Abstract:Reconstructing dynamic scenes with large-scale and complex motions remains a significant challenge. Recent techniques like Neural Radiance Fields and 3D Gaussian Splatting (3DGS) have shown promise but still struggle with scenes involving substantial movement. This paper proposes RelayGS, a novel method based on 3DGS, specifically designed to represent and reconstruct highly dynamic scenes. Our RelayGS learns a complete 4D representation with canonical 3D Gaussians and a compact motion field, consisting of three stages. First, we learn a fundamental 3DGS from all frames, ignoring temporal scene variations, and use a learnable mask to separate the highly dynamic foreground from the minimally moving background. Second, we replicate multiple copies of the decoupled foreground Gaussians from the first stage, each corresponding to a temporal segment, and optimize them using pseudo-views constructed from multiple frames within each segment. These Gaussians, termed Relay Gaussians, act as explicit relay nodes, simplifying and breaking down large-scale motion trajectories into smaller, manageable segments. Finally, we jointly learn the scene's temporal motion and refine the canonical Gaussians learned from the first two stages. We conduct thorough experiments on two dynamic scene datasets featuring large and complex motions, where our RelayGS outperforms state-of-the-arts by more than 1 dB in PSNR, and successfully reconstructs real-world basketball game scenes in a much more complete and coherent manner, whereas previous methods usually struggle to capture the complex motion of players. Code will be publicly available at https://github.com/gqk/RelayGS
Abstract:In neural video codecs, current state-of-the-art methods typically adopt multi-scale motion compensation to handle diverse motions. These methods estimate and compress either optical flow or deformable offsets to reduce inter-frame redundancy. However, flow-based methods often suffer from inaccurate motion estimation in complicated scenes. Deformable convolution-based methods are more robust but have a higher bit cost for motion coding. In this paper, we propose a hybrid context generation module, which combines the advantages of the above methods in an optimal way and achieves accurate compensation at a low bit cost. Specifically, considering the characteristics of features at different scales, we adopt flow-guided deformable compensation at largest-scale to produce accurate alignment in detailed regions. For smaller-scale features, we perform flow-based warping to save the bit cost for motion coding. Furthermore, we design a local-global context enhancement module to fully explore the local-global information of previous reconstructed signals. Experimental results demonstrate that our proposed Hybrid Local-Global Context learning (HLGC) method can significantly enhance the state-of-the-art methods on standard test datasets.
Abstract:3D scene understanding has become an essential area of research with applications in autonomous driving, robotics, and augmented reality. Recently, 3D Gaussian Splatting (3DGS) has emerged as a powerful approach, combining explicit modeling with neural adaptability to provide efficient and detailed scene representations. However, three major challenges remain in leveraging 3DGS for scene understanding: 1) an imbalance between appearance and semantics, where dense Gaussian usage for fine-grained texture modeling does not align with the minimal requirements for semantic attributes; 2) inconsistencies between appearance and semantics, as purely appearance-based Gaussians often misrepresent object boundaries; and 3) reliance on top-down instance segmentation methods, which struggle with uneven category distributions, leading to over- or under-segmentation. In this work, we propose InstanceGaussian, a method that jointly learns appearance and semantic features while adaptively aggregating instances. Our contributions include: i) a novel Semantic-Scaffold-GS representation balancing appearance and semantics to improve feature representations and boundary delineation; ii) a progressive appearance-semantic joint training strategy to enhance stability and segmentation accuracy; and iii) a bottom-up, category-agnostic instance aggregation approach that addresses segmentation challenges through farthest point sampling and connected component analysis. Our approach achieves state-of-the-art performance in category-agnostic, open-vocabulary 3D point-level segmentation, highlighting the effectiveness of the proposed representation and training strategies. Project page: https://lhj-git.github.io/InstanceGaussian/
Abstract:Despite the substantial progress of novel view synthesis, existing methods, either based on the Neural Radiance Fields (NeRF) or more recently 3D Gaussian Splatting (3DGS), suffer significant degradation when the input becomes sparse. Numerous efforts have been introduced to alleviate this problem, but they still struggle to synthesize satisfactory results efficiently, especially in the large scene. In this paper, we propose SCGaussian, a Structure Consistent Gaussian Splatting method using matching priors to learn 3D consistent scene structure. Considering the high interdependence of Gaussian attributes, we optimize the scene structure in two folds: rendering geometry and, more importantly, the position of Gaussian primitives, which is hard to be directly constrained in the vanilla 3DGS due to the non-structure property. To achieve this, we present a hybrid Gaussian representation. Besides the ordinary non-structure Gaussian primitives, our model also consists of ray-based Gaussian primitives that are bound to matching rays and whose optimization of their positions is restricted along the ray. Thus, we can utilize the matching correspondence to directly enforce the position of these Gaussian primitives to converge to the surface points where rays intersect. Extensive experiments on forward-facing, surrounding, and complex large scenes show the effectiveness of our approach with state-of-the-art performance and high efficiency. Code is available at https://github.com/prstrive/SCGaussian.
Abstract:Recently, the Neural Radiance Field (NeRF) advancement has facilitated few-shot Novel View Synthesis (NVS), which is a significant challenge in 3D vision applications. Despite numerous attempts to reduce the dense input requirement in NeRF, it still suffers from time-consumed training and rendering processes. More recently, 3D Gaussian Splatting (3DGS) achieves real-time high-quality rendering with an explicit point-based representation. However, similar to NeRF, it tends to overfit the train views for lack of constraints. In this paper, we propose \textbf{MVPGS}, a few-shot NVS method that excavates the multi-view priors based on 3D Gaussian Splatting. We leverage the recent learning-based Multi-view Stereo (MVS) to enhance the quality of geometric initialization for 3DGS. To mitigate overfitting, we propose a forward-warping method for additional appearance constraints conforming to scenes based on the computed geometry. Furthermore, we introduce a view-consistent geometry constraint for Gaussian parameters to facilitate proper optimization convergence and utilize a monocular depth regularization as compensation. Experiments show that the proposed method achieves state-of-the-art performance with real-time rendering speed. Project page: https://zezeaaa.github.io/projects/MVPGS/
Abstract:Reconstructing the high-fidelity surface from multi-view images, especially sparse images, is a critical and practical task that has attracted widespread attention in recent years. However, existing methods are impeded by the memory constraint or the requirement of ground-truth depths and cannot recover satisfactory geometric details. To this end, we propose SuRF, a new Surface-centric framework that incorporates a new Region sparsification based on a matching Field, achieving good trade-offs between performance, efficiency and scalability. To our knowledge, this is the first unsupervised method achieving end-to-end sparsification powered by the introduced matching field, which leverages the weight distribution to efficiently locate the boundary regions containing surface. Instead of predicting an SDF value for each voxel, we present a new region sparsification approach to sparse the volume by judging whether the voxel is inside the surface region. In this way, our model can exploit higher frequency features around the surface with less memory and computational consumption. Extensive experiments on multiple benchmarks containing complex large-scale scenes show that our reconstructions exhibit high-quality details and achieve new state-of-the-art performance, i.e., 46% improvements with 80% less memory consumption. Code is available at https://github.com/prstrive/SuRF.
Abstract:Recent years have witnessed substantial advancements in the field of 3D reconstruction from 2D images, particularly following the introduction of the neural radiance field (NeRF) technique. However, reconstructing a 3D high dynamic range (HDR) radiance field, which aligns more closely with real-world conditions, from 2D multi-exposure low dynamic range (LDR) images continues to pose significant challenges. Approaches to this issue fall into two categories: grid-based and implicit-based. Implicit methods, using multi-layer perceptrons (MLP), face inefficiencies, limited solvability, and overfitting risks. Conversely, grid-based methods require significant memory and struggle with image quality and long training times. In this paper, we introduce Gaussian Splatting-a recent, high-quality, real-time 3D reconstruction technique-into this domain. We further develop the High Dynamic Range Gaussian Splatting (HDR-GS) method, designed to address the aforementioned challenges. This method enhances color dimensionality by including luminance and uses an asymmetric grid for tone-mapping, swiftly and precisely converting pixel irradiance to color. Our approach improves HDR scene recovery accuracy and integrates a novel coarse-to-fine strategy to speed up model convergence, enhancing robustness against sparse viewpoints and exposure extremes, and preventing local optima. Extensive testing confirms that our method surpasses current state-of-the-art techniques in both synthetic and real-world scenarios. Code will be released at \url{https://github.com/WuJH2001/HDRGS}
Abstract:Recently, Neural Video Compression (NVC) techniques have achieved remarkable performance, even surpassing the best traditional lossy video codec. However, most existing NVC methods heavily rely on transmitting Motion Vector (MV) to generate accurate contextual features, which has the following drawbacks. (1) Compressing and transmitting MV requires specialized MV encoder and decoder, which makes modules redundant. (2) Due to the existence of MV Encoder-Decoder, the training strategy is complex. In this paper, we present a noval Single Stream NVC framework (SSNVC), which removes complex MV Encoder-Decoder structure and uses a one-stage training strategy. SSNVC implicitly use temporal information by adding previous entropy model feature to current entropy model and using previous two frame to generate predicted motion information at the decoder side. Besides, we enhance the frame generator to generate higher quality reconstructed frame. Experiments demonstrate that SSNVC can achieve state-of-the-art performance on multiple benchmarks, and can greatly simplify compression process as well as training process.
Abstract:Combining the signed distance function (SDF) and differentiable volume rendering has emerged as a powerful paradigm for surface reconstruction from multi-view images without 3D supervision. However, current methods are impeded by requiring long-time per-scene optimizations and cannot generalize to new scenes. In this paper, we present GenS, an end-to-end generalizable neural surface reconstruction model. Unlike coordinate-based methods that train a separate network for each scene, we construct a generalized multi-scale volume to directly encode all scenes. Compared with existing solutions, our representation is more powerful, which can recover high-frequency details while maintaining global smoothness. Meanwhile, we introduce a multi-scale feature-metric consistency to impose the multi-view consistency in a more discriminative multi-scale feature space, which is robust to the failures of the photometric consistency. And the learnable feature can be self-enhanced to continuously improve the matching accuracy and mitigate aggregation ambiguity. Furthermore, we design a view contrast loss to force the model to be robust to those regions covered by few viewpoints through distilling the geometric prior from dense input to sparse input. Extensive experiments on popular benchmarks show that our model can generalize well to new scenes and outperform existing state-of-the-art methods even those employing ground-truth depth supervision. Code is available at https://github.com/prstrive/GenS.
Abstract:High-quality human reconstruction and photo-realistic rendering of a dynamic scene is a long-standing problem in computer vision and graphics. Despite considerable efforts invested in developing various capture systems and reconstruction algorithms, recent advancements still struggle with loose or oversized clothing and overly complex poses. In part, this is due to the challenges of acquiring high-quality human datasets. To facilitate the development of these fields, in this paper, we present PKU-DyMVHumans, a versatile human-centric dataset for high-fidelity reconstruction and rendering of dynamic human scenarios from dense multi-view videos. It comprises 8.2 million frames captured by more than 56 synchronized cameras across diverse scenarios. These sequences comprise 32 human subjects across 45 different scenarios, each with a high-detailed appearance and realistic human motion. Inspired by recent advancements in neural radiance field (NeRF)-based scene representations, we carefully set up an off-the-shelf framework that is easy to provide those state-of-the-art NeRF-based implementations and benchmark on PKU-DyMVHumans dataset. It is paving the way for various applications like fine-grained foreground/background decomposition, high-quality human reconstruction and photo-realistic novel view synthesis of a dynamic scene. Extensive studies are performed on the benchmark, demonstrating new observations and challenges that emerge from using such high-fidelity dynamic data.