Abstract:In this paper, we introduce \textbf{DimensionX}, a framework designed to generate photorealistic 3D and 4D scenes from just a single image with video diffusion. Our approach begins with the insight that both the spatial structure of a 3D scene and the temporal evolution of a 4D scene can be effectively represented through sequences of video frames. While recent video diffusion models have shown remarkable success in producing vivid visuals, they face limitations in directly recovering 3D/4D scenes due to limited spatial and temporal controllability during generation. To overcome this, we propose ST-Director, which decouples spatial and temporal factors in video diffusion by learning dimension-aware LoRAs from dimension-variant data. This controllable video diffusion approach enables precise manipulation of spatial structure and temporal dynamics, allowing us to reconstruct both 3D and 4D representations from sequential frames with the combination of spatial and temporal dimensions. Additionally, to bridge the gap between generated videos and real-world scenes, we introduce a trajectory-aware mechanism for 3D generation and an identity-preserving denoising strategy for 4D generation. Extensive experiments on various real-world and synthetic datasets demonstrate that DimensionX achieves superior results in controllable video generation, as well as in 3D and 4D scene generation, compared with previous methods.
Abstract:We introduce MeshAnything V2, an autoregressive transformer that generates Artist-Created Meshes (AM) aligned to given shapes. It can be integrated with various 3D asset production pipelines to achieve high-quality, highly controllable AM generation. MeshAnything V2 surpasses previous methods in both efficiency and performance using models of the same size. These improvements are due to our newly proposed mesh tokenization method: Adjacent Mesh Tokenization (AMT). Different from previous methods that represent each face with three vertices, AMT uses a single vertex whenever possible. Compared to previous methods, AMT requires about half the token sequence length to represent the same mesh in average. Furthermore, the token sequences from AMT are more compact and well-structured, fundamentally benefiting AM generation. Our extensive experiments show that AMT significantly improves the efficiency and performance of AM generation. Project Page: https://buaacyw.github.io/meshanything-v2/
Abstract:Creating 3D assets from single-view images is a complex task that demands a deep understanding of the world. Recently, feed-forward 3D generative models have made significant progress by training large reconstruction models on extensive 3D datasets, with triplanes being the preferred 3D geometry representation. However, effectively utilizing the geometric priors of triplanes, while minimizing artifacts caused by generated inconsistent multi-view images, remains a challenge. In this work, we present \textbf{Fre}quency modulat\textbf{e}d tri\textbf{plane} (\textbf{Freeplane}), a simple yet effective method to improve the generation quality of feed-forward models without additional training. We first analyze the role of triplanes in feed-forward methods and find that the inconsistent multi-view images introduce high-frequency artifacts on triplanes, leading to low-quality 3D meshes. Based on this observation, we propose strategically filtering triplane features and combining triplanes before and after filtering to produce high-quality textured meshes. These techniques incur no additional cost and can be seamlessly integrated into pre-trained feed-forward models to enhance their robustness against the inconsistency of generated multi-view images. Both qualitative and quantitative results demonstrate that our method improves the performance of feed-forward models by simply modulating triplanes. All you need is to modulate the triplanes during inference.
Abstract:Video generative models are receiving particular attention given their ability to generate realistic and imaginative frames. Besides, these models are also observed to exhibit strong 3D consistency, significantly enhancing their potential to act as world simulators. In this work, we present Vidu4D, a novel reconstruction model that excels in accurately reconstructing 4D (i.e., sequential 3D) representations from single generated videos, addressing challenges associated with non-rigidity and frame distortion. This capability is pivotal for creating high-fidelity virtual contents that maintain both spatial and temporal coherence. At the core of Vidu4D is our proposed Dynamic Gaussian Surfels (DGS) technique. DGS optimizes time-varying warping functions to transform Gaussian surfels (surface elements) from a static state to a dynamically warped state. This transformation enables a precise depiction of motion and deformation over time. To preserve the structural integrity of surface-aligned Gaussian surfels, we design the warped-state geometric regularization based on continuous warping fields for estimating normals. Additionally, we learn refinements on rotation and scaling parameters of Gaussian surfels, which greatly alleviates texture flickering during the warping process and enhances the capture of fine-grained appearance details. Vidu4D also contains a novel initialization state that provides a proper start for the warping fields in DGS. Equipping Vidu4D with an existing video generative model, the overall framework demonstrates high-fidelity text-to-4D generation in both appearance and geometry.
Abstract:In NeRF-aided editing tasks, object movement presents difficulties in supervision generation due to the introduction of variability in object positions. Moreover, the removal operations of certain scene objects often lead to empty regions, presenting challenges for NeRF models in inpainting them effectively. We propose an implicit ray transformation strategy, allowing for direct manipulation of the 3D object's pose by operating on the neural-point in NeRF rays. To address the challenge of inpainting potential empty regions, we present a plug-and-play inpainting module, dubbed differentiable neural-point resampling (DNR), which interpolates those regions in 3D space at the original ray locations within the implicit space, thereby facilitating object removal & scene inpainting tasks. Importantly, employing DNR effectively narrows the gap between ground truth and predicted implicit features, potentially increasing the mutual information (MI) of the features across rays. Then, we leverage DNR and ray transformation to construct a point-based editable NeRF pipeline PR^2T-NeRF. Results primarily evaluated on 3D object removal & inpainting tasks indicate that our pipeline achieves state-of-the-art performance. In addition, our pipeline supports high-quality rendering visualization for diverse editing operations without necessitating extra supervision.
Abstract:Automatic 3D generation has recently attracted widespread attention. Recent methods have greatly accelerated the generation speed, but usually produce less-detailed objects due to limited model capacity or 3D data. Motivated by recent advancements in video diffusion models, we introduce V3D, which leverages the world simulation capacity of pre-trained video diffusion models to facilitate 3D generation. To fully unleash the potential of video diffusion to perceive the 3D world, we further introduce geometrical consistency prior and extend the video diffusion model to a multi-view consistent 3D generator. Benefiting from this, the state-of-the-art video diffusion model could be fine-tuned to generate 360degree orbit frames surrounding an object given a single image. With our tailored reconstruction pipelines, we can generate high-quality meshes or 3D Gaussians within 3 minutes. Furthermore, our method can be extended to scene-level novel view synthesis, achieving precise control over the camera path with sparse input views. Extensive experiments demonstrate the superior performance of the proposed approach, especially in terms of generation quality and multi-view consistency. Our code is available at https://github.com/heheyas/V3D
Abstract:3D editing plays a crucial role in many areas such as gaming and virtual reality. Traditional 3D editing methods, which rely on representations like meshes and point clouds, often fall short in realistically depicting complex scenes. On the other hand, methods based on implicit 3D representations, like Neural Radiance Field (NeRF), render complex scenes effectively but suffer from slow processing speeds and limited control over specific scene areas. In response to these challenges, our paper presents GaussianEditor, an innovative and efficient 3D editing algorithm based on Gaussian Splatting (GS), a novel 3D representation. GaussianEditor enhances precision and control in editing through our proposed Gaussian semantic tracing, which traces the editing target throughout the training process. Additionally, we propose Hierarchical Gaussian splatting (HGS) to achieve stabilized and fine results under stochastic generative guidance from 2D diffusion models. We also develop editing strategies for efficient object removal and integration, a challenging task for existing methods. Our comprehensive experiments demonstrate GaussianEditor's superior control, efficacy, and rapid performance, marking a significant advancement in 3D editing. Project Page: https://buaacyw.github.io/gaussian-editor/
Abstract:In this paper, we propose the Masked Space-Time Hash encoding (MSTH), a novel method for efficiently reconstructing dynamic 3D scenes from multi-view or monocular videos. Based on the observation that dynamic scenes often contain substantial static areas that result in redundancy in storage and computations, MSTH represents a dynamic scene as a weighted combination of a 3D hash encoding and a 4D hash encoding. The weights for the two components are represented by a learnable mask which is guided by an uncertainty-based objective to reflect the spatial and temporal importance of each 3D position. With this design, our method can reduce the hash collision rate by avoiding redundant queries and modifications on static areas, making it feasible to represent a large number of space-time voxels by hash tables with small size.Besides, without the requirements to fit the large numbers of temporally redundant features independently, our method is easier to optimize and converge rapidly with only twenty minutes of training for a 300-frame dynamic scene.As a result, MSTH obtains consistently better results than previous methods with only 20 minutes of training time and 130 MB of memory storage. Code is available at https://github.com/masked-spacetime-hashing/msth
Abstract:In this paper, we present Gaussian Splatting based text-to-3D generation (GSGEN), a novel approach for generating high-quality 3D objects. Previous methods suffer from inaccurate geometry and limited fidelity due to the absence of 3D prior and proper representation. We leverage 3D Gaussian Splatting, a recent state-of-the-art representation, to address existing shortcomings by exploiting the explicit nature that enables the incorporation of 3D prior. Specifically, our method adopts a progressive optimization strategy, which includes a geometry optimization stage and an appearance refinement stage. In geometry optimization, a coarse representation is established under a 3D geometry prior along with the ordinary 2D SDS loss, ensuring a sensible and 3D-consistent rough shape. Subsequently, the obtained Gaussians undergo an iterative refinement to enrich details. In this stage, we increase the number of Gaussians by compactness-based densification to enhance continuity and improve fidelity. With these designs, our approach can generate 3D content with delicate details and more accurate geometry. Extensive evaluations demonstrate the effectiveness of our method, especially for capturing high-frequency components. Video results are provided at https://gsgen3d.github.io. Our code is available at https://github.com/gsgen3d/gsgen
Abstract:Modeling the ideological perspectives of political actors is an essential task in computational political science with applications in many downstream tasks. Existing approaches are generally limited to textual data and voting records, while they neglect the rich social context and valuable expert knowledge for holistic ideological analysis. In this paper, we propose \textbf{PAR}, a \textbf{P}olitical \textbf{A}ctor \textbf{R}epresentation learning framework that jointly leverages social context and expert knowledge. Specifically, we retrieve and extract factual statements about legislators to leverage social context information. We then construct a heterogeneous information network to incorporate social context and use relational graph neural networks to learn legislator representations. Finally, we train PAR with three objectives to align representation learning with expert knowledge, model ideological stance consistency, and simulate the echo chamber phenomenon. Extensive experiments demonstrate that PAR is better at augmenting political text understanding and successfully advances the state-of-the-art in political perspective detection and roll call vote prediction. Further analysis proves that PAR learns representations that reflect the political reality and provide new insights into political behavior.