We present InstantMesh, a feed-forward framework for instant 3D mesh generation from a single image, featuring state-of-the-art generation quality and significant training scalability. By synergizing the strengths of an off-the-shelf multiview diffusion model and a sparse-view reconstruction model based on the LRM architecture, InstantMesh is able to create diverse 3D assets within 10 seconds. To enhance the training efficiency and exploit more geometric supervisions, e.g, depths and normals, we integrate a differentiable iso-surface extraction module into our framework and directly optimize on the mesh representation. Experimental results on public datasets demonstrate that InstantMesh significantly outperforms other latest image-to-3D baselines, both qualitatively and quantitatively. We release all the code, weights, and demo of InstantMesh, with the intention that it can make substantial contributions to the community of 3D generative AI and empower both researchers and content creators.
Generating 3D models lies at the core of computer graphics and has been the focus of decades of research. With the emergence of advanced neural representations and generative models, the field of 3D content generation is developing rapidly, enabling the creation of increasingly high-quality and diverse 3D models. The rapid growth of this field makes it difficult to stay abreast of all recent developments. In this survey, we aim to introduce the fundamental methodologies of 3D generation methods and establish a structured roadmap, encompassing 3D representation, generation methods, datasets, and corresponding applications. Specifically, we introduce the 3D representations that serve as the backbone for 3D generation. Furthermore, we provide a comprehensive overview of the rapidly growing literature on generation methods, categorized by the type of algorithmic paradigms, including feedforward generation, optimization-based generation, procedural generation, and generative novel view synthesis. Lastly, we discuss available datasets, applications, and open challenges. We hope this survey will help readers explore this exciting topic and foster further advancements in the field of 3D content generation.
Existing game AI research mainly focuses on enhancing agents' abilities to win games, but this does not inherently make humans have a better experience when collaborating with these agents. For example, agents may dominate the collaboration and exhibit unintended or detrimental behaviors, leading to poor experiences for their human partners. In other words, most game AI agents are modeled in a "self-centered" manner. In this paper, we propose a "human-centered" modeling scheme for collaborative agents that aims to enhance the experience of humans. Specifically, we model the experience of humans as the goals they expect to achieve during the task. We expect that agents should learn to enhance the extent to which humans achieve these goals while maintaining agents' original abilities (e.g., winning games). To achieve this, we propose the Reinforcement Learning from Human Gain (RLHG) approach. The RLHG approach introduces a "baseline", which corresponds to the extent to which humans primitively achieve their goals, and encourages agents to learn behaviors that can effectively enhance humans in achieving their goals better. We evaluate the RLHG agent in the popular Multi-player Online Battle Arena (MOBA) game, Honor of Kings, by conducting real-world human-agent tests. Both objective performance and subjective preference results show that the RLHG agent provides participants better gaming experience.
Conversational Question Answering (CQA) is a challenging task that aims to generate natural answers for conversational flow questions. In this paper, we propose a pluggable approach for extractive methods that introduces a novel prompt-guided copy mechanism to improve the fluency and appropriateness of the extracted answers. Our approach uses prompts to link questions to answers and employs attention to guide the copy mechanism to verify the naturalness of extracted answers, making necessary edits to ensure that the answers are fluent and appropriate. The three prompts, including a question-rationale relationship prompt, a question description prompt, and a conversation history prompt, enhance the copy mechanism's performance. Our experiments demonstrate that this approach effectively promotes the generation of natural answers and achieves good results in the CoQA challenge.
MOBA games, e.g., Dota2 and Honor of Kings, have been actively used as the testbed for the recent AI research on games, and various AI systems have been developed at the human level so far. However, these AI systems mainly focus on how to compete with humans, less on exploring how to collaborate with humans. To this end, this paper makes the first attempt to investigate human-agent collaboration in MOBA games. In this paper, we propose to enable humans and agents to collaborate through explicit communication by designing an efficient and interpretable Meta-Command Communication-based framework, dubbed MCC, for accomplishing effective human-agent collaboration in MOBA games. The MCC framework consists of two pivotal modules: 1) an interpretable communication protocol, i.e., the Meta-Command, to bridge the communication gap between humans and agents; 2) a meta-command value estimator, i.e., the Meta-Command Selector, to select a valuable meta-command for each agent to achieve effective human-agent collaboration. Experimental results in Honor of Kings demonstrate that MCC agents can collaborate reasonably well with human teammates and even generalize to collaborate with different levels and numbers of human teammates. Videos are available at https://sites.google.com/view/mcc-demo.
Online reconstructing and rendering of large-scale indoor scenes is a long-standing challenge. SLAM-based methods can reconstruct 3D scene geometry progressively in real time but can not render photorealistic results. While NeRF-based methods produce promising novel view synthesis results, their long offline optimization time and lack of geometric constraints pose challenges to efficiently handling online input. Inspired by the complementary advantages of classical 3D reconstruction and NeRF, we thus investigate marrying explicit geometric representation with NeRF rendering to achieve efficient online reconstruction and high-quality rendering. We introduce SurfelNeRF, a variant of neural radiance field which employs a flexible and scalable neural surfel representation to store geometric attributes and extracted appearance features from input images. We further extend the conventional surfel-based fusion scheme to progressively integrate incoming input frames into the reconstructed global neural scene representation. In addition, we propose a highly-efficient differentiable rasterization scheme for rendering neural surfel radiance fields, which helps SurfelNeRF achieve $10\times$ speedups in training and inference time, respectively. Experimental results show that our method achieves the state-of-the-art 23.82 PSNR and 29.58 PSNR on ScanNet in feedforward inference and per-scene optimization settings, respectively.
UNet and its variants are among the most popular methods for medical image segmentation. Despite their successes in task generality, most of them consider little mathematical modeling behind specific applications. In this paper, we focus on the sparse feature segmentation task and make a task-oriented network design, in which the target objects are sparsely distributed and the background is hard to be mathematically modeled. We start from an image decomposition model with sparsity regularization, and propose a deep unfolding network, namely IDNet, based on an iterative solver, scaled alternating direction method of multipliers (scaled-ADMM). The IDNet splits raw inputs into double feature layers. Then a new task-oriented segmentation network is constructed, dubbed as IDmUNet, based on the proposed IDNets and a mini-UNet. Because of the sparsity prior and deep unfolding method in the structure design, this IDmUNet combines the advantages of mathematical modeling and data-driven approaches. Firstly, our approach has mathematical interpretability and can achieve favorable performance with far fewer learnable parameters. Secondly, our IDmUNet is robust in a simple end-to-end training with explainable behaviors. In the experiments of retinal vessel segmentation (RVS), IDmUNet produces the state-of-the-art results with only 0.07m parameters, whereas SA-UNet, one of the latest variants of UNet, contains 0.54m and the original UNet 31.04m. Moreover, the training procedure of our network converges faster without overfitting phenomenon. This decomposition-based network construction strategy can be generalized to other problems with mathematically clear targets and complicated unclear backgrounds.
Recently, many researchers have made successful progress in building the AI systems for MOBA-game-playing with deep reinforcement learning, such as on Dota 2 and Honor of Kings. Even though these AI systems have achieved or even exceeded human-level performance, they still suffer from the lack of policy diversity. In this paper, we propose a novel Macro-Goals Guided framework, called MGG, to learn diverse policies in MOBA games. MGG abstracts strategies as macro-goals from human demonstrations and trains a Meta-Controller to predict these macro-goals. To enhance policy diversity, MGG samples macro-goals from the Meta-Controller prediction and guides the training process towards these goals. Experimental results on the typical MOBA game Honor of Kings demonstrate that MGG can execute diverse policies in different matches and lineups, and also outperform the state-of-the-art methods over 102 heroes.
Prior highly-tuned image parsing models are usually studied in a certain domain with a specific set of semantic labels and can hardly be adapted into other scenarios (e.g., sharing discrepant label granularity) without extensive re-training. Learning a single universal parsing model by unifying label annotations from different domains or at various levels of granularity is a crucial but rarely addressed topic. This poses many fundamental learning challenges, e.g., discovering underlying semantic structures among different label granularity or mining label correlation across relevant tasks. To address these challenges, we propose a graph reasoning and transfer learning framework, named "Graphonomy", which incorporates human knowledge and label taxonomy into the intermediate graph representation learning beyond local convolutions. In particular, Graphonomy learns the global and structured semantic coherency in multiple domains via semantic-aware graph reasoning and transfer, enforcing the mutual benefits of the parsing across domains (e.g., different datasets or co-related tasks). The Graphonomy includes two iterated modules: Intra-Graph Reasoning and Inter-Graph Transfer modules. The former extracts the semantic graph in each domain to improve the feature representation learning by propagating information with the graph; the latter exploits the dependencies among the graphs from different domains for bidirectional knowledge transfer. We apply Graphonomy to two relevant but different image understanding research topics: human parsing and panoptic segmentation, and show Graphonomy can handle both of them well via a standard pipeline against current state-of-the-art approaches. Moreover, some extra benefit of our framework is demonstrated, e.g., generating the human parsing at various levels of granularity by unifying annotations across different datasets.