Abstract:Humans naturally interact with their 3D surroundings using language, and modeling 3D language fields for scene understanding and interaction has gained growing interest. This paper introduces ChatSplat, a system that constructs a 3D language field, enabling rich chat-based interaction within 3D space. Unlike existing methods that primarily use CLIP-derived language features focused solely on segmentation, ChatSplat facilitates interaction on three levels: objects, views, and the entire 3D scene. For view-level interaction, we designed an encoder that encodes the rendered feature map of each view into tokens, which are then processed by a large language model (LLM) for conversation. At the scene level, ChatSplat combines multi-view tokens, enabling interactions that consider the entire scene. For object-level interaction, ChatSplat uses a patch-wise language embedding, unlike LangSplat's pixel-wise language embedding that implicitly includes mask and embedding. Here, we explicitly decouple the language embedding into separate mask and feature map representations, allowing more flexible object-level interaction. To address the challenge of learning 3D Gaussians posed by the complex and diverse distribution of language embeddings used in the LLM, we introduce a learnable normalization technique to standardize these embeddings, facilitating effective learning. Extensive experimental results demonstrate that ChatSplat supports multi-level interactions -- object, view, and scene -- within 3D space, enhancing both understanding and engagement.
Abstract:We introduce Edify 3D, an advanced solution designed for high-quality 3D asset generation. Our method first synthesizes RGB and surface normal images of the described object at multiple viewpoints using a diffusion model. The multi-view observations are then used to reconstruct the shape, texture, and PBR materials of the object. Our method can generate high-quality 3D assets with detailed geometry, clean shape topologies, high-resolution textures, and materials within 2 minutes of runtime.
Abstract:We introduce Edify Image, a family of diffusion models capable of generating photorealistic image content with pixel-perfect accuracy. Edify Image utilizes cascaded pixel-space diffusion models trained using a novel Laplacian diffusion process, in which image signals at different frequency bands are attenuated at varying rates. Edify Image supports a wide range of applications, including text-to-image synthesis, 4K upsampling, ControlNets, 360 HDR panorama generation, and finetuning for image customization.
Abstract:Although 3D Gaussian Splatting has been widely studied because of its realistic and efficient novel-view synthesis, it is still challenging to extract a high-quality surface from the point-based representation. Previous works improve the surface by incorporating geometric priors from the off-the-shelf normal estimator. However, there are two main limitations: 1) Supervising normal rendered from 3D Gaussians updates only the rotation parameter while neglecting other geometric parameters; 2) The inconsistency of predicted normal maps across multiple views may lead to severe reconstruction artifacts. In this paper, we propose a Depth-Normal regularizer that directly couples normal with other geometric parameters, leading to full updates of the geometric parameters from normal regularization. We further propose a confidence term to mitigate inconsistencies of normal predictions across multiple views. Moreover, we also introduce a densification and splitting strategy to regularize the size and distribution of 3D Gaussians for more accurate surface modeling. Compared with Gaussian-based baselines, experiments show that our approach obtains better reconstruction quality and maintains competitive appearance quality at faster training speed and 100+ FPS rendering. Our code will be made open-source upon paper acceptance.
Abstract:We consider the problem of novel view synthesis (NVS) for dynamic scenes. Recent neural approaches have accomplished exceptional NVS results for static 3D scenes, but extensions to 4D time-varying scenes remain non-trivial. Prior efforts often encode dynamics by learning a canonical space plus implicit or explicit deformation fields, which struggle in challenging scenarios like sudden movements or capturing high-fidelity renderings. In this paper, we introduce 4D Gaussian Splatting (4DGS), a novel method that represents dynamic scenes with anisotropic 4D XYZT Gaussians, inspired by the success of 3D Gaussian Splatting in static scenes. We model dynamics at each timestamp by temporally slicing the 4D Gaussians, which naturally compose dynamic 3D Gaussians and can be seamlessly projected into images. As an explicit spatial-temporal representation, 4DGS demonstrates powerful capabilities for modeling complicated dynamics and fine details, especially for scenes with abrupt motions. We further implement our temporal slicing and splatting techniques in a highly optimized CUDA acceleration framework, achieving real-time inference rendering speeds of up to 277 FPS on an RTX 3090 GPU and 583 FPS on an RTX 4090 GPU. Rigorous evaluations on scenes with diverse motions showcase the superior efficiency and effectiveness of 4DGS, which consistently outperforms existing methods both quantitatively and qualitatively.
Abstract:Removing clutter from scenes is essential in many applications, ranging from privacy-concerned content filtering to data augmentation. In this work, we present an automatic system that removes clutter from 3D scenes and inpaints with coherent geometry and texture. We propose techniques for its two key components: 3D segmentation from shared properties and 3D inpainting, both of which are important porblems. The definition of 3D scene clutter (frequently-moving objects) is not well captured by commonly-studied object categories in computer vision. To tackle the lack of well-defined clutter annotations, we group noisy fine-grained labels, leverage virtual rendering, and impose an instance-level area-sensitive loss. Once clutter is removed, we inpaint geometry and texture in the resulting holes by merging inpainted RGB-D images. This requires novel voting and pruning strategies that guarantee multi-view consistency across individually inpainted images for mesh reconstruction. Experiments on ScanNet and Matterport dataset show that our method outperforms baselines for clutter segmentation and 3D inpainting, both visually and quantitatively.
Abstract:Learning geometry, motion, and appearance priors of object classes is important for the solution of a large variety of computer vision problems. While the majority of approaches has focused on static objects, dynamic objects, especially with controllable articulation, are less explored. We propose a novel approach for learning a representation of the geometry, appearance, and motion of a class of articulated objects given only a set of color images as input. In a self-supervised manner, our novel representation learns shape, appearance, and articulation codes that enable independent control of these semantic dimensions. Our model is trained end-to-end without requiring any articulation annotations. Experiments show that our approach performs well for different joint types, such as revolute and prismatic joints, as well as different combinations of these joints. Compared to state of the art that uses direct 3D supervision and does not output appearance, we recover more faithful geometry and appearance from 2D observations only. In addition, our representation enables a large variety of applications, such as few-shot reconstruction, the generation of novel articulations, and novel view-synthesis.
Abstract:Many applications in 3D shape design and augmentation require the ability to make specific edits to an object's semantic parameters (e.g., the pose of a person's arm or the length of an airplane's wing) while preserving as much existing details as possible. We propose to learn a deep network that infers the semantic parameters of an input shape and then allows the user to manipulate those parameters. The network is trained jointly on shapes from an auxiliary synthetic template and unlabeled realistic models, ensuring robustness to shape variability while relieving the need to label realistic exemplars. At testing time, edits within the parameter space drive deformations to be applied to the original shape, which provides semantically-meaningful manipulation while preserving the details. This is in contrast to prior methods that either use autoencoders with a limited latent-space dimensionality, failing to preserve arbitrary detail, or drive deformations with purely-geometric controls, such as cages, losing the ability to update local part regions. Experiments with datasets of chairs, airplanes, and human bodies demonstrate that our method produces more natural edits than prior work.
Abstract:Conventional sensor systems record information about directly visible objects, whereas occluded scene components are considered lost in the measurement process. Nonline-of-sight (NLOS) methods try to recover such hidden objects from their indirect reflections - faint signal components, traditionally treated as measurement noise. Existing NLOS approaches struggle to record these low-signal components outside the lab, and do not scale to large-scale outdoor scenes and high-speed motion, typical in automotive scenarios. Especially optical NLOS is fundamentally limited by the quartic intensity falloff of diffuse indirect reflections. In this work, we depart from visible-wavelength approaches and demonstrate detection, classification, and tracking of hidden objects in large-scale dynamic scenes using a Doppler radar which can be foreseen as a low-cost serial product in the near future. To untangle noisy indirect and direct reflections, we learn from temporal sequences of Doppler velocity and position measurements, which we fuse in a joint NLOS detection and tracking network over time. We validate the approach on in-the-wild automotive scenes, including sequences of parked cars or house facades as indirect reflectors, and demonstrate low-cost, real-time NLOS in dynamic automotive environments.
Abstract:Despite the recent success of deep learning models in numerous applications, their widespread use on mobile devices is seriously impeded by storage and computational requirements. In this paper, we propose a novel network compression method called Adaptive Dimension Adjustment Tucker decomposition (ADA-Tucker). With learnable core tensors and transformation matrices, ADA-Tucker performs Tucker decomposition of arbitrary-order tensors. Furthermore, we propose that weight tensors in networks with proper order and balanced dimension are easier to be compressed. Therefore, the high flexibility in decomposition choice distinguishes ADA-Tucker from all previous low-rank models. To compress more, we further extend the model to Shared Core ADA-Tucker (SCADA-Tucker) by defining a shared core tensor for all layers. Our methods require no overhead of recording indices of non-zero elements. Without loss of accuracy, our methods reduce the storage of LeNet-5 and LeNet-300 by ratios of 691 times and 233 times, respectively, significantly outperforming state of the art. The effectiveness of our methods is also evaluated on other three benchmarks (CIFAR-10, SVHN, ILSVRC12) and modern newly deep networks (ResNet, Wide-ResNet).