CVNov 15, 2023Code
Spiking NeRF: Representing the Real-World Geometry by a Discontinuous RepresentationZhanfeng Liao, Qian Zheng, Yan Liu et al.
A crucial reason for the success of existing NeRF-based methods is to build a neural density field for the geometry representation via multiple perceptron layers (MLPs). MLPs are continuous functions, however, real geometry or density field is frequently discontinuous at the interface between the air and the surface. Such a contrary brings the problem of unfaithful geometry representation. To this end, this paper proposes spiking NeRF, which leverages spiking neurons and a hybrid Artificial Neural Network (ANN)-Spiking Neural Network (SNN) framework to build a discontinuous density field for faithful geometry representation. Specifically, we first demonstrate the reason why continuous density fields will bring inaccuracy. Then, we propose to use the spiking neurons to build a discontinuous density field. We conduct a comprehensive analysis for the problem of existing spiking neuron models and then provide the numerical relationship between the parameter of the spiking neuron and the theoretical accuracy of geometry. Based on this, we propose a bounded spiking neuron to build the discontinuous density field. Our method achieves SOTA performance. The source code and the supplementary material are available at https://github.com/liaozhanfeng/Spiking-NeRF.
CVFeb 3
SharpTimeGS: Sharp and Stable Dynamic Gaussian Splatting via Lifespan ModulationZhanfeng Liao, Jiajun Zhang, Hanzhang Tu et al.
Novel view synthesis of dynamic scenes is fundamental to achieving photorealistic 4D reconstruction and immersive visual experiences. Recent progress in Gaussian-based representations has significantly improved real-time rendering quality, yet existing methods still struggle to maintain a balance between long-term static and short-term dynamic regions in both representation and optimization. To address this, we present SharpTimeGS, a lifespan-aware 4D Gaussian framework that achieves temporally adaptive modeling of both static and dynamic regions under a unified representation. Specifically, we introduce a learnable lifespan parameter that reformulates temporal visibility from a Gaussian-shaped decay into a flat-top profile, allowing primitives to remain consistently active over their intended duration and avoiding redundant densification. In addition, the learned lifespan modulates each primitives' motion, reducing drift in long-lived static points while retaining unrestricted motion for short-lived dynamic ones. This effectively decouples motion magnitude from temporal duration, improving long-term stability without compromising dynamic fidelity. Moreover, we design a lifespan-velocity-aware densification strategy that mitigates optimization imbalance between static and dynamic regions by allocating more capacity to regions with pronounced motion while keeping static areas compact and stable. Extensive experiments on multiple benchmarks demonstrate that our method achieves state-of-the-art performance while supporting real-time rendering up to 4K resolution at 100 FPS on one RTX 4090.
CVDec 5, 2023
HHAvatar: Gaussian Head Avatar with Dynamic HairsZhanfeng Liao, Yuelang Xu, Zhe Li et al.
Creating high-fidelity 3D head avatars has always been a research hotspot, but it remains a great challenge under lightweight sparse view setups. In this paper, we propose HHAvatar represented by controllable 3D Gaussians for high-fidelity head avatar with dynamic hair modeling. We first use 3D Gaussians to represent the appearance of the head, and then jointly optimize neutral 3D Gaussians and a fully learned MLP-based deformation field to capture complex expressions. The two parts benefit each other, thereby our method can model fine-grained dynamic details while ensuring expression accuracy. Furthermore, we devise a well-designed geometry-guided initialization strategy based on implicit SDF and Deep Marching Tetrahedra for the stability and convergence of the training procedure. To address the problem of dynamic hair modeling, we introduce a hybrid head model into our avatar representation based Gaussian Head Avatar and a training method that considers timing information and an occlusion perception module to model the non-rigid motion of hair. Experiments show that our approach outperforms other state-of-the-art sparse-view methods, achieving ultra high-fidelity rendering quality at 2K resolution even under exaggerated expressions and driving hairs reasonably with the motion of the head
CVNov 27, 2025
Splat-SAP: Feed-Forward Gaussian Splatting for Human-Centered Scene with Scale-Aware Point Map ReconstructionBoyao Zhou, Shunyuan Zheng, Zhanfeng Liao et al.
We present Splat-SAP, a feed-forward approach to render novel views of human-centered scenes from binocular cameras with large sparsity. Gaussian Splatting has shown its promising potential in rendering tasks, but it typically necessitates per-scene optimization with dense input views. Although some recent approaches achieve feed-forward Gaussian Splatting rendering through geometry priors obtained by multi-view stereo, such approaches still require largely overlapped input views to establish the geometry prior. To bridge this gap, we leverage pixel-wise point map reconstruction to represent geometry which is robust to large sparsity for its independent view modeling. In general, we propose a two-stage learning strategy. In stage 1, we transform the point map into real space via an iterative affinity learning process, which facilitates camera control in the following. In stage 2, we project point maps of two input views onto the target view plane and refine such geometry via stereo matching. Furthermore, we anchor Gaussian primitives on this refined plane in order to render high-quality images. As a metric representation, the scale-aware point map in stage 1 is trained in a self-supervised manner without 3D supervision and stage 2 is supervised with photo-metric loss. We collect multi-view human-centered data and demonstrate that our method improves both the stability of point map reconstruction and the visual quality of free-viewpoint rendering.