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Mar 12

Turbo-GS: Accelerating 3D Gaussian Fitting for High-Quality Radiance Fields

Novel-view synthesis is an important problem in computer vision with applications in 3D reconstruction, mixed reality, and robotics. Recent methods like 3D Gaussian Splatting (3DGS) have become the preferred method for this task, providing high-quality novel views in real time. However, the training time of a 3DGS model is slow, often taking 30 minutes for a scene with 200 views. In contrast, our goal is to reduce the optimization time by training for fewer steps while maintaining high rendering quality. Specifically, we combine the guidance from both the position error and the appearance error to achieve a more effective densification. To balance the rate between adding new Gaussians and fitting old Gaussians, we develop a convergence-aware budget control mechanism. Moreover, to make the densification process more reliable, we selectively add new Gaussians from mostly visited regions. With these designs, we reduce the Gaussian optimization steps to one-third of the previous approach while achieving a comparable or even better novel view rendering quality. To further facilitate the rapid fitting of 4K resolution images, we introduce a dilation-based rendering technique. Our method, Turbo-GS, speeds up optimization for typical scenes and scales well to high-resolution (4K) scenarios on standard datasets. Through extensive experiments, we show that our method is significantly faster in optimization than other methods while retaining quality. Project page: https://ivl.cs.brown.edu/research/turbo-gs.

MVGS: Multi-view-regulated Gaussian Splatting for Novel View Synthesis

Recent works in volume rendering, e.g. NeRF and 3D Gaussian Splatting (3DGS), significantly advance the rendering quality and efficiency with the help of the learned implicit neural radiance field or 3D Gaussians. Rendering on top of an explicit representation, the vanilla 3DGS and its variants deliver real-time efficiency by optimizing the parametric model with single-view supervision per iteration during training which is adopted from NeRF. Consequently, certain views are overfitted, leading to unsatisfying appearance in novel-view synthesis and imprecise 3D geometries. To solve aforementioned problems, we propose a new 3DGS optimization method embodying four key novel contributions: 1) We transform the conventional single-view training paradigm into a multi-view training strategy. With our proposed multi-view regulation, 3D Gaussian attributes are further optimized without overfitting certain training views. As a general solution, we improve the overall accuracy in a variety of scenarios and different Gaussian variants. 2) Inspired by the benefit introduced by additional views, we further propose a cross-intrinsic guidance scheme, leading to a coarse-to-fine training procedure concerning different resolutions. 3) Built on top of our multi-view regulated training, we further propose a cross-ray densification strategy, densifying more Gaussian kernels in the ray-intersect regions from a selection of views. 4) By further investigating the densification strategy, we found that the effect of densification should be enhanced when certain views are distinct dramatically. As a solution, we propose a novel multi-view augmented densification strategy, where 3D Gaussians are encouraged to get densified to a sufficient number accordingly, resulting in improved reconstruction accuracy.

Align Your Gaussians: Text-to-4D with Dynamic 3D Gaussians and Composed Diffusion Models

Text-guided diffusion models have revolutionized image and video generation and have also been successfully used for optimization-based 3D object synthesis. Here, we instead focus on the underexplored text-to-4D setting and synthesize dynamic, animated 3D objects using score distillation methods with an additional temporal dimension. Compared to previous work, we pursue a novel compositional generation-based approach, and combine text-to-image, text-to-video, and 3D-aware multiview diffusion models to provide feedback during 4D object optimization, thereby simultaneously enforcing temporal consistency, high-quality visual appearance and realistic geometry. Our method, called Align Your Gaussians (AYG), leverages dynamic 3D Gaussian Splatting with deformation fields as 4D representation. Crucial to AYG is a novel method to regularize the distribution of the moving 3D Gaussians and thereby stabilize the optimization and induce motion. We also propose a motion amplification mechanism as well as a new autoregressive synthesis scheme to generate and combine multiple 4D sequences for longer generation. These techniques allow us to synthesize vivid dynamic scenes, outperform previous work qualitatively and quantitatively and achieve state-of-the-art text-to-4D performance. Due to the Gaussian 4D representation, different 4D animations can be seamlessly combined, as we demonstrate. AYG opens up promising avenues for animation, simulation and digital content creation as well as synthetic data generation.

Gaussian Splatting with Localized Points Management

Point management is a critical component in optimizing 3D Gaussian Splatting (3DGS) models, as the point initiation (e.g., via structure from motion) is distributionally inappropriate. Typically, the Adaptive Density Control (ADC) algorithm is applied, leveraging view-averaged gradient magnitude thresholding for point densification, opacity thresholding for pruning, and regular all-points opacity reset. However, we reveal that this strategy is limited in tackling intricate/special image regions (e.g., transparent) as it is unable to identify all the 3D zones that require point densification, and lacking an appropriate mechanism to handle the ill-conditioned points with negative impacts (occlusion due to false high opacity). To address these limitations, we propose a Localized Point Management (LPM) strategy, capable of identifying those error-contributing zones in the highest demand for both point addition and geometry calibration. Zone identification is achieved by leveraging the underlying multiview geometry constraints, with the guidance of image rendering errors. We apply point densification in the identified zone, whilst resetting the opacity of those points residing in front of these regions so that a new opportunity is created to correct ill-conditioned points. Serving as a versatile plugin, LPM can be seamlessly integrated into existing 3D Gaussian Splatting models. Experimental evaluation across both static 3D and dynamic 4D scenes validate the efficacy of our LPM strategy in boosting a variety of existing 3DGS models both quantitatively and qualitatively. Notably, LPM improves both vanilla 3DGS and SpaceTimeGS to achieve state-of-the-art rendering quality while retaining real-time speeds, outperforming on challenging datasets such as Tanks & Temples and the Neural 3D Video Dataset.

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/.

SAGS: Structure-Aware 3D Gaussian Splatting

Following the advent of NeRFs, 3D Gaussian Splatting (3D-GS) has paved the way to real-time neural rendering overcoming the computational burden of volumetric methods. Following the pioneering work of 3D-GS, several methods have attempted to achieve compressible and high-fidelity performance alternatives. However, by employing a geometry-agnostic optimization scheme, these methods neglect the inherent 3D structure of the scene, thereby restricting the expressivity and the quality of the representation, resulting in various floating points and artifacts. In this work, we propose a structure-aware Gaussian Splatting method (SAGS) that implicitly encodes the geometry of the scene, which reflects to state-of-the-art rendering performance and reduced storage requirements on benchmark novel-view synthesis datasets. SAGS is founded on a local-global graph representation that facilitates the learning of complex scenes and enforces meaningful point displacements that preserve the scene's geometry. Additionally, we introduce a lightweight version of SAGS, using a simple yet effective mid-point interpolation scheme, which showcases a compact representation of the scene with up to 24times size reduction without the reliance on any compression strategies. Extensive experiments across multiple benchmark datasets demonstrate the superiority of SAGS compared to state-of-the-art 3D-GS methods under both rendering quality and model size. Besides, we demonstrate that our structure-aware method can effectively mitigate floating artifacts and irregular distortions of previous methods while obtaining precise depth maps. Project page https://eververas.github.io/SAGS/.

TV-3DG: Mastering Text-to-3D Customized Generation with Visual Prompt

In recent years, advancements in generative models have significantly expanded the capabilities of text-to-3D generation. Many approaches rely on Score Distillation Sampling (SDS) technology. However, SDS struggles to accommodate multi-condition inputs, such as text and visual prompts, in customized generation tasks. To explore the core reasons, we decompose SDS into a difference term and a classifier-free guidance term. Our analysis identifies the core issue as arising from the difference term and the random noise addition during the optimization process, both contributing to deviations from the target mode during distillation. To address this, we propose a novel algorithm, Classifier Score Matching (CSM), which removes the difference term in SDS and uses a deterministic noise addition process to reduce noise during optimization, effectively overcoming the low-quality limitations of SDS in our customized generation framework. Based on CSM, we integrate visual prompt information with an attention fusion mechanism and sampling guidance techniques, forming the Visual Prompt CSM (VPCSM) algorithm. Furthermore, we introduce a Semantic-Geometry Calibration (SGC) module to enhance quality through improved textual information integration. We present our approach as TV-3DG, with extensive experiments demonstrating its capability to achieve stable, high-quality, customized 3D generation. Project page: https://yjhboy.github.io/TV-3DG

Drag Your Gaussian: Effective Drag-Based Editing with Score Distillation for 3D Gaussian Splatting

Recent advancements in 3D scene editing have been propelled by the rapid development of generative models. Existing methods typically utilize generative models to perform text-guided editing on 3D representations, such as 3D Gaussian Splatting (3DGS). However, these methods are often limited to texture modifications and fail when addressing geometric changes, such as editing a character's head to turn around. Moreover, such methods lack accurate control over the spatial position of editing results, as language struggles to precisely describe the extent of edits. To overcome these limitations, we introduce DYG, an effective 3D drag-based editing method for 3D Gaussian Splatting. It enables users to conveniently specify the desired editing region and the desired dragging direction through the input of 3D masks and pairs of control points, thereby enabling precise control over the extent of editing. DYG integrates the strengths of the implicit triplane representation to establish the geometric scaffold of the editing results, effectively overcoming suboptimal editing outcomes caused by the sparsity of 3DGS in the desired editing regions. Additionally, we incorporate a drag-based Latent Diffusion Model into our method through the proposed Drag-SDS loss function, enabling flexible, multi-view consistent, and fine-grained editing. Extensive experiments demonstrate that DYG conducts effective drag-based editing guided by control point prompts, surpassing other baselines in terms of editing effect and quality, both qualitatively and quantitatively. Visit our project page at https://quyans.github.io/Drag-Your-Gaussian.

Interactive3D: Create What You Want by Interactive 3D Generation

3D object generation has undergone significant advancements, yielding high-quality results. However, fall short of achieving precise user control, often yielding results that do not align with user expectations, thus limiting their applicability. User-envisioning 3D object generation faces significant challenges in realizing its concepts using current generative models due to limited interaction capabilities. Existing methods mainly offer two approaches: (i) interpreting textual instructions with constrained controllability, or (ii) reconstructing 3D objects from 2D images. Both of them limit customization to the confines of the 2D reference and potentially introduce undesirable artifacts during the 3D lifting process, restricting the scope for direct and versatile 3D modifications. In this work, we introduce Interactive3D, an innovative framework for interactive 3D generation that grants users precise control over the generative process through extensive 3D interaction capabilities. Interactive3D is constructed in two cascading stages, utilizing distinct 3D representations. The first stage employs Gaussian Splatting for direct user interaction, allowing modifications and guidance of the generative direction at any intermediate step through (i) Adding and Removing components, (ii) Deformable and Rigid Dragging, (iii) Geometric Transformations, and (iv) Semantic Editing. Subsequently, the Gaussian splats are transformed into InstantNGP. We introduce a novel (v) Interactive Hash Refinement module to further add details and extract the geometry in the second stage. Our experiments demonstrate that Interactive3D markedly improves the controllability and quality of 3D generation. Our project webpage is available at https://interactive-3d.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.

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.

A Survey on 3D Gaussian Splatting

3D Gaussian splatting (GS) has recently emerged as a transformative technique in the realm of explicit radiance field and computer graphics. This innovative approach, characterized by the utilization of millions of learnable 3D Gaussians, represents a significant departure from mainstream neural radiance field approaches, which predominantly use implicit, coordinate-based models to map spatial coordinates to pixel values. 3D GS, with its explicit scene representation and differentiable rendering algorithm, not only promises real-time rendering capability but also introduces unprecedented levels of editability. This positions 3D GS as a potential game-changer for the next generation of 3D reconstruction and representation. In the present paper, we provide the first systematic overview of the recent developments and critical contributions in the domain of 3D GS. We begin with a detailed exploration of the underlying principles and the driving forces behind the emergence of 3D GS, laying the groundwork for understanding its significance. A focal point of our discussion is the practical applicability of 3D GS. By enabling unprecedented rendering speed, 3D GS opens up a plethora of applications, ranging from virtual reality to interactive media and beyond. This is complemented by a comparative analysis of leading 3D GS models, evaluated across various benchmark tasks to highlight their performance and practical utility. The survey concludes by identifying current challenges and suggesting potential avenues for future research in this domain. Through this survey, we aim to provide a valuable resource for both newcomers and seasoned researchers, fostering further exploration and advancement in applicable and explicit radiance field representation.

Idea23D: Collaborative LMM Agents Enable 3D Model Generation from Interleaved Multimodal Inputs

With the success of 2D diffusion models, 2D AIGC content has already transformed our lives. Recently, this success has been extended to 3D AIGC, with state-of-the-art methods generating textured 3D models from single images or text. However, we argue that current 3D AIGC methods still do not fully unleash human creativity. We often imagine 3D content made from multimodal inputs, such as what it would look like if my pet bunny were eating a doughnut on the table. In this paper, we explore a novel 3D AIGC approach: generating 3D content from IDEAs. An IDEA is a multimodal input composed of text, image, and 3D models. To our knowledge, this challenging and exciting 3D AIGC setting has not been studied before. We propose the new framework Idea23D, which combines three agents based on large multimodal models (LMMs) and existing algorithmic tools. These three LMM-based agents are tasked with prompt generation, model selection, and feedback reflection. They collaborate and critique each other in a fully automated loop, without human intervention. The framework then generates a text prompt to create 3D models that align closely with the input IDEAs. We demonstrate impressive 3D AIGC results that surpass previous methods. To comprehensively assess the 3D AIGC capabilities of Idea23D, we introduce the Eval3DAIGC-198 dataset, containing 198 multimodal inputs for 3D generation tasks. This dataset evaluates the alignment between generated 3D content and input IDEAs. Our user study and quantitative results show that Idea23D significantly improves the success rate and accuracy of 3D generation, with excellent compatibility across various LMM, Text-to-Image, and Image-to-3D models. Code and dataset are available at https://idea23d.github.io/.

Instant3D: Instant Text-to-3D Generation

Text-to-3D generation, which aims to synthesize vivid 3D objects from text prompts, has attracted much attention from the computer vision community. While several existing works have achieved impressive results for this task, they mainly rely on a time-consuming optimization paradigm. Specifically, these methods optimize a neural field from scratch for each text prompt, taking approximately one hour or more to generate one object. This heavy and repetitive training cost impedes their practical deployment. In this paper, we propose a novel framework for fast text-to-3D generation, dubbed Instant3D. Once trained, Instant3D is able to create a 3D object for an unseen text prompt in less than one second with a single run of a feedforward network. We achieve this remarkable speed by devising a new network that directly constructs a 3D triplane from a text prompt. The core innovation of our Instant3D lies in our exploration of strategies to effectively inject text conditions into the network. Furthermore, we propose a simple yet effective activation function, the scaled-sigmoid, to replace the original sigmoid function, which speeds up the training convergence by more than ten times. Finally, to address the Janus (multi-head) problem in 3D generation, we propose an adaptive Perp-Neg algorithm that can dynamically adjust its concept negation scales according to the severity of the Janus problem during training, effectively reducing the multi-head effect. Extensive experiments on a wide variety of benchmark datasets demonstrate that the proposed algorithm performs favorably against the state-of-the-art methods both qualitatively and quantitatively, while achieving significantly better efficiency. The project page is at https://ming1993li.github.io/Instant3DProj.

360-GS: Layout-guided Panoramic Gaussian Splatting For Indoor Roaming

3D Gaussian Splatting (3D-GS) has recently attracted great attention with real-time and photo-realistic renderings. This technique typically takes perspective images as input and optimizes a set of 3D elliptical Gaussians by splatting them onto the image planes, resulting in 2D Gaussians. However, applying 3D-GS to panoramic inputs presents challenges in effectively modeling the projection onto the spherical surface of {360^circ} images using 2D Gaussians. In practical applications, input panoramas are often sparse, leading to unreliable initialization of 3D Gaussians and subsequent degradation of 3D-GS quality. In addition, due to the under-constrained geometry of texture-less planes (e.g., walls and floors), 3D-GS struggles to model these flat regions with elliptical Gaussians, resulting in significant floaters in novel views. To address these issues, we propose 360-GS, a novel 360^{circ} Gaussian splatting for a limited set of panoramic inputs. Instead of splatting 3D Gaussians directly onto the spherical surface, 360-GS projects them onto the tangent plane of the unit sphere and then maps them to the spherical projections. This adaptation enables the representation of the projection using Gaussians. We guide the optimization of 360-GS by exploiting layout priors within panoramas, which are simple to obtain and contain strong structural information about the indoor scene. Our experimental results demonstrate that 360-GS allows panoramic rendering and outperforms state-of-the-art methods with fewer artifacts in novel view synthesis, thus providing immersive roaming in indoor scenarios.

3D-GPT: Procedural 3D Modeling with Large Language Models

In the pursuit of efficient automated content creation, procedural generation, leveraging modifiable parameters and rule-based systems, emerges as a promising approach. Nonetheless, it could be a demanding endeavor, given its intricate nature necessitating a deep understanding of rules, algorithms, and parameters. To reduce workload, we introduce 3D-GPT, a framework utilizing large language models~(LLMs) for instruction-driven 3D modeling. 3D-GPT positions LLMs as proficient problem solvers, dissecting the procedural 3D modeling tasks into accessible segments and appointing the apt agent for each task. 3D-GPT integrates three core agents: the task dispatch agent, the conceptualization agent, and the modeling agent. They collaboratively achieve two objectives. First, it enhances concise initial scene descriptions, evolving them into detailed forms while dynamically adapting the text based on subsequent instructions. Second, it integrates procedural generation, extracting parameter values from enriched text to effortlessly interface with 3D software for asset creation. Our empirical investigations confirm that 3D-GPT not only interprets and executes instructions, delivering reliable results but also collaborates effectively with human designers. Furthermore, it seamlessly integrates with Blender, unlocking expanded manipulation possibilities. Our work highlights the potential of LLMs in 3D modeling, offering a basic framework for future advancements in scene generation and animation.

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.

Compact 3D Gaussian Representation for Radiance Field

Neural Radiance Fields (NeRFs) have demonstrated remarkable potential in capturing complex 3D scenes with high fidelity. However, one persistent challenge that hinders the widespread adoption of NeRFs is the computational bottleneck due to the volumetric rendering. On the other hand, 3D Gaussian splatting (3DGS) has recently emerged as an alternative representation that leverages a 3D Gaussisan-based representation and adopts the rasterization pipeline to render the images rather than volumetric rendering, achieving very fast rendering speed and promising image quality. However, a significant drawback arises as 3DGS entails a substantial number of 3D 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 attributes of Gaussian by vector quantization. In our extensive experiments, we consistently show over 10times reduced storage and enhanced rendering speed, while maintaining the quality of the scene representation, compared to 3DGS. 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/.

Text-guided Sparse Voxel Pruning for Efficient 3D Visual Grounding

In this paper, we propose an efficient multi-level convolution architecture for 3D visual grounding. Conventional methods are difficult to meet the requirements of real-time inference due to the two-stage or point-based architecture. Inspired by the success of multi-level fully sparse convolutional architecture in 3D object detection, we aim to build a new 3D visual grounding framework following this technical route. However, as in 3D visual grounding task the 3D scene representation should be deeply interacted with text features, sparse convolution-based architecture is inefficient for this interaction due to the large amount of voxel features. To this end, we propose text-guided pruning (TGP) and completion-based addition (CBA) to deeply fuse 3D scene representation and text features in an efficient way by gradual region pruning and target completion. Specifically, TGP iteratively sparsifies the 3D scene representation and thus efficiently interacts the voxel features with text features by cross-attention. To mitigate the affect of pruning on delicate geometric information, CBA adaptively fixes the over-pruned region by voxel completion with negligible computational overhead. Compared with previous single-stage methods, our method achieves top inference speed and surpasses previous fastest method by 100\% FPS. Our method also achieves state-of-the-art accuracy even compared with two-stage methods, with +1.13 lead of [email protected] on ScanRefer, and +2.6 and +3.2 leads on NR3D and SR3D respectively. The code is available at https://github.com/GWxuan/TSP3D{https://github.com/GWxuan/TSP3D}.

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.

V^3: Viewing Volumetric Videos on Mobiles via Streamable 2D Dynamic Gaussians

Experiencing high-fidelity volumetric video as seamlessly as 2D videos is a long-held dream. However, current dynamic 3DGS methods, despite their high rendering quality, face challenges in streaming on mobile devices due to computational and bandwidth constraints. In this paper, we introduce V3(Viewing Volumetric Videos), a novel approach that enables high-quality mobile rendering through the streaming of dynamic Gaussians. Our key innovation is to view dynamic 3DGS as 2D videos, facilitating the use of hardware video codecs. Additionally, we propose a two-stage training strategy to reduce storage requirements with rapid training speed. The first stage employs hash encoding and shallow MLP to learn motion, then reduces the number of Gaussians through pruning to meet the streaming requirements, while the second stage fine tunes other Gaussian attributes using residual entropy loss and temporal loss to improve temporal continuity. This strategy, which disentangles motion and appearance, maintains high rendering quality with compact storage requirements. Meanwhile, we designed a multi-platform player to decode and render 2D Gaussian videos. Extensive experiments demonstrate the effectiveness of V3, outperforming other methods by enabling high-quality rendering and streaming on common devices, which is unseen before. As the first to stream dynamic Gaussians on mobile devices, our companion player offers users an unprecedented volumetric video experience, including smooth scrolling and instant sharing. Our project page with source code is available at https://authoritywang.github.io/v3/.

GI-GS: Global Illumination Decomposition on Gaussian Splatting for Inverse Rendering

We present GI-GS, a novel inverse rendering framework that leverages 3D Gaussian Splatting (3DGS) and deferred shading to achieve photo-realistic novel view synthesis and relighting. In inverse rendering, accurately modeling the shading processes of objects is essential for achieving high-fidelity results. Therefore, it is critical to incorporate global illumination to account for indirect lighting that reaches an object after multiple bounces across the scene. Previous 3DGS-based methods have attempted to model indirect lighting by characterizing indirect illumination as learnable lighting volumes or additional attributes of each Gaussian, while using baked occlusion to represent shadow effects. These methods, however, fail to accurately model the complex physical interactions between light and objects, making it impossible to construct realistic indirect illumination during relighting. To address this limitation, we propose to calculate indirect lighting using efficient path tracing with deferred shading. In our framework, we first render a G-buffer to capture the detailed geometry and material properties of the scene. Then, we perform physically-based rendering (PBR) only for direct lighting. With the G-buffer and previous rendering results, the indirect lighting can be calculated through a lightweight path tracing. Our method effectively models indirect lighting under any given lighting conditions, thereby achieving better novel view synthesis and relighting. Quantitative and qualitative results show that our GI-GS outperforms existing baselines in both rendering quality and efficiency.

STAG4D: Spatial-Temporal Anchored Generative 4D Gaussians

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.

Analytic-Splatting: Anti-Aliased 3D Gaussian Splatting via Analytic Integration

The 3D Gaussian Splatting (3DGS) gained its popularity recently by combining the advantages of both primitive-based and volumetric 3D representations, resulting in improved quality and efficiency for 3D scene rendering. However, 3DGS is not alias-free, and its rendering at varying resolutions could produce severe blurring or jaggies. This is because 3DGS treats each pixel as an isolated, single point rather than as an area, causing insensitivity to changes in the footprints of pixels. Consequently, this discrete sampling scheme inevitably results in aliasing, owing to the restricted sampling bandwidth. In this paper, we derive an analytical solution to address this issue. More specifically, we use a conditioned logistic function as the analytic approximation of the cumulative distribution function (CDF) in a one-dimensional Gaussian signal and calculate the Gaussian integral by subtracting the CDFs. We then introduce this approximation in the two-dimensional pixel shading, and present Analytic-Splatting, which analytically approximates the Gaussian integral within the 2D-pixel window area to better capture the intensity response of each pixel. Moreover, we use the approximated response of the pixel window integral area to participate in the transmittance calculation of volume rendering, making Analytic-Splatting sensitive to the changes in pixel footprint at different resolutions. Experiments on various datasets validate that our approach has better anti-aliasing capability that gives more details and better fidelity.

Reference-based Controllable Scene Stylization with Gaussian Splatting

Referenced-based scene stylization that edits the appearance based on a content-aligned reference image is an emerging research area. Starting with a pretrained neural radiance field (NeRF), existing methods typically learn a novel appearance that matches the given style. Despite their effectiveness, they inherently suffer from time-consuming volume rendering, and thus are impractical for many real-time applications. In this work, we propose ReGS, which adapts 3D Gaussian Splatting (3DGS) for reference-based stylization to enable real-time stylized view synthesis. Editing the appearance of a pretrained 3DGS is challenging as it uses discrete Gaussians as 3D representation, which tightly bind appearance with geometry. Simply optimizing the appearance as prior methods do is often insufficient for modeling continuous textures in the given reference image. To address this challenge, we propose a novel texture-guided control mechanism that adaptively adjusts local responsible Gaussians to a new geometric arrangement, serving for desired texture details. The proposed process is guided by texture clues for effective appearance editing, and regularized by scene depth for preserving original geometric structure. With these novel designs, we show ReGs can produce state-of-the-art stylization results that respect the reference texture while embracing real-time rendering speed for free-view navigation.

SplatFlow: Multi-View Rectified Flow Model for 3D Gaussian Splatting Synthesis

Text-based generation and editing of 3D scenes hold significant potential for streamlining content creation through intuitive user interactions. While recent advances leverage 3D Gaussian Splatting (3DGS) for high-fidelity and real-time rendering, existing methods are often specialized and task-focused, lacking a unified framework for both generation and editing. In this paper, we introduce SplatFlow, a comprehensive framework that addresses this gap by enabling direct 3DGS generation and editing. SplatFlow comprises two main components: a multi-view rectified flow (RF) model and a Gaussian Splatting Decoder (GSDecoder). The multi-view RF model operates in latent space, generating multi-view images, depths, and camera poses simultaneously, conditioned on text prompts, thus addressing challenges like diverse scene scales and complex camera trajectories in real-world settings. Then, the GSDecoder efficiently translates these latent outputs into 3DGS representations through a feed-forward 3DGS method. Leveraging training-free inversion and inpainting techniques, SplatFlow enables seamless 3DGS editing and supports a broad range of 3D tasks-including object editing, novel view synthesis, and camera pose estimation-within a unified framework without requiring additional complex pipelines. We validate SplatFlow's capabilities on the MVImgNet and DL3DV-7K datasets, demonstrating its versatility and effectiveness in various 3D generation, editing, and inpainting-based tasks.

Tailor3D: Customized 3D Assets Editing and Generation with Dual-Side Images

Recent advances in 3D AIGC have shown promise in directly creating 3D objects from text and images, offering significant cost savings in animation and product design. However, detailed edit and customization of 3D assets remains a long-standing challenge. Specifically, 3D Generation methods lack the ability to follow finely detailed instructions as precisely as their 2D image creation counterparts. Imagine you can get a toy through 3D AIGC but with undesired accessories and dressing. To tackle this challenge, we propose a novel pipeline called Tailor3D, which swiftly creates customized 3D assets from editable dual-side images. We aim to emulate a tailor's ability to locally change objects or perform overall style transfer. Unlike creating 3D assets from multiple views, using dual-side images eliminates conflicts on overlapping areas that occur when editing individual views. Specifically, it begins by editing the front view, then generates the back view of the object through multi-view diffusion. Afterward, it proceeds to edit the back views. Finally, a Dual-sided LRM is proposed to seamlessly stitch together the front and back 3D features, akin to a tailor sewing together the front and back of a garment. The Dual-sided LRM rectifies imperfect consistencies between the front and back views, enhancing editing capabilities and reducing memory burdens while seamlessly integrating them into a unified 3D representation with the LoRA Triplane Transformer. Experimental results demonstrate Tailor3D's effectiveness across various 3D generation and editing tasks, including 3D generative fill and style transfer. It provides a user-friendly, efficient solution for editing 3D assets, with each editing step taking only seconds to complete.

Gaussian-Flow: 4D Reconstruction with Dynamic 3D Gaussian Particle

We introduce Gaussian-Flow, a novel point-based approach for fast dynamic scene reconstruction and real-time rendering from both multi-view and monocular videos. In contrast to the prevalent NeRF-based approaches hampered by slow training and rendering speeds, our approach harnesses recent advancements in point-based 3D Gaussian Splatting (3DGS). Specifically, a novel Dual-Domain Deformation Model (DDDM) is proposed to explicitly model attribute deformations of each Gaussian point, where the time-dependent residual of each attribute is captured by a polynomial fitting in the time domain, and a Fourier series fitting in the frequency domain. The proposed DDDM is capable of modeling complex scene deformations across long video footage, eliminating the need for training separate 3DGS for each frame or introducing an additional implicit neural field to model 3D dynamics. Moreover, the explicit deformation modeling for discretized Gaussian points ensures ultra-fast training and rendering of a 4D scene, which is comparable to the original 3DGS designed for static 3D reconstruction. Our proposed approach showcases a substantial efficiency improvement, achieving a 5times faster training speed compared to the per-frame 3DGS modeling. In addition, quantitative results demonstrate that the proposed Gaussian-Flow significantly outperforms previous leading methods in novel view rendering quality. Project page: https://nju-3dv.github.io/projects/Gaussian-Flow

3DIS: Depth-Driven Decoupled Instance Synthesis for Text-to-Image Generation

The increasing demand for controllable outputs in text-to-image generation has spurred advancements in multi-instance generation (MIG), allowing users to define both instance layouts and attributes. However, unlike image-conditional generation methods such as ControlNet, MIG techniques have not been widely adopted in state-of-the-art models like SD2 and SDXL, primarily due to the challenge of building robust renderers that simultaneously handle instance positioning and attribute rendering. In this paper, we introduce Depth-Driven Decoupled Instance Synthesis (3DIS), a novel framework that decouples the MIG process into two stages: (i) generating a coarse scene depth map for accurate instance positioning and scene composition, and (ii) rendering fine-grained attributes using pre-trained ControlNet on any foundational model, without additional training. Our 3DIS framework integrates a custom adapter into LDM3D for precise depth-based layouts and employs a finetuning-free method for enhanced instance-level attribute rendering. Extensive experiments on COCO-Position and COCO-MIG benchmarks demonstrate that 3DIS significantly outperforms existing methods in both layout precision and attribute rendering. Notably, 3DIS offers seamless compatibility with diverse foundational models, providing a robust, adaptable solution for advanced multi-instance generation. The code is available at: https://github.com/limuloo/3DIS.

GES: Generalized Exponential Splatting for Efficient Radiance Field Rendering

Advancements in 3D Gaussian Splatting have significantly accelerated 3D reconstruction and generation. However, it may require a large number of Gaussians, which creates a substantial memory footprint. This paper introduces GES (Generalized Exponential Splatting), a novel representation that employs Generalized Exponential Function (GEF) to model 3D scenes, requiring far fewer particles to represent a scene and thus significantly outperforming Gaussian Splatting methods in efficiency with a plug-and-play replacement ability for Gaussian-based utilities. GES is validated theoretically and empirically in both principled 1D setup and realistic 3D scenes. It is shown to represent signals with sharp edges more accurately, which are typically challenging for Gaussians due to their inherent low-pass characteristics. Our empirical analysis demonstrates that GEF outperforms Gaussians in fitting natural-occurring signals (e.g. squares, triangles, and parabolic signals), thereby reducing the need for extensive splitting operations that increase the memory footprint of Gaussian Splatting. With the aid of a frequency-modulated loss, GES achieves competitive performance in novel-view synthesis benchmarks while requiring less than half the memory storage of Gaussian Splatting and increasing the rendering speed by up to 39%. The code is available on the project website https://abdullahamdi.com/ges .

EG4D: Explicit Generation of 4D Object without Score Distillation

In recent years, the increasing demand for dynamic 3D assets in design and gaming applications has given rise to powerful generative pipelines capable of synthesizing high-quality 4D objects. Previous methods generally rely on score distillation sampling (SDS) algorithm to infer the unseen views and motion of 4D objects, thus leading to unsatisfactory results with defects like over-saturation and Janus problem. Therefore, inspired by recent progress of video diffusion models, we propose to optimize a 4D representation by explicitly generating multi-view videos from one input image. However, it is far from trivial to handle practical challenges faced by such a pipeline, including dramatic temporal inconsistency, inter-frame geometry and texture diversity, and semantic defects brought by video generation results. To address these issues, we propose DG4D, a novel multi-stage framework that generates high-quality and consistent 4D assets without score distillation. Specifically, collaborative techniques and solutions are developed, including an attention injection strategy to synthesize temporal-consistent multi-view videos, a robust and efficient dynamic reconstruction method based on Gaussian Splatting, and a refinement stage with diffusion prior for semantic restoration. The qualitative results and user preference study demonstrate that our framework outperforms the baselines in generation quality by a considerable margin. Code will be released at https://github.com/jasongzy/EG4D.

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.

Compact 3D Scene Representation via Self-Organizing Gaussian Grids

3D Gaussian Splatting has recently emerged as a highly promising technique for modeling of static 3D scenes. In contrast to Neural Radiance Fields, it utilizes efficient rasterization allowing for very fast rendering at high-quality. However, the storage size is significantly higher, which hinders practical deployment, e.g.~on resource constrained devices. In this paper, we introduce a compact scene representation organizing the parameters of 3D Gaussian Splatting (3DGS) into a 2D grid with local homogeneity, ensuring a drastic reduction in storage requirements without compromising visual quality during rendering. Central to our idea is the explicit exploitation of perceptual redundancies present in natural scenes. In essence, the inherent nature of a scene allows for numerous permutations of Gaussian parameters to equivalently represent it. To this end, we propose a novel highly parallel algorithm that regularly arranges the high-dimensional Gaussian parameters into a 2D grid while preserving their neighborhood structure. During training, we further enforce local smoothness between the sorted parameters in the grid. The uncompressed Gaussians use the same structure as 3DGS, ensuring a seamless integration with established renderers. Our method achieves a reduction factor of 8x to 26x in size for complex scenes with no increase in training time, marking a substantial leap forward in the domain of 3D scene distribution and consumption. Additional information can be found on our project page: https://fraunhoferhhi.github.io/Self-Organizing-Gaussians/

GS-DiT: Advancing Video Generation with Pseudo 4D Gaussian Fields through Efficient Dense 3D Point Tracking

4D video control is essential in video generation as it enables the use of sophisticated lens techniques, such as multi-camera shooting and dolly zoom, which are currently unsupported by existing methods. Training a video Diffusion Transformer (DiT) directly to control 4D content requires expensive multi-view videos. Inspired by Monocular Dynamic novel View Synthesis (MDVS) that optimizes a 4D representation and renders videos according to different 4D elements, such as camera pose and object motion editing, we bring pseudo 4D Gaussian fields to video generation. Specifically, we propose a novel framework that constructs a pseudo 4D Gaussian field with dense 3D point tracking and renders the Gaussian field for all video frames. Then we finetune a pretrained DiT to generate videos following the guidance of the rendered video, dubbed as GS-DiT. To boost the training of the GS-DiT, we also propose an efficient Dense 3D Point Tracking (D3D-PT) method for the pseudo 4D Gaussian field construction. Our D3D-PT outperforms SpatialTracker, the state-of-the-art sparse 3D point tracking method, in accuracy and accelerates the inference speed by two orders of magnitude. During the inference stage, GS-DiT can generate videos with the same dynamic content while adhering to different camera parameters, addressing a significant limitation of current video generation models. GS-DiT demonstrates strong generalization capabilities and extends the 4D controllability of Gaussian splatting to video generation beyond just camera poses. It supports advanced cinematic effects through the manipulation of the Gaussian field and camera intrinsics, making it a powerful tool for creative video production. Demos are available at https://wkbian.github.io/Projects/GS-DiT/.

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.

MetaDreamer: Efficient Text-to-3D Creation With Disentangling Geometry and Texture

Generative models for 3D object synthesis have seen significant advancements with the incorporation of prior knowledge distilled from 2D diffusion models. Nevertheless, challenges persist in the form of multi-view geometric inconsistencies and slow generation speeds within the existing 3D synthesis frameworks. This can be attributed to two factors: firstly, the deficiency of abundant geometric a priori knowledge in optimization, and secondly, the entanglement issue between geometry and texture in conventional 3D generation methods.In response, we introduce MetaDreammer, a two-stage optimization approach that leverages rich 2D and 3D prior knowledge. In the first stage, our emphasis is on optimizing the geometric representation to ensure multi-view consistency and accuracy of 3D objects. In the second stage, we concentrate on fine-tuning the geometry and optimizing the texture, thereby achieving a more refined 3D object. Through leveraging 2D and 3D prior knowledge in two stages, respectively, we effectively mitigate the interdependence between geometry and texture. MetaDreamer establishes clear optimization objectives for each stage, resulting in significant time savings in the 3D generation process. Ultimately, MetaDreamer can generate high-quality 3D objects based on textual prompts within 20 minutes, and to the best of our knowledge, it is the most efficient text-to-3D generation method. Furthermore, we introduce image control into the process, enhancing the controllability of 3D generation. Extensive empirical evidence confirms that our method is not only highly efficient but also achieves a quality level that is at the forefront of current state-of-the-art 3D generation techniques.

BlockFusion: Expandable 3D Scene Generation using Latent Tri-plane Extrapolation

We present BlockFusion, a diffusion-based model that generates 3D scenes as unit blocks and seamlessly incorporates new blocks to extend the scene. BlockFusion is trained using datasets of 3D blocks that are randomly cropped from complete 3D scene meshes. Through per-block fitting, all training blocks are converted into the hybrid neural fields: with a tri-plane containing the geometry features, followed by a Multi-layer Perceptron (MLP) for decoding the signed distance values. A variational auto-encoder is employed to compress the tri-planes into the latent tri-plane space, on which the denoising diffusion process is performed. Diffusion applied to the latent representations allows for high-quality and diverse 3D scene generation. To expand a scene during generation, one needs only to append empty blocks to overlap with the current scene and extrapolate existing latent tri-planes to populate new blocks. The extrapolation is done by conditioning the generation process with the feature samples from the overlapping tri-planes during the denoising iterations. Latent tri-plane extrapolation produces semantically and geometrically meaningful transitions that harmoniously blend with the existing scene. A 2D layout conditioning mechanism is used to control the placement and arrangement of scene elements. Experimental results indicate that BlockFusion is capable of generating diverse, geometrically consistent and unbounded large 3D scenes with unprecedented high-quality shapes in both indoor and outdoor scenarios.

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.

EpiGRAF: Rethinking training of 3D GANs

A very recent trend in generative modeling is building 3D-aware generators from 2D image collections. To induce the 3D bias, such models typically rely on volumetric rendering, which is expensive to employ at high resolutions. During the past months, there appeared more than 10 works that address this scaling issue by training a separate 2D decoder to upsample a low-resolution image (or a feature tensor) produced from a pure 3D generator. But this solution comes at a cost: not only does it break multi-view consistency (i.e. shape and texture change when the camera moves), but it also learns the geometry in a low fidelity. In this work, we show that it is possible to obtain a high-resolution 3D generator with SotA image quality by following a completely different route of simply training the model patch-wise. We revisit and improve this optimization scheme in two ways. First, we design a location- and scale-aware discriminator to work on patches of different proportions and spatial positions. Second, we modify the patch sampling strategy based on an annealed beta distribution to stabilize training and accelerate the convergence. The resulted model, named EpiGRAF, is an efficient, high-resolution, pure 3D generator, and we test it on four datasets (two introduced in this work) at 256^2 and 512^2 resolutions. It obtains state-of-the-art image quality, high-fidelity geometry and trains {approx} 2.5 times faster than the upsampler-based counterparts. Project website: https://universome.github.io/epigraf.

SMERF: Streamable Memory Efficient Radiance Fields for Real-Time Large-Scene Exploration

Recent techniques for real-time view synthesis have rapidly advanced in fidelity and speed, and modern methods are capable of rendering near-photorealistic scenes at interactive frame rates. At the same time, a tension has arisen between explicit scene representations amenable to rasterization and neural fields built on ray marching, with state-of-the-art instances of the latter surpassing the former in quality while being prohibitively expensive for real-time applications. In this work, we introduce SMERF, a view synthesis approach that achieves state-of-the-art accuracy among real-time methods on large scenes with footprints up to 300 m^2 at a volumetric resolution of 3.5 mm^3. Our method is built upon two primary contributions: a hierarchical model partitioning scheme, which increases model capacity while constraining compute and memory consumption, and a distillation training strategy that simultaneously yields high fidelity and internal consistency. Our approach enables full six degrees of freedom (6DOF) navigation within a web browser and renders in real-time on commodity smartphones and laptops. Extensive experiments show that our method exceeds the current state-of-the-art in real-time novel view synthesis by 0.78 dB on standard benchmarks and 1.78 dB on large scenes, renders frames three orders of magnitude faster than state-of-the-art radiance field models, and achieves real-time performance across a wide variety of commodity devices, including smartphones. We encourage readers to explore these models interactively at our project website: https://smerf-3d.github.io.

Lighting Every Darkness with 3DGS: Fast Training and Real-Time Rendering for HDR View Synthesis

Volumetric rendering based methods, like NeRF, excel in HDR view synthesis from RAWimages, especially for nighttime scenes. While, they suffer from long training times and cannot perform real-time rendering due to dense sampling requirements. The advent of 3D Gaussian Splatting (3DGS) enables real-time rendering and faster training. However, implementing RAW image-based view synthesis directly using 3DGS is challenging due to its inherent drawbacks: 1) in nighttime scenes, extremely low SNR leads to poor structure-from-motion (SfM) estimation in distant views; 2) the limited representation capacity of spherical harmonics (SH) function is unsuitable for RAW linear color space; and 3) inaccurate scene structure hampers downstream tasks such as refocusing. To address these issues, we propose LE3D (Lighting Every darkness with 3DGS). Our method proposes Cone Scatter Initialization to enrich the estimation of SfM, and replaces SH with a Color MLP to represent the RAW linear color space. Additionally, we introduce depth distortion and near-far regularizations to improve the accuracy of scene structure for downstream tasks. These designs enable LE3D to perform real-time novel view synthesis, HDR rendering, refocusing, and tone-mapping changes. Compared to previous volumetric rendering based methods, LE3D reduces training time to 1% and improves rendering speed by up to 4,000 times for 2K resolution images in terms of FPS. Code and viewer can be found in https://github.com/Srameo/LE3D .

LucidDreaming: Controllable Object-Centric 3D Generation

With the recent development of generative models, Text-to-3D generations have also seen significant growth. Nonetheless, achieving precise control over 3D generation continues to be an arduous task, as using text to control often leads to missing objects and imprecise locations. Contemporary strategies for enhancing controllability in 3D generation often entail the introduction of additional parameters, such as customized diffusion models. This often induces hardness in adapting to different diffusion models or creating distinct objects. In this paper, we present LucidDreaming as an effective pipeline capable of fine-grained control over 3D generation. It requires only minimal input of 3D bounding boxes, which can be deduced from a simple text prompt using a Large Language Model. Specifically, we propose clipped ray sampling to separately render and optimize objects with user specifications. We also introduce object-centric density blob bias, fostering the separation of generated objects. With individual rendering and optimizing of objects, our method excels not only in controlled content generation from scratch but also within the pre-trained NeRF scenes. In such scenarios, existing generative approaches often disrupt the integrity of the original scene, and current editing methods struggle to synthesize new content in empty spaces. We show that our method exhibits remarkable adaptability across a spectrum of mainstream Score Distillation Sampling-based 3D generation frameworks, and achieves superior alignment of 3D content when compared to baseline approaches. We also provide a dataset of prompts with 3D bounding boxes, benchmarking 3D spatial controllability.

AugUndo: Scaling Up Augmentations for Monocular Depth Completion and Estimation

Unsupervised depth completion and estimation methods are trained by minimizing reconstruction error. Block artifacts from resampling, intensity saturation, and occlusions are amongst the many undesirable by-products of common data augmentation schemes that affect image reconstruction quality, and thus the training signal. Hence, typical augmentations on images viewed as essential to training pipelines in other vision tasks have seen limited use beyond small image intensity changes and flipping. The sparse depth modality in depth completion have seen even less use as intensity transformations alter the scale of the 3D scene, and geometric transformations may decimate the sparse points during resampling. We propose a method that unlocks a wide range of previously-infeasible geometric augmentations for unsupervised depth completion and estimation. This is achieved by reversing, or ``undo''-ing, geometric transformations to the coordinates of the output depth, warping the depth map back to the original reference frame. This enables computing the reconstruction losses using the original images and sparse depth maps, eliminating the pitfalls of naive loss computation on the augmented inputs and allowing us to scale up augmentations to boost performance. We demonstrate our method on indoor (VOID) and outdoor (KITTI) datasets, where we consistently improve upon recent methods across both datasets as well as generalization to four other datasets. Code available at: https://github.com/alexklwong/augundo.

GS2Pose: Two-stage 6D Object Pose Estimation Guided by Gaussian Splatting

This paper proposes a new method for accurate and robust 6D pose estimation of novel objects, named GS2Pose. By introducing 3D Gaussian splatting, GS2Pose can utilize the reconstruction results without requiring a high-quality CAD model, which means it only requires segmented RGBD images as input. Specifically, GS2Pose employs a two-stage structure consisting of coarse estimation followed by refined estimation. In the coarse stage, a lightweight U-Net network with a polarization attention mechanism, called Pose-Net, is designed. By using the 3DGS model for supervised training, Pose-Net can generate NOCS images to compute a coarse pose. In the refinement stage, GS2Pose formulates a pose regression algorithm following the idea of reprojection or Bundle Adjustment (BA), referred to as GS-Refiner. By leveraging Lie algebra to extend 3DGS, GS-Refiner obtains a pose-differentiable rendering pipeline that refines the coarse pose by comparing the input images with the rendered images. GS-Refiner also selectively updates parameters in the 3DGS model to achieve environmental adaptation, thereby enhancing the algorithm's robustness and flexibility to illuminative variation, occlusion, and other challenging disruptive factors. GS2Pose was evaluated through experiments conducted on the LineMod dataset, where it was compared with similar algorithms, yielding highly competitive results. The code for GS2Pose will soon be released on GitHub.

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.

LAYOUTDREAMER: Physics-guided Layout for Text-to-3D Compositional Scene Generation

Recently, the field of text-guided 3D scene generation has garnered significant attention. High-quality generation that aligns with physical realism and high controllability is crucial for practical 3D scene applications. However, existing methods face fundamental limitations: (i) difficulty capturing complex relationships between multiple objects described in the text, (ii) inability to generate physically plausible scene layouts, and (iii) lack of controllability and extensibility in compositional scenes. In this paper, we introduce LayoutDreamer, a framework that leverages 3D Gaussian Splatting (3DGS) to facilitate high-quality, physically consistent compositional scene generation guided by text. Specifically, given a text prompt, we convert it into a directed scene graph and adaptively adjust the density and layout of the initial compositional 3D Gaussians. Subsequently, dynamic camera adjustments are made based on the training focal point to ensure entity-level generation quality. Finally, by extracting directed dependencies from the scene graph, we tailor physical and layout energy to ensure both realism and flexibility. Comprehensive experiments demonstrate that LayoutDreamer outperforms other compositional scene generation quality and semantic alignment methods. Specifically, it achieves state-of-the-art (SOTA) performance in the multiple objects generation metric of T3Bench.

BoostDream: Efficient Refining for High-Quality Text-to-3D Generation from Multi-View Diffusion

Witnessing the evolution of text-to-image diffusion models, significant strides have been made in text-to-3D generation. Currently, two primary paradigms dominate the field of text-to-3D: the feed-forward generation solutions, capable of swiftly producing 3D assets but often yielding coarse results, and the Score Distillation Sampling (SDS) based solutions, known for generating high-fidelity 3D assets albeit at a slower pace. The synergistic integration of these methods holds substantial promise for advancing 3D generation techniques. In this paper, we present BoostDream, a highly efficient plug-and-play 3D refining method designed to transform coarse 3D assets into high-quality. The BoostDream framework comprises three distinct processes: (1) We introduce 3D model distillation that fits differentiable representations from the 3D assets obtained through feed-forward generation. (2) A novel multi-view SDS loss is designed, which utilizes a multi-view aware 2D diffusion model to refine the 3D assets. (3) We propose to use prompt and multi-view consistent normal maps as guidance in refinement.Our extensive experiment is conducted on different differentiable 3D representations, revealing that BoostDream excels in generating high-quality 3D assets rapidly, overcoming the Janus problem compared to conventional SDS-based methods. This breakthrough signifies a substantial advancement in both the efficiency and quality of 3D generation processes.

MoDec-GS: Global-to-Local Motion Decomposition and Temporal Interval Adjustment for Compact Dynamic 3D Gaussian Splatting

3D Gaussian Splatting (3DGS) has made significant strides in scene representation and neural rendering, with intense efforts focused on adapting it for dynamic scenes. Despite delivering remarkable rendering quality and speed, existing methods struggle with storage demands and representing complex real-world motions. To tackle these issues, we propose MoDecGS, a memory-efficient Gaussian splatting framework designed for reconstructing novel views in challenging scenarios with complex motions. We introduce GlobaltoLocal Motion Decomposition (GLMD) to effectively capture dynamic motions in a coarsetofine manner. This approach leverages Global Canonical Scaffolds (Global CS) and Local Canonical Scaffolds (Local CS), extending static Scaffold representation to dynamic video reconstruction. For Global CS, we propose Global Anchor Deformation (GAD) to efficiently represent global dynamics along complex motions, by directly deforming the implicit Scaffold attributes which are anchor position, offset, and local context features. Next, we finely adjust local motions via the Local Gaussian Deformation (LGD) of Local CS explicitly. Additionally, we introduce Temporal Interval Adjustment (TIA) to automatically control the temporal coverage of each Local CS during training, allowing MoDecGS to find optimal interval assignments based on the specified number of temporal segments. Extensive evaluations demonstrate that MoDecGS achieves an average 70% reduction in model size over stateoftheart methods for dynamic 3D Gaussians from realworld dynamic videos while maintaining or even improving rendering quality.

GaussianCity: Generative Gaussian Splatting for Unbounded 3D City Generation

3D city generation with NeRF-based methods shows promising generation results but is computationally inefficient. Recently 3D Gaussian Splatting (3D-GS) has emerged as a highly efficient alternative for object-level 3D generation. However, adapting 3D-GS from finite-scale 3D objects and humans to infinite-scale 3D cities is non-trivial. Unbounded 3D city generation entails significant storage overhead (out-of-memory issues), arising from the need to expand points to billions, often demanding hundreds of Gigabytes of VRAM for a city scene spanning 10km^2. In this paper, we propose GaussianCity, a generative Gaussian Splatting framework dedicated to efficiently synthesizing unbounded 3D cities with a single feed-forward pass. Our key insights are two-fold: 1) Compact 3D Scene Representation: We introduce BEV-Point as a highly compact intermediate representation, ensuring that the growth in VRAM usage for unbounded scenes remains constant, thus enabling unbounded city generation. 2) Spatial-aware Gaussian Attribute Decoder: We present spatial-aware BEV-Point decoder to produce 3D Gaussian attributes, which leverages Point Serializer to integrate the structural and contextual characteristics of BEV points. Extensive experiments demonstrate that GaussianCity achieves state-of-the-art results in both drone-view and street-view 3D city generation. Notably, compared to CityDreamer, GaussianCity exhibits superior performance with a speedup of 60 times (10.72 FPS v.s. 0.18 FPS).

TripoSG: High-Fidelity 3D Shape Synthesis using Large-Scale Rectified Flow Models

Recent advancements in diffusion techniques have propelled image and video generation to unprece- dented levels of quality, significantly accelerating the deployment and application of generative AI. However, 3D shape generation technology has so far lagged behind, constrained by limitations in 3D data scale, complexity of 3D data process- ing, and insufficient exploration of advanced tech- niques in the 3D domain. Current approaches to 3D shape generation face substantial challenges in terms of output quality, generalization capa- bility, and alignment with input conditions. We present TripoSG, a new streamlined shape diffu- sion paradigm capable of generating high-fidelity 3D meshes with precise correspondence to input images. Specifically, we propose: 1) A large-scale rectified flow transformer for 3D shape generation, achieving state-of-the-art fidelity through training on extensive, high-quality data. 2) A hybrid supervised training strategy combining SDF, normal, and eikonal losses for 3D VAE, achieving high- quality 3D reconstruction performance. 3) A data processing pipeline to generate 2 million high- quality 3D samples, highlighting the crucial rules for data quality and quantity in training 3D gen- erative models. Through comprehensive experi- ments, we have validated the effectiveness of each component in our new framework. The seamless integration of these parts has enabled TripoSG to achieve state-of-the-art performance in 3D shape generation. The resulting 3D shapes exhibit en- hanced detail due to high-resolution capabilities and demonstrate exceptional fidelity to input im- ages. Moreover, TripoSG demonstrates improved versatility in generating 3D models from diverse image styles and contents, showcasing strong gen- eralization capabilities. To foster progress and innovation in the field of 3D generation, we will make our model publicly available.

DreamPolish: Domain Score Distillation With Progressive Geometry Generation

We introduce DreamPolish, a text-to-3D generation model that excels in producing refined geometry and high-quality textures. In the geometry construction phase, our approach leverages multiple neural representations to enhance the stability of the synthesis process. Instead of relying solely on a view-conditioned diffusion prior in the novel sampled views, which often leads to undesired artifacts in the geometric surface, we incorporate an additional normal estimator to polish the geometry details, conditioned on viewpoints with varying field-of-views. We propose to add a surface polishing stage with only a few training steps, which can effectively refine the artifacts attributed to limited guidance from previous stages and produce 3D objects with more desirable geometry. The key topic of texture generation using pretrained text-to-image models is to find a suitable domain in the vast latent distribution of these models that contains photorealistic and consistent renderings. In the texture generation phase, we introduce a novel score distillation objective, namely domain score distillation (DSD), to guide neural representations toward such a domain. We draw inspiration from the classifier-free guidance (CFG) in textconditioned image generation tasks and show that CFG and variational distribution guidance represent distinct aspects in gradient guidance and are both imperative domains for the enhancement of texture quality. Extensive experiments show our proposed model can produce 3D assets with polished surfaces and photorealistic textures, outperforming existing state-of-the-art methods.

GeoTexDensifier: Geometry-Texture-Aware Densification for High-Quality Photorealistic 3D Gaussian Splatting

3D Gaussian Splatting (3DGS) has recently attracted wide attentions in various areas such as 3D navigation, Virtual Reality (VR) and 3D simulation, due to its photorealistic and efficient rendering performance. High-quality reconstrution of 3DGS relies on sufficient splats and a reasonable distribution of these splats to fit real geometric surface and texture details, which turns out to be a challenging problem. We present GeoTexDensifier, a novel geometry-texture-aware densification strategy to reconstruct high-quality Gaussian splats which better comply with the geometric structure and texture richness of the scene. Specifically, our GeoTexDensifier framework carries out an auxiliary texture-aware densification method to produce a denser distribution of splats in fully textured areas, while keeping sparsity in low-texture regions to maintain the quality of Gaussian point cloud. Meanwhile, a geometry-aware splitting strategy takes depth and normal priors to guide the splitting sampling and filter out the noisy splats whose initial positions are far from the actual geometric surfaces they aim to fit, under a Validation of Depth Ratio Change checking. With the help of relative monocular depth prior, such geometry-aware validation can effectively reduce the influence of scattered Gaussians to the final rendering quality, especially in regions with weak textures or without sufficient training views. The texture-aware densification and geometry-aware splitting strategies are fully combined to obtain a set of high-quality Gaussian splats. We experiment our GeoTexDensifier framework on various datasets and compare our Novel View Synthesis results to other state-of-the-art 3DGS approaches, with detailed quantitative and qualitative evaluations to demonstrate the effectiveness of our method in producing more photorealistic 3DGS models.

Eliminating Oversaturation and Artifacts of High Guidance Scales in Diffusion Models

Classifier-free guidance (CFG) is crucial for improving both generation quality and alignment between the input condition and final output in diffusion models. While a high guidance scale is generally required to enhance these aspects, it also causes oversaturation and unrealistic artifacts. In this paper, we revisit the CFG update rule and introduce modifications to address this issue. We first decompose the update term in CFG into parallel and orthogonal components with respect to the conditional model prediction and observe that the parallel component primarily causes oversaturation, while the orthogonal component enhances image quality. Accordingly, we propose down-weighting the parallel component to achieve high-quality generations without oversaturation. Additionally, we draw a connection between CFG and gradient ascent and introduce a new rescaling and momentum method for the CFG update rule based on this insight. Our approach, termed adaptive projected guidance (APG), retains the quality-boosting advantages of CFG while enabling the use of higher guidance scales without oversaturation. APG is easy to implement and introduces practically no additional computational overhead to the sampling process. Through extensive experiments, we demonstrate that APG is compatible with various conditional diffusion models and samplers, leading to improved FID, recall, and saturation scores while maintaining precision comparable to CFG, making our method a superior plug-and-play alternative to standard classifier-free guidance.

4DGen: Grounded 4D Content Generation with Spatial-temporal Consistency

Aided by text-to-image and text-to-video diffusion models, existing 4D content creation pipelines utilize score distillation sampling to optimize the entire dynamic 3D scene. However, as these pipelines generate 4D content from text or image inputs, they incur significant time and effort in prompt engineering through trial and error. This work introduces 4DGen, a novel, holistic framework for grounded 4D content creation that decomposes the 4D generation task into multiple stages. We identify static 3D assets and monocular video sequences as key components in constructing the 4D content. Our pipeline facilitates conditional 4D generation, enabling users to specify geometry (3D assets) and motion (monocular videos), thus offering superior control over content creation. Furthermore, we construct our 4D representation using dynamic 3D Gaussians, which permits efficient, high-resolution supervision through rendering during training, thereby facilitating high-quality 4D generation. Additionally, we employ spatial-temporal pseudo labels on anchor frames, along with seamless consistency priors implemented through 3D-aware score distillation sampling and smoothness regularizations. Compared to existing baselines, our approach yields competitive results in faithfully reconstructing input signals and realistically inferring renderings from novel viewpoints and timesteps. Most importantly, our method supports grounded generation, offering users enhanced control, a feature difficult to achieve with previous methods. Project page: https://vita-group.github.io/4DGen/

G3PT: Unleash the power of Autoregressive Modeling in 3D Generation via Cross-scale Querying Transformer

Autoregressive transformers have revolutionized generative models in language processing and shown substantial promise in image and video generation. However, these models face significant challenges when extended to 3D generation tasks due to their reliance on next-token prediction to learn token sequences, which is incompatible with the unordered nature of 3D data. Instead of imposing an artificial order on 3D data, in this paper, we introduce G3PT, a scalable coarse-to-fine 3D generative model utilizing a cross-scale querying transformer. The key is to map point-based 3D data into discrete tokens with different levels of detail, naturally establishing a sequential relationship between different levels suitable for autoregressive modeling. Additionally, the cross-scale querying transformer connects tokens globally across different levels of detail without requiring an ordered sequence. Benefiting from this approach, G3PT features a versatile 3D generation pipeline that effortlessly supports diverse conditional structures, enabling the generation of 3D shapes from various types of conditions. Extensive experiments demonstrate that G3PT achieves superior generation quality and generalization ability compared to previous 3D generation methods. Most importantly, for the first time in 3D generation, scaling up G3PT reveals distinct power-law scaling behaviors.

Portrait3D: 3D Head Generation from Single In-the-wild Portrait Image

While recent works have achieved great success on one-shot 3D common object generation, high quality and fidelity 3D head generation from a single image remains a great challenge. Previous text-based methods for generating 3D heads were limited by text descriptions and image-based methods struggled to produce high-quality head geometry. To handle this challenging problem, we propose a novel framework, Portrait3D, to generate high-quality 3D heads while preserving their identities. Our work incorporates the identity information of the portrait image into three parts: 1) geometry initialization, 2) geometry sculpting, and 3) texture generation stages. Given a reference portrait image, we first align the identity features with text features to realize ID-aware guidance enhancement, which contains the control signals representing the face information. We then use the canny map, ID features of the portrait image, and a pre-trained text-to-normal/depth diffusion model to generate ID-aware geometry supervision, and 3D-GAN inversion is employed to generate ID-aware geometry initialization. Furthermore, with the ability to inject identity information into 3D head generation, we use ID-aware guidance to calculate ID-aware Score Distillation (ISD) for geometry sculpting. For texture generation, we adopt the ID Consistent Texture Inpainting and Refinement which progressively expands the view for texture inpainting to obtain an initialization UV texture map. We then use the id-aware guidance to provide image-level supervision for noisy multi-view images to obtain a refined texture map. Extensive experiments demonstrate that we can generate high-quality 3D heads with accurate geometry and texture from single in-the-wild portrait images. The project page is at https://jinkun-hao.github.io/Portrait3D/.

SplatFormer: Point Transformer for Robust 3D Gaussian Splatting

3D Gaussian Splatting (3DGS) has recently transformed photorealistic reconstruction, achieving high visual fidelity and real-time performance. However, rendering quality significantly deteriorates when test views deviate from the camera angles used during training, posing a major challenge for applications in immersive free-viewpoint rendering and navigation. In this work, we conduct a comprehensive evaluation of 3DGS and related novel view synthesis methods under out-of-distribution (OOD) test camera scenarios. By creating diverse test cases with synthetic and real-world datasets, we demonstrate that most existing methods, including those incorporating various regularization techniques and data-driven priors, struggle to generalize effectively to OOD views. To address this limitation, we introduce SplatFormer, the first point transformer model specifically designed to operate on Gaussian splats. SplatFormer takes as input an initial 3DGS set optimized under limited training views and refines it in a single forward pass, effectively removing potential artifacts in OOD test views. To our knowledge, this is the first successful application of point transformers directly on 3DGS sets, surpassing the limitations of previous multi-scene training methods, which could handle only a restricted number of input views during inference. Our model significantly improves rendering quality under extreme novel views, achieving state-of-the-art performance in these challenging scenarios and outperforming various 3DGS regularization techniques, multi-scene models tailored for sparse view synthesis, and diffusion-based frameworks.

ExVideo: Extending Video Diffusion Models via Parameter-Efficient Post-Tuning

Recently, advancements in video synthesis have attracted significant attention. Video synthesis models such as AnimateDiff and Stable Video Diffusion have demonstrated the practical applicability of diffusion models in creating dynamic visual content. The emergence of SORA has further spotlighted the potential of video generation technologies. Nonetheless, the extension of video lengths has been constrained by the limitations in computational resources. Most existing video synthesis models can only generate short video clips. In this paper, we propose a novel post-tuning methodology for video synthesis models, called ExVideo. This approach is designed to enhance the capability of current video synthesis models, allowing them to produce content over extended temporal durations while incurring lower training expenditures. In particular, we design extension strategies across common temporal model architectures respectively, including 3D convolution, temporal attention, and positional embedding. To evaluate the efficacy of our proposed post-tuning approach, we conduct extension training on the Stable Video Diffusion model. Our approach augments the model's capacity to generate up to 5times its original number of frames, requiring only 1.5k GPU hours of training on a dataset comprising 40k videos. Importantly, the substantial increase in video length doesn't compromise the model's innate generalization capabilities, and the model showcases its advantages in generating videos of diverse styles and resolutions. We will release the source code and the enhanced model publicly.

Latent-NeRF for Shape-Guided Generation of 3D Shapes and Textures

Text-guided image generation has progressed rapidly in recent years, inspiring major breakthroughs in text-guided shape generation. Recently, it has been shown that using score distillation, one can successfully text-guide a NeRF model to generate a 3D object. We adapt the score distillation to the publicly available, and computationally efficient, Latent Diffusion Models, which apply the entire diffusion process in a compact latent space of a pretrained autoencoder. As NeRFs operate in image space, a naive solution for guiding them with latent score distillation would require encoding to the latent space at each guidance step. Instead, we propose to bring the NeRF to the latent space, resulting in a Latent-NeRF. Analyzing our Latent-NeRF, we show that while Text-to-3D models can generate impressive results, they are inherently unconstrained and may lack the ability to guide or enforce a specific 3D structure. To assist and direct the 3D generation, we propose to guide our Latent-NeRF using a Sketch-Shape: an abstract geometry that defines the coarse structure of the desired object. Then, we present means to integrate such a constraint directly into a Latent-NeRF. This unique combination of text and shape guidance allows for increased control over the generation process. We also show that latent score distillation can be successfully applied directly on 3D meshes. This allows for generating high-quality textures on a given geometry. Our experiments validate the power of our different forms of guidance and the efficiency of using latent rendering. Implementation is available at https://github.com/eladrich/latent-nerf

SAGA: Surface-Aligned Gaussian Avatar

This paper presents a Surface-Aligned Gaussian representation for creating animatable human avatars from monocular videos,aiming at improving the novel view and pose synthesis performance while ensuring fast training and real-time rendering. Recently,3DGS has emerged as a more efficient and expressive alternative to NeRF, and has been used for creating dynamic human avatars. However,when applied to the severely ill-posed task of monocular dynamic reconstruction, the Gaussians tend to overfit the constantly changing regions such as clothes wrinkles or shadows since these regions cannot provide consistent supervision, resulting in noisy geometry and abrupt deformation that typically fail to generalize under novel views and poses.To address these limitations, we present SAGA,i.e.,Surface-Aligned Gaussian Avatar,which aligns the Gaussians with a mesh to enforce well-defined geometry and consistent deformation, thereby improving generalization under novel views and poses. Unlike existing strict alignment methods that suffer from limited expressive power and low realism,SAGA employs a two-stage alignment strategy where the Gaussians are first adhered on while then detached from the mesh, thus facilitating both good geometry and high expressivity. In the Adhered Stage, we improve the flexibility of Adhered-on-Mesh Gaussians by allowing them to flow on the mesh, in contrast to existing methods that rigidly bind Gaussians to fixed location. In the second Detached Stage, we introduce a Gaussian-Mesh Alignment regularization, which allows us to unleash the expressivity by detaching the Gaussians but maintain the geometric alignment by minimizing their location and orientation offsets from the bound triangles. Finally, since the Gaussians may drift outside the bound triangles during optimization, an efficient Walking-on-Mesh strategy is proposed to dynamically update the bound triangles.

3DIS-FLUX: simple and efficient multi-instance generation with DiT rendering

The growing demand for controllable outputs in text-to-image generation has driven significant advancements in multi-instance generation (MIG), enabling users to define both instance layouts and attributes. Currently, the state-of-the-art methods in MIG are primarily adapter-based. However, these methods necessitate retraining a new adapter each time a more advanced model is released, resulting in significant resource consumption. A methodology named Depth-Driven Decoupled Instance Synthesis (3DIS) has been introduced, which decouples MIG into two distinct phases: 1) depth-based scene construction and 2) detail rendering with widely pre-trained depth control models. The 3DIS method requires adapter training solely during the scene construction phase, while enabling various models to perform training-free detail rendering. Initially, 3DIS focused on rendering techniques utilizing U-Net architectures such as SD1.5, SD2, and SDXL, without exploring the potential of recent DiT-based models like FLUX. In this paper, we present 3DIS-FLUX, an extension of the 3DIS framework that integrates the FLUX model for enhanced rendering capabilities. Specifically, we employ the FLUX.1-Depth-dev model for depth map controlled image generation and introduce a detail renderer that manipulates the Attention Mask in FLUX's Joint Attention mechanism based on layout information. This approach allows for the precise rendering of fine-grained attributes of each instance. Our experimental results indicate that 3DIS-FLUX, leveraging the FLUX model, outperforms the original 3DIS method, which utilized SD2 and SDXL, and surpasses current state-of-the-art adapter-based methods in terms of both performance and image quality. Project Page: https://limuloo.github.io/3DIS/.

MoE++: Accelerating Mixture-of-Experts Methods with Zero-Computation Experts

In this work, we aim to simultaneously enhance the effectiveness and efficiency of Mixture-of-Experts (MoE) methods. To achieve this, we propose MoE++, a general and heterogeneous MoE framework that integrates both Feed-Forward Network~(FFN) and zero-computation experts. Specifically, we introduce three types of zero-computation experts: the zero expert, copy expert, and constant expert, which correspond to discard, skip, and replace operations, respectively. This design offers three key advantages: (i) Low Computing Overhead: Unlike the uniform mixing mechanism for all tokens within vanilla MoE, MoE++ allows each token to engage with a dynamic number of FFNs, be adjusted by constant vectors, or even skip the MoE layer entirely. (ii) High Performance: By enabling simple tokens to utilize fewer FFN experts, MoE++ allows more experts to focus on challenging tokens, thereby unlocking greater performance potential than vanilla MoE. (iii) Deployment Friendly: Given that zero-computation experts have negligible parameters, we can deploy all zero-computation experts on each GPU, eliminating the significant communication overhead and expert load imbalance associated with FFN experts distributed across different GPUs. Moreover, we leverage gating residuals, enabling each token to consider the pathway taken in the previous layer when selecting the appropriate experts. Extensive experimental results demonstrate that MoE++ achieves better performance while delivering 1.1-2.1x expert forward throughput compared to a vanilla MoE model of the same size, which lays a solid foundation for developing advanced and efficient MoE-related models.

Hunyuan3D 2.0: Scaling Diffusion Models for High Resolution Textured 3D Assets Generation

We present Hunyuan3D 2.0, an advanced large-scale 3D synthesis system for generating high-resolution textured 3D assets. This system includes two foundation components: a large-scale shape generation model -- Hunyuan3D-DiT, and a large-scale texture synthesis model -- Hunyuan3D-Paint. The shape generative model, built on a scalable flow-based diffusion transformer, aims to create geometry that properly aligns with a given condition image, laying a solid foundation for downstream applications. The texture synthesis model, benefiting from strong geometric and diffusion priors, produces high-resolution and vibrant texture maps for either generated or hand-crafted meshes. Furthermore, we build Hunyuan3D-Studio -- a versatile, user-friendly production platform that simplifies the re-creation process of 3D assets. It allows both professional and amateur users to manipulate or even animate their meshes efficiently. We systematically evaluate our models, showing that Hunyuan3D 2.0 outperforms previous state-of-the-art models, including the open-source models and closed-source models in geometry details, condition alignment, texture quality, and etc. Hunyuan3D 2.0 is publicly released in order to fill the gaps in the open-source 3D community for large-scale foundation generative models. The code and pre-trained weights of our models are available at: https://github.com/Tencent/Hunyuan3D-2

GS-VTON: Controllable 3D Virtual Try-on with Gaussian Splatting

Diffusion-based 2D virtual try-on (VTON) techniques have recently demonstrated strong performance, while the development of 3D VTON has largely lagged behind. Despite recent advances in text-guided 3D scene editing, integrating 2D VTON into these pipelines to achieve vivid 3D VTON remains challenging. The reasons are twofold. First, text prompts cannot provide sufficient details in describing clothing. Second, 2D VTON results generated from different viewpoints of the same 3D scene lack coherence and spatial relationships, hence frequently leading to appearance inconsistencies and geometric distortions. To resolve these problems, we introduce an image-prompted 3D VTON method (dubbed GS-VTON) which, by leveraging 3D Gaussian Splatting (3DGS) as the 3D representation, enables the transfer of pre-trained knowledge from 2D VTON models to 3D while improving cross-view consistency. (1) Specifically, we propose a personalized diffusion model that utilizes low-rank adaptation (LoRA) fine-tuning to incorporate personalized information into pre-trained 2D VTON models. To achieve effective LoRA training, we introduce a reference-driven image editing approach that enables the simultaneous editing of multi-view images while ensuring consistency. (2) Furthermore, we propose a persona-aware 3DGS editing framework to facilitate effective editing while maintaining consistent cross-view appearance and high-quality 3D geometry. (3) Additionally, we have established a new 3D VTON benchmark, 3D-VTONBench, which facilitates comprehensive qualitative and quantitative 3D VTON evaluations. Through extensive experiments and comparative analyses with existing methods, the proposed \OM has demonstrated superior fidelity and advanced editing capabilities, affirming its effectiveness for 3D VTON.

DiffusionGAN3D: Boosting Text-guided 3D Generation and Domain Adaption by Combining 3D GANs and Diffusion Priors

Text-guided domain adaption and generation of 3D-aware portraits find many applications in various fields. However, due to the lack of training data and the challenges in handling the high variety of geometry and appearance, the existing methods for these tasks suffer from issues like inflexibility, instability, and low fidelity. In this paper, we propose a novel framework DiffusionGAN3D, which boosts text-guided 3D domain adaption and generation by combining 3D GANs and diffusion priors. Specifically, we integrate the pre-trained 3D generative models (e.g., EG3D) and text-to-image diffusion models. The former provides a strong foundation for stable and high-quality avatar generation from text. And the diffusion models in turn offer powerful priors and guide the 3D generator finetuning with informative direction to achieve flexible and efficient text-guided domain adaption. To enhance the diversity in domain adaption and the generation capability in text-to-avatar, we introduce the relative distance loss and case-specific learnable triplane respectively. Besides, we design a progressive texture refinement module to improve the texture quality for both tasks above. Extensive experiments demonstrate that the proposed framework achieves excellent results in both domain adaption and text-to-avatar tasks, outperforming existing methods in terms of generation quality and efficiency. The project homepage is at https://younglbw.github.io/DiffusionGAN3D-homepage/.

3D Gaussian Editing with A Single Image

The modeling and manipulation of 3D scenes captured from the real world are pivotal in various applications, attracting growing research interest. While previous works on editing have achieved interesting results through manipulating 3D meshes, they often require accurately reconstructed meshes to perform editing, which limits their application in 3D content generation. To address this gap, we introduce a novel single-image-driven 3D scene editing approach based on 3D Gaussian Splatting, enabling intuitive manipulation via directly editing the content on a 2D image plane. Our method learns to optimize the 3D Gaussians to align with an edited version of the image rendered from a user-specified viewpoint of the original scene. To capture long-range object deformation, we introduce positional loss into the optimization process of 3D Gaussian Splatting and enable gradient propagation through reparameterization. To handle occluded 3D Gaussians when rendering from the specified viewpoint, we build an anchor-based structure and employ a coarse-to-fine optimization strategy capable of handling long-range deformation while maintaining structural stability. Furthermore, we design a novel masking strategy to adaptively identify non-rigid deformation regions for fine-scale modeling. Extensive experiments show the effectiveness of our method in handling geometric details, long-range, and non-rigid deformation, demonstrating superior editing flexibility and quality compared to previous approaches.