Abstract:Multiple Description Coding (MDC) is a promising error-resilient source coding method that is particularly suitable for dynamic networks with multiple (yet noisy and unreliable) paths. However, conventional MDC video codecs suffer from cumbersome architectures, poor scalability, limited loss resilience, and lower compression efficiency. As a result, MDC has never been widely adopted. Inspired by the potential of neural video codecs, this paper rethinks MDC design. We propose a novel MDC video codec, NeuralMDC, demonstrating how bidirectional transformers trained for masked token prediction can vastly simplify the design of MDC video codec. To compress a video, NeuralMDC starts by tokenizing each frame into its latent representation and then splits the latent tokens to create multiple descriptions containing correlated information. Instead of using motion prediction and warping operations, NeuralMDC trains a bidirectional masked transformer to model the spatial-temporal dependencies of latent representations and predict the distribution of the current representation based on the past. The predicted distribution is used to independently entropy code each description and infer any potentially lost tokens. Extensive experiments demonstrate NeuralMDC achieves state-of-the-art loss resilience with minimal sacrifices in compression efficiency, significantly outperforming the best existing residual-coding-based error-resilient neural video codec.
Abstract:Current auto-regressive mesh generation methods suffer from issues such as incompleteness, insufficient detail, and poor generalization. In this paper, we propose an Auto-regressive Auto-encoder (ArAE) model capable of generating high-quality 3D meshes with up to 4,000 faces at a spatial resolution of $512^3$. We introduce a novel mesh tokenization algorithm that efficiently compresses triangular meshes into 1D token sequences, significantly enhancing training efficiency. Furthermore, our model compresses variable-length triangular meshes into a fixed-length latent space, enabling training latent diffusion models for better generalization. Extensive experiments demonstrate the superior quality, diversity, and generalization capabilities of our model in both point cloud and image-conditioned mesh generation tasks.
Abstract:Recently, 3D assets created via reconstruction and generation have matched the quality of manually crafted assets, highlighting their potential for replacement. However, this potential is largely unrealized because these assets always need to be converted to meshes for 3D industry applications, and the meshes produced by current mesh extraction methods are significantly inferior to Artist-Created Meshes (AMs), i.e., meshes created by human artists. Specifically, current mesh extraction methods rely on dense faces and ignore geometric features, leading to inefficiencies, complicated post-processing, and lower representation quality. To address these issues, we introduce MeshAnything, a model that treats mesh extraction as a generation problem, producing AMs aligned with specified shapes. By converting 3D assets in any 3D representation into AMs, MeshAnything can be integrated with various 3D asset production methods, thereby enhancing their application across the 3D industry. The architecture of MeshAnything comprises a VQ-VAE and a shape-conditioned decoder-only transformer. We first learn a mesh vocabulary using the VQ-VAE, then train the shape-conditioned decoder-only transformer on this vocabulary for shape-conditioned autoregressive mesh generation. Our extensive experiments show that our method generates AMs with hundreds of times fewer faces, significantly improving storage, rendering, and simulation efficiencies, while achieving precision comparable to previous methods.
Abstract:Text-to-texture synthesis has become a new frontier in 3D content creation thanks to the recent advances in text-to-image models. Existing methods primarily adopt a combination of pretrained depth-aware diffusion and inpainting models, yet they exhibit shortcomings such as 3D inconsistency and limited controllability. To address these challenges, we introduce InteX, a novel framework for interactive text-to-texture synthesis. 1) InteX includes a user-friendly interface that facilitates interaction and control throughout the synthesis process, enabling region-specific repainting and precise texture editing. 2) Additionally, we develop a unified depth-aware inpainting model that integrates depth information with inpainting cues, effectively mitigating 3D inconsistencies and improving generation speed. Through extensive experiments, our framework has proven to be both practical and effective in text-to-texture synthesis, paving the way for high-quality 3D content creation.
Abstract: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
Abstract: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.
Abstract:Remarkable progress has been made in 4D content generation recently. However, existing methods suffer from long optimization time, lack of motion controllability, and a low level of detail. In this paper, we introduce DreamGaussian4D, an efficient 4D generation framework that builds on 4D Gaussian Splatting representation. Our key insight is that the explicit modeling of spatial transformations in Gaussian Splatting makes it more suitable for the 4D generation setting compared with implicit representations. DreamGaussian4D reduces the optimization time from several hours to just a few minutes, allows flexible control of the generated 3D motion, and produces animated meshes that can be efficiently rendered in 3D engines.
Abstract:Realistic 3D human generation from text prompts is a desirable yet challenging task. Existing methods optimize 3D representations like mesh or neural fields via score distillation sampling (SDS), which suffers from inadequate fine details or excessive training time. In this paper, we propose an efficient yet effective framework, HumanGaussian, that generates high-quality 3D humans with fine-grained geometry and realistic appearance. Our key insight is that 3D Gaussian Splatting is an efficient renderer with periodic Gaussian shrinkage or growing, where such adaptive density control can be naturally guided by intrinsic human structures. Specifically, 1) we first propose a Structure-Aware SDS that simultaneously optimizes human appearance and geometry. The multi-modal score function from both RGB and depth space is leveraged to distill the Gaussian densification and pruning process. 2) Moreover, we devise an Annealed Negative Prompt Guidance by decomposing SDS into a noisier generative score and a cleaner classifier score, which well addresses the over-saturation issue. The floating artifacts are further eliminated based on Gaussian size in a prune-only phase to enhance generation smoothness. Extensive experiments demonstrate the superior efficiency and competitive quality of our framework, rendering vivid 3D humans under diverse scenarios. Project Page: https://alvinliu0.github.io/projects/HumanGaussian
Abstract:Recent advances in 3D content creation mostly leverage optimization-based 3D generation via score distillation sampling (SDS). Though promising results have been exhibited, these methods often suffer from slow per-sample optimization, limiting their practical usage. In this paper, we propose DreamGaussian, a novel 3D content generation framework that achieves both efficiency and quality simultaneously. Our key insight is to design a generative 3D Gaussian Splatting model with companioned mesh extraction and texture refinement in UV space. In contrast to the occupancy pruning used in Neural Radiance Fields, we demonstrate that the progressive densification of 3D Gaussians converges significantly faster for 3D generative tasks. To further enhance the texture quality and facilitate downstream applications, we introduce an efficient algorithm to convert 3D Gaussians into textured meshes and apply a fine-tuning stage to refine the details. Extensive experiments demonstrate the superior efficiency and competitive generation quality of our proposed approach. Notably, DreamGaussian produces high-quality textured meshes in just 2 minutes from a single-view image, achieving approximately 10 times acceleration compared to existing methods.
Abstract:Despite recent research advancements in reconstructing clothed humans from a single image, accurately restoring the "unseen regions" with high-level details remains an unsolved challenge that lacks attention. Existing methods often generate overly smooth back-side surfaces with a blurry texture. But how to effectively capture all visual attributes of an individual from a single image, which are sufficient to reconstruct unseen areas (e.g., the back view)? Motivated by the power of foundation models, TeCH reconstructs the 3D human by leveraging 1) descriptive text prompts (e.g., garments, colors, hairstyles) which are automatically generated via a garment parsing model and Visual Question Answering (VQA), 2) a personalized fine-tuned Text-to-Image diffusion model (T2I) which learns the "indescribable" appearance. To represent high-resolution 3D clothed humans at an affordable cost, we propose a hybrid 3D representation based on DMTet, which consists of an explicit body shape grid and an implicit distance field. Guided by the descriptive prompts + personalized T2I diffusion model, the geometry and texture of the 3D humans are optimized through multi-view Score Distillation Sampling (SDS) and reconstruction losses based on the original observation. TeCH produces high-fidelity 3D clothed humans with consistent & delicate texture, and detailed full-body geometry. Quantitative and qualitative experiments demonstrate that TeCH outperforms the state-of-the-art methods in terms of reconstruction accuracy and rendering quality. The code will be publicly available for research purposes at https://huangyangyi.github.io/TeCH