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SubscribeRayTracer.jl: A Differentiable Renderer that supports Parameter Optimization for Scene Reconstruction
In this paper, we present RayTracer.jl, a renderer in Julia that is fully differentiable using source-to-source Automatic Differentiation (AD). This means that RayTracer not only renders 2D images from 3D scene parameters, but it can be used to optimize for model parameters that generate a target image in a Differentiable Programming (DP) pipeline. We interface our renderer with the deep learning library Flux for use in combination with neural networks. We demonstrate the use of this differentiable renderer in rendering tasks and in solving inverse graphics problems.
RayGauss: Volumetric Gaussian-Based Ray Casting for Photorealistic Novel View Synthesis
Differentiable volumetric rendering-based methods made significant progress in novel view synthesis. On one hand, innovative methods have replaced the Neural Radiance Fields (NeRF) network with locally parameterized structures, enabling high-quality renderings in a reasonable time. On the other hand, approaches have used differentiable splatting instead of NeRF's ray casting to optimize radiance fields rapidly using Gaussian kernels, allowing for fine adaptation to the scene. However, differentiable ray casting of irregularly spaced kernels has been scarcely explored, while splatting, despite enabling fast rendering times, is susceptible to clearly visible artifacts. Our work closes this gap by providing a physically consistent formulation of the emitted radiance c and density {\sigma}, decomposed with Gaussian functions associated with Spherical Gaussians/Harmonics for all-frequency colorimetric representation. We also introduce a method enabling differentiable ray casting of irregularly distributed Gaussians using an algorithm that integrates radiance fields slab by slab and leverages a BVH structure. This allows our approach to finely adapt to the scene while avoiding splatting artifacts. As a result, we achieve superior rendering quality compared to the state-of-the-art while maintaining reasonable training times and achieving inference speeds of 25 FPS on the Blender dataset. Project page with videos and code: https://raygauss.github.io/
Pulsar: Efficient Sphere-based Neural Rendering
We propose Pulsar, an efficient sphere-based differentiable renderer that is orders of magnitude faster than competing techniques, modular, and easy-to-use due to its tight integration with PyTorch. Differentiable rendering is the foundation for modern neural rendering approaches, since it enables end-to-end training of 3D scene representations from image observations. However, gradient-based optimization of neural mesh, voxel, or function representations suffers from multiple challenges, i.e., topological inconsistencies, high memory footprints, or slow rendering speeds. To alleviate these problems, Pulsar employs: 1) a sphere-based scene representation, 2) an efficient differentiable rendering engine, and 3) neural shading. Pulsar executes orders of magnitude faster than existing techniques and allows real-time rendering and optimization of representations with millions of spheres. Using spheres for the scene representation, unprecedented speed is obtained while avoiding topology problems. Pulsar is fully differentiable and thus enables a plethora of applications, ranging from 3D reconstruction to general neural rendering.
Radiant Foam: Real-Time Differentiable Ray Tracing
Research on differentiable scene representations is consistently moving towards more efficient, real-time models. Recently, this has led to the popularization of splatting methods, which eschew the traditional ray-based rendering of radiance fields in favor of rasterization. This has yielded a significant improvement in rendering speeds due to the efficiency of rasterization algorithms and hardware, but has come at a cost: the approximations that make rasterization efficient also make implementation of light transport phenomena like reflection and refraction much more difficult. We propose a novel scene representation which avoids these approximations, but keeps the efficiency and reconstruction quality of splatting by leveraging a decades-old efficient volumetric mesh ray tracing algorithm which has been largely overlooked in recent computer vision research. The resulting model, which we name Radiant Foam, achieves rendering speed and quality comparable to Gaussian Splatting, without the constraints of rasterization. Unlike ray traced Gaussian models that use hardware ray tracing acceleration, our method requires no special hardware or APIs beyond the standard features of a programmable GPU.
Scene-Conditional 3D Object Stylization and Composition
Recently, 3D generative models have made impressive progress, enabling the generation of almost arbitrary 3D assets from text or image inputs. However, these approaches generate objects in isolation without any consideration for the scene where they will eventually be placed. In this paper, we propose a framework that allows for the stylization of an existing 3D asset to fit into a given 2D scene, and additionally produce a photorealistic composition as if the asset was placed within the environment. This not only opens up a new level of control for object stylization, for example, the same assets can be stylized to reflect changes in the environment, such as summer to winter or fantasy versus futuristic settings-but also makes the object-scene composition more controllable. We achieve this by combining modeling and optimizing the object's texture and environmental lighting through differentiable ray tracing with image priors from pre-trained text-to-image diffusion models. We demonstrate that our method is applicable to a wide variety of indoor and outdoor scenes and arbitrary objects.
Transforming a Non-Differentiable Rasterizer into a Differentiable One with Stochastic Gradient Estimation
We show how to transform a non-differentiable rasterizer into a differentiable one with minimal engineering efforts and no external dependencies (no Pytorch/Tensorflow). We rely on Stochastic Gradient Estimation, a technique that consists of rasterizing after randomly perturbing the scene's parameters such that their gradient can be stochastically estimated and descended. This method is simple and robust but does not scale in dimensionality (number of scene parameters). Our insight is that the number of parameters contributing to a given rasterized pixel is bounded. Estimating and averaging gradients on a per-pixel basis hence bounds the dimensionality of the underlying optimization problem and makes the method scalable. Furthermore, it is simple to track per-pixel contributing parameters by rasterizing ID- and UV-buffers, which are trivial additions to a rasterization engine if not already available. With these minor modifications, we obtain an in-engine optimizer for 3D assets with millions of geometry and texture parameters.
Differentiable Point-Based Radiance Fields for Efficient View Synthesis
We propose a differentiable rendering algorithm for efficient novel view synthesis. By departing from volume-based representations in favor of a learned point representation, we improve on existing methods more than an order of magnitude in memory and runtime, both in training and inference. The method begins with a uniformly-sampled random point cloud and learns per-point position and view-dependent appearance, using a differentiable splat-based renderer to evolve the model to match a set of input images. Our method is up to 300x faster than NeRF in both training and inference, with only a marginal sacrifice in quality, while using less than 10~MB of memory for a static scene. For dynamic scenes, our method trains two orders of magnitude faster than STNeRF and renders at near interactive rate, while maintaining high image quality and temporal coherence even without imposing any temporal-coherency regularizers.
GauFRe: Gaussian Deformation Fields for Real-time Dynamic Novel View Synthesis
We propose a method for dynamic scene reconstruction using deformable 3D Gaussians that is tailored for monocular video. Building upon the efficiency of Gaussian splatting, our approach extends the representation to accommodate dynamic elements via a deformable set of Gaussians residing in a canonical space, and a time-dependent deformation field defined by a multi-layer perceptron (MLP). Moreover, under the assumption that most natural scenes have large regions that remain static, we allow the MLP to focus its representational power by additionally including a static Gaussian point cloud. The concatenated dynamic and static point clouds form the input for the Gaussian Splatting rasterizer, enabling real-time rendering. The differentiable pipeline is optimized end-to-end with a self-supervised rendering loss. Our method achieves results that are comparable to state-of-the-art dynamic neural radiance field methods while allowing much faster optimization and rendering. Project website: https://lynl7130.github.io/gaufre/index.html
Physics-based Indirect Illumination for Inverse Rendering
We present a physics-based inverse rendering method that learns the illumination, geometry, and materials of a scene from posed multi-view RGB images. To model the illumination of a scene, existing inverse rendering works either completely ignore the indirect illumination or model it by coarse approximations, leading to sub-optimal illumination, geometry, and material prediction of the scene. In this work, we propose a physics-based illumination model that first locates surface points through an efficient refined sphere tracing algorithm, then explicitly traces the incoming indirect lights at each surface point based on reflection. Then, we estimate each identified indirect light through an efficient neural network. Moreover, we utilize the Leibniz's integral rule to resolve non-differentiability in the proposed illumination model caused by boundary lights inspired by differentiable irradiance in computer graphics. As a result, the proposed differentiable illumination model can be learned end-to-end together with geometry and materials estimation. As a side product, our physics-based inverse rendering model also facilitates flexible and realistic material editing as well as relighting. Extensive experiments on synthetic and real-world datasets demonstrate that the proposed method performs favorably against existing inverse rendering methods on novel view synthesis and inverse rendering.
Relightable 3D Gaussian: Real-time Point Cloud Relighting with BRDF Decomposition and Ray Tracing
We present a novel differentiable point-based rendering framework for material and lighting decomposition from multi-view images, enabling editing, ray-tracing, and real-time relighting of the 3D point cloud. Specifically, a 3D scene is represented as a set of relightable 3D Gaussian points, where each point is additionally associated with a normal direction, BRDF parameters, and incident lights from different directions. To achieve robust lighting estimation, we further divide incident lights of each point into global and local components, as well as view-dependent visibilities. The 3D scene is optimized through the 3D Gaussian Splatting technique while BRDF and lighting are decomposed by physically-based differentiable rendering. Moreover, we introduce an innovative point-based ray-tracing approach based on the bounding volume hierarchy for efficient visibility baking, enabling real-time rendering and relighting of 3D Gaussian points with accurate shadow effects. Extensive experiments demonstrate improved BRDF estimation and novel view rendering results compared to state-of-the-art material estimation approaches. Our framework showcases the potential to revolutionize the mesh-based graphics pipeline with a relightable, traceable, and editable rendering pipeline solely based on point cloud. Project page:https://nju-3dv.github.io/projects/Relightable3DGaussian/.
Radiative Gaussian Splatting for Efficient X-ray Novel View Synthesis
X-ray is widely applied for transmission imaging due to its stronger penetration than natural light. When rendering novel view X-ray projections, existing methods mainly based on NeRF suffer from long training time and slow inference speed. In this paper, we propose a 3D Gaussian splatting-based framework, namely X-Gaussian, for X-ray novel view synthesis. Firstly, we redesign a radiative Gaussian point cloud model inspired by the isotropic nature of X-ray imaging. Our model excludes the influence of view direction when learning to predict the radiation intensity of 3D points. Based on this model, we develop a Differentiable Radiative Rasterization (DRR) with CUDA implementation. Secondly, we customize an Angle-pose Cuboid Uniform Initialization (ACUI) strategy that directly uses the parameters of the X-ray scanner to compute the camera information and then uniformly samples point positions within a cuboid enclosing the scanned object. Experiments show that our X-Gaussian outperforms state-of-the-art methods by 6.5 dB while enjoying less than 15% training time and over 73x inference speed. The application on sparse-view CT reconstruction also reveals the practical values of our method. Code and models will be publicly available at https://github.com/caiyuanhao1998/X-Gaussian . A video demo of the training process visualization is at https://www.youtube.com/watch?v=gDVf_Ngeghg .
DeLiRa: Self-Supervised Depth, Light, and Radiance Fields
Differentiable volumetric rendering is a powerful paradigm for 3D reconstruction and novel view synthesis. However, standard volume rendering approaches struggle with degenerate geometries in the case of limited viewpoint diversity, a common scenario in robotics applications. In this work, we propose to use the multi-view photometric objective from the self-supervised depth estimation literature as a geometric regularizer for volumetric rendering, significantly improving novel view synthesis without requiring additional information. Building upon this insight, we explore the explicit modeling of scene geometry using a generalist Transformer, jointly learning a radiance field as well as depth and light fields with a set of shared latent codes. We demonstrate that sharing geometric information across tasks is mutually beneficial, leading to improvements over single-task learning without an increase in network complexity. Our DeLiRa architecture achieves state-of-the-art results on the ScanNet benchmark, enabling high quality volumetric rendering as well as real-time novel view and depth synthesis in the limited viewpoint diversity setting.
2D Gaussian Splatting for Geometrically Accurate Radiance Fields
3D Gaussian Splatting (3DGS) has recently revolutionized radiance field reconstruction, achieving high quality novel view synthesis and fast rendering speed without baking. However, 3DGS fails to accurately represent surfaces due to the multi-view inconsistent nature of 3D Gaussians. We present 2D Gaussian Splatting (2DGS), a novel approach to model and reconstruct geometrically accurate radiance fields from multi-view images. Our key idea is to collapse the 3D volume into a set of 2D oriented planar Gaussian disks. Unlike 3D Gaussians, 2D Gaussians provide view-consistent geometry while modeling surfaces intrinsically. To accurately recover thin surfaces and achieve stable optimization, we introduce a perspective-accurate 2D splatting process utilizing ray-splat intersection and rasterization. Additionally, we incorporate depth distortion and normal consistency terms to further enhance the quality of the reconstructions. We demonstrate that our differentiable renderer allows for noise-free and detailed geometry reconstruction while maintaining competitive appearance quality, fast training speed, and real-time rendering. Our code will be made publicly available.
Diff3DS: Generating View-Consistent 3D Sketch via Differentiable Curve Rendering
3D sketches are widely used for visually representing the 3D shape and structure of objects or scenes. However, the creation of 3D sketch often requires users to possess professional artistic skills. Existing research efforts primarily focus on enhancing the ability of interactive sketch generation in 3D virtual systems. In this work, we propose Diff3DS, a novel differentiable rendering framework for generating view-consistent 3D sketch by optimizing 3D parametric curves under various supervisions. Specifically, we perform perspective projection to render the 3D rational B\'ezier curves into 2D curves, which are subsequently converted to a 2D raster image via our customized differentiable rasterizer. Our framework bridges the domains of 3D sketch and raster image, achieving end-toend optimization of 3D sketch through gradients computed in the 2D image domain. Our Diff3DS can enable a series of novel 3D sketch generation tasks, including textto-3D sketch and image-to-3D sketch, supported by the popular distillation-based supervision, such as Score Distillation Sampling (SDS). Extensive experiments have yielded promising results and demonstrated the potential of our framework.
Segmentation-guided Layer-wise Image Vectorization with Gradient Fills
The widespread use of vector graphics creates a significant demand for vectorization methods. While recent learning-based techniques have shown their capability to create vector images of clear topology, filling these primitives with gradients remains a challenge. In this paper, we propose a segmentation-guided vectorization framework to convert raster images into concise vector graphics with radial gradient fills. With the guidance of an embedded gradient-aware segmentation subroutine, our approach progressively appends gradient-filled B\'ezier paths to the output, where primitive parameters are initiated with our newly designed initialization technique and are optimized to minimize our novel loss function. We build our method on a differentiable renderer with traditional segmentation algorithms to develop it as a model-free tool for raster-to-vector conversion. It is tested on various inputs to demonstrate its feasibility, independent of datasets, to synthesize vector graphics with improved visual quality and layer-wise topology compared to prior work.
Subsurface Scattering for 3D Gaussian Splatting
3D reconstruction and relighting of objects made from scattering materials present a significant challenge due to the complex light transport beneath the surface. 3D Gaussian Splatting introduced high-quality novel view synthesis at real-time speeds. While 3D Gaussians efficiently approximate an object's surface, they fail to capture the volumetric properties of subsurface scattering. We propose a framework for optimizing an object's shape together with the radiance transfer field given multi-view OLAT (one light at a time) data. Our method decomposes the scene into an explicit surface represented as 3D Gaussians, with a spatially varying BRDF, and an implicit volumetric representation of the scattering component. A learned incident light field accounts for shadowing. We optimize all parameters jointly via ray-traced differentiable rendering. Our approach enables material editing, relighting and novel view synthesis at interactive rates. We show successful application on synthetic data and introduce a newly acquired multi-view multi-light dataset of objects in a light-stage setup. Compared to previous work we achieve comparable or better results at a fraction of optimization and rendering time while enabling detailed control over material attributes. Project page https://sss.jdihlmann.com/
Understanding and Robustifying Differentiable Architecture Search
Differentiable Architecture Search (DARTS) has attracted a lot of attention due to its simplicity and small search costs achieved by a continuous relaxation and an approximation of the resulting bi-level optimization problem. However, DARTS does not work robustly for new problems: we identify a wide range of search spaces for which DARTS yields degenerate architectures with very poor test performance. We study this failure mode and show that, while DARTS successfully minimizes validation loss, the found solutions generalize poorly when they coincide with high validation loss curvature in the architecture space. We show that by adding one of various types of regularization we can robustify DARTS to find solutions with less curvature and better generalization properties. Based on these observations, we propose several simple variations of DARTS that perform substantially more robustly in practice. Our observations are robust across five search spaces on three image classification tasks and also hold for the very different domains of disparity estimation (a dense regression task) and language modelling.
Fast and Uncertainty-Aware SVBRDF Recovery from Multi-View Capture using Frequency Domain Analysis
Relightable object acquisition is a key challenge in simplifying digital asset creation. Complete reconstruction of an object typically requires capturing hundreds to thousands of photographs under controlled illumination, with specialized equipment. The recent progress in differentiable rendering improved the quality and accessibility of inverse rendering optimization. Nevertheless, under uncontrolled illumination and unstructured viewpoints, there is no guarantee that the observations contain enough information to reconstruct the appearance properties of the captured object. We thus propose to consider the acquisition process from a signal-processing perspective. Given an object's geometry and a lighting environment, we estimate the properties of the materials on the object's surface in seconds. We do so by leveraging frequency domain analysis, considering the recovery of material properties as a deconvolution, enabling fast error estimation. We then quantify the uncertainty of the estimation, based on the available data, highlighting the areas for which priors or additional samples would be required for improved acquisition quality. We compare our approach to previous work and quantitatively evaluate our results, showing similar quality as previous work in a fraction of the time, and providing key information about the certainty of the results.
TRIPS: Trilinear Point Splatting for Real-Time Radiance Field Rendering
Point-based radiance field rendering has demonstrated impressive results for novel view synthesis, offering a compelling blend of rendering quality and computational efficiency. However, also latest approaches in this domain are not without their shortcomings. 3D Gaussian Splatting [Kerbl and Kopanas et al. 2023] struggles when tasked with rendering highly detailed scenes, due to blurring and cloudy artifacts. On the other hand, ADOP [R\"uckert et al. 2022] can accommodate crisper images, but the neural reconstruction network decreases performance, it grapples with temporal instability and it is unable to effectively address large gaps in the point cloud. In this paper, we present TRIPS (Trilinear Point Splatting), an approach that combines ideas from both Gaussian Splatting and ADOP. The fundamental concept behind our novel technique involves rasterizing points into a screen-space image pyramid, with the selection of the pyramid layer determined by the projected point size. This approach allows rendering arbitrarily large points using a single trilinear write. A lightweight neural network is then used to reconstruct a hole-free image including detail beyond splat resolution. Importantly, our render pipeline is entirely differentiable, allowing for automatic optimization of both point sizes and positions. Our evaluation demonstrate that TRIPS surpasses existing state-of-the-art methods in terms of rendering quality while maintaining a real-time frame rate of 60 frames per second on readily available hardware. This performance extends to challenging scenarios, such as scenes featuring intricate geometry, expansive landscapes, and auto-exposed footage.
EvaSurf: Efficient View-Aware Implicit Textured Surface Reconstruction on Mobile Devices
Reconstructing real-world 3D objects has numerous applications in computer vision, such as virtual reality, video games, and animations. Ideally, 3D reconstruction methods should generate high-fidelity results with 3D consistency in real-time. Traditional methods match pixels between images using photo-consistency constraints or learned features, while differentiable rendering methods like Neural Radiance Fields (NeRF) use differentiable volume rendering or surface-based representation to generate high-fidelity scenes. However, these methods require excessive runtime for rendering, making them impractical for daily applications. To address these challenges, we present EvaSurf, an Efficient View-Aware implicit textured Surface reconstruction method on mobile devices. In our method, we first employ an efficient surface-based model with a multi-view supervision module to ensure accurate mesh reconstruction. To enable high-fidelity rendering, we learn an implicit texture embedded with a set of Gaussian lobes to capture view-dependent information. Furthermore, with the explicit geometry and the implicit texture, we can employ a lightweight neural shader to reduce the expense of computation and further support real-time rendering on common mobile devices. Extensive experiments demonstrate that our method can reconstruct high-quality appearance and accurate mesh on both synthetic and real-world datasets. Moreover, our method can be trained in just 1-2 hours using a single GPU and run on mobile devices at over 40 FPS (Frames Per Second), with a final package required for rendering taking up only 40-50 MB.
AIM 2024 Sparse Neural Rendering Challenge: Dataset and Benchmark
Recent developments in differentiable and neural rendering have made impressive breakthroughs in a variety of 2D and 3D tasks, e.g. novel view synthesis, 3D reconstruction. Typically, differentiable rendering relies on a dense viewpoint coverage of the scene, such that the geometry can be disambiguated from appearance observations alone. Several challenges arise when only a few input views are available, often referred to as sparse or few-shot neural rendering. As this is an underconstrained problem, most existing approaches introduce the use of regularisation, together with a diversity of learnt and hand-crafted priors. A recurring problem in sparse rendering literature is the lack of an homogeneous, up-to-date, dataset and evaluation protocol. While high-resolution datasets are standard in dense reconstruction literature, sparse rendering methods often evaluate with low-resolution images. Additionally, data splits are inconsistent across different manuscripts, and testing ground-truth images are often publicly available, which may lead to over-fitting. In this work, we propose the Sparse Rendering (SpaRe) dataset and benchmark. We introduce a new dataset that follows the setup of the DTU MVS dataset. The dataset is composed of 97 new scenes based on synthetic, high-quality assets. Each scene has up to 64 camera views and 7 lighting configurations, rendered at 1600x1200 resolution. We release a training split of 82 scenes to foster generalizable approaches, and provide an online evaluation platform for the validation and test sets, whose ground-truth images remain hidden. We propose two different sparse configurations (3 and 9 input images respectively). This provides a powerful and convenient tool for reproducible evaluation, and enable researchers easy access to a public leaderboard with the state-of-the-art performance scores. Available at: https://sparebenchmark.github.io/
3D Gaussian Ray Tracing: Fast Tracing of Particle Scenes
Particle-based representations of radiance fields such as 3D Gaussian Splatting have found great success for reconstructing and re-rendering of complex scenes. Most existing methods render particles via rasterization, projecting them to screen space tiles for processing in a sorted order. This work instead considers ray tracing the particles, building a bounding volume hierarchy and casting a ray for each pixel using high-performance GPU ray tracing hardware. To efficiently handle large numbers of semi-transparent particles, we describe a specialized rendering algorithm which encapsulates particles with bounding meshes to leverage fast ray-triangle intersections, and shades batches of intersections in depth-order. The benefits of ray tracing are well-known in computer graphics: processing incoherent rays for secondary lighting effects such as shadows and reflections, rendering from highly-distorted cameras common in robotics, stochastically sampling rays, and more. With our renderer, this flexibility comes at little cost compared to rasterization. Experiments demonstrate the speed and accuracy of our approach, as well as several applications in computer graphics and vision. We further propose related improvements to the basic Gaussian representation, including a simple use of generalized kernel functions which significantly reduces particle hit counts.
Physics-guided Shape-from-Template: Monocular Video Perception through Neural Surrogate Models
3D reconstruction of dynamic scenes is a long-standing problem in computer graphics and increasingly difficult the less information is available. Shape-from-Template (SfT) methods aim to reconstruct a template-based geometry from RGB images or video sequences, often leveraging just a single monocular camera without depth information, such as regular smartphone recordings. Unfortunately, existing reconstruction methods are either unphysical and noisy or slow in optimization. To solve this problem, we propose a novel SfT reconstruction algorithm for cloth using a pre-trained neural surrogate model that is fast to evaluate, stable, and produces smooth reconstructions due to a regularizing physics simulation. Differentiable rendering of the simulated mesh enables pixel-wise comparisons between the reconstruction and a target video sequence that can be used for a gradient-based optimization procedure to extract not only shape information but also physical parameters such as stretching, shearing, or bending stiffness of the cloth. This allows to retain a precise, stable, and smooth reconstructed geometry while reducing the runtime by a factor of 400-500 compared to phi-SfT, a state-of-the-art physics-based SfT approach.
Gaussian Splatting on the Move: Blur and Rolling Shutter Compensation for Natural Camera Motion
High-quality scene reconstruction and novel view synthesis based on Gaussian Splatting (3DGS) typically require steady, high-quality photographs, often impractical to capture with handheld cameras. We present a method that adapts to camera motion and allows high-quality scene reconstruction with handheld video data suffering from motion blur and rolling shutter distortion. Our approach is based on detailed modelling of the physical image formation process and utilizes velocities estimated using visual-inertial odometry (VIO). Camera poses are considered non-static during the exposure time of a single image frame and camera poses are further optimized in the reconstruction process. We formulate a differentiable rendering pipeline that leverages screen space approximation to efficiently incorporate rolling-shutter and motion blur effects into the 3DGS framework. Our results with both synthetic and real data demonstrate superior performance in mitigating camera motion over existing methods, thereby advancing 3DGS in naturalistic settings.
GS-IR: 3D Gaussian Splatting for Inverse Rendering
We propose GS-IR, a novel inverse rendering approach based on 3D Gaussian Splatting (GS) that leverages forward mapping volume rendering to achieve photorealistic novel view synthesis and relighting results. Unlike previous works that use implicit neural representations and volume rendering (e.g. NeRF), which suffer from low expressive power and high computational complexity, we extend GS, a top-performance representation for novel view synthesis, to estimate scene geometry, surface material, and environment illumination from multi-view images captured under unknown lighting conditions. There are two main problems when introducing GS to inverse rendering: 1) GS does not support producing plausible normal natively; 2) forward mapping (e.g. rasterization and splatting) cannot trace the occlusion like backward mapping (e.g. ray tracing). To address these challenges, our GS-IR proposes an efficient optimization scheme that incorporates a depth-derivation-based regularization for normal estimation and a baking-based occlusion to model indirect lighting. The flexible and expressive GS representation allows us to achieve fast and compact geometry reconstruction, photorealistic novel view synthesis, and effective physically-based rendering. We demonstrate the superiority of our method over baseline methods through qualitative and quantitative evaluations on various challenging scenes.
Reconstructing Animatable Categories from Videos
Building animatable 3D models is challenging due to the need for 3D scans, laborious registration, and manual rigging, which are difficult to scale to arbitrary categories. Recently, differentiable rendering provides a pathway to obtain high-quality 3D models from monocular videos, but these are limited to rigid categories or single instances. We present RAC that builds category 3D models from monocular videos while disentangling variations over instances and motion over time. Three key ideas are introduced to solve this problem: (1) specializing a skeleton to instances via optimization, (2) a method for latent space regularization that encourages shared structure across a category while maintaining instance details, and (3) using 3D background models to disentangle objects from the background. We show that 3D models of humans, cats, and dogs can be learned from 50-100 internet videos.
DTA: Physical Camouflage Attacks using Differentiable Transformation Network
To perform adversarial attacks in the physical world, many studies have proposed adversarial camouflage, a method to hide a target object by applying camouflage patterns on 3D object surfaces. For obtaining optimal physical adversarial camouflage, previous studies have utilized the so-called neural renderer, as it supports differentiability. However, existing neural renderers cannot fully represent various real-world transformations due to a lack of control of scene parameters compared to the legacy photo-realistic renderers. In this paper, we propose the Differentiable Transformation Attack (DTA), a framework for generating a robust physical adversarial pattern on a target object to camouflage it against object detection models with a wide range of transformations. It utilizes our novel Differentiable Transformation Network (DTN), which learns the expected transformation of a rendered object when the texture is changed while preserving the original properties of the target object. Using our attack framework, an adversary can gain both the advantages of the legacy photo-realistic renderers including various physical-world transformations and the benefit of white-box access by offering differentiability. Our experiments show that our camouflaged 3D vehicles can successfully evade state-of-the-art object detection models in the photo-realistic environment (i.e., CARLA on Unreal Engine). Furthermore, our demonstration on a scaled Tesla Model 3 proves the applicability and transferability of our method to the real world.
NeRF: Representing Scenes as Neural Radiance Fields for View Synthesis
We present a method that achieves state-of-the-art results for synthesizing novel views of complex scenes by optimizing an underlying continuous volumetric scene function using a sparse set of input views. Our algorithm represents a scene using a fully-connected (non-convolutional) deep network, whose input is a single continuous 5D coordinate (spatial location (x,y,z) and viewing direction (theta, phi)) and whose output is the volume density and view-dependent emitted radiance at that spatial location. We synthesize views by querying 5D coordinates along camera rays and use classic volume rendering techniques to project the output colors and densities into an image. Because volume rendering is naturally differentiable, the only input required to optimize our representation is a set of images with known camera poses. We describe how to effectively optimize neural radiance fields to render photorealistic novel views of scenes with complicated geometry and appearance, and demonstrate results that outperform prior work on neural rendering and view synthesis. View synthesis results are best viewed as videos, so we urge readers to view our supplementary video for convincing comparisons.
DeepMesh: Differentiable Iso-Surface Extraction
Geometric Deep Learning has recently made striking progress with the advent of continuous deep implicit fields. They allow for detailed modeling of watertight surfaces of arbitrary topology while not relying on a 3D Euclidean grid, resulting in a learnable parameterization that is unlimited in resolution. Unfortunately, these methods are often unsuitable for applications that require an explicit mesh-based surface representation because converting an implicit field to such a representation relies on the Marching Cubes algorithm, which cannot be differentiated with respect to the underlying implicit field. In this work, we remove this limitation and introduce a differentiable way to produce explicit surface mesh representations from Deep Implicit Fields. Our key insight is that by reasoning on how implicit field perturbations impact local surface geometry, one can ultimately differentiate the 3D location of surface samples with respect to the underlying deep implicit field. We exploit this to define DeepMesh - an end-to-end differentiable mesh representation that can vary its topology. We validate our theoretical insight through several applications: Single view 3D Reconstruction via Differentiable Rendering, Physically-Driven Shape Optimization, Full Scene 3D Reconstruction from Scans and End-to-End Training. In all cases our end-to-end differentiable parameterization gives us an edge over state-of-the-art algorithms.
pixelSplat: 3D Gaussian Splats from Image Pairs for Scalable Generalizable 3D Reconstruction
We introduce pixelSplat, a feed-forward model that learns to reconstruct 3D radiance fields parameterized by 3D Gaussian primitives from pairs of images. Our model features real-time and memory-efficient rendering for scalable training as well as fast 3D reconstruction at inference time. To overcome local minima inherent to sparse and locally supported representations, we predict a dense probability distribution over 3D and sample Gaussian means from that probability distribution. We make this sampling operation differentiable via a reparameterization trick, allowing us to back-propagate gradients through the Gaussian splatting representation. We benchmark our method on wide-baseline novel view synthesis on the real-world RealEstate10k and ACID datasets, where we outperform state-of-the-art light field transformers and accelerate rendering by 2.5 orders of magnitude while reconstructing an interpretable and editable 3D radiance field.
Learning Unsigned Distance Functions from Multi-view Images with Volume Rendering Priors
Unsigned distance functions (UDFs) have been a vital representation for open surfaces. With different differentiable renderers, current methods are able to train neural networks to infer a UDF by minimizing the rendering errors on the UDF to the multi-view ground truth. However, these differentiable renderers are mainly handcrafted, which makes them either biased on ray-surface intersections, or sensitive to unsigned distance outliers, or not scalable to large scale scenes. To resolve these issues, we present a novel differentiable renderer to infer UDFs more accurately. Instead of using handcrafted equations, our differentiable renderer is a neural network which is pre-trained in a data-driven manner. It learns how to render unsigned distances into depth images, leading to a prior knowledge, dubbed volume rendering priors. To infer a UDF for an unseen scene from multiple RGB images, we generalize the learned volume rendering priors to map inferred unsigned distances in alpha blending for RGB image rendering. Our results show that the learned volume rendering priors are unbiased, robust, scalable, 3D aware, and more importantly, easy to learn. We evaluate our method on both widely used benchmarks and real scenes, and report superior performance over the state-of-the-art methods.
4K4D: Real-Time 4D View Synthesis at 4K Resolution
This paper targets high-fidelity and real-time view synthesis of dynamic 3D scenes at 4K resolution. Recently, some methods on dynamic view synthesis have shown impressive rendering quality. However, their speed is still limited when rendering high-resolution images. To overcome this problem, we propose 4K4D, a 4D point cloud representation that supports hardware rasterization and enables unprecedented rendering speed. Our representation is built on a 4D feature grid so that the points are naturally regularized and can be robustly optimized. In addition, we design a novel hybrid appearance model that significantly boosts the rendering quality while preserving efficiency. Moreover, we develop a differentiable depth peeling algorithm to effectively learn the proposed model from RGB videos. Experiments show that our representation can be rendered at over 400 FPS on the DNA-Rendering dataset at 1080p resolution and 80 FPS on the ENeRF-Outdoor dataset at 4K resolution using an RTX 4090 GPU, which is 30x faster than previous methods and achieves the state-of-the-art rendering quality. We will release the code for reproducibility.
IllumiNeRF: 3D Relighting without Inverse Rendering
Existing methods for relightable view synthesis -- using a set of images of an object under unknown lighting to recover a 3D representation that can be rendered from novel viewpoints under a target illumination -- are based on inverse rendering, and attempt to disentangle the object geometry, materials, and lighting that explain the input images. Furthermore, this typically involves optimization through differentiable Monte Carlo rendering, which is brittle and computationally-expensive. In this work, we propose a simpler approach: we first relight each input image using an image diffusion model conditioned on lighting and then reconstruct a Neural Radiance Field (NeRF) with these relit images, from which we render novel views under the target lighting. We demonstrate that this strategy is surprisingly competitive and achieves state-of-the-art results on multiple relighting benchmarks. Please see our project page at https://illuminerf.github.io/.
RARTS: An Efficient First-Order Relaxed Architecture Search Method
Differentiable architecture search (DARTS) is an effective method for data-driven neural network design based on solving a bilevel optimization problem. Despite its success in many architecture search tasks, there are still some concerns about the accuracy of first-order DARTS and the efficiency of the second-order DARTS. In this paper, we formulate a single level alternative and a relaxed architecture search (RARTS) method that utilizes the whole dataset in architecture learning via both data and network splitting, without involving mixed second derivatives of the corresponding loss functions like DARTS. In our formulation of network splitting, two networks with different but related weights cooperate in search of a shared architecture. The advantage of RARTS over DARTS is justified by a convergence theorem and an analytically solvable model. Moreover, RARTS outperforms DARTS and its variants in accuracy and search efficiency, as shown in adequate experimental results. For the task of searching topological architecture, i.e., the edges and the operations, RARTS obtains a higher accuracy and 60\% reduction of computational cost than second-order DARTS on CIFAR-10. RARTS continues to out-perform DARTS upon transfer to ImageNet and is on par with recent variants of DARTS even though our innovation is purely on the training algorithm without modifying search space. For the task of searching width, i.e., the number of channels in convolutional layers, RARTS also outperforms the traditional network pruning benchmarks. Further experiments on the public architecture search benchmark like NATS-Bench also support the preeminence of RARTS.
NeILF++: Inter-Reflectable Light Fields for Geometry and Material Estimation
We present a novel differentiable rendering framework for joint geometry, material, and lighting estimation from multi-view images. In contrast to previous methods which assume a simplified environment map or co-located flashlights, in this work, we formulate the lighting of a static scene as one neural incident light field (NeILF) and one outgoing neural radiance field (NeRF). The key insight of the proposed method is the union of the incident and outgoing light fields through physically-based rendering and inter-reflections between surfaces, making it possible to disentangle the scene geometry, material, and lighting from image observations in a physically-based manner. The proposed incident light and inter-reflection framework can be easily applied to other NeRF systems. We show that our method can not only decompose the outgoing radiance into incident lights and surface materials, but also serve as a surface refinement module that further improves the reconstruction detail of the neural surface. We demonstrate on several datasets that the proposed method is able to achieve state-of-the-art results in terms of geometry reconstruction quality, material estimation accuracy, and the fidelity of novel view rendering.
Controllable Shadow Generation with Single-Step Diffusion Models from Synthetic Data
Realistic shadow generation is a critical component for high-quality image compositing and visual effects, yet existing methods suffer from certain limitations: Physics-based approaches require a 3D scene geometry, which is often unavailable, while learning-based techniques struggle with control and visual artifacts. We introduce a novel method for fast, controllable, and background-free shadow generation for 2D object images. We create a large synthetic dataset using a 3D rendering engine to train a diffusion model for controllable shadow generation, generating shadow maps for diverse light source parameters. Through extensive ablation studies, we find that rectified flow objective achieves high-quality results with just a single sampling step enabling real-time applications. Furthermore, our experiments demonstrate that the model generalizes well to real-world images. To facilitate further research in evaluating quality and controllability in shadow generation, we release a new public benchmark containing a diverse set of object images and shadow maps in various settings. The project page is available at https://gojasper.github.io/controllable-shadow-generation-project/
A Theory of Topological Derivatives for Inverse Rendering of Geometry
We introduce a theoretical framework for differentiable surface evolution that allows discrete topology changes through the use of topological derivatives for variational optimization of image functionals. While prior methods for inverse rendering of geometry rely on silhouette gradients for topology changes, such signals are sparse. In contrast, our theory derives topological derivatives that relate the introduction of vanishing holes and phases to changes in image intensity. As a result, we enable differentiable shape perturbations in the form of hole or phase nucleation. We validate the proposed theory with optimization of closed curves in 2D and surfaces in 3D to lend insights into limitations of current methods and enable improved applications such as image vectorization, vector-graphics generation from text prompts, single-image reconstruction of shape ambigrams and multi-view 3D reconstruction.
Lowering PyTorch's Memory Consumption for Selective Differentiation
Memory is a limiting resource for many deep learning tasks. Beside the neural network weights, one main memory consumer is the computation graph built up by automatic differentiation (AD) for backpropagation. We observe that PyTorch's current AD implementation neglects information about parameter differentiability when storing the computation graph. This information is useful though to reduce memory whenever gradients are requested for a parameter subset, as is the case in many modern fine-tuning tasks. Specifically, inputs to layers that act linearly in their parameters (dense, convolution, or normalization layers) can be discarded whenever the parameters are marked as non-differentiable. We provide a drop-in, differentiability-agnostic implementation of such layers and demonstrate its ability to reduce memory without affecting run time.
Diff-DOPE: Differentiable Deep Object Pose Estimation
We introduce Diff-DOPE, a 6-DoF pose refiner that takes as input an image, a 3D textured model of an object, and an initial pose of the object. The method uses differentiable rendering to update the object pose to minimize the visual error between the image and the projection of the model. We show that this simple, yet effective, idea is able to achieve state-of-the-art results on pose estimation datasets. Our approach is a departure from recent methods in which the pose refiner is a deep neural network trained on a large synthetic dataset to map inputs to refinement steps. Rather, our use of differentiable rendering allows us to avoid training altogether. Our approach performs multiple gradient descent optimizations in parallel with different random learning rates to avoid local minima from symmetric objects, similar appearances, or wrong step size. Various modalities can be used, e.g., RGB, depth, intensity edges, and object segmentation masks. We present experiments examining the effect of various choices, showing that the best results are found when the RGB image is accompanied by an object mask and depth image to guide the optimization process.
AlphaTablets: A Generic Plane Representation for 3D Planar Reconstruction from Monocular Videos
We introduce AlphaTablets, a novel and generic representation of 3D planes that features continuous 3D surface and precise boundary delineation. By representing 3D planes as rectangles with alpha channels, AlphaTablets combine the advantages of current 2D and 3D plane representations, enabling accurate, consistent and flexible modeling of 3D planes. We derive differentiable rasterization on top of AlphaTablets to efficiently render 3D planes into images, and propose a novel bottom-up pipeline for 3D planar reconstruction from monocular videos. Starting with 2D superpixels and geometric cues from pre-trained models, we initialize 3D planes as AlphaTablets and optimize them via differentiable rendering. An effective merging scheme is introduced to facilitate the growth and refinement of AlphaTablets. Through iterative optimization and merging, we reconstruct complete and accurate 3D planes with solid surfaces and clear boundaries. Extensive experiments on the ScanNet dataset demonstrate state-of-the-art performance in 3D planar reconstruction, underscoring the great potential of AlphaTablets as a generic 3D plane representation for various applications. Project page is available at: https://hyzcluster.github.io/alphatablets
NeAI: A Pre-convoluted Representation for Plug-and-Play Neural Ambient Illumination
Recent advances in implicit neural representation have demonstrated the ability to recover detailed geometry and material from multi-view images. However, the use of simplified lighting models such as environment maps to represent non-distant illumination, or using a network to fit indirect light modeling without a solid basis, can lead to an undesirable decomposition between lighting and material. To address this, we propose a fully differentiable framework named neural ambient illumination (NeAI) that uses Neural Radiance Fields (NeRF) as a lighting model to handle complex lighting in a physically based way. Together with integral lobe encoding for roughness-adaptive specular lobe and leveraging the pre-convoluted background for accurate decomposition, the proposed method represents a significant step towards integrating physically based rendering into the NeRF representation. The experiments demonstrate the superior performance of novel-view rendering compared to previous works, and the capability to re-render objects under arbitrary NeRF-style environments opens up exciting possibilities for bridging the gap between virtual and real-world scenes. The project and supplementary materials are available at https://yiyuzhuang.github.io/NeAI/.
HelixSurf: A Robust and Efficient Neural Implicit Surface Learning of Indoor Scenes with Iterative Intertwined Regularization
Recovery of an underlying scene geometry from multiview images stands as a long-time challenge in computer vision research. The recent promise leverages neural implicit surface learning and differentiable volume rendering, and achieves both the recovery of scene geometry and synthesis of novel views, where deep priors of neural models are used as an inductive smoothness bias. While promising for object-level surfaces, these methods suffer when coping with complex scene surfaces. In the meanwhile, traditional multi-view stereo can recover the geometry of scenes with rich textures, by globally optimizing the local, pixel-wise correspondences across multiple views. We are thus motivated to make use of the complementary benefits from the two strategies, and propose a method termed Helix-shaped neural implicit Surface learning or HelixSurf; HelixSurf uses the intermediate prediction from one strategy as the guidance to regularize the learning of the other one, and conducts such intertwined regularization iteratively during the learning process. We also propose an efficient scheme for differentiable volume rendering in HelixSurf. Experiments on surface reconstruction of indoor scenes show that our method compares favorably with existing methods and is orders of magnitude faster, even when some of existing methods are assisted with auxiliary training data. The source code is available at https://github.com/Gorilla-Lab-SCUT/HelixSurf.
FitMe: Deep Photorealistic 3D Morphable Model Avatars
In this paper, we introduce FitMe, a facial reflectance model and a differentiable rendering optimization pipeline, that can be used to acquire high-fidelity renderable human avatars from single or multiple images. The model consists of a multi-modal style-based generator, that captures facial appearance in terms of diffuse and specular reflectance, and a PCA-based shape model. We employ a fast differentiable rendering process that can be used in an optimization pipeline, while also achieving photorealistic facial shading. Our optimization process accurately captures both the facial reflectance and shape in high-detail, by exploiting the expressivity of the style-based latent representation and of our shape model. FitMe achieves state-of-the-art reflectance acquisition and identity preservation on single "in-the-wild" facial images, while it produces impressive scan-like results, when given multiple unconstrained facial images pertaining to the same identity. In contrast with recent implicit avatar reconstructions, FitMe requires only one minute and produces relightable mesh and texture-based avatars, that can be used by end-user applications.
Real-Time Neural Appearance Models
We present a complete system for real-time rendering of scenes with complex appearance previously reserved for offline use. This is achieved with a combination of algorithmic and system level innovations. Our appearance model utilizes learned hierarchical textures that are interpreted using neural decoders, which produce reflectance values and importance-sampled directions. To best utilize the modeling capacity of the decoders, we equip the decoders with two graphics priors. The first prior -- transformation of directions into learned shading frames -- facilitates accurate reconstruction of mesoscale effects. The second prior -- a microfacet sampling distribution -- allows the neural decoder to perform importance sampling efficiently. The resulting appearance model supports anisotropic sampling and level-of-detail rendering, and allows baking deeply layered material graphs into a compact unified neural representation. By exposing hardware accelerated tensor operations to ray tracing shaders, we show that it is possible to inline and execute the neural decoders efficiently inside a real-time path tracer. We analyze scalability with increasing number of neural materials and propose to improve performance using code optimized for coherent and divergent execution. Our neural material shaders can be over an order of magnitude faster than non-neural layered materials. This opens up the door for using film-quality visuals in real-time applications such as games and live previews.
Neural Lithography: Close the Design-to-Manufacturing Gap in Computational Optics with a 'Real2Sim' Learned Photolithography Simulator
We introduce neural lithography to address the 'design-to-manufacturing' gap in computational optics. Computational optics with large design degrees of freedom enable advanced functionalities and performance beyond traditional optics. However, the existing design approaches often overlook the numerical modeling of the manufacturing process, which can result in significant performance deviation between the design and the fabricated optics. To bridge this gap, we, for the first time, propose a fully differentiable design framework that integrates a pre-trained photolithography simulator into the model-based optical design loop. Leveraging a blend of physics-informed modeling and data-driven training using experimentally collected datasets, our photolithography simulator serves as a regularizer on fabrication feasibility during design, compensating for structure discrepancies introduced in the lithography process. We demonstrate the effectiveness of our approach through two typical tasks in computational optics, where we design and fabricate a holographic optical element (HOE) and a multi-level diffractive lens (MDL) using a two-photon lithography system, showcasing improved optical performance on the task-specific metrics.
WE-GS: An In-the-wild Efficient 3D Gaussian Representation for Unconstrained Photo Collections
Novel View Synthesis (NVS) from unconstrained photo collections is challenging in computer graphics. Recently, 3D Gaussian Splatting (3DGS) has shown promise for photorealistic and real-time NVS of static scenes. Building on 3DGS, we propose an efficient point-based differentiable rendering framework for scene reconstruction from photo collections. Our key innovation is a residual-based spherical harmonic coefficients transfer module that adapts 3DGS to varying lighting conditions and photometric post-processing. This lightweight module can be pre-computed and ensures efficient gradient propagation from rendered images to 3D Gaussian attributes. Additionally, we observe that the appearance encoder and the transient mask predictor, the two most critical parts of NVS from unconstrained photo collections, can be mutually beneficial. We introduce a plug-and-play lightweight spatial attention module to simultaneously predict transient occluders and latent appearance representation for each image. After training and preprocessing, our method aligns with the standard 3DGS format and rendering pipeline, facilitating seamlessly integration into various 3DGS applications. Extensive experiments on diverse datasets show our approach outperforms existing approaches on the rendering quality of novel view and appearance synthesis with high converge and rendering speed.
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.
EVER: Exact Volumetric Ellipsoid Rendering for Real-time View Synthesis
We present Exact Volumetric Ellipsoid Rendering (EVER), a method for real-time differentiable emission-only volume rendering. Unlike recent rasterization based approach by 3D Gaussian Splatting (3DGS), our primitive based representation allows for exact volume rendering, rather than alpha compositing 3D Gaussian billboards. As such, unlike 3DGS our formulation does not suffer from popping artifacts and view dependent density, but still achieves frame rates of sim!30 FPS at 720p on an NVIDIA RTX4090. Since our approach is built upon ray tracing it enables effects such as defocus blur and camera distortion (e.g. such as from fisheye cameras), which are difficult to achieve by rasterization. We show that our method is more accurate with fewer blending issues than 3DGS and follow-up work on view-consistent rendering, especially on the challenging large-scale scenes from the Zip-NeRF dataset where it achieves sharpest results among real-time techniques.
MeshSDF: Differentiable Iso-Surface Extraction
Geometric Deep Learning has recently made striking progress with the advent of continuous Deep Implicit Fields. They allow for detailed modeling of watertight surfaces of arbitrary topology while not relying on a 3D Euclidean grid, resulting in a learnable parameterization that is not limited in resolution. Unfortunately, these methods are often not suitable for applications that require an explicit mesh-based surface representation because converting an implicit field to such a representation relies on the Marching Cubes algorithm, which cannot be differentiated with respect to the underlying implicit field. In this work, we remove this limitation and introduce a differentiable way to produce explicit surface mesh representations from Deep Signed Distance Functions. Our key insight is that by reasoning on how implicit field perturbations impact local surface geometry, one can ultimately differentiate the 3D location of surface samples with respect to the underlying deep implicit field. We exploit this to define MeshSDF, an end-to-end differentiable mesh representation which can vary its topology. We use two different applications to validate our theoretical insight: Single-View Reconstruction via Differentiable Rendering and Physically-Driven Shape Optimization. In both cases our differentiable parameterization gives us an edge over state-of-the-art algorithms.
Small Temperature is All You Need for Differentiable Architecture Search
Differentiable architecture search (DARTS) yields highly efficient gradient-based neural architecture search (NAS) by relaxing the discrete operation selection to optimize continuous architecture parameters that maps NAS from the discrete optimization to a continuous problem. DARTS then remaps the relaxed supernet back to the discrete space by one-off post-search pruning to obtain the final architecture (finalnet). Some emerging works argue that this remap is inherently prone to mismatch the network between training and evaluation which leads to performance discrepancy and even model collapse in extreme cases. We propose to close the gap between the relaxed supernet in training and the pruned finalnet in evaluation through utilizing small temperature to sparsify the continuous distribution in the training phase. To this end, we first formulate sparse-noisy softmax to get around gradient saturation. We then propose an exponential temperature schedule to better control the outbound distribution and elaborate an entropy-based adaptive scheme to finally achieve the enhancement. We conduct extensive experiments to verify the efficiency and efficacy of our method.
Human from Blur: Human Pose Tracking from Blurry Images
We propose a method to estimate 3D human poses from substantially blurred images. The key idea is to tackle the inverse problem of image deblurring by modeling the forward problem with a 3D human model, a texture map, and a sequence of poses to describe human motion. The blurring process is then modeled by a temporal image aggregation step. Using a differentiable renderer, we can solve the inverse problem by backpropagating the pixel-wise reprojection error to recover the best human motion representation that explains a single or multiple input images. Since the image reconstruction loss alone is insufficient, we present additional regularization terms. To the best of our knowledge, we present the first method to tackle this problem. Our method consistently outperforms other methods on significantly blurry inputs since they lack one or multiple key functionalities that our method unifies, i.e. image deblurring with sub-frame accuracy and explicit 3D modeling of non-rigid human motion.
PC-DARTS: Partial Channel Connections for Memory-Efficient Architecture Search
Differentiable architecture search (DARTS) provided a fast solution in finding effective network architectures, but suffered from large memory and computing overheads in jointly training a super-network and searching for an optimal architecture. In this paper, we present a novel approach, namely, Partially-Connected DARTS, by sampling a small part of super-network to reduce the redundancy in exploring the network space, thereby performing a more efficient search without comprising the performance. In particular, we perform operation search in a subset of channels while bypassing the held out part in a shortcut. This strategy may suffer from an undesired inconsistency on selecting the edges of super-net caused by sampling different channels. We alleviate it using edge normalization, which adds a new set of edge-level parameters to reduce uncertainty in search. Thanks to the reduced memory cost, PC-DARTS can be trained with a larger batch size and, consequently, enjoys both faster speed and higher training stability. Experimental results demonstrate the effectiveness of the proposed method. Specifically, we achieve an error rate of 2.57% on CIFAR10 with merely 0.1 GPU-days for architecture search, and a state-of-the-art top-1 error rate of 24.2% on ImageNet (under the mobile setting) using 3.8 GPU-days for search. Our code has been made available at: https://github.com/yuhuixu1993/PC-DARTS.
VectorFusion: Text-to-SVG by Abstracting Pixel-Based Diffusion Models
Diffusion models have shown impressive results in text-to-image synthesis. Using massive datasets of captioned images, diffusion models learn to generate raster images of highly diverse objects and scenes. However, designers frequently use vector representations of images like Scalable Vector Graphics (SVGs) for digital icons or art. Vector graphics can be scaled to any size, and are compact. We show that a text-conditioned diffusion model trained on pixel representations of images can be used to generate SVG-exportable vector graphics. We do so without access to large datasets of captioned SVGs. By optimizing a differentiable vector graphics rasterizer, our method, VectorFusion, distills abstract semantic knowledge out of a pretrained diffusion model. Inspired by recent text-to-3D work, we learn an SVG consistent with a caption using Score Distillation Sampling. To accelerate generation and improve fidelity, VectorFusion also initializes from an image sample. Experiments show greater quality than prior work, and demonstrate a range of styles including pixel art and sketches. See our project webpage at https://ajayj.com/vectorfusion .
3DGS-LM: Faster Gaussian-Splatting Optimization with Levenberg-Marquardt
We present 3DGS-LM, a new method that accelerates the reconstruction of 3D Gaussian Splatting (3DGS) by replacing its ADAM optimizer with a tailored Levenberg-Marquardt (LM). Existing methods reduce the optimization time by decreasing the number of Gaussians or by improving the implementation of the differentiable rasterizer. However, they still rely on the ADAM optimizer to fit Gaussian parameters of a scene in thousands of iterations, which can take up to an hour. To this end, we change the optimizer to LM that runs in conjunction with the 3DGS differentiable rasterizer. For efficient GPU parallization, we propose a caching data structure for intermediate gradients that allows us to efficiently calculate Jacobian-vector products in custom CUDA kernels. In every LM iteration, we calculate update directions from multiple image subsets using these kernels and combine them in a weighted mean. Overall, our method is 30% faster than the original 3DGS while obtaining the same reconstruction quality. Our optimization is also agnostic to other methods that acclerate 3DGS, thus enabling even faster speedups compared to vanilla 3DGS.
D-DARTS: Distributed Differentiable Architecture Search
Differentiable ARchiTecture Search (DARTS) is one of the most trending Neural Architecture Search (NAS) methods. It drastically reduces search cost by resorting to weight-sharing. However, it also dramatically reduces the search space, thus excluding potential promising architectures. In this article, we propose D-DARTS, a solution that addresses this problem by nesting neural networks at the cell level instead of using weight-sharing to produce more diversified and specialized architectures. Moreover, we introduce a novel algorithm that can derive deeper architectures from a few trained cells, increasing performance and saving computation time. In addition, we also present an alternative search space (DARTOpti) in which we optimize existing handcrafted architectures (e.g., ResNet) rather than starting from scratch. This approach is accompanied by a novel metric that measures the distance between architectures inside our custom search space. Our solution reaches competitive performance on multiple computer vision tasks. Code and pretrained models can be accessed at https://github.com/aheuillet/D-DARTS.
Progressive Radiance Distillation for Inverse Rendering with Gaussian Splatting
We propose progressive radiance distillation, an inverse rendering method that combines physically-based rendering with Gaussian-based radiance field rendering using a distillation progress map. Taking multi-view images as input, our method starts from a pre-trained radiance field guidance, and distills physically-based light and material parameters from the radiance field using an image-fitting process. The distillation progress map is initialized to a small value, which favors radiance field rendering. During early iterations when fitted light and material parameters are far from convergence, the radiance field fallback ensures the sanity of image loss gradients and avoids local minima that attracts under-fit states. As fitted parameters converge, the physical model gradually takes over and the distillation progress increases correspondingly. In presence of light paths unmodeled by the physical model, the distillation progress never finishes on affected pixels and the learned radiance field stays in the final rendering. With this designed tolerance for physical model limitations, we prevent unmodeled color components from leaking into light and material parameters, alleviating relighting artifacts. Meanwhile, the remaining radiance field compensates for the limitations of the physical model, guaranteeing high-quality novel views synthesis. Experimental results demonstrate that our method significantly outperforms state-of-the-art techniques quality-wise in both novel view synthesis and relighting. The idea of progressive radiance distillation is not limited to Gaussian splatting. We show that it also has positive effects for prominently specular scenes when adapted to a mesh-based inverse rendering method.
PixelSynth: Generating a 3D-Consistent Experience from a Single Image
Recent advancements in differentiable rendering and 3D reasoning have driven exciting results in novel view synthesis from a single image. Despite realistic results, methods are limited to relatively small view change. In order to synthesize immersive scenes, models must also be able to extrapolate. We present an approach that fuses 3D reasoning with autoregressive modeling to outpaint large view changes in a 3D-consistent manner, enabling scene synthesis. We demonstrate considerable improvement in single image large-angle view synthesis results compared to a variety of methods and possible variants across simulated and real datasets. In addition, we show increased 3D consistency compared to alternative accumulation methods. Project website: https://crockwell.github.io/pixelsynth/
EAGLES: Efficient Accelerated 3D Gaussians with Lightweight EncodingS
Recently, 3D Gaussian splatting (3D-GS) has gained popularity in novel-view scene synthesis. It addresses the challenges of lengthy training times and slow rendering speeds associated with Neural Radiance Fields (NeRFs). Through rapid, differentiable rasterization of 3D Gaussians, 3D-GS achieves real-time rendering and accelerated training. They, however, demand substantial memory resources for both training and storage, as they require millions of Gaussians in their point cloud representation for each scene. We present a technique utilizing quantized embeddings to significantly reduce memory storage requirements and a coarse-to-fine training strategy for a faster and more stable optimization of the Gaussian point clouds. Our approach results in scene representations with fewer Gaussians and quantized representations, leading to faster training times and rendering speeds for real-time rendering of high resolution scenes. We reduce memory by more than an order of magnitude all while maintaining the reconstruction quality. We validate the effectiveness of our approach on a variety of datasets and scenes preserving the visual quality while consuming 10-20x less memory and faster training/inference speed. Project page and code is available https://efficientgaussian.github.io
SpotLight: Shadow-Guided Object Relighting via Diffusion
Recent work has shown that diffusion models can be used as powerful neural rendering engines that can be leveraged for inserting virtual objects into images. Unlike typical physics-based renderers, however, neural rendering engines are limited by the lack of manual control over the lighting setup, which is often essential for improving or personalizing the desired image outcome. In this paper, we show that precise lighting control can be achieved for object relighting simply by specifying the desired shadows of the object. Rather surprisingly, we show that injecting only the shadow of the object into a pre-trained diffusion-based neural renderer enables it to accurately shade the object according to the desired light position, while properly harmonizing the object (and its shadow) within the target background image. Our method, SpotLight, leverages existing neural rendering approaches and achieves controllable relighting results with no additional training. Specifically, we demonstrate its use with two neural renderers from the recent literature. We show that SpotLight achieves superior object compositing results, both quantitatively and perceptually, as confirmed by a user study, outperforming existing diffusion-based models specifically designed for relighting.
NeFII: Inverse Rendering for Reflectance Decomposition with Near-Field Indirect Illumination
Inverse rendering methods aim to estimate geometry, materials and illumination from multi-view RGB images. In order to achieve better decomposition, recent approaches attempt to model indirect illuminations reflected from different materials via Spherical Gaussians (SG), which, however, tends to blur the high-frequency reflection details. In this paper, we propose an end-to-end inverse rendering pipeline that decomposes materials and illumination from multi-view images, while considering near-field indirect illumination. In a nutshell, we introduce the Monte Carlo sampling based path tracing and cache the indirect illumination as neural radiance, enabling a physics-faithful and easy-to-optimize inverse rendering method. To enhance efficiency and practicality, we leverage SG to represent the smooth environment illuminations and apply importance sampling techniques. To supervise indirect illuminations from unobserved directions, we develop a novel radiance consistency constraint between implicit neural radiance and path tracing results of unobserved rays along with the joint optimization of materials and illuminations, thus significantly improving the decomposition performance. Extensive experiments demonstrate that our method outperforms the state-of-the-art on multiple synthetic and real datasets, especially in terms of inter-reflection decomposition.Our code and data are available at https://woolseyyy.github.io/nefii/.
ProxylessNAS: Direct Neural Architecture Search on Target Task and Hardware
Neural architecture search (NAS) has a great impact by automatically designing effective neural network architectures. However, the prohibitive computational demand of conventional NAS algorithms (e.g. 10^4 GPU hours) makes it difficult to directly search the architectures on large-scale tasks (e.g. ImageNet). Differentiable NAS can reduce the cost of GPU hours via a continuous representation of network architecture but suffers from the high GPU memory consumption issue (grow linearly w.r.t. candidate set size). As a result, they need to utilize~proxy tasks, such as training on a smaller dataset, or learning with only a few blocks, or training just for a few epochs. These architectures optimized on proxy tasks are not guaranteed to be optimal on the target task. In this paper, we present ProxylessNAS that can directly learn the architectures for large-scale target tasks and target hardware platforms. We address the high memory consumption issue of differentiable NAS and reduce the computational cost (GPU hours and GPU memory) to the same level of regular training while still allowing a large candidate set. Experiments on CIFAR-10 and ImageNet demonstrate the effectiveness of directness and specialization. On CIFAR-10, our model achieves 2.08\% test error with only 5.7M parameters, better than the previous state-of-the-art architecture AmoebaNet-B, while using 6times fewer parameters. On ImageNet, our model achieves 3.1\% better top-1 accuracy than MobileNetV2, while being 1.2times faster with measured GPU latency. We also apply ProxylessNAS to specialize neural architectures for hardware with direct hardware metrics (e.g. latency) and provide insights for efficient CNN architecture design.
EVA3D: Compositional 3D Human Generation from 2D Image Collections
Inverse graphics aims to recover 3D models from 2D observations. Utilizing differentiable rendering, recent 3D-aware generative models have shown impressive results of rigid object generation using 2D images. However, it remains challenging to generate articulated objects, like human bodies, due to their complexity and diversity in poses and appearances. In this work, we propose, EVA3D, an unconditional 3D human generative model learned from 2D image collections only. EVA3D can sample 3D humans with detailed geometry and render high-quality images (up to 512x256) without bells and whistles (e.g. super resolution). At the core of EVA3D is a compositional human NeRF representation, which divides the human body into local parts. Each part is represented by an individual volume. This compositional representation enables 1) inherent human priors, 2) adaptive allocation of network parameters, 3) efficient training and rendering. Moreover, to accommodate for the characteristics of sparse 2D human image collections (e.g. imbalanced pose distribution), we propose a pose-guided sampling strategy for better GAN learning. Extensive experiments validate that EVA3D achieves state-of-the-art 3D human generation performance regarding both geometry and texture quality. Notably, EVA3D demonstrates great potential and scalability to "inverse-graphics" diverse human bodies with a clean framework.
G3R: Gradient Guided Generalizable Reconstruction
Large scale 3D scene reconstruction is important for applications such as virtual reality and simulation. Existing neural rendering approaches (e.g., NeRF, 3DGS) have achieved realistic reconstructions on large scenes, but optimize per scene, which is expensive and slow, and exhibit noticeable artifacts under large view changes due to overfitting. Generalizable approaches or large reconstruction models are fast, but primarily work for small scenes/objects and often produce lower quality rendering results. In this work, we introduce G3R, a generalizable reconstruction approach that can efficiently predict high-quality 3D scene representations for large scenes. We propose to learn a reconstruction network that takes the gradient feedback signals from differentiable rendering to iteratively update a 3D scene representation, combining the benefits of high photorealism from per-scene optimization with data-driven priors from fast feed-forward prediction methods. Experiments on urban-driving and drone datasets show that G3R generalizes across diverse large scenes and accelerates the reconstruction process by at least 10x while achieving comparable or better realism compared to 3DGS, and also being more robust to large view changes.
End-to-End Optimization of Scene Layout
We propose an end-to-end variational generative model for scene layout synthesis conditioned on scene graphs. Unlike unconditional scene layout generation, we use scene graphs as an abstract but general representation to guide the synthesis of diverse scene layouts that satisfy relationships included in the scene graph. This gives rise to more flexible control over the synthesis process, allowing various forms of inputs such as scene layouts extracted from sentences or inferred from a single color image. Using our conditional layout synthesizer, we can generate various layouts that share the same structure of the input example. In addition to this conditional generation design, we also integrate a differentiable rendering module that enables layout refinement using only 2D projections of the scene. Given a depth and a semantics map, the differentiable rendering module enables optimizing over the synthesized layout to fit the given input in an analysis-by-synthesis fashion. Experiments suggest that our model achieves higher accuracy and diversity in conditional scene synthesis and allows exemplar-based scene generation from various input forms.
NeRF-Casting: Improved View-Dependent Appearance with Consistent Reflections
Neural Radiance Fields (NeRFs) typically struggle to reconstruct and render highly specular objects, whose appearance varies quickly with changes in viewpoint. Recent works have improved NeRF's ability to render detailed specular appearance of distant environment illumination, but are unable to synthesize consistent reflections of closer content. Moreover, these techniques rely on large computationally-expensive neural networks to model outgoing radiance, which severely limits optimization and rendering speed. We address these issues with an approach based on ray tracing: instead of querying an expensive neural network for the outgoing view-dependent radiance at points along each camera ray, our model casts reflection rays from these points and traces them through the NeRF representation to render feature vectors which are decoded into color using a small inexpensive network. We demonstrate that our model outperforms prior methods for view synthesis of scenes containing shiny objects, and that it is the only existing NeRF method that can synthesize photorealistic specular appearance and reflections in real-world scenes, while requiring comparable optimization time to current state-of-the-art view synthesis models.
LucidDreaming: Controllable Object-Centric 3D Generation
With the recent development of generative models, Text-to-3D generations have also seen significant growth. Nonetheless, achieving precise control over 3D generation continues to be an arduous task, as using text to control often leads to missing objects and imprecise locations. Contemporary strategies for enhancing controllability in 3D generation often entail the introduction of additional parameters, such as customized diffusion models. This often induces hardness in adapting to different diffusion models or creating distinct objects. In this paper, we present LucidDreaming as an effective pipeline capable of fine-grained control over 3D generation. It requires only minimal input of 3D bounding boxes, which can be deduced from a simple text prompt using a Large Language Model. Specifically, we propose clipped ray sampling to separately render and optimize objects with user specifications. We also introduce object-centric density blob bias, fostering the separation of generated objects. With individual rendering and optimizing of objects, our method excels not only in controlled content generation from scratch but also within the pre-trained NeRF scenes. In such scenarios, existing generative approaches often disrupt the integrity of the original scene, and current editing methods struggle to synthesize new content in empty spaces. We show that our method exhibits remarkable adaptability across a spectrum of mainstream Score Distillation Sampling-based 3D generation frameworks, and achieves superior alignment of 3D content when compared to baseline approaches. We also provide a dataset of prompts with 3D bounding boxes, benchmarking 3D spatial controllability.
Restructuring Vector Quantization with the Rotation Trick
Vector Quantized Variational AutoEncoders (VQ-VAEs) are designed to compress a continuous input to a discrete latent space and reconstruct it with minimal distortion. They operate by maintaining a set of vectors -- often referred to as the codebook -- and quantizing each encoder output to the nearest vector in the codebook. However, as vector quantization is non-differentiable, the gradient to the encoder flows around the vector quantization layer rather than through it in a straight-through approximation. This approximation may be undesirable as all information from the vector quantization operation is lost. In this work, we propose a way to propagate gradients through the vector quantization layer of VQ-VAEs. We smoothly transform each encoder output into its corresponding codebook vector via a rotation and rescaling linear transformation that is treated as a constant during backpropagation. As a result, the relative magnitude and angle between encoder output and codebook vector becomes encoded into the gradient as it propagates through the vector quantization layer and back to the encoder. Across 11 different VQ-VAE training paradigms, we find this restructuring improves reconstruction metrics, codebook utilization, and quantization error. Our code is available at https://github.com/cfifty/rotation_trick.
Ghost on the Shell: An Expressive Representation of General 3D Shapes
The creation of photorealistic virtual worlds requires the accurate modeling of 3D surface geometry for a wide range of objects. For this, meshes are appealing since they 1) enable fast physics-based rendering with realistic material and lighting, 2) support physical simulation, and 3) are memory-efficient for modern graphics pipelines. Recent work on reconstructing and statistically modeling 3D shape, however, has critiqued meshes as being topologically inflexible. To capture a wide range of object shapes, any 3D representation must be able to model solid, watertight, shapes as well as thin, open, surfaces. Recent work has focused on the former, and methods for reconstructing open surfaces do not support fast reconstruction with material and lighting or unconditional generative modelling. Inspired by the observation that open surfaces can be seen as islands floating on watertight surfaces, we parameterize open surfaces by defining a manifold signed distance field on watertight templates. With this parameterization, we further develop a grid-based and differentiable representation that parameterizes both watertight and non-watertight meshes of arbitrary topology. Our new representation, called Ghost-on-the-Shell (G-Shell), enables two important applications: differentiable rasterization-based reconstruction from multiview images and generative modelling of non-watertight meshes. We empirically demonstrate that G-Shell achieves state-of-the-art performance on non-watertight mesh reconstruction and generation tasks, while also performing effectively for watertight meshes.
Neural Directional Encoding for Efficient and Accurate View-Dependent Appearance Modeling
Novel-view synthesis of specular objects like shiny metals or glossy paints remains a significant challenge. Not only the glossy appearance but also global illumination effects, including reflections of other objects in the environment, are critical components to faithfully reproduce a scene. In this paper, we present Neural Directional Encoding (NDE), a view-dependent appearance encoding of neural radiance fields (NeRF) for rendering specular objects. NDE transfers the concept of feature-grid-based spatial encoding to the angular domain, significantly improving the ability to model high-frequency angular signals. In contrast to previous methods that use encoding functions with only angular input, we additionally cone-trace spatial features to obtain a spatially varying directional encoding, which addresses the challenging interreflection effects. Extensive experiments on both synthetic and real datasets show that a NeRF model with NDE (1) outperforms the state of the art on view synthesis of specular objects, and (2) works with small networks to allow fast (real-time) inference. The project webpage and source code are available at: https://lwwu2.github.io/nde/.
SynthLight: Portrait Relighting with Diffusion Model by Learning to Re-render Synthetic Faces
We introduce SynthLight, a diffusion model for portrait relighting. Our approach frames image relighting as a re-rendering problem, where pixels are transformed in response to changes in environmental lighting conditions. Using a physically-based rendering engine, we synthesize a dataset to simulate this lighting-conditioned transformation with 3D head assets under varying lighting. We propose two training and inference strategies to bridge the gap between the synthetic and real image domains: (1) multi-task training that takes advantage of real human portraits without lighting labels; (2) an inference time diffusion sampling procedure based on classifier-free guidance that leverages the input portrait to better preserve details. Our method generalizes to diverse real photographs and produces realistic illumination effects, including specular highlights and cast shadows, while preserving the subject's identity. Our quantitative experiments on Light Stage data demonstrate results comparable to state-of-the-art relighting methods. Our qualitative results on in-the-wild images showcase rich and unprecedented illumination effects. Project Page: https://vrroom.github.io/synthlight/
Adversarial Generation of Hierarchical Gaussians for 3D Generative Model
Most advances in 3D Generative Adversarial Networks (3D GANs) largely depend on ray casting-based volume rendering, which incurs demanding rendering costs. One promising alternative is rasterization-based 3D Gaussian Splatting (3D-GS), providing a much faster rendering speed and explicit 3D representation. In this paper, we exploit Gaussian as a 3D representation for 3D GANs by leveraging its efficient and explicit characteristics. However, in an adversarial framework, we observe that a na\"ive generator architecture suffers from training instability and lacks the capability to adjust the scale of Gaussians. This leads to model divergence and visual artifacts due to the absence of proper guidance for initialized positions of Gaussians and densification to manage their scales adaptively. To address these issues, we introduce a generator architecture with a hierarchical multi-scale Gaussian representation that effectively regularizes the position and scale of generated Gaussians. Specifically, we design a hierarchy of Gaussians where finer-level Gaussians are parameterized by their coarser-level counterparts; the position of finer-level Gaussians would be located near their coarser-level counterparts, and the scale would monotonically decrease as the level becomes finer, modeling both coarse and fine details of the 3D scene. Experimental results demonstrate that ours achieves a significantly faster rendering speed (x100) compared to state-of-the-art 3D consistent GANs with comparable 3D generation capability. Project page: https://hse1032.github.io/gsgan.
GPS-Gaussian: Generalizable Pixel-wise 3D Gaussian Splatting for Real-time Human Novel View Synthesis
We present a new approach, termed GPS-Gaussian, for synthesizing novel views of a character in a real-time manner. The proposed method enables 2K-resolution rendering under a sparse-view camera setting. Unlike the original Gaussian Splatting or neural implicit rendering methods that necessitate per-subject optimizations, we introduce Gaussian parameter maps defined on the source views and regress directly Gaussian Splatting properties for instant novel view synthesis without any fine-tuning or optimization. To this end, we train our Gaussian parameter regression module on a large amount of human scan data, jointly with a depth estimation module to lift 2D parameter maps to 3D space. The proposed framework is fully differentiable and experiments on several datasets demonstrate that our method outperforms state-of-the-art methods while achieving an exceeding rendering speed.
3D Convex Splatting: Radiance Field Rendering with 3D Smooth Convexes
Recent advances in radiance field reconstruction, such as 3D Gaussian Splatting (3DGS), have achieved high-quality novel view synthesis and fast rendering by representing scenes with compositions of Gaussian primitives. However, 3D Gaussians present several limitations for scene reconstruction. Accurately capturing hard edges is challenging without significantly increasing the number of Gaussians, creating a large memory footprint. Moreover, they struggle to represent flat surfaces, as they are diffused in space. Without hand-crafted regularizers, they tend to disperse irregularly around the actual surface. To circumvent these issues, we introduce a novel method, named 3D Convex Splatting (3DCS), which leverages 3D smooth convexes as primitives for modeling geometrically-meaningful radiance fields from multi-view images. Smooth convex shapes offer greater flexibility than Gaussians, allowing for a better representation of 3D scenes with hard edges and dense volumes using fewer primitives. Powered by our efficient CUDA-based rasterizer, 3DCS achieves superior performance over 3DGS on benchmarks such as Mip-NeRF360, Tanks and Temples, and Deep Blending. Specifically, our method attains an improvement of up to 0.81 in PSNR and 0.026 in LPIPS compared to 3DGS while maintaining high rendering speeds and reducing the number of required primitives. Our results highlight the potential of 3D Convex Splatting to become the new standard for high-quality scene reconstruction and novel view synthesis. Project page: convexsplatting.github.io.
Differentiable Blocks World: Qualitative 3D Decomposition by Rendering Primitives
Given a set of calibrated images of a scene, we present an approach that produces a simple, compact, and actionable 3D world representation by means of 3D primitives. While many approaches focus on recovering high-fidelity 3D scenes, we focus on parsing a scene into mid-level 3D representations made of a small set of textured primitives. Such representations are interpretable, easy to manipulate and suited for physics-based simulations. Moreover, unlike existing primitive decomposition methods that rely on 3D input data, our approach operates directly on images through differentiable rendering. Specifically, we model primitives as textured superquadric meshes and optimize their parameters from scratch with an image rendering loss. We highlight the importance of modeling transparency for each primitive, which is critical for optimization and also enables handling varying numbers of primitives. We show that the resulting textured primitives faithfully reconstruct the input images and accurately model the visible 3D points, while providing amodal shape completions of unseen object regions. We compare our approach to the state of the art on diverse scenes from DTU, and demonstrate its robustness on real-life captures from BlendedMVS and Nerfstudio. We also showcase how our results can be used to effortlessly edit a scene or perform physical simulations. Code and video results are available at https://www.tmonnier.com/DBW .
Direct2.5: Diverse Text-to-3D Generation via Multi-view 2.5D Diffusion
Recent advances in generative AI have unveiled significant potential for the creation of 3D content. However, current methods either apply a pre-trained 2D diffusion model with the time-consuming score distillation sampling (SDS), or a direct 3D diffusion model trained on limited 3D data losing generation diversity. In this work, we approach the problem by employing a multi-view 2.5D diffusion fine-tuned from a pre-trained 2D diffusion model. The multi-view 2.5D diffusion directly models the structural distribution of 3D data, while still maintaining the strong generalization ability of the original 2D diffusion model, filling the gap between 2D diffusion-based and direct 3D diffusion-based methods for 3D content generation. During inference, multi-view normal maps are generated using the 2.5D diffusion, and a novel differentiable rasterization scheme is introduced to fuse the almost consistent multi-view normal maps into a consistent 3D model. We further design a normal-conditioned multi-view image generation module for fast appearance generation given the 3D geometry. Our method is a one-pass diffusion process and does not require any SDS optimization as post-processing. We demonstrate through extensive experiments that, our direct 2.5D generation with the specially-designed fusion scheme can achieve diverse, mode-seeking-free, and high-fidelity 3D content generation in only 10 seconds. Project page: https://nju-3dv.github.io/projects/direct25.
GS-LRM: Large Reconstruction Model for 3D Gaussian Splatting
We propose GS-LRM, a scalable large reconstruction model that can predict high-quality 3D Gaussian primitives from 2-4 posed sparse images in 0.23 seconds on single A100 GPU. Our model features a very simple transformer-based architecture; we patchify input posed images, pass the concatenated multi-view image tokens through a sequence of transformer blocks, and decode final per-pixel Gaussian parameters directly from these tokens for differentiable rendering. In contrast to previous LRMs that can only reconstruct objects, by predicting per-pixel Gaussians, GS-LRM naturally handles scenes with large variations in scale and complexity. We show that our model can work on both object and scene captures by training it on Objaverse and RealEstate10K respectively. In both scenarios, the models outperform state-of-the-art baselines by a wide margin. We also demonstrate applications of our model in downstream 3D generation tasks. Our project webpage is available at: https://sai-bi.github.io/project/gs-lrm/ .
KiloNeuS: A Versatile Neural Implicit Surface Representation for Real-Time Rendering
NeRF-based techniques fit wide and deep multi-layer perceptrons (MLPs) to a continuous radiance field that can be rendered from any unseen viewpoint. However, the lack of surface and normals definition and high rendering times limit their usage in typical computer graphics applications. Such limitations have recently been overcome separately, but solving them together remains an open problem. We present KiloNeuS, a neural representation reconstructing an implicit surface represented as a signed distance function (SDF) from multi-view images and enabling real-time rendering by partitioning the space into thousands of tiny MLPs fast to inference. As we learn the implicit surface locally using independent models, resulting in a globally coherent geometry is non-trivial and needs to be addressed during training. We evaluate rendering performance on a GPU-accelerated ray-caster with in-shader neural network inference, resulting in an average of 46 FPS at high resolution, proving a satisfying tradeoff between storage costs and rendering quality. In fact, our evaluation for rendering quality and surface recovery shows that KiloNeuS outperforms its single-MLP counterpart. Finally, to exhibit the versatility of KiloNeuS, we integrate it into an interactive path-tracer taking full advantage of its surface normals. We consider our work a crucial first step toward real-time rendering of implicit neural representations under global illumination.
MERF: Memory-Efficient Radiance Fields for Real-time View Synthesis in Unbounded Scenes
Neural radiance fields enable state-of-the-art photorealistic view synthesis. However, existing radiance field representations are either too compute-intensive for real-time rendering or require too much memory to scale to large scenes. We present a Memory-Efficient Radiance Field (MERF) representation that achieves real-time rendering of large-scale scenes in a browser. MERF reduces the memory consumption of prior sparse volumetric radiance fields using a combination of a sparse feature grid and high-resolution 2D feature planes. To support large-scale unbounded scenes, we introduce a novel contraction function that maps scene coordinates into a bounded volume while still allowing for efficient ray-box intersection. We design a lossless procedure for baking the parameterization used during training into a model that achieves real-time rendering while still preserving the photorealistic view synthesis quality of a volumetric radiance field.
Adaptive Shells for Efficient Neural Radiance Field Rendering
Neural radiance fields achieve unprecedented quality for novel view synthesis, but their volumetric formulation remains expensive, requiring a huge number of samples to render high-resolution images. Volumetric encodings are essential to represent fuzzy geometry such as foliage and hair, and they are well-suited for stochastic optimization. Yet, many scenes ultimately consist largely of solid surfaces which can be accurately rendered by a single sample per pixel. Based on this insight, we propose a neural radiance formulation that smoothly transitions between volumetric- and surface-based rendering, greatly accelerating rendering speed and even improving visual fidelity. Our method constructs an explicit mesh envelope which spatially bounds a neural volumetric representation. In solid regions, the envelope nearly converges to a surface and can often be rendered with a single sample. To this end, we generalize the NeuS formulation with a learned spatially-varying kernel size which encodes the spread of the density, fitting a wide kernel to volume-like regions and a tight kernel to surface-like regions. We then extract an explicit mesh of a narrow band around the surface, with width determined by the kernel size, and fine-tune the radiance field within this band. At inference time, we cast rays against the mesh and evaluate the radiance field only within the enclosed region, greatly reducing the number of samples required. Experiments show that our approach enables efficient rendering at very high fidelity. We also demonstrate that the extracted envelope enables downstream applications such as animation and simulation.
DDGS-CT: Direction-Disentangled Gaussian Splatting for Realistic Volume Rendering
Digitally reconstructed radiographs (DRRs) are simulated 2D X-ray images generated from 3D CT volumes, widely used in preoperative settings but limited in intraoperative applications due to computational bottlenecks, especially for accurate but heavy physics-based Monte Carlo methods. While analytical DRR renderers offer greater efficiency, they overlook anisotropic X-ray image formation phenomena, such as Compton scattering. We present a novel approach that marries realistic physics-inspired X-ray simulation with efficient, differentiable DRR generation using 3D Gaussian splatting (3DGS). Our direction-disentangled 3DGS (DDGS) method separates the radiosity contribution into isotropic and direction-dependent components, approximating complex anisotropic interactions without intricate runtime simulations. Additionally, we adapt the 3DGS initialization to account for tomography data properties, enhancing accuracy and efficiency. Our method outperforms state-of-the-art techniques in image accuracy. Furthermore, our DDGS shows promise for intraoperative applications and inverse problems such as pose registration, delivering superior registration accuracy and runtime performance compared to analytical DRR methods.
Photometric Inverse Rendering: Shading Cues Modeling and Surface Reflectance Regularization
This paper addresses the problem of inverse rendering from photometric images. Existing approaches for this problem suffer from the effects of self-shadows, inter-reflections, and lack of constraints on the surface reflectance, leading to inaccurate decomposition of reflectance and illumination due to the ill-posed nature of inverse rendering. In this work, we propose a new method for neural inverse rendering. Our method jointly optimizes the light source position to account for the self-shadows in images, and computes indirect illumination using a differentiable rendering layer and an importance sampling strategy. To enhance surface reflectance decomposition, we introduce a new regularization by distilling DINO features to foster accurate and consistent material decomposition. Extensive experiments on synthetic and real datasets demonstrate that our method outperforms the state-of-the-art methods in reflectance decomposition.
GRAF: Generative Radiance Fields for 3D-Aware Image Synthesis
While 2D generative adversarial networks have enabled high-resolution image synthesis, they largely lack an understanding of the 3D world and the image formation process. Thus, they do not provide precise control over camera viewpoint or object pose. To address this problem, several recent approaches leverage intermediate voxel-based representations in combination with differentiable rendering. However, existing methods either produce low image resolution or fall short in disentangling camera and scene properties, e.g., the object identity may vary with the viewpoint. In this paper, we propose a generative model for radiance fields which have recently proven successful for novel view synthesis of a single scene. In contrast to voxel-based representations, radiance fields are not confined to a coarse discretization of the 3D space, yet allow for disentangling camera and scene properties while degrading gracefully in the presence of reconstruction ambiguity. By introducing a multi-scale patch-based discriminator, we demonstrate synthesis of high-resolution images while training our model from unposed 2D images alone. We systematically analyze our approach on several challenging synthetic and real-world datasets. Our experiments reveal that radiance fields are a powerful representation for generative image synthesis, leading to 3D consistent models that render with high fidelity.
A Survey on 3D Gaussian Splatting
3D Gaussian splatting (GS) has recently emerged as a transformative technique in the realm of explicit radiance field and computer graphics. This innovative approach, characterized by the utilization of millions of learnable 3D Gaussians, represents a significant departure from mainstream neural radiance field approaches, which predominantly use implicit, coordinate-based models to map spatial coordinates to pixel values. 3D GS, with its explicit scene representation and differentiable rendering algorithm, not only promises real-time rendering capability but also introduces unprecedented levels of editability. This positions 3D GS as a potential game-changer for the next generation of 3D reconstruction and representation. In the present paper, we provide the first systematic overview of the recent developments and critical contributions in the domain of 3D GS. We begin with a detailed exploration of the underlying principles and the driving forces behind the emergence of 3D GS, laying the groundwork for understanding its significance. A focal point of our discussion is the practical applicability of 3D GS. By enabling unprecedented rendering speed, 3D GS opens up a plethora of applications, ranging from virtual reality to interactive media and beyond. This is complemented by a comparative analysis of leading 3D GS models, evaluated across various benchmark tasks to highlight their performance and practical utility. The survey concludes by identifying current challenges and suggesting potential avenues for future research in this domain. Through this survey, we aim to provide a valuable resource for both newcomers and seasoned researchers, fostering further exploration and advancement in applicable and explicit radiance field representation.
Mirror-NeRF: Learning Neural Radiance Fields for Mirrors with Whitted-Style Ray Tracing
Recently, Neural Radiance Fields (NeRF) has exhibited significant success in novel view synthesis, surface reconstruction, etc. However, since no physical reflection is considered in its rendering pipeline, NeRF mistakes the reflection in the mirror as a separate virtual scene, leading to the inaccurate reconstruction of the mirror and multi-view inconsistent reflections in the mirror. In this paper, we present a novel neural rendering framework, named Mirror-NeRF, which is able to learn accurate geometry and reflection of the mirror and support various scene manipulation applications with mirrors, such as adding new objects or mirrors into the scene and synthesizing the reflections of these new objects in mirrors, controlling mirror roughness, etc. To achieve this goal, we propose a unified radiance field by introducing the reflection probability and tracing rays following the light transport model of Whitted Ray Tracing, and also develop several techniques to facilitate the learning process. Experiments and comparisons on both synthetic and real datasets demonstrate the superiority of our method. The code and supplementary material are available on the project webpage: https://zju3dv.github.io/Mirror-NeRF/.
CAMPARI: Camera-Aware Decomposed Generative Neural Radiance Fields
Tremendous progress in deep generative models has led to photorealistic image synthesis. While achieving compelling results, most approaches operate in the two-dimensional image domain, ignoring the three-dimensional nature of our world. Several recent works therefore propose generative models which are 3D-aware, i.e., scenes are modeled in 3D and then rendered differentiably to the image plane. This leads to impressive 3D consistency, but incorporating such a bias comes at a price: the camera needs to be modeled as well. Current approaches assume fixed intrinsics and a predefined prior over camera pose ranges. As a result, parameter tuning is typically required for real-world data, and results degrade if the data distribution is not matched. Our key hypothesis is that learning a camera generator jointly with the image generator leads to a more principled approach to 3D-aware image synthesis. Further, we propose to decompose the scene into a background and foreground model, leading to more efficient and disentangled scene representations. While training from raw, unposed image collections, we learn a 3D- and camera-aware generative model which faithfully recovers not only the image but also the camera data distribution. At test time, our model generates images with explicit control over the camera as well as the shape and appearance of the scene.
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/
Glow: Generative Flow with Invertible 1x1 Convolutions
Flow-based generative models (Dinh et al., 2014) are conceptually attractive due to tractability of the exact log-likelihood, tractability of exact latent-variable inference, and parallelizability of both training and synthesis. In this paper we propose Glow, a simple type of generative flow using an invertible 1x1 convolution. Using our method we demonstrate a significant improvement in log-likelihood on standard benchmarks. Perhaps most strikingly, we demonstrate that a generative model optimized towards the plain log-likelihood objective is capable of efficient realistic-looking synthesis and manipulation of large images. The code for our model is available at https://github.com/openai/glow
FInC Flow: Fast and Invertible k times k Convolutions for Normalizing Flows
Invertible convolutions have been an essential element for building expressive normalizing flow-based generative models since their introduction in Glow. Several attempts have been made to design invertible k times k convolutions that are efficient in training and sampling passes. Though these attempts have improved the expressivity and sampling efficiency, they severely lagged behind Glow which used only 1 times 1 convolutions in terms of sampling time. Also, many of the approaches mask a large number of parameters of the underlying convolution, resulting in lower expressivity on a fixed run-time budget. We propose a k times k convolutional layer and Deep Normalizing Flow architecture which i.) has a fast parallel inversion algorithm with running time O(n k^2) (n is height and width of the input image and k is kernel size), ii.) masks the minimal amount of learnable parameters in a layer. iii.) gives better forward pass and sampling times comparable to other k times k convolution-based models on real-world benchmarks. We provide an implementation of the proposed parallel algorithm for sampling using our invertible convolutions on GPUs. Benchmarks on CIFAR-10, ImageNet, and CelebA datasets show comparable performance to previous works regarding bits per dimension while significantly improving the sampling time.
Magic123: One Image to High-Quality 3D Object Generation Using Both 2D and 3D Diffusion Priors
We present Magic123, a two-stage coarse-to-fine approach for high-quality, textured 3D meshes generation from a single unposed image in the wild using both2D and 3D priors. In the first stage, we optimize a neural radiance field to produce a coarse geometry. In the second stage, we adopt a memory-efficient differentiable mesh representation to yield a high-resolution mesh with a visually appealing texture. In both stages, the 3D content is learned through reference view supervision and novel views guided by a combination of 2D and 3D diffusion priors. We introduce a single trade-off parameter between the 2D and 3D priors to control exploration (more imaginative) and exploitation (more precise) of the generated geometry. Additionally, we employ textual inversion and monocular depth regularization to encourage consistent appearances across views and to prevent degenerate solutions, respectively. Magic123 demonstrates a significant improvement over previous image-to-3D techniques, as validated through extensive experiments on synthetic benchmarks and diverse real-world images. Our code, models, and generated 3D assets are available at https://github.com/guochengqian/Magic123.
RNG: Relightable Neural Gaussians
3D Gaussian Splatting (3DGS) has shown its impressive power in novel view synthesis. However, creating relightable 3D assets, especially for objects with ill-defined shapes (e.g., fur), is still a challenging task. For these scenes, the decomposition between the light, geometry, and material is more ambiguous, as neither the surface constraints nor the analytical shading model hold. To address this issue, we propose RNG, a novel representation of relightable neural Gaussians, enabling the relighting of objects with both hard surfaces or fluffy boundaries. We avoid any assumptions in the shading model but maintain feature vectors, which can be further decoded by an MLP into colors, in each Gaussian point. Following prior work, we utilize a point light to reduce the ambiguity and introduce a shadow-aware condition to the network. We additionally propose a depth refinement network to help the shadow computation under the 3DGS framework, leading to better shadow effects under point lights. Furthermore, to avoid the blurriness brought by the alpha-blending in 3DGS, we design a hybrid forward-deferred optimization strategy. As a result, we achieve about 20times faster in training and about 600times faster in rendering than prior work based on neural radiance fields, with 60 frames per second on an RTX4090.
IntrinsicAvatar: Physically Based Inverse Rendering of Dynamic Humans from Monocular Videos via Explicit Ray Tracing
We present IntrinsicAvatar, a novel approach to recovering the intrinsic properties of clothed human avatars including geometry, albedo, material, and environment lighting from only monocular videos. Recent advancements in human-based neural rendering have enabled high-quality geometry and appearance reconstruction of clothed humans from just monocular videos. However, these methods bake intrinsic properties such as albedo, material, and environment lighting into a single entangled neural representation. On the other hand, only a handful of works tackle the problem of estimating geometry and disentangled appearance properties of clothed humans from monocular videos. They usually achieve limited quality and disentanglement due to approximations of secondary shading effects via learned MLPs. In this work, we propose to model secondary shading effects explicitly via Monte-Carlo ray tracing. We model the rendering process of clothed humans as a volumetric scattering process, and combine ray tracing with body articulation. Our approach can recover high-quality geometry, albedo, material, and lighting properties of clothed humans from a single monocular video, without requiring supervised pre-training using ground truth materials. Furthermore, since we explicitly model the volumetric scattering process and ray tracing, our model naturally generalizes to novel poses, enabling animation of the reconstructed avatar in novel lighting conditions.
Ray Conditioning: Trading Photo-consistency for Photo-realism in Multi-view Image Generation
Multi-view image generation attracts particular attention these days due to its promising 3D-related applications, e.g., image viewpoint editing. Most existing methods follow a paradigm where a 3D representation is first synthesized, and then rendered into 2D images to ensure photo-consistency across viewpoints. However, such explicit bias for photo-consistency sacrifices photo-realism, causing geometry artifacts and loss of fine-scale details when these methods are applied to edit real images. To address this issue, we propose ray conditioning, a geometry-free alternative that relaxes the photo-consistency constraint. Our method generates multi-view images by conditioning a 2D GAN on a light field prior. With explicit viewpoint control, state-of-the-art photo-realism and identity consistency, our method is particularly suited for the viewpoint editing task.
NeRF-VAE: A Geometry Aware 3D Scene Generative Model
We propose NeRF-VAE, a 3D scene generative model that incorporates geometric structure via NeRF and differentiable volume rendering. In contrast to NeRF, our model takes into account shared structure across scenes, and is able to infer the structure of a novel scene -- without the need to re-train -- using amortized inference. NeRF-VAE's explicit 3D rendering process further contrasts previous generative models with convolution-based rendering which lacks geometric structure. Our model is a VAE that learns a distribution over radiance fields by conditioning them on a latent scene representation. We show that, once trained, NeRF-VAE is able to infer and render geometrically-consistent scenes from previously unseen 3D environments using very few input images. We further demonstrate that NeRF-VAE generalizes well to out-of-distribution cameras, while convolutional models do not. Finally, we introduce and study an attention-based conditioning mechanism of NeRF-VAE's decoder, which improves model performance.
NEF: Neural Edge Fields for 3D Parametric Curve Reconstruction from Multi-view Images
We study the problem of reconstructing 3D feature curves of an object from a set of calibrated multi-view images. To do so, we learn a neural implicit field representing the density distribution of 3D edges which we refer to as Neural Edge Field (NEF). Inspired by NeRF, NEF is optimized with a view-based rendering loss where a 2D edge map is rendered at a given view and is compared to the ground-truth edge map extracted from the image of that view. The rendering-based differentiable optimization of NEF fully exploits 2D edge detection, without needing a supervision of 3D edges, a 3D geometric operator or cross-view edge correspondence. Several technical designs are devised to ensure learning a range-limited and view-independent NEF for robust edge extraction. The final parametric 3D curves are extracted from NEF with an iterative optimization method. On our benchmark with synthetic data, we demonstrate that NEF outperforms existing state-of-the-art methods on all metrics. Project page: https://yunfan1202.github.io/NEF/.
REFRAME: Reflective Surface Real-Time Rendering for Mobile Devices
This work tackles the challenging task of achieving real-time novel view synthesis for reflective surfaces across various scenes. Existing real-time rendering methods, especially those based on meshes, often have subpar performance in modeling surfaces with rich view-dependent appearances. Our key idea lies in leveraging meshes for rendering acceleration while incorporating a novel approach to parameterize view-dependent information. We decompose the color into diffuse and specular, and model the specular color in the reflected direction based on a neural environment map. Our experiments demonstrate that our method achieves comparable reconstruction quality for highly reflective surfaces compared to state-of-the-art offline methods, while also efficiently enabling real-time rendering on edge devices such as smartphones.
Improving Differentiable Architecture Search via Self-Distillation
Differentiable Architecture Search (DARTS) is a simple yet efficient Neural Architecture Search (NAS) method. During the search stage, DARTS trains a supernet by jointly optimizing architecture parameters and network parameters. During the evaluation stage, DARTS discretizes the supernet to derive the optimal architecture based on architecture parameters. However, recent research has shown that during the training process, the supernet tends to converge towards sharp minima rather than flat minima. This is evidenced by the higher sharpness of the loss landscape of the supernet, which ultimately leads to a performance gap between the supernet and the optimal architecture. In this paper, we propose Self-Distillation Differentiable Neural Architecture Search (SD-DARTS) to alleviate the discretization gap. We utilize self-distillation to distill knowledge from previous steps of the supernet to guide its training in the current step, effectively reducing the sharpness of the supernet's loss and bridging the performance gap between the supernet and the optimal architecture. Furthermore, we introduce the concept of voting teachers, where multiple previous supernets are selected as teachers, and their output probabilities are aggregated through voting to obtain the final teacher prediction. Experimental results on real datasets demonstrate the advantages of our novel self-distillation-based NAS method compared to state-of-the-art alternatives.
NeuDA: Neural Deformable Anchor for High-Fidelity Implicit Surface Reconstruction
This paper studies implicit surface reconstruction leveraging differentiable ray casting. Previous works such as IDR and NeuS overlook the spatial context in 3D space when predicting and rendering the surface, thereby may fail to capture sharp local topologies such as small holes and structures. To mitigate the limitation, we propose a flexible neural implicit representation leveraging hierarchical voxel grids, namely Neural Deformable Anchor (NeuDA), for high-fidelity surface reconstruction. NeuDA maintains the hierarchical anchor grids where each vertex stores a 3D position (or anchor) instead of the direct embedding (or feature). We optimize the anchor grids such that different local geometry structures can be adaptively encoded. Besides, we dig into the frequency encoding strategies and introduce a simple hierarchical positional encoding method for the hierarchical anchor structure to flexibly exploit the properties of high-frequency and low-frequency geometry and appearance. Experiments on both the DTU and BlendedMVS datasets demonstrate that NeuDA can produce promising mesh surfaces.
Unaligned 2D to 3D Translation with Conditional Vector-Quantized Code Diffusion using Transformers
Generating 3D images of complex objects conditionally from a few 2D views is a difficult synthesis problem, compounded by issues such as domain gap and geometric misalignment. For instance, a unified framework such as Generative Adversarial Networks cannot achieve this unless they explicitly define both a domain-invariant and geometric-invariant joint latent distribution, whereas Neural Radiance Fields are generally unable to handle both issues as they optimize at the pixel level. By contrast, we propose a simple and novel 2D to 3D synthesis approach based on conditional diffusion with vector-quantized codes. Operating in an information-rich code space enables high-resolution 3D synthesis via full-coverage attention across the views. Specifically, we generate the 3D codes (e.g. for CT images) conditional on previously generated 3D codes and the entire codebook of two 2D views (e.g. 2D X-rays). Qualitative and quantitative results demonstrate state-of-the-art performance over specialized methods across varied evaluation criteria, including fidelity metrics such as density, coverage, and distortion metrics for two complex volumetric imagery datasets from in real-world scenarios.
Real-time High-resolution View Synthesis of Complex Scenes with Explicit 3D Visibility Reasoning
Rendering photo-realistic novel-view images of complex scenes has been a long-standing challenge in computer graphics. In recent years, great research progress has been made on enhancing rendering quality and accelerating rendering speed in the realm of view synthesis. However, when rendering complex dynamic scenes with sparse views, the rendering quality remains limited due to occlusion problems. Besides, for rendering high-resolution images on dynamic scenes, the rendering speed is still far from real-time. In this work, we propose a generalizable view synthesis method that can render high-resolution novel-view images of complex static and dynamic scenes in real-time from sparse views. To address the occlusion problems arising from the sparsity of input views and the complexity of captured scenes, we introduce an explicit 3D visibility reasoning approach that can efficiently estimate the visibility of sampled 3D points to the input views. The proposed visibility reasoning approach is fully differentiable and can gracefully fit inside the volume rendering pipeline, allowing us to train our networks with only multi-view images as supervision while refining geometry and texture simultaneously. Besides, each module in our pipeline is carefully designed to bypass the time-consuming MLP querying process and enhance the rendering quality of high-resolution images, enabling us to render high-resolution novel-view images in real-time.Experimental results show that our method outperforms previous view synthesis methods in both rendering quality and speed, particularly when dealing with complex dynamic scenes with sparse views.
RGM: Reconstructing High-fidelity 3D Car Assets with Relightable 3D-GS Generative Model from a Single Image
The generation of high-quality 3D car assets is essential for various applications, including video games, autonomous driving, and virtual reality. Current 3D generation methods utilizing NeRF or 3D-GS as representations for 3D objects, generate a Lambertian object under fixed lighting and lack separated modelings for material and global illumination. As a result, the generated assets are unsuitable for relighting under varying lighting conditions, limiting their applicability in downstream tasks. To address this challenge, we propose a novel relightable 3D object generative framework that automates the creation of 3D car assets, enabling the swift and accurate reconstruction of a vehicle's geometry, texture, and material properties from a single input image. Our approach begins with introducing a large-scale synthetic car dataset comprising over 1,000 high-precision 3D vehicle models. We represent 3D objects using global illumination and relightable 3D Gaussian primitives integrating with BRDF parameters. Building on this representation, we introduce a feed-forward model that takes images as input and outputs both relightable 3D Gaussians and global illumination parameters. Experimental results demonstrate that our method produces photorealistic 3D car assets that can be seamlessly integrated into road scenes with different illuminations, which offers substantial practical benefits for industrial applications.
MVLight: Relightable Text-to-3D Generation via Light-conditioned Multi-View Diffusion
Recent advancements in text-to-3D generation, building on the success of high-performance text-to-image generative models, have made it possible to create imaginative and richly textured 3D objects from textual descriptions. However, a key challenge remains in effectively decoupling light-independent and lighting-dependent components to enhance the quality of generated 3D models and their relighting performance. In this paper, we present MVLight, a novel light-conditioned multi-view diffusion model that explicitly integrates lighting conditions directly into the generation process. This enables the model to synthesize high-quality images that faithfully reflect the specified lighting environment across multiple camera views. By leveraging this capability to Score Distillation Sampling (SDS), we can effectively synthesize 3D models with improved geometric precision and relighting capabilities. We validate the effectiveness of MVLight through extensive experiments and a user study.
Dynamic Graph CNN for Learning on Point Clouds
Point clouds provide a flexible geometric representation suitable for countless applications in computer graphics; they also comprise the raw output of most 3D data acquisition devices. While hand-designed features on point clouds have long been proposed in graphics and vision, however, the recent overwhelming success of convolutional neural networks (CNNs) for image analysis suggests the value of adapting insight from CNN to the point cloud world. Point clouds inherently lack topological information so designing a model to recover topology can enrich the representation power of point clouds. To this end, we propose a new neural network module dubbed EdgeConv suitable for CNN-based high-level tasks on point clouds including classification and segmentation. EdgeConv acts on graphs dynamically computed in each layer of the network. It is differentiable and can be plugged into existing architectures. Compared to existing modules operating in extrinsic space or treating each point independently, EdgeConv has several appealing properties: It incorporates local neighborhood information; it can be stacked applied to learn global shape properties; and in multi-layer systems affinity in feature space captures semantic characteristics over potentially long distances in the original embedding. We show the performance of our model on standard benchmarks including ModelNet40, ShapeNetPart, and S3DIS.
Factorized Inverse Path Tracing for Efficient and Accurate Material-Lighting Estimation
Inverse path tracing has recently been applied to joint material and lighting estimation, given geometry and multi-view HDR observations of an indoor scene. However, it has two major limitations: path tracing is expensive to compute, and ambiguities exist between reflection and emission. Our Factorized Inverse Path Tracing (FIPT) addresses these challenges by using a factored light transport formulation and finds emitters driven by rendering errors. Our algorithm enables accurate material and lighting optimization faster than previous work, and is more effective at resolving ambiguities. The exhaustive experiments on synthetic scenes show that our method (1) outperforms state-of-the-art indoor inverse rendering and relighting methods particularly in the presence of complex illumination effects; (2) speeds up inverse path tracing optimization to less than an hour. We further demonstrate robustness to noisy inputs through material and lighting estimates that allow plausible relighting in a real scene. The source code is available at: https://github.com/lwwu2/fipt
StreamDiffusion: A Pipeline-level Solution for Real-time Interactive Generation
We introduce StreamDiffusion, a real-time diffusion pipeline designed for interactive image generation. Existing diffusion models are adept at creating images from text or image prompts, yet they often fall short in real-time interaction. This limitation becomes particularly evident in scenarios involving continuous input, such as Metaverse, live video streaming, and broadcasting, where high throughput is imperative. To address this, we present a novel approach that transforms the original sequential denoising into the batching denoising process. Stream Batch eliminates the conventional wait-and-interact approach and enables fluid and high throughput streams. To handle the frequency disparity between data input and model throughput, we design a novel input-output queue for parallelizing the streaming process. Moreover, the existing diffusion pipeline uses classifier-free guidance(CFG), which requires additional U-Net computation. To mitigate the redundant computations, we propose a novel residual classifier-free guidance (RCFG) algorithm that reduces the number of negative conditional denoising steps to only one or even zero. Besides, we introduce a stochastic similarity filter(SSF) to optimize power consumption. Our Stream Batch achieves around 1.5x speedup compared to the sequential denoising method at different denoising levels. The proposed RCFG leads to speeds up to 2.05x higher than the conventional CFG. Combining the proposed strategies and existing mature acceleration tools makes the image-to-image generation achieve up-to 91.07fps on one RTX4090, improving the throughputs of AutoPipline developed by Diffusers over 59.56x. Furthermore, our proposed StreamDiffusion also significantly reduces the energy consumption by 2.39x on one RTX3060 and 1.99x on one RTX4090, respectively.
iComMa: Inverting 3D Gaussian Splatting for Camera Pose Estimation via Comparing and Matching
We present a method named iComMa to address the 6D camera pose estimation problem in computer vision. Conventional pose estimation methods typically rely on the target's CAD model or necessitate specific network training tailored to particular object classes. Some existing methods have achieved promising results in mesh-free object and scene pose estimation by inverting the Neural Radiance Fields (NeRF). However, they still struggle with adverse initializations such as large rotations and translations. To address this issue, we propose an efficient method for accurate camera pose estimation by inverting 3D Gaussian Splatting (3DGS). Specifically, a gradient-based differentiable framework optimizes camera pose by minimizing the residual between the query image and the rendered image, requiring no training. An end-to-end matching module is designed to enhance the model's robustness against adverse initializations, while minimizing pixel-level comparing loss aids in precise pose estimation. Experimental results on synthetic and complex real-world data demonstrate the effectiveness of the proposed approach in challenging conditions and the accuracy of camera pose estimation.
A differentiable binary microlensing model using adaptive contour integration method
We present microlux, which is a Jax-based code that can compute the binary microlensing light curve and its derivatives both efficiently and accurately. The key feature of microlux is the implementation of a modified version of the adaptive sampling algorithm that was originally proposed by V. Bozza to account for the finite-source effect most efficiently. The efficiency and accuracy of microlux have been verified across the relevant parameter space for binary microlensing. As a differentiable code, microlux makes it possible to apply gradient-based algorithms to the search and posterior estimation of the microlensing modeling. As an example, we use microlux to model a real microlensing event and infer the model posterior via both Fisher information matrix and Hamiltonian Monte Carlo, neither of which would have been possible without the access to accurate model gradients.
SurfelNeRF: Neural Surfel Radiance Fields for Online Photorealistic Reconstruction of Indoor Scenes
Online reconstructing and rendering of large-scale indoor scenes is a long-standing challenge. SLAM-based methods can reconstruct 3D scene geometry progressively in real time but can not render photorealistic results. While NeRF-based methods produce promising novel view synthesis results, their long offline optimization time and lack of geometric constraints pose challenges to efficiently handling online input. Inspired by the complementary advantages of classical 3D reconstruction and NeRF, we thus investigate marrying explicit geometric representation with NeRF rendering to achieve efficient online reconstruction and high-quality rendering. We introduce SurfelNeRF, a variant of neural radiance field which employs a flexible and scalable neural surfel representation to store geometric attributes and extracted appearance features from input images. We further extend the conventional surfel-based fusion scheme to progressively integrate incoming input frames into the reconstructed global neural scene representation. In addition, we propose a highly-efficient differentiable rasterization scheme for rendering neural surfel radiance fields, which helps SurfelNeRF achieve 10times speedups in training and inference time, respectively. Experimental results show that our method achieves the state-of-the-art 23.82 PSNR and 29.58 PSNR on ScanNet in feedforward inference and per-scene optimization settings, respectively.
Analytic-Splatting: Anti-Aliased 3D Gaussian Splatting via Analytic Integration
The 3D Gaussian Splatting (3DGS) gained its popularity recently by combining the advantages of both primitive-based and volumetric 3D representations, resulting in improved quality and efficiency for 3D scene rendering. However, 3DGS is not alias-free, and its rendering at varying resolutions could produce severe blurring or jaggies. This is because 3DGS treats each pixel as an isolated, single point rather than as an area, causing insensitivity to changes in the footprints of pixels. Consequently, this discrete sampling scheme inevitably results in aliasing, owing to the restricted sampling bandwidth. In this paper, we derive an analytical solution to address this issue. More specifically, we use a conditioned logistic function as the analytic approximation of the cumulative distribution function (CDF) in a one-dimensional Gaussian signal and calculate the Gaussian integral by subtracting the CDFs. We then introduce this approximation in the two-dimensional pixel shading, and present Analytic-Splatting, which analytically approximates the Gaussian integral within the 2D-pixel window area to better capture the intensity response of each pixel. Moreover, we use the approximated response of the pixel window integral area to participate in the transmittance calculation of volume rendering, making Analytic-Splatting sensitive to the changes in pixel footprint at different resolutions. Experiments on various datasets validate that our approach has better anti-aliasing capability that gives more details and better fidelity.
Deformable 3D Gaussians for High-Fidelity Monocular Dynamic Scene Reconstruction
Implicit neural representation has paved the way for new approaches to dynamic scene reconstruction and rendering. Nonetheless, cutting-edge dynamic neural rendering methods rely heavily on these implicit representations, which frequently struggle to capture the intricate details of objects in the scene. Furthermore, implicit methods have difficulty achieving real-time rendering in general dynamic scenes, limiting their use in a variety of tasks. To address the issues, we propose a deformable 3D Gaussians Splatting method that reconstructs scenes using 3D Gaussians and learns them in canonical space with a deformation field to model monocular dynamic scenes. We also introduce an annealing smoothing training mechanism with no extra overhead, which can mitigate the impact of inaccurate poses on the smoothness of time interpolation tasks in real-world datasets. Through a differential Gaussian rasterizer, the deformable 3D Gaussians not only achieve higher rendering quality but also real-time rendering speed. Experiments show that our method outperforms existing methods significantly in terms of both rendering quality and speed, making it well-suited for tasks such as novel-view synthesis, time interpolation, and real-time rendering.
GaussianFlow: Splatting Gaussian Dynamics for 4D Content Creation
Creating 4D fields of Gaussian Splatting from images or videos is a challenging task due to its under-constrained nature. While the optimization can draw photometric reference from the input videos or be regulated by generative models, directly supervising Gaussian motions remains underexplored. In this paper, we introduce a novel concept, Gaussian flow, which connects the dynamics of 3D Gaussians and pixel velocities between consecutive frames. The Gaussian flow can be efficiently obtained by splatting Gaussian dynamics into the image space. This differentiable process enables direct dynamic supervision from optical flow. Our method significantly benefits 4D dynamic content generation and 4D novel view synthesis with Gaussian Splatting, especially for contents with rich motions that are hard to be handled by existing methods. The common color drifting issue that happens in 4D generation is also resolved with improved Guassian dynamics. Superior visual quality on extensive experiments demonstrates our method's effectiveness. Quantitative and qualitative evaluations show that our method achieves state-of-the-art results on both tasks of 4D generation and 4D novel view synthesis. Project page: https://zerg-overmind.github.io/GaussianFlow.github.io/
Score Jacobian Chaining: Lifting Pretrained 2D Diffusion Models for 3D Generation
A diffusion model learns to predict a vector field of gradients. We propose to apply chain rule on the learned gradients, and back-propagate the score of a diffusion model through the Jacobian of a differentiable renderer, which we instantiate to be a voxel radiance field. This setup aggregates 2D scores at multiple camera viewpoints into a 3D score, and repurposes a pretrained 2D model for 3D data generation. We identify a technical challenge of distribution mismatch that arises in this application, and propose a novel estimation mechanism to resolve it. We run our algorithm on several off-the-shelf diffusion image generative models, including the recently released Stable Diffusion trained on the large-scale LAION dataset.
GI-GS: Global Illumination Decomposition on Gaussian Splatting for Inverse Rendering
We present GI-GS, a novel inverse rendering framework that leverages 3D Gaussian Splatting (3DGS) and deferred shading to achieve photo-realistic novel view synthesis and relighting. In inverse rendering, accurately modeling the shading processes of objects is essential for achieving high-fidelity results. Therefore, it is critical to incorporate global illumination to account for indirect lighting that reaches an object after multiple bounces across the scene. Previous 3DGS-based methods have attempted to model indirect lighting by characterizing indirect illumination as learnable lighting volumes or additional attributes of each Gaussian, while using baked occlusion to represent shadow effects. These methods, however, fail to accurately model the complex physical interactions between light and objects, making it impossible to construct realistic indirect illumination during relighting. To address this limitation, we propose to calculate indirect lighting using efficient path tracing with deferred shading. In our framework, we first render a G-buffer to capture the detailed geometry and material properties of the scene. Then, we perform physically-based rendering (PBR) only for direct lighting. With the G-buffer and previous rendering results, the indirect lighting can be calculated through a lightweight path tracing. Our method effectively models indirect lighting under any given lighting conditions, thereby achieving better novel view synthesis and relighting. Quantitative and qualitative results show that our GI-GS outperforms existing baselines in both rendering quality and efficiency.
Geometry-Guided Ray Augmentation for Neural Surface Reconstruction with Sparse Views
In this paper, we propose a novel method for 3D scene and object reconstruction from sparse multi-view images. Different from previous methods that leverage extra information such as depth or generalizable features across scenes, our approach leverages the scene properties embedded in the multi-view inputs to create precise pseudo-labels for optimization without any prior training. Specifically, we introduce a geometry-guided approach that improves surface reconstruction accuracy from sparse views by leveraging spherical harmonics to predict the novel radiance while holistically considering all color observations for a point in the scene. Also, our pipeline exploits proxy geometry and correctly handles the occlusion in generating the pseudo-labels of radiance, which previous image-warping methods fail to avoid. Our method, dubbed Ray Augmentation (RayAug), achieves superior results on DTU and Blender datasets without requiring prior training, demonstrating its effectiveness in addressing the problem of sparse view reconstruction. Our pipeline is flexible and can be integrated into other implicit neural reconstruction methods for sparse views.
4K4DGen: Panoramic 4D Generation at 4K Resolution
The blooming of virtual reality and augmented reality (VR/AR) technologies has driven an increasing demand for the creation of high-quality, immersive, and dynamic environments. However, existing generative techniques either focus solely on dynamic objects or perform outpainting from a single perspective image, failing to meet the needs of VR/AR applications. In this work, we tackle the challenging task of elevating a single panorama to an immersive 4D experience. For the first time, we demonstrate the capability to generate omnidirectional dynamic scenes with 360-degree views at 4K resolution, thereby providing an immersive user experience. Our method introduces a pipeline that facilitates natural scene animations and optimizes a set of 4D Gaussians using efficient splatting techniques for real-time exploration. To overcome the lack of scene-scale annotated 4D data and models, especially in panoramic formats, we propose a novel Panoramic Denoiser that adapts generic 2D diffusion priors to animate consistently in 360-degree images, transforming them into panoramic videos with dynamic scenes at targeted regions. Subsequently, we elevate the panoramic video into a 4D immersive environment while preserving spatial and temporal consistency. By transferring prior knowledge from 2D models in the perspective domain to the panoramic domain and the 4D lifting with spatial appearance and geometry regularization, we achieve high-quality Panorama-to-4D generation at a resolution of (4096 times 2048) for the first time. See the project website at https://4k4dgen.github.io.
FastNeRF: High-Fidelity Neural Rendering at 200FPS
Recent work on Neural Radiance Fields (NeRF) showed how neural networks can be used to encode complex 3D environments that can be rendered photorealistically from novel viewpoints. Rendering these images is very computationally demanding and recent improvements are still a long way from enabling interactive rates, even on high-end hardware. Motivated by scenarios on mobile and mixed reality devices, we propose FastNeRF, the first NeRF-based system capable of rendering high fidelity photorealistic images at 200Hz on a high-end consumer GPU. The core of our method is a graphics-inspired factorization that allows for (i) compactly caching a deep radiance map at each position in space, (ii) efficiently querying that map using ray directions to estimate the pixel values in the rendered image. Extensive experiments show that the proposed method is 3000 times faster than the original NeRF algorithm and at least an order of magnitude faster than existing work on accelerating NeRF, while maintaining visual quality and extensibility.
Denoising Diffusion via Image-Based Rendering
Generating 3D scenes is a challenging open problem, which requires synthesizing plausible content that is fully consistent in 3D space. While recent methods such as neural radiance fields excel at view synthesis and 3D reconstruction, they cannot synthesize plausible details in unobserved regions since they lack a generative capability. Conversely, existing generative methods are typically not capable of reconstructing detailed, large-scale scenes in the wild, as they use limited-capacity 3D scene representations, require aligned camera poses, or rely on additional regularizers. In this work, we introduce the first diffusion model able to perform fast, detailed reconstruction and generation of real-world 3D scenes. To achieve this, we make three contributions. First, we introduce a new neural scene representation, IB-planes, that can efficiently and accurately represent large 3D scenes, dynamically allocating more capacity as needed to capture details visible in each image. Second, we propose a denoising-diffusion framework to learn a prior over this novel 3D scene representation, using only 2D images without the need for any additional supervision signal such as masks or depths. This supports 3D reconstruction and generation in a unified architecture. Third, we develop a principled approach to avoid trivial 3D solutions when integrating the image-based rendering with the diffusion model, by dropping out representations of some images. We evaluate the model on several challenging datasets of real and synthetic images, and demonstrate superior results on generation, novel view synthesis and 3D reconstruction.
HDR-GS: Efficient High Dynamic Range Novel View Synthesis at 1000x Speed via Gaussian Splatting
High dynamic range (HDR) novel view synthesis (NVS) aims to create photorealistic images from novel viewpoints using HDR imaging techniques. The rendered HDR images capture a wider range of brightness levels containing more details of the scene than normal low dynamic range (LDR) images. Existing HDR NVS methods are mainly based on NeRF. They suffer from long training time and slow inference speed. In this paper, we propose a new framework, High Dynamic Range Gaussian Splatting (HDR-GS), which can efficiently render novel HDR views and reconstruct LDR images with a user input exposure time. Specifically, we design a Dual Dynamic Range (DDR) Gaussian point cloud model that uses spherical harmonics to fit HDR color and employs an MLP-based tone-mapper to render LDR color. The HDR and LDR colors are then fed into two Parallel Differentiable Rasterization (PDR) processes to reconstruct HDR and LDR views. To establish the data foundation for the research of 3D Gaussian splatting-based methods in HDR NVS, we recalibrate the camera parameters and compute the initial positions for Gaussian point clouds. Experiments demonstrate that our HDR-GS surpasses the state-of-the-art NeRF-based method by 3.84 and 1.91 dB on LDR and HDR NVS while enjoying 1000x inference speed and only requiring 6.3% training time.
EverLight: Indoor-Outdoor Editable HDR Lighting Estimation
Because of the diversity in lighting environments, existing illumination estimation techniques have been designed explicitly on indoor or outdoor environments. Methods have focused specifically on capturing accurate energy (e.g., through parametric lighting models), which emphasizes shading and strong cast shadows; or producing plausible texture (e.g., with GANs), which prioritizes plausible reflections. Approaches which provide editable lighting capabilities have been proposed, but these tend to be with simplified lighting models, offering limited realism. In this work, we propose to bridge the gap between these recent trends in the literature, and propose a method which combines a parametric light model with 360{\deg} panoramas, ready to use as HDRI in rendering engines. We leverage recent advances in GAN-based LDR panorama extrapolation from a regular image, which we extend to HDR using parametric spherical gaussians. To achieve this, we introduce a novel lighting co-modulation method that injects lighting-related features throughout the generator, tightly coupling the original or edited scene illumination within the panorama generation process. In our representation, users can easily edit light direction, intensity, number, etc. to impact shading while providing rich, complex reflections while seamlessly blending with the edits. Furthermore, our method encompasses indoor and outdoor environments, demonstrating state-of-the-art results even when compared to domain-specific methods.
Ponder: Point Cloud Pre-training via Neural Rendering
We propose a novel approach to self-supervised learning of point cloud representations by differentiable neural rendering. Motivated by the fact that informative point cloud features should be able to encode rich geometry and appearance cues and render realistic images, we train a point-cloud encoder within a devised point-based neural renderer by comparing the rendered images with real images on massive RGB-D data. The learned point-cloud encoder can be easily integrated into various downstream tasks, including not only high-level tasks like 3D detection and segmentation, but low-level tasks like 3D reconstruction and image synthesis. Extensive experiments on various tasks demonstrate the superiority of our approach compared to existing pre-training methods.
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/.
SpecNeRF: Gaussian Directional Encoding for Specular Reflections
Neural radiance fields have achieved remarkable performance in modeling the appearance of 3D scenes. However, existing approaches still struggle with the view-dependent appearance of glossy surfaces, especially under complex lighting of indoor environments. Unlike existing methods, which typically assume distant lighting like an environment map, we propose a learnable Gaussian directional encoding to better model the view-dependent effects under near-field lighting conditions. Importantly, our new directional encoding captures the spatially-varying nature of near-field lighting and emulates the behavior of prefiltered environment maps. As a result, it enables the efficient evaluation of preconvolved specular color at any 3D location with varying roughness coefficients. We further introduce a data-driven geometry prior that helps alleviate the shape radiance ambiguity in reflection modeling. We show that our Gaussian directional encoding and geometry prior significantly improve the modeling of challenging specular reflections in neural radiance fields, which helps decompose appearance into more physically meaningful components.
NEMTO: Neural Environment Matting for Novel View and Relighting Synthesis of Transparent Objects
We propose NEMTO, the first end-to-end neural rendering pipeline to model 3D transparent objects with complex geometry and unknown indices of refraction. Commonly used appearance modeling such as the Disney BSDF model cannot accurately address this challenging problem due to the complex light paths bending through refractions and the strong dependency of surface appearance on illumination. With 2D images of the transparent object as input, our method is capable of high-quality novel view and relighting synthesis. We leverage implicit Signed Distance Functions (SDF) to model the object geometry and propose a refraction-aware ray bending network to model the effects of light refraction within the object. Our ray bending network is more tolerant to geometric inaccuracies than traditional physically-based methods for rendering transparent objects. We provide extensive evaluations on both synthetic and real-world datasets to demonstrate our high-quality synthesis and the applicability of our method.
The simple essence of automatic differentiation
Automatic differentiation (AD) in reverse mode (RAD) is a central component of deep learning and other uses of large-scale optimization. Commonly used RAD algorithms such as backpropagation, however, are complex and stateful, hindering deep understanding, improvement, and parallel execution. This paper develops a simple, generalized AD algorithm calculated from a simple, natural specification. The general algorithm is then specialized by varying the representation of derivatives. In particular, applying well-known constructions to a naive representation yields two RAD algorithms that are far simpler than previously known. In contrast to commonly used RAD implementations, the algorithms defined here involve no graphs, tapes, variables, partial derivatives, or mutation. They are inherently parallel-friendly, correct by construction, and usable directly from an existing programming language with no need for new data types or programming style, thanks to use of an AD-agnostic compiler plugin.
Learning to Synthesize a 4D RGBD Light Field from a Single Image
We present a machine learning algorithm that takes as input a 2D RGB image and synthesizes a 4D RGBD light field (color and depth of the scene in each ray direction). For training, we introduce the largest public light field dataset, consisting of over 3300 plenoptic camera light fields of scenes containing flowers and plants. Our synthesis pipeline consists of a convolutional neural network (CNN) that estimates scene geometry, a stage that renders a Lambertian light field using that geometry, and a second CNN that predicts occluded rays and non-Lambertian effects. Our algorithm builds on recent view synthesis methods, but is unique in predicting RGBD for each light field ray and improving unsupervised single image depth estimation by enforcing consistency of ray depths that should intersect the same scene point. Please see our supplementary video at https://youtu.be/yLCvWoQLnms
LightSpeed: Light and Fast Neural Light Fields on Mobile Devices
Real-time novel-view image synthesis on mobile devices is prohibitive due to the limited computational power and storage. Using volumetric rendering methods, such as NeRF and its derivatives, on mobile devices is not suitable due to the high computational cost of volumetric rendering. On the other hand, recent advances in neural light field representations have shown promising real-time view synthesis results on mobile devices. Neural light field methods learn a direct mapping from a ray representation to the pixel color. The current choice of ray representation is either stratified ray sampling or Pl\"{u}cker coordinates, overlooking the classic light slab (two-plane) representation, the preferred representation to interpolate between light field views. In this work, we find that using the light slab representation is an efficient representation for learning a neural light field. More importantly, it is a lower-dimensional ray representation enabling us to learn the 4D ray space using feature grids which are significantly faster to train and render. Although mostly designed for frontal views, we show that the light-slab representation can be further extended to non-frontal scenes using a divide-and-conquer strategy. Our method offers superior rendering quality compared to previous light field methods and achieves a significantly improved trade-off between rendering quality and speed.
Dynamic Mesh-Aware Radiance Fields
Embedding polygonal mesh assets within photorealistic Neural Radience Fields (NeRF) volumes, such that they can be rendered and their dynamics simulated in a physically consistent manner with the NeRF, is under-explored from the system perspective of integrating NeRF into the traditional graphics pipeline. This paper designs a two-way coupling between mesh and NeRF during rendering and simulation. We first review the light transport equations for both mesh and NeRF, then distill them into an efficient algorithm for updating radiance and throughput along a cast ray with an arbitrary number of bounces. To resolve the discrepancy between the linear color space that the path tracer assumes and the sRGB color space that standard NeRF uses, we train NeRF with High Dynamic Range (HDR) images. We also present a strategy to estimate light sources and cast shadows on the NeRF. Finally, we consider how the hybrid surface-volumetric formulation can be efficiently integrated with a high-performance physics simulator that supports cloth, rigid and soft bodies. The full rendering and simulation system can be run on a GPU at interactive rates. We show that a hybrid system approach outperforms alternatives in visual realism for mesh insertion, because it allows realistic light transport from volumetric NeRF media onto surfaces, which affects the appearance of reflective/refractive surfaces and illumination of diffuse surfaces informed by the dynamic scene.
Generalized Differentiable RANSAC
We propose nabla-RANSAC, a generalized differentiable RANSAC that allows learning the entire randomized robust estimation pipeline. The proposed approach enables the use of relaxation techniques for estimating the gradients in the sampling distribution, which are then propagated through a differentiable solver. The trainable quality function marginalizes over the scores from all the models estimated within nabla-RANSAC to guide the network learning accurate and useful inlier probabilities or to train feature detection and matching networks. Our method directly maximizes the probability of drawing a good hypothesis, allowing us to learn better sampling distribution. We test nabla-RANSAC on a number of real-world scenarios on fundamental and essential matrix estimation, both outdoors and indoors, with handcrafted and learning-based features. It is superior to the state-of-the-art in terms of accuracy while running at a similar speed to its less accurate alternatives. The code and trained models are available at https://github.com/weitong8591/differentiable_ransac.
SMERF: Streamable Memory Efficient Radiance Fields for Real-Time Large-Scene Exploration
Recent techniques for real-time view synthesis have rapidly advanced in fidelity and speed, and modern methods are capable of rendering near-photorealistic scenes at interactive frame rates. At the same time, a tension has arisen between explicit scene representations amenable to rasterization and neural fields built on ray marching, with state-of-the-art instances of the latter surpassing the former in quality while being prohibitively expensive for real-time applications. In this work, we introduce SMERF, a view synthesis approach that achieves state-of-the-art accuracy among real-time methods on large scenes with footprints up to 300 m^2 at a volumetric resolution of 3.5 mm^3. Our method is built upon two primary contributions: a hierarchical model partitioning scheme, which increases model capacity while constraining compute and memory consumption, and a distillation training strategy that simultaneously yields high fidelity and internal consistency. Our approach enables full six degrees of freedom (6DOF) navigation within a web browser and renders in real-time on commodity smartphones and laptops. Extensive experiments show that our method exceeds the current state-of-the-art in real-time novel view synthesis by 0.78 dB on standard benchmarks and 1.78 dB on large scenes, renders frames three orders of magnitude faster than state-of-the-art radiance field models, and achieves real-time performance across a wide variety of commodity devices, including smartphones. We encourage readers to explore these models interactively at our project website: https://smerf-3d.github.io.
PaintScene4D: Consistent 4D Scene Generation from Text Prompts
Recent advances in diffusion models have revolutionized 2D and 3D content creation, yet generating photorealistic dynamic 4D scenes remains a significant challenge. Existing dynamic 4D generation methods typically rely on distilling knowledge from pre-trained 3D generative models, often fine-tuned on synthetic object datasets. Consequently, the resulting scenes tend to be object-centric and lack photorealism. While text-to-video models can generate more realistic scenes with motion, they often struggle with spatial understanding and provide limited control over camera viewpoints during rendering. To address these limitations, we present PaintScene4D, a novel text-to-4D scene generation framework that departs from conventional multi-view generative models in favor of a streamlined architecture that harnesses video generative models trained on diverse real-world datasets. Our method first generates a reference video using a video generation model, and then employs a strategic camera array selection for rendering. We apply a progressive warping and inpainting technique to ensure both spatial and temporal consistency across multiple viewpoints. Finally, we optimize multi-view images using a dynamic renderer, enabling flexible camera control based on user preferences. Adopting a training-free architecture, our PaintScene4D efficiently produces realistic 4D scenes that can be viewed from arbitrary trajectories. The code will be made publicly available. Our project page is at https://paintscene4d.github.io/
JGHand: Joint-Driven Animatable Hand Avater via 3D Gaussian Splatting
Since hands are the primary interface in daily interactions, modeling high-quality digital human hands and rendering realistic images is a critical research problem. Furthermore, considering the requirements of interactive and rendering applications, it is essential to achieve real-time rendering and driveability of the digital model without compromising rendering quality. Thus, we propose Jointly 3D Gaussian Hand (JGHand), a novel joint-driven 3D Gaussian Splatting (3DGS)-based hand representation that renders high-fidelity hand images in real-time for various poses and characters. Distinct from existing articulated neural rendering techniques, we introduce a differentiable process for spatial transformations based on 3D key points. This process supports deformations from the canonical template to a mesh with arbitrary bone lengths and poses. Additionally, we propose a real-time shadow simulation method based on per-pixel depth to simulate self-occlusion shadows caused by finger movements. Finally, we embed the hand prior and propose an animatable 3DGS representation of the hand driven solely by 3D key points. We validate the effectiveness of each component of our approach through comprehensive ablation studies. Experimental results on public datasets demonstrate that JGHand achieves real-time rendering speeds with enhanced quality, surpassing state-of-the-art methods.
ENVIDR: Implicit Differentiable Renderer with Neural Environment Lighting
Recent advances in neural rendering have shown great potential for reconstructing scenes from multiview images. However, accurately representing objects with glossy surfaces remains a challenge for existing methods. In this work, we introduce ENVIDR, a rendering and modeling framework for high-quality rendering and reconstruction of surfaces with challenging specular reflections. To achieve this, we first propose a novel neural renderer with decomposed rendering components to learn the interaction between surface and environment lighting. This renderer is trained using existing physically based renderers and is decoupled from actual scene representations. We then propose an SDF-based neural surface model that leverages this learned neural renderer to represent general scenes. Our model additionally synthesizes indirect illuminations caused by inter-reflections from shiny surfaces by marching surface-reflected rays. We demonstrate that our method outperforms state-of-art methods on challenging shiny scenes, providing high-quality rendering of specular reflections while also enabling material editing and scene relighting.
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/.
Diffusion-based Generation, Optimization, and Planning in 3D Scenes
We introduce SceneDiffuser, a conditional generative model for 3D scene understanding. SceneDiffuser provides a unified model for solving scene-conditioned generation, optimization, and planning. In contrast to prior works, SceneDiffuser is intrinsically scene-aware, physics-based, and goal-oriented. With an iterative sampling strategy, SceneDiffuser jointly formulates the scene-aware generation, physics-based optimization, and goal-oriented planning via a diffusion-based denoising process in a fully differentiable fashion. Such a design alleviates the discrepancies among different modules and the posterior collapse of previous scene-conditioned generative models. We evaluate SceneDiffuser with various 3D scene understanding tasks, including human pose and motion generation, dexterous grasp generation, path planning for 3D navigation, and motion planning for robot arms. The results show significant improvements compared with previous models, demonstrating the tremendous potential of SceneDiffuser for the broad community of 3D scene understanding.
Rectified Diffusion: Straightness Is Not Your Need in Rectified Flow
Diffusion models have greatly improved visual generation but are hindered by slow generation speed due to the computationally intensive nature of solving generative ODEs. Rectified flow, a widely recognized solution, improves generation speed by straightening the ODE path. Its key components include: 1) using the diffusion form of flow-matching, 2) employing boldsymbol v-prediction, and 3) performing rectification (a.k.a. reflow). In this paper, we argue that the success of rectification primarily lies in using a pretrained diffusion model to obtain matched pairs of noise and samples, followed by retraining with these matched noise-sample pairs. Based on this, components 1) and 2) are unnecessary. Furthermore, we highlight that straightness is not an essential training target for rectification; rather, it is a specific case of flow-matching models. The more critical training target is to achieve a first-order approximate ODE path, which is inherently curved for models like DDPM and Sub-VP. Building on this insight, we propose Rectified Diffusion, which generalizes the design space and application scope of rectification to encompass the broader category of diffusion models, rather than being restricted to flow-matching models. We validate our method on Stable Diffusion v1-5 and Stable Diffusion XL. Our method not only greatly simplifies the training procedure of rectified flow-based previous works (e.g., InstaFlow) but also achieves superior performance with even lower training cost. Our code is available at https://github.com/G-U-N/Rectified-Diffusion.
State of the Art on Diffusion Models for Visual Computing
The field of visual computing is rapidly advancing due to the emergence of generative artificial intelligence (AI), which unlocks unprecedented capabilities for the generation, editing, and reconstruction of images, videos, and 3D scenes. In these domains, diffusion models are the generative AI architecture of choice. Within the last year alone, the literature on diffusion-based tools and applications has seen exponential growth and relevant papers are published across the computer graphics, computer vision, and AI communities with new works appearing daily on arXiv. This rapid growth of the field makes it difficult to keep up with all recent developments. The goal of this state-of-the-art report (STAR) is to introduce the basic mathematical concepts of diffusion models, implementation details and design choices of the popular Stable Diffusion model, as well as overview important aspects of these generative AI tools, including personalization, conditioning, inversion, among others. Moreover, we give a comprehensive overview of the rapidly growing literature on diffusion-based generation and editing, categorized by the type of generated medium, including 2D images, videos, 3D objects, locomotion, and 4D scenes. Finally, we discuss available datasets, metrics, open challenges, and social implications. This STAR provides an intuitive starting point to explore this exciting topic for researchers, artists, and practitioners alike.
Neural Fields in Robotics: A Survey
Neural Fields have emerged as a transformative approach for 3D scene representation in computer vision and robotics, enabling accurate inference of geometry, 3D semantics, and dynamics from posed 2D data. Leveraging differentiable rendering, Neural Fields encompass both continuous implicit and explicit neural representations enabling high-fidelity 3D reconstruction, integration of multi-modal sensor data, and generation of novel viewpoints. This survey explores their applications in robotics, emphasizing their potential to enhance perception, planning, and control. Their compactness, memory efficiency, and differentiability, along with seamless integration with foundation and generative models, make them ideal for real-time applications, improving robot adaptability and decision-making. This paper provides a thorough review of Neural Fields in robotics, categorizing applications across various domains and evaluating their strengths and limitations, based on over 200 papers. First, we present four key Neural Fields frameworks: Occupancy Networks, Signed Distance Fields, Neural Radiance Fields, and Gaussian Splatting. Second, we detail Neural Fields' applications in five major robotics domains: pose estimation, manipulation, navigation, physics, and autonomous driving, highlighting key works and discussing takeaways and open challenges. Finally, we outline the current limitations of Neural Fields in robotics and propose promising directions for future research. Project page: https://robonerf.github.io
NeTO:Neural Reconstruction of Transparent Objects with Self-Occlusion Aware Refraction-Tracing
We present a novel method, called NeTO, for capturing 3D geometry of solid transparent objects from 2D images via volume rendering. Reconstructing transparent objects is a very challenging task, which is ill-suited for general-purpose reconstruction techniques due to the specular light transport phenomena. Although existing refraction-tracing based methods, designed specially for this task, achieve impressive results, they still suffer from unstable optimization and loss of fine details, since the explicit surface representation they adopted is difficult to be optimized, and the self-occlusion problem is ignored for refraction-tracing. In this paper, we propose to leverage implicit Signed Distance Function (SDF) as surface representation, and optimize the SDF field via volume rendering with a self-occlusion aware refractive ray tracing. The implicit representation enables our method to be capable of reconstructing high-quality reconstruction even with a limited set of images, and the self-occlusion aware strategy makes it possible for our method to accurately reconstruct the self-occluded regions. Experiments show that our method achieves faithful reconstruction results and outperforms prior works by a large margin. Visit our project page at https://www.xxlong.site/NeTO/
3DGen: Triplane Latent Diffusion for Textured Mesh Generation
Latent diffusion models for image generation have crossed a quality threshold which enabled them to achieve mass adoption. Recently, a series of works have made advancements towards replicating this success in the 3D domain, introducing techniques such as point cloud VAE, triplane representation, neural implicit surfaces and differentiable rendering based training. We take another step along this direction, combining these developments in a two-step pipeline consisting of 1) a triplane VAE which can learn latent representations of textured meshes and 2) a conditional diffusion model which generates the triplane features. For the first time this architecture allows conditional and unconditional generation of high quality textured or untextured 3D meshes across multiple diverse categories in a few seconds on a single GPU. It outperforms previous work substantially on image-conditioned and unconditional generation on mesh quality as well as texture generation. Furthermore, we demonstrate the scalability of our model to large datasets for increased quality and diversity. We will release our code and trained models.
DGNO: A Novel Physics-aware Neural Operator for Solving Forward and Inverse PDE Problems based on Deep, Generative Probabilistic Modeling
Solving parametric partial differential equations (PDEs) and associated PDE-based, inverse problems is a central task in engineering and physics, yet existing neural operator methods struggle with high-dimensional, discontinuous inputs and require large amounts of {\em labeled} training data. We propose the Deep Generative Neural Operator (DGNO), a physics-aware framework that addresses these challenges by leveraging a deep, generative, probabilistic model in combination with a set of lower-dimensional, latent variables that simultaneously encode PDE-inputs and PDE-outputs. This formulation can make use of unlabeled data and significantly improves inverse problem-solving, particularly for discontinuous or discrete-valued input functions. DGNO enforces physics constraints without labeled data by incorporating as virtual observables, weak-form residuals based on compactly supported radial basis functions (CSRBFs). These relax regularity constraints and eliminate higher-order derivatives from the objective function. We also introduce MultiONet, a novel neural operator architecture, which is a more expressive generalization of the popular DeepONet that significantly enhances the approximating power of the proposed model. These innovations make DGNO particularly effective for challenging forward and inverse, PDE-based problems, such as those involving multi-phase media. Numerical experiments demonstrate that DGNO achieves higher accuracy across multiple benchmarks while exhibiting robustness to noise and strong generalization to out-of-distribution cases. Its adaptability, and the ability to handle sparse, noisy data while providing probabilistic estimates, make DGNO a powerful tool for scientific and engineering applications.
Stroke-based Neural Painting and Stylization with Dynamically Predicted Painting Region
Stroke-based rendering aims to recreate an image with a set of strokes. Most existing methods render complex images using an uniform-block-dividing strategy, which leads to boundary inconsistency artifacts. To solve the problem, we propose Compositional Neural Painter, a novel stroke-based rendering framework which dynamically predicts the next painting region based on the current canvas, instead of dividing the image plane uniformly into painting regions. We start from an empty canvas and divide the painting process into several steps. At each step, a compositor network trained with a phasic RL strategy first predicts the next painting region, then a painter network trained with a WGAN discriminator predicts stroke parameters, and a stroke renderer paints the strokes onto the painting region of the current canvas. Moreover, we extend our method to stroke-based style transfer with a novel differentiable distance transform loss, which helps preserve the structure of the input image during stroke-based stylization. Extensive experiments show our model outperforms the existing models in both stroke-based neural painting and stroke-based stylization. Code is available at https://github.com/sjtuplayer/Compositional_Neural_Painter
Single Image BRDF Parameter Estimation with a Conditional Adversarial Network
Creating plausible surfaces is an essential component in achieving a high degree of realism in rendering. To relieve artists, who create these surfaces in a time-consuming, manual process, automated retrieval of the spatially-varying Bidirectional Reflectance Distribution Function (SVBRDF) from a single mobile phone image is desirable. By leveraging a deep neural network, this casual capturing method can be achieved. The trained network can estimate per pixel normal, base color, metallic and roughness parameters from the Disney BRDF. The input image is taken with a mobile phone lit by the camera flash. The network is trained to compensate for environment lighting and thus learned to reduce artifacts introduced by other light sources. These losses contain a multi-scale discriminator with an additional perceptual loss, a rendering loss using a differentiable renderer, and a parameter loss. Besides the local precision, this loss formulation generates material texture maps which are globally more consistent. The network is set up as a generator network trained in an adversarial fashion to ensure that only plausible maps are produced. The estimated parameters not only reproduce the material faithfully in rendering but capture the style of hand-authored materials due to the more global loss terms compared to previous works without requiring additional post-processing. Both the resolution and the quality is improved.
AvatarMe++: Facial Shape and BRDF Inference with Photorealistic Rendering-Aware GANs
Over the last years, many face analysis tasks have accomplished astounding performance, with applications including face generation and 3D face reconstruction from a single "in-the-wild" image. Nevertheless, to the best of our knowledge, there is no method which can produce render-ready high-resolution 3D faces from "in-the-wild" images and this can be attributed to the: (a) scarcity of available data for training, and (b) lack of robust methodologies that can successfully be applied on very high-resolution data. In this work, we introduce the first method that is able to reconstruct photorealistic render-ready 3D facial geometry and BRDF from a single "in-the-wild" image. We capture a large dataset of facial shape and reflectance, which we have made public. We define a fast facial photorealistic differentiable rendering methodology with accurate facial skin diffuse and specular reflection, self-occlusion and subsurface scattering approximation. With this, we train a network that disentangles the facial diffuse and specular BRDF components from a shape and texture with baked illumination, reconstructed with a state-of-the-art 3DMM fitting method. Our method outperforms the existing arts by a significant margin and reconstructs high-resolution 3D faces from a single low-resolution image, that can be rendered in various applications, and bridge the uncanny valley.
ChainQueen: A Real-Time Differentiable Physical Simulator for Soft Robotics
Physical simulators have been widely used in robot planning and control. Among them, differentiable simulators are particularly favored, as they can be incorporated into gradient-based optimization algorithms that are efficient in solving inverse problems such as optimal control and motion planning. Simulating deformable objects is, however, more challenging compared to rigid body dynamics. The underlying physical laws of deformable objects are more complex, and the resulting systems have orders of magnitude more degrees of freedom and therefore they are significantly more computationally expensive to simulate. Computing gradients with respect to physical design or controller parameters is typically even more computationally challenging. In this paper, we propose a real-time, differentiable hybrid Lagrangian-Eulerian physical simulator for deformable objects, ChainQueen, based on the Moving Least Squares Material Point Method (MLS-MPM). MLS-MPM can simulate deformable objects including contact and can be seamlessly incorporated into inference, control and co-design systems. We demonstrate that our simulator achieves high precision in both forward simulation and backward gradient computation. We have successfully employed it in a diverse set of control tasks for soft robots, including problems with nearly 3,000 decision variables.
DIFFTACTILE: A Physics-based Differentiable Tactile Simulator for Contact-rich Robotic Manipulation
We introduce DIFFTACTILE, a physics-based differentiable tactile simulation system designed to enhance robotic manipulation with dense and physically accurate tactile feedback. In contrast to prior tactile simulators which primarily focus on manipulating rigid bodies and often rely on simplified approximations to model stress and deformations of materials in contact, DIFFTACTILE emphasizes physics-based contact modeling with high fidelity, supporting simulations of diverse contact modes and interactions with objects possessing a wide range of material properties. Our system incorporates several key components, including a Finite Element Method (FEM)-based soft body model for simulating the sensing elastomer, a multi-material simulator for modeling diverse object types (such as elastic, elastoplastic, cables) under manipulation, a penalty-based contact model for handling contact dynamics. The differentiable nature of our system facilitates gradient-based optimization for both 1) refining physical properties in simulation using real-world data, hence narrowing the sim-to-real gap and 2) efficient learning of tactile-assisted grasping and contact-rich manipulation skills. Additionally, we introduce a method to infer the optical response of our tactile sensor to contact using an efficient pixel-based neural module. We anticipate that DIFFTACTILE will serve as a useful platform for studying contact-rich manipulations, leveraging the benefits of dense tactile feedback and differentiable physics. Code and supplementary materials are available at the project website https://difftactile.github.io/.
CAD: Photorealistic 3D Generation via Adversarial Distillation
The increased demand for 3D data in AR/VR, robotics and gaming applications, gave rise to powerful generative pipelines capable of synthesizing high-quality 3D objects. Most of these models rely on the Score Distillation Sampling (SDS) algorithm to optimize a 3D representation such that the rendered image maintains a high likelihood as evaluated by a pre-trained diffusion model. However, finding a correct mode in the high-dimensional distribution produced by the diffusion model is challenging and often leads to issues such as over-saturation, over-smoothing, and Janus-like artifacts. In this paper, we propose a novel learning paradigm for 3D synthesis that utilizes pre-trained diffusion models. Instead of focusing on mode-seeking, our method directly models the distribution discrepancy between multi-view renderings and diffusion priors in an adversarial manner, which unlocks the generation of high-fidelity and photorealistic 3D content, conditioned on a single image and prompt. Moreover, by harnessing the latent space of GANs and expressive diffusion model priors, our method facilitates a wide variety of 3D applications including single-view reconstruction, high diversity generation and continuous 3D interpolation in the open domain. The experiments demonstrate the superiority of our pipeline compared to previous works in terms of generation quality and diversity.
ShadowNeuS: Neural SDF Reconstruction by Shadow Ray Supervision
By supervising camera rays between a scene and multi-view image planes, NeRF reconstructs a neural scene representation for the task of novel view synthesis. On the other hand, shadow rays between the light source and the scene have yet to be considered. Therefore, we propose a novel shadow ray supervision scheme that optimizes both the samples along the ray and the ray location. By supervising shadow rays, we successfully reconstruct a neural SDF of the scene from single-view images under multiple lighting conditions. Given single-view binary shadows, we train a neural network to reconstruct a complete scene not limited by the camera's line of sight. By further modeling the correlation between the image colors and the shadow rays, our technique can also be effectively extended to RGB inputs. We compare our method with previous works on challenging tasks of shape reconstruction from single-view binary shadow or RGB images and observe significant improvements. The code and data are available at https://github.com/gerwang/ShadowNeuS.
NerfAcc: Efficient Sampling Accelerates NeRFs
Optimizing and rendering Neural Radiance Fields is computationally expensive due to the vast number of samples required by volume rendering. Recent works have included alternative sampling approaches to help accelerate their methods, however, they are often not the focus of the work. In this paper, we investigate and compare multiple sampling approaches and demonstrate that improved sampling is generally applicable across NeRF variants under an unified concept of transmittance estimator. To facilitate future experiments, we develop NerfAcc, a Python toolbox that provides flexible APIs for incorporating advanced sampling methods into NeRF related methods. We demonstrate its flexibility by showing that it can reduce the training time of several recent NeRF methods by 1.5x to 20x with minimal modifications to the existing codebase. Additionally, highly customized NeRFs, such as Instant-NGP, can be implemented in native PyTorch using NerfAcc.
Cross-Ray Neural Radiance Fields for Novel-view Synthesis from Unconstrained Image Collections
Neural Radiance Fields (NeRF) is a revolutionary approach for rendering scenes by sampling a single ray per pixel and it has demonstrated impressive capabilities in novel-view synthesis from static scene images. However, in practice, we usually need to recover NeRF from unconstrained image collections, which poses two challenges: 1) the images often have dynamic changes in appearance because of different capturing time and camera settings; 2) the images may contain transient objects such as humans and cars, leading to occlusion and ghosting artifacts. Conventional approaches seek to address these challenges by locally utilizing a single ray to synthesize a color of a pixel. In contrast, humans typically perceive appearance and objects by globally utilizing information across multiple pixels. To mimic the perception process of humans, in this paper, we propose Cross-Ray NeRF (CR-NeRF) that leverages interactive information across multiple rays to synthesize occlusion-free novel views with the same appearances as the images. Specifically, to model varying appearances, we first propose to represent multiple rays with a novel cross-ray feature and then recover the appearance by fusing global statistics, i.e., feature covariance of the rays and the image appearance. Moreover, to avoid occlusion introduced by transient objects, we propose a transient objects handler and introduce a grid sampling strategy for masking out the transient objects. We theoretically find that leveraging correlation across multiple rays promotes capturing more global information. Moreover, extensive experimental results on large real-world datasets verify the effectiveness of CR-NeRF.
FluidLab: A Differentiable Environment for Benchmarking Complex Fluid Manipulation
Humans manipulate various kinds of fluids in their everyday life: creating latte art, scooping floating objects from water, rolling an ice cream cone, etc. Using robots to augment or replace human labors in these daily settings remain as a challenging task due to the multifaceted complexities of fluids. Previous research in robotic fluid manipulation mostly consider fluids governed by an ideal, Newtonian model in simple task settings (e.g., pouring). However, the vast majority of real-world fluid systems manifest their complexities in terms of the fluid's complex material behaviors and multi-component interactions, both of which were well beyond the scope of the current literature. To evaluate robot learning algorithms on understanding and interacting with such complex fluid systems, a comprehensive virtual platform with versatile simulation capabilities and well-established tasks is needed. In this work, we introduce FluidLab, a simulation environment with a diverse set of manipulation tasks involving complex fluid dynamics. These tasks address interactions between solid and fluid as well as among multiple fluids. At the heart of our platform is a fully differentiable physics simulator, FluidEngine, providing GPU-accelerated simulations and gradient calculations for various material types and their couplings. We identify several challenges for fluid manipulation learning by evaluating a set of reinforcement learning and trajectory optimization methods on our platform. To address these challenges, we propose several domain-specific optimization schemes coupled with differentiable physics, which are empirically shown to be effective in tackling optimization problems featured by fluid system's non-convex and non-smooth properties. Furthermore, we demonstrate reasonable sim-to-real transfer by deploying optimized trajectories in real-world settings.
Architect of the Bits World: Masked Autoregressive Modeling for Circuit Generation Guided by Truth Table
Logic synthesis, a critical stage in electronic design automation (EDA), optimizes gate-level circuits to minimize power consumption and area occupancy in integrated circuits (ICs). Traditional logic synthesis tools rely on human-designed heuristics, often yielding suboptimal results. Although differentiable architecture search (DAS) has shown promise in generating circuits from truth tables, it faces challenges such as high computational complexity, convergence to local optima, and extensive hyperparameter tuning. Consequently, we propose a novel approach integrating conditional generative models with DAS for circuit generation. Our approach first introduces CircuitVQ, a circuit tokenizer trained based on our Circuit AutoEncoder We then develop CircuitAR, a masked autoregressive model leveraging CircuitVQ as the tokenizer. CircuitAR can generate preliminary circuit structures from truth tables, which guide DAS in producing functionally equivalent circuits. Notably, we observe the scalability and emergent capability in generating complex circuit structures of our CircuitAR models. Extensive experiments also show the superior performance of our method. This research bridges the gap between probabilistic generative models and precise circuit generation, offering a robust solution for logic synthesis.
Sat2Scene: 3D Urban Scene Generation from Satellite Images with Diffusion
Directly generating scenes from satellite imagery offers exciting possibilities for integration into applications like games and map services. However, challenges arise from significant view changes and scene scale. Previous efforts mainly focused on image or video generation, lacking exploration into the adaptability of scene generation for arbitrary views. Existing 3D generation works either operate at the object level or are difficult to utilize the geometry obtained from satellite imagery. To overcome these limitations, we propose a novel architecture for direct 3D scene generation by introducing diffusion models into 3D sparse representations and combining them with neural rendering techniques. Specifically, our approach generates texture colors at the point level for a given geometry using a 3D diffusion model first, which is then transformed into a scene representation in a feed-forward manner. The representation can be utilized to render arbitrary views which would excel in both single-frame quality and inter-frame consistency. Experiments in two city-scale datasets show that our model demonstrates proficiency in generating photo-realistic street-view image sequences and cross-view urban scenes from satellite imagery.
CURL: Neural Curve Layers for Global Image Enhancement
We present a novel approach to adjust global image properties such as colour, saturation, and luminance using human-interpretable image enhancement curves, inspired by the Photoshop curves tool. Our method, dubbed neural CURve Layers (CURL), is designed as a multi-colour space neural retouching block trained jointly in three different colour spaces (HSV, CIELab, RGB) guided by a novel multi-colour space loss. The curves are fully differentiable and are trained end-to-end for different computer vision problems including photo enhancement (RGB-to-RGB) and as part of the image signal processing pipeline for image formation (RAW-to-RGB). To demonstrate the effectiveness of CURL we combine this global image transformation block with a pixel-level (local) image multi-scale encoder-decoder backbone network. In an extensive experimental evaluation we show that CURL produces state-of-the-art image quality versus recently proposed deep learning approaches in both objective and perceptual metrics, setting new state-of-the-art performance on multiple public datasets. Our code is publicly available at: https://github.com/sjmoran/CURL.
Multiscale Representation for Real-Time Anti-Aliasing Neural Rendering
The rendering scheme in neural radiance field (NeRF) is effective in rendering a pixel by casting a ray into the scene. However, NeRF yields blurred rendering results when the training images are captured at non-uniform scales, and produces aliasing artifacts if the test images are taken in distant views. To address this issue, Mip-NeRF proposes a multiscale representation as a conical frustum to encode scale information. Nevertheless, this approach is only suitable for offline rendering since it relies on integrated positional encoding (IPE) to query a multilayer perceptron (MLP). To overcome this limitation, we propose mip voxel grids (Mip-VoG), an explicit multiscale representation with a deferred architecture for real-time anti-aliasing rendering. Our approach includes a density Mip-VoG for scene geometry and a feature Mip-VoG with a small MLP for view-dependent color. Mip-VoG encodes scene scale using the level of detail (LOD) derived from ray differentials and uses quadrilinear interpolation to map a queried 3D location to its features and density from two neighboring downsampled voxel grids. To our knowledge, our approach is the first to offer multiscale training and real-time anti-aliasing rendering simultaneously. We conducted experiments on multiscale datasets, and the results show that our approach outperforms state-of-the-art real-time rendering baselines.
LN3Diff: Scalable Latent Neural Fields Diffusion for Speedy 3D Generation
The field of neural rendering has witnessed significant progress with advancements in generative models and differentiable rendering techniques. Though 2D diffusion has achieved success, a unified 3D diffusion pipeline remains unsettled. This paper introduces a novel framework called LN3Diff to address this gap and enable fast, high-quality, and generic conditional 3D generation. Our approach harnesses a 3D-aware architecture and variational autoencoder (VAE) to encode the input image into a structured, compact, and 3D latent space. The latent is decoded by a transformer-based decoder into a high-capacity 3D neural field. Through training a diffusion model on this 3D-aware latent space, our method achieves state-of-the-art performance on ShapeNet for 3D generation and demonstrates superior performance in monocular 3D reconstruction and conditional 3D generation across various datasets. Moreover, it surpasses existing 3D diffusion methods in terms of inference speed, requiring no per-instance optimization. Our proposed LN3Diff presents a significant advancement in 3D generative modeling and holds promise for various applications in 3D vision and graphics tasks.
PyTorchGeoNodes: Enabling Differentiable Shape Programs for 3D Shape Reconstruction
We propose PyTorchGeoNodes, a differentiable module for reconstructing 3D objects from images using interpretable shape programs. In comparison to traditional CAD model retrieval methods, the use of shape programs for 3D reconstruction allows for reasoning about the semantic properties of reconstructed objects, editing, low memory footprint, etc. However, the utilization of shape programs for 3D scene understanding has been largely neglected in past works. As our main contribution, we enable gradient-based optimization by introducing a module that translates shape programs designed in Blender, for example, into efficient PyTorch code. We also provide a method that relies on PyTorchGeoNodes and is inspired by Monte Carlo Tree Search (MCTS) to jointly optimize discrete and continuous parameters of shape programs and reconstruct 3D objects for input scenes. In our experiments, we apply our algorithm to reconstruct 3D objects in the ScanNet dataset and evaluate our results against CAD model retrieval-based reconstructions. Our experiments indicate that our reconstructions match well the input scenes while enabling semantic reasoning about reconstructed objects.
iControl3D: An Interactive System for Controllable 3D Scene Generation
3D content creation has long been a complex and time-consuming process, often requiring specialized skills and resources. While recent advancements have allowed for text-guided 3D object and scene generation, they still fall short of providing sufficient control over the generation process, leading to a gap between the user's creative vision and the generated results. In this paper, we present iControl3D, a novel interactive system that empowers users to generate and render customizable 3D scenes with precise control. To this end, a 3D creator interface has been developed to provide users with fine-grained control over the creation process. Technically, we leverage 3D meshes as an intermediary proxy to iteratively merge individual 2D diffusion-generated images into a cohesive and unified 3D scene representation. To ensure seamless integration of 3D meshes, we propose to perform boundary-aware depth alignment before fusing the newly generated mesh with the existing one in 3D space. Additionally, to effectively manage depth discrepancies between remote content and foreground, we propose to model remote content separately with an environment map instead of 3D meshes. Finally, our neural rendering interface enables users to build a radiance field of their scene online and navigate the entire scene. Extensive experiments have been conducted to demonstrate the effectiveness of our system. The code will be made available at https://github.com/xingyi-li/iControl3D.
RTGS: Enabling Real-Time Gaussian Splatting on Mobile Devices Using Efficiency-Guided Pruning and Foveated Rendering
Point-Based Neural Rendering (PBNR), i.e., the 3D Gaussian Splatting-family algorithms, emerges as a promising class of rendering techniques, which are permeating all aspects of society, driven by a growing demand for real-time, photorealistic rendering in AR/VR and digital twins. Achieving real-time PBNR on mobile devices is challenging. This paper proposes RTGS, a PBNR system that for the first time delivers real-time neural rendering on mobile devices while maintaining human visual quality. RTGS combines two techniques. First, we present an efficiency-aware pruning technique to optimize rendering speed. Second, we introduce a Foveated Rendering (FR) method for PBNR, leveraging humans' low visual acuity in peripheral regions to relax rendering quality and improve rendering speed. Our system executes in real-time (above 100 FPS) on Nvidia Jetson Xavier board without sacrificing subjective visual quality, as confirmed by a user study. The code is open-sourced at [https://github.com/horizon-research/Fov-3DGS].
A Survey on Intrinsic Images: Delving Deep Into Lambert and Beyond
Intrinsic imaging or intrinsic image decomposition has traditionally been described as the problem of decomposing an image into two layers: a reflectance, the albedo invariant color of the material; and a shading, produced by the interaction between light and geometry. Deep learning techniques have been broadly applied in recent years to increase the accuracy of those separations. In this survey, we overview those results in context of well-known intrinsic image data sets and relevant metrics used in the literature, discussing their suitability to predict a desirable intrinsic image decomposition. Although the Lambertian assumption is still a foundational basis for many methods, we show that there is increasing awareness on the potential of more sophisticated physically-principled components of the image formation process, that is, optically accurate material models and geometry, and more complete inverse light transport estimations. We classify these methods in terms of the type of decomposition, considering the priors and models used, as well as the learning architecture and methodology driving the decomposition process. We also provide insights about future directions for research, given the recent advances in neural, inverse and differentiable rendering techniques.
Learning Versatile 3D Shape Generation with Improved AR Models
Auto-Regressive (AR) models have achieved impressive results in 2D image generation by modeling joint distributions in the grid space. While this approach has been extended to the 3D domain for powerful shape generation, it still has two limitations: expensive computations on volumetric grids and ambiguous auto-regressive order along grid dimensions. To overcome these limitations, we propose the Improved Auto-regressive Model (ImAM) for 3D shape generation, which applies discrete representation learning based on a latent vector instead of volumetric grids. Our approach not only reduces computational costs but also preserves essential geometric details by learning the joint distribution in a more tractable order. Moreover, thanks to the simplicity of our model architecture, we can naturally extend it from unconditional to conditional generation by concatenating various conditioning inputs, such as point clouds, categories, images, and texts. Extensive experiments demonstrate that ImAM can synthesize diverse and faithful shapes of multiple categories, achieving state-of-the-art performance.
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.
DiLightNet: Fine-grained Lighting Control for Diffusion-based Image Generation
This paper presents a novel method for exerting fine-grained lighting control during text-driven diffusion-based image generation. While existing diffusion models already have the ability to generate images under any lighting condition, without additional guidance these models tend to correlate image content and lighting. Moreover, text prompts lack the necessary expressional power to describe detailed lighting setups. To provide the content creator with fine-grained control over the lighting during image generation, we augment the text-prompt with detailed lighting information in the form of radiance hints, i.e., visualizations of the scene geometry with a homogeneous canonical material under the target lighting. However, the scene geometry needed to produce the radiance hints is unknown. Our key observation is that we only need to guide the diffusion process, hence exact radiance hints are not necessary; we only need to point the diffusion model in the right direction. Based on this observation, we introduce a three stage method for controlling the lighting during image generation. In the first stage, we leverage a standard pretrained diffusion model to generate a provisional image under uncontrolled lighting. Next, in the second stage, we resynthesize and refine the foreground object in the generated image by passing the target lighting to a refined diffusion model, named DiLightNet, using radiance hints computed on a coarse shape of the foreground object inferred from the provisional image. To retain the texture details, we multiply the radiance hints with a neural encoding of the provisional synthesized image before passing it to DiLightNet. Finally, in the third stage, we resynthesize the background to be consistent with the lighting on the foreground object. We demonstrate and validate our lighting controlled diffusion model on a variety of text prompts and lighting conditions.
Self-conditioned Image Generation via Generating Representations
This paper presents Representation-Conditioned image Generation (RCG), a simple yet effective image generation framework which sets a new benchmark in class-unconditional image generation. RCG does not condition on any human annotations. Instead, it conditions on a self-supervised representation distribution which is mapped from the image distribution using a pre-trained encoder. During generation, RCG samples from such representation distribution using a representation diffusion model (RDM), and employs a pixel generator to craft image pixels conditioned on the sampled representation. Such a design provides substantial guidance during the generative process, resulting in high-quality image generation. Tested on ImageNet 256times256, RCG achieves a Frechet Inception Distance (FID) of 3.31 and an Inception Score (IS) of 253.4. These results not only significantly improve the state-of-the-art of class-unconditional image generation but also rival the current leading methods in class-conditional image generation, bridging the long-standing performance gap between these two tasks. Code is available at https://github.com/LTH14/rcg.
RelightableHands: Efficient Neural Relighting of Articulated Hand Models
We present the first neural relighting approach for rendering high-fidelity personalized hands that can be animated in real-time under novel illumination. Our approach adopts a teacher-student framework, where the teacher learns appearance under a single point light from images captured in a light-stage, allowing us to synthesize hands in arbitrary illuminations but with heavy compute. Using images rendered by the teacher model as training data, an efficient student model directly predicts appearance under natural illuminations in real-time. To achieve generalization, we condition the student model with physics-inspired illumination features such as visibility, diffuse shading, and specular reflections computed on a coarse proxy geometry, maintaining a small computational overhead. Our key insight is that these features have strong correlation with subsequent global light transport effects, which proves sufficient as conditioning data for the neural relighting network. Moreover, in contrast to bottleneck illumination conditioning, these features are spatially aligned based on underlying geometry, leading to better generalization to unseen illuminations and poses. In our experiments, we demonstrate the efficacy of our illumination feature representations, outperforming baseline approaches. We also show that our approach can photorealistically relight two interacting hands at real-time speeds. https://sh8.io/#/relightable_hands
ProNeRF: Learning Efficient Projection-Aware Ray Sampling for Fine-Grained Implicit Neural Radiance Fields
Recent advances in neural rendering have shown that, albeit slow, implicit compact models can learn a scene's geometries and view-dependent appearances from multiple views. To maintain such a small memory footprint but achieve faster inference times, recent works have adopted `sampler' networks that adaptively sample a small subset of points along each ray in the implicit neural radiance fields. Although these methods achieve up to a 10times reduction in rendering time, they still suffer from considerable quality degradation compared to the vanilla NeRF. In contrast, we propose ProNeRF, which provides an optimal trade-off between memory footprint (similar to NeRF), speed (faster than HyperReel), and quality (better than K-Planes). ProNeRF is equipped with a novel projection-aware sampling (PAS) network together with a new training strategy for ray exploration and exploitation, allowing for efficient fine-grained particle sampling. Our ProNeRF yields state-of-the-art metrics, being 15-23x faster with 0.65dB higher PSNR than NeRF and yielding 0.95dB higher PSNR than the best published sampler-based method, HyperReel. Our exploration and exploitation training strategy allows ProNeRF to learn the full scenes' color and density distributions while also learning efficient ray sampling focused on the highest-density regions. We provide extensive experimental results that support the effectiveness of our method on the widely adopted forward-facing and 360 datasets, LLFF and Blender, respectively.
Posterior Distillation Sampling
We introduce Posterior Distillation Sampling (PDS), a novel optimization method for parametric image editing based on diffusion models. Existing optimization-based methods, which leverage the powerful 2D prior of diffusion models to handle various parametric images, have mainly focused on generation. Unlike generation, editing requires a balance between conforming to the target attribute and preserving the identity of the source content. Recent 2D image editing methods have achieved this balance by leveraging the stochastic latent encoded in the generative process of diffusion models. To extend the editing capabilities of diffusion models shown in pixel space to parameter space, we reformulate the 2D image editing method into an optimization form named PDS. PDS matches the stochastic latents of the source and the target, enabling the sampling of targets in diverse parameter spaces that align with a desired attribute while maintaining the source's identity. We demonstrate that this optimization resembles running a generative process with the target attribute, but aligning this process with the trajectory of the source's generative process. Extensive editing results in Neural Radiance Fields and Scalable Vector Graphics representations demonstrate that PDS is capable of sampling targets to fulfill the aforementioned balance across various parameter spaces.
LightIt: Illumination Modeling and Control for Diffusion Models
We introduce LightIt, a method for explicit illumination control for image generation. Recent generative methods lack lighting control, which is crucial to numerous artistic aspects of image generation such as setting the overall mood or cinematic appearance. To overcome these limitations, we propose to condition the generation on shading and normal maps. We model the lighting with single bounce shading, which includes cast shadows. We first train a shading estimation module to generate a dataset of real-world images and shading pairs. Then, we train a control network using the estimated shading and normals as input. Our method demonstrates high-quality image generation and lighting control in numerous scenes. Additionally, we use our generated dataset to train an identity-preserving relighting model, conditioned on an image and a target shading. Our method is the first that enables the generation of images with controllable, consistent lighting and performs on par with specialized relighting state-of-the-art methods.
A Diffusion Approach to Radiance Field Relighting using Multi-Illumination Synthesis
Relighting radiance fields is severely underconstrained for multi-view data, which is most often captured under a single illumination condition; It is especially hard for full scenes containing multiple objects. We introduce a method to create relightable radiance fields using such single-illumination data by exploiting priors extracted from 2D image diffusion models. We first fine-tune a 2D diffusion model on a multi-illumination dataset conditioned by light direction, allowing us to augment a single-illumination capture into a realistic -- but possibly inconsistent -- multi-illumination dataset from directly defined light directions. We use this augmented data to create a relightable radiance field represented by 3D Gaussian splats. To allow direct control of light direction for low-frequency lighting, we represent appearance with a multi-layer perceptron parameterized on light direction. To enforce multi-view consistency and overcome inaccuracies we optimize a per-image auxiliary feature vector. We show results on synthetic and real multi-view data under single illumination, demonstrating that our method successfully exploits 2D diffusion model priors to allow realistic 3D relighting for complete scenes. Project site https://repo-sam.inria.fr/fungraph/generative-radiance-field-relighting/
3D Photography using Context-aware Layered Depth Inpainting
We propose a method for converting a single RGB-D input image into a 3D photo - a multi-layer representation for novel view synthesis that contains hallucinated color and depth structures in regions occluded in the original view. We use a Layered Depth Image with explicit pixel connectivity as underlying representation, and present a learning-based inpainting model that synthesizes new local color-and-depth content into the occluded region in a spatial context-aware manner. The resulting 3D photos can be efficiently rendered with motion parallax using standard graphics engines. We validate the effectiveness of our method on a wide range of challenging everyday scenes and show fewer artifacts compared with the state of the arts.
GaussianForest: Hierarchical-Hybrid 3D Gaussian Splatting for Compressed Scene Modeling
The field of novel-view synthesis has recently witnessed the emergence of 3D Gaussian Splatting, which represents scenes in a point-based manner and renders through rasterization. This methodology, in contrast to Radiance Fields that rely on ray tracing, demonstrates superior rendering quality and speed. However, the explicit and unstructured nature of 3D Gaussians poses a significant storage challenge, impeding its broader application. To address this challenge, we introduce the Gaussian-Forest modeling framework, which hierarchically represents a scene as a forest of hybrid 3D Gaussians. Each hybrid Gaussian retains its unique explicit attributes while sharing implicit ones with its sibling Gaussians, thus optimizing parameterization with significantly fewer variables. Moreover, adaptive growth and pruning strategies are designed, ensuring detailed representation in complex regions and a notable reduction in the number of required Gaussians. Extensive experiments demonstrate that Gaussian-Forest not only maintains comparable speed and quality but also achieves a compression rate surpassing 10 times, marking a significant advancement in efficient scene modeling. Codes will be available at https://github.com/Xian-Bei/GaussianForest.
sharpDARTS: Faster and More Accurate Differentiable Architecture Search
Neural Architecture Search (NAS) has been a source of dramatic improvements in neural network design, with recent results meeting or exceeding the performance of hand-tuned architectures. However, our understanding of how to represent the search space for neural net architectures and how to search that space efficiently are both still in their infancy. We have performed an in-depth analysis to identify limitations in a widely used search space and a recent architecture search method, Differentiable Architecture Search (DARTS). These findings led us to introduce novel network blocks with a more general, balanced, and consistent design; a better-optimized Cosine Power Annealing learning rate schedule; and other improvements. Our resulting sharpDARTS search is 50% faster with a 20-30% relative improvement in final model error on CIFAR-10 when compared to DARTS. Our best single model run has 1.93% (1.98+/-0.07) validation error on CIFAR-10 and 5.5% error (5.8+/-0.3) on the recently released CIFAR-10.1 test set. To our knowledge, both are state of the art for models of similar size. This model also generalizes competitively to ImageNet at 25.1% top-1 (7.8% top-5) error. We found improvements for existing search spaces but does DARTS generalize to new domains? We propose Differentiable Hyperparameter Grid Search and the HyperCuboid search space, which are representations designed to leverage DARTS for more general parameter optimization. Here we find that DARTS fails to generalize when compared against a human's one shot choice of models. We look back to the DARTS and sharpDARTS search spaces to understand why, and an ablation study reveals an unusual generalization gap. We finally propose Max-W regularization to solve this problem, which proves significantly better than the handmade design. Code will be made available.
DART: Denoising Autoregressive Transformer for Scalable Text-to-Image Generation
Diffusion models have become the dominant approach for visual generation. They are trained by denoising a Markovian process that gradually adds noise to the input. We argue that the Markovian property limits the models ability to fully utilize the generation trajectory, leading to inefficiencies during training and inference. In this paper, we propose DART, a transformer-based model that unifies autoregressive (AR) and diffusion within a non-Markovian framework. DART iteratively denoises image patches spatially and spectrally using an AR model with the same architecture as standard language models. DART does not rely on image quantization, enabling more effective image modeling while maintaining flexibility. Furthermore, DART seamlessly trains with both text and image data in a unified model. Our approach demonstrates competitive performance on class-conditioned and text-to-image generation tasks, offering a scalable, efficient alternative to traditional diffusion models. Through this unified framework, DART sets a new benchmark for scalable, high-quality image synthesis.
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.
SnapGen-V: Generating a Five-Second Video within Five Seconds on a Mobile Device
We have witnessed the unprecedented success of diffusion-based video generation over the past year. Recently proposed models from the community have wielded the power to generate cinematic and high-resolution videos with smooth motions from arbitrary input prompts. However, as a supertask of image generation, video generation models require more computation and are thus hosted mostly on cloud servers, limiting broader adoption among content creators. In this work, we propose a comprehensive acceleration framework to bring the power of the large-scale video diffusion model to the hands of edge users. From the network architecture scope, we initialize from a compact image backbone and search out the design and arrangement of temporal layers to maximize hardware efficiency. In addition, we propose a dedicated adversarial fine-tuning algorithm for our efficient model and reduce the denoising steps to 4. Our model, with only 0.6B parameters, can generate a 5-second video on an iPhone 16 PM within 5 seconds. Compared to server-side models that take minutes on powerful GPUs to generate a single video, we accelerate the generation by magnitudes while delivering on-par quality.
Optimal Linear Subspace Search: Learning to Construct Fast and High-Quality Schedulers for Diffusion Models
In recent years, diffusion models have become the most popular and powerful methods in the field of image synthesis, even rivaling human artists in artistic creativity. However, the key issue currently limiting the application of diffusion models is its extremely slow generation process. Although several methods were proposed to speed up the generation process, there still exists a trade-off between efficiency and quality. In this paper, we first provide a detailed theoretical and empirical analysis of the generation process of the diffusion models based on schedulers. We transform the designing problem of schedulers into the determination of several parameters, and further transform the accelerated generation process into an expansion process of the linear subspace. Based on these analyses, we consequently propose a novel method called Optimal Linear Subspace Search (OLSS), which accelerates the generation process by searching for the optimal approximation process of the complete generation process in the linear subspaces spanned by latent variables. OLSS is able to generate high-quality images with a very small number of steps. To demonstrate the effectiveness of our method, we conduct extensive comparative experiments on open-source diffusion models. Experimental results show that with a given number of steps, OLSS can significantly improve the quality of generated images. Using an NVIDIA A100 GPU, we make it possible to generate a high-quality image by Stable Diffusion within only one second without other optimization techniques.
Real-Time Neural Rasterization for Large Scenes
We propose a new method for realistic real-time novel-view synthesis (NVS) of large scenes. Existing neural rendering methods generate realistic results, but primarily work for small scale scenes (<50 square meters) and have difficulty at large scale (>10000 square meters). Traditional graphics-based rasterization rendering is fast for large scenes but lacks realism and requires expensive manually created assets. Our approach combines the best of both worlds by taking a moderate-quality scaffold mesh as input and learning a neural texture field and shader to model view-dependant effects to enhance realism, while still using the standard graphics pipeline for real-time rendering. Our method outperforms existing neural rendering methods, providing at least 30x faster rendering with comparable or better realism for large self-driving and drone scenes. Our work is the first to enable real-time rendering of large real-world scenes.
DreamFusion: Text-to-3D using 2D Diffusion
Recent breakthroughs in text-to-image synthesis have been driven by diffusion models trained on billions of image-text pairs. Adapting this approach to 3D synthesis would require large-scale datasets of labeled 3D data and efficient architectures for denoising 3D data, neither of which currently exist. In this work, we circumvent these limitations by using a pretrained 2D text-to-image diffusion model to perform text-to-3D synthesis. We introduce a loss based on probability density distillation that enables the use of a 2D diffusion model as a prior for optimization of a parametric image generator. Using this loss in a DeepDream-like procedure, we optimize a randomly-initialized 3D model (a Neural Radiance Field, or NeRF) via gradient descent such that its 2D renderings from random angles achieve a low loss. The resulting 3D model of the given text can be viewed from any angle, relit by arbitrary illumination, or composited into any 3D environment. Our approach requires no 3D training data and no modifications to the image diffusion model, demonstrating the effectiveness of pretrained image diffusion models as priors.
Differentiable Data Augmentation with Kornia
In this paper we present a review of the Kornia differentiable data augmentation (DDA) module for both for spatial (2D) and volumetric (3D) tensors. This module leverages differentiable computer vision solutions from Kornia, with an aim of integrating data augmentation (DA) pipelines and strategies to existing PyTorch components (e.g. autograd for differentiability, optim for optimization). In addition, we provide a benchmark comparing different DA frameworks and a short review for a number of approaches that make use of Kornia DDA.
Boosting 3D Object Generation through PBR Materials
Automatic 3D content creation has gained increasing attention recently, due to its potential in various applications such as video games, film industry, and AR/VR. Recent advancements in diffusion models and multimodal models have notably improved the quality and efficiency of 3D object generation given a single RGB image. However, 3D objects generated even by state-of-the-art methods are still unsatisfactory compared to human-created assets. Considering only textures instead of materials makes these methods encounter challenges in photo-realistic rendering, relighting, and flexible appearance editing. And they also suffer from severe misalignment between geometry and high-frequency texture details. In this work, we propose a novel approach to boost the quality of generated 3D objects from the perspective of Physics-Based Rendering (PBR) materials. By analyzing the components of PBR materials, we choose to consider albedo, roughness, metalness, and bump maps. For albedo and bump maps, we leverage Stable Diffusion fine-tuned on synthetic data to extract these values, with novel usages of these fine-tuned models to obtain 3D consistent albedo UV and bump UV for generated objects. In terms of roughness and metalness maps, we adopt a semi-automatic process to provide room for interactive adjustment, which we believe is more practical. Extensive experiments demonstrate that our model is generally beneficial for various state-of-the-art generation methods, significantly boosting the quality and realism of their generated 3D objects, with natural relighting effects and substantially improved geometry.
NILUT: Conditional Neural Implicit 3D Lookup Tables for Image Enhancement
3D lookup tables (3D LUTs) are a key component for image enhancement. Modern image signal processors (ISPs) have dedicated support for these as part of the camera rendering pipeline. Cameras typically provide multiple options for picture styles, where each style is usually obtained by applying a unique handcrafted 3D LUT. Current approaches for learning and applying 3D LUTs are notably fast, yet not so memory-efficient, as storing multiple 3D LUTs is required. For this reason and other implementation limitations, their use on mobile devices is less popular. In this work, we propose a Neural Implicit LUT (NILUT), an implicitly defined continuous 3D color transformation parameterized by a neural network. We show that NILUTs are capable of accurately emulating real 3D LUTs. Moreover, a NILUT can be extended to incorporate multiple styles into a single network with the ability to blend styles implicitly. Our novel approach is memory-efficient, controllable and can complement previous methods, including learned ISPs. Code, models and dataset available at: https://github.com/mv-lab/nilut
Global Latent Neural Rendering
A recent trend among generalizable novel view synthesis methods is to learn a rendering operator acting over single camera rays. This approach is promising because it removes the need for explicit volumetric rendering, but it effectively treats target images as collections of independent pixels. Here, we propose to learn a global rendering operator acting over all camera rays jointly. We show that the right representation to enable such rendering is a 5-dimensional plane sweep volume consisting of the projection of the input images on a set of planes facing the target camera. Based on this understanding, we introduce our Convolutional Global Latent Renderer (ConvGLR), an efficient convolutional architecture that performs the rendering operation globally in a low-resolution latent space. Experiments on various datasets under sparse and generalizable setups show that our approach consistently outperforms existing methods by significant margins.
ILVR: Conditioning Method for Denoising Diffusion Probabilistic Models
Denoising diffusion probabilistic models (DDPM) have shown remarkable performance in unconditional image generation. However, due to the stochasticity of the generative process in DDPM, it is challenging to generate images with the desired semantics. In this work, we propose Iterative Latent Variable Refinement (ILVR), a method to guide the generative process in DDPM to generate high-quality images based on a given reference image. Here, the refinement of the generative process in DDPM enables a single DDPM to sample images from various sets directed by the reference image. The proposed ILVR method generates high-quality images while controlling the generation. The controllability of our method allows adaptation of a single DDPM without any additional learning in various image generation tasks, such as generation from various downsampling factors, multi-domain image translation, paint-to-image, and editing with scribbles.
Complex Locomotion Skill Learning via Differentiable Physics
Differentiable physics enables efficient gradient-based optimizations of neural network (NN) controllers. However, existing work typically only delivers NN controllers with limited capability and generalizability. We present a practical learning framework that outputs unified NN controllers capable of tasks with significantly improved complexity and diversity. To systematically improve training robustness and efficiency, we investigated a suite of improvements over the baseline approach, including periodic activation functions, and tailored loss functions. In addition, we find our adoption of batching and an Adam optimizer effective in training complex locomotion tasks. We evaluate our framework on differentiable mass-spring and material point method (MPM) simulations, with challenging locomotion tasks and multiple robot designs. Experiments show that our learning framework, based on differentiable physics, delivers better results than reinforcement learning and converges much faster. We demonstrate that users can interactively control soft robot locomotion and switch among multiple goals with specified velocity, height, and direction instructions using a unified NN controller trained in our system. Code is available at https://github.com/erizmr/Complex-locomotion-skill-learning-via-differentiable-physics.
SampleNet: Differentiable Point Cloud Sampling
There is a growing number of tasks that work directly on point clouds. As the size of the point cloud grows, so do the computational demands of these tasks. A possible solution is to sample the point cloud first. Classic sampling approaches, such as farthest point sampling (FPS), do not consider the downstream task. A recent work showed that learning a task-specific sampling can improve results significantly. However, the proposed technique did not deal with the non-differentiability of the sampling operation and offered a workaround instead. We introduce a novel differentiable relaxation for point cloud sampling that approximates sampled points as a mixture of points in the primary input cloud. Our approximation scheme leads to consistently good results on classification and geometry reconstruction applications. We also show that the proposed sampling method can be used as a front to a point cloud registration network. This is a challenging task since sampling must be consistent across two different point clouds for a shared downstream task. In all cases, our approach outperforms existing non-learned and learned sampling alternatives. Our code is publicly available at https://github.com/itailang/SampleNet.
Volumetric Capture of Humans with a Single RGBD Camera via Semi-Parametric Learning
Volumetric (4D) performance capture is fundamental for AR/VR content generation. Whereas previous work in 4D performance capture has shown impressive results in studio settings, the technology is still far from being accessible to a typical consumer who, at best, might own a single RGBD sensor. Thus, in this work, we propose a method to synthesize free viewpoint renderings using a single RGBD camera. The key insight is to leverage previously seen "calibration" images of a given user to extrapolate what should be rendered in a novel viewpoint from the data available in the sensor. Given these past observations from multiple viewpoints, and the current RGBD image from a fixed view, we propose an end-to-end framework that fuses both these data sources to generate novel renderings of the performer. We demonstrate that the method can produce high fidelity images, and handle extreme changes in subject pose and camera viewpoints. We also show that the system generalizes to performers not seen in the training data. We run exhaustive experiments demonstrating the effectiveness of the proposed semi-parametric model (i.e. calibration images available to the neural network) compared to other state of the art machine learned solutions. Further, we compare the method with more traditional pipelines that employ multi-view capture. We show that our framework is able to achieve compelling results, with substantially less infrastructure than previously required.
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.
UrbanIR: Large-Scale Urban Scene Inverse Rendering from a Single Video
We show how to build a model that allows realistic, free-viewpoint renderings of a scene under novel lighting conditions from video. Our method -- UrbanIR: Urban Scene Inverse Rendering -- computes an inverse graphics representation from the video. UrbanIR jointly infers shape, albedo, visibility, and sun and sky illumination from a single video of unbounded outdoor scenes with unknown lighting. UrbanIR uses videos from cameras mounted on cars (in contrast to many views of the same points in typical NeRF-style estimation). As a result, standard methods produce poor geometry estimates (for example, roofs), and there are numerous ''floaters''. Errors in inverse graphics inference can result in strong rendering artifacts. UrbanIR uses novel losses to control these and other sources of error. UrbanIR uses a novel loss to make very good estimates of shadow volumes in the original scene. The resulting representations facilitate controllable editing, delivering photorealistic free-viewpoint renderings of relit scenes and inserted objects. Qualitative evaluation demonstrates strong improvements over the state-of-the-art.
Coin3D: Controllable and Interactive 3D Assets Generation with Proxy-Guided Conditioning
As humans, we aspire to create media content that is both freely willed and readily controlled. Thanks to the prominent development of generative techniques, we now can easily utilize 2D diffusion methods to synthesize images controlled by raw sketch or designated human poses, and even progressively edit/regenerate local regions with masked inpainting. However, similar workflows in 3D modeling tasks are still unavailable due to the lack of controllability and efficiency in 3D generation. In this paper, we present a novel controllable and interactive 3D assets modeling framework, named Coin3D. Coin3D allows users to control the 3D generation using a coarse geometry proxy assembled from basic shapes, and introduces an interactive generation workflow to support seamless local part editing while delivering responsive 3D object previewing within a few seconds. To this end, we develop several techniques, including the 3D adapter that applies volumetric coarse shape control to the diffusion model, proxy-bounded editing strategy for precise part editing, progressive volume cache to support responsive preview, and volume-SDS to ensure consistent mesh reconstruction. Extensive experiments of interactive generation and editing on diverse shape proxies demonstrate that our method achieves superior controllability and flexibility in the 3D assets generation task.
Real-Time Neural Light Field on Mobile Devices
Recent efforts in Neural Rendering Fields (NeRF) have shown impressive results on novel view synthesis by utilizing implicit neural representation to represent 3D scenes. Due to the process of volumetric rendering, the inference speed for NeRF is extremely slow, limiting the application scenarios of utilizing NeRF on resource-constrained hardware, such as mobile devices. Many works have been conducted to reduce the latency of running NeRF models. However, most of them still require high-end GPU for acceleration or extra storage memory, which is all unavailable on mobile devices. Another emerging direction utilizes the neural light field (NeLF) for speedup, as only one forward pass is performed on a ray to predict the pixel color. Nevertheless, to reach a similar rendering quality as NeRF, the network in NeLF is designed with intensive computation, which is not mobile-friendly. In this work, we propose an efficient network that runs in real-time on mobile devices for neural rendering. We follow the setting of NeLF to train our network. Unlike existing works, we introduce a novel network architecture that runs efficiently on mobile devices with low latency and small size, i.e., saving 15times sim 24times storage compared with MobileNeRF. Our model achieves high-resolution generation while maintaining real-time inference for both synthetic and real-world scenes on mobile devices, e.g., 18.04ms (iPhone 13) for rendering one 1008times756 image of real 3D scenes. Additionally, we achieve similar image quality as NeRF and better quality than MobileNeRF (PSNR 26.15 vs. 25.91 on the real-world forward-facing dataset).
TorchSparse: Efficient Point Cloud Inference Engine
Deep learning on point clouds has received increased attention thanks to its wide applications in AR/VR and autonomous driving. These applications require low latency and high accuracy to provide real-time user experience and ensure user safety. Unlike conventional dense workloads, the sparse and irregular nature of point clouds poses severe challenges to running sparse CNNs efficiently on the general-purpose hardware. Furthermore, existing sparse acceleration techniques for 2D images do not translate to 3D point clouds. In this paper, we introduce TorchSparse, a high-performance point cloud inference engine that accelerates the sparse convolution computation on GPUs. TorchSparse directly optimizes the two bottlenecks of sparse convolution: irregular computation and data movement. It applies adaptive matrix multiplication grouping to trade computation for better regularity, achieving 1.4-1.5x speedup for matrix multiplication. It also optimizes the data movement by adopting vectorized, quantized and fused locality-aware memory access, reducing the memory movement cost by 2.7x. Evaluated on seven representative models across three benchmark datasets, TorchSparse achieves 1.6x and 1.5x measured end-to-end speedup over the state-of-the-art MinkowskiEngine and SpConv, respectively.
GaussianImage: 1000 FPS Image Representation and Compression by 2D Gaussian Splatting
Implicit neural representations (INRs) recently achieved great success in image representation and compression, offering high visual quality and fast rendering speeds with 10-1000 FPS, assuming sufficient GPU resources are available. However, this requirement often hinders their use on low-end devices with limited memory. In response, we propose a groundbreaking paradigm of image representation and compression by 2D Gaussian Splatting, named GaussianImage. We first introduce 2D Gaussian to represent the image, where each Gaussian has 8 parameters including position, covariance and color. Subsequently, we unveil a novel rendering algorithm based on accumulated summation. Remarkably, our method with a minimum of 3times lower GPU memory usage and 5times faster fitting time not only rivals INRs (e.g., WIRE, I-NGP) in representation performance, but also delivers a faster rendering speed of 1500-2000 FPS regardless of parameter size. Furthermore, we integrate existing vector quantization technique to build an image codec. Experimental results demonstrate that our codec attains rate-distortion performance comparable to compression-based INRs such as COIN and COIN++, while facilitating decoding speeds of approximately 1000 FPS. Additionally, preliminary proof of concept shows that our codec surpasses COIN and COIN++ in performance when using partial bits-back coding.
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.
MPI-Flow: Learning Realistic Optical Flow with Multiplane Images
The accuracy of learning-based optical flow estimation models heavily relies on the realism of the training datasets. Current approaches for generating such datasets either employ synthetic data or generate images with limited realism. However, the domain gap of these data with real-world scenes constrains the generalization of the trained model to real-world applications. To address this issue, we investigate generating realistic optical flow datasets from real-world images. Firstly, to generate highly realistic new images, we construct a layered depth representation, known as multiplane images (MPI), from single-view images. This allows us to generate novel view images that are highly realistic. To generate optical flow maps that correspond accurately to the new image, we calculate the optical flows of each plane using the camera matrix and plane depths. We then project these layered optical flows into the output optical flow map with volume rendering. Secondly, to ensure the realism of motion, we present an independent object motion module that can separate the camera and dynamic object motion in MPI. This module addresses the deficiency in MPI-based single-view methods, where optical flow is generated only by camera motion and does not account for any object movement. We additionally devise a depth-aware inpainting module to merge new images with dynamic objects and address unnatural motion occlusions. We show the superior performance of our method through extensive experiments on real-world datasets. Moreover, our approach achieves state-of-the-art performance in both unsupervised and supervised training of learning-based models. The code will be made publicly available at: https://github.com/Sharpiless/MPI-Flow.
GeoDiffuser: Geometry-Based Image Editing with Diffusion Models
The success of image generative models has enabled us to build methods that can edit images based on text or other user input. However, these methods are bespoke, imprecise, require additional information, or are limited to only 2D image edits. We present GeoDiffuser, a zero-shot optimization-based method that unifies common 2D and 3D image-based object editing capabilities into a single method. Our key insight is to view image editing operations as geometric transformations. We show that these transformations can be directly incorporated into the attention layers in diffusion models to implicitly perform editing operations. Our training-free optimization method uses an objective function that seeks to preserve object style but generate plausible images, for instance with accurate lighting and shadows. It also inpaints disoccluded parts of the image where the object was originally located. Given a natural image and user input, we segment the foreground object using SAM and estimate a corresponding transform which is used by our optimization approach for editing. GeoDiffuser can perform common 2D and 3D edits like object translation, 3D rotation, and removal. We present quantitative results, including a perceptual study, that shows how our approach is better than existing methods. Visit https://ivl.cs.brown.edu/research/geodiffuser.html for more information.
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).
What Sketch Explainability Really Means for Downstream Tasks
In this paper, we explore the unique modality of sketch for explainability, emphasising the profound impact of human strokes compared to conventional pixel-oriented studies. Beyond explanations of network behavior, we discern the genuine implications of explainability across diverse downstream sketch-related tasks. We propose a lightweight and portable explainability solution -- a seamless plugin that integrates effortlessly with any pre-trained model, eliminating the need for re-training. Demonstrating its adaptability, we present four applications: highly studied retrieval and generation, and completely novel assisted drawing and sketch adversarial attacks. The centrepiece to our solution is a stroke-level attribution map that takes different forms when linked with downstream tasks. By addressing the inherent non-differentiability of rasterisation, we enable explanations at both coarse stroke level (SLA) and partial stroke level (P-SLA), each with its advantages for specific downstream tasks.
RectifiedHR: Enable Efficient High-Resolution Image Generation via Energy Rectification
Diffusion models have achieved remarkable advances in various image generation tasks. However, their performance notably declines when generating images at resolutions higher than those used during the training period. Despite the existence of numerous methods for producing high-resolution images, they either suffer from inefficiency or are hindered by complex operations. In this paper, we propose RectifiedHR, an efficient and straightforward solution for training-free high-resolution image generation. Specifically, we introduce the noise refresh strategy, which theoretically only requires a few lines of code to unlock the model's high-resolution generation ability and improve efficiency. Additionally, we first observe the phenomenon of energy decay that may cause image blurriness during the high-resolution image generation process. To address this issue, we propose an Energy Rectification strategy, where modifying the hyperparameters of the classifier-free guidance effectively improves the generation performance. Our method is entirely training-free and boasts a simple implementation logic. Through extensive comparisons with numerous baseline methods, our RectifiedHR demonstrates superior effectiveness and efficiency.
RayDF: Neural Ray-surface Distance Fields with Multi-view Consistency
In this paper, we study the problem of continuous 3D shape representations. The majority of existing successful methods are coordinate-based implicit neural representations. However, they are inefficient to render novel views or recover explicit surface points. A few works start to formulate 3D shapes as ray-based neural functions, but the learned structures are inferior due to the lack of multi-view geometry consistency. To tackle these challenges, we propose a new framework called RayDF. It consists of three major components: 1) the simple ray-surface distance field, 2) the novel dual-ray visibility classifier, and 3) a multi-view consistency optimization module to drive the learned ray-surface distances to be multi-view geometry consistent. We extensively evaluate our method on three public datasets, demonstrating remarkable performance in 3D surface point reconstruction on both synthetic and challenging real-world 3D scenes, clearly surpassing existing coordinate-based and ray-based baselines. Most notably, our method achieves a 1000x faster speed than coordinate-based methods to render an 800x800 depth image, showing the superiority of our method for 3D shape representation. Our code and data are available at https://github.com/vLAR-group/RayDF
RadSplat: Radiance Field-Informed Gaussian Splatting for Robust Real-Time Rendering with 900+ FPS
Recent advances in view synthesis and real-time rendering have achieved photorealistic quality at impressive rendering speeds. While Radiance Field-based methods achieve state-of-the-art quality in challenging scenarios such as in-the-wild captures and large-scale scenes, they often suffer from excessively high compute requirements linked to volumetric rendering. Gaussian Splatting-based methods, on the other hand, rely on rasterization and naturally achieve real-time rendering but suffer from brittle optimization heuristics that underperform on more challenging scenes. In this work, we present RadSplat, a lightweight method for robust real-time rendering of complex scenes. Our main contributions are threefold. First, we use radiance fields as a prior and supervision signal for optimizing point-based scene representations, leading to improved quality and more robust optimization. Next, we develop a novel pruning technique reducing the overall point count while maintaining high quality, leading to smaller and more compact scene representations with faster inference speeds. Finally, we propose a novel test-time filtering approach that further accelerates rendering and allows to scale to larger, house-sized scenes. We find that our method enables state-of-the-art synthesis of complex captures at 900+ FPS.
3DIS: Depth-Driven Decoupled Instance Synthesis for Text-to-Image Generation
The increasing demand for controllable outputs in text-to-image generation has spurred advancements in multi-instance generation (MIG), allowing users to define both instance layouts and attributes. However, unlike image-conditional generation methods such as ControlNet, MIG techniques have not been widely adopted in state-of-the-art models like SD2 and SDXL, primarily due to the challenge of building robust renderers that simultaneously handle instance positioning and attribute rendering. In this paper, we introduce Depth-Driven Decoupled Instance Synthesis (3DIS), a novel framework that decouples the MIG process into two stages: (i) generating a coarse scene depth map for accurate instance positioning and scene composition, and (ii) rendering fine-grained attributes using pre-trained ControlNet on any foundational model, without additional training. Our 3DIS framework integrates a custom adapter into LDM3D for precise depth-based layouts and employs a finetuning-free method for enhanced instance-level attribute rendering. Extensive experiments on COCO-Position and COCO-MIG benchmarks demonstrate that 3DIS significantly outperforms existing methods in both layout precision and attribute rendering. Notably, 3DIS offers seamless compatibility with diverse foundational models, providing a robust, adaptable solution for advanced multi-instance generation. The code is available at: https://github.com/limuloo/3DIS.
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.