NeRF/3DGS


2024-03-31 更新

HAC: Hash-grid Assisted Context for 3D Gaussian Splatting Compression

Authors:Yihang Chen, Qianyi Wu, Jianfei Cai, Mehrtash Harandi, Weiyao Lin

3D Gaussian Splatting (3DGS) has emerged as a promising framework for novel view synthesis, boasting rapid rendering speed with high fidelity. However, the substantial Gaussians and their associated attributes necessitate effective compression techniques. Nevertheless, the sparse and unorganized nature of the point cloud of Gaussians (or anchors in our paper) presents challenges for compression. To address this, we make use of the relations between the unorganized anchors and the structured hash grid, leveraging their mutual information for context modeling, and propose a Hash-grid Assisted Context (HAC) framework for highly compact 3DGS representation. Our approach introduces a binary hash grid to establish continuous spatial consistencies, allowing us to unveil the inherent spatial relations of anchors through a carefully designed context model. To facilitate entropy coding, we utilize Gaussian distributions to accurately estimate the probability of each quantized attribute, where an adaptive quantization module is proposed to enable high-precision quantization of these attributes for improved fidelity restoration. Additionally, we incorporate an adaptive masking strategy to eliminate invalid Gaussians and anchors. Importantly, our work is the pioneer to explore context-based compression for 3DGS representation, resulting in a remarkable size reduction of over $75\times$ compared to vanilla 3DGS, while simultaneously improving fidelity, and achieving over $11\times$ size reduction over SOTA 3DGS compression approach Scaffold-GS. Our code is available here: https://github.com/YihangChen-ee/HAC
PDF Project Page: https://yihangchen-ee.github.io/project_hac/ Code: https://github.com/YihangChen-ee/HAC

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Gaussian Frosting: Editable Complex Radiance Fields with Real-Time Rendering

Authors:Antoine Guédon, Vincent Lepetit

We propose Gaussian Frosting, a novel mesh-based representation for high-quality rendering and editing of complex 3D effects in real-time. Our approach builds on the recent 3D Gaussian Splatting framework, which optimizes a set of 3D Gaussians to approximate a radiance field from images. We propose first extracting a base mesh from Gaussians during optimization, then building and refining an adaptive layer of Gaussians with a variable thickness around the mesh to better capture the fine details and volumetric effects near the surface, such as hair or grass. We call this layer Gaussian Frosting, as it resembles a coating of frosting on a cake. The fuzzier the material, the thicker the frosting. We also introduce a parameterization of the Gaussians to enforce them to stay inside the frosting layer and automatically adjust their parameters when deforming, rescaling, editing or animating the mesh. Our representation allows for efficient rendering using Gaussian splatting, as well as editing and animation by modifying the base mesh. We demonstrate the effectiveness of our method on various synthetic and real scenes, and show that it outperforms existing surface-based approaches. We will release our code and a web-based viewer as additional contributions. Our project page is the following: https://anttwo.github.io/frosting/
PDF Project Webpage: https://anttwo.github.io/frosting/

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GRM: Large Gaussian Reconstruction Model for Efficient 3D Reconstruction and Generation

Authors:Yinghao Xu, Zifan Shi, Wang Yifan, Hansheng Chen, Ceyuan Yang, Sida Peng, Yujun Shen, Gordon Wetzstein

We introduce GRM, a large-scale reconstructor capable of recovering a 3D asset from sparse-view images in around 0.1s. GRM is a feed-forward transformer-based model that efficiently incorporates multi-view information to translate the input pixels into pixel-aligned Gaussians, which are unprojected to create a set of densely distributed 3D Gaussians representing a scene. Together, our transformer architecture and the use of 3D Gaussians unlock a scalable and efficient reconstruction framework. Extensive experimental results demonstrate the superiority of our method over alternatives regarding both reconstruction quality and efficiency. We also showcase the potential of GRM in generative tasks, i.e., text-to-3D and image-to-3D, by integrating it with existing multi-view diffusion models. Our project website is at: https://justimyhxu.github.io/projects/grm/.
PDF Project page: https://justimyhxu.github.io/projects/grm/ Code: https://github.com/justimyhxu/GRM

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MVSplat: Efficient 3D Gaussian Splatting from Sparse Multi-View Images

Authors:Yuedong Chen, Haofei Xu, Chuanxia Zheng, Bohan Zhuang, Marc Pollefeys, Andreas Geiger, Tat-Jen Cham, Jianfei Cai

We propose MVSplat, an efficient feed-forward 3D Gaussian Splatting model learned from sparse multi-view images. To accurately localize the Gaussian centers, we propose to build a cost volume representation via plane sweeping in the 3D space, where the cross-view feature similarities stored in the cost volume can provide valuable geometry cues to the estimation of depth. We learn the Gaussian primitives’ opacities, covariances, and spherical harmonics coefficients jointly with the Gaussian centers while only relying on photometric supervision. We demonstrate the importance of the cost volume representation in learning feed-forward Gaussian Splatting models via extensive experimental evaluations. On the large-scale RealEstate10K and ACID benchmarks, our model achieves state-of-the-art performance with the fastest feed-forward inference speed (22 fps). Compared to the latest state-of-the-art method pixelSplat, our model uses $10\times $ fewer parameters and infers more than $2\times$ faster while providing higher appearance and geometry quality as well as better cross-dataset generalization.
PDF Project page: https://donydchen.github.io/mvsplat Code: https://github.com/donydchen/mvsplat

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STAG4D: Spatial-Temporal Anchored Generative 4D Gaussians

Authors:Yifei Zeng, Yanqin Jiang, Siyu Zhu, Yuanxun Lu, Youtian Lin, Hao Zhu, Weiming Hu, Xun Cao, Yao Yao

Recent progress in pre-trained diffusion models and 3D generation have spurred interest in 4D content creation. However, achieving high-fidelity 4D generation with spatial-temporal consistency remains a challenge. In this work, we propose STAG4D, a novel framework that combines pre-trained diffusion models with dynamic 3D Gaussian splatting for high-fidelity 4D generation. Drawing inspiration from 3D generation techniques, we utilize a multi-view diffusion model to initialize multi-view images anchoring on the input video frames, where the video can be either real-world captured or generated by a video diffusion model. To ensure the temporal consistency of the multi-view sequence initialization, we introduce a simple yet effective fusion strategy to leverage the first frame as a temporal anchor in the self-attention computation. With the almost consistent multi-view sequences, we then apply the score distillation sampling to optimize the 4D Gaussian point cloud. The 4D Gaussian spatting is specially crafted for the generation task, where an adaptive densification strategy is proposed to mitigate the unstable Gaussian gradient for robust optimization. Notably, the proposed pipeline does not require any pre-training or fine-tuning of diffusion networks, offering a more accessible and practical solution for the 4D generation task. Extensive experiments demonstrate that our method outperforms prior 4D generation works in rendering quality, spatial-temporal consistency, and generation robustness, setting a new state-of-the-art for 4D generation from diverse inputs, including text, image, and video.
PDF

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Pixel-GS: Density Control with Pixel-aware Gradient for 3D Gaussian Splatting

Authors:Zheng Zhang, Wenbo Hu, Yixing Lao, Tong He, Hengshuang Zhao

3D Gaussian Splatting (3DGS) has demonstrated impressive novel view synthesis results while advancing real-time rendering performance. However, it relies heavily on the quality of the initial point cloud, resulting in blurring and needle-like artifacts in areas with insufficient initializing points. This is mainly attributed to the point cloud growth condition in 3DGS that only considers the average gradient magnitude of points from observable views, thereby failing to grow for large Gaussians that are observable for many viewpoints while many of them are only covered in the boundaries. To this end, we propose a novel method, named Pixel-GS, to take into account the number of pixels covered by the Gaussian in each view during the computation of the growth condition. We regard the covered pixel numbers as the weights to dynamically average the gradients from different views, such that the growth of large Gaussians can be prompted. As a result, points within the areas with insufficient initializing points can be grown more effectively, leading to a more accurate and detailed reconstruction. In addition, we propose a simple yet effective strategy to scale the gradient field according to the distance to the camera, to suppress the growth of floaters near the camera. Extensive experiments both qualitatively and quantitatively demonstrate that our method achieves state-of-the-art rendering quality while maintaining real-time rendering speed, on the challenging Mip-NeRF 360 and Tanks & Temples datasets.
PDF

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PKU-DyMVHumans: A Multi-View Video Benchmark for High-Fidelity Dynamic Human Modeling

Authors:Xiaoyun Zheng, Liwei Liao, Xufeng Li, Jianbo Jiao, Rongjie Wang, Feng Gao, Shiqi Wang, Ronggang Wang

High-quality human reconstruction and photo-realistic rendering of a dynamic scene is a long-standing problem in computer vision and graphics. Despite considerable efforts invested in developing various capture systems and reconstruction algorithms, recent advancements still struggle with loose or oversized clothing and overly complex poses. In part, this is due to the challenges of acquiring high-quality human datasets. To facilitate the development of these fields, in this paper, we present PKU-DyMVHumans, a versatile human-centric dataset for high-fidelity reconstruction and rendering of dynamic human scenarios from dense multi-view videos. It comprises 8.2 million frames captured by more than 56 synchronized cameras across diverse scenarios. These sequences comprise 32 human subjects across 45 different scenarios, each with a high-detailed appearance and realistic human motion. Inspired by recent advancements in neural radiance field (NeRF)-based scene representations, we carefully set up an off-the-shelf framework that is easy to provide those state-of-the-art NeRF-based implementations and benchmark on PKU-DyMVHumans dataset. It is paving the way for various applications like fine-grained foreground/background decomposition, high-quality human reconstruction and photo-realistic novel view synthesis of a dynamic scene. Extensive studies are performed on the benchmark, demonstrating new observations and challenges that emerge from using such high-fidelity dynamic data. The dataset is available at: https://pku-dymvhumans.github.io.
PDF

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Are NeRFs ready for autonomous driving? Towards closing the real-to-simulation gap

Authors:Carl Lindström, Georg Hess, Adam Lilja, Maryam Fatemi, Lars Hammarstrand, Christoffer Petersson, Lennart Svensson

Neural Radiance Fields (NeRFs) have emerged as promising tools for advancing autonomous driving (AD) research, offering scalable closed-loop simulation and data augmentation capabilities. However, to trust the results achieved in simulation, one needs to ensure that AD systems perceive real and rendered data in the same way. Although the performance of rendering methods is increasing, many scenarios will remain inherently challenging to reconstruct faithfully. To this end, we propose a novel perspective for addressing the real-to-simulated data gap. Rather than solely focusing on improving rendering fidelity, we explore simple yet effective methods to enhance perception model robustness to NeRF artifacts without compromising performance on real data. Moreover, we conduct the first large-scale investigation into the real-to-simulated data gap in an AD setting using a state-of-the-art neural rendering technique. Specifically, we evaluate object detectors and an online mapping model on real and simulated data, and study the effects of different pre-training strategies. Our results show notable improvements in model robustness to simulated data, even improving real-world performance in some cases. Last, we delve into the correlation between the real-to-simulated gap and image reconstruction metrics, identifying FID and LPIPS as strong indicators.
PDF

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CG-SLAM: Efficient Dense RGB-D SLAM in a Consistent Uncertainty-aware 3D Gaussian Field

Authors:Jiarui Hu, Xianhao Chen, Boyin Feng, Guanglin Li, Liangjing Yang, Hujun Bao, Guofeng Zhang, Zhaopeng Cui

Recently neural radiance fields (NeRF) have been widely exploited as 3D representations for dense simultaneous localization and mapping (SLAM). Despite their notable successes in surface modeling and novel view synthesis, existing NeRF-based methods are hindered by their computationally intensive and time-consuming volume rendering pipeline. This paper presents an efficient dense RGB-D SLAM system, i.e., CG-SLAM, based on a novel uncertainty-aware 3D Gaussian field with high consistency and geometric stability. Through an in-depth analysis of Gaussian Splatting, we propose several techniques to construct a consistent and stable 3D Gaussian field suitable for tracking and mapping. Additionally, a novel depth uncertainty model is proposed to ensure the selection of valuable Gaussian primitives during optimization, thereby improving tracking efficiency and accuracy. Experiments on various datasets demonstrate that CG-SLAM achieves superior tracking and mapping performance with a notable tracking speed of up to 15 Hz. We will make our source code publicly available. Project page: https://zju3dv.github.io/cg-slam.
PDF Project Page: https://zju3dv.github.io/cg-slam

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Entity-NeRF: Detecting and Removing Moving Entities in Urban Scenes

Authors:Takashi Otonari, Satoshi Ikehata, Kiyoharu Aizawa

Recent advancements in the study of Neural Radiance Fields (NeRF) for dynamic scenes often involve explicit modeling of scene dynamics. However, this approach faces challenges in modeling scene dynamics in urban environments, where moving objects of various categories and scales are present. In such settings, it becomes crucial to effectively eliminate moving objects to accurately reconstruct static backgrounds. Our research introduces an innovative method, termed here as Entity-NeRF, which combines the strengths of knowledge-based and statistical strategies. This approach utilizes entity-wise statistics, leveraging entity segmentation and stationary entity classification through thing/stuff segmentation. To assess our methodology, we created an urban scene dataset masked with moving objects. Our comprehensive experiments demonstrate that Entity-NeRF notably outperforms existing techniques in removing moving objects and reconstructing static urban backgrounds, both quantitatively and qualitatively.
PDF Accepted by IEEE/CVF Conference on Computer Vision and Pattern Recognition (CVPR 2024), Project website: https://otonari726.github.io/entitynerf/

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Inverse Rendering of Glossy Objects via the Neural Plenoptic Function and Radiance Fields

Authors:Haoyuan Wang, Wenbo Hu, Lei Zhu, Rynson W. H. Lau

Inverse rendering aims at recovering both geometry and materials of objects. It provides a more compatible reconstruction for conventional rendering engines, compared with the neural radiance fields (NeRFs). On the other hand, existing NeRF-based inverse rendering methods cannot handle glossy objects with local light interactions well, as they typically oversimplify the illumination as a 2D environmental map, which assumes infinite lights only. Observing the superiority of NeRFs in recovering radiance fields, we propose a novel 5D Neural Plenoptic Function (NeP) based on NeRFs and ray tracing, such that more accurate lighting-object interactions can be formulated via the rendering equation. We also design a material-aware cone sampling strategy to efficiently integrate lights inside the BRDF lobes with the help of pre-filtered radiance fields. Our method has two stages: the geometry of the target object and the pre-filtered environmental radiance fields are reconstructed in the first stage, and materials of the target object are estimated in the second stage with the proposed NeP and material-aware cone sampling strategy. Extensive experiments on the proposed real-world and synthetic datasets demonstrate that our method can reconstruct high-fidelity geometry/materials of challenging glossy objects with complex lighting interactions from nearby objects. Project webpage: https://whyy.site/paper/nep
PDF CVPR 2024 paper. Project webpage https://whyy.site/paper/nep

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latentSplat: Autoencoding Variational Gaussians for Fast Generalizable 3D Reconstruction

Authors:Christopher Wewer, Kevin Raj, Eddy Ilg, Bernt Schiele, Jan Eric Lenssen

We present latentSplat, a method to predict semantic Gaussians in a 3D latent space that can be splatted and decoded by a light-weight generative 2D architecture. Existing methods for generalizable 3D reconstruction either do not enable fast inference of high resolution novel views due to slow volume rendering, or are limited to interpolation of close input views, even in simpler settings with a single central object, where 360-degree generalization is possible. In this work, we combine a regression-based approach with a generative model, moving towards both of these capabilities within the same method, trained purely on readily available real video data. The core of our method are variational 3D Gaussians, a representation that efficiently encodes varying uncertainty within a latent space consisting of 3D feature Gaussians. From these Gaussians, specific instances can be sampled and rendered via efficient Gaussian splatting and a fast, generative decoder network. We show that latentSplat outperforms previous works in reconstruction quality and generalization, while being fast and scalable to high-resolution data.
PDF Project website: https://geometric-rl.mpi-inf.mpg.de/latentsplat/

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GSDF: 3DGS Meets SDF for Improved Rendering and Reconstruction

Authors:Mulin Yu, Tao Lu, Linning Xu, Lihan Jiang, Yuanbo Xiangli, Bo Dai

Presenting a 3D scene from multiview images remains a core and long-standing challenge in computer vision and computer graphics. Two main requirements lie in rendering and reconstruction. Notably, SOTA rendering quality is usually achieved with neural volumetric rendering techniques, which rely on aggregated point/primitive-wise color and neglect the underlying scene geometry. Learning of neural implicit surfaces is sparked from the success of neural rendering. Current works either constrain the distribution of density fields or the shape of primitives, resulting in degraded rendering quality and flaws on the learned scene surfaces. The efficacy of such methods is limited by the inherent constraints of the chosen neural representation, which struggles to capture fine surface details, especially for larger, more intricate scenes. To address these issues, we introduce GSDF, a novel dual-branch architecture that combines the benefits of a flexible and efficient 3D Gaussian Splatting (3DGS) representation with neural Signed Distance Fields (SDF). The core idea is to leverage and enhance the strengths of each branch while alleviating their limitation through mutual guidance and joint supervision. We show on diverse scenes that our design unlocks the potential for more accurate and detailed surface reconstructions, and at the meantime benefits 3DGS rendering with structures that are more aligned with the underlying geometry.
PDF Project page: https://city-super.github.io/GSDF

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VP3D: Unleashing 2D Visual Prompt for Text-to-3D Generation

Authors:Yang Chen, Yingwei Pan, Haibo Yang, Ting Yao, Tao Mei

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.
PDF CVPR 2024; Project page: https://vp3d-cvpr24.github.io

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NeRF-HuGS: Improved Neural Radiance Fields in Non-static Scenes Using Heuristics-Guided Segmentation

Authors:Jiahao Chen, Yipeng Qin, Lingjie Liu, Jiangbo Lu, Guanbin Li

Neural Radiance Field (NeRF) has been widely recognized for its excellence in novel view synthesis and 3D scene reconstruction. However, their effectiveness is inherently tied to the assumption of static scenes, rendering them susceptible to undesirable artifacts when confronted with transient distractors such as moving objects or shadows. In this work, we propose a novel paradigm, namely “Heuristics-Guided Segmentation” (HuGS), which significantly enhances the separation of static scenes from transient distractors by harmoniously combining the strengths of hand-crafted heuristics and state-of-the-art segmentation models, thus significantly transcending the limitations of previous solutions. Furthermore, we delve into the meticulous design of heuristics, introducing a seamless fusion of Structure-from-Motion (SfM)-based heuristics and color residual heuristics, catering to a diverse range of texture profiles. Extensive experiments demonstrate the superiority and robustness of our method in mitigating transient distractors for NeRFs trained in non-static scenes. Project page: https://cnhaox.github.io/NeRF-HuGS/.
PDF To appear in CVPR2024

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Fully-fused Multi-Layer Perceptrons on Intel Data Center GPUs

Authors:Kai Yuan, Christoph Bauinger, Xiangyi Zhang, Pascal Baehr, Matthias Kirchhart, Darius Dabert, Adrien Tousnakhoff, Pierre Boudier, Michael Paulitsch

This paper presents a SYCL implementation of Multi-Layer Perceptrons (MLPs), which targets and is optimized for the Intel Data Center GPU Max 1550. To increase the performance, our implementation minimizes the slow global memory accesses by maximizing the data reuse within the general register file and the shared local memory by fusing the operations in each layer of the MLP. We show with a simple roofline model that this results in a significant increase in the arithmetic intensity, leading to improved performance, especially for inference. We compare our approach to a similar CUDA implementation for MLPs and show that our implementation on the Intel Data Center GPU outperforms the CUDA implementation on Nvidia’s H100 GPU by a factor up to 2.84 in inference and 1.75 in training. The paper also showcases the efficiency of our SYCL implementation in three significant areas: Image Compression, Neural Radiance Fields, and Physics-Informed Machine Learning. In all cases, our implementation outperforms the off-the-shelf Intel Extension for PyTorch (IPEX) implementation on the same Intel GPU by up to a factor of 30 and the CUDA PyTorch version on Nvidia’s H100 GPU by up to a factor 19. The code can be found at https://github.com/intel/tiny-dpcpp-nn.
PDF

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DN-Splatter: Depth and Normal Priors for Gaussian Splatting and Meshing

Authors:Matias Turkulainen, Xuqian Ren, Iaroslav Melekhov, Otto Seiskari, Esa Rahtu, Juho Kannala

3D Gaussian splatting, a novel differentiable rendering technique, has achieved state-of-the-art novel view synthesis results with high rendering speeds and relatively low training times. However, its performance on scenes commonly seen in indoor datasets is poor due to the lack of geometric constraints during optimization. We extend 3D Gaussian splatting with depth and normal cues to tackle challenging indoor datasets and showcase techniques for efficient mesh extraction, an important downstream application. Specifically, we regularize the optimization procedure with depth information, enforce local smoothness of nearby Gaussians, and use the geometry of the 3D Gaussians supervised by normal cues to achieve better alignment with the true scene geometry. We improve depth estimation and novel view synthesis results over baselines and show how this simple yet effective regularization technique can be used to directly extract meshes from the Gaussian representation yielding more physically accurate reconstructions on indoor scenes. Our code will be released in https://github.com/maturk/dn-splatter.
PDF

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EgoLifter: Open-world 3D Segmentation for Egocentric Perception

Authors:Qiao Gu, Zhaoyang Lv, Duncan Frost, Simon Green, Julian Straub, Chris Sweeney

In this paper we present EgoLifter, a novel system that can automatically segment scenes captured from egocentric sensors into a complete decomposition of individual 3D objects. The system is specifically designed for egocentric data where scenes contain hundreds of objects captured from natural (non-scanning) motion. EgoLifter adopts 3D Gaussians as the underlying representation of 3D scenes and objects and uses segmentation masks from the Segment Anything Model (SAM) as weak supervision to learn flexible and promptable definitions of object instances free of any specific object taxonomy. To handle the challenge of dynamic objects in ego-centric videos, we design a transient prediction module that learns to filter out dynamic objects in the 3D reconstruction. The result is a fully automatic pipeline that is able to reconstruct 3D object instances as collections of 3D Gaussians that collectively compose the entire scene. We created a new benchmark on the Aria Digital Twin dataset that quantitatively demonstrates its state-of-the-art performance in open-world 3D segmentation from natural egocentric input. We run EgoLifter on various egocentric activity datasets which shows the promise of the method for 3D egocentric perception at scale.
PDF Preprint. Project page: https://egolifter.github.io/

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Modeling uncertainty for Gaussian Splatting

Authors:Luca Savant, Diego Valsesia, Enrico Magli

We present Stochastic Gaussian Splatting (SGS): the first framework for uncertainty estimation using Gaussian Splatting (GS). GS recently advanced the novel-view synthesis field by achieving impressive reconstruction quality at a fraction of the computational cost of Neural Radiance Fields (NeRF). However, contrary to the latter, it still lacks the ability to provide information about the confidence associated with their outputs. To address this limitation, in this paper, we introduce a Variational Inference-based approach that seamlessly integrates uncertainty prediction into the common rendering pipeline of GS. Additionally, we introduce the Area Under Sparsification Error (AUSE) as a new term in the loss function, enabling optimization of uncertainty estimation alongside image reconstruction. Experimental results on the LLFF dataset demonstrate that our method outperforms existing approaches in terms of both image rendering quality and uncertainty estimation accuracy. Overall, our framework equips practitioners with valuable insights into the reliability of synthesized views, facilitating safer decision-making in real-world applications.
PDF

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Lift3D: Zero-Shot Lifting of Any 2D Vision Model to 3D

Authors:Mukund Varma T, Peihao Wang, Zhiwen Fan, Zhangyang Wang, Hao Su, Ravi Ramamoorthi

In recent years, there has been an explosion of 2D vision models for numerous tasks such as semantic segmentation, style transfer or scene editing, enabled by large-scale 2D image datasets. At the same time, there has been renewed interest in 3D scene representations such as neural radiance fields from multi-view images. However, the availability of 3D or multiview data is still substantially limited compared to 2D image datasets, making extending 2D vision models to 3D data highly desirable but also very challenging. Indeed, extending a single 2D vision operator like scene editing to 3D typically requires a highly creative method specialized to that task and often requires per-scene optimization. In this paper, we ask the question of whether any 2D vision model can be lifted to make 3D consistent predictions. We answer this question in the affirmative; our new Lift3D method trains to predict unseen views on feature spaces generated by a few visual models (i.e. DINO and CLIP), but then generalizes to novel vision operators and tasks, such as style transfer, super-resolution, open vocabulary segmentation and image colorization; for some of these tasks, there is no comparable previous 3D method. In many cases, we even outperform state-of-the-art methods specialized for the task in question. Moreover, Lift3D is a zero-shot method, in the sense that it requires no task-specific training, nor scene-specific optimization.
PDF Computer Vision and Pattern Recognition Conference (CVPR), 2024

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CoherentGS: Sparse Novel View Synthesis with Coherent 3D Gaussians

Authors:Avinash Paliwal, Wei Ye, Jinhui Xiong, Dmytro Kotovenko, Rakesh Ranjan, Vikas Chandra, Nima Khademi Kalantari

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.
PDF Project page: https://people.engr.tamu.edu/nimak/Papers/CoherentGS

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GaussianCube: Structuring Gaussian Splatting using Optimal Transport for 3D Generative Modeling

Authors:Bowen Zhang, Yiji Cheng, Jiaolong Yang, Chunyu Wang, Feng Zhao, Yansong Tang, Dong Chen, Baining Guo

3D Gaussian Splatting (GS) have achieved considerable improvement over Neural Radiance Fields in terms of 3D fitting fidelity and rendering speed. However, this unstructured representation with scattered Gaussians poses a significant challenge for generative modeling. To address the problem, we introduce GaussianCube, a structured GS representation that is both powerful and efficient for generative modeling. We achieve this by first proposing a modified densification-constrained GS fitting algorithm which can yield high-quality fitting results using a fixed number of free Gaussians, and then re-arranging the Gaussians into a predefined voxel grid via Optimal Transport. The structured grid representation allows us to use standard 3D U-Net as our backbone in diffusion generative modeling without elaborate designs. Extensive experiments conducted on ShapeNet and OmniObject3D show that our model achieves state-of-the-art generation results both qualitatively and quantitatively, underscoring the potential of GaussianCube as a powerful and versatile 3D representation.
PDF Project Page: https://gaussiancube.github.io/

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