Abstract:We present billboard Splatting (BBSplat) - a novel approach for 3D scene representation based on textured geometric primitives. BBSplat represents the scene as a set of optimizable textured planar primitives with learnable RGB textures and alpha-maps to control their shape. BBSplat primitives can be used in any Gaussian Splatting pipeline as drop-in replacements for Gaussians. Our method's qualitative and quantitative improvements over 3D and 2D Gaussians are most noticeable when fewer primitives are used, when BBSplat achieves over 1200 FPS. Our novel regularization term encourages textures to have a sparser structure, unlocking an efficient compression that leads to a reduction in storage space of the model. Our experiments show the efficiency of BBSplat on standard datasets of real indoor and outdoor scenes such as Tanks&Temples, DTU, and Mip-NeRF-360. We demonstrate improvements on PSNR, SSIM, and LPIPS metrics compared to the state-of-the-art, especially for the case when fewer primitives are used, which, on the other hand, leads to up to 2 times inference speed improvement for the same rendering quality.
Abstract:We present Spann3R, a novel approach for dense 3D reconstruction from ordered or unordered image collections. Built on the DUSt3R paradigm, Spann3R uses a transformer-based architecture to directly regress pointmaps from images without any prior knowledge of the scene or camera parameters. Unlike DUSt3R, which predicts per image-pair pointmaps each expressed in its local coordinate frame, Spann3R can predict per-image pointmaps expressed in a global coordinate system, thus eliminating the need for optimization-based global alignment. The key idea of Spann3R is to manage an external spatial memory that learns to keep track of all previous relevant 3D information. Spann3R then queries this spatial memory to predict the 3D structure of the next frame in a global coordinate system. Taking advantage of DUSt3R's pre-trained weights, and further fine-tuning on a subset of datasets, Spann3R shows competitive performance and generalization ability on various unseen datasets and can process ordered image collections in real time. Project page: \url{https://hengyiwang.github.io/projects/spanner}
Abstract:Human motion generation has paramount importance in computer animation. It is a challenging generative temporal modelling task due to the vast possibilities of human motion, high human sensitivity to motion coherence and the difficulty of accurately generating fine-grained motions. Recently, diffusion methods have been proposed for human motion generation due to their high sample quality and expressiveness. However, generated sequences still suffer from motion incoherence, and are limited to short duration, and simpler motion and take considerable time during inference. To address these limitations, we propose \textit{RecMoDiffuse: Recurrent Flow Diffusion}, a new recurrent diffusion formulation for temporal modelling. Unlike previous work, which applies diffusion to the whole sequence without any temporal dependency, an approach that inherently makes temporal consistency hard to achieve. Our method explicitly enforces temporal constraints with the means of normalizing flow models in the diffusion process and thereby extends diffusion to the temporal dimension. We demonstrate the effectiveness of RecMoDiffuse in the temporal modelling of human motion. Our experiments show that RecMoDiffuse achieves comparable results with state-of-the-art methods while generating coherent motion sequences and reducing the computational overhead in the inference stage.
Abstract:The creation of high-fidelity, digital versions of human heads is an important stepping stone in the process of further integrating virtual components into our everyday lives. Constructing such avatars is a challenging research problem, due to a high demand for photo-realism and real-time rendering performance. In this work, we propose Neural Parametric Gaussian Avatars (NPGA), a data-driven approach to create high-fidelity, controllable avatars from multi-view video recordings. We build our method around 3D Gaussian Splatting for its highly efficient rendering and to inherit the topological flexibility of point clouds. In contrast to previous work, we condition our avatars' dynamics on the rich expression space of neural parametric head models (NPHM), instead of mesh-based 3DMMs. To this end, we distill the backward deformation field of our underlying NPHM into forward deformations which are compatible with rasterization-based rendering. All remaining fine-scale, expression-dependent details are learned from the multi-view videos. To increase the representational capacity of our avatars, we augment the canonical Gaussian point cloud using per-primitive latent features which govern its dynamic behavior. To regularize this increased dynamic expressivity, we propose Laplacian terms on the latent features and predicted dynamics. We evaluate our method on the public NeRSemble dataset, demonstrating that NPGA significantly outperforms the previous state-of-the-art avatars on the self-reenactment task by 2.6 PSNR. Furthermore, we demonstrate accurate animation capabilities from real-world monocular videos.
Abstract:We present HAHA - a novel approach for animatable human avatar generation from monocular input videos. The proposed method relies on learning the trade-off between the use of Gaussian splatting and a textured mesh for efficient and high fidelity rendering. We demonstrate its efficiency to animate and render full-body human avatars controlled via the SMPL-X parametric model. Our model learns to apply Gaussian splatting only in areas of the SMPL-X mesh where it is necessary, like hair and out-of-mesh clothing. This results in a minimal number of Gaussians being used to represent the full avatar, and reduced rendering artifacts. This allows us to handle the animation of small body parts such as fingers that are traditionally disregarded. We demonstrate the effectiveness of our approach on two open datasets: SnapshotPeople and X-Humans. Our method demonstrates on par reconstruction quality to the state-of-the-art on SnapshotPeople, while using less than a third of Gaussians. HAHA outperforms previous state-of-the-art on novel poses from X-Humans both quantitatively and qualitatively.
Abstract:We propose NViST, a transformer-based model for novel-view synthesis from a single image, trained on a large-scale dataset of in-the-wild images with complex backgrounds. NViST transforms image inputs directly into a radiance field, adopting a scalable transformer-based architecture. In practice, NViST exploits the self-supervised features learnt by a masked autoencoder (MAE), and learns a novel decoder that translates features to 3D tokens via cross-attention and adaptive layer normalization. Our model is efficient at inference since only a single forward-pass is needed to predict a 3D representation, unlike methods that require test-time optimization or sampling such as 3D-aware diffusion models. We tackle further limitations of current new-view synthesis models. First, unlike most generative models that are trained in a category-specific manner, often on synthetic datasets or on masked inputs, our model is trained on MVImgNet, a large-scale dataset of real-world, casually-captured videos containing hundreds of object categories with diverse backgrounds. Secondly, our model does not require canonicalization of the training data - i.e. aligning all objects with a frontal view - only needing relative pose at training time which removes a substantial barrier to it being used on casually captured datasets. We show results on unseen objects and categories on MVImgNet and even casual phone captures. We conduct qualitative and quantitative evaluations on MVImgNet and ShapeNet to show that our model represents a step forward towards enabling true in-the-wild novel-view synthesis from a single image.
Abstract:We present Monocular Neural Parametric Head Models (MonoNPHM) for dynamic 3D head reconstructions from monocular RGB videos. To this end, we propose a latent appearance space that parameterizes a texture field on top of a neural parametric model. We constrain predicted color values to be correlated with the underlying geometry such that gradients from RGB effectively influence latent geometry codes during inverse rendering. To increase the representational capacity of our expression space, we augment our backward deformation field with hyper-dimensions, thus improving color and geometry representation in topologically challenging expressions. Using MonoNPHM as a learned prior, we approach the task of 3D head reconstruction using signed distance field based volumetric rendering. By numerically inverting our backward deformation field, we incorporated a landmark loss using facial anchor points that are closely tied to our canonical geometry representation. To evaluate the task of dynamic face reconstruction from monocular RGB videos we record 20 challenging Kinect sequences under casual conditions. MonoNPHM outperforms all baselines with a significant margin, and makes an important step towards easily accessible neural parametric face models through RGB tracking.
Abstract:Neural rendering has demonstrated remarkable success in dynamic scene reconstruction. Thanks to the expressiveness of neural representations, prior works can accurately capture the motion and achieve high-fidelity reconstruction of the target object. Despite this, real-world video scenarios often feature large unobserved regions where neural representations struggle to achieve realistic completion. To tackle this challenge, we introduce MorpheuS, a framework for dynamic 360{\deg} surface reconstruction from a casually captured RGB-D video. Our approach models the target scene as a canonical field that encodes its geometry and appearance, in conjunction with a deformation field that warps points from the current frame to the canonical space. We leverage a view-dependent diffusion prior and distill knowledge from it to achieve realistic completion of unobserved regions. Experimental results on various real-world and synthetic datasets show that our method can achieve high-fidelity 360{\deg} surface reconstruction of a deformable object from a monocular RGB-D video.
Abstract:We propose DynamicSurf, a model-free neural implicit surface reconstruction method for high-fidelity 3D modelling of non-rigid surfaces from monocular RGB-D video. To cope with the lack of multi-view cues in monocular sequences of deforming surfaces, one of the most challenging settings for 3D reconstruction, DynamicSurf exploits depth, surface normals, and RGB losses to improve reconstruction fidelity and optimisation time. DynamicSurf learns a neural deformation field that maps a canonical representation of the surface geometry to the current frame. We depart from current neural non-rigid surface reconstruction models by designing the canonical representation as a learned feature grid which leads to faster and more accurate surface reconstruction than competing approaches that use a single MLP. We demonstrate DynamicSurf on public datasets and show that it can optimize sequences of varying frames with $6\times$ speedup over pure MLP-based approaches while achieving comparable results to the state-of-the-art methods. Project is available at https://mirgahney.github.io//DynamicSurf.io/.
Abstract:Colorectal cancer remains one of the deadliest cancers in the world. In recent years computer-aided methods have aimed to enhance cancer screening and improve the quality and availability of colonoscopies by automatizing sub-tasks. One such task is predicting depth from monocular video frames, which can assist endoscopic navigation. As ground truth depth from standard in-vivo colonoscopy remains unobtainable due to hardware constraints, two approaches have aimed to circumvent the need for real training data: supervised methods trained on labeled synthetic data and self-supervised models trained on unlabeled real data. However, self-supervised methods depend on unreliable loss functions that struggle with edges, self-occlusion, and lighting inconsistency. Methods trained on synthetic data can provide accurate depth for synthetic geometries but do not use any geometric supervisory signal from real data and overfit to synthetic anatomies and properties. This work proposes a novel approach to leverage labeled synthetic and unlabeled real data. While previous domain adaptation methods indiscriminately enforce the distributions of both input data modalities to coincide, we focus on the end task, depth prediction, and translate only essential information between the input domains. Our approach results in more resilient and accurate depth maps of real colonoscopy sequences.