Abstract:We tackle the challenge of concurrent reconstruction at the part level with the RGB appearance and estimation of motion parameters for building digital twins of articulated objects using the 3D Gaussian Splatting (3D-GS) method. With two distinct sets of multi-view imagery, each depicting an object in separate static articulation configurations, we reconstruct the articulated object in 3D Gaussian representations with both appearance and geometry information at the same time. Our approach decoupled multiple highly interdependent parameters through a multi-step optimization process, thereby achieving a stable optimization procedure and high-quality outcomes. We introduce ArticulatedGS, a self-supervised, comprehensive framework that autonomously learns to model shapes and appearances at the part level and synchronizes the optimization of motion parameters, all without reliance on 3D supervision, motion cues, or semantic labels. Our experimental results demonstrate that, among comparable methodologies, our approach has achieved optimal outcomes in terms of part segmentation accuracy, motion estimation accuracy, and visual quality.
Abstract:Professional 3D asset creation often requires diverse sculpting brushes to add surface details and geometric structures. Despite recent progress in 3D generation, producing reusable sculpting brushes compatible with artists' workflows remains an open and challenging problem. These sculpting brushes are typically represented as vector displacement maps (VDMs), which existing models cannot easily generate compared to natural images. This paper presents Text2VDM, a novel framework for text-to-VDM brush generation through the deformation of a dense planar mesh guided by score distillation sampling (SDS). The original SDS loss is designed for generating full objects and struggles with generating desirable sub-object structures from scratch in brush generation. We refer to this issue as semantic coupling, which we address by introducing classifier-free guidance (CFG) weighted blending of prompt tokens to SDS, resulting in a more accurate target distribution and semantic guidance. Experiments demonstrate that Text2VDM can generate diverse, high-quality VDM brushes for sculpting surface details and geometric structures. Our generated brushes can be seamlessly integrated into mainstream modeling software, enabling various applications such as mesh stylization and real-time interactive modeling.
Abstract:While 3D Gaussian Splatting (3DGS) has made significant progress in scene reconstruction and novel view synthesis, it still heavily relies on accurately pre-computed camera intrinsics and extrinsics, such as focal length and camera poses. In order to mitigate this dependency, the previous efforts have focused on optimizing 3DGS without the need for camera poses, yet camera intrinsics remain necessary. To further loose the requirement, we propose a joint optimization method to train 3DGS from an image collection without requiring either camera intrinsics or extrinsics. To achieve this goal, we introduce several key improvements during the joint training of 3DGS. We theoretically derive the gradient of the camera intrinsics, allowing the camera intrinsics to be optimized simultaneously during training. Moreover, we integrate global track information and select the Gaussian kernels associated with each track, which will be trained and automatically rescaled to an infinitesimally small size, closely approximating surface points, and focusing on enforcing multi-view consistency and minimizing reprojection errors, while the remaining kernels continue to serve their original roles. This hybrid training strategy nicely unifies the camera parameters estimation and 3DGS training. Extensive evaluations demonstrate that the proposed method achieves state-of-the-art (SOTA) performance on both public and synthetic datasets.
Abstract:Generating high-quality novel view renderings of 3D Gaussian Splatting (3DGS) in scenes featuring transient objects is challenging. We propose a novel hybrid representation, termed as HybridGS, using 2D Gaussians for transient objects per image and maintaining traditional 3D Gaussians for the whole static scenes. Note that, the 3DGS itself is better suited for modeling static scenes that assume multi-view consistency, but the transient objects appear occasionally and do not adhere to the assumption, thus we model them as planar objects from a single view, represented with 2D Gaussians. Our novel representation decomposes the scene from the perspective of fundamental viewpoint consistency, making it more reasonable. Additionally, we present a novel multi-view regulated supervision method for 3DGS that leverages information from co-visible regions, further enhancing the distinctions between the transients and statics. Then, we propose a straightforward yet effective multi-stage training strategy to ensure robust training and high-quality view synthesis across various settings. Experiments on benchmark datasets show our state-of-the-art performance of novel view synthesis in both indoor and outdoor scenes, even in the presence of distracting elements.
Abstract:We introduce a novel neural volumetric pose feature, termed PoseMap, designed to enhance camera localization by encapsulating the information between images and the associated camera poses. Our framework leverages an Absolute Pose Regression (APR) architecture, together with an augmented NeRF module. This integration not only facilitates the generation of novel views to enrich the training dataset but also enables the learning of effective pose features. Additionally, we extend our architecture for self-supervised online alignment, allowing our method to be used and fine-tuned for unlabelled images within a unified framework. Experiments demonstrate that our method achieves 14.28% and 20.51% performance gain on average in indoor and outdoor benchmark scenes, outperforming existing APR methods with state-of-the-art accuracy.
Abstract:We present a novel framework, called FrameNeRF, designed to apply off-the-shelf fast high-fidelity NeRF models with fast training speed and high rendering quality for few-shot novel view synthesis tasks. The training stability of fast high-fidelity models is typically constrained to dense views, making them unsuitable for few-shot novel view synthesis tasks. To address this limitation, we utilize a regularization model as a data generator to produce dense views from sparse inputs, facilitating subsequent training of fast high-fidelity models. Since these dense views are pseudo ground truth generated by the regularization model, original sparse images are then used to fine-tune the fast high-fidelity model. This process helps the model learn realistic details and correct artifacts introduced in earlier stages. By leveraging an off-the-shelf regularization model and a fast high-fidelity model, our approach achieves state-of-the-art performance across various benchmark datasets.
Abstract:Mechanical metamaterial is a synthetic material that can possess extraordinary physical characteristics, such as abnormal elasticity, stiffness, and stability, by carefully designing its internal structure. To make metamaterials contain delicate local structures with unique mechanical properties, it is a potential method to represent them through high-resolution voxels. However, it brings a substantial computational burden. To this end, this paper proposes a fast inverse design method, whose core is an advanced deep generative AI algorithm, to generate voxel-based mechanical metamaterials. Specifically, we use the self-conditioned diffusion model, capable of generating a microstructure with a resolution of $128^3$ to approach the specified homogenized tensor matrix in just 3 seconds. Accordingly, this rapid reverse design tool facilitates the exploration of extreme metamaterials, the sequence interpolation in metamaterials, and the generation of diverse microstructures for multi-scale design. This flexible and adaptive generative tool is of great value in structural engineering or other mechanical systems and can stimulate more subsequent research.
Abstract:The emerging Neural Radiance Field (NeRF) shows great potential in representing 3D scenes, which can render photo-realistic images from novel view with only sparse views given. However, utilizing NeRF to reconstruct real-world scenes requires images from different viewpoints, which limits its practical application. This problem can be even more pronounced for large scenes. In this paper, we introduce a new task called NeRF synthesis that utilizes the structural content of a NeRF patch exemplar to construct a new radiance field of large size. We propose a two-phase method for synthesizing new scenes that are continuous in geometry and appearance. We also propose a boundary constraint method to synthesize scenes of arbitrary size without artifacts. Specifically, we control the lighting effects of synthesized scenes using shading guidance instead of decoupling the scene. We have demonstrated that our method can generate high-quality results with consistent geometry and appearance, even for scenes with complex lighting. We can also synthesize new scenes on curved surface with arbitrary lighting effects, which enhances the practicality of our proposed NeRF synthesis approach.
Abstract:Deep normal estimators have made great strides on synthetic benchmarks. Unfortunately, their performance dramatically drops on the real scan data since they are supervised only on synthetic datasets. The point-wise annotation of ground truth normals is vulnerable to inefficiency and inaccuracies, which totally makes it impossible to build perfect real datasets for supervised deep learning. To overcome the challenge, we propose a multi-sample consensus paradigm for unsupervised normal estimation. The paradigm consists of multi-candidate sampling, candidate rejection, and mode determination. The latter two are driven by neighbor point consensus and candidate consensus respectively. Two primary implementations of the paradigm, MSUNE and MSUNE-Net, are proposed. MSUNE minimizes a candidate consensus loss in mode determination. As a robust optimization method, it outperforms the cutting-edge supervised deep learning methods on real data at the cost of longer runtime for sampling enough candidate normals for each query point. MSUNE-Net, the first unsupervised deep normal estimator as far as we know, significantly promotes the multi-sample consensus further. It transfers the three online stages of MSUNE to offline training. Thereby its inference time is 100 times faster. Besides that, more accurate inference is achieved, since the candidates of query points from similar patches can form a sufficiently large candidate set implicitly in MSUNE-Net. Comprehensive experiments demonstrate that the two proposed unsupervised methods are noticeably superior to some supervised deep normal estimators on the most common synthetic dataset. More importantly, they show better generalization ability and outperform all the SOTA conventional and deep methods on three real datasets: NYUV2, KITTI, and a dataset from PCV [1].
Abstract:To generate high quality rendering images for real time applications, it is often to trace only a few samples-per-pixel (spp) at a lower resolution and then supersample to the high resolution. Based on the observation that the rendered pixels at a low resolution are typically highly aliased, we present a novel method for neural supersampling based on ray tracing 1/4-spp samples at the high resolution. Our key insight is that the ray-traced samples at the target resolution are accurate and reliable, which makes the supersampling an interpolation problem. We present a mask-reinforced neural network to reconstruct and interpolate high-quality image sequences. First, a novel temporal accumulation network is introduced to compute the correlation between current and previous features to significantly improve their temporal stability. Then a reconstruct network based on a multi-scale U-Net with skip connections is adopted for reconstruction and generation of the desired high-resolution image. Experimental results and comparisons have shown that our proposed method can generate higher quality results of supersampling, without increasing the total number of ray-tracing samples, over current state-of-the-art methods.