Abstract:For large-scale point cloud processing, resampling takes the important role of controlling the point number and density while keeping the geometric consistency. % in related tasks. However, current methods cannot balance such different requirements. Particularly with large-scale point clouds, classical methods often struggle with decreased efficiency and accuracy. To address such issues, we propose a weighted Poisson-disk (WPD) resampling method to improve the usability and efficiency for the processing. We first design an initial Poisson resampling with a voxel-based estimation strategy. It is able to estimate a more accurate radius of the Poisson-disk while maintaining high efficiency. Then, we design a weighted tangent smoothing step to further optimize the Voronoi diagram for each point. At the same time, sharp features are detected and kept in the optimized results with isotropic property. Finally, we achieve a resampling copy from the original point cloud with the specified point number, uniform density, and high-quality geometric consistency. Experiments show that our method significantly improves the performance of large-scale point cloud resampling for different applications, and provides a highly practical solution.
Abstract:We introduce AlphaTablets, a novel and generic representation of 3D planes that features continuous 3D surface and precise boundary delineation. By representing 3D planes as rectangles with alpha channels, AlphaTablets combine the advantages of current 2D and 3D plane representations, enabling accurate, consistent and flexible modeling of 3D planes. We derive differentiable rasterization on top of AlphaTablets to efficiently render 3D planes into images, and propose a novel bottom-up pipeline for 3D planar reconstruction from monocular videos. Starting with 2D superpixels and geometric cues from pre-trained models, we initialize 3D planes as AlphaTablets and optimize them via differentiable rendering. An effective merging scheme is introduced to facilitate the growth and refinement of AlphaTablets. Through iterative optimization and merging, we reconstruct complete and accurate 3D planes with solid surfaces and clear boundaries. Extensive experiments on the ScanNet dataset demonstrate state-of-the-art performance in 3D planar reconstruction, underscoring the great potential of AlphaTablets as a generic 3D plane representation for various applications. Project page is available at: https://hyzcluster.github.io/alphatablets
Abstract:Neural implicit representations have revolutionized dense multi-view surface reconstruction, yet their performance significantly diminishes with sparse input views. A few pioneering works have sought to tackle the challenge of sparse-view reconstruction by leveraging additional geometric priors or multi-scene generalizability. However, they are still hindered by the imperfect choice of input views, using images under empirically determined viewpoints to provide considerable overlap. We propose PVP-Recon, a novel and effective sparse-view surface reconstruction method that progressively plans the next best views to form an optimal set of sparse viewpoints for image capturing. PVP-Recon starts initial surface reconstruction with as few as 3 views and progressively adds new views which are determined based on a novel warping score that reflects the information gain of each newly added view. This progressive view planning progress is interleaved with a neural SDF-based reconstruction module that utilizes multi-resolution hash features, enhanced by a progressive training scheme and a directional Hessian loss. Quantitative and qualitative experiments on three benchmark datasets show that our framework achieves high-quality reconstruction with a constrained input budget and outperforms existing baselines.
Abstract:3D Gaussian Splatting has recently emerged as a powerful representation that can synthesize remarkable novel views using consistent multi-view images as input. However, we notice that images captured in dark environments where the scenes are not fully illuminated can exhibit considerable brightness variations and multi-view inconsistency, which poses great challenges to 3D Gaussian Splatting and severely degrades its performance. To tackle this problem, we propose Gaussian-DK. Observing that inconsistencies are mainly caused by camera imaging, we represent a consistent radiance field of the physical world using a set of anisotropic 3D Gaussians, and design a camera response module to compensate for multi-view inconsistencies. We also introduce a step-based gradient scaling strategy to constrain Gaussians near the camera, which turn out to be floaters, from splitting and cloning. Experiments on our proposed benchmark dataset demonstrate that Gaussian-DK produces high-quality renderings without ghosting and floater artifacts and significantly outperforms existing methods. Furthermore, we can also synthesize light-up images by controlling exposure levels that clearly show details in shadow areas.
Abstract:This paper presents an exploration of preference learning in text-to-motion generation. We find that current improvements in text-to-motion generation still rely on datasets requiring expert labelers with motion capture systems. Instead, learning from human preference data does not require motion capture systems; a labeler with no expertise simply compares two generated motions. This is particularly efficient because evaluating the model's output is easier than gathering the motion that performs a desired task (e.g. backflip). To pioneer the exploration of this paradigm, we annotate 3,528 preference pairs generated by MotionGPT, marking the first effort to investigate various algorithms for learning from preference data. In particular, our exploration highlights important design choices when using preference data. Additionally, our experimental results show that preference learning has the potential to greatly improve current text-to-motion generative models. Our code and dataset are publicly available at https://github.com/THU-LYJ-Lab/InstructMotion}{https://github.com/THU-LYJ-Lab/InstructMotion to further facilitate research in this area.
Abstract:By lifting the pre-trained 2D diffusion models into Neural Radiance Fields (NeRFs), text-to-3D generation methods have made great progress. Many state-of-the-art approaches usually apply score distillation sampling (SDS) to optimize the NeRF representations, which supervises the NeRF optimization with pre-trained text-conditioned 2D diffusion models such as Imagen. However, the supervision signal provided by such pre-trained diffusion models only depends on text prompts and does not constrain the multi-view consistency. To inject the cross-view consistency into diffusion priors, some recent works finetune the 2D diffusion model with multi-view data, but still lack fine-grained view coherence. To tackle this challenge, we incorporate multi-view image conditions into the supervision signal of NeRF optimization, which explicitly enforces fine-grained view consistency. With such stronger supervision, our proposed text-to-3D method effectively mitigates the generation of floaters (due to excessive densities) and completely empty spaces (due to insufficient densities). Our quantitative evaluations on the T$^3$Bench dataset demonstrate that our method achieves state-of-the-art performance over existing text-to-3D methods. We will make the code publicly available.
Abstract:The generation of stylistic 3D facial animations driven by speech poses a significant challenge as it requires learning a many-to-many mapping between speech, style, and the corresponding natural facial motion. However, existing methods either employ a deterministic model for speech-to-motion mapping or encode the style using a one-hot encoding scheme. Notably, the one-hot encoding approach fails to capture the complexity of the style and thus limits generalization ability. In this paper, we propose DiffPoseTalk, a generative framework based on the diffusion model combined with a style encoder that extracts style embeddings from short reference videos. During inference, we employ classifier-free guidance to guide the generation process based on the speech and style. We extend this to include the generation of head poses, thereby enhancing user perception. Additionally, we address the shortage of scanned 3D talking face data by training our model on reconstructed 3DMM parameters from a high-quality, in-the-wild audio-visual dataset. Our extensive experiments and user study demonstrate that our approach outperforms state-of-the-art methods. The code and dataset will be made publicly available.
Abstract:The reconstruction of indoor scenes from multi-view RGB images is challenging due to the coexistence of flat and texture-less regions alongside delicate and fine-grained regions. Recent methods leverage neural radiance fields aided by predicted surface normal priors to recover the scene geometry. These methods excel in producing complete and smooth results for floor and wall areas. However, they struggle to capture complex surfaces with high-frequency structures due to the inadequate neural representation and the inaccurately predicted normal priors. To improve the capacity of the implicit representation, we propose a hybrid architecture to represent low-frequency and high-frequency regions separately. To enhance the normal priors, we introduce a simple yet effective image sharpening and denoising technique, coupled with a network that estimates the pixel-wise uncertainty of the predicted surface normal vectors. Identifying such uncertainty can prevent our model from being misled by unreliable surface normal supervisions that hinder the accurate reconstruction of intricate geometries. Experiments on the benchmark datasets show that our method significantly outperforms existing methods in terms of reconstruction quality.
Abstract:Occlusion is a common issue in 3D reconstruction from RGB-D videos, often blocking the complete reconstruction of objects and presenting an ongoing problem. In this paper, we propose a novel framework, empowered by a 2D diffusion-based in-painting model, to reconstruct complete surfaces for the hidden parts of objects. Specifically, we utilize a pre-trained diffusion model to fill in the hidden areas of 2D images. Then we use these in-painted images to optimize a neural implicit surface representation for each instance for 3D reconstruction. Since creating the in-painting masks needed for this process is tricky, we adopt a human-in-the-loop strategy that involves very little human engagement to generate high-quality masks. Moreover, some parts of objects can be totally hidden because the videos are usually shot from limited perspectives. To ensure recovering these invisible areas, we develop a cascaded network architecture for predicting signed distance field, making use of different frequency bands of positional encoding and maintaining overall smoothness. Besides the commonly used rendering loss, Eikonal loss, and silhouette loss, we adopt a CLIP-based semantic consistency loss to guide the surface from unseen camera angles. Experiments on ScanNet scenes show that our proposed framework achieves state-of-the-art accuracy and completeness in object-level reconstruction from scene-level RGB-D videos.
Abstract:Recently audio-driven talking face video generation has attracted considerable attention. However, very few researches address the issue of emotional editing of these talking face videos with continuously controllable expressions, which is a strong demand in the industry. The challenge is that speech-related expressions and emotion-related expressions are often highly coupled. Meanwhile, traditional image-to-image translation methods cannot work well in our application due to the coupling of expressions with other attributes such as poses, i.e., translating the expression of the character in each frame may simultaneously change the head pose due to the bias of the training data distribution. In this paper, we propose a high-quality facial expression editing method for talking face videos, allowing the user to control the target emotion in the edited video continuously. We present a new perspective for this task as a special case of motion information editing, where we use a 3DMM to capture major facial movements and an associated texture map modeled by a StyleGAN to capture appearance details. Both representations (3DMM and texture map) contain emotional information and can be continuously modified by neural networks and easily smoothed by averaging in coefficient/latent spaces, making our method simple yet effective. We also introduce a mouth shape preservation loss to control the trade-off between lip synchronization and the degree of exaggeration of the edited expression. Extensive experiments and a user study show that our method achieves state-of-the-art performance across various evaluation criteria.