Abstract:We introduce Fact-Hash, a novel parameter-encoding method for training on-device neural radiance fields. Neural Radiance Fields (NeRF) have proven pivotal in 3D representations, but their applications are limited due to large computational resources. On-device training can open large application fields, providing strength in communication limitations, privacy concerns, and fast adaptation to a frequently changing scene. However, challenges such as limited resources (GPU memory, storage, and power) impede their deployment. To handle this, we introduce Fact-Hash, a novel parameter-encoding merging Tensor Factorization and Hash-encoding techniques. This integration offers two benefits: the use of rich high-resolution features and the few-shot robustness. In Fact-Hash, we project 3D coordinates into multiple lower-dimensional forms (2D or 1D) before applying the hash function and then aggregate them into a single feature. Comparative evaluations against state-of-the-art methods demonstrate Fact-Hash's superior memory efficiency, preserving quality and rendering speed. Fact-Hash saves memory usage by over one-third while maintaining the PSNR values compared to previous encoding methods. The on-device experiment validates the superiority of Fact-Hash compared to alternative positional encoding methods in computational efficiency and energy consumption. These findings highlight Fact-Hash as a promising solution to improve feature grid representation, address memory constraints, and improve quality in various applications. Project page: https://facthash.github.io/
Abstract:We present GaussExplorer, a framework for embodied exploration and reasoning built on 3D Gaussian Splatting (3DGS). While prior approaches to language-embedded 3DGS have made meaningful progress in aligning simple text queries with Gaussian embeddings, they are generally optimized for relatively simple queries and struggle to interpret more complex, compositional language queries. Alternative studies based on object-centric RGB-D structured memories provide spatial grounding but are constrained by pre-fixed viewpoints. To address these issues, GaussExplorer introduces Vision-Language Models (VLMs) on top of 3DGS to enable question-driven exploration and reasoning within 3D scenes. We first identify pre-captured images that are most correlated with the query question, and subsequently adjust them into novel viewpoints to more accurately capture visual information for better reasoning by VLMs. Experiments show that ours outperforms existing methods on several benchmarks, demonstrating the effectiveness of integrating VLM-based reasoning with 3DGS for embodied tasks.




Abstract:We present FPGS, a feed-forward photorealistic style transfer method of large-scale radiance fields represented by Gaussian Splatting. FPGS, stylizes large-scale 3D scenes with arbitrary, multiple style reference images without additional optimization while preserving multi-view consistency and real-time rendering speed of 3D Gaussians. Prior arts required tedious per-style optimization or time-consuming per-scene training stage and were limited to small-scale 3D scenes. FPGS efficiently stylizes large-scale 3D scenes by introducing a style-decomposed 3D feature field, which inherits AdaIN's feed-forward stylization machinery, supporting arbitrary style reference images. Furthermore, FPGS supports multi-reference stylization with the semantic correspondence matching and local AdaIN, which adds diverse user control for 3D scene styles. FPGS also preserves multi-view consistency by applying semantic matching and style transfer processes directly onto queried features in 3D space. In experiments, we demonstrate that FPGS achieves favorable photorealistic quality scene stylization for large-scale static and dynamic 3D scenes with diverse reference images. Project page: https://kim-geonu.github.io/FPGS/




Abstract:We introduce Dr. Splat, a novel approach for open-vocabulary 3D scene understanding leveraging 3D Gaussian Splatting. Unlike existing language-embedded 3DGS methods, which rely on a rendering process, our method directly associates language-aligned CLIP embeddings with 3D Gaussians for holistic 3D scene understanding. The key of our method is a language feature registration technique where CLIP embeddings are assigned to the dominant Gaussians intersected by each pixel-ray. Moreover, we integrate Product Quantization (PQ) trained on general large-scale image data to compactly represent embeddings without per-scene optimization. Experiments demonstrate that our approach significantly outperforms existing approaches in 3D perception benchmarks, such as open-vocabulary 3D semantic segmentation, 3D object localization, and 3D object selection tasks. For video results, please visit : https://drsplat.github.io/
Abstract:We present FPRF, a feed-forward photorealistic style transfer method for large-scale 3D neural radiance fields. FPRF stylizes large-scale 3D scenes with arbitrary, multiple style reference images without additional optimization while preserving multi-view appearance consistency. Prior arts required tedious per-style/-scene optimization and were limited to small-scale 3D scenes. FPRF efficiently stylizes large-scale 3D scenes by introducing a style-decomposed 3D neural radiance field, which inherits AdaIN's feed-forward stylization machinery, supporting arbitrary style reference images. Furthermore, FPRF supports multi-reference stylization with the semantic correspondence matching and local AdaIN, which adds diverse user control for 3D scene styles. FPRF also preserves multi-view consistency by applying semantic matching and style transfer processes directly onto queried features in 3D space. In experiments, we demonstrate that FPRF achieves favorable photorealistic quality 3D scene stylization for large-scale scenes with diverse reference images. Project page: https://kim-geonu.github.io/FPRF/
Abstract:Estimating 3D poses and shapes in the form of meshes from monocular RGB images is challenging. Obviously, it is more difficult than estimating 3D poses only in the form of skeletons or heatmaps. When interacting persons are involved, the 3D mesh reconstruction becomes more challenging due to the ambiguity introduced by person-to-person occlusions. To tackle the challenges, we propose a coarse-to-fine pipeline that benefits from 1) inverse kinematics from the occlusion-robust 3D skeleton estimation and 2) Transformer-based relation-aware refinement techniques. In our pipeline, we first obtain occlusion-robust 3D skeletons for multiple persons from an RGB image. Then, we apply inverse kinematics to convert the estimated skeletons to deformable 3D mesh parameters. Finally, we apply the Transformer-based mesh refinement that refines the obtained mesh parameters considering intra- and inter-person relations of 3D meshes. Via extensive experiments, we demonstrate the effectiveness of our method, outperforming state-of-the-arts on 3DPW, MuPoTS and AGORA datasets.