Abstract:We propose L3DG, the first approach for generative 3D modeling of 3D Gaussians through a latent 3D Gaussian diffusion formulation. This enables effective generative 3D modeling, scaling to generation of entire room-scale scenes which can be very efficiently rendered. To enable effective synthesis of 3D Gaussians, we propose a latent diffusion formulation, operating in a compressed latent space of 3D Gaussians. This compressed latent space is learned by a vector-quantized variational autoencoder (VQ-VAE), for which we employ a sparse convolutional architecture to efficiently operate on room-scale scenes. This way, the complexity of the costly generation process via diffusion is substantially reduced, allowing higher detail on object-level generation, as well as scalability to large scenes. By leveraging the 3D Gaussian representation, the generated scenes can be rendered from arbitrary viewpoints in real-time. We demonstrate that our approach significantly improves visual quality over prior work on unconditional object-level radiance field synthesis and showcase its applicability to room-scale scene generation.
Abstract:High-quality real-time view synthesis methods are based on volume rendering, splatting, or surface rendering. While surface-based methods generally are the fastest, they cannot faithfully model fuzzy geometry like hair. In turn, alpha-blending techniques excel at representing fuzzy materials but require an unbounded number of samples per ray (P1). Further overheads are induced by empty space skipping in volume rendering (P2) and sorting input primitives in splatting (P3). These problems are exacerbated on low-performance graphics hardware, e.g. on mobile devices. We present a novel representation for real-time view synthesis where the (P1) number of sampling locations is small and bounded, (P2) sampling locations are efficiently found via rasterization, and (P3) rendering is sorting-free. We achieve this by representing objects as semi-transparent multi-layer meshes, rendered in fixed layer order from outermost to innermost. We model mesh layers as SDF shells with optimal spacing learned during training. After baking, we fit UV textures to the corresponding meshes. We show that our method can represent challenging fuzzy objects while achieving higher frame rates than volume-based and splatting-based methods on low-end and mobile devices.
Abstract:We introduce MultiDiff, a novel approach for consistent novel view synthesis of scenes from a single RGB image. The task of synthesizing novel views from a single reference image is highly ill-posed by nature, as there exist multiple, plausible explanations for unobserved areas. To address this issue, we incorporate strong priors in form of monocular depth predictors and video-diffusion models. Monocular depth enables us to condition our model on warped reference images for the target views, increasing geometric stability. The video-diffusion prior provides a strong proxy for 3D scenes, allowing the model to learn continuous and pixel-accurate correspondences across generated images. In contrast to approaches relying on autoregressive image generation that are prone to drifts and error accumulation, MultiDiff jointly synthesizes a sequence of frames yielding high-quality and multi-view consistent results -- even for long-term scene generation with large camera movements, while reducing inference time by an order of magnitude. For additional consistency and image quality improvements, we introduce a novel, structured noise distribution. Our experimental results demonstrate that MultiDiff outperforms state-of-the-art methods on the challenging, real-world datasets RealEstate10K and ScanNet. Finally, our model naturally supports multi-view consistent editing without the need for further tuning.
Abstract:This paper proposes ConsistDreamer - a novel framework that lifts 2D diffusion models with 3D awareness and 3D consistency, thus enabling high-fidelity instruction-guided scene editing. To overcome the fundamental limitation of missing 3D consistency in 2D diffusion models, our key insight is to introduce three synergetic strategies that augment the input of the 2D diffusion model to become 3D-aware and to explicitly enforce 3D consistency during the training process. Specifically, we design surrounding views as context-rich input for the 2D diffusion model, and generate 3D-consistent, structured noise instead of image-independent noise. Moreover, we introduce self-supervised consistency-enforcing training within the per-scene editing procedure. Extensive evaluation shows that our ConsistDreamer achieves state-of-the-art performance for instruction-guided scene editing across various scenes and editing instructions, particularly in complicated large-scale indoor scenes from ScanNet++, with significantly improved sharpness and fine-grained textures. Notably, ConsistDreamer stands as the first work capable of successfully editing complex (e.g., plaid/checkered) patterns. Our project page is at immortalco.github.io/ConsistDreamer.
Abstract:We present an efficient neural 3D scene representation for novel-view synthesis (NVS) in large-scale, dynamic urban areas. Existing works are not well suited for applications like mixed-reality or closed-loop simulation due to their limited visual quality and non-interactive rendering speeds. Recently, rasterization-based approaches have achieved high-quality NVS at impressive speeds. However, these methods are limited to small-scale, homogeneous data, i.e. they cannot handle severe appearance and geometry variations due to weather, season, and lighting and do not scale to larger, dynamic areas with thousands of images. We propose 4DGF, a neural scene representation that scales to large-scale dynamic urban areas, handles heterogeneous input data, and substantially improves rendering speeds. We use 3D Gaussians as an efficient geometry scaffold while relying on neural fields as a compact and flexible appearance model. We integrate scene dynamics via a scene graph at global scale while modeling articulated motions on a local level via deformations. This decomposed approach enables flexible scene composition suitable for real-world applications. In experiments, we surpass the state-of-the-art by over 3 dB in PSNR and more than 200 times in rendering speed.
Abstract:In this paper, we address the limitations of Adaptive Density Control (ADC) in 3D Gaussian Splatting (3DGS), a scene representation method achieving high-quality, photorealistic results for novel view synthesis. ADC has been introduced for automatic 3D point primitive management, controlling densification and pruning, however, with certain limitations in the densification logic. Our main contribution is a more principled, pixel-error driven formulation for density control in 3DGS, leveraging an auxiliary, per-pixel error function as the criterion for densification. We further introduce a mechanism to control the total number of primitives generated per scene and correct a bias in the current opacity handling strategy of ADC during cloning operations. Our approach leads to consistent quality improvements across a variety of benchmark scenes, without sacrificing the method's efficiency.
Abstract:In this paper, we address common error sources for 3D Gaussian Splatting (3DGS) including blur, imperfect camera poses, and color inconsistencies, with the goal of improving its robustness for practical applications like reconstructions from handheld phone captures. Our main contribution involves modeling motion blur as a Gaussian distribution over camera poses, allowing us to address both camera pose refinement and motion blur correction in a unified way. Additionally, we propose mechanisms for defocus blur compensation and for addressing color in-consistencies caused by ambient light, shadows, or due to camera-related factors like varying white balancing settings. Our proposed solutions integrate in a seamless way with the 3DGS formulation while maintaining its benefits in terms of training efficiency and rendering speed. We experimentally validate our contributions on relevant benchmark datasets including Scannet++ and Deblur-NeRF, obtaining state-of-the-art results and thus consistent improvements over relevant baselines.
Abstract:We estimate the radiance field of large-scale dynamic areas from multiple vehicle captures under varying environmental conditions. Previous works in this domain are either restricted to static environments, do not scale to more than a single short video, or struggle to separately represent dynamic object instances. To this end, we present a novel, decomposable radiance field approach for dynamic urban environments. We propose a multi-level neural scene graph representation that scales to thousands of images from dozens of sequences with hundreds of fast-moving objects. To enable efficient training and rendering of our representation, we develop a fast composite ray sampling and rendering scheme. To test our approach in urban driving scenarios, we introduce a new, novel view synthesis benchmark. We show that our approach outperforms prior art by a significant margin on both established and our proposed benchmark while being faster in training and rendering.
Abstract:Neural radiance fields provide state-of-the-art view synthesis quality but tend to be slow to render. One reason is that they make use of volume rendering, thus requiring many samples (and model queries) per ray at render time. Although this representation is flexible and easy to optimize, most real-world objects can be modeled more efficiently with surfaces instead of volumes, requiring far fewer samples per ray. This observation has spurred considerable progress in surface representations such as signed distance functions, but these may struggle to model semi-opaque and thin structures. We propose a method, HybridNeRF, that leverages the strengths of both representations by rendering most objects as surfaces while modeling the (typically) small fraction of challenging regions volumetrically. We evaluate HybridNeRF against the challenging Eyeful Tower dataset along with other commonly used view synthesis datasets. When comparing to state-of-the-art baselines, including recent rasterization-based approaches, we improve error rates by 15-30% while achieving real-time framerates (at least 36 FPS) for virtual-reality resolutions (2Kx2K).
Abstract:We present an end-to-end system for the high-fidelity capture, model reconstruction, and real-time rendering of walkable spaces in virtual reality using neural radiance fields. To this end, we designed and built a custom multi-camera rig to densely capture walkable spaces in high fidelity and with multi-view high dynamic range images in unprecedented quality and density. We extend instant neural graphics primitives with a novel perceptual color space for learning accurate HDR appearance, and an efficient mip-mapping mechanism for level-of-detail rendering with anti-aliasing, while carefully optimizing the trade-off between quality and speed. Our multi-GPU renderer enables high-fidelity volume rendering of our neural radiance field model at the full VR resolution of dual 2K$\times$2K at 36 Hz on our custom demo machine. We demonstrate the quality of our results on our challenging high-fidelity datasets, and compare our method and datasets to existing baselines. We release our dataset on our project website.