We introduce Amortized Text-to-Mesh (AToM), a feed-forward text-to-mesh framework optimized across multiple text prompts simultaneously. In contrast to existing text-to-3D methods that often entail time-consuming per-prompt optimization and commonly output representations other than polygonal meshes, AToM directly generates high-quality textured meshes in less than 1 second with around 10 times reduction in the training cost, and generalizes to unseen prompts. Our key idea is a novel triplane-based text-to-mesh architecture with a two-stage amortized optimization strategy that ensures stable training and enables scalability. Through extensive experiments on various prompt benchmarks, AToM significantly outperforms state-of-the-art amortized approaches with over 4 times higher accuracy (in DF415 dataset) and produces more distinguishable and higher-quality 3D outputs. AToM demonstrates strong generalizability, offering finegrained 3D assets for unseen interpolated prompts without further optimization during inference, unlike per-prompt solutions.
Dynamic novel view synthesis aims to capture the temporal evolution of visual content within videos. Existing methods struggle to distinguishing between motion and structure, particularly in scenarios where camera poses are either unknown or constrained compared to object motion. Furthermore, with information solely from reference images, it is extremely challenging to hallucinate unseen regions that are occluded or partially observed in the given videos. To address these issues, we first finetune a pretrained RGB-D diffusion model on the video frames using a customization technique. Subsequently, we distill the knowledge from the finetuned model to a 4D representations encompassing both dynamic and static Neural Radiance Fields (NeRF) components. The proposed pipeline achieves geometric consistency while preserving the scene identity. We perform thorough experiments to evaluate the efficacy of the proposed method qualitatively and quantitatively. Our results demonstrate the robustness and utility of our approach in challenging cases, further advancing dynamic novel view synthesis.
Real-time novel-view image synthesis on mobile devices is prohibitive due to the limited computational power and storage. Using volumetric rendering methods, such as NeRF and its derivatives, on mobile devices is not suitable due to the high computational cost of volumetric rendering. On the other hand, recent advances in neural light field representations have shown promising real-time view synthesis results on mobile devices. Neural light field methods learn a direct mapping from a ray representation to the pixel color. The current choice of ray representation is either stratified ray sampling or Plucker coordinates, overlooking the classic light slab (two-plane) representation, the preferred representation to interpolate between light field views. In this work, we find that using the light slab representation is an efficient representation for learning a neural light field. More importantly, it is a lower-dimensional ray representation enabling us to learn the 4D ray space using feature grids which are significantly faster to train and render. Although mostly designed for frontal views, we show that the light-slab representation can be further extended to non-frontal scenes using a divide-and-conquer strategy. Our method offers superior rendering quality compared to previous light field methods and achieves a significantly improved trade-off between rendering quality and speed.
Recent efforts in Neural Rendering Fields (NeRF) have shown impressive results on novel view synthesis by utilizing implicit neural representation to represent 3D scenes. Due to the process of volumetric rendering, the inference speed for NeRF is extremely slow, limiting the application scenarios of utilizing NeRF on resource-constrained hardware, such as mobile devices. Many works have been conducted to reduce the latency of running NeRF models. However, most of them still require high-end GPU for acceleration or extra storage memory, which is all unavailable on mobile devices. Another emerging direction utilizes the neural light field (NeLF) for speedup, as only one forward pass is performed on a ray to predict the pixel color. Nevertheless, to reach a similar rendering quality as NeRF, the network in NeLF is designed with intensive computation, which is not mobile-friendly. In this work, we propose an efficient network that runs in real-time on mobile devices for neural rendering. We follow the setting of NeLF to train our network. Unlike existing works, we introduce a novel network architecture that runs efficiently on mobile devices with low latency and small size, i.e., saving $15\times \sim 24\times$ storage compared with MobileNeRF. Our model achieves high-resolution generation while maintaining real-time inference for both synthetic and real-world scenes on mobile devices, e.g., $18.04$ms (iPhone 13) for rendering one $1008\times756$ image of real 3D scenes. Additionally, we achieve similar image quality as NeRF and better quality than MobileNeRF (PSNR $26.15$ vs. $25.91$ on the real-world forward-facing dataset).
Background: Margin assessment of basal cell carcinoma using the frozen section is a common task of pathology intraoperative consultation. Although frequently straight-forward, the determination of the presence or absence of basal cell carcinoma on the tissue sections can sometimes be challenging. We explore if a deep learning model trained on mobile phone-acquired frozen section images can have adequate performance for future deployment. Materials and Methods: One thousand two hundred and forty-one (1241) images of frozen sections performed for basal cell carcinoma margin status were acquired using mobile phones. The photos were taken at 100x magnification (10x objective). The images were downscaled from a 4032 x 3024 pixel resolution to 576 x 432 pixel resolution. Semantic segmentation algorithm Deeplab V3 with Xception backbone was used for model training. Results: The model uses an image as input and produces a 2-dimensional black and white output of prediction of the same dimension; the areas determined to be basal cell carcinoma were displayed with white color, in a black background. Any output with the number of white pixels exceeding 0.5% of the total number of pixels is deemed positive for basal cell carcinoma. On the test set, the model achieves area under curve of 0.99 for receiver operator curve and 0.97 for precision-recall curve at the pixel level. The accuracy of classification at the slide level is 96%. Conclusions: The deep learning model trained with mobile phone images shows satisfactory performance characteristics, and thus demonstrates the potential for deploying as a mobile phone app to assist in frozen section interpretation in real time.
We investigate the effectiveness of a simple solution to the common problem of deep learning in medical image analysis with limited quantities of labeled training data. The underlying idea is to assign artificial labels to abundantly available unlabeled medical images and, through a process known as surrogate supervision, pre-train a deep neural network model for the target medical image analysis task lacking sufficient labeled training data. In particular, we employ 3 surrogate supervision schemes, namely rotation, reconstruction, and colorization, in 4 different medical imaging applications representing classification and segmentation for both 2D and 3D medical images. 3 key findings emerge from our research: 1) pre-training with surrogate supervision is effective for small training sets; 2) deep models trained from initial weights pre-trained through surrogate supervision outperform the same models when trained from scratch, suggesting that pre-training with surrogate supervision should be considered prior to training any deep 3D models; 3) pre-training models in the medical domain with surrogate supervision is more effective than transfer learning from an unrelated domain (e.g., natural images), indicating the practical value of abundant unlabeled medical image data.