stems from cloning-based densification, which propagates Gaussians along existing geometry, limiting exploration and requiring many primitives to adequately cover the scene. We present ConeGS, an image-space-informed densification framework that is independent of existing scene geometry state. ConeGS first creates a fast Instant Neural Graphics Primitives (iNGP) reconstruction as a geometric proxy to estimate per-pixel depth. During the subsequent 3DGS optimization, it identifies high-error pixels and inserts new Gaussians along the corresponding viewing cones at the predicted depth values, initializing their size according to the cone diameter. A pre-activation opacity penalty rapidly removes redundant Gaussians, while a primitive budgeting strategy controls the total number of primitives, either by a fixed budget or by adapting to scene complexity, ensuring high reconstruction quality. Experiments show that ConeGS consistently enhances reconstruction quality and rendering performance across Gaussian budgets, with especially strong gains under tight primitive constraints where efficient placement is crucial.
CVMay 15
Learn2Splat: Extending the Horizon of Learned 3DGS OptimizationNaama Pearl, Stefano Esposito, Haofei Xu et al.
3D Gaussian Splatting (3DGS) optimization is most commonly performed using standard optimizers (Adam, SGD). While stable across diverse scenes, standard optimizers are general-purpose and not tailored to the structure of the problem. In particular, they produce independent parameter updates that do not capture the structural and spatial relationships within a scene, leading to inefficient optimization and slow convergence. Recent works introduced learned optimizers that predict correlated updates informed by inter-parameter and inter-Gaussian dependencies. However, these methods are trained for a fixed number of optimization iterations and rely on manually scheduled learning rates to avoid degradation. In this paper, we introduce a learned optimizer for 3DGS that avoids degradation over extended optimization horizons without auxiliary mechanisms. To enable this, we propose a meta-learning scheme that extends the optimization horizon via a checkpoint buffer and an optimizer rollout strategy, combined with an architecture that encodes gradient scale information in its latent states. Results show improved early novel view synthesis quality while remaining stable over long horizons, with zero-shot generalization to unseen reconstruction settings. To support our findings, we introduce the first unified framework for training and evaluating both learned and conventional optimizers across sparse and dense view settings. Code and models will be released publicly. Our project page is available at https://naamapearl.github.io/learn2splat .