Abstract:Recovering the intrinsic physical attributes of a scene from images, generally termed as the inverse rendering problem, has been a central and challenging task in computer vision and computer graphics. In this paper, we present GUS-IR, a novel framework designed to address the inverse rendering problem for complicated scenes featuring rough and glossy surfaces. This paper starts by analyzing and comparing two prominent shading techniques popularly used for inverse rendering, forward shading and deferred shading, effectiveness in handling complex materials. More importantly, we propose a unified shading solution that combines the advantages of both techniques for better decomposition. In addition, we analyze the normal modeling in 3D Gaussian Splatting (3DGS) and utilize the shortest axis as normal for each particle in GUS-IR, along with a depth-related regularization, resulting in improved geometric representation and better shape reconstruction. Furthermore, we enhance the probe-based baking scheme proposed by GS-IR to achieve more accurate ambient occlusion modeling to better handle indirect illumination. Extensive experiments have demonstrated the superior performance of GUS-IR in achieving precise intrinsic decomposition and geometric representation, supporting many downstream tasks (such as relighting, retouching) in computer vision, graphics, and extended reality.
Abstract:Discrete diffusion models have achieved success in tasks like image generation and masked language modeling but face limitations in controlled content editing. We introduce DICE (Discrete Inversion for Controllable Editing), the first approach to enable precise inversion for discrete diffusion models, including multinomial diffusion and masked generative models. By recording noise sequences and masking patterns during the reverse diffusion process, DICE enables accurate reconstruction and flexible editing of discrete data without the need for predefined masks or attention manipulation. We demonstrate the effectiveness of DICE across both image and text domains, evaluating it on models such as VQ-Diffusion, Paella, and RoBERTa. Our results show that DICE preserves high data fidelity while enhancing editing capabilities, offering new opportunities for fine-grained content manipulation in discrete spaces. For project webpage, see https://hexiaoxiao-cs.github.io/DICE/.
Abstract:The ground-to-satellite image matching/retrieval was initially proposed for city-scale ground camera localization. This work addresses the problem of improving camera pose accuracy by ground-to-satellite image matching after a coarse location and orientation have been obtained, either from the city-scale retrieval or from consumer-level GPS and compass sensors. Existing learning-based methods for solving this task require accurate GPS labels of ground images for network training. However, obtaining such accurate GPS labels is difficult, often requiring an expensive {\color{black}Real Time Kinematics (RTK)} setup and suffering from signal occlusion, multi-path signal disruptions, \etc. To alleviate this issue, this paper proposes a weakly supervised learning strategy for ground-to-satellite image registration when only noisy pose labels for ground images are available for network training. It derives positive and negative satellite images for each ground image and leverages contrastive learning to learn feature representations for ground and satellite images useful for translation estimation. We also propose a self-supervision strategy for cross-view image relative rotation estimation, which trains the network by creating pseudo query and reference image pairs. Experimental results show that our weakly supervised learning strategy achieves the best performance on cross-area evaluation compared to recent state-of-the-art methods that are reliant on accurate pose labels for supervision.
Abstract:We propose Prim2Room, a novel framework for controllable room mesh generation leveraging 2D layout conditions and 3D primitive retrieval to facilitate precise 3D layout specification. Diverging from existing methods that lack control and precision, our approach allows for detailed customization of room-scale environments. To overcome the limitations of previous methods, we introduce an adaptive viewpoint selection algorithm that allows the system to generate the furniture texture and geometry from more favorable views than predefined camera trajectories. Additionally, we employ non-rigid depth registration to ensure alignment between generated objects and their corresponding primitive while allowing for shape variations to maintain diversity. Our method not only enhances the accuracy and aesthetic appeal of generated 3D scenes but also provides a user-friendly platform for detailed room design.
Abstract:3D Content Generation is at the heart of many computer graphics applications, including video gaming, film-making, virtual and augmented reality, etc. This paper proposes a novel deep-learning based approach for automatically generating interactive and playable 3D game scenes, all from the user's casual prompts such as a hand-drawn sketch. Sketch-based input offers a natural, and convenient way to convey the user's design intention in the content creation process. To circumvent the data-deficient challenge in learning (i.e. the lack of large training data of 3D scenes), our method leverages a pre-trained 2D denoising diffusion model to generate a 2D image of the scene as the conceptual guidance. In this process, we adopt the isometric projection mode to factor out unknown camera poses while obtaining the scene layout. From the generated isometric image, we use a pre-trained image understanding method to segment the image into meaningful parts, such as off-ground objects, trees, and buildings, and extract the 2D scene layout. These segments and layouts are subsequently fed into a procedural content generation (PCG) engine, such as a 3D video game engine like Unity or Unreal, to create the 3D scene. The resulting 3D scene can be seamlessly integrated into a game development environment and is readily playable. Extensive tests demonstrate that our method can efficiently generate high-quality and interactive 3D game scenes with layouts that closely follow the user's intention.
Abstract:Animating stylized characters to match a reference motion sequence is a highly demanded task in film and gaming industries. Existing methods mostly focus on rigid deformations of characters' body, neglecting local deformations on the apparel driven by physical dynamics. They deform apparel the same way as the body, leading to results with limited details and unrealistic artifacts, e.g. body-apparel penetration. In contrast, we present a novel method aiming for high-quality motion transfer with realistic apparel animation. As existing datasets lack annotations necessary for generating realistic apparel animations, we build a new dataset named MMDMC, which combines stylized characters from the MikuMikuDance community with real-world Motion Capture data. We then propose a data-driven pipeline that learns to disentangle body and apparel deformations via two neural deformation modules. For body parts, we propose a geodesic attention block to effectively incorporate semantic priors into skeletal body deformation to tackle complex body shapes for stylized characters. Since apparel motion can significantly deviate from respective body joints, we propose to model apparel deformation in a non-linear vertex displacement field conditioned on its historic states. Extensive experiments show that our method produces results with superior quality for various types of apparel. Our dataset is released in https://github.com/rongakowang/MMDMC.
Abstract:Given a ground-level query image and a geo-referenced aerial image that covers the query's local surroundings, fine-grained cross-view localization aims to estimate the location of the ground camera inside the aerial image. Recent works have focused on developing advanced networks trained with accurate ground truth (GT) locations of ground images. However, the trained models always suffer a performance drop when applied to images in a new target area that differs from training. In most deployment scenarios, acquiring fine GT, i.e. accurate GT locations, for target-area images to re-train the network can be expensive and sometimes infeasible. In contrast, collecting images with noisy GT with errors of tens of meters is often easy. Motivated by this, our paper focuses on improving the performance of a trained model in a new target area by leveraging only the target-area images without fine GT. We propose a weakly supervised learning approach based on knowledge self-distillation. This approach uses predictions from a pre-trained model as pseudo GT to supervise a copy of itself. Our approach includes a mode-based pseudo GT generation for reducing uncertainty in pseudo GT and an outlier filtering method to remove unreliable pseudo GT. Our approach is validated using two recent state-of-the-art models on two benchmarks. The results demonstrate that it consistently and considerably boosts the localization accuracy in the target area.
Abstract:3D Gaussian splatting (3DGS) has shown promising results in image rendering and surface reconstruction. However, its potential in volumetric reconstruction tasks, such as X-ray computed tomography, remains under-explored. This paper introduces R2-Gaussian, the first 3DGS-based framework for sparse-view tomographic reconstruction. By carefully deriving X-ray rasterization functions, we discover a previously unknown integration bias in the standard 3DGS formulation, which hampers accurate volume retrieval. To address this issue, we propose a novel rectification technique via refactoring the projection from 3D to 2D Gaussians. Our new method presents three key innovations: (1) introducing tailored Gaussian kernels, (2) extending rasterization to X-ray imaging, and (3) developing a CUDA-based differentiable voxelizer. Extensive experiments demonstrate that our method outperforms state-of-the-art approaches by 0.93 dB in PSNR and 0.014 in SSIM. Crucially, it delivers high-quality results in 3 minutes, which is 12x faster than NeRF-based methods and on par with traditional algorithms. The superior performance and rapid convergence of our method highlight its practical value.
Abstract:Large Reconstruction Models have made significant strides in the realm of automated 3D content generation from single or multiple input images. Despite their success, these models often produce 3D meshes with geometric inaccuracies, stemming from the inherent challenges of deducing 3D shapes solely from image data. In this work, we introduce a novel framework, the Large Image and Point Cloud Alignment Model (LAM3D), which utilizes 3D point cloud data to enhance the fidelity of generated 3D meshes. Our methodology begins with the development of a point-cloud-based network that effectively generates precise and meaningful latent tri-planes, laying the groundwork for accurate 3D mesh reconstruction. Building upon this, our Image-Point-Cloud Feature Alignment technique processes a single input image, aligning to the latent tri-planes to imbue image features with robust 3D information. This process not only enriches the image features but also facilitates the production of high-fidelity 3D meshes without the need for multi-view input, significantly reducing geometric distortions. Our approach achieves state-of-the-art high-fidelity 3D mesh reconstruction from a single image in just 6 seconds, and experiments on various datasets demonstrate its effectiveness.
Abstract:Point cloud filtering is a fundamental 3D vision task, which aims to remove noise while recovering the underlying clean surfaces. State-of-the-art methods remove noise by moving noisy points along stochastic trajectories to the clean surfaces. These methods often require regularization within the training objective and/or during post-processing, to ensure fidelity. In this paper, we introduce StraightPCF, a new deep learning based method for point cloud filtering. It works by moving noisy points along straight paths, thus reducing discretization errors while ensuring faster convergence to the clean surfaces. We model noisy patches as intermediate states between high noise patch variants and their clean counterparts, and design the VelocityModule to infer a constant flow velocity from the former to the latter. This constant flow leads to straight filtering trajectories. In addition, we introduce a DistanceModule that scales the straight trajectory using an estimated distance scalar to attain convergence near the clean surface. Our network is lightweight and only has $\sim530K$ parameters, being 17% of IterativePFN (a most recent point cloud filtering network). Extensive experiments on both synthetic and real-world data show our method achieves state-of-the-art results. Our method also demonstrates nice distributions of filtered points without the need for regularization. The implementation code can be found at: https://github.com/ddsediri/StraightPCF.