Speech2Lip: High-fidelity Speech to Lip Generation by Learning from a Short VideoXiuzhe Wu, Pengfei Hu, Yang Wu et al. · stanford
Synthesizing realistic videos according to a given speech is still an open challenge. Previous works have been plagued by issues such as inaccurate lip shape generation and poor image quality. The key reason is that only motions and appearances on limited facial areas (e.g., lip area) are mainly driven by the input speech. Therefore, directly learning a mapping function from speech to the entire head image is prone to ambiguity, particularly when using a short video for training. We thus propose a decomposition-synthesis-composition framework named Speech to Lip (Speech2Lip) that disentangles speech-sensitive and speech-insensitive motion/appearance to facilitate effective learning from limited training data, resulting in the generation of natural-looking videos. First, given a fixed head pose (i.e., canonical space), we present a speech-driven implicit model for lip image generation which concentrates on learning speech-sensitive motion and appearance. Next, to model the major speech-insensitive motion (i.e., head movement), we introduce a geometry-aware mutual explicit mapping (GAMEM) module that establishes geometric mappings between different head poses. This allows us to paste generated lip images at the canonical space onto head images with arbitrary poses and synthesize talking videos with natural head movements. In addition, a Blend-Net and a contrastive sync loss are introduced to enhance the overall synthesis performance. Quantitative and qualitative results on three benchmarks demonstrate that our model can be trained by a video of just a few minutes in length and achieve state-of-the-art performance in both visual quality and speech-visual synchronization. Code: https://github.com/CVMI-Lab/Speech2Lip.
DreamDiffusion: Generating High-Quality Images from Brain EEG SignalsYunpeng Bai, Xintao Wang, Yan-pei Cao et al. · tencent-ai
This paper introduces DreamDiffusion, a novel method for generating high-quality images directly from brain electroencephalogram (EEG) signals, without the need to translate thoughts into text. DreamDiffusion leverages pre-trained text-to-image models and employs temporal masked signal modeling to pre-train the EEG encoder for effective and robust EEG representations. Additionally, the method further leverages the CLIP image encoder to provide extra supervision to better align EEG, text, and image embeddings with limited EEG-image pairs. Overall, the proposed method overcomes the challenges of using EEG signals for image generation, such as noise, limited information, and individual differences, and achieves promising results. Quantitative and qualitative results demonstrate the effectiveness of the proposed method as a significant step towards portable and low-cost ``thoughts-to-image'', with potential applications in neuroscience and computer vision. The code is available here \url{https://github.com/bbaaii/DreamDiffusion}.
DeVRF: Fast Deformable Voxel Radiance Fields for Dynamic ScenesJia-Wei Liu, Yan-Pei Cao, Weijia Mao et al.
Modeling dynamic scenes is important for many applications such as virtual reality and telepresence. Despite achieving unprecedented fidelity for novel view synthesis in dynamic scenes, existing methods based on Neural Radiance Fields (NeRF) suffer from slow convergence (i.e., model training time measured in days). In this paper, we present DeVRF, a novel representation to accelerate learning dynamic radiance fields. The core of DeVRF is to model both the 3D canonical space and 4D deformation field of a dynamic, non-rigid scene with explicit and discrete voxel-based representations. However, it is quite challenging to train such a representation which has a large number of model parameters, often resulting in overfitting issues. To overcome this challenge, we devise a novel static-to-dynamic learning paradigm together with a new data capture setup that is convenient to deploy in practice. This paradigm unlocks efficient learning of deformable radiance fields via utilizing the 3D volumetric canonical space learnt from multi-view static images to ease the learning of 4D voxel deformation field with only few-view dynamic sequences. To further improve the efficiency of our DeVRF and its synthesized novel view's quality, we conduct thorough explorations and identify a set of strategies. We evaluate DeVRF on both synthetic and real-world dynamic scenes with different types of deformation. Experiments demonstrate that DeVRF achieves two orders of magnitude speedup (100x faster) with on-par high-fidelity results compared to the previous state-of-the-art approaches. The code and dataset will be released in https://github.com/showlab/DeVRF.
22.2CVJul 7, 2023
NOFA: NeRF-based One-shot Facial Avatar ReconstructionWangbo Yu, Yanbo Fan, Yong Zhang et al. · tsinghua
3D facial avatar reconstruction has been a significant research topic in computer graphics and computer vision, where photo-realistic rendering and flexible controls over poses and expressions are necessary for many related applications. Recently, its performance has been greatly improved with the development of neural radiance fields (NeRF). However, most existing NeRF-based facial avatars focus on subject-specific reconstruction and reenactment, requiring multi-shot images containing different views of the specific subject for training, and the learned model cannot generalize to new identities, limiting its further applications. In this work, we propose a one-shot 3D facial avatar reconstruction framework that only requires a single source image to reconstruct a high-fidelity 3D facial avatar. For the challenges of lacking generalization ability and missing multi-view information, we leverage the generative prior of 3D GAN and develop an efficient encoder-decoder network to reconstruct the canonical neural volume of the source image, and further propose a compensation network to complement facial details. To enable fine-grained control over facial dynamics, we propose a deformation field to warp the canonical volume into driven expressions. Through extensive experimental comparisons, we achieve superior synthesis results compared to several state-of-the-art methods.
33.9CVDec 28, 2022
Dream3D: Zero-Shot Text-to-3D Synthesis Using 3D Shape Prior and Text-to-Image Diffusion ModelsJiale Xu, Xintao Wang, Weihao Cheng et al.
Recent CLIP-guided 3D optimization methods, such as DreamFields and PureCLIPNeRF, have achieved impressive results in zero-shot text-to-3D synthesis. However, due to scratch training and random initialization without prior knowledge, these methods often fail to generate accurate and faithful 3D structures that conform to the input text. In this paper, we make the first attempt to introduce explicit 3D shape priors into the CLIP-guided 3D optimization process. Specifically, we first generate a high-quality 3D shape from the input text in the text-to-shape stage as a 3D shape prior. We then use it as the initialization of a neural radiance field and optimize it with the full prompt. To address the challenging text-to-shape generation task, we present a simple yet effective approach that directly bridges the text and image modalities with a powerful text-to-image diffusion model. To narrow the style domain gap between the images synthesized by the text-to-image diffusion model and shape renderings used to train the image-to-shape generator, we further propose to jointly optimize a learnable text prompt and fine-tune the text-to-image diffusion model for rendering-style image generation. Our method, Dream3D, is capable of generating imaginative 3D content with superior visual quality and shape accuracy compared to state-of-the-art methods.
OctFusion: Octree-based Diffusion Models for 3D Shape GenerationBojun Xiong, Si-Tong Wei, Xin-Yang Zheng et al.
Diffusion models have emerged as a popular method for 3D generation. However, it is still challenging for diffusion models to efficiently generate diverse and high-quality 3D shapes. In this paper, we introduce OctFusion, which can generate 3D shapes with arbitrary resolutions in 2.5 seconds on a single Nvidia 4090 GPU, and the extracted meshes are guaranteed to be continuous and manifold. The key components of OctFusion are the octree-based latent representation and the accompanying diffusion models. The representation combines the benefits of both implicit neural representations and explicit spatial octrees and is learned with an octree-based variational autoencoder. The proposed diffusion model is a unified multi-scale U-Net that enables weights and computation sharing across different octree levels and avoids the complexity of widely used cascaded diffusion schemes. We verify the effectiveness of OctFusion on the ShapeNet and Objaverse datasets and achieve state-of-the-art performances on shape generation tasks. We demonstrate that OctFusion is extendable and flexible by generating high-quality color fields for textured mesh generation and high-quality 3D shapes conditioned on text prompts, sketches, or category labels. Our code and pre-trained models are available at https://github.com/octree-nn/octfusion.
DreamAvatar: Text-and-Shape Guided 3D Human Avatar Generation via Diffusion ModelsYukang Cao, Yan-Pei Cao, Kai Han et al.
We present DreamAvatar, a text-and-shape guided framework for generating high-quality 3D human avatars with controllable poses. While encouraging results have been reported by recent methods on text-guided 3D common object generation, generating high-quality human avatars remains an open challenge due to the complexity of the human body's shape, pose, and appearance. We propose DreamAvatar to tackle this challenge, which utilizes a trainable NeRF for predicting density and color for 3D points and pretrained text-to-image diffusion models for providing 2D self-supervision. Specifically, we leverage the SMPL model to provide shape and pose guidance for the generation. We introduce a dual-observation-space design that involves the joint optimization of a canonical space and a posed space that are related by a learnable deformation field. This facilitates the generation of more complete textures and geometry faithful to the target pose. We also jointly optimize the losses computed from the full body and from the zoomed-in 3D head to alleviate the common multi-face ''Janus'' problem and improve facial details in the generated avatars. Extensive evaluations demonstrate that DreamAvatar significantly outperforms existing methods, establishing a new state-of-the-art for text-and-shape guided 3D human avatar generation.
14.1CVJun 12, 2023
InstructP2P: Learning to Edit 3D Point Clouds with Text InstructionsJiale Xu, Xintao Wang, Yan-Pei Cao et al.
Enhancing AI systems to perform tasks following human instructions can significantly boost productivity. In this paper, we present InstructP2P, an end-to-end framework for 3D shape editing on point clouds, guided by high-level textual instructions. InstructP2P extends the capabilities of existing methods by synergizing the strengths of a text-conditioned point cloud diffusion model, Point-E, and powerful language models, enabling color and geometry editing using language instructions. To train InstructP2P, we introduce a new shape editing dataset, constructed by integrating a shape segmentation dataset, off-the-shelf shape programs, and diverse edit instructions generated by a large language model, ChatGPT. Our proposed method allows for editing both color and geometry of specific regions in a single forward pass, while leaving other regions unaffected. In our experiments, InstructP2P shows generalization capabilities, adapting to novel shape categories and instructions, despite being trained on a limited amount of data.
12.7CVSep 30, 2022
MonoNeuralFusion: Online Monocular Neural 3D Reconstruction with Geometric PriorsZi-Xin Zou, Shi-Sheng Huang, Yan-Pei Cao et al.
High-fidelity 3D scene reconstruction from monocular videos continues to be challenging, especially for complete and fine-grained geometry reconstruction. The previous 3D reconstruction approaches with neural implicit representations have shown a promising ability for complete scene reconstruction, while their results are often over-smooth and lack enough geometric details. This paper introduces a novel neural implicit scene representation with volume rendering for high-fidelity online 3D scene reconstruction from monocular videos. For fine-grained reconstruction, our key insight is to incorporate geometric priors into both the neural implicit scene representation and neural volume rendering, thus leading to an effective geometry learning mechanism based on volume rendering optimization. Benefiting from this, we present MonoNeuralFusion to perform the online neural 3D reconstruction from monocular videos, by which the 3D scene geometry is efficiently generated and optimized during the on-the-fly 3D monocular scanning. The extensive comparisons with state-of-the-art approaches show that our MonoNeuralFusion consistently generates much better complete and fine-grained reconstruction results, both quantitatively and qualitatively.
11.0CVAug 18, 2023
Guide3D: Create 3D Avatars from Text and Image GuidanceYukang Cao, Yan-Pei Cao, Kai Han et al.
Recently, text-to-image generation has exhibited remarkable advancements, with the ability to produce visually impressive results. In contrast, text-to-3D generation has not yet reached a comparable level of quality. Existing methods primarily rely on text-guided score distillation sampling (SDS), and they encounter difficulties in transferring 2D attributes of the generated images to 3D content. In this work, we aim to develop an effective 3D generative model capable of synthesizing high-resolution textured meshes by leveraging both textual and image information. To this end, we introduce Guide3D, a zero-shot text-and-image-guided generative model for 3D avatar generation based on diffusion models. Our model involves (1) generating sparse-view images of a text-consistent character using diffusion models, and (2) jointly optimizing multi-resolution differentiable marching tetrahedral grids with pixel-aligned image features. We further propose a similarity-aware feature fusion strategy for efficiently integrating features from different views. Moreover, we introduce two novel training objectives as an alternative to calculating SDS, significantly enhancing the optimization process. We thoroughly evaluate the performance and components of our framework, which outperforms the current state-of-the-art in producing topologically and structurally correct geometry and high-resolution textures. Guide3D enables the direct transfer of 2D-generated images to the 3D space. Our code will be made publicly available.
20.3CVApr 24, 2023
HOSNeRF: Dynamic Human-Object-Scene Neural Radiance Fields from a Single VideoJia-Wei Liu, Yan-Pei Cao, Tianyuan Yang et al.
We introduce HOSNeRF, a novel 360° free-viewpoint rendering method that reconstructs neural radiance fields for dynamic human-object-scene from a single monocular in-the-wild video. Our method enables pausing the video at any frame and rendering all scene details (dynamic humans, objects, and backgrounds) from arbitrary viewpoints. The first challenge in this task is the complex object motions in human-object interactions, which we tackle by introducing the new object bones into the conventional human skeleton hierarchy to effectively estimate large object deformations in our dynamic human-object model. The second challenge is that humans interact with different objects at different times, for which we introduce two new learnable object state embeddings that can be used as conditions for learning our human-object representation and scene representation, respectively. Extensive experiments show that HOSNeRF significantly outperforms SOTA approaches on two challenging datasets by a large margin of 40% ~ 50% in terms of LPIPS. The code, data, and compelling examples of 360° free-viewpoint renderings from single videos will be released in https://showlab.github.io/HOSNeRF.
14.5CVOct 16, 2023
DynVideo-E: Harnessing Dynamic NeRF for Large-Scale Motion- and View-Change Human-Centric Video EditingJia-Wei Liu, Yan-Pei Cao, Jay Zhangjie Wu et al.
Despite recent progress in diffusion-based video editing, existing methods are limited to short-length videos due to the contradiction between long-range consistency and frame-wise editing. Prior attempts to address this challenge by introducing video-2D representations encounter significant difficulties with large-scale motion- and view-change videos, especially in human-centric scenarios. To overcome this, we propose to introduce the dynamic Neural Radiance Fields (NeRF) as the innovative video representation, where the editing can be performed in the 3D spaces and propagated to the entire video via the deformation field. To provide consistent and controllable editing, we propose the image-based video-NeRF editing pipeline with a set of innovative designs, including multi-view multi-pose Score Distillation Sampling (SDS) from both the 2D personalized diffusion prior and 3D diffusion prior, reconstruction losses, text-guided local parts super-resolution, and style transfer. Extensive experiments demonstrate that our method, dubbed as DynVideo-E, significantly outperforms SOTA approaches on two challenging datasets by a large margin of 50% ~ 95% for human preference. Code will be released at https://showlab.github.io/DynVideo-E/.
18.1CVApr 18, 2023
SurfelNeRF: Neural Surfel Radiance Fields for Online Photorealistic Reconstruction of Indoor ScenesYiming Gao, Yan-Pei Cao, Ying Shan
Online reconstructing and rendering of large-scale indoor scenes is a long-standing challenge. SLAM-based methods can reconstruct 3D scene geometry progressively in real time but can not render photorealistic results. While NeRF-based methods produce promising novel view synthesis results, their long offline optimization time and lack of geometric constraints pose challenges to efficiently handling online input. Inspired by the complementary advantages of classical 3D reconstruction and NeRF, we thus investigate marrying explicit geometric representation with NeRF rendering to achieve efficient online reconstruction and high-quality rendering. We introduce SurfelNeRF, a variant of neural radiance field which employs a flexible and scalable neural surfel representation to store geometric attributes and extracted appearance features from input images. We further extend the conventional surfel-based fusion scheme to progressively integrate incoming input frames into the reconstructed global neural scene representation. In addition, we propose a highly-efficient differentiable rasterization scheme for rendering neural surfel radiance fields, which helps SurfelNeRF achieve $10\times$ speedups in training and inference time, respectively. Experimental results show that our method achieves the state-of-the-art 23.82 PSNR and 29.58 PSNR on ScanNet in feedforward inference and per-scene optimization settings, respectively.
16.1CVMar 28, 2023
VMesh: Hybrid Volume-Mesh Representation for Efficient View SynthesisYuan-Chen Guo, Yan-Pei Cao, Chen Wang et al.
With the emergence of neural radiance fields (NeRFs), view synthesis quality has reached an unprecedented level. Compared to traditional mesh-based assets, this volumetric representation is more powerful in expressing scene geometry but inevitably suffers from high rendering costs and can hardly be involved in further processes like editing, posing significant difficulties in combination with the existing graphics pipeline. In this paper, we present a hybrid volume-mesh representation, VMesh, which depicts an object with a textured mesh along with an auxiliary sparse volume. VMesh retains the advantages of mesh-based assets, such as efficient rendering, compact storage, and easy editing, while also incorporating the ability to represent subtle geometric structures provided by the volumetric counterpart. VMesh can be obtained from multi-view images of an object and renders at 2K 60FPS on common consumer devices with high fidelity, unleashing new opportunities for real-time immersive applications.
17.8CVAug 27, 2023
Sparse3D: Distilling Multiview-Consistent Diffusion for Object Reconstruction from Sparse ViewsZi-Xin Zou, Weihao Cheng, Yan-Pei Cao et al.
Reconstructing 3D objects from extremely sparse views is a long-standing and challenging problem. While recent techniques employ image diffusion models for generating plausible images at novel viewpoints or for distilling pre-trained diffusion priors into 3D representations using score distillation sampling (SDS), these methods often struggle to simultaneously achieve high-quality, consistent, and detailed results for both novel-view synthesis (NVS) and geometry. In this work, we present Sparse3D, a novel 3D reconstruction method tailored for sparse view inputs. Our approach distills robust priors from a multiview-consistent diffusion model to refine a neural radiance field. Specifically, we employ a controller that harnesses epipolar features from input views, guiding a pre-trained diffusion model, such as Stable Diffusion, to produce novel-view images that maintain 3D consistency with the input. By tapping into 2D priors from powerful image diffusion models, our integrated model consistently delivers high-quality results, even when faced with open-world objects. To address the blurriness introduced by conventional SDS, we introduce the category-score distillation sampling (C-SDS) to enhance detail. We conduct experiments on CO3DV2 which is a multi-view dataset of real-world objects. Both quantitative and qualitative evaluations demonstrate that our approach outperforms previous state-of-the-art works on the metrics regarding NVS and geometry reconstruction.
12.1CVJul 11, 2023
Neural Point-based Volumetric Avatar: Surface-guided Neural Points for Efficient and Photorealistic Volumetric Head AvatarCong Wang, Di Kang, Yan-Pei Cao et al.
Rendering photorealistic and dynamically moving human heads is crucial for ensuring a pleasant and immersive experience in AR/VR and video conferencing applications. However, existing methods often struggle to model challenging facial regions (e.g., mouth interior, eyes, hair/beard), resulting in unrealistic and blurry results. In this paper, we propose {\fullname} ({\name}), a method that adopts the neural point representation as well as the neural volume rendering process and discards the predefined connectivity and hard correspondence imposed by mesh-based approaches. Specifically, the neural points are strategically constrained around the surface of the target expression via a high-resolution UV displacement map, achieving increased modeling capacity and more accurate control. We introduce three technical innovations to improve the rendering and training efficiency: a patch-wise depth-guided (shading point) sampling strategy, a lightweight radiance decoding process, and a Grid-Error-Patch (GEP) ray sampling strategy during training. By design, our {\name} is better equipped to handle topologically changing regions and thin structures while also ensuring accurate expression control when animating avatars. Experiments conducted on three subjects from the Multiface dataset demonstrate the effectiveness of our designs, outperforming previous state-of-the-art methods, especially in handling challenging facial regions.
5.9CVJul 27, 2023
GET3D--: Learning GET3D from Unconstrained Image CollectionsFanghua Yu, Xintao Wang, Zheyuan Li et al.
The demand for efficient 3D model generation techniques has grown exponentially, as manual creation of 3D models is time-consuming and requires specialized expertise. While generative models have shown potential in creating 3D textured shapes from 2D images, their applicability in 3D industries is limited due to the lack of a well-defined camera distribution in real-world scenarios, resulting in low-quality shapes. To overcome this limitation, we propose GET3D--, the first method that directly generates textured 3D shapes from 2D images with unknown pose and scale. GET3D-- comprises a 3D shape generator and a learnable camera sampler that captures the 6D external changes on the camera. In addition, We propose a novel training schedule to stably optimize both the shape generator and camera sampler in a unified framework. By controlling external variations using the learnable camera sampler, our method can generate aligned shapes with clear textures. Extensive experiments demonstrate the efficacy of GET3D--, which precisely fits the 6D camera pose distribution and generates high-quality shapes on both synthetic and realistic unconstrained datasets.
15.3CVJun 2, 2023
PanoGRF: Generalizable Spherical Radiance Fields for Wide-baseline PanoramasZheng Chen, Yan-Pei Cao, Yuan-Chen Guo et al.
Achieving an immersive experience enabling users to explore virtual environments with six degrees of freedom (6DoF) is essential for various applications such as virtual reality (VR). Wide-baseline panoramas are commonly used in these applications to reduce network bandwidth and storage requirements. However, synthesizing novel views from these panoramas remains a key challenge. Although existing neural radiance field methods can produce photorealistic views under narrow-baseline and dense image captures, they tend to overfit the training views when dealing with \emph{wide-baseline} panoramas due to the difficulty in learning accurate geometry from sparse $360^{\circ}$ views. To address this problem, we propose PanoGRF, Generalizable Spherical Radiance Fields for Wide-baseline Panoramas, which construct spherical radiance fields incorporating $360^{\circ}$ scene priors. Unlike generalizable radiance fields trained on perspective images, PanoGRF avoids the information loss from panorama-to-perspective conversion and directly aggregates geometry and appearance features of 3D sample points from each panoramic view based on spherical projection. Moreover, as some regions of the panorama are only visible from one view while invisible from others under wide baseline settings, PanoGRF incorporates $360^{\circ}$ monocular depth priors into spherical depth estimation to improve the geometry features. Experimental results on multiple panoramic datasets demonstrate that PanoGRF significantly outperforms state-of-the-art generalizable view synthesis methods for wide-baseline panoramas (e.g., OmniSyn) and perspective images (e.g., IBRNet, NeuRay).
19.8CVOct 10, 2023
HiFi-123: Towards High-fidelity One Image to 3D Content GenerationWangbo Yu, Li Yuan, Yan-Pei Cao et al.
Recent advances in diffusion models have enabled 3D generation from a single image. However, current methods often produce suboptimal results for novel views, with blurred textures and deviations from the reference image, limiting their practical applications. In this paper, we introduce HiFi-123, a method designed for high-fidelity and multi-view consistent 3D generation. Our contributions are twofold: First, we propose a Reference-Guided Novel View Enhancement (RGNV) technique that significantly improves the fidelity of diffusion-based zero-shot novel view synthesis methods. Second, capitalizing on the RGNV, we present a novel Reference-Guided State Distillation (RGSD) loss. When incorporated into the optimization-based image-to-3D pipeline, our method significantly improves 3D generation quality, achieving state-of-the-art performance. Comprehensive evaluations demonstrate the effectiveness of our approach over existing methods, both qualitatively and quantitatively. Video results are available on the project page.
14.9CVNov 28, 2023
HumanRef: Single Image to 3D Human Generation via Reference-Guided DiffusionJingbo Zhang, Xiaoyu Li, Qi Zhang et al.
Generating a 3D human model from a single reference image is challenging because it requires inferring textures and geometries in invisible views while maintaining consistency with the reference image. Previous methods utilizing 3D generative models are limited by the availability of 3D training data. Optimization-based methods that lift text-to-image diffusion models to 3D generation often fail to preserve the texture details of the reference image, resulting in inconsistent appearances in different views. In this paper, we propose HumanRef, a 3D human generation framework from a single-view input. To ensure the generated 3D model is photorealistic and consistent with the input image, HumanRef introduces a novel method called reference-guided score distillation sampling (Ref-SDS), which effectively incorporates image guidance into the generation process. Furthermore, we introduce region-aware attention to Ref-SDS, ensuring accurate correspondence between different body regions. Experimental results demonstrate that HumanRef outperforms state-of-the-art methods in generating 3D clothed humans with fine geometry, photorealistic textures, and view-consistent appearances.
9.1CVJun 29, 2023
ID-Pose: Sparse-view Camera Pose Estimation by Inverting Diffusion ModelsWeihao Cheng, Yan-Pei Cao, Ying Shan
Given sparse views of a 3D object, estimating their camera poses is a long-standing and intractable problem. Toward this goal, we consider harnessing the pre-trained diffusion model of novel views conditioned on viewpoints (Zero-1-to-3). We present ID-Pose which inverses the denoising diffusion process to estimate the relative pose given two input images. ID-Pose adds a noise to one image, and predicts the noise conditioned on the other image and a hypothesis of the relative pose. The prediction error is used as the minimization objective to find the optimal pose with the gradient descent method. We extend ID-Pose to handle more than two images and estimate each pose with multiple image pairs from triangular relations. ID-Pose requires no training and generalizes to open-world images. We conduct extensive experiments using casually captured photos and rendered images with random viewpoints. The results demonstrate that ID-Pose significantly outperforms state-of-the-art methods.
TripoSR: Fast 3D Object Reconstruction from a Single ImageDmitry Tochilkin, David Pankratz, Zexiang Liu et al.
This technical report introduces TripoSR, a 3D reconstruction model leveraging transformer architecture for fast feed-forward 3D generation, producing 3D mesh from a single image in under 0.5 seconds. Building upon the LRM network architecture, TripoSR integrates substantial improvements in data processing, model design, and training techniques. Evaluations on public datasets show that TripoSR exhibits superior performance, both quantitatively and qualitatively, compared to other open-source alternatives. Released under the MIT license, TripoSR is intended to empower researchers, developers, and creatives with the latest advancements in 3D generative AI.
8.4CVAug 16, 2023
OmniZoomer: Learning to Move and Zoom in on Sphere at High-ResolutionZidong Cao, Hao Ai, Yan-Pei Cao et al.
Omnidirectional images (ODIs) have become increasingly popular, as their large field-of-view (FoV) can offer viewers the chance to freely choose the view directions in immersive environments such as virtual reality. The Möbius transformation is typically employed to further provide the opportunity for movement and zoom on ODIs, but applying it to the image level often results in blurry effect and aliasing problem. In this paper, we propose a novel deep learning-based approach, called \textbf{OmniZoomer}, to incorporate the Möbius transformation into the network for movement and zoom on ODIs. By learning various transformed feature maps under different conditions, the network is enhanced to handle the increasing edge curvatures, which alleviates the blurry effect. Moreover, to address the aliasing problem, we propose two key components. Firstly, to compensate for the lack of pixels for describing curves, we enhance the feature maps in the high-resolution (HR) space and calculate the transformed index map with a spatial index generation module. Secondly, considering that ODIs are inherently represented in the spherical space, we propose a spherical resampling module that combines the index map and HR feature maps to transform the feature maps for better spherical correlation. The transformed feature maps are decoded to output a zoomed ODI. Experiments show that our method can produce HR and high-quality ODIs with the flexibility to move and zoom in to the object of interest. Project page is available at http://vlislab22.github.io/OmniZoomer/.
13.6CVNov 28, 2023
ConTex-Human: Free-View Rendering of Human from a Single Image with Texture-Consistent SynthesisXiangjun Gao, Xiaoyu Li, Chaopeng Zhang et al.
In this work, we propose a method to address the challenge of rendering a 3D human from a single image in a free-view manner. Some existing approaches could achieve this by using generalizable pixel-aligned implicit fields to reconstruct a textured mesh of a human or by employing a 2D diffusion model as guidance with the Score Distillation Sampling (SDS) method, to lift the 2D image into 3D space. However, a generalizable implicit field often results in an over-smooth texture field, while the SDS method tends to lead to a texture-inconsistent novel view with the input image. In this paper, we introduce a texture-consistent back view synthesis module that could transfer the reference image content to the back view through depth and text-guided attention injection. Moreover, to alleviate the color distortion that occurs in the side region, we propose a visibility-aware patch consistency regularization for texture mapping and refinement combined with the synthesized back view texture. With the above techniques, we could achieve high-fidelity and texture-consistent human rendering from a single image. Experiments conducted on both real and synthetic data demonstrate the effectiveness of our method and show that our approach outperforms previous baseline methods.
15.3CVSep 19, 2023
Anti-Aliased Neural Implicit Surfaces with Encoding Level of DetailYiyu Zhuang, Qi Zhang, Ying Feng et al.
We present LoD-NeuS, an efficient neural representation for high-frequency geometry detail recovery and anti-aliased novel view rendering. Drawing inspiration from voxel-based representations with the level of detail (LoD), we introduce a multi-scale tri-plane-based scene representation that is capable of capturing the LoD of the signed distance function (SDF) and the space radiance. Our representation aggregates space features from a multi-convolved featurization within a conical frustum along a ray and optimizes the LoD feature volume through differentiable rendering. Additionally, we propose an error-guided sampling strategy to guide the growth of the SDF during the optimization. Both qualitative and quantitative evaluations demonstrate that our method achieves superior surface reconstruction and photorealistic view synthesis compared to state-of-the-art approaches.
BakedAvatar: Baking Neural Fields for Real-Time Head Avatar SynthesisHao-Bin Duan, Miao Wang, Jin-Chuan Shi et al.
Synthesizing photorealistic 4D human head avatars from videos is essential for VR/AR, telepresence, and video game applications. Although existing Neural Radiance Fields (NeRF)-based methods achieve high-fidelity results, the computational expense limits their use in real-time applications. To overcome this limitation, we introduce BakedAvatar, a novel representation for real-time neural head avatar synthesis, deployable in a standard polygon rasterization pipeline. Our approach extracts deformable multi-layer meshes from learned isosurfaces of the head and computes expression-, pose-, and view-dependent appearances that can be baked into static textures for efficient rasterization. We thus propose a three-stage pipeline for neural head avatar synthesis, which includes learning continuous deformation, manifold, and radiance fields, extracting layered meshes and textures, and fine-tuning texture details with differential rasterization. Experimental results demonstrate that our representation generates synthesis results of comparable quality to other state-of-the-art methods while significantly reducing the inference time required. We further showcase various head avatar synthesis results from monocular videos, including view synthesis, face reenactment, expression editing, and pose editing, all at interactive frame rates.
11.3CVOct 16, 2024Code
DreamCraft3D++: Efficient Hierarchical 3D Generation with Multi-Plane Reconstruction ModelJingxiang Sun, Cheng Peng, Ruizhi Shao et al.
We introduce DreamCraft3D++, an extension of DreamCraft3D that enables efficient high-quality generation of complex 3D assets. DreamCraft3D++ inherits the multi-stage generation process of DreamCraft3D, but replaces the time-consuming geometry sculpting optimization with a feed-forward multi-plane based reconstruction model, speeding up the process by 1000x. For texture refinement, we propose a training-free IP-Adapter module that is conditioned on the enhanced multi-view images to enhance texture and geometry consistency, providing a 4x faster alternative to DreamCraft3D's DreamBooth fine-tuning. Experiments on diverse datasets demonstrate DreamCraft3D++'s ability to generate creative 3D assets with intricate geometry and realistic 360° textures, outperforming state-of-the-art image-to-3D methods in quality and speed. The full implementation will be open-sourced to enable new possibilities in 3D content creation.
8.4CVDec 4, 2025
LaFiTe: A Generative Latent Field for 3D Native TexturingChia-Hao Chen, Zi-Xin Zou, Yan-Pei Cao et al.
Generating high-fidelity, seamless textures directly on 3D surfaces, what we term 3D-native texturing, remains a fundamental open challenge, with the potential to overcome long-standing limitations of UV-based and multi-view projection methods. However, existing native approaches are constrained by the absence of a powerful and versatile latent representation, which severely limits the fidelity and generality of their generated textures. We identify this representation gap as the principal barrier to further progress. We introduce LaFiTe, a framework that addresses this challenge by learning to generate textures as a 3D generative sparse latent color field. At its core, LaFiTe employs a variational autoencoder (VAE) to encode complex surface appearance into a sparse, structured latent space, which is subsequently decoded into a continuous color field. This representation achieves unprecedented fidelity, exceeding state-of-the-art methods by >10 dB PSNR in reconstruction, by effectively disentangling texture appearance from mesh topology and UV parameterization. Building upon this strong representation, a conditional rectified-flow model synthesizes high-quality, coherent textures across diverse styles and geometries. Extensive experiments demonstrate that LaFiTe not only sets a new benchmark for 3D-native texturing but also enables flexible downstream applications such as material synthesis and texture super-resolution, paving the way for the next generation of 3D content creation workflows.
SC-GS: Sparse-Controlled Gaussian Splatting for Editable Dynamic ScenesYi-Hua Huang, Yang-Tian Sun, Ziyi Yang et al.
Novel view synthesis for dynamic scenes is still a challenging problem in computer vision and graphics. Recently, Gaussian splatting has emerged as a robust technique to represent static scenes and enable high-quality and real-time novel view synthesis. Building upon this technique, we propose a new representation that explicitly decomposes the motion and appearance of dynamic scenes into sparse control points and dense Gaussians, respectively. Our key idea is to use sparse control points, significantly fewer in number than the Gaussians, to learn compact 6 DoF transformation bases, which can be locally interpolated through learned interpolation weights to yield the motion field of 3D Gaussians. We employ a deformation MLP to predict time-varying 6 DoF transformations for each control point, which reduces learning complexities, enhances learning abilities, and facilitates obtaining temporal and spatial coherent motion patterns. Then, we jointly learn the 3D Gaussians, the canonical space locations of control points, and the deformation MLP to reconstruct the appearance, geometry, and dynamics of 3D scenes. During learning, the location and number of control points are adaptively adjusted to accommodate varying motion complexities in different regions, and an ARAP loss following the principle of as rigid as possible is developed to enforce spatial continuity and local rigidity of learned motions. Finally, thanks to the explicit sparse motion representation and its decomposition from appearance, our method can enable user-controlled motion editing while retaining high-fidelity appearances. Extensive experiments demonstrate that our approach outperforms existing approaches on novel view synthesis with a high rendering speed and enables novel appearance-preserved motion editing applications. Project page: https://yihua7.github.io/SC-GS-web/
40.3CVDec 14, 2023
Triplane Meets Gaussian Splatting: Fast and Generalizable Single-View 3D Reconstruction with TransformersZi-Xin Zou, Zhipeng Yu, Yuan-Chen Guo et al.
Recent advancements in 3D reconstruction from single images have been driven by the evolution of generative models. Prominent among these are methods based on Score Distillation Sampling (SDS) and the adaptation of diffusion models in the 3D domain. Despite their progress, these techniques often face limitations due to slow optimization or rendering processes, leading to extensive training and optimization times. In this paper, we introduce a novel approach for single-view reconstruction that efficiently generates a 3D model from a single image via feed-forward inference. Our method utilizes two transformer-based networks, namely a point decoder and a triplane decoder, to reconstruct 3D objects using a hybrid Triplane-Gaussian intermediate representation. This hybrid representation strikes a balance, achieving a faster rendering speed compared to implicit representations while simultaneously delivering superior rendering quality than explicit representations. The point decoder is designed for generating point clouds from single images, offering an explicit representation which is then utilized by the triplane decoder to query Gaussian features for each point. This design choice addresses the challenges associated with directly regressing explicit 3D Gaussian attributes characterized by their non-structural nature. Subsequently, the 3D Gaussians are decoded by an MLP to enable rapid rendering through splatting. Both decoders are built upon a scalable, transformer-based architecture and have been efficiently trained on large-scale 3D datasets. The evaluations conducted on both synthetic datasets and real-world images demonstrate that our method not only achieves higher quality but also ensures a faster runtime in comparison to previous state-of-the-art techniques. Please see our project page at https://zouzx.github.io/TriplaneGaussian/.
35.6CVMar 17, 2024
Recent Advances in 3D Gaussian SplattingTong Wu, Yu-Jie Yuan, Ling-Xiao Zhang et al.
The emergence of 3D Gaussian Splatting (3DGS) has greatly accelerated the rendering speed of novel view synthesis. Unlike neural implicit representations like Neural Radiance Fields (NeRF) that represent a 3D scene with position and viewpoint-conditioned neural networks, 3D Gaussian Splatting utilizes a set of Gaussian ellipsoids to model the scene so that efficient rendering can be accomplished by rasterizing Gaussian ellipsoids into images. Apart from the fast rendering speed, the explicit representation of 3D Gaussian Splatting facilitates editing tasks like dynamic reconstruction, geometry editing, and physical simulation. Considering the rapid change and growing number of works in this field, we present a literature review of recent 3D Gaussian Splatting methods, which can be roughly classified into 3D reconstruction, 3D editing, and other downstream applications by functionality. Traditional point-based rendering methods and the rendering formulation of 3D Gaussian Splatting are also illustrated for a better understanding of this technique. This survey aims to help beginners get into this field quickly and provide experienced researchers with a comprehensive overview, which can stimulate the future development of the 3D Gaussian Splatting representation.
SnowflakeNet: Point Cloud Completion by Snowflake Point Deconvolution with Skip-TransformerPeng Xiang, Xin Wen, Yu-Shen Liu et al.
Point cloud completion aims to predict a complete shape in high accuracy from its partial observation. However, previous methods usually suffered from discrete nature of point cloud and unstructured prediction of points in local regions, which makes it hard to reveal fine local geometric details on the complete shape. To resolve this issue, we propose SnowflakeNet with Snowflake Point Deconvolution (SPD) to generate the complete point clouds. The SnowflakeNet models the generation of complete point clouds as the snowflake-like growth of points in 3D space, where the child points are progressively generated by splitting their parent points after each SPD. Our insight of revealing detailed geometry is to introduce skip-transformer in SPD to learn point splitting patterns which can fit local regions the best. Skip-transformer leverages attention mechanism to summarize the splitting patterns used in the previous SPD layer to produce the splitting in the current SPD layer. The locally compact and structured point cloud generated by SPD is able to precisely capture the structure characteristic of 3D shape in local patches, which enables the network to predict highly detailed geometries, such as smooth regions, sharp edges and corners. Our experimental results outperform the state-of-the-art point cloud completion methods under widely used benchmarks. Code will be available at https://github.com/AllenXiangX/SnowflakeNet.
29.0CVJan 31, 2024
Advances in 3D Generation: A SurveyXiaoyu Li, Qi Zhang, Di Kang et al.
Generating 3D models lies at the core of computer graphics and has been the focus of decades of research. With the emergence of advanced neural representations and generative models, the field of 3D content generation is developing rapidly, enabling the creation of increasingly high-quality and diverse 3D models. The rapid growth of this field makes it difficult to stay abreast of all recent developments. In this survey, we aim to introduce the fundamental methodologies of 3D generation methods and establish a structured roadmap, encompassing 3D representation, generation methods, datasets, and corresponding applications. Specifically, we introduce the 3D representations that serve as the backbone for 3D generation. Furthermore, we provide a comprehensive overview of the rapidly growing literature on generation methods, categorized by the type of algorithmic paradigms, including feedforward generation, optimization-based generation, procedural generation, and generative novel view synthesis. Lastly, we discuss available datasets, applications, and open challenges. We hope this survey will help readers explore this exciting topic and foster further advancements in the field of 3D content generation.
TripoSG: High-Fidelity 3D Shape Synthesis using Large-Scale Rectified Flow ModelsYangguang Li, Zi-Xin Zou, Zexiang Liu et al.
Recent advancements in diffusion techniques have propelled image and video generation to unprecedented levels of quality, significantly accelerating the deployment and application of generative AI. However, 3D shape generation technology has so far lagged behind, constrained by limitations in 3D data scale, complexity of 3D data processing, and insufficient exploration of advanced techniques in the 3D domain. Current approaches to 3D shape generation face substantial challenges in terms of output quality, generalization capability, and alignment with input conditions. We present TripoSG, a new streamlined shape diffusion paradigm capable of generating high-fidelity 3D meshes with precise correspondence to input images. Specifically, we propose: 1) A large-scale rectified flow transformer for 3D shape generation, achieving state-of-the-art fidelity through training on extensive, high-quality data. 2) A hybrid supervised training strategy combining SDF, normal, and eikonal losses for 3D VAE, achieving high-quality 3D reconstruction performance. 3) A data processing pipeline to generate 2 million high-quality 3D samples, highlighting the crucial rules for data quality and quantity in training 3D generative models. Through comprehensive experiments, we have validated the effectiveness of each component in our new framework. The seamless integration of these parts has enabled TripoSG to achieve state-of-the-art performance in 3D shape generation. The resulting 3D shapes exhibit enhanced detail due to high-resolution capabilities and demonstrate exceptional fidelity to input images. Moreover, TripoSG demonstrates improved versatility in generating 3D models from diverse image styles and contents, showcasing strong generalization capabilities. To foster progress and innovation in the field of 3D generation, we will make our model publicly available.
EpiDiff: Enhancing Multi-View Synthesis via Localized Epipolar-Constrained DiffusionZehuan Huang, Hao Wen, Junting Dong et al.
Generating multiview images from a single view facilitates the rapid generation of a 3D mesh conditioned on a single image. Recent methods that introduce 3D global representation into diffusion models have shown the potential to generate consistent multiviews, but they have reduced generation speed and face challenges in maintaining generalizability and quality. To address this issue, we propose EpiDiff, a localized interactive multiview diffusion model. At the core of the proposed approach is to insert a lightweight epipolar attention block into the frozen diffusion model, leveraging epipolar constraints to enable cross-view interaction among feature maps of neighboring views. The newly initialized 3D modeling module preserves the original feature distribution of the diffusion model, exhibiting compatibility with a variety of base diffusion models. Experiments show that EpiDiff generates 16 multiview images in just 12 seconds, and it surpasses previous methods in quality evaluation metrics, including PSNR, SSIM and LPIPS. Additionally, EpiDiff can generate a more diverse distribution of views, improving the reconstruction quality from generated multiviews. Please see our project page at https://huanngzh.github.io/EpiDiff/.
33.3CVDec 4, 2024
MV-Adapter: Multi-view Consistent Image Generation Made EasyZehuan Huang, Yuan-Chen Guo, Haoran Wang et al.
Existing multi-view image generation methods often make invasive modifications to pre-trained text-to-image (T2I) models and require full fine-tuning, leading to (1) high computational costs, especially with large base models and high-resolution images, and (2) degradation in image quality due to optimization difficulties and scarce high-quality 3D data. In this paper, we propose the first adapter-based solution for multi-view image generation, and introduce MV-Adapter, a versatile plug-and-play adapter that enhances T2I models and their derivatives without altering the original network structure or feature space. By updating fewer parameters, MV-Adapter enables efficient training and preserves the prior knowledge embedded in pre-trained models, mitigating overfitting risks. To efficiently model the 3D geometric knowledge within the adapter, we introduce innovative designs that include duplicated self-attention layers and parallel attention architecture, enabling the adapter to inherit the powerful priors of the pre-trained models to model the novel 3D knowledge. Moreover, we present a unified condition encoder that seamlessly integrates camera parameters and geometric information, facilitating applications such as text- and image-based 3D generation and texturing. MV-Adapter achieves multi-view generation at 768 resolution on Stable Diffusion XL (SDXL), and demonstrates adaptability and versatility. It can also be extended to arbitrary view generation, enabling broader applications. We demonstrate that MV-Adapter sets a new quality standard for multi-view image generation, and opens up new possibilities due to its efficiency, adaptability and versatility.
23.6CVDec 14, 2023
UniDream: Unifying Diffusion Priors for Relightable Text-to-3D GenerationZexiang Liu, Yangguang Li, Youtian Lin et al.
Recent advancements in text-to-3D generation technology have significantly advanced the conversion of textual descriptions into imaginative well-geometrical and finely textured 3D objects. Despite these developments, a prevalent limitation arises from the use of RGB data in diffusion or reconstruction models, which often results in models with inherent lighting and shadows effects that detract from their realism, thereby limiting their usability in applications that demand accurate relighting capabilities. To bridge this gap, we present UniDream, a text-to-3D generation framework by incorporating unified diffusion priors. Our approach consists of three main components: (1) a dual-phase training process to get albedo-normal aligned multi-view diffusion and reconstruction models, (2) a progressive generation procedure for geometry and albedo-textures based on Score Distillation Sample (SDS) using the trained reconstruction and diffusion models, and (3) an innovative application of SDS for finalizing PBR generation while keeping a fixed albedo based on Stable Diffusion model. Extensive evaluations demonstrate that UniDream surpasses existing methods in generating 3D objects with clearer albedo textures, smoother surfaces, enhanced realism, and superior relighting capabilities.
SAMPart3D: Segment Any Part in 3D ObjectsYunhan Yang, Yukun Huang, Yuan-Chen Guo et al.
3D part segmentation is a crucial and challenging task in 3D perception, playing a vital role in applications such as robotics, 3D generation, and 3D editing. Recent methods harness the powerful Vision Language Models (VLMs) for 2D-to-3D knowledge distillation, achieving zero-shot 3D part segmentation. However, these methods are limited by their reliance on text prompts, which restricts the scalability to large-scale unlabeled datasets and the flexibility in handling part ambiguities. In this work, we introduce SAMPart3D, a scalable zero-shot 3D part segmentation framework that segments any 3D object into semantic parts at multiple granularities, without requiring predefined part label sets as text prompts. For scalability, we use text-agnostic vision foundation models to distill a 3D feature extraction backbone, allowing scaling to large unlabeled 3D datasets to learn rich 3D priors. For flexibility, we distill scale-conditioned part-aware 3D features for 3D part segmentation at multiple granularities. Once the segmented parts are obtained from the scale-conditioned part-aware 3D features, we use VLMs to assign semantic labels to each part based on the multi-view renderings. Compared to previous methods, our SAMPart3D can scale to the recent large-scale 3D object dataset Objaverse and handle complex, non-ordinary objects. Additionally, we contribute a new 3D part segmentation benchmark to address the lack of diversity and complexity of objects and parts in existing benchmarks. Experiments show that our SAMPart3D significantly outperforms existing zero-shot 3D part segmentation methods, and can facilitate various applications such as part-level editing and interactive segmentation.
TEXGen: a Generative Diffusion Model for Mesh TexturesXin Yu, Ze Yuan, Yuan-Chen Guo et al.
While high-quality texture maps are essential for realistic 3D asset rendering, few studies have explored learning directly in the texture space, especially on large-scale datasets. In this work, we depart from the conventional approach of relying on pre-trained 2D diffusion models for test-time optimization of 3D textures. Instead, we focus on the fundamental problem of learning in the UV texture space itself. For the first time, we train a large diffusion model capable of directly generating high-resolution texture maps in a feed-forward manner. To facilitate efficient learning in high-resolution UV spaces, we propose a scalable network architecture that interleaves convolutions on UV maps with attention layers on point clouds. Leveraging this architectural design, we train a 700 million parameter diffusion model that can generate UV texture maps guided by text prompts and single-view images. Once trained, our model naturally supports various extended applications, including text-guided texture inpainting, sparse-view texture completion, and text-driven texture synthesis. Project page is at http://cvmi-lab.github.io/TEXGen/.
21.5CVFeb 27, 2024
CharacterGen: Efficient 3D Character Generation from Single Images with Multi-View Pose CanonicalizationHao-Yang Peng, Jia-Peng Zhang, Meng-Hao Guo et al.
In the field of digital content creation, generating high-quality 3D characters from single images is challenging, especially given the complexities of various body poses and the issues of self-occlusion and pose ambiguity. In this paper, we present CharacterGen, a framework developed to efficiently generate 3D characters. CharacterGen introduces a streamlined generation pipeline along with an image-conditioned multi-view diffusion model. This model effectively calibrates input poses to a canonical form while retaining key attributes of the input image, thereby addressing the challenges posed by diverse poses. A transformer-based, generalizable sparse-view reconstruction model is the other core component of our approach, facilitating the creation of detailed 3D models from multi-view images. We also adopt a texture-back-projection strategy to produce high-quality texture maps. Additionally, we have curated a dataset of anime characters, rendered in multiple poses and views, to train and evaluate our model. Our approach has been thoroughly evaluated through quantitative and qualitative experiments, showing its proficiency in generating 3D characters with high-quality shapes and textures, ready for downstream applications such as rigging and animation.
31.4CVDec 4, 2024
MIDI: Multi-Instance Diffusion for Single Image to 3D Scene GenerationZehuan Huang, Yuan-Chen Guo, Xingqiao An et al.
This paper introduces MIDI, a novel paradigm for compositional 3D scene generation from a single image. Unlike existing methods that rely on reconstruction or retrieval techniques or recent approaches that employ multi-stage object-by-object generation, MIDI extends pre-trained image-to-3D object generation models to multi-instance diffusion models, enabling the simultaneous generation of multiple 3D instances with accurate spatial relationships and high generalizability. At its core, MIDI incorporates a novel multi-instance attention mechanism, that effectively captures inter-object interactions and spatial coherence directly within the generation process, without the need for complex multi-step processes. The method utilizes partial object images and global scene context as inputs, directly modeling object completion during 3D generation. During training, we effectively supervise the interactions between 3D instances using a limited amount of scene-level data, while incorporating single-object data for regularization, thereby maintaining the pre-trained generalization ability. MIDI demonstrates state-of-the-art performance in image-to-scene generation, validated through evaluations on synthetic data, real-world scene data, and stylized scene images generated by text-to-image diffusion models.
34.6CVMar 27, 2025
SparseFlex: High-Resolution and Arbitrary-Topology 3D Shape ModelingXianglong He, Zi-Xin Zou, Chia-Hao Chen et al.
Creating high-fidelity 3D meshes with arbitrary topology, including open surfaces and complex interiors, remains a significant challenge. Existing implicit field methods often require costly and detail-degrading watertight conversion, while other approaches struggle with high resolutions. This paper introduces SparseFlex, a novel sparse-structured isosurface representation that enables differentiable mesh reconstruction at resolutions up to $1024^3$ directly from rendering losses. SparseFlex combines the accuracy of Flexicubes with a sparse voxel structure, focusing computation on surface-adjacent regions and efficiently handling open surfaces. Crucially, we introduce a frustum-aware sectional voxel training strategy that activates only relevant voxels during rendering, dramatically reducing memory consumption and enabling high-resolution training. This also allows, for the first time, the reconstruction of mesh interiors using only rendering supervision. Building upon this, we demonstrate a complete shape modeling pipeline by training a variational autoencoder (VAE) and a rectified flow transformer for high-quality 3D shape generation. Our experiments show state-of-the-art reconstruction accuracy, with a ~82% reduction in Chamfer Distance and a ~88% increase in F-score compared to previous methods, and demonstrate the generation of high-resolution, detailed 3D shapes with arbitrary topology. By enabling high-resolution, differentiable mesh reconstruction and generation with rendering losses, SparseFlex significantly advances the state-of-the-art in 3D shape representation and modeling.
30.1CVJul 8, 2025
OmniPart: Part-Aware 3D Generation with Semantic Decoupling and Structural CohesionYunhan Yang, Yufan Zhou, Yuan-Chen Guo et al.
The creation of 3D assets with explicit, editable part structures is crucial for advancing interactive applications, yet most generative methods produce only monolithic shapes, limiting their utility. We introduce OmniPart, a novel framework for part-aware 3D object generation designed to achieve high semantic decoupling among components while maintaining robust structural cohesion. OmniPart uniquely decouples this complex task into two synergistic stages: (1) an autoregressive structure planning module generates a controllable, variable-length sequence of 3D part bounding boxes, critically guided by flexible 2D part masks that allow for intuitive control over part decomposition without requiring direct correspondences or semantic labels; and (2) a spatially-conditioned rectified flow model, efficiently adapted from a pre-trained holistic 3D generator, synthesizes all 3D parts simultaneously and consistently within the planned layout. Our approach supports user-defined part granularity, precise localization, and enables diverse downstream applications. Extensive experiments demonstrate that OmniPart achieves state-of-the-art performance, paving the way for more interpretable, editable, and versatile 3D content.
15.8CVDec 16, 2024
Deformable Radial Kernel SplattingYi-Hua Huang, Ming-Xian Lin, Yang-Tian Sun et al.
Recently, Gaussian splatting has emerged as a robust technique for representing 3D scenes, enabling real-time rasterization and high-fidelity rendering. However, Gaussians' inherent radial symmetry and smoothness constraints limit their ability to represent complex shapes, often requiring thousands of primitives to approximate detailed geometry. We introduce Deformable Radial Kernel (DRK), which extends Gaussian splatting into a more general and flexible framework. Through learnable radial bases with adjustable angles and scales, DRK efficiently models diverse shape primitives while enabling precise control over edge sharpness and boundary curvature. iven DRK's planar nature, we further develop accurate ray-primitive intersection computation for depth sorting and introduce efficient kernel culling strategies for improved rasterization efficiency. Extensive experiments demonstrate that DRK outperforms existing methods in both representation efficiency and rendering quality, achieving state-of-the-art performance while dramatically reducing primitive count.
7.6CVDec 20, 2023
ShowRoom3D: Text to High-Quality 3D Room Generation Using 3D PriorsWeijia Mao, Yan-Pei Cao, Jia-Wei Liu et al.
We introduce ShowRoom3D, a three-stage approach for generating high-quality 3D room-scale scenes from texts. Previous methods using 2D diffusion priors to optimize neural radiance fields for generating room-scale scenes have shown unsatisfactory quality. This is primarily attributed to the limitations of 2D priors lacking 3D awareness and constraints in the training methodology. In this paper, we utilize a 3D diffusion prior, MVDiffusion, to optimize the 3D room-scale scene. Our contributions are in two aspects. Firstly, we propose a progressive view selection process to optimize NeRF. This involves dividing the training process into three stages, gradually expanding the camera sampling scope. Secondly, we propose the pose transformation method in the second stage. It will ensure MVDiffusion provide the accurate view guidance. As a result, ShowRoom3D enables the generation of rooms with improved structural integrity, enhanced clarity from any view, reduced content repetition, and higher consistency across different perspectives. Extensive experiments demonstrate that our method, significantly outperforms state-of-the-art approaches by a large margin in terms of user study.
10.5CVDec 19, 2024
DI-PCG: Diffusion-based Efficient Inverse Procedural Content Generation for High-quality 3D Asset CreationWang Zhao, Yan-Pei Cao, Jiale Xu et al.
Procedural Content Generation (PCG) is powerful in creating high-quality 3D contents, yet controlling it to produce desired shapes is difficult and often requires extensive parameter tuning. Inverse Procedural Content Generation aims to automatically find the best parameters under the input condition. However, existing sampling-based and neural network-based methods still suffer from numerous sample iterations or limited controllability. In this work, we present DI-PCG, a novel and efficient method for Inverse PCG from general image conditions. At its core is a lightweight diffusion transformer model, where PCG parameters are directly treated as the denoising target and the observed images as conditions to control parameter generation. DI-PCG is efficient and effective. With only 7.6M network parameters and 30 GPU hours to train, it demonstrates superior performance in recovering parameters accurately, and generalizing well to in-the-wild images. Quantitative and qualitative experiment results validate the effectiveness of DI-PCG in inverse PCG and image-to-3D generation tasks. DI-PCG offers a promising approach for efficient inverse PCG and represents a valuable exploration step towards a 3D generation path that models how to construct a 3D asset using parametric models.
9.6CVNov 25, 2024
DetailGen3D: Generative 3D Geometry Enhancement via Data-Dependent FlowKen Deng, Yuan-Chen Guo, Jingxiang Sun et al.
Modern 3D generation methods can rapidly create shapes from sparse or single views, but their outputs often lack geometric detail due to computational constraints. We present DetailGen3D, a generative approach specifically designed to enhance these generated 3D shapes. Our key insight is to model the coarse-to-fine transformation directly through data-dependent flows in latent space, avoiding the computational overhead of large-scale 3D generative models. We introduce a token matching strategy that ensures accurate spatial correspondence during refinement, enabling local detail synthesis while preserving global structure. By carefully designing our training data to match the characteristics of synthesized coarse shapes, our method can effectively enhance shapes produced by various 3D generation and reconstruction approaches, from single-view to sparse multi-view inputs. Extensive experiments demonstrate that DetailGen3D achieves high-fidelity geometric detail synthesis while maintaining efficiency in training.
14.4CVMay 30, 2025
UniGeo: Taming Video Diffusion for Unified Consistent Geometry EstimationYang-Tian Sun, Xin Yu, Zehuan Huang et al.
Recently, methods leveraging diffusion model priors to assist monocular geometric estimation (e.g., depth and normal) have gained significant attention due to their strong generalization ability. However, most existing works focus on estimating geometric properties within the camera coordinate system of individual video frames, neglecting the inherent ability of diffusion models to determine inter-frame correspondence. In this work, we demonstrate that, through appropriate design and fine-tuning, the intrinsic consistency of video generation models can be effectively harnessed for consistent geometric estimation. Specifically, we 1) select geometric attributes in the global coordinate system that share the same correspondence with video frames as the prediction targets, 2) introduce a novel and efficient conditioning method by reusing positional encodings, and 3) enhance performance through joint training on multiple geometric attributes that share the same correspondence. Our results achieve superior performance in predicting global geometric attributes in videos and can be directly applied to reconstruction tasks. Even when trained solely on static video data, our approach exhibits the potential to generalize to dynamic video scenes.
3.6CVMar 28, 2025
GCRayDiffusion: Pose-Free Surface Reconstruction via Geometric Consistent Ray DiffusionLi-Heng Chen, Zi-Xin Zou, Chang Liu et al.
Accurate surface reconstruction from unposed images is crucial for efficient 3D object or scene creation. However, it remains challenging, particularly for the joint camera pose estimation. Previous approaches have achieved impressive pose-free surface reconstruction results in dense-view settings, but could easily fail for sparse-view scenarios without sufficient visual overlap. In this paper, we propose a new technique for pose-free surface reconstruction, which follows triplane-based signed distance field (SDF) learning but regularizes the learning by explicit points sampled from ray-based diffusion of camera pose estimation. Our key contribution is a novel Geometric Consistent Ray Diffusion model (GCRayDiffusion), where we represent camera poses as neural bundle rays and regress the distribution of noisy rays via a diffusion model. More importantly, we further condition the denoising process of RGRayDiffusion using the triplane-based SDF of the entire scene, which provides effective 3D consistent regularization to achieve multi-view consistent camera pose estimation. Finally, we incorporate RGRayDiffusion into the triplane-based SDF learning by introducing on-surface geometric regularization from the sampling points of the neural bundle rays, which leads to highly accurate pose-free surface reconstruction results even for sparse-view inputs. Extensive evaluations on public datasets show that our GCRayDiffusion achieves more accurate camera pose estimation than previous approaches, with geometrically more consistent surface reconstruction results, especially given sparse-view inputs.
3.7CVDec 13, 2024
NeRF-Texture: Synthesizing Neural Radiance Field TexturesYi-Hua Huang, Yan-Pei Cao, Yu-Kun Lai et al.
Texture synthesis is a fundamental problem in computer graphics that would benefit various applications. Existing methods are effective in handling 2D image textures. In contrast, many real-world textures contain meso-structure in the 3D geometry space, such as grass, leaves, and fabrics, which cannot be effectively modeled using only 2D image textures. We propose a novel texture synthesis method with Neural Radiance Fields (NeRF) to capture and synthesize textures from given multi-view images. In the proposed NeRF texture representation, a scene with fine geometric details is disentangled into the meso-structure textures and the underlying base shape. This allows textures with meso-structure to be effectively learned as latent features situated on the base shape, which are fed into a NeRF decoder trained simultaneously to represent the rich view-dependent appearance. Using this implicit representation, we can synthesize NeRF-based textures through patch matching of latent features. However, inconsistencies between the metrics of the reconstructed content space and the latent feature space may compromise the synthesis quality. To enhance matching performance, we further regularize the distribution of latent features by incorporating a clustering constraint. In addition to generating NeRF textures over a planar domain, our method can also synthesize NeRF textures over curved surfaces, which are practically useful. Experimental results and evaluations demonstrate the effectiveness of our approach.