Abstract:Existing Transformers for monocular 3D human shape and pose estimation typically have a quadratic computation and memory complexity with respect to the feature length, which hinders the exploitation of fine-grained information in high-resolution features that is beneficial for accurate reconstruction. In this work, we propose an SMPL-based Transformer framework (SMPLer) to address this issue. SMPLer incorporates two key ingredients: a decoupled attention operation and an SMPL-based target representation, which allow effective utilization of high-resolution features in the Transformer. In addition, based on these two designs, we also introduce several novel modules including a multi-scale attention and a joint-aware attention to further boost the reconstruction performance. Extensive experiments demonstrate the effectiveness of SMPLer against existing 3D human shape and pose estimation methods both quantitatively and qualitatively. Notably, the proposed algorithm achieves an MPJPE of 45.2 mm on the Human3.6M dataset, improving upon Mesh Graphormer by more than 10% with fewer than one-third of the parameters. Code and pretrained models are available at https://github.com/xuxy09/SMPLer.
Abstract:Eliminating image blur produced by various kinds of motion has been a challenging problem. Dominant approaches rely heavily on model capacity to remove blurring by reconstructing residual from blurry observation in feature space. These practices not only prevent the capture of spatially variable motion in the real world but also ignore the tailored handling of various motions in image space. In this paper, we propose a novel real-world deblurring filtering model called the Motion-adaptive Separable Collaborative (MISC) Filter. In particular, we use a motion estimation network to capture motion information from neighborhoods, thereby adaptively estimating spatially-variant motion flow, mask, kernels, weights, and offsets to obtain the MISC Filter. The MISC Filter first aligns the motion-induced blurring patterns to the motion middle along the predicted flow direction, and then collaboratively filters the aligned image through the predicted kernels, weights, and offsets to generate the output. This design can handle more generalized and complex motion in a spatially differentiated manner. Furthermore, we analyze the relationships between the motion estimation network and the residual reconstruction network. Extensive experiments on four widely used benchmarks demonstrate that our method provides an effective solution for real-world motion blur removal and achieves state-of-the-art performance. Code is available at https://github.com/ChengxuLiu/MISCFilter
Abstract:In this paper, we introduce GoodDrag, a novel approach to improve the stability and image quality of drag editing. Unlike existing methods that struggle with accumulated perturbations and often result in distortions, GoodDrag introduces an AlDD framework that alternates between drag and denoising operations within the diffusion process, effectively improving the fidelity of the result. We also propose an information-preserving motion supervision operation that maintains the original features of the starting point for precise manipulation and artifact reduction. In addition, we contribute to the benchmarking of drag editing by introducing a new dataset, Drag100, and developing dedicated quality assessment metrics, Dragging Accuracy Index and Gemini Score, utilizing Large Multimodal Models. Extensive experiments demonstrate that the proposed GoodDrag compares favorably against the state-of-the-art approaches both qualitatively and quantitatively. The project page is https://gooddrag.github.io.
Abstract:The conventional mesh-based Level of Detail (LoD) technique, exemplified by applications such as Google Earth and many game engines, exhibits the capability to holistically represent a large scene even the Earth, and achieves rendering with a space complexity of O(log n). This constrained data requirement not only enhances rendering efficiency but also facilitates dynamic data fetching, thereby enabling a seamless 3D navigation experience for users. In this work, we extend this proven LoD technique to Neural Radiance Fields (NeRF) by introducing an octree structure to represent the scenes in different scales. This innovative approach provides a mathematically simple and elegant representation with a rendering space complexity of O(log n), aligned with the efficiency of mesh-based LoD techniques. We also present a novel training strategy that maintains a complexity of O(n). This strategy allows for parallel training with minimal overhead, ensuring the scalability and efficiency of our proposed method. Our contribution is not only in extending the capabilities of existing techniques but also in establishing a foundation for scalable and efficient large-scale scene representation using NeRF and octree structures.
Abstract:We present NARUTO, a neural active reconstruction system that combines a hybrid neural representation with uncertainty learning, enabling high-fidelity surface reconstruction. Our approach leverages a multi-resolution hash-grid as the mapping backbone, chosen for its exceptional convergence speed and capacity to capture high-frequency local features.The centerpiece of our work is the incorporation of an uncertainty learning module that dynamically quantifies reconstruction uncertainty while actively reconstructing the environment. By harnessing learned uncertainty, we propose a novel uncertainty aggregation strategy for goal searching and efficient path planning. Our system autonomously explores by targeting uncertain observations and reconstructs environments with remarkable completeness and fidelity. We also demonstrate the utility of this uncertainty-aware approach by enhancing SOTA neural SLAM systems through an active ray sampling strategy. Extensive evaluations of NARUTO in various environments, using an indoor scene simulator, confirm its superior performance and state-of-the-art status in active reconstruction, as evidenced by its impressive results on benchmark datasets like Replica and MP3D.
Abstract:Identifying spatially complete planar primitives from visual data is a crucial task in computer vision. Prior methods are largely restricted to either 2D segment recovery or simplifying 3D structures, even with extensive plane annotations. We present PlanarNeRF, a novel framework capable of detecting dense 3D planes through online learning. Drawing upon the neural field representation, PlanarNeRF brings three major contributions. First, it enhances 3D plane detection with concurrent appearance and geometry knowledge. Second, a lightweight plane fitting module is proposed to estimate plane parameters. Third, a novel global memory bank structure with an update mechanism is introduced, ensuring consistent cross-frame correspondence. The flexible architecture of PlanarNeRF allows it to function in both 2D-supervised and self-supervised solutions, in each of which it can effectively learn from sparse training signals, significantly improving training efficiency. Through extensive experiments, we demonstrate the effectiveness of PlanarNeRF in various scenarios and remarkable improvement over existing works.
Abstract:Text-to-3D generation, which aims to synthesize vivid 3D objects from text prompts, has attracted much attention from the computer vision community. While several existing works have achieved impressive results for this task, they mainly rely on a time-consuming optimization paradigm. Specifically, these methods optimize a neural field from scratch for each text prompt, taking approximately one hour or more to generate one object. This heavy and repetitive training cost impedes their practical deployment. In this paper, we propose a novel framework for fast text-to-3D generation, dubbed Instant3D. Once trained, Instant3D is able to create a 3D object for an unseen text prompt in less than one second with a single run of a feedforward network. We achieve this remarkable speed by devising a new network that directly constructs a 3D triplane from a text prompt. The core innovation of our Instant3D lies in our exploration of strategies to effectively inject text conditions into the network. Furthermore, we propose a simple yet effective activation function, the scaled-sigmoid, to replace the original sigmoid function, which speeds up the training convergence by more than ten times. Finally, to address the Janus (multi-head) problem in 3D generation, we propose an adaptive Perp-Neg algorithm that can dynamically adjust its concept negation scales according to the severity of the Janus problem during training, effectively reducing the multi-head effect. Extensive experiments on a wide variety of benchmark datasets demonstrate that the proposed algorithm performs favorably against the state-of-the-art methods both qualitatively and quantitatively, while achieving significantly better efficiency. The project page is at https://ming1993li.github.io/Instant3DProj.
Abstract:Garment sewing pattern represents the intrinsic rest shape of a garment, and is the core for many applications like fashion design, virtual try-on, and digital avatars. In this work, we explore the challenging problem of recovering garment sewing patterns from daily photos for augmenting these applications. To solve the problem, we first synthesize a versatile dataset, named SewFactory, which consists of around 1M images and ground-truth sewing patterns for model training and quantitative evaluation. SewFactory covers a wide range of human poses, body shapes, and sewing patterns, and possesses realistic appearances thanks to the proposed human texture synthesis network. Then, we propose a two-level Transformer network called Sewformer, which significantly improves the sewing pattern prediction performance. Extensive experiments demonstrate that the proposed framework is effective in recovering sewing patterns and well generalizes to casually-taken human photos. Code, dataset, and pre-trained models are available at: https://sewformer.github.io.
Abstract:Text-to-3D generation is to craft a 3D object according to a natural language description. This can significantly reduce the workload for manually designing 3D models and provide a more natural way of interaction for users. However, this problem remains challenging in recovering the fine-grained details effectively and optimizing a large-size 3D output efficiently. Inspired by the success of progressive learning, we propose a Multi-Scale Triplane Network (MTN) and a new progressive learning strategy. As the name implies, the Multi-Scale Triplane Network consists of four triplanes transitioning from low to high resolution. The low-resolution triplane could serve as an initial shape for the high-resolution ones, easing the optimization difficulty. To further enable the fine-grained details, we also introduce the progressive learning strategy, which explicitly demands the network to shift its focus of attention from simple coarse-grained patterns to difficult fine-grained patterns. Our experiment verifies that the proposed method performs favorably against existing methods. For even the most challenging descriptions, where most existing methods struggle to produce a viable shape, our proposed method consistently delivers. We aspire for our work to pave the way for automatic 3D prototyping via natural language descriptions.
Abstract:Remarkable progress has been made in 3D reconstruction from single-view RGB-D inputs. MCC is the current state-of-the-art method in this field, which achieves unprecedented success by combining vision Transformers with large-scale training. However, we identified two key limitations of MCC: 1) The Transformer decoder is inefficient in handling large number of query points; 2) The 3D representation struggles to recover high-fidelity details. In this paper, we propose a new approach called NU-MCC that addresses these limitations. NU-MCC includes two key innovations: a Neighborhood decoder and a Repulsive Unsigned Distance Function (Repulsive UDF). First, our Neighborhood decoder introduces center points as an efficient proxy of input visual features, allowing each query point to only attend to a small neighborhood. This design not only results in much faster inference speed but also enables the exploitation of finer-scale visual features for improved recovery of 3D textures. Second, our Repulsive UDF is a novel alternative to the occupancy field used in MCC, significantly improving the quality of 3D object reconstruction. Compared to standard UDFs that suffer from holes in results, our proposed Repulsive UDF can achieve more complete surface reconstruction. Experimental results demonstrate that NU-MCC is able to learn a strong 3D representation, significantly advancing the state of the art in single-view 3D reconstruction. Particularly, it outperforms MCC by 9.7% in terms of the F1-score on the CO3D-v2 dataset with more than 5x faster running speed.