Largely due to their implicit nature, neural fields lack a direct mechanism for filtering, as Fourier analysis from discrete signal processing is not directly applicable to these representations. Effective filtering of neural fields is critical to enable level-of-detail processing in downstream applications, and support operations that involve sampling the field on regular grids (e.g. marching cubes). Existing methods that attempt to decompose neural fields in the frequency domain either resort to heuristics or require extensive modifications to the neural field architecture. We show that via a simple modification, one can obtain neural fields that are low-pass filtered, and in turn show how this can be exploited to obtain a frequency decomposition of the entire signal. We demonstrate the validity of our technique by investigating level-of-detail reconstruction, and showing how coarser representations can be computed effectively.
3D Gaussian Splatting has recently been embraced as a versatile and effective method for scene reconstruction and novel view synthesis, owing to its high-quality results and compatibility with hardware rasterization. Despite its advantages, Gaussian Splatting's reliance on high-quality point cloud initialization by Structure-from-Motion (SFM) algorithms is a significant limitation to be overcome. To this end, we investigate various initialization strategies for Gaussian Splatting and delve into how volumetric reconstructions from Neural Radiance Fields (NeRF) can be utilized to bypass the dependency on SFM data. Our findings demonstrate that random initialization can perform much better if carefully designed and that by employing a combination of improved initialization strategies and structure distillation from low-cost NeRF models, it is possible to achieve equivalent results, or at times even superior, to those obtained from SFM initialization.
While 3D Gaussian Splatting has recently become popular for neural rendering, current methods rely on carefully engineered cloning and splitting strategies for placing Gaussians, which does not always generalize and may lead to poor-quality renderings. In addition, for real-world scenes, they rely on a good initial point cloud to perform well. In this work, we rethink 3D Gaussians as random samples drawn from an underlying probability distribution describing the physical representation of the scene -- in other words, Markov Chain Monte Carlo (MCMC) samples. Under this view, we show that the 3D Gaussian updates are strikingly similar to a Stochastic Langevin Gradient Descent (SGLD) update. As with MCMC, samples are nothing but past visit locations, adding new Gaussians under our framework can simply be realized without heuristics as placing Gaussians at existing Gaussian locations. To encourage using fewer Gaussians for efficiency, we introduce an L1-regularizer on the Gaussians. On various standard evaluation scenes, we show that our method provides improved rendering quality, easy control over the number of Gaussians, and robustness to initialization.
Recent techniques for text-to-4D generation synthesize dynamic 3D scenes using supervision from pre-trained text-to-video models. However, existing representations for motion, such as deformation models or time-dependent neural representations, are limited in the amount of motion they can generate-they cannot synthesize motion extending far beyond the bounding box used for volume rendering. The lack of a more flexible motion model contributes to the gap in realism between 4D generation methods and recent, near-photorealistic video generation models. Here, we propose TC4D: trajectory-conditioned text-to-4D generation, which factors motion into global and local components. We represent the global motion of a scene's bounding box using rigid transformation along a trajectory parameterized by a spline. We learn local deformations that conform to the global trajectory using supervision from a text-to-video model. Our approach enables the synthesis of scenes animated along arbitrary trajectories, compositional scene generation, and significant improvements to the realism and amount of generated motion, which we evaluate qualitatively and through a user study. Video results can be viewed on our website: https://sherwinbahmani.github.io/tc4d.
We introduce pixelSplat, a feed-forward model that learns to reconstruct 3D radiance fields parameterized by 3D Gaussian primitives from pairs of images. Our model features real-time and memory-efficient rendering for scalable training as well as fast 3D reconstruction at inference time. To overcome local minima inherent to sparse and locally supported representations, we predict a dense probability distribution over 3D and sample Gaussian means from that probability distribution. We make this sampling operation differentiable via a reparameterization trick, allowing us to back-propagate gradients through the Gaussian splatting representation. We benchmark our method on wide-baseline novel view synthesis on the real-world RealEstate10k and ACID datasets, where we outperform state-of-the-art light field transformers and accelerate rendering by 2.5 orders of magnitude while reconstructing an interpretable and editable 3D radiance field.
We propose a weakly supervised semantic segmentation method for point clouds that predicts "per-point" labels from just "whole-scene" annotations while achieving the performance of recent fully supervised approaches. Our core idea is to propagate the scene-level labels to each point in the point cloud by creating pseudo labels in a conservative way. Specifically, we over-segment point cloud features via unsupervised clustering and associate scene-level labels with clusters through bipartite matching, thus propagating scene labels only to the most relevant clusters, leaving the rest to be guided solely via unsupervised clustering. We empirically demonstrate that over-segmentation and bipartite assignment plays a crucial role. We evaluate our method on ScanNet and S3DIS datasets, outperforming state of the art, and demonstrate that we can achieve results comparable to fully supervised methods.
Unsupervised learning of keypoints and landmarks has seen significant progress with the help of modern neural network architectures, but performance is yet to match the supervised counterpart, making their practicability questionable. We leverage the emergent knowledge within text-to-image diffusion models, towards more robust unsupervised keypoints. Our core idea is to find text embeddings that would cause the generative model to consistently attend to compact regions in images (i.e. keypoints). To do so, we simply optimize the text embedding such that the cross-attention maps within the denoising network are localized as Gaussians with small standard deviations. We validate our performance on multiple datasets: the CelebA, CUB-200-2011, Tai-Chi-HD, DeepFashion, and Human3.6m datasets. We achieve significantly improved accuracy, sometimes even outperforming supervised ones, particularly for data that is non-aligned and less curated. Our code is publicly available and can be found through our project page: https://ubc-vision.github.io/StableKeypoints/
Point clouds offer an attractive source of information to complement images in neural scene representations, especially when few images are available. Neural rendering methods based on point clouds do exist, but they do not perform well when the point cloud quality is low -- e.g., sparse or incomplete, which is often the case with real-world data. We overcome these problems with a simple representation that aggregates point clouds at multiple scale levels with sparse voxel grids at different resolutions. To deal with point cloud sparsity, we average across multiple scale levels -- but only among those that are valid, i.e., that have enough neighboring points in proximity to the ray of a pixel. To help model areas without points, we add a global voxel at the coarsest scale, thus unifying "classical" and point-based NeRF formulations. We validate our method on the NeRF Synthetic, ScanNet, and KITTI-360 datasets, outperforming the state of the art by a significant margin.
We propose a novel Neural Radiance Field (NeRF) representation for non-opaque scenes that allows fast inference by utilizing textured polygons. Despite the high-quality novel view rendering that NeRF provides, a critical limitation is that it relies on volume rendering that can be computationally expensive and does not utilize the advancements in modern graphics hardware. Existing methods for this problem fall short when it comes to modelling volumetric effects as they rely purely on surface rendering. We thus propose to model the scene with polygons, which can then be used to obtain the quadrature points required to model volumetric effects, and also their opacity and colour from the texture. To obtain such polygonal mesh, we train a specialized field whose zero-crossings would correspond to the quadrature points when volume rendering, and perform marching cubes on this field. We then rasterize the polygons and utilize the fragment shaders to obtain the final colour image. Our method allows rendering on various devices and easy integration with existing graphics frameworks while keeping the benefits of volume rendering alive.