Abstract:Novel view synthesis with sparse inputs poses great challenges to Neural Radiance Field (NeRF). Recent works demonstrate that the frequency regularization of Positional Encoding (PE) can achieve promising results for few-shot NeRF. In this work, we reveal that there exists an inconsistency between the frequency regularization of PE and rendering loss. This prevents few-shot NeRF from synthesizing higher-quality novel views. To mitigate this inconsistency, we propose Adaptive Rendering loss regularization for few-shot NeRF, dubbed AR-NeRF. Specifically, we present a two-phase rendering supervision and an adaptive rendering loss weight learning strategy to align the frequency relationship between PE and 2D-pixel supervision. In this way, AR-NeRF can learn global structures better in the early training phase and adaptively learn local details throughout the training process. Extensive experiments show that our AR-NeRF achieves state-of-the-art performance on different datasets, including object-level and complex scenes.
Abstract:Recent 3D large reconstruction models (LRMs) can generate high-quality 3D content in sub-seconds by integrating multi-view diffusion models with scalable multi-view reconstructors. Current works further leverage 3D Gaussian Splatting as 3D representation for improved visual quality and rendering efficiency. However, we observe that existing Gaussian reconstruction models often suffer from multi-view inconsistency and blurred textures. We attribute this to the compromise of multi-view information propagation in favor of adopting powerful yet computationally intensive architectures (\eg, Transformers). To address this issue, we introduce MVGamba, a general and lightweight Gaussian reconstruction model featuring a multi-view Gaussian reconstructor based on the RNN-like State Space Model (SSM). Our Gaussian reconstructor propagates causal context containing multi-view information for cross-view self-refinement while generating a long sequence of Gaussians for fine-detail modeling with linear complexity. With off-the-shelf multi-view diffusion models integrated, MVGamba unifies 3D generation tasks from a single image, sparse images, or text prompts. Extensive experiments demonstrate that MVGamba outperforms state-of-the-art baselines in all 3D content generation scenarios with approximately only $0.1\times$ of the model size.
Abstract:Score distillation sampling~(SDS) has been widely adopted to overcome the absence of unseen views in reconstructing 3D objects from a \textbf{single} image. It leverages pre-trained 2D diffusion models as teacher to guide the reconstruction of student 3D models. Despite their remarkable success, SDS-based methods often encounter geometric artifacts and texture saturation. We find out the crux is the overlooked indiscriminate treatment of diffusion time-steps during optimization: it unreasonably treats the student-teacher knowledge distillation to be equal at all time-steps and thus entangles coarse-grained and fine-grained modeling. Therefore, we propose the Diffusion Time-step Curriculum one-image-to-3D pipeline (DTC123), which involves both the teacher and student models collaborating with the time-step curriculum in a coarse-to-fine manner. Extensive experiments on NeRF4, RealFusion15, GSO and Level50 benchmark demonstrate that DTC123 can produce multi-view consistent, high-quality, and diverse 3D assets. Codes and more generation demos will be released in https://github.com/yxymessi/DTC123.
Abstract:We tackle the challenge of efficiently reconstructing a 3D asset from a single image with growing demands for automated 3D content creation pipelines. Previous methods primarily rely on Score Distillation Sampling (SDS) and Neural Radiance Fields (NeRF). Despite their significant success, these approaches encounter practical limitations due to lengthy optimization and considerable memory usage. In this report, we introduce Gamba, an end-to-end amortized 3D reconstruction model from single-view images, emphasizing two main insights: (1) 3D representation: leveraging a large number of 3D Gaussians for an efficient 3D Gaussian splatting process; (2) Backbone design: introducing a Mamba-based sequential network that facilitates context-dependent reasoning and linear scalability with the sequence (token) length, accommodating a substantial number of Gaussians. Gamba incorporates significant advancements in data preprocessing, regularization design, and training methodologies. We assessed Gamba against existing optimization-based and feed-forward 3D generation approaches using the real-world scanned OmniObject3D dataset. Here, Gamba demonstrates competitive generation capabilities, both qualitatively and quantitatively, while achieving remarkable speed, approximately 0.6 second on a single NVIDIA A100 GPU.
Abstract:The advent of 3D Gaussian Splatting (3DGS) has revolutionized 3D editing, offering efficient, high-fidelity rendering and enabling precise local manipulations. Currently, diffusion-based 2D editing models are harnessed to modify multi-view rendered images, which then guide the editing of 3DGS models. However, this approach faces a critical issue of multi-view inconsistency, where the guidance images exhibit significant discrepancies across views, leading to mode collapse and visual artifacts of 3DGS. To this end, we introduce View-consistent Editing (VcEdit), a novel framework that seamlessly incorporates 3DGS into image editing processes, ensuring multi-view consistency in edited guidance images and effectively mitigating mode collapse issues. VcEdit employs two innovative consistency modules: the Cross-attention Consistency Module and the Editing Consistency Module, both designed to reduce inconsistencies in edited images. By incorporating these consistency modules into an iterative pattern, VcEdit proficiently resolves the issue of multi-view inconsistency, facilitating high-quality 3DGS editing across a diverse range of scenes.
Abstract:Score distillation sampling (SDS) and its variants have greatly boosted the development of text-to-3D generation, but are vulnerable to geometry collapse and poor textures yet. To solve this issue, we first deeply analyze the SDS and find that its distillation sampling process indeed corresponds to the trajectory sampling of a stochastic differential equation (SDE): SDS samples along an SDE trajectory to yield a less noisy sample which then serves as a guidance to optimize a 3D model. However, the randomness in SDE sampling often leads to a diverse and unpredictable sample which is not always less noisy, and thus is not a consistently correct guidance, explaining the vulnerability of SDS. Since for any SDE, there always exists an ordinary differential equation (ODE) whose trajectory sampling can deterministically and consistently converge to the desired target point as the SDE, we propose a novel and effective "Consistent3D" method that explores the ODE deterministic sampling prior for text-to-3D generation. Specifically, at each training iteration, given a rendered image by a 3D model, we first estimate its desired 3D score function by a pre-trained 2D diffusion model, and build an ODE for trajectory sampling. Next, we design a consistency distillation sampling loss which samples along the ODE trajectory to generate two adjacent samples and uses the less noisy sample to guide another more noisy one for distilling the deterministic prior into the 3D model. Experimental results show the efficacy of our Consistent3D in generating high-fidelity and diverse 3D objects and large-scale scenes, as shown in Fig. 1. The codes are available at https://github.com/sail-sg/Consistent3D.
Abstract:We tackle the data scarcity challenge in few-shot point cloud recognition of 3D objects by using a joint prediction from a conventional 3D model and a well-trained 2D model. Surprisingly, such an ensemble, though seems trivial, has hardly been shown effective in recent 2D-3D models. We find out the crux is the less effective training for the ''joint hard samples'', which have high confidence prediction on different wrong labels, implying that the 2D and 3D models do not collaborate well. To this end, our proposed invariant training strategy, called InvJoint, does not only emphasize the training more on the hard samples, but also seeks the invariance between the conflicting 2D and 3D ambiguous predictions. InvJoint can learn more collaborative 2D and 3D representations for better ensemble. Extensive experiments on 3D shape classification with widely adopted ModelNet10/40, ScanObjectNN and Toys4K, and shape retrieval with ShapeNet-Core validate the superiority of our InvJoint.
Abstract:Conventional de-noising methods rely on the assumption that all samples are independent and identically distributed, so the resultant classifier, though disturbed by noise, can still easily identify the noises as the outliers of training distribution. However, the assumption is unrealistic in large-scale data that is inevitably long-tailed. Such imbalanced training data makes a classifier less discriminative for the tail classes, whose previously "easy" noises are now turned into "hard" ones -- they are almost as outliers as the clean tail samples. We introduce this new challenge as Noisy Long-Tailed Classification (NLT). Not surprisingly, we find that most de-noising methods fail to identify the hard noises, resulting in significant performance drop on the three proposed NLT benchmarks: ImageNet-NLT, Animal10-NLT, and Food101-NLT. To this end, we design an iterative noisy learning framework called Hard-to-Easy (H2E). Our bootstrapping philosophy is to first learn a classifier as noise identifier invariant to the class and context distributional changes, reducing "hard" noises to "easy" ones, whose removal further improves the invariance. Experimental results show that our H2E outperforms state-of-the-art de-noising methods and their ablations on long-tailed settings while maintaining a stable performance on the conventional balanced settings. Datasets and codes are available at https://github.com/yxymessi/H2E-Framework