Recently, a range of neural network-based methods for image rendering have been introduced. One such widely-researched neural radiance field (NeRF) relies on a neural network to represent 3D scenes, allowing for realistic view synthesis from a small number of 2D images. However, most NeRF models are constrained by long training and inference times. In comparison, Gaussian Splatting (GS) is a novel, state-of-the-art technique for rendering points in a 3D scene by approximating their contribution to image pixels through Gaussian distributions, warranting fast training and swift, real-time rendering. A drawback of GS is the absence of a well-defined approach for its conditioning due to the necessity to condition several hundred thousand Gaussian components. To solve this, we introduce the Gaussian Mesh Splatting (GaMeS) model, which allows modification of Gaussian components in a similar way as meshes. We parameterize each Gaussian component by the vertices of the mesh face. Furthermore, our model needs mesh initialization on input or estimated mesh during training. We also define Gaussian splats solely based on their location on the mesh, allowing for automatic adjustments in position, scale, and rotation during animation. As a result, we obtain a real-time rendering of editable GS.
Numerous emerging deep-learning techniques have had a substantial impact on computer graphics. Among the most promising breakthroughs are the recent rise of Neural Radiance Fields (NeRFs) and Gaussian Splatting (GS). NeRFs encode the object's shape and color in neural network weights using a handful of images with known camera positions to generate novel views. In contrast, GS provides accelerated training and inference without a decrease in rendering quality by encoding the object's characteristics in a collection of Gaussian distributions. These two techniques have found many use cases in spatial computing and other domains. On the other hand, the emergence of deepfake methods has sparked considerable controversy. Such techniques can have a form of artificial intelligence-generated videos that closely mimic authentic footage. Using generative models, they can modify facial features, enabling the creation of altered identities or facial expressions that exhibit a remarkably realistic appearance to a real person. Despite these controversies, deepfake can offer a next-generation solution for avatar creation and gaming when of desirable quality. To that end, we show how to combine all these emerging technologies to obtain a more plausible outcome. Our ImplicitDeepfake1 uses the classical deepfake algorithm to modify all training images separately and then train NeRF and GS on modified faces. Such relatively simple strategies can produce plausible 3D deepfake-based avatars.
Neural radiance fields (NeRFs) are a widely accepted standard for synthesizing new 3D object views from a small number of base images. However, NeRFs have limited generalization properties, which means that we need to use significant computational resources to train individual architectures for each item we want to represent. To address this issue, we propose a few-shot learning approach based on the hypernetwork paradigm that does not require gradient optimization during inference. The hypernetwork gathers information from the training data and generates an update for universal weights. As a result, we have developed an efficient method for generating a high-quality 3D object representation from a small number of images in a single step. This has been confirmed by direct comparison with the state-of-the-art solutions and a comprehensive ablation study.
Neural Radiance Fields (NeRFs) have demonstrated the remarkable potential of neural networks to capture the intricacies of 3D objects. By encoding the shape and color information within neural network weights, NeRFs excel at producing strikingly sharp novel views of 3D objects. Recently, numerous generalizations of NeRFs utilizing generative models have emerged, expanding its versatility. In contrast, Gaussian Splatting (GS) offers a similar renders quality with faster training and inference as it does not need neural networks to work. We encode information about the 3D objects in the set of Gaussian distributions that can be rendered in 3D similarly to classical meshes. Unfortunately, GS are difficult to condition since they usually require circa hundred thousand Gaussian components. To mitigate the caveats of both models, we propose a hybrid model that uses GS representation of the 3D object's shape and NeRF-based encoding of color and opacity. Our model uses Gaussian distributions with trainable positions (i.e. means of Gaussian), shape (i.e. covariance of Gaussian), color and opacity, and neural network, which takes parameters of Gaussian and viewing direction to produce changes in color and opacity. Consequently, our model better describes shadows, light reflections, and transparency of 3D objects.
Video generation is important, especially in medicine, as much data is given in this form. However, video generation of high-resolution data is a very demanding task for generative models, due to the large need for memory. In this paper, we propose Memory Efficient Video GAN (MeVGAN) - a Generative Adversarial Network (GAN) which uses plugin-type architecture. We use a pre-trained 2D-image GAN and only add a simple neural network to construct respective trajectories in the noise space, so that the trajectory forwarded through the GAN model constructs a real-life video. We apply MeVGAN in the task of generating colonoscopy videos. Colonoscopy is an important medical procedure, especially beneficial in screening and managing colorectal cancer. However, because colonoscopy is difficult and time-consuming to learn, colonoscopy simulators are widely used in educating young colonoscopists. We show that MeVGAN can produce good quality synthetic colonoscopy videos, which can be potentially used in virtual simulators.
Artificial neural networks suffer from catastrophic forgetting when they are sequentially trained on multiple tasks. To overcome this problem, there exist many continual learning strategies. One of the most effective is the hypernetwork-based approach. The hypernetwork generates the weights of a target model based on the task's identity. The model's main limitation is that hypernetwork can produce completely different nests for each task. Consequently, each task is solved separately. The model does not use information from the network dedicated to previous tasks and practically produces new architectures when it learns the subsequent tasks. To solve such a problem, we use the lottery ticket hypothesis, which postulates the existence of sparse subnetworks, named winning tickets, that preserve the performance of a full network. In the paper, we propose a method called HyperMask, which trains a single network for all tasks. Hypernetwork produces semi-binary masks to obtain target subnetworks dedicated to new tasks. This solution inherits the ability of the hypernetwork to adapt to new tasks with minimal forgetting. Moreover, due to the lottery ticket hypothesis, we can use a single network with weighted subnets dedicated to each task.
Conditional GANs are frequently used for manipulating the attributes of face images, such as expression, hairstyle, pose, or age. Even though the state-of-the-art models successfully modify the requested attributes, they simultaneously modify other important characteristics of the image, such as a person's identity. In this paper, we focus on solving this problem by introducing PluGeN4Faces, a plugin to StyleGAN, which explicitly disentangles face attributes from a person's identity. Our key idea is to perform training on images retrieved from movie frames, where a given person appears in various poses and with different attributes. By applying a type of contrastive loss, we encourage the model to group images of the same person in similar regions of latent space. Our experiments demonstrate that the modifications of face attributes performed by PluGeN4Faces are significantly less invasive on the remaining characteristics of the image than in the existing state-of-the-art models.
NeRF is a popular model that efficiently represents 3D objects from 2D images. However, vanilla NeRF has a few important limitations. NeRF must be trained on each object separately. The training time is long since we encode the object's shape and color in neural network weights. Moreover, NeRF does not generalize well to unseen data. In this paper, we present MultiPlaneNeRF -- a first model that simultaneously solves all the above problems. Our model works directly on 2D images. We project 3D points on 2D images to produce non-trainable representations. The projection step is not parametrized, and a very shallow decoder can efficiently process the representation. Using existing images as part of NeRF can significantly reduce the number of parameters since we train only a small implicit decoder. Furthermore, we can train MultiPlaneNeRF on a large data set and force our implicit decoder to generalize across many objects. Consequently, we can only replace the 2D images (without additional training) to produce a NeRF representation of the new object. In the experimental section, we demonstrate that MultiPlaneNeRF achieves comparable results to state-of-the-art models for synthesizing new views and has generalization properties.