NVIDIA, University of Toronto, Vector Institute
Abstract:Particle-based representations of radiance fields such as 3D Gaussian Splatting have found great success for reconstructing and re-rendering of complex scenes. Most existing methods render particles via rasterization, projecting them to screen space tiles for processing in a sorted order. This work instead considers ray tracing the particles, building a bounding volume hierarchy and casting a ray for each pixel using high-performance GPU ray tracing hardware. To efficiently handle large numbers of semi-transparent particles, we describe a specialized rendering algorithm which encapsulates particles with bounding meshes to leverage fast ray-triangle intersections, and shades batches of intersections in depth-order. The benefits of ray tracing are well-known in computer graphics: processing incoherent rays for secondary lighting effects such as shadows and reflections, rendering from highly-distorted cameras common in robotics, stochastically sampling rays, and more. With our renderer, this flexibility comes at little cost compared to rasterization. Experiments demonstrate the speed and accuracy of our approach, as well as several applications in computer graphics and vision. We further propose related improvements to the basic Gaussian representation, including a simple use of generalized kernel functions which significantly reduces particle hit counts.
Abstract:We present fVDB, a novel GPU-optimized framework for deep learning on large-scale 3D data. fVDB provides a complete set of differentiable primitives to build deep learning architectures for common tasks in 3D learning such as convolution, pooling, attention, ray-tracing, meshing, etc. fVDB simultaneously provides a much larger feature set (primitives and operators) than established frameworks with no loss in efficiency: our operators match or exceed the performance of other frameworks with narrower scope. Furthermore, fVDB can process datasets with much larger footprint and spatial resolution than prior works, while providing a competitive memory footprint on small inputs. To achieve this combination of versatility and performance, fVDB relies on a single novel VDB index grid acceleration structure paired with several key innovations including GPU accelerated sparse grid construction, convolution using tensorcores, fast ray tracing kernels using a Hierarchical Digital Differential Analyzer algorithm (HDDA), and jagged tensors. Our framework is fully integrated with PyTorch enabling interoperability with existing pipelines, and we demonstrate its effectiveness on a number of representative tasks such as large-scale point-cloud segmentation, high resolution 3D generative modeling, unbounded scale Neural Radiance Fields, and large-scale point cloud reconstruction.
Abstract:We propose DistillNeRF, a self-supervised learning framework addressing the challenge of understanding 3D environments from limited 2D observations in autonomous driving. Our method is a generalizable feedforward model that predicts a rich neural scene representation from sparse, single-frame multi-view camera inputs, and is trained self-supervised with differentiable rendering to reconstruct RGB, depth, or feature images. Our first insight is to exploit per-scene optimized Neural Radiance Fields (NeRFs) by generating dense depth and virtual camera targets for training, thereby helping our model to learn 3D geometry from sparse non-overlapping image inputs. Second, to learn a semantically rich 3D representation, we propose distilling features from pre-trained 2D foundation models, such as CLIP or DINOv2, thereby enabling various downstream tasks without the need for costly 3D human annotations. To leverage these two insights, we introduce a novel model architecture with a two-stage lift-splat-shoot encoder and a parameterized sparse hierarchical voxel representation. Experimental results on the NuScenes dataset demonstrate that DistillNeRF significantly outperforms existing comparable self-supervised methods for scene reconstruction, novel view synthesis, and depth estimation; and it allows for competitive zero-shot 3D semantic occupancy prediction, as well as open-world scene understanding through distilled foundation model features. Demos and code will be available at https://distillnerf.github.io/.
Abstract:We present L4GM, the first 4D Large Reconstruction Model that produces animated objects from a single-view video input -- in a single feed-forward pass that takes only a second. Key to our success is a novel dataset of multiview videos containing curated, rendered animated objects from Objaverse. This dataset depicts 44K diverse objects with 110K animations rendered in 48 viewpoints, resulting in 12M videos with a total of 300M frames. We keep our L4GM simple for scalability and build directly on top of LGM, a pretrained 3D Large Reconstruction Model that outputs 3D Gaussian ellipsoids from multiview image input. L4GM outputs a per-frame 3D Gaussian Splatting representation from video frames sampled at a low fps and then upsamples the representation to a higher fps to achieve temporal smoothness. We add temporal self-attention layers to the base LGM to help it learn consistency across time, and utilize a per-timestep multiview rendering loss to train the model. The representation is upsampled to a higher framerate by training an interpolation model which produces intermediate 3D Gaussian representations. We showcase that L4GM that is only trained on synthetic data generalizes extremely well on in-the-wild videos, producing high quality animated 3D assets.
Abstract:We aim to generate fine-grained 3D geometry from large-scale sparse LiDAR scans, abundantly captured by autonomous vehicles (AV). Contrary to prior work on AV scene completion, we aim to extrapolate fine geometry from unlabeled and beyond spatial limits of LiDAR scans, taking a step towards generating realistic, high-resolution simulation-ready 3D street environments. We propose hierarchical Generative Cellular Automata (hGCA), a spatially scalable conditional 3D generative model, which grows geometry recursively with local kernels following, in a coarse-to-fine manner, equipped with a light-weight planner to induce global consistency. Experiments on synthetic scenes show that hGCA generates plausible scene geometry with higher fidelity and completeness compared to state-of-the-art baselines. Our model generalizes strongly from sim-to-real, qualitatively outperforming baselines on the Waymo-open dataset. We also show anecdotal evidence of the ability to create novel objects from real-world geometric cues even when trained on limited synthetic content. More results and details can be found on https://research.nvidia.com/labs/toronto-ai/hGCA/.
Abstract:We present NeRF-XL, a principled method for distributing Neural Radiance Fields (NeRFs) across multiple GPUs, thus enabling the training and rendering of NeRFs with an arbitrarily large capacity. We begin by revisiting existing multi-GPU approaches, which decompose large scenes into multiple independently trained NeRFs, and identify several fundamental issues with these methods that hinder improvements in reconstruction quality as additional computational resources (GPUs) are used in training. NeRF-XL remedies these issues and enables the training and rendering of NeRFs with an arbitrary number of parameters by simply using more hardware. At the core of our method lies a novel distributed training and rendering formulation, which is mathematically equivalent to the classic single-GPU case and minimizes communication between GPUs. By unlocking NeRFs with arbitrarily large parameter counts, our approach is the first to reveal multi-GPU scaling laws for NeRFs, showing improvements in reconstruction quality with larger parameter counts and speed improvements with more GPUs. We demonstrate the effectiveness of NeRF-XL on a wide variety of datasets, including the largest open-source dataset to date, MatrixCity, containing 258K images covering a 25km^2 city area.
Abstract:Diffusion models (DMs) have established themselves as the state-of-the-art generative modeling approach in the visual domain and beyond. A crucial drawback of DMs is their slow sampling speed, relying on many sequential function evaluations through large neural networks. Sampling from DMs can be seen as solving a differential equation through a discretized set of noise levels known as the sampling schedule. While past works primarily focused on deriving efficient solvers, little attention has been given to finding optimal sampling schedules, and the entire literature relies on hand-crafted heuristics. In this work, for the first time, we propose a general and principled approach to optimizing the sampling schedules of DMs for high-quality outputs, called $\textit{Align Your Steps}$. We leverage methods from stochastic calculus and find optimal schedules specific to different solvers, trained DMs and datasets. We evaluate our novel approach on several image, video as well as 2D toy data synthesis benchmarks, using a variety of different samplers, and observe that our optimized schedules outperform previous hand-crafted schedules in almost all experiments. Our method demonstrates the untapped potential of sampling schedule optimization, especially in the few-step synthesis regime.
Abstract:Neural reconstruction approaches are rapidly emerging as the preferred representation for 3D scenes, but their limited editability is still posing a challenge. In this work, we propose an approach for 3D scene inpainting -- the task of coherently replacing parts of the reconstructed scene with desired content. Scene inpainting is an inherently ill-posed task as there exist many solutions that plausibly replace the missing content. A good inpainting method should therefore not only enable high-quality synthesis but also a high degree of control. Based on this observation, we focus on enabling explicit control over the inpainted content and leverage a reference image as an efficient means to achieve this goal. Specifically, we introduce RefFusion, a novel 3D inpainting method based on a multi-scale personalization of an image inpainting diffusion model to the given reference view. The personalization effectively adapts the prior distribution to the target scene, resulting in a lower variance of score distillation objective and hence significantly sharper details. Our framework achieves state-of-the-art results for object removal while maintaining high controllability. We further demonstrate the generality of our formulation on other downstream tasks such as object insertion, scene outpainting, and sparse view reconstruction.
Abstract:Enhancing semantic grounding abilities in Vision-Language Models (VLMs) often involves collecting domain-specific training data, refining the network architectures, or modifying the training recipes. In this work, we venture into an orthogonal direction and explore whether VLMs can improve their semantic grounding by "receiving" feedback, without requiring in-domain data, fine-tuning, or modifications to the network architectures. We systematically analyze this hypothesis using a feedback mechanism composed of a binary signal. We find that if prompted appropriately, VLMs can utilize feedback both in a single step and iteratively, showcasing the potential of feedback as an alternative technique to improve grounding in internet-scale VLMs. Furthermore, VLMs, like LLMs, struggle to self-correct errors out-of-the-box. However, we find that this issue can be mitigated via a binary verification mechanism. Finally, we explore the potential and limitations of amalgamating these findings and applying them iteratively to automatically enhance VLMs' grounding performance, showing grounding accuracy consistently improves using automated feedback across all models in all settings investigated. Overall, our iterative framework improves semantic grounding in VLMs by more than 15 accuracy points under noise-free feedback and up to 5 accuracy points under a simple automated binary verification mechanism. The project website is hosted at https://andrewliao11.github.io/vlms_feedback
Abstract:Detecting a diverse range of objects under various driving scenarios is essential for the effectiveness of autonomous driving systems. However, the real-world data collected often lacks the necessary diversity presenting a long-tail distribution. Although synthetic data has been utilized to overcome this issue by generating virtual scenes, it faces hurdles such as a significant domain gap and the substantial efforts required from 3D artists to create realistic environments. To overcome these challenges, we present ARSim, a fully automated, comprehensive, modular framework designed to enhance real multi-view image data with 3D synthetic objects of interest. The proposed method integrates domain adaptation and randomization strategies to address covariate shift between real and simulated data by inferring essential domain attributes from real data and employing simulation-based randomization for other attributes. We construct a simplified virtual scene using real data and strategically place 3D synthetic assets within it. Illumination is achieved by estimating light distribution from multiple images capturing the surroundings of the vehicle. Camera parameters from real data are employed to render synthetic assets in each frame. The resulting augmented multi-view consistent dataset is used to train a multi-camera perception network for autonomous vehicles. Experimental results on various AV perception tasks demonstrate the superior performance of networks trained on the augmented dataset.