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SubscribeGaussianBody: Clothed Human Reconstruction via 3d Gaussian Splatting
In this work, we propose a novel clothed human reconstruction method called GaussianBody, based on 3D Gaussian Splatting. Compared with the costly neural radiance based models, 3D Gaussian Splatting has recently demonstrated great performance in terms of training time and rendering quality. However, applying the static 3D Gaussian Splatting model to the dynamic human reconstruction problem is non-trivial due to complicated non-rigid deformations and rich cloth details. To address these challenges, our method considers explicit pose-guided deformation to associate dynamic Gaussians across the canonical space and the observation space, introducing a physically-based prior with regularized transformations helps mitigate ambiguity between the two spaces. During the training process, we further propose a pose refinement strategy to update the pose regression for compensating the inaccurate initial estimation and a split-with-scale mechanism to enhance the density of regressed point clouds. The experiments validate that our method can achieve state-of-the-art photorealistic novel-view rendering results with high-quality details for dynamic clothed human bodies, along with explicit geometry reconstruction.
PICA: Physics-Integrated Clothed Avatar
We introduce PICA, a novel representation for high-fidelity animatable clothed human avatars with physics-accurate dynamics, even for loose clothing. Previous neural rendering-based representations of animatable clothed humans typically employ a single model to represent both the clothing and the underlying body. While efficient, these approaches often fail to accurately represent complex garment dynamics, leading to incorrect deformations and noticeable rendering artifacts, especially for sliding or loose garments. Furthermore, previous works represent garment dynamics as pose-dependent deformations and facilitate novel pose animations in a data-driven manner. This often results in outcomes that do not faithfully represent the mechanics of motion and are prone to generating artifacts in out-of-distribution poses. To address these issues, we adopt two individual 3D Gaussian Splatting (3DGS) models with different deformation characteristics, modeling the human body and clothing separately. This distinction allows for better handling of their respective motion characteristics. With this representation, we integrate a graph neural network (GNN)-based clothed body physics simulation module to ensure an accurate representation of clothing dynamics. Our method, through its carefully designed features, achieves high-fidelity rendering of clothed human bodies in complex and novel driving poses, significantly outperforming previous methods under the same settings.
AniDress: Animatable Loose-Dressed Avatar from Sparse Views Using Garment Rigging Model
Recent communities have seen significant progress in building photo-realistic animatable avatars from sparse multi-view videos. However, current workflows struggle to render realistic garment dynamics for loose-fitting characters as they predominantly rely on naked body models for human modeling while leaving the garment part un-modeled. This is mainly due to that the deformations yielded by loose garments are highly non-rigid, and capturing such deformations often requires dense views as supervision. In this paper, we introduce AniDress, a novel method for generating animatable human avatars in loose clothes using very sparse multi-view videos (4-8 in our setting). To allow the capturing and appearance learning of loose garments in such a situation, we employ a virtual bone-based garment rigging model obtained from physics-based simulation data. Such a model allows us to capture and render complex garment dynamics through a set of low-dimensional bone transformations. Technically, we develop a novel method for estimating temporal coherent garment dynamics from a sparse multi-view video. To build a realistic rendering for unseen garment status using coarse estimations, a pose-driven deformable neural radiance field conditioned on both body and garment motions is introduced, providing explicit control of both parts. At test time, the new garment poses can be captured from unseen situations, derived from a physics-based or neural network-based simulator to drive unseen garment dynamics. To evaluate our approach, we create a multi-view dataset that captures loose-dressed performers with diverse motions. Experiments show that our method is able to render natural garment dynamics that deviate highly from the body and generalize well to both unseen views and poses, surpassing the performance of existing methods. The code and data will be publicly available.
Garment Animation NeRF with Color Editing
Generating high-fidelity garment animations through traditional workflows, from modeling to rendering, is both tedious and expensive. These workflows often require repetitive steps in response to updates in character motion, rendering viewpoint changes, or appearance edits. Although recent neural rendering offers an efficient solution for computationally intensive processes, it struggles with rendering complex garment animations containing fine wrinkle details and realistic garment-and-body occlusions, while maintaining structural consistency across frames and dense view rendering. In this paper, we propose a novel approach to directly synthesize garment animations from body motion sequences without the need for an explicit garment proxy. Our approach infers garment dynamic features from body motion, providing a preliminary overview of garment structure. Simultaneously, we capture detailed features from synthesized reference images of the garment's front and back, generated by a pre-trained image model. These features are then used to construct a neural radiance field that renders the garment animation video. Additionally, our technique enables garment recoloring by decomposing its visual elements. We demonstrate the generalizability of our method across unseen body motions and camera views, ensuring detailed structural consistency. Furthermore, we showcase its applicability to color editing on both real and synthetic garment data. Compared to existing neural rendering techniques, our method exhibits qualitative and quantitative improvements in garment dynamics and wrinkle detail modeling. Code is available at https://github.com/wrk226/GarmentAnimationNeRF.
Towards Multi-Layered 3D Garments Animation
Mimicking realistic dynamics in 3D garment animations is a challenging task due to the complex nature of multi-layered garments and the variety of outer forces involved. Existing approaches mostly focus on single-layered garments driven by only human bodies and struggle to handle general scenarios. In this paper, we propose a novel data-driven method, called LayersNet, to model garment-level animations as particle-wise interactions in a micro physics system. We improve simulation efficiency by representing garments as patch-level particles in a two-level structural hierarchy. Moreover, we introduce a novel Rotation Equivalent Transformation that leverages the rotation invariance and additivity of physics systems to better model outer forces. To verify the effectiveness of our approach and bridge the gap between experimental environments and real-world scenarios, we introduce a new challenging dataset, D-LAYERS, containing 700K frames of dynamics of 4,900 different combinations of multi-layered garments driven by both human bodies and randomly sampled wind. Our experiments show that LayersNet achieves superior performance both quantitatively and qualitatively. We will make the dataset and code publicly available at https://mmlab-ntu.github.io/project/layersnet/index.html .
NSF: Neural Surface Fields for Human Modeling from Monocular Depth
Obtaining personalized 3D animatable avatars from a monocular camera has several real world applications in gaming, virtual try-on, animation, and VR/XR, etc. However, it is very challenging to model dynamic and fine-grained clothing deformations from such sparse data. Existing methods for modeling 3D humans from depth data have limitations in terms of computational efficiency, mesh coherency, and flexibility in resolution and topology. For instance, reconstructing shapes using implicit functions and extracting explicit meshes per frame is computationally expensive and cannot ensure coherent meshes across frames. Moreover, predicting per-vertex deformations on a pre-designed human template with a discrete surface lacks flexibility in resolution and topology. To overcome these limitations, we propose a novel method `\keyfeature: Neural Surface Fields' for modeling 3D clothed humans from monocular depth. NSF defines a neural field solely on the base surface which models a continuous and flexible displacement field. NSF can be adapted to the base surface with different resolution and topology without retraining at inference time. Compared to existing approaches, our method eliminates the expensive per-frame surface extraction while maintaining mesh coherency, and is capable of reconstructing meshes with arbitrary resolution without retraining. To foster research in this direction, we release our code in project page at: https://yuxuan-xue.com/nsf.
REC-MV: REconstructing 3D Dynamic Cloth from Monocular Videos
Reconstructing dynamic 3D garment surfaces with open boundaries from monocular videos is an important problem as it provides a practical and low-cost solution for clothes digitization. Recent neural rendering methods achieve high-quality dynamic clothed human reconstruction results from monocular video, but these methods cannot separate the garment surface from the body. Moreover, despite existing garment reconstruction methods based on feature curve representation demonstrating impressive results for garment reconstruction from a single image, they struggle to generate temporally consistent surfaces for the video input. To address the above limitations, in this paper, we formulate this task as an optimization problem of 3D garment feature curves and surface reconstruction from monocular video. We introduce a novel approach, called REC-MV, to jointly optimize the explicit feature curves and the implicit signed distance field (SDF) of the garments. Then the open garment meshes can be extracted via garment template registration in the canonical space. Experiments on multiple casually captured datasets show that our approach outperforms existing methods and can produce high-quality dynamic garment surfaces. The source code is available at https://github.com/GAP-LAB-CUHK-SZ/REC-MV.
Benchmarking the Sim-to-Real Gap in Cloth Manipulation
Realistic physics engines play a crucial role for learning to manipulate deformable objects such as garments in simulation. By doing so, researchers can circumvent challenges such as sensing the deformation of the object in the realworld. In spite of the extensive use of simulations for this task, few works have evaluated the reality gap between deformable object simulators and real-world data. We present a benchmark dataset to evaluate the sim-to-real gap in cloth manipulation. The dataset is collected by performing a dynamic as well as a quasi-static cloth manipulation task involving contact with a rigid table. We use the dataset to evaluate the reality gap, computational time, and simulation stability of four popular deformable object simulators: MuJoCo, Bullet, Flex, and SOFA. Additionally, we discuss the benefits and drawbacks of each simulator. The benchmark dataset is open-source. Supplementary material, videos, and code, can be found at https://sites.google.com/view/cloth-sim2real-benchmark.
Free-form Generation Enhances Challenging Clothed Human Modeling
Achieving realistic animated human avatars requires accurate modeling of pose-dependent clothing deformations. Existing learning-based methods heavily rely on the Linear Blend Skinning (LBS) of minimally-clothed human models like SMPL to model deformation. However, these methods struggle to handle loose clothing, such as long dresses, where the canonicalization process becomes ill-defined when the clothing is far from the body, leading to disjointed and fragmented results. To overcome this limitation, we propose a novel hybrid framework to model challenging clothed humans. Our core idea is to use dedicated strategies to model different regions, depending on whether they are close to or distant from the body. Specifically, we segment the human body into three categories: unclothed, deformed, and generated. We simply replicate unclothed regions that require no deformation. For deformed regions close to the body, we leverage LBS to handle the deformation. As for the generated regions, which correspond to loose clothing areas, we introduce a novel free-form, part-aware generator to model them, as they are less affected by movements. This free-form generation paradigm brings enhanced flexibility and expressiveness to our hybrid framework, enabling it to capture the intricate geometric details of challenging loose clothing, such as skirts and dresses. Experimental results on the benchmark dataset featuring loose clothing demonstrate that our method achieves state-of-the-art performance with superior visual fidelity and realism, particularly in the most challenging cases.
CloSET: Modeling Clothed Humans on Continuous Surface with Explicit Template Decomposition
Creating animatable avatars from static scans requires the modeling of clothing deformations in different poses. Existing learning-based methods typically add pose-dependent deformations upon a minimally-clothed mesh template or a learned implicit template, which have limitations in capturing details or hinder end-to-end learning. In this paper, we revisit point-based solutions and propose to decompose explicit garment-related templates and then add pose-dependent wrinkles to them. In this way, the clothing deformations are disentangled such that the pose-dependent wrinkles can be better learned and applied to unseen poses. Additionally, to tackle the seam artifact issues in recent state-of-the-art point-based methods, we propose to learn point features on a body surface, which establishes a continuous and compact feature space to capture the fine-grained and pose-dependent clothing geometry. To facilitate the research in this field, we also introduce a high-quality scan dataset of humans in real-world clothing. Our approach is validated on two existing datasets and our newly introduced dataset, showing better clothing deformation results in unseen poses. The project page with code and dataset can be found at https://www.liuyebin.com/closet.
Pose Modulated Avatars from Video
It is now possible to reconstruct dynamic human motion and shape from a sparse set of cameras using Neural Radiance Fields (NeRF) driven by an underlying skeleton. However, a challenge remains to model the deformation of cloth and skin in relation to skeleton pose. Unlike existing avatar models that are learned implicitly or rely on a proxy surface, our approach is motivated by the observation that different poses necessitate unique frequency assignments. Neglecting this distinction yields noisy artifacts in smooth areas or blurs fine-grained texture and shape details in sharp regions. We develop a two-branch neural network that is adaptive and explicit in the frequency domain. The first branch is a graph neural network that models correlations among body parts locally, taking skeleton pose as input. The second branch combines these correlation features to a set of global frequencies and then modulates the feature encoding. Our experiments demonstrate that our network outperforms state-of-the-art methods in terms of preserving details and generalization capabilities.
HOOD: Hierarchical Graphs for Generalized Modelling of Clothing Dynamics
We propose a method that leverages graph neural networks, multi-level message passing, and unsupervised training to enable real-time prediction of realistic clothing dynamics. Whereas existing methods based on linear blend skinning must be trained for specific garments, our method is agnostic to body shape and applies to tight-fitting garments as well as loose, free-flowing clothing. Our method furthermore handles changes in topology (e.g., garments with buttons or zippers) and material properties at inference time. As one key contribution, we propose a hierarchical message-passing scheme that efficiently propagates stiff stretching modes while preserving local detail. We empirically show that our method outperforms strong baselines quantitatively and that its results are perceived as more realistic than state-of-the-art methods.
TailorNet: Predicting Clothing in 3D as a Function of Human Pose, Shape and Garment Style
In this paper, we present TailorNet, a neural model which predicts clothing deformation in 3D as a function of three factors: pose, shape and style (garment geometry), while retaining wrinkle detail. This goes beyond prior models, which are either specific to one style and shape, or generalize to different shapes producing smooth results, despite being style specific. Our hypothesis is that (even non-linear) combinations of examples smooth out high frequency components such as fine-wrinkles, which makes learning the three factors jointly hard. At the heart of our technique is a decomposition of deformation into a high frequency and a low frequency component. While the low-frequency component is predicted from pose, shape and style parameters with an MLP, the high-frequency component is predicted with a mixture of shape-style specific pose models. The weights of the mixture are computed with a narrow bandwidth kernel to guarantee that only predictions with similar high-frequency patterns are combined. The style variation is obtained by computing, in a canonical pose, a subspace of deformation, which satisfies physical constraints such as inter-penetration, and draping on the body. TailorNet delivers 3D garments which retain the wrinkles from the physics based simulations (PBS) it is learned from, while running more than 1000 times faster. In contrast to PBS, TailorNet is easy to use and fully differentiable, which is crucial for computer vision algorithms. Several experiments demonstrate TailorNet produces more realistic results than prior work, and even generates temporally coherent deformations on sequences of the AMASS dataset, despite being trained on static poses from a different dataset. To stimulate further research in this direction, we will make a dataset consisting of 55800 frames, as well as our model publicly available at https://virtualhumans.mpi-inf.mpg.de/tailornet.
Dynamic Point Fields
Recent years have witnessed significant progress in the field of neural surface reconstruction. While the extensive focus was put on volumetric and implicit approaches, a number of works have shown that explicit graphics primitives such as point clouds can significantly reduce computational complexity, without sacrificing the reconstructed surface quality. However, less emphasis has been put on modeling dynamic surfaces with point primitives. In this work, we present a dynamic point field model that combines the representational benefits of explicit point-based graphics with implicit deformation networks to allow efficient modeling of non-rigid 3D surfaces. Using explicit surface primitives also allows us to easily incorporate well-established constraints such as-isometric-as-possible regularisation. While learning this deformation model is prone to local optima when trained in a fully unsupervised manner, we propose to additionally leverage semantic information such as keypoint dynamics to guide the deformation learning. We demonstrate our model with an example application of creating an expressive animatable human avatar from a collection of 3D scans. Here, previous methods mostly rely on variants of the linear blend skinning paradigm, which fundamentally limits the expressivity of such models when dealing with complex cloth appearances such as long skirts. We show the advantages of our dynamic point field framework in terms of its representational power, learning efficiency, and robustness to out-of-distribution novel poses.
Detailed Garment Recovery from a Single-View Image
Most recent garment capturing techniques rely on acquiring multiple views of clothing, which may not always be readily available, especially in the case of pre-existing photographs from the web. As an alternative, we pro- pose a method that is able to compute a rich and realistic 3D model of a human body and its outfits from a single photograph with little human in- teraction. Our algorithm is not only able to capture the global shape and geometry of the clothing, it can also extract small but important details of cloth, such as occluded wrinkles and folds. Unlike previous methods using full 3D information (i.e. depth, multi-view images, or sampled 3D geom- etry), our approach achieves detailed garment recovery from a single-view image by using statistical, geometric, and physical priors and a combina- tion of parameter estimation, semantic parsing, shape recovery, and physics- based cloth simulation. We demonstrate the effectiveness of our algorithm by re-purposing the reconstructed garments for virtual try-on and garment transfer applications, as well as cloth animation for digital characters.
Garment3DGen: 3D Garment Stylization and Texture Generation
We introduce Garment3DGen a new method to synthesize 3D garment assets from a base mesh given a single input image as guidance. Our proposed approach allows users to generate 3D textured clothes based on both real and synthetic images, such as those generated by text prompts. The generated assets can be directly draped and simulated on human bodies. First, we leverage the recent progress of image to 3D diffusion methods to generate 3D garment geometries. However, since these geometries cannot be utilized directly for downstream tasks, we propose to use them as pseudo ground-truth and set up a mesh deformation optimization procedure that deforms a base template mesh to match the generated 3D target. Second, we introduce carefully designed losses that allow the input base mesh to freely deform towards the desired target, yet preserve mesh quality and topology such that they can be simulated. Finally, a texture estimation module generates high-fidelity texture maps that are globally and locally consistent and faithfully capture the input guidance, allowing us to render the generated 3D assets. With Garment3DGen users can generate the textured 3D garment of their choice without the need of artist intervention. One can provide a textual prompt describing the garment they desire to generate a simulation-ready 3D asset. We present a plethora of quantitative and qualitative comparisons on various assets both real and generated and provide use-cases of how one can generate simulation-ready 3D garments.
Robotic Fabric Flattening with Wrinkle Direction Detection
Deformable Object Manipulation (DOM) is an important field of research as it contributes to practical tasks such as automatic cloth handling, cable routing, surgical operation, etc. Perception is considered one of the major challenges in DOM due to the complex dynamics and high degree of freedom of deformable objects. In this paper, we develop a novel image-processing algorithm based on Gabor filters to extract useful features from cloth, and based on this, devise a strategy for cloth flattening tasks. We evaluate the overall framework experimentally, and compare it with three human operators. The results show that our algorithm can determine the direction of wrinkles on the cloth accurately in the simulation as well as the real robot experiments. Besides, the robot executing the flattening tasks using the dewrinkling strategy given by our algorithm achieves satisfying performance compared to other baseline methods. The experiment video is available on https://sites.google.com/view/robotic-fabric-flattening/home
GarmentTracking: Category-Level Garment Pose Tracking
Garments are important to humans. A visual system that can estimate and track the complete garment pose can be useful for many downstream tasks and real-world applications. In this work, we present a complete package to address the category-level garment pose tracking task: (1) A recording system VR-Garment, with which users can manipulate virtual garment models in simulation through a VR interface. (2) A large-scale dataset VR-Folding, with complex garment pose configurations in manipulation like flattening and folding. (3) An end-to-end online tracking framework GarmentTracking, which predicts complete garment pose both in canonical space and task space given a point cloud sequence. Extensive experiments demonstrate that the proposed GarmentTracking achieves great performance even when the garment has large non-rigid deformation. It outperforms the baseline approach on both speed and accuracy. We hope our proposed solution can serve as a platform for future research. Codes and datasets are available in https://garment-tracking.robotflow.ai.
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.
DressRecon: Freeform 4D Human Reconstruction from Monocular Video
We present a method to reconstruct time-consistent human body models from monocular videos, focusing on extremely loose clothing or handheld object interactions. Prior work in human reconstruction is either limited to tight clothing with no object interactions, or requires calibrated multi-view captures or personalized template scans which are costly to collect at scale. Our key insight for high-quality yet flexible reconstruction is the careful combination of generic human priors about articulated body shape (learned from large-scale training data) with video-specific articulated "bag-of-bones" deformation (fit to a single video via test-time optimization). We accomplish this by learning a neural implicit model that disentangles body versus clothing deformations as separate motion model layers. To capture subtle geometry of clothing, we leverage image-based priors such as human body pose, surface normals, and optical flow during optimization. The resulting neural fields can be extracted into time-consistent meshes, or further optimized as explicit 3D Gaussians for high-fidelity interactive rendering. On datasets with highly challenging clothing deformations and object interactions, DressRecon yields higher-fidelity 3D reconstructions than prior art. Project page: https://jefftan969.github.io/dressrecon/
GarmentCodeData: A Dataset of 3D Made-to-Measure Garments With Sewing Patterns
Recent research interest in the learning-based processing of garments, from virtual fitting to generation and reconstruction, stumbles on a scarcity of high-quality public data in the domain. We contribute to resolving this need by presenting the first large-scale synthetic dataset of 3D made-to-measure garments with sewing patterns, as well as its generation pipeline. GarmentCodeData contains 115,000 data points that cover a variety of designs in many common garment categories: tops, shirts, dresses, jumpsuits, skirts, pants, etc., fitted to a variety of body shapes sampled from a custom statistical body model based on CAESAR, as well as a standard reference body shape, applying three different textile materials. To enable the creation of datasets of such complexity, we introduce a set of algorithms for automatically taking tailor's measures on sampled body shapes, sampling strategies for sewing pattern design, and propose an automatic, open-source 3D garment draping pipeline based on a fast XPBD simulator, while contributing several solutions for collision resolution and drape correctness to enable scalability. Project Page: https://igl.ethz.ch/projects/GarmentCodeData/
Cloth2Tex: A Customized Cloth Texture Generation Pipeline for 3D Virtual Try-On
Fabricating and designing 3D garments has become extremely demanding with the increasing need for synthesizing realistic dressed persons for a variety of applications, e.g. 3D virtual try-on, digitalization of 2D clothes into 3D apparel, and cloth animation. It thus necessitates a simple and straightforward pipeline to obtain high-quality texture from simple input, such as 2D reference images. Since traditional warping-based texture generation methods require a significant number of control points to be manually selected for each type of garment, which can be a time-consuming and tedious process. We propose a novel method, called Cloth2Tex, which eliminates the human burden in this process. Cloth2Tex is a self-supervised method that generates texture maps with reasonable layout and structural consistency. Another key feature of Cloth2Tex is that it can be used to support high-fidelity texture inpainting. This is done by combining Cloth2Tex with a prevailing latent diffusion model. We evaluate our approach both qualitatively and quantitatively and demonstrate that Cloth2Tex can generate high-quality texture maps and achieve the best visual effects in comparison to other methods. Project page: tomguluson92.github.io/projects/cloth2tex/
SceNeRFlow: Time-Consistent Reconstruction of General Dynamic Scenes
Existing methods for the 4D reconstruction of general, non-rigidly deforming objects focus on novel-view synthesis and neglect correspondences. However, time consistency enables advanced downstream tasks like 3D editing, motion analysis, or virtual-asset creation. We propose SceNeRFlow to reconstruct a general, non-rigid scene in a time-consistent manner. Our dynamic-NeRF method takes multi-view RGB videos and background images from static cameras with known camera parameters as input. It then reconstructs the deformations of an estimated canonical model of the geometry and appearance in an online fashion. Since this canonical model is time-invariant, we obtain correspondences even for long-term, long-range motions. We employ neural scene representations to parametrize the components of our method. Like prior dynamic-NeRF methods, we use a backwards deformation model. We find non-trivial adaptations of this model necessary to handle larger motions: We decompose the deformations into a strongly regularized coarse component and a weakly regularized fine component, where the coarse component also extends the deformation field into the space surrounding the object, which enables tracking over time. We show experimentally that, unlike prior work that only handles small motion, our method enables the reconstruction of studio-scale motions.
How Will It Drape Like? Capturing Fabric Mechanics from Depth Images
We propose a method to estimate the mechanical parameters of fabrics using a casual capture setup with a depth camera. Our approach enables to create mechanically-correct digital representations of real-world textile materials, which is a fundamental step for many interactive design and engineering applications. As opposed to existing capture methods, which typically require expensive setups, video sequences, or manual intervention, our solution can capture at scale, is agnostic to the optical appearance of the textile, and facilitates fabric arrangement by non-expert operators. To this end, we propose a sim-to-real strategy to train a learning-based framework that can take as input one or multiple images and outputs a full set of mechanical parameters. Thanks to carefully designed data augmentation and transfer learning protocols, our solution generalizes to real images despite being trained only on synthetic data, hence successfully closing the sim-to-real loop.Key in our work is to demonstrate that evaluating the regression accuracy based on the similarity at parameter space leads to an inaccurate distances that do not match the human perception. To overcome this, we propose a novel metric for fabric drape similarity that operates on the image domain instead on the parameter space, allowing us to evaluate our estimation within the context of a similarity rank. We show that out metric correlates with human judgments about the perception of drape similarity, and that our model predictions produce perceptually accurate results compared to the ground truth parameters.
ReLoo: Reconstructing Humans Dressed in Loose Garments from Monocular Video in the Wild
While previous years have seen great progress in the 3D reconstruction of humans from monocular videos, few of the state-of-the-art methods are able to handle loose garments that exhibit large non-rigid surface deformations during articulation. This limits the application of such methods to humans that are dressed in standard pants or T-shirts. Our method, ReLoo, overcomes this limitation and reconstructs high-quality 3D models of humans dressed in loose garments from monocular in-the-wild videos. To tackle this problem, we first establish a layered neural human representation that decomposes clothed humans into a neural inner body and outer clothing. On top of the layered neural representation, we further introduce a non-hierarchical virtual bone deformation module for the clothing layer that can freely move, which allows the accurate recovery of non-rigidly deforming loose clothing. A global optimization jointly optimizes the shape, appearance, and deformations of the human body and clothing via multi-layer differentiable volume rendering. To evaluate ReLoo, we record subjects with dynamically deforming garments in a multi-view capture studio. This evaluation, both on existing and our novel dataset, demonstrates ReLoo's clear superiority over prior art on both indoor datasets and in-the-wild videos.
Breathing deformation model -- application to multi-resolution abdominal MRI
Dynamic MRI is a technique of acquiring a series of images continuously to follow the physiological changes over time. However, such fast imaging results in low resolution images. In this work, abdominal deformation model computed from dynamic low resolution images have been applied to high resolution image, acquired previously, to generate dynamic high resolution MRI. Dynamic low resolution images were simulated into different breathing phases (inhale and exhale). Then, the image registration between breathing time points was performed using the B-spline SyN deformable model and using cross-correlation as a similarity metric. The deformation model between different breathing phases were estimated from highly undersampled data. This deformation model was then applied to the high resolution images to obtain high resolution images of different breathing phases. The results indicated that the deformation model could be computed from relatively very low resolution images.
Leveraging Intrinsic Properties for Non-Rigid Garment Alignment
We address the problem of aligning real-world 3D data of garments, which benefits many applications such as texture learning, physical parameter estimation, generative modeling of garments, etc. Existing extrinsic methods typically perform non-rigid iterative closest point and struggle to align details due to incorrect closest matches and rigidity constraints. While intrinsic methods based on functional maps can produce high-quality correspondences, they work under isometric assumptions and become unreliable for garment deformations which are highly non-isometric. To achieve wrinkle-level as well as texture-level alignment, we present a novel coarse-to-fine two-stage method that leverages intrinsic manifold properties with two neural deformation fields, in the 3D space and the intrinsic space, respectively. The coarse stage performs a 3D fitting, where we leverage intrinsic manifold properties to define a manifold deformation field. The coarse fitting then induces a functional map that produces an alignment of intrinsic embeddings. We further refine the intrinsic alignment with a second neural deformation field for higher accuracy. We evaluate our method with our captured garment dataset, GarmCap. The method achieves accurate wrinkle-level and texture-level alignment and works for difficult garment types such as long coats. Our project page is https://jsnln.github.io/iccv2023_intrinsic/index.html.
Product-Level Try-on: Characteristics-preserving Try-on with Realistic Clothes Shading and Wrinkles
Image-based virtual try-on systems,which fit new garments onto human portraits,are gaining research attention.An ideal pipeline should preserve the static features of clothes(like textures and logos)while also generating dynamic elements(e.g.shadows,folds)that adapt to the model's pose and environment.Previous works fail specifically in generating dynamic features,as they preserve the warped in-shop clothes trivially with predicted an alpha mask by composition.To break the dilemma of over-preserving and textures losses,we propose a novel diffusion-based Product-level virtual try-on pipeline,\ie PLTON, which can preserve the fine details of logos and embroideries while producing realistic clothes shading and wrinkles.The main insights are in three folds:1)Adaptive Dynamic Rendering:We take a pre-trained diffusion model as a generative prior and tame it with image features,training a dynamic extractor from scratch to generate dynamic tokens that preserve high-fidelity semantic information. Due to the strong generative power of the diffusion prior,we can generate realistic clothes shadows and wrinkles.2)Static Characteristics Transformation: High-frequency Map(HF-Map)is our fundamental insight for static representation.PLTON first warps in-shop clothes to the target model pose by a traditional warping network,and uses a high-pass filter to extract an HF-Map for preserving static cloth features.The HF-Map is used to generate modulation maps through our static extractor,which are injected into a fixed U-net to synthesize the final result.To enhance retention,a Two-stage Blended Denoising method is proposed to guide the diffusion process for correct spatial layout and color.PLTON is finetuned only with our collected small-size try-on dataset.Extensive quantitative and qualitative experiments on 1024 768 datasets demonstrate the superiority of our framework in mimicking real clothes dynamics.
Registering Explicit to Implicit: Towards High-Fidelity Garment mesh Reconstruction from Single Images
Fueled by the power of deep learning techniques and implicit shape learning, recent advances in single-image human digitalization have reached unprecedented accuracy and could recover fine-grained surface details such as garment wrinkles. However, a common problem for the implicit-based methods is that they cannot produce separated and topology-consistent mesh for each garment piece, which is crucial for the current 3D content creation pipeline. To address this issue, we proposed a novel geometry inference framework ReEF that reconstructs topology-consistent layered garment mesh by registering the explicit garment template to the whole-body implicit fields predicted from single images. Experiments demonstrate that our method notably outperforms its counterparts on single-image layered garment reconstruction and could bring high-quality digital assets for further content creation.
WordRobe: Text-Guided Generation of Textured 3D Garments
In this paper, we tackle a new and challenging problem of text-driven generation of 3D garments with high-quality textures. We propose "WordRobe", a novel framework for the generation of unposed & textured 3D garment meshes from user-friendly text prompts. We achieve this by first learning a latent representation of 3D garments using a novel coarse-to-fine training strategy and a loss for latent disentanglement, promoting better latent interpolation. Subsequently, we align the garment latent space to the CLIP embedding space in a weakly supervised manner, enabling text-driven 3D garment generation and editing. For appearance modeling, we leverage the zero-shot generation capability of ControlNet to synthesize view-consistent texture maps in a single feed-forward inference step, thereby drastically decreasing the generation time as compared to existing methods. We demonstrate superior performance over current SOTAs for learning 3D garment latent space, garment interpolation, and text-driven texture synthesis, supported by quantitative evaluation and qualitative user study. The unposed 3D garment meshes generated using WordRobe can be directly fed to standard cloth simulation & animation pipelines without any post-processing.
LayGA: Layered Gaussian Avatars for Animatable Clothing Transfer
Animatable clothing transfer, aiming at dressing and animating garments across characters, is a challenging problem. Most human avatar works entangle the representations of the human body and clothing together, which leads to difficulties for virtual try-on across identities. What's worse, the entangled representations usually fail to exactly track the sliding motion of garments. To overcome these limitations, we present Layered Gaussian Avatars (LayGA), a new representation that formulates body and clothing as two separate layers for photorealistic animatable clothing transfer from multi-view videos. Our representation is built upon the Gaussian map-based avatar for its excellent representation power of garment details. However, the Gaussian map produces unstructured 3D Gaussians distributed around the actual surface. The absence of a smooth explicit surface raises challenges in accurate garment tracking and collision handling between body and garments. Therefore, we propose two-stage training involving single-layer reconstruction and multi-layer fitting. In the single-layer reconstruction stage, we propose a series of geometric constraints to reconstruct smooth surfaces and simultaneously obtain the segmentation between body and clothing. Next, in the multi-layer fitting stage, we train two separate models to represent body and clothing and utilize the reconstructed clothing geometries as 3D supervision for more accurate garment tracking. Furthermore, we propose geometry and rendering layers for both high-quality geometric reconstruction and high-fidelity rendering. Overall, the proposed LayGA realizes photorealistic animations and virtual try-on, and outperforms other baseline methods. Our project page is https://jsnln.github.io/layga/index.html.
Deep Fashion3D: A Dataset and Benchmark for 3D Garment Reconstruction from Single Images
High-fidelity clothing reconstruction is the key to achieving photorealism in a wide range of applications including human digitization, virtual try-on, etc. Recent advances in learning-based approaches have accomplished unprecedented accuracy in recovering unclothed human shape and pose from single images, thanks to the availability of powerful statistical models, e.g. SMPL, learned from a large number of body scans. In contrast, modeling and recovering clothed human and 3D garments remains notoriously difficult, mostly due to the lack of large-scale clothing models available for the research community. We propose to fill this gap by introducing Deep Fashion3D, the largest collection to date of 3D garment models, with the goal of establishing a novel benchmark and dataset for the evaluation of image-based garment reconstruction systems. Deep Fashion3D contains 2078 models reconstructed from real garments, which covers 10 different categories and 563 garment instances. It provides rich annotations including 3D feature lines, 3D body pose and the corresponded multi-view real images. In addition, each garment is randomly posed to enhance the variety of real clothing deformations. To demonstrate the advantage of Deep Fashion3D, we propose a novel baseline approach for single-view garment reconstruction, which leverages the merits of both mesh and implicit representations. A novel adaptable template is proposed to enable the learning of all types of clothing in a single network. Extensive experiments have been conducted on the proposed dataset to verify its significance and usefulness. We will make Deep Fashion3D publicly available upon publication.
GraVITON: Graph based garment warping with attention guided inversion for Virtual-tryon
Virtual try-on, a rapidly evolving field in computer vision, is transforming e-commerce by improving customer experiences through precise garment warping and seamless integration onto the human body. While existing methods such as TPS and flow address the garment warping but overlook the finer contextual details. In this paper, we introduce a novel graph based warping technique which emphasizes the value of context in garment flow. Our graph based warping module generates warped garment as well as a coarse person image, which is utilised by a simple refinement network to give a coarse virtual tryon image. The proposed work exploits latent diffusion model to generate the final tryon, treating garment transfer as an inpainting task. The diffusion model is conditioned with decoupled cross attention based inversion of visual and textual information. We introduce an occlusion aware warping constraint that generates dense warped garment, without any holes and occlusion. Our method, validated on VITON-HD and Dresscode datasets, showcases substantial state-of-the-art qualitative and quantitative results showing considerable improvement in garment warping, texture preservation, and overall realism.
CHASE: 3D-Consistent Human Avatars with Sparse Inputs via Gaussian Splatting and Contrastive Learning
Recent advancements in human avatar synthesis have utilized radiance fields to reconstruct photo-realistic animatable human avatars. However, both NeRFs-based and 3DGS-based methods struggle with maintaining 3D consistency and exhibit suboptimal detail reconstruction, especially with sparse inputs. To address this challenge, we propose CHASE, which introduces supervision from intrinsic 3D consistency across poses and 3D geometry contrastive learning, achieving performance comparable with sparse inputs to that with full inputs. Following previous work, we first integrate a skeleton-driven rigid deformation and a non-rigid cloth dynamics deformation to coordinate the movements of individual Gaussians during animation, reconstructing basic avatar with coarse 3D consistency. To improve 3D consistency under sparse inputs, we design Dynamic Avatar Adjustment(DAA) to adjust deformed Gaussians based on a selected similar pose/image from the dataset. Minimizing the difference between the image rendered by adjusted Gaussians and the image with the similar pose serves as an additional form of supervision for avatar. Furthermore, we propose a 3D geometry contrastive learning strategy to maintain the 3D global consistency of generated avatars. Though CHASE is designed for sparse inputs, it surprisingly outperforms current SOTA methods in both full and sparse settings on the ZJU-MoCap and H36M datasets, demonstrating that our CHASE successfully maintains avatar's 3D consistency, hence improving rendering quality.
SG-GS: Photo-realistic Animatable Human Avatars with Semantically-Guided Gaussian Splatting
Reconstructing photo-realistic animatable human avatars from monocular videos remains challenging in computer vision and graphics. Recently, methods using 3D Gaussians to represent the human body have emerged, offering faster optimization and real-time rendering. However, due to ignoring the crucial role of human body semantic information which represents the intrinsic structure and connections within the human body, they fail to achieve fine-detail reconstruction of dynamic human avatars. To address this issue, we propose SG-GS, which uses semantics-embedded 3D Gaussians, skeleton-driven rigid deformation, and non-rigid cloth dynamics deformation to create photo-realistic animatable human avatars from monocular videos. We then design a Semantic Human-Body Annotator (SHA) which utilizes SMPL's semantic prior for efficient body part semantic labeling. The generated labels are used to guide the optimization of Gaussian semantic attributes. To address the limited receptive field of point-level MLPs for local features, we also propose a 3D network that integrates geometric and semantic associations for human avatar deformation. We further implement three key strategies to enhance the semantic accuracy of 3D Gaussians and rendering quality: semantic projection with 2D regularization, semantic-guided density regularization and semantic-aware regularization with neighborhood consistency. Extensive experiments demonstrate that SG-GS achieves state-of-the-art geometry and appearance reconstruction performance.
Few-Shot Physically-Aware Articulated Mesh Generation via Hierarchical Deformation
We study the problem of few-shot physically-aware articulated mesh generation. By observing an articulated object dataset containing only a few examples, we wish to learn a model that can generate diverse meshes with high visual fidelity and physical validity. Previous mesh generative models either have difficulties in depicting a diverse data space from only a few examples or fail to ensure physical validity of their samples. Regarding the above challenges, we propose two key innovations, including 1) a hierarchical mesh deformation-based generative model based upon the divide-and-conquer philosophy to alleviate the few-shot challenge by borrowing transferrable deformation patterns from large scale rigid meshes and 2) a physics-aware deformation correction scheme to encourage physically plausible generations. We conduct extensive experiments on 6 articulated categories to demonstrate the superiority of our method in generating articulated meshes with better diversity, higher visual fidelity, and better physical validity over previous methods in the few-shot setting. Further, we validate solid contributions of our two innovations in the ablation study. Project page with code is available at https://meowuu7.github.io/few-arti-obj-gen.
Real-time Photorealistic Dynamic Scene Representation and Rendering with 4D Gaussian Splatting
Reconstructing dynamic 3D scenes from 2D images and generating diverse views over time is challenging due to scene complexity and temporal dynamics. Despite advancements in neural implicit models, limitations persist: (i) Inadequate Scene Structure: Existing methods struggle to reveal the spatial and temporal structure of dynamic scenes from directly learning the complex 6D plenoptic function. (ii) Scaling Deformation Modeling: Explicitly modeling scene element deformation becomes impractical for complex dynamics. To address these issues, we consider the spacetime as an entirety and propose to approximate the underlying spatio-temporal 4D volume of a dynamic scene by optimizing a collection of 4D primitives, with explicit geometry and appearance modeling. Learning to optimize the 4D primitives enables us to synthesize novel views at any desired time with our tailored rendering routine. Our model is conceptually simple, consisting of a 4D Gaussian parameterized by anisotropic ellipses that can rotate arbitrarily in space and time, as well as view-dependent and time-evolved appearance represented by the coefficient of 4D spherindrical harmonics. This approach offers simplicity, flexibility for variable-length video and end-to-end training, and efficient real-time rendering, making it suitable for capturing complex dynamic scene motions. Experiments across various benchmarks, including monocular and multi-view scenarios, demonstrate our 4DGS model's superior visual quality and efficiency.
Drivable 3D Gaussian Avatars
We present Drivable 3D Gaussian Avatars (D3GA), the first 3D controllable model for human bodies rendered with Gaussian splats. Current photorealistic drivable avatars require either accurate 3D registrations during training, dense input images during testing, or both. The ones based on neural radiance fields also tend to be prohibitively slow for telepresence applications. This work uses the recently presented 3D Gaussian Splatting (3DGS) technique to render realistic humans at real-time framerates, using dense calibrated multi-view videos as input. To deform those primitives, we depart from the commonly used point deformation method of linear blend skinning (LBS) and use a classic volumetric deformation method: cage deformations. Given their smaller size, we drive these deformations with joint angles and keypoints, which are more suitable for communication applications. Our experiments on nine subjects with varied body shapes, clothes, and motions obtain higher-quality results than state-of-the-art methods when using the same training and test data.
DreamMesh4D: Video-to-4D Generation with Sparse-Controlled Gaussian-Mesh Hybrid Representation
Recent advancements in 2D/3D generative techniques have facilitated the generation of dynamic 3D objects from monocular videos. Previous methods mainly rely on the implicit neural radiance fields (NeRF) or explicit Gaussian Splatting as the underlying representation, and struggle to achieve satisfactory spatial-temporal consistency and surface appearance. Drawing inspiration from modern 3D animation pipelines, we introduce DreamMesh4D, a novel framework combining mesh representation with geometric skinning technique to generate high-quality 4D object from a monocular video. Instead of utilizing classical texture map for appearance, we bind Gaussian splats to triangle face of mesh for differentiable optimization of both the texture and mesh vertices. In particular, DreamMesh4D begins with a coarse mesh obtained through an image-to-3D generation procedure. Sparse points are then uniformly sampled across the mesh surface, and are used to build a deformation graph to drive the motion of the 3D object for the sake of computational efficiency and providing additional constraint. For each step, transformations of sparse control points are predicted using a deformation network, and the mesh vertices as well as the surface Gaussians are deformed via a novel geometric skinning algorithm, which is a hybrid approach combining LBS (linear blending skinning) and DQS (dual-quaternion skinning), mitigating drawbacks associated with both approaches. The static surface Gaussians and mesh vertices as well as the deformation network are learned via reference view photometric loss, score distillation loss as well as other regularizers in a two-stage manner. Extensive experiments demonstrate superior performance of our method. Furthermore, our method is compatible with modern graphic pipelines, showcasing its potential in the 3D gaming and film industry.
Retargeting Visual Data with Deformation Fields
Seam carving is an image editing method that enable content-aware resizing, including operations like removing objects. However, the seam-finding strategy based on dynamic programming or graph-cut limits its applications to broader visual data formats and degrees of freedom for editing. Our observation is that describing the editing and retargeting of images more generally by a displacement field yields a generalisation of content-aware deformations. We propose to learn a deformation with a neural network that keeps the output plausible while trying to deform it only in places with low information content. This technique applies to different kinds of visual data, including images, 3D scenes given as neural radiance fields, or even polygon meshes. Experiments conducted on different visual data show that our method achieves better content-aware retargeting compared to previous methods.
Learning Deformable Object Manipulation from Expert Demonstrations
We present a novel Learning from Demonstration (LfD) method, Deformable Manipulation from Demonstrations (DMfD), to solve deformable manipulation tasks using states or images as inputs, given expert demonstrations. Our method uses demonstrations in three different ways, and balances the trade-off between exploring the environment online and using guidance from experts to explore high dimensional spaces effectively. We test DMfD on a set of representative manipulation tasks for a 1-dimensional rope and a 2-dimensional cloth from the SoftGym suite of tasks, each with state and image observations. Our method exceeds baseline performance by up to 12.9% for state-based tasks and up to 33.44% on image-based tasks, with comparable or better robustness to randomness. Additionally, we create two challenging environments for folding a 2D cloth using image-based observations, and set a performance benchmark for them. We deploy DMfD on a real robot with a minimal loss in normalized performance during real-world execution compared to simulation (~6%). Source code is on github.com/uscresl/dmfd
TryOnDiffusion: A Tale of Two UNets
Given two images depicting a person and a garment worn by another person, our goal is to generate a visualization of how the garment might look on the input person. A key challenge is to synthesize a photorealistic detail-preserving visualization of the garment, while warping the garment to accommodate a significant body pose and shape change across the subjects. Previous methods either focus on garment detail preservation without effective pose and shape variation, or allow try-on with the desired shape and pose but lack garment details. In this paper, we propose a diffusion-based architecture that unifies two UNets (referred to as Parallel-UNet), which allows us to preserve garment details and warp the garment for significant pose and body change in a single network. The key ideas behind Parallel-UNet include: 1) garment is warped implicitly via a cross attention mechanism, 2) garment warp and person blend happen as part of a unified process as opposed to a sequence of two separate tasks. Experimental results indicate that TryOnDiffusion achieves state-of-the-art performance both qualitatively and quantitatively.
NeRF-DS: Neural Radiance Fields for Dynamic Specular Objects
Dynamic Neural Radiance Field (NeRF) is a powerful algorithm capable of rendering photo-realistic novel view images from a monocular RGB video of a dynamic scene. Although it warps moving points across frames from the observation spaces to a common canonical space for rendering, dynamic NeRF does not model the change of the reflected color during the warping. As a result, this approach often fails drastically on challenging specular objects in motion. We address this limitation by reformulating the neural radiance field function to be conditioned on surface position and orientation in the observation space. This allows the specular surface at different poses to keep the different reflected colors when mapped to the common canonical space. Additionally, we add the mask of moving objects to guide the deformation field. As the specular surface changes color during motion, the mask mitigates the problem of failure to find temporal correspondences with only RGB supervision. We evaluate our model based on the novel view synthesis quality with a self-collected dataset of different moving specular objects in realistic environments. The experimental results demonstrate that our method significantly improves the reconstruction quality of moving specular objects from monocular RGB videos compared to the existing NeRF models. Our code and data are available at the project website https://github.com/JokerYan/NeRF-DS.
MovingParts: Motion-based 3D Part Discovery in Dynamic Radiance Field
We present MovingParts, a NeRF-based method for dynamic scene reconstruction and part discovery. We consider motion as an important cue for identifying parts, that all particles on the same part share the common motion pattern. From the perspective of fluid simulation, existing deformation-based methods for dynamic NeRF can be seen as parameterizing the scene motion under the Eulerian view, i.e., focusing on specific locations in space through which the fluid flows as time passes. However, it is intractable to extract the motion of constituting objects or parts using the Eulerian view representation. In this work, we introduce the dual Lagrangian view and enforce representations under the Eulerian/Lagrangian views to be cycle-consistent. Under the Lagrangian view, we parameterize the scene motion by tracking the trajectory of particles on objects. The Lagrangian view makes it convenient to discover parts by factorizing the scene motion as a composition of part-level rigid motions. Experimentally, our method can achieve fast and high-quality dynamic scene reconstruction from even a single moving camera, and the induced part-based representation allows direct applications of part tracking, animation, 3D scene editing, etc.
DiffCloth: Diffusion Based Garment Synthesis and Manipulation via Structural Cross-modal Semantic Alignment
Cross-modal garment synthesis and manipulation will significantly benefit the way fashion designers generate garments and modify their designs via flexible linguistic interfaces.Current approaches follow the general text-to-image paradigm and mine cross-modal relations via simple cross-attention modules, neglecting the structural correspondence between visual and textual representations in the fashion design domain. In this work, we instead introduce DiffCloth, a diffusion-based pipeline for cross-modal garment synthesis and manipulation, which empowers diffusion models with flexible compositionality in the fashion domain by structurally aligning the cross-modal semantics. Specifically, we formulate the part-level cross-modal alignment as a bipartite matching problem between the linguistic Attribute-Phrases (AP) and the visual garment parts which are obtained via constituency parsing and semantic segmentation, respectively. To mitigate the issue of attribute confusion, we further propose a semantic-bundled cross-attention to preserve the spatial structure similarities between the attention maps of attribute adjectives and part nouns in each AP. Moreover, DiffCloth allows for manipulation of the generated results by simply replacing APs in the text prompts. The manipulation-irrelevant regions are recognized by blended masks obtained from the bundled attention maps of the APs and kept unchanged. Extensive experiments on the CM-Fashion benchmark demonstrate that DiffCloth both yields state-of-the-art garment synthesis results by leveraging the inherent structural information and supports flexible manipulation with region consistency.
MoSca: Dynamic Gaussian Fusion from Casual Videos via 4D Motion Scaffolds
We introduce 4D Motion Scaffolds (MoSca), a neural information processing system designed to reconstruct and synthesize novel views of dynamic scenes from monocular videos captured casually in the wild. To address such a challenging and ill-posed inverse problem, we leverage prior knowledge from foundational vision models, lift the video data to a novel Motion Scaffold (MoSca) representation, which compactly and smoothly encodes the underlying motions / deformations. The scene geometry and appearance are then disentangled from the deformation field, and are encoded by globally fusing the Gaussians anchored onto the MoSca and optimized via Gaussian Splatting. Additionally, camera poses can be seamlessly initialized and refined during the dynamic rendering process, without the need for other pose estimation tools. Experiments demonstrate state-of-the-art performance on dynamic rendering benchmarks.
Wear-Any-Way: Manipulable Virtual Try-on via Sparse Correspondence Alignment
This paper introduces a novel framework for virtual try-on, termed Wear-Any-Way. Different from previous methods, Wear-Any-Way is a customizable solution. Besides generating high-fidelity results, our method supports users to precisely manipulate the wearing style. To achieve this goal, we first construct a strong pipeline for standard virtual try-on, supporting single/multiple garment try-on and model-to-model settings in complicated scenarios. To make it manipulable, we propose sparse correspondence alignment which involves point-based control to guide the generation for specific locations. With this design, Wear-Any-Way gets state-of-the-art performance for the standard setting and provides a novel interaction form for customizing the wearing style. For instance, it supports users to drag the sleeve to make it rolled up, drag the coat to make it open, and utilize clicks to control the style of tuck, etc. Wear-Any-Way enables more liberated and flexible expressions of the attires, holding profound implications in the fashion industry.
MoDec-GS: Global-to-Local Motion Decomposition and Temporal Interval Adjustment for Compact Dynamic 3D Gaussian Splatting
3D Gaussian Splatting (3DGS) has made significant strides in scene representation and neural rendering, with intense efforts focused on adapting it for dynamic scenes. Despite delivering remarkable rendering quality and speed, existing methods struggle with storage demands and representing complex real-world motions. To tackle these issues, we propose MoDecGS, a memory-efficient Gaussian splatting framework designed for reconstructing novel views in challenging scenarios with complex motions. We introduce GlobaltoLocal Motion Decomposition (GLMD) to effectively capture dynamic motions in a coarsetofine manner. This approach leverages Global Canonical Scaffolds (Global CS) and Local Canonical Scaffolds (Local CS), extending static Scaffold representation to dynamic video reconstruction. For Global CS, we propose Global Anchor Deformation (GAD) to efficiently represent global dynamics along complex motions, by directly deforming the implicit Scaffold attributes which are anchor position, offset, and local context features. Next, we finely adjust local motions via the Local Gaussian Deformation (LGD) of Local CS explicitly. Additionally, we introduce Temporal Interval Adjustment (TIA) to automatically control the temporal coverage of each Local CS during training, allowing MoDecGS to find optimal interval assignments based on the specified number of temporal segments. Extensive evaluations demonstrate that MoDecGS achieves an average 70% reduction in model size over stateoftheart methods for dynamic 3D Gaussians from realworld dynamic videos while maintaining or even improving rendering quality.
Motion-aware 3D Gaussian Splatting for Efficient Dynamic Scene Reconstruction
3D Gaussian Splatting (3DGS) has become an emerging tool for dynamic scene reconstruction. However, existing methods focus mainly on extending static 3DGS into a time-variant representation, while overlooking the rich motion information carried by 2D observations, thus suffering from performance degradation and model redundancy. To address the above problem, we propose a novel motion-aware enhancement framework for dynamic scene reconstruction, which mines useful motion cues from optical flow to improve different paradigms of dynamic 3DGS. Specifically, we first establish a correspondence between 3D Gaussian movements and pixel-level flow. Then a novel flow augmentation method is introduced with additional insights into uncertainty and loss collaboration. Moreover, for the prevalent deformation-based paradigm that presents a harder optimization problem, a transient-aware deformation auxiliary module is proposed. We conduct extensive experiments on both multi-view and monocular scenes to verify the merits of our work. Compared with the baselines, our method shows significant superiority in both rendering quality and efficiency.
Learning Implicit Representation for Reconstructing Articulated Objects
3D Reconstruction of moving articulated objects without additional information about object structure is a challenging problem. Current methods overcome such challenges by employing category-specific skeletal models. Consequently, they do not generalize well to articulated objects in the wild. We treat an articulated object as an unknown, semi-rigid skeletal structure surrounded by nonrigid material (e.g., skin). Our method simultaneously estimates the visible (explicit) representation (3D shapes, colors, camera parameters) and the implicit skeletal representation, from motion cues in the object video without 3D supervision. Our implicit representation consists of four parts. (1) Skeleton, which specifies how semi-rigid parts are connected. (2) black{Skinning Weights}, which associates each surface vertex with semi-rigid parts with probability. (3) Rigidity Coefficients, specifying the articulation of the local surface. (4) Time-Varying Transformations, which specify the skeletal motion and surface deformation parameters. We introduce an algorithm that uses physical constraints as regularization terms and iteratively estimates both implicit and explicit representations. Our method is category-agnostic, thus eliminating the need for category-specific skeletons, we show that our method outperforms state-of-the-art across standard video datasets.
ClotheDreamer: Text-Guided Garment Generation with 3D Gaussians
High-fidelity 3D garment synthesis from text is desirable yet challenging for digital avatar creation. Recent diffusion-based approaches via Score Distillation Sampling (SDS) have enabled new possibilities but either intricately couple with human body or struggle to reuse. We introduce ClotheDreamer, a 3D Gaussian-based method for generating wearable, production-ready 3D garment assets from text prompts. We propose a novel representation Disentangled Clothe Gaussian Splatting (DCGS) to enable separate optimization. DCGS represents clothed avatar as one Gaussian model but freezes body Gaussian splats. To enhance quality and completeness, we incorporate bidirectional SDS to supervise clothed avatar and garment RGBD renderings respectively with pose conditions and propose a new pruning strategy for loose clothing. Our approach can also support custom clothing templates as input. Benefiting from our design, the synthetic 3D garment can be easily applied to virtual try-on and support physically accurate animation. Extensive experiments showcase our method's superior and competitive performance. Our project page is at https://ggxxii.github.io/clothedreamer.
Relightable and Animatable Neural Avatars from Videos
Lightweight creation of 3D digital avatars is a highly desirable but challenging task. With only sparse videos of a person under unknown illumination, we propose a method to create relightable and animatable neural avatars, which can be used to synthesize photorealistic images of humans under novel viewpoints, body poses, and lighting. The key challenge here is to disentangle the geometry, material of the clothed body, and lighting, which becomes more difficult due to the complex geometry and shadow changes caused by body motions. To solve this ill-posed problem, we propose novel techniques to better model the geometry and shadow changes. For geometry change modeling, we propose an invertible deformation field, which helps to solve the inverse skinning problem and leads to better geometry quality. To model the spatial and temporal varying shading cues, we propose a pose-aware part-wise light visibility network to estimate light occlusion. Extensive experiments on synthetic and real datasets show that our approach reconstructs high-quality geometry and generates realistic shadows under different body poses. Code and data are available at https://wenbin-lin.github.io/RelightableAvatar-page/.
Unleashing the Potential of Multi-modal Foundation Models and Video Diffusion for 4D Dynamic Physical Scene Simulation
Realistic simulation of dynamic scenes requires accurately capturing diverse material properties and modeling complex object interactions grounded in physical principles. However, existing methods are constrained to basic material types with limited predictable parameters, making them insufficient to represent the complexity of real-world materials. We introduce a novel approach that leverages multi-modal foundation models and video diffusion to achieve enhanced 4D dynamic scene simulation. Our method utilizes multi-modal models to identify material types and initialize material parameters through image queries, while simultaneously inferring 3D Gaussian splats for detailed scene representation. We further refine these material parameters using video diffusion with a differentiable Material Point Method (MPM) and optical flow guidance rather than render loss or Score Distillation Sampling (SDS) loss. This integrated framework enables accurate prediction and realistic simulation of dynamic interactions in real-world scenarios, advancing both accuracy and flexibility in physics-based simulations.
Dynamic Try-On: Taming Video Virtual Try-on with Dynamic Attention Mechanism
Video try-on stands as a promising area for its tremendous real-world potential. Previous research on video try-on has primarily focused on transferring product clothing images to videos with simple human poses, while performing poorly with complex movements. To better preserve clothing details, those approaches are armed with an additional garment encoder, resulting in higher computational resource consumption. The primary challenges in this domain are twofold: (1) leveraging the garment encoder's capabilities in video try-on while lowering computational requirements; (2) ensuring temporal consistency in the synthesis of human body parts, especially during rapid movements. To tackle these issues, we propose a novel video try-on framework based on Diffusion Transformer(DiT), named Dynamic Try-On. To reduce computational overhead, we adopt a straightforward approach by utilizing the DiT backbone itself as the garment encoder and employing a dynamic feature fusion module to store and integrate garment features. To ensure temporal consistency of human body parts, we introduce a limb-aware dynamic attention module that enforces the DiT backbone to focus on the regions of human limbs during the denoising process. Extensive experiments demonstrate the superiority of Dynamic Try-On in generating stable and smooth try-on results, even for videos featuring complicated human postures.
REACTO: Reconstructing Articulated Objects from a Single Video
In this paper, we address the challenge of reconstructing general articulated 3D objects from a single video. Existing works employing dynamic neural radiance fields have advanced the modeling of articulated objects like humans and animals from videos, but face challenges with piece-wise rigid general articulated objects due to limitations in their deformation models. To tackle this, we propose Quasi-Rigid Blend Skinning, a novel deformation model that enhances the rigidity of each part while maintaining flexible deformation of the joints. Our primary insight combines three distinct approaches: 1) an enhanced bone rigging system for improved component modeling, 2) the use of quasi-sparse skinning weights to boost part rigidity and reconstruction fidelity, and 3) the application of geodesic point assignment for precise motion and seamless deformation. Our method outperforms previous works in producing higher-fidelity 3D reconstructions of general articulated objects, as demonstrated on both real and synthetic datasets. Project page: https://chaoyuesong.github.io/REACTO.
Learning Implicit Features with Flow Infused Attention for Realistic Virtual Try-On
Image-based virtual try-on is challenging since the generated image should fit the garment to model images in various poses and keep the characteristics and details of the garment simultaneously. A popular research stream warps the garment image firstly to reduce the burden of the generation stage, which relies highly on the performance of the warping module. Other methods without explicit warping often lack sufficient guidance to fit the garment to the model images. In this paper, we propose FIA-VTON, which leverages the implicit warp feature by adopting a Flow Infused Attention module on virtual try-on. The dense warp flow map is projected as indirect guidance attention to enhance the feature map warping in the generation process implicitly, which is less sensitive to the warping estimation accuracy than an explicit warp of the garment image. To further enhance implicit warp guidance, we incorporate high-level spatial attention to complement the dense warp. Experimental results on the VTON-HD and DressCode dataset significantly outperform state-of-the-art methods, demonstrating that FIA-VTON is effective and robust for virtual try-on.
ICON: Implicit Clothed humans Obtained from Normals
Current methods for learning realistic and animatable 3D clothed avatars need either posed 3D scans or 2D images with carefully controlled user poses. In contrast, our goal is to learn an avatar from only 2D images of people in unconstrained poses. Given a set of images, our method estimates a detailed 3D surface from each image and then combines these into an animatable avatar. Implicit functions are well suited to the first task, as they can capture details like hair and clothes. Current methods, however, are not robust to varied human poses and often produce 3D surfaces with broken or disembodied limbs, missing details, or non-human shapes. The problem is that these methods use global feature encoders that are sensitive to global pose. To address this, we propose ICON ("Implicit Clothed humans Obtained from Normals"), which, instead, uses local features. ICON has two main modules, both of which exploit the SMPL(-X) body model. First, ICON infers detailed clothed-human normals (front/back) conditioned on the SMPL(-X) normals. Second, a visibility-aware implicit surface regressor produces an iso-surface of a human occupancy field. Importantly, at inference time, a feedback loop alternates between refining the SMPL(-X) mesh using the inferred clothed normals and then refining the normals. Given multiple reconstructed frames of a subject in varied poses, we use SCANimate to produce an animatable avatar from them. Evaluation on the AGORA and CAPE datasets shows that ICON outperforms the state of the art in reconstruction, even with heavily limited training data. Additionally, it is much more robust to out-of-distribution samples, e.g., in-the-wild poses/images and out-of-frame cropping. ICON takes a step towards robust 3D clothed human reconstruction from in-the-wild images. This enables creating avatars directly from video with personalized and natural pose-dependent cloth deformation.
Dynamic Appearance Modeling of Clothed 3D Human Avatars using a Single Camera
The appearance of a human in clothing is driven not only by the pose but also by its temporal context, i.e., motion. However, such context has been largely neglected by existing monocular human modeling methods whose neural networks often struggle to learn a video of a person with large dynamics due to the motion ambiguity, i.e., there exist numerous geometric configurations of clothes that are dependent on the context of motion even for the same pose. In this paper, we introduce a method for high-quality modeling of clothed 3D human avatars using a video of a person with dynamic movements. The main challenge comes from the lack of 3D ground truth data of geometry and its temporal correspondences. We address this challenge by introducing a novel compositional human modeling framework that takes advantage of both explicit and implicit human modeling. For explicit modeling, a neural network learns to generate point-wise shape residuals and appearance features of a 3D body model by comparing its 2D rendering results and the original images. This explicit model allows for the reconstruction of discriminative 3D motion features from UV space by encoding their temporal correspondences. For implicit modeling, an implicit network combines the appearance and 3D motion features to decode high-fidelity clothed 3D human avatars with motion-dependent geometry and texture. The experiments show that our method can generate a large variation of secondary motion in a physically plausible way.
ToMiE: Towards Modular Growth in Enhanced SMPL Skeleton for 3D Human with Animatable Garments
In this paper, we highlight a critical yet often overlooked factor in most 3D human tasks, namely modeling humans with complex garments. It is known that the parameterized formulation of SMPL is able to fit human skin; while complex garments, e.g., hand-held objects and loose-fitting garments, are difficult to get modeled within the unified framework, since their movements are usually decoupled with the human body. To enhance the capability of SMPL skeleton in response to this situation, we propose a modular growth strategy that enables the joint tree of the skeleton to expand adaptively. Specifically, our method, called ToMiE, consists of parent joints localization and external joints optimization. For parent joints localization, we employ a gradient-based approach guided by both LBS blending weights and motion kernels. Once the external joints are obtained, we proceed to optimize their transformations in SE(3) across different frames, enabling rendering and explicit animation. ToMiE manages to outperform other methods across various cases with garments, not only in rendering quality but also by offering free animation of grown joints, thereby enhancing the expressive ability of SMPL skeleton for a broader range of applications.
SpectroMotion: Dynamic 3D Reconstruction of Specular Scenes
We present SpectroMotion, a novel approach that combines 3D Gaussian Splatting (3DGS) with physically-based rendering (PBR) and deformation fields to reconstruct dynamic specular scenes. Previous methods extending 3DGS to model dynamic scenes have struggled to accurately represent specular surfaces. Our method addresses this limitation by introducing a residual correction technique for accurate surface normal computation during deformation, complemented by a deformable environment map that adapts to time-varying lighting conditions. We implement a coarse-to-fine training strategy that significantly enhances both scene geometry and specular color prediction. We demonstrate that our model outperforms prior methods for view synthesis of scenes containing dynamic specular objects and that it is the only existing 3DGS method capable of synthesizing photorealistic real-world dynamic specular scenes, outperforming state-of-the-art methods in rendering complex, dynamic, and specular scenes.
DressCode: Autoregressively Sewing and Generating Garments from Text Guidance
Apparel's significant role in human appearance underscores the importance of garment digitalization for digital human creation. Recent advances in 3D content creation are pivotal for digital human creation. Nonetheless, garment generation from text guidance is still nascent. We introduce a text-driven 3D garment generation framework, DressCode, which aims to democratize design for novices and offer immense potential in fashion design, virtual try-on, and digital human creation. For our framework, we first introduce SewingGPT, a GPT-based architecture integrating cross-attention with text-conditioned embedding to generate sewing patterns with text guidance. We also tailored a pre-trained Stable Diffusion for high-quality, tile-based PBR texture generation. By leveraging a large language model, our framework generates CG-friendly garments through natural language interaction. Our method also facilitates pattern completion and texture editing, simplifying the process for designers by user-friendly interaction. With comprehensive evaluations and comparisons with other state-of-the-art methods, our method showcases the best quality and alignment with input prompts. User studies further validate our high-quality rendering results, highlighting its practical utility and potential in production settings.
Towards Squeezing-Averse Virtual Try-On via Sequential Deformation
In this paper, we first investigate a visual quality degradation problem observed in recent high-resolution virtual try-on approach. The tendency is empirically found that the textures of clothes are squeezed at the sleeve, as visualized in the upper row of Fig.1(a). A main reason for the issue arises from a gradient conflict between two popular losses, the Total Variation (TV) and adversarial losses. Specifically, the TV loss aims to disconnect boundaries between the sleeve and torso in a warped clothing mask, whereas the adversarial loss aims to combine between them. Such contrary objectives feedback the misaligned gradients to a cascaded appearance flow estimation, resulting in undesirable squeezing artifacts. To reduce this, we propose a Sequential Deformation (SD-VITON) that disentangles the appearance flow prediction layers into TV objective-dominant (TVOB) layers and a task-coexistence (TACO) layer. Specifically, we coarsely fit the clothes onto a human body via the TVOB layers, and then keep on refining via the TACO layer. In addition, the bottom row of Fig.1(a) shows a different type of squeezing artifacts around the waist. To address it, we further propose that we first warp the clothes into a tucked-out shirts style, and then partially erase the texture from the warped clothes without hurting the smoothness of the appearance flows. Experimental results show that our SD-VITON successfully resolves both types of artifacts and outperforms the baseline methods. Source code will be available at https://github.com/SHShim0513/SD-VITON.
Learning Foresightful Dense Visual Affordance for Deformable Object Manipulation
Understanding and manipulating deformable objects (e.g., ropes and fabrics) is an essential yet challenging task with broad applications. Difficulties come from complex states and dynamics, diverse configurations and high-dimensional action space of deformable objects. Besides, the manipulation tasks usually require multiple steps to accomplish, and greedy policies may easily lead to local optimal states. Existing studies usually tackle this problem using reinforcement learning or imitating expert demonstrations, with limitations in modeling complex states or requiring hand-crafted expert policies. In this paper, we study deformable object manipulation using dense visual affordance, with generalization towards diverse states, and propose a novel kind of foresightful dense affordance, which avoids local optima by estimating states' values for long-term manipulation. We propose a framework for learning this representation, with novel designs such as multi-stage stable learning and efficient self-supervised data collection without experts. Experiments demonstrate the superiority of our proposed foresightful dense affordance. Project page: https://hyperplane-lab.github.io/DeformableAffordance
Towards High-fidelity 3D Talking Avatar with Personalized Dynamic Texture
Significant progress has been made for speech-driven 3D face animation, but most works focus on learning the motion of mesh/geometry, ignoring the impact of dynamic texture. In this work, we reveal that dynamic texture plays a key role in rendering high-fidelity talking avatars, and introduce a high-resolution 4D dataset TexTalk4D, consisting of 100 minutes of audio-synced scan-level meshes with detailed 8K dynamic textures from 100 subjects. Based on the dataset, we explore the inherent correlation between motion and texture, and propose a diffusion-based framework TexTalker to simultaneously generate facial motions and dynamic textures from speech. Furthermore, we propose a novel pivot-based style injection strategy to capture the complicity of different texture and motion styles, which allows disentangled control. TexTalker, as the first method to generate audio-synced facial motion with dynamic texture, not only outperforms the prior arts in synthesising facial motions, but also produces realistic textures that are consistent with the underlying facial movements. Project page: https://xuanchenli.github.io/TexTalk/.
Event-boosted Deformable 3D Gaussians for Fast Dynamic Scene Reconstruction
3D Gaussian Splatting (3D-GS) enables real-time rendering but struggles with fast motion due to low temporal resolution of RGB cameras. To address this, we introduce the first approach combining event cameras, which capture high-temporal-resolution, continuous motion data, with deformable 3D-GS for fast dynamic scene reconstruction. We observe that threshold modeling for events plays a crucial role in achieving high-quality reconstruction. Therefore, we propose a GS-Threshold Joint Modeling (GTJM) strategy, creating a mutually reinforcing process that greatly improves both 3D reconstruction and threshold modeling. Moreover, we introduce a Dynamic-Static Decomposition (DSD) strategy that first identifies dynamic areas by exploiting the inability of static Gaussians to represent motions, then applies a buffer-based soft decomposition to separate dynamic and static areas. This strategy accelerates rendering by avoiding unnecessary deformation in static areas, and focuses on dynamic areas to enhance fidelity. Our approach achieves high-fidelity dynamic reconstruction at 156 FPS with a 400times400 resolution on an RTX 3090 GPU.
4D Gaussian Splatting for Real-Time Dynamic Scene Rendering
Representing and rendering dynamic scenes has been an important but challenging task. Especially, to accurately model complex motions, high efficiency is usually hard to maintain. We introduce the 4D Gaussian Splatting (4D-GS) to achieve real-time dynamic scene rendering while also enjoying high training and storage efficiency. An efficient deformation field is constructed to model both Gaussian motions and shape deformations. Different adjacent Gaussians are connected via a HexPlane to produce more accurate position and shape deformations. Our 4D-GS method achieves real-time rendering under high resolutions, 70 FPS at a 800times800 resolution on an RTX 3090 GPU, while maintaining comparable or higher quality than previous state-of-the-art methods. More demos and code are available at https://guanjunwu.github.io/4dgs/.
DeFormer: Integrating Transformers with Deformable Models for 3D Shape Abstraction from a Single Image
Accurate 3D shape abstraction from a single 2D image is a long-standing problem in computer vision and graphics. By leveraging a set of primitives to represent the target shape, recent methods have achieved promising results. However, these methods either use a relatively large number of primitives or lack geometric flexibility due to the limited expressibility of the primitives. In this paper, we propose a novel bi-channel Transformer architecture, integrated with parameterized deformable models, termed DeFormer, to simultaneously estimate the global and local deformations of primitives. In this way, DeFormer can abstract complex object shapes while using a small number of primitives which offer a broader geometry coverage and finer details. Then, we introduce a force-driven dynamic fitting and a cycle-consistent re-projection loss to optimize the primitive parameters. Extensive experiments on ShapeNet across various settings show that DeFormer achieves better reconstruction accuracy over the state-of-the-art, and visualizes with consistent semantic correspondences for improved interpretability.
4Real: Towards Photorealistic 4D Scene Generation via Video Diffusion Models
Existing dynamic scene generation methods mostly rely on distilling knowledge from pre-trained 3D generative models, which are typically fine-tuned on synthetic object datasets. As a result, the generated scenes are often object-centric and lack photorealism. To address these limitations, we introduce a novel pipeline designed for photorealistic text-to-4D scene generation, discarding the dependency on multi-view generative models and instead fully utilizing video generative models trained on diverse real-world datasets. Our method begins by generating a reference video using the video generation model. We then learn the canonical 3D representation of the video using a freeze-time video, delicately generated from the reference video. To handle inconsistencies in the freeze-time video, we jointly learn a per-frame deformation to model these imperfections. We then learn the temporal deformation based on the canonical representation to capture dynamic interactions in the reference video. The pipeline facilitates the generation of dynamic scenes with enhanced photorealism and structural integrity, viewable from multiple perspectives, thereby setting a new standard in 4D scene generation.
Vidu4D: Single Generated Video to High-Fidelity 4D Reconstruction with Dynamic Gaussian Surfels
Video generative models are receiving particular attention given their ability to generate realistic and imaginative frames. Besides, these models are also observed to exhibit strong 3D consistency, significantly enhancing their potential to act as world simulators. In this work, we present Vidu4D, a novel reconstruction model that excels in accurately reconstructing 4D (i.e., sequential 3D) representations from single generated videos, addressing challenges associated with non-rigidity and frame distortion. This capability is pivotal for creating high-fidelity virtual contents that maintain both spatial and temporal coherence. At the core of Vidu4D is our proposed Dynamic Gaussian Surfels (DGS) technique. DGS optimizes time-varying warping functions to transform Gaussian surfels (surface elements) from a static state to a dynamically warped state. This transformation enables a precise depiction of motion and deformation over time. To preserve the structural integrity of surface-aligned Gaussian surfels, we design the warped-state geometric regularization based on continuous warping fields for estimating normals. Additionally, we learn refinements on rotation and scaling parameters of Gaussian surfels, which greatly alleviates texture flickering during the warping process and enhances the capture of fine-grained appearance details. Vidu4D also contains a novel initialization state that provides a proper start for the warping fields in DGS. Equipping Vidu4D with an existing video generative model, the overall framework demonstrates high-fidelity text-to-4D generation in both appearance and geometry.
AnyDressing: Customizable Multi-Garment Virtual Dressing via Latent Diffusion Models
Recent advances in garment-centric image generation from text and image prompts based on diffusion models are impressive. However, existing methods lack support for various combinations of attire, and struggle to preserve the garment details while maintaining faithfulness to the text prompts, limiting their performance across diverse scenarios. In this paper, we focus on a new task, i.e., Multi-Garment Virtual Dressing, and we propose a novel AnyDressing method for customizing characters conditioned on any combination of garments and any personalized text prompts. AnyDressing comprises two primary networks named GarmentsNet and DressingNet, which are respectively dedicated to extracting detailed clothing features and generating customized images. Specifically, we propose an efficient and scalable module called Garment-Specific Feature Extractor in GarmentsNet to individually encode garment textures in parallel. This design prevents garment confusion while ensuring network efficiency. Meanwhile, we design an adaptive Dressing-Attention mechanism and a novel Instance-Level Garment Localization Learning strategy in DressingNet to accurately inject multi-garment features into their corresponding regions. This approach efficiently integrates multi-garment texture cues into generated images and further enhances text-image consistency. Additionally, we introduce a Garment-Enhanced Texture Learning strategy to improve the fine-grained texture details of garments. Thanks to our well-craft design, AnyDressing can serve as a plug-in module to easily integrate with any community control extensions for diffusion models, improving the diversity and controllability of synthesized images. Extensive experiments show that AnyDressing achieves state-of-the-art results.
RAGDiffusion: Faithful Cloth Generation via External Knowledge Assimilation
Standard clothing asset generation involves creating forward-facing flat-lay garment images displayed on a clear background by extracting clothing information from diverse real-world contexts, which presents significant challenges due to highly standardized sampling distributions and precise structural requirements in the generated images. Existing models have limited spatial perception and often exhibit structural hallucinations in this high-specification generative task. To address this issue, we propose a novel Retrieval-Augmented Generation (RAG) framework, termed RAGDiffusion, to enhance structure determinacy and mitigate hallucinations by assimilating external knowledge from LLM and databases. RAGDiffusion consists of two core processes: (1) Retrieval-based structure aggregation, which employs contrastive learning and a Structure Locally Linear Embedding (SLLE) to derive global structure and spatial landmarks, providing both soft and hard guidance to counteract structural ambiguities; and (2) Omni-level faithful garment generation, which introduces a three-level alignment that ensures fidelity in structural, pattern, and decoding components within the diffusing. Extensive experiments on challenging real-world datasets demonstrate that RAGDiffusion synthesizes structurally and detail-faithful clothing assets with significant performance improvements, representing a pioneering effort in high-specification faithful generation with RAG to confront intrinsic hallucinations and enhance fidelity.
PICTURE: PhotorealistIC virtual Try-on from UnconstRained dEsigns
In this paper, we propose a novel virtual try-on from unconstrained designs (ucVTON) task to enable photorealistic synthesis of personalized composite clothing on input human images. Unlike prior arts constrained by specific input types, our method allows flexible specification of style (text or image) and texture (full garment, cropped sections, or texture patches) conditions. To address the entanglement challenge when using full garment images as conditions, we develop a two-stage pipeline with explicit disentanglement of style and texture. In the first stage, we generate a human parsing map reflecting the desired style conditioned on the input. In the second stage, we composite textures onto the parsing map areas based on the texture input. To represent complex and non-stationary textures that have never been achieved in previous fashion editing works, we first propose extracting hierarchical and balanced CLIP features and applying position encoding in VTON. Experiments demonstrate superior synthesis quality and personalization enabled by our method. The flexible control over style and texture mixing brings virtual try-on to a new level of user experience for online shopping and fashion design.
HUGS: Human Gaussian Splats
Recent advances in neural rendering have improved both training and rendering times by orders of magnitude. While these methods demonstrate state-of-the-art quality and speed, they are designed for photogrammetry of static scenes and do not generalize well to freely moving humans in the environment. In this work, we introduce Human Gaussian Splats (HUGS) that represents an animatable human together with the scene using 3D Gaussian Splatting (3DGS). Our method takes only a monocular video with a small number of (50-100) frames, and it automatically learns to disentangle the static scene and a fully animatable human avatar within 30 minutes. We utilize the SMPL body model to initialize the human Gaussians. To capture details that are not modeled by SMPL (e.g. cloth, hairs), we allow the 3D Gaussians to deviate from the human body model. Utilizing 3D Gaussians for animated humans brings new challenges, including the artifacts created when articulating the Gaussians. We propose to jointly optimize the linear blend skinning weights to coordinate the movements of individual Gaussians during animation. Our approach enables novel-pose synthesis of human and novel view synthesis of both the human and the scene. We achieve state-of-the-art rendering quality with a rendering speed of 60 FPS while being ~100x faster to train over previous work. Our code will be announced here: https://github.com/apple/ml-hugs
MonoHuman: Animatable Human Neural Field from Monocular Video
Animating virtual avatars with free-view control is crucial for various applications like virtual reality and digital entertainment. Previous studies have attempted to utilize the representation power of the neural radiance field (NeRF) to reconstruct the human body from monocular videos. Recent works propose to graft a deformation network into the NeRF to further model the dynamics of the human neural field for animating vivid human motions. However, such pipelines either rely on pose-dependent representations or fall short of motion coherency due to frame-independent optimization, making it difficult to generalize to unseen pose sequences realistically. In this paper, we propose a novel framework MonoHuman, which robustly renders view-consistent and high-fidelity avatars under arbitrary novel poses. Our key insight is to model the deformation field with bi-directional constraints and explicitly leverage the off-the-peg keyframe information to reason the feature correlations for coherent results. Specifically, we first propose a Shared Bidirectional Deformation module, which creates a pose-independent generalizable deformation field by disentangling backward and forward deformation correspondences into shared skeletal motion weight and separate non-rigid motions. Then, we devise a Forward Correspondence Search module, which queries the correspondence feature of keyframes to guide the rendering network. The rendered results are thus multi-view consistent with high fidelity, even under challenging novel pose settings. Extensive experiments demonstrate the superiority of our proposed MonoHuman over state-of-the-art methods.
ChatGarment: Garment Estimation, Generation and Editing via Large Language Models
We introduce ChatGarment, a novel approach that leverages large vision-language models (VLMs) to automate the estimation, generation, and editing of 3D garments from images or text descriptions. Unlike previous methods that struggle in real-world scenarios or lack interactive editing capabilities, ChatGarment can estimate sewing patterns from in-the-wild images or sketches, generate them from text descriptions, and edit garments based on user instructions, all within an interactive dialogue. These sewing patterns can then be draped into 3D garments, which are easily animatable and simulatable. This is achieved by finetuning a VLM to directly generate a JSON file that includes both textual descriptions of garment types and styles, as well as continuous numerical attributes. This JSON file is then used to create sewing patterns through a programming parametric model. To support this, we refine the existing programming model, GarmentCode, by expanding its garment type coverage and simplifying its structure for efficient VLM fine-tuning. Additionally, we construct a large-scale dataset of image-to-sewing-pattern and text-to-sewing-pattern pairs through an automated data pipeline. Extensive evaluations demonstrate ChatGarment's ability to accurately reconstruct, generate, and edit garments from multimodal inputs, highlighting its potential to revolutionize workflows in fashion and gaming applications. Code and data will be available at https://chatgarment.github.io/.
Learning Flexible Body Collision Dynamics with Hierarchical Contact Mesh Transformer
Recently, many mesh-based graph neural network (GNN) models have been proposed for modeling complex high-dimensional physical systems. Remarkable achievements have been made in significantly reducing the solving time compared to traditional numerical solvers. These methods are typically designed to i) reduce the computational cost in solving physical dynamics and/or ii) propose techniques to enhance the solution accuracy in fluid and rigid body dynamics. However, it remains under-explored whether they are effective in addressing the challenges of flexible body dynamics, where instantaneous collisions occur within a very short timeframe. In this paper, we present Hierarchical Contact Mesh Transformer (HCMT), which uses hierarchical mesh structures and can learn long-range dependencies (occurred by collisions) among spatially distant positions of a body -- two close positions in a higher-level mesh correspond to two distant positions in a lower-level mesh. HCMT enables long-range interactions, and the hierarchical mesh structure quickly propagates collision effects to faraway positions. To this end, it consists of a contact mesh Transformer and a hierarchical mesh Transformer (CMT and HMT, respectively). Lastly, we propose a flexible body dynamics dataset, consisting of trajectories that reflect experimental settings frequently used in the display industry for product designs. We also compare the performance of several baselines using well-known benchmark datasets. Our results show that HCMT provides significant performance improvements over existing methods. Our code is available at https://github.com/yuyudeep/hcmt.
FitDiT: Advancing the Authentic Garment Details for High-fidelity Virtual Try-on
Although image-based virtual try-on has made considerable progress, emerging approaches still encounter challenges in producing high-fidelity and robust fitting images across diverse scenarios. These methods often struggle with issues such as texture-aware maintenance and size-aware fitting, which hinder their overall effectiveness. To address these limitations, we propose a novel garment perception enhancement technique, termed FitDiT, designed for high-fidelity virtual try-on using Diffusion Transformers (DiT) allocating more parameters and attention to high-resolution features. First, to further improve texture-aware maintenance, we introduce a garment texture extractor that incorporates garment priors evolution to fine-tune garment feature, facilitating to better capture rich details such as stripes, patterns, and text. Additionally, we introduce frequency-domain learning by customizing a frequency distance loss to enhance high-frequency garment details. To tackle the size-aware fitting issue, we employ a dilated-relaxed mask strategy that adapts to the correct length of garments, preventing the generation of garments that fill the entire mask area during cross-category try-on. Equipped with the above design, FitDiT surpasses all baselines in both qualitative and quantitative evaluations. It excels in producing well-fitting garments with photorealistic and intricate details, while also achieving competitive inference times of 4.57 seconds for a single 1024x768 image after DiT structure slimming, outperforming existing methods.
OmniPhysGS: 3D Constitutive Gaussians for General Physics-Based Dynamics Generation
Recently, significant advancements have been made in the reconstruction and generation of 3D assets, including static cases and those with physical interactions. To recover the physical properties of 3D assets, existing methods typically assume that all materials belong to a specific predefined category (e.g., elasticity). However, such assumptions ignore the complex composition of multiple heterogeneous objects in real scenarios and tend to render less physically plausible animation given a wider range of objects. We propose OmniPhysGS for synthesizing a physics-based 3D dynamic scene composed of more general objects. A key design of OmniPhysGS is treating each 3D asset as a collection of constitutive 3D Gaussians. For each Gaussian, its physical material is represented by an ensemble of 12 physical domain-expert sub-models (rubber, metal, honey, water, etc.), which greatly enhances the flexibility of the proposed model. In the implementation, we define a scene by user-specified prompts and supervise the estimation of material weighting factors via a pretrained video diffusion model. Comprehensive experiments demonstrate that OmniPhysGS achieves more general and realistic physical dynamics across a broader spectrum of materials, including elastic, viscoelastic, plastic, and fluid substances, as well as interactions between different materials. Our method surpasses existing methods by approximately 3% to 16% in metrics of visual quality and text alignment.
X-Dyna: Expressive Dynamic Human Image Animation
We introduce X-Dyna, a novel zero-shot, diffusion-based pipeline for animating a single human image using facial expressions and body movements derived from a driving video, that generates realistic, context-aware dynamics for both the subject and the surrounding environment. Building on prior approaches centered on human pose control, X-Dyna addresses key shortcomings causing the loss of dynamic details, enhancing the lifelike qualities of human video animations. At the core of our approach is the Dynamics-Adapter, a lightweight module that effectively integrates reference appearance context into the spatial attentions of the diffusion backbone while preserving the capacity of motion modules in synthesizing fluid and intricate dynamic details. Beyond body pose control, we connect a local control module with our model to capture identity-disentangled facial expressions, facilitating accurate expression transfer for enhanced realism in animated scenes. Together, these components form a unified framework capable of learning physical human motion and natural scene dynamics from a diverse blend of human and scene videos. Comprehensive qualitative and quantitative evaluations demonstrate that X-Dyna outperforms state-of-the-art methods, creating highly lifelike and expressive animations. The code is available at https://github.com/bytedance/X-Dyna.
FlexiClip: Locality-Preserving Free-Form Character Animation
Animating clipart images with seamless motion while maintaining visual fidelity and temporal coherence presents significant challenges. Existing methods, such as AniClipart, effectively model spatial deformations but often fail to ensure smooth temporal transitions, resulting in artifacts like abrupt motions and geometric distortions. Similarly, text-to-video (T2V) and image-to-video (I2V) models struggle to handle clipart due to the mismatch in statistical properties between natural video and clipart styles. This paper introduces FlexiClip, a novel approach designed to overcome these limitations by addressing the intertwined challenges of temporal consistency and geometric integrity. FlexiClip extends traditional B\'ezier curve-based trajectory modeling with key innovations: temporal Jacobians to correct motion dynamics incrementally, continuous-time modeling via probability flow ODEs (pfODEs) to mitigate temporal noise, and a flow matching loss inspired by GFlowNet principles to optimize smooth motion transitions. These enhancements ensure coherent animations across complex scenarios involving rapid movements and non-rigid deformations. Extensive experiments validate the effectiveness of FlexiClip in generating animations that are not only smooth and natural but also structurally consistent across diverse clipart types, including humans and animals. By integrating spatial and temporal modeling with pre-trained video diffusion models, FlexiClip sets a new standard for high-quality clipart animation, offering robust performance across a wide range of visual content. Project Page: https://creative-gen.github.io/flexiclip.github.io/
DreamPose: Fashion Image-to-Video Synthesis via Stable Diffusion
We present DreamPose, a diffusion-based method for generating animated fashion videos from still images. Given an image and a sequence of human body poses, our method synthesizes a video containing both human and fabric motion. To achieve this, we transform a pretrained text-to-image model (Stable Diffusion) into a pose-and-image guided video synthesis model, using a novel finetuning strategy, a set of architectural changes to support the added conditioning signals, and techniques to encourage temporal consistency. We fine-tune on a collection of fashion videos from the UBC Fashion dataset. We evaluate our method on a variety of clothing styles and poses, and demonstrate that our method produces state-of-the-art results on fashion video animation. Video results are available on our project page.
Deformer: Dynamic Fusion Transformer for Robust Hand Pose Estimation
Accurately estimating 3D hand pose is crucial for understanding how humans interact with the world. Despite remarkable progress, existing methods often struggle to generate plausible hand poses when the hand is heavily occluded or blurred. In videos, the movements of the hand allow us to observe various parts of the hand that may be occluded or blurred in a single frame. To adaptively leverage the visual clue before and after the occlusion or blurring for robust hand pose estimation, we propose the Deformer: a framework that implicitly reasons about the relationship between hand parts within the same image (spatial dimension) and different timesteps (temporal dimension). We show that a naive application of the transformer self-attention mechanism is not sufficient because motion blur or occlusions in certain frames can lead to heavily distorted hand features and generate imprecise keys and queries. To address this challenge, we incorporate a Dynamic Fusion Module into Deformer, which predicts the deformation of the hand and warps the hand mesh predictions from nearby frames to explicitly support the current frame estimation. Furthermore, we have observed that errors are unevenly distributed across different hand parts, with vertices around fingertips having disproportionately higher errors than those around the palm. We mitigate this issue by introducing a new loss function called maxMSE that automatically adjusts the weight of every vertex to focus the model on critical hand parts. Extensive experiments show that our method significantly outperforms state-of-the-art methods by 10%, and is more robust to occlusions (over 14%).
MotionGS: Exploring Explicit Motion Guidance for Deformable 3D Gaussian Splatting
Dynamic scene reconstruction is a long-term challenge in the field of 3D vision. Recently, the emergence of 3D Gaussian Splatting has provided new insights into this problem. Although subsequent efforts rapidly extend static 3D Gaussian to dynamic scenes, they often lack explicit constraints on object motion, leading to optimization difficulties and performance degradation. To address the above issues, we propose a novel deformable 3D Gaussian splatting framework called MotionGS, which explores explicit motion priors to guide the deformation of 3D Gaussians. Specifically, we first introduce an optical flow decoupling module that decouples optical flow into camera flow and motion flow, corresponding to camera movement and object motion respectively. Then the motion flow can effectively constrain the deformation of 3D Gaussians, thus simulating the motion of dynamic objects. Additionally, a camera pose refinement module is proposed to alternately optimize 3D Gaussians and camera poses, mitigating the impact of inaccurate camera poses. Extensive experiments in the monocular dynamic scenes validate that MotionGS surpasses state-of-the-art methods and exhibits significant superiority in both qualitative and quantitative results. Project page: https://ruijiezhu94.github.io/MotionGS_page
PhysAvatar: Learning the Physics of Dressed 3D Avatars from Visual Observations
Modeling and rendering photorealistic avatars is of crucial importance in many applications. Existing methods that build a 3D avatar from visual observations, however, struggle to reconstruct clothed humans. We introduce PhysAvatar, a novel framework that combines inverse rendering with inverse physics to automatically estimate the shape and appearance of a human from multi-view video data along with the physical parameters of the fabric of their clothes. For this purpose, we adopt a mesh-aligned 4D Gaussian technique for spatio-temporal mesh tracking as well as a physically based inverse renderer to estimate the intrinsic material properties. PhysAvatar integrates a physics simulator to estimate the physical parameters of the garments using gradient-based optimization in a principled manner. These novel capabilities enable PhysAvatar to create high-quality novel-view renderings of avatars dressed in loose-fitting clothes under motions and lighting conditions not seen in the training data. This marks a significant advancement towards modeling photorealistic digital humans using physically based inverse rendering with physics in the loop. Our project website is at: https://qingqing-zhao.github.io/PhysAvatar
Dynamic 3D Gaussian Tracking for Graph-Based Neural Dynamics Modeling
Videos of robots interacting with objects encode rich information about the objects' dynamics. However, existing video prediction approaches typically do not explicitly account for the 3D information from videos, such as robot actions and objects' 3D states, limiting their use in real-world robotic applications. In this work, we introduce a framework to learn object dynamics directly from multi-view RGB videos by explicitly considering the robot's action trajectories and their effects on scene dynamics. We utilize the 3D Gaussian representation of 3D Gaussian Splatting (3DGS) to train a particle-based dynamics model using Graph Neural Networks. This model operates on sparse control particles downsampled from the densely tracked 3D Gaussian reconstructions. By learning the neural dynamics model on offline robot interaction data, our method can predict object motions under varying initial configurations and unseen robot actions. The 3D transformations of Gaussians can be interpolated from the motions of control particles, enabling the rendering of predicted future object states and achieving action-conditioned video prediction. The dynamics model can also be applied to model-based planning frameworks for object manipulation tasks. We conduct experiments on various kinds of deformable materials, including ropes, clothes, and stuffed animals, demonstrating our framework's ability to model complex shapes and dynamics. Our project page is available at https://gs-dynamics.github.io.
Eliminating Warping Shakes for Unsupervised Online Video Stitching
In this paper, we retarget video stitching to an emerging issue, named warping shake, when extending image stitching to video stitching. It unveils the temporal instability of warped content in non-overlapping regions, despite image stitching having endeavored to preserve the natural structures. Therefore, in most cases, even if the input videos to be stitched are stable, the stitched video will inevitably cause undesired warping shakes and affect the visual experience. To eliminate the shakes, we propose StabStitch to simultaneously realize video stitching and video stabilization in a unified unsupervised learning framework. Starting from the camera paths in video stabilization, we first derive the expression of stitching trajectories in video stitching by elaborately integrating spatial and temporal warps. Then a warp smoothing model is presented to optimize them with a comprehensive consideration regarding content alignment, trajectory smoothness, spatial consistency, and online collaboration. To establish an evaluation benchmark and train the learning framework, we build a video stitching dataset with a rich diversity in camera motions and scenes. Compared with existing stitching solutions, StabStitch exhibits significant superiority in scene robustness and inference speed in addition to stitching and stabilization performance, contributing to a robust and real-time online video stitching system. The code and dataset are available at https://github.com/nie-lang/StabStitch.
Differentiable Discrete Elastic Rods for Real-Time Modeling of Deformable Linear Objects
This paper addresses the task of modeling Deformable Linear Objects (DLOs), such as ropes and cables, during dynamic motion over long time horizons. This task presents significant challenges due to the complex dynamics of DLOs. To address these challenges, this paper proposes differentiable Discrete Elastic Rods For deformable linear Objects with Real-time Modeling (DEFORM), a novel framework that combines a differentiable physics-based model with a learning framework to model DLOs accurately and in real-time. The performance of DEFORM is evaluated in an experimental setup involving two industrial robots and a variety of sensors. A comprehensive series of experiments demonstrate the efficacy of DEFORM in terms of accuracy, computational speed, and generalizability when compared to state-of-the-art alternatives. To further demonstrate the utility of DEFORM, this paper integrates it into a perception pipeline and illustrates its superior performance when compared to the state-of-the-art methods while tracking a DLO even in the presence of occlusions. Finally, this paper illustrates the superior performance of DEFORM when compared to state-of-the-art methods when it is applied to perform autonomous planning and control of DLOs. Project page: https://roahmlab.github.io/DEFORM/.
Towards Garment Sewing Pattern Reconstruction from a Single Image
Garment sewing pattern represents the intrinsic rest shape of a garment, and is the core for many applications like fashion design, virtual try-on, and digital avatars. In this work, we explore the challenging problem of recovering garment sewing patterns from daily photos for augmenting these applications. To solve the problem, we first synthesize a versatile dataset, named SewFactory, which consists of around 1M images and ground-truth sewing patterns for model training and quantitative evaluation. SewFactory covers a wide range of human poses, body shapes, and sewing patterns, and possesses realistic appearances thanks to the proposed human texture synthesis network. Then, we propose a two-level Transformer network called Sewformer, which significantly improves the sewing pattern prediction performance. Extensive experiments demonstrate that the proposed framework is effective in recovering sewing patterns and well generalizes to casually-taken human photos. Code, dataset, and pre-trained models are available at: https://sewformer.github.io.
As-Plausible-As-Possible: Plausibility-Aware Mesh Deformation Using 2D Diffusion Priors
We present As-Plausible-as-Possible (APAP) mesh deformation technique that leverages 2D diffusion priors to preserve the plausibility of a mesh under user-controlled deformation. Our framework uses per-face Jacobians to represent mesh deformations, where mesh vertex coordinates are computed via a differentiable Poisson Solve. The deformed mesh is rendered, and the resulting 2D image is used in the Score Distillation Sampling (SDS) process, which enables extracting meaningful plausibility priors from a pretrained 2D diffusion model. To better preserve the identity of the edited mesh, we fine-tune our 2D diffusion model with LoRA. Gradients extracted by SDS and a user-prescribed handle displacement are then backpropagated to the per-face Jacobians, and we use iterative gradient descent to compute the final deformation that balances between the user edit and the output plausibility. We evaluate our method with 2D and 3D meshes and demonstrate qualitative and quantitative improvements when using plausibility priors over geometry-preservation or distortion-minimization priors used by previous techniques. Our project page is at: https://as-plausible-aspossible.github.io/
FloAt: Flow Warping of Self-Attention for Clothing Animation Generation
We propose a diffusion model-based approach, FloAtControlNet to generate cinemagraphs composed of animations of human clothing. We focus on human clothing like dresses, skirts and pants. The input to our model is a text prompt depicting the type of clothing and the texture of clothing like leopard, striped, or plain, and a sequence of normal maps that capture the underlying animation that we desire in the output. The backbone of our method is a normal-map conditioned ControlNet which is operated in a training-free regime. The key observation is that the underlying animation is embedded in the flow of the normal maps. We utilize the flow thus obtained to manipulate the self-attention maps of appropriate layers. Specifically, the self-attention maps of a particular layer and frame are recomputed as a linear combination of itself and the self-attention maps of the same layer and the previous frame, warped by the flow on the normal maps of the two frames. We show that manipulating the self-attention maps greatly enhances the quality of the clothing animation, making it look more natural as well as suppressing the background artifacts. Through extensive experiments, we show that the method proposed beats all baselines both qualitatively in terms of visual results and user study. Specifically, our method is able to alleviate the background flickering that exists in other diffusion model-based baselines that we consider. In addition, we show that our method beats all baselines in terms of RMSE and PSNR computed using the input normal map sequences and the normal map sequences obtained from the output RGB frames. Further, we show that well-established evaluation metrics like LPIPS, SSIM, and CLIP scores that are generally for visual quality are not necessarily suitable for capturing the subtle motions in human clothing animations.
Skinned Motion Retargeting with Dense Geometric Interaction Perception
Capturing and maintaining geometric interactions among different body parts is crucial for successful motion retargeting in skinned characters. Existing approaches often overlook body geometries or add a geometry correction stage after skeletal motion retargeting. This results in conflicts between skeleton interaction and geometry correction, leading to issues such as jittery, interpenetration, and contact mismatches. To address these challenges, we introduce a new retargeting framework, MeshRet, which directly models the dense geometric interactions in motion retargeting. Initially, we establish dense mesh correspondences between characters using semantically consistent sensors (SCS), effective across diverse mesh topologies. Subsequently, we develop a novel spatio-temporal representation called the dense mesh interaction (DMI) field. This field, a collection of interacting SCS feature vectors, skillfully captures both contact and non-contact interactions between body geometries. By aligning the DMI field during retargeting, MeshRet not only preserves motion semantics but also prevents self-interpenetration and ensures contact preservation. Extensive experiments on the public Mixamo dataset and our newly-collected ScanRet dataset demonstrate that MeshRet achieves state-of-the-art performance. Code available at https://github.com/abcyzj/MeshRet.
Masked Extended Attention for Zero-Shot Virtual Try-On In The Wild
Virtual Try-On (VTON) is a highly active line of research, with increasing demand. It aims to replace a piece of garment in an image with one from another, while preserving person and garment characteristics as well as image fidelity. Current literature takes a supervised approach for the task, impairing generalization and imposing heavy computation. In this paper, we present a novel zero-shot training-free method for inpainting a clothing garment by reference. Our approach employs the prior of a diffusion model with no additional training, fully leveraging its native generalization capabilities. The method employs extended attention to transfer image information from reference to target images, overcoming two significant challenges. We first initially warp the reference garment over the target human using deep features, alleviating "texture sticking". We then leverage the extended attention mechanism with careful masking, eliminating leakage of reference background and unwanted influence. Through a user study, qualitative, and quantitative comparison to state-of-the-art approaches, we demonstrate superior image quality and garment preservation compared unseen clothing pieces or human figures.
HeadEvolver: Text to Head Avatars via Locally Learnable Mesh Deformation
We present HeadEvolver, a novel framework to generate stylized head avatars from text guidance. HeadEvolver uses locally learnable mesh deformation from a template head mesh, producing high-quality digital assets for detail-preserving editing and animation. To tackle the challenges of lacking fine-grained and semantic-aware local shape control in global deformation through Jacobians, we introduce a trainable parameter as a weighting factor for the Jacobian at each triangle to adaptively change local shapes while maintaining global correspondences and facial features. Moreover, to ensure the coherence of the resulting shape and appearance from different viewpoints, we use pretrained image diffusion models for differentiable rendering with regularization terms to refine the deformation under text guidance. Extensive experiments demonstrate that our method can generate diverse head avatars with an articulated mesh that can be edited seamlessly in 3D graphics software, facilitating downstream applications such as more efficient animation with inherited blend shapes and semantic consistency.
HiFace: High-Fidelity 3D Face Reconstruction by Learning Static and Dynamic Details
3D Morphable Models (3DMMs) demonstrate great potential for reconstructing faithful and animatable 3D facial surfaces from a single image. The facial surface is influenced by the coarse shape, as well as the static detail (e,g., person-specific appearance) and dynamic detail (e.g., expression-driven wrinkles). Previous work struggles to decouple the static and dynamic details through image-level supervision, leading to reconstructions that are not realistic. In this paper, we aim at high-fidelity 3D face reconstruction and propose HiFace to explicitly model the static and dynamic details. Specifically, the static detail is modeled as the linear combination of a displacement basis, while the dynamic detail is modeled as the linear interpolation of two displacement maps with polarized expressions. We exploit several loss functions to jointly learn the coarse shape and fine details with both synthetic and real-world datasets, which enable HiFace to reconstruct high-fidelity 3D shapes with animatable details. Extensive quantitative and qualitative experiments demonstrate that HiFace presents state-of-the-art reconstruction quality and faithfully recovers both the static and dynamic details. Our project page can be found at https://project-hiface.github.io.
AniClipart: Clipart Animation with Text-to-Video Priors
Clipart, a pre-made graphic art form, offers a convenient and efficient way of illustrating visual content. Traditional workflows to convert static clipart images into motion sequences are laborious and time-consuming, involving numerous intricate steps like rigging, key animation and in-betweening. Recent advancements in text-to-video generation hold great potential in resolving this problem. Nevertheless, direct application of text-to-video generation models often struggles to retain the visual identity of clipart images or generate cartoon-style motions, resulting in unsatisfactory animation outcomes. In this paper, we introduce AniClipart, a system that transforms static clipart images into high-quality motion sequences guided by text-to-video priors. To generate cartoon-style and smooth motion, we first define B\'{e}zier curves over keypoints of the clipart image as a form of motion regularization. We then align the motion trajectories of the keypoints with the provided text prompt by optimizing the Video Score Distillation Sampling (VSDS) loss, which encodes adequate knowledge of natural motion within a pretrained text-to-video diffusion model. With a differentiable As-Rigid-As-Possible shape deformation algorithm, our method can be end-to-end optimized while maintaining deformation rigidity. Experimental results show that the proposed AniClipart consistently outperforms existing image-to-video generation models, in terms of text-video alignment, visual identity preservation, and motion consistency. Furthermore, we showcase the versatility of AniClipart by adapting it to generate a broader array of animation formats, such as layered animation, which allows topological changes.
TELA: Text to Layer-wise 3D Clothed Human Generation
This paper addresses the task of 3D clothed human generation from textural descriptions. Previous works usually encode the human body and clothes as a holistic model and generate the whole model in a single-stage optimization, which makes them struggle for clothing editing and meanwhile lose fine-grained control over the whole generation process. To solve this, we propose a layer-wise clothed human representation combined with a progressive optimization strategy, which produces clothing-disentangled 3D human models while providing control capacity for the generation process. The basic idea is progressively generating a minimal-clothed human body and layer-wise clothes. During clothing generation, a novel stratified compositional rendering method is proposed to fuse multi-layer human models, and a new loss function is utilized to help decouple the clothing model from the human body. The proposed method achieves high-quality disentanglement, which thereby provides an effective way for 3D garment generation. Extensive experiments demonstrate that our approach achieves state-of-the-art 3D clothed human generation while also supporting cloth editing applications such as virtual try-on. Project page: http://jtdong.com/tela_layer/
High-Fidelity Virtual Try-on with Large-Scale Unpaired Learning
Virtual try-on (VTON) transfers a target clothing image to a reference person, where clothing fidelity is a key requirement for downstream e-commerce applications. However, existing VTON methods still fall short in high-fidelity try-on due to the conflict between the high diversity of dressing styles (\eg clothes occluded by pants or distorted by posture) and the limited paired data for training. In this work, we propose a novel framework Boosted Virtual Try-on (BVTON) to leverage the large-scale unpaired learning for high-fidelity try-on. Our key insight is that pseudo try-on pairs can be reliably constructed from vastly available fashion images. Specifically, 1) we first propose a compositional canonicalizing flow that maps on-model clothes into pseudo in-shop clothes, dubbed canonical proxy. Each clothing part (sleeves, torso) is reversely deformed into an in-shop-like shape to compositionally construct the canonical proxy. 2) Next, we design a layered mask generation module that generates accurate semantic layout by training on canonical proxy. We replace the in-shop clothes used in conventional pipelines with the derived canonical proxy to boost the training process. 3) Finally, we propose an unpaired try-on synthesizer by constructing pseudo training pairs with randomly misaligned on-model clothes, where intricate skin texture and clothes boundaries can be generated. Extensive experiments on high-resolution (1024times768) datasets demonstrate the superiority of our approach over state-of-the-art methods both qualitatively and quantitatively. Notably, BVTON shows great generalizability and scalability to various dressing styles and data sources.
Gaussian-Flow: 4D Reconstruction with Dynamic 3D Gaussian Particle
We introduce Gaussian-Flow, a novel point-based approach for fast dynamic scene reconstruction and real-time rendering from both multi-view and monocular videos. In contrast to the prevalent NeRF-based approaches hampered by slow training and rendering speeds, our approach harnesses recent advancements in point-based 3D Gaussian Splatting (3DGS). Specifically, a novel Dual-Domain Deformation Model (DDDM) is proposed to explicitly model attribute deformations of each Gaussian point, where the time-dependent residual of each attribute is captured by a polynomial fitting in the time domain, and a Fourier series fitting in the frequency domain. The proposed DDDM is capable of modeling complex scene deformations across long video footage, eliminating the need for training separate 3DGS for each frame or introducing an additional implicit neural field to model 3D dynamics. Moreover, the explicit deformation modeling for discretized Gaussian points ensures ultra-fast training and rendering of a 4D scene, which is comparable to the original 3DGS designed for static 3D reconstruction. Our proposed approach showcases a substantial efficiency improvement, achieving a 5times faster training speed compared to the per-frame 3DGS modeling. In addition, quantitative results demonstrate that the proposed Gaussian-Flow significantly outperforms previous leading methods in novel view rendering quality. Project page: https://nju-3dv.github.io/projects/Gaussian-Flow
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
Towards Physical Understanding in Video Generation: A 3D Point Regularization Approach
We present a novel video generation framework that integrates 3-dimensional geometry and dynamic awareness. To achieve this, we augment 2D videos with 3D point trajectories and align them in pixel space. The resulting 3D-aware video dataset, PointVid, is then used to fine-tune a latent diffusion model, enabling it to track 2D objects with 3D Cartesian coordinates. Building on this, we regularize the shape and motion of objects in the video to eliminate undesired artifacts, \eg, nonphysical deformation. Consequently, we enhance the quality of generated RGB videos and alleviate common issues like object morphing, which are prevalent in current video models due to a lack of shape awareness. With our 3D augmentation and regularization, our model is capable of handling contact-rich scenarios such as task-oriented videos. These videos involve complex interactions of solids, where 3D information is essential for perceiving deformation and contact. Furthermore, our model improves the overall quality of video generation by promoting the 3D consistency of moving objects and reducing abrupt changes in shape and motion.
MonST3R: A Simple Approach for Estimating Geometry in the Presence of Motion
Estimating geometry from dynamic scenes, where objects move and deform over time, remains a core challenge in computer vision. Current approaches often rely on multi-stage pipelines or global optimizations that decompose the problem into subtasks, like depth and flow, leading to complex systems prone to errors. In this paper, we present Motion DUSt3R (MonST3R), a novel geometry-first approach that directly estimates per-timestep geometry from dynamic scenes. Our key insight is that by simply estimating a pointmap for each timestep, we can effectively adapt DUST3R's representation, previously only used for static scenes, to dynamic scenes. However, this approach presents a significant challenge: the scarcity of suitable training data, namely dynamic, posed videos with depth labels. Despite this, we show that by posing the problem as a fine-tuning task, identifying several suitable datasets, and strategically training the model on this limited data, we can surprisingly enable the model to handle dynamics, even without an explicit motion representation. Based on this, we introduce new optimizations for several downstream video-specific tasks and demonstrate strong performance on video depth and camera pose estimation, outperforming prior work in terms of robustness and efficiency. Moreover, MonST3R shows promising results for primarily feed-forward 4D reconstruction.
Improving Virtual Try-On with Garment-focused Diffusion Models
Diffusion models have led to the revolutionizing of generative modeling in numerous image synthesis tasks. Nevertheless, it is not trivial to directly apply diffusion models for synthesizing an image of a target person wearing a given in-shop garment, i.e., image-based virtual try-on (VTON) task. The difficulty originates from the aspect that the diffusion process should not only produce holistically high-fidelity photorealistic image of the target person, but also locally preserve every appearance and texture detail of the given garment. To address this, we shape a new Diffusion model, namely GarDiff, which triggers the garment-focused diffusion process with amplified guidance of both basic visual appearance and detailed textures (i.e., high-frequency details) derived from the given garment. GarDiff first remoulds a pre-trained latent diffusion model with additional appearance priors derived from the CLIP and VAE encodings of the reference garment. Meanwhile, a novel garment-focused adapter is integrated into the UNet of diffusion model, pursuing local fine-grained alignment with the visual appearance of reference garment and human pose. We specifically design an appearance loss over the synthesized garment to enhance the crucial, high-frequency details. Extensive experiments on VITON-HD and DressCode datasets demonstrate the superiority of our GarDiff when compared to state-of-the-art VTON approaches. Code is publicly available at: https://github.com/siqi0905/GarDiff/tree/master{https://github.com/siqi0905/GarDiff/tree/master}.
DoughNet: A Visual Predictive Model for Topological Manipulation of Deformable Objects
Manipulation of elastoplastic objects like dough often involves topological changes such as splitting and merging. The ability to accurately predict these topological changes that a specific action might incur is critical for planning interactions with elastoplastic objects. We present DoughNet, a Transformer-based architecture for handling these challenges, consisting of two components. First, a denoising autoencoder represents deformable objects of varying topology as sets of latent codes. Second, a visual predictive model performs autoregressive set prediction to determine long-horizon geometrical deformation and topological changes purely in latent space. Given a partial initial state and desired manipulation trajectories, it infers all resulting object geometries and topologies at each step. DoughNet thereby allows to plan robotic manipulation; selecting a suited tool, its pose and opening width to recreate robot- or human-made goals. Our experiments in simulated and real environments show that DoughNet is able to significantly outperform related approaches that consider deformation only as geometrical change.
Generative Rendering: Controllable 4D-Guided Video Generation with 2D Diffusion Models
Traditional 3D content creation tools empower users to bring their imagination to life by giving them direct control over a scene's geometry, appearance, motion, and camera path. Creating computer-generated videos, however, is a tedious manual process, which can be automated by emerging text-to-video diffusion models. Despite great promise, video diffusion models are difficult to control, hindering a user to apply their own creativity rather than amplifying it. To address this challenge, we present a novel approach that combines the controllability of dynamic 3D meshes with the expressivity and editability of emerging diffusion models. For this purpose, our approach takes an animated, low-fidelity rendered mesh as input and injects the ground truth correspondence information obtained from the dynamic mesh into various stages of a pre-trained text-to-image generation model to output high-quality and temporally consistent frames. We demonstrate our approach on various examples where motion can be obtained by animating rigged assets or changing the camera path.
PKU-DyMVHumans: A Multi-View Video Benchmark for High-Fidelity Dynamic Human Modeling
High-quality human reconstruction and photo-realistic rendering of a dynamic scene is a long-standing problem in computer vision and graphics. Despite considerable efforts invested in developing various capture systems and reconstruction algorithms, recent advancements still struggle with loose or oversized clothing and overly complex poses. In part, this is due to the challenges of acquiring high-quality human datasets. To facilitate the development of these fields, in this paper, we present PKU-DyMVHumans, a versatile human-centric dataset for high-fidelity reconstruction and rendering of dynamic human scenarios from dense multi-view videos. It comprises 8.2 million frames captured by more than 56 synchronized cameras across diverse scenarios. These sequences comprise 32 human subjects across 45 different scenarios, each with a high-detailed appearance and realistic human motion. Inspired by recent advancements in neural radiance field (NeRF)-based scene representations, we carefully set up an off-the-shelf framework that is easy to provide those state-of-the-art NeRF-based implementations and benchmark on PKU-DyMVHumans dataset. It is paving the way for various applications like fine-grained foreground/background decomposition, high-quality human reconstruction and photo-realistic novel view synthesis of a dynamic scene. Extensive studies are performed on the benchmark, demonstrating new observations and challenges that emerge from using such high-fidelity dynamic data.
High-Resolution Virtual Try-On with Misalignment and Occlusion-Handled Conditions
Image-based virtual try-on aims to synthesize an image of a person wearing a given clothing item. To solve the task, the existing methods warp the clothing item to fit the person's body and generate the segmentation map of the person wearing the item before fusing the item with the person. However, when the warping and the segmentation generation stages operate individually without information exchange, the misalignment between the warped clothes and the segmentation map occurs, which leads to the artifacts in the final image. The information disconnection also causes excessive warping near the clothing regions occluded by the body parts, so-called pixel-squeezing artifacts. To settle the issues, we propose a novel try-on condition generator as a unified module of the two stages (i.e., warping and segmentation generation stages). A newly proposed feature fusion block in the condition generator implements the information exchange, and the condition generator does not create any misalignment or pixel-squeezing artifacts. We also introduce discriminator rejection that filters out the incorrect segmentation map predictions and assures the performance of virtual try-on frameworks. Experiments on a high-resolution dataset demonstrate that our model successfully handles the misalignment and occlusion, and significantly outperforms the baselines. Code is available at https://github.com/sangyun884/HR-VITON.
DPDEdit: Detail-Preserved Diffusion Models for Multimodal Fashion Image Editing
Fashion image editing is a crucial tool for designers to convey their creative ideas by visualizing design concepts interactively. Current fashion image editing techniques, though advanced with multimodal prompts and powerful diffusion models, often struggle to accurately identify editing regions and preserve the desired garment texture detail. To address these challenges, we introduce a new multimodal fashion image editing architecture based on latent diffusion models, called Detail-Preserved Diffusion Models (DPDEdit). DPDEdit guides the fashion image generation of diffusion models by integrating text prompts, region masks, human pose images, and garment texture images. To precisely locate the editing region, we first introduce Grounded-SAM to predict the editing region based on the user's textual description, and then combine it with other conditions to perform local editing. To transfer the detail of the given garment texture into the target fashion image, we propose a texture injection and refinement mechanism. Specifically, this mechanism employs a decoupled cross-attention layer to integrate textual descriptions and texture images, and incorporates an auxiliary U-Net to preserve the high-frequency details of generated garment texture. Additionally, we extend the VITON-HD dataset using a multimodal large language model to generate paired samples with texture images and textual descriptions. Extensive experiments show that our DPDEdit outperforms state-of-the-art methods in terms of image fidelity and coherence with the given multimodal inputs.
An elasticity-based mesh morphing technique with application to reduced-order modeling
The aim of this article is to introduce a new methodology for constructing morphings between shapes that have identical topology. This morphing is obtained by deforming a reference shape, through the resolution of a sequence of linear elasticity equations, onto the target shape. In particular, our approach does not assume any knowledge of a boundary parametrization. Furthermore, we demonstrate how constraints can be imposed on specific points, lines and surfaces in the reference domain to ensure alignment with their counterparts in the target domain after morphing. Additionally, we show how the proposed methodology can be integrated in an offline and online paradigm, which is useful in reduced-order modeling scenarii involving variable shapes. This framework facilitates the efficient computation of the morphings in various geometric configurations, thus improving the versatility and applicability of the approach. The methodology is illustrated on the regression problem of the drag and lift coefficients of airfoils of non-parameterized variable shapes.
SC-GS: Sparse-Controlled Gaussian Splatting for Editable Dynamic Scenes
Novel view synthesis for dynamic scenes is still a challenging problem in computer vision and graphics. Recently, Gaussian splatting has emerged as a robust technique to represent static scenes and enable high-quality and real-time novel view synthesis. Building upon this technique, we propose a new representation that explicitly decomposes the motion and appearance of dynamic scenes into sparse control points and dense Gaussians, respectively. Our key idea is to use sparse control points, significantly fewer in number than the Gaussians, to learn compact 6 DoF transformation bases, which can be locally interpolated through learned interpolation weights to yield the motion field of 3D Gaussians. We employ a deformation MLP to predict time-varying 6 DoF transformations for each control point, which reduces learning complexities, enhances learning abilities, and facilitates obtaining temporal and spatial coherent motion patterns. Then, we jointly learn the 3D Gaussians, the canonical space locations of control points, and the deformation MLP to reconstruct the appearance, geometry, and dynamics of 3D scenes. During learning, the location and number of control points are adaptively adjusted to accommodate varying motion complexities in different regions, and an ARAP loss following the principle of as rigid as possible is developed to enforce spatial continuity and local rigidity of learned motions. Finally, thanks to the explicit sparse motion representation and its decomposition from appearance, our method can enable user-controlled motion editing while retaining high-fidelity appearances. Extensive experiments demonstrate that our approach outperforms existing approaches on novel view synthesis with a high rendering speed and enables novel appearance-preserved motion editing applications. Project page: https://yihua7.github.io/SC-GS-web/
TryOffAnyone: Tiled Cloth Generation from a Dressed Person
The fashion industry is increasingly leveraging computer vision and deep learning technologies to enhance online shopping experiences and operational efficiencies. In this paper, we address the challenge of generating high-fidelity tiled garment images essential for personalized recommendations, outfit composition, and virtual try-on systems from photos of garments worn by models. Inspired by the success of Latent Diffusion Models (LDMs) in image-to-image translation, we propose a novel approach utilizing a fine-tuned StableDiffusion model. Our method features a streamlined single-stage network design, which integrates garmentspecific masks to isolate and process target clothing items effectively. By simplifying the network architecture through selective training of transformer blocks and removing unnecessary crossattention layers, we significantly reduce computational complexity while achieving state-of-the-art performance on benchmark datasets like VITON-HD. Experimental results demonstrate the effectiveness of our approach in producing high-quality tiled garment images for both full-body and half-body inputs. Code and model are available at: https://github.com/ixarchakos/try-off-anyone
SplattingAvatar: Realistic Real-Time Human Avatars with Mesh-Embedded Gaussian Splatting
We present SplattingAvatar, a hybrid 3D representation of photorealistic human avatars with Gaussian Splatting embedded on a triangle mesh, which renders over 300 FPS on a modern GPU and 30 FPS on a mobile device. We disentangle the motion and appearance of a virtual human with explicit mesh geometry and implicit appearance modeling with Gaussian Splatting. The Gaussians are defined by barycentric coordinates and displacement on a triangle mesh as Phong surfaces. We extend lifted optimization to simultaneously optimize the parameters of the Gaussians while walking on the triangle mesh. SplattingAvatar is a hybrid representation of virtual humans where the mesh represents low-frequency motion and surface deformation, while the Gaussians take over the high-frequency geometry and detailed appearance. Unlike existing deformation methods that rely on an MLP-based linear blend skinning (LBS) field for motion, we control the rotation and translation of the Gaussians directly by mesh, which empowers its compatibility with various animation techniques, e.g., skeletal animation, blend shapes, and mesh editing. Trainable from monocular videos for both full-body and head avatars, SplattingAvatar shows state-of-the-art rendering quality across multiple datasets.
BEDLAM: A Synthetic Dataset of Bodies Exhibiting Detailed Lifelike Animated Motion
We show, for the first time, that neural networks trained only on synthetic data achieve state-of-the-art accuracy on the problem of 3D human pose and shape (HPS) estimation from real images. Previous synthetic datasets have been small, unrealistic, or lacked realistic clothing. Achieving sufficient realism is non-trivial and we show how to do this for full bodies in motion. Specifically, our BEDLAM dataset contains monocular RGB videos with ground-truth 3D bodies in SMPL-X format. It includes a diversity of body shapes, motions, skin tones, hair, and clothing. The clothing is realistically simulated on the moving bodies using commercial clothing physics simulation. We render varying numbers of people in realistic scenes with varied lighting and camera motions. We then train various HPS regressors using BEDLAM and achieve state-of-the-art accuracy on real-image benchmarks despite training with synthetic data. We use BEDLAM to gain insights into what model design choices are important for accuracy. With good synthetic training data, we find that a basic method like HMR approaches the accuracy of the current SOTA method (CLIFF). BEDLAM is useful for a variety of tasks and all images, ground truth bodies, 3D clothing, support code, and more are available for research purposes. Additionally, we provide detailed information about our synthetic data generation pipeline, enabling others to generate their own datasets. See the project page: https://bedlam.is.tue.mpg.de/.
Mesh-based Gaussian Splatting for Real-time Large-scale Deformation
Neural implicit representations, including Neural Distance Fields and Neural Radiance Fields, have demonstrated significant capabilities for reconstructing surfaces with complicated geometry and topology, and generating novel views of a scene. Nevertheless, it is challenging for users to directly deform or manipulate these implicit representations with large deformations in the real-time fashion. Gaussian Splatting(GS) has recently become a promising method with explicit geometry for representing static scenes and facilitating high-quality and real-time synthesis of novel views. However,it cannot be easily deformed due to the use of discrete Gaussians and lack of explicit topology. To address this, we develop a novel GS-based method that enables interactive deformation. Our key idea is to design an innovative mesh-based GS representation, which is integrated into Gaussian learning and manipulation. 3D Gaussians are defined over an explicit mesh, and they are bound with each other: the rendering of 3D Gaussians guides the mesh face split for adaptive refinement, and the mesh face split directs the splitting of 3D Gaussians. Moreover, the explicit mesh constraints help regularize the Gaussian distribution, suppressing poor-quality Gaussians(e.g. misaligned Gaussians,long-narrow shaped Gaussians), thus enhancing visual quality and avoiding artifacts during deformation. Based on this representation, we further introduce a large-scale Gaussian deformation technique to enable deformable GS, which alters the parameters of 3D Gaussians according to the manipulation of the associated mesh. Our method benefits from existing mesh deformation datasets for more realistic data-driven Gaussian deformation. Extensive experiments show that our approach achieves high-quality reconstruction and effective deformation, while maintaining the promising rendering results at a high frame rate(65 FPS on average).
SurgicalGaussian: Deformable 3D Gaussians for High-Fidelity Surgical Scene Reconstruction
Dynamic reconstruction of deformable tissues in endoscopic video is a key technology for robot-assisted surgery. Recent reconstruction methods based on neural radiance fields (NeRFs) have achieved remarkable results in the reconstruction of surgical scenes. However, based on implicit representation, NeRFs struggle to capture the intricate details of objects in the scene and cannot achieve real-time rendering. In addition, restricted single view perception and occluded instruments also propose special challenges in surgical scene reconstruction. To address these issues, we develop SurgicalGaussian, a deformable 3D Gaussian Splatting method to model dynamic surgical scenes. Our approach models the spatio-temporal features of soft tissues at each time stamp via a forward-mapping deformation MLP and regularization to constrain local 3D Gaussians to comply with consistent movement. With the depth initialization strategy and tool mask-guided training, our method can remove surgical instruments and reconstruct high-fidelity surgical scenes. Through experiments on various surgical videos, our network outperforms existing method on many aspects, including rendering quality, rendering speed and GPU usage. The project page can be found at https://surgicalgaussian.github.io.
MD-Splatting: Learning Metric Deformation from 4D Gaussians in Highly Deformable Scenes
Accurate 3D tracking in highly deformable scenes with occlusions and shadows can facilitate new applications in robotics, augmented reality, and generative AI. However, tracking under these conditions is extremely challenging due to the ambiguity that arises with large deformations, shadows, and occlusions. We introduce MD-Splatting, an approach for simultaneous 3D tracking and novel view synthesis, using video captures of a dynamic scene from various camera poses. MD-Splatting builds on recent advances in Gaussian splatting, a method that learns the properties of a large number of Gaussians for state-of-the-art and fast novel view synthesis. MD-Splatting learns a deformation function to project a set of Gaussians with non-metric, thus canonical, properties into metric space. The deformation function uses a neural-voxel encoding and a multilayer perceptron (MLP) to infer Gaussian position, rotation, and a shadow scalar. We enforce physics-inspired regularization terms based on local rigidity, conservation of momentum, and isometry, which leads to trajectories with smaller trajectory errors. MD-Splatting achieves high-quality 3D tracking on highly deformable scenes with shadows and occlusions. Compared to state-of-the-art, we improve 3D tracking by an average of 23.9 %, while simultaneously achieving high-quality novel view synthesis. With sufficient texture such as in scene 6, MD-Splatting achieves a median tracking error of 3.39 mm on a cloth of 1 x 1 meters in size. Project website: https://md-splatting.github.io/.
PFDM: Parser-Free Virtual Try-on via Diffusion Model
Virtual try-on can significantly improve the garment shopping experiences in both online and in-store scenarios, attracting broad interest in computer vision. However, to achieve high-fidelity try-on performance, most state-of-the-art methods still rely on accurate segmentation masks, which are often produced by near-perfect parsers or manual labeling. To overcome the bottleneck, we propose a parser-free virtual try-on method based on the diffusion model (PFDM). Given two images, PFDM can "wear" garments on the target person seamlessly by implicitly warping without any other information. To learn the model effectively, we synthesize many pseudo-images and construct sample pairs by wearing various garments on persons. Supervised by the large-scale expanded dataset, we fuse the person and garment features using a proposed Garment Fusion Attention (GFA) mechanism. Experiments demonstrate that our proposed PFDM can successfully handle complex cases, synthesize high-fidelity images, and outperform both state-of-the-art parser-free and parser-based models.
ViViD: Video Virtual Try-on using Diffusion Models
Video virtual try-on aims to transfer a clothing item onto the video of a target person. Directly applying the technique of image-based try-on to the video domain in a frame-wise manner will cause temporal-inconsistent outcomes while previous video-based try-on solutions can only generate low visual quality and blurring results. In this work, we present ViViD, a novel framework employing powerful diffusion models to tackle the task of video virtual try-on. Specifically, we design the Garment Encoder to extract fine-grained clothing semantic features, guiding the model to capture garment details and inject them into the target video through the proposed attention feature fusion mechanism. To ensure spatial-temporal consistency, we introduce a lightweight Pose Encoder to encode pose signals, enabling the model to learn the interactions between clothing and human posture and insert hierarchical Temporal Modules into the text-to-image stable diffusion model for more coherent and lifelike video synthesis. Furthermore, we collect a new dataset, which is the largest, with the most diverse types of garments and the highest resolution for the task of video virtual try-on to date. Extensive experiments demonstrate that our approach is able to yield satisfactory video try-on results. The dataset, codes, and weights will be publicly available. Project page: https://becauseimbatman0.github.io/ViViD.
VR-GS: A Physical Dynamics-Aware Interactive Gaussian Splatting System in Virtual Reality
As consumer Virtual Reality (VR) and Mixed Reality (MR) technologies gain momentum, there's a growing focus on the development of engagements with 3D virtual content. Unfortunately, traditional techniques for content creation, editing, and interaction within these virtual spaces are fraught with difficulties. They tend to be not only engineering-intensive but also require extensive expertise, which adds to the frustration and inefficiency in virtual object manipulation. Our proposed VR-GS system represents a leap forward in human-centered 3D content interaction, offering a seamless and intuitive user experience. By developing a physical dynamics-aware interactive Gaussian Splatting in a Virtual Reality setting, and constructing a highly efficient two-level embedding strategy alongside deformable body simulations, VR-GS ensures real-time execution with highly realistic dynamic responses. The components of our Virtual Reality system are designed for high efficiency and effectiveness, starting from detailed scene reconstruction and object segmentation, advancing through multi-view image in-painting, and extending to interactive physics-based editing. The system also incorporates real-time deformation embedding and dynamic shadow casting, ensuring a comprehensive and engaging virtual experience.Our project page is available at: https://yingjiang96.github.io/VR-GS/.
DI-Net : Decomposed Implicit Garment Transfer Network for Digital Clothed 3D Human
3D virtual try-on enjoys many potential applications and hence has attracted wide attention. However, it remains a challenging task that has not been adequately solved. Existing 2D virtual try-on methods cannot be directly extended to 3D since they lack the ability to perceive the depth of each pixel. Besides, 3D virtual try-on approaches are mostly built on the fixed topological structure and with heavy computation. To deal with these problems, we propose a Decomposed Implicit garment transfer network (DI-Net), which can effortlessly reconstruct a 3D human mesh with the newly try-on result and preserve the texture from an arbitrary perspective. Specifically, DI-Net consists of two modules: 1) A complementary warping module that warps the reference image to have the same pose as the source image through dense correspondence learning and sparse flow learning; 2) A geometry-aware decomposed transfer module that decomposes the garment transfer into image layout based transfer and texture based transfer, achieving surface and texture reconstruction by constructing pixel-aligned implicit functions. Experimental results show the effectiveness and superiority of our method in the 3D virtual try-on task, which can yield more high-quality results over other existing methods.
Physically Compatible 3D Object Modeling from a Single Image
We present a computational framework that transforms single images into 3D physical objects. The visual geometry of a physical object in an image is determined by three orthogonal attributes: mechanical properties, external forces, and rest-shape geometry. Existing single-view 3D reconstruction methods often overlook this underlying composition, presuming rigidity or neglecting external forces. Consequently, the reconstructed objects fail to withstand real-world physical forces, resulting in instability or undesirable deformation -- diverging from their intended designs as depicted in the image. Our optimization framework addresses this by embedding physical compatibility into the reconstruction process. We explicitly decompose the three physical attributes and link them through static equilibrium, which serves as a hard constraint, ensuring that the optimized physical shapes exhibit desired physical behaviors. Evaluations on a dataset collected from Objaverse demonstrate that our framework consistently enhances the physical realism of 3D models over existing methods. The utility of our framework extends to practical applications in dynamic simulations and 3D printing, where adherence to physical compatibility is paramount.
ClothesNet: An Information-Rich 3D Garment Model Repository with Simulated Clothes Environment
We present ClothesNet: a large-scale dataset of 3D clothes objects with information-rich annotations. Our dataset consists of around 4400 models covering 11 categories annotated with clothes features, boundary lines, and keypoints. ClothesNet can be used to facilitate a variety of computer vision and robot interaction tasks. Using our dataset, we establish benchmark tasks for clothes perception, including classification, boundary line segmentation, and keypoint detection, and develop simulated clothes environments for robotic interaction tasks, including rearranging, folding, hanging, and dressing. We also demonstrate the efficacy of our ClothesNet in real-world experiments. Supplemental materials and dataset are available on our project webpage.
NaRCan: Natural Refined Canonical Image with Integration of Diffusion Prior for Video Editing
We propose a video editing framework, NaRCan, which integrates a hybrid deformation field and diffusion prior to generate high-quality natural canonical images to represent the input video. Our approach utilizes homography to model global motion and employs multi-layer perceptrons (MLPs) to capture local residual deformations, enhancing the model's ability to handle complex video dynamics. By introducing a diffusion prior from the early stages of training, our model ensures that the generated images retain a high-quality natural appearance, making the produced canonical images suitable for various downstream tasks in video editing, a capability not achieved by current canonical-based methods. Furthermore, we incorporate low-rank adaptation (LoRA) fine-tuning and introduce a noise and diffusion prior update scheduling technique that accelerates the training process by 14 times. Extensive experimental results show that our method outperforms existing approaches in various video editing tasks and produces coherent and high-quality edited video sequences. See our project page for video results at https://koi953215.github.io/NaRCan_page/.
Deformable Neural Radiance Fields using RGB and Event Cameras
Modeling Neural Radiance Fields for fast-moving deformable objects from visual data alone is a challenging problem. A major issue arises due to the high deformation and low acquisition rates. To address this problem, we propose to use event cameras that offer very fast acquisition of visual change in an asynchronous manner. In this work, we develop a novel method to model the deformable neural radiance fields using RGB and event cameras. The proposed method uses the asynchronous stream of events and calibrated sparse RGB frames. In our setup, the camera pose at the individual events required to integrate them into the radiance fields remains unknown. Our method jointly optimizes these poses and the radiance field. This happens efficiently by leveraging the collection of events at once and actively sampling the events during learning. Experiments conducted on both realistically rendered graphics and real-world datasets demonstrate a significant benefit of the proposed method over the state-of-the-art and the compared baseline. This shows a promising direction for modeling deformable neural radiance fields in real-world dynamic scenes.
DynIBaR: Neural Dynamic Image-Based Rendering
We address the problem of synthesizing novel views from a monocular video depicting a complex dynamic scene. State-of-the-art methods based on temporally varying Neural Radiance Fields (aka dynamic NeRFs) have shown impressive results on this task. However, for long videos with complex object motions and uncontrolled camera trajectories, these methods can produce blurry or inaccurate renderings, hampering their use in real-world applications. Instead of encoding the entire dynamic scene within the weights of MLPs, we present a new approach that addresses these limitations by adopting a volumetric image-based rendering framework that synthesizes new viewpoints by aggregating features from nearby views in a scene-motion-aware manner. Our system retains the advantages of prior methods in its ability to model complex scenes and view-dependent effects, but also enables synthesizing photo-realistic novel views from long videos featuring complex scene dynamics with unconstrained camera trajectories. We demonstrate significant improvements over state-of-the-art methods on dynamic scene datasets, and also apply our approach to in-the-wild videos with challenging camera and object motion, where prior methods fail to produce high-quality renderings. Our project webpage is at dynibar.github.io.
IMAGDressing-v1: Customizable Virtual Dressing
Latest advances have achieved realistic virtual try-on (VTON) through localized garment inpainting using latent diffusion models, significantly enhancing consumers' online shopping experience. However, existing VTON technologies neglect the need for merchants to showcase garments comprehensively, including flexible control over garments, optional faces, poses, and scenes. To address this issue, we define a virtual dressing (VD) task focused on generating freely editable human images with fixed garments and optional conditions. Meanwhile, we design a comprehensive affinity metric index (CAMI) to evaluate the consistency between generated images and reference garments. Then, we propose IMAGDressing-v1, which incorporates a garment UNet that captures semantic features from CLIP and texture features from VAE. We present a hybrid attention module, including a frozen self-attention and a trainable cross-attention, to integrate garment features from the garment UNet into a frozen denoising UNet, ensuring users can control different scenes through text. IMAGDressing-v1 can be combined with other extension plugins, such as ControlNet and IP-Adapter, to enhance the diversity and controllability of generated images. Furthermore, to address the lack of data, we release the interactive garment pairing (IGPair) dataset, containing over 300,000 pairs of clothing and dressed images, and establish a standard pipeline for data assembly. Extensive experiments demonstrate that our IMAGDressing-v1 achieves state-of-the-art human image synthesis performance under various controlled conditions. The code and model will be available at https://github.com/muzishen/IMAGDressing.
Adaptive and Temporally Consistent Gaussian Surfels for Multi-view Dynamic Reconstruction
3D Gaussian Splatting has recently achieved notable success in novel view synthesis for dynamic scenes and geometry reconstruction in static scenes. Building on these advancements, early methods have been developed for dynamic surface reconstruction by globally optimizing entire sequences. However, reconstructing dynamic scenes with significant topology changes, emerging or disappearing objects, and rapid movements remains a substantial challenge, particularly for long sequences. To address these issues, we propose AT-GS, a novel method for reconstructing high-quality dynamic surfaces from multi-view videos through per-frame incremental optimization. To avoid local minima across frames, we introduce a unified and adaptive gradient-aware densification strategy that integrates the strengths of conventional cloning and splitting techniques. Additionally, we reduce temporal jittering in dynamic surfaces by ensuring consistency in curvature maps across consecutive frames. Our method achieves superior accuracy and temporal coherence in dynamic surface reconstruction, delivering high-fidelity space-time novel view synthesis, even in complex and challenging scenes. Extensive experiments on diverse multi-view video datasets demonstrate the effectiveness of our approach, showing clear advantages over baseline methods. Project page: https://fraunhoferhhi.github.io/AT-GS
Nerfies: Deformable Neural Radiance Fields
We present the first method capable of photorealistically reconstructing deformable scenes using photos/videos captured casually from mobile phones. Our approach augments neural radiance fields (NeRF) by optimizing an additional continuous volumetric deformation field that warps each observed point into a canonical 5D NeRF. We observe that these NeRF-like deformation fields are prone to local minima, and propose a coarse-to-fine optimization method for coordinate-based models that allows for more robust optimization. By adapting principles from geometry processing and physical simulation to NeRF-like models, we propose an elastic regularization of the deformation field that further improves robustness. We show that our method can turn casually captured selfie photos/videos into deformable NeRF models that allow for photorealistic renderings of the subject from arbitrary viewpoints, which we dub "nerfies." We evaluate our method by collecting time-synchronized data using a rig with two mobile phones, yielding train/validation images of the same pose at different viewpoints. We show that our method faithfully reconstructs non-rigidly deforming scenes and reproduces unseen views with high fidelity.
TapMo: Shape-aware Motion Generation of Skeleton-free Characters
Previous motion generation methods are limited to the pre-rigged 3D human model, hindering their applications in the animation of various non-rigged characters. In this work, we present TapMo, a Text-driven Animation Pipeline for synthesizing Motion in a broad spectrum of skeleton-free 3D characters. The pivotal innovation in TapMo is its use of shape deformation-aware features as a condition to guide the diffusion model, thereby enabling the generation of mesh-specific motions for various characters. Specifically, TapMo comprises two main components - Mesh Handle Predictor and Shape-aware Diffusion Module. Mesh Handle Predictor predicts the skinning weights and clusters mesh vertices into adaptive handles for deformation control, which eliminates the need for traditional skeletal rigging. Shape-aware Motion Diffusion synthesizes motion with mesh-specific adaptations. This module employs text-guided motions and mesh features extracted during the first stage, preserving the geometric integrity of the animations by accounting for the character's shape and deformation. Trained in a weakly-supervised manner, TapMo can accommodate a multitude of non-human meshes, both with and without associated text motions. We demonstrate the effectiveness and generalizability of TapMo through rigorous qualitative and quantitative experiments. Our results reveal that TapMo consistently outperforms existing auto-animation methods, delivering superior-quality animations for both seen or unseen heterogeneous 3D characters.
TC4D: Trajectory-Conditioned Text-to-4D Generation
Recent techniques for text-to-4D generation synthesize dynamic 3D scenes using supervision from pre-trained text-to-video models. However, existing representations for motion, such as deformation models or time-dependent neural representations, are limited in the amount of motion they can generate-they cannot synthesize motion extending far beyond the bounding box used for volume rendering. The lack of a more flexible motion model contributes to the gap in realism between 4D generation methods and recent, near-photorealistic video generation models. Here, we propose TC4D: trajectory-conditioned text-to-4D generation, which factors motion into global and local components. We represent the global motion of a scene's bounding box using rigid transformation along a trajectory parameterized by a spline. We learn local deformations that conform to the global trajectory using supervision from a text-to-video model. Our approach enables the synthesis of scenes animated along arbitrary trajectories, compositional scene generation, and significant improvements to the realism and amount of generated motion, which we evaluate qualitatively and through a user study. Video results can be viewed on our website: https://sherwinbahmani.github.io/tc4d.
Deformable 3D Gaussian Splatting for Animatable Human Avatars
Recent advances in neural radiance fields enable novel view synthesis of photo-realistic images in dynamic settings, which can be applied to scenarios with human animation. Commonly used implicit backbones to establish accurate models, however, require many input views and additional annotations such as human masks, UV maps and depth maps. In this work, we propose ParDy-Human (Parameterized Dynamic Human Avatar), a fully explicit approach to construct a digital avatar from as little as a single monocular sequence. ParDy-Human introduces parameter-driven dynamics into 3D Gaussian Splatting where 3D Gaussians are deformed by a human pose model to animate the avatar. Our method is composed of two parts: A first module that deforms canonical 3D Gaussians according to SMPL vertices and a consecutive module that further takes their designed joint encodings and predicts per Gaussian deformations to deal with dynamics beyond SMPL vertex deformations. Images are then synthesized by a rasterizer. ParDy-Human constitutes an explicit model for realistic dynamic human avatars which requires significantly fewer training views and images. Our avatars learning is free of additional annotations such as masks and can be trained with variable backgrounds while inferring full-resolution images efficiently even on consumer hardware. We provide experimental evidence to show that ParDy-Human outperforms state-of-the-art methods on ZJU-MoCap and THUman4.0 datasets both quantitatively and visually.
SplineGS: Robust Motion-Adaptive Spline for Real-Time Dynamic 3D Gaussians from Monocular Video
Synthesizing novel views from in-the-wild monocular videos is challenging due to scene dynamics and the lack of multi-view cues. To address this, we propose SplineGS, a COLMAP-free dynamic 3D Gaussian Splatting (3DGS) framework for high-quality reconstruction and fast rendering from monocular videos. At its core is a novel Motion-Adaptive Spline (MAS) method, which represents continuous dynamic 3D Gaussian trajectories using cubic Hermite splines with a small number of control points. For MAS, we introduce a Motion-Adaptive Control points Pruning (MACP) method to model the deformation of each dynamic 3D Gaussian across varying motions, progressively pruning control points while maintaining dynamic modeling integrity. Additionally, we present a joint optimization strategy for camera parameter estimation and 3D Gaussian attributes, leveraging photometric and geometric consistency. This eliminates the need for Structure-from-Motion preprocessing and enhances SplineGS's robustness in real-world conditions. Experiments show that SplineGS significantly outperforms state-of-the-art methods in novel view synthesis quality for dynamic scenes from monocular videos, achieving thousands times faster rendering speed.
Efficient Gaussian Splatting for Monocular Dynamic Scene Rendering via Sparse Time-Variant Attribute Modeling
Rendering dynamic scenes from monocular videos is a crucial yet challenging task. The recent deformable Gaussian Splatting has emerged as a robust solution to represent real-world dynamic scenes. However, it often leads to heavily redundant Gaussians, attempting to fit every training view at various time steps, leading to slower rendering speeds. Additionally, the attributes of Gaussians in static areas are time-invariant, making it unnecessary to model every Gaussian, which can cause jittering in static regions. In practice, the primary bottleneck in rendering speed for dynamic scenes is the number of Gaussians. In response, we introduce Efficient Dynamic Gaussian Splatting (EDGS), which represents dynamic scenes via sparse time-variant attribute modeling. Our approach formulates dynamic scenes using a sparse anchor-grid representation, with the motion flow of dense Gaussians calculated via a classical kernel representation. Furthermore, we propose an unsupervised strategy to efficiently filter out anchors corresponding to static areas. Only anchors associated with deformable objects are input into MLPs to query time-variant attributes. Experiments on two real-world datasets demonstrate that our EDGS significantly improves the rendering speed with superior rendering quality compared to previous state-of-the-art methods.
TDMD: A Database for Dynamic Color Mesh Subjective and Objective Quality Explorations
Dynamic colored meshes (DCM) are widely used in various applications; however, these meshes may undergo different processes, such as compression or transmission, which can distort them and degrade their quality. To facilitate the development of objective metrics for DCMs and study the influence of typical distortions on their perception, we create the Tencent - dynamic colored mesh database (TDMD) containing eight reference DCM objects with six typical distortions. Using processed video sequences (PVS) derived from the DCM, we have conducted a large-scale subjective experiment that resulted in 303 distorted DCM samples with mean opinion scores, making the TDMD the largest available DCM database to our knowledge. This database enabled us to study the impact of different types of distortion on human perception and offer recommendations for DCM compression and related tasks. Additionally, we have evaluated three types of state-of-the-art objective metrics on the TDMD, including image-based, point-based, and video-based metrics, on the TDMD. Our experimental results highlight the strengths and weaknesses of each metric, and we provide suggestions about the selection of metrics in practical DCM applications. The TDMD will be made publicly available at the following location: https://multimedia.tencent.com/resources/tdmd.
StableGarment: Garment-Centric Generation via Stable Diffusion
In this paper, we introduce StableGarment, a unified framework to tackle garment-centric(GC) generation tasks, including GC text-to-image, controllable GC text-to-image, stylized GC text-to-image, and robust virtual try-on. The main challenge lies in retaining the intricate textures of the garment while maintaining the flexibility of pre-trained Stable Diffusion. Our solution involves the development of a garment encoder, a trainable copy of the denoising UNet equipped with additive self-attention (ASA) layers. These ASA layers are specifically devised to transfer detailed garment textures, also facilitating the integration of stylized base models for the creation of stylized images. Furthermore, the incorporation of a dedicated try-on ControlNet enables StableGarment to execute virtual try-on tasks with precision. We also build a novel data engine that produces high-quality synthesized data to preserve the model's ability to follow prompts. Extensive experiments demonstrate that our approach delivers state-of-the-art (SOTA) results among existing virtual try-on methods and exhibits high flexibility with broad potential applications in various garment-centric image generation.
Taming the Power of Diffusion Models for High-Quality Virtual Try-On with Appearance Flow
Virtual try-on is a critical image synthesis task that aims to transfer clothes from one image to another while preserving the details of both humans and clothes. While many existing methods rely on Generative Adversarial Networks (GANs) to achieve this, flaws can still occur, particularly at high resolutions. Recently, the diffusion model has emerged as a promising alternative for generating high-quality images in various applications. However, simply using clothes as a condition for guiding the diffusion model to inpaint is insufficient to maintain the details of the clothes. To overcome this challenge, we propose an exemplar-based inpainting approach that leverages a warping module to guide the diffusion model's generation effectively. The warping module performs initial processing on the clothes, which helps to preserve the local details of the clothes. We then combine the warped clothes with clothes-agnostic person image and add noise as the input of diffusion model. Additionally, the warped clothes is used as local conditions for each denoising process to ensure that the resulting output retains as much detail as possible. Our approach, namely Diffusion-based Conditional Inpainting for Virtual Try-ON (DCI-VTON), effectively utilizes the power of the diffusion model, and the incorporation of the warping module helps to produce high-quality and realistic virtual try-on results. Experimental results on VITON-HD demonstrate the effectiveness and superiority of our method.
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.
Learning Neural Constitutive Laws From Motion Observations for Generalizable PDE Dynamics
We propose a hybrid neural network (NN) and PDE approach for learning generalizable PDE dynamics from motion observations. Many NN approaches learn an end-to-end model that implicitly models both the governing PDE and constitutive models (or material models). Without explicit PDE knowledge, these approaches cannot guarantee physical correctness and have limited generalizability. We argue that the governing PDEs are often well-known and should be explicitly enforced rather than learned. Instead, constitutive models are particularly suitable for learning due to their data-fitting nature. To this end, we introduce a new framework termed "Neural Constitutive Laws" (NCLaw), which utilizes a network architecture that strictly guarantees standard constitutive priors, including rotation equivariance and undeformed state equilibrium. We embed this network inside a differentiable simulation and train the model by minimizing a loss function based on the difference between the simulation and the motion observation. We validate NCLaw on various large-deformation dynamical systems, ranging from solids to fluids. After training on a single motion trajectory, our method generalizes to new geometries, initial/boundary conditions, temporal ranges, and even multi-physics systems. On these extremely out-of-distribution generalization tasks, NCLaw is orders-of-magnitude more accurate than previous NN approaches. Real-world experiments demonstrate our method's ability to learn constitutive laws from videos.
InstaDrag: Lightning Fast and Accurate Drag-based Image Editing Emerging from Videos
Accuracy and speed are critical in image editing tasks. Pan et al. introduced a drag-based image editing framework that achieves pixel-level control using Generative Adversarial Networks (GANs). A flurry of subsequent studies enhanced this framework's generality by leveraging large-scale diffusion models. However, these methods often suffer from inordinately long processing times (exceeding 1 minute per edit) and low success rates. Addressing these issues head on, we present InstaDrag, a rapid approach enabling high quality drag-based image editing in ~1 second. Unlike most previous methods, we redefine drag-based editing as a conditional generation task, eliminating the need for time-consuming latent optimization or gradient-based guidance during inference. In addition, the design of our pipeline allows us to train our model on large-scale paired video frames, which contain rich motion information such as object translations, changing poses and orientations, zooming in and out, etc. By learning from videos, our approach can significantly outperform previous methods in terms of accuracy and consistency. Despite being trained solely on videos, our model generalizes well to perform local shape deformations not presented in the training data (e.g., lengthening of hair, twisting rainbows, etc.). Extensive qualitative and quantitative evaluations on benchmark datasets corroborate the superiority of our approach. The code and model will be released at https://github.com/magic-research/InstaDrag.
GSTAR: Gaussian Surface Tracking and Reconstruction
3D Gaussian Splatting techniques have enabled efficient photo-realistic rendering of static scenes. Recent works have extended these approaches to support surface reconstruction and tracking. However, tracking dynamic surfaces with 3D Gaussians remains challenging due to complex topology changes, such as surfaces appearing, disappearing, or splitting. To address these challenges, we propose GSTAR, a novel method that achieves photo-realistic rendering, accurate surface reconstruction, and reliable 3D tracking for general dynamic scenes with changing topology. Given multi-view captures as input, GSTAR binds Gaussians to mesh faces to represent dynamic objects. For surfaces with consistent topology, GSTAR maintains the mesh topology and tracks the meshes using Gaussians. In regions where topology changes, GSTAR adaptively unbinds Gaussians from the mesh, enabling accurate registration and the generation of new surfaces based on these optimized Gaussians. Additionally, we introduce a surface-based scene flow method that provides robust initialization for tracking between frames. Experiments demonstrate that our method effectively tracks and reconstructs dynamic surfaces, enabling a range of applications. Our project page with the code release is available at https://eth-ait.github.io/GSTAR/.