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SubscribeScene-Conditional 3D Object Stylization and Composition
Recently, 3D generative models have made impressive progress, enabling the generation of almost arbitrary 3D assets from text or image inputs. However, these approaches generate objects in isolation without any consideration for the scene where they will eventually be placed. In this paper, we propose a framework that allows for the stylization of an existing 3D asset to fit into a given 2D scene, and additionally produce a photorealistic composition as if the asset was placed within the environment. This not only opens up a new level of control for object stylization, for example, the same assets can be stylized to reflect changes in the environment, such as summer to winter or fantasy versus futuristic settings-but also makes the object-scene composition more controllable. We achieve this by combining modeling and optimizing the object's texture and environmental lighting through differentiable ray tracing with image priors from pre-trained text-to-image diffusion models. We demonstrate that our method is applicable to a wide variety of indoor and outdoor scenes and arbitrary objects.
TextField3D: Towards Enhancing Open-Vocabulary 3D Generation with Noisy Text Fields
Recent works learn 3D representation explicitly under text-3D guidance. However, limited text-3D data restricts the vocabulary scale and text control of generations. Generators may easily fall into a stereotype concept for certain text prompts, thus losing open-vocabulary generation ability. To tackle this issue, we introduce a conditional 3D generative model, namely TextField3D. Specifically, rather than using the text prompts as input directly, we suggest to inject dynamic noise into the latent space of given text prompts, i.e., Noisy Text Fields (NTFs). In this way, limited 3D data can be mapped to the appropriate range of textual latent space that is expanded by NTFs. To this end, an NTFGen module is proposed to model general text latent code in noisy fields. Meanwhile, an NTFBind module is proposed to align view-invariant image latent code to noisy fields, further supporting image-conditional 3D generation. To guide the conditional generation in both geometry and texture, multi-modal discrimination is constructed with a text-3D discriminator and a text-2.5D discriminator. Compared to previous methods, TextField3D includes three merits: 1) large vocabulary, 2) text consistency, and 3) low latency. Extensive experiments demonstrate that our method achieves a potential open-vocabulary 3D generation capability.
Wavelet Latent Diffusion (Wala): Billion-Parameter 3D Generative Model with Compact Wavelet Encodings
Large-scale 3D generative models require substantial computational resources yet often fall short in capturing fine details and complex geometries at high resolutions. We attribute this limitation to the inefficiency of current representations, which lack the compactness required to model the generative models effectively. To address this, we introduce a novel approach called Wavelet Latent Diffusion, or WaLa, that encodes 3D shapes into wavelet-based, compact latent encodings. Specifically, we compress a 256^3 signed distance field into a 12^3 times 4 latent grid, achieving an impressive 2427x compression ratio with minimal loss of detail. This high level of compression allows our method to efficiently train large-scale generative networks without increasing the inference time. Our models, both conditional and unconditional, contain approximately one billion parameters and successfully generate high-quality 3D shapes at 256^3 resolution. Moreover, WaLa offers rapid inference, producing shapes within two to four seconds depending on the condition, despite the model's scale. We demonstrate state-of-the-art performance across multiple datasets, with significant improvements in generation quality, diversity, and computational efficiency. We open-source our code and, to the best of our knowledge, release the largest pretrained 3D generative models across different modalities.
Michelangelo: Conditional 3D Shape Generation based on Shape-Image-Text Aligned Latent Representation
We present a novel alignment-before-generation approach to tackle the challenging task of generating general 3D shapes based on 2D images or texts. Directly learning a conditional generative model from images or texts to 3D shapes is prone to producing inconsistent results with the conditions because 3D shapes have an additional dimension whose distribution significantly differs from that of 2D images and texts. To bridge the domain gap among the three modalities and facilitate multi-modal-conditioned 3D shape generation, we explore representing 3D shapes in a shape-image-text-aligned space. Our framework comprises two models: a Shape-Image-Text-Aligned Variational Auto-Encoder (SITA-VAE) and a conditional Aligned Shape Latent Diffusion Model (ASLDM). The former model encodes the 3D shapes into the shape latent space aligned to the image and text and reconstructs the fine-grained 3D neural fields corresponding to given shape embeddings via the transformer-based decoder. The latter model learns a probabilistic mapping function from the image or text space to the latent shape space. Our extensive experiments demonstrate that our proposed approach can generate higher-quality and more diverse 3D shapes that better semantically conform to the visual or textural conditional inputs, validating the effectiveness of the shape-image-text-aligned space for cross-modality 3D shape generation.
3D-aware Conditional Image Synthesis
We propose pix2pix3D, a 3D-aware conditional generative model for controllable photorealistic image synthesis. Given a 2D label map, such as a segmentation or edge map, our model learns to synthesize a corresponding image from different viewpoints. To enable explicit 3D user control, we extend conditional generative models with neural radiance fields. Given widely-available monocular images and label map pairs, our model learns to assign a label to every 3D point in addition to color and density, which enables it to render the image and pixel-aligned label map simultaneously. Finally, we build an interactive system that allows users to edit the label map from any viewpoint and generate outputs accordingly.
Diffusion-SDF: Conditional Generative Modeling of Signed Distance Functions
Probabilistic diffusion models have achieved state-of-the-art results for image synthesis, inpainting, and text-to-image tasks. However, they are still in the early stages of generating complex 3D shapes. This work proposes Diffusion-SDF, a generative model for shape completion, single-view reconstruction, and reconstruction of real-scanned point clouds. We use neural signed distance functions (SDFs) as our 3D representation to parameterize the geometry of various signals (e.g., point clouds, 2D images) through neural networks. Neural SDFs are implicit functions and diffusing them amounts to learning the reversal of their neural network weights, which we solve using a custom modulation module. Extensive experiments show that our method is capable of both realistic unconditional generation and conditional generation from partial inputs. This work expands the domain of diffusion models from learning 2D, explicit representations, to 3D, implicit representations.
Object-Centric Domain Randomization for 3D Shape Reconstruction in the Wild
One of the biggest challenges in single-view 3D shape reconstruction in the wild is the scarcity of <3D shape, 2D image>-paired data from real-world environments. Inspired by remarkable achievements via domain randomization, we propose ObjectDR which synthesizes such paired data via a random simulation of visual variations in object appearances and backgrounds. Our data synthesis framework exploits a conditional generative model (e.g., ControlNet) to generate images conforming to spatial conditions such as 2.5D sketches, which are obtainable through a rendering process of 3D shapes from object collections (e.g., Objaverse-XL). To simulate diverse variations while preserving object silhouettes embedded in spatial conditions, we also introduce a disentangled framework which leverages an initial object guidance. After synthesizing a wide range of data, we pre-train a model on them so that it learns to capture a domain-invariant geometry prior which is consistent across various domains. We validate its effectiveness by substantially improving 3D shape reconstruction models on a real-world benchmark. In a scale-up evaluation, our pre-training achieves 23.6% superior results compared with the pre-training on high-quality computer graphics renderings.
Diffusion-based Generation, Optimization, and Planning in 3D Scenes
We introduce SceneDiffuser, a conditional generative model for 3D scene understanding. SceneDiffuser provides a unified model for solving scene-conditioned generation, optimization, and planning. In contrast to prior works, SceneDiffuser is intrinsically scene-aware, physics-based, and goal-oriented. With an iterative sampling strategy, SceneDiffuser jointly formulates the scene-aware generation, physics-based optimization, and goal-oriented planning via a diffusion-based denoising process in a fully differentiable fashion. Such a design alleviates the discrepancies among different modules and the posterior collapse of previous scene-conditioned generative models. We evaluate SceneDiffuser with various 3D scene understanding tasks, including human pose and motion generation, dexterous grasp generation, path planning for 3D navigation, and motion planning for robot arms. The results show significant improvements compared with previous models, demonstrating the tremendous potential of SceneDiffuser for the broad community of 3D scene understanding.
Pix2NeRF: Unsupervised Conditional $π$-GAN for Single Image to Neural Radiance Fields Translation
We propose a pipeline to generate Neural Radiance Fields~(NeRF) of an object or a scene of a specific class, conditioned on a single input image. This is a challenging task, as training NeRF requires multiple views of the same scene, coupled with corresponding poses, which are hard to obtain. Our method is based on pi-GAN, a generative model for unconditional 3D-aware image synthesis, which maps random latent codes to radiance fields of a class of objects. We jointly optimize (1) the pi-GAN objective to utilize its high-fidelity 3D-aware generation and (2) a carefully designed reconstruction objective. The latter includes an encoder coupled with pi-GAN generator to form an auto-encoder. Unlike previous few-shot NeRF approaches, our pipeline is unsupervised, capable of being trained with independent images without 3D, multi-view, or pose supervision. Applications of our pipeline include 3d avatar generation, object-centric novel view synthesis with a single input image, and 3d-aware super-resolution, to name a few.
CC3D: Layout-Conditioned Generation of Compositional 3D Scenes
In this work, we introduce CC3D, a conditional generative model that synthesizes complex 3D scenes conditioned on 2D semantic scene layouts, trained using single-view images. Different from most existing 3D GANs that limit their applicability to aligned single objects, we focus on generating complex scenes with multiple objects, by modeling the compositional nature of 3D scenes. By devising a 2D layout-based approach for 3D synthesis and implementing a new 3D field representation with a stronger geometric inductive bias, we have created a 3D GAN that is both efficient and of high quality, while allowing for a more controllable generation process. Our evaluations on synthetic 3D-FRONT and real-world KITTI-360 datasets demonstrate that our model generates scenes of improved visual and geometric quality in comparison to previous works.
3D Diffusion Policy
Imitation learning provides an efficient way to teach robots dexterous skills; however, learning complex skills robustly and generalizablely usually consumes large amounts of human demonstrations. To tackle this challenging problem, we present 3D Diffusion Policy (DP3), a novel visual imitation learning approach that incorporates the power of 3D visual representations into diffusion policies, a class of conditional action generative models. The core design of DP3 is the utilization of a compact 3D visual representation, extracted from sparse point clouds with an efficient point encoder. In our experiments involving 72 simulation tasks, DP3 successfully handles most tasks with just 10 demonstrations and surpasses baselines with a 55.3% relative improvement. In 4 real robot tasks, DP3 demonstrates precise control with a high success rate of 85%, given only 40 demonstrations of each task, and shows excellent generalization abilities in diverse aspects, including space, viewpoint, appearance, and instance. Interestingly, in real robot experiments, DP3 rarely violates safety requirements, in contrast to baseline methods which frequently do, necessitating human intervention. Our extensive evaluation highlights the critical importance of 3D representations in real-world robot learning. Videos, code, and data are available on https://3d-diffusion-policy.github.io .
RadRotator: 3D Rotation of Radiographs with Diffusion Models
Transforming two-dimensional (2D) images into three-dimensional (3D) volumes is a well-known yet challenging problem for the computer vision community. In the medical domain, a few previous studies attempted to convert two or more input radiographs into computed tomography (CT) volumes. Following their effort, we introduce a diffusion model-based technology that can rotate the anatomical content of any input radiograph in 3D space, potentially enabling the visualization of the entire anatomical content of the radiograph from any viewpoint in 3D. Similar to previous studies, we used CT volumes to create Digitally Reconstructed Radiographs (DRRs) as the training data for our model. However, we addressed two significant limitations encountered in previous studies: 1. We utilized conditional diffusion models with classifier-free guidance instead of Generative Adversarial Networks (GANs) to achieve higher mode coverage and improved output image quality, with the only trade-off being slower inference time, which is often less critical in medical applications; and 2. We demonstrated that the unreliable output of style transfer deep learning (DL) models, such as Cycle-GAN, to transfer the style of actual radiographs to DRRs could be replaced with a simple yet effective training transformation that randomly changes the pixel intensity histograms of the input and ground-truth imaging data during training. This transformation makes the diffusion model agnostic to any distribution variations of the input data pixel intensity, enabling the reliable training of a DL model on input DRRs and applying the exact same model to conventional radiographs (or DRRs) during inference.
Viewset Diffusion: (0-)Image-Conditioned 3D Generative Models from 2D Data
We present Viewset Diffusion, a diffusion-based generator that outputs 3D objects while only using multi-view 2D data for supervision. We note that there exists a one-to-one mapping between viewsets, i.e., collections of several 2D views of an object, and 3D models. Hence, we train a diffusion model to generate viewsets, but design the neural network generator to reconstruct internally corresponding 3D models, thus generating those too. We fit a diffusion model to a large number of viewsets for a given category of objects. The resulting generator can be conditioned on zero, one or more input views. Conditioned on a single view, it performs 3D reconstruction accounting for the ambiguity of the task and allowing to sample multiple solutions compatible with the input. The model performs reconstruction efficiently, in a feed-forward manner, and is trained using only rendering losses using as few as three views per viewset. Project page: szymanowiczs.github.io/viewset-diffusion.
Taming Feed-forward Reconstruction Models as Latent Encoders for 3D Generative Models
Recent AI-based 3D content creation has largely evolved along two paths: feed-forward image-to-3D reconstruction approaches and 3D generative models trained with 2D or 3D supervision. In this work, we show that existing feed-forward reconstruction methods can serve as effective latent encoders for training 3D generative models, thereby bridging these two paradigms. By reusing powerful pre-trained reconstruction models, we avoid computationally expensive encoder network training and obtain rich 3D latent features for generative modeling for free. However, the latent spaces of reconstruction models are not well-suited for generative modeling due to their unstructured nature. To enable flow-based model training on these latent features, we develop post-processing pipelines, including protocols to standardize the features and spatial weighting to concentrate on important regions. We further incorporate a 2D image space perceptual rendering loss to handle the high-dimensional latent spaces. Finally, we propose a multi-stream transformer-based rectified flow architecture to achieve linear scaling and high-quality text-conditioned 3D generation. Our framework leverages the advancements of feed-forward reconstruction models to enhance the scalability of 3D generative modeling, achieving both high computational efficiency and state-of-the-art performance in text-to-3D generation.
BindGPT: A Scalable Framework for 3D Molecular Design via Language Modeling and Reinforcement Learning
Generating novel active molecules for a given protein is an extremely challenging task for generative models that requires an understanding of the complex physical interactions between the molecule and its environment. In this paper, we present a novel generative model, BindGPT which uses a conceptually simple but powerful approach to create 3D molecules within the protein's binding site. Our model produces molecular graphs and conformations jointly, eliminating the need for an extra graph reconstruction step. We pretrain BindGPT on a large-scale dataset and fine-tune it with reinforcement learning using scores from external simulation software. We demonstrate how a single pretrained language model can serve at the same time as a 3D molecular generative model, conformer generator conditioned on the molecular graph, and a pocket-conditioned 3D molecule generator. Notably, the model does not make any representational equivariance assumptions about the domain of generation. We show how such simple conceptual approach combined with pretraining and scaling can perform on par or better than the current best specialized diffusion models, language models, and graph neural networks while being two orders of magnitude cheaper to sample.
Make-An-Animation: Large-Scale Text-conditional 3D Human Motion Generation
Text-guided human motion generation has drawn significant interest because of its impactful applications spanning animation and robotics. Recently, application of diffusion models for motion generation has enabled improvements in the quality of generated motions. However, existing approaches are limited by their reliance on relatively small-scale motion capture data, leading to poor performance on more diverse, in-the-wild prompts. In this paper, we introduce Make-An-Animation, a text-conditioned human motion generation model which learns more diverse poses and prompts from large-scale image-text datasets, enabling significant improvement in performance over prior works. Make-An-Animation is trained in two stages. First, we train on a curated large-scale dataset of (text, static pseudo-pose) pairs extracted from image-text datasets. Second, we fine-tune on motion capture data, adding additional layers to model the temporal dimension. Unlike prior diffusion models for motion generation, Make-An-Animation uses a U-Net architecture similar to recent text-to-video generation models. Human evaluation of motion realism and alignment with input text shows that our model reaches state-of-the-art performance on text-to-motion generation.
Pushing Auto-regressive Models for 3D Shape Generation at Capacity and Scalability
Auto-regressive models have achieved impressive results in 2D image generation by modeling joint distributions in grid space. In this paper, we extend auto-regressive models to 3D domains, and seek a stronger ability of 3D shape generation by improving auto-regressive models at capacity and scalability simultaneously. Firstly, we leverage an ensemble of publicly available 3D datasets to facilitate the training of large-scale models. It consists of a comprehensive collection of approximately 900,000 objects, with multiple properties of meshes, points, voxels, rendered images, and text captions. This diverse labeled dataset, termed Objaverse-Mix, empowers our model to learn from a wide range of object variations. However, directly applying 3D auto-regression encounters critical challenges of high computational demands on volumetric grids and ambiguous auto-regressive order along grid dimensions, resulting in inferior quality of 3D shapes. To this end, we then present a novel framework Argus3D in terms of capacity. Concretely, our approach introduces discrete representation learning based on a latent vector instead of volumetric grids, which not only reduces computational costs but also preserves essential geometric details by learning the joint distributions in a more tractable order. The capacity of conditional generation can thus be realized by simply concatenating various conditioning inputs to the latent vector, such as point clouds, categories, images, and texts. In addition, thanks to the simplicity of our model architecture, we naturally scale up our approach to a larger model with an impressive 3.6 billion parameters, further enhancing the quality of versatile 3D generation. Extensive experiments on four generation tasks demonstrate that Argus3D can synthesize diverse and faithful shapes across multiple categories, achieving remarkable performance.
3D-aware Image Generation using 2D Diffusion Models
In this paper, we introduce a novel 3D-aware image generation method that leverages 2D diffusion models. We formulate the 3D-aware image generation task as multiview 2D image set generation, and further to a sequential unconditional-conditional multiview image generation process. This allows us to utilize 2D diffusion models to boost the generative modeling power of the method. Additionally, we incorporate depth information from monocular depth estimators to construct the training data for the conditional diffusion model using only still images. We train our method on a large-scale dataset, i.e., ImageNet, which is not addressed by previous methods. It produces high-quality images that significantly outperform prior methods. Furthermore, our approach showcases its capability to generate instances with large view angles, even though the training images are diverse and unaligned, gathered from "in-the-wild" real-world environments.
3DILG: Irregular Latent Grids for 3D Generative Modeling
We propose a new representation for encoding 3D shapes as neural fields. The representation is designed to be compatible with the transformer architecture and to benefit both shape reconstruction and shape generation. Existing works on neural fields are grid-based representations with latents defined on a regular grid. In contrast, we define latents on irregular grids, enabling our representation to be sparse and adaptive. In the context of shape reconstruction from point clouds, our shape representation built on irregular grids improves upon grid-based methods in terms of reconstruction accuracy. For shape generation, our representation promotes high-quality shape generation using auto-regressive probabilistic models. We show different applications that improve over the current state of the art. First, we show results for probabilistic shape reconstruction from a single higher resolution image. Second, we train a probabilistic model conditioned on very low resolution images. Third, we apply our model to category-conditioned generation. All probabilistic experiments confirm that we are able to generate detailed and high quality shapes to yield the new state of the art in generative 3D shape modeling.
Mosaic-SDF for 3D Generative Models
Current diffusion or flow-based generative models for 3D shapes divide to two: distilling pre-trained 2D image diffusion models, and training directly on 3D shapes. When training a diffusion or flow models on 3D shapes a crucial design choice is the shape representation. An effective shape representation needs to adhere three design principles: it should allow an efficient conversion of large 3D datasets to the representation form; it should provide a good tradeoff of approximation power versus number of parameters; and it should have a simple tensorial form that is compatible with existing powerful neural architectures. While standard 3D shape representations such as volumetric grids and point clouds do not adhere to all these principles simultaneously, we advocate in this paper a new representation that does. We introduce Mosaic-SDF (M-SDF): a simple 3D shape representation that approximates the Signed Distance Function (SDF) of a given shape by using a set of local grids spread near the shape's boundary. The M-SDF representation is fast to compute for each shape individually making it readily parallelizable; it is parameter efficient as it only covers the space around the shape's boundary; and it has a simple matrix form, compatible with Transformer-based architectures. We demonstrate the efficacy of the M-SDF representation by using it to train a 3D generative flow model including class-conditioned generation with the 3D Warehouse dataset, and text-to-3D generation using a dataset of about 600k caption-shape pairs.
NExT-Mol: 3D Diffusion Meets 1D Language Modeling for 3D Molecule Generation
3D molecule generation is crucial for drug discovery and material design. While prior efforts focus on 3D diffusion models for their benefits in modeling continuous 3D conformers, they overlook the advantages of 1D SELFIES-based Language Models (LMs), which can generate 100% valid molecules and leverage the billion-scale 1D molecule datasets. To combine these advantages for 3D molecule generation, we propose a foundation model -- NExT-Mol: 3D Diffusion Meets 1D Language Modeling for 3D Molecule Generation. NExT-Mol uses an extensively pretrained molecule LM for 1D molecule generation, and subsequently predicts the generated molecule's 3D conformers with a 3D diffusion model. We enhance NExT-Mol's performance by scaling up the LM's model size, refining the diffusion neural architecture, and applying 1D to 3D transfer learning. Notably, our 1D molecule LM significantly outperforms baselines in distributional similarity while ensuring validity, and our 3D diffusion model achieves leading performances in conformer prediction. Given these improvements in 1D and 3D modeling, NExT-Mol achieves a 26% relative improvement in 3D FCD for de novo 3D generation on GEOM-DRUGS, and a 13% average relative gain for conditional 3D generation on QM9-2014. Our codes and pretrained checkpoints are available at https://github.com/acharkq/NExT-Mol.
LN3Diff: Scalable Latent Neural Fields Diffusion for Speedy 3D Generation
The field of neural rendering has witnessed significant progress with advancements in generative models and differentiable rendering techniques. Though 2D diffusion has achieved success, a unified 3D diffusion pipeline remains unsettled. This paper introduces a novel framework called LN3Diff to address this gap and enable fast, high-quality, and generic conditional 3D generation. Our approach harnesses a 3D-aware architecture and variational autoencoder (VAE) to encode the input image into a structured, compact, and 3D latent space. The latent is decoded by a transformer-based decoder into a high-capacity 3D neural field. Through training a diffusion model on this 3D-aware latent space, our method achieves state-of-the-art performance on ShapeNet for 3D generation and demonstrates superior performance in monocular 3D reconstruction and conditional 3D generation across various datasets. Moreover, it surpasses existing 3D diffusion methods in terms of inference speed, requiring no per-instance optimization. Our proposed LN3Diff presents a significant advancement in 3D generative modeling and holds promise for various applications in 3D vision and graphics tasks.
ActFormer: A GAN-based Transformer towards General Action-Conditioned 3D Human Motion Generation
We present a GAN-based Transformer for general action-conditioned 3D human motion generation, including not only single-person actions but also multi-person interactive actions. Our approach consists of a powerful Action-conditioned motion TransFormer (ActFormer) under a GAN training scheme, equipped with a Gaussian Process latent prior. Such a design combines the strong spatio-temporal representation capacity of Transformer, superiority in generative modeling of GAN, and inherent temporal correlations from the latent prior. Furthermore, ActFormer can be naturally extended to multi-person motions by alternately modeling temporal correlations and human interactions with Transformer encoders. To further facilitate research on multi-person motion generation, we introduce a new synthetic dataset of complex multi-person combat behaviors. Extensive experiments on NTU-13, NTU RGB+D 120, BABEL and the proposed combat dataset show that our method can adapt to various human motion representations and achieve superior performance over the state-of-the-art methods on both single-person and multi-person motion generation tasks, demonstrating a promising step towards a general human motion generator.
VPP: Efficient Conditional 3D Generation via Voxel-Point Progressive Representation
Conditional 3D generation is undergoing a significant advancement, enabling the free creation of 3D content from inputs such as text or 2D images. However, previous approaches have suffered from low inference efficiency, limited generation categories, and restricted downstream applications. In this work, we revisit the impact of different 3D representations on generation quality and efficiency. We propose a progressive generation method through Voxel-Point Progressive Representation (VPP). VPP leverages structured voxel representation in the proposed Voxel Semantic Generator and the sparsity of unstructured point representation in the Point Upsampler, enabling efficient generation of multi-category objects. VPP can generate high-quality 8K point clouds within 0.2 seconds. Additionally, the masked generation Transformer allows for various 3D downstream tasks, such as generation, editing, completion, and pre-training. Extensive experiments demonstrate that VPP efficiently generates high-fidelity and diverse 3D shapes across different categories, while also exhibiting excellent representation transfer performance. Codes will be released at https://github.com/qizekun/VPP.
ET3D: Efficient Text-to-3D Generation via Multi-View Distillation
Recent breakthroughs in text-to-image generation has shown encouraging results via large generative models. Due to the scarcity of 3D assets, it is hardly to transfer the success of text-to-image generation to that of text-to-3D generation. Existing text-to-3D generation methods usually adopt the paradigm of DreamFusion, which conducts per-asset optimization by distilling a pretrained text-to-image diffusion model. The generation speed usually ranges from several minutes to tens of minutes per 3D asset, which degrades the user experience and also imposes a burden to the service providers due to the high computational budget. In this work, we present an efficient text-to-3D generation method, which requires only around 8 ms to generate a 3D asset given the text prompt on a consumer graphic card. The main insight is that we exploit the images generated by a large pre-trained text-to-image diffusion model, to supervise the training of a text conditioned 3D generative adversarial network. Once the network is trained, we are able to efficiently generate a 3D asset via a single forward pass. Our method requires no 3D training data and provides an alternative approach for efficient text-to-3D generation by distilling pre-trained image diffusion models.
End-to-End Optimization of Scene Layout
We propose an end-to-end variational generative model for scene layout synthesis conditioned on scene graphs. Unlike unconditional scene layout generation, we use scene graphs as an abstract but general representation to guide the synthesis of diverse scene layouts that satisfy relationships included in the scene graph. This gives rise to more flexible control over the synthesis process, allowing various forms of inputs such as scene layouts extracted from sentences or inferred from a single color image. Using our conditional layout synthesizer, we can generate various layouts that share the same structure of the input example. In addition to this conditional generation design, we also integrate a differentiable rendering module that enables layout refinement using only 2D projections of the scene. Given a depth and a semantics map, the differentiable rendering module enables optimizing over the synthesized layout to fit the given input in an analysis-by-synthesis fashion. Experiments suggest that our model achieves higher accuracy and diversity in conditional scene synthesis and allows exemplar-based scene generation from various input forms.
Phidias: A Generative Model for Creating 3D Content from Text, Image, and 3D Conditions with Reference-Augmented Diffusion
In 3D modeling, designers often use an existing 3D model as a reference to create new ones. This practice has inspired the development of Phidias, a novel generative model that uses diffusion for reference-augmented 3D generation. Given an image, our method leverages a retrieved or user-provided 3D reference model to guide the generation process, thereby enhancing the generation quality, generalization ability, and controllability. Our model integrates three key components: 1) meta-ControlNet that dynamically modulates the conditioning strength, 2) dynamic reference routing that mitigates misalignment between the input image and 3D reference, and 3) self-reference augmentations that enable self-supervised training with a progressive curriculum. Collectively, these designs result in a clear improvement over existing methods. Phidias establishes a unified framework for 3D generation using text, image, and 3D conditions with versatile applications.
Unaligned 2D to 3D Translation with Conditional Vector-Quantized Code Diffusion using Transformers
Generating 3D images of complex objects conditionally from a few 2D views is a difficult synthesis problem, compounded by issues such as domain gap and geometric misalignment. For instance, a unified framework such as Generative Adversarial Networks cannot achieve this unless they explicitly define both a domain-invariant and geometric-invariant joint latent distribution, whereas Neural Radiance Fields are generally unable to handle both issues as they optimize at the pixel level. By contrast, we propose a simple and novel 2D to 3D synthesis approach based on conditional diffusion with vector-quantized codes. Operating in an information-rich code space enables high-resolution 3D synthesis via full-coverage attention across the views. Specifically, we generate the 3D codes (e.g. for CT images) conditional on previously generated 3D codes and the entire codebook of two 2D views (e.g. 2D X-rays). Qualitative and quantitative results demonstrate state-of-the-art performance over specialized methods across varied evaluation criteria, including fidelity metrics such as density, coverage, and distortion metrics for two complex volumetric imagery datasets from in real-world scenarios.
GenCA: A Text-conditioned Generative Model for Realistic and Drivable Codec Avatars
Photo-realistic and controllable 3D avatars are crucial for various applications such as virtual and mixed reality (VR/MR), telepresence, gaming, and film production. Traditional methods for avatar creation often involve time-consuming scanning and reconstruction processes for each avatar, which limits their scalability. Furthermore, these methods do not offer the flexibility to sample new identities or modify existing ones. On the other hand, by learning a strong prior from data, generative models provide a promising alternative to traditional reconstruction methods, easing the time constraints for both data capture and processing. Additionally, generative methods enable downstream applications beyond reconstruction, such as editing and stylization. Nonetheless, the research on generative 3D avatars is still in its infancy, and therefore current methods still have limitations such as creating static avatars, lacking photo-realism, having incomplete facial details, or having limited drivability. To address this, we propose a text-conditioned generative model that can generate photo-realistic facial avatars of diverse identities, with more complete details like hair, eyes and mouth interior, and which can be driven through a powerful non-parametric latent expression space. Specifically, we integrate the generative and editing capabilities of latent diffusion models with a strong prior model for avatar expression driving. Our model can generate and control high-fidelity avatars, even those out-of-distribution. We also highlight its potential for downstream applications, including avatar editing and single-shot avatar reconstruction.
HumanLiff: Layer-wise 3D Human Generation with Diffusion Model
3D human generation from 2D images has achieved remarkable progress through the synergistic utilization of neural rendering and generative models. Existing 3D human generative models mainly generate a clothed 3D human as an undetectable 3D model in a single pass, while rarely considering the layer-wise nature of a clothed human body, which often consists of the human body and various clothes such as underwear, outerwear, trousers, shoes, etc. In this work, we propose HumanLiff, the first layer-wise 3D human generative model with a unified diffusion process. Specifically, HumanLiff firstly generates minimal-clothed humans, represented by tri-plane features, in a canonical space, and then progressively generates clothes in a layer-wise manner. In this way, the 3D human generation is thus formulated as a sequence of diffusion-based 3D conditional generation. To reconstruct more fine-grained 3D humans with tri-plane representation, we propose a tri-plane shift operation that splits each tri-plane into three sub-planes and shifts these sub-planes to enable feature grid subdivision. To further enhance the controllability of 3D generation with 3D layered conditions, HumanLiff hierarchically fuses tri-plane features and 3D layered conditions to facilitate the 3D diffusion model learning. Extensive experiments on two layer-wise 3D human datasets, SynBody (synthetic) and TightCap (real-world), validate that HumanLiff significantly outperforms state-of-the-art methods in layer-wise 3D human generation. Our code will be available at https://skhu101.github.io/HumanLiff.
RGM: Reconstructing High-fidelity 3D Car Assets with Relightable 3D-GS Generative Model from a Single Image
The generation of high-quality 3D car assets is essential for various applications, including video games, autonomous driving, and virtual reality. Current 3D generation methods utilizing NeRF or 3D-GS as representations for 3D objects, generate a Lambertian object under fixed lighting and lack separated modelings for material and global illumination. As a result, the generated assets are unsuitable for relighting under varying lighting conditions, limiting their applicability in downstream tasks. To address this challenge, we propose a novel relightable 3D object generative framework that automates the creation of 3D car assets, enabling the swift and accurate reconstruction of a vehicle's geometry, texture, and material properties from a single input image. Our approach begins with introducing a large-scale synthetic car dataset comprising over 1,000 high-precision 3D vehicle models. We represent 3D objects using global illumination and relightable 3D Gaussian primitives integrating with BRDF parameters. Building on this representation, we introduce a feed-forward model that takes images as input and outputs both relightable 3D Gaussians and global illumination parameters. Experimental results demonstrate that our method produces photorealistic 3D car assets that can be seamlessly integrated into road scenes with different illuminations, which offers substantial practical benefits for industrial applications.
Real3D-Portrait: One-shot Realistic 3D Talking Portrait Synthesis
One-shot 3D talking portrait generation aims to reconstruct a 3D avatar from an unseen image, and then animate it with a reference video or audio to generate a talking portrait video. The existing methods fail to simultaneously achieve the goals of accurate 3D avatar reconstruction and stable talking face animation. Besides, while the existing works mainly focus on synthesizing the head part, it is also vital to generate natural torso and background segments to obtain a realistic talking portrait video. To address these limitations, we present Real3D-Potrait, a framework that (1) improves the one-shot 3D reconstruction power with a large image-to-plane model that distills 3D prior knowledge from a 3D face generative model; (2) facilitates accurate motion-conditioned animation with an efficient motion adapter; (3) synthesizes realistic video with natural torso movement and switchable background using a head-torso-background super-resolution model; and (4) supports one-shot audio-driven talking face generation with a generalizable audio-to-motion model. Extensive experiments show that Real3D-Portrait generalizes well to unseen identities and generates more realistic talking portrait videos compared to previous methods. Video samples and source code are available at https://real3dportrait.github.io .
Direct3D: Scalable Image-to-3D Generation via 3D Latent Diffusion Transformer
Generating high-quality 3D assets from text and images has long been challenging, primarily due to the absence of scalable 3D representations capable of capturing intricate geometry distributions. In this work, we introduce Direct3D, a native 3D generative model scalable to in-the-wild input images, without requiring a multiview diffusion model or SDS optimization. Our approach comprises two primary components: a Direct 3D Variational Auto-Encoder (D3D-VAE) and a Direct 3D Diffusion Transformer (D3D-DiT). D3D-VAE efficiently encodes high-resolution 3D shapes into a compact and continuous latent triplane space. Notably, our method directly supervises the decoded geometry using a semi-continuous surface sampling strategy, diverging from previous methods relying on rendered images as supervision signals. D3D-DiT models the distribution of encoded 3D latents and is specifically designed to fuse positional information from the three feature maps of the triplane latent, enabling a native 3D generative model scalable to large-scale 3D datasets. Additionally, we introduce an innovative image-to-3D generation pipeline incorporating semantic and pixel-level image conditions, allowing the model to produce 3D shapes consistent with the provided conditional image input. Extensive experiments demonstrate the superiority of our large-scale pre-trained Direct3D over previous image-to-3D approaches, achieving significantly better generation quality and generalization ability, thus establishing a new state-of-the-art for 3D content creation. Project page: https://nju-3dv.github.io/projects/Direct3D/.
Sem2NeRF: Converting Single-View Semantic Masks to Neural Radiance Fields
Image translation and manipulation have gain increasing attention along with the rapid development of deep generative models. Although existing approaches have brought impressive results, they mainly operated in 2D space. In light of recent advances in NeRF-based 3D-aware generative models, we introduce a new task, Semantic-to-NeRF translation, that aims to reconstruct a 3D scene modelled by NeRF, conditioned on one single-view semantic mask as input. To kick-off this novel task, we propose the Sem2NeRF framework. In particular, Sem2NeRF addresses the highly challenging task by encoding the semantic mask into the latent code that controls the 3D scene representation of a pre-trained decoder. To further improve the accuracy of the mapping, we integrate a new region-aware learning strategy into the design of both the encoder and the decoder. We verify the efficacy of the proposed Sem2NeRF and demonstrate that it outperforms several strong baselines on two benchmark datasets. Code and video are available at https://donydchen.github.io/sem2nerf/
DIRECT-3D: Learning Direct Text-to-3D Generation on Massive Noisy 3D Data
We present DIRECT-3D, a diffusion-based 3D generative model for creating high-quality 3D assets (represented by Neural Radiance Fields) from text prompts. Unlike recent 3D generative models that rely on clean and well-aligned 3D data, limiting them to single or few-class generation, our model is directly trained on extensive noisy and unaligned `in-the-wild' 3D assets, mitigating the key challenge (i.e., data scarcity) in large-scale 3D generation. In particular, DIRECT-3D is a tri-plane diffusion model that integrates two innovations: 1) A novel learning framework where noisy data are filtered and aligned automatically during the training process. Specifically, after an initial warm-up phase using a small set of clean data, an iterative optimization is introduced in the diffusion process to explicitly estimate the 3D pose of objects and select beneficial data based on conditional density. 2) An efficient 3D representation that is achieved by disentangling object geometry and color features with two separate conditional diffusion models that are optimized hierarchically. Given a prompt input, our model generates high-quality, high-resolution, realistic, and complex 3D objects with accurate geometric details in seconds. We achieve state-of-the-art performance in both single-class generation and text-to-3D generation. We also demonstrate that DIRECT-3D can serve as a useful 3D geometric prior of objects, for example to alleviate the well-known Janus problem in 2D-lifting methods such as DreamFusion. The code and models are available for research purposes at: https://github.com/qihao067/direct3d.
Human 3Diffusion: Realistic Avatar Creation via Explicit 3D Consistent Diffusion Models
Creating realistic avatars from a single RGB image is an attractive yet challenging problem. Due to its ill-posed nature, recent works leverage powerful prior from 2D diffusion models pretrained on large datasets. Although 2D diffusion models demonstrate strong generalization capability, they cannot provide multi-view shape priors with guaranteed 3D consistency. We propose Human 3Diffusion: Realistic Avatar Creation via Explicit 3D Consistent Diffusion. Our key insight is that 2D multi-view diffusion and 3D reconstruction models provide complementary information for each other, and by coupling them in a tight manner, we can fully leverage the potential of both models. We introduce a novel image-conditioned generative 3D Gaussian Splats reconstruction model that leverages the priors from 2D multi-view diffusion models, and provides an explicit 3D representation, which further guides the 2D reverse sampling process to have better 3D consistency. Experiments show that our proposed framework outperforms state-of-the-art methods and enables the creation of realistic avatars from a single RGB image, achieving high-fidelity in both geometry and appearance. Extensive ablations also validate the efficacy of our design, (1) multi-view 2D priors conditioning in generative 3D reconstruction and (2) consistency refinement of sampling trajectory via the explicit 3D representation. Our code and models will be released on https://yuxuan-xue.com/human-3diffusion.
GenerateCT: Text-Guided 3D Chest CT Generation
Generative modeling has experienced substantial progress in recent years, particularly in text-to-image and text-to-video synthesis. However, the medical field has not yet fully exploited the potential of large-scale foundational models for synthetic data generation. In this paper, we introduce GenerateCT, the first method for text-conditional computed tomography (CT) generation, addressing the limitations in 3D medical imaging research and making our entire framework open-source. GenerateCT consists of a pre-trained large language model, a transformer-based text-conditional 3D chest CT generation architecture, and a text-conditional spatial super-resolution diffusion model. We also propose CT-ViT, which efficiently compresses CT volumes while preserving auto-regressiveness in-depth, enabling the generation of 3D CT volumes with variable numbers of axial slices. Our experiments demonstrate that GenerateCT can produce realistic, high-resolution, and high-fidelity 3D chest CT volumes consistent with medical language text prompts. We further investigate the potential of GenerateCT by training a model using generated CT volumes for multi-abnormality classification of chest CT volumes. Our contributions provide a valuable foundation for future research in text-conditional 3D medical image generation and have the potential to accelerate advancements in medical imaging research. Our code, pre-trained models, and generated data are available at https://github.com/ibrahimethemhamamci/GenerateCT.
You See it, You Got it: Learning 3D Creation on Pose-Free Videos at Scale
Recent 3D generation models typically rely on limited-scale 3D `gold-labels' or 2D diffusion priors for 3D content creation. However, their performance is upper-bounded by constrained 3D priors due to the lack of scalable learning paradigms. In this work, we present See3D, a visual-conditional multi-view diffusion model trained on large-scale Internet videos for open-world 3D creation. The model aims to Get 3D knowledge by solely Seeing the visual contents from the vast and rapidly growing video data -- You See it, You Got it. To achieve this, we first scale up the training data using a proposed data curation pipeline that automatically filters out multi-view inconsistencies and insufficient observations from source videos. This results in a high-quality, richly diverse, large-scale dataset of multi-view images, termed WebVi3D, containing 320M frames from 16M video clips. Nevertheless, learning generic 3D priors from videos without explicit 3D geometry or camera pose annotations is nontrivial, and annotating poses for web-scale videos is prohibitively expensive. To eliminate the need for pose conditions, we introduce an innovative visual-condition - a purely 2D-inductive visual signal generated by adding time-dependent noise to the masked video data. Finally, we introduce a novel visual-conditional 3D generation framework by integrating See3D into a warping-based pipeline for high-fidelity 3D generation. Our numerical and visual comparisons on single and sparse reconstruction benchmarks show that See3D, trained on cost-effective and scalable video data, achieves notable zero-shot and open-world generation capabilities, markedly outperforming models trained on costly and constrained 3D datasets. Please refer to our project page at: https://vision.baai.ac.cn/see3d
Learning Subpocket Prototypes for Generalizable Structure-based Drug Design
Generating molecules with high binding affinities to target proteins (a.k.a. structure-based drug design) is a fundamental and challenging task in drug discovery. Recently, deep generative models have achieved remarkable success in generating 3D molecules conditioned on the protein pocket. However, most existing methods consider molecular generation for protein pockets independently while neglecting the underlying connections such as subpocket-level similarities. Subpockets are the local protein environments of ligand fragments and pockets with similar subpockets may bind the same molecular fragment (motif) even though their overall structures are different. Therefore, the trained models can hardly generalize to unseen protein pockets in real-world applications. In this paper, we propose a novel method DrugGPS for generalizable structure-based drug design. With the biochemical priors, we propose to learn subpocket prototypes and construct a global interaction graph to model the interactions between subpocket prototypes and molecular motifs. Moreover, a hierarchical graph transformer encoder and motif-based 3D molecule generation scheme are used to improve the model's performance. The experimental results show that our model consistently outperforms baselines in generating realistic drug candidates with high affinities in challenging out-of-distribution settings.
HAAR: Text-Conditioned Generative Model of 3D Strand-based Human Hairstyles
We present HAAR, a new strand-based generative model for 3D human hairstyles. Specifically, based on textual inputs, HAAR produces 3D hairstyles that could be used as production-level assets in modern computer graphics engines. Current AI-based generative models take advantage of powerful 2D priors to reconstruct 3D content in the form of point clouds, meshes, or volumetric functions. However, by using the 2D priors, they are intrinsically limited to only recovering the visual parts. Highly occluded hair structures can not be reconstructed with those methods, and they only model the ''outer shell'', which is not ready to be used in physics-based rendering or simulation pipelines. In contrast, we propose a first text-guided generative method that uses 3D hair strands as an underlying representation. Leveraging 2D visual question-answering (VQA) systems, we automatically annotate synthetic hair models that are generated from a small set of artist-created hairstyles. This allows us to train a latent diffusion model that operates in a common hairstyle UV space. In qualitative and quantitative studies, we demonstrate the capabilities of the proposed model and compare it to existing hairstyle generation approaches.
NeuSDFusion: A Spatial-Aware Generative Model for 3D Shape Completion, Reconstruction, and Generation
3D shape generation aims to produce innovative 3D content adhering to specific conditions and constraints. Existing methods often decompose 3D shapes into a sequence of localized components, treating each element in isolation without considering spatial consistency. As a result, these approaches exhibit limited versatility in 3D data representation and shape generation, hindering their ability to generate highly diverse 3D shapes that comply with the specified constraints. In this paper, we introduce a novel spatial-aware 3D shape generation framework that leverages 2D plane representations for enhanced 3D shape modeling. To ensure spatial coherence and reduce memory usage, we incorporate a hybrid shape representation technique that directly learns a continuous signed distance field representation of the 3D shape using orthogonal 2D planes. Additionally, we meticulously enforce spatial correspondences across distinct planes using a transformer-based autoencoder structure, promoting the preservation of spatial relationships in the generated 3D shapes. This yields an algorithm that consistently outperforms state-of-the-art 3D shape generation methods on various tasks, including unconditional shape generation, multi-modal shape completion, single-view reconstruction, and text-to-shape synthesis.
Learning to Generate Conditional Tri-plane for 3D-aware Expression Controllable Portrait Animation
In this paper, we present Export3D, a one-shot 3D-aware portrait animation method that is able to control the facial expression and camera view of a given portrait image. To achieve this, we introduce a tri-plane generator with an effective expression conditioning method, which directly generates a tri-plane of 3D prior by transferring the expression parameter of 3DMM into the source image. The tri-plane is then decoded into the image of different view through a differentiable volume rendering. Existing portrait animation methods heavily rely on image warping to transfer the expression in the motion space, challenging on disentanglement of appearance and expression. In contrast, we propose a contrastive pre-training framework for appearance-free expression parameter, eliminating undesirable appearance swap when transferring a cross-identity expression. Extensive experiments show that our pre-training framework can learn the appearance-free expression representation hidden in 3DMM, and our model can generate 3D-aware expression controllable portrait images without appearance swap in the cross-identity manner.
Large Point-to-Gaussian Model for Image-to-3D Generation
Recently, image-to-3D approaches have significantly advanced the generation quality and speed of 3D assets based on large reconstruction models, particularly 3D Gaussian reconstruction models. Existing large 3D Gaussian models directly map 2D image to 3D Gaussian parameters, while regressing 2D image to 3D Gaussian representations is challenging without 3D priors. In this paper, we propose a large Point-to-Gaussian model, that inputs the initial point cloud produced from large 3D diffusion model conditional on 2D image to generate the Gaussian parameters, for image-to-3D generation. The point cloud provides initial 3D geometry prior for Gaussian generation, thus significantly facilitating image-to-3D Generation. Moreover, we present the Attention mechanism, Projection mechanism, and Point feature extractor, dubbed as APP block, for fusing the image features with point cloud features. The qualitative and quantitative experiments extensively demonstrate the effectiveness of the proposed approach on GSO and Objaverse datasets, and show the proposed method achieves state-of-the-art performance.
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.
DreamComposer: Controllable 3D Object Generation via Multi-View Conditions
Utilizing pre-trained 2D large-scale generative models, recent works are capable of generating high-quality novel views from a single in-the-wild image. However, due to the lack of information from multiple views, these works encounter difficulties in generating controllable novel views. In this paper, we present DreamComposer, a flexible and scalable framework that can enhance existing view-aware diffusion models by injecting multi-view conditions. Specifically, DreamComposer first uses a view-aware 3D lifting module to obtain 3D representations of an object from multiple views. Then, it renders the latent features of the target view from 3D representations with the multi-view feature fusion module. Finally the target view features extracted from multi-view inputs are injected into a pre-trained diffusion model. Experiments show that DreamComposer is compatible with state-of-the-art diffusion models for zero-shot novel view synthesis, further enhancing them to generate high-fidelity novel view images with multi-view conditions, ready for controllable 3D object reconstruction and various other applications.
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
HeadArtist: Text-conditioned 3D Head Generation with Self Score Distillation
This work presents HeadArtist for 3D head generation from text descriptions. With a landmark-guided ControlNet serving as the generative prior, we come up with an efficient pipeline that optimizes a parameterized 3D head model under the supervision of the prior distillation itself. We call such a process self score distillation (SSD). In detail, given a sampled camera pose, we first render an image and its corresponding landmarks from the head model, and add some particular level of noise onto the image. The noisy image, landmarks, and text condition are then fed into the frozen ControlNet twice for noise prediction. Two different classifier-free guidance (CFG) weights are applied during these two predictions, and the prediction difference offers a direction on how the rendered image can better match the text of interest. Experimental results suggest that our approach delivers high-quality 3D head sculptures with adequate geometry and photorealistic appearance, significantly outperforming state-ofthe-art methods. We also show that the same pipeline well supports editing the generated heads, including both geometry deformation and appearance change.
MVLight: Relightable Text-to-3D Generation via Light-conditioned Multi-View Diffusion
Recent advancements in text-to-3D generation, building on the success of high-performance text-to-image generative models, have made it possible to create imaginative and richly textured 3D objects from textual descriptions. However, a key challenge remains in effectively decoupling light-independent and lighting-dependent components to enhance the quality of generated 3D models and their relighting performance. In this paper, we present MVLight, a novel light-conditioned multi-view diffusion model that explicitly integrates lighting conditions directly into the generation process. This enables the model to synthesize high-quality images that faithfully reflect the specified lighting environment across multiple camera views. By leveraging this capability to Score Distillation Sampling (SDS), we can effectively synthesize 3D models with improved geometric precision and relighting capabilities. We validate the effectiveness of MVLight through extensive experiments and a user study.
Conditional 360-degree Image Synthesis for Immersive Indoor Scene Decoration
In this paper, we address the problem of conditional scene decoration for 360-degree images. Our method takes a 360-degree background photograph of an indoor scene and generates decorated images of the same scene in the panorama view. To do this, we develop a 360-aware object layout generator that learns latent object vectors in the 360-degree view to enable a variety of furniture arrangements for an input 360-degree background image. We use this object layout to condition a generative adversarial network to synthesize images of an input scene. To further reinforce the generation capability of our model, we develop a simple yet effective scene emptier that removes the generated furniture and produces an emptied scene for our model to learn a cyclic constraint. We train the model on the Structure3D dataset and show that our model can generate diverse decorations with controllable object layout. Our method achieves state-of-the-art performance on the Structure3D dataset and generalizes well to the Zillow indoor scene dataset. Our user study confirms the immersive experiences provided by the realistic image quality and furniture layout in our generation results. Our implementation will be made available.
GaussianAnything: Interactive Point Cloud Latent Diffusion for 3D Generation
While 3D content generation has advanced significantly, existing methods still face challenges with input formats, latent space design, and output representations. This paper introduces a novel 3D generation framework that addresses these challenges, offering scalable, high-quality 3D generation with an interactive Point Cloud-structured Latent space. Our framework employs a Variational Autoencoder (VAE) with multi-view posed RGB-D(epth)-N(ormal) renderings as input, using a unique latent space design that preserves 3D shape information, and incorporates a cascaded latent diffusion model for improved shape-texture disentanglement. The proposed method, GaussianAnything, supports multi-modal conditional 3D generation, allowing for point cloud, caption, and single/multi-view image inputs. Notably, the newly proposed latent space naturally enables geometry-texture disentanglement, thus allowing 3D-aware editing. Experimental results demonstrate the effectiveness of our approach on multiple datasets, outperforming existing methods in both text- and image-conditioned 3D generation.
Conditional Generative Adversarial Nets
Generative Adversarial Nets [8] were recently introduced as a novel way to train generative models. In this work we introduce the conditional version of generative adversarial nets, which can be constructed by simply feeding the data, y, we wish to condition on to both the generator and discriminator. We show that this model can generate MNIST digits conditioned on class labels. We also illustrate how this model could be used to learn a multi-modal model, and provide preliminary examples of an application to image tagging in which we demonstrate how this approach can generate descriptive tags which are not part of training labels.
Collaborative Control for Geometry-Conditioned PBR Image Generation
Current 3D content generation builds on generative models that output RGB images. Modern graphics pipelines, however, require physically-based rendering (PBR) material properties. We propose to model the PBR image distribution directly to avoid photometric inaccuracies in RGB generation and the inherent ambiguity in extracting PBR from RGB. Existing paradigms for cross-modal finetuning are not suited for PBR generation due to a lack of data and the high dimensionality of the output modalities: we overcome both challenges by retaining a frozen RGB model and tightly linking a newly trained PBR model using a novel cross-network communication paradigm. As the base RGB model is fully frozen, the proposed method does not risk catastrophic forgetting during finetuning and remains compatible with techniques such as IPAdapter pretrained for the base RGB model. We validate our design choices, robustness to data sparsity, and compare against existing paradigms with an extensive experimental section.
Learning Structured Output Representations from Attributes using Deep Conditional Generative Models
Structured output representation is a generative task explored in computer vision that often times requires the mapping of low dimensional features to high dimensional structured outputs. Losses in complex spatial information in deterministic approaches such as Convolutional Neural Networks (CNN) lead to uncertainties and ambiguous structures within a single output representation. A probabilistic approach through deep Conditional Generative Models (CGM) is presented by Sohn et al. in which a particular model known as the Conditional Variational Auto-encoder (CVAE) is introduced and explored. While the original paper focuses on the task of image segmentation, this paper adopts the CVAE framework for the task of controlled output representation through attributes. This approach allows us to learn a disentangled multimodal prior distribution, resulting in more controlled and robust approach to sample generation. In this work we recreate the CVAE architecture and train it on images conditioned on various attributes obtained from two image datasets; the Large-scale CelebFaces Attributes (CelebA) dataset and the Caltech-UCSD Birds (CUB-200-2011) dataset. We attempt to generate new faces with distinct attributes such as hair color and glasses, as well as different bird species samples with various attributes. We further introduce strategies for improving generalized sample generation by applying a weighted term to the variational lower bound.
Video Prediction Models as General Visual Encoders
This study explores the potential of open-source video conditional generation models as encoders for downstream tasks, focusing on instance segmentation using the BAIR Robot Pushing Dataset. The researchers propose using video prediction models as general visual encoders, leveraging their ability to capture critical spatial and temporal information which is essential for tasks such as instance segmentation. Inspired by human vision studies, particularly Gestalts principle of common fate, the approach aims to develop a latent space representative of motion from images to effectively discern foreground from background information. The researchers utilize a 3D Vector-Quantized Variational Autoencoder 3D VQVAE video generative encoder model conditioned on an input frame, coupled with downstream segmentation tasks. Experiments involve adapting pre-trained video generative models, analyzing their latent spaces, and training custom decoders for foreground-background segmentation. The findings demonstrate promising results in leveraging generative pretext learning for downstream tasks, working towards enhanced scene analysis and segmentation in computer vision applications.
L3DG: Latent 3D Gaussian Diffusion
We propose L3DG, the first approach for generative 3D modeling of 3D Gaussians through a latent 3D Gaussian diffusion formulation. This enables effective generative 3D modeling, scaling to generation of entire room-scale scenes which can be very efficiently rendered. To enable effective synthesis of 3D Gaussians, we propose a latent diffusion formulation, operating in a compressed latent space of 3D Gaussians. This compressed latent space is learned by a vector-quantized variational autoencoder (VQ-VAE), for which we employ a sparse convolutional architecture to efficiently operate on room-scale scenes. This way, the complexity of the costly generation process via diffusion is substantially reduced, allowing higher detail on object-level generation, as well as scalability to large scenes. By leveraging the 3D Gaussian representation, the generated scenes can be rendered from arbitrary viewpoints in real-time. We demonstrate that our approach significantly improves visual quality over prior work on unconditional object-level radiance field synthesis and showcase its applicability to room-scale scene generation.
Learning Versatile 3D Shape Generation with Improved AR Models
Auto-Regressive (AR) models have achieved impressive results in 2D image generation by modeling joint distributions in the grid space. While this approach has been extended to the 3D domain for powerful shape generation, it still has two limitations: expensive computations on volumetric grids and ambiguous auto-regressive order along grid dimensions. To overcome these limitations, we propose the Improved Auto-regressive Model (ImAM) for 3D shape generation, which applies discrete representation learning based on a latent vector instead of volumetric grids. Our approach not only reduces computational costs but also preserves essential geometric details by learning the joint distribution in a more tractable order. Moreover, thanks to the simplicity of our model architecture, we can naturally extend it from unconditional to conditional generation by concatenating various conditioning inputs, such as point clouds, categories, images, and texts. Extensive experiments demonstrate that ImAM can synthesize diverse and faithful shapes of multiple categories, achieving state-of-the-art performance.
TR0N: Translator Networks for 0-Shot Plug-and-Play Conditional Generation
We propose TR0N, a highly general framework to turn pre-trained unconditional generative models, such as GANs and VAEs, into conditional models. The conditioning can be highly arbitrary, and requires only a pre-trained auxiliary model. For example, we show how to turn unconditional models into class-conditional ones with the help of a classifier, and also into text-to-image models by leveraging CLIP. TR0N learns a lightweight stochastic mapping which "translates" between the space of conditions and the latent space of the generative model, in such a way that the generated latent corresponds to a data sample satisfying the desired condition. The translated latent samples are then further improved upon through Langevin dynamics, enabling us to obtain higher-quality data samples. TR0N requires no training data nor fine-tuning, yet can achieve a zero-shot FID of 10.9 on MS-COCO, outperforming competing alternatives not only on this metric, but also in sampling speed -- all while retaining a much higher level of generality. Our code is available at https://github.com/layer6ai-labs/tr0n.
CAMPARI: Camera-Aware Decomposed Generative Neural Radiance Fields
Tremendous progress in deep generative models has led to photorealistic image synthesis. While achieving compelling results, most approaches operate in the two-dimensional image domain, ignoring the three-dimensional nature of our world. Several recent works therefore propose generative models which are 3D-aware, i.e., scenes are modeled in 3D and then rendered differentiably to the image plane. This leads to impressive 3D consistency, but incorporating such a bias comes at a price: the camera needs to be modeled as well. Current approaches assume fixed intrinsics and a predefined prior over camera pose ranges. As a result, parameter tuning is typically required for real-world data, and results degrade if the data distribution is not matched. Our key hypothesis is that learning a camera generator jointly with the image generator leads to a more principled approach to 3D-aware image synthesis. Further, we propose to decompose the scene into a background and foreground model, leading to more efficient and disentangled scene representations. While training from raw, unposed image collections, we learn a 3D- and camera-aware generative model which faithfully recovers not only the image but also the camera data distribution. At test time, our model generates images with explicit control over the camera as well as the shape and appearance of the scene.
DiffCAD: Weakly-Supervised Probabilistic CAD Model Retrieval and Alignment from an RGB Image
Perceiving 3D structures from RGB images based on CAD model primitives can enable an effective, efficient 3D object-based representation of scenes. However, current approaches rely on supervision from expensive annotations of CAD models associated with real images, and encounter challenges due to the inherent ambiguities in the task -- both in depth-scale ambiguity in monocular perception, as well as inexact matches of CAD database models to real observations. We thus propose DiffCAD, the first weakly-supervised probabilistic approach to CAD retrieval and alignment from an RGB image. We formulate this as a conditional generative task, leveraging diffusion to learn implicit probabilistic models capturing the shape, pose, and scale of CAD objects in an image. This enables multi-hypothesis generation of different plausible CAD reconstructions, requiring only a few hypotheses to characterize ambiguities in depth/scale and inexact shape matches. Our approach is trained only on synthetic data, leveraging monocular depth and mask estimates to enable robust zero-shot adaptation to various real target domains. Despite being trained solely on synthetic data, our multi-hypothesis approach can even surpass the supervised state-of-the-art on the Scan2CAD dataset by 5.9% with 8 hypotheses.
Equivariant 3D-Conditional Diffusion Models for Molecular Linker Design
Fragment-based drug discovery has been an effective paradigm in early-stage drug development. An open challenge in this area is designing linkers between disconnected molecular fragments of interest to obtain chemically-relevant candidate drug molecules. In this work, we propose DiffLinker, an E(3)-equivariant 3D-conditional diffusion model for molecular linker design. Given a set of disconnected fragments, our model places missing atoms in between and designs a molecule incorporating all the initial fragments. Unlike previous approaches that are only able to connect pairs of molecular fragments, our method can link an arbitrary number of fragments. Additionally, the model automatically determines the number of atoms in the linker and its attachment points to the input fragments. We demonstrate that DiffLinker outperforms other methods on the standard datasets generating more diverse and synthetically-accessible molecules. Besides, we experimentally test our method in real-world applications, showing that it can successfully generate valid linkers conditioned on target protein pockets.
3D-aware Image Generation and Editing with Multi-modal Conditions
3D-consistent image generation from a single 2D semantic label is an important and challenging research topic in computer graphics and computer vision. Although some related works have made great progress in this field, most of the existing methods suffer from poor disentanglement performance of shape and appearance, and lack multi-modal control. In this paper, we propose a novel end-to-end 3D-aware image generation and editing model incorporating multiple types of conditional inputs, including pure noise, text and reference image. On the one hand, we dive into the latent space of 3D Generative Adversarial Networks (GANs) and propose a novel disentanglement strategy to separate appearance features from shape features during the generation process. On the other hand, we propose a unified framework for flexible image generation and editing tasks with multi-modal conditions. Our method can generate diverse images with distinct noises, edit the attribute through a text description and conduct style transfer by giving a reference RGB image. Extensive experiments demonstrate that the proposed method outperforms alternative approaches both qualitatively and quantitatively on image generation and editing.
MoMask: Generative Masked Modeling of 3D Human Motions
We introduce MoMask, a novel masked modeling framework for text-driven 3D human motion generation. In MoMask, a hierarchical quantization scheme is employed to represent human motion as multi-layer discrete motion tokens with high-fidelity details. Starting at the base layer, with a sequence of motion tokens obtained by vector quantization, the residual tokens of increasing orders are derived and stored at the subsequent layers of the hierarchy. This is consequently followed by two distinct bidirectional transformers. For the base-layer motion tokens, a Masked Transformer is designated to predict randomly masked motion tokens conditioned on text input at training stage. During generation (i.e. inference) stage, starting from an empty sequence, our Masked Transformer iteratively fills up the missing tokens; Subsequently, a Residual Transformer learns to progressively predict the next-layer tokens based on the results from current layer. Extensive experiments demonstrate that MoMask outperforms the state-of-art methods on the text-to-motion generation task, with an FID of 0.045 (vs e.g. 0.141 of T2M-GPT) on the HumanML3D dataset, and 0.228 (vs 0.514) on KIT-ML, respectively. MoMask can also be seamlessly applied in related tasks without further model fine-tuning, such as text-guided temporal inpainting.
3DShape2VecSet: A 3D Shape Representation for Neural Fields and Generative Diffusion Models
We introduce 3DShape2VecSet, a novel shape representation for neural fields designed for generative diffusion models. Our shape representation can encode 3D shapes given as surface models or point clouds, and represents them as neural fields. The concept of neural fields has previously been combined with a global latent vector, a regular grid of latent vectors, or an irregular grid of latent vectors. Our new representation encodes neural fields on top of a set of vectors. We draw from multiple concepts, such as the radial basis function representation and the cross attention and self-attention function, to design a learnable representation that is especially suitable for processing with transformers. Our results show improved performance in 3D shape encoding and 3D shape generative modeling tasks. We demonstrate a wide variety of generative applications: unconditioned generation, category-conditioned generation, text-conditioned generation, point-cloud completion, and image-conditioned generation.
Four-Plane Factorized Video Autoencoders
Latent variable generative models have emerged as powerful tools for generative tasks including image and video synthesis. These models are enabled by pretrained autoencoders that map high resolution data into a compressed lower dimensional latent space, where the generative models can subsequently be developed while requiring fewer computational resources. Despite their effectiveness, the direct application of latent variable models to higher dimensional domains such as videos continues to pose challenges for efficient training and inference. In this paper, we propose an autoencoder that projects volumetric data onto a four-plane factorized latent space that grows sublinearly with the input size, making it ideal for higher dimensional data like videos. The design of our factorized model supports straightforward adoption in a number of conditional generation tasks with latent diffusion models (LDMs), such as class-conditional generation, frame prediction, and video interpolation. Our results show that the proposed four-plane latent space retains a rich representation needed for high-fidelity reconstructions despite the heavy compression, while simultaneously enabling LDMs to operate with significant improvements in speed and memory.
MaGRITTe: Manipulative and Generative 3D Realization from Image, Topview and Text
The generation of 3D scenes from user-specified conditions offers a promising avenue for alleviating the production burden in 3D applications. Previous studies required significant effort to realize the desired scene, owing to limited control conditions. We propose a method for controlling and generating 3D scenes under multimodal conditions using partial images, layout information represented in the top view, and text prompts. Combining these conditions to generate a 3D scene involves the following significant difficulties: (1) the creation of large datasets, (2) reflection on the interaction of multimodal conditions, and (3) domain dependence of the layout conditions. We decompose the process of 3D scene generation into 2D image generation from the given conditions and 3D scene generation from 2D images. 2D image generation is achieved by fine-tuning a pretrained text-to-image model with a small artificial dataset of partial images and layouts, and 3D scene generation is achieved by layout-conditioned depth estimation and neural radiance fields (NeRF), thereby avoiding the creation of large datasets. The use of a common representation of spatial information using 360-degree images allows for the consideration of multimodal condition interactions and reduces the domain dependence of the layout control. The experimental results qualitatively and quantitatively demonstrated that the proposed method can generate 3D scenes in diverse domains, from indoor to outdoor, according to multimodal conditions.
SALAD: Part-Level Latent Diffusion for 3D Shape Generation and Manipulation
We present a cascaded diffusion model based on a part-level implicit 3D representation. Our model achieves state-of-the-art generation quality and also enables part-level shape editing and manipulation without any additional training in conditional setup. Diffusion models have demonstrated impressive capabilities in data generation as well as zero-shot completion and editing via a guided reverse process. Recent research on 3D diffusion models has focused on improving their generation capabilities with various data representations, while the absence of structural information has limited their capability in completion and editing tasks. We thus propose our novel diffusion model using a part-level implicit representation. To effectively learn diffusion with high-dimensional embedding vectors of parts, we propose a cascaded framework, learning diffusion first on a low-dimensional subspace encoding extrinsic parameters of parts and then on the other high-dimensional subspace encoding intrinsic attributes. In the experiments, we demonstrate the outperformance of our method compared with the previous ones both in generation and part-level completion and manipulation tasks.
RealmDreamer: Text-Driven 3D Scene Generation with Inpainting and Depth Diffusion
We introduce RealmDreamer, a technique for generation of general forward-facing 3D scenes from text descriptions. Our technique optimizes a 3D Gaussian Splatting representation to match complex text prompts. We initialize these splats by utilizing the state-of-the-art text-to-image generators, lifting their samples into 3D, and computing the occlusion volume. We then optimize this representation across multiple views as a 3D inpainting task with image-conditional diffusion models. To learn correct geometric structure, we incorporate a depth diffusion model by conditioning on the samples from the inpainting model, giving rich geometric structure. Finally, we finetune the model using sharpened samples from image generators. Notably, our technique does not require video or multi-view data and can synthesize a variety of high-quality 3D scenes in different styles, consisting of multiple objects. Its generality additionally allows 3D synthesis from a single image.
Conditional Synthesis of 3D Molecules with Time Correction Sampler
Diffusion models have demonstrated remarkable success in various domains, including molecular generation. However, conditional molecular generation remains a fundamental challenge due to an intrinsic trade-off between targeting specific chemical properties and generating meaningful samples from the data distribution. In this work, we present Time-Aware Conditional Synthesis (TACS), a novel approach to conditional generation on diffusion models. It integrates adaptively controlled plug-and-play "online" guidance into a diffusion model, driving samples toward the desired properties while maintaining validity and stability. A key component of our algorithm is our new type of diffusion sampler, Time Correction Sampler (TCS), which is used to control guidance and ensure that the generated molecules remain on the correct manifold at each reverse step of the diffusion process at the same time. Our proposed method demonstrates significant performance in conditional 3D molecular generation and offers a promising approach towards inverse molecular design, potentially facilitating advancements in drug discovery, materials science, and other related fields.
High-Resolution Image Synthesis and Semantic Manipulation with Conditional GANs
We present a new method for synthesizing high-resolution photo-realistic images from semantic label maps using conditional generative adversarial networks (conditional GANs). Conditional GANs have enabled a variety of applications, but the results are often limited to low-resolution and still far from realistic. In this work, we generate 2048x1024 visually appealing results with a novel adversarial loss, as well as new multi-scale generator and discriminator architectures. Furthermore, we extend our framework to interactive visual manipulation with two additional features. First, we incorporate object instance segmentation information, which enables object manipulations such as removing/adding objects and changing the object category. Second, we propose a method to generate diverse results given the same input, allowing users to edit the object appearance interactively. Human opinion studies demonstrate that our method significantly outperforms existing methods, advancing both the quality and the resolution of deep image synthesis and editing.
GLASS: Geometric Latent Augmentation for Shape Spaces
We investigate the problem of training generative models on a very sparse collection of 3D models. We use geometrically motivated energies to augment and thus boost a sparse collection of example (training) models. We analyze the Hessian of the as-rigid-as-possible (ARAP) energy to sample from and project to the underlying (local) shape space, and use the augmented dataset to train a variational autoencoder (VAE). We iterate the process of building latent spaces of VAE and augmenting the associated dataset, to progressively reveal a richer and more expressive generative space for creating geometrically and semantically valid samples. Our framework allows us to train generative 3D models even with a small set of good quality 3D models, which are typically hard to curate. We extensively evaluate our method against a set of strong baselines, provide ablation studies and demonstrate application towards establishing shape correspondences. We present multiple examples of interesting and meaningful shape variations even when starting from as few as 3-10 training shapes.
VeRi3D: Generative Vertex-based Radiance Fields for 3D Controllable Human Image Synthesis
Unsupervised learning of 3D-aware generative adversarial networks has lately made much progress. Some recent work demonstrates promising results of learning human generative models using neural articulated radiance fields, yet their generalization ability and controllability lag behind parametric human models, i.e., they do not perform well when generalizing to novel pose/shape and are not part controllable. To solve these problems, we propose VeRi3D, a generative human vertex-based radiance field parameterized by vertices of the parametric human template, SMPL. We map each 3D point to the local coordinate system defined on its neighboring vertices, and use the corresponding vertex feature and local coordinates for mapping it to color and density values. We demonstrate that our simple approach allows for generating photorealistic human images with free control over camera pose, human pose, shape, as well as enabling part-level editing.
HoloGAN: Unsupervised learning of 3D representations from natural images
We propose a novel generative adversarial network (GAN) for the task of unsupervised learning of 3D representations from natural images. Most generative models rely on 2D kernels to generate images and make few assumptions about the 3D world. These models therefore tend to create blurry images or artefacts in tasks that require a strong 3D understanding, such as novel-view synthesis. HoloGAN instead learns a 3D representation of the world, and to render this representation in a realistic manner. Unlike other GANs, HoloGAN provides explicit control over the pose of generated objects through rigid-body transformations of the learnt 3D features. Our experiments show that using explicit 3D features enables HoloGAN to disentangle 3D pose and identity, which is further decomposed into shape and appearance, while still being able to generate images with similar or higher visual quality than other generative models. HoloGAN can be trained end-to-end from unlabelled 2D images only. Particularly, we do not require pose labels, 3D shapes, or multiple views of the same objects. This shows that HoloGAN is the first generative model that learns 3D representations from natural images in an entirely unsupervised manner.
3D Object Reconstruction from a Single Depth View with Adversarial Learning
In this paper, we propose a novel 3D-RecGAN approach, which reconstructs the complete 3D structure of a given object from a single arbitrary depth view using generative adversarial networks. Unlike the existing work which typically requires multiple views of the same object or class labels to recover the full 3D geometry, the proposed 3D-RecGAN only takes the voxel grid representation of a depth view of the object as input, and is able to generate the complete 3D occupancy grid by filling in the occluded/missing regions. The key idea is to combine the generative capabilities of autoencoders and the conditional Generative Adversarial Networks (GAN) framework, to infer accurate and fine-grained 3D structures of objects in high-dimensional voxel space. Extensive experiments on large synthetic datasets show that the proposed 3D-RecGAN significantly outperforms the state of the art in single view 3D object reconstruction, and is able to reconstruct unseen types of objects. Our code and data are available at: https://github.com/Yang7879/3D-RecGAN.
Dense 3D Object Reconstruction from a Single Depth View
In this paper, we propose a novel approach, 3D-RecGAN++, which reconstructs the complete 3D structure of a given object from a single arbitrary depth view using generative adversarial networks. Unlike existing work which typically requires multiple views of the same object or class labels to recover the full 3D geometry, the proposed 3D-RecGAN++ only takes the voxel grid representation of a depth view of the object as input, and is able to generate the complete 3D occupancy grid with a high resolution of 256^3 by recovering the occluded/missing regions. The key idea is to combine the generative capabilities of autoencoders and the conditional Generative Adversarial Networks (GAN) framework, to infer accurate and fine-grained 3D structures of objects in high-dimensional voxel space. Extensive experiments on large synthetic datasets and real-world Kinect datasets show that the proposed 3D-RecGAN++ significantly outperforms the state of the art in single view 3D object reconstruction, and is able to reconstruct unseen types of objects.
Advances in 3D Generation: A Survey
Generating 3D models lies at the core of computer graphics and has been the focus of decades of research. With the emergence of advanced neural representations and generative models, the field of 3D content generation is developing rapidly, enabling the creation of increasingly high-quality and diverse 3D models. The rapid growth of this field makes it difficult to stay abreast of all recent developments. In this survey, we aim to introduce the fundamental methodologies of 3D generation methods and establish a structured roadmap, encompassing 3D representation, generation methods, datasets, and corresponding applications. Specifically, we introduce the 3D representations that serve as the backbone for 3D generation. Furthermore, we provide a comprehensive overview of the rapidly growing literature on generation methods, categorized by the type of algorithmic paradigms, including feedforward generation, optimization-based generation, procedural generation, and generative novel view synthesis. Lastly, we discuss available datasets, applications, and open challenges. We hope this survey will help readers explore this exciting topic and foster further advancements in the field of 3D content generation.
Dissimilarity Coefficient based Weakly Supervised Object Detection
We consider the problem of weakly supervised object detection, where the training samples are annotated using only image-level labels that indicate the presence or absence of an object category. In order to model the uncertainty in the location of the objects, we employ a dissimilarity coefficient based probabilistic learning objective. The learning objective minimizes the difference between an annotation agnostic prediction distribution and an annotation aware conditional distribution. The main computational challenge is the complex nature of the conditional distribution, which consists of terms over hundreds or thousands of variables. The complexity of the conditional distribution rules out the possibility of explicitly modeling it. Instead, we exploit the fact that deep learning frameworks rely on stochastic optimization. This allows us to use a state of the art discrete generative model that can provide annotation consistent samples from the conditional distribution. Extensive experiments on PASCAL VOC 2007 and 2012 data sets demonstrate the efficacy of our proposed approach.
Efficient and Scalable Point Cloud Generation with Sparse Point-Voxel Diffusion Models
We propose a novel point cloud U-Net diffusion architecture for 3D generative modeling capable of generating high-quality and diverse 3D shapes while maintaining fast generation times. Our network employs a dual-branch architecture, combining the high-resolution representations of points with the computational efficiency of sparse voxels. Our fastest variant outperforms all non-diffusion generative approaches on unconditional shape generation, the most popular benchmark for evaluating point cloud generative models, while our largest model achieves state-of-the-art results among diffusion methods, with a runtime approximately 70% of the previously state-of-the-art PVD. Beyond unconditional generation, we perform extensive evaluations, including conditional generation on all categories of ShapeNet, demonstrating the scalability of our model to larger datasets, and implicit generation which allows our network to produce high quality point clouds on fewer timesteps, further decreasing the generation time. Finally, we evaluate the architecture's performance in point cloud completion and super-resolution. Our model excels in all tasks, establishing it as a state-of-the-art diffusion U-Net for point cloud generative modeling. The code is publicly available at https://github.com/JohnRomanelis/SPVD.git.
GINA-3D: Learning to Generate Implicit Neural Assets in the Wild
Modeling the 3D world from sensor data for simulation is a scalable way of developing testing and validation environments for robotic learning problems such as autonomous driving. However, manually creating or re-creating real-world-like environments is difficult, expensive, and not scalable. Recent generative model techniques have shown promising progress to address such challenges by learning 3D assets using only plentiful 2D images -- but still suffer limitations as they leverage either human-curated image datasets or renderings from manually-created synthetic 3D environments. In this paper, we introduce GINA-3D, a generative model that uses real-world driving data from camera and LiDAR sensors to create realistic 3D implicit neural assets of diverse vehicles and pedestrians. Compared to the existing image datasets, the real-world driving setting poses new challenges due to occlusions, lighting-variations and long-tail distributions. GINA-3D tackles these challenges by decoupling representation learning and generative modeling into two stages with a learned tri-plane latent structure, inspired by recent advances in generative modeling of images. To evaluate our approach, we construct a large-scale object-centric dataset containing over 1.2M images of vehicles and pedestrians from the Waymo Open Dataset, and a new set of 80K images of long-tail instances such as construction equipment, garbage trucks, and cable cars. We compare our model with existing approaches and demonstrate that it achieves state-of-the-art performance in quality and diversity for both generated images and geometries.
SynthForge: Synthesizing High-Quality Face Dataset with Controllable 3D Generative Models
Recent advancements in generative models have unlocked the capabilities to render photo-realistic data in a controllable fashion. Trained on the real data, these generative models are capable of producing realistic samples with minimal to no domain gap, as compared to the traditional graphics rendering. However, using the data generated using such models for training downstream tasks remains under-explored, mainly due to the lack of 3D consistent annotations. Moreover, controllable generative models are learned from massive data and their latent space is often too vast to obtain meaningful sample distributions for downstream task with limited generation. To overcome these challenges, we extract 3D consistent annotations from an existing controllable generative model, making the data useful for downstream tasks. Our experiments show competitive performance against state-of-the-art models using only generated synthetic data, demonstrating potential for solving downstream tasks. Project page: https://synth-forge.github.io
HexaGen3D: StableDiffusion is just one step away from Fast and Diverse Text-to-3D Generation
Despite the latest remarkable advances in generative modeling, efficient generation of high-quality 3D assets from textual prompts remains a difficult task. A key challenge lies in data scarcity: the most extensive 3D datasets encompass merely millions of assets, while their 2D counterparts contain billions of text-image pairs. To address this, we propose a novel approach which harnesses the power of large, pretrained 2D diffusion models. More specifically, our approach, HexaGen3D, fine-tunes a pretrained text-to-image model to jointly predict 6 orthographic projections and the corresponding latent triplane. We then decode these latents to generate a textured mesh. HexaGen3D does not require per-sample optimization, and can infer high-quality and diverse objects from textual prompts in 7 seconds, offering significantly better quality-to-latency trade-offs when comparing to existing approaches. Furthermore, HexaGen3D demonstrates strong generalization to new objects or compositions.
WildFusion: Learning 3D-Aware Latent Diffusion Models in View Space
Modern learning-based approaches to 3D-aware image synthesis achieve high photorealism and 3D-consistent viewpoint changes for the generated images. Existing approaches represent instances in a shared canonical space. However, for in-the-wild datasets a shared canonical system can be difficult to define or might not even exist. In this work, we instead model instances in view space, alleviating the need for posed images and learned camera distributions. We find that in this setting, existing GAN-based methods are prone to generating flat geometry and struggle with distribution coverage. We hence propose WildFusion, a new approach to 3D-aware image synthesis based on latent diffusion models (LDMs). We first train an autoencoder that infers a compressed latent representation, which additionally captures the images' underlying 3D structure and enables not only reconstruction but also novel view synthesis. To learn a faithful 3D representation, we leverage cues from monocular depth prediction. Then, we train a diffusion model in the 3D-aware latent space, thereby enabling synthesis of high-quality 3D-consistent image samples, outperforming recent state-of-the-art GAN-based methods. Importantly, our 3D-aware LDM is trained without any direct supervision from multiview images or 3D geometry and does not require posed images or learned pose or camera distributions. It directly learns a 3D representation without relying on canonical camera coordinates. This opens up promising research avenues for scalable 3D-aware image synthesis and 3D content creation from in-the-wild image data. See https://katjaschwarz.github.io/wildfusion for videos of our 3D results.
Ctrl-Room: Controllable Text-to-3D Room Meshes Generation with Layout Constraints
Text-driven 3D indoor scene generation could be useful for gaming, film industry, and AR/VR applications. However, existing methods cannot faithfully capture the room layout, nor do they allow flexible editing of individual objects in the room. To address these problems, we present Ctrl-Room, which is able to generate convincing 3D rooms with designer-style layouts and high-fidelity textures from just a text prompt. Moreover, Ctrl-Room enables versatile interactive editing operations such as resizing or moving individual furniture items. Our key insight is to separate the modeling of layouts and appearance. %how to model the room that takes into account both scene texture and geometry at the same time. To this end, Our proposed method consists of two stages, a `Layout Generation Stage' and an `Appearance Generation Stage'. The `Layout Generation Stage' trains a text-conditional diffusion model to learn the layout distribution with our holistic scene code parameterization. Next, the `Appearance Generation Stage' employs a fine-tuned ControlNet to produce a vivid panoramic image of the room guided by the 3D scene layout and text prompt. In this way, we achieve a high-quality 3D room with convincing layouts and lively textures. Benefiting from the scene code parameterization, we can easily edit the generated room model through our mask-guided editing module, without expensive editing-specific training. Extensive experiments on the Structured3D dataset demonstrate that our method outperforms existing methods in producing more reasonable, view-consistent, and editable 3D rooms from natural language prompts.
DC3DO: Diffusion Classifier for 3D Objects
Inspired by Geoffrey Hinton emphasis on generative modeling, To recognize shapes, first learn to generate them, we explore the use of 3D diffusion models for object classification. Leveraging the density estimates from these models, our approach, the Diffusion Classifier for 3D Objects (DC3DO), enables zero-shot classification of 3D shapes without additional training. On average, our method achieves a 12.5 percent improvement compared to its multiview counterparts, demonstrating superior multimodal reasoning over discriminative approaches. DC3DO employs a class-conditional diffusion model trained on ShapeNet, and we run inferences on point clouds of chairs and cars. This work highlights the potential of generative models in 3D object classification.
Generating Holistic 3D Human Motion from Speech
This work addresses the problem of generating 3D holistic body motions from human speech. Given a speech recording, we synthesize sequences of 3D body poses, hand gestures, and facial expressions that are realistic and diverse. To achieve this, we first build a high-quality dataset of 3D holistic body meshes with synchronous speech. We then define a novel speech-to-motion generation framework in which the face, body, and hands are modeled separately. The separated modeling stems from the fact that face articulation strongly correlates with human speech, while body poses and hand gestures are less correlated. Specifically, we employ an autoencoder for face motions, and a compositional vector-quantized variational autoencoder (VQ-VAE) for the body and hand motions. The compositional VQ-VAE is key to generating diverse results. Additionally, we propose a cross-conditional autoregressive model that generates body poses and hand gestures, leading to coherent and realistic motions. Extensive experiments and user studies demonstrate that our proposed approach achieves state-of-the-art performance both qualitatively and quantitatively. Our novel dataset and code will be released for research purposes at https://talkshow.is.tue.mpg.de.
SSEditor: Controllable Mask-to-Scene Generation with Diffusion Model
Recent advancements in 3D diffusion-based semantic scene generation have gained attention. However, existing methods rely on unconditional generation and require multiple resampling steps when editing scenes, which significantly limits their controllability and flexibility. To this end, we propose SSEditor, a controllable Semantic Scene Editor that can generate specified target categories without multiple-step resampling. SSEditor employs a two-stage diffusion-based framework: (1) a 3D scene autoencoder is trained to obtain latent triplane features, and (2) a mask-conditional diffusion model is trained for customizable 3D semantic scene generation. In the second stage, we introduce a geometric-semantic fusion module that enhance the model's ability to learn geometric and semantic information. This ensures that objects are generated with correct positions, sizes, and categories. Extensive experiments on SemanticKITTI and CarlaSC demonstrate that SSEditor outperforms previous approaches in terms of controllability and flexibility in target generation, as well as the quality of semantic scene generation and reconstruction. More importantly, experiments on the unseen Occ-3D Waymo dataset show that SSEditor is capable of generating novel urban scenes, enabling the rapid construction of 3D scenes.
Paint3D: Paint Anything 3D with Lighting-Less Texture Diffusion Models
This paper presents Paint3D, a novel coarse-to-fine generative framework that is capable of producing high-resolution, lighting-less, and diverse 2K UV texture maps for untextured 3D meshes conditioned on text or image inputs. The key challenge addressed is generating high-quality textures without embedded illumination information, which allows the textures to be re-lighted or re-edited within modern graphics pipelines. To achieve this, our method first leverages a pre-trained depth-aware 2D diffusion model to generate view-conditional images and perform multi-view texture fusion, producing an initial coarse texture map. However, as 2D models cannot fully represent 3D shapes and disable lighting effects, the coarse texture map exhibits incomplete areas and illumination artifacts. To resolve this, we train separate UV Inpainting and UVHD diffusion models specialized for the shape-aware refinement of incomplete areas and the removal of illumination artifacts. Through this coarse-to-fine process, Paint3D can produce high-quality 2K UV textures that maintain semantic consistency while being lighting-less, significantly advancing the state-of-the-art in texturing 3D objects.
Pandora3D: A Comprehensive Framework for High-Quality 3D Shape and Texture Generation
This report presents a comprehensive framework for generating high-quality 3D shapes and textures from diverse input prompts, including single images, multi-view images, and text descriptions. The framework consists of 3D shape generation and texture generation. (1). The 3D shape generation pipeline employs a Variational Autoencoder (VAE) to encode implicit 3D geometries into a latent space and a diffusion network to generate latents conditioned on input prompts, with modifications to enhance model capacity. An alternative Artist-Created Mesh (AM) generation approach is also explored, yielding promising results for simpler geometries. (2). Texture generation involves a multi-stage process starting with frontal images generation followed by multi-view images generation, RGB-to-PBR texture conversion, and high-resolution multi-view texture refinement. A consistency scheduler is plugged into every stage, to enforce pixel-wise consistency among multi-view textures during inference, ensuring seamless integration. The pipeline demonstrates effective handling of diverse input formats, leveraging advanced neural architectures and novel methodologies to produce high-quality 3D content. This report details the system architecture, experimental results, and potential future directions to improve and expand the framework. The source code and pretrained weights are released at: https://github.com/Tencent/Tencent-XR-3DGen.
3DGen: Triplane Latent Diffusion for Textured Mesh Generation
Latent diffusion models for image generation have crossed a quality threshold which enabled them to achieve mass adoption. Recently, a series of works have made advancements towards replicating this success in the 3D domain, introducing techniques such as point cloud VAE, triplane representation, neural implicit surfaces and differentiable rendering based training. We take another step along this direction, combining these developments in a two-step pipeline consisting of 1) a triplane VAE which can learn latent representations of textured meshes and 2) a conditional diffusion model which generates the triplane features. For the first time this architecture allows conditional and unconditional generation of high quality textured or untextured 3D meshes across multiple diverse categories in a few seconds on a single GPU. It outperforms previous work substantially on image-conditioned and unconditional generation on mesh quality as well as texture generation. Furthermore, we demonstrate the scalability of our model to large datasets for increased quality and diversity. We will release our code and trained models.
Efficient 3D Articulated Human Generation with Layered Surface Volumes
Access to high-quality and diverse 3D articulated digital human assets is crucial in various applications, ranging from virtual reality to social platforms. Generative approaches, such as 3D generative adversarial networks (GANs), are rapidly replacing laborious manual content creation tools. However, existing 3D GAN frameworks typically rely on scene representations that leverage either template meshes, which are fast but offer limited quality, or volumes, which offer high capacity but are slow to render, thereby limiting the 3D fidelity in GAN settings. In this work, we introduce layered surface volumes (LSVs) as a new 3D object representation for articulated digital humans. LSVs represent a human body using multiple textured mesh layers around a conventional template. These layers are rendered using alpha compositing with fast differentiable rasterization, and they can be interpreted as a volumetric representation that allocates its capacity to a manifold of finite thickness around the template. Unlike conventional single-layer templates that struggle with representing fine off-surface details like hair or accessories, our surface volumes naturally capture such details. LSVs can be articulated, and they exhibit exceptional efficiency in GAN settings, where a 2D generator learns to synthesize the RGBA textures for the individual layers. Trained on unstructured, single-view 2D image datasets, our LSV-GAN generates high-quality and view-consistent 3D articulated digital humans without the need for view-inconsistent 2D upsampling networks.
GarVerseLOD: High-Fidelity 3D Garment Reconstruction from a Single In-the-Wild Image using a Dataset with Levels of Details
Neural implicit functions have brought impressive advances to the state-of-the-art of clothed human digitization from multiple or even single images. However, despite the progress, current arts still have difficulty generalizing to unseen images with complex cloth deformation and body poses. In this work, we present GarVerseLOD, a new dataset and framework that paves the way to achieving unprecedented robustness in high-fidelity 3D garment reconstruction from a single unconstrained image. Inspired by the recent success of large generative models, we believe that one key to addressing the generalization challenge lies in the quantity and quality of 3D garment data. Towards this end, GarVerseLOD collects 6,000 high-quality cloth models with fine-grained geometry details manually created by professional artists. In addition to the scale of training data, we observe that having disentangled granularities of geometry can play an important role in boosting the generalization capability and inference accuracy of the learned model. We hence craft GarVerseLOD as a hierarchical dataset with levels of details (LOD), spanning from detail-free stylized shape to pose-blended garment with pixel-aligned details. This allows us to make this highly under-constrained problem tractable by factorizing the inference into easier tasks, each narrowed down with smaller searching space. To ensure GarVerseLOD can generalize well to in-the-wild images, we propose a novel labeling paradigm based on conditional diffusion models to generate extensive paired images for each garment model with high photorealism. We evaluate our method on a massive amount of in-the-wild images. Experimental results demonstrate that GarVerseLOD can generate standalone garment pieces with significantly better quality than prior approaches. Project page: https://garverselod.github.io/
Generative Novel View Synthesis with 3D-Aware Diffusion Models
We present a diffusion-based model for 3D-aware generative novel view synthesis from as few as a single input image. Our model samples from the distribution of possible renderings consistent with the input and, even in the presence of ambiguity, is capable of rendering diverse and plausible novel views. To achieve this, our method makes use of existing 2D diffusion backbones but, crucially, incorporates geometry priors in the form of a 3D feature volume. This latent feature field captures the distribution over possible scene representations and improves our method's ability to generate view-consistent novel renderings. In addition to generating novel views, our method has the ability to autoregressively synthesize 3D-consistent sequences. We demonstrate state-of-the-art results on synthetic renderings and room-scale scenes; we also show compelling results for challenging, real-world objects.
StyleAvatar3D: Leveraging Image-Text Diffusion Models for High-Fidelity 3D Avatar Generation
The recent advancements in image-text diffusion models have stimulated research interest in large-scale 3D generative models. Nevertheless, the limited availability of diverse 3D resources presents significant challenges to learning. In this paper, we present a novel method for generating high-quality, stylized 3D avatars that utilizes pre-trained image-text diffusion models for data generation and a Generative Adversarial Network (GAN)-based 3D generation network for training. Our method leverages the comprehensive priors of appearance and geometry offered by image-text diffusion models to generate multi-view images of avatars in various styles. During data generation, we employ poses extracted from existing 3D models to guide the generation of multi-view images. To address the misalignment between poses and images in data, we investigate view-specific prompts and develop a coarse-to-fine discriminator for GAN training. We also delve into attribute-related prompts to increase the diversity of the generated avatars. Additionally, we develop a latent diffusion model within the style space of StyleGAN to enable the generation of avatars based on image inputs. Our approach demonstrates superior performance over current state-of-the-art methods in terms of visual quality and diversity of the produced avatars.
Generative Compositional Augmentations for Scene Graph Prediction
Inferring objects and their relationships from an image in the form of a scene graph is useful in many applications at the intersection of vision and language. We consider a challenging problem of compositional generalization that emerges in this task due to a long tail data distribution. Current scene graph generation models are trained on a tiny fraction of the distribution corresponding to the most frequent compositions, e.g. <cup, on, table>. However, test images might contain zero- and few-shot compositions of objects and relationships, e.g. <cup, on, surfboard>. Despite each of the object categories and the predicate (e.g. 'on') being frequent in the training data, the models often fail to properly understand such unseen or rare compositions. To improve generalization, it is natural to attempt increasing the diversity of the training distribution. However, in the graph domain this is non-trivial. To that end, we propose a method to synthesize rare yet plausible scene graphs by perturbing real ones. We then propose and empirically study a model based on conditional generative adversarial networks (GANs) that allows us to generate visual features of perturbed scene graphs and learn from them in a joint fashion. When evaluated on the Visual Genome dataset, our approach yields marginal, but consistent improvements in zero- and few-shot metrics. We analyze the limitations of our approach indicating promising directions for future research.
Learning 3D-Aware GANs from Unposed Images with Template Feature Field
Collecting accurate camera poses of training images has been shown to well serve the learning of 3D-aware generative adversarial networks (GANs) yet can be quite expensive in practice. This work targets learning 3D-aware GANs from unposed images, for which we propose to perform on-the-fly pose estimation of training images with a learned template feature field (TeFF). Concretely, in addition to a generative radiance field as in previous approaches, we ask the generator to also learn a field from 2D semantic features while sharing the density from the radiance field. Such a framework allows us to acquire a canonical 3D feature template leveraging the dataset mean discovered by the generative model, and further efficiently estimate the pose parameters on real data. Experimental results on various challenging datasets demonstrate the superiority of our approach over state-of-the-art alternatives from both the qualitative and the quantitative perspectives.
CARFF: Conditional Auto-encoded Radiance Field for 3D Scene Forecasting
We propose CARFF: Conditional Auto-encoded Radiance Field for 3D Scene Forecasting, a method for predicting future 3D scenes given past observations, such as 2D ego-centric images. Our method maps an image to a distribution over plausible 3D latent scene configurations using a probabilistic encoder, and predicts the evolution of the hypothesized scenes through time. Our latent scene representation conditions a global Neural Radiance Field (NeRF) to represent a 3D scene model, which enables explainable predictions and straightforward downstream applications. This approach extends beyond previous neural rendering work by considering complex scenarios of uncertainty in environmental states and dynamics. We employ a two-stage training of Pose-Conditional-VAE and NeRF to learn 3D representations. Additionally, we auto-regressively predict latent scene representations as a partially observable Markov decision process, utilizing a mixture density network. We demonstrate the utility of our method in realistic scenarios using the CARLA driving simulator, where CARFF can be used to enable efficient trajectory and contingency planning in complex multi-agent autonomous driving scenarios involving visual occlusions.
GaussianDreamer: Fast Generation from Text to 3D Gaussian Splatting with Point Cloud Priors
In recent times, the generation of 3D assets from text prompts has shown impressive results. Both 2D and 3D diffusion models can generate decent 3D objects based on prompts. 3D diffusion models have good 3D consistency, but their quality and generalization are limited as trainable 3D data is expensive and hard to obtain. 2D diffusion models enjoy strong abilities of generalization and fine generation, but the 3D consistency is hard to guarantee. This paper attempts to bridge the power from the two types of diffusion models via the recent explicit and efficient 3D Gaussian splatting representation. A fast 3D generation framework, named as \name, is proposed, where the 3D diffusion model provides point cloud priors for initialization and the 2D diffusion model enriches the geometry and appearance. Operations of noisy point growing and color perturbation are introduced to enhance the initialized Gaussians. Our \name can generate a high-quality 3D instance within 25 minutes on one GPU, much faster than previous methods, while the generated instances can be directly rendered in real time. Demos and code are available at https://taoranyi.com/gaussiandreamer/.
GeoWizard: Unleashing the Diffusion Priors for 3D Geometry Estimation from a Single Image
We introduce GeoWizard, a new generative foundation model designed for estimating geometric attributes, e.g., depth and normals, from single images. While significant research has already been conducted in this area, the progress has been substantially limited by the low diversity and poor quality of publicly available datasets. As a result, the prior works either are constrained to limited scenarios or suffer from the inability to capture geometric details. In this paper, we demonstrate that generative models, as opposed to traditional discriminative models (e.g., CNNs and Transformers), can effectively address the inherently ill-posed problem. We further show that leveraging diffusion priors can markedly improve generalization, detail preservation, and efficiency in resource usage. Specifically, we extend the original stable diffusion model to jointly predict depth and normal, allowing mutual information exchange and high consistency between the two representations. More importantly, we propose a simple yet effective strategy to segregate the complex data distribution of various scenes into distinct sub-distributions. This strategy enables our model to recognize different scene layouts, capturing 3D geometry with remarkable fidelity. GeoWizard sets new benchmarks for zero-shot depth and normal prediction, significantly enhancing many downstream applications such as 3D reconstruction, 2D content creation, and novel viewpoint synthesis.
cWDM: Conditional Wavelet Diffusion Models for Cross-Modality 3D Medical Image Synthesis
This paper contributes to the "BraTS 2024 Brain MR Image Synthesis Challenge" and presents a conditional Wavelet Diffusion Model (cWDM) for directly solving a paired image-to-image translation task on high-resolution volumes. While deep learning-based brain tumor segmentation models have demonstrated clear clinical utility, they typically require MR scans from various modalities (T1, T1ce, T2, FLAIR) as input. However, due to time constraints or imaging artifacts, some of these modalities may be missing, hindering the application of well-performing segmentation algorithms in clinical routine. To address this issue, we propose a method that synthesizes one missing modality image conditioned on three available images, enabling the application of downstream segmentation models. We treat this paired image-to-image translation task as a conditional generation problem and solve it by combining a Wavelet Diffusion Model for high-resolution 3D image synthesis with a simple conditioning strategy. This approach allows us to directly apply our model to full-resolution volumes, avoiding artifacts caused by slice- or patch-wise data processing. While this work focuses on a specific application, the presented method can be applied to all kinds of paired image-to-image translation problems, such as CT leftrightarrow MR and MR leftrightarrow PET translation, or mask-conditioned anatomically guided image generation.
Conditional Image-to-Video Generation with Latent Flow Diffusion Models
Conditional image-to-video (cI2V) generation aims to synthesize a new plausible video starting from an image (e.g., a person's face) and a condition (e.g., an action class label like smile). The key challenge of the cI2V task lies in the simultaneous generation of realistic spatial appearance and temporal dynamics corresponding to the given image and condition. In this paper, we propose an approach for cI2V using novel latent flow diffusion models (LFDM) that synthesize an optical flow sequence in the latent space based on the given condition to warp the given image. Compared to previous direct-synthesis-based works, our proposed LFDM can better synthesize spatial details and temporal motion by fully utilizing the spatial content of the given image and warping it in the latent space according to the generated temporally-coherent flow. The training of LFDM consists of two separate stages: (1) an unsupervised learning stage to train a latent flow auto-encoder for spatial content generation, including a flow predictor to estimate latent flow between pairs of video frames, and (2) a conditional learning stage to train a 3D-UNet-based diffusion model (DM) for temporal latent flow generation. Unlike previous DMs operating in pixel space or latent feature space that couples spatial and temporal information, the DM in our LFDM only needs to learn a low-dimensional latent flow space for motion generation, thus being more computationally efficient. We conduct comprehensive experiments on multiple datasets, where LFDM consistently outperforms prior arts. Furthermore, we show that LFDM can be easily adapted to new domains by simply finetuning the image decoder. Our code is available at https://github.com/nihaomiao/CVPR23_LFDM.
Diffusion 3D Features (Diff3F): Decorating Untextured Shapes with Distilled Semantic Features
We present Diff3F as a simple, robust, and class-agnostic feature descriptor that can be computed for untextured input shapes (meshes or point clouds). Our method distills diffusion features from image foundational models onto input shapes. Specifically, we use the input shapes to produce depth and normal maps as guidance for conditional image synthesis. In the process, we produce (diffusion) features in 2D that we subsequently lift and aggregate on the original surface. Our key observation is that even if the conditional image generations obtained from multi-view rendering of the input shapes are inconsistent, the associated image features are robust and, hence, can be directly aggregated across views. This produces semantic features on the input shapes, without requiring additional data or training. We perform extensive experiments on multiple benchmarks (SHREC'19, SHREC'20, FAUST, and TOSCA) and demonstrate that our features, being semantic instead of geometric, produce reliable correspondence across both isometric and non-isometrically related shape families. Code is available via the project page at https://diff3f.github.io/
latentSplat: Autoencoding Variational Gaussians for Fast Generalizable 3D Reconstruction
We present latentSplat, a method to predict semantic Gaussians in a 3D latent space that can be splatted and decoded by a light-weight generative 2D architecture. Existing methods for generalizable 3D reconstruction either do not scale to large scenes and resolutions, or are limited to interpolation of close input views. latentSplat combines the strengths of regression-based and generative approaches while being trained purely on readily available real video data. The core of our method are variational 3D Gaussians, a representation that efficiently encodes varying uncertainty within a latent space consisting of 3D feature Gaussians. From these Gaussians, specific instances can be sampled and rendered via efficient splatting and a fast, generative decoder. We show that latentSplat outperforms previous works in reconstruction quality and generalization, while being fast and scalable to high-resolution data.
Chupa: Carving 3D Clothed Humans from Skinned Shape Priors using 2D Diffusion Probabilistic Models
We propose a 3D generation pipeline that uses diffusion models to generate realistic human digital avatars. Due to the wide variety of human identities, poses, and stochastic details, the generation of 3D human meshes has been a challenging problem. To address this, we decompose the problem into 2D normal map generation and normal map-based 3D reconstruction. Specifically, we first simultaneously generate realistic normal maps for the front and backside of a clothed human, dubbed dual normal maps, using a pose-conditional diffusion model. For 3D reconstruction, we ``carve'' the prior SMPL-X mesh to a detailed 3D mesh according to the normal maps through mesh optimization. To further enhance the high-frequency details, we present a diffusion resampling scheme on both body and facial regions, thus encouraging the generation of realistic digital avatars. We also seamlessly incorporate a recent text-to-image diffusion model to support text-based human identity control. Our method, namely, Chupa, is capable of generating realistic 3D clothed humans with better perceptual quality and identity variety.
Single-View Height Estimation with Conditional Diffusion Probabilistic Models
Digital Surface Models (DSM) offer a wealth of height information for understanding the Earth's surface as well as monitoring the existence or change in natural and man-made structures. Classical height estimation requires multi-view geospatial imagery or LiDAR point clouds which can be expensive to acquire. Single-view height estimation using neural network based models shows promise however it can struggle with reconstructing high resolution features. The latest advancements in diffusion models for high resolution image synthesis and editing have yet to be utilized for remote sensing imagery, particularly height estimation. Our approach involves training a generative diffusion model to learn the joint distribution of optical and DSM images across both domains as a Markov chain. This is accomplished by minimizing a denoising score matching objective while being conditioned on the source image to generate realistic high resolution 3D surfaces. In this paper we experiment with conditional denoising diffusion probabilistic models (DDPM) for height estimation from a single remotely sensed image and show promising results on the Vaihingen benchmark dataset.
Decouple Content and Motion for Conditional Image-to-Video Generation
The goal of conditional image-to-video (cI2V) generation is to create a believable new video by beginning with the condition, i.e., one image and text.The previous cI2V generation methods conventionally perform in RGB pixel space, with limitations in modeling motion consistency and visual continuity. Additionally, the efficiency of generating videos in pixel space is quite low.In this paper, we propose a novel approach to address these challenges by disentangling the target RGB pixels into two distinct components: spatial content and temporal motions. Specifically, we predict temporal motions which include motion vector and residual based on a 3D-UNet diffusion model. By explicitly modeling temporal motions and warping them to the starting image, we improve the temporal consistency of generated videos. This results in a reduction of spatial redundancy, emphasizing temporal details. Our proposed method achieves performance improvements by disentangling content and motion, all without introducing new structural complexities to the model. Extensive experiments on various datasets confirm our approach's superior performance over the majority of state-of-the-art methods in both effectiveness and efficiency.
Make-A-Shape: a Ten-Million-scale 3D Shape Model
Significant progress has been made in training large generative models for natural language and images. Yet, the advancement of 3D generative models is hindered by their substantial resource demands for training, along with inefficient, non-compact, and less expressive representations. This paper introduces Make-A-Shape, a new 3D generative model designed for efficient training on a vast scale, capable of utilizing 10 millions publicly-available shapes. Technical-wise, we first innovate a wavelet-tree representation to compactly encode shapes by formulating the subband coefficient filtering scheme to efficiently exploit coefficient relations. We then make the representation generatable by a diffusion model by devising the subband coefficients packing scheme to layout the representation in a low-resolution grid. Further, we derive the subband adaptive training strategy to train our model to effectively learn to generate coarse and detail wavelet coefficients. Last, we extend our framework to be controlled by additional input conditions to enable it to generate shapes from assorted modalities, e.g., single/multi-view images, point clouds, and low-resolution voxels. In our extensive set of experiments, we demonstrate various applications, such as unconditional generation, shape completion, and conditional generation on a wide range of modalities. Our approach not only surpasses the state of the art in delivering high-quality results but also efficiently generates shapes within a few seconds, often achieving this in just 2 seconds for most conditions.
Magic-Boost: Boost 3D Generation with Mutli-View Conditioned Diffusion
Benefiting from the rapid development of 2D diffusion models, 3D content creation has made significant progress recently. One promising solution involves the fine-tuning of pre-trained 2D diffusion models to harness their capacity for producing multi-view images, which are then lifted into accurate 3D models via methods like fast-NeRFs or large reconstruction models. However, as inconsistency still exists and limited generated resolution, the generation results of such methods still lack intricate textures and complex geometries. To solve this problem, we propose Magic-Boost, a multi-view conditioned diffusion model that significantly refines coarse generative results through a brief period of SDS optimization (sim15min). Compared to the previous text or single image based diffusion models, Magic-Boost exhibits a robust capability to generate images with high consistency from pseudo synthesized multi-view images. It provides precise SDS guidance that well aligns with the identity of the input images, enriching the local detail in both geometry and texture of the initial generative results. Extensive experiments show Magic-Boost greatly enhances the coarse inputs and generates high-quality 3D assets with rich geometric and textural details. (Project Page: https://magic-research.github.io/magic-boost/)
Surf-D: High-Quality Surface Generation for Arbitrary Topologies using Diffusion Models
In this paper, we present Surf-D, a novel method for generating high-quality 3D shapes as Surfaces with arbitrary topologies using Diffusion models. Specifically, we adopt Unsigned Distance Field (UDF) as the surface representation, as it excels in handling arbitrary topologies, enabling the generation of complex shapes. While the prior methods explored shape generation with different representations, they suffer from limited topologies and geometry details. Moreover, it's non-trivial to directly extend prior diffusion models to UDF because they lack spatial continuity due to the discrete volume structure. However, UDF requires accurate gradients for mesh extraction and learning. To tackle the issues, we first leverage a point-based auto-encoder to learn a compact latent space, which supports gradient querying for any input point through differentiation to effectively capture intricate geometry at a high resolution. Since the learning difficulty for various shapes can differ, a curriculum learning strategy is employed to efficiently embed various surfaces, enhancing the whole embedding process. With pretrained shape latent space, we employ a latent diffusion model to acquire the distribution of various shapes. Our approach demonstrates superior performance in shape generation across multiple modalities and conducts extensive experiments in unconditional generation, category conditional generation, 3D reconstruction from images, and text-to-shape tasks.
MVDiffusion++: A Dense High-resolution Multi-view Diffusion Model for Single or Sparse-view 3D Object Reconstruction
This paper presents a neural architecture MVDiffusion++ for 3D object reconstruction that synthesizes dense and high-resolution views of an object given one or a few images without camera poses. MVDiffusion++ achieves superior flexibility and scalability with two surprisingly simple ideas: 1) A ``pose-free architecture'' where standard self-attention among 2D latent features learns 3D consistency across an arbitrary number of conditional and generation views without explicitly using camera pose information; and 2) A ``view dropout strategy'' that discards a substantial number of output views during training, which reduces the training-time memory footprint and enables dense and high-resolution view synthesis at test time. We use the Objaverse for training and the Google Scanned Objects for evaluation with standard novel view synthesis and 3D reconstruction metrics, where MVDiffusion++ significantly outperforms the current state of the arts. We also demonstrate a text-to-3D application example by combining MVDiffusion++ with a text-to-image generative model.
VFusion3D: Learning Scalable 3D Generative Models from Video Diffusion Models
This paper presents a novel paradigm for building scalable 3D generative models utilizing pre-trained video diffusion models. The primary obstacle in developing foundation 3D generative models is the limited availability of 3D data. Unlike images, texts, or videos, 3D data are not readily accessible and are difficult to acquire. This results in a significant disparity in scale compared to the vast quantities of other types of data. To address this issue, we propose using a video diffusion model, trained with extensive volumes of text, images, and videos, as a knowledge source for 3D data. By unlocking its multi-view generative capabilities through fine-tuning, we generate a large-scale synthetic multi-view dataset to train a feed-forward 3D generative model. The proposed model, VFusion3D, trained on nearly 3M synthetic multi-view data, can generate a 3D asset from a single image in seconds and achieves superior performance when compared to current SOTA feed-forward 3D generative models, with users preferring our results over 70% of the time.
DiffSplat: Repurposing Image Diffusion Models for Scalable Gaussian Splat Generation
Recent advancements in 3D content generation from text or a single image struggle with limited high-quality 3D datasets and inconsistency from 2D multi-view generation. We introduce DiffSplat, a novel 3D generative framework that natively generates 3D Gaussian splats by taming large-scale text-to-image diffusion models. It differs from previous 3D generative models by effectively utilizing web-scale 2D priors while maintaining 3D consistency in a unified model. To bootstrap the training, a lightweight reconstruction model is proposed to instantly produce multi-view Gaussian splat grids for scalable dataset curation. In conjunction with the regular diffusion loss on these grids, a 3D rendering loss is introduced to facilitate 3D coherence across arbitrary views. The compatibility with image diffusion models enables seamless adaptions of numerous techniques for image generation to the 3D realm. Extensive experiments reveal the superiority of DiffSplat in text- and image-conditioned generation tasks and downstream applications. Thorough ablation studies validate the efficacy of each critical design choice and provide insights into the underlying mechanism.
Exploiting Chain Rule and Bayes' Theorem to Compare Probability Distributions
To measure the difference between two probability distributions, referred to as the source and target, respectively, we exploit both the chain rule and Bayes' theorem to construct conditional transport (CT), which is constituted by both a forward component and a backward one. The forward CT is the expected cost of moving a source data point to a target one, with their joint distribution defined by the product of the source probability density function (PDF) and a source-dependent conditional distribution, which is related to the target PDF via Bayes' theorem. The backward CT is defined by reversing the direction. The CT cost can be approximated by replacing the source and target PDFs with their discrete empirical distributions supported on mini-batches, making it amenable to implicit distributions and stochastic gradient descent-based optimization. When applied to train a generative model, CT is shown to strike a good balance between mode-covering and mode-seeking behaviors and strongly resist mode collapse. On a wide variety of benchmark datasets for generative modeling, substituting the default statistical distance of an existing generative adversarial network with CT is shown to consistently improve the performance. PyTorch code is provided.
En3D: An Enhanced Generative Model for Sculpting 3D Humans from 2D Synthetic Data
We present En3D, an enhanced generative scheme for sculpting high-quality 3D human avatars. Unlike previous works that rely on scarce 3D datasets or limited 2D collections with imbalanced viewing angles and imprecise pose priors, our approach aims to develop a zero-shot 3D generative scheme capable of producing visually realistic, geometrically accurate and content-wise diverse 3D humans without relying on pre-existing 3D or 2D assets. To address this challenge, we introduce a meticulously crafted workflow that implements accurate physical modeling to learn the enhanced 3D generative model from synthetic 2D data. During inference, we integrate optimization modules to bridge the gap between realistic appearances and coarse 3D shapes. Specifically, En3D comprises three modules: a 3D generator that accurately models generalizable 3D humans with realistic appearance from synthesized balanced, diverse, and structured human images; a geometry sculptor that enhances shape quality using multi-view normal constraints for intricate human anatomy; and a texturing module that disentangles explicit texture maps with fidelity and editability, leveraging semantical UV partitioning and a differentiable rasterizer. Experimental results show that our approach significantly outperforms prior works in terms of image quality, geometry accuracy and content diversity. We also showcase the applicability of our generated avatars for animation and editing, as well as the scalability of our approach for content-style free adaptation.
AG3D: Learning to Generate 3D Avatars from 2D Image Collections
While progress in 2D generative models of human appearance has been rapid, many applications require 3D avatars that can be animated and rendered. Unfortunately, most existing methods for learning generative models of 3D humans with diverse shape and appearance require 3D training data, which is limited and expensive to acquire. The key to progress is hence to learn generative models of 3D avatars from abundant unstructured 2D image collections. However, learning realistic and complete 3D appearance and geometry in this under-constrained setting remains challenging, especially in the presence of loose clothing such as dresses. In this paper, we propose a new adversarial generative model of realistic 3D people from 2D images. Our method captures shape and deformation of the body and loose clothing by adopting a holistic 3D generator and integrating an efficient and flexible articulation module. To improve realism, we train our model using multiple discriminators while also integrating geometric cues in the form of predicted 2D normal maps. We experimentally find that our method outperforms previous 3D- and articulation-aware methods in terms of geometry and appearance. We validate the effectiveness of our model and the importance of each component via systematic ablation studies.
ObjectStitch: Generative Object Compositing
Object compositing based on 2D images is a challenging problem since it typically involves multiple processing stages such as color harmonization, geometry correction and shadow generation to generate realistic results. Furthermore, annotating training data pairs for compositing requires substantial manual effort from professionals, and is hardly scalable. Thus, with the recent advances in generative models, in this work, we propose a self-supervised framework for object compositing by leveraging the power of conditional diffusion models. Our framework can hollistically address the object compositing task in a unified model, transforming the viewpoint, geometry, color and shadow of the generated object while requiring no manual labeling. To preserve the input object's characteristics, we introduce a content adaptor that helps to maintain categorical semantics and object appearance. A data augmentation method is further adopted to improve the fidelity of the generator. Our method outperforms relevant baselines in both realism and faithfulness of the synthesized result images in a user study on various real-world images.
RealFusion: 360° Reconstruction of Any Object from a Single Image
We consider the problem of reconstructing a full 360{\deg} photographic model of an object from a single image of it. We do so by fitting a neural radiance field to the image, but find this problem to be severely ill-posed. We thus take an off-the-self conditional image generator based on diffusion and engineer a prompt that encourages it to "dream up" novel views of the object. Using an approach inspired by DreamFields and DreamFusion, we fuse the given input view, the conditional prior, and other regularizers in a final, consistent reconstruction. We demonstrate state-of-the-art reconstruction results on benchmark images when compared to prior methods for monocular 3D reconstruction of objects. Qualitatively, our reconstructions provide a faithful match of the input view and a plausible extrapolation of its appearance and 3D shape, including to the side of the object not visible in the image.
ConditionVideo: Training-Free Condition-Guided Text-to-Video Generation
Recent works have successfully extended large-scale text-to-image models to the video domain, producing promising results but at a high computational cost and requiring a large amount of video data. In this work, we introduce ConditionVideo, a training-free approach to text-to-video generation based on the provided condition, video, and input text, by leveraging the power of off-the-shelf text-to-image generation methods (e.g., Stable Diffusion). ConditionVideo generates realistic dynamic videos from random noise or given scene videos. Our method explicitly disentangles the motion representation into condition-guided and scenery motion components. To this end, the ConditionVideo model is designed with a UNet branch and a control branch. To improve temporal coherence, we introduce sparse bi-directional spatial-temporal attention (sBiST-Attn). The 3D control network extends the conventional 2D controlnet model, aiming to strengthen conditional generation accuracy by additionally leveraging the bi-directional frames in the temporal domain. Our method exhibits superior performance in terms of frame consistency, clip score, and conditional accuracy, outperforming other compared methods.
Towards Generalist Foundation Model for Radiology
In this study, we aim to initiate the development of Radiology Foundation Model, termed as RadFM.We consider the construction of foundational models from the perspectives of data, model design, and evaluation thoroughly. Our contribution can be concluded as follows: (i), we construct a large-scale Medical Multi-modal Dataset, MedMD, consisting of 16M 2D and 3D medical scans. To the best of our knowledge, this is the first multi-modal dataset containing 3D medical scans. (ii), We propose an architecture that enables visually conditioned generative pre-training, allowing for the integration of text input interleaved with 2D or 3D medical scans to generate response for diverse radiologic tasks. The model was initially pre-trained on MedMD and subsequently domain-specific fine-tuned on RadMD, a radiologic cleaned version of MedMD, containing 3M radiologic visual-language pairs. (iii), we propose a new evaluation benchmark that comprises five tasks, aiming to comprehensively assess the capability of foundation models in handling practical clinical problems. Our experimental results confirm that RadFM significantly outperforms existing multi-modal foundation models. The codes, data, and model checkpoint will all be made publicly available to promote further research and development in the field.
HumanGif: Single-View Human Diffusion with Generative Prior
While previous single-view-based 3D human reconstruction methods made significant progress in novel view synthesis, it remains a challenge to synthesize both view-consistent and pose-consistent results for animatable human avatars from a single image input. Motivated by the success of 2D character animation, we propose <strong>HumanGif</strong>, a single-view human diffusion model with generative prior. Specifically, we formulate the single-view-based 3D human novel view and pose synthesis as a single-view-conditioned human diffusion process, utilizing generative priors from foundational diffusion models. To ensure fine-grained and consistent novel view and pose synthesis, we introduce a Human NeRF module in HumanGif to learn spatially aligned features from the input image, implicitly capturing the relative camera and human pose transformation. Furthermore, we introduce an image-level loss during optimization to bridge the gap between latent and image spaces in diffusion models. Extensive experiments on RenderPeople and DNA-Rendering datasets demonstrate that HumanGif achieves the best perceptual performance, with better generalizability for novel view and pose synthesis.
A Simple Approach to Unifying Diffusion-based Conditional Generation
Recent progress in image generation has sparked research into controlling these models through condition signals, with various methods addressing specific challenges in conditional generation. Instead of proposing another specialized technique, we introduce a simple, unified framework to handle diverse conditional generation tasks involving a specific image-condition correlation. By learning a joint distribution over a correlated image pair (e.g. image and depth) with a diffusion model, our approach enables versatile capabilities via different inference-time sampling schemes, including controllable image generation (e.g. depth to image), estimation (e.g. image to depth), signal guidance, joint generation (image & depth), and coarse control. Previous attempts at unification often introduce significant complexity through multi-stage training, architectural modification, or increased parameter counts. In contrast, our simple formulation requires a single, computationally efficient training stage, maintains the standard model input, and adds minimal learned parameters (15% of the base model). Moreover, our model supports additional capabilities like non-spatially aligned and coarse conditioning. Extensive results show that our single model can produce comparable results with specialized methods and better results than prior unified methods. We also demonstrate that multiple models can be effectively combined for multi-signal conditional generation.
My3DGen: Building Lightweight Personalized 3D Generative Model
Our paper presents My3DGen, a practical system for creating a personalized and lightweight 3D generative prior using as few as 10 images. My3DGen can reconstruct multi-view consistent images from an input test image, and generate novel appearances by interpolating between any two images of the same individual. While recent studies have demonstrated the effectiveness of personalized generative priors in producing high-quality 2D portrait reconstructions and syntheses, to the best of our knowledge, we are the first to develop a personalized 3D generative prior. Instead of fine-tuning a large pre-trained generative model with millions of parameters to achieve personalization, we propose a parameter-efficient approach. Our method involves utilizing a pre-trained model with fixed weights as a generic prior, while training a separate personalized prior through low-rank decomposition of the weights in each convolution and fully connected layer. However, parameter-efficient few-shot fine-tuning on its own often leads to overfitting. To address this, we introduce a regularization technique based on symmetry of human faces. This regularization enforces that novel view renderings of a training sample, rendered from symmetric poses, exhibit the same identity. By incorporating this symmetry prior, we enhance the quality of reconstruction and synthesis, particularly for non-frontal (profile) faces. Our final system combines low-rank fine-tuning with symmetry regularization and significantly surpasses the performance of pre-trained models, e.g. EG3D. It introduces only approximately 0.6 million additional parameters per identity compared to 31 million for full finetuning of the original model. As a result, our system achieves a 50-fold reduction in model size without sacrificing the quality of the generated 3D faces. Code will be available at our project page: https://luchaoqi.github.io/my3dgen.
Nonparametric Generative Modeling with Conditional Sliced-Wasserstein Flows
Sliced-Wasserstein Flow (SWF) is a promising approach to nonparametric generative modeling but has not been widely adopted due to its suboptimal generative quality and lack of conditional modeling capabilities. In this work, we make two major contributions to bridging this gap. First, based on a pleasant observation that (under certain conditions) the SWF of joint distributions coincides with those of conditional distributions, we propose Conditional Sliced-Wasserstein Flow (CSWF), a simple yet effective extension of SWF that enables nonparametric conditional modeling. Second, we introduce appropriate inductive biases of images into SWF with two techniques inspired by local connectivity and multiscale representation in vision research, which greatly improve the efficiency and quality of modeling images. With all the improvements, we achieve generative performance comparable with many deep parametric generative models on both conditional and unconditional tasks in a purely nonparametric fashion, demonstrating its great potential.
GALA3D: Towards Text-to-3D Complex Scene Generation via Layout-guided Generative Gaussian Splatting
We present GALA3D, generative 3D GAussians with LAyout-guided control, for effective compositional text-to-3D generation. We first utilize large language models (LLMs) to generate the initial layout and introduce a layout-guided 3D Gaussian representation for 3D content generation with adaptive geometric constraints. We then propose an object-scene compositional optimization mechanism with conditioned diffusion to collaboratively generate realistic 3D scenes with consistent geometry, texture, scale, and accurate interactions among multiple objects while simultaneously adjusting the coarse layout priors extracted from the LLMs to align with the generated scene. Experiments show that GALA3D is a user-friendly, end-to-end framework for state-of-the-art scene-level 3D content generation and controllable editing while ensuring the high fidelity of object-level entities within the scene. Source codes and models will be available at https://gala3d.github.io/.
Tencent Hunyuan3D-1.0: A Unified Framework for Text-to-3D and Image-to-3D Generation
While 3D generative models have greatly improved artists' workflows, the existing diffusion models for 3D generation suffer from slow generation and poor generalization. To address this issue, we propose a two-stage approach named Hunyuan3D-1.0 including a lite version and a standard version, that both support text- and image-conditioned generation. In the first stage, we employ a multi-view diffusion model that efficiently generates multi-view RGB in approximately 4 seconds. These multi-view images capture rich details of the 3D asset from different viewpoints, relaxing the tasks from single-view to multi-view reconstruction. In the second stage, we introduce a feed-forward reconstruction model that rapidly and faithfully reconstructs the 3D asset given the generated multi-view images in approximately 7 seconds. The reconstruction network learns to handle noises and in-consistency introduced by the multi-view diffusion and leverages the available information from the condition image to efficiently recover the 3D structure. Our framework involves the text-to-image model, i.e., Hunyuan-DiT, making it a unified framework to support both text- and image-conditioned 3D generation. Our standard version has 3x more parameters than our lite and other existing model. Our Hunyuan3D-1.0 achieves an impressive balance between speed and quality, significantly reducing generation time while maintaining the quality and diversity of the produced assets.
ContactGen: Generative Contact Modeling for Grasp Generation
This paper presents a novel object-centric contact representation ContactGen for hand-object interaction. The ContactGen comprises three components: a contact map indicates the contact location, a part map represents the contact hand part, and a direction map tells the contact direction within each part. Given an input object, we propose a conditional generative model to predict ContactGen and adopt model-based optimization to predict diverse and geometrically feasible grasps. Experimental results demonstrate our method can generate high-fidelity and diverse human grasps for various objects. Project page: https://stevenlsw.github.io/contactgen/
SiCloPe: Silhouette-Based Clothed People
We introduce a new silhouette-based representation for modeling clothed human bodies using deep generative models. Our method can reconstruct a complete and textured 3D model of a person wearing clothes from a single input picture. Inspired by the visual hull algorithm, our implicit representation uses 2D silhouettes and 3D joints of a body pose to describe the immense shape complexity and variations of clothed people. Given a segmented 2D silhouette of a person and its inferred 3D joints from the input picture, we first synthesize consistent silhouettes from novel view points around the subject. The synthesized silhouettes which are the most consistent with the input segmentation are fed into a deep visual hull algorithm for robust 3D shape prediction. We then infer the texture of the subject's back view using the frontal image and segmentation mask as input to a conditional generative adversarial network. Our experiments demonstrate that our silhouette-based model is an effective representation and the appearance of the back view can be predicted reliably using an image-to-image translation network. While classic methods based on parametric models often fail for single-view images of subjects with challenging clothing, our approach can still produce successful results, which are comparable to those obtained from multi-view input.
T2M-GPT: Generating Human Motion from Textual Descriptions with Discrete Representations
In this work, we investigate a simple and must-known conditional generative framework based on Vector Quantised-Variational AutoEncoder (VQ-VAE) and Generative Pre-trained Transformer (GPT) for human motion generation from textural descriptions. We show that a simple CNN-based VQ-VAE with commonly used training recipes (EMA and Code Reset) allows us to obtain high-quality discrete representations. For GPT, we incorporate a simple corruption strategy during the training to alleviate training-testing discrepancy. Despite its simplicity, our T2M-GPT shows better performance than competitive approaches, including recent diffusion-based approaches. For example, on HumanML3D, which is currently the largest dataset, we achieve comparable performance on the consistency between text and generated motion (R-Precision), but with FID 0.116 largely outperforming MotionDiffuse of 0.630. Additionally, we conduct analyses on HumanML3D and observe that the dataset size is a limitation of our approach. Our work suggests that VQ-VAE still remains a competitive approach for human motion generation.
Large-Vocabulary 3D Diffusion Model with Transformer
Creating diverse and high-quality 3D assets with an automatic generative model is highly desirable. Despite extensive efforts on 3D generation, most existing works focus on the generation of a single category or a few categories. In this paper, we introduce a diffusion-based feed-forward framework for synthesizing massive categories of real-world 3D objects with a single generative model. Notably, there are three major challenges for this large-vocabulary 3D generation: a) the need for expressive yet efficient 3D representation; b) large diversity in geometry and texture across categories; c) complexity in the appearances of real-world objects. To this end, we propose a novel triplane-based 3D-aware Diffusion model with TransFormer, DiffTF, for handling challenges via three aspects. 1) Considering efficiency and robustness, we adopt a revised triplane representation and improve the fitting speed and accuracy. 2) To handle the drastic variations in geometry and texture, we regard the features of all 3D objects as a combination of generalized 3D knowledge and specialized 3D features. To extract generalized 3D knowledge from diverse categories, we propose a novel 3D-aware transformer with shared cross-plane attention. It learns the cross-plane relations across different planes and aggregates the generalized 3D knowledge with specialized 3D features. 3) In addition, we devise the 3D-aware encoder/decoder to enhance the generalized 3D knowledge in the encoded triplanes for handling categories with complex appearances. Extensive experiments on ShapeNet and OmniObject3D (over 200 diverse real-world categories) convincingly demonstrate that a single DiffTF model achieves state-of-the-art large-vocabulary 3D object generation performance with large diversity, rich semantics, and high quality.
SceneDreamer: Unbounded 3D Scene Generation from 2D Image Collections
In this work, we present SceneDreamer, an unconditional generative model for unbounded 3D scenes, which synthesizes large-scale 3D landscapes from random noise. Our framework is learned from in-the-wild 2D image collections only, without any 3D annotations. At the core of SceneDreamer is a principled learning paradigm comprising 1) an efficient yet expressive 3D scene representation, 2) a generative scene parameterization, and 3) an effective renderer that can leverage the knowledge from 2D images. Our approach begins with an efficient bird's-eye-view (BEV) representation generated from simplex noise, which includes a height field for surface elevation and a semantic field for detailed scene semantics. This BEV scene representation enables 1) representing a 3D scene with quadratic complexity, 2) disentangled geometry and semantics, and 3) efficient training. Moreover, we propose a novel generative neural hash grid to parameterize the latent space based on 3D positions and scene semantics, aiming to encode generalizable features across various scenes. Lastly, a neural volumetric renderer, learned from 2D image collections through adversarial training, is employed to produce photorealistic images. Extensive experiments demonstrate the effectiveness of SceneDreamer and superiority over state-of-the-art methods in generating vivid yet diverse unbounded 3D worlds.
Patch-based 3D Natural Scene Generation from a Single Example
We target a 3D generative model for general natural scenes that are typically unique and intricate. Lacking the necessary volumes of training data, along with the difficulties of having ad hoc designs in presence of varying scene characteristics, renders existing setups intractable. Inspired by classical patch-based image models, we advocate for synthesizing 3D scenes at the patch level, given a single example. At the core of this work lies important algorithmic designs w.r.t the scene representation and generative patch nearest-neighbor module, that address unique challenges arising from lifting classical 2D patch-based framework to 3D generation. These design choices, on a collective level, contribute to a robust, effective, and efficient model that can generate high-quality general natural scenes with both realistic geometric structure and visual appearance, in large quantities and varieties, as demonstrated upon a variety of exemplar scenes.
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.
Point-E: A System for Generating 3D Point Clouds from Complex Prompts
While recent work on text-conditional 3D object generation has shown promising results, the state-of-the-art methods typically require multiple GPU-hours to produce a single sample. This is in stark contrast to state-of-the-art generative image models, which produce samples in a number of seconds or minutes. In this paper, we explore an alternative method for 3D object generation which produces 3D models in only 1-2 minutes on a single GPU. Our method first generates a single synthetic view using a text-to-image diffusion model, and then produces a 3D point cloud using a second diffusion model which conditions on the generated image. While our method still falls short of the state-of-the-art in terms of sample quality, it is one to two orders of magnitude faster to sample from, offering a practical trade-off for some use cases. We release our pre-trained point cloud diffusion models, as well as evaluation code and models, at https://github.com/openai/point-e.
Hyper-3DG: Text-to-3D Gaussian Generation via Hypergraph
Text-to-3D generation represents an exciting field that has seen rapid advancements, facilitating the transformation of textual descriptions into detailed 3D models. However, current progress often neglects the intricate high-order correlation of geometry and texture within 3D objects, leading to challenges such as over-smoothness, over-saturation and the Janus problem. In this work, we propose a method named ``3D Gaussian Generation via Hypergraph (Hyper-3DG)'', designed to capture the sophisticated high-order correlations present within 3D objects. Our framework is anchored by a well-established mainflow and an essential module, named ``Geometry and Texture Hypergraph Refiner (HGRefiner)''. This module not only refines the representation of 3D Gaussians but also accelerates the update process of these 3D Gaussians by conducting the Patch-3DGS Hypergraph Learning on both explicit attributes and latent visual features. Our framework allows for the production of finely generated 3D objects within a cohesive optimization, effectively circumventing degradation. Extensive experimentation has shown that our proposed method significantly enhances the quality of 3D generation while incurring no additional computational overhead for the underlying framework. (Project code: https://github.com/yjhboy/Hyper3DG)
Sampling 3D Gaussian Scenes in Seconds with Latent Diffusion Models
We present a latent diffusion model over 3D scenes, that can be trained using only 2D image data. To achieve this, we first design an autoencoder that maps multi-view images to 3D Gaussian splats, and simultaneously builds a compressed latent representation of these splats. Then, we train a multi-view diffusion model over the latent space to learn an efficient generative model. This pipeline does not require object masks nor depths, and is suitable for complex scenes with arbitrary camera positions. We conduct careful experiments on two large-scale datasets of complex real-world scenes -- MVImgNet and RealEstate10K. We show that our approach enables generating 3D scenes in as little as 0.2 seconds, either from scratch, from a single input view, or from sparse input views. It produces diverse and high-quality results while running an order of magnitude faster than non-latent diffusion models and earlier NeRF-based generative models
DiffPortrait3D: Controllable Diffusion for Zero-Shot Portrait View Synthesis
We present DiffPortrait3D, a conditional diffusion model that is capable of synthesizing 3D-consistent photo-realistic novel views from as few as a single in-the-wild portrait. Specifically, given a single RGB input, we aim to synthesize plausible but consistent facial details rendered from novel camera views with retained both identity and facial expression. In lieu of time-consuming optimization and fine-tuning, our zero-shot method generalizes well to arbitrary face portraits with unposed camera views, extreme facial expressions, and diverse artistic depictions. At its core, we leverage the generative prior of 2D diffusion models pre-trained on large-scale image datasets as our rendering backbone, while the denoising is guided with disentangled attentive control of appearance and camera pose. To achieve this, we first inject the appearance context from the reference image into the self-attention layers of the frozen UNets. The rendering view is then manipulated with a novel conditional control module that interprets the camera pose by watching a condition image of a crossed subject from the same view. Furthermore, we insert a trainable cross-view attention module to enhance view consistency, which is further strengthened with a novel 3D-aware noise generation process during inference. We demonstrate state-of-the-art results both qualitatively and quantitatively on our challenging in-the-wild and multi-view benchmarks.
3DTopia: Large Text-to-3D Generation Model with Hybrid Diffusion Priors
We present a two-stage text-to-3D generation system, namely 3DTopia, which generates high-quality general 3D assets within 5 minutes using hybrid diffusion priors. The first stage samples from a 3D diffusion prior directly learned from 3D data. Specifically, it is powered by a text-conditioned tri-plane latent diffusion model, which quickly generates coarse 3D samples for fast prototyping. The second stage utilizes 2D diffusion priors to further refine the texture of coarse 3D models from the first stage. The refinement consists of both latent and pixel space optimization for high-quality texture generation. To facilitate the training of the proposed system, we clean and caption the largest open-source 3D dataset, Objaverse, by combining the power of vision language models and large language models. Experiment results are reported qualitatively and quantitatively to show the performance of the proposed system. Our codes and models are available at https://github.com/3DTopia/3DTopia
Take-A-Photo: 3D-to-2D Generative Pre-training of Point Cloud Models
With the overwhelming trend of mask image modeling led by MAE, generative pre-training has shown a remarkable potential to boost the performance of fundamental models in 2D vision. However, in 3D vision, the over-reliance on Transformer-based backbones and the unordered nature of point clouds have restricted the further development of generative pre-training. In this paper, we propose a novel 3D-to-2D generative pre-training method that is adaptable to any point cloud model. We propose to generate view images from different instructed poses via the cross-attention mechanism as the pre-training scheme. Generating view images has more precise supervision than its point cloud counterpart, thus assisting 3D backbones to have a finer comprehension of the geometrical structure and stereoscopic relations of the point cloud. Experimental results have proved the superiority of our proposed 3D-to-2D generative pre-training over previous pre-training methods. Our method is also effective in boosting the performance of architecture-oriented approaches, achieving state-of-the-art performance when fine-tuning on ScanObjectNN classification and ShapeNetPart segmentation tasks. Code is available at https://github.com/wangzy22/TAP.
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.
Gen-3Diffusion: Realistic Image-to-3D Generation via 2D & 3D Diffusion Synergy
Creating realistic 3D objects and clothed avatars from a single RGB image is an attractive yet challenging problem. Due to its ill-posed nature, recent works leverage powerful prior from 2D diffusion models pretrained on large datasets. Although 2D diffusion models demonstrate strong generalization capability, they cannot guarantee the generated multi-view images are 3D consistent. In this paper, we propose Gen-3Diffusion: Realistic Image-to-3D Generation via 2D & 3D Diffusion Synergy. We leverage a pre-trained 2D diffusion model and a 3D diffusion model via our elegantly designed process that synchronizes two diffusion models at both training and sampling time. The synergy between the 2D and 3D diffusion models brings two major advantages: 1) 2D helps 3D in generalization: the pretrained 2D model has strong generalization ability to unseen images, providing strong shape priors for the 3D diffusion model; 2) 3D helps 2D in multi-view consistency: the 3D diffusion model enhances the 3D consistency of 2D multi-view sampling process, resulting in more accurate multi-view generation. We validate our idea through extensive experiments in image-based objects and clothed avatar generation tasks. Results show that our method generates realistic 3D objects and avatars with high-fidelity geometry and texture. Extensive ablations also validate our design choices and demonstrate the strong generalization ability to diverse clothing and compositional shapes. Our code and pretrained models will be publicly released on https://yuxuan-xue.com/gen-3diffusion.
Mesh2NeRF: Direct Mesh Supervision for Neural Radiance Field Representation and Generation
We present Mesh2NeRF, an approach to derive ground-truth radiance fields from textured meshes for 3D generation tasks. Many 3D generative approaches represent 3D scenes as radiance fields for training. Their ground-truth radiance fields are usually fitted from multi-view renderings from a large-scale synthetic 3D dataset, which often results in artifacts due to occlusions or under-fitting issues. In Mesh2NeRF, we propose an analytic solution to directly obtain ground-truth radiance fields from 3D meshes, characterizing the density field with an occupancy function featuring a defined surface thickness, and determining view-dependent color through a reflection function considering both the mesh and environment lighting. Mesh2NeRF extracts accurate radiance fields which provides direct supervision for training generative NeRFs and single scene representation. We validate the effectiveness of Mesh2NeRF across various tasks, achieving a noteworthy 3.12dB improvement in PSNR for view synthesis in single scene representation on the ABO dataset, a 0.69 PSNR enhancement in the single-view conditional generation of ShapeNet Cars, and notably improved mesh extraction from NeRF in the unconditional generation of Objaverse Mugs.
Consistency^2: Consistent and Fast 3D Painting with Latent Consistency Models
Generative 3D Painting is among the top productivity boosters in high-resolution 3D asset management and recycling. Ever since text-to-image models became accessible for inference on consumer hardware, the performance of 3D Painting methods has consistently improved and is currently close to plateauing. At the core of most such models lies denoising diffusion in the latent space, an inherently time-consuming iterative process. Multiple techniques have been developed recently to accelerate generation and reduce sampling iterations by orders of magnitude. Designed for 2D generative imaging, these techniques do not come with recipes for lifting them into 3D. In this paper, we address this shortcoming by proposing a Latent Consistency Model (LCM) adaptation for the task at hand. We analyze the strengths and weaknesses of the proposed model and evaluate it quantitatively and qualitatively. Based on the Objaverse dataset samples study, our 3D painting method attains strong preference in all evaluations. Source code is available at https://github.com/kongdai123/consistency2.
Get3DHuman: Lifting StyleGAN-Human into a 3D Generative Model using Pixel-aligned Reconstruction Priors
Fast generation of high-quality 3D digital humans is important to a vast number of applications ranging from entertainment to professional concerns. Recent advances in differentiable rendering have enabled the training of 3D generative models without requiring 3D ground truths. However, the quality of the generated 3D humans still has much room to improve in terms of both fidelity and diversity. In this paper, we present Get3DHuman, a novel 3D human framework that can significantly boost the realism and diversity of the generated outcomes by only using a limited budget of 3D ground-truth data. Our key observation is that the 3D generator can profit from human-related priors learned through 2D human generators and 3D reconstructors. Specifically, we bridge the latent space of Get3DHuman with that of StyleGAN-Human via a specially-designed prior network, where the input latent code is mapped to the shape and texture feature volumes spanned by the pixel-aligned 3D reconstructor. The outcomes of the prior network are then leveraged as the supervisory signals for the main generator network. To ensure effective training, we further propose three tailored losses applied to the generated feature volumes and the intermediate feature maps. Extensive experiments demonstrate that Get3DHuman greatly outperforms the other state-of-the-art approaches and can support a wide range of applications including shape interpolation, shape re-texturing, and single-view reconstruction through latent inversion.
Magic123: One Image to High-Quality 3D Object Generation Using Both 2D and 3D Diffusion Priors
We present Magic123, a two-stage coarse-to-fine approach for high-quality, textured 3D meshes generation from a single unposed image in the wild using both2D and 3D priors. In the first stage, we optimize a neural radiance field to produce a coarse geometry. In the second stage, we adopt a memory-efficient differentiable mesh representation to yield a high-resolution mesh with a visually appealing texture. In both stages, the 3D content is learned through reference view supervision and novel views guided by a combination of 2D and 3D diffusion priors. We introduce a single trade-off parameter between the 2D and 3D priors to control exploration (more imaginative) and exploitation (more precise) of the generated geometry. Additionally, we employ textual inversion and monocular depth regularization to encourage consistent appearances across views and to prevent degenerate solutions, respectively. Magic123 demonstrates a significant improvement over previous image-to-3D techniques, as validated through extensive experiments on synthetic benchmarks and diverse real-world images. Our code, models, and generated 3D assets are available at https://github.com/guochengqian/Magic123.
A Comprehensive Survey on 3D Content Generation
Recent years have witnessed remarkable advances in artificial intelligence generated content(AIGC), with diverse input modalities, e.g., text, image, video, audio and 3D. The 3D is the most close visual modality to real-world 3D environment and carries enormous knowledge. The 3D content generation shows both academic and practical values while also presenting formidable technical challenges. This review aims to consolidate developments within the burgeoning domain of 3D content generation. Specifically, a new taxonomy is proposed that categorizes existing approaches into three types: 3D native generative methods, 2D prior-based 3D generative methods, and hybrid 3D generative methods. The survey covers approximately 60 papers spanning the major techniques. Besides, we discuss limitations of current 3D content generation techniques, and point out open challenges as well as promising directions for future work. Accompanied with this survey, we have established a project website where the resources on 3D content generation research are provided. The project page is available at https://github.com/hitcslj/Awesome-AIGC-3D.
Single-Image 3D Human Digitization with Shape-Guided Diffusion
We present an approach to generate a 360-degree view of a person with a consistent, high-resolution appearance from a single input image. NeRF and its variants typically require videos or images from different viewpoints. Most existing approaches taking monocular input either rely on ground-truth 3D scans for supervision or lack 3D consistency. While recent 3D generative models show promise of 3D consistent human digitization, these approaches do not generalize well to diverse clothing appearances, and the results lack photorealism. Unlike existing work, we utilize high-capacity 2D diffusion models pretrained for general image synthesis tasks as an appearance prior of clothed humans. To achieve better 3D consistency while retaining the input identity, we progressively synthesize multiple views of the human in the input image by inpainting missing regions with shape-guided diffusion conditioned on silhouette and surface normal. We then fuse these synthesized multi-view images via inverse rendering to obtain a fully textured high-resolution 3D mesh of the given person. Experiments show that our approach outperforms prior methods and achieves photorealistic 360-degree synthesis of a wide range of clothed humans with complex textures from a single image.
MVD-Fusion: Single-view 3D via Depth-consistent Multi-view Generation
We present MVD-Fusion: a method for single-view 3D inference via generative modeling of multi-view-consistent RGB-D images. While recent methods pursuing 3D inference advocate learning novel-view generative models, these generations are not 3D-consistent and require a distillation process to generate a 3D output. We instead cast the task of 3D inference as directly generating mutually-consistent multiple views and build on the insight that additionally inferring depth can provide a mechanism for enforcing this consistency. Specifically, we train a denoising diffusion model to generate multi-view RGB-D images given a single RGB input image and leverage the (intermediate noisy) depth estimates to obtain reprojection-based conditioning to maintain multi-view consistency. We train our model using large-scale synthetic dataset Obajverse as well as the real-world CO3D dataset comprising of generic camera viewpoints. We demonstrate that our approach can yield more accurate synthesis compared to recent state-of-the-art, including distillation-based 3D inference and prior multi-view generation methods. We also evaluate the geometry induced by our multi-view depth prediction and find that it yields a more accurate representation than other direct 3D inference approaches.
MagicMirror: Fast and High-Quality Avatar Generation with a Constrained Search Space
We introduce a novel framework for 3D human avatar generation and personalization, leveraging text prompts to enhance user engagement and customization. Central to our approach are key innovations aimed at overcoming the challenges in photo-realistic avatar synthesis. Firstly, we utilize a conditional Neural Radiance Fields (NeRF) model, trained on a large-scale unannotated multi-view dataset, to create a versatile initial solution space that accelerates and diversifies avatar generation. Secondly, we develop a geometric prior, leveraging the capabilities of Text-to-Image Diffusion Models, to ensure superior view invariance and enable direct optimization of avatar geometry. These foundational ideas are complemented by our optimization pipeline built on Variational Score Distillation (VSD), which mitigates texture loss and over-saturation issues. As supported by our extensive experiments, these strategies collectively enable the creation of custom avatars with unparalleled visual quality and better adherence to input text prompts. You can find more results and videos in our website: https://syntec-research.github.io/MagicMirror
Conditionally Strongly Log-Concave Generative Models
There is a growing gap between the impressive results of deep image generative models and classical algorithms that offer theoretical guarantees. The former suffer from mode collapse or memorization issues, limiting their application to scientific data. The latter require restrictive assumptions such as log-concavity to escape the curse of dimensionality. We partially bridge this gap by introducing conditionally strongly log-concave (CSLC) models, which factorize the data distribution into a product of conditional probability distributions that are strongly log-concave. This factorization is obtained with orthogonal projectors adapted to the data distribution. It leads to efficient parameter estimation and sampling algorithms, with theoretical guarantees, although the data distribution is not globally log-concave. We show that several challenging multiscale processes are conditionally log-concave using wavelet packet orthogonal projectors. Numerical results are shown for physical fields such as the varphi^4 model and weak lensing convergence maps with higher resolution than in previous works.
CHORUS: Learning Canonicalized 3D Human-Object Spatial Relations from Unbounded Synthesized Images
We present a method for teaching machines to understand and model the underlying spatial common sense of diverse human-object interactions in 3D in a self-supervised way. This is a challenging task, as there exist specific manifolds of the interactions that can be considered human-like and natural, but the human pose and the geometry of objects can vary even for similar interactions. Such diversity makes the annotating task of 3D interactions difficult and hard to scale, which limits the potential to reason about that in a supervised way. One way of learning the 3D spatial relationship between humans and objects during interaction is by showing multiple 2D images captured from different viewpoints when humans interact with the same type of objects. The core idea of our method is to leverage a generative model that produces high-quality 2D images from an arbitrary text prompt input as an "unbounded" data generator with effective controllability and view diversity. Despite its imperfection of the image quality over real images, we demonstrate that the synthesized images are sufficient to learn the 3D human-object spatial relations. We present multiple strategies to leverage the synthesized images, including (1) the first method to leverage a generative image model for 3D human-object spatial relation learning; (2) a framework to reason about the 3D spatial relations from inconsistent 2D cues in a self-supervised manner via 3D occupancy reasoning with pose canonicalization; (3) semantic clustering to disambiguate different types of interactions with the same object types; and (4) a novel metric to assess the quality of 3D spatial learning of interaction.
Semi-Parametric Neural Image Synthesis
Novel architectures have recently improved generative image synthesis leading to excellent visual quality in various tasks. Much of this success is due to the scalability of these architectures and hence caused by a dramatic increase in model complexity and in the computational resources invested in training these models. Our work questions the underlying paradigm of compressing large training data into ever growing parametric representations. We rather present an orthogonal, semi-parametric approach. We complement comparably small diffusion or autoregressive models with a separate image database and a retrieval strategy. During training we retrieve a set of nearest neighbors from this external database for each training instance and condition the generative model on these informative samples. While the retrieval approach is providing the (local) content, the model is focusing on learning the composition of scenes based on this content. As demonstrated by our experiments, simply swapping the database for one with different contents transfers a trained model post-hoc to a novel domain. The evaluation shows competitive performance on tasks which the generative model has not been trained on, such as class-conditional synthesis, zero-shot stylization or text-to-image synthesis without requiring paired text-image data. With negligible memory and computational overhead for the external database and retrieval we can significantly reduce the parameter count of the generative model and still outperform the state-of-the-art.
Denoising Diffusion via Image-Based Rendering
Generating 3D scenes is a challenging open problem, which requires synthesizing plausible content that is fully consistent in 3D space. While recent methods such as neural radiance fields excel at view synthesis and 3D reconstruction, they cannot synthesize plausible details in unobserved regions since they lack a generative capability. Conversely, existing generative methods are typically not capable of reconstructing detailed, large-scale scenes in the wild, as they use limited-capacity 3D scene representations, require aligned camera poses, or rely on additional regularizers. In this work, we introduce the first diffusion model able to perform fast, detailed reconstruction and generation of real-world 3D scenes. To achieve this, we make three contributions. First, we introduce a new neural scene representation, IB-planes, that can efficiently and accurately represent large 3D scenes, dynamically allocating more capacity as needed to capture details visible in each image. Second, we propose a denoising-diffusion framework to learn a prior over this novel 3D scene representation, using only 2D images without the need for any additional supervision signal such as masks or depths. This supports 3D reconstruction and generation in a unified architecture. Third, we develop a principled approach to avoid trivial 3D solutions when integrating the image-based rendering with the diffusion model, by dropping out representations of some images. We evaluate the model on several challenging datasets of real and synthetic images, and demonstrate superior results on generation, novel view synthesis and 3D reconstruction.
GRAF: Generative Radiance Fields for 3D-Aware Image Synthesis
While 2D generative adversarial networks have enabled high-resolution image synthesis, they largely lack an understanding of the 3D world and the image formation process. Thus, they do not provide precise control over camera viewpoint or object pose. To address this problem, several recent approaches leverage intermediate voxel-based representations in combination with differentiable rendering. However, existing methods either produce low image resolution or fall short in disentangling camera and scene properties, e.g., the object identity may vary with the viewpoint. In this paper, we propose a generative model for radiance fields which have recently proven successful for novel view synthesis of a single scene. In contrast to voxel-based representations, radiance fields are not confined to a coarse discretization of the 3D space, yet allow for disentangling camera and scene properties while degrading gracefully in the presence of reconstruction ambiguity. By introducing a multi-scale patch-based discriminator, we demonstrate synthesis of high-resolution images while training our model from unposed 2D images alone. We systematically analyze our approach on several challenging synthetic and real-world datasets. Our experiments reveal that radiance fields are a powerful representation for generative image synthesis, leading to 3D consistent models that render with high fidelity.
3D-PreMise: Can Large Language Models Generate 3D Shapes with Sharp Features and Parametric Control?
Recent advancements in implicit 3D representations and generative models have markedly propelled the field of 3D object generation forward. However, it remains a significant challenge to accurately model geometries with defined sharp features under parametric controls, which is crucial in fields like industrial design and manufacturing. To bridge this gap, we introduce a framework that employs Large Language Models (LLMs) to generate text-driven 3D shapes, manipulating 3D software via program synthesis. We present 3D-PreMise, a dataset specifically tailored for 3D parametric modeling of industrial shapes, designed to explore state-of-the-art LLMs within our proposed pipeline. Our work reveals effective generation strategies and delves into the self-correction capabilities of LLMs using a visual interface. Our work highlights both the potential and limitations of LLMs in 3D parametric modeling for industrial applications.
Generative Densification: Learning to Densify Gaussians for High-Fidelity Generalizable 3D Reconstruction
Generalized feed-forward Gaussian models have achieved significant progress in sparse-view 3D reconstruction by leveraging prior knowledge from large multi-view datasets. However, these models often struggle to represent high-frequency details due to the limited number of Gaussians. While the densification strategy used in per-scene 3D Gaussian splatting (3D-GS) optimization can be adapted to the feed-forward models, it may not be ideally suited for generalized scenarios. In this paper, we propose Generative Densification, an efficient and generalizable method to densify Gaussians generated by feed-forward models. Unlike the 3D-GS densification strategy, which iteratively splits and clones raw Gaussian parameters, our method up-samples feature representations from the feed-forward models and generates their corresponding fine Gaussians in a single forward pass, leveraging the embedded prior knowledge for enhanced generalization. Experimental results on both object-level and scene-level reconstruction tasks demonstrate that our method outperforms state-of-the-art approaches with comparable or smaller model sizes, achieving notable improvements in representing fine details.
LGM: Large Multi-View Gaussian Model for High-Resolution 3D Content Creation
3D content creation has achieved significant progress in terms of both quality and speed. Although current feed-forward models can produce 3D objects in seconds, their resolution is constrained by the intensive computation required during training. In this paper, we introduce Large Multi-View Gaussian Model (LGM), a novel framework designed to generate high-resolution 3D models from text prompts or single-view images. Our key insights are two-fold: 1) 3D Representation: We propose multi-view Gaussian features as an efficient yet powerful representation, which can then be fused together for differentiable rendering. 2) 3D Backbone: We present an asymmetric U-Net as a high-throughput backbone operating on multi-view images, which can be produced from text or single-view image input by leveraging multi-view diffusion models. Extensive experiments demonstrate the high fidelity and efficiency of our approach. Notably, we maintain the fast speed to generate 3D objects within 5 seconds while boosting the training resolution to 512, thereby achieving high-resolution 3D content generation.
GECCO: Geometrically-Conditioned Point Diffusion Models
Diffusion models generating images conditionally on text, such as Dall-E 2 and Stable Diffusion, have recently made a splash far beyond the computer vision community. Here, we tackle the related problem of generating point clouds, both unconditionally, and conditionally with images. For the latter, we introduce a novel geometrically-motivated conditioning scheme based on projecting sparse image features into the point cloud and attaching them to each individual point, at every step in the denoising process. This approach improves geometric consistency and yields greater fidelity than current methods relying on unstructured, global latent codes. Additionally, we show how to apply recent continuous-time diffusion schemes. Our method performs on par or above the state of art on conditional and unconditional experiments on synthetic data, while being faster, lighter, and delivering tractable likelihoods. We show it can also scale to diverse indoors scenes.
Image-to-Image Translation with Conditional Adversarial Networks
We investigate conditional adversarial networks as a general-purpose solution to image-to-image translation problems. These networks not only learn the mapping from input image to output image, but also learn a loss function to train this mapping. This makes it possible to apply the same generic approach to problems that traditionally would require very different loss formulations. We demonstrate that this approach is effective at synthesizing photos from label maps, reconstructing objects from edge maps, and colorizing images, among other tasks. Indeed, since the release of the pix2pix software associated with this paper, a large number of internet users (many of them artists) have posted their own experiments with our system, further demonstrating its wide applicability and ease of adoption without the need for parameter tweaking. As a community, we no longer hand-engineer our mapping functions, and this work suggests we can achieve reasonable results without hand-engineering our loss functions either.
Glow: Generative Flow with Invertible 1x1 Convolutions
Flow-based generative models (Dinh et al., 2014) are conceptually attractive due to tractability of the exact log-likelihood, tractability of exact latent-variable inference, and parallelizability of both training and synthesis. In this paper we propose Glow, a simple type of generative flow using an invertible 1x1 convolution. Using our method we demonstrate a significant improvement in log-likelihood on standard benchmarks. Perhaps most strikingly, we demonstrate that a generative model optimized towards the plain log-likelihood objective is capable of efficient realistic-looking synthesis and manipulation of large images. The code for our model is available at https://github.com/openai/glow
Probabilistic Implicit Scene Completion
We propose a probabilistic shape completion method extended to the continuous geometry of large-scale 3D scenes. Real-world scans of 3D scenes suffer from a considerable amount of missing data cluttered with unsegmented objects. The problem of shape completion is inherently ill-posed, and high-quality result requires scalable solutions that consider multiple possible outcomes. We employ the Generative Cellular Automata that learns the multi-modal distribution and transform the formulation to process large-scale continuous geometry. The local continuous shape is incrementally generated as a sparse voxel embedding, which contains the latent code for each occupied cell. We formally derive that our training objective for the sparse voxel embedding maximizes the variational lower bound of the complete shape distribution and therefore our progressive generation constitutes a valid generative model. Experiments show that our model successfully generates diverse plausible scenes faithful to the input, especially when the input suffers from a significant amount of missing data. We also demonstrate that our approach outperforms deterministic models even in less ambiguous cases with a small amount of missing data, which infers that probabilistic formulation is crucial for high-quality geometry completion on input scans exhibiting any levels of completeness.
Sin3DM: Learning a Diffusion Model from a Single 3D Textured Shape
Synthesizing novel 3D models that resemble the input example has long been pursued by graphics artists and machine learning researchers. In this paper, we present Sin3DM, a diffusion model that learns the internal patch distribution from a single 3D textured shape and generates high-quality variations with fine geometry and texture details. Training a diffusion model directly in 3D would induce large memory and computational cost. Therefore, we first compress the input into a lower-dimensional latent space and then train a diffusion model on it. Specifically, we encode the input 3D textured shape into triplane feature maps that represent the signed distance and texture fields of the input. The denoising network of our diffusion model has a limited receptive field to avoid overfitting, and uses triplane-aware 2D convolution blocks to improve the result quality. Aside from randomly generating new samples, our model also facilitates applications such as retargeting, outpainting and local editing. Through extensive qualitative and quantitative evaluation, we show that our method outperforms prior methods in generation quality of 3D shapes.
Breathing New Life into 3D Assets with Generative Repainting
Diffusion-based text-to-image models ignited immense attention from the vision community, artists, and content creators. Broad adoption of these models is due to significant improvement in the quality of generations and efficient conditioning on various modalities, not just text. However, lifting the rich generative priors of these 2D models into 3D is challenging. Recent works have proposed various pipelines powered by the entanglement of diffusion models and neural fields. We explore the power of pretrained 2D diffusion models and standard 3D neural radiance fields as independent, standalone tools and demonstrate their ability to work together in a non-learned fashion. Such modularity has the intrinsic advantage of eased partial upgrades, which became an important property in such a fast-paced domain. Our pipeline accepts any legacy renderable geometry, such as textured or untextured meshes, orchestrates the interaction between 2D generative refinement and 3D consistency enforcement tools, and outputs a painted input geometry in several formats. We conduct a large-scale study on a wide range of objects and categories from the ShapeNetSem dataset and demonstrate the advantages of our approach, both qualitatively and quantitatively. Project page: https://www.obukhov.ai/repainting_3d_assets
NeRF-VAE: A Geometry Aware 3D Scene Generative Model
We propose NeRF-VAE, a 3D scene generative model that incorporates geometric structure via NeRF and differentiable volume rendering. In contrast to NeRF, our model takes into account shared structure across scenes, and is able to infer the structure of a novel scene -- without the need to re-train -- using amortized inference. NeRF-VAE's explicit 3D rendering process further contrasts previous generative models with convolution-based rendering which lacks geometric structure. Our model is a VAE that learns a distribution over radiance fields by conditioning them on a latent scene representation. We show that, once trained, NeRF-VAE is able to infer and render geometrically-consistent scenes from previously unseen 3D environments using very few input images. We further demonstrate that NeRF-VAE generalizes well to out-of-distribution cameras, while convolutional models do not. Finally, we introduce and study an attention-based conditioning mechanism of NeRF-VAE's decoder, which improves model performance.
NVComposer: Boosting Generative Novel View Synthesis with Multiple Sparse and Unposed Images
Recent advancements in generative models have significantly improved novel view synthesis (NVS) from multi-view data. However, existing methods depend on external multi-view alignment processes, such as explicit pose estimation or pre-reconstruction, which limits their flexibility and accessibility, especially when alignment is unstable due to insufficient overlap or occlusions between views. In this paper, we propose NVComposer, a novel approach that eliminates the need for explicit external alignment. NVComposer enables the generative model to implicitly infer spatial and geometric relationships between multiple conditional views by introducing two key components: 1) an image-pose dual-stream diffusion model that simultaneously generates target novel views and condition camera poses, and 2) a geometry-aware feature alignment module that distills geometric priors from dense stereo models during training. Extensive experiments demonstrate that NVComposer achieves state-of-the-art performance in generative multi-view NVS tasks, removing the reliance on external alignment and thus improving model accessibility. Our approach shows substantial improvements in synthesis quality as the number of unposed input views increases, highlighting its potential for more flexible and accessible generative NVS systems.
EVA3D: Compositional 3D Human Generation from 2D Image Collections
Inverse graphics aims to recover 3D models from 2D observations. Utilizing differentiable rendering, recent 3D-aware generative models have shown impressive results of rigid object generation using 2D images. However, it remains challenging to generate articulated objects, like human bodies, due to their complexity and diversity in poses and appearances. In this work, we propose, EVA3D, an unconditional 3D human generative model learned from 2D image collections only. EVA3D can sample 3D humans with detailed geometry and render high-quality images (up to 512x256) without bells and whistles (e.g. super resolution). At the core of EVA3D is a compositional human NeRF representation, which divides the human body into local parts. Each part is represented by an individual volume. This compositional representation enables 1) inherent human priors, 2) adaptive allocation of network parameters, 3) efficient training and rendering. Moreover, to accommodate for the characteristics of sparse 2D human image collections (e.g. imbalanced pose distribution), we propose a pose-guided sampling strategy for better GAN learning. Extensive experiments validate that EVA3D achieves state-of-the-art 3D human generation performance regarding both geometry and texture quality. Notably, EVA3D demonstrates great potential and scalability to "inverse-graphics" diverse human bodies with a clean framework.
Towards High-Fidelity Text-Guided 3D Face Generation and Manipulation Using only Images
Generating 3D faces from textual descriptions has a multitude of applications, such as gaming, movie, and robotics. Recent progresses have demonstrated the success of unconditional 3D face generation and text-to-3D shape generation. However, due to the limited text-3D face data pairs, text-driven 3D face generation remains an open problem. In this paper, we propose a text-guided 3D faces generation method, refer as TG-3DFace, for generating realistic 3D faces using text guidance. Specifically, we adopt an unconditional 3D face generation framework and equip it with text conditions, which learns the text-guided 3D face generation with only text-2D face data. On top of that, we propose two text-to-face cross-modal alignment techniques, including the global contrastive learning and the fine-grained alignment module, to facilitate high semantic consistency between generated 3D faces and input texts. Besides, we present directional classifier guidance during the inference process, which encourages creativity for out-of-domain generations. Compared to the existing methods, TG-3DFace creates more realistic and aesthetically pleasing 3D faces, boosting 9% multi-view consistency (MVIC) over Latent3D. The rendered face images generated by TG-3DFace achieve higher FID and CLIP score than text-to-2D face/image generation models, demonstrating our superiority in generating realistic and semantic-consistent textures.
3DTopia-XL: Scaling High-quality 3D Asset Generation via Primitive Diffusion
The increasing demand for high-quality 3D assets across various industries necessitates efficient and automated 3D content creation. Despite recent advancements in 3D generative models, existing methods still face challenges with optimization speed, geometric fidelity, and the lack of assets for physically based rendering (PBR). In this paper, we introduce 3DTopia-XL, a scalable native 3D generative model designed to overcome these limitations. 3DTopia-XL leverages a novel primitive-based 3D representation, PrimX, which encodes detailed shape, albedo, and material field into a compact tensorial format, facilitating the modeling of high-resolution geometry with PBR assets. On top of the novel representation, we propose a generative framework based on Diffusion Transformer (DiT), which comprises 1) Primitive Patch Compression, 2) and Latent Primitive Diffusion. 3DTopia-XL learns to generate high-quality 3D assets from textual or visual inputs. We conduct extensive qualitative and quantitative experiments to demonstrate that 3DTopia-XL significantly outperforms existing methods in generating high-quality 3D assets with fine-grained textures and materials, efficiently bridging the quality gap between generative models and real-world applications.
Synthetic Prior for Few-Shot Drivable Head Avatar Inversion
We present SynShot, a novel method for the few-shot inversion of a drivable head avatar based on a synthetic prior. We tackle two major challenges. First, training a controllable 3D generative network requires a large number of diverse sequences, for which pairs of images and high-quality tracked meshes are not always available. Second, state-of-the-art monocular avatar models struggle to generalize to new views and expressions, lacking a strong prior and often overfitting to a specific viewpoint distribution. Inspired by machine learning models trained solely on synthetic data, we propose a method that learns a prior model from a large dataset of synthetic heads with diverse identities, expressions, and viewpoints. With few input images, SynShot fine-tunes the pretrained synthetic prior to bridge the domain gap, modeling a photorealistic head avatar that generalizes to novel expressions and viewpoints. We model the head avatar using 3D Gaussian splatting and a convolutional encoder-decoder that outputs Gaussian parameters in UV texture space. To account for the different modeling complexities over parts of the head (e.g., skin vs hair), we embed the prior with explicit control for upsampling the number of per-part primitives. Compared to state-of-the-art monocular methods that require thousands of real training images, SynShot significantly improves novel view and expression synthesis.
ShaRF: Shape-conditioned Radiance Fields from a Single View
We present a method for estimating neural scenes representations of objects given only a single image. The core of our method is the estimation of a geometric scaffold for the object and its use as a guide for the reconstruction of the underlying radiance field. Our formulation is based on a generative process that first maps a latent code to a voxelized shape, and then renders it to an image, with the object appearance being controlled by a second latent code. During inference, we optimize both the latent codes and the networks to fit a test image of a new object. The explicit disentanglement of shape and appearance allows our model to be fine-tuned given a single image. We can then render new views in a geometrically consistent manner and they represent faithfully the input object. Additionally, our method is able to generalize to images outside of the training domain (more realistic renderings and even real photographs). Finally, the inferred geometric scaffold is itself an accurate estimate of the object's 3D shape. We demonstrate in several experiments the effectiveness of our approach in both synthetic and real images.
GaussianCube: Structuring Gaussian Splatting using Optimal Transport for 3D Generative Modeling
3D Gaussian Splatting (GS) have achieved considerable improvement over Neural Radiance Fields in terms of 3D fitting fidelity and rendering speed. However, this unstructured representation with scattered Gaussians poses a significant challenge for generative modeling. To address the problem, we introduce GaussianCube, a structured GS representation that is both powerful and efficient for generative modeling. We achieve this by first proposing a modified densification-constrained GS fitting algorithm which can yield high-quality fitting results using a fixed number of free Gaussians, and then re-arranging the Gaussians into a predefined voxel grid via Optimal Transport. The structured grid representation allows us to use standard 3D U-Net as our backbone in diffusion generative modeling without elaborate designs. Extensive experiments conducted on ShapeNet and OmniObject3D show that our model achieves state-of-the-art generation results both qualitatively and quantitatively, underscoring the potential of GaussianCube as a powerful and versatile 3D representation.
SV3D: Novel Multi-view Synthesis and 3D Generation from a Single Image using Latent Video Diffusion
We present Stable Video 3D (SV3D) -- a latent video diffusion model for high-resolution, image-to-multi-view generation of orbital videos around a 3D object. Recent work on 3D generation propose techniques to adapt 2D generative models for novel view synthesis (NVS) and 3D optimization. However, these methods have several disadvantages due to either limited views or inconsistent NVS, thereby affecting the performance of 3D object generation. In this work, we propose SV3D that adapts image-to-video diffusion model for novel multi-view synthesis and 3D generation, thereby leveraging the generalization and multi-view consistency of the video models, while further adding explicit camera control for NVS. We also propose improved 3D optimization techniques to use SV3D and its NVS outputs for image-to-3D generation. Extensive experimental results on multiple datasets with 2D and 3D metrics as well as user study demonstrate SV3D's state-of-the-art performance on NVS as well as 3D reconstruction compared to prior works.
3D Neural Embedding Likelihood for Robust Probabilistic Inverse Graphics
The ability to perceive and understand 3D scenes is crucial for many applications in computer vision and robotics. Inverse graphics is an appealing approach to 3D scene understanding that aims to infer the 3D scene structure from 2D images. In this paper, we introduce probabilistic modeling to the inverse graphics framework to quantify uncertainty and achieve robustness in 6D pose estimation tasks. Specifically, we propose 3D Neural Embedding Likelihood (3DNEL) as a unified probabilistic model over RGB-D images, and develop efficient inference procedures on 3D scene descriptions. 3DNEL effectively combines learned neural embeddings from RGB with depth information to improve robustness in sim-to-real 6D object pose estimation from RGB-D images. Performance on the YCB-Video dataset is on par with state-of-the-art yet is much more robust in challenging regimes. In contrast to discriminative approaches, 3DNEL's probabilistic generative formulation jointly models multi-object scenes, quantifies uncertainty in a principled way, and handles object pose tracking under heavy occlusion. Finally, 3DNEL provides a principled framework for incorporating prior knowledge about the scene and objects, which allows natural extension to additional tasks like camera pose tracking from video.
Sculpt3D: Multi-View Consistent Text-to-3D Generation with Sparse 3D Prior
Recent works on text-to-3d generation show that using only 2D diffusion supervision for 3D generation tends to produce results with inconsistent appearances (e.g., faces on the back view) and inaccurate shapes (e.g., animals with extra legs). Existing methods mainly address this issue by retraining diffusion models with images rendered from 3D data to ensure multi-view consistency while struggling to balance 2D generation quality with 3D consistency. In this paper, we present a new framework Sculpt3D that equips the current pipeline with explicit injection of 3D priors from retrieved reference objects without re-training the 2D diffusion model. Specifically, we demonstrate that high-quality and diverse 3D geometry can be guaranteed by keypoints supervision through a sparse ray sampling approach. Moreover, to ensure accurate appearances of different views, we further modulate the output of the 2D diffusion model to the correct patterns of the template views without altering the generated object's style. These two decoupled designs effectively harness 3D information from reference objects to generate 3D objects while preserving the generation quality of the 2D diffusion model. Extensive experiments show our method can largely improve the multi-view consistency while retaining fidelity and diversity. Our project page is available at: https://stellarcheng.github.io/Sculpt3D/.
Bringing Objects to Life: 4D generation from 3D objects
Recent advancements in generative modeling now enable the creation of 4D content (moving 3D objects) controlled with text prompts. 4D generation has large potential in applications like virtual worlds, media, and gaming, but existing methods provide limited control over the appearance and geometry of generated content. In this work, we introduce a method for animating user-provided 3D objects by conditioning on textual prompts to guide 4D generation, enabling custom animations while maintaining the identity of the original object. We first convert a 3D mesh into a ``static" 4D Neural Radiance Field (NeRF) that preserves the visual attributes of the input object. Then, we animate the object using an Image-to-Video diffusion model driven by text. To improve motion realism, we introduce an incremental viewpoint selection protocol for sampling perspectives to promote lifelike movement and a masked Score Distillation Sampling (SDS) loss, which leverages attention maps to focus optimization on relevant regions. We evaluate our model in terms of temporal coherence, prompt adherence, and visual fidelity and find that our method outperforms baselines that are based on other approaches, achieving up to threefold improvements in identity preservation measured using LPIPS scores, and effectively balancing visual quality with dynamic content.
BiGR: Harnessing Binary Latent Codes for Image Generation and Improved Visual Representation Capabilities
We introduce BiGR, a novel conditional image generation model using compact binary latent codes for generative training, focusing on enhancing both generation and representation capabilities. BiGR is the first conditional generative model that unifies generation and discrimination within the same framework. BiGR features a binary tokenizer, a masked modeling mechanism, and a binary transcoder for binary code prediction. Additionally, we introduce a novel entropy-ordered sampling method to enable efficient image generation. Extensive experiments validate BiGR's superior performance in generation quality, as measured by FID-50k, and representation capabilities, as evidenced by linear-probe accuracy. Moreover, BiGR showcases zero-shot generalization across various vision tasks, enabling applications such as image inpainting, outpainting, editing, interpolation, and enrichment, without the need for structural modifications. Our findings suggest that BiGR unifies generative and discriminative tasks effectively, paving the way for further advancements in the field.
Rodin: A Generative Model for Sculpting 3D Digital Avatars Using Diffusion
This paper presents a 3D generative model that uses diffusion models to automatically generate 3D digital avatars represented as neural radiance fields. A significant challenge in generating such avatars is that the memory and processing costs in 3D are prohibitive for producing the rich details required for high-quality avatars. To tackle this problem we propose the roll-out diffusion network (Rodin), which represents a neural radiance field as multiple 2D feature maps and rolls out these maps into a single 2D feature plane within which we perform 3D-aware diffusion. The Rodin model brings the much-needed computational efficiency while preserving the integrity of diffusion in 3D by using 3D-aware convolution that attends to projected features in the 2D feature plane according to their original relationship in 3D. We also use latent conditioning to orchestrate the feature generation for global coherence, leading to high-fidelity avatars and enabling their semantic editing based on text prompts. Finally, we use hierarchical synthesis to further enhance details. The 3D avatars generated by our model compare favorably with those produced by existing generative techniques. We can generate highly detailed avatars with realistic hairstyles and facial hair like beards. We also demonstrate 3D avatar generation from image or text as well as text-guided editability.
AGG: Amortized Generative 3D Gaussians for Single Image to 3D
Given the growing need for automatic 3D content creation pipelines, various 3D representations have been studied to generate 3D objects from a single image. Due to its superior rendering efficiency, 3D Gaussian splatting-based models have recently excelled in both 3D reconstruction and generation. 3D Gaussian splatting approaches for image to 3D generation are often optimization-based, requiring many computationally expensive score-distillation steps. To overcome these challenges, we introduce an Amortized Generative 3D Gaussian framework (AGG) that instantly produces 3D Gaussians from a single image, eliminating the need for per-instance optimization. Utilizing an intermediate hybrid representation, AGG decomposes the generation of 3D Gaussian locations and other appearance attributes for joint optimization. Moreover, we propose a cascaded pipeline that first generates a coarse representation of the 3D data and later upsamples it with a 3D Gaussian super-resolution module. Our method is evaluated against existing optimization-based 3D Gaussian frameworks and sampling-based pipelines utilizing other 3D representations, where AGG showcases competitive generation abilities both qualitatively and quantitatively while being several orders of magnitude faster. Project page: https://ir1d.github.io/AGG/
Diffusion-SDF: Text-to-Shape via Voxelized Diffusion
With the rising industrial attention to 3D virtual modeling technology, generating novel 3D content based on specified conditions (e.g. text) has become a hot issue. In this paper, we propose a new generative 3D modeling framework called Diffusion-SDF for the challenging task of text-to-shape synthesis. Previous approaches lack flexibility in both 3D data representation and shape generation, thereby failing to generate highly diversified 3D shapes conforming to the given text descriptions. To address this, we propose a SDF autoencoder together with the Voxelized Diffusion model to learn and generate representations for voxelized signed distance fields (SDFs) of 3D shapes. Specifically, we design a novel UinU-Net architecture that implants a local-focused inner network inside the standard U-Net architecture, which enables better reconstruction of patch-independent SDF representations. We extend our approach to further text-to-shape tasks including text-conditioned shape completion and manipulation. Experimental results show that Diffusion-SDF generates both higher quality and more diversified 3D shapes that conform well to given text descriptions when compared to previous approaches. Code is available at: https://github.com/ttlmh/Diffusion-SDF
NCHO: Unsupervised Learning for Neural 3D Composition of Humans and Objects
Deep generative models have been recently extended to synthesizing 3D digital humans. However, previous approaches treat clothed humans as a single chunk of geometry without considering the compositionality of clothing and accessories. As a result, individual items cannot be naturally composed into novel identities, leading to limited expressiveness and controllability of generative 3D avatars. While several methods attempt to address this by leveraging synthetic data, the interaction between humans and objects is not authentic due to the domain gap, and manual asset creation is difficult to scale for a wide variety of objects. In this work, we present a novel framework for learning a compositional generative model of humans and objects (backpacks, coats, scarves, and more) from real-world 3D scans. Our compositional model is interaction-aware, meaning the spatial relationship between humans and objects, and the mutual shape change by physical contact is fully incorporated. The key challenge is that, since humans and objects are in contact, their 3D scans are merged into a single piece. To decompose them without manual annotations, we propose to leverage two sets of 3D scans of a single person with and without objects. Our approach learns to decompose objects and naturally compose them back into a generative human model in an unsupervised manner. Despite our simple setup requiring only the capture of a single subject with objects, our experiments demonstrate the strong generalization of our model by enabling the natural composition of objects to diverse identities in various poses and the composition of multiple objects, which is unseen in training data. https://taeksuu.github.io/ncho/
Controllable Visual-Tactile Synthesis
Deep generative models have various content creation applications such as graphic design, e-commerce, and virtual Try-on. However, current works mainly focus on synthesizing realistic visual outputs, often ignoring other sensory modalities, such as touch, which limits physical interaction with users. In this work, we leverage deep generative models to create a multi-sensory experience where users can touch and see the synthesized object when sliding their fingers on a haptic surface. The main challenges lie in the significant scale discrepancy between vision and touch sensing and the lack of explicit mapping from touch sensing data to a haptic rendering device. To bridge this gap, we collect high-resolution tactile data with a GelSight sensor and create a new visuotactile clothing dataset. We then develop a conditional generative model that synthesizes both visual and tactile outputs from a single sketch. We evaluate our method regarding image quality and tactile rendering accuracy. Finally, we introduce a pipeline to render high-quality visual and tactile outputs on an electroadhesion-based haptic device for an immersive experience, allowing for challenging materials and editable sketch inputs.
LaGeM: A Large Geometry Model for 3D Representation Learning and Diffusion
This paper introduces a novel hierarchical autoencoder that maps 3D models into a highly compressed latent space. The hierarchical autoencoder is specifically designed to tackle the challenges arising from large-scale datasets and generative modeling using diffusion. Different from previous approaches that only work on a regular image or volume grid, our hierarchical autoencoder operates on unordered sets of vectors. Each level of the autoencoder controls different geometric levels of detail. We show that the model can be used to represent a wide range of 3D models while faithfully representing high-resolution geometry details. The training of the new architecture takes 0.70x time and 0.58x memory compared to the baseline. We also explore how the new representation can be used for generative modeling. Specifically, we propose a cascaded diffusion framework where each stage is conditioned on the previous stage. Our design extends existing cascaded designs for image and volume grids to vector sets.
UrbanGIRAFFE: Representing Urban Scenes as Compositional Generative Neural Feature Fields
Generating photorealistic images with controllable camera pose and scene contents is essential for many applications including AR/VR and simulation. Despite the fact that rapid progress has been made in 3D-aware generative models, most existing methods focus on object-centric images and are not applicable to generating urban scenes for free camera viewpoint control and scene editing. To address this challenging task, we propose UrbanGIRAFFE, which uses a coarse 3D panoptic prior, including the layout distribution of uncountable stuff and countable objects, to guide a 3D-aware generative model. Our model is compositional and controllable as it breaks down the scene into stuff, objects, and sky. Using stuff prior in the form of semantic voxel grids, we build a conditioned stuff generator that effectively incorporates the coarse semantic and geometry information. The object layout prior further allows us to learn an object generator from cluttered scenes. With proper loss functions, our approach facilitates photorealistic 3D-aware image synthesis with diverse controllability, including large camera movement, stuff editing, and object manipulation. We validate the effectiveness of our model on both synthetic and real-world datasets, including the challenging KITTI-360 dataset.
V3D: Video Diffusion Models are Effective 3D Generators
Automatic 3D generation has recently attracted widespread attention. Recent methods have greatly accelerated the generation speed, but usually produce less-detailed objects due to limited model capacity or 3D data. Motivated by recent advancements in video diffusion models, we introduce V3D, which leverages the world simulation capacity of pre-trained video diffusion models to facilitate 3D generation. To fully unleash the potential of video diffusion to perceive the 3D world, we further introduce geometrical consistency prior and extend the video diffusion model to a multi-view consistent 3D generator. Benefiting from this, the state-of-the-art video diffusion model could be fine-tuned to generate 360degree orbit frames surrounding an object given a single image. With our tailored reconstruction pipelines, we can generate high-quality meshes or 3D Gaussians within 3 minutes. Furthermore, our method can be extended to scene-level novel view synthesis, achieving precise control over the camera path with sparse input views. Extensive experiments demonstrate the superior performance of the proposed approach, especially in terms of generation quality and multi-view consistency. Our code is available at https://github.com/heheyas/V3D
Indoor Scene Generation from a Collection of Semantic-Segmented Depth Images
We present a method for creating 3D indoor scenes with a generative model learned from a collection of semantic-segmented depth images captured from different unknown scenes. Given a room with a specified size, our method automatically generates 3D objects in a room from a randomly sampled latent code. Different from existing methods that represent an indoor scene with the type, location, and other properties of objects in the room and learn the scene layout from a collection of complete 3D indoor scenes, our method models each indoor scene as a 3D semantic scene volume and learns a volumetric generative adversarial network (GAN) from a collection of 2.5D partial observations of 3D scenes. To this end, we apply a differentiable projection layer to project the generated 3D semantic scene volumes into semantic-segmented depth images and design a new multiple-view discriminator for learning the complete 3D scene volume from 2.5D semantic-segmented depth images. Compared to existing methods, our method not only efficiently reduces the workload of modeling and acquiring 3D scenes for training, but also produces better object shapes and their detailed layouts in the scene. We evaluate our method with different indoor scene datasets and demonstrate the advantages of our method. We also extend our method for generating 3D indoor scenes from semantic-segmented depth images inferred from RGB images of real scenes.
SideGAN: 3D-Aware Generative Model for Improved Side-View Image Synthesis
While recent 3D-aware generative models have shown photo-realistic image synthesis with multi-view consistency, the synthesized image quality degrades depending on the camera pose (e.g., a face with a blurry and noisy boundary at a side viewpoint). Such degradation is mainly caused by the difficulty of learning both pose consistency and photo-realism simultaneously from a dataset with heavily imbalanced poses. In this paper, we propose SideGAN, a novel 3D GAN training method to generate photo-realistic images irrespective of the camera pose, especially for faces of side-view angles. To ease the challenging problem of learning photo-realistic and pose-consistent image synthesis, we split the problem into two subproblems, each of which can be solved more easily. Specifically, we formulate the problem as a combination of two simple discrimination problems, one of which learns to discriminate whether a synthesized image looks real or not, and the other learns to discriminate whether a synthesized image agrees with the camera pose. Based on this, we propose a dual-branched discriminator with two discrimination branches. We also propose a pose-matching loss to learn the pose consistency of 3D GANs. In addition, we present a pose sampling strategy to increase learning opportunities for steep angles in a pose-imbalanced dataset. With extensive validation, we demonstrate that our approach enables 3D GANs to generate high-quality geometries and photo-realistic images irrespective of the camera pose.
Efficient Geometry-aware 3D Generative Adversarial Networks
Unsupervised generation of high-quality multi-view-consistent images and 3D shapes using only collections of single-view 2D photographs has been a long-standing challenge. Existing 3D GANs are either compute-intensive or make approximations that are not 3D-consistent; the former limits quality and resolution of the generated images and the latter adversely affects multi-view consistency and shape quality. In this work, we improve the computational efficiency and image quality of 3D GANs without overly relying on these approximations. We introduce an expressive hybrid explicit-implicit network architecture that, together with other design choices, synthesizes not only high-resolution multi-view-consistent images in real time but also produces high-quality 3D geometry. By decoupling feature generation and neural rendering, our framework is able to leverage state-of-the-art 2D CNN generators, such as StyleGAN2, and inherit their efficiency and expressiveness. We demonstrate state-of-the-art 3D-aware synthesis with FFHQ and AFHQ Cats, among other experiments.
Sketch-A-Shape: Zero-Shot Sketch-to-3D Shape Generation
Significant progress has recently been made in creative applications of large pre-trained models for downstream tasks in 3D vision, such as text-to-shape generation. This motivates our investigation of how these pre-trained models can be used effectively to generate 3D shapes from sketches, which has largely remained an open challenge due to the limited sketch-shape paired datasets and the varying level of abstraction in the sketches. We discover that conditioning a 3D generative model on the features (obtained from a frozen large pre-trained vision model) of synthetic renderings during training enables us to effectively generate 3D shapes from sketches at inference time. This suggests that the large pre-trained vision model features carry semantic signals that are resilient to domain shifts, i.e., allowing us to use only RGB renderings, but generalizing to sketches at inference time. We conduct a comprehensive set of experiments investigating different design factors and demonstrate the effectiveness of our straightforward approach for generation of multiple 3D shapes per each input sketch regardless of their level of abstraction without requiring any paired datasets during training.
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/.
Generating Images with 3D Annotations Using Diffusion Models
Diffusion models have emerged as a powerful generative method, capable of producing stunning photo-realistic images from natural language descriptions. However, these models lack explicit control over the 3D structure in the generated images. Consequently, this hinders our ability to obtain detailed 3D annotations for the generated images or to craft instances with specific poses and distances. In this paper, we propose 3D Diffusion Style Transfer (3D-DST), which incorporates 3D geometry control into diffusion models. Our method exploits ControlNet, which extends diffusion models by using visual prompts in addition to text prompts. We generate images of the 3D objects taken from 3D shape repositories (e.g., ShapeNet and Objaverse), render them from a variety of poses and viewing directions, compute the edge maps of the rendered images, and use these edge maps as visual prompts to generate realistic images. With explicit 3D geometry control, we can easily change the 3D structures of the objects in the generated images and obtain ground-truth 3D annotations automatically. This allows us to improve a wide range of vision tasks, e.g., classification and 3D pose estimation, in both in-distribution (ID) and out-of-distribution (OOD) settings. We demonstrate the effectiveness of our method through extensive experiments on ImageNet-100/200, ImageNet-R, PASCAL3D+, ObjectNet3D, and OOD-CV. The results show that our method significantly outperforms existing methods, e.g., 3.8 percentage points on ImageNet-100 using DeiT-B.
DreamScene4D: Dynamic Multi-Object Scene Generation from Monocular Videos
View-predictive generative models provide strong priors for lifting object-centric images and videos into 3D and 4D through rendering and score distillation objectives. A question then remains: what about lifting complete multi-object dynamic scenes? There are two challenges in this direction: First, rendering error gradients are often insufficient to recover fast object motion, and second, view predictive generative models work much better for objects than whole scenes, so, score distillation objectives cannot currently be applied at the scene level directly. We present DreamScene4D, the first approach to generate 3D dynamic scenes of multiple objects from monocular videos via 360-degree novel view synthesis. Our key insight is a "decompose-recompose" approach that factorizes the video scene into the background and object tracks, while also factorizing object motion into 3 components: object-centric deformation, object-to-world-frame transformation, and camera motion. Such decomposition permits rendering error gradients and object view-predictive models to recover object 3D completions and deformations while bounding box tracks guide the large object movements in the scene. We show extensive results on challenging DAVIS, Kubric, and self-captured videos with quantitative comparisons and a user preference study. Besides 4D scene generation, DreamScene4D obtains accurate 2D persistent point track by projecting the inferred 3D trajectories to 2D. We will release our code and hope our work will stimulate more research on fine-grained 4D understanding from videos.
DATID-3D: Diversity-Preserved Domain Adaptation Using Text-to-Image Diffusion for 3D Generative Model
Recent 3D generative models have achieved remarkable performance in synthesizing high resolution photorealistic images with view consistency and detailed 3D shapes, but training them for diverse domains is challenging since it requires massive training images and their camera distribution information. Text-guided domain adaptation methods have shown impressive performance on converting the 2D generative model on one domain into the models on other domains with different styles by leveraging the CLIP (Contrastive Language-Image Pre-training), rather than collecting massive datasets for those domains. However, one drawback of them is that the sample diversity in the original generative model is not well-preserved in the domain-adapted generative models due to the deterministic nature of the CLIP text encoder. Text-guided domain adaptation will be even more challenging for 3D generative models not only because of catastrophic diversity loss, but also because of inferior text-image correspondence and poor image quality. Here we propose DATID-3D, a domain adaptation method tailored for 3D generative models using text-to-image diffusion models that can synthesize diverse images per text prompt without collecting additional images and camera information for the target domain. Unlike 3D extensions of prior text-guided domain adaptation methods, our novel pipeline was able to fine-tune the state-of-the-art 3D generator of the source domain to synthesize high resolution, multi-view consistent images in text-guided targeted domains without additional data, outperforming the existing text-guided domain adaptation methods in diversity and text-image correspondence. Furthermore, we propose and demonstrate diverse 3D image manipulations such as one-shot instance-selected adaptation and single-view manipulated 3D reconstruction to fully enjoy diversity in text.
VideoGPT: Video Generation using VQ-VAE and Transformers
We present VideoGPT: a conceptually simple architecture for scaling likelihood based generative modeling to natural videos. VideoGPT uses VQ-VAE that learns downsampled discrete latent representations of a raw video by employing 3D convolutions and axial self-attention. A simple GPT-like architecture is then used to autoregressively model the discrete latents using spatio-temporal position encodings. Despite the simplicity in formulation and ease of training, our architecture is able to generate samples competitive with state-of-the-art GAN models for video generation on the BAIR Robot dataset, and generate high fidelity natural videos from UCF-101 and Tumbler GIF Dataset (TGIF). We hope our proposed architecture serves as a reproducible reference for a minimalistic implementation of transformer based video generation models. Samples and code are available at https://wilson1yan.github.io/videogpt/index.html
ViewDiff: 3D-Consistent Image Generation with Text-to-Image Models
3D asset generation is getting massive amounts of attention, inspired by the recent success of text-guided 2D content creation. Existing text-to-3D methods use pretrained text-to-image diffusion models in an optimization problem or fine-tune them on synthetic data, which often results in non-photorealistic 3D objects without backgrounds. In this paper, we present a method that leverages pretrained text-to-image models as a prior, and learn to generate multi-view images in a single denoising process from real-world data. Concretely, we propose to integrate 3D volume-rendering and cross-frame-attention layers into each block of the existing U-Net network of the text-to-image model. Moreover, we design an autoregressive generation that renders more 3D-consistent images at any viewpoint. We train our model on real-world datasets of objects and showcase its capabilities to generate instances with a variety of high-quality shapes and textures in authentic surroundings. Compared to the existing methods, the results generated by our method are consistent, and have favorable visual quality (-30% FID, -37% KID).
AutoDecoding Latent 3D Diffusion Models
We present a novel approach to the generation of static and articulated 3D assets that has a 3D autodecoder at its core. The 3D autodecoder framework embeds properties learned from the target dataset in the latent space, which can then be decoded into a volumetric representation for rendering view-consistent appearance and geometry. We then identify the appropriate intermediate volumetric latent space, and introduce robust normalization and de-normalization operations to learn a 3D diffusion from 2D images or monocular videos of rigid or articulated objects. Our approach is flexible enough to use either existing camera supervision or no camera information at all -- instead efficiently learning it during training. Our evaluations demonstrate that our generation results outperform state-of-the-art alternatives on various benchmark datasets and metrics, including multi-view image datasets of synthetic objects, real in-the-wild videos of moving people, and a large-scale, real video dataset of static objects.
Sharp-It: A Multi-view to Multi-view Diffusion Model for 3D Synthesis and Manipulation
Advancements in text-to-image diffusion models have led to significant progress in fast 3D content creation. One common approach is to generate a set of multi-view images of an object, and then reconstruct it into a 3D model. However, this approach bypasses the use of a native 3D representation of the object and is hence prone to geometric artifacts and limited in controllability and manipulation capabilities. An alternative approach involves native 3D generative models that directly produce 3D representations. These models, however, are typically limited in their resolution, resulting in lower quality 3D objects. In this work, we bridge the quality gap between methods that directly generate 3D representations and ones that reconstruct 3D objects from multi-view images. We introduce a multi-view to multi-view diffusion model called Sharp-It, which takes a 3D consistent set of multi-view images rendered from a low-quality object and enriches its geometric details and texture. The diffusion model operates on the multi-view set in parallel, in the sense that it shares features across the generated views. A high-quality 3D model can then be reconstructed from the enriched multi-view set. By leveraging the advantages of both 2D and 3D approaches, our method offers an efficient and controllable method for high-quality 3D content creation. We demonstrate that Sharp-It enables various 3D applications, such as fast synthesis, editing, and controlled generation, while attaining high-quality assets.
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.
Diffusion Motion: Generate Text-Guided 3D Human Motion by Diffusion Model
We propose a simple and novel method for generating 3D human motion from complex natural language sentences, which describe different velocity, direction and composition of all kinds of actions. Different from existing methods that use classical generative architecture, we apply the Denoising Diffusion Probabilistic Model to this task, synthesizing diverse motion results under the guidance of texts. The diffusion model converts white noise into structured 3D motion by a Markov process with a series of denoising steps and is efficiently trained by optimizing a variational lower bound. To achieve the goal of text-conditioned image synthesis, we use the classifier-free guidance strategy to fuse text embedding into the model during training. Our experiments demonstrate that our model achieves competitive results on HumanML3D test set quantitatively and can generate more visually natural and diverse examples. We also show with experiments that our model is capable of zero-shot generation of motions for unseen text guidance.
Long-Term Photometric Consistent Novel View Synthesis with Diffusion Models
Novel view synthesis from a single input image is a challenging task, where the goal is to generate a new view of a scene from a desired camera pose that may be separated by a large motion. The highly uncertain nature of this synthesis task due to unobserved elements within the scene (i.e. occlusion) and outside the field-of-view makes the use of generative models appealing to capture the variety of possible outputs. In this paper, we propose a novel generative model capable of producing a sequence of photorealistic images consistent with a specified camera trajectory, and a single starting image. Our approach is centred on an autoregressive conditional diffusion-based model capable of interpolating visible scene elements, and extrapolating unobserved regions in a view, in a geometrically consistent manner. Conditioning is limited to an image capturing a single camera view and the (relative) pose of the new camera view. To measure the consistency over a sequence of generated views, we introduce a new metric, the thresholded symmetric epipolar distance (TSED), to measure the number of consistent frame pairs in a sequence. While previous methods have been shown to produce high quality images and consistent semantics across pairs of views, we show empirically with our metric that they are often inconsistent with the desired camera poses. In contrast, we demonstrate that our method produces both photorealistic and view-consistent imagery.
GECO: Generative Image-to-3D within a SECOnd
3D generation has seen remarkable progress in recent years. Existing techniques, such as score distillation methods, produce notable results but require extensive per-scene optimization, impacting time efficiency. Alternatively, reconstruction-based approaches prioritize efficiency but compromise quality due to their limited handling of uncertainty. We introduce GECO, a novel method for high-quality 3D generative modeling that operates within a second. Our approach addresses the prevalent issues of uncertainty and inefficiency in current methods through a two-stage approach. In the initial stage, we train a single-step multi-view generative model with score distillation. Then, a second-stage distillation is applied to address the challenge of view inconsistency from the multi-view prediction. This two-stage process ensures a balanced approach to 3D generation, optimizing both quality and efficiency. Our comprehensive experiments demonstrate that GECO achieves high-quality image-to-3D generation with an unprecedented level of efficiency.
3D Human Reconstruction in the Wild with Synthetic Data Using Generative Models
In this work, we show that synthetic data created by generative models is complementary to computer graphics (CG) rendered data for achieving remarkable generalization performance on diverse real-world scenes for 3D human pose and shape estimation (HPS). Specifically, we propose an effective approach based on recent diffusion models, termed HumanWild, which can effortlessly generate human images and corresponding 3D mesh annotations. We first collect a large-scale human-centric dataset with comprehensive annotations, e.g., text captions and surface normal images. Then, we train a customized ControlNet model upon this dataset to generate diverse human images and initial ground-truth labels. At the core of this step is that we can easily obtain numerous surface normal images from a 3D human parametric model, e.g., SMPL-X, by rendering the 3D mesh onto the image plane. As there exists inevitable noise in the initial labels, we then apply an off-the-shelf foundation segmentation model, i.e., SAM, to filter negative data samples. Our data generation pipeline is flexible and customizable to facilitate different real-world tasks, e.g., ego-centric scenes and perspective-distortion scenes. The generated dataset comprises 0.79M images with corresponding 3D annotations, covering versatile viewpoints, scenes, and human identities. We train various HPS regressors on top of the generated data and evaluate them on a wide range of benchmarks (3DPW, RICH, EgoBody, AGORA, SSP-3D) to verify the effectiveness of the generated data. By exclusively employing generative models, we generate large-scale in-the-wild human images and high-quality annotations, eliminating the need for real-world data collection.
Text-Driven Diverse Facial Texture Generation via Progressive Latent-Space Refinement
Automatic 3D facial texture generation has gained significant interest recently. Existing approaches may not support the traditional physically based rendering pipeline or rely on 3D data captured by Light Stage. Our key contribution is a progressive latent space refinement approach that can bootstrap from 3D Morphable Models (3DMMs)-based texture maps generated from facial images to generate high-quality and diverse PBR textures, including albedo, normal, and roughness. It starts with enhancing Generative Adversarial Networks (GANs) for text-guided and diverse texture generation. To this end, we design a self-supervised paradigm to overcome the reliance on ground truth 3D textures and train the generative model with only entangled texture maps. Besides, we foster mutual enhancement between GANs and Score Distillation Sampling (SDS). SDS boosts GANs with more generative modes, while GANs promote more efficient optimization of SDS. Furthermore, we introduce an edge-aware SDS for multi-view consistent facial structure. Experiments demonstrate that our method outperforms existing 3D texture generation methods regarding photo-realistic quality, diversity, and efficiency.
SPAR3D: Stable Point-Aware Reconstruction of 3D Objects from Single Images
We study the problem of single-image 3D object reconstruction. Recent works have diverged into two directions: regression-based modeling and generative modeling. Regression methods efficiently infer visible surfaces, but struggle with occluded regions. Generative methods handle uncertain regions better by modeling distributions, but are computationally expensive and the generation is often misaligned with visible surfaces. In this paper, we present SPAR3D, a novel two-stage approach aiming to take the best of both directions. The first stage of SPAR3D generates sparse 3D point clouds using a lightweight point diffusion model, which has a fast sampling speed. The second stage uses both the sampled point cloud and the input image to create highly detailed meshes. Our two-stage design enables probabilistic modeling of the ill-posed single-image 3D task while maintaining high computational efficiency and great output fidelity. Using point clouds as an intermediate representation further allows for interactive user edits. Evaluated on diverse datasets, SPAR3D demonstrates superior performance over previous state-of-the-art methods, at an inference speed of 0.7 seconds. Project page with code and model: https://spar3d.github.io