Abstract:Rendering and reconstruction are long-standing topics in computer vision and graphics. Achieving both high rendering quality and accurate geometry is a challenge. Recent advancements in 3D Gaussian Splatting (3DGS) have enabled high-fidelity novel view synthesis at real-time speeds. However, the noisy and discrete nature of 3D Gaussian primitives hinders accurate surface estimation. Previous attempts to regularize 3D Gaussian normals often degrade rendering quality due to the fundamental disconnect between normal vectors and the rendering pipeline in 3DGS-based methods. Therefore, we introduce Normal-GS, a novel approach that integrates normal vectors into the 3DGS rendering pipeline. The core idea is to model the interaction between normals and incident lighting using the physically-based rendering equation. Our approach re-parameterizes surface colors as the product of normals and a designed Integrated Directional Illumination Vector (IDIV). To optimize memory usage and simplify optimization, we employ an anchor-based 3DGS to implicitly encode locally-shared IDIVs. Additionally, Normal-GS leverages optimized normals and Integrated Directional Encoding (IDE) to accurately model specular effects, enhancing both rendering quality and surface normal precision. Extensive experiments demonstrate that Normal-GS achieves near state-of-the-art visual quality while obtaining accurate surface normals and preserving real-time rendering performance.
Abstract:Panoptic lifting is an effective technique to address the 3D panoptic segmentation task by unprojecting 2D panoptic segmentations from multi-views to 3D scene. However, the quality of its results largely depends on the 2D segmentations, which could be noisy and error-prone, so its performance often drops significantly for complex scenes. In this work, we design a new pipeline coined PCF-Lift based on our Probabilis-tic Contrastive Fusion (PCF) to learn and embed probabilistic features throughout our pipeline to actively consider inaccurate segmentations and inconsistent instance IDs. Technical-wise, we first model the probabilistic feature embeddings through multivariate Gaussian distributions. To fuse the probabilistic features, we incorporate the probability product kernel into the contrastive loss formulation and design a cross-view constraint to enhance the feature consistency across different views. For the inference, we introduce a new probabilistic clustering method to effectively associate prototype features with the underlying 3D object instances for the generation of consistent panoptic segmentation results. Further, we provide a theoretical analysis to justify the superiority of the proposed probabilistic solution. By conducting extensive experiments, our PCF-lift not only significantly outperforms the state-of-the-art methods on widely used benchmarks including the ScanNet dataset and the challenging Messy Room dataset (4.4% improvement of scene-level PQ), but also demonstrates strong robustness when incorporating various 2D segmentation models or different levels of hand-crafted noise.
Abstract:With 3D Gaussian Splatting (3DGS) advancing real-time and high-fidelity rendering for novel view synthesis, storage requirements pose challenges for their widespread adoption. Although various compression techniques have been proposed, previous art suffers from a common limitation: for any existing 3DGS, per-scene optimization is needed to achieve compression, making the compression sluggish and slow. To address this issue, we introduce Fast Compression of 3D Gaussian Splatting (FCGS), an optimization-free model that can compress 3DGS representations rapidly in a single feed-forward pass, which significantly reduces compression time from minutes to seconds. To enhance compression efficiency, we propose a multi-path entropy module that assigns Gaussian attributes to different entropy constraint paths for balance between size and fidelity. We also carefully design both inter- and intra-Gaussian context models to remove redundancies among the unstructured Gaussian blobs. Overall, FCGS achieves a compression ratio of over 20X while maintaining fidelity, surpassing most per-scene SOTA optimization-based methods. Our code is available at: https://github.com/YihangChen-ee/FCGS.
Abstract:Despite advancements in Neural Implicit models for 3D surface reconstruction, handling dynamic environments with arbitrary rigid, non-rigid, or deformable entities remains challenging. Many template-based methods are entity-specific, focusing on humans, while generic reconstruction methods adaptable to such dynamic scenes often require additional inputs like depth or optical flow or rely on pre-trained image features for reasonable outcomes. These methods typically use latent codes to capture frame-by-frame deformations. In contrast, some template-free methods bypass these requirements and adopt traditional LBS (Linear Blend Skinning) weights for a detailed representation of deformable object motions, although they involve complex optimizations leading to lengthy training times. To this end, as a remedy, this paper introduces TFS-NeRF, a template-free 3D semantic NeRF for dynamic scenes captured from sparse or single-view RGB videos, featuring interactions among various entities and more time-efficient than other LBS-based approaches. Our framework uses an Invertible Neural Network (INN) for LBS prediction, simplifying the training process. By disentangling the motions of multiple entities and optimizing per-entity skinning weights, our method efficiently generates accurate, semantically separable geometries. Extensive experiments demonstrate that our approach produces high-quality reconstructions of both deformable and non-deformable objects in complex interactions, with improved training efficiency compared to existing methods.
Abstract:In recent years, Neural Radiance Field (NeRF) has demonstrated remarkable capabilities in representing 3D scenes. To expedite the rendering process, learnable explicit representations have been introduced for combination with implicit NeRF representation, which however results in a large storage space requirement. In this paper, we introduce the Context-based NeRF Compression (CNC) framework, which leverages highly efficient context models to provide a storage-friendly NeRF representation. Specifically, we excavate both level-wise and dimension-wise context dependencies to enable probability prediction for information entropy reduction. Additionally, we exploit hash collision and occupancy grids as strong prior knowledge for better context modeling. To the best of our knowledge, we are the first to construct and exploit context models for NeRF compression. We achieve a size reduction of 100$\times$ and 70$\times$ with improved fidelity against the baseline Instant-NGP on Synthesic-NeRF and Tanks and Temples datasets, respectively. Additionally, we attain 86.7\% and 82.3\% storage size reduction against the SOTA NeRF compression method BiRF. Our code is available here: https://github.com/YihangChen-ee/CNC.
Abstract:This paper tackles the intricate challenge of object removal to update the radiance field using the 3D Gaussian Splatting. The main challenges of this task lie in the preservation of geometric consistency and the maintenance of texture coherence in the presence of the substantial discrete nature of Gaussian primitives. We introduce a robust framework specifically designed to overcome these obstacles. The key insight of our approach is the enhancement of information exchange among visible and invisible areas, facilitating content restoration in terms of both geometry and texture. Our methodology begins with optimizing the positioning of Gaussian primitives to improve geometric consistency across both removed and visible areas, guided by an online registration process informed by monocular depth estimation. Following this, we employ a novel feature propagation mechanism to bolster texture coherence, leveraging a cross-attention design that bridges sampling Gaussians from both uncertain and certain areas. This innovative approach significantly refines the texture coherence within the final radiance field. Extensive experiments validate that our method not only elevates the quality of novel view synthesis for scenes undergoing object removal but also showcases notable efficiency gains in training and rendering speeds.
Abstract:Generative models, e.g., Stable Diffusion, have enabled the creation of photorealistic images from text prompts. Yet, the generation of 360-degree panorama images from text remains a challenge, particularly due to the dearth of paired text-panorama data and the domain gap between panorama and perspective images. In this paper, we introduce a novel dual-branch diffusion model named PanFusion to generate a 360-degree image from a text prompt. We leverage the stable diffusion model as one branch to provide prior knowledge in natural image generation and register it to another panorama branch for holistic image generation. We propose a unique cross-attention mechanism with projection awareness to minimize distortion during the collaborative denoising process. Our experiments validate that PanFusion surpasses existing methods and, thanks to its dual-branch structure, can integrate additional constraints like room layout for customized panorama outputs. Code is available at https://chengzhag.github.io/publication/panfusion.
Abstract:3D Gaussian Splatting (3DGS) has emerged as a promising framework for novel view synthesis, boasting rapid rendering speed with high fidelity. However, the substantial Gaussians and their associated attributes necessitate effective compression techniques. Nevertheless, the sparse and unorganized nature of the point cloud of Gaussians (or anchors in our paper) presents challenges for compression. To address this, we make use of the relations between the unorganized anchors and the structured hash grid, leveraging their mutual information for context modeling, and propose a Hash-grid Assisted Context (HAC) framework for highly compact 3DGS representation. Our approach introduces a binary hash grid to establish continuous spatial consistencies, allowing us to unveil the inherent spatial relations of anchors through a carefully designed context model. To facilitate entropy coding, we utilize Gaussian distributions to accurately estimate the probability of each quantized attribute, where an adaptive quantization module is proposed to enable high-precision quantization of these attributes for improved fidelity restoration. Additionally, we incorporate an adaptive masking strategy to eliminate invalid Gaussians and anchors. Importantly, our work is the pioneer to explore context-based compression for 3DGS representation, resulting in a remarkable size reduction of over $75\times$ compared to vanilla 3DGS, while simultaneously improving fidelity, and achieving over $11\times$ size reduction over SOTA 3DGS compression approach Scaffold-GS. Our code is available here: https://github.com/YihangChen-ee/HAC
Abstract:3D decomposition/segmentation still remains a challenge as large-scale 3D annotated data is not readily available. Contemporary approaches typically leverage 2D machine-generated segments, integrating them for 3D consistency. While the majority of these methods are based on NeRFs, they face a potential weakness that the instance/semantic embedding features derive from independent MLPs, thus preventing the segmentation network from learning the geometric details of the objects directly through radiance and density. In this paper, we propose ClusteringSDF, a novel approach to achieve both segmentation and reconstruction in 3D via the neural implicit surface representation, specifically Signal Distance Function (SDF), where the segmentation rendering is directly integrated with the volume rendering of neural implicit surfaces. Although based on ObjectSDF++, ClusteringSDF no longer requires the ground-truth segments for supervision while maintaining the capability of reconstructing individual object surfaces, but purely with the noisy and inconsistent labels from pre-trained models.As the core of ClusteringSDF, we introduce a high-efficient clustering mechanism for lifting the 2D labels to 3D and the experimental results on the challenging scenes from ScanNet and Replica datasets show that ClusteringSDF can achieve competitive performance compared against the state-of-the-art with significantly reduced training time.
Abstract:In recent years, neural implicit surface reconstruction has emerged as a popular paradigm for multi-view 3D reconstruction. Unlike traditional multi-view stereo approaches, the neural implicit surface-based methods leverage neural networks to represent 3D scenes as signed distance functions (SDFs). However, they tend to disregard the reconstruction of individual objects within the scene, which limits their performance and practical applications. To address this issue, previous work ObjectSDF introduced a nice framework of object-composition neural implicit surfaces, which utilizes 2D instance masks to supervise individual object SDFs. In this paper, we propose a new framework called ObjectSDF++ to overcome the limitations of ObjectSDF. First, in contrast to ObjectSDF whose performance is primarily restricted by its converted semantic field, the core component of our model is an occlusion-aware object opacity rendering formulation that directly volume-renders object opacity to be supervised with instance masks. Second, we design a novel regularization term for object distinction, which can effectively mitigate the issue that ObjectSDF may result in unexpected reconstruction in invisible regions due to the lack of constraint to prevent collisions. Our extensive experiments demonstrate that our novel framework not only produces superior object reconstruction results but also significantly improves the quality of scene reconstruction. Code and more resources can be found in \url{https://qianyiwu.github.io/objectsdf++}