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Mar 11

Mosaic-SDF for 3D Generative Models

Current diffusion or flow-based generative models for 3D shapes divide to two: distilling pre-trained 2D image diffusion models, and training directly on 3D shapes. When training a diffusion or flow models on 3D shapes a crucial design choice is the shape representation. An effective shape representation needs to adhere three design principles: it should allow an efficient conversion of large 3D datasets to the representation form; it should provide a good tradeoff of approximation power versus number of parameters; and it should have a simple tensorial form that is compatible with existing powerful neural architectures. While standard 3D shape representations such as volumetric grids and point clouds do not adhere to all these principles simultaneously, we advocate in this paper a new representation that does. We introduce Mosaic-SDF (M-SDF): a simple 3D shape representation that approximates the Signed Distance Function (SDF) of a given shape by using a set of local grids spread near the shape's boundary. The M-SDF representation is fast to compute for each shape individually making it readily parallelizable; it is parameter efficient as it only covers the space around the shape's boundary; and it has a simple matrix form, compatible with Transformer-based architectures. We demonstrate the efficacy of the M-SDF representation by using it to train a 3D generative flow model including class-conditioned generation with the 3D Warehouse dataset, and text-to-3D generation using a dataset of about 600k caption-shape pairs.

Taming Feed-forward Reconstruction Models as Latent Encoders for 3D Generative Models

Recent AI-based 3D content creation has largely evolved along two paths: feed-forward image-to-3D reconstruction approaches and 3D generative models trained with 2D or 3D supervision. In this work, we show that existing feed-forward reconstruction methods can serve as effective latent encoders for training 3D generative models, thereby bridging these two paradigms. By reusing powerful pre-trained reconstruction models, we avoid computationally expensive encoder network training and obtain rich 3D latent features for generative modeling for free. However, the latent spaces of reconstruction models are not well-suited for generative modeling due to their unstructured nature. To enable flow-based model training on these latent features, we develop post-processing pipelines, including protocols to standardize the features and spatial weighting to concentrate on important regions. We further incorporate a 2D image space perceptual rendering loss to handle the high-dimensional latent spaces. Finally, we propose a multi-stream transformer-based rectified flow architecture to achieve linear scaling and high-quality text-conditioned 3D generation. Our framework leverages the advancements of feed-forward reconstruction models to enhance the scalability of 3D generative modeling, achieving both high computational efficiency and state-of-the-art performance in text-to-3D generation.

DATID-3D: Diversity-Preserved Domain Adaptation Using Text-to-Image Diffusion for 3D Generative Model

Recent 3D generative models have achieved remarkable performance in synthesizing high resolution photorealistic images with view consistency and detailed 3D shapes, but training them for diverse domains is challenging since it requires massive training images and their camera distribution information. Text-guided domain adaptation methods have shown impressive performance on converting the 2D generative model on one domain into the models on other domains with different styles by leveraging the CLIP (Contrastive Language-Image Pre-training), rather than collecting massive datasets for those domains. However, one drawback of them is that the sample diversity in the original generative model is not well-preserved in the domain-adapted generative models due to the deterministic nature of the CLIP text encoder. Text-guided domain adaptation will be even more challenging for 3D generative models not only because of catastrophic diversity loss, but also because of inferior text-image correspondence and poor image quality. Here we propose DATID-3D, a domain adaptation method tailored for 3D generative models using text-to-image diffusion models that can synthesize diverse images per text prompt without collecting additional images and camera information for the target domain. Unlike 3D extensions of prior text-guided domain adaptation methods, our novel pipeline was able to fine-tune the state-of-the-art 3D generator of the source domain to synthesize high resolution, multi-view consistent images in text-guided targeted domains without additional data, outperforming the existing text-guided domain adaptation methods in diversity and text-image correspondence. Furthermore, we propose and demonstrate diverse 3D image manipulations such as one-shot instance-selected adaptation and single-view manipulated 3D reconstruction to fully enjoy diversity in text.

Wavelet Latent Diffusion (Wala): Billion-Parameter 3D Generative Model with Compact Wavelet Encodings

Large-scale 3D generative models require substantial computational resources yet often fall short in capturing fine details and complex geometries at high resolutions. We attribute this limitation to the inefficiency of current representations, which lack the compactness required to model the generative models effectively. To address this, we introduce a novel approach called Wavelet Latent Diffusion, or WaLa, that encodes 3D shapes into wavelet-based, compact latent encodings. Specifically, we compress a 256^3 signed distance field into a 12^3 times 4 latent grid, achieving an impressive 2427x compression ratio with minimal loss of detail. This high level of compression allows our method to efficiently train large-scale generative networks without increasing the inference time. Our models, both conditional and unconditional, contain approximately one billion parameters and successfully generate high-quality 3D shapes at 256^3 resolution. Moreover, WaLa offers rapid inference, producing shapes within two to four seconds depending on the condition, despite the model's scale. We demonstrate state-of-the-art performance across multiple datasets, with significant improvements in generation quality, diversity, and computational efficiency. We open-source our code and, to the best of our knowledge, release the largest pretrained 3D generative models across different modalities.

Get3DHuman: Lifting StyleGAN-Human into a 3D Generative Model using Pixel-aligned Reconstruction Priors

Fast generation of high-quality 3D digital humans is important to a vast number of applications ranging from entertainment to professional concerns. Recent advances in differentiable rendering have enabled the training of 3D generative models without requiring 3D ground truths. However, the quality of the generated 3D humans still has much room to improve in terms of both fidelity and diversity. In this paper, we present Get3DHuman, a novel 3D human framework that can significantly boost the realism and diversity of the generated outcomes by only using a limited budget of 3D ground-truth data. Our key observation is that the 3D generator can profit from human-related priors learned through 2D human generators and 3D reconstructors. Specifically, we bridge the latent space of Get3DHuman with that of StyleGAN-Human via a specially-designed prior network, where the input latent code is mapped to the shape and texture feature volumes spanned by the pixel-aligned 3D reconstructor. The outcomes of the prior network are then leveraged as the supervisory signals for the main generator network. To ensure effective training, we further propose three tailored losses applied to the generated feature volumes and the intermediate feature maps. Extensive experiments demonstrate that Get3DHuman greatly outperforms the other state-of-the-art approaches and can support a wide range of applications including shape interpolation, shape re-texturing, and single-view reconstruction through latent inversion.

Tencent Hunyuan3D-1.0: A Unified Framework for Text-to-3D and Image-to-3D Generation

While 3D generative models have greatly improved artists' workflows, the existing diffusion models for 3D generation suffer from slow generation and poor generalization. To address this issue, we propose a two-stage approach named Hunyuan3D-1.0 including a lite version and a standard version, that both support text- and image-conditioned generation. In the first stage, we employ a multi-view diffusion model that efficiently generates multi-view RGB in approximately 4 seconds. These multi-view images capture rich details of the 3D asset from different viewpoints, relaxing the tasks from single-view to multi-view reconstruction. In the second stage, we introduce a feed-forward reconstruction model that rapidly and faithfully reconstructs the 3D asset given the generated multi-view images in approximately 7 seconds. The reconstruction network learns to handle noises and in-consistency introduced by the multi-view diffusion and leverages the available information from the condition image to efficiently recover the 3D structure. Our framework involves the text-to-image model, i.e., Hunyuan-DiT, making it a unified framework to support both text- and image-conditioned 3D generation. Our standard version has 3x more parameters than our lite and other existing model. Our Hunyuan3D-1.0 achieves an impressive balance between speed and quality, significantly reducing generation time while maintaining the quality and diversity of the produced assets.

DIRECT-3D: Learning Direct Text-to-3D Generation on Massive Noisy 3D Data

We present DIRECT-3D, a diffusion-based 3D generative model for creating high-quality 3D assets (represented by Neural Radiance Fields) from text prompts. Unlike recent 3D generative models that rely on clean and well-aligned 3D data, limiting them to single or few-class generation, our model is directly trained on extensive noisy and unaligned `in-the-wild' 3D assets, mitigating the key challenge (i.e., data scarcity) in large-scale 3D generation. In particular, DIRECT-3D is a tri-plane diffusion model that integrates two innovations: 1) A novel learning framework where noisy data are filtered and aligned automatically during the training process. Specifically, after an initial warm-up phase using a small set of clean data, an iterative optimization is introduced in the diffusion process to explicitly estimate the 3D pose of objects and select beneficial data based on conditional density. 2) An efficient 3D representation that is achieved by disentangling object geometry and color features with two separate conditional diffusion models that are optimized hierarchically. Given a prompt input, our model generates high-quality, high-resolution, realistic, and complex 3D objects with accurate geometric details in seconds. We achieve state-of-the-art performance in both single-class generation and text-to-3D generation. We also demonstrate that DIRECT-3D can serve as a useful 3D geometric prior of objects, for example to alleviate the well-known Janus problem in 2D-lifting methods such as DreamFusion. The code and models are available for research purposes at: https://github.com/qihao067/direct3d.

Sharp-It: A Multi-view to Multi-view Diffusion Model for 3D Synthesis and Manipulation

Advancements in text-to-image diffusion models have led to significant progress in fast 3D content creation. One common approach is to generate a set of multi-view images of an object, and then reconstruct it into a 3D model. However, this approach bypasses the use of a native 3D representation of the object and is hence prone to geometric artifacts and limited in controllability and manipulation capabilities. An alternative approach involves native 3D generative models that directly produce 3D representations. These models, however, are typically limited in their resolution, resulting in lower quality 3D objects. In this work, we bridge the quality gap between methods that directly generate 3D representations and ones that reconstruct 3D objects from multi-view images. We introduce a multi-view to multi-view diffusion model called Sharp-It, which takes a 3D consistent set of multi-view images rendered from a low-quality object and enriches its geometric details and texture. The diffusion model operates on the multi-view set in parallel, in the sense that it shares features across the generated views. A high-quality 3D model can then be reconstructed from the enriched multi-view set. By leveraging the advantages of both 2D and 3D approaches, our method offers an efficient and controllable method for high-quality 3D content creation. We demonstrate that Sharp-It enables various 3D applications, such as fast synthesis, editing, and controlled generation, while attaining high-quality assets.

DecompOpt: Controllable and Decomposed Diffusion Models for Structure-based Molecular Optimization

Recently, 3D generative models have shown promising performances in structure-based drug design by learning to generate ligands given target binding sites. However, only modeling the target-ligand distribution can hardly fulfill one of the main goals in drug discovery -- designing novel ligands with desired properties, e.g., high binding affinity, easily synthesizable, etc. This challenge becomes particularly pronounced when the target-ligand pairs used for training do not align with these desired properties. Moreover, most existing methods aim at solving de novo design task, while many generative scenarios requiring flexible controllability, such as R-group optimization and scaffold hopping, have received little attention. In this work, we propose DecompOpt, a structure-based molecular optimization method based on a controllable and decomposed diffusion model. DecompOpt presents a new generation paradigm which combines optimization with conditional diffusion models to achieve desired properties while adhering to the molecular grammar. Additionally, DecompOpt offers a unified framework covering both de novo design and controllable generation. To achieve so, ligands are decomposed into substructures which allows fine-grained control and local optimization. Experiments show that DecompOpt can efficiently generate molecules with improved properties than strong de novo baselines, and demonstrate great potential in controllable generation tasks.

Physics3D: Learning Physical Properties of 3D Gaussians via Video Diffusion

In recent years, there has been rapid development in 3D generation models, opening up new possibilities for applications such as simulating the dynamic movements of 3D objects and customizing their behaviors. However, current 3D generative models tend to focus only on surface features such as color and shape, neglecting the inherent physical properties that govern the behavior of objects in the real world. To accurately simulate physics-aligned dynamics, it is essential to predict the physical properties of materials and incorporate them into the behavior prediction process. Nonetheless, predicting the diverse materials of real-world objects is still challenging due to the complex nature of their physical attributes. In this paper, we propose Physics3D, a novel method for learning various physical properties of 3D objects through a video diffusion model. Our approach involves designing a highly generalizable physical simulation system based on a viscoelastic material model, which enables us to simulate a wide range of materials with high-fidelity capabilities. Moreover, we distill the physical priors from a video diffusion model that contains more understanding of realistic object materials. Extensive experiments demonstrate the effectiveness of our method with both elastic and plastic materials. Physics3D shows great potential for bridging the gap between the physical world and virtual neural space, providing a better integration and application of realistic physical principles in virtual environments. Project page: https://liuff19.github.io/Physics3D.

Make-A-Shape: a Ten-Million-scale 3D Shape Model

Significant progress has been made in training large generative models for natural language and images. Yet, the advancement of 3D generative models is hindered by their substantial resource demands for training, along with inefficient, non-compact, and less expressive representations. This paper introduces Make-A-Shape, a new 3D generative model designed for efficient training on a vast scale, capable of utilizing 10 millions publicly-available shapes. Technical-wise, we first innovate a wavelet-tree representation to compactly encode shapes by formulating the subband coefficient filtering scheme to efficiently exploit coefficient relations. We then make the representation generatable by a diffusion model by devising the subband coefficients packing scheme to layout the representation in a low-resolution grid. Further, we derive the subband adaptive training strategy to train our model to effectively learn to generate coarse and detail wavelet coefficients. Last, we extend our framework to be controlled by additional input conditions to enable it to generate shapes from assorted modalities, e.g., single/multi-view images, point clouds, and low-resolution voxels. In our extensive set of experiments, we demonstrate various applications, such as unconditional generation, shape completion, and conditional generation on a wide range of modalities. Our approach not only surpasses the state of the art in delivering high-quality results but also efficiently generates shapes within a few seconds, often achieving this in just 2 seconds for most conditions.

Unpaired Multi-domain Attribute Translation of 3D Facial Shapes with a Square and Symmetric Geometric Map

While impressive progress has recently been made in image-oriented facial attribute translation, shape-oriented 3D facial attribute translation remains an unsolved issue. This is primarily limited by the lack of 3D generative models and ineffective usage of 3D facial data. We propose a learning framework for 3D facial attribute translation to relieve these limitations. Firstly, we customize a novel geometric map for 3D shape representation and embed it in an end-to-end generative adversarial network. The geometric map represents 3D shapes symmetrically on a square image grid, while preserving the neighboring relationship of 3D vertices in a local least-square sense. This enables effective learning for the latent representation of data with different attributes. Secondly, we employ a unified and unpaired learning framework for multi-domain attribute translation. It not only makes effective usage of data correlation from multiple domains, but also mitigates the constraint for hardly accessible paired data. Finally, we propose a hierarchical architecture for the discriminator to guarantee robust results against both global and local artifacts. We conduct extensive experiments to demonstrate the advantage of the proposed framework over the state-of-the-art in generating high-fidelity facial shapes. Given an input 3D facial shape, the proposed framework is able to synthesize novel shapes of different attributes, which covers some downstream applications, such as expression transfer, gender translation, and aging. Code at https://github.com/NaughtyZZ/3D_facial_shape_attribute_translation_ssgmap.

DiffusionGAN3D: Boosting Text-guided 3D Generation and Domain Adaption by Combining 3D GANs and Diffusion Priors

Text-guided domain adaption and generation of 3D-aware portraits find many applications in various fields. However, due to the lack of training data and the challenges in handling the high variety of geometry and appearance, the existing methods for these tasks suffer from issues like inflexibility, instability, and low fidelity. In this paper, we propose a novel framework DiffusionGAN3D, which boosts text-guided 3D domain adaption and generation by combining 3D GANs and diffusion priors. Specifically, we integrate the pre-trained 3D generative models (e.g., EG3D) and text-to-image diffusion models. The former provides a strong foundation for stable and high-quality avatar generation from text. And the diffusion models in turn offer powerful priors and guide the 3D generator finetuning with informative direction to achieve flexible and efficient text-guided domain adaption. To enhance the diversity in domain adaption and the generation capability in text-to-avatar, we introduce the relative distance loss and case-specific learnable triplane respectively. Besides, we design a progressive texture refinement module to improve the texture quality for both tasks above. Extensive experiments demonstrate that the proposed framework achieves excellent results in both domain adaption and text-to-avatar tasks, outperforming existing methods in terms of generation quality and efficiency. The project homepage is at https://younglbw.github.io/DiffusionGAN3D-homepage/.

MvDrag3D: Drag-based Creative 3D Editing via Multi-view Generation-Reconstruction Priors

Drag-based editing has become popular in 2D content creation, driven by the capabilities of image generative models. However, extending this technique to 3D remains a challenge. Existing 3D drag-based editing methods, whether employing explicit spatial transformations or relying on implicit latent optimization within limited-capacity 3D generative models, fall short in handling significant topology changes or generating new textures across diverse object categories. To overcome these limitations, we introduce MVDrag3D, a novel framework for more flexible and creative drag-based 3D editing that leverages multi-view generation and reconstruction priors. At the core of our approach is the usage of a multi-view diffusion model as a strong generative prior to perform consistent drag editing over multiple rendered views, which is followed by a reconstruction model that reconstructs 3D Gaussians of the edited object. While the initial 3D Gaussians may suffer from misalignment between different views, we address this via view-specific deformation networks that adjust the position of Gaussians to be well aligned. In addition, we propose a multi-view score function that distills generative priors from multiple views to further enhance the view consistency and visual quality. Extensive experiments demonstrate that MVDrag3D provides a precise, generative, and flexible solution for 3D drag-based editing, supporting more versatile editing effects across various object categories and 3D representations.

Enhancing High-Resolution 3D Generation through Pixel-wise Gradient Clipping

High-resolution 3D object generation remains a challenging task primarily due to the limited availability of comprehensive annotated training data. Recent advancements have aimed to overcome this constraint by harnessing image generative models, pretrained on extensive curated web datasets, using knowledge transfer techniques like Score Distillation Sampling (SDS). Efficiently addressing the requirements of high-resolution rendering often necessitates the adoption of latent representation-based models, such as the Latent Diffusion Model (LDM). In this framework, a significant challenge arises: To compute gradients for individual image pixels, it is necessary to backpropagate gradients from the designated latent space through the frozen components of the image model, such as the VAE encoder used within LDM. However, this gradient propagation pathway has never been optimized, remaining uncontrolled during training. We find that the unregulated gradients adversely affect the 3D model's capacity in acquiring texture-related information from the image generative model, leading to poor quality appearance synthesis. To address this overarching challenge, we propose an innovative operation termed Pixel-wise Gradient Clipping (PGC) designed for seamless integration into existing 3D generative models, thereby enhancing their synthesis quality. Specifically, we control the magnitude of stochastic gradients by clipping the pixel-wise gradients efficiently, while preserving crucial texture-related gradient directions. Despite this simplicity and minimal extra cost, extensive experiments demonstrate the efficacy of our PGC in enhancing the performance of existing 3D generative models for high-resolution object rendering.

Flex3D: Feed-Forward 3D Generation With Flexible Reconstruction Model And Input View Curation

Generating high-quality 3D content from text, single images, or sparse view images remains a challenging task with broad applications.Existing methods typically employ multi-view diffusion models to synthesize multi-view images, followed by a feed-forward process for 3D reconstruction. However, these approaches are often constrained by a small and fixed number of input views, limiting their ability to capture diverse viewpoints and, even worse, leading to suboptimal generation results if the synthesized views are of poor quality. To address these limitations, we propose Flex3D, a novel two-stage framework capable of leveraging an arbitrary number of high-quality input views. The first stage consists of a candidate view generation and curation pipeline. We employ a fine-tuned multi-view image diffusion model and a video diffusion model to generate a pool of candidate views, enabling a rich representation of the target 3D object. Subsequently, a view selection pipeline filters these views based on quality and consistency, ensuring that only the high-quality and reliable views are used for reconstruction. In the second stage, the curated views are fed into a Flexible Reconstruction Model (FlexRM), built upon a transformer architecture that can effectively process an arbitrary number of inputs. FlemRM directly outputs 3D Gaussian points leveraging a tri-plane representation, enabling efficient and detailed 3D generation. Through extensive exploration of design and training strategies, we optimize FlexRM to achieve superior performance in both reconstruction and generation tasks. Our results demonstrate that Flex3D achieves state-of-the-art performance, with a user study winning rate of over 92% in 3D generation tasks when compared to several of the latest feed-forward 3D generative models.

PaintScene4D: Consistent 4D Scene Generation from Text Prompts

Recent advances in diffusion models have revolutionized 2D and 3D content creation, yet generating photorealistic dynamic 4D scenes remains a significant challenge. Existing dynamic 4D generation methods typically rely on distilling knowledge from pre-trained 3D generative models, often fine-tuned on synthetic object datasets. Consequently, the resulting scenes tend to be object-centric and lack photorealism. While text-to-video models can generate more realistic scenes with motion, they often struggle with spatial understanding and provide limited control over camera viewpoints during rendering. To address these limitations, we present PaintScene4D, a novel text-to-4D scene generation framework that departs from conventional multi-view generative models in favor of a streamlined architecture that harnesses video generative models trained on diverse real-world datasets. Our method first generates a reference video using a video generation model, and then employs a strategic camera array selection for rendering. We apply a progressive warping and inpainting technique to ensure both spatial and temporal consistency across multiple viewpoints. Finally, we optimize multi-view images using a dynamic renderer, enabling flexible camera control based on user preferences. Adopting a training-free architecture, our PaintScene4D efficiently produces realistic 4D scenes that can be viewed from arbitrary trajectories. The code will be made publicly available. Our project page is at https://paintscene4d.github.io/

SideGAN: 3D-Aware Generative Model for Improved Side-View Image Synthesis

While recent 3D-aware generative models have shown photo-realistic image synthesis with multi-view consistency, the synthesized image quality degrades depending on the camera pose (e.g., a face with a blurry and noisy boundary at a side viewpoint). Such degradation is mainly caused by the difficulty of learning both pose consistency and photo-realism simultaneously from a dataset with heavily imbalanced poses. In this paper, we propose SideGAN, a novel 3D GAN training method to generate photo-realistic images irrespective of the camera pose, especially for faces of side-view angles. To ease the challenging problem of learning photo-realistic and pose-consistent image synthesis, we split the problem into two subproblems, each of which can be solved more easily. Specifically, we formulate the problem as a combination of two simple discrimination problems, one of which learns to discriminate whether a synthesized image looks real or not, and the other learns to discriminate whether a synthesized image agrees with the camera pose. Based on this, we propose a dual-branched discriminator with two discrimination branches. We also propose a pose-matching loss to learn the pose consistency of 3D GANs. In addition, we present a pose sampling strategy to increase learning opportunities for steep angles in a pose-imbalanced dataset. With extensive validation, we demonstrate that our approach enables 3D GANs to generate high-quality geometries and photo-realistic images irrespective of the camera pose.

HumanLiff: Layer-wise 3D Human Generation with Diffusion Model

3D human generation from 2D images has achieved remarkable progress through the synergistic utilization of neural rendering and generative models. Existing 3D human generative models mainly generate a clothed 3D human as an undetectable 3D model in a single pass, while rarely considering the layer-wise nature of a clothed human body, which often consists of the human body and various clothes such as underwear, outerwear, trousers, shoes, etc. In this work, we propose HumanLiff, the first layer-wise 3D human generative model with a unified diffusion process. Specifically, HumanLiff firstly generates minimal-clothed humans, represented by tri-plane features, in a canonical space, and then progressively generates clothes in a layer-wise manner. In this way, the 3D human generation is thus formulated as a sequence of diffusion-based 3D conditional generation. To reconstruct more fine-grained 3D humans with tri-plane representation, we propose a tri-plane shift operation that splits each tri-plane into three sub-planes and shifts these sub-planes to enable feature grid subdivision. To further enhance the controllability of 3D generation with 3D layered conditions, HumanLiff hierarchically fuses tri-plane features and 3D layered conditions to facilitate the 3D diffusion model learning. Extensive experiments on two layer-wise 3D human datasets, SynBody (synthetic) and TightCap (real-world), validate that HumanLiff significantly outperforms state-of-the-art methods in layer-wise 3D human generation. Our code will be available at https://skhu101.github.io/HumanLiff.

MagicPose4D: Crafting Articulated Models with Appearance and Motion Control

With the success of 2D and 3D visual generative models, there is growing interest in generating 4D content. Existing methods primarily rely on text prompts to produce 4D content, but they often fall short of accurately defining complex or rare motions. To address this limitation, we propose MagicPose4D, a novel framework for refined control over both appearance and motion in 4D generation. Unlike traditional methods, MagicPose4D accepts monocular videos as motion prompts, enabling precise and customizable motion generation. MagicPose4D comprises two key modules: i) Dual-Phase 4D Reconstruction Module} which operates in two phases. The first phase focuses on capturing the model's shape using accurate 2D supervision and less accurate but geometrically informative 3D pseudo-supervision without imposing skeleton constraints. The second phase refines the model using more accurate pseudo-3D supervision, obtained in the first phase and introduces kinematic chain-based skeleton constraints to ensure physical plausibility. Additionally, we propose a Global-local Chamfer loss that aligns the overall distribution of predicted mesh vertices with the supervision while maintaining part-level alignment without extra annotations. ii) Cross-category Motion Transfer Module} leverages the predictions from the 4D reconstruction module and uses a kinematic-chain-based skeleton to achieve cross-category motion transfer. It ensures smooth transitions between frames through dynamic rigidity, facilitating robust generalization without additional training. Through extensive experiments, we demonstrate that MagicPose4D significantly improves the accuracy and consistency of 4D content generation, outperforming existing methods in various benchmarks.

3D Human Reconstruction in the Wild with Synthetic Data Using Generative Models

In this work, we show that synthetic data created by generative models is complementary to computer graphics (CG) rendered data for achieving remarkable generalization performance on diverse real-world scenes for 3D human pose and shape estimation (HPS). Specifically, we propose an effective approach based on recent diffusion models, termed HumanWild, which can effortlessly generate human images and corresponding 3D mesh annotations. We first collect a large-scale human-centric dataset with comprehensive annotations, e.g., text captions and surface normal images. Then, we train a customized ControlNet model upon this dataset to generate diverse human images and initial ground-truth labels. At the core of this step is that we can easily obtain numerous surface normal images from a 3D human parametric model, e.g., SMPL-X, by rendering the 3D mesh onto the image plane. As there exists inevitable noise in the initial labels, we then apply an off-the-shelf foundation segmentation model, i.e., SAM, to filter negative data samples. Our data generation pipeline is flexible and customizable to facilitate different real-world tasks, e.g., ego-centric scenes and perspective-distortion scenes. The generated dataset comprises 0.79M images with corresponding 3D annotations, covering versatile viewpoints, scenes, and human identities. We train various HPS regressors on top of the generated data and evaluate them on a wide range of benchmarks (3DPW, RICH, EgoBody, AGORA, SSP-3D) to verify the effectiveness of the generated data. By exclusively employing generative models, we generate large-scale in-the-wild human images and high-quality annotations, eliminating the need for real-world data collection.

Navigating the Design Space of Equivariant Diffusion-Based Generative Models for De Novo 3D Molecule Generation

Deep generative diffusion models are a promising avenue for 3D de novo molecular design in materials science and drug discovery. However, their utility is still limited by suboptimal performance on large molecular structures and limited training data. To address this gap, we explore the design space of E(3)-equivariant diffusion models, focusing on previously unexplored areas. Our extensive comparative analysis evaluates the interplay between continuous and discrete state spaces. From this investigation, we present the EQGAT-diff model, which consistently outperforms established models for the QM9 and GEOM-Drugs datasets. Significantly, EQGAT-diff takes continuous atom positions, while chemical elements and bond types are categorical and uses time-dependent loss weighting, substantially increasing training convergence, the quality of generated samples, and inference time. We also showcase that including chemically motivated additional features like hybridization states in the diffusion process enhances the validity of generated molecules. To further strengthen the applicability of diffusion models to limited training data, we investigate the transferability of EQGAT-diff trained on the large PubChem3D dataset with implicit hydrogen atoms to target different data distributions. Fine-tuning EQGAT-diff for just a few iterations shows an efficient distribution shift, further improving performance throughout data sets. Finally, we test our model on the Crossdocked data set for structure-based de novo ligand generation, underlining the importance of our findings showing state-of-the-art performance on Vina docking scores.

Progress and Prospects in 3D Generative AI: A Technical Overview including 3D human

While AI-generated text and 2D images continue to expand its territory, 3D generation has gradually emerged as a trend that cannot be ignored. Since the year 2023 an abundant amount of research papers has emerged in the domain of 3D generation. This growth encompasses not just the creation of 3D objects, but also the rapid development of 3D character and motion generation. Several key factors contribute to this progress. The enhanced fidelity in stable diffusion, coupled with control methods that ensure multi-view consistency, and realistic human models like SMPL-X, contribute synergistically to the production of 3D models with remarkable consistency and near-realistic appearances. The advancements in neural network-based 3D storing and rendering models, such as Neural Radiance Fields (NeRF) and 3D Gaussian Splatting (3DGS), have accelerated the efficiency and realism of neural rendered models. Furthermore, the multimodality capabilities of large language models have enabled language inputs to transcend into human motion outputs. This paper aims to provide a comprehensive overview and summary of the relevant papers published mostly during the latter half year of 2023. It will begin by discussing the AI generated object models in 3D, followed by the generated 3D human models, and finally, the generated 3D human motions, culminating in a conclusive summary and a vision for the future.

Gen2Sim: Scaling up Robot Learning in Simulation with Generative Models

Generalist robot manipulators need to learn a wide variety of manipulation skills across diverse environments. Current robot training pipelines rely on humans to provide kinesthetic demonstrations or to program simulation environments and to code up reward functions for reinforcement learning. Such human involvement is an important bottleneck towards scaling up robot learning across diverse tasks and environments. We propose Generation to Simulation (Gen2Sim), a method for scaling up robot skill learning in simulation by automating generation of 3D assets, task descriptions, task decompositions and reward functions using large pre-trained generative models of language and vision. We generate 3D assets for simulation by lifting open-world 2D object-centric images to 3D using image diffusion models and querying LLMs to determine plausible physics parameters. Given URDF files of generated and human-developed assets, we chain-of-thought prompt LLMs to map these to relevant task descriptions, temporal decompositions, and corresponding python reward functions for reinforcement learning. We show Gen2Sim succeeds in learning policies for diverse long horizon tasks, where reinforcement learning with non temporally decomposed reward functions fails. Gen2Sim provides a viable path for scaling up reinforcement learning for robot manipulators in simulation, both by diversifying and expanding task and environment development, and by facilitating the discovery of reinforcement-learned behaviors through temporal task decomposition in RL. Our work contributes hundreds of simulated assets, tasks and demonstrations, taking a step towards fully autonomous robotic manipulation skill acquisition in simulation.

My3DGen: Building Lightweight Personalized 3D Generative Model

Our paper presents My3DGen, a practical system for creating a personalized and lightweight 3D generative prior using as few as 10 images. My3DGen can reconstruct multi-view consistent images from an input test image, and generate novel appearances by interpolating between any two images of the same individual. While recent studies have demonstrated the effectiveness of personalized generative priors in producing high-quality 2D portrait reconstructions and syntheses, to the best of our knowledge, we are the first to develop a personalized 3D generative prior. Instead of fine-tuning a large pre-trained generative model with millions of parameters to achieve personalization, we propose a parameter-efficient approach. Our method involves utilizing a pre-trained model with fixed weights as a generic prior, while training a separate personalized prior through low-rank decomposition of the weights in each convolution and fully connected layer. However, parameter-efficient few-shot fine-tuning on its own often leads to overfitting. To address this, we introduce a regularization technique based on symmetry of human faces. This regularization enforces that novel view renderings of a training sample, rendered from symmetric poses, exhibit the same identity. By incorporating this symmetry prior, we enhance the quality of reconstruction and synthesis, particularly for non-frontal (profile) faces. Our final system combines low-rank fine-tuning with symmetry regularization and significantly surpasses the performance of pre-trained models, e.g. EG3D. It introduces only approximately 0.6 million additional parameters per identity compared to 31 million for full finetuning of the original model. As a result, our system achieves a 50-fold reduction in model size without sacrificing the quality of the generated 3D faces. Code will be available at our project page: https://luchaoqi.github.io/my3dgen.

Hunyuan3D 2.0: Scaling Diffusion Models for High Resolution Textured 3D Assets Generation

We present Hunyuan3D 2.0, an advanced large-scale 3D synthesis system for generating high-resolution textured 3D assets. This system includes two foundation components: a large-scale shape generation model -- Hunyuan3D-DiT, and a large-scale texture synthesis model -- Hunyuan3D-Paint. The shape generative model, built on a scalable flow-based diffusion transformer, aims to create geometry that properly aligns with a given condition image, laying a solid foundation for downstream applications. The texture synthesis model, benefiting from strong geometric and diffusion priors, produces high-resolution and vibrant texture maps for either generated or hand-crafted meshes. Furthermore, we build Hunyuan3D-Studio -- a versatile, user-friendly production platform that simplifies the re-creation process of 3D assets. It allows both professional and amateur users to manipulate or even animate their meshes efficiently. We systematically evaluate our models, showing that Hunyuan3D 2.0 outperforms previous state-of-the-art models, including the open-source models and closed-source models in geometry details, condition alignment, texture quality, and etc. Hunyuan3D 2.0 is publicly released in order to fill the gaps in the open-source 3D community for large-scale foundation generative models. The code and pre-trained weights of our models are available at: https://github.com/Tencent/Hunyuan3D-2

InseRF: Text-Driven Generative Object Insertion in Neural 3D Scenes

We introduce InseRF, a novel method for generative object insertion in the NeRF reconstructions of 3D scenes. Based on a user-provided textual description and a 2D bounding box in a reference viewpoint, InseRF generates new objects in 3D scenes. Recently, methods for 3D scene editing have been profoundly transformed, owing to the use of strong priors of text-to-image diffusion models in 3D generative modeling. Existing methods are mostly effective in editing 3D scenes via style and appearance changes or removing existing objects. Generating new objects, however, remains a challenge for such methods, which we address in this study. Specifically, we propose grounding the 3D object insertion to a 2D object insertion in a reference view of the scene. The 2D edit is then lifted to 3D using a single-view object reconstruction method. The reconstructed object is then inserted into the scene, guided by the priors of monocular depth estimation methods. We evaluate our method on various 3D scenes and provide an in-depth analysis of the proposed components. Our experiments with generative insertion of objects in several 3D scenes indicate the effectiveness of our method compared to the existing methods. InseRF is capable of controllable and 3D-consistent object insertion without requiring explicit 3D information as input. Please visit our project page at https://mohamad-shahbazi.github.io/inserf.

OpenECAD: An Efficient Visual Language Model for Editable 3D-CAD Design

Computer-aided design (CAD) tools are utilized in the manufacturing industry for modeling everything from cups to spacecraft. These programs are complex to use and typically require years of training and experience to master. Structured and well-constrained 2D sketches and 3D constructions are crucial components of CAD modeling. A well-executed CAD model can be seamlessly integrated into the manufacturing process, thereby enhancing production efficiency. Deep generative models of 3D shapes and 3D object reconstruction models have garnered significant research interest. However, most of these models produce discrete forms of 3D objects that are not editable. Moreover, the few models based on CAD operations often have substantial input restrictions. In this work, we fine-tuned pre-trained models to create OpenECAD models (0.55B, 0.89B, 2.4B and 3.1B), leveraging the visual, logical, coding, and general capabilities of visual language models. OpenECAD models can process images of 3D designs as input and generate highly structured 2D sketches and 3D construction commands, ensuring that the designs are editable. These outputs can be directly used with existing CAD tools' APIs to generate project files. To train our network, we created a series of OpenECAD datasets. These datasets are derived from existing public CAD datasets, adjusted and augmented to meet the specific requirements of vision language model (VLM) training. Additionally, we have introduced an approach that utilizes dependency relationships to define and generate sketches, further enriching the content and functionality of the datasets.

NCHO: Unsupervised Learning for Neural 3D Composition of Humans and Objects

Deep generative models have been recently extended to synthesizing 3D digital humans. However, previous approaches treat clothed humans as a single chunk of geometry without considering the compositionality of clothing and accessories. As a result, individual items cannot be naturally composed into novel identities, leading to limited expressiveness and controllability of generative 3D avatars. While several methods attempt to address this by leveraging synthetic data, the interaction between humans and objects is not authentic due to the domain gap, and manual asset creation is difficult to scale for a wide variety of objects. In this work, we present a novel framework for learning a compositional generative model of humans and objects (backpacks, coats, scarves, and more) from real-world 3D scans. Our compositional model is interaction-aware, meaning the spatial relationship between humans and objects, and the mutual shape change by physical contact is fully incorporated. The key challenge is that, since humans and objects are in contact, their 3D scans are merged into a single piece. To decompose them without manual annotations, we propose to leverage two sets of 3D scans of a single person with and without objects. Our approach learns to decompose objects and naturally compose them back into a generative human model in an unsupervised manner. Despite our simple setup requiring only the capture of a single subject with objects, our experiments demonstrate the strong generalization of our model by enabling the natural composition of objects to diverse identities in various poses and the composition of multiple objects, which is unseen in training data. https://taeksuu.github.io/ncho/

MetaDreamer: Efficient Text-to-3D Creation With Disentangling Geometry and Texture

Generative models for 3D object synthesis have seen significant advancements with the incorporation of prior knowledge distilled from 2D diffusion models. Nevertheless, challenges persist in the form of multi-view geometric inconsistencies and slow generation speeds within the existing 3D synthesis frameworks. This can be attributed to two factors: firstly, the deficiency of abundant geometric a priori knowledge in optimization, and secondly, the entanglement issue between geometry and texture in conventional 3D generation methods.In response, we introduce MetaDreammer, a two-stage optimization approach that leverages rich 2D and 3D prior knowledge. In the first stage, our emphasis is on optimizing the geometric representation to ensure multi-view consistency and accuracy of 3D objects. In the second stage, we concentrate on fine-tuning the geometry and optimizing the texture, thereby achieving a more refined 3D object. Through leveraging 2D and 3D prior knowledge in two stages, respectively, we effectively mitigate the interdependence between geometry and texture. MetaDreamer establishes clear optimization objectives for each stage, resulting in significant time savings in the 3D generation process. Ultimately, MetaDreamer can generate high-quality 3D objects based on textual prompts within 20 minutes, and to the best of our knowledge, it is the most efficient text-to-3D generation method. Furthermore, we introduce image control into the process, enhancing the controllability of 3D generation. Extensive empirical evidence confirms that our method is not only highly efficient but also achieves a quality level that is at the forefront of current state-of-the-art 3D generation techniques.

LucidDreaming: Controllable Object-Centric 3D Generation

With the recent development of generative models, Text-to-3D generations have also seen significant growth. Nonetheless, achieving precise control over 3D generation continues to be an arduous task, as using text to control often leads to missing objects and imprecise locations. Contemporary strategies for enhancing controllability in 3D generation often entail the introduction of additional parameters, such as customized diffusion models. This often induces hardness in adapting to different diffusion models or creating distinct objects. In this paper, we present LucidDreaming as an effective pipeline capable of fine-grained control over 3D generation. It requires only minimal input of 3D bounding boxes, which can be deduced from a simple text prompt using a Large Language Model. Specifically, we propose clipped ray sampling to separately render and optimize objects with user specifications. We also introduce object-centric density blob bias, fostering the separation of generated objects. With individual rendering and optimizing of objects, our method excels not only in controlled content generation from scratch but also within the pre-trained NeRF scenes. In such scenarios, existing generative approaches often disrupt the integrity of the original scene, and current editing methods struggle to synthesize new content in empty spaces. We show that our method exhibits remarkable adaptability across a spectrum of mainstream Score Distillation Sampling-based 3D generation frameworks, and achieves superior alignment of 3D content when compared to baseline approaches. We also provide a dataset of prompts with 3D bounding boxes, benchmarking 3D spatial controllability.

Geometric Trajectory Diffusion Models

Generative models have shown great promise in generating 3D geometric systems, which is a fundamental problem in many natural science domains such as molecule and protein design. However, existing approaches only operate on static structures, neglecting the fact that physical systems are always dynamic in nature. In this work, we propose geometric trajectory diffusion models (GeoTDM), the first diffusion model for modeling the temporal distribution of 3D geometric trajectories. Modeling such distribution is challenging as it requires capturing both the complex spatial interactions with physical symmetries and temporal correspondence encapsulated in the dynamics. We theoretically justify that diffusion models with equivariant temporal kernels can lead to density with desired symmetry, and develop a novel transition kernel leveraging SE(3)-equivariant spatial convolution and temporal attention. Furthermore, to induce an expressive trajectory distribution for conditional generation, we introduce a generalized learnable geometric prior into the forward diffusion process to enhance temporal conditioning. We conduct extensive experiments on both unconditional and conditional generation in various scenarios, including physical simulation, molecular dynamics, and pedestrian motion. Empirical results on a wide suite of metrics demonstrate that GeoTDM can generate realistic geometric trajectories with significantly higher quality.

GarVerseLOD: High-Fidelity 3D Garment Reconstruction from a Single In-the-Wild Image using a Dataset with Levels of Details

Neural implicit functions have brought impressive advances to the state-of-the-art of clothed human digitization from multiple or even single images. However, despite the progress, current arts still have difficulty generalizing to unseen images with complex cloth deformation and body poses. In this work, we present GarVerseLOD, a new dataset and framework that paves the way to achieving unprecedented robustness in high-fidelity 3D garment reconstruction from a single unconstrained image. Inspired by the recent success of large generative models, we believe that one key to addressing the generalization challenge lies in the quantity and quality of 3D garment data. Towards this end, GarVerseLOD collects 6,000 high-quality cloth models with fine-grained geometry details manually created by professional artists. In addition to the scale of training data, we observe that having disentangled granularities of geometry can play an important role in boosting the generalization capability and inference accuracy of the learned model. We hence craft GarVerseLOD as a hierarchical dataset with levels of details (LOD), spanning from detail-free stylized shape to pose-blended garment with pixel-aligned details. This allows us to make this highly under-constrained problem tractable by factorizing the inference into easier tasks, each narrowed down with smaller searching space. To ensure GarVerseLOD can generalize well to in-the-wild images, we propose a novel labeling paradigm based on conditional diffusion models to generate extensive paired images for each garment model with high photorealism. We evaluate our method on a massive amount of in-the-wild images. Experimental results demonstrate that GarVerseLOD can generate standalone garment pieces with significantly better quality than prior approaches. Project page: https://garverselod.github.io/

G3PT: Unleash the power of Autoregressive Modeling in 3D Generation via Cross-scale Querying Transformer

Autoregressive transformers have revolutionized generative models in language processing and shown substantial promise in image and video generation. However, these models face significant challenges when extended to 3D generation tasks due to their reliance on next-token prediction to learn token sequences, which is incompatible with the unordered nature of 3D data. Instead of imposing an artificial order on 3D data, in this paper, we introduce G3PT, a scalable coarse-to-fine 3D generative model utilizing a cross-scale querying transformer. The key is to map point-based 3D data into discrete tokens with different levels of detail, naturally establishing a sequential relationship between different levels suitable for autoregressive modeling. Additionally, the cross-scale querying transformer connects tokens globally across different levels of detail without requiring an ordered sequence. Benefiting from this approach, G3PT features a versatile 3D generation pipeline that effortlessly supports diverse conditional structures, enabling the generation of 3D shapes from various types of conditions. Extensive experiments demonstrate that G3PT achieves superior generation quality and generalization ability compared to previous 3D generation methods. Most importantly, for the first time in 3D generation, scaling up G3PT reveals distinct power-law scaling behaviors.

Drag Your Gaussian: Effective Drag-Based Editing with Score Distillation for 3D Gaussian Splatting

Recent advancements in 3D scene editing have been propelled by the rapid development of generative models. Existing methods typically utilize generative models to perform text-guided editing on 3D representations, such as 3D Gaussian Splatting (3DGS). However, these methods are often limited to texture modifications and fail when addressing geometric changes, such as editing a character's head to turn around. Moreover, such methods lack accurate control over the spatial position of editing results, as language struggles to precisely describe the extent of edits. To overcome these limitations, we introduce DYG, an effective 3D drag-based editing method for 3D Gaussian Splatting. It enables users to conveniently specify the desired editing region and the desired dragging direction through the input of 3D masks and pairs of control points, thereby enabling precise control over the extent of editing. DYG integrates the strengths of the implicit triplane representation to establish the geometric scaffold of the editing results, effectively overcoming suboptimal editing outcomes caused by the sparsity of 3DGS in the desired editing regions. Additionally, we incorporate a drag-based Latent Diffusion Model into our method through the proposed Drag-SDS loss function, enabling flexible, multi-view consistent, and fine-grained editing. Extensive experiments demonstrate that DYG conducts effective drag-based editing guided by control point prompts, surpassing other baselines in terms of editing effect and quality, both qualitatively and quantitatively. Visit our project page at https://quyans.github.io/Drag-Your-Gaussian.

MedSyn: Text-guided Anatomy-aware Synthesis of High-Fidelity 3D CT Images

This paper introduces an innovative methodology for producing high-quality 3D lung CT images guided by textual information. While diffusion-based generative models are increasingly used in medical imaging, current state-of-the-art approaches are limited to low-resolution outputs and underutilize radiology reports' abundant information. The radiology reports can enhance the generation process by providing additional guidance and offering fine-grained control over the synthesis of images. Nevertheless, expanding text-guided generation to high-resolution 3D images poses significant memory and anatomical detail-preserving challenges. Addressing the memory issue, we introduce a hierarchical scheme that uses a modified UNet architecture. We start by synthesizing low-resolution images conditioned on the text, serving as a foundation for subsequent generators for complete volumetric data. To ensure the anatomical plausibility of the generated samples, we provide further guidance by generating vascular, airway, and lobular segmentation masks in conjunction with the CT images. The model demonstrates the capability to use textual input and segmentation tasks to generate synthesized images. The results of comparative assessments indicate that our approach exhibits superior performance compared to the most advanced models based on GAN and diffusion techniques, especially in accurately retaining crucial anatomical features such as fissure lines, airways, and vascular structures. This innovation introduces novel possibilities. This study focuses on two main objectives: (1) the development of a method for creating images based on textual prompts and anatomical components, and (2) the capability to generate new images conditioning on anatomical elements. The advancements in image generation can be applied to enhance numerous downstream tasks.

Direct3D: Scalable Image-to-3D Generation via 3D Latent Diffusion Transformer

Generating high-quality 3D assets from text and images has long been challenging, primarily due to the absence of scalable 3D representations capable of capturing intricate geometry distributions. In this work, we introduce Direct3D, a native 3D generative model scalable to in-the-wild input images, without requiring a multiview diffusion model or SDS optimization. Our approach comprises two primary components: a Direct 3D Variational Auto-Encoder (D3D-VAE) and a Direct 3D Diffusion Transformer (D3D-DiT). D3D-VAE efficiently encodes high-resolution 3D shapes into a compact and continuous latent triplane space. Notably, our method directly supervises the decoded geometry using a semi-continuous surface sampling strategy, diverging from previous methods relying on rendered images as supervision signals. D3D-DiT models the distribution of encoded 3D latents and is specifically designed to fuse positional information from the three feature maps of the triplane latent, enabling a native 3D generative model scalable to large-scale 3D datasets. Additionally, we introduce an innovative image-to-3D generation pipeline incorporating semantic and pixel-level image conditions, allowing the model to produce 3D shapes consistent with the provided conditional image input. Extensive experiments demonstrate the superiority of our large-scale pre-trained Direct3D over previous image-to-3D approaches, achieving significantly better generation quality and generalization ability, thus establishing a new state-of-the-art for 3D content creation. Project page: https://nju-3dv.github.io/projects/Direct3D/.

DreamCar: Leveraging Car-specific Prior for in-the-wild 3D Car Reconstruction

Self-driving industries usually employ professional artists to build exquisite 3D cars. However, it is expensive to craft large-scale digital assets. Since there are already numerous datasets available that contain a vast number of images of cars, we focus on reconstructing high-quality 3D car models from these datasets. However, these datasets only contain one side of cars in the forward-moving scene. We try to use the existing generative models to provide more supervision information, but they struggle to generalize well in cars since they are trained on synthetic datasets not car-specific. In addition, The reconstructed 3D car texture misaligns due to a large error in camera pose estimation when dealing with in-the-wild images. These restrictions make it challenging for previous methods to reconstruct complete 3D cars. To address these problems, we propose a novel method, named DreamCar, which can reconstruct high-quality 3D cars given a few images even a single image. To generalize the generative model, we collect a car dataset, named Car360, with over 5,600 vehicles. With this dataset, we make the generative model more robust to cars. We use this generative prior specific to the car to guide its reconstruction via Score Distillation Sampling. To further complement the supervision information, we utilize the geometric and appearance symmetry of cars. Finally, we propose a pose optimization method that rectifies poses to tackle texture misalignment. Extensive experiments demonstrate that our method significantly outperforms existing methods in reconstructing high-quality 3D cars. https://xiaobiaodu.github.io/dreamcar-project/{Our code is available.}

TV-3DG: Mastering Text-to-3D Customized Generation with Visual Prompt

In recent years, advancements in generative models have significantly expanded the capabilities of text-to-3D generation. Many approaches rely on Score Distillation Sampling (SDS) technology. However, SDS struggles to accommodate multi-condition inputs, such as text and visual prompts, in customized generation tasks. To explore the core reasons, we decompose SDS into a difference term and a classifier-free guidance term. Our analysis identifies the core issue as arising from the difference term and the random noise addition during the optimization process, both contributing to deviations from the target mode during distillation. To address this, we propose a novel algorithm, Classifier Score Matching (CSM), which removes the difference term in SDS and uses a deterministic noise addition process to reduce noise during optimization, effectively overcoming the low-quality limitations of SDS in our customized generation framework. Based on CSM, we integrate visual prompt information with an attention fusion mechanism and sampling guidance techniques, forming the Visual Prompt CSM (VPCSM) algorithm. Furthermore, we introduce a Semantic-Geometry Calibration (SGC) module to enhance quality through improved textual information integration. We present our approach as TV-3DG, with extensive experiments demonstrating its capability to achieve stable, high-quality, customized 3D generation. Project page: https://yjhboy.github.io/TV-3DG

Interactive3D: Create What You Want by Interactive 3D Generation

3D object generation has undergone significant advancements, yielding high-quality results. However, fall short of achieving precise user control, often yielding results that do not align with user expectations, thus limiting their applicability. User-envisioning 3D object generation faces significant challenges in realizing its concepts using current generative models due to limited interaction capabilities. Existing methods mainly offer two approaches: (i) interpreting textual instructions with constrained controllability, or (ii) reconstructing 3D objects from 2D images. Both of them limit customization to the confines of the 2D reference and potentially introduce undesirable artifacts during the 3D lifting process, restricting the scope for direct and versatile 3D modifications. In this work, we introduce Interactive3D, an innovative framework for interactive 3D generation that grants users precise control over the generative process through extensive 3D interaction capabilities. Interactive3D is constructed in two cascading stages, utilizing distinct 3D representations. The first stage employs Gaussian Splatting for direct user interaction, allowing modifications and guidance of the generative direction at any intermediate step through (i) Adding and Removing components, (ii) Deformable and Rigid Dragging, (iii) Geometric Transformations, and (iv) Semantic Editing. Subsequently, the Gaussian splats are transformed into InstantNGP. We introduce a novel (v) Interactive Hash Refinement module to further add details and extract the geometry in the second stage. Our experiments demonstrate that Interactive3D markedly improves the controllability and quality of 3D generation. Our project webpage is available at https://interactive-3d.github.io/.

Compositional 3D-aware Video Generation with LLM Director

Significant progress has been made in text-to-video generation through the use of powerful generative models and large-scale internet data. However, substantial challenges remain in precisely controlling individual concepts within the generated video, such as the motion and appearance of specific characters and the movement of viewpoints. In this work, we propose a novel paradigm that generates each concept in 3D representation separately and then composes them with priors from Large Language Models (LLM) and 2D diffusion models. Specifically, given an input textual prompt, our scheme consists of three stages: 1) We leverage LLM as the director to first decompose the complex query into several sub-prompts that indicate individual concepts within the video~(e.g., scene, objects, motions), then we let LLM to invoke pre-trained expert models to obtain corresponding 3D representations of concepts. 2) To compose these representations, we prompt multi-modal LLM to produce coarse guidance on the scales and coordinates of trajectories for the objects. 3) To make the generated frames adhere to natural image distribution, we further leverage 2D diffusion priors and use Score Distillation Sampling to refine the composition. Extensive experiments demonstrate that our method can generate high-fidelity videos from text with diverse motion and flexible control over each concept. Project page: https://aka.ms/c3v.

GeoWizard: Unleashing the Diffusion Priors for 3D Geometry Estimation from a Single Image

We introduce GeoWizard, a new generative foundation model designed for estimating geometric attributes, e.g., depth and normals, from single images. While significant research has already been conducted in this area, the progress has been substantially limited by the low diversity and poor quality of publicly available datasets. As a result, the prior works either are constrained to limited scenarios or suffer from the inability to capture geometric details. In this paper, we demonstrate that generative models, as opposed to traditional discriminative models (e.g., CNNs and Transformers), can effectively address the inherently ill-posed problem. We further show that leveraging diffusion priors can markedly improve generalization, detail preservation, and efficiency in resource usage. Specifically, we extend the original stable diffusion model to jointly predict depth and normal, allowing mutual information exchange and high consistency between the two representations. More importantly, we propose a simple yet effective strategy to segregate the complex data distribution of various scenes into distinct sub-distributions. This strategy enables our model to recognize different scene layouts, capturing 3D geometry with remarkable fidelity. GeoWizard sets new benchmarks for zero-shot depth and normal prediction, significantly enhancing many downstream applications such as 3D reconstruction, 2D content creation, and novel viewpoint synthesis.

HeadSculpt: Crafting 3D Head Avatars with Text

Recently, text-guided 3D generative methods have made remarkable advancements in producing high-quality textures and geometry, capitalizing on the proliferation of large vision-language and image diffusion models. However, existing methods still struggle to create high-fidelity 3D head avatars in two aspects: (1) They rely mostly on a pre-trained text-to-image diffusion model whilst missing the necessary 3D awareness and head priors. This makes them prone to inconsistency and geometric distortions in the generated avatars. (2) They fall short in fine-grained editing. This is primarily due to the inherited limitations from the pre-trained 2D image diffusion models, which become more pronounced when it comes to 3D head avatars. In this work, we address these challenges by introducing a versatile coarse-to-fine pipeline dubbed HeadSculpt for crafting (i.e., generating and editing) 3D head avatars from textual prompts. Specifically, we first equip the diffusion model with 3D awareness by leveraging landmark-based control and a learned textual embedding representing the back view appearance of heads, enabling 3D-consistent head avatar generations. We further propose a novel identity-aware editing score distillation strategy to optimize a textured mesh with a high-resolution differentiable rendering technique. This enables identity preservation while following the editing instruction. We showcase HeadSculpt's superior fidelity and editing capabilities through comprehensive experiments and comparisons with existing methods.

Triplane Meets Gaussian Splatting: Fast and Generalizable Single-View 3D Reconstruction with Transformers

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/.

Joint2Human: High-quality 3D Human Generation via Compact Spherical Embedding of 3D Joints

3D human generation is increasingly significant in various applications. However, the direct use of 2D generative methods in 3D generation often results in significant loss of local details, while methods that reconstruct geometry from generated images struggle with global view consistency. In this work, we introduce Joint2Human, a novel method that leverages 2D diffusion models to generate detailed 3D human geometry directly, ensuring both global structure and local details. To achieve this, we employ the Fourier occupancy field (FOF) representation, enabling the direct production of 3D shapes as preliminary results using 2D generative models. With the proposed high-frequency enhancer and the multi-view recarving strategy, our method can seamlessly integrate the details from different views into a uniform global shape.To better utilize the 3D human prior and enhance control over the generated geometry, we introduce a compact spherical embedding of 3D joints. This allows for effective application of pose guidance during the generation process. Additionally, our method is capable of generating 3D humans guided by textual inputs. Our experimental results demonstrate the capability of our method to ensure global structure, local details, high resolution, and low computational cost, simultaneously. More results and code can be found on our project page at http://cic.tju.edu.cn/faculty/likun/projects/Joint2Human.

DDMI: Domain-Agnostic Latent Diffusion Models for Synthesizing High-Quality Implicit Neural Representations

Recent studies have introduced a new class of generative models for synthesizing implicit neural representations (INRs) that capture arbitrary continuous signals in various domains. These models opened the door for domain-agnostic generative models, but they often fail to achieve high-quality generation. We observed that the existing methods generate the weights of neural networks to parameterize INRs and evaluate the network with fixed positional embeddings (PEs). Arguably, this architecture limits the expressive power of generative models and results in low-quality INR generation. To address this limitation, we propose Domain-agnostic Latent Diffusion Model for INRs (DDMI) that generates adaptive positional embeddings instead of neural networks' weights. Specifically, we develop a Discrete-to-continuous space Variational AutoEncoder (D2C-VAE), which seamlessly connects discrete data and the continuous signal functions in the shared latent space. Additionally, we introduce a novel conditioning mechanism for evaluating INRs with the hierarchically decomposed PEs to further enhance expressive power. Extensive experiments across four modalities, e.g., 2D images, 3D shapes, Neural Radiance Fields, and videos, with seven benchmark datasets, demonstrate the versatility of DDMI and its superior performance compared to the existing INR generative models.

DreamScene4D: Dynamic Multi-Object Scene Generation from Monocular Videos

View-predictive generative models provide strong priors for lifting object-centric images and videos into 3D and 4D through rendering and score distillation objectives. A question then remains: what about lifting complete multi-object dynamic scenes? There are two challenges in this direction: First, rendering error gradients are often insufficient to recover fast object motion, and second, view predictive generative models work much better for objects than whole scenes, so, score distillation objectives cannot currently be applied at the scene level directly. We present DreamScene4D, the first approach to generate 3D dynamic scenes of multiple objects from monocular videos via 360-degree novel view synthesis. Our key insight is a "decompose-recompose" approach that factorizes the video scene into the background and object tracks, while also factorizing object motion into 3 components: object-centric deformation, object-to-world-frame transformation, and camera motion. Such decomposition permits rendering error gradients and object view-predictive models to recover object 3D completions and deformations while bounding box tracks guide the large object movements in the scene. We show extensive results on challenging DAVIS, Kubric, and self-captured videos with quantitative comparisons and a user preference study. Besides 4D scene generation, DreamScene4D obtains accurate 2D persistent point track by projecting the inferred 3D trajectories to 2D. We will release our code and hope our work will stimulate more research on fine-grained 4D understanding from videos.

Learning Mesh Representations via Binary Space Partitioning Tree Networks

Polygonal meshes are ubiquitous, but have only played a relatively minor role in the deep learning revolution. State-of-the-art neural generative models for 3D shapes learn implicit functions and generate meshes via expensive iso-surfacing. We overcome these challenges by employing a classical spatial data structure from computer graphics, Binary Space Partitioning (BSP), to facilitate 3D learning. The core operation of BSP involves recursive subdivision of 3D space to obtain convex sets. By exploiting this property, we devise BSP-Net, a network that learns to represent a 3D shape via convex decomposition without supervision. The network is trained to reconstruct a shape using a set of convexes obtained from a BSP-tree built over a set of planes, where the planes and convexes are both defined by learned network weights. BSP-Net directly outputs polygonal meshes from the inferred convexes. The generated meshes are watertight, compact (i.e., low-poly), and well suited to represent sharp geometry. We show that the reconstruction quality by BSP-Net is competitive with those from state-of-the-art methods while using much fewer primitives. We also explore variations to BSP-Net including using a more generic decoder for reconstruction, more general primitives than planes, as well as training a generative model with variational auto-encoders. Code is available at https://github.com/czq142857/BSP-NET-original.

Open-Universe Indoor Scene Generation using LLM Program Synthesis and Uncurated Object Databases

We present a system for generating indoor scenes in response to text prompts. The prompts are not limited to a fixed vocabulary of scene descriptions, and the objects in generated scenes are not restricted to a fixed set of object categories -- we call this setting indoor scene generation. Unlike most prior work on indoor scene generation, our system does not require a large training dataset of existing 3D scenes. Instead, it leverages the world knowledge encoded in pre-trained large language models (LLMs) to synthesize programs in a domain-specific layout language that describe objects and spatial relations between them. Executing such a program produces a specification of a constraint satisfaction problem, which the system solves using a gradient-based optimization scheme to produce object positions and orientations. To produce object geometry, the system retrieves 3D meshes from a database. Unlike prior work which uses databases of category-annotated, mutually-aligned meshes, we develop a pipeline using vision-language models (VLMs) to retrieve meshes from massive databases of un-annotated, inconsistently-aligned meshes. Experimental evaluations show that our system outperforms generative models trained on 3D data for traditional, closed-universe scene generation tasks; it also outperforms a recent LLM-based layout generation method on open-universe scene generation.

Hier-SLAM++: Neuro-Symbolic Semantic SLAM with a Hierarchically Categorical Gaussian Splatting

We propose Hier-SLAM++, a comprehensive Neuro-Symbolic semantic 3D Gaussian Splatting SLAM method with both RGB-D and monocular input featuring an advanced hierarchical categorical representation, which enables accurate pose estimation as well as global 3D semantic mapping. The parameter usage in semantic SLAM systems increases significantly with the growing complexity of the environment, making scene understanding particularly challenging and costly. To address this problem, we introduce a novel and general hierarchical representation that encodes both semantic and geometric information in a compact form into 3D Gaussian Splatting, leveraging the capabilities of large language models (LLMs) as well as the 3D generative model. By utilizing the proposed hierarchical tree structure, semantic information is symbolically represented and learned in an end-to-end manner. We further introduce a novel semantic loss designed to optimize hierarchical semantic information through both inter-level and cross-level optimization. Additionally, we propose an improved SLAM system to support both RGB-D and monocular inputs using a feed-forward model. To the best of our knowledge, this is the first semantic monocular Gaussian Splatting SLAM system, significantly reducing sensor requirements for 3D semantic understanding and broadening the applicability of semantic Gaussian SLAM system. We conduct experiments on both synthetic and real-world datasets, demonstrating superior or on-par performance with state-of-the-art NeRF-based and Gaussian-based SLAM systems, while significantly reducing storage and training time requirements.

BrightDreamer: Generic 3D Gaussian Generative Framework for Fast Text-to-3D Synthesis

Text-to-3D synthesis has recently seen intriguing advances by combining the text-to-image models with 3D representation methods, e.g., Gaussian Splatting (GS), via Score Distillation Sampling (SDS). However, a hurdle of existing methods is the low efficiency, per-prompt optimization for a single 3D object. Therefore, it is imperative for a paradigm shift from per-prompt optimization to one-stage generation for any unseen text prompts, which yet remains challenging. A hurdle is how to directly generate a set of millions of 3D Gaussians to represent a 3D object. This paper presents BrightDreamer, an end-to-end single-stage approach that can achieve generalizable and fast (77 ms) text-to-3D generation. Our key idea is to formulate the generation process as estimating the 3D deformation from an anchor shape with predefined positions. For this, we first propose a Text-guided Shape Deformation (TSD) network to predict the deformed shape and its new positions, used as the centers (one attribute) of 3D Gaussians. To estimate the other four attributes (i.e., scaling, rotation, opacity, and SH coefficient), we then design a novel Text-guided Triplane Generator (TTG) to generate a triplane representation for a 3D object. The center of each Gaussian enables us to transform the triplane feature into the four attributes. The generated 3D Gaussians can be finally rendered at 705 frames per second. Extensive experiments demonstrate the superiority of our method over existing methods. Also, BrightDreamer possesses a strong semantic understanding capability even for complex text prompts. The project code is available at https://vlislab22.github.io/BrightDreamer.

Human 3Diffusion: Realistic Avatar Creation via Explicit 3D Consistent Diffusion Models

Creating realistic avatars from a single RGB image is an attractive yet challenging problem. Due to its ill-posed nature, recent works leverage powerful prior from 2D diffusion models pretrained on large datasets. Although 2D diffusion models demonstrate strong generalization capability, they cannot provide multi-view shape priors with guaranteed 3D consistency. We propose Human 3Diffusion: Realistic Avatar Creation via Explicit 3D Consistent Diffusion. Our key insight is that 2D multi-view diffusion and 3D reconstruction models provide complementary information for each other, and by coupling them in a tight manner, we can fully leverage the potential of both models. We introduce a novel image-conditioned generative 3D Gaussian Splats reconstruction model that leverages the priors from 2D multi-view diffusion models, and provides an explicit 3D representation, which further guides the 2D reverse sampling process to have better 3D consistency. Experiments show that our proposed framework outperforms state-of-the-art methods and enables the creation of realistic avatars from a single RGB image, achieving high-fidelity in both geometry and appearance. Extensive ablations also validate the efficacy of our design, (1) multi-view 2D priors conditioning in generative 3D reconstruction and (2) consistency refinement of sampling trajectory via the explicit 3D representation. Our code and models will be released on https://yuxuan-xue.com/human-3diffusion.

SpaceBlender: Creating Context-Rich Collaborative Spaces Through Generative 3D Scene Blending

There is increased interest in using generative AI to create 3D spaces for Virtual Reality (VR) applications. However, today's models produce artificial environments, falling short of supporting collaborative tasks that benefit from incorporating the user's physical context. To generate environments that support VR telepresence, we introduce SpaceBlender, a novel pipeline that utilizes generative AI techniques to blend users' physical surroundings into unified virtual spaces. This pipeline transforms user-provided 2D images into context-rich 3D environments through an iterative process consisting of depth estimation, mesh alignment, and diffusion-based space completion guided by geometric priors and adaptive text prompts. In a preliminary within-subjects study, where 20 participants performed a collaborative VR affinity diagramming task in pairs, we compared SpaceBlender with a generic virtual environment and a state-of-the-art scene generation framework, evaluating its ability to create virtual spaces suitable for collaboration. Participants appreciated the enhanced familiarity and context provided by SpaceBlender but also noted complexities in the generative environments that could detract from task focus. Drawing on participant feedback, we propose directions for improving the pipeline and discuss the value and design of blended spaces for different scenarios.

RGM: Reconstructing High-fidelity 3D Car Assets with Relightable 3D-GS Generative Model from a Single Image

The generation of high-quality 3D car assets is essential for various applications, including video games, autonomous driving, and virtual reality. Current 3D generation methods utilizing NeRF or 3D-GS as representations for 3D objects, generate a Lambertian object under fixed lighting and lack separated modelings for material and global illumination. As a result, the generated assets are unsuitable for relighting under varying lighting conditions, limiting their applicability in downstream tasks. To address this challenge, we propose a novel relightable 3D object generative framework that automates the creation of 3D car assets, enabling the swift and accurate reconstruction of a vehicle's geometry, texture, and material properties from a single input image. Our approach begins with introducing a large-scale synthetic car dataset comprising over 1,000 high-precision 3D vehicle models. We represent 3D objects using global illumination and relightable 3D Gaussian primitives integrating with BRDF parameters. Building on this representation, we introduce a feed-forward model that takes images as input and outputs both relightable 3D Gaussians and global illumination parameters. Experimental results demonstrate that our method produces photorealistic 3D car assets that can be seamlessly integrated into road scenes with different illuminations, which offers substantial practical benefits for industrial applications.

CV-VAE: A Compatible Video VAE for Latent Generative Video Models

Spatio-temporal compression of videos, utilizing networks such as Variational Autoencoders (VAE), plays a crucial role in OpenAI's SORA and numerous other video generative models. For instance, many LLM-like video models learn the distribution of discrete tokens derived from 3D VAEs within the VQVAE framework, while most diffusion-based video models capture the distribution of continuous latent extracted by 2D VAEs without quantization. The temporal compression is simply realized by uniform frame sampling which results in unsmooth motion between consecutive frames. Currently, there lacks of a commonly used continuous video (3D) VAE for latent diffusion-based video models in the research community. Moreover, since current diffusion-based approaches are often implemented using pre-trained text-to-image (T2I) models, directly training a video VAE without considering the compatibility with existing T2I models will result in a latent space gap between them, which will take huge computational resources for training to bridge the gap even with the T2I models as initialization. To address this issue, we propose a method for training a video VAE of latent video models, namely CV-VAE, whose latent space is compatible with that of a given image VAE, e.g., image VAE of Stable Diffusion (SD). The compatibility is achieved by the proposed novel latent space regularization, which involves formulating a regularization loss using the image VAE. Benefiting from the latent space compatibility, video models can be trained seamlessly from pre-trained T2I or video models in a truly spatio-temporally compressed latent space, rather than simply sampling video frames at equal intervals. With our CV-VAE, existing video models can generate four times more frames with minimal finetuning. Extensive experiments are conducted to demonstrate the effectiveness of the proposed video VAE.

Generative AI Beyond LLMs: System Implications of Multi-Modal Generation

As the development of large-scale Generative AI models evolve beyond text (1D) generation to include image (2D) and video (3D) generation, processing spatial and temporal information presents unique challenges to quality, performance, and efficiency. We present the first work towards understanding this new system design space for multi-modal text-to-image (TTI) and text-to-video (TTV) generation models. Current model architecture designs are bifurcated into 2 categories: Diffusion- and Transformer-based models. Our systematic performance characterization on a suite of eight representative TTI/TTV models shows that after state-of-the-art optimization techniques such as Flash Attention are applied, Convolution accounts for up to 44% of execution time for Diffusion-based TTI models, while Linear layers consume up to 49% of execution time for Transformer-based models. We additionally observe that Diffusion-based TTI models resemble the Prefill stage of LLM inference, and benefit from 1.1-2.5x greater speedup from Flash Attention than Transformer-based TTI models that resemble the Decode phase. Since optimizations designed for LLMs do not map directly onto TTI/TTV models, we must conduct a thorough characterization of these workloads to gain insights for new optimization opportunities. In doing so, we define sequence length in the context of TTI/TTV models and observe sequence length can vary up to 4x in Diffusion model inference. We additionally observe temporal aspects of TTV workloads pose unique system bottlenecks, with Temporal Attention accounting for over 60% of total Attention time. Overall, our in-depth system performance characterization is a critical first step towards designing efficient and deployable systems for emerging TTI/TTV workloads.

PointLLM: Empowering Large Language Models to Understand Point Clouds

The unprecedented advancements in Large Language Models (LLMs) have created a profound impact on natural language processing but are yet to fully embrace the realm of 3D understanding. This paper introduces PointLLM, a preliminary effort to fill this gap, thereby enabling LLMs to understand point clouds and offering a new avenue beyond 2D visual data. PointLLM processes colored object point clouds with human instructions and generates contextually appropriate responses, illustrating its grasp of point clouds and common sense. Specifically, it leverages a point cloud encoder with a powerful LLM to effectively fuse geometric, appearance, and linguistic information. We collect a novel dataset comprising 660K simple and 70K complex point-text instruction pairs to enable a two-stage training strategy: initially aligning latent spaces and subsequently instruction-tuning the unified model. To rigorously evaluate our model's perceptual abilities and its generalization capabilities, we establish two benchmarks: Generative 3D Object Classification and 3D Object Captioning, assessed through three different methods, including human evaluation, GPT-4/ChatGPT evaluation, and traditional metrics. Experiment results show that PointLLM demonstrates superior performance over existing 2D baselines. Remarkably, in human-evaluated object captioning tasks, PointLLM outperforms human annotators in over 50% of the samples. Codes, datasets, and benchmarks are available at https://github.com/OpenRobotLab/PointLLM .

PartGen: Part-level 3D Generation and Reconstruction with Multi-View Diffusion Models

Text- or image-to-3D generators and 3D scanners can now produce 3D assets with high-quality shapes and textures. These assets typically consist of a single, fused representation, like an implicit neural field, a Gaussian mixture, or a mesh, without any useful structure. However, most applications and creative workflows require assets to be made of several meaningful parts that can be manipulated independently. To address this gap, we introduce PartGen, a novel approach that generates 3D objects composed of meaningful parts starting from text, an image, or an unstructured 3D object. First, given multiple views of a 3D object, generated or rendered, a multi-view diffusion model extracts a set of plausible and view-consistent part segmentations, dividing the object into parts. Then, a second multi-view diffusion model takes each part separately, fills in the occlusions, and uses those completed views for 3D reconstruction by feeding them to a 3D reconstruction network. This completion process considers the context of the entire object to ensure that the parts integrate cohesively. The generative completion model can make up for the information missing due to occlusions; in extreme cases, it can hallucinate entirely invisible parts based on the input 3D asset. We evaluate our method on generated and real 3D assets and show that it outperforms segmentation and part-extraction baselines by a large margin. We also showcase downstream applications such as 3D part editing.

Generating Images with 3D Annotations Using Diffusion Models

Diffusion models have emerged as a powerful generative method, capable of producing stunning photo-realistic images from natural language descriptions. However, these models lack explicit control over the 3D structure in the generated images. Consequently, this hinders our ability to obtain detailed 3D annotations for the generated images or to craft instances with specific poses and distances. In this paper, we propose 3D Diffusion Style Transfer (3D-DST), which incorporates 3D geometry control into diffusion models. Our method exploits ControlNet, which extends diffusion models by using visual prompts in addition to text prompts. We generate images of the 3D objects taken from 3D shape repositories (e.g., ShapeNet and Objaverse), render them from a variety of poses and viewing directions, compute the edge maps of the rendered images, and use these edge maps as visual prompts to generate realistic images. With explicit 3D geometry control, we can easily change the 3D structures of the objects in the generated images and obtain ground-truth 3D annotations automatically. This allows us to improve a wide range of vision tasks, e.g., classification and 3D pose estimation, in both in-distribution (ID) and out-of-distribution (OOD) settings. We demonstrate the effectiveness of our method through extensive experiments on ImageNet-100/200, ImageNet-R, PASCAL3D+, ObjectNet3D, and OOD-CV. The results show that our method significantly outperforms existing methods, e.g., 3.8 percentage points on ImageNet-100 using DeiT-B.

Solving 3D Inverse Problems using Pre-trained 2D Diffusion Models

Diffusion models have emerged as the new state-of-the-art generative model with high quality samples, with intriguing properties such as mode coverage and high flexibility. They have also been shown to be effective inverse problem solvers, acting as the prior of the distribution, while the information of the forward model can be granted at the sampling stage. Nonetheless, as the generative process remains in the same high dimensional (i.e. identical to data dimension) space, the models have not been extended to 3D inverse problems due to the extremely high memory and computational cost. In this paper, we combine the ideas from the conventional model-based iterative reconstruction with the modern diffusion models, which leads to a highly effective method for solving 3D medical image reconstruction tasks such as sparse-view tomography, limited angle tomography, compressed sensing MRI from pre-trained 2D diffusion models. In essence, we propose to augment the 2D diffusion prior with a model-based prior in the remaining direction at test time, such that one can achieve coherent reconstructions across all dimensions. Our method can be run in a single commodity GPU, and establishes the new state-of-the-art, showing that the proposed method can perform reconstructions of high fidelity and accuracy even in the most extreme cases (e.g. 2-view 3D tomography). We further reveal that the generalization capacity of the proposed method is surprisingly high, and can be used to reconstruct volumes that are entirely different from the training dataset.

RadRotator: 3D Rotation of Radiographs with Diffusion Models

Transforming two-dimensional (2D) images into three-dimensional (3D) volumes is a well-known yet challenging problem for the computer vision community. In the medical domain, a few previous studies attempted to convert two or more input radiographs into computed tomography (CT) volumes. Following their effort, we introduce a diffusion model-based technology that can rotate the anatomical content of any input radiograph in 3D space, potentially enabling the visualization of the entire anatomical content of the radiograph from any viewpoint in 3D. Similar to previous studies, we used CT volumes to create Digitally Reconstructed Radiographs (DRRs) as the training data for our model. However, we addressed two significant limitations encountered in previous studies: 1. We utilized conditional diffusion models with classifier-free guidance instead of Generative Adversarial Networks (GANs) to achieve higher mode coverage and improved output image quality, with the only trade-off being slower inference time, which is often less critical in medical applications; and 2. We demonstrated that the unreliable output of style transfer deep learning (DL) models, such as Cycle-GAN, to transfer the style of actual radiographs to DRRs could be replaced with a simple yet effective training transformation that randomly changes the pixel intensity histograms of the input and ground-truth imaging data during training. This transformation makes the diffusion model agnostic to any distribution variations of the input data pixel intensity, enabling the reliable training of a DL model on input DRRs and applying the exact same model to conventional radiographs (or DRRs) during inference.

Large Language and Text-to-3D Models for Engineering Design Optimization

The current advances in generative AI for learning large neural network models with the capability to produce essays, images, music and even 3D assets from text prompts create opportunities for a manifold of disciplines. In the present paper, we study the potential of deep text-to-3D models in the engineering domain, with focus on the chances and challenges when integrating and interacting with 3D assets in computational simulation-based design optimization. In contrast to traditional design optimization of 3D geometries that often searches for the optimum designs using numerical representations, such as B-Spline surface or deformation parameters in vehicle aerodynamic optimization, natural language challenges the optimization framework by requiring a different interpretation of variation operators while at the same time may ease and motivate the human user interaction. Here, we propose and realize a fully automated evolutionary design optimization framework using Shap-E, a recently published text-to-3D asset network by OpenAI, in the context of aerodynamic vehicle optimization. For representing text prompts in the evolutionary optimization, we evaluate (a) a bag-of-words approach based on prompt templates and Wordnet samples, and (b) a tokenisation approach based on prompt templates and the byte pair encoding method from GPT4. Our main findings from the optimizations indicate that, first, it is important to ensure that the designs generated from prompts are within the object class of application, i.e. diverse and novel designs need to be realistic, and, second, that more research is required to develop methods where the strength of text prompt variations and the resulting variations of the 3D designs share causal relations to some degree to improve the optimization.

En3D: An Enhanced Generative Model for Sculpting 3D Humans from 2D Synthetic Data

We present En3D, an enhanced generative scheme for sculpting high-quality 3D human avatars. Unlike previous works that rely on scarce 3D datasets or limited 2D collections with imbalanced viewing angles and imprecise pose priors, our approach aims to develop a zero-shot 3D generative scheme capable of producing visually realistic, geometrically accurate and content-wise diverse 3D humans without relying on pre-existing 3D or 2D assets. To address this challenge, we introduce a meticulously crafted workflow that implements accurate physical modeling to learn the enhanced 3D generative model from synthetic 2D data. During inference, we integrate optimization modules to bridge the gap between realistic appearances and coarse 3D shapes. Specifically, En3D comprises three modules: a 3D generator that accurately models generalizable 3D humans with realistic appearance from synthesized balanced, diverse, and structured human images; a geometry sculptor that enhances shape quality using multi-view normal constraints for intricate human anatomy; and a texturing module that disentangles explicit texture maps with fidelity and editability, leveraging semantical UV partitioning and a differentiable rasterizer. Experimental results show that our approach significantly outperforms prior works in terms of image quality, geometry accuracy and content diversity. We also showcase the applicability of our generated avatars for animation and editing, as well as the scalability of our approach for content-style free adaptation.

TripoSG: High-Fidelity 3D Shape Synthesis using Large-Scale Rectified Flow Models

Recent advancements in diffusion techniques have propelled image and video generation to unprece- dented 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 process- ing, and insufficient exploration of advanced tech- niques in the 3D domain. Current approaches to 3D shape generation face substantial challenges in terms of output quality, generalization capa- bility, and alignment with input conditions. We present TripoSG, a new streamlined shape diffu- sion 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 gen- erative models. Through comprehensive experi- ments, 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 en- hanced detail due to high-resolution capabilities and demonstrate exceptional fidelity to input im- ages. Moreover, TripoSG demonstrates improved versatility in generating 3D models from diverse image styles and contents, showcasing strong gen- eralization capabilities. To foster progress and innovation in the field of 3D generation, we will make our model publicly available.

HoloDreamer: Holistic 3D Panoramic World Generation from Text Descriptions

3D scene generation is in high demand across various domains, including virtual reality, gaming, and the film industry. Owing to the powerful generative capabilities of text-to-image diffusion models that provide reliable priors, the creation of 3D scenes using only text prompts has become viable, thereby significantly advancing researches in text-driven 3D scene generation. In order to obtain multiple-view supervision from 2D diffusion models, prevailing methods typically employ the diffusion model to generate an initial local image, followed by iteratively outpainting the local image using diffusion models to gradually generate scenes. Nevertheless, these outpainting-based approaches prone to produce global inconsistent scene generation results without high degree of completeness, restricting their broader applications. To tackle these problems, we introduce HoloDreamer, a framework that first generates high-definition panorama as a holistic initialization of the full 3D scene, then leverage 3D Gaussian Splatting (3D-GS) to quickly reconstruct the 3D scene, thereby facilitating the creation of view-consistent and fully enclosed 3D scenes. Specifically, we propose Stylized Equirectangular Panorama Generation, a pipeline that combines multiple diffusion models to enable stylized and detailed equirectangular panorama generation from complex text prompts. Subsequently, Enhanced Two-Stage Panorama Reconstruction is introduced, conducting a two-stage optimization of 3D-GS to inpaint the missing region and enhance the integrity of the scene. Comprehensive experiments demonstrated that our method outperforms prior works in terms of overall visual consistency and harmony as well as reconstruction quality and rendering robustness when generating fully enclosed scenes.

STAG4D: Spatial-Temporal Anchored Generative 4D Gaussians

Recent progress in pre-trained diffusion models and 3D generation have spurred interest in 4D content creation. However, achieving high-fidelity 4D generation with spatial-temporal consistency remains a challenge. In this work, we propose STAG4D, a novel framework that combines pre-trained diffusion models with dynamic 3D Gaussian splatting for high-fidelity 4D generation. Drawing inspiration from 3D generation techniques, we utilize a multi-view diffusion model to initialize multi-view images anchoring on the input video frames, where the video can be either real-world captured or generated by a video diffusion model. To ensure the temporal consistency of the multi-view sequence initialization, we introduce a simple yet effective fusion strategy to leverage the first frame as a temporal anchor in the self-attention computation. With the almost consistent multi-view sequences, we then apply the score distillation sampling to optimize the 4D Gaussian point cloud. The 4D Gaussian spatting is specially crafted for the generation task, where an adaptive densification strategy is proposed to mitigate the unstable Gaussian gradient for robust optimization. Notably, the proposed pipeline does not require any pre-training or fine-tuning of diffusion networks, offering a more accessible and practical solution for the 4D generation task. Extensive experiments demonstrate that our method outperforms prior 4D generation works in rendering quality, spatial-temporal consistency, and generation robustness, setting a new state-of-the-art for 4D generation from diverse inputs, including text, image, and video.

Generative AI for Medical Imaging: extending the MONAI Framework

Recent advances in generative AI have brought incredible breakthroughs in several areas, including medical imaging. These generative models have tremendous potential not only to help safely share medical data via synthetic datasets but also to perform an array of diverse applications, such as anomaly detection, image-to-image translation, denoising, and MRI reconstruction. However, due to the complexity of these models, their implementation and reproducibility can be difficult. This complexity can hinder progress, act as a use barrier, and dissuade the comparison of new methods with existing works. In this study, we present MONAI Generative Models, a freely available open-source platform that allows researchers and developers to easily train, evaluate, and deploy generative models and related applications. Our platform reproduces state-of-art studies in a standardised way involving different architectures (such as diffusion models, autoregressive transformers, and GANs), and provides pre-trained models for the community. We have implemented these models in a generalisable fashion, illustrating that their results can be extended to 2D or 3D scenarios, including medical images with different modalities (like CT, MRI, and X-Ray data) and from different anatomical areas. Finally, we adopt a modular and extensible approach, ensuring long-term maintainability and the extension of current applications for future features.

FaceTalk: Audio-Driven Motion Diffusion for Neural Parametric Head Models

We introduce FaceTalk, a novel generative approach designed for synthesizing high-fidelity 3D motion sequences of talking human heads from input audio signal. To capture the expressive, detailed nature of human heads, including hair, ears, and finer-scale eye movements, we propose to couple speech signal with the latent space of neural parametric head models to create high-fidelity, temporally coherent motion sequences. We propose a new latent diffusion model for this task, operating in the expression space of neural parametric head models, to synthesize audio-driven realistic head sequences. In the absence of a dataset with corresponding NPHM expressions to audio, we optimize for these correspondences to produce a dataset of temporally-optimized NPHM expressions fit to audio-video recordings of people talking. To the best of our knowledge, this is the first work to propose a generative approach for realistic and high-quality motion synthesis of volumetric human heads, representing a significant advancement in the field of audio-driven 3D animation. Notably, our approach stands out in its ability to generate plausible motion sequences that can produce high-fidelity head animation coupled with the NPHM shape space. Our experimental results substantiate the effectiveness of FaceTalk, consistently achieving superior and visually natural motion, encompassing diverse facial expressions and styles, outperforming existing methods by 75% in perceptual user study evaluation.

State of the Art on Diffusion Models for Visual Computing

The field of visual computing is rapidly advancing due to the emergence of generative artificial intelligence (AI), which unlocks unprecedented capabilities for the generation, editing, and reconstruction of images, videos, and 3D scenes. In these domains, diffusion models are the generative AI architecture of choice. Within the last year alone, the literature on diffusion-based tools and applications has seen exponential growth and relevant papers are published across the computer graphics, computer vision, and AI communities with new works appearing daily on arXiv. This rapid growth of the field makes it difficult to keep up with all recent developments. The goal of this state-of-the-art report (STAR) is to introduce the basic mathematical concepts of diffusion models, implementation details and design choices of the popular Stable Diffusion model, as well as overview important aspects of these generative AI tools, including personalization, conditioning, inversion, among others. Moreover, we give a comprehensive overview of the rapidly growing literature on diffusion-based generation and editing, categorized by the type of generated medium, including 2D images, videos, 3D objects, locomotion, and 4D scenes. Finally, we discuss available datasets, metrics, open challenges, and social implications. This STAR provides an intuitive starting point to explore this exciting topic for researchers, artists, and practitioners alike.

Cephalo: Multi-Modal Vision-Language Models for Bio-Inspired Materials Analysis and Design

We present Cephalo, a series of multimodal vision large language models (V-LLMs) designed for materials science applications, integrating visual and linguistic data for enhanced understanding and interaction within human-AI and multi-agent AI frameworks. A key innovation of Cephalo is its advanced dataset generation method, which employs a sophisticated algorithm to accurately detect and separate images and their corresponding textual descriptions from PDF documents, such as scientific papers. The method includes a careful refinement of image-text pairs through integrated vision and language processing, ensuring high-quality, contextually relevant, and well reasoned training data. Cephalo is trained on integrated image and text data extracted from thousands of scientific papers and science-focused Wikipedia pages demonstrates can interpret complex visual scenes, generate precise language descriptions, and answer queries about images effectively. The combination of a vision encoder with an autoregressive transformer supports complex natural language understanding in an integrated model, which can be coupled with other generative methods to create an image-to-text-to-image or image-to-text-to-3D pipeline. To explore the development of larger models from smaller ones, we merge sets of layers that originate from different pre-trained source models. This hybrid approach allows us to leverage the domain-specific expertise and general conversational capabilities to harness the strengths of multiple models. We examine the models in diverse use cases that incorporate biological materials, fracture and engineering analysis, protein biophysics, and bio-inspired design based on insect behavior. Generative applications include bio-inspired designs, including pollen-inspired architected materials, as well as the synthesis of bio-inspired material microstructures from a photograph of a solar eclipse.

Guide3D: Create 3D Avatars from Text and Image Guidance

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.

ProteinBench: A Holistic Evaluation of Protein Foundation Models

Recent years have witnessed a surge in the development of protein foundation models, significantly improving performance in protein prediction and generative tasks ranging from 3D structure prediction and protein design to conformational dynamics. However, the capabilities and limitations associated with these models remain poorly understood due to the absence of a unified evaluation framework. To fill this gap, we introduce ProteinBench, a holistic evaluation framework designed to enhance the transparency of protein foundation models. Our approach consists of three key components: (i) A taxonomic classification of tasks that broadly encompass the main challenges in the protein domain, based on the relationships between different protein modalities; (ii) A multi-metric evaluation approach that assesses performance across four key dimensions: quality, novelty, diversity, and robustness; and (iii) In-depth analyses from various user objectives, providing a holistic view of model performance. Our comprehensive evaluation of protein foundation models reveals several key findings that shed light on their current capabilities and limitations. To promote transparency and facilitate further research, we release the evaluation dataset, code, and a public leaderboard publicly for further analysis and a general modular toolkit. We intend for ProteinBench to be a living benchmark for establishing a standardized, in-depth evaluation framework for protein foundation models, driving their development and application while fostering collaboration within the field.

Towards Multi-View Consistent Style Transfer with One-Step Diffusion via Vision Conditioning

The stylization of 3D scenes is an increasingly attractive topic in 3D vision. Although image style transfer has been extensively researched with promising results, directly applying 2D style transfer methods to 3D scenes often fails to preserve the structural and multi-view properties of 3D environments, resulting in unpleasant distortions in images from different viewpoints. To address these issues, we leverage the remarkable generative prior of diffusion-based models and propose a novel style transfer method, OSDiffST, based on a pre-trained one-step diffusion model (i.e., SD-Turbo) for rendering diverse styles in multi-view images of 3D scenes. To efficiently adapt the pre-trained model for multi-view style transfer on small datasets, we introduce a vision condition module to extract style information from the reference style image to serve as conditional input for the diffusion model and employ LoRA in diffusion model for adaptation. Additionally, we consider color distribution alignment and structural similarity between the stylized and content images using two specific loss functions. As a result, our method effectively preserves the structural information and multi-view consistency in stylized images without any 3D information. Experiments show that our method surpasses other promising style transfer methods in synthesizing various styles for multi-view images of 3D scenes. Stylized images from different viewpoints generated by our method achieve superior visual quality, with better structural integrity and less distortion. The source code is available at https://github.com/YushenZuo/OSDiffST.

Generating Novel, Designable, and Diverse Protein Structures by Equivariantly Diffusing Oriented Residue Clouds

Proteins power a vast array of functional processes in living cells. The capability to create new proteins with designed structures and functions would thus enable the engineering of cellular behavior and development of protein-based therapeutics and materials. Structure-based protein design aims to find structures that are designable (can be realized by a protein sequence), novel (have dissimilar geometry from natural proteins), and diverse (span a wide range of geometries). While advances in protein structure prediction have made it possible to predict structures of novel protein sequences, the combinatorially large space of sequences and structures limits the practicality of search-based methods. Generative models provide a compelling alternative, by implicitly learning the low-dimensional structure of complex data distributions. Here, we leverage recent advances in denoising diffusion probabilistic models and equivariant neural networks to develop Genie, a generative model of protein structures that performs discrete-time diffusion using a cloud of oriented reference frames in 3D space. Through in silico evaluations, we demonstrate that Genie generates protein backbones that are more designable, novel, and diverse than existing models. This indicates that Genie is capturing key aspects of the distribution of protein structure space and facilitates protein design with high success rates. Code for generating new proteins and training new versions of Genie is available at https://github.com/aqlaboratory/genie.

ArK: Augmented Reality with Knowledge Interactive Emergent Ability

Despite the growing adoption of mixed reality and interactive AI agents, it remains challenging for these systems to generate high quality 2D/3D scenes in unseen environments. The common practice requires deploying an AI agent to collect large amounts of data for model training for every new task. This process is costly, or even impossible, for many domains. In this study, we develop an infinite agent that learns to transfer knowledge memory from general foundation models (e.g. GPT4, DALLE) to novel domains or scenarios for scene understanding and generation in the physical or virtual world. The heart of our approach is an emerging mechanism, dubbed Augmented Reality with Knowledge Inference Interaction (ArK), which leverages knowledge-memory to generate scenes in unseen physical world and virtual reality environments. The knowledge interactive emergent ability (Figure 1) is demonstrated as the observation learns i) micro-action of cross-modality: in multi-modality models to collect a large amount of relevant knowledge memory data for each interaction task (e.g., unseen scene understanding) from the physical reality; and ii) macro-behavior of reality-agnostic: in mix-reality environments to improve interactions that tailor to different characterized roles, target variables, collaborative information, and so on. We validate the effectiveness of ArK on the scene generation and editing tasks. We show that our ArK approach, combined with large foundation models, significantly improves the quality of generated 2D/3D scenes, compared to baselines, demonstrating the potential benefit of incorporating ArK in generative AI for applications such as metaverse and gaming simulation.

Indoor Scene Generation from a Collection of Semantic-Segmented Depth Images

We present a method for creating 3D indoor scenes with a generative model learned from a collection of semantic-segmented depth images captured from different unknown scenes. Given a room with a specified size, our method automatically generates 3D objects in a room from a randomly sampled latent code. Different from existing methods that represent an indoor scene with the type, location, and other properties of objects in the room and learn the scene layout from a collection of complete 3D indoor scenes, our method models each indoor scene as a 3D semantic scene volume and learns a volumetric generative adversarial network (GAN) from a collection of 2.5D partial observations of 3D scenes. To this end, we apply a differentiable projection layer to project the generated 3D semantic scene volumes into semantic-segmented depth images and design a new multiple-view discriminator for learning the complete 3D scene volume from 2.5D semantic-segmented depth images. Compared to existing methods, our method not only efficiently reduces the workload of modeling and acquiring 3D scenes for training, but also produces better object shapes and their detailed layouts in the scene. We evaluate our method with different indoor scene datasets and demonstrate the advantages of our method. We also extend our method for generating 3D indoor scenes from semantic-segmented depth images inferred from RGB images of real scenes.

Adversarial Generation of Hierarchical Gaussians for 3D Generative Model

Most advances in 3D Generative Adversarial Networks (3D GANs) largely depend on ray casting-based volume rendering, which incurs demanding rendering costs. One promising alternative is rasterization-based 3D Gaussian Splatting (3D-GS), providing a much faster rendering speed and explicit 3D representation. In this paper, we exploit Gaussian as a 3D representation for 3D GANs by leveraging its efficient and explicit characteristics. However, in an adversarial framework, we observe that a na\"ive generator architecture suffers from training instability and lacks the capability to adjust the scale of Gaussians. This leads to model divergence and visual artifacts due to the absence of proper guidance for initialized positions of Gaussians and densification to manage their scales adaptively. To address these issues, we introduce a generator architecture with a hierarchical multi-scale Gaussian representation that effectively regularizes the position and scale of generated Gaussians. Specifically, we design a hierarchy of Gaussians where finer-level Gaussians are parameterized by their coarser-level counterparts; the position of finer-level Gaussians would be located near their coarser-level counterparts, and the scale would monotonically decrease as the level becomes finer, modeling both coarse and fine details of the 3D scene. Experimental results demonstrate that ours achieves a significantly faster rendering speed (x100) compared to state-of-the-art 3D consistent GANs with comparable 3D generation capability. Project page: https://hse1032.github.io/gsgan.

ParaHome: Parameterizing Everyday Home Activities Towards 3D Generative Modeling of Human-Object Interactions

To enable machines to learn how humans interact with the physical world in our daily activities, it is crucial to provide rich data that encompasses the 3D motion of humans as well as the motion of objects in a learnable 3D representation. Ideally, this data should be collected in a natural setup, capturing the authentic dynamic 3D signals during human-object interactions. To address this challenge, we introduce the ParaHome system, designed to capture and parameterize dynamic 3D movements of humans and objects within a common home environment. Our system consists of a multi-view setup with 70 synchronized RGB cameras, as well as wearable motion capture devices equipped with an IMU-based body suit and hand motion capture gloves. By leveraging the ParaHome system, we collect a novel large-scale dataset of human-object interaction. Notably, our dataset offers key advancement over existing datasets in three main aspects: (1) capturing 3D body and dexterous hand manipulation motion alongside 3D object movement within a contextual home environment during natural activities; (2) encompassing human interaction with multiple objects in various episodic scenarios with corresponding descriptions in texts; (3) including articulated objects with multiple parts expressed with parameterized articulations. Building upon our dataset, we introduce new research tasks aimed at building a generative model for learning and synthesizing human-object interactions in a real-world room setting.

GenCA: A Text-conditioned Generative Model for Realistic and Drivable Codec Avatars

Photo-realistic and controllable 3D avatars are crucial for various applications such as virtual and mixed reality (VR/MR), telepresence, gaming, and film production. Traditional methods for avatar creation often involve time-consuming scanning and reconstruction processes for each avatar, which limits their scalability. Furthermore, these methods do not offer the flexibility to sample new identities or modify existing ones. On the other hand, by learning a strong prior from data, generative models provide a promising alternative to traditional reconstruction methods, easing the time constraints for both data capture and processing. Additionally, generative methods enable downstream applications beyond reconstruction, such as editing and stylization. Nonetheless, the research on generative 3D avatars is still in its infancy, and therefore current methods still have limitations such as creating static avatars, lacking photo-realism, having incomplete facial details, or having limited drivability. To address this, we propose a text-conditioned generative model that can generate photo-realistic facial avatars of diverse identities, with more complete details like hair, eyes and mouth interior, and which can be driven through a powerful non-parametric latent expression space. Specifically, we integrate the generative and editing capabilities of latent diffusion models with a strong prior model for avatar expression driving. Our model can generate and control high-fidelity avatars, even those out-of-distribution. We also highlight its potential for downstream applications, including avatar editing and single-shot avatar reconstruction.

GINA-3D: Learning to Generate Implicit Neural Assets in the Wild

Modeling the 3D world from sensor data for simulation is a scalable way of developing testing and validation environments for robotic learning problems such as autonomous driving. However, manually creating or re-creating real-world-like environments is difficult, expensive, and not scalable. Recent generative model techniques have shown promising progress to address such challenges by learning 3D assets using only plentiful 2D images -- but still suffer limitations as they leverage either human-curated image datasets or renderings from manually-created synthetic 3D environments. In this paper, we introduce GINA-3D, a generative model that uses real-world driving data from camera and LiDAR sensors to create realistic 3D implicit neural assets of diverse vehicles and pedestrians. Compared to the existing image datasets, the real-world driving setting poses new challenges due to occlusions, lighting-variations and long-tail distributions. GINA-3D tackles these challenges by decoupling representation learning and generative modeling into two stages with a learned tri-plane latent structure, inspired by recent advances in generative modeling of images. To evaluate our approach, we construct a large-scale object-centric dataset containing over 1.2M images of vehicles and pedestrians from the Waymo Open Dataset, and a new set of 80K images of long-tail instances such as construction equipment, garbage trucks, and cable cars. We compare our model with existing approaches and demonstrate that it achieves state-of-the-art performance in quality and diversity for both generated images and geometries.

PanoHead: Geometry-Aware 3D Full-Head Synthesis in 360$^{\circ}$

Synthesis and reconstruction of 3D human head has gained increasing interests in computer vision and computer graphics recently. Existing state-of-the-art 3D generative adversarial networks (GANs) for 3D human head synthesis are either limited to near-frontal views or hard to preserve 3D consistency in large view angles. We propose PanoHead, the first 3D-aware generative model that enables high-quality view-consistent image synthesis of full heads in 360^circ with diverse appearance and detailed geometry using only in-the-wild unstructured images for training. At its core, we lift up the representation power of recent 3D GANs and bridge the data alignment gap when training from in-the-wild images with widely distributed views. Specifically, we propose a novel two-stage self-adaptive image alignment for robust 3D GAN training. We further introduce a tri-grid neural volume representation that effectively addresses front-face and back-head feature entanglement rooted in the widely-adopted tri-plane formulation. Our method instills prior knowledge of 2D image segmentation in adversarial learning of 3D neural scene structures, enabling compositable head synthesis in diverse backgrounds. Benefiting from these designs, our method significantly outperforms previous 3D GANs, generating high-quality 3D heads with accurate geometry and diverse appearances, even with long wavy and afro hairstyles, renderable from arbitrary poses. Furthermore, we show that our system can reconstruct full 3D heads from single input images for personalized realistic 3D avatars.

Efficient 3D Articulated Human Generation with Layered Surface Volumes

Access to high-quality and diverse 3D articulated digital human assets is crucial in various applications, ranging from virtual reality to social platforms. Generative approaches, such as 3D generative adversarial networks (GANs), are rapidly replacing laborious manual content creation tools. However, existing 3D GAN frameworks typically rely on scene representations that leverage either template meshes, which are fast but offer limited quality, or volumes, which offer high capacity but are slow to render, thereby limiting the 3D fidelity in GAN settings. In this work, we introduce layered surface volumes (LSVs) as a new 3D object representation for articulated digital humans. LSVs represent a human body using multiple textured mesh layers around a conventional template. These layers are rendered using alpha compositing with fast differentiable rasterization, and they can be interpreted as a volumetric representation that allocates its capacity to a manifold of finite thickness around the template. Unlike conventional single-layer templates that struggle with representing fine off-surface details like hair or accessories, our surface volumes naturally capture such details. LSVs can be articulated, and they exhibit exceptional efficiency in GAN settings, where a 2D generator learns to synthesize the RGBA textures for the individual layers. Trained on unstructured, single-view 2D image datasets, our LSV-GAN generates high-quality and view-consistent 3D articulated digital humans without the need for view-inconsistent 2D upsampling networks.

Pandora3D: A Comprehensive Framework for High-Quality 3D Shape and Texture Generation

This report presents a comprehensive framework for generating high-quality 3D shapes and textures from diverse input prompts, including single images, multi-view images, and text descriptions. The framework consists of 3D shape generation and texture generation. (1). The 3D shape generation pipeline employs a Variational Autoencoder (VAE) to encode implicit 3D geometries into a latent space and a diffusion network to generate latents conditioned on input prompts, with modifications to enhance model capacity. An alternative Artist-Created Mesh (AM) generation approach is also explored, yielding promising results for simpler geometries. (2). Texture generation involves a multi-stage process starting with frontal images generation followed by multi-view images generation, RGB-to-PBR texture conversion, and high-resolution multi-view texture refinement. A consistency scheduler is plugged into every stage, to enforce pixel-wise consistency among multi-view textures during inference, ensuring seamless integration. The pipeline demonstrates effective handling of diverse input formats, leveraging advanced neural architectures and novel methodologies to produce high-quality 3D content. This report details the system architecture, experimental results, and potential future directions to improve and expand the framework. The source code and pretrained weights are released at: https://github.com/Tencent/Tencent-XR-3DGen.

WildFusion: Learning 3D-Aware Latent Diffusion Models in View Space

Modern learning-based approaches to 3D-aware image synthesis achieve high photorealism and 3D-consistent viewpoint changes for the generated images. Existing approaches represent instances in a shared canonical space. However, for in-the-wild datasets a shared canonical system can be difficult to define or might not even exist. In this work, we instead model instances in view space, alleviating the need for posed images and learned camera distributions. We find that in this setting, existing GAN-based methods are prone to generating flat geometry and struggle with distribution coverage. We hence propose WildFusion, a new approach to 3D-aware image synthesis based on latent diffusion models (LDMs). We first train an autoencoder that infers a compressed latent representation, which additionally captures the images' underlying 3D structure and enables not only reconstruction but also novel view synthesis. To learn a faithful 3D representation, we leverage cues from monocular depth prediction. Then, we train a diffusion model in the 3D-aware latent space, thereby enabling synthesis of high-quality 3D-consistent image samples, outperforming recent state-of-the-art GAN-based methods. Importantly, our 3D-aware LDM is trained without any direct supervision from multiview images or 3D geometry and does not require posed images or learned pose or camera distributions. It directly learns a 3D representation without relying on canonical camera coordinates. This opens up promising research avenues for scalable 3D-aware image synthesis and 3D content creation from in-the-wild image data. See https://katjaschwarz.github.io/wildfusion for videos of our 3D results.

CraftsMan: High-fidelity Mesh Generation with 3D Native Generation and Interactive Geometry Refiner

We present a novel generative 3D modeling system, coined CraftsMan, which can generate high-fidelity 3D geometries with highly varied shapes, regular mesh topologies, and detailed surfaces, and, notably, allows for refining the geometry in an interactive manner. Despite the significant advancements in 3D generation, existing methods still struggle with lengthy optimization processes, irregular mesh topologies, noisy surfaces, and difficulties in accommodating user edits, consequently impeding their widespread adoption and implementation in 3D modeling software. Our work is inspired by the craftsman, who usually roughs out the holistic figure of the work first and elaborates the surface details subsequently. Specifically, we employ a 3D native diffusion model, which operates on latent space learned from latent set-based 3D representations, to generate coarse geometries with regular mesh topology in seconds. In particular, this process takes as input a text prompt or a reference image and leverages a powerful multi-view (MV) diffusion model to generate multiple views of the coarse geometry, which are fed into our MV-conditioned 3D diffusion model for generating the 3D geometry, significantly improving robustness and generalizability. Following that, a normal-based geometry refiner is used to significantly enhance the surface details. This refinement can be performed automatically, or interactively with user-supplied edits. Extensive experiments demonstrate that our method achieves high efficacy in producing superior-quality 3D assets compared to existing methods. HomePage: https://craftsman3d.github.io/, Code: https://github.com/wyysf-98/CraftsMan

Denoising Diffusion via Image-Based Rendering

Generating 3D scenes is a challenging open problem, which requires synthesizing plausible content that is fully consistent in 3D space. While recent methods such as neural radiance fields excel at view synthesis and 3D reconstruction, they cannot synthesize plausible details in unobserved regions since they lack a generative capability. Conversely, existing generative methods are typically not capable of reconstructing detailed, large-scale scenes in the wild, as they use limited-capacity 3D scene representations, require aligned camera poses, or rely on additional regularizers. In this work, we introduce the first diffusion model able to perform fast, detailed reconstruction and generation of real-world 3D scenes. To achieve this, we make three contributions. First, we introduce a new neural scene representation, IB-planes, that can efficiently and accurately represent large 3D scenes, dynamically allocating more capacity as needed to capture details visible in each image. Second, we propose a denoising-diffusion framework to learn a prior over this novel 3D scene representation, using only 2D images without the need for any additional supervision signal such as masks or depths. This supports 3D reconstruction and generation in a unified architecture. Third, we develop a principled approach to avoid trivial 3D solutions when integrating the image-based rendering with the diffusion model, by dropping out representations of some images. We evaluate the model on several challenging datasets of real and synthetic images, and demonstrate superior results on generation, novel view synthesis and 3D reconstruction.

CLAY: A Controllable Large-scale Generative Model for Creating High-quality 3D Assets

In the realm of digital creativity, our potential to craft intricate 3D worlds from imagination is often hampered by the limitations of existing digital tools, which demand extensive expertise and efforts. To narrow this disparity, we introduce CLAY, a 3D geometry and material generator designed to effortlessly transform human imagination into intricate 3D digital structures. CLAY supports classic text or image inputs as well as 3D-aware controls from diverse primitives (multi-view images, voxels, bounding boxes, point clouds, implicit representations, etc). At its core is a large-scale generative model composed of a multi-resolution Variational Autoencoder (VAE) and a minimalistic latent Diffusion Transformer (DiT), to extract rich 3D priors directly from a diverse range of 3D geometries. Specifically, it adopts neural fields to represent continuous and complete surfaces and uses a geometry generative module with pure transformer blocks in latent space. We present a progressive training scheme to train CLAY on an ultra large 3D model dataset obtained through a carefully designed processing pipeline, resulting in a 3D native geometry generator with 1.5 billion parameters. For appearance generation, CLAY sets out to produce physically-based rendering (PBR) textures by employing a multi-view material diffusion model that can generate 2K resolution textures with diffuse, roughness, and metallic modalities. We demonstrate using CLAY for a range of controllable 3D asset creations, from sketchy conceptual designs to production ready assets with intricate details. Even first time users can easily use CLAY to bring their vivid 3D imaginations to life, unleashing unlimited creativity.