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SubscribeOmni-Recon: Harnessing Image-based Rendering for General-Purpose Neural Radiance Fields
Recent breakthroughs in Neural Radiance Fields (NeRFs) have sparked significant demand for their integration into real-world 3D applications. However, the varied functionalities required by different 3D applications often necessitate diverse NeRF models with various pipelines, leading to tedious NeRF training for each target task and cumbersome trial-and-error experiments. Drawing inspiration from the generalization capability and adaptability of emerging foundation models, our work aims to develop one general-purpose NeRF for handling diverse 3D tasks. We achieve this by proposing a framework called Omni-Recon, which is capable of (1) generalizable 3D reconstruction and zero-shot multitask scene understanding, and (2) adaptability to diverse downstream 3D applications such as real-time rendering and scene editing. Our key insight is that an image-based rendering pipeline, with accurate geometry and appearance estimation, can lift 2D image features into their 3D counterparts, thus extending widely explored 2D tasks to the 3D world in a generalizable manner. Specifically, our Omni-Recon features a general-purpose NeRF model using image-based rendering with two decoupled branches: one complex transformer-based branch that progressively fuses geometry and appearance features for accurate geometry estimation, and one lightweight branch for predicting blending weights of source views. This design achieves state-of-the-art (SOTA) generalizable 3D surface reconstruction quality with blending weights reusable across diverse tasks for zero-shot multitask scene understanding. In addition, it can enable real-time rendering after baking the complex geometry branch into meshes, swift adaptation to achieve SOTA generalizable 3D understanding performance, and seamless integration with 2D diffusion models for text-guided 3D editing.
RT-NeRF: Real-Time On-Device Neural Radiance Fields Towards Immersive AR/VR Rendering
Neural Radiance Field (NeRF) based rendering has attracted growing attention thanks to its state-of-the-art (SOTA) rendering quality and wide applications in Augmented and Virtual Reality (AR/VR). However, immersive real-time (> 30 FPS) NeRF based rendering enabled interactions are still limited due to the low achievable throughput on AR/VR devices. To this end, we first profile SOTA efficient NeRF algorithms on commercial devices and identify two primary causes of the aforementioned inefficiency: (1) the uniform point sampling and (2) the dense accesses and computations of the required embeddings in NeRF. Furthermore, we propose RT-NeRF, which to the best of our knowledge is the first algorithm-hardware co-design acceleration of NeRF. Specifically, on the algorithm level, RT-NeRF integrates an efficient rendering pipeline for largely alleviating the inefficiency due to the commonly adopted uniform point sampling method in NeRF by directly computing the geometry of pre-existing points. Additionally, RT-NeRF leverages a coarse-grained view-dependent computing ordering scheme for eliminating the (unnecessary) processing of invisible points. On the hardware level, our proposed RT-NeRF accelerator (1) adopts a hybrid encoding scheme to adaptively switch between a bitmap- or coordinate-based sparsity encoding format for NeRF's sparse embeddings, aiming to maximize the storage savings and thus reduce the required DRAM accesses while supporting efficient NeRF decoding; and (2) integrates both a dual-purpose bi-direction adder & search tree and a high-density sparse search unit to coordinate the two aforementioned encoding formats. Extensive experiments on eight datasets consistently validate the effectiveness of RT-NeRF, achieving a large throughput improvement (e.g., 9.7x - 3,201x) while maintaining the rendering quality as compared with SOTA efficient NeRF solutions.
NerfBaselines: Consistent and Reproducible Evaluation of Novel View Synthesis Methods
Novel view synthesis is an important problem with many applications, including AR/VR, gaming, and simulations for robotics. With the recent rapid development of Neural Radiance Fields (NeRFs) and 3D Gaussian Splatting (3DGS) methods, it is becoming difficult to keep track of the current state of the art (SoTA) due to methods using different evaluation protocols, codebases being difficult to install and use, and methods not generalizing well to novel 3D scenes. Our experiments support this claim by showing that tiny differences in evaluation protocols of various methods can lead to inconsistent reported metrics. To address these issues, we propose a framework called NerfBaselines, which simplifies the installation of various methods, provides consistent benchmarking tools, and ensures reproducibility. We validate our implementation experimentally by reproducing numbers reported in the original papers. To further improve the accessibility, we release a web platform where commonly used methods are compared on standard benchmarks. Web: https://jkulhanek.com/nerfbaselines
Perturb-and-Revise: Flexible 3D Editing with Generative Trajectories
The fields of 3D reconstruction and text-based 3D editing have advanced significantly with the evolution of text-based diffusion models. While existing 3D editing methods excel at modifying color, texture, and style, they struggle with extensive geometric or appearance changes, thus limiting their applications. We propose Perturb-and-Revise, which makes possible a variety of NeRF editing. First, we perturb the NeRF parameters with random initializations to create a versatile initialization. We automatically determine the perturbation magnitude through analysis of the local loss landscape. Then, we revise the edited NeRF via generative trajectories. Combined with the generative process, we impose identity-preserving gradients to refine the edited NeRF. Extensive experiments demonstrate that Perturb-and-Revise facilitates flexible, effective, and consistent editing of color, appearance, and geometry in 3D. For 360{\deg} results, please visit our project page: https://susunghong.github.io/Perturb-and-Revise.
GSDF: 3DGS Meets SDF for Improved Rendering and Reconstruction
Presenting a 3D scene from multiview images remains a core and long-standing challenge in computer vision and computer graphics. Two main requirements lie in rendering and reconstruction. Notably, SOTA rendering quality is usually achieved with neural volumetric rendering techniques, which rely on aggregated point/primitive-wise color and neglect the underlying scene geometry. Learning of neural implicit surfaces is sparked from the success of neural rendering. Current works either constrain the distribution of density fields or the shape of primitives, resulting in degraded rendering quality and flaws on the learned scene surfaces. The efficacy of such methods is limited by the inherent constraints of the chosen neural representation, which struggles to capture fine surface details, especially for larger, more intricate scenes. To address these issues, we introduce GSDF, a novel dual-branch architecture that combines the benefits of a flexible and efficient 3D Gaussian Splatting (3DGS) representation with neural Signed Distance Fields (SDF). The core idea is to leverage and enhance the strengths of each branch while alleviating their limitation through mutual guidance and joint supervision. We show on diverse scenes that our design unlocks the potential for more accurate and detailed surface reconstructions, and at the meantime benefits 3DGS rendering with structures that are more aligned with the underlying geometry.
Text-Guided Generation and Editing of Compositional 3D Avatars
Our goal is to create a realistic 3D facial avatar with hair and accessories using only a text description. While this challenge has attracted significant recent interest, existing methods either lack realism, produce unrealistic shapes, or do not support editing, such as modifications to the hairstyle. We argue that existing methods are limited because they employ a monolithic modeling approach, using a single representation for the head, face, hair, and accessories. Our observation is that the hair and face, for example, have very different structural qualities that benefit from different representations. Building on this insight, we generate avatars with a compositional model, in which the head, face, and upper body are represented with traditional 3D meshes, and the hair, clothing, and accessories with neural radiance fields (NeRF). The model-based mesh representation provides a strong geometric prior for the face region, improving realism while enabling editing of the person's appearance. By using NeRFs to represent the remaining components, our method is able to model and synthesize parts with complex geometry and appearance, such as curly hair and fluffy scarves. Our novel system synthesizes these high-quality compositional avatars from text descriptions. The experimental results demonstrate that our method, Text-guided generation and Editing of Compositional Avatars (TECA), produces avatars that are more realistic than those of recent methods while being editable because of their compositional nature. For example, our TECA enables the seamless transfer of compositional features like hairstyles, scarves, and other accessories between avatars. This capability supports applications such as virtual try-on.
Locally Stylized Neural Radiance Fields
In recent years, there has been increasing interest in applying stylization on 3D scenes from a reference style image, in particular onto neural radiance fields (NeRF). While performing stylization directly on NeRF guarantees appearance consistency over arbitrary novel views, it is a challenging problem to guide the transfer of patterns from the style image onto different parts of the NeRF scene. In this work, we propose a stylization framework for NeRF based on local style transfer. In particular, we use a hash-grid encoding to learn the embedding of the appearance and geometry components, and show that the mapping defined by the hash table allows us to control the stylization to a certain extent. Stylization is then achieved by optimizing the appearance branch while keeping the geometry branch fixed. To support local style transfer, we propose a new loss function that utilizes a segmentation network and bipartite matching to establish region correspondences between the style image and the content images obtained from volume rendering. Our experiments show that our method yields plausible stylization results with novel view synthesis while having flexible controllability via manipulating and customizing the region correspondences.
Freditor: High-Fidelity and Transferable NeRF Editing by Frequency Decomposition
This paper enables high-fidelity, transferable NeRF editing by frequency decomposition. Recent NeRF editing pipelines lift 2D stylization results to 3D scenes while suffering from blurry results, and fail to capture detailed structures caused by the inconsistency between 2D editings. Our critical insight is that low-frequency components of images are more multiview-consistent after editing compared with their high-frequency parts. Moreover, the appearance style is mainly exhibited on the low-frequency components, and the content details especially reside in high-frequency parts. This motivates us to perform editing on low-frequency components, which results in high-fidelity edited scenes. In addition, the editing is performed in the low-frequency feature space, enabling stable intensity control and novel scene transfer. Comprehensive experiments conducted on photorealistic datasets demonstrate the superior performance of high-fidelity and transferable NeRF editing. The project page is at https://aigc3d.github.io/freditor.
DeformToon3D: Deformable 3D Toonification from Neural Radiance Fields
In this paper, we address the challenging problem of 3D toonification, which involves transferring the style of an artistic domain onto a target 3D face with stylized geometry and texture. Although fine-tuning a pre-trained 3D GAN on the artistic domain can produce reasonable performance, this strategy has limitations in the 3D domain. In particular, fine-tuning can deteriorate the original GAN latent space, which affects subsequent semantic editing, and requires independent optimization and storage for each new style, limiting flexibility and efficient deployment. To overcome these challenges, we propose DeformToon3D, an effective toonification framework tailored for hierarchical 3D GAN. Our approach decomposes 3D toonification into subproblems of geometry and texture stylization to better preserve the original latent space. Specifically, we devise a novel StyleField that predicts conditional 3D deformation to align a real-space NeRF to the style space for geometry stylization. Thanks to the StyleField formulation, which already handles geometry stylization well, texture stylization can be achieved conveniently via adaptive style mixing that injects information of the artistic domain into the decoder of the pre-trained 3D GAN. Due to the unique design, our method enables flexible style degree control and shape-texture-specific style swap. Furthermore, we achieve efficient training without any real-world 2D-3D training pairs but proxy samples synthesized from off-the-shelf 2D toonification models.
Free-Editor: Zero-shot Text-driven 3D Scene Editing
Text-to-Image (T2I) diffusion models have recently gained traction for their versatility and user-friendliness in 2D content generation and editing. However, training a diffusion model specifically for 3D scene editing is challenging due to the scarcity of large-scale datasets. Currently, editing 3D scenes necessitates either retraining the model to accommodate various 3D edits or developing specific methods tailored to each unique editing type. Moreover, state-of-the-art (SOTA) techniques require multiple synchronized edited images from the same scene to enable effective scene editing. Given the current limitations of T2I models, achieving consistent editing effects across multiple images remains difficult, leading to multi-view inconsistency in editing. This inconsistency undermines the performance of 3D scene editing when these images are utilized. In this study, we introduce a novel, training-free 3D scene editing technique called Free-Editor, which enables users to edit 3D scenes without the need for model retraining during the testing phase. Our method effectively addresses the issue of multi-view style inconsistency found in state-of-the-art (SOTA) methods through the implementation of a single-view editing scheme. Specifically, we demonstrate that editing a particular 3D scene can be achieved by modifying only a single view. To facilitate this, we present an Edit Transformer that ensures intra-view consistency and inter-view style transfer using self-view and cross-view attention mechanisms, respectively. By eliminating the need for model retraining and multi-view editing, our approach significantly reduces editing time and memory resource requirements, achieving runtimes approximately 20 times faster than SOTA methods. We have performed extensive experiments on various benchmark datasets, showcasing the diverse editing capabilities of our proposed technique.
Style-NeRF2NeRF: 3D Style Transfer From Style-Aligned Multi-View Images
We propose a simple yet effective pipeline for stylizing a 3D scene, harnessing the power of 2D image diffusion models. Given a NeRF model reconstructed from a set of multi-view images, we perform 3D style transfer by refining the source NeRF model using stylized images generated by a style-aligned image-to-image diffusion model. Given a target style prompt, we first generate perceptually similar multi-view images by leveraging a depth-conditioned diffusion model with an attention-sharing mechanism. Next, based on the stylized multi-view images, we propose to guide the style transfer process with the sliced Wasserstein loss based on the feature maps extracted from a pre-trained CNN model. Our pipeline consists of decoupled steps, allowing users to test various prompt ideas and preview the stylized 3D result before proceeding to the NeRF fine-tuning stage. We demonstrate that our method can transfer diverse artistic styles to real-world 3D scenes with competitive quality.
CHASE: 3D-Consistent Human Avatars with Sparse Inputs via Gaussian Splatting and Contrastive Learning
Recent advancements in human avatar synthesis have utilized radiance fields to reconstruct photo-realistic animatable human avatars. However, both NeRFs-based and 3DGS-based methods struggle with maintaining 3D consistency and exhibit suboptimal detail reconstruction, especially with sparse inputs. To address this challenge, we propose CHASE, which introduces supervision from intrinsic 3D consistency across poses and 3D geometry contrastive learning, achieving performance comparable with sparse inputs to that with full inputs. Following previous work, we first integrate a skeleton-driven rigid deformation and a non-rigid cloth dynamics deformation to coordinate the movements of individual Gaussians during animation, reconstructing basic avatar with coarse 3D consistency. To improve 3D consistency under sparse inputs, we design Dynamic Avatar Adjustment(DAA) to adjust deformed Gaussians based on a selected similar pose/image from the dataset. Minimizing the difference between the image rendered by adjusted Gaussians and the image with the similar pose serves as an additional form of supervision for avatar. Furthermore, we propose a 3D geometry contrastive learning strategy to maintain the 3D global consistency of generated avatars. Though CHASE is designed for sparse inputs, it surprisingly outperforms current SOTA methods in both full and sparse settings on the ZJU-MoCap and H36M datasets, demonstrating that our CHASE successfully maintains avatar's 3D consistency, hence improving rendering quality.
Behind the Veil: Enhanced Indoor 3D Scene Reconstruction with Occluded Surfaces Completion
In this paper, we present a novel indoor 3D reconstruction method with occluded surface completion, given a sequence of depth readings. Prior state-of-the-art (SOTA) methods only focus on the reconstruction of the visible areas in a scene, neglecting the invisible areas due to the occlusions, e.g., the contact surface between furniture, occluded wall and floor. Our method tackles the task of completing the occluded scene surfaces, resulting in a complete 3D scene mesh. The core idea of our method is learning 3D geometry prior from various complete scenes to infer the occluded geometry of an unseen scene from solely depth measurements. We design a coarse-fine hierarchical octree representation coupled with a dual-decoder architecture, i.e., Geo-decoder and 3D Inpainter, which jointly reconstructs the complete 3D scene geometry. The Geo-decoder with detailed representation at fine levels is optimized online for each scene to reconstruct visible surfaces. The 3D Inpainter with abstract representation at coarse levels is trained offline using various scenes to complete occluded surfaces. As a result, while the Geo-decoder is specialized for an individual scene, the 3D Inpainter can be generally applied across different scenes. We evaluate the proposed method on the 3D Completed Room Scene (3D-CRS) and iTHOR datasets, significantly outperforming the SOTA methods by a gain of 16.8% and 24.2% in terms of the completeness of 3D reconstruction. 3D-CRS dataset including a complete 3D mesh of each scene is provided at project webpage.
Reference-based Controllable Scene Stylization with Gaussian Splatting
Referenced-based scene stylization that edits the appearance based on a content-aligned reference image is an emerging research area. Starting with a pretrained neural radiance field (NeRF), existing methods typically learn a novel appearance that matches the given style. Despite their effectiveness, they inherently suffer from time-consuming volume rendering, and thus are impractical for many real-time applications. In this work, we propose ReGS, which adapts 3D Gaussian Splatting (3DGS) for reference-based stylization to enable real-time stylized view synthesis. Editing the appearance of a pretrained 3DGS is challenging as it uses discrete Gaussians as 3D representation, which tightly bind appearance with geometry. Simply optimizing the appearance as prior methods do is often insufficient for modeling continuous textures in the given reference image. To address this challenge, we propose a novel texture-guided control mechanism that adaptively adjusts local responsible Gaussians to a new geometric arrangement, serving for desired texture details. The proposed process is guided by texture clues for effective appearance editing, and regularized by scene depth for preserving original geometric structure. With these novel designs, we show ReGs can produce state-of-the-art stylization results that respect the reference texture while embracing real-time rendering speed for free-view navigation.
Blending-NeRF: Text-Driven Localized Editing in Neural Radiance Fields
Text-driven localized editing of 3D objects is particularly difficult as locally mixing the original 3D object with the intended new object and style effects without distorting the object's form is not a straightforward process. To address this issue, we propose a novel NeRF-based model, Blending-NeRF, which consists of two NeRF networks: pretrained NeRF and editable NeRF. Additionally, we introduce new blending operations that allow Blending-NeRF to properly edit target regions which are localized by text. By using a pretrained vision-language aligned model, CLIP, we guide Blending-NeRF to add new objects with varying colors and densities, modify textures, and remove parts of the original object. Our extensive experiments demonstrate that Blending-NeRF produces naturally and locally edited 3D objects from various text prompts. Our project page is available at https://seokhunchoi.github.io/Blending-NeRF/
ProteusNeRF: Fast Lightweight NeRF Editing using 3D-Aware Image Context
Neural Radiance Fields (NeRFs) have recently emerged as a popular option for photo-realistic object capture due to their ability to faithfully capture high-fidelity volumetric content even from handheld video input. Although much research has been devoted to efficient optimization leading to real-time training and rendering, options for interactive editing NeRFs remain limited. We present a very simple but effective neural network architecture that is fast and efficient while maintaining a low memory footprint. This architecture can be incrementally guided through user-friendly image-based edits. Our representation allows straightforward object selection via semantic feature distillation at the training stage. More importantly, we propose a local 3D-aware image context to facilitate view-consistent image editing that can then be distilled into fine-tuned NeRFs, via geometric and appearance adjustments. We evaluate our setup on a variety of examples to demonstrate appearance and geometric edits and report 10-30x speedup over concurrent work focusing on text-guided NeRF editing. Video results can be seen on our project webpage at https://proteusnerf.github.io.
Points-to-3D: Bridging the Gap between Sparse Points and Shape-Controllable Text-to-3D Generation
Text-to-3D generation has recently garnered significant attention, fueled by 2D diffusion models trained on billions of image-text pairs. Existing methods primarily rely on score distillation to leverage the 2D diffusion priors to supervise the generation of 3D models, e.g., NeRF. However, score distillation is prone to suffer the view inconsistency problem, and implicit NeRF modeling can also lead to an arbitrary shape, thus leading to less realistic and uncontrollable 3D generation. In this work, we propose a flexible framework of Points-to-3D to bridge the gap between sparse yet freely available 3D points and realistic shape-controllable 3D generation by distilling the knowledge from both 2D and 3D diffusion models. The core idea of Points-to-3D is to introduce controllable sparse 3D points to guide the text-to-3D generation. Specifically, we use the sparse point cloud generated from the 3D diffusion model, Point-E, as the geometric prior, conditioned on a single reference image. To better utilize the sparse 3D points, we propose an efficient point cloud guidance loss to adaptively drive the NeRF's geometry to align with the shape of the sparse 3D points. In addition to controlling the geometry, we propose to optimize the NeRF for a more view-consistent appearance. To be specific, we perform score distillation to the publicly available 2D image diffusion model ControlNet, conditioned on text as well as depth map of the learned compact geometry. Qualitative and quantitative comparisons demonstrate that Points-to-3D improves view consistency and achieves good shape controllability for text-to-3D generation. Points-to-3D provides users with a new way to improve and control text-to-3D generation.
TextMesh: Generation of Realistic 3D Meshes From Text Prompts
The ability to generate highly realistic 2D images from mere text prompts has recently made huge progress in terms of speed and quality, thanks to the advent of image diffusion models. Naturally, the question arises if this can be also achieved in the generation of 3D content from such text prompts. To this end, a new line of methods recently emerged trying to harness diffusion models, trained on 2D images, for supervision of 3D model generation using view dependent prompts. While achieving impressive results, these methods, however, have two major drawbacks. First, rather than commonly used 3D meshes, they instead generate neural radiance fields (NeRFs), making them impractical for most real applications. Second, these approaches tend to produce over-saturated models, giving the output a cartoonish looking effect. Therefore, in this work we propose a novel method for generation of highly realistic-looking 3D meshes. To this end, we extend NeRF to employ an SDF backbone, leading to improved 3D mesh extraction. In addition, we propose a novel way to finetune the mesh texture, removing the effect of high saturation and improving the details of the output 3D mesh.
RePaint-NeRF: NeRF Editting via Semantic Masks and Diffusion Models
The emergence of Neural Radiance Fields (NeRF) has promoted the development of synthesized high-fidelity views of the intricate real world. However, it is still a very demanding task to repaint the content in NeRF. In this paper, we propose a novel framework that can take RGB images as input and alter the 3D content in neural scenes. Our work leverages existing diffusion models to guide changes in the designated 3D content. Specifically, we semantically select the target object and a pre-trained diffusion model will guide the NeRF model to generate new 3D objects, which can improve the editability, diversity, and application range of NeRF. Experiment results show that our algorithm is effective for editing 3D objects in NeRF under different text prompts, including editing appearance, shape, and more. We validate our method on both real-world datasets and synthetic-world datasets for these editing tasks. Please visit https://repaintnerf.github.io for a better view of our results.
Customize-It-3D: High-Quality 3D Creation from A Single Image Using Subject-Specific Knowledge Prior
In this paper, we present a novel two-stage approach that fully utilizes the information provided by the reference image to establish a customized knowledge prior for image-to-3D generation. While previous approaches primarily rely on a general diffusion prior, which struggles to yield consistent results with the reference image, we propose a subject-specific and multi-modal diffusion model. This model not only aids NeRF optimization by considering the shading mode for improved geometry but also enhances texture from the coarse results to achieve superior refinement. Both aspects contribute to faithfully aligning the 3D content with the subject. Extensive experiments showcase the superiority of our method, Customize-It-3D, outperforming previous works by a substantial margin. It produces faithful 360-degree reconstructions with impressive visual quality, making it well-suited for various applications, including text-to-3D creation.
Blended-NeRF: Zero-Shot Object Generation and Blending in Existing Neural Radiance Fields
Editing a local region or a specific object in a 3D scene represented by a NeRF is challenging, mainly due to the implicit nature of the scene representation. Consistently blending a new realistic object into the scene adds an additional level of difficulty. We present Blended-NeRF, a robust and flexible framework for editing a specific region of interest in an existing NeRF scene, based on text prompts or image patches, along with a 3D ROI box. Our method leverages a pretrained language-image model to steer the synthesis towards a user-provided text prompt or image patch, along with a 3D MLP model initialized on an existing NeRF scene to generate the object and blend it into a specified region in the original scene. We allow local editing by localizing a 3D ROI box in the input scene, and seamlessly blend the content synthesized inside the ROI with the existing scene using a novel volumetric blending technique. To obtain natural looking and view-consistent results, we leverage existing and new geometric priors and 3D augmentations for improving the visual fidelity of the final result. We test our framework both qualitatively and quantitatively on a variety of real 3D scenes and text prompts, demonstrating realistic multi-view consistent results with much flexibility and diversity compared to the baselines. Finally, we show the applicability of our framework for several 3D editing applications, including adding new objects to a scene, removing/replacing/altering existing objects, and texture conversion.
SPIn-NeRF: Multiview Segmentation and Perceptual Inpainting with Neural Radiance Fields
Neural Radiance Fields (NeRFs) have emerged as a popular approach for novel view synthesis. While NeRFs are quickly being adapted for a wider set of applications, intuitively editing NeRF scenes is still an open challenge. One important editing task is the removal of unwanted objects from a 3D scene, such that the replaced region is visually plausible and consistent with its context. We refer to this task as 3D inpainting. In 3D, solutions must be both consistent across multiple views and geometrically valid. In this paper, we propose a novel 3D inpainting method that addresses these challenges. Given a small set of posed images and sparse annotations in a single input image, our framework first rapidly obtains a 3D segmentation mask for a target object. Using the mask, a perceptual optimizationbased approach is then introduced that leverages learned 2D image inpainters, distilling their information into 3D space, while ensuring view consistency. We also address the lack of a diverse benchmark for evaluating 3D scene inpainting methods by introducing a dataset comprised of challenging real-world scenes. In particular, our dataset contains views of the same scene with and without a target object, enabling more principled benchmarking of the 3D inpainting task. We first demonstrate the superiority of our approach on multiview segmentation, comparing to NeRFbased methods and 2D segmentation approaches. We then evaluate on the task of 3D inpainting, establishing state-ofthe-art performance against other NeRF manipulation algorithms, as well as a strong 2D image inpainter baseline. Project Page: https://spinnerf3d.github.io
MobileNeRF: Exploiting the Polygon Rasterization Pipeline for Efficient Neural Field Rendering on Mobile Architectures
Neural Radiance Fields (NeRFs) have demonstrated amazing ability to synthesize images of 3D scenes from novel views. However, they rely upon specialized volumetric rendering algorithms based on ray marching that are mismatched to the capabilities of widely deployed graphics hardware. This paper introduces a new NeRF representation based on textured polygons that can synthesize novel images efficiently with standard rendering pipelines. The NeRF is represented as a set of polygons with textures representing binary opacities and feature vectors. Traditional rendering of the polygons with a z-buffer yields an image with features at every pixel, which are interpreted by a small, view-dependent MLP running in a fragment shader to produce a final pixel color. This approach enables NeRFs to be rendered with the traditional polygon rasterization pipeline, which provides massive pixel-level parallelism, achieving interactive frame rates on a wide range of compute platforms, including mobile phones.
SKED: Sketch-guided Text-based 3D Editing
Text-to-image diffusion models are gradually introduced into computer graphics, recently enabling the development of Text-to-3D pipelines in an open domain. However, for interactive editing purposes, local manipulations of content through a simplistic textual interface can be arduous. Incorporating user guided sketches with Text-to-image pipelines offers users more intuitive control. Still, as state-of-the-art Text-to-3D pipelines rely on optimizing Neural Radiance Fields (NeRF) through gradients from arbitrary rendering views, conditioning on sketches is not straightforward. In this paper, we present SKED, a technique for editing 3D shapes represented by NeRFs. Our technique utilizes as few as two guiding sketches from different views to alter an existing neural field. The edited region respects the prompt semantics through a pre-trained diffusion model. To ensure the generated output adheres to the provided sketches, we propose novel loss functions to generate the desired edits while preserving the density and radiance of the base instance. We demonstrate the effectiveness of our proposed method through several qualitative and quantitative experiments. https://sked-paper.github.io/
Compact3D: Compressing Gaussian Splat Radiance Field Models with Vector Quantization
3D Gaussian Splatting is a new method for modeling and rendering 3D radiance fields that achieves much faster learning and rendering time compared to SOTA NeRF methods. However, it comes with a drawback in the much larger storage demand compared to NeRF methods since it needs to store the parameters for several 3D Gaussians. We notice that many Gaussians may share similar parameters, so we introduce a simple vector quantization method based on \kmeans algorithm to quantize the Gaussian parameters. Then, we store the small codebook along with the index of the code for each Gaussian. Moreover, we compress the indices further by sorting them and using a method similar to run-length encoding. We do extensive experiments on standard benchmarks as well as a new benchmark which is an order of magnitude larger than the standard benchmarks. We show that our simple yet effective method can reduce the storage cost for the original 3D Gaussian Splatting method by a factor of almost 20times with a very small drop in the quality of rendered images.
3DGS-DET: Empower 3D Gaussian Splatting with Boundary Guidance and Box-Focused Sampling for 3D Object Detection
Neural Radiance Fields (NeRF) are widely used for novel-view synthesis and have been adapted for 3D Object Detection (3DOD), offering a promising approach to 3DOD through view-synthesis representation. However, NeRF faces inherent limitations: (i) limited representational capacity for 3DOD due to its implicit nature, and (ii) slow rendering speeds. Recently, 3D Gaussian Splatting (3DGS) has emerged as an explicit 3D representation that addresses these limitations. Inspired by these advantages, this paper introduces 3DGS into 3DOD for the first time, identifying two main challenges: (i) Ambiguous spatial distribution of Gaussian blobs: 3DGS primarily relies on 2D pixel-level supervision, resulting in unclear 3D spatial distribution of Gaussian blobs and poor differentiation between objects and background, which hinders 3DOD; (ii) Excessive background blobs: 2D images often include numerous background pixels, leading to densely reconstructed 3DGS with many noisy Gaussian blobs representing the background, negatively affecting detection. To tackle the challenge (i), we leverage the fact that 3DGS reconstruction is derived from 2D images, and propose an elegant and efficient solution by incorporating 2D Boundary Guidance to significantly enhance the spatial distribution of Gaussian blobs, resulting in clearer differentiation between objects and their background. To address the challenge (ii), we propose a Box-Focused Sampling strategy using 2D boxes to generate object probability distribution in 3D spaces, allowing effective probabilistic sampling in 3D to retain more object blobs and reduce noisy background blobs. Benefiting from our designs, our 3DGS-DET significantly outperforms the SOTA NeRF-based method, NeRF-Det, achieving improvements of +6.6 on [email protected] and +8.1 on [email protected] for the ScanNet dataset, and impressive +31.5 on [email protected] for the ARKITScenes dataset.
EpiGRAF: Rethinking training of 3D GANs
A very recent trend in generative modeling is building 3D-aware generators from 2D image collections. To induce the 3D bias, such models typically rely on volumetric rendering, which is expensive to employ at high resolutions. During the past months, there appeared more than 10 works that address this scaling issue by training a separate 2D decoder to upsample a low-resolution image (or a feature tensor) produced from a pure 3D generator. But this solution comes at a cost: not only does it break multi-view consistency (i.e. shape and texture change when the camera moves), but it also learns the geometry in a low fidelity. In this work, we show that it is possible to obtain a high-resolution 3D generator with SotA image quality by following a completely different route of simply training the model patch-wise. We revisit and improve this optimization scheme in two ways. First, we design a location- and scale-aware discriminator to work on patches of different proportions and spatial positions. Second, we modify the patch sampling strategy based on an annealed beta distribution to stabilize training and accelerate the convergence. The resulted model, named EpiGRAF, is an efficient, high-resolution, pure 3D generator, and we test it on four datasets (two introduced in this work) at 256^2 and 512^2 resolutions. It obtains state-of-the-art image quality, high-fidelity geometry and trains {approx} 2.5 times faster than the upsampler-based counterparts. Project website: https://universome.github.io/epigraf.
Removing Objects From Neural Radiance Fields
Neural Radiance Fields (NeRFs) are emerging as a ubiquitous scene representation that allows for novel view synthesis. Increasingly, NeRFs will be shareable with other people. Before sharing a NeRF, though, it might be desirable to remove personal information or unsightly objects. Such removal is not easily achieved with the current NeRF editing frameworks. We propose a framework to remove objects from a NeRF representation created from an RGB-D sequence. Our NeRF inpainting method leverages recent work in 2D image inpainting and is guided by a user-provided mask. Our algorithm is underpinned by a confidence based view selection procedure. It chooses which of the individual 2D inpainted images to use in the creation of the NeRF, so that the resulting inpainted NeRF is 3D consistent. We show that our method for NeRF editing is effective for synthesizing plausible inpaintings in a multi-view coherent manner. We validate our approach using a new and still-challenging dataset for the task of NeRF inpainting.
High-Fidelity 3D Head Avatars Reconstruction through Spatially-Varying Expression Conditioned Neural Radiance Field
One crucial aspect of 3D head avatar reconstruction lies in the details of facial expressions. Although recent NeRF-based photo-realistic 3D head avatar methods achieve high-quality avatar rendering, they still encounter challenges retaining intricate facial expression details because they overlook the potential of specific expression variations at different spatial positions when conditioning the radiance field. Motivated by this observation, we introduce a novel Spatially-Varying Expression (SVE) conditioning. The SVE can be obtained by a simple MLP-based generation network, encompassing both spatial positional features and global expression information. Benefiting from rich and diverse information of the SVE at different positions, the proposed SVE-conditioned neural radiance field can deal with intricate facial expressions and achieve realistic rendering and geometry details of high-fidelity 3D head avatars. Additionally, to further elevate the geometric and rendering quality, we introduce a new coarse-to-fine training strategy, including a geometry initialization strategy at the coarse stage and an adaptive importance sampling strategy at the fine stage. Extensive experiments indicate that our method outperforms other state-of-the-art (SOTA) methods in rendering and geometry quality on mobile phone-collected and public datasets.
GO-NeRF: Generating Virtual Objects in Neural Radiance Fields
Despite advances in 3D generation, the direct creation of 3D objects within an existing 3D scene represented as NeRF remains underexplored. This process requires not only high-quality 3D object generation but also seamless composition of the generated 3D content into the existing NeRF. To this end, we propose a new method, GO-NeRF, capable of utilizing scene context for high-quality and harmonious 3D object generation within an existing NeRF. Our method employs a compositional rendering formulation that allows the generated 3D objects to be seamlessly composited into the scene utilizing learned 3D-aware opacity maps without introducing unintended scene modification. Moreover, we also develop tailored optimization objectives and training strategies to enhance the model's ability to exploit scene context and mitigate artifacts, such as floaters, originating from 3D object generation within a scene. Extensive experiments on both feed-forward and 360^o scenes show the superior performance of our proposed GO-NeRF in generating objects harmoniously composited with surrounding scenes and synthesizing high-quality novel view images. Project page at {https://daipengwa.github.io/GO-NeRF/.
LoRA3D: Low-Rank Self-Calibration of 3D Geometric Foundation Models
Emerging 3D geometric foundation models, such as DUSt3R, offer a promising approach for in-the-wild 3D vision tasks. However, due to the high-dimensional nature of the problem space and scarcity of high-quality 3D data, these pre-trained models still struggle to generalize to many challenging circumstances, such as limited view overlap or low lighting. To address this, we propose LoRA3D, an efficient self-calibration pipeline to specialize the pre-trained models to target scenes using their own multi-view predictions. Taking sparse RGB images as input, we leverage robust optimization techniques to refine multi-view predictions and align them into a global coordinate frame. In particular, we incorporate prediction confidence into the geometric optimization process, automatically re-weighting the confidence to better reflect point estimation accuracy. We use the calibrated confidence to generate high-quality pseudo labels for the calibrating views and use low-rank adaptation (LoRA) to fine-tune the models on the pseudo-labeled data. Our method does not require any external priors or manual labels. It completes the self-calibration process on a single standard GPU within just 5 minutes. Each low-rank adapter requires only 18MB of storage. We evaluated our method on more than 160 scenes from the Replica, TUM and Waymo Open datasets, achieving up to 88% performance improvement on 3D reconstruction, multi-view pose estimation and novel-view rendering.
ZeroAvatar: Zero-shot 3D Avatar Generation from a Single Image
Recent advancements in text-to-image generation have enabled significant progress in zero-shot 3D shape generation. This is achieved by score distillation, a methodology that uses pre-trained text-to-image diffusion models to optimize the parameters of a 3D neural presentation, e.g. Neural Radiance Field (NeRF). While showing promising results, existing methods are often not able to preserve the geometry of complex shapes, such as human bodies. To address this challenge, we present ZeroAvatar, a method that introduces the explicit 3D human body prior to the optimization process. Specifically, we first estimate and refine the parameters of a parametric human body from a single image. Then during optimization, we use the posed parametric body as additional geometry constraint to regularize the diffusion model as well as the underlying density field. Lastly, we propose a UV-guided texture regularization term to further guide the completion of texture on invisible body parts. We show that ZeroAvatar significantly enhances the robustness and 3D consistency of optimization-based image-to-3D avatar generation, outperforming existing zero-shot image-to-3D methods.
Reference-guided Controllable Inpainting of Neural Radiance Fields
The popularity of Neural Radiance Fields (NeRFs) for view synthesis has led to a desire for NeRF editing tools. Here, we focus on inpainting regions in a view-consistent and controllable manner. In addition to the typical NeRF inputs and masks delineating the unwanted region in each view, we require only a single inpainted view of the scene, i.e., a reference view. We use monocular depth estimators to back-project the inpainted view to the correct 3D positions. Then, via a novel rendering technique, a bilateral solver can construct view-dependent effects in non-reference views, making the inpainted region appear consistent from any view. For non-reference disoccluded regions, which cannot be supervised by the single reference view, we devise a method based on image inpainters to guide both the geometry and appearance. Our approach shows superior performance to NeRF inpainting baselines, with the additional advantage that a user can control the generated scene via a single inpainted image. Project page: https://ashmrz.github.io/reference-guided-3d
Deep3DSketch+: Rapid 3D Modeling from Single Free-hand Sketches
The rapid development of AR/VR brings tremendous demands for 3D content. While the widely-used Computer-Aided Design (CAD) method requires a time-consuming and labor-intensive modeling process, sketch-based 3D modeling offers a potential solution as a natural form of computer-human interaction. However, the sparsity and ambiguity of sketches make it challenging to generate high-fidelity content reflecting creators' ideas. Precise drawing from multiple views or strategic step-by-step drawings is often required to tackle the challenge but is not friendly to novice users. In this work, we introduce a novel end-to-end approach, Deep3DSketch+, which performs 3D modeling using only a single free-hand sketch without inputting multiple sketches or view information. Specifically, we introduce a lightweight generation network for efficient inference in real-time and a structural-aware adversarial training approach with a Stroke Enhancement Module (SEM) to capture the structural information to facilitate learning of the realistic and fine-detailed shape structures for high-fidelity performance. Extensive experiments demonstrated the effectiveness of our approach with the state-of-the-art (SOTA) performance on both synthetic and real datasets.
DReg-NeRF: Deep Registration for Neural Radiance Fields
Although Neural Radiance Fields (NeRF) is popular in the computer vision community recently, registering multiple NeRFs has yet to gain much attention. Unlike the existing work, NeRF2NeRF, which is based on traditional optimization methods and needs human annotated keypoints, we propose DReg-NeRF to solve the NeRF registration problem on object-centric scenes without human intervention. After training NeRF models, our DReg-NeRF first extracts features from the occupancy grid in NeRF. Subsequently, our DReg-NeRF utilizes a transformer architecture with self-attention and cross-attention layers to learn the relations between pairwise NeRF blocks. In contrast to state-of-the-art (SOTA) point cloud registration methods, the decoupled correspondences are supervised by surface fields without any ground truth overlapping labels. We construct a novel view synthesis dataset with 1,700+ 3D objects obtained from Objaverse to train our network. When evaluated on the test set, our proposed method beats the SOTA point cloud registration methods by a large margin, with a mean RPE=9.67^{circ} and a mean RTE=0.038. Our code is available at https://github.com/AIBluefisher/DReg-NeRF.
Style3D: Attention-guided Multi-view Style Transfer for 3D Object Generation
We present Style3D, a novel approach for generating stylized 3D objects from a content image and a style image. Unlike most previous methods that require case- or style-specific training, Style3D supports instant 3D object stylization. Our key insight is that 3D object stylization can be decomposed into two interconnected processes: multi-view dual-feature alignment and sparse-view spatial reconstruction. We introduce MultiFusion Attention, an attention-guided technique to achieve multi-view stylization from the content-style pair. Specifically, the query features from the content image preserve geometric consistency across multiple views, while the key and value features from the style image are used to guide the stylistic transfer. This dual-feature alignment ensures that spatial coherence and stylistic fidelity are maintained across multi-view images. Finally, a large 3D reconstruction model is introduced to generate coherent stylized 3D objects. By establishing an interplay between structural and stylistic features across multiple views, our approach enables a holistic 3D stylization process. Extensive experiments demonstrate that Style3D offers a more flexible and scalable solution for generating style-consistent 3D assets, surpassing existing methods in both computational efficiency and visual quality.
StyleRF: Zero-shot 3D Style Transfer of Neural Radiance Fields
3D style transfer aims to render stylized novel views of a 3D scene with multi-view consistency. However, most existing work suffers from a three-way dilemma over accurate geometry reconstruction, high-quality stylization, and being generalizable to arbitrary new styles. We propose StyleRF (Style Radiance Fields), an innovative 3D style transfer technique that resolves the three-way dilemma by performing style transformation within the feature space of a radiance field. StyleRF employs an explicit grid of high-level features to represent 3D scenes, with which high-fidelity geometry can be reliably restored via volume rendering. In addition, it transforms the grid features according to the reference style which directly leads to high-quality zero-shot style transfer. StyleRF consists of two innovative designs. The first is sampling-invariant content transformation that makes the transformation invariant to the holistic statistics of the sampled 3D points and accordingly ensures multi-view consistency. The second is deferred style transformation of 2D feature maps which is equivalent to the transformation of 3D points but greatly reduces memory footprint without degrading multi-view consistency. Extensive experiments show that StyleRF achieves superior 3D stylization quality with precise geometry reconstruction and it can generalize to various new styles in a zero-shot manner.
GS-VTON: Controllable 3D Virtual Try-on with Gaussian Splatting
Diffusion-based 2D virtual try-on (VTON) techniques have recently demonstrated strong performance, while the development of 3D VTON has largely lagged behind. Despite recent advances in text-guided 3D scene editing, integrating 2D VTON into these pipelines to achieve vivid 3D VTON remains challenging. The reasons are twofold. First, text prompts cannot provide sufficient details in describing clothing. Second, 2D VTON results generated from different viewpoints of the same 3D scene lack coherence and spatial relationships, hence frequently leading to appearance inconsistencies and geometric distortions. To resolve these problems, we introduce an image-prompted 3D VTON method (dubbed GS-VTON) which, by leveraging 3D Gaussian Splatting (3DGS) as the 3D representation, enables the transfer of pre-trained knowledge from 2D VTON models to 3D while improving cross-view consistency. (1) Specifically, we propose a personalized diffusion model that utilizes low-rank adaptation (LoRA) fine-tuning to incorporate personalized information into pre-trained 2D VTON models. To achieve effective LoRA training, we introduce a reference-driven image editing approach that enables the simultaneous editing of multi-view images while ensuring consistency. (2) Furthermore, we propose a persona-aware 3DGS editing framework to facilitate effective editing while maintaining consistent cross-view appearance and high-quality 3D geometry. (3) Additionally, we have established a new 3D VTON benchmark, 3D-VTONBench, which facilitates comprehensive qualitative and quantitative 3D VTON evaluations. Through extensive experiments and comparative analyses with existing methods, the proposed \OM has demonstrated superior fidelity and advanced editing capabilities, affirming its effectiveness for 3D VTON.
BeyondPixels: A Comprehensive Review of the Evolution of Neural Radiance Fields
Neural rendering combines ideas from classical computer graphics and machine learning to synthesize images from real-world observations. NeRF, short for Neural Radiance Fields, is a recent innovation that uses AI algorithms to create 3D objects from 2D images. By leveraging an interpolation approach, NeRF can produce new 3D reconstructed views of complicated scenes. Rather than directly restoring the whole 3D scene geometry, NeRF generates a volumetric representation called a ``radiance field,'' which is capable of creating color and density for every point within the relevant 3D space. The broad appeal and notoriety of NeRF make it imperative to examine the existing research on the topic comprehensively. While previous surveys on 3D rendering have primarily focused on traditional computer vision-based or deep learning-based approaches, only a handful of them discuss the potential of NeRF. However, such surveys have predominantly focused on NeRF's early contributions and have not explored its full potential. NeRF is a relatively new technique continuously being investigated for its capabilities and limitations. This survey reviews recent advances in NeRF and categorizes them according to their architectural designs, especially in the field of novel view synthesis.
ED-NeRF: Efficient Text-Guided Editing of 3D Scene using Latent Space NeRF
Recently, there has been a significant advancement in text-to-image diffusion models, leading to groundbreaking performance in 2D image generation. These advancements have been extended to 3D models, enabling the generation of novel 3D objects from textual descriptions. This has evolved into NeRF editing methods, which allow the manipulation of existing 3D objects through textual conditioning. However, existing NeRF editing techniques have faced limitations in their performance due to slow training speeds and the use of loss functions that do not adequately consider editing. To address this, here we present a novel 3D NeRF editing approach dubbed ED-NeRF by successfully embedding real-world scenes into the latent space of the latent diffusion model (LDM) through a unique refinement layer. This approach enables us to obtain a NeRF backbone that is not only faster but also more amenable to editing compared to traditional image space NeRF editing. Furthermore, we propose an improved loss function tailored for editing by migrating the delta denoising score (DDS) distillation loss, originally used in 2D image editing to the three-dimensional domain. This novel loss function surpasses the well-known score distillation sampling (SDS) loss in terms of suitability for editing purposes. Our experimental results demonstrate that ED-NeRF achieves faster editing speed while producing improved output quality compared to state-of-the-art 3D editing models.
HiFA: High-fidelity Text-to-3D with Advanced Diffusion Guidance
Automatic text-to-3D synthesis has achieved remarkable advancements through the optimization of 3D models. Existing methods commonly rely on pre-trained text-to-image generative models, such as diffusion models, providing scores for 2D renderings of Neural Radiance Fields (NeRFs) and being utilized for optimizing NeRFs. However, these methods often encounter artifacts and inconsistencies across multiple views due to their limited understanding of 3D geometry. To address these limitations, we propose a reformulation of the optimization loss using the diffusion prior. Furthermore, we introduce a novel training approach that unlocks the potential of the diffusion prior. To improve 3D geometry representation, we apply auxiliary depth supervision for NeRF-rendered images and regularize the density field of NeRFs. Extensive experiments demonstrate the superiority of our method over prior works, resulting in advanced photo-realism and improved multi-view consistency.
Text2Control3D: Controllable 3D Avatar Generation in Neural Radiance Fields using Geometry-Guided Text-to-Image Diffusion Model
Recent advances in diffusion models such as ControlNet have enabled geometrically controllable, high-fidelity text-to-image generation. However, none of them addresses the question of adding such controllability to text-to-3D generation. In response, we propose Text2Control3D, a controllable text-to-3D avatar generation method whose facial expression is controllable given a monocular video casually captured with hand-held camera. Our main strategy is to construct the 3D avatar in Neural Radiance Fields (NeRF) optimized with a set of controlled viewpoint-aware images that we generate from ControlNet, whose condition input is the depth map extracted from the input video. When generating the viewpoint-aware images, we utilize cross-reference attention to inject well-controlled, referential facial expression and appearance via cross attention. We also conduct low-pass filtering of Gaussian latent of the diffusion model in order to ameliorate the viewpoint-agnostic texture problem we observed from our empirical analysis, where the viewpoint-aware images contain identical textures on identical pixel positions that are incomprehensible in 3D. Finally, to train NeRF with the images that are viewpoint-aware yet are not strictly consistent in geometry, our approach considers per-image geometric variation as a view of deformation from a shared 3D canonical space. Consequently, we construct the 3D avatar in a canonical space of deformable NeRF by learning a set of per-image deformation via deformation field table. We demonstrate the empirical results and discuss the effectiveness of our method.
NeuralEditor: Editing Neural Radiance Fields via Manipulating Point Clouds
This paper proposes NeuralEditor that enables neural radiance fields (NeRFs) natively editable for general shape editing tasks. Despite their impressive results on novel-view synthesis, it remains a fundamental challenge for NeRFs to edit the shape of the scene. Our key insight is to exploit the explicit point cloud representation as the underlying structure to construct NeRFs, inspired by the intuitive interpretation of NeRF rendering as a process that projects or "plots" the associated 3D point cloud to a 2D image plane. To this end, NeuralEditor introduces a novel rendering scheme based on deterministic integration within K-D tree-guided density-adaptive voxels, which produces both high-quality rendering results and precise point clouds through optimization. NeuralEditor then performs shape editing via mapping associated points between point clouds. Extensive evaluation shows that NeuralEditor achieves state-of-the-art performance in both shape deformation and scene morphing tasks. Notably, NeuralEditor supports both zero-shot inference and further fine-tuning over the edited scene. Our code, benchmark, and demo video are available at https://immortalco.github.io/NeuralEditor.
LEIA: Latent View-invariant Embeddings for Implicit 3D Articulation
Neural Radiance Fields (NeRFs) have revolutionized the reconstruction of static scenes and objects in 3D, offering unprecedented quality. However, extending NeRFs to model dynamic objects or object articulations remains a challenging problem. Previous works have tackled this issue by focusing on part-level reconstruction and motion estimation for objects, but they often rely on heuristics regarding the number of moving parts or object categories, which can limit their practical use. In this work, we introduce LEIA, a novel approach for representing dynamic 3D objects. Our method involves observing the object at distinct time steps or "states" and conditioning a hypernetwork on the current state, using this to parameterize our NeRF. This approach allows us to learn a view-invariant latent representation for each state. We further demonstrate that by interpolating between these states, we can generate novel articulation configurations in 3D space that were previously unseen. Our experimental results highlight the effectiveness of our method in articulating objects in a manner that is independent of the viewing angle and joint configuration. Notably, our approach outperforms previous methods that rely on motion information for articulation registration.
3D Reconstruction with Generalizable Neural Fields using Scene Priors
High-fidelity 3D scene reconstruction has been substantially advanced by recent progress in neural fields. However, most existing methods train a separate network from scratch for each individual scene. This is not scalable, inefficient, and unable to yield good results given limited views. While learning-based multi-view stereo methods alleviate this issue to some extent, their multi-view setting makes it less flexible to scale up and to broad applications. Instead, we introduce training generalizable Neural Fields incorporating scene Priors (NFPs). The NFP network maps any single-view RGB-D image into signed distance and radiance values. A complete scene can be reconstructed by merging individual frames in the volumetric space WITHOUT a fusion module, which provides better flexibility. The scene priors can be trained on large-scale datasets, allowing for fast adaptation to the reconstruction of a new scene with fewer views. NFP not only demonstrates SOTA scene reconstruction performance and efficiency, but it also supports single-image novel-view synthesis, which is underexplored in neural fields. More qualitative results are available at: https://oasisyang.github.io/neural-prior
Local 3D Editing via 3D Distillation of CLIP Knowledge
3D content manipulation is an important computer vision task with many real-world applications (e.g., product design, cartoon generation, and 3D Avatar editing). Recently proposed 3D GANs can generate diverse photorealistic 3D-aware contents using Neural Radiance fields (NeRF). However, manipulation of NeRF still remains a challenging problem since the visual quality tends to degrade after manipulation and suboptimal control handles such as 2D semantic maps are used for manipulations. While text-guided manipulations have shown potential in 3D editing, such approaches often lack locality. To overcome these problems, we propose Local Editing NeRF (LENeRF), which only requires text inputs for fine-grained and localized manipulation. Specifically, we present three add-on modules of LENeRF, the Latent Residual Mapper, the Attention Field Network, and the Deformation Network, which are jointly used for local manipulations of 3D features by estimating a 3D attention field. The 3D attention field is learned in an unsupervised way, by distilling the zero-shot mask generation capability of CLIP to the 3D space with multi-view guidance. We conduct diverse experiments and thorough evaluations both quantitatively and qualitatively.
Latent-NeRF for Shape-Guided Generation of 3D Shapes and Textures
Text-guided image generation has progressed rapidly in recent years, inspiring major breakthroughs in text-guided shape generation. Recently, it has been shown that using score distillation, one can successfully text-guide a NeRF model to generate a 3D object. We adapt the score distillation to the publicly available, and computationally efficient, Latent Diffusion Models, which apply the entire diffusion process in a compact latent space of a pretrained autoencoder. As NeRFs operate in image space, a naive solution for guiding them with latent score distillation would require encoding to the latent space at each guidance step. Instead, we propose to bring the NeRF to the latent space, resulting in a Latent-NeRF. Analyzing our Latent-NeRF, we show that while Text-to-3D models can generate impressive results, they are inherently unconstrained and may lack the ability to guide or enforce a specific 3D structure. To assist and direct the 3D generation, we propose to guide our Latent-NeRF using a Sketch-Shape: an abstract geometry that defines the coarse structure of the desired object. Then, we present means to integrate such a constraint directly into a Latent-NeRF. This unique combination of text and shape guidance allows for increased control over the generation process. We also show that latent score distillation can be successfully applied directly on 3D meshes. This allows for generating high-quality textures on a given geometry. Our experiments validate the power of our different forms of guidance and the efficiency of using latent rendering. Implementation is available at https://github.com/eladrich/latent-nerf
DreamMesh: Jointly Manipulating and Texturing Triangle Meshes for Text-to-3D Generation
Learning radiance fields (NeRF) with powerful 2D diffusion models has garnered popularity for text-to-3D generation. Nevertheless, the implicit 3D representations of NeRF lack explicit modeling of meshes and textures over surfaces, and such surface-undefined way may suffer from the issues, e.g., noisy surfaces with ambiguous texture details or cross-view inconsistency. To alleviate this, we present DreamMesh, a novel text-to-3D architecture that pivots on well-defined surfaces (triangle meshes) to generate high-fidelity explicit 3D model. Technically, DreamMesh capitalizes on a distinctive coarse-to-fine scheme. In the coarse stage, the mesh is first deformed by text-guided Jacobians and then DreamMesh textures the mesh with an interlaced use of 2D diffusion models in a tuning free manner from multiple viewpoints. In the fine stage, DreamMesh jointly manipulates the mesh and refines the texture map, leading to high-quality triangle meshes with high-fidelity textured materials. Extensive experiments demonstrate that DreamMesh significantly outperforms state-of-the-art text-to-3D methods in faithfully generating 3D content with richer textual details and enhanced geometry. Our project page is available at https://dreammesh.github.io.
Tetra-NeRF: Representing Neural Radiance Fields Using Tetrahedra
Neural Radiance Fields (NeRFs) are a very recent and very popular approach for the problems of novel view synthesis and 3D reconstruction. A popular scene representation used by NeRFs is to combine a uniform, voxel-based subdivision of the scene with an MLP. Based on the observation that a (sparse) point cloud of the scene is often available, this paper proposes to use an adaptive representation based on tetrahedra obtained by Delaunay triangulation instead of uniform subdivision or point-based representations. We show that such a representation enables efficient training and leads to state-of-the-art results. Our approach elegantly combines concepts from 3D geometry processing, triangle-based rendering, and modern neural radiance fields. Compared to voxel-based representations, ours provides more detail around parts of the scene likely to be close to the surface. Compared to point-based representations, our approach achieves better performance. The source code is publicly available at: https://jkulhanek.com/tetra-nerf.
Single-Image 3D Human Digitization with Shape-Guided Diffusion
We present an approach to generate a 360-degree view of a person with a consistent, high-resolution appearance from a single input image. NeRF and its variants typically require videos or images from different viewpoints. Most existing approaches taking monocular input either rely on ground-truth 3D scans for supervision or lack 3D consistency. While recent 3D generative models show promise of 3D consistent human digitization, these approaches do not generalize well to diverse clothing appearances, and the results lack photorealism. Unlike existing work, we utilize high-capacity 2D diffusion models pretrained for general image synthesis tasks as an appearance prior of clothed humans. To achieve better 3D consistency while retaining the input identity, we progressively synthesize multiple views of the human in the input image by inpainting missing regions with shape-guided diffusion conditioned on silhouette and surface normal. We then fuse these synthesized multi-view images via inverse rendering to obtain a fully textured high-resolution 3D mesh of the given person. Experiments show that our approach outperforms prior methods and achieves photorealistic 360-degree synthesis of a wide range of clothed humans with complex textures from a single image.
X-Mesh: Towards Fast and Accurate Text-driven 3D Stylization via Dynamic Textual Guidance
Text-driven 3D stylization is a complex and crucial task in the fields of computer vision (CV) and computer graphics (CG), aimed at transforming a bare mesh to fit a target text. Prior methods adopt text-independent multilayer perceptrons (MLPs) to predict the attributes of the target mesh with the supervision of CLIP loss. However, such text-independent architecture lacks textual guidance during predicting attributes, thus leading to unsatisfactory stylization and slow convergence. To address these limitations, we present X-Mesh, an innovative text-driven 3D stylization framework that incorporates a novel Text-guided Dynamic Attention Module (TDAM). The TDAM dynamically integrates the guidance of the target text by utilizing text-relevant spatial and channel-wise attentions during vertex feature extraction, resulting in more accurate attribute prediction and faster convergence speed. Furthermore, existing works lack standard benchmarks and automated metrics for evaluation, often relying on subjective and non-reproducible user studies to assess the quality of stylized 3D assets. To overcome this limitation, we introduce a new standard text-mesh benchmark, namely MIT-30, and two automated metrics, which will enable future research to achieve fair and objective comparisons. Our extensive qualitative and quantitative experiments demonstrate that X-Mesh outperforms previous state-of-the-art methods.
StyleSplat: 3D Object Style Transfer with Gaussian Splatting
Recent advancements in radiance fields have opened new avenues for creating high-quality 3D assets and scenes. Style transfer can enhance these 3D assets with diverse artistic styles, transforming creative expression. However, existing techniques are often slow or unable to localize style transfer to specific objects. We introduce StyleSplat, a lightweight method for stylizing 3D objects in scenes represented by 3D Gaussians from reference style images. Our approach first learns a photorealistic representation of the scene using 3D Gaussian splatting while jointly segmenting individual 3D objects. We then use a nearest-neighbor feature matching loss to finetune the Gaussians of the selected objects, aligning their spherical harmonic coefficients with the style image to ensure consistency and visual appeal. StyleSplat allows for quick, customizable style transfer and localized stylization of multiple objects within a scene, each with a different style. We demonstrate its effectiveness across various 3D scenes and styles, showcasing enhanced control and customization in 3D creation.
Style-Consistent 3D Indoor Scene Synthesis with Decoupled Objects
Controllable 3D indoor scene synthesis stands at the forefront of technological progress, offering various applications like gaming, film, and augmented/virtual reality. The capability to stylize and de-couple objects within these scenarios is a crucial factor, providing an advanced level of control throughout the editing process. This control extends not just to manipulating geometric attributes like translation and scaling but also includes managing appearances, such as stylization. Current methods for scene stylization are limited to applying styles to the entire scene, without the ability to separate and customize individual objects. Addressing the intricacies of this challenge, we introduce a unique pipeline designed for synthesis 3D indoor scenes. Our approach involves strategically placing objects within the scene, utilizing information from professionally designed bounding boxes. Significantly, our pipeline prioritizes maintaining style consistency across multiple objects within the scene, ensuring a cohesive and visually appealing result aligned with the desired aesthetic. The core strength of our pipeline lies in its ability to generate 3D scenes that are not only visually impressive but also exhibit features like photorealism, multi-view consistency, and diversity. These scenes are crafted in response to various natural language prompts, demonstrating the versatility and adaptability of our model.
Identity Preserving 3D Head Stylization with Multiview Score Distillation
3D head stylization transforms realistic facial features into artistic representations, enhancing user engagement across gaming and virtual reality applications. While 3D-aware generators have made significant advancements, many 3D stylization methods primarily provide near-frontal views and struggle to preserve the unique identities of original subjects, often resulting in outputs that lack diversity and individuality. This paper addresses these challenges by leveraging the PanoHead model, synthesizing images from a comprehensive 360-degree perspective. We propose a novel framework that employs negative log-likelihood distillation (LD) to enhance identity preservation and improve stylization quality. By integrating multi-view grid score and mirror gradients within the 3D GAN architecture and introducing a score rank weighing technique, our approach achieves substantial qualitative and quantitative improvements. Our findings not only advance the state of 3D head stylization but also provide valuable insights into effective distillation processes between diffusion models and GANs, focusing on the critical issue of identity preservation. Please visit the https://three-bee.github.io/head_stylization for more visuals.
TORE: Token Reduction for Efficient Human Mesh Recovery with Transformer
In this paper, we introduce a set of simple yet effective TOken REduction (TORE) strategies for Transformer-based Human Mesh Recovery from monocular images. Current SOTA performance is achieved by Transformer-based structures. However, they suffer from high model complexity and computation cost caused by redundant tokens. We propose token reduction strategies based on two important aspects, i.e., the 3D geometry structure and 2D image feature, where we hierarchically recover the mesh geometry with priors from body structure and conduct token clustering to pass fewer but more discriminative image feature tokens to the Transformer. Our method massively reduces the number of tokens involved in high-complexity interactions in the Transformer. This leads to a significantly reduced computational cost while still achieving competitive or even higher accuracy in shape recovery. Extensive experiments across a wide range of benchmarks validate the superior effectiveness of the proposed method. We further demonstrate the generalizability of our method on hand mesh recovery. Visit our project page at https://frank-zy-dou.github.io/projects/Tore/index.html.
NeRFMeshing: Distilling Neural Radiance Fields into Geometrically-Accurate 3D Meshes
With the introduction of Neural Radiance Fields (NeRFs), novel view synthesis has recently made a big leap forward. At the core, NeRF proposes that each 3D point can emit radiance, allowing to conduct view synthesis using differentiable volumetric rendering. While neural radiance fields can accurately represent 3D scenes for computing the image rendering, 3D meshes are still the main scene representation supported by most computer graphics and simulation pipelines, enabling tasks such as real time rendering and physics-based simulations. Obtaining 3D meshes from neural radiance fields still remains an open challenge since NeRFs are optimized for view synthesis, not enforcing an accurate underlying geometry on the radiance field. We thus propose a novel compact and flexible architecture that enables easy 3D surface reconstruction from any NeRF-driven approach. Upon having trained the radiance field, we distill the volumetric 3D representation into a Signed Surface Approximation Network, allowing easy extraction of the 3D mesh and appearance. Our final 3D mesh is physically accurate and can be rendered in real time on an array of devices.
LAYOUTDREAMER: Physics-guided Layout for Text-to-3D Compositional Scene Generation
Recently, the field of text-guided 3D scene generation has garnered significant attention. High-quality generation that aligns with physical realism and high controllability is crucial for practical 3D scene applications. However, existing methods face fundamental limitations: (i) difficulty capturing complex relationships between multiple objects described in the text, (ii) inability to generate physically plausible scene layouts, and (iii) lack of controllability and extensibility in compositional scenes. In this paper, we introduce LayoutDreamer, a framework that leverages 3D Gaussian Splatting (3DGS) to facilitate high-quality, physically consistent compositional scene generation guided by text. Specifically, given a text prompt, we convert it into a directed scene graph and adaptively adjust the density and layout of the initial compositional 3D Gaussians. Subsequently, dynamic camera adjustments are made based on the training focal point to ensure entity-level generation quality. Finally, by extracting directed dependencies from the scene graph, we tailor physical and layout energy to ensure both realism and flexibility. Comprehensive experiments demonstrate that LayoutDreamer outperforms other compositional scene generation quality and semantic alignment methods. Specifically, it achieves state-of-the-art (SOTA) performance in the multiple objects generation metric of T3Bench.
DreamCatalyst: Fast and High-Quality 3D Editing via Controlling Editability and Identity Preservation
Score distillation sampling (SDS) has emerged as an effective framework in text-driven 3D editing tasks due to its inherent 3D consistency. However, existing SDS-based 3D editing methods suffer from extensive training time and lead to low-quality results, primarily because these methods deviate from the sampling dynamics of diffusion models. In this paper, we propose DreamCatalyst, a novel framework that interprets SDS-based editing as a diffusion reverse process. Our objective function considers the sampling dynamics, thereby making the optimization process of DreamCatalyst an approximation of the diffusion reverse process in editing tasks. DreamCatalyst aims to reduce training time and improve editing quality. DreamCatalyst presents two modes: (1) a faster mode, which edits the NeRF scene in only about 25 minutes, and (2) a high-quality mode, which produces superior results in less than 70 minutes. Specifically, our high-quality mode outperforms current state-of-the-art NeRF editing methods both in terms of speed and quality. See more extensive results on our project page: https://dream-catalyst.github.io.
Text2NeRF: Text-Driven 3D Scene Generation with Neural Radiance Fields
Text-driven 3D scene generation is widely applicable to video gaming, film industry, and metaverse applications that have a large demand for 3D scenes. However, existing text-to-3D generation methods are limited to producing 3D objects with simple geometries and dreamlike styles that lack realism. In this work, we present Text2NeRF, which is able to generate a wide range of 3D scenes with complicated geometric structures and high-fidelity textures purely from a text prompt. To this end, we adopt NeRF as the 3D representation and leverage a pre-trained text-to-image diffusion model to constrain the 3D reconstruction of the NeRF to reflect the scene description. Specifically, we employ the diffusion model to infer the text-related image as the content prior and use a monocular depth estimation method to offer the geometric prior. Both content and geometric priors are utilized to update the NeRF model. To guarantee textured and geometric consistency between different views, we introduce a progressive scene inpainting and updating strategy for novel view synthesis of the scene. Our method requires no additional training data but only a natural language description of the scene as the input. Extensive experiments demonstrate that our Text2NeRF outperforms existing methods in producing photo-realistic, multi-view consistent, and diverse 3D scenes from a variety of natural language prompts.
MagicMirror: Fast and High-Quality Avatar Generation with a Constrained Search Space
We introduce a novel framework for 3D human avatar generation and personalization, leveraging text prompts to enhance user engagement and customization. Central to our approach are key innovations aimed at overcoming the challenges in photo-realistic avatar synthesis. Firstly, we utilize a conditional Neural Radiance Fields (NeRF) model, trained on a large-scale unannotated multi-view dataset, to create a versatile initial solution space that accelerates and diversifies avatar generation. Secondly, we develop a geometric prior, leveraging the capabilities of Text-to-Image Diffusion Models, to ensure superior view invariance and enable direct optimization of avatar geometry. These foundational ideas are complemented by our optimization pipeline built on Variational Score Distillation (VSD), which mitigates texture loss and over-saturation issues. As supported by our extensive experiments, these strategies collectively enable the creation of custom avatars with unparalleled visual quality and better adherence to input text prompts. You can find more results and videos in our website: https://syntec-research.github.io/MagicMirror
Seal-3D: Interactive Pixel-Level Editing for Neural Radiance Fields
With the popularity of implicit neural representations, or neural radiance fields (NeRF), there is a pressing need for editing methods to interact with the implicit 3D models for tasks like post-processing reconstructed scenes and 3D content creation. While previous works have explored NeRF editing from various perspectives, they are restricted in editing flexibility, quality, and speed, failing to offer direct editing response and instant preview. The key challenge is to conceive a locally editable neural representation that can directly reflect the editing instructions and update instantly. To bridge the gap, we propose a new interactive editing method and system for implicit representations, called Seal-3D, which allows users to edit NeRF models in a pixel-level and free manner with a wide range of NeRF-like backbone and preview the editing effects instantly. To achieve the effects, the challenges are addressed by our proposed proxy function mapping the editing instructions to the original space of NeRF models and a teacher-student training strategy with local pretraining and global finetuning. A NeRF editing system is built to showcase various editing types. Our system can achieve compelling editing effects with an interactive speed of about 1 second.
TCLC-GS: Tightly Coupled LiDAR-Camera Gaussian Splatting for Autonomous Driving
Most 3D Gaussian Splatting (3D-GS) based methods for urban scenes initialize 3D Gaussians directly with 3D LiDAR points, which not only underutilizes LiDAR data capabilities but also overlooks the potential advantages of fusing LiDAR with camera data. In this paper, we design a novel tightly coupled LiDAR-Camera Gaussian Splatting (TCLC-GS) to fully leverage the combined strengths of both LiDAR and camera sensors, enabling rapid, high-quality 3D reconstruction and novel view RGB/depth synthesis. TCLC-GS designs a hybrid explicit (colorized 3D mesh) and implicit (hierarchical octree feature) 3D representation derived from LiDAR-camera data, to enrich the properties of 3D Gaussians for splatting. 3D Gaussian's properties are not only initialized in alignment with the 3D mesh which provides more completed 3D shape and color information, but are also endowed with broader contextual information through retrieved octree implicit features. During the Gaussian Splatting optimization process, the 3D mesh offers dense depth information as supervision, which enhances the training process by learning of a robust geometry. Comprehensive evaluations conducted on the Waymo Open Dataset and nuScenes Dataset validate our method's state-of-the-art (SOTA) performance. Utilizing a single NVIDIA RTX 3090 Ti, our method demonstrates fast training and achieves real-time RGB and depth rendering at 90 FPS in resolution of 1920x1280 (Waymo), and 120 FPS in resolution of 1600x900 (nuScenes) in urban scenarios.
UE4-NeRF:Neural Radiance Field for Real-Time Rendering of Large-Scale Scene
Neural Radiance Fields (NeRF) is a novel implicit 3D reconstruction method that shows immense potential and has been gaining increasing attention. It enables the reconstruction of 3D scenes solely from a set of photographs. However, its real-time rendering capability, especially for interactive real-time rendering of large-scale scenes, still has significant limitations. To address these challenges, in this paper, we propose a novel neural rendering system called UE4-NeRF, specifically designed for real-time rendering of large-scale scenes. We partitioned each large scene into different sub-NeRFs. In order to represent the partitioned independent scene, we initialize polygonal meshes by constructing multiple regular octahedra within the scene and the vertices of the polygonal faces are continuously optimized during the training process. Drawing inspiration from Level of Detail (LOD) techniques, we trained meshes of varying levels of detail for different observation levels. Our approach combines with the rasterization pipeline in Unreal Engine 4 (UE4), achieving real-time rendering of large-scale scenes at 4K resolution with a frame rate of up to 43 FPS. Rendering within UE4 also facilitates scene editing in subsequent stages. Furthermore, through experiments, we have demonstrated that our method achieves rendering quality comparable to state-of-the-art approaches. Project page: https://jamchaos.github.io/UE4-NeRF/.
Pix2NeRF: Unsupervised Conditional π-GAN for Single Image to Neural Radiance Fields Translation
We propose a pipeline to generate Neural Radiance Fields~(NeRF) of an object or a scene of a specific class, conditioned on a single input image. This is a challenging task, as training NeRF requires multiple views of the same scene, coupled with corresponding poses, which are hard to obtain. Our method is based on pi-GAN, a generative model for unconditional 3D-aware image synthesis, which maps random latent codes to radiance fields of a class of objects. We jointly optimize (1) the pi-GAN objective to utilize its high-fidelity 3D-aware generation and (2) a carefully designed reconstruction objective. The latter includes an encoder coupled with pi-GAN generator to form an auto-encoder. Unlike previous few-shot NeRF approaches, our pipeline is unsupervised, capable of being trained with independent images without 3D, multi-view, or pose supervision. Applications of our pipeline include 3d avatar generation, object-centric novel view synthesis with a single input image, and 3d-aware super-resolution, to name a few.
SketchDream: Sketch-based Text-to-3D Generation and Editing
Existing text-based 3D generation methods generate attractive results but lack detailed geometry control. Sketches, known for their conciseness and expressiveness, have contributed to intuitive 3D modeling but are confined to producing texture-less mesh models within predefined categories. Integrating sketch and text simultaneously for 3D generation promises enhanced control over geometry and appearance but faces challenges from 2D-to-3D translation ambiguity and multi-modal condition integration. Moreover, further editing of 3D models in arbitrary views will give users more freedom to customize their models. However, it is difficult to achieve high generation quality, preserve unedited regions, and manage proper interactions between shape components. To solve the above issues, we propose a text-driven 3D content generation and editing method, SketchDream, which supports NeRF generation from given hand-drawn sketches and achieves free-view sketch-based local editing. To tackle the 2D-to-3D ambiguity challenge, we introduce a sketch-based multi-view image generation diffusion model, which leverages depth guidance to establish spatial correspondence. A 3D ControlNet with a 3D attention module is utilized to control multi-view images and ensure their 3D consistency. To support local editing, we further propose a coarse-to-fine editing approach: the coarse phase analyzes component interactions and provides 3D masks to label edited regions, while the fine stage generates realistic results with refined details by local enhancement. Extensive experiments validate that our method generates higher-quality results compared with a combination of 2D ControlNet and image-to-3D generation techniques and achieves detailed control compared with existing diffusion-based 3D editing approaches.
Bilateral Guided Radiance Field Processing
Neural Radiance Fields (NeRF) achieves unprecedented performance in synthesizing novel view synthesis, utilizing multi-view consistency. When capturing multiple inputs, image signal processing (ISP) in modern cameras will independently enhance them, including exposure adjustment, color correction, local tone mapping, etc. While these processings greatly improve image quality, they often break the multi-view consistency assumption, leading to "floaters" in the reconstructed radiance fields. To address this concern without compromising visual aesthetics, we aim to first disentangle the enhancement by ISP at the NeRF training stage and re-apply user-desired enhancements to the reconstructed radiance fields at the finishing stage. Furthermore, to make the re-applied enhancements consistent between novel views, we need to perform imaging signal processing in 3D space (i.e. "3D ISP"). For this goal, we adopt the bilateral grid, a locally-affine model, as a generalized representation of ISP processing. Specifically, we optimize per-view 3D bilateral grids with radiance fields to approximate the effects of camera pipelines for each input view. To achieve user-adjustable 3D finishing, we propose to learn a low-rank 4D bilateral grid from a given single view edit, lifting photo enhancements to the whole 3D scene. We demonstrate our approach can boost the visual quality of novel view synthesis by effectively removing floaters and performing enhancements from user retouching. The source code and our data are available at: https://bilarfpro.github.io.
3D Mesh Editing using Masked LRMs
We present a novel approach to mesh shape editing, building on recent progress in 3D reconstruction from multi-view images. We formulate shape editing as a conditional reconstruction problem, where the model must reconstruct the input shape with the exception of a specified 3D region, in which the geometry should be generated from the conditional signal. To this end, we train a conditional Large Reconstruction Model (LRM) for masked reconstruction, using multi-view consistent masks rendered from a randomly generated 3D occlusion, and using one clean viewpoint as the conditional signal. During inference, we manually define a 3D region to edit and provide an edited image from a canonical viewpoint to fill in that region. We demonstrate that, in just a single forward pass, our method not only preserves the input geometry in the unmasked region through reconstruction capabilities on par with SoTA, but is also expressive enough to perform a variety of mesh edits from a single image guidance that past works struggle with, while being 10x faster than the top-performing competing prior work.
NeRF Analogies: Example-Based Visual Attribute Transfer for NeRFs
A Neural Radiance Field (NeRF) encodes the specific relation of 3D geometry and appearance of a scene. We here ask the question whether we can transfer the appearance from a source NeRF onto a target 3D geometry in a semantically meaningful way, such that the resulting new NeRF retains the target geometry but has an appearance that is an analogy to the source NeRF. To this end, we generalize classic image analogies from 2D images to NeRFs. We leverage correspondence transfer along semantic affinity that is driven by semantic features from large, pre-trained 2D image models to achieve multi-view consistent appearance transfer. Our method allows exploring the mix-and-match product space of 3D geometry and appearance. We show that our method outperforms traditional stylization-based methods and that a large majority of users prefer our method over several typical baselines.
Obj-NeRF: Extract Object NeRFs from Multi-view Images
Neural Radiance Fields (NeRFs) have demonstrated remarkable effectiveness in novel view synthesis within 3D environments. However, extracting a radiance field of one specific object from multi-view images encounters substantial challenges due to occlusion and background complexity, thereby presenting difficulties in downstream applications such as NeRF editing and 3D mesh extraction. To solve this problem, in this paper, we propose Obj-NeRF, a comprehensive pipeline that recovers the 3D geometry of a specific object from multi-view images using a single prompt. This method combines the 2D segmentation capabilities of the Segment Anything Model (SAM) in conjunction with the 3D reconstruction ability of NeRF. Specifically, we first obtain multi-view segmentation for the indicated object using SAM with a single prompt. Then, we use the segmentation images to supervise NeRF construction, integrating several effective techniques. Additionally, we construct a large object-level NeRF dataset containing diverse objects, which can be useful in various downstream tasks. To demonstrate the practicality of our method, we also apply Obj-NeRF to various applications, including object removal, rotation, replacement, and recoloring.
Relighting Scenes with Object Insertions in Neural Radiance Fields
The insertion of objects into a scene and relighting are commonly utilized applications in augmented reality (AR). Previous methods focused on inserting virtual objects using CAD models or real objects from single-view images, resulting in highly limited AR application scenarios. We propose a novel NeRF-based pipeline for inserting object NeRFs into scene NeRFs, enabling novel view synthesis and realistic relighting, supporting physical interactions like casting shadows onto each other, from two sets of images depicting the object and scene. The lighting environment is in a hybrid representation of Spherical Harmonics and Spherical Gaussians, representing both high- and low-frequency lighting components very well, and supporting non-Lambertian surfaces. Specifically, we leverage the benefits of volume rendering and introduce an innovative approach for efficient shadow rendering by comparing the depth maps between the camera view and the light source view and generating vivid soft shadows. The proposed method achieves realistic relighting effects in extensive experimental evaluations.
DATENeRF: Depth-Aware Text-based Editing of NeRFs
Recent advancements in diffusion models have shown remarkable proficiency in editing 2D images based on text prompts. However, extending these techniques to edit scenes in Neural Radiance Fields (NeRF) is complex, as editing individual 2D frames can result in inconsistencies across multiple views. Our crucial insight is that a NeRF scene's geometry can serve as a bridge to integrate these 2D edits. Utilizing this geometry, we employ a depth-conditioned ControlNet to enhance the coherence of each 2D image modification. Moreover, we introduce an inpainting approach that leverages the depth information of NeRF scenes to distribute 2D edits across different images, ensuring robustness against errors and resampling challenges. Our results reveal that this methodology achieves more consistent, lifelike, and detailed edits than existing leading methods for text-driven NeRF scene editing.
InstructPix2NeRF: Instructed 3D Portrait Editing from a Single Image
With the success of Neural Radiance Field (NeRF) in 3D-aware portrait editing, a variety of works have achieved promising results regarding both quality and 3D consistency. However, these methods heavily rely on per-prompt optimization when handling natural language as editing instructions. Due to the lack of labeled human face 3D datasets and effective architectures, the area of human-instructed 3D-aware editing for open-world portraits in an end-to-end manner remains under-explored. To solve this problem, we propose an end-to-end diffusion-based framework termed InstructPix2NeRF, which enables instructed 3D-aware portrait editing from a single open-world image with human instructions. At its core lies a conditional latent 3D diffusion process that lifts 2D editing to 3D space by learning the correlation between the paired images' difference and the instructions via triplet data. With the help of our proposed token position randomization strategy, we could even achieve multi-semantic editing through one single pass with the portrait identity well-preserved. Besides, we further propose an identity consistency module that directly modulates the extracted identity signals into our diffusion process, which increases the multi-view 3D identity consistency. Extensive experiments verify the effectiveness of our method and show its superiority against strong baselines quantitatively and qualitatively. Source code and pre-trained models can be found on our project page: https://mybabyyh.github.io/InstructPix2NeRF.
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.
PERF: Panoramic Neural Radiance Field from a Single Panorama
Neural Radiance Field (NeRF) has achieved substantial progress in novel view synthesis given multi-view images. Recently, some works have attempted to train a NeRF from a single image with 3D priors. They mainly focus on a limited field of view with a few occlusions, which greatly limits their scalability to real-world 360-degree panoramic scenarios with large-size occlusions. In this paper, we present PERF, a 360-degree novel view synthesis framework that trains a panoramic neural radiance field from a single panorama. Notably, PERF allows 3D roaming in a complex scene without expensive and tedious image collection. To achieve this goal, we propose a novel collaborative RGBD inpainting method and a progressive inpainting-and-erasing method to lift up a 360-degree 2D scene to a 3D scene. Specifically, we first predict a panoramic depth map as initialization given a single panorama and reconstruct visible 3D regions with volume rendering. Then we introduce a collaborative RGBD inpainting approach into a NeRF for completing RGB images and depth maps from random views, which is derived from an RGB Stable Diffusion model and a monocular depth estimator. Finally, we introduce an inpainting-and-erasing strategy to avoid inconsistent geometry between a newly-sampled view and reference views. The two components are integrated into the learning of NeRFs in a unified optimization framework and achieve promising results. Extensive experiments on Replica and a new dataset PERF-in-the-wild demonstrate the superiority of our PERF over state-of-the-art methods. Our PERF can be widely used for real-world applications, such as panorama-to-3D, text-to-3D, and 3D scene stylization applications. Project page and code are available at https://perf-project.github.io/ and https://github.com/perf-project/PeRF.
Magic3D: High-Resolution Text-to-3D Content Creation
DreamFusion has recently demonstrated the utility of a pre-trained text-to-image diffusion model to optimize Neural Radiance Fields (NeRF), achieving remarkable text-to-3D synthesis results. However, the method has two inherent limitations: (a) extremely slow optimization of NeRF and (b) low-resolution image space supervision on NeRF, leading to low-quality 3D models with a long processing time. In this paper, we address these limitations by utilizing a two-stage optimization framework. First, we obtain a coarse model using a low-resolution diffusion prior and accelerate with a sparse 3D hash grid structure. Using the coarse representation as the initialization, we further optimize a textured 3D mesh model with an efficient differentiable renderer interacting with a high-resolution latent diffusion model. Our method, dubbed Magic3D, can create high quality 3D mesh models in 40 minutes, which is 2x faster than DreamFusion (reportedly taking 1.5 hours on average), while also achieving higher resolution. User studies show 61.7% raters to prefer our approach over DreamFusion. Together with the image-conditioned generation capabilities, we provide users with new ways to control 3D synthesis, opening up new avenues to various creative applications.
TriHuman : A Real-time and Controllable Tri-plane Representation for Detailed Human Geometry and Appearance Synthesis
Creating controllable, photorealistic, and geometrically detailed digital doubles of real humans solely from video data is a key challenge in Computer Graphics and Vision, especially when real-time performance is required. Recent methods attach a neural radiance field (NeRF) to an articulated structure, e.g., a body model or a skeleton, to map points into a pose canonical space while conditioning the NeRF on the skeletal pose. These approaches typically parameterize the neural field with a multi-layer perceptron (MLP) leading to a slow runtime. To address this drawback, we propose TriHuman a novel human-tailored, deformable, and efficient tri-plane representation, which achieves real-time performance, state-of-the-art pose-controllable geometry synthesis as well as photorealistic rendering quality. At the core, we non-rigidly warp global ray samples into our undeformed tri-plane texture space, which effectively addresses the problem of global points being mapped to the same tri-plane locations. We then show how such a tri-plane feature representation can be conditioned on the skeletal motion to account for dynamic appearance and geometry changes. Our results demonstrate a clear step towards higher quality in terms of geometry and appearance modeling of humans as well as runtime performance.
GSEdit: Efficient Text-Guided Editing of 3D Objects via Gaussian Splatting
We present GSEdit, a pipeline for text-guided 3D object editing based on Gaussian Splatting models. Our method enables the editing of the style and appearance of 3D objects without altering their main details, all in a matter of minutes on consumer hardware. We tackle the problem by leveraging Gaussian splatting to represent 3D scenes, and we optimize the model while progressively varying the image supervision by means of a pretrained image-based diffusion model. The input object may be given as a 3D triangular mesh, or directly provided as Gaussians from a generative model such as DreamGaussian. GSEdit ensures consistency across different viewpoints, maintaining the integrity of the original object's information. Compared to previously proposed methods relying on NeRF-like MLP models, GSEdit stands out for its efficiency, making 3D editing tasks much faster. Our editing process is refined via the application of the SDS loss, ensuring that our edits are both precise and accurate. Our comprehensive evaluation demonstrates that GSEdit effectively alters object shape and appearance following the given textual instructions while preserving their coherence and detail.
ControlDreamer: Stylized 3D Generation with Multi-View ControlNet
Recent advancements in text-to-3D generation have significantly contributed to the automation and democratization of 3D content creation. Building upon these developments, we aim to address the limitations of current methods in generating 3D models with creative geometry and styles. We introduce multi-view ControlNet, a novel depth-aware multi-view diffusion model trained on generated datasets from a carefully curated 100K text corpus. Our multi-view ControlNet is then integrated into our two-stage pipeline, ControlDreamer, enabling text-guided generation of stylized 3D models. Additionally, we present a comprehensive benchmark for 3D style editing, encompassing a broad range of subjects, including objects, animals, and characters, to further facilitate diverse 3D generation. Our comparative analysis reveals that this new pipeline outperforms existing text-to-3D methods as evidenced by qualitative comparisons and CLIP score metrics.
LooseControl: Lifting ControlNet for Generalized Depth Conditioning
We present LooseControl to allow generalized depth conditioning for diffusion-based image generation. ControlNet, the SOTA for depth-conditioned image generation, produces remarkable results but relies on having access to detailed depth maps for guidance. Creating such exact depth maps, in many scenarios, is challenging. This paper introduces a generalized version of depth conditioning that enables many new content-creation workflows. Specifically, we allow (C1) scene boundary control for loosely specifying scenes with only boundary conditions, and (C2) 3D box control for specifying layout locations of the target objects rather than the exact shape and appearance of the objects. Using LooseControl, along with text guidance, users can create complex environments (e.g., rooms, street views, etc.) by specifying only scene boundaries and locations of primary objects. Further, we provide two editing mechanisms to refine the results: (E1) 3D box editing enables the user to refine images by changing, adding, or removing boxes while freezing the style of the image. This yields minimal changes apart from changes induced by the edited boxes. (E2) Attribute editing proposes possible editing directions to change one particular aspect of the scene, such as the overall object density or a particular object. Extensive tests and comparisons with baselines demonstrate the generality of our method. We believe that LooseControl can become an important design tool for easily creating complex environments and be extended to other forms of guidance channels. Code and more information are available at https://shariqfarooq123.github.io/loose-control/ .
Sketch2NeRF: Multi-view Sketch-guided Text-to-3D Generation
Recently, text-to-3D approaches have achieved high-fidelity 3D content generation using text description. However, the generated objects are stochastic and lack fine-grained control. Sketches provide a cheap approach to introduce such fine-grained control. Nevertheless, it is challenging to achieve flexible control from these sketches due to their abstraction and ambiguity. In this paper, we present a multi-view sketch-guided text-to-3D generation framework (namely, Sketch2NeRF) to add sketch control to 3D generation. Specifically, our method leverages pretrained 2D diffusion models (e.g., Stable Diffusion and ControlNet) to supervise the optimization of a 3D scene represented by a neural radiance field (NeRF). We propose a novel synchronized generation and reconstruction method to effectively optimize the NeRF. In the experiments, we collected two kinds of multi-view sketch datasets to evaluate the proposed method. We demonstrate that our method can synthesize 3D consistent contents with fine-grained sketch control while being high-fidelity to text prompts. Extensive results show that our method achieves state-of-the-art performance in terms of sketch similarity and text alignment.
SparseGS: Real-Time 360° Sparse View Synthesis using Gaussian Splatting
The problem of novel view synthesis has grown significantly in popularity recently with the introduction of Neural Radiance Fields (NeRFs) and other implicit scene representation methods. A recent advance, 3D Gaussian Splatting (3DGS), leverages an explicit representation to achieve real-time rendering with high-quality results. However, 3DGS still requires an abundance of training views to generate a coherent scene representation. In few shot settings, similar to NeRF, 3DGS tends to overfit to training views, causing background collapse and excessive floaters, especially as the number of training views are reduced. We propose a method to enable training coherent 3DGS-based radiance fields of 360 scenes from sparse training views. We find that using naive depth priors is not sufficient and integrate depth priors with generative and explicit constraints to reduce background collapse, remove floaters, and enhance consistency from unseen viewpoints. Experiments show that our method outperforms base 3DGS by up to 30.5% and NeRF-based methods by up to 15.6% in LPIPS on the MipNeRF-360 dataset with substantially less training and inference cost.
MVGS: Multi-view-regulated Gaussian Splatting for Novel View Synthesis
Recent works in volume rendering, e.g. NeRF and 3D Gaussian Splatting (3DGS), significantly advance the rendering quality and efficiency with the help of the learned implicit neural radiance field or 3D Gaussians. Rendering on top of an explicit representation, the vanilla 3DGS and its variants deliver real-time efficiency by optimizing the parametric model with single-view supervision per iteration during training which is adopted from NeRF. Consequently, certain views are overfitted, leading to unsatisfying appearance in novel-view synthesis and imprecise 3D geometries. To solve aforementioned problems, we propose a new 3DGS optimization method embodying four key novel contributions: 1) We transform the conventional single-view training paradigm into a multi-view training strategy. With our proposed multi-view regulation, 3D Gaussian attributes are further optimized without overfitting certain training views. As a general solution, we improve the overall accuracy in a variety of scenarios and different Gaussian variants. 2) Inspired by the benefit introduced by additional views, we further propose a cross-intrinsic guidance scheme, leading to a coarse-to-fine training procedure concerning different resolutions. 3) Built on top of our multi-view regulated training, we further propose a cross-ray densification strategy, densifying more Gaussian kernels in the ray-intersect regions from a selection of views. 4) By further investigating the densification strategy, we found that the effect of densification should be enhanced when certain views are distinct dramatically. As a solution, we propose a novel multi-view augmented densification strategy, where 3D Gaussians are encouraged to get densified to a sufficient number accordingly, resulting in improved reconstruction accuracy.
ICE-G: Image Conditional Editing of 3D Gaussian Splats
Recently many techniques have emerged to create high quality 3D assets and scenes. When it comes to editing of these objects, however, existing approaches are either slow, compromise on quality, or do not provide enough customization. We introduce a novel approach to quickly edit a 3D model from a single reference view. Our technique first segments the edit image, and then matches semantically corresponding regions across chosen segmented dataset views using DINO features. A color or texture change from a particular region of the edit image can then be applied to other views automatically in a semantically sensible manner. These edited views act as an updated dataset to further train and re-style the 3D scene. The end-result is therefore an edited 3D model. Our framework enables a wide variety of editing tasks such as manual local edits, correspondence based style transfer from any example image, and a combination of different styles from multiple example images. We use Gaussian Splats as our primary 3D representation due to their speed and ease of local editing, but our technique works for other methods such as NeRFs as well. We show through multiple examples that our method produces higher quality results while offering fine-grained control of editing. Project page: ice-gaussian.github.io
Preface: A Data-driven Volumetric Prior for Few-shot Ultra High-resolution Face Synthesis
NeRFs have enabled highly realistic synthesis of human faces including complex appearance and reflectance effects of hair and skin. These methods typically require a large number of multi-view input images, making the process hardware intensive and cumbersome, limiting applicability to unconstrained settings. We propose a novel volumetric human face prior that enables the synthesis of ultra high-resolution novel views of subjects that are not part of the prior's training distribution. This prior model consists of an identity-conditioned NeRF, trained on a dataset of low-resolution multi-view images of diverse humans with known camera calibration. A simple sparse landmark-based 3D alignment of the training dataset allows our model to learn a smooth latent space of geometry and appearance despite a limited number of training identities. A high-quality volumetric representation of a novel subject can be obtained by model fitting to 2 or 3 camera views of arbitrary resolution. Importantly, our method requires as few as two views of casually captured images as input at inference time.
COLMAP-Free 3D Gaussian Splatting
While neural rendering has led to impressive advances in scene reconstruction and novel view synthesis, it relies heavily on accurately pre-computed camera poses. To relax this constraint, multiple efforts have been made to train Neural Radiance Fields (NeRFs) without pre-processed camera poses. However, the implicit representations of NeRFs provide extra challenges to optimize the 3D structure and camera poses at the same time. On the other hand, the recently proposed 3D Gaussian Splatting provides new opportunities given its explicit point cloud representations. This paper leverages both the explicit geometric representation and the continuity of the input video stream to perform novel view synthesis without any SfM preprocessing. We process the input frames in a sequential manner and progressively grow the 3D Gaussians set by taking one input frame at a time, without the need to pre-compute the camera poses. Our method significantly improves over previous approaches in view synthesis and camera pose estimation under large motion changes. Our project page is https://oasisyang.github.io/colmap-free-3dgs
SEEAvatar: Photorealistic Text-to-3D Avatar Generation with Constrained Geometry and Appearance
Powered by large-scale text-to-image generation models, text-to-3D avatar generation has made promising progress. However, most methods fail to produce photorealistic results, limited by imprecise geometry and low-quality appearance. Towards more practical avatar generation, we present SEEAvatar, a method for generating photorealistic 3D avatars from text with SElf-Evolving constraints for decoupled geometry and appearance. For geometry, we propose to constrain the optimized avatar in a decent global shape with a template avatar. The template avatar is initialized with human prior and can be updated by the optimized avatar periodically as an evolving template, which enables more flexible shape generation. Besides, the geometry is also constrained by the static human prior in local parts like face and hands to maintain the delicate structures. For appearance generation, we use diffusion model enhanced by prompt engineering to guide a physically based rendering pipeline to generate realistic textures. The lightness constraint is applied on the albedo texture to suppress incorrect lighting effect. Experiments show that our method outperforms previous methods on both global and local geometry and appearance quality by a large margin. Since our method can produce high-quality meshes and textures, such assets can be directly applied in classic graphics pipeline for realistic rendering under any lighting condition. Project page at: https://seeavatar3d.github.io.
Vision-Only Robot Navigation in a Neural Radiance World
Neural Radiance Fields (NeRFs) have recently emerged as a powerful paradigm for the representation of natural, complex 3D scenes. NeRFs represent continuous volumetric density and RGB values in a neural network, and generate photo-realistic images from unseen camera viewpoints through ray tracing. We propose an algorithm for navigating a robot through a 3D environment represented as a NeRF using only an on-board RGB camera for localization. We assume the NeRF for the scene has been pre-trained offline, and the robot's objective is to navigate through unoccupied space in the NeRF to reach a goal pose. We introduce a trajectory optimization algorithm that avoids collisions with high-density regions in the NeRF based on a discrete time version of differential flatness that is amenable to constraining the robot's full pose and control inputs. We also introduce an optimization based filtering method to estimate 6DoF pose and velocities for the robot in the NeRF given only an onboard RGB camera. We combine the trajectory planner with the pose filter in an online replanning loop to give a vision-based robot navigation pipeline. We present simulation results with a quadrotor robot navigating through a jungle gym environment, the inside of a church, and Stonehenge using only an RGB camera. We also demonstrate an omnidirectional ground robot navigating through the church, requiring it to reorient to fit through the narrow gap. Videos of this work can be found at https://mikh3x4.github.io/nerf-navigation/ .
Segment Any 3D Gaussians
Interactive 3D segmentation in radiance fields is an appealing task since its importance in 3D scene understanding and manipulation. However, existing methods face challenges in either achieving fine-grained, multi-granularity segmentation or contending with substantial computational overhead, inhibiting real-time interaction. In this paper, we introduce Segment Any 3D GAussians (SAGA), a novel 3D interactive segmentation approach that seamlessly blends a 2D segmentation foundation model with 3D Gaussian Splatting (3DGS), a recent breakthrough of radiance fields. SAGA efficiently embeds multi-granularity 2D segmentation results generated by the segmentation foundation model into 3D Gaussian point features through well-designed contrastive training. Evaluation on existing benchmarks demonstrates that SAGA can achieve competitive performance with state-of-the-art methods. Moreover, SAGA achieves multi-granularity segmentation and accommodates various prompts, including points, scribbles, and 2D masks. Notably, SAGA can finish the 3D segmentation within milliseconds, achieving nearly 1000x acceleration compared to previous SOTA. The project page is at https://jumpat.github.io/SAGA.
Delicate Textured Mesh Recovery from NeRF via Adaptive Surface Refinement
Neural Radiance Fields (NeRF) have constituted a remarkable breakthrough in image-based 3D reconstruction. However, their implicit volumetric representations differ significantly from the widely-adopted polygonal meshes and lack support from common 3D software and hardware, making their rendering and manipulation inefficient. To overcome this limitation, we present a novel framework that generates textured surface meshes from images. Our approach begins by efficiently initializing the geometry and view-dependency decomposed appearance with a NeRF. Subsequently, a coarse mesh is extracted, and an iterative surface refining algorithm is developed to adaptively adjust both vertex positions and face density based on re-projected rendering errors. We jointly refine the appearance with geometry and bake it into texture images for real-time rendering. Extensive experiments demonstrate that our method achieves superior mesh quality and competitive rendering quality.
Let 2D Diffusion Model Know 3D-Consistency for Robust Text-to-3D Generation
Text-to-3D generation has shown rapid progress in recent days with the advent of score distillation, a methodology of using pretrained text-to-2D diffusion models to optimize neural radiance field (NeRF) in the zero-shot setting. However, the lack of 3D awareness in the 2D diffusion models destabilizes score distillation-based methods from reconstructing a plausible 3D scene. To address this issue, we propose 3DFuse, a novel framework that incorporates 3D awareness into pretrained 2D diffusion models, enhancing the robustness and 3D consistency of score distillation-based methods. We realize this by first constructing a coarse 3D structure of a given text prompt and then utilizing projected, view-specific depth map as a condition for the diffusion model. Additionally, we introduce a training strategy that enables the 2D diffusion model learns to handle the errors and sparsity within the coarse 3D structure for robust generation, as well as a method for ensuring semantic consistency throughout all viewpoints of the scene. Our framework surpasses the limitations of prior arts, and has significant implications for 3D consistent generation of 2D diffusion models.
MixRT: Mixed Neural Representations For Real-Time NeRF Rendering
Neural Radiance Field (NeRF) has emerged as a leading technique for novel view synthesis, owing to its impressive photorealistic reconstruction and rendering capability. Nevertheless, achieving real-time NeRF rendering in large-scale scenes has presented challenges, often leading to the adoption of either intricate baked mesh representations with a substantial number of triangles or resource-intensive ray marching in baked representations. We challenge these conventions, observing that high-quality geometry, represented by meshes with substantial triangles, is not necessary for achieving photorealistic rendering quality. Consequently, we propose MixRT, a novel NeRF representation that includes a low-quality mesh, a view-dependent displacement map, and a compressed NeRF model. This design effectively harnesses the capabilities of existing graphics hardware, thus enabling real-time NeRF rendering on edge devices. Leveraging a highly-optimized WebGL-based rendering framework, our proposed MixRT attains real-time rendering speeds on edge devices (over 30 FPS at a resolution of 1280 x 720 on a MacBook M1 Pro laptop), better rendering quality (0.2 PSNR higher in indoor scenes of the Unbounded-360 datasets), and a smaller storage size (less than 80% compared to state-of-the-art methods).
Prompt2NeRF-PIL: Fast NeRF Generation via Pretrained Implicit Latent
This paper explores promptable NeRF generation (e.g., text prompt or single image prompt) for direct conditioning and fast generation of NeRF parameters for the underlying 3D scenes, thus undoing complex intermediate steps while providing full 3D generation with conditional control. Unlike previous diffusion-CLIP-based pipelines that involve tedious per-prompt optimizations, Prompt2NeRF-PIL is capable of generating a variety of 3D objects with a single forward pass, leveraging a pre-trained implicit latent space of NeRF parameters. Furthermore, in zero-shot tasks, our experiments demonstrate that the NeRFs produced by our method serve as semantically informative initializations, significantly accelerating the inference process of existing prompt-to-NeRF methods. Specifically, we will show that our approach speeds up the text-to-NeRF model DreamFusion and the 3D reconstruction speed of the image-to-NeRF method Zero-1-to-3 by 3 to 5 times.
MonoPatchNeRF: Improving Neural Radiance Fields with Patch-based Monocular Guidance
The latest regularized Neural Radiance Field (NeRF) approaches produce poor geometry and view extrapolation for multiview stereo (MVS) benchmarks such as ETH3D. In this paper, we aim to create 3D models that provide accurate geometry and view synthesis, partially closing the large geometric performance gap between NeRF and traditional MVS methods. We propose a patch-based approach that effectively leverages monocular surface normal and relative depth predictions. The patch-based ray sampling also enables the appearance regularization of normalized cross-correlation (NCC) and structural similarity (SSIM) between randomly sampled virtual and training views. We further show that "density restrictions" based on sparse structure-from-motion points can help greatly improve geometric accuracy with a slight drop in novel view synthesis metrics. Our experiments show 4x the performance of RegNeRF and 8x that of FreeNeRF on average F1@2cm for ETH3D MVS benchmark, suggesting a fruitful research direction to improve the geometric accuracy of NeRF-based models, and sheds light on a potential future approach to enable NeRF-based optimization to eventually outperform traditional MVS.
NeRF On-the-go: Exploiting Uncertainty for Distractor-free NeRFs in the Wild
Neural Radiance Fields (NeRFs) have shown remarkable success in synthesizing photorealistic views from multi-view images of static scenes, but face challenges in dynamic, real-world environments with distractors like moving objects, shadows, and lighting changes. Existing methods manage controlled environments and low occlusion ratios but fall short in render quality, especially under high occlusion scenarios. In this paper, we introduce NeRF On-the-go, a simple yet effective approach that enables the robust synthesis of novel views in complex, in-the-wild scenes from only casually captured image sequences. Delving into uncertainty, our method not only efficiently eliminates distractors, even when they are predominant in captures, but also achieves a notably faster convergence speed. Through comprehensive experiments on various scenes, our method demonstrates a significant improvement over state-of-the-art techniques. This advancement opens new avenues for NeRF in diverse and dynamic real-world applications.
FaceCLIPNeRF: Text-driven 3D Face Manipulation using Deformable Neural Radiance Fields
As recent advances in Neural Radiance Fields (NeRF) have enabled high-fidelity 3D face reconstruction and novel view synthesis, its manipulation also became an essential task in 3D vision. However, existing manipulation methods require extensive human labor, such as a user-provided semantic mask and manual attribute search unsuitable for non-expert users. Instead, our approach is designed to require a single text to manipulate a face reconstructed with NeRF. To do so, we first train a scene manipulator, a latent code-conditional deformable NeRF, over a dynamic scene to control a face deformation using the latent code. However, representing a scene deformation with a single latent code is unfavorable for compositing local deformations observed in different instances. As so, our proposed Position-conditional Anchor Compositor (PAC) learns to represent a manipulated scene with spatially varying latent codes. Their renderings with the scene manipulator are then optimized to yield high cosine similarity to a target text in CLIP embedding space for text-driven manipulation. To the best of our knowledge, our approach is the first to address the text-driven manipulation of a face reconstructed with NeRF. Extensive results, comparisons, and ablation studies demonstrate the effectiveness of our approach.
6DGS: Enhanced Direction-Aware Gaussian Splatting for Volumetric Rendering
Novel view synthesis has advanced significantly with the development of neural radiance fields (NeRF) and 3D Gaussian splatting (3DGS). However, achieving high quality without compromising real-time rendering remains challenging, particularly for physically-based ray tracing with view-dependent effects. Recently, N-dimensional Gaussians (N-DG) introduced a 6D spatial-angular representation to better incorporate view-dependent effects, but the Gaussian representation and control scheme are sub-optimal. In this paper, we revisit 6D Gaussians and introduce 6D Gaussian Splatting (6DGS), which enhances color and opacity representations and leverages the additional directional information in the 6D space for optimized Gaussian control. Our approach is fully compatible with the 3DGS framework and significantly improves real-time radiance field rendering by better modeling view-dependent effects and fine details. Experiments demonstrate that 6DGS significantly outperforms 3DGS and N-DG, achieving up to a 15.73 dB improvement in PSNR with a reduction of 66.5% Gaussian points compared to 3DGS. The project page is: https://gaozhongpai.github.io/6dgs/
GTR: Improving Large 3D Reconstruction Models through Geometry and Texture Refinement
We propose a novel approach for 3D mesh reconstruction from multi-view images. Our method takes inspiration from large reconstruction models like LRM that use a transformer-based triplane generator and a Neural Radiance Field (NeRF) model trained on multi-view images. However, in our method, we introduce several important modifications that allow us to significantly enhance 3D reconstruction quality. First of all, we examine the original LRM architecture and find several shortcomings. Subsequently, we introduce respective modifications to the LRM architecture, which lead to improved multi-view image representation and more computationally efficient training. Second, in order to improve geometry reconstruction and enable supervision at full image resolution, we extract meshes from the NeRF field in a differentiable manner and fine-tune the NeRF model through mesh rendering. These modifications allow us to achieve state-of-the-art performance on both 2D and 3D evaluation metrics, such as a PSNR of 28.67 on Google Scanned Objects (GSO) dataset. Despite these superior results, our feed-forward model still struggles to reconstruct complex textures, such as text and portraits on assets. To address this, we introduce a lightweight per-instance texture refinement procedure. This procedure fine-tunes the triplane representation and the NeRF color estimation model on the mesh surface using the input multi-view images in just 4 seconds. This refinement improves the PSNR to 29.79 and achieves faithful reconstruction of complex textures, such as text. Additionally, our approach enables various downstream applications, including text- or image-to-3D generation.
Bringing Objects to Life: 4D generation from 3D objects
Recent advancements in generative modeling now enable the creation of 4D content (moving 3D objects) controlled with text prompts. 4D generation has large potential in applications like virtual worlds, media, and gaming, but existing methods provide limited control over the appearance and geometry of generated content. In this work, we introduce a method for animating user-provided 3D objects by conditioning on textual prompts to guide 4D generation, enabling custom animations while maintaining the identity of the original object. We first convert a 3D mesh into a ``static" 4D Neural Radiance Field (NeRF) that preserves the visual attributes of the input object. Then, we animate the object using an Image-to-Video diffusion model driven by text. To improve motion realism, we introduce an incremental viewpoint selection protocol for sampling perspectives to promote lifelike movement and a masked Score Distillation Sampling (SDS) loss, which leverages attention maps to focus optimization on relevant regions. We evaluate our model in terms of temporal coherence, prompt adherence, and visual fidelity and find that our method outperforms baselines that are based on other approaches, achieving up to threefold improvements in identity preservation measured using LPIPS scores, and effectively balancing visual quality with dynamic content.
WildGaussians: 3D Gaussian Splatting in the Wild
While the field of 3D scene reconstruction is dominated by NeRFs due to their photorealistic quality, 3D Gaussian Splatting (3DGS) has recently emerged, offering similar quality with real-time rendering speeds. However, both methods primarily excel with well-controlled 3D scenes, while in-the-wild data - characterized by occlusions, dynamic objects, and varying illumination - remains challenging. NeRFs can adapt to such conditions easily through per-image embedding vectors, but 3DGS struggles due to its explicit representation and lack of shared parameters. To address this, we introduce WildGaussians, a novel approach to handle occlusions and appearance changes with 3DGS. By leveraging robust DINO features and integrating an appearance modeling module within 3DGS, our method achieves state-of-the-art results. We demonstrate that WildGaussians matches the real-time rendering speed of 3DGS while surpassing both 3DGS and NeRF baselines in handling in-the-wild data, all within a simple architectural framework.
Text2Mesh: Text-Driven Neural Stylization for Meshes
In this work, we develop intuitive controls for editing the style of 3D objects. Our framework, Text2Mesh, stylizes a 3D mesh by predicting color and local geometric details which conform to a target text prompt. We consider a disentangled representation of a 3D object using a fixed mesh input (content) coupled with a learned neural network, which we term neural style field network. In order to modify style, we obtain a similarity score between a text prompt (describing style) and a stylized mesh by harnessing the representational power of CLIP. Text2Mesh requires neither a pre-trained generative model nor a specialized 3D mesh dataset. It can handle low-quality meshes (non-manifold, boundaries, etc.) with arbitrary genus, and does not require UV parameterization. We demonstrate the ability of our technique to synthesize a myriad of styles over a wide variety of 3D meshes.
Consolidating Attention Features for Multi-view Image Editing
Large-scale text-to-image models enable a wide range of image editing techniques, using text prompts or even spatial controls. However, applying these editing methods to multi-view images depicting a single scene leads to 3D-inconsistent results. In this work, we focus on spatial control-based geometric manipulations and introduce a method to consolidate the editing process across various views. We build on two insights: (1) maintaining consistent features throughout the generative process helps attain consistency in multi-view editing, and (2) the queries in self-attention layers significantly influence the image structure. Hence, we propose to improve the geometric consistency of the edited images by enforcing the consistency of the queries. To do so, we introduce QNeRF, a neural radiance field trained on the internal query features of the edited images. Once trained, QNeRF can render 3D-consistent queries, which are then softly injected back into the self-attention layers during generation, greatly improving multi-view consistency. We refine the process through a progressive, iterative method that better consolidates queries across the diffusion timesteps. We compare our method to a range of existing techniques and demonstrate that it can achieve better multi-view consistency and higher fidelity to the input scene. These advantages allow us to train NeRFs with fewer visual artifacts, that are better aligned with the target geometry.
3D-Adapter: Geometry-Consistent Multi-View Diffusion for High-Quality 3D Generation
Multi-view image diffusion models have significantly advanced open-domain 3D object generation. However, most existing models rely on 2D network architectures that lack inherent 3D biases, resulting in compromised geometric consistency. To address this challenge, we introduce 3D-Adapter, a plug-in module designed to infuse 3D geometry awareness into pretrained image diffusion models. Central to our approach is the idea of 3D feedback augmentation: for each denoising step in the sampling loop, 3D-Adapter decodes intermediate multi-view features into a coherent 3D representation, then re-encodes the rendered RGBD views to augment the pretrained base model through feature addition. We study two variants of 3D-Adapter: a fast feed-forward version based on Gaussian splatting and a versatile training-free version utilizing neural fields and meshes. Our extensive experiments demonstrate that 3D-Adapter not only greatly enhances the geometry quality of text-to-multi-view models such as Instant3D and Zero123++, but also enables high-quality 3D generation using the plain text-to-image Stable Diffusion. Furthermore, we showcase the broad application potential of 3D-Adapter by presenting high quality results in text-to-3D, image-to-3D, text-to-texture, and text-to-avatar tasks.
ITEM3D: Illumination-Aware Directional Texture Editing for 3D Models
Texture editing is a crucial task in 3D modeling that allows users to automatically manipulate the surface materials of 3D models. However, the inherent complexity of 3D models and the ambiguous text description lead to the challenge in this task. To address this challenge, we propose ITEM3D, an illumination-aware model for automatic 3D object editing according to the text prompts. Leveraging the diffusion models and the differentiable rendering, ITEM3D takes the rendered images as the bridge of text and 3D representation, and further optimizes the disentangled texture and environment map. Previous methods adopt the absolute editing direction namely score distillation sampling (SDS) as the optimization objective, which unfortunately results in the noisy appearance and text inconsistency. To solve the problem caused by the ambiguous text, we introduce a relative editing direction, an optimization objective defined by the noise difference between the source and target texts, to release the semantic ambiguity between the texts and images. Additionally, we gradually adjust the direction during optimization to further address the unexpected deviation in the texture domain. Qualitative and quantitative experiments show that our ITEM3D outperforms the state-of-the-art methods on various 3D objects. We also perform text-guided relighting to show explicit control over lighting.
TADA! Text to Animatable Digital Avatars
We introduce TADA, a simple-yet-effective approach that takes textual descriptions and produces expressive 3D avatars with high-quality geometry and lifelike textures, that can be animated and rendered with traditional graphics pipelines. Existing text-based character generation methods are limited in terms of geometry and texture quality, and cannot be realistically animated due to inconsistent alignment between the geometry and the texture, particularly in the face region. To overcome these limitations, TADA leverages the synergy of a 2D diffusion model and an animatable parametric body model. Specifically, we derive an optimizable high-resolution body model from SMPL-X with 3D displacements and a texture map, and use hierarchical rendering with score distillation sampling (SDS) to create high-quality, detailed, holistic 3D avatars from text. To ensure alignment between the geometry and texture, we render normals and RGB images of the generated character and exploit their latent embeddings in the SDS training process. We further introduce various expression parameters to deform the generated character during training, ensuring that the semantics of our generated character remain consistent with the original SMPL-X model, resulting in an animatable character. Comprehensive evaluations demonstrate that TADA significantly surpasses existing approaches on both qualitative and quantitative measures. TADA enables creation of large-scale digital character assets that are ready for animation and rendering, while also being easily editable through natural language. The code will be public for research purposes.
GaussianEditor: Swift and Controllable 3D Editing with Gaussian Splatting
3D editing plays a crucial role in many areas such as gaming and virtual reality. Traditional 3D editing methods, which rely on representations like meshes and point clouds, often fall short in realistically depicting complex scenes. On the other hand, methods based on implicit 3D representations, like Neural Radiance Field (NeRF), render complex scenes effectively but suffer from slow processing speeds and limited control over specific scene areas. In response to these challenges, our paper presents GaussianEditor, an innovative and efficient 3D editing algorithm based on Gaussian Splatting (GS), a novel 3D representation. GaussianEditor enhances precision and control in editing through our proposed Gaussian semantic tracing, which traces the editing target throughout the training process. Additionally, we propose Hierarchical Gaussian splatting (HGS) to achieve stabilized and fine results under stochastic generative guidance from 2D diffusion models. We also develop editing strategies for efficient object removal and integration, a challenging task for existing methods. Our comprehensive experiments demonstrate GaussianEditor's superior control, efficacy, and rapid performance, marking a significant advancement in 3D editing. Project Page: https://buaacyw.github.io/gaussian-editor/
SAGS: Structure-Aware 3D Gaussian Splatting
Following the advent of NeRFs, 3D Gaussian Splatting (3D-GS) has paved the way to real-time neural rendering overcoming the computational burden of volumetric methods. Following the pioneering work of 3D-GS, several methods have attempted to achieve compressible and high-fidelity performance alternatives. However, by employing a geometry-agnostic optimization scheme, these methods neglect the inherent 3D structure of the scene, thereby restricting the expressivity and the quality of the representation, resulting in various floating points and artifacts. In this work, we propose a structure-aware Gaussian Splatting method (SAGS) that implicitly encodes the geometry of the scene, which reflects to state-of-the-art rendering performance and reduced storage requirements on benchmark novel-view synthesis datasets. SAGS is founded on a local-global graph representation that facilitates the learning of complex scenes and enforces meaningful point displacements that preserve the scene's geometry. Additionally, we introduce a lightweight version of SAGS, using a simple yet effective mid-point interpolation scheme, which showcases a compact representation of the scene with up to 24times size reduction without the reliance on any compression strategies. Extensive experiments across multiple benchmark datasets demonstrate the superiority of SAGS compared to state-of-the-art 3D-GS methods under both rendering quality and model size. Besides, we demonstrate that our structure-aware method can effectively mitigate floating artifacts and irregular distortions of previous methods while obtaining precise depth maps. Project page https://eververas.github.io/SAGS/.
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.
PatchFusion: An End-to-End Tile-Based Framework for High-Resolution Monocular Metric Depth Estimation
Single image depth estimation is a foundational task in computer vision and generative modeling. However, prevailing depth estimation models grapple with accommodating the increasing resolutions commonplace in today's consumer cameras and devices. Existing high-resolution strategies show promise, but they often face limitations, ranging from error propagation to the loss of high-frequency details. We present PatchFusion, a novel tile-based framework with three key components to improve the current state of the art: (1) A patch-wise fusion network that fuses a globally-consistent coarse prediction with finer, inconsistent tiled predictions via high-level feature guidance, (2) A Global-to-Local (G2L) module that adds vital context to the fusion network, discarding the need for patch selection heuristics, and (3) A Consistency-Aware Training (CAT) and Inference (CAI) approach, emphasizing patch overlap consistency and thereby eradicating the necessity for post-processing. Experiments on UnrealStereo4K, MVS-Synth, and Middleburry 2014 demonstrate that our framework can generate high-resolution depth maps with intricate details. PatchFusion is independent of the base model for depth estimation. Notably, our framework built on top of SOTA ZoeDepth brings improvements for a total of 17.3% and 29.4% in terms of the root mean squared error (RMSE) on UnrealStereo4K and MVS-Synth, respectively.
NeRF-DS: Neural Radiance Fields for Dynamic Specular Objects
Dynamic Neural Radiance Field (NeRF) is a powerful algorithm capable of rendering photo-realistic novel view images from a monocular RGB video of a dynamic scene. Although it warps moving points across frames from the observation spaces to a common canonical space for rendering, dynamic NeRF does not model the change of the reflected color during the warping. As a result, this approach often fails drastically on challenging specular objects in motion. We address this limitation by reformulating the neural radiance field function to be conditioned on surface position and orientation in the observation space. This allows the specular surface at different poses to keep the different reflected colors when mapped to the common canonical space. Additionally, we add the mask of moving objects to guide the deformation field. As the specular surface changes color during motion, the mask mitigates the problem of failure to find temporal correspondences with only RGB supervision. We evaluate our model based on the novel view synthesis quality with a self-collected dataset of different moving specular objects in realistic environments. The experimental results demonstrate that our method significantly improves the reconstruction quality of moving specular objects from monocular RGB videos compared to the existing NeRF models. Our code and data are available at the project website https://github.com/JokerYan/NeRF-DS.
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.
Editing 3D Scenes via Text Prompts without Retraining
Numerous diffusion models have recently been applied to image synthesis and editing. However, editing 3D scenes is still in its early stages. It poses various challenges, such as the requirement to design specific methods for different editing types, retraining new models for various 3D scenes, and the absence of convenient human interaction during editing. To tackle these issues, we introduce a text-driven editing method, termed DN2N, which allows for the direct acquisition of a NeRF model with universal editing capabilities, eliminating the requirement for retraining. Our method employs off-the-shelf text-based editing models of 2D images to modify the 3D scene images, followed by a filtering process to discard poorly edited images that disrupt 3D consistency. We then consider the remaining inconsistency as a problem of removing noise perturbation, which can be solved by generating training data with similar perturbation characteristics for training. We further propose cross-view regularization terms to help the generalized NeRF model mitigate these perturbations. Our text-driven method allows users to edit a 3D scene with their desired description, which is more friendly, intuitive, and practical than prior works. Empirical results show that our method achieves multiple editing types, including but not limited to appearance editing, weather transition, material changing, and style transfer. Most importantly, our method generalizes well with editing abilities shared among a set of model parameters without requiring a customized editing model for some specific scenes, thus inferring novel views with editing effects directly from user input. The project website is available at https://sk-fun.fun/DN2N
NerfDiff: Single-image View Synthesis with NeRF-guided Distillation from 3D-aware Diffusion
Novel view synthesis from a single image requires inferring occluded regions of objects and scenes whilst simultaneously maintaining semantic and physical consistency with the input. Existing approaches condition neural radiance fields (NeRF) on local image features, projecting points to the input image plane, and aggregating 2D features to perform volume rendering. However, under severe occlusion, this projection fails to resolve uncertainty, resulting in blurry renderings that lack details. In this work, we propose NerfDiff, which addresses this issue by distilling the knowledge of a 3D-aware conditional diffusion model (CDM) into NeRF through synthesizing and refining a set of virtual views at test time. We further propose a novel NeRF-guided distillation algorithm that simultaneously generates 3D consistent virtual views from the CDM samples, and finetunes the NeRF based on the improved virtual views. Our approach significantly outperforms existing NeRF-based and geometry-free approaches on challenging datasets, including ShapeNet, ABO, and Clevr3D.
Instruct-NeRF2NeRF: Editing 3D Scenes with Instructions
We propose a method for editing NeRF scenes with text-instructions. Given a NeRF of a scene and the collection of images used to reconstruct it, our method uses an image-conditioned diffusion model (InstructPix2Pix) to iteratively edit the input images while optimizing the underlying scene, resulting in an optimized 3D scene that respects the edit instruction. We demonstrate that our proposed method is able to edit large-scale, real-world scenes, and is able to accomplish more realistic, targeted edits than prior work.
Reconstructive Latent-Space Neural Radiance Fields for Efficient 3D Scene Representations
Neural Radiance Fields (NeRFs) have proven to be powerful 3D representations, capable of high quality novel view synthesis of complex scenes. While NeRFs have been applied to graphics, vision, and robotics, problems with slow rendering speed and characteristic visual artifacts prevent adoption in many use cases. In this work, we investigate combining an autoencoder (AE) with a NeRF, in which latent features (instead of colours) are rendered and then convolutionally decoded. The resulting latent-space NeRF can produce novel views with higher quality than standard colour-space NeRFs, as the AE can correct certain visual artifacts, while rendering over three times faster. Our work is orthogonal to other techniques for improving NeRF efficiency. Further, we can control the tradeoff between efficiency and image quality by shrinking the AE architecture, achieving over 13 times faster rendering with only a small drop in performance. We hope that our approach can form the basis of an efficient, yet high-fidelity, 3D scene representation for downstream tasks, especially when retaining differentiability is useful, as in many robotics scenarios requiring continual learning.
GameIR: A Large-Scale Synthesized Ground-Truth Dataset for Image Restoration over Gaming Content
Image restoration methods like super-resolution and image synthesis have been successfully used in commercial cloud gaming products like NVIDIA's DLSS. However, restoration over gaming content is not well studied by the general public. The discrepancy is mainly caused by the lack of ground-truth gaming training data that match the test cases. Due to the unique characteristics of gaming content, the common approach of generating pseudo training data by degrading the original HR images results in inferior restoration performance. In this work, we develop GameIR, a large-scale high-quality computer-synthesized ground-truth dataset to fill in the blanks, targeting at two different applications. The first is super-resolution with deferred rendering, to support the gaming solution of rendering and transferring LR images only and restoring HR images on the client side. We provide 19200 LR-HR paired ground-truth frames coming from 640 videos rendered at 720p and 1440p for this task. The second is novel view synthesis (NVS), to support the multiview gaming solution of rendering and transferring part of the multiview frames and generating the remaining frames on the client side. This task has 57,600 HR frames from 960 videos of 160 scenes with 6 camera views. In addition to the RGB frames, the GBuffers during the deferred rendering stage are also provided, which can be used to help restoration. Furthermore, we evaluate several SOTA super-resolution algorithms and NeRF-based NVS algorithms over our dataset, which demonstrates the effectiveness of our ground-truth GameIR data in improving restoration performance for gaming content. Also, we test the method of incorporating the GBuffers as additional input information for helping super-resolution and NVS. We release our dataset and models to the general public to facilitate research on restoration methods over gaming content.
Octree-GS: Towards Consistent Real-time Rendering with LOD-Structured 3D Gaussians
The recent 3D Gaussian splatting (3D-GS) has shown remarkable rendering fidelity and efficiency compared to NeRF-based neural scene representations. While demonstrating the potential for real-time rendering, 3D-GS encounters rendering bottlenecks in large scenes with complex details due to an excessive number of Gaussian primitives located within the viewing frustum. This limitation is particularly noticeable in zoom-out views and can lead to inconsistent rendering speeds in scenes with varying details. Moreover, it often struggles to capture the corresponding level of details at different scales with its heuristic density control operation. Inspired by the Level-of-Detail (LOD) techniques, we introduce Octree-GS, featuring an LOD-structured 3D Gaussian approach supporting level-of-detail decomposition for scene representation that contributes to the final rendering results. Our model dynamically selects the appropriate level from the set of multi-resolution anchor points, ensuring consistent rendering performance with adaptive LOD adjustments while maintaining high-fidelity rendering results.
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.
ShowRoom3D: Text to High-Quality 3D Room Generation Using 3D Priors
We introduce ShowRoom3D, a three-stage approach for generating high-quality 3D room-scale scenes from texts. Previous methods using 2D diffusion priors to optimize neural radiance fields for generating room-scale scenes have shown unsatisfactory quality. This is primarily attributed to the limitations of 2D priors lacking 3D awareness and constraints in the training methodology. In this paper, we utilize a 3D diffusion prior, MVDiffusion, to optimize the 3D room-scale scene. Our contributions are in two aspects. Firstly, we propose a progressive view selection process to optimize NeRF. This involves dividing the training process into three stages, gradually expanding the camera sampling scope. Secondly, we propose the pose transformation method in the second stage. It will ensure MVDiffusion provide the accurate view guidance. As a result, ShowRoom3D enables the generation of rooms with improved structural integrity, enhanced clarity from any view, reduced content repetition, and higher consistency across different perspectives. Extensive experiments demonstrate that our method, significantly outperforms state-of-the-art approaches by a large margin in terms of user study.