Animatable 3D reconstruction has significant applications across various fields, primarily relying on artists' handcraft creation. Recently, some studies have successfully constructed animatable 3D models from monocular videos. However, these approaches require sufficient view coverage of the object within the input video and typically necessitate significant time and computational costs for training and rendering. This limitation restricts the practical applications. In this work, we propose a method to build animatable 3D Gaussian Splatting from monocular video with diffusion priors. The 3D Gaussian representations significantly accelerate the training and rendering process, and the diffusion priors allow the method to learn 3D models with limited viewpoints. We also present the rigid regularization to enhance the utilization of the priors. We perform an extensive evaluation across various real-world videos, demonstrating its superior performance compared to the current state-of-the-art methods.
We consider the problem of novel view synthesis (NVS) for dynamic scenes. Recent neural approaches have accomplished exceptional NVS results for static 3D scenes, but extensions to 4D time-varying scenes remain non-trivial. Prior efforts often encode dynamics by learning a canonical space plus implicit or explicit deformation fields, which struggle in challenging scenarios like sudden movements or capturing high-fidelity renderings. In this paper, we introduce 4D Gaussian Splatting (4DGS), a novel method that represents dynamic scenes with anisotropic 4D XYZT Gaussians, inspired by the success of 3D Gaussian Splatting in static scenes. We model dynamics at each timestamp by temporally slicing the 4D Gaussians, which naturally compose dynamic 3D Gaussians and can be seamlessly projected into images. As an explicit spatial-temporal representation, 4DGS demonstrates powerful capabilities for modeling complicated dynamics and fine details, especially for scenes with abrupt motions. We further implement our temporal slicing and splatting techniques in a highly optimized CUDA acceleration framework, achieving real-time inference rendering speeds of up to 277 FPS on an RTX 3090 GPU and 583 FPS on an RTX 4090 GPU. Rigorous evaluations on scenes with diverse motions showcase the superior efficiency and effectiveness of 4DGS, which consistently outperforms existing methods both quantitatively and qualitatively.
Advancements in 3D instance segmentation have traditionally been tethered to the availability of annotated datasets, limiting their application to a narrow spectrum of object categories. Recent efforts have sought to harness vision-language models like CLIP for open-set semantic reasoning, yet these methods struggle to distinguish between objects of the same categories and rely on specific prompts that are not universally applicable. In this paper, we introduce SAI3D, a novel zero-shot 3D instance segmentation approach that synergistically leverages geometric priors and semantic cues derived from Segment Anything Model (SAM). Our method partitions a 3D scene into geometric primitives, which are then progressively merged into 3D instance segmentations that are consistent with the multi-view SAM masks. Moreover, we design a hierarchical region-growing algorithm with a dynamic thresholding mechanism, which largely improves the robustness of finegrained 3D scene parsing. Empirical evaluations on Scan-Net and the more challenging ScanNet++ datasets demonstrate the superiority of our approach. Notably, SAI3D outperforms existing open-vocabulary baselines and even surpasses fully-supervised methods in class-agnostic segmentation on ScanNet++.
Deep neural network models have achieved remarkable progress in 3D scene understanding while trained in the closed-set setting and with full labels. However, the major bottleneck for current 3D recognition approaches is that they do not have the capacity to recognize any unseen novel classes beyond the training categories in diverse kinds of real-world applications. In the meantime, current state-of-the-art 3D scene understanding approaches primarily require high-quality labels to train neural networks, which merely perform well in a fully supervised manner. This work presents a generalized and simple framework for dealing with 3D scene understanding when the labeled scenes are quite limited. To extract knowledge for novel categories from the pre-trained vision-language models, we propose a hierarchical feature-aligned pre-training and knowledge distillation strategy to extract and distill meaningful information from large-scale vision-language models, which helps benefit the open-vocabulary scene understanding tasks. To leverage the boundary information, we propose a novel energy-based loss with boundary awareness benefiting from the region-level boundary predictions. To encourage latent instance discrimination and to guarantee efficiency, we propose the unsupervised region-level semantic contrastive learning scheme for point clouds, using confident predictions of the neural network to discriminate the intermediate feature embeddings at multiple stages. Extensive experiments with both indoor and outdoor scenes demonstrated the effectiveness of our approach in both data-efficient learning and open-world few-shot learning. All codes, models, and data are made publicly available at: https://drive.google.com/drive/folders/1M58V-PtR8DBEwD296zJkNg_m2qq-MTAP?usp=sharing.
The packing problem, also known as cutting or nesting, has diverse applications in logistics, manufacturing, layout design, and atlas generation. It involves arranging irregularly shaped pieces to minimize waste while avoiding overlap. Recent advances in machine learning, particularly reinforcement learning, have shown promise in addressing the packing problem. In this work, we delve deeper into a novel machine learning-based approach that formulates the packing problem as conditional generative modeling. To tackle the challenges of irregular packing, including object validity constraints and collision avoidance, our method employs the score-based diffusion model to learn a series of gradient fields. These gradient fields encode the correlations between constraint satisfaction and the spatial relationships of polygons, learned from teacher examples. During the testing phase, packing solutions are generated using a coarse-to-fine refinement mechanism guided by the learned gradient fields. To enhance packing feasibility and optimality, we introduce two key architectural designs: multi-scale feature extraction and coarse-to-fine relation extraction. We conduct experiments on two typical industrial packing domains, considering translations only. Empirically, our approach demonstrates spatial utilization rates comparable to, or even surpassing, those achieved by the teacher algorithm responsible for training data generation. Additionally, it exhibits some level of generalization to shape variations. We are hopeful that this method could pave the way for new possibilities in solving the packing problem.
In this work, we present MoConVQ, a novel unified framework for physics-based motion control leveraging scalable discrete representations. Building upon vector quantized variational autoencoders (VQ-VAE) and model-based reinforcement learning, our approach effectively learns motion embeddings from a large, unstructured dataset spanning tens of hours of motion examples. The resultant motion representation not only captures diverse motion skills but also offers a robust and intuitive interface for various applications. We demonstrate the versatility of MoConVQ through several applications: universal tracking control from various motion sources, interactive character control with latent motion representations using supervised learning, physics-based motion generation from natural language descriptions using the GPT framework, and, most interestingly, seamless integration with large language models (LLMs) with in-context learning to tackle complex and abstract tasks.
Visual (re)localization is critical for various applications in computer vision and robotics. Its goal is to estimate the 6 degrees of freedom (DoF) camera pose for each query image, based on a set of posed database images. Currently, all leading solutions are structure-based that either explicitly construct 3D metric maps from the database with structure-from-motion, or implicitly encode the 3D information with scene coordinate regression models. On the contrary, visual localization without reconstructing the scene in 3D offers clear benefits. It makes deployment more convenient by reducing database pre-processing time, releasing storage requirements, and remaining unaffected by imperfect reconstruction, etc. In this technical report, we demonstrate that it is possible to achieve high localization accuracy without reconstructing the scene from the database. The key to achieving this owes to a tailored motion averaging over database-query pairs. Experiments show that our visual localization proposal, LazyLoc, achieves comparable performance against state-of-the-art structure-based methods. Furthermore, we showcase the versatility of LazyLoc, which can be easily extended to handle complex configurations such as multi-query co-localization and camera rigs.
We present GenMM, a generative model that "mines" as many diverse motions as possible from a single or few example sequences. In stark contrast to existing data-driven methods, which typically require long offline training time, are prone to visual artifacts, and tend to fail on large and complex skeletons, GenMM inherits the training-free nature and the superior quality of the well-known Motion Matching method. GenMM can synthesize a high-quality motion within a fraction of a second, even with highly complex and large skeletal structures. At the heart of our generative framework lies the generative motion matching module, which utilizes the bidirectional visual similarity as a generative cost function to motion matching, and operates in a multi-stage framework to progressively refine a random guess using exemplar motion matches. In addition to diverse motion generation, we show the versatility of our generative framework by extending it to a number of scenarios that are not possible with motion matching alone, including motion completion, key frame-guided generation, infinite looping, and motion reassembly. Code and data for this paper are at https://wyysf-98.github.io/GenMM/
Estimating the 3DoF rotation from a single RGB image is an important yet challenging problem. As a popular approach, probabilistic rotation modeling additionally carries prediction uncertainty information, compared to single-prediction rotation regression. For modeling probabilistic distribution over SO(3), it is natural to use Gaussian-like Bingham distribution and matrix Fisher, however they are shown to be sensitive to outlier predictions, e.g. $180^\circ$ error and thus are unlikely to converge with optimal performance. In this paper, we draw inspiration from multivariate Laplace distribution and propose a novel rotation Laplace distribution on SO(3). Our rotation Laplace distribution is robust to the disturbance of outliers and enforces much gradient to the low-error region that it can improve. In addition, we show that our method also exhibits robustness to small noises and thus tolerates imperfect annotations. With this benefit, we demonstrate its advantages in semi-supervised rotation regression, where the pseudo labels are noisy. To further capture the multi-modal rotation solution space for symmetric objects, we extend our distribution to rotation Laplace mixture model and demonstrate its effectiveness. Our extensive experiments show that our proposed distribution and the mixture model achieve state-of-the-art performance in all the rotation regression experiments over both probabilistic and non-probabilistic baselines.