Abstract:We introduce Meta 3D Gen (3DGen), a new state-of-the-art, fast pipeline for text-to-3D asset generation. 3DGen offers 3D asset creation with high prompt fidelity and high-quality 3D shapes and textures in under a minute. It supports physically-based rendering (PBR), necessary for 3D asset relighting in real-world applications. Additionally, 3DGen supports generative retexturing of previously generated (or artist-created) 3D shapes using additional textual inputs provided by the user. 3DGen integrates key technical components, Meta 3D AssetGen and Meta 3D TextureGen, that we developed for text-to-3D and text-to-texture generation, respectively. By combining their strengths, 3DGen represents 3D objects simultaneously in three ways: in view space, in volumetric space, and in UV (or texture) space. The integration of these two techniques achieves a win rate of 68% with respect to the single-stage model. We compare 3DGen to numerous industry baselines, and show that it outperforms them in terms of prompt fidelity and visual quality for complex textual prompts, while being significantly faster.
Abstract:Methods for video motion prediction either estimate jointly the instantaneous motion of all points in a given video frame using optical flow or independently track the motion of individual points throughout the video. The latter is true even for powerful deep-learning methods that can track points through occlusions. Tracking points individually ignores the strong correlation that can exist between the points, for instance, because they belong to the same physical object, potentially harming performance. In this paper, we thus propose CoTracker, an architecture that jointly tracks multiple points throughout an entire video. This architecture combines several ideas from the optical flow and tracking literature in a new, flexible and powerful design. It is based on a transformer network that models the correlation of different points in time via specialised attention layers. The transformer iteratively updates an estimate of several trajectories. It can be applied in a sliding-window manner to very long videos, for which we engineer an unrolled training loop. It can track from one to several points jointly and supports adding new points to track at any time. The result is a flexible and powerful tracking algorithm that outperforms state-of-the-art methods in almost all benchmarks.
Abstract:We consider the problem of reconstructing a dynamic scene observed from a stereo camera. Most existing methods for depth from stereo treat different stereo frames independently, leading to temporally inconsistent depth predictions. Temporal consistency is especially important for immersive AR or VR scenarios, where flickering greatly diminishes the user experience. We propose DynamicStereo, a novel transformer-based architecture to estimate disparity for stereo videos. The network learns to pool information from neighboring frames to improve the temporal consistency of its predictions. Our architecture is designed to process stereo videos efficiently through divided attention layers. We also introduce Dynamic Replica, a new benchmark dataset containing synthetic videos of people and animals in scanned environments, which provides complementary training and evaluation data for dynamic stereo closer to real applications than existing datasets. Training with this dataset further improves the quality of predictions of our proposed DynamicStereo as well as prior methods. Finally, it acts as a benchmark for consistent stereo methods.
Abstract:We present a method for fast 3D reconstruction and real-time rendering of dynamic humans from monocular videos with accompanying parametric body fits. Our method can reconstruct a dynamic human in less than 3h using a single GPU, compared to recent state-of-the-art alternatives that take up to 72h. These speedups are obtained by using a lightweight deformation model solely based on linear blend skinning, and an efficient factorized volumetric representation for modeling the shape and color of the person in canonical pose. Moreover, we propose a novel local ray marching rendering which, by exploiting standard GPU hardware and without any baking or conversion of the radiance field, allows visualizing the neural human on a mobile VR device at 40 frames per second with minimal loss of visual quality. Our experimental evaluation shows superior or competitive results with state-of-the art methods while obtaining large training speedup, using a simple model, and achieving real-time rendering.
Abstract:Video provides us with the spatio-temporal consistency needed for visual learning. Recent approaches have utilized this signal to learn correspondence estimation from close-by frame pairs. However, by only relying on close-by frame pairs, those approaches miss out on the richer long-range consistency between distant overlapping frames. To address this, we propose a self-supervised approach for correspondence estimation that learns from multiview consistency in short RGB-D video sequences. Our approach combines pairwise correspondence estimation and registration with a novel SE(3) transformation synchronization algorithm. Our key insight is that self-supervised multiview registration allows us to obtain correspondences over longer time frames; increasing both the diversity and difficulty of sampled pairs. We evaluate our approach on indoor scenes for correspondence estimation and RGB-D pointcloud registration and find that we perform on-par with supervised approaches.
Abstract:We tackle the problem of monocular 3D reconstruction of articulated objects like humans and animals. We contribute DensePose 3D, a method that can learn such reconstructions in a weakly supervised fashion from 2D image annotations only. This is in stark contrast with previous deformable reconstruction methods that use parametric models such as SMPL pre-trained on a large dataset of 3D object scans. Because it does not require 3D scans, DensePose 3D can be used for learning a wide range of articulated categories such as different animal species. The method learns, in an end-to-end fashion, a soft partition of a given category-specific 3D template mesh into rigid parts together with a monocular reconstruction network that predicts the part motions such that they reproject correctly onto 2D DensePose-like surface annotations of the object. The decomposition of the object into parts is regularized by expressing part assignments as a combination of the smooth eigenfunctions of the Laplace-Beltrami operator. We show significant improvements compared to state-of-the-art non-rigid structure-from-motion baselines on both synthetic and real data on categories of humans and animals.
Abstract:Recent advances in 3D perception have shown impressive progress in understanding geometric structures of 3Dshapes and even scenes. Inspired by these advances in geometric understanding, we aim to imbue image-based perception with representations learned under geometric constraints. We introduce an approach to learn view-invariant,geometry-aware representations for network pre-training, based on multi-view RGB-D data, that can then be effectively transferred to downstream 2D tasks. We propose to employ contrastive learning under both multi-view im-age constraints and image-geometry constraints to encode3D priors into learned 2D representations. This results not only in improvement over 2D-only representation learning on the image-based tasks of semantic segmentation, instance segmentation, and object detection on real-world in-door datasets, but moreover, provides significant improvement in the low data regime. We show a significant improvement of 6.0% on semantic segmentation on full data as well as 11.9% on 20% data against baselines on ScanNet.
Abstract:The rapid progress in 3D scene understanding has come with growing demand for data; however, collecting and annotating 3D scenes (e.g. point clouds) are notoriously hard. For example, the number of scenes (e.g. indoor rooms) that can be accessed and scanned might be limited; even given sufficient data, acquiring 3D labels (e.g. instance masks) requires intensive human labor. In this paper, we explore data-efficient learning for 3D point cloud. As a first step towards this direction, we propose Contrastive Scene Contexts, a 3D pre-training method that makes use of both point-level correspondences and spatial contexts in a scene. Our method achieves state-of-the-art results on a suite of benchmarks where training data or labels are scarce. Our study reveals that exhaustive labelling of 3D point clouds might be unnecessary; and remarkably, on ScanNet, even using 0.1% of point labels, we still achieve 89% (instance segmentation) and 96% (semantic segmentation) of the baseline performance that uses full annotations.
Abstract:We consider the problem of simultaneously estimating a dense depth map and camera pose for a large set of images of an indoor scene. While classical SfM pipelines rely on a two-step approach where cameras are first estimated using a bundle adjustment in order to ground the ensuing multi-view stereo stage, both our poses and dense reconstructions are a direct output of an altered bundle adjuster. To this end, we parametrize each depth map with a linear combination of a limited number of basis "depth-planes" predicted in a monocular fashion by a deep net. Using a set of high-quality sparse keypoint matches, we optimize over the per-frame linear combinations of depth planes and camera poses to form a geometrically consistent cloud of keypoints. Although our bundle adjustment only considers sparse keypoints, the inferred linear coefficients of the basis planes immediately give us dense depth maps. RidgeSfM is able to collectively align hundreds of frames, which is its main advantage over recent memory-heavy deep alternatives that can align at most 10 frames. Quantitative comparisons reveal performance superior to a state-of-the-art large-scale SfM pipeline.
Abstract:We consider the problem of obtaining dense 3D reconstructions of humans from single and partially occluded views. In such cases, the visual evidence is usually insufficient to identify a 3D reconstruction uniquely, so we aim at recovering several plausible reconstructions compatible with the input data. We suggest that ambiguities can be modelled more effectively by parametrizing the possible body shapes and poses via a suitable 3D model, such as SMPL for humans. We propose to learn a multi-hypothesis neural network regressor using a best-of-M loss, where each of the M hypotheses is constrained to lie on a manifold of plausible human poses by means of a generative model. We show that our method outperforms alternative approaches in ambiguous pose recovery on standard benchmarks for 3D humans, and in heavily occluded versions of these benchmarks.