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SubscribeSketch3D: Style-Consistent Guidance for Sketch-to-3D Generation
Recently, image-to-3D approaches have achieved significant results with a natural image as input. However, it is not always possible to access these enriched color input samples in practical applications, where only sketches are available. Existing sketch-to-3D researches suffer from limitations in broad applications due to the challenges of lacking color information and multi-view content. To overcome them, this paper proposes a novel generation paradigm Sketch3D to generate realistic 3D assets with shape aligned with the input sketch and color matching the textual description. Concretely, Sketch3D first instantiates the given sketch in the reference image through the shape-preserving generation process. Second, the reference image is leveraged to deduce a coarse 3D Gaussian prior, and multi-view style-consistent guidance images are generated based on the renderings of the 3D Gaussians. Finally, three strategies are designed to optimize 3D Gaussians, i.e., structural optimization via a distribution transfer mechanism, color optimization with a straightforward MSE loss and sketch similarity optimization with a CLIP-based geometric similarity loss. Extensive visual comparisons and quantitative analysis illustrate the advantage of our Sketch3D in generating realistic 3D assets while preserving consistency with the input.
Deep Geometrized Cartoon Line Inbetweening
We aim to address a significant but understudied problem in the anime industry, namely the inbetweening of cartoon line drawings. Inbetweening involves generating intermediate frames between two black-and-white line drawings and is a time-consuming and expensive process that can benefit from automation. However, existing frame interpolation methods that rely on matching and warping whole raster images are unsuitable for line inbetweening and often produce blurring artifacts that damage the intricate line structures. To preserve the precision and detail of the line drawings, we propose a new approach, AnimeInbet, which geometrizes raster line drawings into graphs of endpoints and reframes the inbetweening task as a graph fusion problem with vertex repositioning. Our method can effectively capture the sparsity and unique structure of line drawings while preserving the details during inbetweening. This is made possible via our novel modules, i.e., vertex geometric embedding, a vertex correspondence Transformer, an effective mechanism for vertex repositioning and a visibility predictor. To train our method, we introduce MixamoLine240, a new dataset of line drawings with ground truth vectorization and matching labels. Our experiments demonstrate that AnimeInbet synthesizes high-quality, clean, and complete intermediate line drawings, outperforming existing methods quantitatively and qualitatively, especially in cases with large motions. Data and code are available at https://github.com/lisiyao21/AnimeInbet.
Toon3D: Seeing Cartoons from a New Perspective
In this work, we recover the underlying 3D structure of non-geometrically consistent scenes. We focus our analysis on hand-drawn images from cartoons and anime. Many cartoons are created by artists without a 3D rendering engine, which means that any new image of a scene is hand-drawn. The hand-drawn images are usually faithful representations of the world, but only in a qualitative sense, since it is difficult for humans to draw multiple perspectives of an object or scene 3D consistently. Nevertheless, people can easily perceive 3D scenes from inconsistent inputs! In this work, we correct for 2D drawing inconsistencies to recover a plausible 3D structure such that the newly warped drawings are consistent with each other. Our pipeline consists of a user-friendly annotation tool, camera pose estimation, and image deformation to recover a dense structure. Our method warps images to obey a perspective camera model, enabling our aligned results to be plugged into novel-view synthesis reconstruction methods to experience cartoons from viewpoints never drawn before. Our project page is https://toon3d.studio/.
MUSES: 3D-Controllable Image Generation via Multi-Modal Agent Collaboration
Despite recent advancements in text-to-image generation, most existing methods struggle to create images with multiple objects and complex spatial relationships in 3D world. To tackle this limitation, we introduce a generic AI system, namely MUSES, for 3D-controllable image generation from user queries. Specifically, our MUSES addresses this challenging task by developing a progressive workflow with three key components, including (1) Layout Manager for 2D-to-3D layout lifting, (2) Model Engineer for 3D object acquisition and calibration, (3) Image Artist for 3D-to-2D image rendering. By mimicking the collaboration of human professionals, this multi-modal agent pipeline facilitates the effective and automatic creation of images with 3D-controllable objects, through an explainable integration of top-down planning and bottom-up generation. Additionally, we find that existing benchmarks lack detailed descriptions of complex 3D spatial relationships of multiple objects. To fill this gap, we further construct a new benchmark of T2I-3DisBench (3D image scene), which describes diverse 3D image scenes with 50 detailed prompts. Extensive experiments show the state-of-the-art performance of MUSES on both T2I-CompBench and T2I-3DisBench, outperforming recent strong competitors such as DALL-E 3 and Stable Diffusion 3. These results demonstrate a significant step of MUSES forward in bridging natural language, 2D image generation, and 3D world. Our codes and models will be released soon.
PlankAssembly: Robust 3D Reconstruction from Three Orthographic Views with Learnt Shape Programs
In this paper, we develop a new method to automatically convert 2D line drawings from three orthographic views into 3D CAD models. Existing methods for this problem reconstruct 3D models by back-projecting the 2D observations into 3D space while maintaining explicit correspondence between the input and output. Such methods are sensitive to errors and noises in the input, thus often fail in practice where the input drawings created by human designers are imperfect. To overcome this difficulty, we leverage the attention mechanism in a Transformer-based sequence generation model to learn flexible mappings between the input and output. Further, we design shape programs which are suitable for generating the objects of interest to boost the reconstruction accuracy and facilitate CAD modeling applications. Experiments on a new benchmark dataset show that our method significantly outperforms existing ones when the inputs are noisy or incomplete.
JM3D & JM3D-LLM: Elevating 3D Representation with Joint Multi-modal Cues
The rising importance of 3D representation learning, pivotal in computer vision, autonomous driving, and robotics, is evident. However, a prevailing trend, which straightforwardly resorted to transferring 2D alignment strategies to the 3D domain, encounters three distinct challenges: (1) Information Degradation: This arises from the alignment of 3D data with mere single-view 2D images and generic texts, neglecting the need for multi-view images and detailed subcategory texts. (2) Insufficient Synergy: These strategies align 3D representations to image and text features individually, hampering the overall optimization for 3D models. (3) Underutilization: The fine-grained information inherent in the learned representations is often not fully exploited, indicating a potential loss in detail. To address these issues, we introduce JM3D, a comprehensive approach integrating point cloud, text, and image. Key contributions include the Structured Multimodal Organizer (SMO), enriching vision-language representation with multiple views and hierarchical text, and the Joint Multi-modal Alignment (JMA), combining language understanding with visual representation. Our advanced model, JM3D-LLM, marries 3D representation with large language models via efficient fine-tuning. Evaluations on ModelNet40 and ScanObjectNN establish JM3D's superiority. The superior performance of JM3D-LLM further underscores the effectiveness of our representation transfer approach. Our code and models are available at https://github.com/Mr-Neko/JM3D.
Doodle Your 3D: From Abstract Freehand Sketches to Precise 3D Shapes
In this paper, we democratise 3D content creation, enabling precise generation of 3D shapes from abstract sketches while overcoming limitations tied to drawing skills. We introduce a novel part-level modelling and alignment framework that facilitates abstraction modelling and cross-modal correspondence. Leveraging the same part-level decoder, our approach seamlessly extends to sketch modelling by establishing correspondence between CLIPasso edgemaps and projected 3D part regions, eliminating the need for a dataset pairing human sketches and 3D shapes. Additionally, our method introduces a seamless in-position editing process as a byproduct of cross-modal part-aligned modelling. Operating in a low-dimensional implicit space, our approach significantly reduces computational demands and processing time.
Advances in 3D Generation: A Survey
Generating 3D models lies at the core of computer graphics and has been the focus of decades of research. With the emergence of advanced neural representations and generative models, the field of 3D content generation is developing rapidly, enabling the creation of increasingly high-quality and diverse 3D models. The rapid growth of this field makes it difficult to stay abreast of all recent developments. In this survey, we aim to introduce the fundamental methodologies of 3D generation methods and establish a structured roadmap, encompassing 3D representation, generation methods, datasets, and corresponding applications. Specifically, we introduce the 3D representations that serve as the backbone for 3D generation. Furthermore, we provide a comprehensive overview of the rapidly growing literature on generation methods, categorized by the type of algorithmic paradigms, including feedforward generation, optimization-based generation, procedural generation, and generative novel view synthesis. Lastly, we discuss available datasets, applications, and open challenges. We hope this survey will help readers explore this exciting topic and foster further advancements in the field of 3D content generation.
Deep Geometric Moments Promote Shape Consistency in Text-to-3D Generation
To address the data scarcity associated with 3D assets, 2D-lifting techniques such as Score Distillation Sampling (SDS) have become a widely adopted practice in text-to-3D generation pipelines. However, the diffusion models used in these techniques are prone to viewpoint bias and thus lead to geometric inconsistencies such as the Janus problem. To counter this, we introduce MT3D, a text-to-3D generative model that leverages a high-fidelity 3D object to overcome viewpoint bias and explicitly infuse geometric understanding into the generation pipeline. Firstly, we employ depth maps derived from a high-quality 3D model as control signals to guarantee that the generated 2D images preserve the fundamental shape and structure, thereby reducing the inherent viewpoint bias. Next, we utilize deep geometric moments to ensure geometric consistency in the 3D representation explicitly. By incorporating geometric details from a 3D asset, MT3D enables the creation of diverse and geometrically consistent objects, thereby improving the quality and usability of our 3D representations.
Direct3D: Scalable Image-to-3D Generation via 3D Latent Diffusion Transformer
Generating high-quality 3D assets from text and images has long been challenging, primarily due to the absence of scalable 3D representations capable of capturing intricate geometry distributions. In this work, we introduce Direct3D, a native 3D generative model scalable to in-the-wild input images, without requiring a multiview diffusion model or SDS optimization. Our approach comprises two primary components: a Direct 3D Variational Auto-Encoder (D3D-VAE) and a Direct 3D Diffusion Transformer (D3D-DiT). D3D-VAE efficiently encodes high-resolution 3D shapes into a compact and continuous latent triplane space. Notably, our method directly supervises the decoded geometry using a semi-continuous surface sampling strategy, diverging from previous methods relying on rendered images as supervision signals. D3D-DiT models the distribution of encoded 3D latents and is specifically designed to fuse positional information from the three feature maps of the triplane latent, enabling a native 3D generative model scalable to large-scale 3D datasets. Additionally, we introduce an innovative image-to-3D generation pipeline incorporating semantic and pixel-level image conditions, allowing the model to produce 3D shapes consistent with the provided conditional image input. Extensive experiments demonstrate the superiority of our large-scale pre-trained Direct3D over previous image-to-3D approaches, achieving significantly better generation quality and generalization ability, thus establishing a new state-of-the-art for 3D content creation. Project page: https://nju-3dv.github.io/projects/Direct3D/.
Creative Birds: Self-Supervised Single-View 3D Style Transfer
In this paper, we propose a novel method for single-view 3D style transfer that generates a unique 3D object with both shape and texture transfer. Our focus lies primarily on birds, a popular subject in 3D reconstruction, for which no existing single-view 3D transfer methods have been developed.The method we propose seeks to generate a 3D mesh shape and texture of a bird from two single-view images. To achieve this, we introduce a novel shape transfer generator that comprises a dual residual gated network (DRGNet), and a multi-layer perceptron (MLP). DRGNet extracts the features of source and target images using a shared coordinate gate unit, while the MLP generates spatial coordinates for building a 3D mesh. We also introduce a semantic UV texture transfer module that implements textural style transfer using semantic UV segmentation, which ensures consistency in the semantic meaning of the transferred regions. This module can be widely adapted to many existing approaches. Finally, our method constructs a novel 3D bird using a differentiable renderer. Experimental results on the CUB dataset verify that our method achieves state-of-the-art performance on the single-view 3D style transfer task. Code is available in https://github.com/wrk226/creative_birds.
From 2D CAD Drawings to 3D Parametric Models: A Vision-Language Approach
In this paper, we present CAD2Program, a new method for reconstructing 3D parametric models from 2D CAD drawings. Our proposed method is inspired by recent successes in vision-language models (VLMs), and departs from traditional methods which rely on task-specific data representations and/or algorithms. Specifically, on the input side, we simply treat the 2D CAD drawing as a raster image, regardless of its original format, and encode the image with a standard ViT model. We show that such an encoding scheme achieves competitive performance against existing methods that operate on vector-graphics inputs, while imposing substantially fewer restrictions on the 2D drawings. On the output side, our method auto-regressively predicts a general-purpose language describing 3D parametric models in text form. Compared to other sequence modeling methods for CAD which use domain-specific sequence representations with fixed-size slots, our text-based representation is more flexible, and can be easily extended to arbitrary geometric entities and semantic or functional properties. Experimental results on a large-scale dataset of cabinet models demonstrate the effectiveness of our method.
Uni3D: Exploring Unified 3D Representation at Scale
Scaling up representations for images or text has been extensively investigated in the past few years and has led to revolutions in learning vision and language. However, scalable representation for 3D objects and scenes is relatively unexplored. In this work, we present Uni3D, a 3D foundation model to explore the unified 3D representation at scale. Uni3D uses a 2D initialized ViT end-to-end pretrained to align the 3D point cloud features with the image-text aligned features. Via the simple architecture and pretext task, Uni3D can leverage abundant 2D pretrained models as initialization and image-text aligned models as the target, unlocking the great potential of 2D models and scaling-up strategies to the 3D world. We efficiently scale up Uni3D to one billion parameters, and set new records on a broad range of 3D tasks, such as zero-shot classification, few-shot classification, open-world understanding and part segmentation. We show that the strong Uni3D representation also enables applications such as 3D painting and retrieval in the wild. We believe that Uni3D provides a new direction for exploring both scaling up and efficiency of the representation in 3D domain.
3D VR Sketch Guided 3D Shape Prototyping and Exploration
3D shape modeling is labor-intensive, time-consuming, and requires years of expertise. To facilitate 3D shape modeling, we propose a 3D shape generation network that takes a 3D VR sketch as a condition. We assume that sketches are created by novices without art training and aim to reconstruct geometrically realistic 3D shapes of a given category. To handle potential sketch ambiguity, our method creates multiple 3D shapes that align with the original sketch's structure. We carefully design our method, training the model step-by-step and leveraging multi-modal 3D shape representation to support training with limited training data. To guarantee the realism of generated 3D shapes we leverage the normalizing flow that models the distribution of the latent space of 3D shapes. To encourage the fidelity of the generated 3D shapes to an input sketch, we propose a dedicated loss that we deploy at different stages of the training process. The code is available at https://github.com/Rowl1ng/3Dsketch2shape.
DrawingSpinUp: 3D Animation from Single Character Drawings
Animating various character drawings is an engaging visual content creation task. Given a single character drawing, existing animation methods are limited to flat 2D motions and thus lack 3D effects. An alternative solution is to reconstruct a 3D model from a character drawing as a proxy and then retarget 3D motion data onto it. However, the existing image-to-3D methods could not work well for amateur character drawings in terms of appearance and geometry. We observe the contour lines, commonly existing in character drawings, would introduce significant ambiguity in texture synthesis due to their view-dependence. Additionally, thin regions represented by single-line contours are difficult to reconstruct (e.g., slim limbs of a stick figure) due to their delicate structures. To address these issues, we propose a novel system, DrawingSpinUp, to produce plausible 3D animations and breathe life into character drawings, allowing them to freely spin up, leap, and even perform a hip-hop dance. For appearance improvement, we adopt a removal-then-restoration strategy to first remove the view-dependent contour lines and then render them back after retargeting the reconstructed character. For geometry refinement, we develop a skeleton-based thinning deformation algorithm to refine the slim structures represented by the single-line contours. The experimental evaluations and a perceptual user study show that our proposed method outperforms the existing 2D and 3D animation methods and generates high-quality 3D animations from a single character drawing. Please refer to our project page (https://lordliang.github.io/DrawingSpinUp) for the code and generated animations.
Sketch-A-Shape: Zero-Shot Sketch-to-3D Shape Generation
Significant progress has recently been made in creative applications of large pre-trained models for downstream tasks in 3D vision, such as text-to-shape generation. This motivates our investigation of how these pre-trained models can be used effectively to generate 3D shapes from sketches, which has largely remained an open challenge due to the limited sketch-shape paired datasets and the varying level of abstraction in the sketches. We discover that conditioning a 3D generative model on the features (obtained from a frozen large pre-trained vision model) of synthetic renderings during training enables us to effectively generate 3D shapes from sketches at inference time. This suggests that the large pre-trained vision model features carry semantic signals that are resilient to domain shifts, i.e., allowing us to use only RGB renderings, but generalizing to sketches at inference time. We conduct a comprehensive set of experiments investigating different design factors and demonstrate the effectiveness of our straightforward approach for generation of multiple 3D shapes per each input sketch regardless of their level of abstraction without requiring any paired datasets during training.
3D Congealing: 3D-Aware Image Alignment in the Wild
We propose 3D Congealing, a novel problem of 3D-aware alignment for 2D images capturing semantically similar objects. Given a collection of unlabeled Internet images, our goal is to associate the shared semantic parts from the inputs and aggregate the knowledge from 2D images to a shared 3D canonical space. We introduce a general framework that tackles the task without assuming shape templates, poses, or any camera parameters. At its core is a canonical 3D representation that encapsulates geometric and semantic information. The framework optimizes for the canonical representation together with the pose for each input image, and a per-image coordinate map that warps 2D pixel coordinates to the 3D canonical frame to account for the shape matching. The optimization procedure fuses prior knowledge from a pre-trained image generative model and semantic information from input images. The former provides strong knowledge guidance for this under-constraint task, while the latter provides the necessary information to mitigate the training data bias from the pre-trained model. Our framework can be used for various tasks such as correspondence matching, pose estimation, and image editing, achieving strong results on real-world image datasets under challenging illumination conditions and on in-the-wild online image collections.
Learning to generate line drawings that convey geometry and semantics
This paper presents an unpaired method for creating line drawings from photographs. Current methods often rely on high quality paired datasets to generate line drawings. However, these datasets often have limitations due to the subjects of the drawings belonging to a specific domain, or in the amount of data collected. Although recent work in unsupervised image-to-image translation has shown much progress, the latest methods still struggle to generate compelling line drawings. We observe that line drawings are encodings of scene information and seek to convey 3D shape and semantic meaning. We build these observations into a set of objectives and train an image translation to map photographs into line drawings. We introduce a geometry loss which predicts depth information from the image features of a line drawing, and a semantic loss which matches the CLIP features of a line drawing with its corresponding photograph. Our approach outperforms state-of-the-art unpaired image translation and line drawing generation methods on creating line drawings from arbitrary photographs. For code and demo visit our webpage carolineec.github.io/informative_drawings
SceneWiz3D: Towards Text-guided 3D Scene Composition
We are witnessing significant breakthroughs in the technology for generating 3D objects from text. Existing approaches either leverage large text-to-image models to optimize a 3D representation or train 3D generators on object-centric datasets. Generating entire scenes, however, remains very challenging as a scene contains multiple 3D objects, diverse and scattered. In this work, we introduce SceneWiz3D, a novel approach to synthesize high-fidelity 3D scenes from text. We marry the locality of objects with globality of scenes by introducing a hybrid 3D representation: explicit for objects and implicit for scenes. Remarkably, an object, being represented explicitly, can be either generated from text using conventional text-to-3D approaches, or provided by users. To configure the layout of the scene and automatically place objects, we apply the Particle Swarm Optimization technique during the optimization process. Furthermore, it is difficult for certain parts of the scene (e.g., corners, occlusion) to receive multi-view supervision, leading to inferior geometry. We incorporate an RGBD panorama diffusion model to mitigate it, resulting in high-quality geometry. Extensive evaluation supports that our approach achieves superior quality over previous approaches, enabling the generation of detailed and view-consistent 3D scenes.
Hyper-3DG: Text-to-3D Gaussian Generation via Hypergraph
Text-to-3D generation represents an exciting field that has seen rapid advancements, facilitating the transformation of textual descriptions into detailed 3D models. However, current progress often neglects the intricate high-order correlation of geometry and texture within 3D objects, leading to challenges such as over-smoothness, over-saturation and the Janus problem. In this work, we propose a method named ``3D Gaussian Generation via Hypergraph (Hyper-3DG)'', designed to capture the sophisticated high-order correlations present within 3D objects. Our framework is anchored by a well-established mainflow and an essential module, named ``Geometry and Texture Hypergraph Refiner (HGRefiner)''. This module not only refines the representation of 3D Gaussians but also accelerates the update process of these 3D Gaussians by conducting the Patch-3DGS Hypergraph Learning on both explicit attributes and latent visual features. Our framework allows for the production of finely generated 3D objects within a cohesive optimization, effectively circumventing degradation. Extensive experimentation has shown that our proposed method significantly enhances the quality of 3D generation while incurring no additional computational overhead for the underlying framework. (Project code: https://github.com/yjhboy/Hyper3DG)
AugRefer: Advancing 3D Visual Grounding via Cross-Modal Augmentation and Spatial Relation-based Referring
3D visual grounding (3DVG), which aims to correlate a natural language description with the target object within a 3D scene, is a significant yet challenging task. Despite recent advancements in this domain, existing approaches commonly encounter a shortage: a limited amount and diversity of text3D pairs available for training. Moreover, they fall short in effectively leveraging different contextual clues (e.g., rich spatial relations within the 3D visual space) for grounding. To address these limitations, we propose AugRefer, a novel approach for advancing 3D visual grounding. AugRefer introduces cross-modal augmentation designed to extensively generate diverse text-3D pairs by placing objects into 3D scenes and creating accurate and semantically rich descriptions using foundation models. Notably, the resulting pairs can be utilized by any existing 3DVG methods for enriching their training data. Additionally, AugRefer presents a language-spatial adaptive decoder that effectively adapts the potential referring objects based on the language description and various 3D spatial relations. Extensive experiments on three benchmark datasets clearly validate the effectiveness of AugRefer.
DIRECT-3D: Learning Direct Text-to-3D Generation on Massive Noisy 3D Data
We present DIRECT-3D, a diffusion-based 3D generative model for creating high-quality 3D assets (represented by Neural Radiance Fields) from text prompts. Unlike recent 3D generative models that rely on clean and well-aligned 3D data, limiting them to single or few-class generation, our model is directly trained on extensive noisy and unaligned `in-the-wild' 3D assets, mitigating the key challenge (i.e., data scarcity) in large-scale 3D generation. In particular, DIRECT-3D is a tri-plane diffusion model that integrates two innovations: 1) A novel learning framework where noisy data are filtered and aligned automatically during the training process. Specifically, after an initial warm-up phase using a small set of clean data, an iterative optimization is introduced in the diffusion process to explicitly estimate the 3D pose of objects and select beneficial data based on conditional density. 2) An efficient 3D representation that is achieved by disentangling object geometry and color features with two separate conditional diffusion models that are optimized hierarchically. Given a prompt input, our model generates high-quality, high-resolution, realistic, and complex 3D objects with accurate geometric details in seconds. We achieve state-of-the-art performance in both single-class generation and text-to-3D generation. We also demonstrate that DIRECT-3D can serve as a useful 3D geometric prior of objects, for example to alleviate the well-known Janus problem in 2D-lifting methods such as DreamFusion. The code and models are available for research purposes at: https://github.com/qihao067/direct3d.
3DSNet: Unsupervised Shape-to-Shape 3D Style Transfer
Transferring the style from one image onto another is a popular and widely studied task in computer vision. Yet, style transfer in the 3D setting remains a largely unexplored problem. To our knowledge, we propose the first learning-based approach for style transfer between 3D objects based on disentangled content and style representations. The proposed method can synthesize new 3D shapes both in the form of point clouds and meshes, combining the content and style of a source and target 3D model to generate a novel shape that resembles in style the target while retaining the source content. Furthermore, we extend our technique to implicitly learn the multimodal style distribution of the chosen domains. By sampling style codes from the learned distributions, we increase the variety of styles that our model can confer to an input shape. Experimental results validate the effectiveness of the proposed 3D style transfer method on a number of benchmarks. The implementation of our framework will be released upon acceptance.
MAPConNet: Self-supervised 3D Pose Transfer with Mesh and Point Contrastive Learning
3D pose transfer is a challenging generation task that aims to transfer the pose of a source geometry onto a target geometry with the target identity preserved. Many prior methods require keypoint annotations to find correspondence between the source and target. Current pose transfer methods allow end-to-end correspondence learning but require the desired final output as ground truth for supervision. Unsupervised methods have been proposed for graph convolutional models but they require ground truth correspondence between the source and target inputs. We present a novel self-supervised framework for 3D pose transfer which can be trained in unsupervised, semi-supervised, or fully supervised settings without any correspondence labels. We introduce two contrastive learning constraints in the latent space: a mesh-level loss for disentangling global patterns including pose and identity, and a point-level loss for discriminating local semantics. We demonstrate quantitatively and qualitatively that our method achieves state-of-the-art results in supervised 3D pose transfer, with comparable results in unsupervised and semi-supervised settings. Our method is also generalisable to unseen human and animal data with complex topologies.
Alfie: Democratising RGBA Image Generation With No $$$
Designs and artworks are ubiquitous across various creative fields, requiring graphic design skills and dedicated software to create compositions that include many graphical elements, such as logos, icons, symbols, and art scenes, which are integral to visual storytelling. Automating the generation of such visual elements improves graphic designers' productivity, democratizes and innovates the creative industry, and helps generate more realistic synthetic data for related tasks. These illustration elements are mostly RGBA images with irregular shapes and cutouts, facilitating blending and scene composition. However, most image generation models are incapable of generating such images and achieving this capability requires expensive computational resources, specific training recipes, or post-processing solutions. In this work, we propose a fully-automated approach for obtaining RGBA illustrations by modifying the inference-time behavior of a pre-trained Diffusion Transformer model, exploiting the prompt-guided controllability and visual quality offered by such models with no additional computational cost. We force the generation of entire subjects without sharp croppings, whose background is easily removed for seamless integration into design projects or artistic scenes. We show with a user study that, in most cases, users prefer our solution over generating and then matting an image, and we show that our generated illustrations yield good results when used as inputs for composite scene generation pipelines. We release the code at https://github.com/aimagelab/Alfie.
SketchDream: Sketch-based Text-to-3D Generation and Editing
Existing text-based 3D generation methods generate attractive results but lack detailed geometry control. Sketches, known for their conciseness and expressiveness, have contributed to intuitive 3D modeling but are confined to producing texture-less mesh models within predefined categories. Integrating sketch and text simultaneously for 3D generation promises enhanced control over geometry and appearance but faces challenges from 2D-to-3D translation ambiguity and multi-modal condition integration. Moreover, further editing of 3D models in arbitrary views will give users more freedom to customize their models. However, it is difficult to achieve high generation quality, preserve unedited regions, and manage proper interactions between shape components. To solve the above issues, we propose a text-driven 3D content generation and editing method, SketchDream, which supports NeRF generation from given hand-drawn sketches and achieves free-view sketch-based local editing. To tackle the 2D-to-3D ambiguity challenge, we introduce a sketch-based multi-view image generation diffusion model, which leverages depth guidance to establish spatial correspondence. A 3D ControlNet with a 3D attention module is utilized to control multi-view images and ensure their 3D consistency. To support local editing, we further propose a coarse-to-fine editing approach: the coarse phase analyzes component interactions and provides 3D masks to label edited regions, while the fine stage generates realistic results with refined details by local enhancement. Extensive experiments validate that our method generates higher-quality results compared with a combination of 2D ControlNet and image-to-3D generation techniques and achieves detailed control compared with existing diffusion-based 3D editing approaches.
Guide3D: Create 3D Avatars from Text and Image Guidance
Recently, text-to-image generation has exhibited remarkable advancements, with the ability to produce visually impressive results. In contrast, text-to-3D generation has not yet reached a comparable level of quality. Existing methods primarily rely on text-guided score distillation sampling (SDS), and they encounter difficulties in transferring 2D attributes of the generated images to 3D content. In this work, we aim to develop an effective 3D generative model capable of synthesizing high-resolution textured meshes by leveraging both textual and image information. To this end, we introduce Guide3D, a zero-shot text-and-image-guided generative model for 3D avatar generation based on diffusion models. Our model involves (1) generating sparse-view images of a text-consistent character using diffusion models, and (2) jointly optimizing multi-resolution differentiable marching tetrahedral grids with pixel-aligned image features. We further propose a similarity-aware feature fusion strategy for efficiently integrating features from different views. Moreover, we introduce two novel training objectives as an alternative to calculating SDS, significantly enhancing the optimization process. We thoroughly evaluate the performance and components of our framework, which outperforms the current state-of-the-art in producing topologically and structurally correct geometry and high-resolution textures. Guide3D enables the direct transfer of 2D-generated images to the 3D space. Our code will be made publicly available.
Sculpt3D: Multi-View Consistent Text-to-3D Generation with Sparse 3D Prior
Recent works on text-to-3d generation show that using only 2D diffusion supervision for 3D generation tends to produce results with inconsistent appearances (e.g., faces on the back view) and inaccurate shapes (e.g., animals with extra legs). Existing methods mainly address this issue by retraining diffusion models with images rendered from 3D data to ensure multi-view consistency while struggling to balance 2D generation quality with 3D consistency. In this paper, we present a new framework Sculpt3D that equips the current pipeline with explicit injection of 3D priors from retrieved reference objects without re-training the 2D diffusion model. Specifically, we demonstrate that high-quality and diverse 3D geometry can be guaranteed by keypoints supervision through a sparse ray sampling approach. Moreover, to ensure accurate appearances of different views, we further modulate the output of the 2D diffusion model to the correct patterns of the template views without altering the generated object's style. These two decoupled designs effectively harness 3D information from reference objects to generate 3D objects while preserving the generation quality of the 2D diffusion model. Extensive experiments show our method can largely improve the multi-view consistency while retaining fidelity and diversity. Our project page is available at: https://stellarcheng.github.io/Sculpt3D/.
Lay-A-Scene: Personalized 3D Object Arrangement Using Text-to-Image Priors
Generating 3D visual scenes is at the forefront of visual generative AI, but current 3D generation techniques struggle with generating scenes with multiple high-resolution objects. Here we introduce Lay-A-Scene, which solves the task of Open-set 3D Object Arrangement, effectively arranging unseen objects. Given a set of 3D objects, the task is to find a plausible arrangement of these objects in a scene. We address this task by leveraging pre-trained text-to-image models. We personalize the model and explain how to generate images of a scene that contains multiple predefined objects without neglecting any of them. Then, we describe how to infer the 3D poses and arrangement of objects from a 2D generated image by finding a consistent projection of objects onto the 2D scene. We evaluate the quality of Lay-A-Scene using 3D objects from Objaverse and human raters and find that it often generates coherent and feasible 3D object arrangements.
3D-Adapter: Geometry-Consistent Multi-View Diffusion for High-Quality 3D Generation
Multi-view image diffusion models have significantly advanced open-domain 3D object generation. However, most existing models rely on 2D network architectures that lack inherent 3D biases, resulting in compromised geometric consistency. To address this challenge, we introduce 3D-Adapter, a plug-in module designed to infuse 3D geometry awareness into pretrained image diffusion models. Central to our approach is the idea of 3D feedback augmentation: for each denoising step in the sampling loop, 3D-Adapter decodes intermediate multi-view features into a coherent 3D representation, then re-encodes the rendered RGBD views to augment the pretrained base model through feature addition. We study two variants of 3D-Adapter: a fast feed-forward version based on Gaussian splatting and a versatile training-free version utilizing neural fields and meshes. Our extensive experiments demonstrate that 3D-Adapter not only greatly enhances the geometry quality of text-to-multi-view models such as Instant3D and Zero123++, but also enables high-quality 3D generation using the plain text-to-image Stable Diffusion. Furthermore, we showcase the broad application potential of 3D-Adapter by presenting high quality results in text-to-3D, image-to-3D, text-to-texture, and text-to-avatar tasks.
SweetDreamer: Aligning Geometric Priors in 2D Diffusion for Consistent Text-to-3D
It is inherently ambiguous to lift 2D results from pre-trained diffusion models to a 3D world for text-to-3D generation. 2D diffusion models solely learn view-agnostic priors and thus lack 3D knowledge during the lifting, leading to the multi-view inconsistency problem. We find that this problem primarily stems from geometric inconsistency, and avoiding misplaced geometric structures substantially mitigates the problem in the final outputs. Therefore, we improve the consistency by aligning the 2D geometric priors in diffusion models with well-defined 3D shapes during the lifting, addressing the vast majority of the problem. This is achieved by fine-tuning the 2D diffusion model to be viewpoint-aware and to produce view-specific coordinate maps of canonically oriented 3D objects. In our process, only coarse 3D information is used for aligning. This "coarse" alignment not only resolves the multi-view inconsistency in geometries but also retains the ability in 2D diffusion models to generate detailed and diversified high-quality objects unseen in the 3D datasets. Furthermore, our aligned geometric priors (AGP) are generic and can be seamlessly integrated into various state-of-the-art pipelines, obtaining high generalizability in terms of unseen shapes and visual appearance while greatly alleviating the multi-view inconsistency problem. Our method represents a new state-of-the-art performance with an 85+% consistency rate by human evaluation, while many previous methods are around 30%. Our project page is https://sweetdreamer3d.github.io/
Doppelgangers: Learning to Disambiguate Images of Similar Structures
We consider the visual disambiguation task of determining whether a pair of visually similar images depict the same or distinct 3D surfaces (e.g., the same or opposite sides of a symmetric building). Illusory image matches, where two images observe distinct but visually similar 3D surfaces, can be challenging for humans to differentiate, and can also lead 3D reconstruction algorithms to produce erroneous results. We propose a learning-based approach to visual disambiguation, formulating it as a binary classification task on image pairs. To that end, we introduce a new dataset for this problem, Doppelgangers, which includes image pairs of similar structures with ground truth labels. We also design a network architecture that takes the spatial distribution of local keypoints and matches as input, allowing for better reasoning about both local and global cues. Our evaluation shows that our method can distinguish illusory matches in difficult cases, and can be integrated into SfM pipelines to produce correct, disambiguated 3D reconstructions. See our project page for our code, datasets, and more results: http://doppelgangers-3d.github.io/.
3D Photography using Context-aware Layered Depth Inpainting
We propose a method for converting a single RGB-D input image into a 3D photo - a multi-layer representation for novel view synthesis that contains hallucinated color and depth structures in regions occluded in the original view. We use a Layered Depth Image with explicit pixel connectivity as underlying representation, and present a learning-based inpainting model that synthesizes new local color-and-depth content into the occluded region in a spatial context-aware manner. The resulting 3D photos can be efficiently rendered with motion parallax using standard graphics engines. We validate the effectiveness of our method on a wide range of challenging everyday scenes and show fewer artifacts compared with the state of the arts.
Control3D: Towards Controllable Text-to-3D Generation
Recent remarkable advances in large-scale text-to-image diffusion models have inspired a significant breakthrough in text-to-3D generation, pursuing 3D content creation solely from a given text prompt. However, existing text-to-3D techniques lack a crucial ability in the creative process: interactively control and shape the synthetic 3D contents according to users' desired specifications (e.g., sketch). To alleviate this issue, we present the first attempt for text-to-3D generation conditioning on the additional hand-drawn sketch, namely Control3D, which enhances controllability for users. In particular, a 2D conditioned diffusion model (ControlNet) is remoulded to guide the learning of 3D scene parameterized as NeRF, encouraging each view of 3D scene aligned with the given text prompt and hand-drawn sketch. Moreover, we exploit a pre-trained differentiable photo-to-sketch model to directly estimate the sketch of the rendered image over synthetic 3D scene. Such estimated sketch along with each sampled view is further enforced to be geometrically consistent with the given sketch, pursuing better controllable text-to-3D generation. Through extensive experiments, we demonstrate that our proposal can generate accurate and faithful 3D scenes that align closely with the input text prompts and sketches.
Fantasia3D: Disentangling Geometry and Appearance for High-quality Text-to-3D Content Creation
Automatic 3D content creation has achieved rapid progress recently due to the availability of pre-trained, large language models and image diffusion models, forming the emerging topic of text-to-3D content creation. Existing text-to-3D methods commonly use implicit scene representations, which couple the geometry and appearance via volume rendering and are suboptimal in terms of recovering finer geometries and achieving photorealistic rendering; consequently, they are less effective for generating high-quality 3D assets. In this work, we propose a new method of Fantasia3D for high-quality text-to-3D content creation. Key to Fantasia3D is the disentangled modeling and learning of geometry and appearance. For geometry learning, we rely on a hybrid scene representation, and propose to encode surface normal extracted from the representation as the input of the image diffusion model. For appearance modeling, we introduce the spatially varying bidirectional reflectance distribution function (BRDF) into the text-to-3D task, and learn the surface material for photorealistic rendering of the generated surface. Our disentangled framework is more compatible with popular graphics engines, supporting relighting, editing, and physical simulation of the generated 3D assets. We conduct thorough experiments that show the advantages of our method over existing ones under different text-to-3D task settings. Project page and source codes: https://fantasia3d.github.io/.
Chasing Consistency in Text-to-3D Generation from a Single Image
Text-to-3D generation from a single-view image is a popular but challenging task in 3D vision. Although numerous methods have been proposed, existing works still suffer from the inconsistency issues, including 1) semantic inconsistency, 2) geometric inconsistency, and 3) saturation inconsistency, resulting in distorted, overfitted, and over-saturated generations. In light of the above issues, we present Consist3D, a three-stage framework Chasing for semantic-, geometric-, and saturation-Consistent Text-to-3D generation from a single image, in which the first two stages aim to learn parameterized consistency tokens, and the last stage is for optimization. Specifically, the semantic encoding stage learns a token independent of views and estimations, promoting semantic consistency and robustness. Meanwhile, the geometric encoding stage learns another token with comprehensive geometry and reconstruction constraints under novel-view estimations, reducing overfitting and encouraging geometric consistency. Finally, the optimization stage benefits from the semantic and geometric tokens, allowing a low classifier-free guidance scale and therefore preventing oversaturation. Experimental results demonstrate that Consist3D produces more consistent, faithful, and photo-realistic 3D assets compared to previous state-of-the-art methods. Furthermore, Consist3D also allows background and object editing through text prompts.
Volumetric Wireframe Parsing from Neural Attraction Fields
The primal sketch is a fundamental representation in Marr's vision theory, which allows for parsimonious image-level processing from 2D to 2.5D perception. This paper takes a further step by computing 3D primal sketch of wireframes from a set of images with known camera poses, in which we take the 2D wireframes in multi-view images as the basis to compute 3D wireframes in a volumetric rendering formulation. In our method, we first propose a NEural Attraction (NEAT) Fields that parameterizes the 3D line segments with coordinate Multi-Layer Perceptrons (MLPs), enabling us to learn the 3D line segments from 2D observation without incurring any explicit feature correspondences across views. We then present a novel Global Junction Perceiving (GJP) module to perceive meaningful 3D junctions from the NEAT Fields of 3D line segments by optimizing a randomly initialized high-dimensional latent array and a lightweight decoding MLP. Benefitting from our explicit modeling of 3D junctions, we finally compute the primal sketch of 3D wireframes by attracting the queried 3D line segments to the 3D junctions, significantly simplifying the computation paradigm of 3D wireframe parsing. In experiments, we evaluate our approach on the DTU and BlendedMVS datasets with promising performance obtained. As far as we know, our method is the first approach to achieve high-fidelity 3D wireframe parsing without requiring explicit matching.
TripoSG: High-Fidelity 3D Shape Synthesis using Large-Scale Rectified Flow Models
Recent advancements in diffusion techniques have propelled image and video generation to unprece- dented levels of quality, significantly accelerating the deployment and application of generative AI. However, 3D shape generation technology has so far lagged behind, constrained by limitations in 3D data scale, complexity of 3D data process- ing, and insufficient exploration of advanced tech- niques in the 3D domain. Current approaches to 3D shape generation face substantial challenges in terms of output quality, generalization capa- bility, and alignment with input conditions. We present TripoSG, a new streamlined shape diffu- sion paradigm capable of generating high-fidelity 3D meshes with precise correspondence to input images. Specifically, we propose: 1) A large-scale rectified flow transformer for 3D shape generation, achieving state-of-the-art fidelity through training on extensive, high-quality data. 2) A hybrid supervised training strategy combining SDF, normal, and eikonal losses for 3D VAE, achieving high- quality 3D reconstruction performance. 3) A data processing pipeline to generate 2 million high- quality 3D samples, highlighting the crucial rules for data quality and quantity in training 3D gen- erative models. Through comprehensive experi- ments, we have validated the effectiveness of each component in our new framework. The seamless integration of these parts has enabled TripoSG to achieve state-of-the-art performance in 3D shape generation. The resulting 3D shapes exhibit en- hanced detail due to high-resolution capabilities and demonstrate exceptional fidelity to input im- ages. Moreover, TripoSG demonstrates improved versatility in generating 3D models from diverse image styles and contents, showcasing strong gen- eralization capabilities. To foster progress and innovation in the field of 3D generation, we will make our model publicly available.
ComboVerse: Compositional 3D Assets Creation Using Spatially-Aware Diffusion Guidance
Generating high-quality 3D assets from a given image is highly desirable in various applications such as AR/VR. Recent advances in single-image 3D generation explore feed-forward models that learn to infer the 3D model of an object without optimization. Though promising results have been achieved in single object generation, these methods often struggle to model complex 3D assets that inherently contain multiple objects. In this work, we present ComboVerse, a 3D generation framework that produces high-quality 3D assets with complex compositions by learning to combine multiple models. 1) We first perform an in-depth analysis of this ``multi-object gap'' from both model and data perspectives. 2) Next, with reconstructed 3D models of different objects, we seek to adjust their sizes, rotation angles, and locations to create a 3D asset that matches the given image. 3) To automate this process, we apply spatially-aware score distillation sampling (SSDS) from pretrained diffusion models to guide the positioning of objects. Our proposed framework emphasizes spatial alignment of objects, compared with standard score distillation sampling, and thus achieves more accurate results. Extensive experiments validate ComboVerse achieves clear improvements over existing methods in generating compositional 3D assets.
MV-Adapter: Multi-view Consistent Image Generation Made Easy
Existing multi-view image generation methods often make invasive modifications to pre-trained text-to-image (T2I) models and require full fine-tuning, leading to (1) high computational costs, especially with large base models and high-resolution images, and (2) degradation in image quality due to optimization difficulties and scarce high-quality 3D data. In this paper, we propose the first adapter-based solution for multi-view image generation, and introduce MV-Adapter, a versatile plug-and-play adapter that enhances T2I models and their derivatives without altering the original network structure or feature space. By updating fewer parameters, MV-Adapter enables efficient training and preserves the prior knowledge embedded in pre-trained models, mitigating overfitting risks. To efficiently model the 3D geometric knowledge within the adapter, we introduce innovative designs that include duplicated self-attention layers and parallel attention architecture, enabling the adapter to inherit the powerful priors of the pre-trained models to model the novel 3D knowledge. Moreover, we present a unified condition encoder that seamlessly integrates camera parameters and geometric information, facilitating applications such as text- and image-based 3D generation and texturing. MV-Adapter achieves multi-view generation at 768 resolution on Stable Diffusion XL (SDXL), and demonstrates adaptability and versatility. It can also be extended to arbitrary view generation, enabling broader applications. We demonstrate that MV-Adapter sets a new quality standard for multi-view image generation, and opens up new possibilities due to its efficiency, adaptability and versatility.
En3D: An Enhanced Generative Model for Sculpting 3D Humans from 2D Synthetic Data
We present En3D, an enhanced generative scheme for sculpting high-quality 3D human avatars. Unlike previous works that rely on scarce 3D datasets or limited 2D collections with imbalanced viewing angles and imprecise pose priors, our approach aims to develop a zero-shot 3D generative scheme capable of producing visually realistic, geometrically accurate and content-wise diverse 3D humans without relying on pre-existing 3D or 2D assets. To address this challenge, we introduce a meticulously crafted workflow that implements accurate physical modeling to learn the enhanced 3D generative model from synthetic 2D data. During inference, we integrate optimization modules to bridge the gap between realistic appearances and coarse 3D shapes. Specifically, En3D comprises three modules: a 3D generator that accurately models generalizable 3D humans with realistic appearance from synthesized balanced, diverse, and structured human images; a geometry sculptor that enhances shape quality using multi-view normal constraints for intricate human anatomy; and a texturing module that disentangles explicit texture maps with fidelity and editability, leveraging semantical UV partitioning and a differentiable rasterizer. Experimental results show that our approach significantly outperforms prior works in terms of image quality, geometry accuracy and content diversity. We also showcase the applicability of our generated avatars for animation and editing, as well as the scalability of our approach for content-style free adaptation.
Deep3DSketch+: Rapid 3D Modeling from Single Free-hand Sketches
The rapid development of AR/VR brings tremendous demands for 3D content. While the widely-used Computer-Aided Design (CAD) method requires a time-consuming and labor-intensive modeling process, sketch-based 3D modeling offers a potential solution as a natural form of computer-human interaction. However, the sparsity and ambiguity of sketches make it challenging to generate high-fidelity content reflecting creators' ideas. Precise drawing from multiple views or strategic step-by-step drawings is often required to tackle the challenge but is not friendly to novice users. In this work, we introduce a novel end-to-end approach, Deep3DSketch+, which performs 3D modeling using only a single free-hand sketch without inputting multiple sketches or view information. Specifically, we introduce a lightweight generation network for efficient inference in real-time and a structural-aware adversarial training approach with a Stroke Enhancement Module (SEM) to capture the structural information to facilitate learning of the realistic and fine-detailed shape structures for high-fidelity performance. Extensive experiments demonstrated the effectiveness of our approach with the state-of-the-art (SOTA) performance on both synthetic and real datasets.
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.
X-Dreamer: Creating High-quality 3D Content by Bridging the Domain Gap Between Text-to-2D and Text-to-3D Generation
In recent times, automatic text-to-3D content creation has made significant progress, driven by the development of pretrained 2D diffusion models. Existing text-to-3D methods typically optimize the 3D representation to ensure that the rendered image aligns well with the given text, as evaluated by the pretrained 2D diffusion model. Nevertheless, a substantial domain gap exists between 2D images and 3D assets, primarily attributed to variations in camera-related attributes and the exclusive presence of foreground objects. Consequently, employing 2D diffusion models directly for optimizing 3D representations may lead to suboptimal outcomes. To address this issue, we present X-Dreamer, a novel approach for high-quality text-to-3D content creation that effectively bridges the gap between text-to-2D and text-to-3D synthesis. The key components of X-Dreamer are two innovative designs: Camera-Guided Low-Rank Adaptation (CG-LoRA) and Attention-Mask Alignment (AMA) Loss. CG-LoRA dynamically incorporates camera information into the pretrained diffusion models by employing camera-dependent generation for trainable parameters. This integration enhances the alignment between the generated 3D assets and the camera's perspective. AMA loss guides the attention map of the pretrained diffusion model using the binary mask of the 3D object, prioritizing the creation of the foreground object. This module ensures that the model focuses on generating accurate and detailed foreground objects. Extensive evaluations demonstrate the effectiveness of our proposed method compared to existing text-to-3D approaches. Our project webpage: https://xmuxiaoma666.github.io/Projects/X-Dreamer .
ULIP: Learning a Unified Representation of Language, Images, and Point Clouds for 3D Understanding
The recognition capabilities of current state-of-the-art 3D models are limited by datasets with a small number of annotated data and a pre-defined set of categories. In its 2D counterpart, recent advances have shown that similar problems can be significantly alleviated by employing knowledge from other modalities, such as language. Inspired by this, leveraging multimodal information for 3D modality could be promising to improve 3D understanding under the restricted data regime, but this line of research is not well studied. Therefore, we introduce ULIP to learn a unified representation of images, texts, and 3D point clouds by pre-training with object triplets from the three modalities. To overcome the shortage of training triplets, ULIP leverages a pre-trained vision-language model that has already learned a common visual and textual space by training with massive image-text pairs. Then, ULIP learns a 3D representation space aligned with the common image-text space, using a small number of automatically synthesized triplets. ULIP is agnostic to 3D backbone networks and can easily be integrated into any 3D architecture. Experiments show that ULIP effectively improves the performance of multiple recent 3D backbones by simply pre-training them on ShapeNet55 using our framework, achieving state-of-the-art performance in both standard 3D classification and zero-shot 3D classification on ModelNet40 and ScanObjectNN. ULIP also improves the performance of PointMLP by around 3% in 3D classification on ScanObjectNN, and outperforms PointCLIP by 28.8% on top-1 accuracy for zero-shot 3D classification on ModelNet40. Our code and pre-trained models are released at https://github.com/salesforce/ULIP.
Style3D: Attention-guided Multi-view Style Transfer for 3D Object Generation
We present Style3D, a novel approach for generating stylized 3D objects from a content image and a style image. Unlike most previous methods that require case- or style-specific training, Style3D supports instant 3D object stylization. Our key insight is that 3D object stylization can be decomposed into two interconnected processes: multi-view dual-feature alignment and sparse-view spatial reconstruction. We introduce MultiFusion Attention, an attention-guided technique to achieve multi-view stylization from the content-style pair. Specifically, the query features from the content image preserve geometric consistency across multiple views, while the key and value features from the style image are used to guide the stylistic transfer. This dual-feature alignment ensures that spatial coherence and stylistic fidelity are maintained across multi-view images. Finally, a large 3D reconstruction model is introduced to generate coherent stylized 3D objects. By establishing an interplay between structural and stylistic features across multiple views, our approach enables a holistic 3D stylization process. Extensive experiments demonstrate that Style3D offers a more flexible and scalable solution for generating style-consistent 3D assets, surpassing existing methods in both computational efficiency and visual quality.
Text2Room: Extracting Textured 3D Meshes from 2D Text-to-Image Models
We present Text2Room, a method for generating room-scale textured 3D meshes from a given text prompt as input. To this end, we leverage pre-trained 2D text-to-image models to synthesize a sequence of images from different poses. In order to lift these outputs into a consistent 3D scene representation, we combine monocular depth estimation with a text-conditioned inpainting model. The core idea of our approach is a tailored viewpoint selection such that the content of each image can be fused into a seamless, textured 3D mesh. More specifically, we propose a continuous alignment strategy that iteratively fuses scene frames with the existing geometry to create a seamless mesh. Unlike existing works that focus on generating single objects or zoom-out trajectories from text, our method generates complete 3D scenes with multiple objects and explicit 3D geometry. We evaluate our approach using qualitative and quantitative metrics, demonstrating it as the first method to generate room-scale 3D geometry with compelling textures from only text as input.
SGAligner : 3D Scene Alignment with Scene Graphs
Building 3D scene graphs has recently emerged as a topic in scene representation for several embodied AI applications to represent the world in a structured and rich manner. With their increased use in solving downstream tasks (eg, navigation and room rearrangement), can we leverage and recycle them for creating 3D maps of environments, a pivotal step in agent operation? We focus on the fundamental problem of aligning pairs of 3D scene graphs whose overlap can range from zero to partial and can contain arbitrary changes. We propose SGAligner, the first method for aligning pairs of 3D scene graphs that is robust to in-the-wild scenarios (ie, unknown overlap -- if any -- and changes in the environment). We get inspired by multi-modality knowledge graphs and use contrastive learning to learn a joint, multi-modal embedding space. We evaluate on the 3RScan dataset and further showcase that our method can be used for estimating the transformation between pairs of 3D scenes. Since benchmarks for these tasks are missing, we create them on this dataset. The code, benchmark, and trained models are available on the project website.
PLA: Language-Driven Open-Vocabulary 3D Scene Understanding
Open-vocabulary scene understanding aims to localize and recognize unseen categories beyond the annotated label space. The recent breakthrough of 2D open-vocabulary perception is largely driven by Internet-scale paired image-text data with rich vocabulary concepts. However, this success cannot be directly transferred to 3D scenarios due to the inaccessibility of large-scale 3D-text pairs. To this end, we propose to distill knowledge encoded in pre-trained vision-language (VL) foundation models through captioning multi-view images from 3D, which allows explicitly associating 3D and semantic-rich captions. Further, to foster coarse-to-fine visual-semantic representation learning from captions, we design hierarchical 3D-caption pairs, leveraging geometric constraints between 3D scenes and multi-view images. Finally, by employing contrastive learning, the model learns language-aware embeddings that connect 3D and text for open-vocabulary tasks. Our method not only remarkably outperforms baseline methods by 25.8% sim 44.7% hIoU and 14.5% sim 50.4% hAP_{50} in open-vocabulary semantic and instance segmentation, but also shows robust transferability on challenging zero-shot domain transfer tasks. See the project website at https://dingry.github.io/projects/PLA.
ATT3D: Amortized Text-to-3D Object Synthesis
Text-to-3D modelling has seen exciting progress by combining generative text-to-image models with image-to-3D methods like Neural Radiance Fields. DreamFusion recently achieved high-quality results but requires a lengthy, per-prompt optimization to create 3D objects. To address this, we amortize optimization over text prompts by training on many prompts simultaneously with a unified model, instead of separately. With this, we share computation across a prompt set, training in less time than per-prompt optimization. Our framework - Amortized text-to-3D (ATT3D) - enables knowledge-sharing between prompts to generalize to unseen setups and smooth interpolations between text for novel assets and simple animations.
Pandora3D: A Comprehensive Framework for High-Quality 3D Shape and Texture Generation
This report presents a comprehensive framework for generating high-quality 3D shapes and textures from diverse input prompts, including single images, multi-view images, and text descriptions. The framework consists of 3D shape generation and texture generation. (1). The 3D shape generation pipeline employs a Variational Autoencoder (VAE) to encode implicit 3D geometries into a latent space and a diffusion network to generate latents conditioned on input prompts, with modifications to enhance model capacity. An alternative Artist-Created Mesh (AM) generation approach is also explored, yielding promising results for simpler geometries. (2). Texture generation involves a multi-stage process starting with frontal images generation followed by multi-view images generation, RGB-to-PBR texture conversion, and high-resolution multi-view texture refinement. A consistency scheduler is plugged into every stage, to enforce pixel-wise consistency among multi-view textures during inference, ensuring seamless integration. The pipeline demonstrates effective handling of diverse input formats, leveraging advanced neural architectures and novel methodologies to produce high-quality 3D content. This report details the system architecture, experimental results, and potential future directions to improve and expand the framework. The source code and pretrained weights are released at: https://github.com/Tencent/Tencent-XR-3DGen.
Multiview Equivariance Improves 3D Correspondence Understanding with Minimal Feature Finetuning
Vision foundation models, particularly the ViT family, have revolutionized image understanding by providing rich semantic features. However, despite their success in 2D comprehension, their abilities on grasping 3D spatial relationships are still unclear. In this work, we evaluate and enhance the 3D awareness of ViT-based models. We begin by systematically assessing their ability to learn 3D equivariant features, specifically examining the consistency of semantic embeddings across different viewpoints. Our findings indicate that improved 3D equivariance leads to better performance on various downstream tasks, including pose estimation, tracking, and semantic transfer. Building on this insight, we propose a simple yet effective finetuning strategy based on 3D correspondences, which significantly enhances the 3D correspondence understanding of existing vision models. Remarkably, even finetuning on a single object for just one iteration results in substantial performance gains. All code and resources will be made publicly available to support further advancements in 3D-aware vision models. Our code is available at https://github.com/qq456cvb/3DCorrEnhance.
OpenShape: Scaling Up 3D Shape Representation Towards Open-World Understanding
We introduce OpenShape, a method for learning multi-modal joint representations of text, image, and point clouds. We adopt the commonly used multi-modal contrastive learning framework for representation alignment, but with a specific focus on scaling up 3D representations to enable open-world 3D shape understanding. To achieve this, we scale up training data by ensembling multiple 3D datasets and propose several strategies to automatically filter and enrich noisy text descriptions. We also explore and compare strategies for scaling 3D backbone networks and introduce a novel hard negative mining module for more efficient training. We evaluate OpenShape on zero-shot 3D classification benchmarks and demonstrate its superior capabilities for open-world recognition. Specifically, OpenShape achieves a zero-shot accuracy of 46.8% on the 1,156-category Objaverse-LVIS benchmark, compared to less than 10% for existing methods. OpenShape also achieves an accuracy of 85.3% on ModelNet40, outperforming previous zero-shot baseline methods by 20% and performing on par with some fully-supervised methods. Furthermore, we show that our learned embeddings encode a wide range of visual and semantic concepts (e.g., subcategories, color, shape, style) and facilitate fine-grained text-3D and image-3D interactions. Due to their alignment with CLIP embeddings, our learned shape representations can also be integrated with off-the-shelf CLIP-based models for various applications, such as point cloud captioning and point cloud-conditioned image generation.
One-2-3-45: Any Single Image to 3D Mesh in 45 Seconds without Per-Shape Optimization
Single image 3D reconstruction is an important but challenging task that requires extensive knowledge of our natural world. Many existing methods solve this problem by optimizing a neural radiance field under the guidance of 2D diffusion models but suffer from lengthy optimization time, 3D inconsistency results, and poor geometry. In this work, we propose a novel method that takes a single image of any object as input and generates a full 360-degree 3D textured mesh in a single feed-forward pass. Given a single image, we first use a view-conditioned 2D diffusion model, Zero123, to generate multi-view images for the input view, and then aim to lift them up to 3D space. Since traditional reconstruction methods struggle with inconsistent multi-view predictions, we build our 3D reconstruction module upon an SDF-based generalizable neural surface reconstruction method and propose several critical training strategies to enable the reconstruction of 360-degree meshes. Without costly optimizations, our method reconstructs 3D shapes in significantly less time than existing methods. Moreover, our method favors better geometry, generates more 3D consistent results, and adheres more closely to the input image. We evaluate our approach on both synthetic data and in-the-wild images and demonstrate its superiority in terms of both mesh quality and runtime. In addition, our approach can seamlessly support the text-to-3D task by integrating with off-the-shelf text-to-image diffusion models.
Towards Realistic Example-based Modeling via 3D Gaussian Stitching
Using parts of existing models to rebuild new models, commonly termed as example-based modeling, is a classical methodology in the realm of computer graphics. Previous works mostly focus on shape composition, making them very hard to use for realistic composition of 3D objects captured from real-world scenes. This leads to combining multiple NeRFs into a single 3D scene to achieve seamless appearance blending. However, the current SeamlessNeRF method struggles to achieve interactive editing and harmonious stitching for real-world scenes due to its gradient-based strategy and grid-based representation. To this end, we present an example-based modeling method that combines multiple Gaussian fields in a point-based representation using sample-guided synthesis. Specifically, as for composition, we create a GUI to segment and transform multiple fields in real time, easily obtaining a semantically meaningful composition of models represented by 3D Gaussian Splatting (3DGS). For texture blending, due to the discrete and irregular nature of 3DGS, straightforwardly applying gradient propagation as SeamlssNeRF is not supported. Thus, a novel sampling-based cloning method is proposed to harmonize the blending while preserving the original rich texture and content. Our workflow consists of three steps: 1) real-time segmentation and transformation of a Gaussian model using a well-tailored GUI, 2) KNN analysis to identify boundary points in the intersecting area between the source and target models, and 3) two-phase optimization of the target model using sampling-based cloning and gradient constraints. Extensive experimental results validate that our approach significantly outperforms previous works in terms of realistic synthesis, demonstrating its practicality. More demos are available at https://ingra14m.github.io/gs_stitching_website.
HexaGen3D: StableDiffusion is just one step away from Fast and Diverse Text-to-3D Generation
Despite the latest remarkable advances in generative modeling, efficient generation of high-quality 3D assets from textual prompts remains a difficult task. A key challenge lies in data scarcity: the most extensive 3D datasets encompass merely millions of assets, while their 2D counterparts contain billions of text-image pairs. To address this, we propose a novel approach which harnesses the power of large, pretrained 2D diffusion models. More specifically, our approach, HexaGen3D, fine-tunes a pretrained text-to-image model to jointly predict 6 orthographic projections and the corresponding latent triplane. We then decode these latents to generate a textured mesh. HexaGen3D does not require per-sample optimization, and can infer high-quality and diverse objects from textual prompts in 7 seconds, offering significantly better quality-to-latency trade-offs when comparing to existing approaches. Furthermore, HexaGen3D demonstrates strong generalization to new objects or compositions.
3DTopia: Large Text-to-3D Generation Model with Hybrid Diffusion Priors
We present a two-stage text-to-3D generation system, namely 3DTopia, which generates high-quality general 3D assets within 5 minutes using hybrid diffusion priors. The first stage samples from a 3D diffusion prior directly learned from 3D data. Specifically, it is powered by a text-conditioned tri-plane latent diffusion model, which quickly generates coarse 3D samples for fast prototyping. The second stage utilizes 2D diffusion priors to further refine the texture of coarse 3D models from the first stage. The refinement consists of both latent and pixel space optimization for high-quality texture generation. To facilitate the training of the proposed system, we clean and caption the largest open-source 3D dataset, Objaverse, by combining the power of vision language models and large language models. Experiment results are reported qualitatively and quantitatively to show the performance of the proposed system. Our codes and models are available at https://github.com/3DTopia/3DTopia
Benchmarking and Learning Multi-Dimensional Quality Evaluator for Text-to-3D Generation
Text-to-3D generation has achieved remarkable progress in recent years, yet evaluating these methods remains challenging for two reasons: i) Existing benchmarks lack fine-grained evaluation on different prompt categories and evaluation dimensions. ii) Previous evaluation metrics only focus on a single aspect (e.g., text-3D alignment) and fail to perform multi-dimensional quality assessment. To address these problems, we first propose a comprehensive benchmark named MATE-3D. The benchmark contains eight well-designed prompt categories that cover single and multiple object generation, resulting in 1,280 generated textured meshes. We have conducted a large-scale subjective experiment from four different evaluation dimensions and collected 107,520 annotations, followed by detailed analyses of the results. Based on MATE-3D, we propose a novel quality evaluator named HyperScore. Utilizing hypernetwork to generate specified mapping functions for each evaluation dimension, our metric can effectively perform multi-dimensional quality assessment. HyperScore presents superior performance over existing metrics on MATE-3D, making it a promising metric for assessing and improving text-to-3D generation. The project is available at https://mate-3d.github.io/.
3DIS: Depth-Driven Decoupled Instance Synthesis for Text-to-Image Generation
The increasing demand for controllable outputs in text-to-image generation has spurred advancements in multi-instance generation (MIG), allowing users to define both instance layouts and attributes. However, unlike image-conditional generation methods such as ControlNet, MIG techniques have not been widely adopted in state-of-the-art models like SD2 and SDXL, primarily due to the challenge of building robust renderers that simultaneously handle instance positioning and attribute rendering. In this paper, we introduce Depth-Driven Decoupled Instance Synthesis (3DIS), a novel framework that decouples the MIG process into two stages: (i) generating a coarse scene depth map for accurate instance positioning and scene composition, and (ii) rendering fine-grained attributes using pre-trained ControlNet on any foundational model, without additional training. Our 3DIS framework integrates a custom adapter into LDM3D for precise depth-based layouts and employs a finetuning-free method for enhanced instance-level attribute rendering. Extensive experiments on COCO-Position and COCO-MIG benchmarks demonstrate that 3DIS significantly outperforms existing methods in both layout precision and attribute rendering. Notably, 3DIS offers seamless compatibility with diverse foundational models, providing a robust, adaptable solution for advanced multi-instance generation. The code is available at: https://github.com/limuloo/3DIS.
BoostDream: Efficient Refining for High-Quality Text-to-3D Generation from Multi-View Diffusion
Witnessing the evolution of text-to-image diffusion models, significant strides have been made in text-to-3D generation. Currently, two primary paradigms dominate the field of text-to-3D: the feed-forward generation solutions, capable of swiftly producing 3D assets but often yielding coarse results, and the Score Distillation Sampling (SDS) based solutions, known for generating high-fidelity 3D assets albeit at a slower pace. The synergistic integration of these methods holds substantial promise for advancing 3D generation techniques. In this paper, we present BoostDream, a highly efficient plug-and-play 3D refining method designed to transform coarse 3D assets into high-quality. The BoostDream framework comprises three distinct processes: (1) We introduce 3D model distillation that fits differentiable representations from the 3D assets obtained through feed-forward generation. (2) A novel multi-view SDS loss is designed, which utilizes a multi-view aware 2D diffusion model to refine the 3D assets. (3) We propose to use prompt and multi-view consistent normal maps as guidance in refinement.Our extensive experiment is conducted on different differentiable 3D representations, revealing that BoostDream excels in generating high-quality 3D assets rapidly, overcoming the Janus problem compared to conventional SDS-based methods. This breakthrough signifies a substantial advancement in both the efficiency and quality of 3D generation processes.
Diff3DS: Generating View-Consistent 3D Sketch via Differentiable Curve Rendering
3D sketches are widely used for visually representing the 3D shape and structure of objects or scenes. However, the creation of 3D sketch often requires users to possess professional artistic skills. Existing research efforts primarily focus on enhancing the ability of interactive sketch generation in 3D virtual systems. In this work, we propose Diff3DS, a novel differentiable rendering framework for generating view-consistent 3D sketch by optimizing 3D parametric curves under various supervisions. Specifically, we perform perspective projection to render the 3D rational B\'ezier curves into 2D curves, which are subsequently converted to a 2D raster image via our customized differentiable rasterizer. Our framework bridges the domains of 3D sketch and raster image, achieving end-toend optimization of 3D sketch through gradients computed in the 2D image domain. Our Diff3DS can enable a series of novel 3D sketch generation tasks, including textto-3D sketch and image-to-3D sketch, supported by the popular distillation-based supervision, such as Score Distillation Sampling (SDS). Extensive experiments have yielded promising results and demonstrated the potential of our framework.
DreamScene360: Unconstrained Text-to-3D Scene Generation with Panoramic Gaussian Splatting
The increasing demand for virtual reality applications has highlighted the significance of crafting immersive 3D assets. We present a text-to-3D 360^{circ} scene generation pipeline that facilitates the creation of comprehensive 360^{circ} scenes for in-the-wild environments in a matter of minutes. Our approach utilizes the generative power of a 2D diffusion model and prompt self-refinement to create a high-quality and globally coherent panoramic image. This image acts as a preliminary "flat" (2D) scene representation. Subsequently, it is lifted into 3D Gaussians, employing splatting techniques to enable real-time exploration. To produce consistent 3D geometry, our pipeline constructs a spatially coherent structure by aligning the 2D monocular depth into a globally optimized point cloud. This point cloud serves as the initial state for the centroids of 3D Gaussians. In order to address invisible issues inherent in single-view inputs, we impose semantic and geometric constraints on both synthesized and input camera views as regularizations. These guide the optimization of Gaussians, aiding in the reconstruction of unseen regions. In summary, our method offers a globally consistent 3D scene within a 360^{circ} perspective, providing an enhanced immersive experience over existing techniques. Project website at: http://dreamscene360.github.io/
CC3D: Layout-Conditioned Generation of Compositional 3D Scenes
In this work, we introduce CC3D, a conditional generative model that synthesizes complex 3D scenes conditioned on 2D semantic scene layouts, trained using single-view images. Different from most existing 3D GANs that limit their applicability to aligned single objects, we focus on generating complex scenes with multiple objects, by modeling the compositional nature of 3D scenes. By devising a 2D layout-based approach for 3D synthesis and implementing a new 3D field representation with a stronger geometric inductive bias, we have created a 3D GAN that is both efficient and of high quality, while allowing for a more controllable generation process. Our evaluations on synthetic 3D-FRONT and real-world KITTI-360 datasets demonstrate that our model generates scenes of improved visual and geometric quality in comparison to previous works.
ThemeStation: Generating Theme-Aware 3D Assets from Few Exemplars
Real-world applications often require a large gallery of 3D assets that share a consistent theme. While remarkable advances have been made in general 3D content creation from text or image, synthesizing customized 3D assets following the shared theme of input 3D exemplars remains an open and challenging problem. In this work, we present ThemeStation, a novel approach for theme-aware 3D-to-3D generation. ThemeStation synthesizes customized 3D assets based on given few exemplars with two goals: 1) unity for generating 3D assets that thematically align with the given exemplars and 2) diversity for generating 3D assets with a high degree of variations. To this end, we design a two-stage framework that draws a concept image first, followed by a reference-informed 3D modeling stage. We propose a novel dual score distillation (DSD) loss to jointly leverage priors from both the input exemplars and the synthesized concept image. Extensive experiments and user studies confirm that ThemeStation surpasses prior works in producing diverse theme-aware 3D models with impressive quality. ThemeStation also enables various applications such as controllable 3D-to-3D generation.
Sharp-It: A Multi-view to Multi-view Diffusion Model for 3D Synthesis and Manipulation
Advancements in text-to-image diffusion models have led to significant progress in fast 3D content creation. One common approach is to generate a set of multi-view images of an object, and then reconstruct it into a 3D model. However, this approach bypasses the use of a native 3D representation of the object and is hence prone to geometric artifacts and limited in controllability and manipulation capabilities. An alternative approach involves native 3D generative models that directly produce 3D representations. These models, however, are typically limited in their resolution, resulting in lower quality 3D objects. In this work, we bridge the quality gap between methods that directly generate 3D representations and ones that reconstruct 3D objects from multi-view images. We introduce a multi-view to multi-view diffusion model called Sharp-It, which takes a 3D consistent set of multi-view images rendered from a low-quality object and enriches its geometric details and texture. The diffusion model operates on the multi-view set in parallel, in the sense that it shares features across the generated views. A high-quality 3D model can then be reconstructed from the enriched multi-view set. By leveraging the advantages of both 2D and 3D approaches, our method offers an efficient and controllable method for high-quality 3D content creation. We demonstrate that Sharp-It enables various 3D applications, such as fast synthesis, editing, and controlled generation, while attaining high-quality assets.
Wired Perspectives: Multi-View Wire Art Embraces Generative AI
Creating multi-view wire art (MVWA), a static 3D sculpture with diverse interpretations from different viewpoints, is a complex task even for skilled artists. In response, we present DreamWire, an AI system enabling everyone to craft MVWA easily. Users express their vision through text prompts or scribbles, freeing them from intricate 3D wire organisation. Our approach synergises 3D B\'ezier curves, Prim's algorithm, and knowledge distillation from diffusion models or their variants (e.g., ControlNet). This blend enables the system to represent 3D wire art, ensuring spatial continuity and overcoming data scarcity. Extensive evaluation and analysis are conducted to shed insight on the inner workings of the proposed system, including the trade-off between connectivity and visual aesthetics.
360^circ Reconstruction From a Single Image Using Space Carved Outpainting
We introduce POP3D, a novel framework that creates a full 360^circ-view 3D model from a single image. POP3D resolves two prominent issues that limit the single-view reconstruction. Firstly, POP3D offers substantial generalizability to arbitrary categories, a trait that previous methods struggle to achieve. Secondly, POP3D further improves reconstruction fidelity and naturalness, a crucial aspect that concurrent works fall short of. Our approach marries the strengths of four primary components: (1) a monocular depth and normal predictor that serves to predict crucial geometric cues, (2) a space carving method capable of demarcating the potentially unseen portions of the target object, (3) a generative model pre-trained on a large-scale image dataset that can complete unseen regions of the target, and (4) a neural implicit surface reconstruction method tailored in reconstructing objects using RGB images along with monocular geometric cues. The combination of these components enables POP3D to readily generalize across various in-the-wild images and generate state-of-the-art reconstructions, outperforming similar works by a significant margin. Project page: http://cg.postech.ac.kr/research/POP3D
CAT3D: Create Anything in 3D with Multi-View Diffusion Models
Advances in 3D reconstruction have enabled high-quality 3D capture, but require a user to collect hundreds to thousands of images to create a 3D scene. We present CAT3D, a method for creating anything in 3D by simulating this real-world capture process with a multi-view diffusion model. Given any number of input images and a set of target novel viewpoints, our model generates highly consistent novel views of a scene. These generated views can be used as input to robust 3D reconstruction techniques to produce 3D representations that can be rendered from any viewpoint in real-time. CAT3D can create entire 3D scenes in as little as one minute, and outperforms existing methods for single image and few-view 3D scene creation. See our project page for results and interactive demos at https://cat3d.github.io .
Wonder3D: Single Image to 3D using Cross-Domain Diffusion
In this work, we introduce Wonder3D, a novel method for efficiently generating high-fidelity textured meshes from single-view images.Recent methods based on Score Distillation Sampling (SDS) have shown the potential to recover 3D geometry from 2D diffusion priors, but they typically suffer from time-consuming per-shape optimization and inconsistent geometry. In contrast, certain works directly produce 3D information via fast network inferences, but their results are often of low quality and lack geometric details. To holistically improve the quality, consistency, and efficiency of image-to-3D tasks, we propose a cross-domain diffusion model that generates multi-view normal maps and the corresponding color images. To ensure consistency, we employ a multi-view cross-domain attention mechanism that facilitates information exchange across views and modalities. Lastly, we introduce a geometry-aware normal fusion algorithm that extracts high-quality surfaces from the multi-view 2D representations. Our extensive evaluations demonstrate that our method achieves high-quality reconstruction results, robust generalization, and reasonably good efficiency compared to prior works.
IM-3D: Iterative Multiview Diffusion and Reconstruction for High-Quality 3D Generation
Most text-to-3D generators build upon off-the-shelf text-to-image models trained on billions of images. They use variants of Score Distillation Sampling (SDS), which is slow, somewhat unstable, and prone to artifacts. A mitigation is to fine-tune the 2D generator to be multi-view aware, which can help distillation or can be combined with reconstruction networks to output 3D objects directly. In this paper, we further explore the design space of text-to-3D models. We significantly improve multi-view generation by considering video instead of image generators. Combined with a 3D reconstruction algorithm which, by using Gaussian splatting, can optimize a robust image-based loss, we directly produce high-quality 3D outputs from the generated views. Our new method, IM-3D, reduces the number of evaluations of the 2D generator network 10-100x, resulting in a much more efficient pipeline, better quality, fewer geometric inconsistencies, and higher yield of usable 3D assets.
WildFusion: Learning 3D-Aware Latent Diffusion Models in View Space
Modern learning-based approaches to 3D-aware image synthesis achieve high photorealism and 3D-consistent viewpoint changes for the generated images. Existing approaches represent instances in a shared canonical space. However, for in-the-wild datasets a shared canonical system can be difficult to define or might not even exist. In this work, we instead model instances in view space, alleviating the need for posed images and learned camera distributions. We find that in this setting, existing GAN-based methods are prone to generating flat geometry and struggle with distribution coverage. We hence propose WildFusion, a new approach to 3D-aware image synthesis based on latent diffusion models (LDMs). We first train an autoencoder that infers a compressed latent representation, which additionally captures the images' underlying 3D structure and enables not only reconstruction but also novel view synthesis. To learn a faithful 3D representation, we leverage cues from monocular depth prediction. Then, we train a diffusion model in the 3D-aware latent space, thereby enabling synthesis of high-quality 3D-consistent image samples, outperforming recent state-of-the-art GAN-based methods. Importantly, our 3D-aware LDM is trained without any direct supervision from multiview images or 3D geometry and does not require posed images or learned pose or camera distributions. It directly learns a 3D representation without relying on canonical camera coordinates. This opens up promising research avenues for scalable 3D-aware image synthesis and 3D content creation from in-the-wild image data. See https://katjaschwarz.github.io/wildfusion for videos of our 3D results.
Duoduo CLIP: Efficient 3D Understanding with Multi-View Images
We introduce Duoduo CLIP, a model for 3D representation learning that learns shape encodings from multi-view images instead of point-clouds. The choice of multi-view images allows us to leverage 2D priors from off-the-shelf CLIP models to facilitate fine-tuning with 3D data. Our approach not only shows better generalization compared to existing point cloud methods, but also reduces GPU requirements and training time. In addition, we modify the model with cross-view attention to leverage information across multiple frames of the object which further boosts performance. Compared to the current SOTA point cloud method that requires 480 A100 hours to train 1 billion model parameters we only require 57 A5000 hours and 87 million parameters. Multi-view images also provide more flexibility in use cases compared to point clouds. This includes being able to encode objects with a variable number of images, with better performance when more views are used. This is in contrast to point cloud based methods, where an entire scan or model of an object is required. We showcase this flexibility with object retrieval from images of real-world objects. Our model also achieves better performance in more fine-grained text to shape retrieval, demonstrating better text-and-shape alignment than point cloud based models.
AutomaTikZ: Text-Guided Synthesis of Scientific Vector Graphics with TikZ
Generating bitmap graphics from text has gained considerable attention, yet for scientific figures, vector graphics are often preferred. Given that vector graphics are typically encoded using low-level graphics primitives, generating them directly is difficult. To address this, we propose the use of TikZ, a well-known abstract graphics language that can be compiled to vector graphics, as an intermediate representation of scientific figures. TikZ offers human-oriented, high-level commands, thereby facilitating conditional language modeling with any large language model. To this end, we introduce DaTikZ the first large-scale TikZ dataset, consisting of 120k TikZ drawings aligned with captions. We fine-tune LLaMA on DaTikZ, as well as our new model CLiMA, which augments LLaMA with multimodal CLIP embeddings. In both human and automatic evaluation, CLiMA and LLaMA outperform commercial GPT-4 and Claude 2 in terms of similarity to human-created figures, with CLiMA additionally improving text-image alignment. Our detailed analysis shows that all models generalize well and are not susceptible to memorization. GPT-4 and Claude 2, however, tend to generate more simplistic figures compared to both humans and our models. We make our framework, AutomaTikZ, along with model weights and datasets, publicly available.
R3DS: Reality-linked 3D Scenes for Panoramic Scene Understanding
We introduce the Reality-linked 3D Scenes (R3DS) dataset of synthetic 3D scenes mirroring the real-world scene arrangements from Matterport3D panoramas. Compared to prior work, R3DS has more complete and densely populated scenes with objects linked to real-world observations in panoramas. R3DS also provides an object support hierarchy, and matching object sets (e.g., same chairs around a dining table) for each scene. Overall, R3DS contains 19K objects represented by 3,784 distinct CAD models from over 100 object categories. We demonstrate the effectiveness of R3DS on the Panoramic Scene Understanding task. We find that: 1) training on R3DS enables better generalization; 2) support relation prediction trained with R3DS improves performance compared to heuristically calculated support; and 3) R3DS offers a challenging benchmark for future work on panoramic scene understanding.
Multi-View Representation is What You Need for Point-Cloud Pre-Training
A promising direction for pre-training 3D point clouds is to leverage the massive amount of data in 2D, whereas the domain gap between 2D and 3D creates a fundamental challenge. This paper proposes a novel approach to point-cloud pre-training that learns 3D representations by leveraging pre-trained 2D networks. Different from the popular practice of predicting 2D features first and then obtaining 3D features through dimensionality lifting, our approach directly uses a 3D network for feature extraction. We train the 3D feature extraction network with the help of the novel 2D knowledge transfer loss, which enforces the 2D projections of the 3D feature to be consistent with the output of pre-trained 2D networks. To prevent the feature from discarding 3D signals, we introduce the multi-view consistency loss that additionally encourages the projected 2D feature representations to capture pixel-wise correspondences across different views. Such correspondences induce 3D geometry and effectively retain 3D features in the projected 2D features. Experimental results demonstrate that our pre-trained model can be successfully transferred to various downstream tasks, including 3D shape classification, part segmentation, 3D object detection, and semantic segmentation, achieving state-of-the-art performance.
Neural Face Identification in a 2D Wireframe Projection of a Manifold Object
In computer-aided design (CAD) systems, 2D line drawings are commonly used to illustrate 3D object designs. To reconstruct the 3D models depicted by a single 2D line drawing, an important key is finding the edge loops in the line drawing which correspond to the actual faces of the 3D object. In this paper, we approach the classical problem of face identification from a novel data-driven point of view. We cast it as a sequence generation problem: starting from an arbitrary edge, we adopt a variant of the popular Transformer model to predict the edges associated with the same face in a natural order. This allows us to avoid searching the space of all possible edge loops with various hand-crafted rules and heuristics as most existing methods do, deal with challenging cases such as curved surfaces and nested edge loops, and leverage additional cues such as face types. We further discuss how possibly imperfect predictions can be used for 3D object reconstruction.
SeeGround: See and Ground for Zero-Shot Open-Vocabulary 3D Visual Grounding
3D Visual Grounding (3DVG) aims to locate objects in 3D scenes based on textual descriptions, which is essential for applications like augmented reality and robotics. Traditional 3DVG approaches rely on annotated 3D datasets and predefined object categories, limiting scalability and adaptability. To overcome these limitations, we introduce SeeGround, a zero-shot 3DVG framework leveraging 2D Vision-Language Models (VLMs) trained on large-scale 2D data. We propose to represent 3D scenes as a hybrid of query-aligned rendered images and spatially enriched text descriptions, bridging the gap between 3D data and 2D-VLMs input formats. We propose two modules: the Perspective Adaptation Module, which dynamically selects viewpoints for query-relevant image rendering, and the Fusion Alignment Module, which integrates 2D images with 3D spatial descriptions to enhance object localization. Extensive experiments on ScanRefer and Nr3D demonstrate that our approach outperforms existing zero-shot methods by large margins. Notably, we exceed weakly supervised methods and rival some fully supervised ones, outperforming previous SOTA by 7.7% on ScanRefer and 7.1% on Nr3D, showcasing its effectiveness.
Invisible Stitch: Generating Smooth 3D Scenes with Depth Inpainting
3D scene generation has quickly become a challenging new research direction, fueled by consistent improvements of 2D generative diffusion models. Most prior work in this area generates scenes by iteratively stitching newly generated frames with existing geometry. These works often depend on pre-trained monocular depth estimators to lift the generated images into 3D, fusing them with the existing scene representation. These approaches are then often evaluated via a text metric, measuring the similarity between the generated images and a given text prompt. In this work, we make two fundamental contributions to the field of 3D scene generation. First, we note that lifting images to 3D with a monocular depth estimation model is suboptimal as it ignores the geometry of the existing scene. We thus introduce a novel depth completion model, trained via teacher distillation and self-training to learn the 3D fusion process, resulting in improved geometric coherence of the scene. Second, we introduce a new benchmarking scheme for scene generation methods that is based on ground truth geometry, and thus measures the quality of the structure of the scene.
Michelangelo: Conditional 3D Shape Generation based on Shape-Image-Text Aligned Latent Representation
We present a novel alignment-before-generation approach to tackle the challenging task of generating general 3D shapes based on 2D images or texts. Directly learning a conditional generative model from images or texts to 3D shapes is prone to producing inconsistent results with the conditions because 3D shapes have an additional dimension whose distribution significantly differs from that of 2D images and texts. To bridge the domain gap among the three modalities and facilitate multi-modal-conditioned 3D shape generation, we explore representing 3D shapes in a shape-image-text-aligned space. Our framework comprises two models: a Shape-Image-Text-Aligned Variational Auto-Encoder (SITA-VAE) and a conditional Aligned Shape Latent Diffusion Model (ASLDM). The former model encodes the 3D shapes into the shape latent space aligned to the image and text and reconstructs the fine-grained 3D neural fields corresponding to given shape embeddings via the transformer-based decoder. The latter model learns a probabilistic mapping function from the image or text space to the latent shape space. Our extensive experiments demonstrate that our proposed approach can generate higher-quality and more diverse 3D shapes that better semantically conform to the visual or textural conditional inputs, validating the effectiveness of the shape-image-text-aligned space for cross-modality 3D shape generation.
Geometry Image Diffusion: Fast and Data-Efficient Text-to-3D with Image-Based Surface Representation
Generating high-quality 3D objects from textual descriptions remains a challenging problem due to computational cost, the scarcity of 3D data, and complex 3D representations. We introduce Geometry Image Diffusion (GIMDiffusion), a novel Text-to-3D model that utilizes geometry images to efficiently represent 3D shapes using 2D images, thereby avoiding the need for complex 3D-aware architectures. By integrating a Collaborative Control mechanism, we exploit the rich 2D priors of existing Text-to-Image models such as Stable Diffusion. This enables strong generalization even with limited 3D training data (allowing us to use only high-quality training data) as well as retaining compatibility with guidance techniques such as IPAdapter. In short, GIMDiffusion enables the generation of 3D assets at speeds comparable to current Text-to-Image models. The generated objects consist of semantically meaningful, separate parts and include internal structures, enhancing both usability and versatility.
Img2CAD: Conditioned 3D CAD Model Generation from Single Image with Structured Visual Geometry
In this paper, we propose Img2CAD, the first approach to our knowledge that uses 2D image inputs to generate CAD models with editable parameters. Unlike existing AI methods for 3D model generation using text or image inputs often rely on mesh-based representations, which are incompatible with CAD tools and lack editability and fine control, Img2CAD enables seamless integration between AI-based 3D reconstruction and CAD software. We have identified an innovative intermediate representation called Structured Visual Geometry (SVG), characterized by vectorized wireframes extracted from objects. This representation significantly enhances the performance of generating conditioned CAD models. Additionally, we introduce two new datasets to further support research in this area: ABC-mono, the largest known dataset comprising over 200,000 3D CAD models with rendered images, and KOCAD, the first dataset featuring real-world captured objects alongside their ground truth CAD models, supporting further research in conditioned CAD model generation.
TwinTex: Geometry-aware Texture Generation for Abstracted 3D Architectural Models
Coarse architectural models are often generated at scales ranging from individual buildings to scenes for downstream applications such as Digital Twin City, Metaverse, LODs, etc. Such piece-wise planar models can be abstracted as twins from 3D dense reconstructions. However, these models typically lack realistic texture relative to the real building or scene, making them unsuitable for vivid display or direct reference. In this paper, we present TwinTex, the first automatic texture mapping framework to generate a photo-realistic texture for a piece-wise planar proxy. Our method addresses most challenges occurring in such twin texture generation. Specifically, for each primitive plane, we first select a small set of photos with greedy heuristics considering photometric quality, perspective quality and facade texture completeness. Then, different levels of line features (LoLs) are extracted from the set of selected photos to generate guidance for later steps. With LoLs, we employ optimization algorithms to align texture with geometry from local to global. Finally, we fine-tune a diffusion model with a multi-mask initialization component and a new dataset to inpaint the missing region. Experimental results on many buildings, indoor scenes and man-made objects of varying complexity demonstrate the generalization ability of our algorithm. Our approach surpasses state-of-the-art texture mapping methods in terms of high-fidelity quality and reaches a human-expert production level with much less effort. Project page: https://vcc.tech/research/2023/TwinTex.
Zero-1-to-G: Taming Pretrained 2D Diffusion Model for Direct 3D Generation
Recent advances in 2D image generation have achieved remarkable quality,largely driven by the capacity of diffusion models and the availability of large-scale datasets. However, direct 3D generation is still constrained by the scarcity and lower fidelity of 3D datasets. In this paper, we introduce Zero-1-to-G, a novel approach that addresses this problem by enabling direct single-view generation on Gaussian splats using pretrained 2D diffusion models. Our key insight is that Gaussian splats, a 3D representation, can be decomposed into multi-view images encoding different attributes. This reframes the challenging task of direct 3D generation within a 2D diffusion framework, allowing us to leverage the rich priors of pretrained 2D diffusion models. To incorporate 3D awareness, we introduce cross-view and cross-attribute attention layers, which capture complex correlations and enforce 3D consistency across generated splats. This makes Zero-1-to-G the first direct image-to-3D generative model to effectively utilize pretrained 2D diffusion priors, enabling efficient training and improved generalization to unseen objects. Extensive experiments on both synthetic and in-the-wild datasets demonstrate superior performance in 3D object generation, offering a new approach to high-quality 3D generation.
UniDream: Unifying Diffusion Priors for Relightable Text-to-3D Generation
Recent advancements in text-to-3D generation technology have significantly advanced the conversion of textual descriptions into imaginative well-geometrical and finely textured 3D objects. Despite these developments, a prevalent limitation arises from the use of RGB data in diffusion or reconstruction models, which often results in models with inherent lighting and shadows effects that detract from their realism, thereby limiting their usability in applications that demand accurate relighting capabilities. To bridge this gap, we present UniDream, a text-to-3D generation framework by incorporating unified diffusion priors. Our approach consists of three main components: (1) a dual-phase training process to get albedo-normal aligned multi-view diffusion and reconstruction models, (2) a progressive generation procedure for geometry and albedo-textures based on Score Distillation Sample (SDS) using the trained reconstruction and diffusion models, and (3) an innovative application of SDS for finalizing PBR generation while keeping a fixed albedo based on Stable Diffusion model. Extensive evaluations demonstrate that UniDream surpasses existing methods in generating 3D objects with clearer albedo textures, smoother surfaces, enhanced realism, and superior relighting capabilities.
Any-to-3D Generation via Hybrid Diffusion Supervision
Recent progress in 3D object generation has been fueled by the strong priors offered by diffusion models. However, existing models are tailored to specific tasks, accommodating only one modality at a time and necessitating retraining to change modalities. Given an image-to-3D model and a text prompt, a naive approach is to convert text prompts to images and then use the image-to-3D model for generation. This approach is both time-consuming and labor-intensive, resulting in unavoidable information loss during modality conversion. To address this, we introduce XBind, a unified framework for any-to-3D generation using cross-modal pre-alignment techniques. XBind integrates an multimodal-aligned encoder with pre-trained diffusion models to generate 3D objects from any modalities, including text, images, and audio. We subsequently present a novel loss function, termed Modality Similarity (MS) Loss, which aligns the embeddings of the modality prompts and the rendered images, facilitating improved alignment of the 3D objects with multiple modalities. Additionally, Hybrid Diffusion Supervision combined with a Three-Phase Optimization process improves the quality of the generated 3D objects. Extensive experiments showcase XBind's broad generation capabilities in any-to-3D scenarios. To our knowledge, this is the first method to generate 3D objects from any modality prompts. Project page: https://zeroooooooow1440.github.io/.
MTFusion: Reconstructing Any 3D Object from Single Image Using Multi-word Textual Inversion
Reconstructing 3D models from single-view images is a long-standing problem in computer vision. The latest advances for single-image 3D reconstruction extract a textual description from the input image and further utilize it to synthesize 3D models. However, existing methods focus on capturing a single key attribute of the image (e.g., object type, artistic style) and fail to consider the multi-perspective information required for accurate 3D reconstruction, such as object shape and material properties. Besides, the reliance on Neural Radiance Fields hinders their ability to reconstruct intricate surfaces and texture details. In this work, we propose MTFusion, which leverages both image data and textual descriptions for high-fidelity 3D reconstruction. Our approach consists of two stages. First, we adopt a novel multi-word textual inversion technique to extract a detailed text description capturing the image's characteristics. Then, we use this description and the image to generate a 3D model with FlexiCubes. Additionally, MTFusion enhances FlexiCubes by employing a special decoder network for Signed Distance Functions, leading to faster training and finer surface representation. Extensive evaluations demonstrate that our MTFusion surpasses existing image-to-3D methods on a wide range of synthetic and real-world images. Furthermore, the ablation study proves the effectiveness of our network designs.
Synthesizing Artistic Cinemagraphs from Text
We introduce Artistic Cinemagraph, a fully automated method for creating cinemagraphs from text descriptions - an especially challenging task when prompts feature imaginary elements and artistic styles, given the complexity of interpreting the semantics and motions of these images. Existing single-image animation methods fall short on artistic inputs, and recent text-based video methods frequently introduce temporal inconsistencies, struggling to keep certain regions static. To address these challenges, we propose an idea of synthesizing image twins from a single text prompt - a pair of an artistic image and its pixel-aligned corresponding natural-looking twin. While the artistic image depicts the style and appearance detailed in our text prompt, the realistic counterpart greatly simplifies layout and motion analysis. Leveraging existing natural image and video datasets, we can accurately segment the realistic image and predict plausible motion given the semantic information. The predicted motion can then be transferred to the artistic image to create the final cinemagraph. Our method outperforms existing approaches in creating cinemagraphs for natural landscapes as well as artistic and other-worldly scenes, as validated by automated metrics and user studies. Finally, we demonstrate two extensions: animating existing paintings and controlling motion directions using text.
BrightDreamer: Generic 3D Gaussian Generative Framework for Fast Text-to-3D Synthesis
Text-to-3D synthesis has recently seen intriguing advances by combining the text-to-image models with 3D representation methods, e.g., Gaussian Splatting (GS), via Score Distillation Sampling (SDS). However, a hurdle of existing methods is the low efficiency, per-prompt optimization for a single 3D object. Therefore, it is imperative for a paradigm shift from per-prompt optimization to one-stage generation for any unseen text prompts, which yet remains challenging. A hurdle is how to directly generate a set of millions of 3D Gaussians to represent a 3D object. This paper presents BrightDreamer, an end-to-end single-stage approach that can achieve generalizable and fast (77 ms) text-to-3D generation. Our key idea is to formulate the generation process as estimating the 3D deformation from an anchor shape with predefined positions. For this, we first propose a Text-guided Shape Deformation (TSD) network to predict the deformed shape and its new positions, used as the centers (one attribute) of 3D Gaussians. To estimate the other four attributes (i.e., scaling, rotation, opacity, and SH coefficient), we then design a novel Text-guided Triplane Generator (TTG) to generate a triplane representation for a 3D object. The center of each Gaussian enables us to transform the triplane feature into the four attributes. The generated 3D Gaussians can be finally rendered at 705 frames per second. Extensive experiments demonstrate the superiority of our method over existing methods. Also, BrightDreamer possesses a strong semantic understanding capability even for complex text prompts. The project code is available at https://vlislab22.github.io/BrightDreamer.
DreamDPO: Aligning Text-to-3D Generation with Human Preferences via Direct Preference Optimization
Text-to-3D generation automates 3D content creation from textual descriptions, which offers transformative potential across various fields. However, existing methods often struggle to align generated content with human preferences, limiting their applicability and flexibility. To address these limitations, in this paper, we propose DreamDPO, an optimization-based framework that integrates human preferences into the 3D generation process, through direct preference optimization. Practically, DreamDPO first constructs pairwise examples, then compare their alignment with human preferences using reward or large multimodal models, and lastly optimizes the 3D representation with a preference-driven loss function. By leveraging pairwise comparison to reflect preferences, DreamDPO reduces reliance on precise pointwise quality evaluations while enabling fine-grained controllability through preference-guided optimization. Experiments demonstrate that DreamDPO achieves competitive results, and provides higher-quality and more controllable 3D content compared to existing methods. The code and models will be open-sourced.
MetaDreamer: Efficient Text-to-3D Creation With Disentangling Geometry and Texture
Generative models for 3D object synthesis have seen significant advancements with the incorporation of prior knowledge distilled from 2D diffusion models. Nevertheless, challenges persist in the form of multi-view geometric inconsistencies and slow generation speeds within the existing 3D synthesis frameworks. This can be attributed to two factors: firstly, the deficiency of abundant geometric a priori knowledge in optimization, and secondly, the entanglement issue between geometry and texture in conventional 3D generation methods.In response, we introduce MetaDreammer, a two-stage optimization approach that leverages rich 2D and 3D prior knowledge. In the first stage, our emphasis is on optimizing the geometric representation to ensure multi-view consistency and accuracy of 3D objects. In the second stage, we concentrate on fine-tuning the geometry and optimizing the texture, thereby achieving a more refined 3D object. Through leveraging 2D and 3D prior knowledge in two stages, respectively, we effectively mitigate the interdependence between geometry and texture. MetaDreamer establishes clear optimization objectives for each stage, resulting in significant time savings in the 3D generation process. Ultimately, MetaDreamer can generate high-quality 3D objects based on textual prompts within 20 minutes, and to the best of our knowledge, it is the most efficient text-to-3D generation method. Furthermore, we introduce image control into the process, enhancing the controllability of 3D generation. Extensive empirical evidence confirms that our method is not only highly efficient but also achieves a quality level that is at the forefront of current state-of-the-art 3D generation techniques.
Urban Architect: Steerable 3D Urban Scene Generation with Layout Prior
Text-to-3D generation has achieved remarkable success via large-scale text-to-image diffusion models. Nevertheless, there is no paradigm for scaling up the methodology to urban scale. Urban scenes, characterized by numerous elements, intricate arrangement relationships, and vast scale, present a formidable barrier to the interpretability of ambiguous textual descriptions for effective model optimization. In this work, we surmount the limitations by introducing a compositional 3D layout representation into text-to-3D paradigm, serving as an additional prior. It comprises a set of semantic primitives with simple geometric structures and explicit arrangement relationships, complementing textual descriptions and enabling steerable generation. Upon this, we propose two modifications -- (1) We introduce Layout-Guided Variational Score Distillation to address model optimization inadequacies. It conditions the score distillation sampling process with geometric and semantic constraints of 3D layouts. (2) To handle the unbounded nature of urban scenes, we represent 3D scene with a Scalable Hash Grid structure, incrementally adapting to the growing scale of urban scenes. Extensive experiments substantiate the capability of our framework to scale text-to-3D generation to large-scale urban scenes that cover over 1000m driving distance for the first time. We also present various scene editing demonstrations, showing the powers of steerable urban scene generation. Website: https://urbanarchitect.github.io.
An Object is Worth 64x64 Pixels: Generating 3D Object via Image Diffusion
We introduce a new approach for generating realistic 3D models with UV maps through a representation termed "Object Images." This approach encapsulates surface geometry, appearance, and patch structures within a 64x64 pixel image, effectively converting complex 3D shapes into a more manageable 2D format. By doing so, we address the challenges of both geometric and semantic irregularity inherent in polygonal meshes. This method allows us to use image generation models, such as Diffusion Transformers, directly for 3D shape generation. Evaluated on the ABO dataset, our generated shapes with patch structures achieve point cloud FID comparable to recent 3D generative models, while naturally supporting PBR material generation.
OpenDlign: Enhancing Open-World 3D Learning with Depth-Aligned Images
Recent open-world 3D representation learning methods using Vision-Language Models (VLMs) to align 3D data with image-text information have shown superior 3D zero-shot performance. However, CAD-rendered images for this alignment often lack realism and texture variation, compromising alignment robustness. Moreover, the volume discrepancy between 3D and 2D pretraining datasets highlights the need for effective strategies to transfer the representational abilities of VLMs to 3D learning. In this paper, we present OpenDlign, a novel open-world 3D model using depth-aligned images generated from a diffusion model for robust multimodal alignment. These images exhibit greater texture diversity than CAD renderings due to the stochastic nature of the diffusion model. By refining the depth map projection pipeline and designing depth-specific prompts, OpenDlign leverages rich knowledge in pre-trained VLM for 3D representation learning with streamlined fine-tuning. Our experiments show that OpenDlign achieves high zero-shot and few-shot performance on diverse 3D tasks, despite only fine-tuning 6 million parameters on a limited ShapeNet dataset. In zero-shot classification, OpenDlign surpasses previous models by 8.0% on ModelNet40 and 16.4% on OmniObject3D. Additionally, using depth-aligned images for multimodal alignment consistently enhances the performance of other state-of-the-art models.
Instructive3D: Editing Large Reconstruction Models with Text Instructions
Transformer based methods have enabled users to create, modify, and comprehend text and image data. Recently proposed Large Reconstruction Models (LRMs) further extend this by providing the ability to generate high-quality 3D models with the help of a single object image. These models, however, lack the ability to manipulate or edit the finer details, such as adding standard design patterns or changing the color and reflectance of the generated objects, thus lacking fine-grained control that may be very helpful in domains such as augmented reality, animation and gaming. Naively training LRMs for this purpose would require generating precisely edited images and 3D object pairs, which is computationally expensive. In this paper, we propose Instructive3D, a novel LRM based model that integrates generation and fine-grained editing, through user text prompts, of 3D objects into a single model. We accomplish this by adding an adapter that performs a diffusion process conditioned on a text prompt specifying edits in the triplane latent space representation of 3D object models. Our method does not require the generation of edited 3D objects. Additionally, Instructive3D allows us to perform geometrically consistent modifications, as the edits done through user-defined text prompts are applied to the triplane latent representation thus enhancing the versatility and precision of 3D objects generated. We compare the objects generated by Instructive3D and a baseline that first generates the 3D object meshes using a standard LRM model and then edits these 3D objects using text prompts when images are provided from the Objaverse LVIS dataset. We find that Instructive3D produces qualitatively superior 3D objects with the properties specified by the edit prompts.
Weakly-supervised 3D Pose Transfer with Keypoints
The main challenges of 3D pose transfer are: 1) Lack of paired training data with different characters performing the same pose; 2) Disentangling pose and shape information from the target mesh; 3) Difficulty in applying to meshes with different topologies. We thus propose a novel weakly-supervised keypoint-based framework to overcome these difficulties. Specifically, we use a topology-agnostic keypoint detector with inverse kinematics to compute transformations between the source and target meshes. Our method only requires supervision on the keypoints, can be applied to meshes with different topologies and is shape-invariant for the target which allows extraction of pose-only information from the target meshes without transferring shape information. We further design a cycle reconstruction to perform self-supervised pose transfer without the need for ground truth deformed mesh with the same pose and shape as the target and source, respectively. We evaluate our approach on benchmark human and animal datasets, where we achieve superior performance compared to the state-of-the-art unsupervised approaches and even comparable performance with the fully supervised approaches. We test on the more challenging Mixamo dataset to verify our approach's ability in handling meshes with different topologies and complex clothes. Cross-dataset evaluation further shows the strong generalization ability of our approach.
NeuSDFusion: A Spatial-Aware Generative Model for 3D Shape Completion, Reconstruction, and Generation
3D shape generation aims to produce innovative 3D content adhering to specific conditions and constraints. Existing methods often decompose 3D shapes into a sequence of localized components, treating each element in isolation without considering spatial consistency. As a result, these approaches exhibit limited versatility in 3D data representation and shape generation, hindering their ability to generate highly diverse 3D shapes that comply with the specified constraints. In this paper, we introduce a novel spatial-aware 3D shape generation framework that leverages 2D plane representations for enhanced 3D shape modeling. To ensure spatial coherence and reduce memory usage, we incorporate a hybrid shape representation technique that directly learns a continuous signed distance field representation of the 3D shape using orthogonal 2D planes. Additionally, we meticulously enforce spatial correspondences across distinct planes using a transformer-based autoencoder structure, promoting the preservation of spatial relationships in the generated 3D shapes. This yields an algorithm that consistently outperforms state-of-the-art 3D shape generation methods on various tasks, including unconditional shape generation, multi-modal shape completion, single-view reconstruction, and text-to-shape synthesis.
Freeview Sketching: View-Aware Fine-Grained Sketch-Based Image Retrieval
In this paper, we delve into the intricate dynamics of Fine-Grained Sketch-Based Image Retrieval (FG-SBIR) by addressing a critical yet overlooked aspect -- the choice of viewpoint during sketch creation. Unlike photo systems that seamlessly handle diverse views through extensive datasets, sketch systems, with limited data collected from fixed perspectives, face challenges. Our pilot study, employing a pre-trained FG-SBIR model, highlights the system's struggle when query-sketches differ in viewpoint from target instances. Interestingly, a questionnaire however shows users desire autonomy, with a significant percentage favouring view-specific retrieval. To reconcile this, we advocate for a view-aware system, seamlessly accommodating both view-agnostic and view-specific tasks. Overcoming dataset limitations, our first contribution leverages multi-view 2D projections of 3D objects, instilling cross-modal view awareness. The second contribution introduces a customisable cross-modal feature through disentanglement, allowing effortless mode switching. Extensive experiments on standard datasets validate the effectiveness of our method.
ID-to-3D: Expressive ID-guided 3D Heads via Score Distillation Sampling
We propose ID-to-3D, a method to generate identity- and text-guided 3D human heads with disentangled expressions, starting from even a single casually captured in-the-wild image of a subject. The foundation of our approach is anchored in compositionality, alongside the use of task-specific 2D diffusion models as priors for optimization. First, we extend a foundational model with a lightweight expression-aware and ID-aware architecture, and create 2D priors for geometry and texture generation, via fine-tuning only 0.2% of its available training parameters. Then, we jointly leverage a neural parametric representation for the expressions of each subject and a multi-stage generation of highly detailed geometry and albedo texture. This combination of strong face identity embeddings and our neural representation enables accurate reconstruction of not only facial features but also accessories and hair and can be meshed to provide render-ready assets for gaming and telepresence. Our results achieve an unprecedented level of identity-consistent and high-quality texture and geometry generation, generalizing to a ``world'' of unseen 3D identities, without relying on large 3D captured datasets of human assets.
Distillation of Diffusion Features for Semantic Correspondence
Semantic correspondence, the task of determining relationships between different parts of images, underpins various applications including 3D reconstruction, image-to-image translation, object tracking, and visual place recognition. Recent studies have begun to explore representations learned in large generative image models for semantic correspondence, demonstrating promising results. Building on this progress, current state-of-the-art methods rely on combining multiple large models, resulting in high computational demands and reduced efficiency. In this work, we address this challenge by proposing a more computationally efficient approach. We propose a novel knowledge distillation technique to overcome the problem of reduced efficiency. We show how to use two large vision foundation models and distill the capabilities of these complementary models into one smaller model that maintains high accuracy at reduced computational cost. Furthermore, we demonstrate that by incorporating 3D data, we are able to further improve performance, without the need for human-annotated correspondences. Overall, our empirical results demonstrate that our distilled model with 3D data augmentation achieves performance superior to current state-of-the-art methods while significantly reducing computational load and enhancing practicality for real-world applications, such as semantic video correspondence. Our code and weights are publicly available on our project page.
BlendFields: Few-Shot Example-Driven Facial Modeling
Generating faithful visualizations of human faces requires capturing both coarse and fine-level details of the face geometry and appearance. Existing methods are either data-driven, requiring an extensive corpus of data not publicly accessible to the research community, or fail to capture fine details because they rely on geometric face models that cannot represent fine-grained details in texture with a mesh discretization and linear deformation designed to model only a coarse face geometry. We introduce a method that bridges this gap by drawing inspiration from traditional computer graphics techniques. Unseen expressions are modeled by blending appearance from a sparse set of extreme poses. This blending is performed by measuring local volumetric changes in those expressions and locally reproducing their appearance whenever a similar expression is performed at test time. We show that our method generalizes to unseen expressions, adding fine-grained effects on top of smooth volumetric deformations of a face, and demonstrate how it generalizes beyond faces.
AniGS: Animatable Gaussian Avatar from a Single Image with Inconsistent Gaussian Reconstruction
Generating animatable human avatars from a single image is essential for various digital human modeling applications. Existing 3D reconstruction methods often struggle to capture fine details in animatable models, while generative approaches for controllable animation, though avoiding explicit 3D modeling, suffer from viewpoint inconsistencies in extreme poses and computational inefficiencies. In this paper, we address these challenges by leveraging the power of generative models to produce detailed multi-view canonical pose images, which help resolve ambiguities in animatable human reconstruction. We then propose a robust method for 3D reconstruction of inconsistent images, enabling real-time rendering during inference. Specifically, we adapt a transformer-based video generation model to generate multi-view canonical pose images and normal maps, pretraining on a large-scale video dataset to improve generalization. To handle view inconsistencies, we recast the reconstruction problem as a 4D task and introduce an efficient 3D modeling approach using 4D Gaussian Splatting. Experiments demonstrate that our method achieves photorealistic, real-time animation of 3D human avatars from in-the-wild images, showcasing its effectiveness and generalization capability.
One-2-3-45++: Fast Single Image to 3D Objects with Consistent Multi-View Generation and 3D Diffusion
Recent advancements in open-world 3D object generation have been remarkable, with image-to-3D methods offering superior fine-grained control over their text-to-3D counterparts. However, most existing models fall short in simultaneously providing rapid generation speeds and high fidelity to input images - two features essential for practical applications. In this paper, we present One-2-3-45++, an innovative method that transforms a single image into a detailed 3D textured mesh in approximately one minute. Our approach aims to fully harness the extensive knowledge embedded in 2D diffusion models and priors from valuable yet limited 3D data. This is achieved by initially finetuning a 2D diffusion model for consistent multi-view image generation, followed by elevating these images to 3D with the aid of multi-view conditioned 3D native diffusion models. Extensive experimental evaluations demonstrate that our method can produce high-quality, diverse 3D assets that closely mirror the original input image. Our project webpage: https://sudo-ai-3d.github.io/One2345plus_page.
DreamPolisher: Towards High-Quality Text-to-3D Generation via Geometric Diffusion
We present DreamPolisher, a novel Gaussian Splatting based method with geometric guidance, tailored to learn cross-view consistency and intricate detail from textual descriptions. While recent progress on text-to-3D generation methods have been promising, prevailing methods often fail to ensure view-consistency and textural richness. This problem becomes particularly noticeable for methods that work with text input alone. To address this, we propose a two-stage Gaussian Splatting based approach that enforces geometric consistency among views. Initially, a coarse 3D generation undergoes refinement via geometric optimization. Subsequently, we use a ControlNet driven refiner coupled with the geometric consistency term to improve both texture fidelity and overall consistency of the generated 3D asset. Empirical evaluations across diverse textual prompts spanning various object categories demonstrate the efficacy of DreamPolisher in generating consistent and realistic 3D objects, aligning closely with the semantics of the textual instructions.
ViewDiff: 3D-Consistent Image Generation with Text-to-Image Models
3D asset generation is getting massive amounts of attention, inspired by the recent success of text-guided 2D content creation. Existing text-to-3D methods use pretrained text-to-image diffusion models in an optimization problem or fine-tune them on synthetic data, which often results in non-photorealistic 3D objects without backgrounds. In this paper, we present a method that leverages pretrained text-to-image models as a prior, and learn to generate multi-view images in a single denoising process from real-world data. Concretely, we propose to integrate 3D volume-rendering and cross-frame-attention layers into each block of the existing U-Net network of the text-to-image model. Moreover, we design an autoregressive generation that renders more 3D-consistent images at any viewpoint. We train our model on real-world datasets of objects and showcase its capabilities to generate instances with a variety of high-quality shapes and textures in authentic surroundings. Compared to the existing methods, the results generated by our method are consistent, and have favorable visual quality (-30% FID, -37% KID).
3D-LFM: Lifting Foundation Model
The lifting of 3D structure and camera from 2D landmarks is at the cornerstone of the entire discipline of computer vision. Traditional methods have been confined to specific rigid objects, such as those in Perspective-n-Point (PnP) problems, but deep learning has expanded our capability to reconstruct a wide range of object classes (e.g. C3PDO and PAUL) with resilience to noise, occlusions, and perspective distortions. All these techniques, however, have been limited by the fundamental need to establish correspondences across the 3D training data -- significantly limiting their utility to applications where one has an abundance of "in-correspondence" 3D data. Our approach harnesses the inherent permutation equivariance of transformers to manage varying number of points per 3D data instance, withstands occlusions, and generalizes to unseen categories. We demonstrate state of the art performance across 2D-3D lifting task benchmarks. Since our approach can be trained across such a broad class of structures we refer to it simply as a 3D Lifting Foundation Model (3D-LFM) -- the first of its kind.
3D ShapeNets: A Deep Representation for Volumetric Shapes
3D shape is a crucial but heavily underutilized cue in today's computer vision systems, mostly due to the lack of a good generic shape representation. With the recent availability of inexpensive 2.5D depth sensors (e.g. Microsoft Kinect), it is becoming increasingly important to have a powerful 3D shape representation in the loop. Apart from category recognition, recovering full 3D shapes from view-based 2.5D depth maps is also a critical part of visual understanding. To this end, we propose to represent a geometric 3D shape as a probability distribution of binary variables on a 3D voxel grid, using a Convolutional Deep Belief Network. Our model, 3D ShapeNets, learns the distribution of complex 3D shapes across different object categories and arbitrary poses from raw CAD data, and discovers hierarchical compositional part representations automatically. It naturally supports joint object recognition and shape completion from 2.5D depth maps, and it enables active object recognition through view planning. To train our 3D deep learning model, we construct ModelNet -- a large-scale 3D CAD model dataset. Extensive experiments show that our 3D deep representation enables significant performance improvement over the-state-of-the-arts in a variety of tasks.
Structured3D: A Large Photo-realistic Dataset for Structured 3D Modeling
Recently, there has been growing interest in developing learning-based methods to detect and utilize salient semi-global or global structures, such as junctions, lines, planes, cuboids, smooth surfaces, and all types of symmetries, for 3D scene modeling and understanding. However, the ground truth annotations are often obtained via human labor, which is particularly challenging and inefficient for such tasks due to the large number of 3D structure instances (e.g., line segments) and other factors such as viewpoints and occlusions. In this paper, we present a new synthetic dataset, Structured3D, with the aim of providing large-scale photo-realistic images with rich 3D structure annotations for a wide spectrum of structured 3D modeling tasks. We take advantage of the availability of professional interior designs and automatically extract 3D structures from them. We generate high-quality images with an industry-leading rendering engine. We use our synthetic dataset in combination with real images to train deep networks for room layout estimation and demonstrate improved performance on benchmark datasets.
Progressive Text-to-3D Generation for Automatic 3D Prototyping
Text-to-3D generation is to craft a 3D object according to a natural language description. This can significantly reduce the workload for manually designing 3D models and provide a more natural way of interaction for users. However, this problem remains challenging in recovering the fine-grained details effectively and optimizing a large-size 3D output efficiently. Inspired by the success of progressive learning, we propose a Multi-Scale Triplane Network (MTN) and a new progressive learning strategy. As the name implies, the Multi-Scale Triplane Network consists of four triplanes transitioning from low to high resolution. The low-resolution triplane could serve as an initial shape for the high-resolution ones, easing the optimization difficulty. To further enable the fine-grained details, we also introduce the progressive learning strategy, which explicitly demands the network to shift its focus of attention from simple coarse-grained patterns to difficult fine-grained patterns. Our experiment verifies that the proposed method performs favorably against existing methods. For even the most challenging descriptions, where most existing methods struggle to produce a viable shape, our proposed method consistently delivers. We aspire for our work to pave the way for automatic 3D prototyping via natural language descriptions.
DreamWaltz: Make a Scene with Complex 3D Animatable Avatars
We present DreamWaltz, a novel framework for generating and animating complex 3D avatars given text guidance and parametric human body prior. While recent methods have shown encouraging results for text-to-3D generation of common objects, creating high-quality and animatable 3D avatars remains challenging. To create high-quality 3D avatars, DreamWaltz proposes 3D-consistent occlusion-aware Score Distillation Sampling (SDS) to optimize implicit neural representations with canonical poses. It provides view-aligned supervision via 3D-aware skeleton conditioning which enables complex avatar generation without artifacts and multiple faces. For animation, our method learns an animatable 3D avatar representation from abundant image priors of diffusion model conditioned on various poses, which could animate complex non-rigged avatars given arbitrary poses without retraining. Extensive evaluations demonstrate that DreamWaltz is an effective and robust approach for creating 3D avatars that can take on complex shapes and appearances as well as novel poses for animation. The proposed framework further enables the creation of complex scenes with diverse compositions, including avatar-avatar, avatar-object and avatar-scene interactions. See https://dreamwaltz3d.github.io/ for more vivid 3D avatar and animation results.
Sherpa3D: Boosting High-Fidelity Text-to-3D Generation via Coarse 3D Prior
Recently, 3D content creation from text prompts has demonstrated remarkable progress by utilizing 2D and 3D diffusion models. While 3D diffusion models ensure great multi-view consistency, their ability to generate high-quality and diverse 3D assets is hindered by the limited 3D data. In contrast, 2D diffusion models find a distillation approach that achieves excellent generalization and rich details without any 3D data. However, 2D lifting methods suffer from inherent view-agnostic ambiguity thereby leading to serious multi-face Janus issues, where text prompts fail to provide sufficient guidance to learn coherent 3D results. Instead of retraining a costly viewpoint-aware model, we study how to fully exploit easily accessible coarse 3D knowledge to enhance the prompts and guide 2D lifting optimization for refinement. In this paper, we propose Sherpa3D, a new text-to-3D framework that achieves high-fidelity, generalizability, and geometric consistency simultaneously. Specifically, we design a pair of guiding strategies derived from the coarse 3D prior generated by the 3D diffusion model: a structural guidance for geometric fidelity and a semantic guidance for 3D coherence. Employing the two types of guidance, the 2D diffusion model enriches the 3D content with diversified and high-quality results. Extensive experiments show the superiority of our Sherpa3D over the state-of-the-art text-to-3D methods in terms of quality and 3D consistency.
Object-Centric Domain Randomization for 3D Shape Reconstruction in the Wild
One of the biggest challenges in single-view 3D shape reconstruction in the wild is the scarcity of <3D shape, 2D image>-paired data from real-world environments. Inspired by remarkable achievements via domain randomization, we propose ObjectDR which synthesizes such paired data via a random simulation of visual variations in object appearances and backgrounds. Our data synthesis framework exploits a conditional generative model (e.g., ControlNet) to generate images conforming to spatial conditions such as 2.5D sketches, which are obtainable through a rendering process of 3D shapes from object collections (e.g., Objaverse-XL). To simulate diverse variations while preserving object silhouettes embedded in spatial conditions, we also introduce a disentangled framework which leverages an initial object guidance. After synthesizing a wide range of data, we pre-train a model on them so that it learns to capture a domain-invariant geometry prior which is consistent across various domains. We validate its effectiveness by substantially improving 3D shape reconstruction models on a real-world benchmark. In a scale-up evaluation, our pre-training achieves 23.6% superior results compared with the pre-training on high-quality computer graphics renderings.
DreamBooth3D: Subject-Driven Text-to-3D Generation
We present DreamBooth3D, an approach to personalize text-to-3D generative models from as few as 3-6 casually captured images of a subject. Our approach combines recent advances in personalizing text-to-image models (DreamBooth) with text-to-3D generation (DreamFusion). We find that naively combining these methods fails to yield satisfactory subject-specific 3D assets due to personalized text-to-image models overfitting to the input viewpoints of the subject. We overcome this through a 3-stage optimization strategy where we jointly leverage the 3D consistency of neural radiance fields together with the personalization capability of text-to-image models. Our method can produce high-quality, subject-specific 3D assets with text-driven modifications such as novel poses, colors and attributes that are not seen in any of the input images of the subject.
VaLID: Variable-Length Input Diffusion for Novel View Synthesis
Novel View Synthesis (NVS), which tries to produce a realistic image at the target view given source view images and their corresponding poses, is a fundamental problem in 3D Vision. As this task is heavily under-constrained, some recent work, like Zero123, tries to solve this problem with generative modeling, specifically using pre-trained diffusion models. Although this strategy generalizes well to new scenes, compared to neural radiance field-based methods, it offers low levels of flexibility. For example, it can only accept a single-view image as input, despite realistic applications often offering multiple input images. This is because the source-view images and corresponding poses are processed separately and injected into the model at different stages. Thus it is not trivial to generalize the model into multi-view source images, once they are available. To solve this issue, we try to process each pose image pair separately and then fuse them as a unified visual representation which will be injected into the model to guide image synthesis at the target-views. However, inconsistency and computation costs increase as the number of input source-view images increases. To solve these issues, the Multi-view Cross Former module is proposed which maps variable-length input data to fix-size output data. A two-stage training strategy is introduced to further improve the efficiency during training time. Qualitative and quantitative evaluation over multiple datasets demonstrates the effectiveness of the proposed method against previous approaches. The code will be released according to the acceptance.
3DTopia-XL: Scaling High-quality 3D Asset Generation via Primitive Diffusion
The increasing demand for high-quality 3D assets across various industries necessitates efficient and automated 3D content creation. Despite recent advancements in 3D generative models, existing methods still face challenges with optimization speed, geometric fidelity, and the lack of assets for physically based rendering (PBR). In this paper, we introduce 3DTopia-XL, a scalable native 3D generative model designed to overcome these limitations. 3DTopia-XL leverages a novel primitive-based 3D representation, PrimX, which encodes detailed shape, albedo, and material field into a compact tensorial format, facilitating the modeling of high-resolution geometry with PBR assets. On top of the novel representation, we propose a generative framework based on Diffusion Transformer (DiT), which comprises 1) Primitive Patch Compression, 2) and Latent Primitive Diffusion. 3DTopia-XL learns to generate high-quality 3D assets from textual or visual inputs. We conduct extensive qualitative and quantitative experiments to demonstrate that 3DTopia-XL significantly outperforms existing methods in generating high-quality 3D assets with fine-grained textures and materials, efficiently bridging the quality gap between generative models and real-world applications.
FrozenRecon: Pose-free 3D Scene Reconstruction with Frozen Depth Models
3D scene reconstruction is a long-standing vision task. Existing approaches can be categorized into geometry-based and learning-based methods. The former leverages multi-view geometry but can face catastrophic failures due to the reliance on accurate pixel correspondence across views. The latter was proffered to mitigate these issues by learning 2D or 3D representation directly. However, without a large-scale video or 3D training data, it can hardly generalize to diverse real-world scenarios due to the presence of tens of millions or even billions of optimization parameters in the deep network. Recently, robust monocular depth estimation models trained with large-scale datasets have been proven to possess weak 3D geometry prior, but they are insufficient for reconstruction due to the unknown camera parameters, the affine-invariant property, and inter-frame inconsistency. Here, we propose a novel test-time optimization approach that can transfer the robustness of affine-invariant depth models such as LeReS to challenging diverse scenes while ensuring inter-frame consistency, with only dozens of parameters to optimize per video frame. Specifically, our approach involves freezing the pre-trained affine-invariant depth model's depth predictions, rectifying them by optimizing the unknown scale-shift values with a geometric consistency alignment module, and employing the resulting scale-consistent depth maps to robustly obtain camera poses and achieve dense scene reconstruction, even in low-texture regions. Experiments show that our method achieves state-of-the-art cross-dataset reconstruction on five zero-shot testing datasets.
BlendedMVS: A Large-scale Dataset for Generalized Multi-view Stereo Networks
While deep learning has recently achieved great success on multi-view stereo (MVS), limited training data makes the trained model hard to be generalized to unseen scenarios. Compared with other computer vision tasks, it is rather difficult to collect a large-scale MVS dataset as it requires expensive active scanners and labor-intensive process to obtain ground truth 3D structures. In this paper, we introduce BlendedMVS, a novel large-scale dataset, to provide sufficient training ground truth for learning-based MVS. To create the dataset, we apply a 3D reconstruction pipeline to recover high-quality textured meshes from images of well-selected scenes. Then, we render these mesh models to color images and depth maps. To introduce the ambient lighting information during training, the rendered color images are further blended with the input images to generate the training input. Our dataset contains over 17k high-resolution images covering a variety of scenes, including cities, architectures, sculptures and small objects. Extensive experiments demonstrate that BlendedMVS endows the trained model with significantly better generalization ability compared with other MVS datasets. The dataset and pretrained models are available at https://github.com/YoYo000/BlendedMVS.
GenWarp: Single Image to Novel Views with Semantic-Preserving Generative Warping
Generating novel views from a single image remains a challenging task due to the complexity of 3D scenes and the limited diversity in the existing multi-view datasets to train a model on. Recent research combining large-scale text-to-image (T2I) models with monocular depth estimation (MDE) has shown promise in handling in-the-wild images. In these methods, an input view is geometrically warped to novel views with estimated depth maps, then the warped image is inpainted by T2I models. However, they struggle with noisy depth maps and loss of semantic details when warping an input view to novel viewpoints. In this paper, we propose a novel approach for single-shot novel view synthesis, a semantic-preserving generative warping framework that enables T2I generative models to learn where to warp and where to generate, through augmenting cross-view attention with self-attention. Our approach addresses the limitations of existing methods by conditioning the generative model on source view images and incorporating geometric warping signals. Qualitative and quantitative evaluations demonstrate that our model outperforms existing methods in both in-domain and out-of-domain scenarios. Project page is available at https://GenWarp-NVS.github.io/.
2L3: Lifting Imperfect Generated 2D Images into Accurate 3D
Reconstructing 3D objects from a single image is an intriguing but challenging problem. One promising solution is to utilize multi-view (MV) 3D reconstruction to fuse generated MV images into consistent 3D objects. However, the generated images usually suffer from inconsistent lighting, misaligned geometry, and sparse views, leading to poor reconstruction quality. To cope with these problems, we present a novel 3D reconstruction framework that leverages intrinsic decomposition guidance, transient-mono prior guidance, and view augmentation to cope with the three issues, respectively. Specifically, we first leverage to decouple the shading information from the generated images to reduce the impact of inconsistent lighting; then, we introduce mono prior with view-dependent transient encoding to enhance the reconstructed normal; and finally, we design a view augmentation fusion strategy that minimizes pixel-level loss in generated sparse views and semantic loss in augmented random views, resulting in view-consistent geometry and detailed textures. Our approach, therefore, enables the integration of a pre-trained MV image generator and a neural network-based volumetric signed distance function (SDF) representation for a single image to 3D object reconstruction. We evaluate our framework on various datasets and demonstrate its superior performance in both quantitative and qualitative assessments, signifying a significant advancement in 3D object reconstruction. Compared with the latest state-of-the-art method Syncdreamer~liu2023syncdreamer, we reduce the Chamfer Distance error by about 36\% and improve PSNR by about 30\% .
LAM3D: Large Image-Point-Cloud Alignment Model for 3D Reconstruction from Single Image
Large Reconstruction Models have made significant strides in the realm of automated 3D content generation from single or multiple input images. Despite their success, these models often produce 3D meshes with geometric inaccuracies, stemming from the inherent challenges of deducing 3D shapes solely from image data. In this work, we introduce a novel framework, the Large Image and Point Cloud Alignment Model (LAM3D), which utilizes 3D point cloud data to enhance the fidelity of generated 3D meshes. Our methodology begins with the development of a point-cloud-based network that effectively generates precise and meaningful latent tri-planes, laying the groundwork for accurate 3D mesh reconstruction. Building upon this, our Image-Point-Cloud Feature Alignment technique processes a single input image, aligning to the latent tri-planes to imbue image features with robust 3D information. This process not only enriches the image features but also facilitates the production of high-fidelity 3D meshes without the need for multi-view input, significantly reducing geometric distortions. Our approach achieves state-of-the-art high-fidelity 3D mesh reconstruction from a single image in just 6 seconds, and experiments on various datasets demonstrate its effectiveness.
Mosaic-SDF for 3D Generative Models
Current diffusion or flow-based generative models for 3D shapes divide to two: distilling pre-trained 2D image diffusion models, and training directly on 3D shapes. When training a diffusion or flow models on 3D shapes a crucial design choice is the shape representation. An effective shape representation needs to adhere three design principles: it should allow an efficient conversion of large 3D datasets to the representation form; it should provide a good tradeoff of approximation power versus number of parameters; and it should have a simple tensorial form that is compatible with existing powerful neural architectures. While standard 3D shape representations such as volumetric grids and point clouds do not adhere to all these principles simultaneously, we advocate in this paper a new representation that does. We introduce Mosaic-SDF (M-SDF): a simple 3D shape representation that approximates the Signed Distance Function (SDF) of a given shape by using a set of local grids spread near the shape's boundary. The M-SDF representation is fast to compute for each shape individually making it readily parallelizable; it is parameter efficient as it only covers the space around the shape's boundary; and it has a simple matrix form, compatible with Transformer-based architectures. We demonstrate the efficacy of the M-SDF representation by using it to train a 3D generative flow model including class-conditioned generation with the 3D Warehouse dataset, and text-to-3D generation using a dataset of about 600k caption-shape pairs.
Layout2Scene: 3D Semantic Layout Guided Scene Generation via Geometry and Appearance Diffusion Priors
3D scene generation conditioned on text prompts has significantly progressed due to the development of 2D diffusion generation models. However, the textual description of 3D scenes is inherently inaccurate and lacks fine-grained control during training, leading to implausible scene generation. As an intuitive and feasible solution, the 3D layout allows for precise specification of object locations within the scene. To this end, we present a text-to-scene generation method (namely, Layout2Scene) using additional semantic layout as the prompt to inject precise control of 3D object positions. Specifically, we first introduce a scene hybrid representation to decouple objects and backgrounds, which is initialized via a pre-trained text-to-3D model. Then, we propose a two-stage scheme to optimize the geometry and appearance of the initialized scene separately. To fully leverage 2D diffusion priors in geometry and appearance generation, we introduce a semantic-guided geometry diffusion model and a semantic-geometry guided diffusion model which are finetuned on a scene dataset. Extensive experiments demonstrate that our method can generate more plausible and realistic scenes as compared to state-of-the-art approaches. Furthermore, the generated scene allows for flexible yet precise editing, thereby facilitating multiple downstream applications.
NPC: Neural Point Characters from Video
High-fidelity human 3D models can now be learned directly from videos, typically by combining a template-based surface model with neural representations. However, obtaining a template surface requires expensive multi-view capture systems, laser scans, or strictly controlled conditions. Previous methods avoid using a template but rely on a costly or ill-posed mapping from observation to canonical space. We propose a hybrid point-based representation for reconstructing animatable characters that does not require an explicit surface model, while being generalizable to novel poses. For a given video, our method automatically produces an explicit set of 3D points representing approximate canonical geometry, and learns an articulated deformation model that produces pose-dependent point transformations. The points serve both as a scaffold for high-frequency neural features and an anchor for efficiently mapping between observation and canonical space. We demonstrate on established benchmarks that our representation overcomes limitations of prior work operating in either canonical or in observation space. Moreover, our automatic point extraction approach enables learning models of human and animal characters alike, matching the performance of the methods using rigged surface templates despite being more general. Project website: https://lemonatsu.github.io/npc/
Learning Continuous Mesh Representation with Spherical Implicit Surface
As the most common representation for 3D shapes, mesh is often stored discretely with arrays of vertices and faces. However, 3D shapes in the real world are presented continuously. In this paper, we propose to learn a continuous representation for meshes with fixed topology, a common and practical setting in many faces-, hand-, and body-related applications. First, we split the template into multiple closed manifold genus-0 meshes so that each genus-0 mesh can be parameterized onto the unit sphere. Then we learn spherical implicit surface (SIS), which takes a spherical coordinate and a global feature or a set of local features around the coordinate as inputs, predicting the vertex corresponding to the coordinate as an output. Since the spherical coordinates are continuous, SIS can depict a mesh in an arbitrary resolution. SIS representation builds a bridge between discrete and continuous representation in 3D shapes. Specifically, we train SIS networks in a self-supervised manner for two tasks: a reconstruction task and a super-resolution task. Experiments show that our SIS representation is comparable with state-of-the-art methods that are specifically designed for meshes with a fixed resolution and significantly outperforms methods that work in arbitrary resolutions.
Mimic3D: Thriving 3D-Aware GANs via 3D-to-2D Imitation
Generating images with both photorealism and multiview 3D consistency is crucial for 3D-aware GANs, yet existing methods struggle to achieve them simultaneously. Improving the photorealism via CNN-based 2D super-resolution can break the strict 3D consistency, while keeping the 3D consistency by learning high-resolution 3D representations for direct rendering often compromises image quality. In this paper, we propose a novel learning strategy, namely 3D-to-2D imitation, which enables a 3D-aware GAN to generate high-quality images while maintaining their strict 3D consistency, by letting the images synthesized by the generator's 3D rendering branch to mimic those generated by its 2D super-resolution branch. We also introduce 3D-aware convolutions into the generator for better 3D representation learning, which further improves the image generation quality. With the above strategies, our method reaches FID scores of 5.4 and 4.3 on FFHQ and AFHQ-v2 Cats, respectively, at 512x512 resolution, largely outperforming existing 3D-aware GANs using direct 3D rendering and coming very close to the previous state-of-the-art method that leverages 2D super-resolution. Project website: https://seanchenxy.github.io/Mimic3DWeb.
GaussianAnything: Interactive Point Cloud Latent Diffusion for 3D Generation
While 3D content generation has advanced significantly, existing methods still face challenges with input formats, latent space design, and output representations. This paper introduces a novel 3D generation framework that addresses these challenges, offering scalable, high-quality 3D generation with an interactive Point Cloud-structured Latent space. Our framework employs a Variational Autoencoder (VAE) with multi-view posed RGB-D(epth)-N(ormal) renderings as input, using a unique latent space design that preserves 3D shape information, and incorporates a cascaded latent diffusion model for improved shape-texture disentanglement. The proposed method, GaussianAnything, supports multi-modal conditional 3D generation, allowing for point cloud, caption, and single/multi-view image inputs. Notably, the newly proposed latent space naturally enables geometry-texture disentanglement, thus allowing 3D-aware editing. Experimental results demonstrate the effectiveness of our approach on multiple datasets, outperforming existing methods in both text- and image-conditioned 3D generation.
StyleSDF: High-Resolution 3D-Consistent Image and Geometry Generation
We introduce a high resolution, 3D-consistent image and shape generation technique which we call StyleSDF. Our method is trained on single-view RGB data only, and stands on the shoulders of StyleGAN2 for image generation, while solving two main challenges in 3D-aware GANs: 1) high-resolution, view-consistent generation of the RGB images, and 2) detailed 3D shape. We achieve this by merging a SDF-based 3D representation with a style-based 2D generator. Our 3D implicit network renders low-resolution feature maps, from which the style-based network generates view-consistent, 1024x1024 images. Notably, our SDF-based 3D modeling defines detailed 3D surfaces, leading to consistent volume rendering. Our method shows higher quality results compared to state of the art in terms of visual and geometric quality.
Disentangled 3D Scene Generation with Layout Learning
We introduce a method to generate 3D scenes that are disentangled into their component objects. This disentanglement is unsupervised, relying only on the knowledge of a large pretrained text-to-image model. Our key insight is that objects can be discovered by finding parts of a 3D scene that, when rearranged spatially, still produce valid configurations of the same scene. Concretely, our method jointly optimizes multiple NeRFs from scratch - each representing its own object - along with a set of layouts that composite these objects into scenes. We then encourage these composited scenes to be in-distribution according to the image generator. We show that despite its simplicity, our approach successfully generates 3D scenes decomposed into individual objects, enabling new capabilities in text-to-3D content creation. For results and an interactive demo, see our project page at https://dave.ml/layoutlearning/
Fourier123: One Image to High-Quality 3D Object Generation with Hybrid Fourier Score Distillation
Single image-to-3D generation is pivotal for crafting controllable 3D assets. Given its underconstrained nature, we leverage geometric priors from a 3D novel view generation diffusion model and appearance priors from a 2D image generation method to guide the optimization process. We note that a disparity exists between the training datasets of 2D and 3D diffusion models, leading to their outputs showing marked differences in appearance. Specifically, 2D models tend to deliver more detailed visuals, whereas 3D models produce consistent yet over-smooth results across different views. Hence, we optimize a set of 3D Gaussians using 3D priors in spatial domain to ensure geometric consistency, while exploiting 2D priors in the frequency domain through Fourier transform for higher visual quality. This 2D-3D hybrid Fourier Score Distillation objective function (dubbed hy-FSD), can be integrated into existing 3D generation methods, yielding significant performance improvements. With this technique, we further develop an image-to-3D generation pipeline to create high-quality 3D objects within one minute, named Fourier123. Extensive experiments demonstrate that Fourier123 excels in efficient generation with rapid convergence speed and visual-friendly generation results.
Instant3D: Instant Text-to-3D Generation
Text-to-3D generation, which aims to synthesize vivid 3D objects from text prompts, has attracted much attention from the computer vision community. While several existing works have achieved impressive results for this task, they mainly rely on a time-consuming optimization paradigm. Specifically, these methods optimize a neural field from scratch for each text prompt, taking approximately one hour or more to generate one object. This heavy and repetitive training cost impedes their practical deployment. In this paper, we propose a novel framework for fast text-to-3D generation, dubbed Instant3D. Once trained, Instant3D is able to create a 3D object for an unseen text prompt in less than one second with a single run of a feedforward network. We achieve this remarkable speed by devising a new network that directly constructs a 3D triplane from a text prompt. The core innovation of our Instant3D lies in our exploration of strategies to effectively inject text conditions into the network. Furthermore, we propose a simple yet effective activation function, the scaled-sigmoid, to replace the original sigmoid function, which speeds up the training convergence by more than ten times. Finally, to address the Janus (multi-head) problem in 3D generation, we propose an adaptive Perp-Neg algorithm that can dynamically adjust its concept negation scales according to the severity of the Janus problem during training, effectively reducing the multi-head effect. Extensive experiments on a wide variety of benchmark datasets demonstrate that the proposed algorithm performs favorably against the state-of-the-art methods both qualitatively and quantitatively, while achieving significantly better efficiency. The project page is at https://ming1993li.github.io/Instant3DProj.
Differentiable Blocks World: Qualitative 3D Decomposition by Rendering Primitives
Given a set of calibrated images of a scene, we present an approach that produces a simple, compact, and actionable 3D world representation by means of 3D primitives. While many approaches focus on recovering high-fidelity 3D scenes, we focus on parsing a scene into mid-level 3D representations made of a small set of textured primitives. Such representations are interpretable, easy to manipulate and suited for physics-based simulations. Moreover, unlike existing primitive decomposition methods that rely on 3D input data, our approach operates directly on images through differentiable rendering. Specifically, we model primitives as textured superquadric meshes and optimize their parameters from scratch with an image rendering loss. We highlight the importance of modeling transparency for each primitive, which is critical for optimization and also enables handling varying numbers of primitives. We show that the resulting textured primitives faithfully reconstruct the input images and accurately model the visible 3D points, while providing amodal shape completions of unseen object regions. We compare our approach to the state of the art on diverse scenes from DTU, and demonstrate its robustness on real-life captures from BlendedMVS and Nerfstudio. We also showcase how our results can be used to effortlessly edit a scene or perform physical simulations. Code and video results are available at https://www.tmonnier.com/DBW .
SketchMetaFace: A Learning-based Sketching Interface for High-fidelity 3D Character Face Modeling
Modeling 3D avatars benefits various application scenarios such as AR/VR, gaming, and filming. Character faces contribute significant diversity and vividity as a vital component of avatars. However, building 3D character face models usually requires a heavy workload with commercial tools, even for experienced artists. Various existing sketch-based tools fail to support amateurs in modeling diverse facial shapes and rich geometric details. In this paper, we present SketchMetaFace - a sketching system targeting amateur users to model high-fidelity 3D faces in minutes. We carefully design both the user interface and the underlying algorithm. First, curvature-aware strokes are adopted to better support the controllability of carving facial details. Second, considering the key problem of mapping a 2D sketch map to a 3D model, we develop a novel learning-based method termed "Implicit and Depth Guided Mesh Modeling" (IDGMM). It fuses the advantages of mesh, implicit, and depth representations to achieve high-quality results with high efficiency. In addition, to further support usability, we present a coarse-to-fine 2D sketching interface design and a data-driven stroke suggestion tool. User studies demonstrate the superiority of our system over existing modeling tools in terms of the ease to use and visual quality of results. Experimental analyses also show that IDGMM reaches a better trade-off between accuracy and efficiency. SketchMetaFace are available at https://zhongjinluo.github.io/SketchMetaFace/.
GraphDreamer: Compositional 3D Scene Synthesis from Scene Graphs
As pretrained text-to-image diffusion models become increasingly powerful, recent efforts have been made to distill knowledge from these text-to-image pretrained models for optimizing a text-guided 3D model. Most of the existing methods generate a holistic 3D model from a plain text input. This can be problematic when the text describes a complex scene with multiple objects, because the vectorized text embeddings are inherently unable to capture a complex description with multiple entities and relationships. Holistic 3D modeling of the entire scene further prevents accurate grounding of text entities and concepts. To address this limitation, we propose GraphDreamer, a novel framework to generate compositional 3D scenes from scene graphs, where objects are represented as nodes and their interactions as edges. By exploiting node and edge information in scene graphs, our method makes better use of the pretrained text-to-image diffusion model and is able to fully disentangle different objects without image-level supervision. To facilitate modeling of object-wise relationships, we use signed distance fields as representation and impose a constraint to avoid inter-penetration of objects. To avoid manual scene graph creation, we design a text prompt for ChatGPT to generate scene graphs based on text inputs. We conduct both qualitative and quantitative experiments to validate the effectiveness of GraphDreamer in generating high-fidelity compositional 3D scenes with disentangled object entities.
VP3D: Unleashing 2D Visual Prompt for Text-to-3D Generation
Recent innovations on text-to-3D generation have featured Score Distillation Sampling (SDS), which enables the zero-shot learning of implicit 3D models (NeRF) by directly distilling prior knowledge from 2D diffusion models. However, current SDS-based models still struggle with intricate text prompts and commonly result in distorted 3D models with unrealistic textures or cross-view inconsistency issues. In this work, we introduce a novel Visual Prompt-guided text-to-3D diffusion model (VP3D) that explicitly unleashes the visual appearance knowledge in 2D visual prompt to boost text-to-3D generation. Instead of solely supervising SDS with text prompt, VP3D first capitalizes on 2D diffusion model to generate a high-quality image from input text, which subsequently acts as visual prompt to strengthen SDS optimization with explicit visual appearance. Meanwhile, we couple the SDS optimization with additional differentiable reward function that encourages rendering images of 3D models to better visually align with 2D visual prompt and semantically match with text prompt. Through extensive experiments, we show that the 2D Visual Prompt in our VP3D significantly eases the learning of visual appearance of 3D models and thus leads to higher visual fidelity with more detailed textures. It is also appealing in view that when replacing the self-generating visual prompt with a given reference image, VP3D is able to trigger a new task of stylized text-to-3D generation. Our project page is available at https://vp3d-cvpr24.github.io.
Idea23D: Collaborative LMM Agents Enable 3D Model Generation from Interleaved Multimodal Inputs
With the success of 2D diffusion models, 2D AIGC content has already transformed our lives. Recently, this success has been extended to 3D AIGC, with state-of-the-art methods generating textured 3D models from single images or text. However, we argue that current 3D AIGC methods still do not fully unleash human creativity. We often imagine 3D content made from multimodal inputs, such as what it would look like if my pet bunny were eating a doughnut on the table. In this paper, we explore a novel 3D AIGC approach: generating 3D content from IDEAs. An IDEA is a multimodal input composed of text, image, and 3D models. To our knowledge, this challenging and exciting 3D AIGC setting has not been studied before. We propose the new framework Idea23D, which combines three agents based on large multimodal models (LMMs) and existing algorithmic tools. These three LMM-based agents are tasked with prompt generation, model selection, and feedback reflection. They collaborate and critique each other in a fully automated loop, without human intervention. The framework then generates a text prompt to create 3D models that align closely with the input IDEAs. We demonstrate impressive 3D AIGC results that surpass previous methods. To comprehensively assess the 3D AIGC capabilities of Idea23D, we introduce the Eval3DAIGC-198 dataset, containing 198 multimodal inputs for 3D generation tasks. This dataset evaluates the alignment between generated 3D content and input IDEAs. Our user study and quantitative results show that Idea23D significantly improves the success rate and accuracy of 3D generation, with excellent compatibility across various LMM, Text-to-Image, and Image-to-3D models. Code and dataset are available at https://idea23d.github.io/.
PI3D: Efficient Text-to-3D Generation with Pseudo-Image Diffusion
In this paper, we introduce PI3D, a novel and efficient framework that utilizes the pre-trained text-to-image diffusion models to generate high-quality 3D shapes in minutes. On the one hand, it fine-tunes a pre-trained 2D diffusion model into a 3D diffusion model, enabling both 3D generative capabilities and generalization derived from the 2D model. On the other, it utilizes score distillation sampling of 2D diffusion models to quickly improve the quality of the sampled 3D shapes. PI3D enables the migration of knowledge from image to triplane generation by treating it as a set of pseudo-images. We adapt the modules in the pre-training model to enable hybrid training using pseudo and real images, which has proved to be a well-established strategy for improving generalizability. The efficiency of PI3D is highlighted by its ability to sample diverse 3D models in seconds and refine them in minutes. The experimental results confirm the advantages of PI3D over existing methods based on either 3D diffusion models or lifting 2D diffusion models in terms of fast generation of 3D consistent and high-quality models. The proposed PI3D stands as a promising advancement in the field of text-to-3D generation, and we hope it will inspire more research into 3D generation leveraging the knowledge in both 2D and 3D data.
MagicClay: Sculpting Meshes With Generative Neural Fields
The recent developments in neural fields have brought phenomenal capabilities to the field of shape generation, but they lack crucial properties, such as incremental control - a fundamental requirement for artistic work. Triangular meshes, on the other hand, are the representation of choice for most geometry related tasks, offering efficiency and intuitive control, but do not lend themselves to neural optimization. To support downstream tasks, previous art typically proposes a two-step approach, where first a shape is generated using neural fields, and then a mesh is extracted for further processing. Instead, in this paper we introduce a hybrid approach that maintains both a mesh and a Signed Distance Field (SDF) representations consistently. Using this representation, we introduce MagicClay - an artist friendly tool for sculpting regions of a mesh according to textual prompts while keeping other regions untouched. Our framework carefully and efficiently balances consistency between the representations and regularizations in every step of the shape optimization; Relying on the mesh representation, we show how to render the SDF at higher resolutions and faster. In addition, we employ recent work in differentiable mesh reconstruction to adaptively allocate triangles in the mesh where required, as indicated by the SDF. Using an implemented prototype, we demonstrate superior generated geometry compared to the state-of-the-art, and novel consistent control, allowing sequential prompt-based edits to the same mesh for the first time.
InterFusion: Text-Driven Generation of 3D Human-Object Interaction
In this study, we tackle the complex task of generating 3D human-object interactions (HOI) from textual descriptions in a zero-shot text-to-3D manner. We identify and address two key challenges: the unsatisfactory outcomes of direct text-to-3D methods in HOI, largely due to the lack of paired text-interaction data, and the inherent difficulties in simultaneously generating multiple concepts with complex spatial relationships. To effectively address these issues, we present InterFusion, a two-stage framework specifically designed for HOI generation. InterFusion involves human pose estimations derived from text as geometric priors, which simplifies the text-to-3D conversion process and introduces additional constraints for accurate object generation. At the first stage, InterFusion extracts 3D human poses from a synthesized image dataset depicting a wide range of interactions, subsequently mapping these poses to interaction descriptions. The second stage of InterFusion capitalizes on the latest developments in text-to-3D generation, enabling the production of realistic and high-quality 3D HOI scenes. This is achieved through a local-global optimization process, where the generation of human body and object is optimized separately, and jointly refined with a global optimization of the entire scene, ensuring a seamless and contextually coherent integration. Our experimental results affirm that InterFusion significantly outperforms existing state-of-the-art methods in 3D HOI generation.
Diffusion Models are Geometry Critics: Single Image 3D Editing Using Pre-Trained Diffusion Priors
We propose a novel image editing technique that enables 3D manipulations on single images, such as object rotation and translation. Existing 3D-aware image editing approaches typically rely on synthetic multi-view datasets for training specialized models, thus constraining their effectiveness on open-domain images featuring significantly more varied layouts and styles. In contrast, our method directly leverages powerful image diffusion models trained on a broad spectrum of text-image pairs and thus retain their exceptional generalization abilities. This objective is realized through the development of an iterative novel view synthesis and geometry alignment algorithm. The algorithm harnesses diffusion models for dual purposes: they provide appearance prior by predicting novel views of the selected object using estimated depth maps, and they act as a geometry critic by correcting misalignments in 3D shapes across the sampled views. Our method can generate high-quality 3D-aware image edits with large viewpoint transformations and high appearance and shape consistency with the input image, pushing the boundaries of what is possible with single-image 3D-aware editing.
SAGA: Surface-Aligned Gaussian Avatar
This paper presents a Surface-Aligned Gaussian representation for creating animatable human avatars from monocular videos,aiming at improving the novel view and pose synthesis performance while ensuring fast training and real-time rendering. Recently,3DGS has emerged as a more efficient and expressive alternative to NeRF, and has been used for creating dynamic human avatars. However,when applied to the severely ill-posed task of monocular dynamic reconstruction, the Gaussians tend to overfit the constantly changing regions such as clothes wrinkles or shadows since these regions cannot provide consistent supervision, resulting in noisy geometry and abrupt deformation that typically fail to generalize under novel views and poses.To address these limitations, we present SAGA,i.e.,Surface-Aligned Gaussian Avatar,which aligns the Gaussians with a mesh to enforce well-defined geometry and consistent deformation, thereby improving generalization under novel views and poses. Unlike existing strict alignment methods that suffer from limited expressive power and low realism,SAGA employs a two-stage alignment strategy where the Gaussians are first adhered on while then detached from the mesh, thus facilitating both good geometry and high expressivity. In the Adhered Stage, we improve the flexibility of Adhered-on-Mesh Gaussians by allowing them to flow on the mesh, in contrast to existing methods that rigidly bind Gaussians to fixed location. In the second Detached Stage, we introduce a Gaussian-Mesh Alignment regularization, which allows us to unleash the expressivity by detaching the Gaussians but maintain the geometric alignment by minimizing their location and orientation offsets from the bound triangles. Finally, since the Gaussians may drift outside the bound triangles during optimization, an efficient Walking-on-Mesh strategy is proposed to dynamically update the bound triangles.
Chirpy3D: Continuous Part Latents for Creative 3D Bird Generation
In this paper, we push the boundaries of fine-grained 3D generation into truly creative territory. Current methods either lack intricate details or simply mimic existing objects -- we enable both. By lifting 2D fine-grained understanding into 3D through multi-view diffusion and modeling part latents as continuous distributions, we unlock the ability to generate entirely new, yet plausible parts through interpolation and sampling. A self-supervised feature consistency loss further ensures stable generation of these unseen parts. The result is the first system capable of creating novel 3D objects with species-specific details that transcend existing examples. While we demonstrate our approach on birds, the underlying framework extends beyond things that can chirp! Code will be released at https://github.com/kamwoh/chirpy3d.
Geometry Distributions
Neural representations of 3D data have been widely adopted across various applications, particularly in recent work leveraging coordinate-based networks to model scalar or vector fields. However, these approaches face inherent challenges, such as handling thin structures and non-watertight geometries, which limit their flexibility and accuracy. In contrast, we propose a novel geometric data representation that models geometry as distributions-a powerful representation that makes no assumptions about surface genus, connectivity, or boundary conditions. Our approach uses diffusion models with a novel network architecture to learn surface point distributions, capturing fine-grained geometric details. We evaluate our representation qualitatively and quantitatively across various object types, demonstrating its effectiveness in achieving high geometric fidelity. Additionally, we explore applications using our representation, such as textured mesh representation, neural surface compression, dynamic object modeling, and rendering, highlighting its potential to advance 3D geometric learning.
ICE-G: Image Conditional Editing of 3D Gaussian Splats
Recently many techniques have emerged to create high quality 3D assets and scenes. When it comes to editing of these objects, however, existing approaches are either slow, compromise on quality, or do not provide enough customization. We introduce a novel approach to quickly edit a 3D model from a single reference view. Our technique first segments the edit image, and then matches semantically corresponding regions across chosen segmented dataset views using DINO features. A color or texture change from a particular region of the edit image can then be applied to other views automatically in a semantically sensible manner. These edited views act as an updated dataset to further train and re-style the 3D scene. The end-result is therefore an edited 3D model. Our framework enables a wide variety of editing tasks such as manual local edits, correspondence based style transfer from any example image, and a combination of different styles from multiple example images. We use Gaussian Splats as our primary 3D representation due to their speed and ease of local editing, but our technique works for other methods such as NeRFs as well. We show through multiple examples that our method produces higher quality results while offering fine-grained control of editing. Project page: ice-gaussian.github.io
Retrieval-Augmented Score Distillation for Text-to-3D Generation
Text-to-3D generation has achieved significant success by incorporating powerful 2D diffusion models, but insufficient 3D prior knowledge also leads to the inconsistency of 3D geometry. Recently, since large-scale multi-view datasets have been released, fine-tuning the diffusion model on the multi-view datasets becomes a mainstream to solve the 3D inconsistency problem. However, it has confronted with fundamental difficulties regarding the limited quality and diversity of 3D data, compared with 2D data. To sidestep these trade-offs, we explore a retrieval-augmented approach tailored for score distillation, dubbed RetDream. We postulate that both expressiveness of 2D diffusion models and geometric consistency of 3D assets can be fully leveraged by employing the semantically relevant assets directly within the optimization process. To this end, we introduce novel framework for retrieval-based quality enhancement in text-to-3D generation. We leverage the retrieved asset to incorporate its geometric prior in the variational objective and adapt the diffusion model's 2D prior toward view consistency, achieving drastic improvements in both geometry and fidelity of generated scenes. We conduct extensive experiments to demonstrate that RetDream exhibits superior quality with increased geometric consistency. Project page is available at https://ku-cvlab.github.io/RetDream/.
Phidias: A Generative Model for Creating 3D Content from Text, Image, and 3D Conditions with Reference-Augmented Diffusion
In 3D modeling, designers often use an existing 3D model as a reference to create new ones. This practice has inspired the development of Phidias, a novel generative model that uses diffusion for reference-augmented 3D generation. Given an image, our method leverages a retrieved or user-provided 3D reference model to guide the generation process, thereby enhancing the generation quality, generalization ability, and controllability. Our model integrates three key components: 1) meta-ControlNet that dynamically modulates the conditioning strength, 2) dynamic reference routing that mitigates misalignment between the input image and 3D reference, and 3) self-reference augmentations that enable self-supervised training with a progressive curriculum. Collectively, these designs result in a clear improvement over existing methods. Phidias establishes a unified framework for 3D generation using text, image, and 3D conditions with versatile applications.
Scalable 3D Captioning with Pretrained Models
We introduce Cap3D, an automatic approach for generating descriptive text for 3D objects. This approach utilizes pretrained models from image captioning, image-text alignment, and LLM to consolidate captions from multiple views of a 3D asset, completely side-stepping the time-consuming and costly process of manual annotation. We apply Cap3D to the recently introduced large-scale 3D dataset, Objaverse, resulting in 660k 3D-text pairs. Our evaluation, conducted using 41k human annotations from the same dataset, demonstrates that Cap3D surpasses human-authored descriptions in terms of quality, cost, and speed. Through effective prompt engineering, Cap3D rivals human performance in generating geometric descriptions on 17k collected annotations from the ABO dataset. Finally, we finetune Text-to-3D models on Cap3D and human captions, and show Cap3D outperforms; and benchmark the SOTA including Point-E, Shape-E, and DreamFusion.
Tailor3D: Customized 3D Assets Editing and Generation with Dual-Side Images
Recent advances in 3D AIGC have shown promise in directly creating 3D objects from text and images, offering significant cost savings in animation and product design. However, detailed edit and customization of 3D assets remains a long-standing challenge. Specifically, 3D Generation methods lack the ability to follow finely detailed instructions as precisely as their 2D image creation counterparts. Imagine you can get a toy through 3D AIGC but with undesired accessories and dressing. To tackle this challenge, we propose a novel pipeline called Tailor3D, which swiftly creates customized 3D assets from editable dual-side images. We aim to emulate a tailor's ability to locally change objects or perform overall style transfer. Unlike creating 3D assets from multiple views, using dual-side images eliminates conflicts on overlapping areas that occur when editing individual views. Specifically, it begins by editing the front view, then generates the back view of the object through multi-view diffusion. Afterward, it proceeds to edit the back views. Finally, a Dual-sided LRM is proposed to seamlessly stitch together the front and back 3D features, akin to a tailor sewing together the front and back of a garment. The Dual-sided LRM rectifies imperfect consistencies between the front and back views, enhancing editing capabilities and reducing memory burdens while seamlessly integrating them into a unified 3D representation with the LoRA Triplane Transformer. Experimental results demonstrate Tailor3D's effectiveness across various 3D generation and editing tasks, including 3D generative fill and style transfer. It provides a user-friendly, efficient solution for editing 3D assets, with each editing step taking only seconds to complete.
Breathing New Life into 3D Assets with Generative Repainting
Diffusion-based text-to-image models ignited immense attention from the vision community, artists, and content creators. Broad adoption of these models is due to significant improvement in the quality of generations and efficient conditioning on various modalities, not just text. However, lifting the rich generative priors of these 2D models into 3D is challenging. Recent works have proposed various pipelines powered by the entanglement of diffusion models and neural fields. We explore the power of pretrained 2D diffusion models and standard 3D neural radiance fields as independent, standalone tools and demonstrate their ability to work together in a non-learned fashion. Such modularity has the intrinsic advantage of eased partial upgrades, which became an important property in such a fast-paced domain. Our pipeline accepts any legacy renderable geometry, such as textured or untextured meshes, orchestrates the interaction between 2D generative refinement and 3D consistency enforcement tools, and outputs a painted input geometry in several formats. We conduct a large-scale study on a wide range of objects and categories from the ShapeNetSem dataset and demonstrate the advantages of our approach, both qualitatively and quantitatively. Project page: https://www.obukhov.ai/repainting_3d_assets
Meta 3D Gen
We introduce Meta 3D Gen (3DGen), a new state-of-the-art, fast pipeline for text-to-3D asset generation. 3DGen offers 3D asset creation with high prompt fidelity and high-quality 3D shapes and textures in under a minute. It supports physically-based rendering (PBR), necessary for 3D asset relighting in real-world applications. Additionally, 3DGen supports generative retexturing of previously generated (or artist-created) 3D shapes using additional textual inputs provided by the user. 3DGen integrates key technical components, Meta 3D AssetGen and Meta 3D TextureGen, that we developed for text-to-3D and text-to-texture generation, respectively. By combining their strengths, 3DGen represents 3D objects simultaneously in three ways: in view space, in volumetric space, and in UV (or texture) space. The integration of these two techniques achieves a win rate of 68% with respect to the single-stage model. We compare 3DGen to numerous industry baselines, and show that it outperforms them in terms of prompt fidelity and visual quality for complex textual prompts, while being significantly faster.
AGG: Amortized Generative 3D Gaussians for Single Image to 3D
Given the growing need for automatic 3D content creation pipelines, various 3D representations have been studied to generate 3D objects from a single image. Due to its superior rendering efficiency, 3D Gaussian splatting-based models have recently excelled in both 3D reconstruction and generation. 3D Gaussian splatting approaches for image to 3D generation are often optimization-based, requiring many computationally expensive score-distillation steps. To overcome these challenges, we introduce an Amortized Generative 3D Gaussian framework (AGG) that instantly produces 3D Gaussians from a single image, eliminating the need for per-instance optimization. Utilizing an intermediate hybrid representation, AGG decomposes the generation of 3D Gaussian locations and other appearance attributes for joint optimization. Moreover, we propose a cascaded pipeline that first generates a coarse representation of the 3D data and later upsamples it with a 3D Gaussian super-resolution module. Our method is evaluated against existing optimization-based 3D Gaussian frameworks and sampling-based pipelines utilizing other 3D representations, where AGG showcases competitive generation abilities both qualitatively and quantitatively while being several orders of magnitude faster. Project page: https://ir1d.github.io/AGG/
3DIS-FLUX: simple and efficient multi-instance generation with DiT rendering
The growing demand for controllable outputs in text-to-image generation has driven significant advancements in multi-instance generation (MIG), enabling users to define both instance layouts and attributes. Currently, the state-of-the-art methods in MIG are primarily adapter-based. However, these methods necessitate retraining a new adapter each time a more advanced model is released, resulting in significant resource consumption. A methodology named Depth-Driven Decoupled Instance Synthesis (3DIS) has been introduced, which decouples MIG into two distinct phases: 1) depth-based scene construction and 2) detail rendering with widely pre-trained depth control models. The 3DIS method requires adapter training solely during the scene construction phase, while enabling various models to perform training-free detail rendering. Initially, 3DIS focused on rendering techniques utilizing U-Net architectures such as SD1.5, SD2, and SDXL, without exploring the potential of recent DiT-based models like FLUX. In this paper, we present 3DIS-FLUX, an extension of the 3DIS framework that integrates the FLUX model for enhanced rendering capabilities. Specifically, we employ the FLUX.1-Depth-dev model for depth map controlled image generation and introduce a detail renderer that manipulates the Attention Mask in FLUX's Joint Attention mechanism based on layout information. This approach allows for the precise rendering of fine-grained attributes of each instance. Our experimental results indicate that 3DIS-FLUX, leveraging the FLUX model, outperforms the original 3DIS method, which utilized SD2 and SDXL, and surpasses current state-of-the-art adapter-based methods in terms of both performance and image quality. Project Page: https://limuloo.github.io/3DIS/.
Free3D: Consistent Novel View Synthesis without 3D Representation
We introduce Free3D, a simple approach designed for open-set novel view synthesis (NVS) from a single image. Similar to Zero-1-to-3, we start from a pre-trained 2D image generator for generalization, and fine-tune it for NVS. Compared to recent and concurrent works, we obtain significant improvements without resorting to an explicit 3D representation, which is slow and memory-consuming or training an additional 3D network. We do so by encoding better the target camera pose via a new per-pixel ray conditioning normalization (RCN) layer. The latter injects pose information in the underlying 2D image generator by telling each pixel its specific viewing direction. We also improve multi-view consistency via a light-weight multi-view attention layer and multi-view noise sharing. We train Free3D on the Objaverse dataset and demonstrate excellent generalization to various new categories in several new datasets, including OminiObject3D and GSO. We hope our simple and effective approach will serve as a solid baseline and help future research in NVS with more accuracy pose. The project page is available at https://chuanxiaz.com/free3d/.
T^3-S2S: Training-free Triplet Tuning for Sketch to Scene Generation
Scene generation is crucial to many computer graphics applications. Recent advances in generative AI have streamlined sketch-to-image workflows, easing the workload for artists and designers in creating scene concept art. However, these methods often struggle for complex scenes with multiple detailed objects, sometimes missing small or uncommon instances. In this paper, we propose a Training-free Triplet Tuning for Sketch-to-Scene (T3-S2S) generation after reviewing the entire cross-attention mechanism. This scheme revitalizes the existing ControlNet model, enabling effective handling of multi-instance generations, involving prompt balance, characteristics prominence, and dense tuning. Specifically, this approach enhances keyword representation via the prompt balance module, reducing the risk of missing critical instances. It also includes a characteristics prominence module that highlights TopK indices in each channel, ensuring essential features are better represented based on token sketches. Additionally, it employs dense tuning to refine contour details in the attention map, compensating for instance-related regions. Experiments validate that our triplet tuning approach substantially improves the performance of existing sketch-to-image models. It consistently generates detailed, multi-instance 2D images, closely adhering to the input prompts and enhancing visual quality in complex multi-instance scenes. Code is available at https://github.com/chaos-sun/t3s2s.git.
Make-It-3D: High-Fidelity 3D Creation from A Single Image with Diffusion Prior
In this work, we investigate the problem of creating high-fidelity 3D content from only a single image. This is inherently challenging: it essentially involves estimating the underlying 3D geometry while simultaneously hallucinating unseen textures. To address this challenge, we leverage prior knowledge from a well-trained 2D diffusion model to act as 3D-aware supervision for 3D creation. Our approach, Make-It-3D, employs a two-stage optimization pipeline: the first stage optimizes a neural radiance field by incorporating constraints from the reference image at the frontal view and diffusion prior at novel views; the second stage transforms the coarse model into textured point clouds and further elevates the realism with diffusion prior while leveraging the high-quality textures from the reference image. Extensive experiments demonstrate that our method outperforms prior works by a large margin, resulting in faithful reconstructions and impressive visual quality. Our method presents the first attempt to achieve high-quality 3D creation from a single image for general objects and enables various applications such as text-to-3D creation and texture editing.
EmbodiedSAM: Online Segment Any 3D Thing in Real Time
Embodied tasks require the agent to fully understand 3D scenes simultaneously with its exploration, so an online, real-time, fine-grained and highly-generalized 3D perception model is desperately needed. Since high-quality 3D data is limited, directly training such a model in 3D is almost infeasible. Meanwhile, vision foundation models (VFM) has revolutionized the field of 2D computer vision with superior performance, which makes the use of VFM to assist embodied 3D perception a promising direction. However, most existing VFM-assisted 3D perception methods are either offline or too slow that cannot be applied in practical embodied tasks. In this paper, we aim to leverage Segment Anything Model (SAM) for real-time 3D instance segmentation in an online setting. This is a challenging problem since future frames are not available in the input streaming RGB-D video, and an instance may be observed in several frames so object matching between frames is required. To address these challenges, we first propose a geometric-aware query lifting module to represent the 2D masks generated by SAM by 3D-aware queries, which is then iteratively refined by a dual-level query decoder. In this way, the 2D masks are transferred to fine-grained shapes on 3D point clouds. Benefit from the query representation for 3D masks, we can compute the similarity matrix between the 3D masks from different views by efficient matrix operation, which enables real-time inference. Experiments on ScanNet, ScanNet200, SceneNN and 3RScan show our method achieves leading performance even compared with offline methods. Our method also demonstrates great generalization ability in several zero-shot dataset transferring experiments and show great potential in open-vocabulary and data-efficient setting. Code and demo are available at https://xuxw98.github.io/ESAM/, with only one RTX 3090 GPU required for training and evaluation.
RayDF: Neural Ray-surface Distance Fields with Multi-view Consistency
In this paper, we study the problem of continuous 3D shape representations. The majority of existing successful methods are coordinate-based implicit neural representations. However, they are inefficient to render novel views or recover explicit surface points. A few works start to formulate 3D shapes as ray-based neural functions, but the learned structures are inferior due to the lack of multi-view geometry consistency. To tackle these challenges, we propose a new framework called RayDF. It consists of three major components: 1) the simple ray-surface distance field, 2) the novel dual-ray visibility classifier, and 3) a multi-view consistency optimization module to drive the learned ray-surface distances to be multi-view geometry consistent. We extensively evaluate our method on three public datasets, demonstrating remarkable performance in 3D surface point reconstruction on both synthetic and challenging real-world 3D scenes, clearly surpassing existing coordinate-based and ray-based baselines. Most notably, our method achieves a 1000x faster speed than coordinate-based methods to render an 800x800 depth image, showing the superiority of our method for 3D shape representation. Our code and data are available at https://github.com/vLAR-group/RayDF
Dream3D: Zero-Shot Text-to-3D Synthesis Using 3D Shape Prior and Text-to-Image Diffusion Models
Recent CLIP-guided 3D optimization methods, such as DreamFields and PureCLIPNeRF, have achieved impressive results in zero-shot text-to-3D synthesis. However, due to scratch training and random initialization without prior knowledge, these methods often fail to generate accurate and faithful 3D structures that conform to the input text. In this paper, we make the first attempt to introduce explicit 3D shape priors into the CLIP-guided 3D optimization process. Specifically, we first generate a high-quality 3D shape from the input text in the text-to-shape stage as a 3D shape prior. We then use it as the initialization of a neural radiance field and optimize it with the full prompt. To address the challenging text-to-shape generation task, we present a simple yet effective approach that directly bridges the text and image modalities with a powerful text-to-image diffusion model. To narrow the style domain gap between the images synthesized by the text-to-image diffusion model and shape renderings used to train the image-to-shape generator, we further propose to jointly optimize a learnable text prompt and fine-tune the text-to-image diffusion model for rendering-style image generation. Our method, Dream3D, is capable of generating imaginative 3D content with superior visual quality and shape accuracy compared to state-of-the-art methods.
Probing the 3D Awareness of Visual Foundation Models
Recent advances in large-scale pretraining have yielded visual foundation models with strong capabilities. Not only can recent models generalize to arbitrary images for their training task, their intermediate representations are useful for other visual tasks such as detection and segmentation. Given that such models can classify, delineate, and localize objects in 2D, we ask whether they also represent their 3D structure? In this work, we analyze the 3D awareness of visual foundation models. We posit that 3D awareness implies that representations (1) encode the 3D structure of the scene and (2) consistently represent the surface across views. We conduct a series of experiments using task-specific probes and zero-shot inference procedures on frozen features. Our experiments reveal several limitations of the current models. Our code and analysis can be found at https://github.com/mbanani/probe3d.
Isotropic3D: Image-to-3D Generation Based on a Single CLIP Embedding
Encouraged by the growing availability of pre-trained 2D diffusion models, image-to-3D generation by leveraging Score Distillation Sampling (SDS) is making remarkable progress. Most existing methods combine novel-view lifting from 2D diffusion models which usually take the reference image as a condition while applying hard L2 image supervision at the reference view. Yet heavily adhering to the image is prone to corrupting the inductive knowledge of the 2D diffusion model leading to flat or distorted 3D generation frequently. In this work, we reexamine image-to-3D in a novel perspective and present Isotropic3D, an image-to-3D generation pipeline that takes only an image CLIP embedding as input. Isotropic3D allows the optimization to be isotropic w.r.t. the azimuth angle by solely resting on the SDS loss. The core of our framework lies in a two-stage diffusion model fine-tuning. Firstly, we fine-tune a text-to-3D diffusion model by substituting its text encoder with an image encoder, by which the model preliminarily acquires image-to-image capabilities. Secondly, we perform fine-tuning using our Explicit Multi-view Attention (EMA) which combines noisy multi-view images with the noise-free reference image as an explicit condition. CLIP embedding is sent to the diffusion model throughout the whole process while reference images are discarded once after fine-tuning. As a result, with a single image CLIP embedding, Isotropic3D is capable of generating multi-view mutually consistent images and also a 3D model with more symmetrical and neat content, well-proportioned geometry, rich colored texture, and less distortion compared with existing image-to-3D methods while still preserving the similarity to the reference image to a large extent. The project page is available at https://isotropic3d.github.io/. The code and models are available at https://github.com/pkunliu/Isotropic3D.
MVLight: Relightable Text-to-3D Generation via Light-conditioned Multi-View Diffusion
Recent advancements in text-to-3D generation, building on the success of high-performance text-to-image generative models, have made it possible to create imaginative and richly textured 3D objects from textual descriptions. However, a key challenge remains in effectively decoupling light-independent and lighting-dependent components to enhance the quality of generated 3D models and their relighting performance. In this paper, we present MVLight, a novel light-conditioned multi-view diffusion model that explicitly integrates lighting conditions directly into the generation process. This enables the model to synthesize high-quality images that faithfully reflect the specified lighting environment across multiple camera views. By leveraging this capability to Score Distillation Sampling (SDS), we can effectively synthesize 3D models with improved geometric precision and relighting capabilities. We validate the effectiveness of MVLight through extensive experiments and a user study.
Inst3D-LMM: Instance-Aware 3D Scene Understanding with Multi-modal Instruction Tuning
Despite encouraging progress in 3D scene understanding, it remains challenging to develop an effective Large Multi-modal Model (LMM) that is capable of understanding and reasoning in complex 3D environments. Most previous methods typically encode 3D point and 2D image features separately, neglecting interactions between 2D semantics and 3D object properties, as well as the spatial relationships within the 3D environment. This limitation not only hinders comprehensive representations of 3D scene, but also compromises training and inference efficiency. To address these challenges, we propose a unified Instance-aware 3D Large Multi-modal Model (Inst3D-LMM) to deal with multiple 3D scene understanding tasks simultaneously. To obtain the fine-grained instance-level visual tokens, we first introduce a novel Multi-view Cross-Modal Fusion (MCMF) module to inject the multi-view 2D semantics into their corresponding 3D geometric features. For scene-level relation-aware tokens, we further present a 3D Instance Spatial Relation (3D-ISR) module to capture the intricate pairwise spatial relationships among objects. Additionally, we perform end-to-end multi-task instruction tuning simultaneously without the subsequent task-specific fine-tuning. Extensive experiments demonstrate that our approach outperforms the state-of-the-art methods across 3D scene understanding, reasoning and grounding tasks. Source code is available at https://github.com/hanxunyu/Inst3D-LMM
GeoDream: Disentangling 2D and Geometric Priors for High-Fidelity and Consistent 3D Generation
Text-to-3D generation by distilling pretrained large-scale text-to-image diffusion models has shown great promise but still suffers from inconsistent 3D geometric structures (Janus problems) and severe artifacts. The aforementioned problems mainly stem from 2D diffusion models lacking 3D awareness during the lifting. In this work, we present GeoDream, a novel method that incorporates explicit generalized 3D priors with 2D diffusion priors to enhance the capability of obtaining unambiguous 3D consistent geometric structures without sacrificing diversity or fidelity. Specifically, we first utilize a multi-view diffusion model to generate posed images and then construct cost volume from the predicted image, which serves as native 3D geometric priors, ensuring spatial consistency in 3D space. Subsequently, we further propose to harness 3D geometric priors to unlock the great potential of 3D awareness in 2D diffusion priors via a disentangled design. Notably, disentangling 2D and 3D priors allows us to refine 3D geometric priors further. We justify that the refined 3D geometric priors aid in the 3D-aware capability of 2D diffusion priors, which in turn provides superior guidance for the refinement of 3D geometric priors. Our numerical and visual comparisons demonstrate that GeoDream generates more 3D consistent textured meshes with high-resolution realistic renderings (i.e., 1024 times 1024) and adheres more closely to semantic coherence.
3D-PreMise: Can Large Language Models Generate 3D Shapes with Sharp Features and Parametric Control?
Recent advancements in implicit 3D representations and generative models have markedly propelled the field of 3D object generation forward. However, it remains a significant challenge to accurately model geometries with defined sharp features under parametric controls, which is crucial in fields like industrial design and manufacturing. To bridge this gap, we introduce a framework that employs Large Language Models (LLMs) to generate text-driven 3D shapes, manipulating 3D software via program synthesis. We present 3D-PreMise, a dataset specifically tailored for 3D parametric modeling of industrial shapes, designed to explore state-of-the-art LLMs within our proposed pipeline. Our work reveals effective generation strategies and delves into the self-correction capabilities of LLMs using a visual interface. Our work highlights both the potential and limitations of LLMs in 3D parametric modeling for industrial applications.
NeRF Analogies: Example-Based Visual Attribute Transfer for NeRFs
A Neural Radiance Field (NeRF) encodes the specific relation of 3D geometry and appearance of a scene. We here ask the question whether we can transfer the appearance from a source NeRF onto a target 3D geometry in a semantically meaningful way, such that the resulting new NeRF retains the target geometry but has an appearance that is an analogy to the source NeRF. To this end, we generalize classic image analogies from 2D images to NeRFs. We leverage correspondence transfer along semantic affinity that is driven by semantic features from large, pre-trained 2D image models to achieve multi-view consistent appearance transfer. Our method allows exploring the mix-and-match product space of 3D geometry and appearance. We show that our method outperforms traditional stylization-based methods and that a large majority of users prefer our method over several typical baselines.
Learning 3D Representations from Procedural 3D Programs
Self-supervised learning has emerged as a promising approach for acquiring transferable 3D representations from unlabeled 3D point clouds. Unlike 2D images, which are widely accessible, acquiring 3D assets requires specialized expertise or professional 3D scanning equipment, making it difficult to scale and raising copyright concerns. To address these challenges, we propose learning 3D representations from procedural 3D programs that automatically generate 3D shapes using simple primitives and augmentations. Remarkably, despite lacking semantic content, the 3D representations learned from this synthesized dataset perform on par with state-of-the-art representations learned from semantically recognizable 3D models (e.g., airplanes) across various downstream 3D tasks, including shape classification, part segmentation, and masked point cloud completion. Our analysis further suggests that current self-supervised learning methods primarily capture geometric structures rather than high-level semantics.
Text-to-3D using Gaussian Splatting
In this paper, we present Gaussian Splatting based text-to-3D generation (GSGEN), a novel approach for generating high-quality 3D objects. Previous methods suffer from inaccurate geometry and limited fidelity due to the absence of 3D prior and proper representation. We leverage 3D Gaussian Splatting, a recent state-of-the-art representation, to address existing shortcomings by exploiting the explicit nature that enables the incorporation of 3D prior. Specifically, our method adopts a progressive optimization strategy, which includes a geometry optimization stage and an appearance refinement stage. In geometry optimization, a coarse representation is established under a 3D geometry prior along with the ordinary 2D SDS loss, ensuring a sensible and 3D-consistent rough shape. Subsequently, the obtained Gaussians undergo an iterative refinement to enrich details. In this stage, we increase the number of Gaussians by compactness-based densification to enhance continuity and improve fidelity. With these designs, our approach can generate 3D content with delicate details and more accurate geometry. Extensive evaluations demonstrate the effectiveness of our method, especially for capturing high-frequency components. Video results are provided at https://gsgen3d.github.io. Our code is available at https://github.com/gsgen3d/gsgen
iHuman: Instant Animatable Digital Humans From Monocular Videos
Personalized 3D avatars require an animatable representation of digital humans. Doing so instantly from monocular videos offers scalability to broad class of users and wide-scale applications. In this paper, we present a fast, simple, yet effective method for creating animatable 3D digital humans from monocular videos. Our method utilizes the efficiency of Gaussian splatting to model both 3D geometry and appearance. However, we observed that naively optimizing Gaussian splats results in inaccurate geometry, thereby leading to poor animations. This work achieves and illustrates the need of accurate 3D mesh-type modelling of the human body for animatable digitization through Gaussian splats. This is achieved by developing a novel pipeline that benefits from three key aspects: (a) implicit modelling of surface's displacements and the color's spherical harmonics; (b) binding of 3D Gaussians to the respective triangular faces of the body template; (c) a novel technique to render normals followed by their auxiliary supervision. Our exhaustive experiments on three different benchmark datasets demonstrates the state-of-the-art results of our method, in limited time settings. In fact, our method is faster by an order of magnitude (in terms of training time) than its closest competitor. At the same time, we achieve superior rendering and 3D reconstruction performance under the change of poses.
Unique3D: High-Quality and Efficient 3D Mesh Generation from a Single Image
In this work, we introduce Unique3D, a novel image-to-3D framework for efficiently generating high-quality 3D meshes from single-view images, featuring state-of-the-art generation fidelity and strong generalizability. Previous methods based on Score Distillation Sampling (SDS) can produce diversified 3D results by distilling 3D knowledge from large 2D diffusion models, but they usually suffer from long per-case optimization time with inconsistent issues. Recent works address the problem and generate better 3D results either by finetuning a multi-view diffusion model or training a fast feed-forward model. However, they still lack intricate textures and complex geometries due to inconsistency and limited generated resolution. To simultaneously achieve high fidelity, consistency, and efficiency in single image-to-3D, we propose a novel framework Unique3D that includes a multi-view diffusion model with a corresponding normal diffusion model to generate multi-view images with their normal maps, a multi-level upscale process to progressively improve the resolution of generated orthographic multi-views, as well as an instant and consistent mesh reconstruction algorithm called ISOMER, which fully integrates the color and geometric priors into mesh results. Extensive experiments demonstrate that our Unique3D significantly outperforms other image-to-3D baselines in terms of geometric and textural details.
MeshAnything: Artist-Created Mesh Generation with Autoregressive Transformers
Recently, 3D assets created via reconstruction and generation have matched the quality of manually crafted assets, highlighting their potential for replacement. However, this potential is largely unrealized because these assets always need to be converted to meshes for 3D industry applications, and the meshes produced by current mesh extraction methods are significantly inferior to Artist-Created Meshes (AMs), i.e., meshes created by human artists. Specifically, current mesh extraction methods rely on dense faces and ignore geometric features, leading to inefficiencies, complicated post-processing, and lower representation quality. To address these issues, we introduce MeshAnything, a model that treats mesh extraction as a generation problem, producing AMs aligned with specified shapes. By converting 3D assets in any 3D representation into AMs, MeshAnything can be integrated with various 3D asset production methods, thereby enhancing their application across the 3D industry. The architecture of MeshAnything comprises a VQ-VAE and a shape-conditioned decoder-only transformer. We first learn a mesh vocabulary using the VQ-VAE, then train the shape-conditioned decoder-only transformer on this vocabulary for shape-conditioned autoregressive mesh generation. Our extensive experiments show that our method generates AMs with hundreds of times fewer faces, significantly improving storage, rendering, and simulation efficiencies, while achieving precision comparable to previous methods.
HiFi-123: Towards High-fidelity One Image to 3D Content Generation
Recent advances in text-to-image diffusion models have enabled 3D generation from a single image. However, current image-to-3D methods often produce suboptimal results for novel views, with blurred textures and deviations from the reference image, limiting their practical applications. In this paper, we introduce HiFi-123, a method designed for high-fidelity and multi-view consistent 3D generation. Our contributions are twofold: First, we propose a reference-guided novel view enhancement technique that substantially reduces the quality gap between synthesized and reference views. Second, capitalizing on the novel view enhancement, we present a novel reference-guided state distillation loss. When incorporated into the optimization-based image-to-3D pipeline, our method significantly improves 3D generation quality, achieving state-of-the-art performance. Comprehensive evaluations demonstrate the effectiveness of our approach over existing methods, both qualitatively and quantitatively.
4D-fy: Text-to-4D Generation Using Hybrid Score Distillation Sampling
Recent breakthroughs in text-to-4D generation rely on pre-trained text-to-image and text-to-video models to generate dynamic 3D scenes. However, current text-to-4D methods face a three-way tradeoff between the quality of scene appearance, 3D structure, and motion. For example, text-to-image models and their 3D-aware variants are trained on internet-scale image datasets and can be used to produce scenes with realistic appearance and 3D structure -- but no motion. Text-to-video models are trained on relatively smaller video datasets and can produce scenes with motion, but poorer appearance and 3D structure. While these models have complementary strengths, they also have opposing weaknesses, making it difficult to combine them in a way that alleviates this three-way tradeoff. Here, we introduce hybrid score distillation sampling, an alternating optimization procedure that blends supervision signals from multiple pre-trained diffusion models and incorporates benefits of each for high-fidelity text-to-4D generation. Using hybrid SDS, we demonstrate synthesis of 4D scenes with compelling appearance, 3D structure, and motion.
Semantic Score Distillation Sampling for Compositional Text-to-3D Generation
Generating high-quality 3D assets from textual descriptions remains a pivotal challenge in computer graphics and vision research. Due to the scarcity of 3D data, state-of-the-art approaches utilize pre-trained 2D diffusion priors, optimized through Score Distillation Sampling (SDS). Despite progress, crafting complex 3D scenes featuring multiple objects or intricate interactions is still difficult. To tackle this, recent methods have incorporated box or layout guidance. However, these layout-guided compositional methods often struggle to provide fine-grained control, as they are generally coarse and lack expressiveness. To overcome these challenges, we introduce a novel SDS approach, Semantic Score Distillation Sampling (SemanticSDS), designed to effectively improve the expressiveness and accuracy of compositional text-to-3D generation. Our approach integrates new semantic embeddings that maintain consistency across different rendering views and clearly differentiate between various objects and parts. These embeddings are transformed into a semantic map, which directs a region-specific SDS process, enabling precise optimization and compositional generation. By leveraging explicit semantic guidance, our method unlocks the compositional capabilities of existing pre-trained diffusion models, thereby achieving superior quality in 3D content generation, particularly for complex objects and scenes. Experimental results demonstrate that our SemanticSDS framework is highly effective for generating state-of-the-art complex 3D content. Code: https://github.com/YangLing0818/SemanticSDS-3D
Any2Point: Empowering Any-modality Large Models for Efficient 3D Understanding
Large foundation models have recently emerged as a prominent focus of interest, attaining superior performance in widespread scenarios. Due to the scarcity of 3D data, many efforts have been made to adapt pre-trained transformers from vision to 3D domains. However, such 2D-to-3D approaches are still limited, due to the potential loss of spatial geometries and high computation cost. More importantly, their frameworks are mainly designed for 2D models, lacking a general any-to-3D paradigm. In this paper, we introduce Any2Point, a parameter-efficient method to empower any-modality large models (vision, language, audio) for 3D understanding. Given a frozen transformer from any source modality, we propose a 3D-to-any (1D or 2D) virtual projection strategy that correlates the input 3D points to the original 1D or 2D positions within the source modality. This mechanism enables us to assign each 3D token with a positional encoding paired with the pre-trained model, which avoids 3D geometry loss caused by the true projection and better motivates the transformer for 3D learning with 1D/2D positional priors. Then, within each transformer block, we insert an any-to-3D guided adapter module for parameter-efficient fine-tuning. The adapter incorporates prior spatial knowledge from the source modality to guide the local feature aggregation of 3D tokens, compelling the semantic adaption of any-modality transformers. We conduct extensive experiments to showcase the effectiveness and efficiency of our method. Code and models are released at https://github.com/Ivan-Tang-3D/Any2Point.
Customizing Text-to-Image Diffusion with Camera Viewpoint Control
Model customization introduces new concepts to existing text-to-image models, enabling the generation of the new concept in novel contexts. However, such methods lack accurate camera view control w.r.t the object, and users must resort to prompt engineering (e.g., adding "top-view") to achieve coarse view control. In this work, we introduce a new task -- enabling explicit control of camera viewpoint for model customization. This allows us to modify object properties amongst various background scenes via text prompts, all while incorporating the target camera pose as additional control. This new task presents significant challenges in merging a 3D representation from the multi-view images of the new concept with a general, 2D text-to-image model. To bridge this gap, we propose to condition the 2D diffusion process on rendered, view-dependent features of the new object. During training, we jointly adapt the 2D diffusion modules and 3D feature predictions to reconstruct the object's appearance and geometry while reducing overfitting to the input multi-view images. Our method outperforms existing image editing and model personalization baselines in preserving the custom object's identity while following the input text prompt and the object's camera pose.
Focus on Neighbors and Know the Whole: Towards Consistent Dense Multiview Text-to-Image Generator for 3D Creation
Generating dense multiview images from text prompts is crucial for creating high-fidelity 3D assets. Nevertheless, existing methods struggle with space-view correspondences, resulting in sparse and low-quality outputs. In this paper, we introduce CoSER, a novel consistent dense Multiview Text-to-Image Generator for Text-to-3D, achieving both efficiency and quality by meticulously learning neighbor-view coherence and further alleviating ambiguity through the swift traversal of all views. For achieving neighbor-view consistency, each viewpoint densely interacts with adjacent viewpoints to perceive the global spatial structure, and aggregates information along motion paths explicitly defined by physical principles to refine details. To further enhance cross-view consistency and alleviate content drift, CoSER rapidly scan all views in spiral bidirectional manner to aware holistic information and then scores each point based on semantic material. Subsequently, we conduct weighted down-sampling along the spatial dimension based on scores, thereby facilitating prominent information fusion across all views with lightweight computation. Technically, the core module is built by integrating the attention mechanism with a selective state space model, exploiting the robust learning capabilities of the former and the low overhead of the latter. Extensive evaluation shows that CoSER is capable of producing dense, high-fidelity, content-consistent multiview images that can be flexibly integrated into various 3D generation models.
Controllable Text-to-3D Generation via Surface-Aligned Gaussian Splatting
While text-to-3D and image-to-3D generation tasks have received considerable attention, one important but under-explored field between them is controllable text-to-3D generation, which we mainly focus on in this work. To address this task, 1) we introduce Multi-view ControlNet (MVControl), a novel neural network architecture designed to enhance existing pre-trained multi-view diffusion models by integrating additional input conditions, such as edge, depth, normal, and scribble maps. Our innovation lies in the introduction of a conditioning module that controls the base diffusion model using both local and global embeddings, which are computed from the input condition images and camera poses. Once trained, MVControl is able to offer 3D diffusion guidance for optimization-based 3D generation. And, 2) we propose an efficient multi-stage 3D generation pipeline that leverages the benefits of recent large reconstruction models and score distillation algorithm. Building upon our MVControl architecture, we employ a unique hybrid diffusion guidance method to direct the optimization process. In pursuit of efficiency, we adopt 3D Gaussians as our representation instead of the commonly used implicit representations. We also pioneer the use of SuGaR, a hybrid representation that binds Gaussians to mesh triangle faces. This approach alleviates the issue of poor geometry in 3D Gaussians and enables the direct sculpting of fine-grained geometry on the mesh. Extensive experiments demonstrate that our method achieves robust generalization and enables the controllable generation of high-quality 3D content.
MeshPad: Interactive Sketch Conditioned Artistic-designed Mesh Generation and Editing
We introduce MeshPad, a generative approach that creates 3D meshes from sketch inputs. Building on recent advances in artistic-designed triangle mesh generation, our approach addresses the need for interactive artistic mesh creation. To this end, we focus on enabling consistent edits by decomposing editing into 'deletion' of regions of a mesh, followed by 'addition' of new mesh geometry. Both operations are invoked by simple user edits of a sketch image, facilitating an iterative content creation process and enabling the construction of complex 3D meshes. Our approach is based on a triangle sequence-based mesh representation, exploiting a large Transformer model for mesh triangle addition and deletion. In order to perform edits interactively, we introduce a vertex-aligned speculative prediction strategy on top of our additive mesh generator. This speculator predicts multiple output tokens corresponding to a vertex, thus significantly reducing the computational cost of inference and accelerating the editing process, making it possible to execute each editing step in only a few seconds. Comprehensive experiments demonstrate that MeshPad outperforms state-of-the-art sketch-conditioned mesh generation methods, achieving more than 22% mesh quality improvement in Chamfer distance, and being preferred by 90% of participants in perceptual evaluations.
DreamCraft3D: Hierarchical 3D Generation with Bootstrapped Diffusion Prior
We present DreamCraft3D, a hierarchical 3D content generation method that produces high-fidelity and coherent 3D objects. We tackle the problem by leveraging a 2D reference image to guide the stages of geometry sculpting and texture boosting. A central focus of this work is to address the consistency issue that existing works encounter. To sculpt geometries that render coherently, we perform score distillation sampling via a view-dependent diffusion model. This 3D prior, alongside several training strategies, prioritizes the geometry consistency but compromises the texture fidelity. We further propose Bootstrapped Score Distillation to specifically boost the texture. We train a personalized diffusion model, Dreambooth, on the augmented renderings of the scene, imbuing it with 3D knowledge of the scene being optimized. The score distillation from this 3D-aware diffusion prior provides view-consistent guidance for the scene. Notably, through an alternating optimization of the diffusion prior and 3D scene representation, we achieve mutually reinforcing improvements: the optimized 3D scene aids in training the scene-specific diffusion model, which offers increasingly view-consistent guidance for 3D optimization. The optimization is thus bootstrapped and leads to substantial texture boosting. With tailored 3D priors throughout the hierarchical generation, DreamCraft3D generates coherent 3D objects with photorealistic renderings, advancing the state-of-the-art in 3D content generation. Code available at https://github.com/deepseek-ai/DreamCraft3D.
Scene-Conditional 3D Object Stylization and Composition
Recently, 3D generative models have made impressive progress, enabling the generation of almost arbitrary 3D assets from text or image inputs. However, these approaches generate objects in isolation without any consideration for the scene where they will eventually be placed. In this paper, we propose a framework that allows for the stylization of an existing 3D asset to fit into a given 2D scene, and additionally produce a photorealistic composition as if the asset was placed within the environment. This not only opens up a new level of control for object stylization, for example, the same assets can be stylized to reflect changes in the environment, such as summer to winter or fantasy versus futuristic settings-but also makes the object-scene composition more controllable. We achieve this by combining modeling and optimizing the object's texture and environmental lighting through differentiable ray tracing with image priors from pre-trained text-to-image diffusion models. We demonstrate that our method is applicable to a wide variety of indoor and outdoor scenes and arbitrary objects.
Pix2Shape: Towards Unsupervised Learning of 3D Scenes from Images using a View-based Representation
We infer and generate three-dimensional (3D) scene information from a single input image and without supervision. This problem is under-explored, with most prior work relying on supervision from, e.g., 3D ground-truth, multiple images of a scene, image silhouettes or key-points. We propose Pix2Shape, an approach to solve this problem with four components: (i) an encoder that infers the latent 3D representation from an image, (ii) a decoder that generates an explicit 2.5D surfel-based reconstruction of a scene from the latent code (iii) a differentiable renderer that synthesizes a 2D image from the surfel representation, and (iv) a critic network trained to discriminate between images generated by the decoder-renderer and those from a training distribution. Pix2Shape can generate complex 3D scenes that scale with the view-dependent on-screen resolution, unlike representations that capture world-space resolution, i.e., voxels or meshes. We show that Pix2Shape learns a consistent scene representation in its encoded latent space and that the decoder can then be applied to this latent representation in order to synthesize the scene from a novel viewpoint. We evaluate Pix2Shape with experiments on the ShapeNet dataset as well as on a novel benchmark we developed, called 3D-IQTT, to evaluate models based on their ability to enable 3d spatial reasoning. Qualitative and quantitative evaluation demonstrate Pix2Shape's ability to solve scene reconstruction, generation, and understanding tasks.
Generating Images with 3D Annotations Using Diffusion Models
Diffusion models have emerged as a powerful generative method, capable of producing stunning photo-realistic images from natural language descriptions. However, these models lack explicit control over the 3D structure in the generated images. Consequently, this hinders our ability to obtain detailed 3D annotations for the generated images or to craft instances with specific poses and distances. In this paper, we propose 3D Diffusion Style Transfer (3D-DST), which incorporates 3D geometry control into diffusion models. Our method exploits ControlNet, which extends diffusion models by using visual prompts in addition to text prompts. We generate images of the 3D objects taken from 3D shape repositories (e.g., ShapeNet and Objaverse), render them from a variety of poses and viewing directions, compute the edge maps of the rendered images, and use these edge maps as visual prompts to generate realistic images. With explicit 3D geometry control, we can easily change the 3D structures of the objects in the generated images and obtain ground-truth 3D annotations automatically. This allows us to improve a wide range of vision tasks, e.g., classification and 3D pose estimation, in both in-distribution (ID) and out-of-distribution (OOD) settings. We demonstrate the effectiveness of our method through extensive experiments on ImageNet-100/200, ImageNet-R, PASCAL3D+, ObjectNet3D, and OOD-CV. The results show that our method significantly outperforms existing methods, e.g., 3.8 percentage points on ImageNet-100 using DeiT-B.
Envision3D: One Image to 3D with Anchor Views Interpolation
We present Envision3D, a novel method for efficiently generating high-quality 3D content from a single image. Recent methods that extract 3D content from multi-view images generated by diffusion models show great potential. However, it is still challenging for diffusion models to generate dense multi-view consistent images, which is crucial for the quality of 3D content extraction. To address this issue, we propose a novel cascade diffusion framework, which decomposes the challenging dense views generation task into two tractable stages, namely anchor views generation and anchor views interpolation. In the first stage, we train the image diffusion model to generate global consistent anchor views conditioning on image-normal pairs. Subsequently, leveraging our video diffusion model fine-tuned on consecutive multi-view images, we conduct interpolation on the previous anchor views to generate extra dense views. This framework yields dense, multi-view consistent images, providing comprehensive 3D information. To further enhance the overall generation quality, we introduce a coarse-to-fine sampling strategy for the reconstruction algorithm to robustly extract textured meshes from the generated dense images. Extensive experiments demonstrate that our method is capable of generating high-quality 3D content in terms of texture and geometry, surpassing previous image-to-3D baseline methods.