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SubscribeRobust Outlier Rejection for 3D Registration with Variational Bayes
Learning-based outlier (mismatched correspondence) rejection for robust 3D registration generally formulates the outlier removal as an inlier/outlier classification problem. The core for this to be successful is to learn the discriminative inlier/outlier feature representations. In this paper, we develop a novel variational non-local network-based outlier rejection framework for robust alignment. By reformulating the non-local feature learning with variational Bayesian inference, the Bayesian-driven long-range dependencies can be modeled to aggregate discriminative geometric context information for inlier/outlier distinction. Specifically, to achieve such Bayesian-driven contextual dependencies, each query/key/value component in our non-local network predicts a prior feature distribution and a posterior one. Embedded with the inlier/outlier label, the posterior feature distribution is label-dependent and discriminative. Thus, pushing the prior to be close to the discriminative posterior in the training step enables the features sampled from this prior at test time to model high-quality long-range dependencies. Notably, to achieve effective posterior feature guidance, a specific probabilistic graphical model is designed over our non-local model, which lets us derive a variational low bound as our optimization objective for model training. Finally, we propose a voting-based inlier searching strategy to cluster the high-quality hypothetical inliers for transformation estimation. Extensive experiments on 3DMatch, 3DLoMatch, and KITTI datasets verify the effectiveness of our method.
GeoWizard: Unleashing the Diffusion Priors for 3D Geometry Estimation from a Single Image
We introduce GeoWizard, a new generative foundation model designed for estimating geometric attributes, e.g., depth and normals, from single images. While significant research has already been conducted in this area, the progress has been substantially limited by the low diversity and poor quality of publicly available datasets. As a result, the prior works either are constrained to limited scenarios or suffer from the inability to capture geometric details. In this paper, we demonstrate that generative models, as opposed to traditional discriminative models (e.g., CNNs and Transformers), can effectively address the inherently ill-posed problem. We further show that leveraging diffusion priors can markedly improve generalization, detail preservation, and efficiency in resource usage. Specifically, we extend the original stable diffusion model to jointly predict depth and normal, allowing mutual information exchange and high consistency between the two representations. More importantly, we propose a simple yet effective strategy to segregate the complex data distribution of various scenes into distinct sub-distributions. This strategy enables our model to recognize different scene layouts, capturing 3D geometry with remarkable fidelity. GeoWizard sets new benchmarks for zero-shot depth and normal prediction, significantly enhancing many downstream applications such as 3D reconstruction, 2D content creation, and novel viewpoint synthesis.
Plug-and-Play Regularization on Magnitude with Deep Priors for 3D Near-Field MIMO Imaging
Near-field radar imaging systems are recently used in a wide range of applications, such as medical diagnosis, through-wall imaging, concealed weapon detection, and nondestructive evaluation. In this paper, we consider the problem of reconstructing the three-dimensional (3D) complex-valued reflectivity distribution of the near-field scene from sparse multiple-input multiple-output (MIMO) array measurements. Using the alternating direction method of multipliers (ADMM) framework, we solve this inverse problem by enforcing regularization on the magnitude of the complex-valued reflectivity distribution. For this, we provide a general expression for the proximal mapping associated with such regularization functionals. This equivalently corresponds to the solution of a complex-valued denoising problem which involves regularization on the magnitude. By utilizing this expression, we develop a novel and efficient plug-and-play (PnP) reconstruction method that consists of simple update steps. Due to the success of data-adaptive deep priors in various imaging problems, we also train a 3D deep denoiser to exploit within the developed PnP framework for MIMO imaging. The effectiveness of the developed learning-based PnP approach is illustrated under various compressive and noisy observation scenarios using both simulated data and experimental measurements. The performance is also compared with sparsity priors and the commonly used analytical approaches such as back-projection and Kirchhoff migration. The results demonstrate that the developed technique not only provides state-of-the-art reconstruction performance for 3D real-world targets, but also enables fast computation. Our approach provides a unified general framework to effectively handle arbitrary regularization on the magnitude of a complex-valued unknown and is equally applicable to other radar image formation problems (including SAR).
Compositional 3D-aware Video Generation with LLM Director
Significant progress has been made in text-to-video generation through the use of powerful generative models and large-scale internet data. However, substantial challenges remain in precisely controlling individual concepts within the generated video, such as the motion and appearance of specific characters and the movement of viewpoints. In this work, we propose a novel paradigm that generates each concept in 3D representation separately and then composes them with priors from Large Language Models (LLM) and 2D diffusion models. Specifically, given an input textual prompt, our scheme consists of three stages: 1) We leverage LLM as the director to first decompose the complex query into several sub-prompts that indicate individual concepts within the video~(e.g., scene, objects, motions), then we let LLM to invoke pre-trained expert models to obtain corresponding 3D representations of concepts. 2) To compose these representations, we prompt multi-modal LLM to produce coarse guidance on the scales and coordinates of trajectories for the objects. 3) To make the generated frames adhere to natural image distribution, we further leverage 2D diffusion priors and use Score Distillation Sampling to refine the composition. Extensive experiments demonstrate that our method can generate high-fidelity videos from text with diverse motion and flexible control over each concept. Project page: https://aka.ms/c3v.
Learning Interaction-aware 3D Gaussian Splatting for One-shot Hand Avatars
In this paper, we propose to create animatable avatars for interacting hands with 3D Gaussian Splatting (GS) and single-image inputs. Existing GS-based methods designed for single subjects often yield unsatisfactory results due to limited input views, various hand poses, and occlusions. To address these challenges, we introduce a novel two-stage interaction-aware GS framework that exploits cross-subject hand priors and refines 3D Gaussians in interacting areas. Particularly, to handle hand variations, we disentangle the 3D presentation of hands into optimization-based identity maps and learning-based latent geometric features and neural texture maps. Learning-based features are captured by trained networks to provide reliable priors for poses, shapes, and textures, while optimization-based identity maps enable efficient one-shot fitting of out-of-distribution hands. Furthermore, we devise an interaction-aware attention module and a self-adaptive Gaussian refinement module. These modules enhance image rendering quality in areas with intra- and inter-hand interactions, overcoming the limitations of existing GS-based methods. Our proposed method is validated via extensive experiments on the large-scale InterHand2.6M dataset, and it significantly improves the state-of-the-art performance in image quality. Project Page: https://github.com/XuanHuang0/GuassianHand.
Solving 3D Inverse Problems using Pre-trained 2D Diffusion Models
Diffusion models have emerged as the new state-of-the-art generative model with high quality samples, with intriguing properties such as mode coverage and high flexibility. They have also been shown to be effective inverse problem solvers, acting as the prior of the distribution, while the information of the forward model can be granted at the sampling stage. Nonetheless, as the generative process remains in the same high dimensional (i.e. identical to data dimension) space, the models have not been extended to 3D inverse problems due to the extremely high memory and computational cost. In this paper, we combine the ideas from the conventional model-based iterative reconstruction with the modern diffusion models, which leads to a highly effective method for solving 3D medical image reconstruction tasks such as sparse-view tomography, limited angle tomography, compressed sensing MRI from pre-trained 2D diffusion models. In essence, we propose to augment the 2D diffusion prior with a model-based prior in the remaining direction at test time, such that one can achieve coherent reconstructions across all dimensions. Our method can be run in a single commodity GPU, and establishes the new state-of-the-art, showing that the proposed method can perform reconstructions of high fidelity and accuracy even in the most extreme cases (e.g. 2-view 3D tomography). We further reveal that the generalization capacity of the proposed method is surprisingly high, and can be used to reconstruct volumes that are entirely different from the training dataset.
CAD: Photorealistic 3D Generation via Adversarial Distillation
The increased demand for 3D data in AR/VR, robotics and gaming applications, gave rise to powerful generative pipelines capable of synthesizing high-quality 3D objects. Most of these models rely on the Score Distillation Sampling (SDS) algorithm to optimize a 3D representation such that the rendered image maintains a high likelihood as evaluated by a pre-trained diffusion model. However, finding a correct mode in the high-dimensional distribution produced by the diffusion model is challenging and often leads to issues such as over-saturation, over-smoothing, and Janus-like artifacts. In this paper, we propose a novel learning paradigm for 3D synthesis that utilizes pre-trained diffusion models. Instead of focusing on mode-seeking, our method directly models the distribution discrepancy between multi-view renderings and diffusion priors in an adversarial manner, which unlocks the generation of high-fidelity and photorealistic 3D content, conditioned on a single image and prompt. Moreover, by harnessing the latent space of GANs and expressive diffusion model priors, our method facilitates a wide variety of 3D applications including single-view reconstruction, high diversity generation and continuous 3D interpolation in the open domain. The experiments demonstrate the superiority of our pipeline compared to previous works in terms of generation quality and diversity.
ScaleDreamer: Scalable Text-to-3D Synthesis with Asynchronous Score Distillation
By leveraging the text-to-image diffusion priors, score distillation can synthesize 3D contents without paired text-3D training data. Instead of spending hours of online optimization per text prompt, recent studies have been focused on learning a text-to-3D generative network for amortizing multiple text-3D relations, which can synthesize 3D contents in seconds. However, existing score distillation methods are hard to scale up to a large amount of text prompts due to the difficulties in aligning pretrained diffusion prior with the distribution of rendered images from various text prompts. Current state-of-the-arts such as Variational Score Distillation finetune the pretrained diffusion model to minimize the noise prediction error so as to align the distributions, which are however unstable to train and will impair the model's comprehension capability to numerous text prompts. Based on the observation that the diffusion models tend to have lower noise prediction errors at earlier timesteps, we propose Asynchronous Score Distillation (ASD), which minimizes the noise prediction error by shifting the diffusion timestep to earlier ones. ASD is stable to train and can scale up to 100k prompts. It reduces the noise prediction error without changing the weights of pre-trained diffusion model, thus keeping its strong comprehension capability to prompts. We conduct extensive experiments across different 2D diffusion models, including Stable Diffusion and MVDream, and text-to-3D generators, including Hyper-iNGP, 3DConv-Net and Triplane-Transformer. The results demonstrate ASD's effectiveness in stable 3D generator training, high-quality 3D content synthesis, and its superior prompt-consistency, especially under large prompt corpus.
UrbanGIRAFFE: Representing Urban Scenes as Compositional Generative Neural Feature Fields
Generating photorealistic images with controllable camera pose and scene contents is essential for many applications including AR/VR and simulation. Despite the fact that rapid progress has been made in 3D-aware generative models, most existing methods focus on object-centric images and are not applicable to generating urban scenes for free camera viewpoint control and scene editing. To address this challenging task, we propose UrbanGIRAFFE, which uses a coarse 3D panoptic prior, including the layout distribution of uncountable stuff and countable objects, to guide a 3D-aware generative model. Our model is compositional and controllable as it breaks down the scene into stuff, objects, and sky. Using stuff prior in the form of semantic voxel grids, we build a conditioned stuff generator that effectively incorporates the coarse semantic and geometry information. The object layout prior further allows us to learn an object generator from cluttered scenes. With proper loss functions, our approach facilitates photorealistic 3D-aware image synthesis with diverse controllability, including large camera movement, stuff editing, and object manipulation. We validate the effectiveness of our model on both synthetic and real-world datasets, including the challenging KITTI-360 dataset.
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.
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.
You See it, You Got it: Learning 3D Creation on Pose-Free Videos at Scale
Recent 3D generation models typically rely on limited-scale 3D `gold-labels' or 2D diffusion priors for 3D content creation. However, their performance is upper-bounded by constrained 3D priors due to the lack of scalable learning paradigms. In this work, we present See3D, a visual-conditional multi-view diffusion model trained on large-scale Internet videos for open-world 3D creation. The model aims to Get 3D knowledge by solely Seeing the visual contents from the vast and rapidly growing video data -- You See it, You Got it. To achieve this, we first scale up the training data using a proposed data curation pipeline that automatically filters out multi-view inconsistencies and insufficient observations from source videos. This results in a high-quality, richly diverse, large-scale dataset of multi-view images, termed WebVi3D, containing 320M frames from 16M video clips. Nevertheless, learning generic 3D priors from videos without explicit 3D geometry or camera pose annotations is nontrivial, and annotating poses for web-scale videos is prohibitively expensive. To eliminate the need for pose conditions, we introduce an innovative visual-condition - a purely 2D-inductive visual signal generated by adding time-dependent noise to the masked video data. Finally, we introduce a novel visual-conditional 3D generation framework by integrating See3D into a warping-based pipeline for high-fidelity 3D generation. Our numerical and visual comparisons on single and sparse reconstruction benchmarks show that See3D, trained on cost-effective and scalable video data, achieves notable zero-shot and open-world generation capabilities, markedly outperforming models trained on costly and constrained 3D datasets. Please refer to our project page at: https://vision.baai.ac.cn/see3d
LiftImage3D: Lifting Any Single Image to 3D Gaussians with Video Generation Priors
Single-image 3D reconstruction remains a fundamental challenge in computer vision due to inherent geometric ambiguities and limited viewpoint information. Recent advances in Latent Video Diffusion Models (LVDMs) offer promising 3D priors learned from large-scale video data. However, leveraging these priors effectively faces three key challenges: (1) degradation in quality across large camera motions, (2) difficulties in achieving precise camera control, and (3) geometric distortions inherent to the diffusion process that damage 3D consistency. We address these challenges by proposing LiftImage3D, a framework that effectively releases LVDMs' generative priors while ensuring 3D consistency. Specifically, we design an articulated trajectory strategy to generate video frames, which decomposes video sequences with large camera motions into ones with controllable small motions. Then we use robust neural matching models, i.e. MASt3R, to calibrate the camera poses of generated frames and produce corresponding point clouds. Finally, we propose a distortion-aware 3D Gaussian splatting representation, which can learn independent distortions between frames and output undistorted canonical Gaussians. Extensive experiments demonstrate that LiftImage3D achieves state-of-the-art performance on two challenging datasets, i.e. LLFF, DL3DV, and Tanks and Temples, and generalizes well to diverse in-the-wild images, from cartoon illustrations to complex real-world scenes.
LM-Gaussian: Boost Sparse-view 3D Gaussian Splatting with Large Model Priors
We aim to address sparse-view reconstruction of a 3D scene by leveraging priors from large-scale vision models. While recent advancements such as 3D Gaussian Splatting (3DGS) have demonstrated remarkable successes in 3D reconstruction, these methods typically necessitate hundreds of input images that densely capture the underlying scene, making them time-consuming and impractical for real-world applications. However, sparse-view reconstruction is inherently ill-posed and under-constrained, often resulting in inferior and incomplete outcomes. This is due to issues such as failed initialization, overfitting on input images, and a lack of details. To mitigate these challenges, we introduce LM-Gaussian, a method capable of generating high-quality reconstructions from a limited number of images. Specifically, we propose a robust initialization module that leverages stereo priors to aid in the recovery of camera poses and the reliable point clouds. Additionally, a diffusion-based refinement is iteratively applied to incorporate image diffusion priors into the Gaussian optimization process to preserve intricate scene details. Finally, we utilize video diffusion priors to further enhance the rendered images for realistic visual effects. Overall, our approach significantly reduces the data acquisition requirements compared to previous 3DGS methods. We validate the effectiveness of our framework through experiments on various public datasets, demonstrating its potential for high-quality 360-degree scene reconstruction. Visual results are on our website.
DSplats: 3D Generation by Denoising Splats-Based Multiview Diffusion Models
Generating high-quality 3D content requires models capable of learning robust distributions of complex scenes and the real-world objects within them. Recent Gaussian-based 3D reconstruction techniques have achieved impressive results in recovering high-fidelity 3D assets from sparse input images by predicting 3D Gaussians in a feed-forward manner. However, these techniques often lack the extensive priors and expressiveness offered by Diffusion Models. On the other hand, 2D Diffusion Models, which have been successfully applied to denoise multiview images, show potential for generating a wide range of photorealistic 3D outputs but still fall short on explicit 3D priors and consistency. In this work, we aim to bridge these two approaches by introducing DSplats, a novel method that directly denoises multiview images using Gaussian Splat-based Reconstructors to produce a diverse array of realistic 3D assets. To harness the extensive priors of 2D Diffusion Models, we incorporate a pretrained Latent Diffusion Model into the reconstructor backbone to predict a set of 3D Gaussians. Additionally, the explicit 3D representation embedded in the denoising network provides a strong inductive bias, ensuring geometrically consistent novel view generation. Our qualitative and quantitative experiments demonstrate that DSplats not only produces high-quality, spatially consistent outputs, but also sets a new standard in single-image to 3D reconstruction. When evaluated on the Google Scanned Objects dataset, DSplats achieves a PSNR of 20.38, an SSIM of 0.842, and an LPIPS of 0.109.
ShowRoom3D: Text to High-Quality 3D Room Generation Using 3D Priors
We introduce ShowRoom3D, a three-stage approach for generating high-quality 3D room-scale scenes from texts. Previous methods using 2D diffusion priors to optimize neural radiance fields for generating room-scale scenes have shown unsatisfactory quality. This is primarily attributed to the limitations of 2D priors lacking 3D awareness and constraints in the training methodology. In this paper, we utilize a 3D diffusion prior, MVDiffusion, to optimize the 3D room-scale scene. Our contributions are in two aspects. Firstly, we propose a progressive view selection process to optimize NeRF. This involves dividing the training process into three stages, gradually expanding the camera sampling scope. Secondly, we propose the pose transformation method in the second stage. It will ensure MVDiffusion provide the accurate view guidance. As a result, ShowRoom3D enables the generation of rooms with improved structural integrity, enhanced clarity from any view, reduced content repetition, and higher consistency across different perspectives. Extensive experiments demonstrate that our method, significantly outperforms state-of-the-art approaches by a large margin in terms of user study.
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
HiFA: High-fidelity Text-to-3D with Advanced Diffusion Guidance
Automatic text-to-3D synthesis has achieved remarkable advancements through the optimization of 3D models. Existing methods commonly rely on pre-trained text-to-image generative models, such as diffusion models, providing scores for 2D renderings of Neural Radiance Fields (NeRFs) and being utilized for optimizing NeRFs. However, these methods often encounter artifacts and inconsistencies across multiple views due to their limited understanding of 3D geometry. To address these limitations, we propose a reformulation of the optimization loss using the diffusion prior. Furthermore, we introduce a novel training approach that unlocks the potential of the diffusion prior. To improve 3D geometry representation, we apply auxiliary depth supervision for NeRF-rendered images and regularize the density field of NeRFs. Extensive experiments demonstrate the superiority of our method over prior works, resulting in advanced photo-realism and improved multi-view consistency.
Large Point-to-Gaussian Model for Image-to-3D Generation
Recently, image-to-3D approaches have significantly advanced the generation quality and speed of 3D assets based on large reconstruction models, particularly 3D Gaussian reconstruction models. Existing large 3D Gaussian models directly map 2D image to 3D Gaussian parameters, while regressing 2D image to 3D Gaussian representations is challenging without 3D priors. In this paper, we propose a large Point-to-Gaussian model, that inputs the initial point cloud produced from large 3D diffusion model conditional on 2D image to generate the Gaussian parameters, for image-to-3D generation. The point cloud provides initial 3D geometry prior for Gaussian generation, thus significantly facilitating image-to-3D Generation. Moreover, we present the Attention mechanism, Projection mechanism, and Point feature extractor, dubbed as APP block, for fusing the image features with point cloud features. The qualitative and quantitative experiments extensively demonstrate the effectiveness of the proposed approach on GSO and Objaverse datasets, and show the proposed method achieves state-of-the-art performance.
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.
Sparse3D: Distilling Multiview-Consistent Diffusion for Object Reconstruction from Sparse Views
Reconstructing 3D objects from extremely sparse views is a long-standing and challenging problem. While recent techniques employ image diffusion models for generating plausible images at novel viewpoints or for distilling pre-trained diffusion priors into 3D representations using score distillation sampling (SDS), these methods often struggle to simultaneously achieve high-quality, consistent, and detailed results for both novel-view synthesis (NVS) and geometry. In this work, we present Sparse3D, a novel 3D reconstruction method tailored for sparse view inputs. Our approach distills robust priors from a multiview-consistent diffusion model to refine a neural radiance field. Specifically, we employ a controller that harnesses epipolar features from input views, guiding a pre-trained diffusion model, such as Stable Diffusion, to produce novel-view images that maintain 3D consistency with the input. By tapping into 2D priors from powerful image diffusion models, our integrated model consistently delivers high-quality results, even when faced with open-world objects. To address the blurriness introduced by conventional SDS, we introduce the category-score distillation sampling (C-SDS) to enhance detail. We conduct experiments on CO3DV2 which is a multi-view dataset of real-world objects. Both quantitative and qualitative evaluations demonstrate that our approach outperforms previous state-of-the-art works on the metrics regarding NVS and geometry reconstruction.
Generative Novel View Synthesis with 3D-Aware Diffusion Models
We present a diffusion-based model for 3D-aware generative novel view synthesis from as few as a single input image. Our model samples from the distribution of possible renderings consistent with the input and, even in the presence of ambiguity, is capable of rendering diverse and plausible novel views. To achieve this, our method makes use of existing 2D diffusion backbones but, crucially, incorporates geometry priors in the form of a 3D feature volume. This latent feature field captures the distribution over possible scene representations and improves our method's ability to generate view-consistent novel renderings. In addition to generating novel views, our method has the ability to autoregressively synthesize 3D-consistent sequences. We demonstrate state-of-the-art results on synthetic renderings and room-scale scenes; we also show compelling results for challenging, real-world objects.
Text-to-3D Generation with Bidirectional Diffusion using both 2D and 3D priors
Most 3D generation research focuses on up-projecting 2D foundation models into the 3D space, either by minimizing 2D Score Distillation Sampling (SDS) loss or fine-tuning on multi-view datasets. Without explicit 3D priors, these methods often lead to geometric anomalies and multi-view inconsistency. Recently, researchers have attempted to improve the genuineness of 3D objects by directly training on 3D datasets, albeit at the cost of low-quality texture generation due to the limited texture diversity in 3D datasets. To harness the advantages of both approaches, we propose Bidirectional Diffusion(BiDiff), a unified framework that incorporates both a 3D and a 2D diffusion process, to preserve both 3D fidelity and 2D texture richness, respectively. Moreover, as a simple combination may yield inconsistent generation results, we further bridge them with novel bidirectional guidance. In addition, our method can be used as an initialization of optimization-based models to further improve the quality of 3D model and efficiency of optimization, reducing the generation process from 3.4 hours to 20 minutes. Experimental results have shown that our model achieves high-quality, diverse, and scalable 3D generation. Project website: https://bidiff.github.io/.
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.
Vista3D: Unravel the 3D Darkside of a Single Image
We embark on the age-old quest: unveiling the hidden dimensions of objects from mere glimpses of their visible parts. To address this, we present Vista3D, a framework that realizes swift and consistent 3D generation within a mere 5 minutes. At the heart of Vista3D lies a two-phase approach: the coarse phase and the fine phase. In the coarse phase, we rapidly generate initial geometry with Gaussian Splatting from a single image. In the fine phase, we extract a Signed Distance Function (SDF) directly from learned Gaussian Splatting, optimizing it with a differentiable isosurface representation. Furthermore, it elevates the quality of generation by using a disentangled representation with two independent implicit functions to capture both visible and obscured aspects of objects. Additionally, it harmonizes gradients from 2D diffusion prior with 3D-aware diffusion priors by angular diffusion prior composition. Through extensive evaluation, we demonstrate that Vista3D effectively sustains a balance between the consistency and diversity of the generated 3D objects. Demos and code will be available at https://github.com/florinshen/Vista3D.
Diffusion-Guided Reconstruction of Everyday Hand-Object Interaction Clips
We tackle the task of reconstructing hand-object interactions from short video clips. Given an input video, our approach casts 3D inference as a per-video optimization and recovers a neural 3D representation of the object shape, as well as the time-varying motion and hand articulation. While the input video naturally provides some multi-view cues to guide 3D inference, these are insufficient on their own due to occlusions and limited viewpoint variations. To obtain accurate 3D, we augment the multi-view signals with generic data-driven priors to guide reconstruction. Specifically, we learn a diffusion network to model the conditional distribution of (geometric) renderings of objects conditioned on hand configuration and category label, and leverage it as a prior to guide the novel-view renderings of the reconstructed scene. We empirically evaluate our approach on egocentric videos across 6 object categories, and observe significant improvements over prior single-view and multi-view methods. Finally, we demonstrate our system's ability to reconstruct arbitrary clips from YouTube, showing both 1st and 3rd person interactions.
DreamFusion: Text-to-3D using 2D Diffusion
Recent breakthroughs in text-to-image synthesis have been driven by diffusion models trained on billions of image-text pairs. Adapting this approach to 3D synthesis would require large-scale datasets of labeled 3D data and efficient architectures for denoising 3D data, neither of which currently exist. In this work, we circumvent these limitations by using a pretrained 2D text-to-image diffusion model to perform text-to-3D synthesis. We introduce a loss based on probability density distillation that enables the use of a 2D diffusion model as a prior for optimization of a parametric image generator. Using this loss in a DeepDream-like procedure, we optimize a randomly-initialized 3D model (a Neural Radiance Field, or NeRF) via gradient descent such that its 2D renderings from random angles achieve a low loss. The resulting 3D model of the given text can be viewed from any angle, relit by arbitrary illumination, or composited into any 3D environment. Our approach requires no 3D training data and no modifications to the image diffusion model, demonstrating the effectiveness of pretrained image diffusion models as priors.
GVGEN: Text-to-3D Generation with Volumetric Representation
In recent years, 3D Gaussian splatting has emerged as a powerful technique for 3D reconstruction and generation, known for its fast and high-quality rendering capabilities. To address these shortcomings, this paper introduces a novel diffusion-based framework, GVGEN, designed to efficiently generate 3D Gaussian representations from text input. We propose two innovative techniques:(1) Structured Volumetric Representation. We first arrange disorganized 3D Gaussian points as a structured form GaussianVolume. This transformation allows the capture of intricate texture details within a volume composed of a fixed number of Gaussians. To better optimize the representation of these details, we propose a unique pruning and densifying method named the Candidate Pool Strategy, enhancing detail fidelity through selective optimization. (2) Coarse-to-fine Generation Pipeline. To simplify the generation of GaussianVolume and empower the model to generate instances with detailed 3D geometry, we propose a coarse-to-fine pipeline. It initially constructs a basic geometric structure, followed by the prediction of complete Gaussian attributes. Our framework, GVGEN, demonstrates superior performance in qualitative and quantitative assessments compared to existing 3D generation methods. Simultaneously, it maintains a fast generation speed (sim7 seconds), effectively striking a balance between quality and efficiency.
InstructScene: Instruction-Driven 3D Indoor Scene Synthesis with Semantic Graph Prior
Comprehending natural language instructions is a charming property for 3D indoor scene synthesis systems. Existing methods directly model object joint distributions and express object relations implicitly within a scene, thereby hindering the controllability of generation. We introduce InstructScene, a novel generative framework that integrates a semantic graph prior and a layout decoder to improve controllability and fidelity for 3D scene synthesis. The proposed semantic graph prior jointly learns scene appearances and layout distributions, exhibiting versatility across various downstream tasks in a zero-shot manner. To facilitate the benchmarking for text-driven 3D scene synthesis, we curate a high-quality dataset of scene-instruction pairs with large language and multimodal models. Extensive experimental results reveal that the proposed method surpasses existing state-of-the-art approaches by a large margin. Thorough ablation studies confirm the efficacy of crucial design components. Project page: https://chenguolin.github.io/projects/InstructScene.
InstructLayout: Instruction-Driven 2D and 3D Layout Synthesis with Semantic Graph Prior
Comprehending natural language instructions is a charming property for both 2D and 3D layout synthesis systems. Existing methods implicitly model object joint distributions and express object relations, hindering generation's controllability. We introduce InstructLayout, a novel generative framework that integrates a semantic graph prior and a layout decoder to improve controllability and fidelity for 2D and 3D layout synthesis. The proposed semantic graph prior learns layout appearances and object distributions simultaneously, demonstrating versatility across various downstream tasks in a zero-shot manner. To facilitate the benchmarking for text-driven 2D and 3D scene synthesis, we respectively curate two high-quality datasets of layout-instruction pairs from public Internet resources with large language and multimodal models. Extensive experimental results reveal that the proposed method outperforms existing state-of-the-art approaches by a large margin in both 2D and 3D layout synthesis tasks. Thorough ablation studies confirm the efficacy of crucial design components.
Customize-It-3D: High-Quality 3D Creation from A Single Image Using Subject-Specific Knowledge Prior
In this paper, we present a novel two-stage approach that fully utilizes the information provided by the reference image to establish a customized knowledge prior for image-to-3D generation. While previous approaches primarily rely on a general diffusion prior, which struggles to yield consistent results with the reference image, we propose a subject-specific and multi-modal diffusion model. This model not only aids NeRF optimization by considering the shading mode for improved geometry but also enhances texture from the coarse results to achieve superior refinement. Both aspects contribute to faithfully aligning the 3D content with the subject. Extensive experiments showcase the superiority of our method, Customize-It-3D, outperforming previous works by a substantial margin. It produces faithful 360-degree reconstructions with impressive visual quality, making it well-suited for various applications, including text-to-3D creation.
GaussianDreamer: Fast Generation from Text to 3D Gaussian Splatting with Point Cloud Priors
In recent times, the generation of 3D assets from text prompts has shown impressive results. Both 2D and 3D diffusion models can generate decent 3D objects based on prompts. 3D diffusion models have good 3D consistency, but their quality and generalization are limited as trainable 3D data is expensive and hard to obtain. 2D diffusion models enjoy strong abilities of generalization and fine generation, but the 3D consistency is hard to guarantee. This paper attempts to bridge the power from the two types of diffusion models via the recent explicit and efficient 3D Gaussian splatting representation. A fast 3D generation framework, named as \name, is proposed, where the 3D diffusion model provides point cloud priors for initialization and the 2D diffusion model enriches the geometry and appearance. Operations of noisy point growing and color perturbation are introduced to enhance the initialized Gaussians. Our \name can generate a high-quality 3D instance within 25 minutes on one GPU, much faster than previous methods, while the generated instances can be directly rendered in real time. Demos and code are available at https://taoranyi.com/gaussiandreamer/.
Hierarchical Prior Mining for Non-local Multi-View Stereo
As a fundamental problem in computer vision, multi-view stereo (MVS) aims at recovering the 3D geometry of a target from a set of 2D images. Recent advances in MVS have shown that it is important to perceive non-local structured information for recovering geometry in low-textured areas. In this work, we propose a Hierarchical Prior Mining for Non-local Multi-View Stereo (HPM-MVS). The key characteristics are the following techniques that exploit non-local information to assist MVS: 1) A Non-local Extensible Sampling Pattern (NESP), which is able to adaptively change the size of sampled areas without becoming snared in locally optimal solutions. 2) A new approach to leverage non-local reliable points and construct a planar prior model based on K-Nearest Neighbor (KNN), to obtain potential hypotheses for the regions where prior construction is challenging. 3) A Hierarchical Prior Mining (HPM) framework, which is used to mine extensive non-local prior information at different scales to assist 3D model recovery, this strategy can achieve a considerable balance between the reconstruction of details and low-textured areas. Experimental results on the ETH3D and Tanks \& Temples have verified the superior performance and strong generalization capability of our method. Our code will be released.
NeRF-US: Removing Ultrasound Imaging Artifacts from Neural Radiance Fields in the Wild
Current methods for performing 3D reconstruction and novel view synthesis (NVS) in ultrasound imaging data often face severe artifacts when training NeRF-based approaches. The artifacts produced by current approaches differ from NeRF floaters in general scenes because of the unique nature of ultrasound capture. Furthermore, existing models fail to produce reasonable 3D reconstructions when ultrasound data is captured or obtained casually in uncontrolled environments, which is common in clinical settings. Consequently, existing reconstruction and NVS methods struggle to handle ultrasound motion, fail to capture intricate details, and cannot model transparent and reflective surfaces. In this work, we introduced NeRF-US, which incorporates 3D-geometry guidance for border probability and scattering density into NeRF training, while also utilizing ultrasound-specific rendering over traditional volume rendering. These 3D priors are learned through a diffusion model. Through experiments conducted on our new "Ultrasound in the Wild" dataset, we observed accurate, clinically plausible, artifact-free reconstructions.
Mask3D: Pre-training 2D Vision Transformers by Learning Masked 3D Priors
Current popular backbones in computer vision, such as Vision Transformers (ViT) and ResNets are trained to perceive the world from 2D images. However, to more effectively understand 3D structural priors in 2D backbones, we propose Mask3D to leverage existing large-scale RGB-D data in a self-supervised pre-training to embed these 3D priors into 2D learned feature representations. In contrast to traditional 3D contrastive learning paradigms requiring 3D reconstructions or multi-view correspondences, our approach is simple: we formulate a pre-text reconstruction task by masking RGB and depth patches in individual RGB-D frames. We demonstrate the Mask3D is particularly effective in embedding 3D priors into the powerful 2D ViT backbone, enabling improved representation learning for various scene understanding tasks, such as semantic segmentation, instance segmentation and object detection. Experiments show that Mask3D notably outperforms existing self-supervised 3D pre-training approaches on ScanNet, NYUv2, and Cityscapes image understanding tasks, with an improvement of +6.5% mIoU against the state-of-the-art Pri3D on ScanNet image semantic segmentation.
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/.
Make-Your-3D: Fast and Consistent Subject-Driven 3D Content Generation
Recent years have witnessed the strong power of 3D generation models, which offer a new level of creative flexibility by allowing users to guide the 3D content generation process through a single image or natural language. However, it remains challenging for existing 3D generation methods to create subject-driven 3D content across diverse prompts. In this paper, we introduce a novel 3D customization method, dubbed Make-Your-3D that can personalize high-fidelity and consistent 3D content from only a single image of a subject with text description within 5 minutes. Our key insight is to harmonize the distributions of a multi-view diffusion model and an identity-specific 2D generative model, aligning them with the distribution of the desired 3D subject. Specifically, we design a co-evolution framework to reduce the variance of distributions, where each model undergoes a process of learning from the other through identity-aware optimization and subject-prior optimization, respectively. Extensive experiments demonstrate that our method can produce high-quality, consistent, and subject-specific 3D content with text-driven modifications that are unseen in subject image.
V3D: Video Diffusion Models are Effective 3D Generators
Automatic 3D generation has recently attracted widespread attention. Recent methods have greatly accelerated the generation speed, but usually produce less-detailed objects due to limited model capacity or 3D data. Motivated by recent advancements in video diffusion models, we introduce V3D, which leverages the world simulation capacity of pre-trained video diffusion models to facilitate 3D generation. To fully unleash the potential of video diffusion to perceive the 3D world, we further introduce geometrical consistency prior and extend the video diffusion model to a multi-view consistent 3D generator. Benefiting from this, the state-of-the-art video diffusion model could be fine-tuned to generate 360degree orbit frames surrounding an object given a single image. With our tailored reconstruction pipelines, we can generate high-quality meshes or 3D Gaussians within 3 minutes. Furthermore, our method can be extended to scene-level novel view synthesis, achieving precise control over the camera path with sparse input views. Extensive experiments demonstrate the superior performance of the proposed approach, especially in terms of generation quality and multi-view consistency. Our code is available at https://github.com/heheyas/V3D
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.
Localized Gaussian Splatting Editing with Contextual Awareness
Recent text-guided generation of individual 3D object has achieved great success using diffusion priors. However, these methods are not suitable for object insertion and replacement tasks as they do not consider the background, leading to illumination mismatches within the environment. To bridge the gap, we introduce an illumination-aware 3D scene editing pipeline for 3D Gaussian Splatting (3DGS) representation. Our key observation is that inpainting by the state-of-the-art conditional 2D diffusion model is consistent with background in lighting. To leverage the prior knowledge from the well-trained diffusion models for 3D object generation, our approach employs a coarse-to-fine objection optimization pipeline with inpainted views. In the first coarse step, we achieve image-to-3D lifting given an ideal inpainted view. The process employs 3D-aware diffusion prior from a view-conditioned diffusion model, which preserves illumination present in the conditioning image. To acquire an ideal inpainted image, we introduce an Anchor View Proposal (AVP) algorithm to find a single view that best represents the scene illumination in target region. In the second Texture Enhancement step, we introduce a novel Depth-guided Inpainting Score Distillation Sampling (DI-SDS), which enhances geometry and texture details with the inpainting diffusion prior, beyond the scope of the 3D-aware diffusion prior knowledge in the first coarse step. DI-SDS not only provides fine-grained texture enhancement, but also urges optimization to respect scene lighting. Our approach efficiently achieves local editing with global illumination consistency without explicitly modeling light transport. We demonstrate robustness of our method by evaluating editing in real scenes containing explicit highlight and shadows, and compare against the state-of-the-art text-to-3D editing methods.
Probabilistic Triangulation for Uncalibrated Multi-View 3D Human Pose Estimation
3D human pose estimation has been a long-standing challenge in computer vision and graphics, where multi-view methods have significantly progressed but are limited by the tedious calibration processes. Existing multi-view methods are restricted to fixed camera pose and therefore lack generalization ability. This paper presents a novel Probabilistic Triangulation module that can be embedded in a calibrated 3D human pose estimation method, generalizing it to uncalibration scenes. The key idea is to use a probability distribution to model the camera pose and iteratively update the distribution from 2D features instead of using camera pose. Specifically, We maintain a camera pose distribution and then iteratively update this distribution by computing the posterior probability of the camera pose through Monte Carlo sampling. This way, the gradients can be directly back-propagated from the 3D pose estimation to the 2D heatmap, enabling end-to-end training. Extensive experiments on Human3.6M and CMU Panoptic demonstrate that our method outperforms other uncalibration methods and achieves comparable results with state-of-the-art calibration methods. Thus, our method achieves a trade-off between estimation accuracy and generalizability. Our code is in https://github.com/bymaths/probabilistic_triangulation
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/
EfficientDreamer: High-Fidelity and Robust 3D Creation via Orthogonal-view Diffusion Prior
While the image diffusion model has made significant strides in text-driven 3D content creation, it often falls short in accurately capturing the intended meaning of the text prompt, particularly with respect to direction information. This shortcoming gives rise to the Janus problem, where multi-faced 3D models are produced with the guidance of such diffusion models. In this paper, we present a robust pipeline for generating high-fidelity 3D content with orthogonal-view image guidance. Specifically, we introduce a novel 2D diffusion model that generates an image consisting of four orthogonal-view sub-images for the given text prompt. The 3D content is then created with this diffusion model, which enhances 3D consistency and provides strong structured semantic priors. This addresses the infamous Janus problem and significantly promotes generation efficiency. Additionally, we employ a progressive 3D synthesis strategy that results in substantial improvement in the quality of the created 3D contents. Both quantitative and qualitative evaluations show that our method demonstrates a significant improvement over previous text-to-3D techniques.
GSD: View-Guided Gaussian Splatting Diffusion for 3D Reconstruction
We present GSD, a diffusion model approach based on Gaussian Splatting (GS) representation for 3D object reconstruction from a single view. Prior works suffer from inconsistent 3D geometry or mediocre rendering quality due to improper representations. We take a step towards resolving these shortcomings by utilizing the recent state-of-the-art 3D explicit representation, Gaussian Splatting, and an unconditional diffusion model. This model learns to generate 3D objects represented by sets of GS ellipsoids. With these strong generative 3D priors, though learning unconditionally, the diffusion model is ready for view-guided reconstruction without further model fine-tuning. This is achieved by propagating fine-grained 2D features through the efficient yet flexible splatting function and the guided denoising sampling process. In addition, a 2D diffusion model is further employed to enhance rendering fidelity, and improve reconstructed GS quality by polishing and re-using the rendered images. The final reconstructed objects explicitly come with high-quality 3D structure and texture, and can be efficiently rendered in arbitrary views. Experiments on the challenging real-world CO3D dataset demonstrate the superiority of our approach. Project page: https://yxmu.foo/GSD/{this https URL}
DebSDF: Delving into the Details and Bias of Neural Indoor Scene Reconstruction
In recent years, the neural implicit surface has emerged as a powerful representation for multi-view surface reconstruction due to its simplicity and state-of-the-art performance. However, reconstructing smooth and detailed surfaces in indoor scenes from multi-view images presents unique challenges. Indoor scenes typically contain large texture-less regions, making the photometric loss unreliable for optimizing the implicit surface. Previous work utilizes monocular geometry priors to improve the reconstruction in indoor scenes. However, monocular priors often contain substantial errors in thin structure regions due to domain gaps and the inherent inconsistencies when derived independently from different views. This paper presents DebSDF to address these challenges, focusing on the utilization of uncertainty in monocular priors and the bias in SDF-based volume rendering. We propose an uncertainty modeling technique that associates larger uncertainties with larger errors in the monocular priors. High-uncertainty priors are then excluded from optimization to prevent bias. This uncertainty measure also informs an importance-guided ray sampling and adaptive smoothness regularization, enhancing the learning of fine structures. We further introduce a bias-aware signed distance function to density transformation that takes into account the curvature and the angle between the view direction and the SDF normals to reconstruct fine details better. Our approach has been validated through extensive experiments on several challenging datasets, demonstrating improved qualitative and quantitative results in reconstructing thin structures in indoor scenes, thereby outperforming previous work.
MVD-HuGaS: Human Gaussians from a Single Image via 3D Human Multi-view Diffusion Prior
3D human reconstruction from a single image is a challenging problem and has been exclusively studied in the literature. Recently, some methods have resorted to diffusion models for guidance, optimizing a 3D representation via Score Distillation Sampling(SDS) or generating one back-view image for facilitating reconstruction. However, these methods tend to produce unsatisfactory artifacts (e.g. flattened human structure or over-smoothing results caused by inconsistent priors from multiple views) and struggle with real-world generalization in the wild. In this work, we present MVD-HuGaS, enabling free-view 3D human rendering from a single image via a multi-view human diffusion model. We first generate multi-view images from the single reference image with an enhanced multi-view diffusion model, which is well fine-tuned on high-quality 3D human datasets to incorporate 3D geometry priors and human structure priors. To infer accurate camera poses from the sparse generated multi-view images for reconstruction, an alignment module is introduced to facilitate joint optimization of 3D Gaussians and camera poses. Furthermore, we propose a depth-based Facial Distortion Mitigation module to refine the generated facial regions, thereby improving the overall fidelity of the reconstruction.Finally, leveraging the refined multi-view images, along with their accurate camera poses, MVD-HuGaS optimizes the 3D Gaussians of the target human for high-fidelity free-view renderings. Extensive experiments on Thuman2.0 and 2K2K datasets show that the proposed MVD-HuGaS achieves state-of-the-art performance on single-view 3D human rendering.
Human 3Diffusion: Realistic Avatar Creation via Explicit 3D Consistent Diffusion Models
Creating realistic avatars from a single RGB image is an attractive yet challenging problem. Due to its ill-posed nature, recent works leverage powerful prior from 2D diffusion models pretrained on large datasets. Although 2D diffusion models demonstrate strong generalization capability, they cannot provide multi-view shape priors with guaranteed 3D consistency. We propose Human 3Diffusion: Realistic Avatar Creation via Explicit 3D Consistent Diffusion. Our key insight is that 2D multi-view diffusion and 3D reconstruction models provide complementary information for each other, and by coupling them in a tight manner, we can fully leverage the potential of both models. We introduce a novel image-conditioned generative 3D Gaussian Splats reconstruction model that leverages the priors from 2D multi-view diffusion models, and provides an explicit 3D representation, which further guides the 2D reverse sampling process to have better 3D consistency. Experiments show that our proposed framework outperforms state-of-the-art methods and enables the creation of realistic avatars from a single RGB image, achieving high-fidelity in both geometry and appearance. Extensive ablations also validate the efficacy of our design, (1) multi-view 2D priors conditioning in generative 3D reconstruction and (2) consistency refinement of sampling trajectory via the explicit 3D representation. Our code and models will be released on https://yuxuan-xue.com/human-3diffusion.
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.
Text2NeRF: Text-Driven 3D Scene Generation with Neural Radiance Fields
Text-driven 3D scene generation is widely applicable to video gaming, film industry, and metaverse applications that have a large demand for 3D scenes. However, existing text-to-3D generation methods are limited to producing 3D objects with simple geometries and dreamlike styles that lack realism. In this work, we present Text2NeRF, which is able to generate a wide range of 3D scenes with complicated geometric structures and high-fidelity textures purely from a text prompt. To this end, we adopt NeRF as the 3D representation and leverage a pre-trained text-to-image diffusion model to constrain the 3D reconstruction of the NeRF to reflect the scene description. Specifically, we employ the diffusion model to infer the text-related image as the content prior and use a monocular depth estimation method to offer the geometric prior. Both content and geometric priors are utilized to update the NeRF model. To guarantee textured and geometric consistency between different views, we introduce a progressive scene inpainting and updating strategy for novel view synthesis of the scene. Our method requires no additional training data but only a natural language description of the scene as the input. Extensive experiments demonstrate that our Text2NeRF outperforms existing methods in producing photo-realistic, multi-view consistent, and diverse 3D scenes from a variety of natural language prompts.
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/.
My3DGen: Building Lightweight Personalized 3D Generative Model
Our paper presents My3DGen, a practical system for creating a personalized and lightweight 3D generative prior using as few as 10 images. My3DGen can reconstruct multi-view consistent images from an input test image, and generate novel appearances by interpolating between any two images of the same individual. While recent studies have demonstrated the effectiveness of personalized generative priors in producing high-quality 2D portrait reconstructions and syntheses, to the best of our knowledge, we are the first to develop a personalized 3D generative prior. Instead of fine-tuning a large pre-trained generative model with millions of parameters to achieve personalization, we propose a parameter-efficient approach. Our method involves utilizing a pre-trained model with fixed weights as a generic prior, while training a separate personalized prior through low-rank decomposition of the weights in each convolution and fully connected layer. However, parameter-efficient few-shot fine-tuning on its own often leads to overfitting. To address this, we introduce a regularization technique based on symmetry of human faces. This regularization enforces that novel view renderings of a training sample, rendered from symmetric poses, exhibit the same identity. By incorporating this symmetry prior, we enhance the quality of reconstruction and synthesis, particularly for non-frontal (profile) faces. Our final system combines low-rank fine-tuning with symmetry regularization and significantly surpasses the performance of pre-trained models, e.g. EG3D. It introduces only approximately 0.6 million additional parameters per identity compared to 31 million for full finetuning of the original model. As a result, our system achieves a 50-fold reduction in model size without sacrificing the quality of the generated 3D faces. Code will be available at our project page: https://luchaoqi.github.io/my3dgen.
3DGS-DET: Empower 3D Gaussian Splatting with Boundary Guidance and Box-Focused Sampling for 3D Object Detection
Neural Radiance Fields (NeRF) are widely used for novel-view synthesis and have been adapted for 3D Object Detection (3DOD), offering a promising approach to 3DOD through view-synthesis representation. However, NeRF faces inherent limitations: (i) limited representational capacity for 3DOD due to its implicit nature, and (ii) slow rendering speeds. Recently, 3D Gaussian Splatting (3DGS) has emerged as an explicit 3D representation that addresses these limitations. Inspired by these advantages, this paper introduces 3DGS into 3DOD for the first time, identifying two main challenges: (i) Ambiguous spatial distribution of Gaussian blobs: 3DGS primarily relies on 2D pixel-level supervision, resulting in unclear 3D spatial distribution of Gaussian blobs and poor differentiation between objects and background, which hinders 3DOD; (ii) Excessive background blobs: 2D images often include numerous background pixels, leading to densely reconstructed 3DGS with many noisy Gaussian blobs representing the background, negatively affecting detection. To tackle the challenge (i), we leverage the fact that 3DGS reconstruction is derived from 2D images, and propose an elegant and efficient solution by incorporating 2D Boundary Guidance to significantly enhance the spatial distribution of Gaussian blobs, resulting in clearer differentiation between objects and their background. To address the challenge (ii), we propose a Box-Focused Sampling strategy using 2D boxes to generate object probability distribution in 3D spaces, allowing effective probabilistic sampling in 3D to retain more object blobs and reduce noisy background blobs. Benefiting from our designs, our 3DGS-DET significantly outperforms the SOTA NeRF-based method, NeRF-Det, achieving improvements of +6.6 on [email protected] and +8.1 on [email protected] for the ScanNet dataset, and impressive +31.5 on [email protected] for the ARKITScenes dataset.
Splatter a Video: Video Gaussian Representation for Versatile Processing
Video representation is a long-standing problem that is crucial for various down-stream tasks, such as tracking,depth prediction,segmentation,view synthesis,and editing. However, current methods either struggle to model complex motions due to the absence of 3D structure or rely on implicit 3D representations that are ill-suited for manipulation tasks. To address these challenges, we introduce a novel explicit 3D representation-video Gaussian representation -- that embeds a video into 3D Gaussians. Our proposed representation models video appearance in a 3D canonical space using explicit Gaussians as proxies and associates each Gaussian with 3D motions for video motion. This approach offers a more intrinsic and explicit representation than layered atlas or volumetric pixel matrices. To obtain such a representation, we distill 2D priors, such as optical flow and depth, from foundation models to regularize learning in this ill-posed setting. Extensive applications demonstrate the versatility of our new video representation. It has been proven effective in numerous video processing tasks, including tracking, consistent video depth and feature refinement, motion and appearance editing, and stereoscopic video generation. Project page: https://sunyangtian.github.io/spatter_a_video_web/
Consistent123: One Image to Highly Consistent 3D Asset Using Case-Aware Diffusion Priors
Reconstructing 3D objects from a single image guided by pretrained diffusion models has demonstrated promising outcomes. However, due to utilizing the case-agnostic rigid strategy, their generalization ability to arbitrary cases and the 3D consistency of reconstruction are still poor. In this work, we propose Consistent123, a case-aware two-stage method for highly consistent 3D asset reconstruction from one image with both 2D and 3D diffusion priors. In the first stage, Consistent123 utilizes only 3D structural priors for sufficient geometry exploitation, with a CLIP-based case-aware adaptive detection mechanism embedded within this process. In the second stage, 2D texture priors are introduced and progressively take on a dominant guiding role, delicately sculpting the details of the 3D model. Consistent123 aligns more closely with the evolving trends in guidance requirements, adaptively providing adequate 3D geometric initialization and suitable 2D texture refinement for different objects. Consistent123 can obtain highly 3D-consistent reconstruction and exhibits strong generalization ability across various objects. Qualitative and quantitative experiments show that our method significantly outperforms state-of-the-art image-to-3D methods. See https://Consistent123.github.io for a more comprehensive exploration of our generated 3D assets.
HyperDreamer: Hyper-Realistic 3D Content Generation and Editing from a Single Image
3D content creation from a single image is a long-standing yet highly desirable task. Recent advances introduce 2D diffusion priors, yielding reasonable results. However, existing methods are not hyper-realistic enough for post-generation usage, as users cannot view, render and edit the resulting 3D content from a full range. To address these challenges, we introduce HyperDreamer with several key designs and appealing properties: 1) Viewable: 360 degree mesh modeling with high-resolution textures enables the creation of visually compelling 3D models from a full range of observation points. 2) Renderable: Fine-grained semantic segmentation and data-driven priors are incorporated as guidance to learn reasonable albedo, roughness, and specular properties of the materials, enabling semantic-aware arbitrary material estimation. 3) Editable: For a generated model or their own data, users can interactively select any region via a few clicks and efficiently edit the texture with text-based guidance. Extensive experiments demonstrate the effectiveness of HyperDreamer in modeling region-aware materials with high-resolution textures and enabling user-friendly editing. We believe that HyperDreamer holds promise for advancing 3D content creation and finding applications in various domains.
Score-Based Diffusion Models as Principled Priors for Inverse Imaging
Priors are essential for reconstructing images from noisy and/or incomplete measurements. The choice of the prior determines both the quality and uncertainty of recovered images. We propose turning score-based diffusion models into principled image priors ("score-based priors") for analyzing a posterior of images given measurements. Previously, probabilistic priors were limited to handcrafted regularizers and simple distributions. In this work, we empirically validate the theoretically-proven probability function of a score-based diffusion model. We show how to sample from resulting posteriors by using this probability function for variational inference. Our results, including experiments on denoising, deblurring, and interferometric imaging, suggest that score-based priors enable principled inference with a sophisticated, data-driven image prior.
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
3DGS-Enhancer: Enhancing Unbounded 3D Gaussian Splatting with View-consistent 2D Diffusion Priors
Novel-view synthesis aims to generate novel views of a scene from multiple input images or videos, and recent advancements like 3D Gaussian splatting (3DGS) have achieved notable success in producing photorealistic renderings with efficient pipelines. However, generating high-quality novel views under challenging settings, such as sparse input views, remains difficult due to insufficient information in under-sampled areas, often resulting in noticeable artifacts. This paper presents 3DGS-Enhancer, a novel pipeline for enhancing the representation quality of 3DGS representations. We leverage 2D video diffusion priors to address the challenging 3D view consistency problem, reformulating it as achieving temporal consistency within a video generation process. 3DGS-Enhancer restores view-consistent latent features of rendered novel views and integrates them with the input views through a spatial-temporal decoder. The enhanced views are then used to fine-tune the initial 3DGS model, significantly improving its rendering performance. Extensive experiments on large-scale datasets of unbounded scenes demonstrate that 3DGS-Enhancer yields superior reconstruction performance and high-fidelity rendering results compared to state-of-the-art methods. The project webpage is https://xiliu8006.github.io/3DGS-Enhancer-project .
Hi3D: Pursuing High-Resolution Image-to-3D Generation with Video Diffusion Models
Despite having tremendous progress in image-to-3D generation, existing methods still struggle to produce multi-view consistent images with high-resolution textures in detail, especially in the paradigm of 2D diffusion that lacks 3D awareness. In this work, we present High-resolution Image-to-3D model (Hi3D), a new video diffusion based paradigm that redefines a single image to multi-view images as 3D-aware sequential image generation (i.e., orbital video generation). This methodology delves into the underlying temporal consistency knowledge in video diffusion model that generalizes well to geometry consistency across multiple views in 3D generation. Technically, Hi3D first empowers the pre-trained video diffusion model with 3D-aware prior (camera pose condition), yielding multi-view images with low-resolution texture details. A 3D-aware video-to-video refiner is learnt to further scale up the multi-view images with high-resolution texture details. Such high-resolution multi-view images are further augmented with novel views through 3D Gaussian Splatting, which are finally leveraged to obtain high-fidelity meshes via 3D reconstruction. Extensive experiments on both novel view synthesis and single view reconstruction demonstrate that our Hi3D manages to produce superior multi-view consistency images with highly-detailed textures. Source code and data are available at https://github.com/yanghb22-fdu/Hi3D-Official.
L3DG: Latent 3D Gaussian Diffusion
We propose L3DG, the first approach for generative 3D modeling of 3D Gaussians through a latent 3D Gaussian diffusion formulation. This enables effective generative 3D modeling, scaling to generation of entire room-scale scenes which can be very efficiently rendered. To enable effective synthesis of 3D Gaussians, we propose a latent diffusion formulation, operating in a compressed latent space of 3D Gaussians. This compressed latent space is learned by a vector-quantized variational autoencoder (VQ-VAE), for which we employ a sparse convolutional architecture to efficiently operate on room-scale scenes. This way, the complexity of the costly generation process via diffusion is substantially reduced, allowing higher detail on object-level generation, as well as scalability to large scenes. By leveraging the 3D Gaussian representation, the generated scenes can be rendered from arbitrary viewpoints in real-time. We demonstrate that our approach significantly improves visual quality over prior work on unconditional object-level radiance field synthesis and showcase its applicability to room-scale scene generation.
Denoising Diffusion via Image-Based Rendering
Generating 3D scenes is a challenging open problem, which requires synthesizing plausible content that is fully consistent in 3D space. While recent methods such as neural radiance fields excel at view synthesis and 3D reconstruction, they cannot synthesize plausible details in unobserved regions since they lack a generative capability. Conversely, existing generative methods are typically not capable of reconstructing detailed, large-scale scenes in the wild, as they use limited-capacity 3D scene representations, require aligned camera poses, or rely on additional regularizers. In this work, we introduce the first diffusion model able to perform fast, detailed reconstruction and generation of real-world 3D scenes. To achieve this, we make three contributions. First, we introduce a new neural scene representation, IB-planes, that can efficiently and accurately represent large 3D scenes, dynamically allocating more capacity as needed to capture details visible in each image. Second, we propose a denoising-diffusion framework to learn a prior over this novel 3D scene representation, using only 2D images without the need for any additional supervision signal such as masks or depths. This supports 3D reconstruction and generation in a unified architecture. Third, we develop a principled approach to avoid trivial 3D solutions when integrating the image-based rendering with the diffusion model, by dropping out representations of some images. We evaluate the model on several challenging datasets of real and synthetic images, and demonstrate superior results on generation, novel view synthesis and 3D reconstruction.
Points-to-3D: Bridging the Gap between Sparse Points and Shape-Controllable Text-to-3D Generation
Text-to-3D generation has recently garnered significant attention, fueled by 2D diffusion models trained on billions of image-text pairs. Existing methods primarily rely on score distillation to leverage the 2D diffusion priors to supervise the generation of 3D models, e.g., NeRF. However, score distillation is prone to suffer the view inconsistency problem, and implicit NeRF modeling can also lead to an arbitrary shape, thus leading to less realistic and uncontrollable 3D generation. In this work, we propose a flexible framework of Points-to-3D to bridge the gap between sparse yet freely available 3D points and realistic shape-controllable 3D generation by distilling the knowledge from both 2D and 3D diffusion models. The core idea of Points-to-3D is to introduce controllable sparse 3D points to guide the text-to-3D generation. Specifically, we use the sparse point cloud generated from the 3D diffusion model, Point-E, as the geometric prior, conditioned on a single reference image. To better utilize the sparse 3D points, we propose an efficient point cloud guidance loss to adaptively drive the NeRF's geometry to align with the shape of the sparse 3D points. In addition to controlling the geometry, we propose to optimize the NeRF for a more view-consistent appearance. To be specific, we perform score distillation to the publicly available 2D image diffusion model ControlNet, conditioned on text as well as depth map of the learned compact geometry. Qualitative and quantitative comparisons demonstrate that Points-to-3D improves view consistency and achieves good shape controllability for text-to-3D generation. Points-to-3D provides users with a new way to improve and control text-to-3D generation.
Deep Diffusion Image Prior for Efficient OOD Adaptation in 3D Inverse Problems
Recent inverse problem solvers that leverage generative diffusion priors have garnered significant attention due to their exceptional quality. However, adaptation of the prior is necessary when there exists a discrepancy between the training and testing distributions. In this work, we propose deep diffusion image prior (DDIP), which generalizes the recent adaptation method of SCD by introducing a formal connection to the deep image prior. Under this framework, we propose an efficient adaptation method dubbed D3IP, specified for 3D measurements, which accelerates DDIP by orders of magnitude while achieving superior performance. D3IP enables seamless integration of 3D inverse solvers and thus leads to coherent 3D reconstruction. Moreover, we show that meta-learning techniques can also be applied to yield even better performance. We show that our method is capable of solving diverse 3D reconstructive tasks from the generative prior trained only with phantom images that are vastly different from the training set, opening up new opportunities of applying diffusion inverse solvers even when training with gold standard data is impossible. Code: https://github.com/HJ-harry/DDIP3D
MagicMirror: Fast and High-Quality Avatar Generation with a Constrained Search Space
We introduce a novel framework for 3D human avatar generation and personalization, leveraging text prompts to enhance user engagement and customization. Central to our approach are key innovations aimed at overcoming the challenges in photo-realistic avatar synthesis. Firstly, we utilize a conditional Neural Radiance Fields (NeRF) model, trained on a large-scale unannotated multi-view dataset, to create a versatile initial solution space that accelerates and diversifies avatar generation. Secondly, we develop a geometric prior, leveraging the capabilities of Text-to-Image Diffusion Models, to ensure superior view invariance and enable direct optimization of avatar geometry. These foundational ideas are complemented by our optimization pipeline built on Variational Score Distillation (VSD), which mitigates texture loss and over-saturation issues. As supported by our extensive experiments, these strategies collectively enable the creation of custom avatars with unparalleled visual quality and better adherence to input text prompts. You can find more results and videos in our website: https://syntec-research.github.io/MagicMirror
GaussianSR: 3D Gaussian Super-Resolution with 2D Diffusion Priors
Achieving high-resolution novel view synthesis (HRNVS) from low-resolution input views is a challenging task due to the lack of high-resolution data. Previous methods optimize high-resolution Neural Radiance Field (NeRF) from low-resolution input views but suffer from slow rendering speed. In this work, we base our method on 3D Gaussian Splatting (3DGS) due to its capability of producing high-quality images at a faster rendering speed. To alleviate the shortage of data for higher-resolution synthesis, we propose to leverage off-the-shelf 2D diffusion priors by distilling the 2D knowledge into 3D with Score Distillation Sampling (SDS). Nevertheless, applying SDS directly to Gaussian-based 3D super-resolution leads to undesirable and redundant 3D Gaussian primitives, due to the randomness brought by generative priors. To mitigate this issue, we introduce two simple yet effective techniques to reduce stochastic disturbances introduced by SDS. Specifically, we 1) shrink the range of diffusion timestep in SDS with an annealing strategy; 2) randomly discard redundant Gaussian primitives during densification. Extensive experiments have demonstrated that our proposed GaussainSR can attain high-quality results for HRNVS with only low-resolution inputs on both synthetic and real-world datasets. Project page: https://chchnii.github.io/GaussianSR/
CATSplat: Context-Aware Transformer with Spatial Guidance for Generalizable 3D Gaussian Splatting from A Single-View Image
Recently, generalizable feed-forward methods based on 3D Gaussian Splatting have gained significant attention for their potential to reconstruct 3D scenes using finite resources. These approaches create a 3D radiance field, parameterized by per-pixel 3D Gaussian primitives, from just a few images in a single forward pass. However, unlike multi-view methods that benefit from cross-view correspondences, 3D scene reconstruction with a single-view image remains an underexplored area. In this work, we introduce CATSplat, a novel generalizable transformer-based framework designed to break through the inherent constraints in monocular settings. First, we propose leveraging textual guidance from a visual-language model to complement insufficient information from a single image. By incorporating scene-specific contextual details from text embeddings through cross-attention, we pave the way for context-aware 3D scene reconstruction beyond relying solely on visual cues. Moreover, we advocate utilizing spatial guidance from 3D point features toward comprehensive geometric understanding under single-view settings. With 3D priors, image features can capture rich structural insights for predicting 3D Gaussians without multi-view techniques. Extensive experiments on large-scale datasets demonstrate the state-of-the-art performance of CATSplat in single-view 3D scene reconstruction with high-quality novel view synthesis.
ReconFusion: 3D Reconstruction with Diffusion Priors
3D reconstruction methods such as Neural Radiance Fields (NeRFs) excel at rendering photorealistic novel views of complex scenes. However, recovering a high-quality NeRF typically requires tens to hundreds of input images, resulting in a time-consuming capture process. We present ReconFusion to reconstruct real-world scenes using only a few photos. Our approach leverages a diffusion prior for novel view synthesis, trained on synthetic and multiview datasets, which regularizes a NeRF-based 3D reconstruction pipeline at novel camera poses beyond those captured by the set of input images. Our method synthesizes realistic geometry and texture in underconstrained regions while preserving the appearance of observed regions. We perform an extensive evaluation across various real-world datasets, including forward-facing and 360-degree scenes, demonstrating significant performance improvements over previous few-view NeRF reconstruction approaches.
MVDream: Multi-view Diffusion for 3D Generation
We propose MVDream, a multi-view diffusion model that is able to generate geometrically consistent multi-view images from a given text prompt. By leveraging image diffusion models pre-trained on large-scale web datasets and a multi-view dataset rendered from 3D assets, the resulting multi-view diffusion model can achieve both the generalizability of 2D diffusion and the consistency of 3D data. Such a model can thus be applied as a multi-view prior for 3D generation via Score Distillation Sampling, where it greatly improves the stability of existing 2D-lifting methods by solving the 3D consistency problem. Finally, we show that the multi-view diffusion model can also be fine-tuned under a few shot setting for personalized 3D generation, i.e. DreamBooth3D application, where the consistency can be maintained after learning the subject identity.
iNVS: Repurposing Diffusion Inpainters for Novel View Synthesis
We present a method for generating consistent novel views from a single source image. Our approach focuses on maximizing the reuse of visible pixels from the source image. To achieve this, we use a monocular depth estimator that transfers visible pixels from the source view to the target view. Starting from a pre-trained 2D inpainting diffusion model, we train our method on the large-scale Objaverse dataset to learn 3D object priors. While training we use a novel masking mechanism based on epipolar lines to further improve the quality of our approach. This allows our framework to perform zero-shot novel view synthesis on a variety of objects. We evaluate the zero-shot abilities of our framework on three challenging datasets: Google Scanned Objects, Ray Traced Multiview, and Common Objects in 3D. See our webpage for more details: https://yashkant.github.io/invs/
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.
Director3D: Real-world Camera Trajectory and 3D Scene Generation from Text
Recent advancements in 3D generation have leveraged synthetic datasets with ground truth 3D assets and predefined cameras. However, the potential of adopting real-world datasets, which can produce significantly more realistic 3D scenes, remains largely unexplored. In this work, we delve into the key challenge of the complex and scene-specific camera trajectories found in real-world captures. We introduce Director3D, a robust open-world text-to-3D generation framework, designed to generate both real-world 3D scenes and adaptive camera trajectories. To achieve this, (1) we first utilize a Trajectory Diffusion Transformer, acting as the Cinematographer, to model the distribution of camera trajectories based on textual descriptions. (2) Next, a Gaussian-driven Multi-view Latent Diffusion Model serves as the Decorator, modeling the image sequence distribution given the camera trajectories and texts. This model, fine-tuned from a 2D diffusion model, directly generates pixel-aligned 3D Gaussians as an immediate 3D scene representation for consistent denoising. (3) Lastly, the 3D Gaussians are refined by a novel SDS++ loss as the Detailer, which incorporates the prior of the 2D diffusion model. Extensive experiments demonstrate that Director3D outperforms existing methods, offering superior performance in real-world 3D generation.
LN3Diff: Scalable Latent Neural Fields Diffusion for Speedy 3D Generation
The field of neural rendering has witnessed significant progress with advancements in generative models and differentiable rendering techniques. Though 2D diffusion has achieved success, a unified 3D diffusion pipeline remains unsettled. This paper introduces a novel framework called LN3Diff to address this gap and enable fast, high-quality, and generic conditional 3D generation. Our approach harnesses a 3D-aware architecture and variational autoencoder (VAE) to encode the input image into a structured, compact, and 3D latent space. The latent is decoded by a transformer-based decoder into a high-capacity 3D neural field. Through training a diffusion model on this 3D-aware latent space, our method achieves state-of-the-art performance on ShapeNet for 3D generation and demonstrates superior performance in monocular 3D reconstruction and conditional 3D generation across various datasets. Moreover, it surpasses existing 3D diffusion methods in terms of inference speed, requiring no per-instance optimization. Our proposed LN3Diff presents a significant advancement in 3D generative modeling and holds promise for various applications in 3D vision and graphics tasks.
GSV3D: Gaussian Splatting-based Geometric Distillation with Stable Video Diffusion for Single-Image 3D Object Generation
Image-based 3D generation has vast applications in robotics and gaming, where high-quality, diverse outputs and consistent 3D representations are crucial. However, existing methods have limitations: 3D diffusion models are limited by dataset scarcity and the absence of strong pre-trained priors, while 2D diffusion-based approaches struggle with geometric consistency. We propose a method that leverages 2D diffusion models' implicit 3D reasoning ability while ensuring 3D consistency via Gaussian-splatting-based geometric distillation. Specifically, the proposed Gaussian Splatting Decoder enforces 3D consistency by transforming SV3D latent outputs into an explicit 3D representation. Unlike SV3D, which only relies on implicit 2D representations for video generation, Gaussian Splatting explicitly encodes spatial and appearance attributes, enabling multi-view consistency through geometric constraints. These constraints correct view inconsistencies, ensuring robust geometric consistency. As a result, our approach simultaneously generates high-quality, multi-view-consistent images and accurate 3D models, providing a scalable solution for single-image-based 3D generation and bridging the gap between 2D Diffusion diversity and 3D structural coherence. Experimental results demonstrate state-of-the-art multi-view consistency and strong generalization across diverse datasets. The code will be made publicly available upon acceptance.
Generalizable Human Gaussians for Sparse View Synthesis
Recent progress in neural rendering has brought forth pioneering methods, such as NeRF and Gaussian Splatting, which revolutionize view rendering across various domains like AR/VR, gaming, and content creation. While these methods excel at interpolating {\em within the training data}, the challenge of generalizing to new scenes and objects from very sparse views persists. Specifically, modeling 3D humans from sparse views presents formidable hurdles due to the inherent complexity of human geometry, resulting in inaccurate reconstructions of geometry and textures. To tackle this challenge, this paper leverages recent advancements in Gaussian Splatting and introduces a new method to learn generalizable human Gaussians that allows photorealistic and accurate view-rendering of a new human subject from a limited set of sparse views in a feed-forward manner. A pivotal innovation of our approach involves reformulating the learning of 3D Gaussian parameters into a regression process defined on the 2D UV space of a human template, which allows leveraging the strong geometry prior and the advantages of 2D convolutions. In addition, a multi-scaffold is proposed to effectively represent the offset details. Our method outperforms recent methods on both within-dataset generalization as well as cross-dataset generalization settings.
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.
Magic123: One Image to High-Quality 3D Object Generation Using Both 2D and 3D Diffusion Priors
We present Magic123, a two-stage coarse-to-fine approach for high-quality, textured 3D meshes generation from a single unposed image in the wild using both2D and 3D priors. In the first stage, we optimize a neural radiance field to produce a coarse geometry. In the second stage, we adopt a memory-efficient differentiable mesh representation to yield a high-resolution mesh with a visually appealing texture. In both stages, the 3D content is learned through reference view supervision and novel views guided by a combination of 2D and 3D diffusion priors. We introduce a single trade-off parameter between the 2D and 3D priors to control exploration (more imaginative) and exploitation (more precise) of the generated geometry. Additionally, we employ textual inversion and monocular depth regularization to encourage consistent appearances across views and to prevent degenerate solutions, respectively. Magic123 demonstrates a significant improvement over previous image-to-3D techniques, as validated through extensive experiments on synthetic benchmarks and diverse real-world images. Our code, models, and generated 3D assets are available at https://github.com/guochengqian/Magic123.
Charting and Navigating HF中国镜像站's Model Atlas
As there are now millions of publicly available neural networks, searching and analyzing large model repositories becomes increasingly important. Navigating so many models requires an atlas, but as most models are poorly documented charting such an atlas is challenging. To explore the hidden potential of model repositories, we chart a preliminary atlas representing the documented fraction of HF中国镜像站. It provides stunning visualizations of the model landscape and evolution. We demonstrate several applications of this atlas including predicting model attributes (e.g., accuracy), and analyzing trends in computer vision models. However, as the current atlas remains incomplete, we propose a method for charting undocumented regions. Specifically, we identify high-confidence structural priors based on dominant real-world model training practices. Leveraging these priors, our approach enables accurate mapping of previously undocumented areas of the atlas. We publicly release our datasets, code, and interactive atlas.
NeuralLift-360: Lifting An In-the-wild 2D Photo to A 3D Object with 360° Views
Virtual reality and augmented reality (XR) bring increasing demand for 3D content. However, creating high-quality 3D content requires tedious work that a human expert must do. In this work, we study the challenging task of lifting a single image to a 3D object and, for the first time, demonstrate the ability to generate a plausible 3D object with 360{\deg} views that correspond well with the given reference image. By conditioning on the reference image, our model can fulfill the everlasting curiosity for synthesizing novel views of objects from images. Our technique sheds light on a promising direction of easing the workflows for 3D artists and XR designers. We propose a novel framework, dubbed NeuralLift-360, that utilizes a depth-aware neural radiance representation (NeRF) and learns to craft the scene guided by denoising diffusion models. By introducing a ranking loss, our NeuralLift-360 can be guided with rough depth estimation in the wild. We also adopt a CLIP-guided sampling strategy for the diffusion prior to provide coherent guidance. Extensive experiments demonstrate that our NeuralLift-360 significantly outperforms existing state-of-the-art baselines. Project page: https://vita-group.github.io/NeuralLift-360/
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.
NeRDi: Single-View NeRF Synthesis with Language-Guided Diffusion as General Image Priors
2D-to-3D reconstruction is an ill-posed problem, yet humans are good at solving this problem due to their prior knowledge of the 3D world developed over years. Driven by this observation, we propose NeRDi, a single-view NeRF synthesis framework with general image priors from 2D diffusion models. Formulating single-view reconstruction as an image-conditioned 3D generation problem, we optimize the NeRF representations by minimizing a diffusion loss on its arbitrary view renderings with a pretrained image diffusion model under the input-view constraint. We leverage off-the-shelf vision-language models and introduce a two-section language guidance as conditioning inputs to the diffusion model. This is essentially helpful for improving multiview content coherence as it narrows down the general image prior conditioned on the semantic and visual features of the single-view input image. Additionally, we introduce a geometric loss based on estimated depth maps to regularize the underlying 3D geometry of the NeRF. Experimental results on the DTU MVS dataset show that our method can synthesize novel views with higher quality even compared to existing methods trained on this dataset. We also demonstrate our generalizability in zero-shot NeRF synthesis for in-the-wild images.
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.
Animate3D: Animating Any 3D Model with Multi-view Video Diffusion
Recent advances in 4D generation mainly focus on generating 4D content by distilling pre-trained text or single-view image-conditioned models. It is inconvenient for them to take advantage of various off-the-shelf 3D assets with multi-view attributes, and their results suffer from spatiotemporal inconsistency owing to the inherent ambiguity in the supervision signals. In this work, we present Animate3D, a novel framework for animating any static 3D model. The core idea is two-fold: 1) We propose a novel multi-view video diffusion model (MV-VDM) conditioned on multi-view renderings of the static 3D object, which is trained on our presented large-scale multi-view video dataset (MV-Video). 2) Based on MV-VDM, we introduce a framework combining reconstruction and 4D Score Distillation Sampling (4D-SDS) to leverage the multi-view video diffusion priors for animating 3D objects. Specifically, for MV-VDM, we design a new spatiotemporal attention module to enhance spatial and temporal consistency by integrating 3D and video diffusion models. Additionally, we leverage the static 3D model's multi-view renderings as conditions to preserve its identity. For animating 3D models, an effective two-stage pipeline is proposed: we first reconstruct motions directly from generated multi-view videos, followed by the introduced 4D-SDS to refine both appearance and motion. Qualitative and quantitative experiments demonstrate that Animate3D significantly outperforms previous approaches. Data, code, and models will be open-released.
Triplane Meets Gaussian Splatting: Fast and Generalizable Single-View 3D Reconstruction with Transformers
Recent advancements in 3D reconstruction from single images have been driven by the evolution of generative models. Prominent among these are methods based on Score Distillation Sampling (SDS) and the adaptation of diffusion models in the 3D domain. Despite their progress, these techniques often face limitations due to slow optimization or rendering processes, leading to extensive training and optimization times. In this paper, we introduce a novel approach for single-view reconstruction that efficiently generates a 3D model from a single image via feed-forward inference. Our method utilizes two transformer-based networks, namely a point decoder and a triplane decoder, to reconstruct 3D objects using a hybrid Triplane-Gaussian intermediate representation. This hybrid representation strikes a balance, achieving a faster rendering speed compared to implicit representations while simultaneously delivering superior rendering quality than explicit representations. The point decoder is designed for generating point clouds from single images, offering an explicit representation which is then utilized by the triplane decoder to query Gaussian features for each point. This design choice addresses the challenges associated with directly regressing explicit 3D Gaussian attributes characterized by their non-structural nature. Subsequently, the 3D Gaussians are decoded by an MLP to enable rapid rendering through splatting. Both decoders are built upon a scalable, transformer-based architecture and have been efficiently trained on large-scale 3D datasets. The evaluations conducted on both synthetic datasets and real-world images demonstrate that our method not only achieves higher quality but also ensures a faster runtime in comparison to previous state-of-the-art techniques. Please see our project page at https://zouzx.github.io/TriplaneGaussian/.
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.
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.
OReX: Object Reconstruction from Planar Cross-sections Using Neural Fields
Reconstructing 3D shapes from planar cross-sections is a challenge inspired by downstream applications like medical imaging and geographic informatics. The input is an in/out indicator function fully defined on a sparse collection of planes in space, and the output is an interpolation of the indicator function to the entire volume. Previous works addressing this sparse and ill-posed problem either produce low quality results, or rely on additional priors such as target topology, appearance information, or input normal directions. In this paper, we present OReX, a method for 3D shape reconstruction from slices alone, featuring a Neural Field as the interpolation prior. A modest neural network is trained on the input planes to return an inside/outside estimate for a given 3D coordinate, yielding a powerful prior that induces smoothness and self-similarities. The main challenge for this approach is high-frequency details, as the neural prior is overly smoothing. To alleviate this, we offer an iterative estimation architecture and a hierarchical input sampling scheme that encourage coarse-to-fine training, allowing the training process to focus on high frequencies at later stages. In addition, we identify and analyze a ripple-like effect stemming from the mesh extraction step. We mitigate it by regularizing the spatial gradients of the indicator function around input in/out boundaries during network training, tackling the problem at the root. Through extensive qualitative and quantitative experimentation, we demonstrate our method is robust, accurate, and scales well with the size of the input. We report state-of-the-art results compared to previous approaches and recent potential solutions, and demonstrate the benefit of our individual contributions through analysis and ablation studies.
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.
RichDreamer: A Generalizable Normal-Depth Diffusion Model for Detail Richness in Text-to-3D
Lifting 2D diffusion for 3D generation is a challenging problem due to the lack of geometric prior and the complex entanglement of materials and lighting in natural images. Existing methods have shown promise by first creating the geometry through score-distillation sampling (SDS) applied to rendered surface normals, followed by appearance modeling. However, relying on a 2D RGB diffusion model to optimize surface normals is suboptimal due to the distribution discrepancy between natural images and normals maps, leading to instability in optimization. In this paper, recognizing that the normal and depth information effectively describe scene geometry and be automatically estimated from images, we propose to learn a generalizable Normal-Depth diffusion model for 3D generation. We achieve this by training on the large-scale LAION dataset together with the generalizable image-to-depth and normal prior models. In an attempt to alleviate the mixed illumination effects in the generated materials, we introduce an albedo diffusion model to impose data-driven constraints on the albedo component. Our experiments show that when integrated into existing text-to-3D pipelines, our models significantly enhance the detail richness, achieving state-of-the-art results. Our project page is https://lingtengqiu.github.io/RichDreamer/.
CoherentGS: Sparse Novel View Synthesis with Coherent 3D Gaussians
The field of 3D reconstruction from images has rapidly evolved in the past few years, first with the introduction of Neural Radiance Field (NeRF) and more recently with 3D Gaussian Splatting (3DGS). The latter provides a significant edge over NeRF in terms of the training and inference speed, as well as the reconstruction quality. Although 3DGS works well for dense input images, the unstructured point-cloud like representation quickly overfits to the more challenging setup of extremely sparse input images (e.g., 3 images), creating a representation that appears as a jumble of needles from novel views. To address this issue, we propose regularized optimization and depth-based initialization. Our key idea is to introduce a structured Gaussian representation that can be controlled in 2D image space. We then constraint the Gaussians, in particular their position, and prevent them from moving independently during optimization. Specifically, we introduce single and multiview constraints through an implicit convolutional decoder and a total variation loss, respectively. With the coherency introduced to the Gaussians, we further constrain the optimization through a flow-based loss function. To support our regularized optimization, we propose an approach to initialize the Gaussians using monocular depth estimates at each input view. We demonstrate significant improvements compared to the state-of-the-art sparse-view NeRF-based approaches on a variety of scenes.
Improving Neural Indoor Surface Reconstruction with Mask-Guided Adaptive Consistency Constraints
3D scene reconstruction from 2D images has been a long-standing task. Instead of estimating per-frame depth maps and fusing them in 3D, recent research leverages the neural implicit surface as a unified representation for 3D reconstruction. Equipped with data-driven pre-trained geometric cues, these methods have demonstrated promising performance. However, inaccurate prior estimation, which is usually inevitable, can lead to suboptimal reconstruction quality, particularly in some geometrically complex regions. In this paper, we propose a two-stage training process, decouple view-dependent and view-independent colors, and leverage two novel consistency constraints to enhance detail reconstruction performance without requiring extra priors. Additionally, we introduce an essential mask scheme to adaptively influence the selection of supervision constraints, thereby improving performance in a self-supervised paradigm. Experiments on synthetic and real-world datasets show the capability of reducing the interference from prior estimation errors and achieving high-quality scene reconstruction with rich geometric details.
3D Gaussian Splatting as Markov Chain Monte Carlo
While 3D Gaussian Splatting has recently become popular for neural rendering, current methods rely on carefully engineered cloning and splitting strategies for placing Gaussians, which can lead to poor-quality renderings, and reliance on a good initialization. In this work, we rethink the set of 3D Gaussians as a random sample drawn from an underlying probability distribution describing the physical representation of the scene-in other words, Markov Chain Monte Carlo (MCMC) samples. Under this view, we show that the 3D Gaussian updates can be converted as Stochastic Gradient Langevin Dynamics (SGLD) updates by simply introducing noise. We then rewrite the densification and pruning strategies in 3D Gaussian Splatting as simply a deterministic state transition of MCMC samples, removing these heuristics from the framework. To do so, we revise the 'cloning' of Gaussians into a relocalization scheme that approximately preserves sample probability. To encourage efficient use of Gaussians, we introduce a regularizer that promotes the removal of unused Gaussians. On various standard evaluation scenes, we show that our method provides improved rendering quality, easy control over the number of Gaussians, and robustness to initialization.
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.
As-Plausible-As-Possible: Plausibility-Aware Mesh Deformation Using 2D Diffusion Priors
We present As-Plausible-as-Possible (APAP) mesh deformation technique that leverages 2D diffusion priors to preserve the plausibility of a mesh under user-controlled deformation. Our framework uses per-face Jacobians to represent mesh deformations, where mesh vertex coordinates are computed via a differentiable Poisson Solve. The deformed mesh is rendered, and the resulting 2D image is used in the Score Distillation Sampling (SDS) process, which enables extracting meaningful plausibility priors from a pretrained 2D diffusion model. To better preserve the identity of the edited mesh, we fine-tune our 2D diffusion model with LoRA. Gradients extracted by SDS and a user-prescribed handle displacement are then backpropagated to the per-face Jacobians, and we use iterative gradient descent to compute the final deformation that balances between the user edit and the output plausibility. We evaluate our method with 2D and 3D meshes and demonstrate qualitative and quantitative improvements when using plausibility priors over geometry-preservation or distortion-minimization priors used by previous techniques. Our project page is at: https://as-plausible-aspossible.github.io/
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.
DMV3D: Denoising Multi-View Diffusion using 3D Large Reconstruction Model
We propose DMV3D, a novel 3D generation approach that uses a transformer-based 3D large reconstruction model to denoise multi-view diffusion. Our reconstruction model incorporates a triplane NeRF representation and can denoise noisy multi-view images via NeRF reconstruction and rendering, achieving single-stage 3D generation in sim30s on single A100 GPU. We train DMV3D on large-scale multi-view image datasets of highly diverse objects using only image reconstruction losses, without accessing 3D assets. We demonstrate state-of-the-art results for the single-image reconstruction problem where probabilistic modeling of unseen object parts is required for generating diverse reconstructions with sharp textures. We also show high-quality text-to-3D generation results outperforming previous 3D diffusion models. Our project website is at: https://justimyhxu.github.io/projects/dmv3d/ .
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.
Nerfbusters: Removing Ghostly Artifacts from Casually Captured NeRFs
Casually captured Neural Radiance Fields (NeRFs) suffer from artifacts such as floaters or flawed geometry when rendered outside the camera trajectory. Existing evaluation protocols often do not capture these effects, since they usually only assess image quality at every 8th frame of the training capture. To push forward progress in novel-view synthesis, we propose a new dataset and evaluation procedure, where two camera trajectories are recorded of the scene: one used for training, and the other for evaluation. In this more challenging in-the-wild setting, we find that existing hand-crafted regularizers do not remove floaters nor improve scene geometry. Thus, we propose a 3D diffusion-based method that leverages local 3D priors and a novel density-based score distillation sampling loss to discourage artifacts during NeRF optimization. We show that this data-driven prior removes floaters and improves scene geometry for casual captures.
HiFi4G: High-Fidelity Human Performance Rendering via Compact Gaussian Splatting
We have recently seen tremendous progress in photo-real human modeling and rendering. Yet, efficiently rendering realistic human performance and integrating it into the rasterization pipeline remains challenging. In this paper, we present HiFi4G, an explicit and compact Gaussian-based approach for high-fidelity human performance rendering from dense footage. Our core intuition is to marry the 3D Gaussian representation with non-rigid tracking, achieving a compact and compression-friendly representation. We first propose a dual-graph mechanism to obtain motion priors, with a coarse deformation graph for effective initialization and a fine-grained Gaussian graph to enforce subsequent constraints. Then, we utilize a 4D Gaussian optimization scheme with adaptive spatial-temporal regularizers to effectively balance the non-rigid prior and Gaussian updating. We also present a companion compression scheme with residual compensation for immersive experiences on various platforms. It achieves a substantial compression rate of approximately 25 times, with less than 2MB of storage per frame. Extensive experiments demonstrate the effectiveness of our approach, which significantly outperforms existing approaches in terms of optimization speed, rendering quality, and storage overhead.
LoRA3D: Low-Rank Self-Calibration of 3D Geometric Foundation Models
Emerging 3D geometric foundation models, such as DUSt3R, offer a promising approach for in-the-wild 3D vision tasks. However, due to the high-dimensional nature of the problem space and scarcity of high-quality 3D data, these pre-trained models still struggle to generalize to many challenging circumstances, such as limited view overlap or low lighting. To address this, we propose LoRA3D, an efficient self-calibration pipeline to specialize the pre-trained models to target scenes using their own multi-view predictions. Taking sparse RGB images as input, we leverage robust optimization techniques to refine multi-view predictions and align them into a global coordinate frame. In particular, we incorporate prediction confidence into the geometric optimization process, automatically re-weighting the confidence to better reflect point estimation accuracy. We use the calibrated confidence to generate high-quality pseudo labels for the calibrating views and use low-rank adaptation (LoRA) to fine-tune the models on the pseudo-labeled data. Our method does not require any external priors or manual labels. It completes the self-calibration process on a single standard GPU within just 5 minutes. Each low-rank adapter requires only 18MB of storage. We evaluated our method on more than 160 scenes from the Replica, TUM and Waymo Open datasets, achieving up to 88% performance improvement on 3D reconstruction, multi-view pose estimation and novel-view rendering.
Sin3DM: Learning a Diffusion Model from a Single 3D Textured Shape
Synthesizing novel 3D models that resemble the input example has long been pursued by graphics artists and machine learning researchers. In this paper, we present Sin3DM, a diffusion model that learns the internal patch distribution from a single 3D textured shape and generates high-quality variations with fine geometry and texture details. Training a diffusion model directly in 3D would induce large memory and computational cost. Therefore, we first compress the input into a lower-dimensional latent space and then train a diffusion model on it. Specifically, we encode the input 3D textured shape into triplane feature maps that represent the signed distance and texture fields of the input. The denoising network of our diffusion model has a limited receptive field to avoid overfitting, and uses triplane-aware 2D convolution blocks to improve the result quality. Aside from randomly generating new samples, our model also facilitates applications such as retargeting, outpainting and local editing. Through extensive qualitative and quantitative evaluation, we show that our method outperforms prior methods in generation quality of 3D shapes.
Parametric Depth Based Feature Representation Learning for Object Detection and Segmentation in Bird's Eye View
Recent vision-only perception models for autonomous driving achieved promising results by encoding multi-view image features into Bird's-Eye-View (BEV) space. A critical step and the main bottleneck of these methods is transforming image features into the BEV coordinate frame. This paper focuses on leveraging geometry information, such as depth, to model such feature transformation. Existing works rely on non-parametric depth distribution modeling leading to significant memory consumption, or ignore the geometry information to address this problem. In contrast, we propose to use parametric depth distribution modeling for feature transformation. We first lift the 2D image features to the 3D space defined for the ego vehicle via a predicted parametric depth distribution for each pixel in each view. Then, we aggregate the 3D feature volume based on the 3D space occupancy derived from depth to the BEV frame. Finally, we use the transformed features for downstream tasks such as object detection and semantic segmentation. Existing semantic segmentation methods do also suffer from an hallucination problem as they do not take visibility information into account. This hallucination can be particularly problematic for subsequent modules such as control and planning. To mitigate the issue, our method provides depth uncertainty and reliable visibility-aware estimations. We further leverage our parametric depth modeling to present a novel visibility-aware evaluation metric that, when taken into account, can mitigate the hallucination problem. Extensive experiments on object detection and semantic segmentation on the nuScenes datasets demonstrate that our method outperforms existing methods on both tasks.
SparseGS: Real-Time 360° Sparse View Synthesis using Gaussian Splatting
The problem of novel view synthesis has grown significantly in popularity recently with the introduction of Neural Radiance Fields (NeRFs) and other implicit scene representation methods. A recent advance, 3D Gaussian Splatting (3DGS), leverages an explicit representation to achieve real-time rendering with high-quality results. However, 3DGS still requires an abundance of training views to generate a coherent scene representation. In few shot settings, similar to NeRF, 3DGS tends to overfit to training views, causing background collapse and excessive floaters, especially as the number of training views are reduced. We propose a method to enable training coherent 3DGS-based radiance fields of 360 scenes from sparse training views. We find that using naive depth priors is not sufficient and integrate depth priors with generative and explicit constraints to reduce background collapse, remove floaters, and enhance consistency from unseen viewpoints. Experiments show that our method outperforms base 3DGS by up to 30.5% and NeRF-based methods by up to 15.6% in LPIPS on the MipNeRF-360 dataset with substantially less training and inference cost.
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
InFusion: Inpainting 3D Gaussians via Learning Depth Completion from Diffusion Prior
3D Gaussians have recently emerged as an efficient representation for novel view synthesis. This work studies its editability with a particular focus on the inpainting task, which aims to supplement an incomplete set of 3D Gaussians with additional points for visually harmonious rendering. Compared to 2D inpainting, the crux of inpainting 3D Gaussians is to figure out the rendering-relevant properties of the introduced points, whose optimization largely benefits from their initial 3D positions. To this end, we propose to guide the point initialization with an image-conditioned depth completion model, which learns to directly restore the depth map based on the observed image. Such a design allows our model to fill in depth values at an aligned scale with the original depth, and also to harness strong generalizability from largescale diffusion prior. Thanks to the more accurate depth completion, our approach, dubbed InFusion, surpasses existing alternatives with sufficiently better fidelity and efficiency under various complex scenarios. We further demonstrate the effectiveness of InFusion with several practical applications, such as inpainting with user-specific texture or with novel object insertion.
Direct2.5: Diverse Text-to-3D Generation via Multi-view 2.5D Diffusion
Recent advances in generative AI have unveiled significant potential for the creation of 3D content. However, current methods either apply a pre-trained 2D diffusion model with the time-consuming score distillation sampling (SDS), or a direct 3D diffusion model trained on limited 3D data losing generation diversity. In this work, we approach the problem by employing a multi-view 2.5D diffusion fine-tuned from a pre-trained 2D diffusion model. The multi-view 2.5D diffusion directly models the structural distribution of 3D data, while still maintaining the strong generalization ability of the original 2D diffusion model, filling the gap between 2D diffusion-based and direct 3D diffusion-based methods for 3D content generation. During inference, multi-view normal maps are generated using the 2.5D diffusion, and a novel differentiable rasterization scheme is introduced to fuse the almost consistent multi-view normal maps into a consistent 3D model. We further design a normal-conditioned multi-view image generation module for fast appearance generation given the 3D geometry. Our method is a one-pass diffusion process and does not require any SDS optimization as post-processing. We demonstrate through extensive experiments that, our direct 2.5D generation with the specially-designed fusion scheme can achieve diverse, mode-seeking-free, and high-fidelity 3D content generation in only 10 seconds. Project page: https://nju-3dv.github.io/projects/direct25.
GaussianPro: 3D Gaussian Splatting with Progressive Propagation
The advent of 3D Gaussian Splatting (3DGS) has recently brought about a revolution in the field of neural rendering, facilitating high-quality renderings at real-time speed. However, 3DGS heavily depends on the initialized point cloud produced by Structure-from-Motion (SfM) techniques. When tackling with large-scale scenes that unavoidably contain texture-less surfaces, the SfM techniques always fail to produce enough points in these surfaces and cannot provide good initialization for 3DGS. As a result, 3DGS suffers from difficult optimization and low-quality renderings. In this paper, inspired by classical multi-view stereo (MVS) techniques, we propose GaussianPro, a novel method that applies a progressive propagation strategy to guide the densification of the 3D Gaussians. Compared to the simple split and clone strategies used in 3DGS, our method leverages the priors of the existing reconstructed geometries of the scene and patch matching techniques to produce new Gaussians with accurate positions and orientations. Experiments on both large-scale and small-scale scenes validate the effectiveness of our method, where our method significantly surpasses 3DGS on the Waymo dataset, exhibiting an improvement of 1.15dB in terms of PSNR.
NoPe-NeRF: Optimising Neural Radiance Field with No Pose Prior
Training a Neural Radiance Field (NeRF) without pre-computed camera poses is challenging. Recent advances in this direction demonstrate the possibility of jointly optimising a NeRF and camera poses in forward-facing scenes. However, these methods still face difficulties during dramatic camera movement. We tackle this challenging problem by incorporating undistorted monocular depth priors. These priors are generated by correcting scale and shift parameters during training, with which we are then able to constrain the relative poses between consecutive frames. This constraint is achieved using our proposed novel loss functions. Experiments on real-world indoor and outdoor scenes show that our method can handle challenging camera trajectories and outperforms existing methods in terms of novel view rendering quality and pose estimation accuracy. Our project page is https://nope-nerf.active.vision.
MVDD: Multi-View Depth Diffusion Models
Denoising diffusion models have demonstrated outstanding results in 2D image generation, yet it remains a challenge to replicate its success in 3D shape generation. In this paper, we propose leveraging multi-view depth, which represents complex 3D shapes in a 2D data format that is easy to denoise. We pair this representation with a diffusion model, MVDD, that is capable of generating high-quality dense point clouds with 20K+ points with fine-grained details. To enforce 3D consistency in multi-view depth, we introduce an epipolar line segment attention that conditions the denoising step for a view on its neighboring views. Additionally, a depth fusion module is incorporated into diffusion steps to further ensure the alignment of depth maps. When augmented with surface reconstruction, MVDD can also produce high-quality 3D meshes. Furthermore, MVDD stands out in other tasks such as depth completion, and can serve as a 3D prior, significantly boosting many downstream tasks, such as GAN inversion. State-of-the-art results from extensive experiments demonstrate MVDD's excellent ability in 3D shape generation, depth completion, and its potential as a 3D prior for downstream tasks.
Hyper-VolTran: Fast and Generalizable One-Shot Image to 3D Object Structure via HyperNetworks
Solving image-to-3D from a single view is an ill-posed problem, and current neural reconstruction methods addressing it through diffusion models still rely on scene-specific optimization, constraining their generalization capability. To overcome the limitations of existing approaches regarding generalization and consistency, we introduce a novel neural rendering technique. Our approach employs the signed distance function as the surface representation and incorporates generalizable priors through geometry-encoding volumes and HyperNetworks. Specifically, our method builds neural encoding volumes from generated multi-view inputs. We adjust the weights of the SDF network conditioned on an input image at test-time to allow model adaptation to novel scenes in a feed-forward manner via HyperNetworks. To mitigate artifacts derived from the synthesized views, we propose the use of a volume transformer module to improve the aggregation of image features instead of processing each viewpoint separately. Through our proposed method, dubbed as Hyper-VolTran, we avoid the bottleneck of scene-specific optimization and maintain consistency across the images generated from multiple viewpoints. Our experiments show the advantages of our proposed approach with consistent results and rapid generation.
Diffusion4D: Fast Spatial-temporal Consistent 4D Generation via Video Diffusion Models
The availability of large-scale multimodal datasets and advancements in diffusion models have significantly accelerated progress in 4D content generation. Most prior approaches rely on multiple image or video diffusion models, utilizing score distillation sampling for optimization or generating pseudo novel views for direct supervision. However, these methods are hindered by slow optimization speeds and multi-view inconsistency issues. Spatial and temporal consistency in 4D geometry has been extensively explored respectively in 3D-aware diffusion models and traditional monocular video diffusion models. Building on this foundation, we propose a strategy to migrate the temporal consistency in video diffusion models to the spatial-temporal consistency required for 4D generation. Specifically, we present a novel framework, Diffusion4D, for efficient and scalable 4D content generation. Leveraging a meticulously curated dynamic 3D dataset, we develop a 4D-aware video diffusion model capable of synthesizing orbital views of dynamic 3D assets. To control the dynamic strength of these assets, we introduce a 3D-to-4D motion magnitude metric as guidance. Additionally, we propose a novel motion magnitude reconstruction loss and 3D-aware classifier-free guidance to refine the learning and generation of motion dynamics. After obtaining orbital views of the 4D asset, we perform explicit 4D construction with Gaussian splatting in a coarse-to-fine manner. The synthesized multi-view consistent 4D image set enables us to swiftly generate high-fidelity and diverse 4D assets within just several minutes. Extensive experiments demonstrate that our method surpasses prior state-of-the-art techniques in terms of generation efficiency and 4D geometry consistency across various prompt modalities.
GaussianObject: Just Taking Four Images to Get A High-Quality 3D Object with Gaussian Splatting
Reconstructing and rendering 3D objects from highly sparse views is of critical importance for promoting applications of 3D vision techniques and improving user experience. However, images from sparse views only contain very limited 3D information, leading to two significant challenges: 1) Difficulty in building multi-view consistency as images for matching are too few; 2) Partially omitted or highly compressed object information as view coverage is insufficient. To tackle these challenges, we propose GaussianObject, a framework to represent and render the 3D object with Gaussian splatting, that achieves high rendering quality with only 4 input images. We first introduce techniques of visual hull and floater elimination which explicitly inject structure priors into the initial optimization process for helping build multi-view consistency, yielding a coarse 3D Gaussian representation. Then we construct a Gaussian repair model based on diffusion models to supplement the omitted object information, where Gaussians are further refined. We design a self-generating strategy to obtain image pairs for training the repair model. Our GaussianObject is evaluated on several challenging datasets, including MipNeRF360, OmniObject3D, and OpenIllumination, achieving strong reconstruction results from only 4 views and significantly outperforming previous state-of-the-art methods.
PreF3R: Pose-Free Feed-Forward 3D Gaussian Splatting from Variable-length Image Sequence
We present PreF3R, Pose-Free Feed-forward 3D Reconstruction from an image sequence of variable length. Unlike previous approaches, PreF3R removes the need for camera calibration and reconstructs the 3D Gaussian field within a canonical coordinate frame directly from a sequence of unposed images, enabling efficient novel-view rendering. We leverage DUSt3R's ability for pair-wise 3D structure reconstruction, and extend it to sequential multi-view input via a spatial memory network, eliminating the need for optimization-based global alignment. Additionally, PreF3R incorporates a dense Gaussian parameter prediction head, which enables subsequent novel-view synthesis with differentiable rasterization. This allows supervising our model with the combination of photometric loss and pointmap regression loss, enhancing both photorealism and structural accuracy. Given a sequence of ordered images, PreF3R incrementally reconstructs the 3D Gaussian field at 20 FPS, therefore enabling real-time novel-view rendering. Empirical experiments demonstrate that PreF3R is an effective solution for the challenging task of pose-free feed-forward novel-view synthesis, while also exhibiting robust generalization to unseen scenes.
HeadGAP: Few-shot 3D Head Avatar via Generalizable Gaussian Priors
In this paper, we present a novel 3D head avatar creation approach capable of generalizing from few-shot in-the-wild data with high-fidelity and animatable robustness. Given the underconstrained nature of this problem, incorporating prior knowledge is essential. Therefore, we propose a framework comprising prior learning and avatar creation phases. The prior learning phase leverages 3D head priors derived from a large-scale multi-view dynamic dataset, and the avatar creation phase applies these priors for few-shot personalization. Our approach effectively captures these priors by utilizing a Gaussian Splatting-based auto-decoder network with part-based dynamic modeling. Our method employs identity-shared encoding with personalized latent codes for individual identities to learn the attributes of Gaussian primitives. During the avatar creation phase, we achieve fast head avatar personalization by leveraging inversion and fine-tuning strategies. Extensive experiments demonstrate that our model effectively exploits head priors and successfully generalizes them to few-shot personalization, achieving photo-realistic rendering quality, multi-view consistency, and stable animation.
NeRFVS: Neural Radiance Fields for Free View Synthesis via Geometry Scaffolds
We present NeRFVS, a novel neural radiance fields (NeRF) based method to enable free navigation in a room. NeRF achieves impressive performance in rendering images for novel views similar to the input views while suffering for novel views that are significantly different from the training views. To address this issue, we utilize the holistic priors, including pseudo depth maps and view coverage information, from neural reconstruction to guide the learning of implicit neural representations of 3D indoor scenes. Concretely, an off-the-shelf neural reconstruction method is leveraged to generate a geometry scaffold. Then, two loss functions based on the holistic priors are proposed to improve the learning of NeRF: 1) A robust depth loss that can tolerate the error of the pseudo depth map to guide the geometry learning of NeRF; 2) A variance loss to regularize the variance of implicit neural representations to reduce the geometry and color ambiguity in the learning procedure. These two loss functions are modulated during NeRF optimization according to the view coverage information to reduce the negative influence brought by the view coverage imbalance. Extensive results demonstrate that our NeRFVS outperforms state-of-the-art view synthesis methods quantitatively and qualitatively on indoor scenes, achieving high-fidelity free navigation results.
RigNeRF: Fully Controllable Neural 3D Portraits
Volumetric neural rendering methods, such as neural radiance fields (NeRFs), have enabled photo-realistic novel view synthesis. However, in their standard form, NeRFs do not support the editing of objects, such as a human head, within a scene. In this work, we propose RigNeRF, a system that goes beyond just novel view synthesis and enables full control of head pose and facial expressions learned from a single portrait video. We model changes in head pose and facial expressions using a deformation field that is guided by a 3D morphable face model (3DMM). The 3DMM effectively acts as a prior for RigNeRF that learns to predict only residuals to the 3DMM deformations and allows us to render novel (rigid) poses and (non-rigid) expressions that were not present in the input sequence. Using only a smartphone-captured short video of a subject for training, we demonstrate the effectiveness of our method on free view synthesis of a portrait scene with explicit head pose and expression controls. The project page can be found here: http://shahrukhathar.github.io/2022/06/06/RigNeRF.html
Real-Time Neural Appearance Models
We present a complete system for real-time rendering of scenes with complex appearance previously reserved for offline use. This is achieved with a combination of algorithmic and system level innovations. Our appearance model utilizes learned hierarchical textures that are interpreted using neural decoders, which produce reflectance values and importance-sampled directions. To best utilize the modeling capacity of the decoders, we equip the decoders with two graphics priors. The first prior -- transformation of directions into learned shading frames -- facilitates accurate reconstruction of mesoscale effects. The second prior -- a microfacet sampling distribution -- allows the neural decoder to perform importance sampling efficiently. The resulting appearance model supports anisotropic sampling and level-of-detail rendering, and allows baking deeply layered material graphs into a compact unified neural representation. By exposing hardware accelerated tensor operations to ray tracing shaders, we show that it is possible to inline and execute the neural decoders efficiently inside a real-time path tracer. We analyze scalability with increasing number of neural materials and propose to improve performance using code optimized for coherent and divergent execution. Our neural material shaders can be over an order of magnitude faster than non-neural layered materials. This opens up the door for using film-quality visuals in real-time applications such as games and live previews.
RDG-GS: Relative Depth Guidance with Gaussian Splatting for Real-time Sparse-View 3D Rendering
Efficiently synthesizing novel views from sparse inputs while maintaining accuracy remains a critical challenge in 3D reconstruction. While advanced techniques like radiance fields and 3D Gaussian Splatting achieve rendering quality and impressive efficiency with dense view inputs, they suffer from significant geometric reconstruction errors when applied to sparse input views. Moreover, although recent methods leverage monocular depth estimation to enhance geometric learning, their dependence on single-view estimated depth often leads to view inconsistency issues across different viewpoints. Consequently, this reliance on absolute depth can introduce inaccuracies in geometric information, ultimately compromising the quality of scene reconstruction with Gaussian splats. In this paper, we present RDG-GS, a novel sparse-view 3D rendering framework with Relative Depth Guidance based on 3D Gaussian Splatting. The core innovation lies in utilizing relative depth guidance to refine the Gaussian field, steering it towards view-consistent spatial geometric representations, thereby enabling the reconstruction of accurate geometric structures and capturing intricate textures. First, we devise refined depth priors to rectify the coarse estimated depth and insert global and fine-grained scene information to regular Gaussians. Building on this, to address spatial geometric inaccuracies from absolute depth, we propose relative depth guidance by optimizing the similarity between spatially correlated patches of depth and images. Additionally, we also directly deal with the sparse areas challenging to converge by the adaptive sampling for quick densification. Across extensive experiments on Mip-NeRF360, LLFF, DTU, and Blender, RDG-GS demonstrates state-of-the-art rendering quality and efficiency, making a significant advancement for real-world application.
SV3D: Novel Multi-view Synthesis and 3D Generation from a Single Image using Latent Video Diffusion
We present Stable Video 3D (SV3D) -- a latent video diffusion model for high-resolution, image-to-multi-view generation of orbital videos around a 3D object. Recent work on 3D generation propose techniques to adapt 2D generative models for novel view synthesis (NVS) and 3D optimization. However, these methods have several disadvantages due to either limited views or inconsistent NVS, thereby affecting the performance of 3D object generation. In this work, we propose SV3D that adapts image-to-video diffusion model for novel multi-view synthesis and 3D generation, thereby leveraging the generalization and multi-view consistency of the video models, while further adding explicit camera control for NVS. We also propose improved 3D optimization techniques to use SV3D and its NVS outputs for image-to-3D generation. Extensive experimental results on multiple datasets with 2D and 3D metrics as well as user study demonstrate SV3D's state-of-the-art performance on NVS as well as 3D reconstruction compared to prior works.
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\% .
Diffusion-Based 3D Human Pose Estimation with Multi-Hypothesis Aggregation
In this paper, a novel Diffusion-based 3D Pose estimation (D3DP) method with Joint-wise reProjection-based Multi-hypothesis Aggregation (JPMA) is proposed for probabilistic 3D human pose estimation. On the one hand, D3DP generates multiple possible 3D pose hypotheses for a single 2D observation. It gradually diffuses the ground truth 3D poses to a random distribution, and learns a denoiser conditioned on 2D keypoints to recover the uncontaminated 3D poses. The proposed D3DP is compatible with existing 3D pose estimators and supports users to balance efficiency and accuracy during inference through two customizable parameters. On the other hand, JPMA is proposed to assemble multiple hypotheses generated by D3DP into a single 3D pose for practical use. It reprojects 3D pose hypotheses to the 2D camera plane, selects the best hypothesis joint-by-joint based on the reprojection errors, and combines the selected joints into the final pose. The proposed JPMA conducts aggregation at the joint level and makes use of the 2D prior information, both of which have been overlooked by previous approaches. Extensive experiments on Human3.6M and MPI-INF-3DHP datasets show that our method outperforms the state-of-the-art deterministic and probabilistic approaches by 1.5% and 8.9%, respectively. Code is available at https://github.com/paTRICK-swk/D3DP.
PPSURF: Combining Patches and Point Convolutions for Detailed Surface Reconstruction
3D surface reconstruction from point clouds is a key step in areas such as content creation, archaeology, digital cultural heritage, and engineering. Current approaches either try to optimize a non-data-driven surface representation to fit the points, or learn a data-driven prior over the distribution of commonly occurring surfaces and how they correlate with potentially noisy point clouds. Data-driven methods enable robust handling of noise and typically either focus on a global or a local prior, which trade-off between robustness to noise on the global end and surface detail preservation on the local end. We propose PPSurf as a method that combines a global prior based on point convolutions and a local prior based on processing local point cloud patches. We show that this approach is robust to noise while recovering surface details more accurately than the current state-of-the-art. Our source code, pre-trained model and dataset are available at: https://github.com/cg-tuwien/ppsurf
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.
Unified Multivariate Gaussian Mixture for Efficient Neural Image Compression
Modeling latent variables with priors and hyperpriors is an essential problem in variational image compression. Formally, trade-off between rate and distortion is handled well if priors and hyperpriors precisely describe latent variables. Current practices only adopt univariate priors and process each variable individually. However, we find inter-correlations and intra-correlations exist when observing latent variables in a vectorized perspective. These findings reveal visual redundancies to improve rate-distortion performance and parallel processing ability to speed up compression. This encourages us to propose a novel vectorized prior. Specifically, a multivariate Gaussian mixture is proposed with means and covariances to be estimated. Then, a novel probabilistic vector quantization is utilized to effectively approximate means, and remaining covariances are further induced to a unified mixture and solved by cascaded estimation without context models involved. Furthermore, codebooks involved in quantization are extended to multi-codebooks for complexity reduction, which formulates an efficient compression procedure. Extensive experiments on benchmark datasets against state-of-the-art indicate our model has better rate-distortion performance and an impressive 3.18times compression speed up, giving us the ability to perform real-time, high-quality variational image compression in practice. Our source code is publicly available at https://github.com/xiaosu-zhu/McQuic.
D-IF: Uncertainty-aware Human Digitization via Implicit Distribution Field
Realistic virtual humans play a crucial role in numerous industries, such as metaverse, intelligent healthcare, and self-driving simulation. But creating them on a large scale with high levels of realism remains a challenge. The utilization of deep implicit function sparks a new era of image-based 3D clothed human reconstruction, enabling pixel-aligned shape recovery with fine details. Subsequently, the vast majority of works locate the surface by regressing the deterministic implicit value for each point. However, should all points be treated equally regardless of their proximity to the surface? In this paper, we propose replacing the implicit value with an adaptive uncertainty distribution, to differentiate between points based on their distance to the surface. This simple ``value to distribution'' transition yields significant improvements on nearly all the baselines. Furthermore, qualitative results demonstrate that the models trained using our uncertainty distribution loss, can capture more intricate wrinkles, and realistic limbs. Code and models are available for research purposes at https://github.com/psyai-net/D-IF_release.
Ouroboros3D: Image-to-3D Generation via 3D-aware Recursive Diffusion
Existing single image-to-3D creation methods typically involve a two-stage process, first generating multi-view images, and then using these images for 3D reconstruction. However, training these two stages separately leads to significant data bias in the inference phase, thus affecting the quality of reconstructed results. We introduce a unified 3D generation framework, named Ouroboros3D, which integrates diffusion-based multi-view image generation and 3D reconstruction into a recursive diffusion process. In our framework, these two modules are jointly trained through a self-conditioning mechanism, allowing them to adapt to each other's characteristics for robust inference. During the multi-view denoising process, the multi-view diffusion model uses the 3D-aware maps rendered by the reconstruction module at the previous timestep as additional conditions. The recursive diffusion framework with 3D-aware feedback unites the entire process and improves geometric consistency.Experiments show that our framework outperforms separation of these two stages and existing methods that combine them at the inference phase. Project page: https://costwen.github.io/Ouroboros3D/
Let 2D Diffusion Model Know 3D-Consistency for Robust Text-to-3D Generation
Text-to-3D generation has shown rapid progress in recent days with the advent of score distillation, a methodology of using pretrained text-to-2D diffusion models to optimize neural radiance field (NeRF) in the zero-shot setting. However, the lack of 3D awareness in the 2D diffusion models destabilizes score distillation-based methods from reconstructing a plausible 3D scene. To address this issue, we propose 3DFuse, a novel framework that incorporates 3D awareness into pretrained 2D diffusion models, enhancing the robustness and 3D consistency of score distillation-based methods. We realize this by first constructing a coarse 3D structure of a given text prompt and then utilizing projected, view-specific depth map as a condition for the diffusion model. Additionally, we introduce a training strategy that enables the 2D diffusion model learns to handle the errors and sparsity within the coarse 3D structure for robust generation, as well as a method for ensuring semantic consistency throughout all viewpoints of the scene. Our framework surpasses the limitations of prior arts, and has significant implications for 3D consistent generation of 2D diffusion models.
Compact 3D Gaussian Splatting for Static and Dynamic Radiance Fields
3D Gaussian splatting (3DGS) has recently emerged as an alternative representation that leverages a 3D Gaussian-based representation and introduces an approximated volumetric rendering, achieving very fast rendering speed and promising image quality. Furthermore, subsequent studies have successfully extended 3DGS to dynamic 3D scenes, demonstrating its wide range of applications. However, a significant drawback arises as 3DGS and its following methods entail a substantial number of Gaussians to maintain the high fidelity of the rendered images, which requires a large amount of memory and storage. To address this critical issue, we place a specific emphasis on two key objectives: reducing the number of Gaussian points without sacrificing performance and compressing the Gaussian attributes, such as view-dependent color and covariance. To this end, we propose a learnable mask strategy that significantly reduces the number of Gaussians while preserving high performance. In addition, we propose a compact but effective representation of view-dependent color by employing a grid-based neural field rather than relying on spherical harmonics. Finally, we learn codebooks to compactly represent the geometric and temporal attributes by residual vector quantization. With model compression techniques such as quantization and entropy coding, we consistently show over 25x reduced storage and enhanced rendering speed compared to 3DGS for static scenes, while maintaining the quality of the scene representation. For dynamic scenes, our approach achieves more than 12x storage efficiency and retains a high-quality reconstruction compared to the existing state-of-the-art methods. Our work provides a comprehensive framework for 3D scene representation, achieving high performance, fast training, compactness, and real-time rendering. Our project page is available at https://maincold2.github.io/c3dgs/.
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.
Gen-3Diffusion: Realistic Image-to-3D Generation via 2D & 3D Diffusion Synergy
Creating realistic 3D objects and clothed avatars from a single RGB image is an attractive yet challenging problem. Due to its ill-posed nature, recent works leverage powerful prior from 2D diffusion models pretrained on large datasets. Although 2D diffusion models demonstrate strong generalization capability, they cannot guarantee the generated multi-view images are 3D consistent. In this paper, we propose Gen-3Diffusion: Realistic Image-to-3D Generation via 2D & 3D Diffusion Synergy. We leverage a pre-trained 2D diffusion model and a 3D diffusion model via our elegantly designed process that synchronizes two diffusion models at both training and sampling time. The synergy between the 2D and 3D diffusion models brings two major advantages: 1) 2D helps 3D in generalization: the pretrained 2D model has strong generalization ability to unseen images, providing strong shape priors for the 3D diffusion model; 2) 3D helps 2D in multi-view consistency: the 3D diffusion model enhances the 3D consistency of 2D multi-view sampling process, resulting in more accurate multi-view generation. We validate our idea through extensive experiments in image-based objects and clothed avatar generation tasks. Results show that our method generates realistic 3D objects and avatars with high-fidelity geometry and texture. Extensive ablations also validate our design choices and demonstrate the strong generalization ability to diverse clothing and compositional shapes. Our code and pretrained models will be publicly released on https://yuxuan-xue.com/gen-3diffusion.
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.
Adversarial Generation of Hierarchical Gaussians for 3D Generative Model
Most advances in 3D Generative Adversarial Networks (3D GANs) largely depend on ray casting-based volume rendering, which incurs demanding rendering costs. One promising alternative is rasterization-based 3D Gaussian Splatting (3D-GS), providing a much faster rendering speed and explicit 3D representation. In this paper, we exploit Gaussian as a 3D representation for 3D GANs by leveraging its efficient and explicit characteristics. However, in an adversarial framework, we observe that a na\"ive generator architecture suffers from training instability and lacks the capability to adjust the scale of Gaussians. This leads to model divergence and visual artifacts due to the absence of proper guidance for initialized positions of Gaussians and densification to manage their scales adaptively. To address these issues, we introduce a generator architecture with a hierarchical multi-scale Gaussian representation that effectively regularizes the position and scale of generated Gaussians. Specifically, we design a hierarchy of Gaussians where finer-level Gaussians are parameterized by their coarser-level counterparts; the position of finer-level Gaussians would be located near their coarser-level counterparts, and the scale would monotonically decrease as the level becomes finer, modeling both coarse and fine details of the 3D scene. Experimental results demonstrate that ours achieves a significantly faster rendering speed (x100) compared to state-of-the-art 3D consistent GANs with comparable 3D generation capability. Project page: https://hse1032.github.io/gsgan.
LiftRefine: Progressively Refined View Synthesis from 3D Lifting with Volume-Triplane Representations
We propose a new view synthesis method via synthesizing a 3D neural field from both single or few-view input images. To address the ill-posed nature of the image-to-3D generation problem, we devise a two-stage method that involves a reconstruction model and a diffusion model for view synthesis. Our reconstruction model first lifts one or more input images to the 3D space from a volume as the coarse-scale 3D representation followed by a tri-plane as the fine-scale 3D representation. To mitigate the ambiguity in occluded regions, our diffusion model then hallucinates missing details in the rendered images from tri-planes. We then introduce a new progressive refinement technique that iteratively applies the reconstruction and diffusion model to gradually synthesize novel views, boosting the overall quality of the 3D representations and their rendering. Empirical evaluation demonstrates the superiority of our method over state-of-the-art methods on the synthetic SRN-Car dataset, the in-the-wild CO3D dataset, and large-scale Objaverse dataset while achieving both sampling efficacy and multi-view consistency.
Multi-hypothesis 3D human pose estimation metrics favor miscalibrated distributions
Due to depth ambiguities and occlusions, lifting 2D poses to 3D is a highly ill-posed problem. Well-calibrated distributions of possible poses can make these ambiguities explicit and preserve the resulting uncertainty for downstream tasks. This study shows that previous attempts, which account for these ambiguities via multiple hypotheses generation, produce miscalibrated distributions. We identify that miscalibration can be attributed to the use of sample-based metrics such as minMPJPE. In a series of simulations, we show that minimizing minMPJPE, as commonly done, should converge to the correct mean prediction. However, it fails to correctly capture the uncertainty, thus resulting in a miscalibrated distribution. To mitigate this problem, we propose an accurate and well-calibrated model called Conditional Graph Normalizing Flow (cGNFs). Our model is structured such that a single cGNF can estimate both conditional and marginal densities within the same model - effectively solving a zero-shot density estimation problem. We evaluate cGNF on the Human~3.6M dataset and show that cGNF provides a well-calibrated distribution estimate while being close to state-of-the-art in terms of overall minMPJPE. Furthermore, cGNF outperforms previous methods on occluded joints while it remains well-calibrated.
SPAR3D: Stable Point-Aware Reconstruction of 3D Objects from Single Images
We study the problem of single-image 3D object reconstruction. Recent works have diverged into two directions: regression-based modeling and generative modeling. Regression methods efficiently infer visible surfaces, but struggle with occluded regions. Generative methods handle uncertain regions better by modeling distributions, but are computationally expensive and the generation is often misaligned with visible surfaces. In this paper, we present SPAR3D, a novel two-stage approach aiming to take the best of both directions. The first stage of SPAR3D generates sparse 3D point clouds using a lightweight point diffusion model, which has a fast sampling speed. The second stage uses both the sampled point cloud and the input image to create highly detailed meshes. Our two-stage design enables probabilistic modeling of the ill-posed single-image 3D task while maintaining high computational efficiency and great output fidelity. Using point clouds as an intermediate representation further allows for interactive user edits. Evaluated on diverse datasets, SPAR3D demonstrates superior performance over previous state-of-the-art methods, at an inference speed of 0.7 seconds. Project page with code and model: https://spar3d.github.io
FCOS3D: Fully Convolutional One-Stage Monocular 3D Object Detection
Monocular 3D object detection is an important task for autonomous driving considering its advantage of low cost. It is much more challenging than conventional 2D cases due to its inherent ill-posed property, which is mainly reflected in the lack of depth information. Recent progress on 2D detection offers opportunities to better solving this problem. However, it is non-trivial to make a general adapted 2D detector work in this 3D task. In this paper, we study this problem with a practice built on a fully convolutional single-stage detector and propose a general framework FCOS3D. Specifically, we first transform the commonly defined 7-DoF 3D targets to the image domain and decouple them as 2D and 3D attributes. Then the objects are distributed to different feature levels with consideration of their 2D scales and assigned only according to the projected 3D-center for the training procedure. Furthermore, the center-ness is redefined with a 2D Gaussian distribution based on the 3D-center to fit the 3D target formulation. All of these make this framework simple yet effective, getting rid of any 2D detection or 2D-3D correspondence priors. Our solution achieves 1st place out of all the vision-only methods in the nuScenes 3D detection challenge of NeurIPS 2020. Code and models are released at https://github.com/open-mmlab/mmdetection3d.
CVRecon: Rethinking 3D Geometric Feature Learning For Neural Reconstruction
Recent advances in neural reconstruction using posed image sequences have made remarkable progress. However, due to the lack of depth information, existing volumetric-based techniques simply duplicate 2D image features of the object surface along the entire camera ray. We contend this duplication introduces noise in empty and occluded spaces, posing challenges for producing high-quality 3D geometry. Drawing inspiration from traditional multi-view stereo methods, we propose an end-to-end 3D neural reconstruction framework CVRecon, designed to exploit the rich geometric embedding in the cost volumes to facilitate 3D geometric feature learning. Furthermore, we present Ray-contextual Compensated Cost Volume (RCCV), a novel 3D geometric feature representation that encodes view-dependent information with improved integrity and robustness. Through comprehensive experiments, we demonstrate that our approach significantly improves the reconstruction quality in various metrics and recovers clear fine details of the 3D geometries. Our extensive ablation studies provide insights into the development of effective 3D geometric feature learning schemes. Project page: https://cvrecon.ziyue.cool/
Sketch3D: 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.
StableDreamer: Taming Noisy Score Distillation Sampling for Text-to-3D
In the realm of text-to-3D generation, utilizing 2D diffusion models through score distillation sampling (SDS) frequently leads to issues such as blurred appearances and multi-faced geometry, primarily due to the intrinsically noisy nature of the SDS loss. Our analysis identifies the core of these challenges as the interaction among noise levels in the 2D diffusion process, the architecture of the diffusion network, and the 3D model representation. To overcome these limitations, we present StableDreamer, a methodology incorporating three advances. First, inspired by InstructNeRF2NeRF, we formalize the equivalence of the SDS generative prior and a simple supervised L2 reconstruction loss. This finding provides a novel tool to debug SDS, which we use to show the impact of time-annealing noise levels on reducing multi-faced geometries. Second, our analysis shows that while image-space diffusion contributes to geometric precision, latent-space diffusion is crucial for vivid color rendition. Based on this observation, StableDreamer introduces a two-stage training strategy that effectively combines these aspects, resulting in high-fidelity 3D models. Third, we adopt an anisotropic 3D Gaussians representation, replacing Neural Radiance Fields (NeRFs), to enhance the overall quality, reduce memory usage during training, and accelerate rendering speeds, and better capture semi-transparent objects. StableDreamer reduces multi-face geometries, generates fine details, and converges stably.
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.
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/.
DiffPose: Toward More Reliable 3D Pose Estimation
Monocular 3D human pose estimation is quite challenging due to the inherent ambiguity and occlusion, which often lead to high uncertainty and indeterminacy. On the other hand, diffusion models have recently emerged as an effective tool for generating high-quality images from noise. Inspired by their capability, we explore a novel pose estimation framework (DiffPose) that formulates 3D pose estimation as a reverse diffusion process. We incorporate novel designs into our DiffPose to facilitate the diffusion process for 3D pose estimation: a pose-specific initialization of pose uncertainty distributions, a Gaussian Mixture Model-based forward diffusion process, and a context-conditioned reverse diffusion process. Our proposed DiffPose significantly outperforms existing methods on the widely used pose estimation benchmarks Human3.6M and MPI-INF-3DHP. Project page: https://gongjia0208.github.io/Diffpose/.
Consistent Video Depth Estimation
We present an algorithm for reconstructing dense, geometrically consistent depth for all pixels in a monocular video. We leverage a conventional structure-from-motion reconstruction to establish geometric constraints on pixels in the video. Unlike the ad-hoc priors in classical reconstruction, we use a learning-based prior, i.e., a convolutional neural network trained for single-image depth estimation. At test time, we fine-tune this network to satisfy the geometric constraints of a particular input video, while retaining its ability to synthesize plausible depth details in parts of the video that are less constrained. We show through quantitative validation that our method achieves higher accuracy and a higher degree of geometric consistency than previous monocular reconstruction methods. Visually, our results appear more stable. Our algorithm is able to handle challenging hand-held captured input videos with a moderate degree of dynamic motion. The improved quality of the reconstruction enables several applications, such as scene reconstruction and advanced video-based visual effects.
DiffSplat: Repurposing Image Diffusion Models for Scalable Gaussian Splat Generation
Recent advancements in 3D content generation from text or a single image struggle with limited high-quality 3D datasets and inconsistency from 2D multi-view generation. We introduce DiffSplat, a novel 3D generative framework that natively generates 3D Gaussian splats by taming large-scale text-to-image diffusion models. It differs from previous 3D generative models by effectively utilizing web-scale 2D priors while maintaining 3D consistency in a unified model. To bootstrap the training, a lightweight reconstruction model is proposed to instantly produce multi-view Gaussian splat grids for scalable dataset curation. In conjunction with the regular diffusion loss on these grids, a 3D rendering loss is introduced to facilitate 3D coherence across arbitrary views. The compatibility with image diffusion models enables seamless adaptions of numerous techniques for image generation to the 3D realm. Extensive experiments reveal the superiority of DiffSplat in text- and image-conditioned generation tasks and downstream applications. Thorough ablation studies validate the efficacy of each critical design choice and provide insights into the underlying mechanism.
MVD-Fusion: Single-view 3D via Depth-consistent Multi-view Generation
We present MVD-Fusion: a method for single-view 3D inference via generative modeling of multi-view-consistent RGB-D images. While recent methods pursuing 3D inference advocate learning novel-view generative models, these generations are not 3D-consistent and require a distillation process to generate a 3D output. We instead cast the task of 3D inference as directly generating mutually-consistent multiple views and build on the insight that additionally inferring depth can provide a mechanism for enforcing this consistency. Specifically, we train a denoising diffusion model to generate multi-view RGB-D images given a single RGB input image and leverage the (intermediate noisy) depth estimates to obtain reprojection-based conditioning to maintain multi-view consistency. We train our model using large-scale synthetic dataset Obajverse as well as the real-world CO3D dataset comprising of generic camera viewpoints. We demonstrate that our approach can yield more accurate synthesis compared to recent state-of-the-art, including distillation-based 3D inference and prior multi-view generation methods. We also evaluate the geometry induced by our multi-view depth prediction and find that it yields a more accurate representation than other direct 3D inference approaches.
ZeroNVS: Zero-Shot 360-Degree View Synthesis from a Single Real Image
We introduce a 3D-aware diffusion model, ZeroNVS, for single-image novel view synthesis for in-the-wild scenes. While existing methods are designed for single objects with masked backgrounds, we propose new techniques to address challenges introduced by in-the-wild multi-object scenes with complex backgrounds. Specifically, we train a generative prior on a mixture of data sources that capture object-centric, indoor, and outdoor scenes. To address issues from data mixture such as depth-scale ambiguity, we propose a novel camera conditioning parameterization and normalization scheme. Further, we observe that Score Distillation Sampling (SDS) tends to truncate the distribution of complex backgrounds during distillation of 360-degree scenes, and propose "SDS anchoring" to improve the diversity of synthesized novel views. Our model sets a new state-of-the-art result in LPIPS on the DTU dataset in the zero-shot setting, even outperforming methods specifically trained on DTU. We further adapt the challenging Mip-NeRF 360 dataset as a new benchmark for single-image novel view synthesis, and demonstrate strong performance in this setting. Our code and data are at http://kylesargent.github.io/zeronvs/
Viewpoint Textual Inversion: Unleashing Novel View Synthesis with Pretrained 2D Diffusion Models
Text-to-image diffusion models understand spatial relationship between objects, but do they represent the true 3D structure of the world from only 2D supervision? We demonstrate that yes, 3D knowledge is encoded in 2D image diffusion models like Stable Diffusion, and we show that this structure can be exploited for 3D vision tasks. Our method, Viewpoint Neural Textual Inversion (ViewNeTI), controls the 3D viewpoint of objects in generated images from frozen diffusion models. We train a small neural mapper to take camera viewpoint parameters and predict text encoder latents; the latents then condition the diffusion generation process to produce images with the desired camera viewpoint. ViewNeTI naturally addresses Novel View Synthesis (NVS). By leveraging the frozen diffusion model as a prior, we can solve NVS with very few input views; we can even do single-view novel view synthesis. Our single-view NVS predictions have good semantic details and photorealism compared to prior methods. Our approach is well suited for modeling the uncertainty inherent in sparse 3D vision problems because it can efficiently generate diverse samples. Our view-control mechanism is general, and can even change the camera view in images generated by user-defined prompts.
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.
GRIN: Zero-Shot Metric Depth with Pixel-Level Diffusion
3D reconstruction from a single image is a long-standing problem in computer vision. Learning-based methods address its inherent scale ambiguity by leveraging increasingly large labeled and unlabeled datasets, to produce geometric priors capable of generating accurate predictions across domains. As a result, state of the art approaches show impressive performance in zero-shot relative and metric depth estimation. Recently, diffusion models have exhibited remarkable scalability and generalizable properties in their learned representations. However, because these models repurpose tools originally designed for image generation, they can only operate on dense ground-truth, which is not available for most depth labels, especially in real-world settings. In this paper we present GRIN, an efficient diffusion model designed to ingest sparse unstructured training data. We use image features with 3D geometric positional encodings to condition the diffusion process both globally and locally, generating depth predictions at a pixel-level. With comprehensive experiments across eight indoor and outdoor datasets, we show that GRIN establishes a new state of the art in zero-shot metric monocular depth estimation even when trained from scratch.
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.
Distribution Transformers: Fast Approximate Bayesian Inference With On-The-Fly Prior Adaptation
While Bayesian inference provides a principled framework for reasoning under uncertainty, its widespread adoption is limited by the intractability of exact posterior computation, necessitating the use of approximate inference. However, existing methods are often computationally expensive, or demand costly retraining when priors change, limiting their utility, particularly in sequential inference problems such as real-time sensor fusion. To address these challenges, we introduce the Distribution Transformer -- a novel architecture that can learn arbitrary distribution-to-distribution mappings. Our method can be trained to map a prior to the corresponding posterior, conditioned on some dataset -- thus performing approximate Bayesian inference. Our novel architecture represents a prior distribution as a (universally-approximating) Gaussian Mixture Model (GMM), and transforms it into a GMM representation of the posterior. The components of the GMM attend to each other via self-attention, and to the datapoints via cross-attention. We demonstrate that Distribution Transformers both maintain flexibility to vary the prior, and significantly reduces computation times-from minutes to milliseconds-while achieving log-likelihood performance on par with or superior to existing approximate inference methods across tasks such as sequential inference, quantum system parameter inference, and Gaussian Process predictive posterior inference with hyperpriors.
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/
Zero123++: a Single Image to Consistent Multi-view Diffusion Base Model
We report Zero123++, an image-conditioned diffusion model for generating 3D-consistent multi-view images from a single input view. To take full advantage of pretrained 2D generative priors, we develop various conditioning and training schemes to minimize the effort of finetuning from off-the-shelf image diffusion models such as Stable Diffusion. Zero123++ excels in producing high-quality, consistent multi-view images from a single image, overcoming common issues like texture degradation and geometric misalignment. Furthermore, we showcase the feasibility of training a ControlNet on Zero123++ for enhanced control over the generation process. The code is available at https://github.com/SUDO-AI-3D/zero123plus.
Cycle3D: High-quality and Consistent Image-to-3D Generation via Generation-Reconstruction Cycle
Recent 3D large reconstruction models typically employ a two-stage process, including first generate multi-view images by a multi-view diffusion model, and then utilize a feed-forward model to reconstruct images to 3D content.However, multi-view diffusion models often produce low-quality and inconsistent images, adversely affecting the quality of the final 3D reconstruction. To address this issue, we propose a unified 3D generation framework called Cycle3D, which cyclically utilizes a 2D diffusion-based generation module and a feed-forward 3D reconstruction module during the multi-step diffusion process. Concretely, 2D diffusion model is applied for generating high-quality texture, and the reconstruction model guarantees multi-view consistency.Moreover, 2D diffusion model can further control the generated content and inject reference-view information for unseen views, thereby enhancing the diversity and texture consistency of 3D generation during the denoising process. Extensive experiments demonstrate the superior ability of our method to create 3D content with high-quality and consistency compared with state-of-the-art baselines.
High-quality Surface Reconstruction using Gaussian Surfels
We propose a novel point-based representation, Gaussian surfels, to combine the advantages of the flexible optimization procedure in 3D Gaussian points and the surface alignment property of surfels. This is achieved by directly setting the z-scale of 3D Gaussian points to 0, effectively flattening the original 3D ellipsoid into a 2D ellipse. Such a design provides clear guidance to the optimizer. By treating the local z-axis as the normal direction, it greatly improves optimization stability and surface alignment. While the derivatives to the local z-axis computed from the covariance matrix are zero in this setting, we design a self-supervised normal-depth consistency loss to remedy this issue. Monocular normal priors and foreground masks are incorporated to enhance the quality of the reconstruction, mitigating issues related to highlights and background. We propose a volumetric cutting method to aggregate the information of Gaussian surfels so as to remove erroneous points in depth maps generated by alpha blending. Finally, we apply screened Poisson reconstruction method to the fused depth maps to extract the surface mesh. Experimental results show that our method demonstrates superior performance in surface reconstruction compared to state-of-the-art neural volume rendering and point-based rendering methods.
Single-Stage Diffusion NeRF: A Unified Approach to 3D Generation and Reconstruction
3D-aware image synthesis encompasses a variety of tasks, such as scene generation and novel view synthesis from images. Despite numerous task-specific methods, developing a comprehensive model remains challenging. In this paper, we present SSDNeRF, a unified approach that employs an expressive diffusion model to learn a generalizable prior of neural radiance fields (NeRF) from multi-view images of diverse objects. Previous studies have used two-stage approaches that rely on pretrained NeRFs as real data to train diffusion models. In contrast, we propose a new single-stage training paradigm with an end-to-end objective that jointly optimizes a NeRF auto-decoder and a latent diffusion model, enabling simultaneous 3D reconstruction and prior learning, even from sparsely available views. At test time, we can directly sample the diffusion prior for unconditional generation, or combine it with arbitrary observations of unseen objects for NeRF reconstruction. SSDNeRF demonstrates robust results comparable to or better than leading task-specific methods in unconditional generation and single/sparse-view 3D reconstruction.
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.
DiffRF: Rendering-Guided 3D Radiance Field Diffusion
We introduce DiffRF, a novel approach for 3D radiance field synthesis based on denoising diffusion probabilistic models. While existing diffusion-based methods operate on images, latent codes, or point cloud data, we are the first to directly generate volumetric radiance fields. To this end, we propose a 3D denoising model which directly operates on an explicit voxel grid representation. However, as radiance fields generated from a set of posed images can be ambiguous and contain artifacts, obtaining ground truth radiance field samples is non-trivial. We address this challenge by pairing the denoising formulation with a rendering loss, enabling our model to learn a deviated prior that favours good image quality instead of trying to replicate fitting errors like floating artifacts. In contrast to 2D-diffusion models, our model learns multi-view consistent priors, enabling free-view synthesis and accurate shape generation. Compared to 3D GANs, our diffusion-based approach naturally enables conditional generation such as masked completion or single-view 3D synthesis at inference time.
F3D-Gaus: Feed-forward 3D-aware Generation on ImageNet with Cycle-Aggregative Gaussian Splatting
This paper tackles the problem of generalizable 3D-aware generation from monocular datasets, e.g., ImageNet. The key challenge of this task is learning a robust 3D-aware representation without multi-view or dynamic data, while ensuring consistent texture and geometry across different viewpoints. Although some baseline methods are capable of 3D-aware generation, the quality of the generated images still lags behind state-of-the-art 2D generation approaches, which excel in producing high-quality, detailed images. To address this severe limitation, we propose a novel feed-forward pipeline based on pixel-aligned Gaussian Splatting, coined as F3D-Gaus, which can produce more realistic and reliable 3D renderings from monocular inputs. In addition, we introduce a self-supervised cycle-aggregative constraint to enforce cross-view consistency in the learned 3D representation. This training strategy naturally allows aggregation of multiple aligned Gaussian primitives and significantly alleviates the interpolation limitations inherent in single-view pixel-aligned Gaussian Splatting. Furthermore, we incorporate video model priors to perform geometry-aware refinement, enhancing the generation of fine details in wide-viewpoint scenarios and improving the model's capability to capture intricate 3D textures. Extensive experiments demonstrate that our approach not only achieves high-quality, multi-view consistent 3D-aware generation from monocular datasets, but also significantly improves training and inference efficiency.
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).
Diffusion Probabilistic Models for 3D Point Cloud Generation
We present a probabilistic model for point cloud generation, which is fundamental for various 3D vision tasks such as shape completion, upsampling, synthesis and data augmentation. Inspired by the diffusion process in non-equilibrium thermodynamics, we view points in point clouds as particles in a thermodynamic system in contact with a heat bath, which diffuse from the original distribution to a noise distribution. Point cloud generation thus amounts to learning the reverse diffusion process that transforms the noise distribution to the distribution of a desired shape. Specifically, we propose to model the reverse diffusion process for point clouds as a Markov chain conditioned on certain shape latent. We derive the variational bound in closed form for training and provide implementations of the model. Experimental results demonstrate that our model achieves competitive performance in point cloud generation and auto-encoding. The code is available at https://github.com/luost26/diffusion-point-cloud.
VPP: Efficient Conditional 3D Generation via Voxel-Point Progressive Representation
Conditional 3D generation is undergoing a significant advancement, enabling the free creation of 3D content from inputs such as text or 2D images. However, previous approaches have suffered from low inference efficiency, limited generation categories, and restricted downstream applications. In this work, we revisit the impact of different 3D representations on generation quality and efficiency. We propose a progressive generation method through Voxel-Point Progressive Representation (VPP). VPP leverages structured voxel representation in the proposed Voxel Semantic Generator and the sparsity of unstructured point representation in the Point Upsampler, enabling efficient generation of multi-category objects. VPP can generate high-quality 8K point clouds within 0.2 seconds. Additionally, the masked generation Transformer allows for various 3D downstream tasks, such as generation, editing, completion, and pre-training. Extensive experiments demonstrate that VPP efficiently generates high-fidelity and diverse 3D shapes across different categories, while also exhibiting excellent representation transfer performance. Codes will be released at https://github.com/qizekun/VPP.
MVD^2: Efficient Multiview 3D Reconstruction for Multiview Diffusion
As a promising 3D generation technique, multiview diffusion (MVD) has received a lot of attention due to its advantages in terms of generalizability, quality, and efficiency. By finetuning pretrained large image diffusion models with 3D data, the MVD methods first generate multiple views of a 3D object based on an image or text prompt and then reconstruct 3D shapes with multiview 3D reconstruction. However, the sparse views and inconsistent details in the generated images make 3D reconstruction challenging. We present MVD^2, an efficient 3D reconstruction method for multiview diffusion (MVD) images. MVD^2 aggregates image features into a 3D feature volume by projection and convolution and then decodes volumetric features into a 3D mesh. We train MVD^2 with 3D shape collections and MVD images prompted by rendered views of 3D shapes. To address the discrepancy between the generated multiview images and ground-truth views of the 3D shapes, we design a simple-yet-efficient view-dependent training scheme. MVD^2 improves the 3D generation quality of MVD and is fast and robust to various MVD methods. After training, it can efficiently decode 3D meshes from multiview images within one second. We train MVD^2 with Zero-123++ and ObjectVerse-LVIS 3D dataset and demonstrate its superior performance in generating 3D models from multiview images generated by different MVD methods, using both synthetic and real images as prompts.
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.
VeRi3D: Generative Vertex-based Radiance Fields for 3D Controllable Human Image Synthesis
Unsupervised learning of 3D-aware generative adversarial networks has lately made much progress. Some recent work demonstrates promising results of learning human generative models using neural articulated radiance fields, yet their generalization ability and controllability lag behind parametric human models, i.e., they do not perform well when generalizing to novel pose/shape and are not part controllable. To solve these problems, we propose VeRi3D, a generative human vertex-based radiance field parameterized by vertices of the parametric human template, SMPL. We map each 3D point to the local coordinate system defined on its neighboring vertices, and use the corresponding vertex feature and local coordinates for mapping it to color and density values. We demonstrate that our simple approach allows for generating photorealistic human images with free control over camera pose, human pose, shape, as well as enabling part-level editing.
3D-aware Image Generation using 2D Diffusion Models
In this paper, we introduce a novel 3D-aware image generation method that leverages 2D diffusion models. We formulate the 3D-aware image generation task as multiview 2D image set generation, and further to a sequential unconditional-conditional multiview image generation process. This allows us to utilize 2D diffusion models to boost the generative modeling power of the method. Additionally, we incorporate depth information from monocular depth estimators to construct the training data for the conditional diffusion model using only still images. We train our method on a large-scale dataset, i.e., ImageNet, which is not addressed by previous methods. It produces high-quality images that significantly outperform prior methods. Furthermore, our approach showcases its capability to generate instances with large view angles, even though the training images are diverse and unaligned, gathered from "in-the-wild" real-world environments.
Taming Feed-forward Reconstruction Models as Latent Encoders for 3D Generative Models
Recent AI-based 3D content creation has largely evolved along two paths: feed-forward image-to-3D reconstruction approaches and 3D generative models trained with 2D or 3D supervision. In this work, we show that existing feed-forward reconstruction methods can serve as effective latent encoders for training 3D generative models, thereby bridging these two paradigms. By reusing powerful pre-trained reconstruction models, we avoid computationally expensive encoder network training and obtain rich 3D latent features for generative modeling for free. However, the latent spaces of reconstruction models are not well-suited for generative modeling due to their unstructured nature. To enable flow-based model training on these latent features, we develop post-processing pipelines, including protocols to standardize the features and spatial weighting to concentrate on important regions. We further incorporate a 2D image space perceptual rendering loss to handle the high-dimensional latent spaces. Finally, we propose a multi-stream transformer-based rectified flow architecture to achieve linear scaling and high-quality text-conditioned 3D generation. Our framework leverages the advancements of feed-forward reconstruction models to enhance the scalability of 3D generative modeling, achieving both high computational efficiency and state-of-the-art performance in text-to-3D generation.
Unaligned 2D to 3D Translation with Conditional Vector-Quantized Code Diffusion using Transformers
Generating 3D images of complex objects conditionally from a few 2D views is a difficult synthesis problem, compounded by issues such as domain gap and geometric misalignment. For instance, a unified framework such as Generative Adversarial Networks cannot achieve this unless they explicitly define both a domain-invariant and geometric-invariant joint latent distribution, whereas Neural Radiance Fields are generally unable to handle both issues as they optimize at the pixel level. By contrast, we propose a simple and novel 2D to 3D synthesis approach based on conditional diffusion with vector-quantized codes. Operating in an information-rich code space enables high-resolution 3D synthesis via full-coverage attention across the views. Specifically, we generate the 3D codes (e.g. for CT images) conditional on previously generated 3D codes and the entire codebook of two 2D views (e.g. 2D X-rays). Qualitative and quantitative results demonstrate state-of-the-art performance over specialized methods across varied evaluation criteria, including fidelity metrics such as density, coverage, and distortion metrics for two complex volumetric imagery datasets from in real-world scenarios.
Learning Unsigned Distance Functions from Multi-view Images with Volume Rendering Priors
Unsigned distance functions (UDFs) have been a vital representation for open surfaces. With different differentiable renderers, current methods are able to train neural networks to infer a UDF by minimizing the rendering errors on the UDF to the multi-view ground truth. However, these differentiable renderers are mainly handcrafted, which makes them either biased on ray-surface intersections, or sensitive to unsigned distance outliers, or not scalable to large scale scenes. To resolve these issues, we present a novel differentiable renderer to infer UDFs more accurately. Instead of using handcrafted equations, our differentiable renderer is a neural network which is pre-trained in a data-driven manner. It learns how to render unsigned distances into depth images, leading to a prior knowledge, dubbed volume rendering priors. To infer a UDF for an unseen scene from multiple RGB images, we generalize the learned volume rendering priors to map inferred unsigned distances in alpha blending for RGB image rendering. Our results show that the learned volume rendering priors are unbiased, robust, scalable, 3D aware, and more importantly, easy to learn. We evaluate our method on both widely used benchmarks and real scenes, and report superior performance over the state-of-the-art methods.
InterHandGen: Two-Hand Interaction Generation via Cascaded Reverse Diffusion
We present InterHandGen, a novel framework that learns the generative prior of two-hand interaction. Sampling from our model yields plausible and diverse two-hand shapes in close interaction with or without an object. Our prior can be incorporated into any optimization or learning methods to reduce ambiguity in an ill-posed setup. Our key observation is that directly modeling the joint distribution of multiple instances imposes high learning complexity due to its combinatorial nature. Thus, we propose to decompose the modeling of joint distribution into the modeling of factored unconditional and conditional single instance distribution. In particular, we introduce a diffusion model that learns the single-hand distribution unconditional and conditional to another hand via conditioning dropout. For sampling, we combine anti-penetration and classifier-free guidance to enable plausible generation. Furthermore, we establish the rigorous evaluation protocol of two-hand synthesis, where our method significantly outperforms baseline generative models in terms of plausibility and diversity. We also demonstrate that our diffusion prior can boost the performance of two-hand reconstruction from monocular in-the-wild images, achieving new state-of-the-art accuracy.
Animate124: Animating One Image to 4D Dynamic Scene
We introduce Animate124 (Animate-one-image-to-4D), the first work to animate a single in-the-wild image into 3D video through textual motion descriptions, an underexplored problem with significant applications. Our 4D generation leverages an advanced 4D grid dynamic Neural Radiance Field (NeRF) model, optimized in three distinct stages using multiple diffusion priors. Initially, a static model is optimized using the reference image, guided by 2D and 3D diffusion priors, which serves as the initialization for the dynamic NeRF. Subsequently, a video diffusion model is employed to learn the motion specific to the subject. However, the object in the 3D videos tends to drift away from the reference image over time. This drift is mainly due to the misalignment between the text prompt and the reference image in the video diffusion model. In the final stage, a personalized diffusion prior is therefore utilized to address the semantic drift. As the pioneering image-text-to-4D generation framework, our method demonstrates significant advancements over existing baselines, evidenced by comprehensive quantitative and qualitative assessments.
VisorGPT: Learning Visual Prior via Generative Pre-Training
Various stuff and things in visual data possess specific traits, which can be learned by deep neural networks and are implicitly represented as the visual prior, e.g., object location and shape, in the model. Such prior potentially impacts many vision tasks. For example, in conditional image synthesis, spatial conditions failing to adhere to the prior can result in visually inaccurate synthetic results. This work aims to explicitly learn the visual prior and enable the customization of sampling. Inspired by advances in language modeling, we propose to learn Visual prior via Generative Pre-Training, dubbed VisorGPT. By discretizing visual locations of objects, e.g., bounding boxes, human pose, and instance masks, into sequences, \our~can model visual prior through likelihood maximization. Besides, prompt engineering is investigated to unify various visual locations and enable customized sampling of sequential outputs from the learned prior. Experimental results demonstrate that \our~can effectively model the visual prior, which can be employed for many vision tasks, such as customizing accurate human pose for conditional image synthesis models like ControlNet. Code will be released at https://github.com/Sierkinhane/VisorGPT.
Back to the Feature: Classical 3D Features are (Almost) All You Need for 3D Anomaly Detection
Despite significant advances in image anomaly detection and segmentation, few methods use 3D information. We utilize a recently introduced 3D anomaly detection dataset to evaluate whether or not using 3D information is a lost opportunity. First, we present a surprising finding: standard color-only methods outperform all current methods that are explicitly designed to exploit 3D information. This is counter-intuitive as even a simple inspection of the dataset shows that color-only methods are insufficient for images containing geometric anomalies. This motivates the question: how can anomaly detection methods effectively use 3D information? We investigate a range of shape representations including hand-crafted and deep-learning-based; we demonstrate that rotation invariance plays the leading role in the performance. We uncover a simple 3D-only method that beats all recent approaches while not using deep learning, external pre-training datasets, or color information. As the 3D-only method cannot detect color and texture anomalies, we combine it with color-based features, significantly outperforming previous state-of-the-art. Our method, dubbed BTF (Back to the Feature) achieves pixel-wise ROCAUC: 99.3% and PRO: 96.4% on MVTec 3D-AD.
VeGaS: Video Gaussian Splatting
Implicit Neural Representations (INRs) employ neural networks to approximate discrete data as continuous functions. In the context of video data, such models can be utilized to transform the coordinates of pixel locations along with frame occurrence times (or indices) into RGB color values. Although INRs facilitate effective compression, they are unsuitable for editing purposes. One potential solution is to use a 3D Gaussian Splatting (3DGS) based model, such as the Video Gaussian Representation (VGR), which is capable of encoding video as a multitude of 3D Gaussians and is applicable for numerous video processing operations, including editing. Nevertheless, in this case, the capacity for modification is constrained to a limited set of basic transformations. To address this issue, we introduce the Video Gaussian Splatting (VeGaS) model, which enables realistic modifications of video data. To construct VeGaS, we propose a novel family of Folded-Gaussian distributions designed to capture nonlinear dynamics in a video stream and model consecutive frames by 2D Gaussians obtained as respective conditional distributions. Our experiments demonstrate that VeGaS outperforms state-of-the-art solutions in frame reconstruction tasks and allows realistic modifications of video data. The code is available at: https://github.com/gmum/VeGaS.
Volume Rendering of Neural Implicit Surfaces
Neural volume rendering became increasingly popular recently due to its success in synthesizing novel views of a scene from a sparse set of input images. So far, the geometry learned by neural volume rendering techniques was modeled using a generic density function. Furthermore, the geometry itself was extracted using an arbitrary level set of the density function leading to a noisy, often low fidelity reconstruction. The goal of this paper is to improve geometry representation and reconstruction in neural volume rendering. We achieve that by modeling the volume density as a function of the geometry. This is in contrast to previous work modeling the geometry as a function of the volume density. In more detail, we define the volume density function as Laplace's cumulative distribution function (CDF) applied to a signed distance function (SDF) representation. This simple density representation has three benefits: (i) it provides a useful inductive bias to the geometry learned in the neural volume rendering process; (ii) it facilitates a bound on the opacity approximation error, leading to an accurate sampling of the viewing ray. Accurate sampling is important to provide a precise coupling of geometry and radiance; and (iii) it allows efficient unsupervised disentanglement of shape and appearance in volume rendering. Applying this new density representation to challenging scene multiview datasets produced high quality geometry reconstructions, outperforming relevant baselines. Furthermore, switching shape and appearance between scenes is possible due to the disentanglement of the two.
VFusion3D: Learning Scalable 3D Generative Models from Video Diffusion Models
This paper presents a novel paradigm for building scalable 3D generative models utilizing pre-trained video diffusion models. The primary obstacle in developing foundation 3D generative models is the limited availability of 3D data. Unlike images, texts, or videos, 3D data are not readily accessible and are difficult to acquire. This results in a significant disparity in scale compared to the vast quantities of other types of data. To address this issue, we propose using a video diffusion model, trained with extensive volumes of text, images, and videos, as a knowledge source for 3D data. By unlocking its multi-view generative capabilities through fine-tuning, we generate a large-scale synthetic multi-view dataset to train a feed-forward 3D generative model. The proposed model, VFusion3D, trained on nearly 3M synthetic multi-view data, can generate a 3D asset from a single image in seconds and achieves superior performance when compared to current SOTA feed-forward 3D generative models, with users preferring our results over 70% of the time.
Generic 3D Diffusion Adapter Using Controlled Multi-View Editing
Open-domain 3D object synthesis has been lagging behind image synthesis due to limited data and higher computational complexity. To bridge this gap, recent works have investigated multi-view diffusion but often fall short in either 3D consistency, visual quality, or efficiency. This paper proposes MVEdit, which functions as a 3D counterpart of SDEdit, employing ancestral sampling to jointly denoise multi-view images and output high-quality textured meshes. Built on off-the-shelf 2D diffusion models, MVEdit achieves 3D consistency through a training-free 3D Adapter, which lifts the 2D views of the last timestep into a coherent 3D representation, then conditions the 2D views of the next timestep using rendered views, without uncompromising visual quality. With an inference time of only 2-5 minutes, this framework achieves better trade-off between quality and speed than score distillation. MVEdit is highly versatile and extendable, with a wide range of applications including text/image-to-3D generation, 3D-to-3D editing, and high-quality texture synthesis. In particular, evaluations demonstrate state-of-the-art performance in both image-to-3D and text-guided texture generation tasks. Additionally, we introduce a method for fine-tuning 2D latent diffusion models on small 3D datasets with limited resources, enabling fast low-resolution text-to-3D initialization.
Baking Gaussian Splatting into Diffusion Denoiser for Fast and Scalable Single-stage Image-to-3D Generation
Existing feed-forward image-to-3D methods mainly rely on 2D multi-view diffusion models that cannot guarantee 3D consistency. These methods easily collapse when changing the prompt view direction and mainly handle object-centric prompt images. In this paper, we propose a novel single-stage 3D diffusion model, DiffusionGS, for object and scene generation from a single view. DiffusionGS directly outputs 3D Gaussian point clouds at each timestep to enforce view consistency and allow the model to generate robustly given prompt views of any directions, beyond object-centric inputs. Plus, to improve the capability and generalization ability of DiffusionGS, we scale up 3D training data by developing a scene-object mixed training strategy. Experiments show that our method enjoys better generation quality (2.20 dB higher in PSNR and 23.25 lower in FID) and over 5x faster speed (~6s on an A100 GPU) than SOTA methods. The user study and text-to-3D applications also reveals the practical values of our method. Our Project page at https://caiyuanhao1998.github.io/project/DiffusionGS/ shows the video and interactive generation results.
Pushing Auto-regressive Models for 3D Shape Generation at Capacity and Scalability
Auto-regressive models have achieved impressive results in 2D image generation by modeling joint distributions in grid space. In this paper, we extend auto-regressive models to 3D domains, and seek a stronger ability of 3D shape generation by improving auto-regressive models at capacity and scalability simultaneously. Firstly, we leverage an ensemble of publicly available 3D datasets to facilitate the training of large-scale models. It consists of a comprehensive collection of approximately 900,000 objects, with multiple properties of meshes, points, voxels, rendered images, and text captions. This diverse labeled dataset, termed Objaverse-Mix, empowers our model to learn from a wide range of object variations. However, directly applying 3D auto-regression encounters critical challenges of high computational demands on volumetric grids and ambiguous auto-regressive order along grid dimensions, resulting in inferior quality of 3D shapes. To this end, we then present a novel framework Argus3D in terms of capacity. Concretely, our approach introduces discrete representation learning based on a latent vector instead of volumetric grids, which not only reduces computational costs but also preserves essential geometric details by learning the joint distributions in a more tractable order. The capacity of conditional generation can thus be realized by simply concatenating various conditioning inputs to the latent vector, such as point clouds, categories, images, and texts. In addition, thanks to the simplicity of our model architecture, we naturally scale up our approach to a larger model with an impressive 3.6 billion parameters, further enhancing the quality of versatile 3D generation. Extensive experiments on four generation tasks demonstrate that Argus3D can synthesize diverse and faithful shapes across multiple categories, achieving remarkable performance.