3D Gaussian Splatting (3DGS) has recently revolutionized radiance field reconstruction, achieving high quality novel view synthesis and fast rendering speed without baking. However, 3DGS fails to accurately represent surfaces due to the multi-view inconsistent nature of 3D Gaussians. We present 2D Gaussian Splatting (2DGS), a novel approach to model and reconstruct geometrically accurate radiance fields from multi-view images. Our key idea is to collapse the 3D volume into a set of 2D oriented planar Gaussian disks. Unlike 3D Gaussians, 2D Gaussians provide view-consistent geometry while modeling surfaces intrinsically. To accurately recover thin surfaces and achieve stable optimization, we introduce a perspective-accurate 2D splatting process utilizing ray-splat intersection and rasterization. Additionally, we incorporate depth distortion and normal consistency terms to further enhance the quality of the reconstructions. We demonstrate that our differentiable renderer allows for noise-free and detailed geometry reconstruction while maintaining competitive appearance quality, fast training speed, and real-time rendering. Our code will be made publicly available.
We present NeLF-Pro, a novel representation for modeling and reconstructing light fields in diverse natural scenes that vary in extend and spatial granularity. In contrast to previous fast reconstruction methods that represent the 3D scene globally, we model the light field of a scene as a set of local light field feature probes, parameterized with position and multi-channel 2D feature maps. Our central idea is to bake the scene's light field into spatially varying learnable representations and to query point features by weighted blending of probes close to the camera - allowing for mipmap representation and rendering. We introduce a novel vector-matrix-matrix (VMM) factorization technique that effectively represents the light field feature probes as products of core factors (i.e., VM) shared among local feature probes, and a basis factor (i.e., M) - efficiently encoding internal relationships and patterns within the scene.Experimentally, we demonstrate that NeLF-Pro significantly boosts the performance of feature grid-based representations, and achieves fast reconstruction with better rendering quality while maintaining compact modeling.
We present Multi-Baseline Radiance Fields (MuRF), a general feed-forward approach to solving sparse view synthesis under multiple different baseline settings (small and large baselines, and different number of input views). To render a target novel view, we discretize the 3D space into planes parallel to the target image plane, and accordingly construct a target view frustum volume. Such a target volume representation is spatially aligned with the target view, which effectively aggregates relevant information from the input views for high-quality rendering. It also facilitates subsequent radiance field regression with a convolutional network thanks to its axis-aligned nature. The 3D context modeled by the convolutional network enables our method to synthesis sharper scene structures than prior works. Our MuRF achieves state-of-the-art performance across multiple different baseline settings and diverse scenarios ranging from simple objects (DTU) to complex indoor and outdoor scenes (RealEstate10K and LLFF). We also show promising zero-shot generalization abilities on the Mip-NeRF 360 dataset, demonstrating the general applicability of MuRF.
As pretrained text-to-image diffusion models become increasingly powerful, recent efforts have been made to distill knowledge from these text-to-image pretrained models for optimizing a text-guided 3D model. Most of the existing methods generate a holistic 3D model from a plain text input. This can be problematic when the text describes a complex scene with multiple objects, because the vectorized text embeddings are inherently unable to capture a complex description with multiple entities and relationships. Holistic 3D modeling of the entire scene further prevents accurate grounding of text entities and concepts. To address this limitation, we propose GraphDreamer, a novel framework to generate compositional 3D scenes from scene graphs, where objects are represented as nodes and their interactions as edges. By exploiting node and edge information in scene graphs, our method makes better use of the pretrained text-to-image diffusion model and is able to fully disentangle different objects without image-level supervision. To facilitate modeling of object-wise relationships, we use signed distance fields as representation and impose a constraint to avoid inter-penetration of objects. To avoid manual scene graph creation, we design a text prompt for ChatGPT to generate scene graphs based on text inputs. We conduct both qualitative and quantitative experiments to validate the effectiveness of GraphDreamer in generating high-fidelity compositional 3D scenes with disentangled object entities.
Recently, 3D Gaussian Splatting has demonstrated impressive novel view synthesis results, reaching high fidelity and efficiency. However, strong artifacts can be observed when changing the sampling rate, \eg, by changing focal length or camera distance. We find that the source for this phenomenon can be attributed to the lack of 3D frequency constraints and the usage of a 2D dilation filter. To address this problem, we introduce a 3D smoothing filter which constrains the size of the 3D Gaussian primitives based on the maximal sampling frequency induced by the input views, eliminating high-frequency artifacts when zooming in. Moreover, replacing 2D dilation with a 2D Mip filter, which simulates a 2D box filter, effectively mitigates aliasing and dilation issues. Our evaluation, including scenarios such a training on single-scale images and testing on multiple scales, validates the effectiveness of our approach.
We present a method for generating high-quality watertight manifold meshes from multi-view input images. Existing volumetric rendering methods are robust in optimization but tend to generate noisy meshes with poor topology. Differentiable rasterization-based methods can generate high-quality meshes but are sensitive to initialization. Our method combines the benefits of both worlds; we take the geometry initialization obtained from neural volumetric fields, and further optimize the geometry as well as a compact neural texture representation with differentiable rasterizers. Through extensive experiments, we demonstrate that our method can generate accurate mesh reconstructions with faithful appearance that are comparable to previous volume rendering methods while being an order of magnitude faster in rendering. We also show that our generated mesh and neural texture reconstruction is compatible with existing graphics pipelines and enables downstream 3D applications such as simulation. Project page: https://sarahweiii.github.io/neumanifold/
3D-aware image synthesis encompasses a variety of tasks, such as scene generation and novel view synthesis from images. Despite numerous task-specific methods, developing a comprehensive model remains challenging. In this paper, we present SSDNeRF, a unified approach that employs an expressive diffusion model to learn a generalizable prior of neural radiance fields (NeRF) from multi-view images of diverse objects. Previous studies have used two-stage approaches that rely on pretrained NeRFs as real data to train diffusion models. In contrast, we propose a new single-stage training paradigm with an end-to-end objective that jointly optimizes a NeRF auto-decoder and a latent diffusion model, enabling simultaneous 3D reconstruction and prior learning, even from sparsely available views. At test time, we can directly sample the diffusion prior for unconditional generation, or combine it with arbitrary observations of unseen objects for NeRF reconstruction. SSDNeRF demonstrates robust results comparable to or better than leading task-specific methods in unconditional generation and single/sparse-view 3D reconstruction.
We present Factor Fields, a novel framework for modeling and representing signals. Factor Fields decomposes a signal into a product of factors, each of which is represented by a neural or regular field representation operating on a coordinate transformed input signal. We show that this decomposition yields a unified framework that generalizes several recent signal representations including NeRF, PlenOxels, EG3D, Instant-NGP, and TensoRF. Moreover, the framework allows for the creation of powerful new signal representations, such as the Coefficient-Basis Factorization (CoBaFa) which we propose in this paper. As evidenced by our experiments, CoBaFa leads to improvements over previous fast reconstruction methods in terms of the three critical goals in neural signal representation: approximation quality, compactness and efficiency. Experimentally, we demonstrate that our representation achieves better image approximation quality on 2D image regression tasks, higher geometric quality when reconstructing 3D signed distance fields and higher compactness for radiance field reconstruction tasks compared to previous fast reconstruction methods. Besides, our CoBaFa representation enables generalization by sharing the basis across signals during training, enabling generalization tasks such as image regression with sparse observations and few-shot radiance field reconstruction.
Visually exploring in a real-world 4D spatiotemporal space freely in VR has been a long-term quest. The task is especially appealing when only a few or even single RGB cameras are used for capturing the dynamic scene. To this end, we present an efficient framework capable of fast reconstruction, compact modeling, and streamable rendering. First, we propose to decompose the 4D spatiotemporal space according to temporal characteristics. Points in the 4D space are associated with probabilities of belonging to three categories: static, deforming, and new areas. Each area is represented and regularized by a separate neural field. Second, we propose a hybrid representations based feature streaming scheme for efficiently modeling the neural fields. Our approach, coined NeRFPlayer, is evaluated on dynamic scenes captured by single hand-held cameras and multi-camera arrays, achieving comparable or superior rendering performance in terms of quality and speed comparable to recent state-of-the-art methods, achieving reconstruction in 10 seconds per frame and real-time rendering.
We present a phasorial embedding field \emph{PREF} as a compact representation to facilitate neural signal modeling and reconstruction tasks. Pure multi-layer perceptron (MLP) based neural techniques are biased towards low frequency signals and have relied on deep layers or Fourier encoding to avoid losing details. PREF instead employs a compact and physically explainable encoding field based on the phasor formulation of the Fourier embedding space. We conduct a comprehensive theoretical analysis to demonstrate the advantages of PREF over the latest spatial embedding techniques. We then develop a highly efficient frequency learning framework using an approximated inverse Fourier transform scheme for PREF along with a novel Parseval regularizer. Extensive experiments show our compact PREF-based neural signal processing technique is on par with the state-of-the-art in 2D image completion, 3D SDF surface regression, and 5D radiance field reconstruction.