26.3CVMar 17, 2024
GeoGaussian: Geometry-aware Gaussian Splatting for Scene RenderingYanyan Li, Chenyu Lyu, Yan Di et al.
During the Gaussian Splatting optimization process, the scene's geometry can gradually deteriorate if its structure is not deliberately preserved, especially in non-textured regions such as walls, ceilings, and furniture surfaces. This degradation significantly affects the rendering quality of novel views that deviate significantly from the viewpoints in the training data. To mitigate this issue, we propose a novel approach called GeoGaussian. Based on the smoothly connected areas observed from point clouds, this method introduces a novel pipeline to initialize thin Gaussians aligned with the surfaces, where the characteristic can be transferred to new generations through a carefully designed densification strategy. Finally, the pipeline ensures that the scene's geometry and texture are maintained through constrained optimization processes with explicit geometry constraints. Benefiting from the proposed architecture, the generative ability of 3D Gaussians is enhanced, especially in structured regions. Our proposed pipeline achieves state-of-the-art performance in novel view synthesis and geometric reconstruction, as evaluated qualitatively and quantitatively on public datasets.
2.8CVJan 28
HINT: Hierarchical Interaction Modeling for Autoregressive Multi-Human Motion GenerationMengge Liu, Yan Di, Gu Wang et al.
Text-driven multi-human motion generation with complex interactions remains a challenging problem. Despite progress in performance, existing offline methods that generate fixed-length motions with a fixed number of agents, are inherently limited in handling long or variable text, and varying agent counts. These limitations naturally encourage autoregressive formulations, which predict future motions step by step conditioned on all past trajectories and current text guidance. In this work, we introduce HINT, the first autoregressive framework for multi-human motion generation with Hierarchical INTeraction modeling in diffusion. First, HINT leverages a disentangled motion representation within a canonicalized latent space, decoupling local motion semantics from inter-person interactions. This design facilitates direct adaptation to varying numbers of human participants without requiring additional refinement. Second, HINT adopts a sliding-window strategy for efficient online generation, and aggregates local within-window and global cross-window conditions to capture past human history, inter-person dependencies, and align with text guidance. This strategy not only enables fine-grained interaction modeling within each window but also preserves long-horizon coherence across all the long sequence. Extensive experiments on public benchmarks demonstrate that HINT matches the performance of strong offline models and surpasses autoregressive baselines. Notably, on InterHuman, HINT achieves an FID of 3.100, significantly improving over the previous state-of-the-art score of 5.154.
7.6CVNov 27, 2024
SmileSplat: Generalizable Gaussian Splats for Unconstrained Sparse ImagesYanyan Li, Yixin Fang, Federico Tombari et al.
Sparse Multi-view Images can be Learned to predict explicit radiance fields via Generalizable Gaussian Splatting approaches, which can achieve wider application prospects in real-life when ground-truth camera parameters are not required as inputs. In this paper, a novel generalizable Gaussian Splatting method, SmileSplat, is proposed to reconstruct pixel-aligned Gaussian surfels for diverse scenarios only requiring unconstrained sparse multi-view images. First, Gaussian surfels are predicted based on the multi-head Gaussian regression decoder, which can are represented with less degree-of-freedom but have better multi-view consistency. Furthermore, the normal vectors of Gaussian surfel are enhanced based on high-quality of normal priors. Second, the Gaussians and camera parameters (both extrinsic and intrinsic) are optimized to obtain high-quality Gaussian radiance fields for novel view synthesis tasks based on the proposed Bundle-Adjusting Gaussian Splatting module. Extensive experiments on novel view rendering and depth map prediction tasks are conducted on public datasets, demonstrating that the proposed method achieves state-of-the-art performance in various 3D vision tasks. More information can be found on our project page (https://yanyan-li.github.io/project/gs/smilesplat)
18.2CVMar 20, 2025
4D Gaussian Splatting SLAMYanyan Li, Youxu Fang, Zunjie Zhu et al.
Simultaneously localizing camera poses and constructing Gaussian radiance fields in dynamic scenes establish a crucial bridge between 2D images and the 4D real world. Instead of removing dynamic objects as distractors and reconstructing only static environments, this paper proposes an efficient architecture that incrementally tracks camera poses and establishes the 4D Gaussian radiance fields in unknown scenarios by using a sequence of RGB-D images. First, by generating motion masks, we obtain static and dynamic priors for each pixel. To eliminate the influence of static scenes and improve the efficiency on learning the motion of dynamic objects, we classify the Gaussian primitives into static and dynamic Gaussian sets, while the sparse control points along with an MLP is utilized to model the transformation fields of the dynamic Gaussians. To more accurately learn the motion of dynamic Gaussians, a novel 2D optical flow map reconstruction algorithm is designed to render optical flows of dynamic objects between neighbor images, which are further used to supervise the 4D Gaussian radiance fields along with traditional photometric and geometric constraints. In experiments, qualitative and quantitative evaluation results show that the proposed method achieves robust tracking and high-quality view synthesis performance in real-world environments.
1.6LGSep 24, 2021
Adversarial Neural Trip RecommendationLinlang Jiang, Jingbo Zhou, Tong Xu et al.
Trip recommender system, which targets at recommending a trip consisting of several ordered Points of Interest (POIs), has long been treated as an important application for many location-based services. Currently, most prior arts generate trips following pre-defined objectives based on constraint programming, which may fail to reflect the complex latent patterns hidden in the human mobility data. And most of these methods are usually difficult to respond in real time when the number of POIs is large. To that end, we propose an Adversarial Neural Trip Recommendation (ANT) framework to tackle the above challenges. First of all, we devise a novel attention-based encoder-decoder trip generator that can learn the correlations among POIs and generate well-designed trips under given constraints. Another novelty of ANT relies on an adversarial learning strategy integrating with reinforcement learning to guide the trip generator to produce high-quality trips. For this purpose, we introduce a discriminator, which distinguishes the generated trips from real-life trips taken by users, to provide reward signals to optimize the generator. Moreover, we devise a novel pre-train schema based on learning from demonstration, which speeds up the convergence to achieve a sufficient-and-efficient training process. Extensive experiments on four real-world datasets validate the effectiveness and efficiency of our proposed ANT framework, which demonstrates that ANT could remarkably outperform the state-of-the-art baselines with short response time.