The advancement of real-time 3D scene reconstruction and novel view synthesis has been significantly propelled by 3D Gaussian Splatting (3DGS). However, effectively training large-scale 3DGS and rendering it in real-time across various scales remains challenging. This paper introduces CityGaussian (CityGS), which employs a novel divide-and-conquer training approach and Level-of-Detail (LoD) strategy for efficient large-scale 3DGS training and rendering. Specifically, the global scene prior and adaptive training data selection enables efficient training and seamless fusion. Based on fused Gaussian primitives, we generate different detail levels through compression, and realize fast rendering across various scales through the proposed block-wise detail levels selection and aggregation strategy. Extensive experimental results on large-scale scenes demonstrate that our approach attains state-of-theart rendering quality, enabling consistent real-time rendering of largescale scenes across vastly different scales. Our project page is available at https://dekuliutesla.github.io/citygs/.
Due to its great application potential, large-scale scene generation has drawn extensive attention in academia and industry. Recent research employs powerful generative models to create desired scenes and achieves promising results. However, most of these methods represent the scene using 3D primitives (e.g. point cloud or radiance field) incompatible with the industrial pipeline, which leads to a substantial gap between academic research and industrial deployment. Procedural Controllable Generation (PCG) is an efficient technique for creating scalable and high-quality assets, but it is unfriendly for ordinary users as it demands profound domain expertise. To address these issues, we resort to using the large language model (LLM) to drive the procedural modeling. In this paper, we introduce a large-scale scene generation framework, SceneX, which can automatically produce high-quality procedural models according to designers' textual descriptions.Specifically, the proposed method comprises two components, PCGBench and PCGPlanner. The former encompasses an extensive collection of accessible procedural assets and thousands of hand-craft API documents. The latter aims to generate executable actions for Blender to produce controllable and precise 3D assets guided by the user's instructions. Our SceneX can generate a city spanning 2.5 km times 2.5 km with delicate layout and geometric structures, drastically reducing the time cost from several weeks for professional PCG engineers to just a few hours for an ordinary user. Extensive experiments demonstrated the capability of our method in controllable large-scale scene generation and editing, including asset placement and season translation.
Indoor scene generation has attracted significant attention recently as it is crucial for applications of gaming, virtual reality, and interior design. Current indoor scene generation methods can produce reasonable room layouts but often lack diversity and realism. This is primarily due to the limited coverage of existing datasets, including only large furniture without tiny furnishings in daily life. To address these challenges, we propose FurniScene, a large-scale 3D room dataset with intricate furnishing scenes from interior design professionals. Specifically, the FurniScene consists of 11,698 rooms and 39,691 unique furniture CAD models with 89 different types, covering things from large beds to small teacups on the coffee table. To better suit fine-grained indoor scene layout generation, we introduce a novel Two-Stage Diffusion Scene Model (TSDSM) and conduct an evaluation benchmark for various indoor scene generation based on FurniScene. Quantitative and qualitative evaluations demonstrate the capability of our method to generate highly realistic indoor scenes. Our dataset and code will be publicly available soon.
Recently, significant progress has been made in text-based motion generation, enabling the generation of diverse and high-quality human motions that conform to textual descriptions. However, it remains challenging to generate fine-grained or stylized motions due to the lack of datasets annotated with detailed textual descriptions. By adopting a divide-and-conquer strategy, we propose a new framework named Fine-Grained Human Motion Diffusion Model (FG-MDM) for human motion generation. Specifically, we first parse previous vague textual annotation into fine-grained description of different body parts by leveraging a large language model (GPT-3.5). We then use these fine-grained descriptions to guide a transformer-based diffusion model. FG-MDM can generate fine-grained and stylized motions even outside of the distribution of the training data. Our experimental results demonstrate the superiority of FG-MDM over previous methods, especially the strong generalization capability. We will release our fine-grained textual annotations for HumanML3D and KIT.
Weakly-supervised temporal action localization (WTAL) is a practical yet challenging task. Due to large-scale datasets, most existing methods use a network pretrained in other datasets to extract features, which are not suitable enough for WTAL. To address this problem, researchers design several modules for feature enhancement, which improve the performance of the localization module, especially modeling the temporal relationship between snippets. However, all of them neglect the adverse effects of ambiguous information, which would reduce the discriminability of others. Considering this phenomenon, we propose Discriminability-Driven Graph Network (DDG-Net), which explicitly models ambiguous snippets and discriminative snippets with well-designed connections, preventing the transmission of ambiguous information and enhancing the discriminability of snippet-level representations. Additionally, we propose feature consistency loss to prevent the assimilation of features and drive the graph convolution network to generate more discriminative representations. Extensive experiments on THUMOS14 and ActivityNet1.2 benchmarks demonstrate the effectiveness of DDG-Net, establishing new state-of-the-art results on both datasets. Source code is available at \url{https://github.com/XiaojunTang22/ICCV2023-DDGNet}.
With the surge of deep learning techniques, the field of person re-identification has witnessed rapid progress in recent years. Deep learning based methods focus on learning a feature space where samples are clustered compactly according to their corresponding identities. Most existing methods rely on powerful CNNs to transform the samples individually. In contrast, we propose to consider the sample relations in the transformation. To achieve this goal, we incorporate spectral clustering technique into CNN. We derive a novel module named Spectral Feature Transformation and seamlessly integrate it into existing CNN pipeline with negligible cost,which makes our method enjoy the best of two worlds. Empirical studies show that the proposed approach outperforms previous state-of-the-art methods on four public benchmarks by a considerable margin without bells and whistles.