CVJul 5, 2022
SNeRF: Stylized Neural Implicit Representations for 3D ScenesThu Nguyen-Phuoc, Feng Liu, Lei Xiao
This paper presents a stylized novel view synthesis method. Applying state-of-the-art stylization methods to novel views frame by frame often causes jittering artifacts due to the lack of cross-view consistency. Therefore, this paper investigates 3D scene stylization that provides a strong inductive bias for consistent novel view synthesis. Specifically, we adopt the emerging neural radiance fields (NeRF) as our choice of 3D scene representation for their capability to render high-quality novel views for a variety of scenes. However, as rendering a novel view from a NeRF requires a large number of samples, training a stylized NeRF requires a large amount of GPU memory that goes beyond an off-the-shelf GPU capacity. We introduce a new training method to address this problem by alternating the NeRF and stylization optimization steps. Such a method enables us to make full use of our hardware memory capacity to both generate images at higher resolution and adopt more expressive image style transfer methods. Our experiments show that our method produces stylized NeRFs for a wide range of content, including indoor, outdoor and dynamic scenes, and synthesizes high-quality novel views with cross-view consistency.
CVAug 24, 2024
GenCA: A Text-conditioned Generative Model for Realistic and Drivable Codec AvatarsKeqiang Sun, Amin Jourabloo, Riddhish Bhalodia et al.
Photo-realistic and controllable 3D avatars are crucial for various applications such as virtual and mixed reality (VR/MR), telepresence, gaming, and film production. Traditional methods for avatar creation often involve time-consuming scanning and reconstruction processes for each avatar, which limits their scalability. Furthermore, these methods do not offer the flexibility to sample new identities or modify existing ones. On the other hand, by learning a strong prior from data, generative models provide a promising alternative to traditional reconstruction methods, easing the time constraints for both data capture and processing. Additionally, generative methods enable downstream applications beyond reconstruction, such as editing and stylization. Nonetheless, the research on generative 3D avatars is still in its infancy, and therefore current methods still have limitations such as creating static avatars, lacking photo-realism, having incomplete facial details, or having limited drivability. To address this, we propose a text-conditioned generative model that can generate photo-realistic facial avatars of diverse identities, with more complete details like hair, eyes and mouth interior, and which can be driven through a powerful non-parametric latent expression space. Specifically, we integrate the generative and editing capabilities of latent diffusion models with a strong prior model for avatar expression driving. Our model can generate and control high-fidelity avatars, even those out-of-distribution. We also highlight its potential for downstream applications, including avatar editing and single-shot avatar reconstruction.
98.4GRMay 22
AssetGen: Deployable 3D Asset Generation at Interactive SpeedDilin Wang, Xiaoyu Xiang, Kihyuk Sohn et al.
While 3D generation is progressing rapidly, recent work has often focused on obtaining high-resolution assets, leaving user experience and deployability as afterthoughts. We present AssetGen, a 3D generator that focuses instead on these two aspects. Given one reference image, in 30 seconds it produces a high-quality mesh with baked normals, a color texture, and a controlled polygon budget suitable for real-time rendering, including mobile use cases. The AssetGen Flash variant further reduces latency to 14 seconds for interactive and agentic creation loops. Our model generates the object geometry with a coarse-to-refine VecSet framework, which implements mesh simplification, cleaning, and normal baking on the GPU, and a fast parallel UV unwrapping. It then generates textures in a multi-view fashion, followed by backprojection and 3D inpainting. Model distillation, kernel optimization, and pipeline parallelization are co-designed to accelerate the system end-to-end. We introduce numerous automated and blind human evaluations and demonstrate competitive visual quality against leading commercial solutions in 30 seconds and preview-quality results in less than 15 seconds. The final result is a system that supports AI-assisted, deployable 3D content creation in interactive workflows.
CVOct 19, 2021Code
Self-Supervised Object Detection via Generative Image SynthesisSiva Karthik Mustikovela, Shalini De Mello, Aayush Prakash et al.
We present SSOD, the first end-to-end analysis-by synthesis framework with controllable GANs for the task of self-supervised object detection. We use collections of real world images without bounding box annotations to learn to synthesize and detect objects. We leverage controllable GANs to synthesize images with pre-defined object properties and use them to train object detectors. We propose a tight end-to-end coupling of the synthesis and detection networks to optimally train our system. Finally, we also propose a method to optimally adapt SSOD to an intended target data without requiring labels for it. For the task of car detection, on the challenging KITTI and Cityscapes datasets, we show that SSOD outperforms the prior state-of-the-art purely image-based self-supervised object detection method Wetectron. Even without requiring any 3D CAD assets, it also surpasses the state-of-the-art rendering based method Meta-Sim2. Our work advances the field of self-supervised object detection by introducing a successful new paradigm of using controllable GAN-based image synthesis for it and by significantly improving the baseline accuracy of the task. We open-source our code at https://github.com/NVlabs/SSOD.
CVDec 18, 2023
GauFRe: Gaussian Deformation Fields for Real-time Dynamic Novel View SynthesisYiqing Liang, Numair Khan, Zhengqin Li et al.
We propose a method that achieves state-of-the-art rendering quality and efficiency on monocular dynamic scene reconstruction using deformable 3D Gaussians. Implicit deformable representations commonly model motion with a canonical space and time-dependent backward-warping deformation field. Our method, GauFRe, uses a forward-warping deformation to explicitly model non-rigid transformations of scene geometry. Specifically, we propose a template set of 3D Gaussians residing in a canonical space, and a time-dependent forward-warping deformation field to model dynamic objects. Additionally, we tailor a 3D Gaussian-specific static component supported by an inductive bias-aware initialization approach which allows the deformation field to focus on moving scene regions, improving the rendering of complex real-world motion. The differentiable pipeline is optimized end-to-end with a self-supervised rendering loss. Experiments show our method achieves competitive results and higher efficiency than both previous state-of-the-art NeRF and Gaussian-based methods. For real-world scenes, GauFRe can train in ~20 mins and offer 96 FPS real-time rendering on an RTX 3090 GPU. Project website: https://lynl7130.github.io/gaufre/index.html
CVJan 17, 2024
TextureDreamer: Image-guided Texture Synthesis through Geometry-aware DiffusionYu-Ying Yeh, Jia-Bin Huang, Changil Kim et al.
We present TextureDreamer, a novel image-guided texture synthesis method to transfer relightable textures from a small number of input images (3 to 5) to target 3D shapes across arbitrary categories. Texture creation is a pivotal challenge in vision and graphics. Industrial companies hire experienced artists to manually craft textures for 3D assets. Classical methods require densely sampled views and accurately aligned geometry, while learning-based methods are confined to category-specific shapes within the dataset. In contrast, TextureDreamer can transfer highly detailed, intricate textures from real-world environments to arbitrary objects with only a few casually captured images, potentially significantly democratizing texture creation. Our core idea, personalized geometry-aware score distillation (PGSD), draws inspiration from recent advancements in diffuse models, including personalized modeling for texture information extraction, variational score distillation for detailed appearance synthesis, and explicit geometry guidance with ControlNet. Our integration and several essential modifications substantially improve the texture quality. Experiments on real images spanning different categories show that TextureDreamer can successfully transfer highly realistic, semantic meaningful texture to arbitrary objects, surpassing the visual quality of previous state-of-the-art.
94.4CVApr 30
3D-ReGen: A Unified 3D Geometry Regeneration FrameworkGeon Yeong Park, Roman Shapovalov, Rakesh Ranjan et al.
We consider the problem of regenerating 3D objects from 2D images and initial 3D shapes. Most 3D generators operate in a one-shot fashion, converting text or images to a 3D object with limited controllability. We introduce instead 3D-ReGen, a 3D regenerator that is conditioned on an initial 3D shape. This conceptually simple formulation allows us to support numerous useful tasks, including 3D enhancement, reconstruction, and editing. 3D-ReGen uses a new conditioning mechanism based on VecSet, which allows the regenerator to update or improve the input geometry with consistent fine-grained details. 3D-ReGen learns a widely applicable regeneration prior from off-the-shelf 3D datasets via self-supervised pretext tasks and augmentations, without additional annotations. We evaluate both the geometric consistency and fine-grained quality of 3D-ReGen, achieving state-of-the-art performance in controllable 3D generation across several tasks.
CVFeb 13, 2024
NeRF Analogies: Example-Based Visual Attribute Transfer for NeRFsMichael Fischer, Zhengqin Li, Thu Nguyen-Phuoc et al.
A Neural Radiance Field (NeRF) encodes the specific relation of 3D geometry and appearance of a scene. We here ask the question whether we can transfer the appearance from a source NeRF onto a target 3D geometry in a semantically meaningful way, such that the resulting new NeRF retains the target geometry but has an appearance that is an analogy to the source NeRF. To this end, we generalize classic image analogies from 2D images to NeRFs. We leverage correspondence transfer along semantic affinity that is driven by semantic features from large, pre-trained 2D image models to achieve multi-view consistent appearance transfer. Our method allows exploring the mix-and-match product space of 3D geometry and appearance. We show that our method outperforms traditional stylization-based methods and that a large majority of users prefer our method over several typical baselines.
CVJan 31, 2024
ReplaceAnything3D:Text-Guided 3D Scene Editing with Compositional Neural Radiance FieldsEdward Bartrum, Thu Nguyen-Phuoc, Chris Xie et al.
We introduce ReplaceAnything3D model (RAM3D), a novel text-guided 3D scene editing method that enables the replacement of specific objects within a scene. Given multi-view images of a scene, a text prompt describing the object to replace, and a text prompt describing the new object, our Erase-and-Replace approach can effectively swap objects in the scene with newly generated content while maintaining 3D consistency across multiple viewpoints. We demonstrate the versatility of ReplaceAnything3D by applying it to various realistic 3D scenes, showcasing results of modified foreground objects that are well-integrated with the rest of the scene without affecting its overall integrity.
GRJun 11, 2025
DGS-LRM: Real-Time Deformable 3D Gaussian Reconstruction From Monocular VideosChieh Hubert Lin, Zhaoyang Lv, Songyin Wu et al.
We introduce the Deformable Gaussian Splats Large Reconstruction Model (DGS-LRM), the first feed-forward method predicting deformable 3D Gaussian splats from a monocular posed video of any dynamic scene. Feed-forward scene reconstruction has gained significant attention for its ability to rapidly create digital replicas of real-world environments. However, most existing models are limited to static scenes and fail to reconstruct the motion of moving objects. Developing a feed-forward model for dynamic scene reconstruction poses significant challenges, including the scarcity of training data and the need for appropriate 3D representations and training paradigms. To address these challenges, we introduce several key technical contributions: an enhanced large-scale synthetic dataset with ground-truth multi-view videos and dense 3D scene flow supervision; a per-pixel deformable 3D Gaussian representation that is easy to learn, supports high-quality dynamic view synthesis, and enables long-range 3D tracking; and a large transformer network that achieves real-time, generalizable dynamic scene reconstruction. Extensive qualitative and quantitative experiments demonstrate that DGS-LRM achieves dynamic scene reconstruction quality comparable to optimization-based methods, while significantly outperforming the state-of-the-art predictive dynamic reconstruction method on real-world examples. Its predicted physically grounded 3D deformation is accurate and can readily adapt for long-range 3D tracking tasks, achieving performance on par with state-of-the-art monocular video 3D tracking methods.
CVApr 28, 2025
LIRM: Large Inverse Rendering Model for Progressive Reconstruction of Shape, Materials and View-dependent Radiance FieldsZhengqin Li, Dilin Wang, Ka Chen et al.
We present Large Inverse Rendering Model (LIRM), a transformer architecture that jointly reconstructs high-quality shape, materials, and radiance fields with view-dependent effects in less than a second. Our model builds upon the recent Large Reconstruction Models (LRMs) that achieve state-of-the-art sparse-view reconstruction quality. However, existing LRMs struggle to reconstruct unseen parts accurately and cannot recover glossy appearance or generate relightable 3D contents that can be consumed by standard Graphics engines. To address these limitations, we make three key technical contributions to build a more practical multi-view 3D reconstruction framework. First, we introduce an update model that allows us to progressively add more input views to improve our reconstruction. Second, we propose a hexa-plane neural SDF representation to better recover detailed textures, geometry and material parameters. Third, we develop a novel neural directional-embedding mechanism to handle view-dependent effects. Trained on a large-scale shape and material dataset with a tailored coarse-to-fine training scheme, our model achieves compelling results. It compares favorably to optimization-based dense-view inverse rendering methods in terms of geometry and relighting accuracy, while requiring only a fraction of the inference time.
CVMay 25, 2025
Geometry-guided Online 3D Video Synthesis with Multi-View Temporal ConsistencyHyunho Ha, Lei Xiao, Christian Richardt et al.
We introduce a novel geometry-guided online video view synthesis method with enhanced view and temporal consistency. Traditional approaches achieve high-quality synthesis from dense multi-view camera setups but require significant computational resources. In contrast, selective-input methods reduce this cost but often compromise quality, leading to multi-view and temporal inconsistencies such as flickering artifacts. Our method addresses this challenge to deliver efficient, high-quality novel-view synthesis with view and temporal consistency. The key innovation of our approach lies in using global geometry to guide an image-based rendering pipeline. To accomplish this, we progressively refine depth maps using color difference masks across time. These depth maps are then accumulated through truncated signed distance fields in the synthesized view's image space. This depth representation is view and temporally consistent, and is used to guide a pre-trained blending network that fuses multiple forward-rendered input-view images. Thus, the network is encouraged to output geometrically consistent synthesis results across multiple views and time. Our approach achieves consistent, high-quality video synthesis, while running efficiently in an online manner.
CVMay 30, 2023
AlteredAvatar: Stylizing Dynamic 3D Avatars with Fast Style AdaptationThu Nguyen-Phuoc, Gabriel Schwartz, Yuting Ye et al.
This paper presents a method that can quickly adapt dynamic 3D avatars to arbitrary text descriptions of novel styles. Among existing approaches for avatar stylization, direct optimization methods can produce excellent results for arbitrary styles but they are unpleasantly slow. Furthermore, they require redoing the optimization process from scratch for every new input. Fast approximation methods using feed-forward networks trained on a large dataset of style images can generate results for new inputs quickly, but tend not to generalize well to novel styles and fall short in quality. We therefore investigate a new approach, AlteredAvatar, that combines those two approaches using the meta-learning framework. In the inner loop, the model learns to optimize to match a single target style well; while in the outer loop, the model learns to stylize efficiently across many styles. After training, AlteredAvatar learns an initialization that can quickly adapt within a small number of update steps to a novel style, which can be given using texts, a reference image, or a combination of both. We show that AlteredAvatar can achieve a good balance between speed, flexibility and quality, while maintaining consistency across a wide range of novel views and facial expressions.
CVFeb 20, 2020
BlockGAN: Learning 3D Object-aware Scene Representations from Unlabelled ImagesThu Nguyen-Phuoc, Christian Richardt, Long Mai et al.
We present BlockGAN, an image generative model that learns object-aware 3D scene representations directly from unlabelled 2D images. Current work on scene representation learning either ignores scene background or treats the whole scene as one object. Meanwhile, work that considers scene compositionality treats scene objects only as image patches or 2D layers with alpha maps. Inspired by the computer graphics pipeline, we design BlockGAN to learn to first generate 3D features of background and foreground objects, then combine them into 3D features for the wholes cene, and finally render them into realistic images. This allows BlockGAN to reason over occlusion and interaction between objects' appearance, such as shadow and lighting, and provides control over each object's 3D pose and identity, while maintaining image realism. BlockGAN is trained end-to-end, using only unlabelled single images, without the need for 3D geometry, pose labels, object masks, or multiple views of the same scene. Our experiments show that using explicit 3D features to represent objects allows BlockGAN to learn disentangled representations both in terms of objects (foreground and background) and their properties (pose and identity).
CVApr 2, 2019
HoloGAN: Unsupervised learning of 3D representations from natural imagesThu Nguyen-Phuoc, Chuan Li, Lucas Theis et al.
We propose a novel generative adversarial network (GAN) for the task of unsupervised learning of 3D representations from natural images. Most generative models rely on 2D kernels to generate images and make few assumptions about the 3D world. These models therefore tend to create blurry images or artefacts in tasks that require a strong 3D understanding, such as novel-view synthesis. HoloGAN instead learns a 3D representation of the world, and to render this representation in a realistic manner. Unlike other GANs, HoloGAN provides explicit control over the pose of generated objects through rigid-body transformations of the learnt 3D features. Our experiments show that using explicit 3D features enables HoloGAN to disentangle 3D pose and identity, which is further decomposed into shape and appearance, while still being able to generate images with similar or higher visual quality than other generative models. HoloGAN can be trained end-to-end from unlabelled 2D images only. Particularly, we do not require pose labels, 3D shapes, or multiple views of the same objects. This shows that HoloGAN is the first generative model that learns 3D representations from natural images in an entirely unsupervised manner.
CVJun 18, 2018
RenderNet: A deep convolutional network for differentiable rendering from 3D shapesThu Nguyen-Phuoc, Chuan Li, Stephen Balaban et al.
Traditional computer graphics rendering pipeline is designed for procedurally generating 2D quality images from 3D shapes with high performance. The non-differentiability due to discrete operations such as visibility computation makes it hard to explicitly correlate rendering parameters and the resulting image, posing a significant challenge for inverse rendering tasks. Recent work on differentiable rendering achieves differentiability either by designing surrogate gradients for non-differentiable operations or via an approximate but differentiable renderer. These methods, however, are still limited when it comes to handling occlusion, and restricted to particular rendering effects. We present RenderNet, a differentiable rendering convolutional network with a novel projection unit that can render 2D images from 3D shapes. Spatial occlusion and shading calculation are automatically encoded in the network. Our experiments show that RenderNet can successfully learn to implement different shaders, and can be used in inverse rendering tasks to estimate shape, pose, lighting and texture from a single image.