Abstract:Advancements in 3D Gaussian Splatting have significantly accelerated 3D reconstruction and generation. However, it may require a large number of Gaussians, which creates a substantial memory footprint. This paper introduces GES (Generalized Exponential Splatting), a novel representation that employs Generalized Exponential Function (GEF) to model 3D scenes, requiring far fewer particles to represent a scene and thus significantly outperforming Gaussian Splatting methods in efficiency with a plug-and-play replacement ability for Gaussian-based utilities. GES is validated theoretically and empirically in both principled 1D setup and realistic 3D scenes. It is shown to represent signals with sharp edges more accurately, which are typically challenging for Gaussians due to their inherent low-pass characteristics. Our empirical analysis demonstrates that GEF outperforms Gaussians in fitting natural-occurring signals (e.g. squares, triangles, and parabolic signals), thereby reducing the need for extensive splitting operations that increase the memory footprint of Gaussian Splatting. With the aid of a frequency-modulated loss, GES achieves competitive performance in novel-view synthesis benchmarks while requiring less than half the memory storage of Gaussian Splatting and increasing the rendering speed by up to 39%. The code is available on the project website https://abdullahamdi.com/ges .
Abstract:Most text-to-3D generators build upon off-the-shelf text-to-image models trained on billions of images. They use variants of Score Distillation Sampling (SDS), which is slow, somewhat unstable, and prone to artifacts. A mitigation is to fine-tune the 2D generator to be multi-view aware, which can help distillation or can be combined with reconstruction networks to output 3D objects directly. In this paper, we further explore the design space of text-to-3D models. We significantly improve multi-view generation by considering video instead of image generators. Combined with a 3D reconstruction algorithm which, by using Gaussian splatting, can optimize a robust image-based loss, we directly produce high-quality 3D outputs from the generated views. Our new method, IM-3D, reduces the number of evaluations of the 2D generator network 10-100x, resulting in a much more efficient pipeline, better quality, fewer geometric inconsistencies, and higher yield of usable 3D assets.
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 the Splatter Image, an ultra-fast approach for monocular 3D object reconstruction which operates at 38 FPS. Splatter Image is based on Gaussian Splatting, which has recently brought real-time rendering, fast training, and excellent scaling to multi-view reconstruction. For the first time, we apply Gaussian Splatting in a monocular reconstruction setting. Our approach is learning-based, and, at test time, reconstruction only requires the feed-forward evaluation of a neural network. The main innovation of Splatter Image is the surprisingly straightforward design: it uses a 2D image-to-image network to map the input image to one 3D Gaussian per pixel. The resulting Gaussians thus have the form of an image, the Splatter Image. We further extend the method to incorporate more than one image as input, which we do by adding cross-view attention. Owning to the speed of the renderer (588 FPS), we can use a single GPU for training while generating entire images at each iteration in order to optimize perceptual metrics like LPIPS. On standard benchmarks, we demonstrate not only fast reconstruction but also better results than recent and much more expensive baselines in terms of PSNR, LPIPS, and other metrics.
Abstract:We propose a novel feed-forward 3D editing framework called Shap-Editor. Prior research on editing 3D objects primarily concentrated on editing individual objects by leveraging off-the-shelf 2D image editing networks. This is achieved via a process called distillation, which transfers knowledge from the 2D network to 3D assets. Distillation necessitates at least tens of minutes per asset to attain satisfactory editing results, and is thus not very practical. In contrast, we ask whether 3D editing can be carried out directly by a feed-forward network, eschewing test-time optimisation. In particular, we hypothesise that editing can be greatly simplified by first encoding 3D objects in a suitable latent space. We validate this hypothesis by building upon the latent space of Shap-E. We demonstrate that direct 3D editing in this space is possible and efficient by building a feed-forward editor network that only requires approximately one second per edit. Our experiments show that Shap-Editor generalises well to both in-distribution and out-of-distribution 3D assets with different prompts, exhibiting comparable performance with methods that carry out test-time optimisation for each edited instance.
Abstract:The recently introduced Forward-Diffusion method allows to train a 3D diffusion model using only 2D images for supervision. However, it does not easily generalise to different 3D representations and requires a computationally expensive auto-regressive sampling process to generate the underlying 3D scenes. In this paper, we propose GOEn: Gradient Origin Encoding (pronounced "gone"). GOEn can encode input images into any type of 3D representation without the need to use a pre-trained image feature extractor. It can also handle single, multiple or no source view(s) alike, by design, and tries to maximise the information transfer from the views to the encodings. Our proposed GOEnFusion model pairs GOEn encodings with a realisation of the Forward-Diffusion model which addresses the limitations of the vanilla Forward-Diffusion realisation. We evaluate how much information the GOEn mechanism transfers to the encoded representations, and how well it captures the prior distribution over the underlying 3D scenes, through the lens of a partial AutoEncoder. Lastly, the efficacy of the GOEnFusion model is evaluated on the recently proposed OmniObject3D dataset while comparing to the state-of-the-art Forward and non-Forward-Diffusion models and other 3D generative models.
Abstract:We introduce Free3D, a simple approach designed for open-set novel view synthesis (NVS) from a single image. Similar to Zero-1-to-3, we start from a pre-trained 2D image generator for generalization, and fine-tune it for NVS. Compared to recent and concurrent works, we obtain significant improvements without resorting to an explicit 3D representation, which is slow and memory-consuming or training an additional 3D network. We do so by encoding better the target camera pose via a new per-pixel ray conditioning normalization (RCN) layer. The latter injects pose information in the underlying 2D image generator by telling each pixel its specific viewing direction. We also improve multi-view consistency via a light-weight multi-view attention layer and multi-view noise sharing. We train Free3D on the Objaverse dataset and demonstrate excellent generalization to various new categories in several new datasets, including OminiObject3D and GSO. We hope our simple and effective approach will serve as a solid baseline and help future research in NVS with more accuracy pose. The project page is available at https://chuanxiaz.com/free3d/.
Abstract:Neural Radiance Fields have achieved remarkable results for novel view synthesis but still lack a crucial component: precise measurement of uncertainty in their predictions. Probabilistic NeRF methods have tried to address this, but their output probabilities are not typically accurately calibrated, and therefore do not capture the true confidence levels of the model. Calibration is a particularly challenging problem in the sparse-view setting, where additional held-out data is unavailable for fitting a calibrator that generalizes to the test distribution. In this paper, we introduce the first method for obtaining calibrated uncertainties from NeRF models. Our method is based on a robust and efficient metric to calculate per-pixel uncertainties from the predictive posterior distribution. We propose two techniques that eliminate the need for held-out data. The first, based on patch sampling, involves training two NeRF models for each scene. The second is a novel meta-calibrator that only requires the training of one NeRF model. Our proposed approach for obtaining calibrated uncertainties achieves state-of-the-art uncertainty in the sparse-view setting while maintaining image quality. We further demonstrate our method's effectiveness in applications such as view enhancement and next-best view selection.
Abstract:In this paper we tackle the problem of Generalized Category Discovery (GCD). Specifically, given a dataset with labelled and unlabelled images, the task is to cluster all images in the unlabelled subset, whether or not they belong to the labelled categories. Our first contribution is to recognize that most existing GCD benchmarks only contain labels for a single clustering of the data, making it difficult to ascertain whether models are using the available labels to solve the GCD task, or simply solving an unsupervised clustering problem. As such, we present a synthetic dataset, named 'Clevr-4', for category discovery. Clevr-4 contains four equally valid partitions of the data, i.e based on object shape, texture, color or count. To solve the task, models are required to extrapolate the taxonomy specified by the labelled set, rather than simply latching onto a single natural grouping of the data. We use this dataset to demonstrate the limitations of unsupervised clustering in the GCD setting, showing that even very strong unsupervised models fail on Clevr-4. We further use Clevr-4 to examine the weaknesses of existing GCD algorithms, and propose a new method which addresses these shortcomings, leveraging consistent findings from the representation learning literature to do so. Our simple solution, which is based on 'mean teachers' and termed $\mu$GCD, substantially outperforms implemented baselines on Clevr-4. Finally, when we transfer these findings to real data on the challenging Semantic Shift Benchmark (SSB), we find that $\mu$GCD outperforms all prior work, setting a new state-of-the-art. For the project webpage, see https://www.robots.ox.ac.uk/~vgg/data/clevr4/
Abstract:Diffusion-based image generators can now produce high-quality and diverse samples, but their success has yet to fully translate to 3D generation: existing diffusion methods can either generate low-resolution but 3D consistent outputs, or detailed 2D views of 3D objects but with potential structural defects and lacking view consistency or realism. We present HoloFusion, a method that combines the best of these approaches to produce high-fidelity, plausible, and diverse 3D samples while learning from a collection of multi-view 2D images only. The method first generates coarse 3D samples using a variant of the recently proposed HoloDiffusion generator. Then, it independently renders and upsamples a large number of views of the coarse 3D model, super-resolves them to add detail, and distills those into a single, high-fidelity implicit 3D representation, which also ensures view consistency of the final renders. The super-resolution network is trained as an integral part of HoloFusion, end-to-end, and the final distillation uses a new sampling scheme to capture the space of super-resolved signals. We compare our method against existing baselines, including DreamFusion, Get3D, EG3D, and HoloDiffusion, and achieve, to the best of our knowledge, the most realistic results on the challenging CO3Dv2 dataset.