Text-to-3D scene generation holds immense potential for the gaming, film, and architecture sectors. Despite significant progress, existing methods struggle with maintaining high quality, consistency, and editing flexibility. In this paper, we propose DreamScene, a 3D Gaussian-based novel text-to-3D scene generation framework, to tackle the aforementioned three challenges mainly via two strategies. First, DreamScene employs Formation Pattern Sampling (FPS), a multi-timestep sampling strategy guided by the formation patterns of 3D objects, to form fast, semantically rich, and high-quality representations. FPS uses 3D Gaussian filtering for optimization stability, and leverages reconstruction techniques to generate plausible textures. Second, DreamScene employs a progressive three-stage camera sampling strategy, specifically designed for both indoor and outdoor settings, to effectively ensure object-environment integration and scene-wide 3D consistency. Last, DreamScene enhances scene editing flexibility by integrating objects and environments, enabling targeted adjustments. Extensive experiments validate DreamScene's superiority over current state-of-the-art techniques, heralding its wide-ranging potential for diverse applications. Code and demos will be released at https://dreamscene-project.github.io .
This paper addresses an interesting yet challenging problem -- source-free unsupervised domain adaptation (SFUDA) for pinhole-to-panoramic semantic segmentation -- given only a pinhole image-trained model (i.e., source) and unlabeled panoramic images (i.e., target). Tackling this problem is nontrivial due to the semantic mismatches, style discrepancies, and inevitable distortion of panoramic images. To this end, we propose a novel method that utilizes Tangent Projection (TP) as it has less distortion and meanwhile slits the equirectangular projection (ERP) with a fixed FoV to mimic the pinhole images. Both projections are shown effective in extracting knowledge from the source model. However, the distinct projection discrepancies between source and target domains impede the direct knowledge transfer; thus, we propose a panoramic prototype adaptation module (PPAM) to integrate panoramic prototypes from the extracted knowledge for adaptation. We then impose the loss constraints on both predictions and prototypes and propose a cross-dual attention module (CDAM) at the feature level to better align the spatial and channel characteristics across the domains and projections. Both knowledge extraction and transfer processes are synchronously updated to reach the best performance. Extensive experiments on the synthetic and real-world benchmarks, including outdoor and indoor scenarios, demonstrate that our method achieves significantly better performance than prior SFUDA methods for pinhole-to-panoramic adaptation.
360 images, with a field-of-view (FoV) of 180x360, provide immersive and realistic environments for emerging virtual reality (VR) applications, such as virtual tourism, where users desire to create diverse panoramic scenes from a narrow FoV photo they take from a viewpoint via portable devices. It thus brings us to a technical challenge: `How to allow the users to freely create diverse and immersive virtual scenes from a narrow FoV image with a specified viewport?' To this end, we propose a transformer-based 360 image outpainting framework called Dream360, which can generate diverse, high-fidelity, and high-resolution panoramas from user-selected viewports, considering the spherical properties of 360 images. Compared with existing methods, e.g., [3], which primarily focus on inputs with rectangular masks and central locations while overlooking the spherical property of 360 images, our Dream360 offers higher outpainting flexibility and fidelity based on the spherical representation. Dream360 comprises two key learning stages: (I) codebook-based panorama outpainting via Spherical-VQGAN (S-VQGAN), and (II) frequency-aware refinement with a novel frequency-aware consistency loss. Specifically, S-VQGAN learns a sphere-specific codebook from spherical harmonic (SH) values, providing a better representation of spherical data distribution for scene modeling. The frequency-aware refinement matches the resolution and further improves the semantic consistency and visual fidelity of the generated results. Our Dream360 achieves significantly lower Frechet Inception Distance (FID) scores and better visual fidelity than existing methods. We also conducted a user study involving 15 participants to interactively evaluate the quality of the generated results in VR, demonstrating the flexibility and superiority of our Dream360 framework.
Neural radiance fields (NeRF) have been proposed as an innovative 3D representation method. While attracting lots of attention, NeRF faces critical issues such as information confidentiality and security. Steganography is a technique used to embed information in another object as a means of protecting information security. Currently, there are few related studies on NeRF steganography, facing challenges in low steganography quality, model weight damage, and a limited amount of steganographic information. This paper proposes a novel NeRF steganography method based on trainable noise: Noise-NeRF. Furthermore, we propose the Adaptive Pixel Selection strategy and Pixel Perturbation strategy to improve the steganography quality and efficiency. The extensive experiments on open-source datasets show that Noise-NeRF provides state-of-the-art performances in both steganography quality and rendering quality, as well as effectiveness in super-resolution image steganography.
Recently, 3D Gaussian, as an explicit 3D representation method, has demonstrated strong competitiveness over NeRF (Neural Radiance Fields) in terms of expressing complex scenes and training duration. These advantages signal a wide range of applications for 3D Gaussians in 3D understanding and editing. Meanwhile, the segmentation of 3D Gaussians is still in its infancy. The existing segmentation methods are not only cumbersome but also incapable of segmenting multiple objects simultaneously in a short amount of time. In response, this paper introduces a 3D Gaussian segmentation method implemented with 2D segmentation as supervision. This approach uses input 2D segmentation maps to guide the learning of the added 3D Gaussian semantic information, while nearest neighbor clustering and statistical filtering refine the segmentation results. Experiments show that our concise method can achieve comparable performances on mIOU and mAcc for multi-object segmentation as previous single-object segmentation methods.
Knowledge graph completion (KGC) aims to predict missing facts in knowledge graphs (KGs), which is crucial as modern KGs remain largely incomplete. While training KGC models on multiple aligned KGs can improve performance, previous methods that rely on transferring raw data among KGs raise privacy concerns. To address this challenge, we propose a new federated learning framework that implicitly aggregates knowledge from multiple KGs without demanding raw data exchange and entity alignment. We treat each KG as a client that trains a local language model through textbased knowledge representation learning. A central server then aggregates the model weights from clients. As natural language provides a universal representation, the same knowledge thus has similar semantic representations across KGs. As such, the aggregated language model can leverage complementary knowledge from multilingual KGs without demanding raw user data sharing. Extensive experiments on a benchmark dataset demonstrate that our method substantially improves KGC on multilingual KGs, achieving comparable performance to state-of-the-art alignment-based models without requiring any labeled alignments or raw user data sharing. Our codes will be publicly available.
Federated Learning (FL) allows several clients to cooperatively train machine learning models without disclosing the raw data. In practice, due to the system and statistical heterogeneity among devices, synchronous FL often encounters the straggler effect. In contrast, asynchronous FL can mitigate this problem, making it suitable for scenarios involving numerous participants. However, Non-IID data and stale models present significant challenges to asynchronous FL, as they would diminish the practicality of the global model and even lead to training failures. In this work, we propose a novel asynchronous FL framework called Federated Historical Learning (FedHist), which effectively addresses the challenges posed by both Non-IID data and gradient staleness. FedHist enhances the stability of local gradients by performing weighted fusion with historical global gradients cached on the server. Relying on hindsight, it assigns aggregation weights to each participant in a multi-dimensional manner during each communication round. To further enhance the efficiency and stability of the training process, we introduce an intelligent $\ell_2$-norm amplification scheme, which dynamically regulates the learning progress based on the $\ell_2$-norms of the submitted gradients. Extensive experiments demonstrate that FedHist outperforms state-of-the-art methods in terms of convergence performance and test accuracy.
Volumetric video, also known as hologram video, is a novel medium that portrays natural content in Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR). It is expected to be the next-gen video technology and a prevalent use case for 5G and beyond wireless communication. Considering that each user typically only watches a section of the volumetric video, known as the viewport, it is essential to have precise viewport prediction for optimal performance. However, research on this topic is still in its infancy. In the end, this paper presents and proposes a novel approach, named Saliency and Trajectory Viewport Prediction (STVP), which aims to improve the precision of viewport prediction in volumetric video streaming. The STVP extensively utilizes video saliency information and viewport trajectory. To our knowledge, this is the first comprehensive study of viewport prediction in volumetric video streaming. In particular, we introduce a novel sampling method, Uniform Random Sampling (URS), to reduce computational complexity while still preserving video features in an efficient manner. Then we present a saliency detection technique that incorporates both spatial and temporal information for detecting static, dynamic geometric, and color salient regions. Finally, we intelligently fuse saliency and trajectory information to achieve more accurate viewport prediction. We conduct extensive simulations to evaluate the effectiveness of our proposed viewport prediction methods using state-of-the-art volumetric video sequences. The experimental results show the superiority of the proposed method over existing schemes. The dataset and source code will be publicly accessible after acceptance.
The current GAN inversion methods typically can only edit the appearance and shape of a single object and background while overlooking spatial information. In this work, we propose a 3D editing framework, 3D-GOI, to enable multifaceted editing of affine information (scale, translation, and rotation) on multiple objects. 3D-GOI realizes the complex editing function by inverting the abundance of attribute codes (object shape/appearance/scale/rotation/translation, background shape/appearance, and camera pose) controlled by GIRAFFE, a renowned 3D GAN. Accurately inverting all the codes is challenging, 3D-GOI solves this challenge following three main steps. First, we segment the objects and the background in a multi-object image. Second, we use a custom Neural Inversion Encoder to obtain coarse codes of each object. Finally, we use a round-robin optimization algorithm to get precise codes to reconstruct the image. To the best of our knowledge, 3D-GOI is the first framework to enable multifaceted editing on multiple objects. Both qualitative and quantitative experiments demonstrate that 3D-GOI holds immense potential for flexible, multifaceted editing in complex multi-object scenes.