Abstract:We introduce the Scene Language, a visual scene representation that concisely and precisely describes the structure, semantics, and identity of visual scenes. It represents a scene with three key components: a program that specifies the hierarchical and relational structure of entities in the scene, words in natural language that summarize the semantic class of each entity, and embeddings that capture the visual identity of each entity. This representation can be inferred from pre-trained language models via a training-free inference technique, given text or image inputs. The resulting scene can be rendered into images using traditional, neural, or hybrid graphics renderers. Together, this forms a robust, automated system for high-quality 3D and 4D scene generation. Compared with existing representations like scene graphs, our proposed Scene Language generates complex scenes with higher fidelity, while explicitly modeling the scene structures to enable precise control and editing.
Abstract:Recent years have seen immense progress in 3D computer vision and computer graphics, with emerging tools that can virtualize real-world 3D environments for numerous Mixed Reality (XR) applications. However, alongside immersive visual experiences, immersive auditory experiences are equally vital to our holistic perception of an environment. In this paper, we aim to reconstruct the spatial acoustic characteristics of an arbitrary environment given only a sparse set of (roughly 12) room impulse response (RIR) recordings and a planar reconstruction of the scene, a setup that is easily achievable by ordinary users. To this end, we introduce DiffRIR, a differentiable RIR rendering framework with interpretable parametric models of salient acoustic features of the scene, including sound source directivity and surface reflectivity. This allows us to synthesize novel auditory experiences through the space with any source audio. To evaluate our method, we collect a dataset of RIR recordings and music in four diverse, real environments. We show that our model outperforms state-ofthe-art baselines on rendering monaural and binaural RIRs and music at unseen locations, and learns physically interpretable parameters characterizing acoustic properties of the sound source and surfaces in the scene.
Abstract:Learning 3D models of all animals on the Earth requires massively scaling up existing solutions. With this ultimate goal in mind, we develop 3D-Fauna, an approach that learns a pan-category deformable 3D animal model for more than 100 animal species jointly. One crucial bottleneck of modeling animals is the limited availability of training data, which we overcome by simply learning from 2D Internet images. We show that prior category-specific attempts fail to generalize to rare species with limited training images. We address this challenge by introducing the Semantic Bank of Skinned Models (SBSM), which automatically discovers a small set of base animal shapes by combining geometric inductive priors with semantic knowledge implicitly captured by an off-the-shelf self-supervised feature extractor. To train such a model, we also contribute a new large-scale dataset of diverse animal species. At inference time, given a single image of any quadruped animal, our model reconstructs an articulated 3D mesh in a feed-forward fashion within seconds.
Abstract:We introduce Ponymation, a new method for learning a generative model of articulated 3D animal motions from raw, unlabeled online videos. Unlike existing approaches for motion synthesis, our model does not require any pose annotations or parametric shape models for training, and is learned purely from a collection of raw video clips obtained from the Internet. We build upon a recent work, MagicPony, which learns articulated 3D animal shapes purely from single image collections, and extend it on two fronts. First, instead of training on static images, we augment the framework with a video training pipeline that incorporates temporal regularizations, achieving more accurate and temporally consistent reconstructions. Second, we learn a generative model of the underlying articulated 3D motion sequences via a spatio-temporal transformer VAE, simply using 2D reconstruction losses without relying on any explicit pose annotations. At inference time, given a single 2D image of a new animal instance, our model reconstructs an articulated, textured 3D mesh, and generates plausible 3D animations by sampling from the learned motion latent space.
Abstract:Our understanding of the visual world is centered around various concept axes, characterizing different aspects of visual entities. While different concept axes can be easily specified by language, e.g. color, the exact visual nuances along each axis often exceed the limitations of linguistic articulations, e.g. a particular style of painting. In this work, our goal is to learn a language-informed visual concept representation, by simply distilling large pre-trained vision-language models. Specifically, we train a set of concept encoders to encode the information pertinent to a set of language-informed concept axes, with an objective of reproducing the input image through a pre-trained Text-to-Image (T2I) model. To encourage better disentanglement of different concept encoders, we anchor the concept embeddings to a set of text embeddings obtained from a pre-trained Visual Question Answering (VQA) model. At inference time, the model extracts concept embeddings along various axes from new test images, which can be remixed to generate images with novel compositions of visual concepts. With a lightweight test-time finetuning procedure, it can also generalize to novel concepts unseen at training.
Abstract:We introduce Stanford-ORB, a new real-world 3D Object inverse Rendering Benchmark. Recent advances in inverse rendering have enabled a wide range of real-world applications in 3D content generation, moving rapidly from research and commercial use cases to consumer devices. While the results continue to improve, there is no real-world benchmark that can quantitatively assess and compare the performance of various inverse rendering methods. Existing real-world datasets typically only consist of the shape and multi-view images of objects, which are not sufficient for evaluating the quality of material recovery and object relighting. Methods capable of recovering material and lighting often resort to synthetic data for quantitative evaluation, which on the other hand does not guarantee generalization to complex real-world environments. We introduce a new dataset of real-world objects captured under a variety of natural scenes with ground-truth 3D scans, multi-view images, and environment lighting. Using this dataset, we establish the first comprehensive real-world evaluation benchmark for object inverse rendering tasks from in-the-wild scenes, and compare the performance of various existing methods.
Abstract:We present Farm3D, a method to learn category-specific 3D reconstructors for articulated objects entirely from "free" virtual supervision from a pre-trained 2D diffusion-based image generator. Recent approaches can learn, given a collection of single-view images of an object category, a monocular network to predict the 3D shape, albedo, illumination and viewpoint of any object occurrence. We propose a framework using an image generator like Stable Diffusion to generate virtual training data for learning such a reconstruction network from scratch. Furthermore, we include the diffusion model as a score to further improve learning. The idea is to randomise some aspects of the reconstruction, such as viewpoint and illumination, generating synthetic views of the reconstructed 3D object, and have the 2D network assess the quality of the resulting image, providing feedback to the reconstructor. Different from work based on distillation which produces a single 3D asset for each textual prompt in hours, our approach produces a monocular reconstruction network that can output a controllable 3D asset from a given image, real or generated, in only seconds. Our network can be used for analysis, including monocular reconstruction, or for synthesis, generating articulated assets for real-time applications such as video games.
Abstract:What is a rose, visually? A rose comprises its intrinsics, including the distribution of geometry, texture, and material specific to its object category. With knowledge of these intrinsic properties, we may render roses of different sizes and shapes, in different poses, and under different lighting conditions. In this work, we build a generative model that learns to capture such object intrinsics from a single image, such as a photo of a bouquet. Such an image includes multiple instances of an object type. These instances all share the same intrinsics, but appear different due to a combination of variance within these intrinsics and differences in extrinsic factors, such as pose and illumination. Experiments show that our model successfully learns object intrinsics (distribution of geometry, texture, and material) for a wide range of objects, each from a single Internet image. Our method achieves superior results on multiple downstream tasks, including intrinsic image decomposition, shape and image generation, view synthesis, and relighting.
Abstract:Capitalizing on the recent advances in image generation models, existing controllable face image synthesis methods are able to generate high-fidelity images with some levels of controllability, e.g., controlling the shapes, expressions, textures, and poses of the generated face images. However, previous methods focus on controllable 2D image generative models, which are prone to producing inconsistent face images under large expression and pose changes. In this paper, we propose a new NeRF-based conditional 3D face synthesis framework, which enables 3D controllability over the generated face images by imposing explicit 3D conditions from 3D face priors. At its core is a conditional Generative Occupancy Field (cGOF++) that effectively enforces the shape of the generated face to conform to a given 3D Morphable Model (3DMM) mesh, built on top of EG3D [1], a recent tri-plane-based generative model. To achieve accurate control over fine-grained 3D face shapes of the synthesized images, we additionally incorporate a 3D landmark loss as well as a volume warping loss into our synthesis framework. Experiments validate the effectiveness of the proposed method, which is able to generate high-fidelity face images and shows more precise 3D controllability than state-of-the-art 2D-based controllable face synthesis methods.
Abstract:We present ONeRF, a method that automatically segments and reconstructs object instances in 3D from multi-view RGB images without any additional manual annotations. The segmented 3D objects are represented using separate Neural Radiance Fields (NeRFs) which allow for various 3D scene editing and novel view rendering. At the core of our method is an unsupervised approach using the iterative Expectation-Maximization algorithm, which effectively aggregates 2D visual features and the corresponding 3D cues from multi-views for joint 3D object segmentation and reconstruction. Unlike existing approaches that can only handle simple objects, our method produces segmented full 3D NeRFs of individual objects with complex shapes, topologies and appearance. The segmented ONeRfs enable a range of 3D scene editing, such as object transformation, insertion and deletion.