CVSep 22, 2024
MVPGS: Excavating Multi-view Priors for Gaussian Splatting from Sparse Input ViewsWangze Xu, Huachen Gao, Shihe Shen et al.
Recently, the Neural Radiance Field (NeRF) advancement has facilitated few-shot Novel View Synthesis (NVS), which is a significant challenge in 3D vision applications. Despite numerous attempts to reduce the dense input requirement in NeRF, it still suffers from time-consumed training and rendering processes. More recently, 3D Gaussian Splatting (3DGS) achieves real-time high-quality rendering with an explicit point-based representation. However, similar to NeRF, it tends to overfit the train views for lack of constraints. In this paper, we propose \textbf{MVPGS}, a few-shot NVS method that excavates the multi-view priors based on 3D Gaussian Splatting. We leverage the recent learning-based Multi-view Stereo (MVS) to enhance the quality of geometric initialization for 3DGS. To mitigate overfitting, we propose a forward-warping method for additional appearance constraints conforming to scenes based on the computed geometry. Furthermore, we introduce a view-consistent geometry constraint for Gaussian parameters to facilitate proper optimization convergence and utilize a monocular depth regularization as compensation. Experiments show that the proposed method achieves state-of-the-art performance with real-time rendering speed. Project page: https://zezeaaa.github.io/projects/MVPGS/
CVNov 6, 2024Code
Structure Consistent Gaussian Splatting with Matching Prior for Few-shot Novel View SynthesisRui Peng, Wangze Xu, Luyang Tang et al.
Despite the substantial progress of novel view synthesis, existing methods, either based on the Neural Radiance Fields (NeRF) or more recently 3D Gaussian Splatting (3DGS), suffer significant degradation when the input becomes sparse. Numerous efforts have been introduced to alleviate this problem, but they still struggle to synthesize satisfactory results efficiently, especially in the large scene. In this paper, we propose SCGaussian, a Structure Consistent Gaussian Splatting method using matching priors to learn 3D consistent scene structure. Considering the high interdependence of Gaussian attributes, we optimize the scene structure in two folds: rendering geometry and, more importantly, the position of Gaussian primitives, which is hard to be directly constrained in the vanilla 3DGS due to the non-structure property. To achieve this, we present a hybrid Gaussian representation. Besides the ordinary non-structure Gaussian primitives, our model also consists of ray-based Gaussian primitives that are bound to matching rays and whose optimization of their positions is restricted along the ray. Thus, we can utilize the matching correspondence to directly enforce the position of these Gaussian primitives to converge to the surface points where rays intersect. Extensive experiments on forward-facing, surrounding, and complex large scenes show the effectiveness of our approach with state-of-the-art performance and high efficiency. Code is available at https://github.com/prstrive/SCGaussian.
CVSep 24, 2024
Disentangled Generation and Aggregation for Robust Radiance FieldsShihe Shen, Huachen Gao, Wangze Xu et al.
The utilization of the triplane-based radiance fields has gained attention in recent years due to its ability to effectively disentangle 3D scenes with a high-quality representation and low computation cost. A key requirement of this method is the precise input of camera poses. However, due to the local update property of the triplane, a similar joint estimation as previous joint pose-NeRF optimization works easily results in local minima. To this end, we propose the Disentangled Triplane Generation module to introduce global feature context and smoothness into triplane learning, which mitigates errors caused by local updating. Then, we propose the Disentangled Plane Aggregation to mitigate the entanglement caused by the common triplane feature aggregation during camera pose updating. In addition, we introduce a two-stage warm-start training strategy to reduce the implicit constraints caused by the triplane generator. Quantitative and qualitative results demonstrate that our proposed method achieves state-of-the-art performance in novel view synthesis with noisy or unknown camera poses, as well as efficient convergence of optimization. Project page: https://gaohchen.github.io/DiGARR/.
IVMar 6
Architectural Unification for Polarimetric Imaging Across Multiple DegradationsChu Zhou, Yufei Han, Junda Liao et al.
Polarimetric imaging aims to recover polarimetric parameters, including Total Intensity (TI), Degree of Polarization (DoP), and Angle of Polarization (AoP), from captured polarized measurements. In real-world scenarios, these measurements are frequently affected by diverse degradations such as low-light noise, motion blur, and mosaicing artifacts. Due to the nonlinear dependency of DoP and AoP on the measured intensities, accurately retrieving physically consistent polarimetric parameters from degraded observations remains highly challenging. Existing approaches typically adopt task-specific network architectures tailored to individual degradation types, limiting their adaptability across different restoration scenarios. Moreover, many methods rely on multi-stage processing pipelines that suffer from error accumulation, or operate solely in a single domain (either image or Stokes domain), failing to fully exploit the intrinsic physical relationships between them. In this work, we propose a unified architectural framework for polarimetric imaging that is structurally shared across multiple degradation scenarios. Rather than redesigning network structures for each task, our framework maintains a consistent architectural design while being trained separately for different degradations. The model performs single-stage joint image-Stokes processing, avoiding error accumulation and explicitly preserving physical consistency. Extensive experiments show that this unified architectural design, when trained for specific degradation types, consistently achieves state-of-the-art performance across low-light denoising, motion deblurring, and demosaicing tasks, establishing a versatile and physically grounded solution for degraded polarimetric imaging.
CVMar 17, 2025
R3-Avatar: Record and Retrieve Temporal Codebook for Reconstructing Photorealistic Human AvatarsYifan Zhan, Wangze Xu, Qingtian Zhu et al.
We present R3-Avatar, incorporating a temporal codebook, to overcome the inability of human avatars to be both animatable and of high-fidelity rendering quality. Existing video-based reconstruction of 3D human avatars either focuses solely on rendering, lacking animation support, or learns a pose-appearance mapping for animating, which degrades under limited training poses or complex clothing. In this paper, we adopt a "record-retrieve-reconstruct" strategy that ensures high-quality rendering from novel views while mitigating degradation in novel poses. Specifically, disambiguating timestamps record temporal appearance variations in a codebook, ensuring high-fidelity novel-view rendering, while novel poses retrieve corresponding timestamps by matching the most similar training poses for augmented appearance. Our R3-Avatar outperforms cutting-edge video-based human avatar reconstruction, particularly in overcoming visual quality degradation in extreme scenarios with limited training human poses and complex clothing.
CVNov 25, 2024
Sequential Gaussian Avatars with Hierarchical Motion ContextWangze Xu, Yifan Zhan, Zhihang Zhong et al.
The emergence of neural rendering has significantly advanced the rendering quality of 3D human avatars, with the recently popular 3DGS technique enabling real-time performance. However, SMPL-driven 3DGS human avatars still struggle to capture fine appearance details due to the complex mapping from pose to appearance during fitting. In this paper, we propose SeqAvatar, which excavates the explicit 3DGS representation to better model human avatars based on a hierarchical motion context. Specifically, we utilize a coarse-to-fine motion conditions that incorporate both the overall human skeleton and fine-grained vertex motions for non-rigid deformation. To enhance the robustness of the proposed motion conditions, we adopt a spatio-temporal multi-scale sampling strategy to hierarchically integrate more motion clues to model human avatars. Extensive experiments demonstrate that our method significantly outperforms 3DGS-based approaches and renders human avatars orders of magnitude faster than the latest NeRF-based models that incorporate temporal context, all while delivering performance that is at least comparable or even superior. Project page: https://zezeaaa.github.io/projects/SeqAvatar/