Abstract:Recently, several studies have combined Gaussian Splatting to obtain scene representations with language embeddings for open-vocabulary 3D scene understanding. While these methods perform well, they essentially require very dense multi-view inputs, limiting their applicability in real-world scenarios. In this work, we propose SparseLGS to address the challenge of 3D scene understanding with pose-free and sparse view input images. Our method leverages a learning-based dense stereo model to handle pose-free and sparse inputs, and a three-step region matching approach to address the multi-view semantic inconsistency problem, which is especially important for sparse inputs. Different from directly learning high-dimensional CLIP features, we extract low-dimensional information and build bijections to avoid excessive learning and storage costs. We introduce a reconstruction loss during semantic training to improve Gaussian positions and shapes. To the best of our knowledge, we are the first to address the 3D semantic field problem with sparse pose-free inputs. Experimental results show that SparseLGS achieves comparable quality when reconstructing semantic fields with fewer inputs (3-4 views) compared to previous SOTA methods with dense input. Besides, when using the same sparse input, SparseLGS leads significantly in quality and heavily improves the computation speed (5$\times$ speedup). Project page: {\tt\small \url{https://ustc3dv.github.io/SparseLGS}}
Abstract:Building realistic and animatable avatars still requires minutes of multi-view or monocular self-rotating videos, and most methods lack precise control over gestures and expressions. To push this boundary, we address the challenge of constructing a whole-body talking avatar from a single image. We propose a novel pipeline that tackles two critical issues: 1) complex dynamic modeling and 2) generalization to novel gestures and expressions. To achieve seamless generalization, we leverage recent pose-guided image-to-video diffusion models to generate imperfect video frames as pseudo-labels. To overcome the dynamic modeling challenge posed by inconsistent and noisy pseudo-videos, we introduce a tightly coupled 3DGS-mesh hybrid avatar representation and apply several key regularizations to mitigate inconsistencies caused by imperfect labels. Extensive experiments on diverse subjects demonstrate that our method enables the creation of a photorealistic, precisely animatable, and expressive whole-body talking avatar from just a single image.
Abstract:While neural radiance fields (NeRF) have shown promise in novel view synthesis, their implicit representation limits explicit control over object manipulation. Existing research has proposed the integration of explicit geometric proxies to enable deformation. However, these methods face two primary challenges: firstly, the time-consuming and computationally demanding tetrahedralization process; and secondly, handling complex or thin structures often leads to either excessive, storage-intensive tetrahedral meshes or poor-quality ones that impair deformation capabilities. To address these challenges, we propose DeformRF, a method that seamlessly integrates the manipulability of tetrahedral meshes with the high-quality rendering capabilities of feature grid representations. To avoid ill-shaped tetrahedra and tetrahedralization for each object, we propose a two-stage training strategy. Starting with an almost-regular tetrahedral grid, our model initially retains key tetrahedra surrounding the object and subsequently refines object details using finer-granularity mesh in the second stage. We also present the concept of recursively subdivided tetrahedra to create higher-resolution meshes implicitly. This enables multi-resolution encoding while only necessitating the storage of the coarse tetrahedral mesh generated in the first training stage. We conduct a comprehensive evaluation of our DeformRF on both synthetic and real-captured datasets. Both quantitative and qualitative results demonstrate the effectiveness of our method for novel view synthesis and deformation tasks. Project page: https://ustc3dv.github.io/DeformRF/
Abstract:Designing a freeform surface to reflect or refract light to achieve a target distribution is a challenging inverse problem. In this paper, we propose an end-to-end optimization strategy for an optical surface mesh. Our formulation leverages a novel differentiable rendering model, and is directly driven by the difference between the resulting light distribution and the target distribution. We also enforce geometric constraints related to fabrication requirements, to facilitate CNC milling and polishing of the designed surface. To address the issue of local minima, we formulate a face-based optimal transport problem between the current mesh and the target distribution, which makes effective large changes to the surface shape. The combination of our optimal transport update and rendering-guided optimization produces an optical surface design with a resulting image closely resembling the target, while the fabrication constraints in our optimization help to ensure consistency between the rendering model and the final physical results. The effectiveness of our algorithm is demonstrated on a variety of target images using both simulated rendering and physical prototypes.
Abstract:This paper investigates the transmission of three-dimensional (3D) human face content for immersive communication over a rate-constrained transmitter-receiver link. We propose a new framework named NeRF-SeCom, which leverages neural radiance fields (NeRF) and semantic communications to improve the quality of 3D visualizations while minimizing the communication overhead. In the NeRF-SeCom framework, we first train a NeRF face model based on the NeRFBlendShape method, which is pre-shared between the transmitter and receiver as the semantic knowledge base to facilitate the real-time transmission. Next, with knowledge base, the transmitter extracts and sends only the essential semantic features for the receiver to reconstruct 3D face in real time. To optimize the transmission efficiency, we classify the expression features into static and dynamic types. Over each video chunk, static features are transmitted once for all frames, whereas dynamic features are transmitted over a portion of frames to adhere to rate constraints. Additionally, we propose a feature prediction mechanism, which allows the receiver to predict the dynamic features for frames that are not transmitted. Experiments show that our proposed NeRF-SeCom framework significantly outperforms benchmark methods in delivering high-quality 3D visualizations of human faces.
Abstract:We introduce PICA, a novel representation for high-fidelity animatable clothed human avatars with physics-accurate dynamics, even for loose clothing. Previous neural rendering-based representations of animatable clothed humans typically employ a single model to represent both the clothing and the underlying body. While efficient, these approaches often fail to accurately represent complex garment dynamics, leading to incorrect deformations and noticeable rendering artifacts, especially for sliding or loose garments. Furthermore, previous works represent garment dynamics as pose-dependent deformations and facilitate novel pose animations in a data-driven manner. This often results in outcomes that do not faithfully represent the mechanics of motion and are prone to generating artifacts in out-of-distribution poses. To address these issues, we adopt two individual 3D Gaussian Splatting (3DGS) models with different deformation characteristics, modeling the human body and clothing separately. This distinction allows for better handling of their respective motion characteristics. With this representation, we integrate a graph neural network (GNN)-based clothed body physics simulation module to ensure an accurate representation of clothing dynamics. Our method, through its carefully designed features, achieves high-fidelity rendering of clothed human bodies in complex and novel driving poses, significantly outperforming previous methods under the same settings.
Abstract:Existing optimization-based methods for non-rigid registration typically minimize an alignment error metric based on the point-to-point or point-to-plane distance between corresponding point pairs on the source surface and target surface. However, these metrics can result in slow convergence or a loss of detail. In this paper, we propose SPARE, a novel formulation that utilizes a symmetrized point-to-plane distance for robust non-rigid registration. The symmetrized point-to-plane distance relies on both the positions and normals of the corresponding points, resulting in a more accurate approximation of the underlying geometry and can achieve higher accuracy than existing methods. To solve this optimization problem efficiently, we propose an alternating minimization solver using a majorization-minimization strategy. Moreover, for effective initialization of the solver, we incorporate a deformation graph-based coarse alignment that improves registration quality and efficiency. Extensive experiments show that the proposed method greatly improves the accuracy of non-rigid registration problems and maintains relatively high solution efficiency. The code is publicly available at https://github.com/yaoyx689/spare.
Abstract:Neural implicit fields have established a new paradigm for scene representation, with subsequent work achieving high-quality real-time rendering. However, reconstructing 3D scenes from oblique aerial photography presents unique challenges, such as varying spatial scale distributions and a constrained range of tilt angles, often resulting in high memory consumption and reduced rendering quality at extrapolated viewpoints. In this paper, we enhance MERF to accommodate these data characteristics by introducing an innovative adaptive occupancy plane optimized during the volume rendering process and a smoothness regularization term for view-dependent color to address these issues. Our approach, termed Oblique-MERF, surpasses state-of-the-art real-time methods by approximately 0.7 dB, reduces VRAM usage by about 40%, and achieves higher rendering frame rates with more realistic rendering outcomes across most viewpoints.
Abstract:In this paper, we introduce Neural-ABC, a novel parametric model based on neural implicit functions that can represent clothed human bodies with disentangled latent spaces for identity, clothing, shape, and pose. Traditional mesh-based representations struggle to represent articulated bodies with clothes due to the diversity of human body shapes and clothing styles, as well as the complexity of poses. Our proposed model provides a unified framework for parametric modeling, which can represent the identity, clothing, shape and pose of the clothed human body. Our proposed approach utilizes the power of neural implicit functions as the underlying representation and integrates well-designed structures to meet the necessary requirements. Specifically, we represent the underlying body as a signed distance function and clothing as an unsigned distance function, and they can be uniformly represented as unsigned distance fields. Different types of clothing do not require predefined topological structures or classifications, and can follow changes in the underlying body to fit the body. Additionally, we construct poses using a controllable articulated structure. The model is trained on both open and newly constructed datasets, and our decoupling strategy is carefully designed to ensure optimal performance. Our model excels at disentangling clothing and identity in different shape and poses while preserving the style of the clothing. We demonstrate that Neural-ABC fits new observations of different types of clothing. Compared to other state-of-the-art parametric models, Neural-ABC demonstrates powerful advantages in the reconstruction of clothed human bodies, as evidenced by fitting raw scans, depth maps and images. We show that the attributes of the fitted results can be further edited by adjusting their identities, clothing, shape and pose codes.
Abstract:This paper explores the problem of reconstructing temporally consistent surfaces from a 3D point cloud sequence without correspondence. To address this challenging task, we propose DynoSurf, an unsupervised learning framework integrating a template surface representation with a learnable deformation field. Specifically, we design a coarse-to-fine strategy for learning the template surface based on the deformable tetrahedron representation. Furthermore, we propose a learnable deformation representation based on the learnable control points and blending weights, which can deform the template surface non-rigidly while maintaining the consistency of the local shape. Experimental results demonstrate the significant superiority of DynoSurf over current state-of-the-art approaches, showcasing its potential as a powerful tool for dynamic mesh reconstruction. The code is publicly available at https://github.com/yaoyx689/DynoSurf.