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SubscribePixNerd: Pixel Neural Field Diffusion
The current success of diffusion transformers heavily depends on the compressed latent space shaped by the pre-trained variational autoencoder(VAE). However, this two-stage training paradigm inevitably introduces accumulated errors and decoding artifacts. To address the aforementioned problems, researchers return to pixel space at the cost of complicated cascade pipelines and increased token complexity. In contrast to their efforts, we propose to model the patch-wise decoding with neural field and present a single-scale, single-stage, efficient, end-to-end solution, coined as pixel neural field diffusion~(PixelNerd). Thanks to the efficient neural field representation in PixNerd, we directly achieved 2.15 FID on ImageNet 256times256 and 2.84 FID on ImageNet 512times512 without any complex cascade pipeline or VAE. We also extend our PixNerd framework to text-to-image applications. Our PixNerd-XXL/16 achieved a competitive 0.73 overall score on the GenEval benchmark and 80.9 overall score on the DPG benchmark.
Compact 3D Gaussian Representation for Radiance Field
Neural Radiance Fields (NeRFs) have demonstrated remarkable potential in capturing complex 3D scenes with high fidelity. However, one persistent challenge that hinders the widespread adoption of NeRFs is the computational bottleneck due to the volumetric rendering. On the other hand, 3D Gaussian splatting (3DGS) has recently emerged as an alternative representation that leverages a 3D Gaussisan-based representation and adopts the rasterization pipeline to render the images rather than volumetric rendering, achieving very fast rendering speed and promising image quality. However, a significant drawback arises as 3DGS entails a substantial number of 3D Gaussians to maintain the high fidelity of the rendered images, which requires a large amount of memory and storage. To address this critical issue, we place a specific emphasis on two key objectives: reducing the number of Gaussian points without sacrificing performance and compressing the Gaussian attributes, such as view-dependent color and covariance. To this end, we propose a learnable mask strategy that significantly reduces the number of Gaussians while preserving high performance. In addition, we propose a compact but effective representation of view-dependent color by employing a grid-based neural field rather than relying on spherical harmonics. Finally, we learn codebooks to compactly represent the geometric attributes of Gaussian by vector quantization. In our extensive experiments, we consistently show over 10times reduced storage and enhanced rendering speed, while maintaining the quality of the scene representation, compared to 3DGS. Our work provides a comprehensive framework for 3D scene representation, achieving high performance, fast training, compactness, and real-time rendering. Our project page is available at https://maincold2.github.io/c3dgs/.
NeuralGS: Bridging Neural Fields and 3D Gaussian Splatting for Compact 3D Representations
3D Gaussian Splatting (3DGS) demonstrates superior quality and rendering speed, but with millions of 3D Gaussians and significant storage and transmission costs. Recent 3DGS compression methods mainly concentrate on compressing Scaffold-GS, achieving impressive performance but with an additional voxel structure and a complex encoding and quantization strategy. In this paper, we aim to develop a simple yet effective method called NeuralGS that explores in another way to compress the original 3DGS into a compact representation without the voxel structure and complex quantization strategies. Our observation is that neural fields like NeRF can represent complex 3D scenes with Multi-Layer Perceptron (MLP) neural networks using only a few megabytes. Thus, NeuralGS effectively adopts the neural field representation to encode the attributes of 3D Gaussians with MLPs, only requiring a small storage size even for a large-scale scene. To achieve this, we adopt a clustering strategy and fit the Gaussians with different tiny MLPs for each cluster, based on importance scores of Gaussians as fitting weights. We experiment on multiple datasets, achieving a 45-times average model size reduction without harming the visual quality. The compression performance of our method on original 3DGS is comparable to the dedicated Scaffold-GS-based compression methods, which demonstrate the huge potential of directly compressing original 3DGS with neural fields.
vMAP: Vectorised Object Mapping for Neural Field SLAM
We present vMAP, an object-level dense SLAM system using neural field representations. Each object is represented by a small MLP, enabling efficient, watertight object modelling without the need for 3D priors. As an RGB-D camera browses a scene with no prior information, vMAP detects object instances on-the-fly, and dynamically adds them to its map. Specifically, thanks to the power of vectorised training, vMAP can optimise as many as 50 individual objects in a single scene, with an extremely efficient training speed of 5Hz map update. We experimentally demonstrate significantly improved scene-level and object-level reconstruction quality compared to prior neural field SLAM systems. Project page: https://kxhit.github.io/vMAP.
SimNP: Learning Self-Similarity Priors Between Neural Points
Existing neural field representations for 3D object reconstruction either (1) utilize object-level representations, but suffer from low-quality details due to conditioning on a global latent code, or (2) are able to perfectly reconstruct the observations, but fail to utilize object-level prior knowledge to infer unobserved regions. We present SimNP, a method to learn category-level self-similarities, which combines the advantages of both worlds by connecting neural point radiance fields with a category-level self-similarity representation. Our contribution is two-fold. (1) We design the first neural point representation on a category level by utilizing the concept of coherent point clouds. The resulting neural point radiance fields store a high level of detail for locally supported object regions. (2) We learn how information is shared between neural points in an unconstrained and unsupervised fashion, which allows to derive unobserved regions of an object during the reconstruction process from given observations. We show that SimNP is able to outperform previous methods in reconstructing symmetric unseen object regions, surpassing methods that build upon category-level or pixel-aligned radiance fields, while providing semantic correspondences between instances
Extreme Compression of Adaptive Neural Images
Implicit Neural Representations (INRs) and Neural Fields are a novel paradigm for signal representation, from images and audio to 3D scenes and videos. The fundamental idea is to represent a signal as a continuous and differentiable neural network. This idea offers unprecedented benefits such as continuous resolution and memory efficiency, enabling new compression techniques. However, representing data as neural networks poses new challenges. For instance, given a 2D image as a neural network, how can we further compress such a neural image?. In this work, we present a novel analysis on compressing neural fields, with the focus on images. We also introduce Adaptive Neural Images (ANI), an efficient neural representation that enables adaptation to different inference or transmission requirements. Our proposed method allows to reduce the bits-per-pixel (bpp) of the neural image by 4x, without losing sensitive details or harming fidelity. We achieve this thanks to our successful implementation of 4-bit neural representations. Our work offers a new framework for developing compressed neural fields.
Accurate Differential Operators for Hybrid Neural Fields
Neural fields have become widely used in various fields, from shape representation to neural rendering, and for solving partial differential equations (PDEs). With the advent of hybrid neural field representations like Instant NGP that leverage small MLPs and explicit representations, these models train quickly and can fit large scenes. Yet in many applications like rendering and simulation, hybrid neural fields can cause noticeable and unreasonable artifacts. This is because they do not yield accurate spatial derivatives needed for these downstream applications. In this work, we propose two ways to circumvent these challenges. Our first approach is a post hoc operator that uses local polynomial fitting to obtain more accurate derivatives from pre-trained hybrid neural fields. Additionally, we also propose a self-supervised fine-tuning approach that refines the hybrid neural field to yield accurate derivatives directly while preserving the initial signal. We show applications of our method to rendering, collision simulation, and solving PDEs. We observe that using our approach yields more accurate derivatives, reducing artifacts and leading to more accurate simulations in downstream applications.
Surface Normal Clustering for Implicit Representation of Manhattan Scenes
Novel view synthesis and 3D modeling using implicit neural field representation are shown to be very effective for calibrated multi-view cameras. Such representations are known to benefit from additional geometric and semantic supervision. Most existing methods that exploit additional supervision require dense pixel-wise labels or localized scene priors. These methods cannot benefit from high-level vague scene priors provided in terms of scenes' descriptions. In this work, we aim to leverage the geometric prior of Manhattan scenes to improve the implicit neural radiance field representations. More precisely, we assume that only the knowledge of the indoor scene (under investigation) being Manhattan is known -- with no additional information whatsoever -- with an unknown Manhattan coordinate frame. Such high-level prior is used to self-supervise the surface normals derived explicitly in the implicit neural fields. Our modeling allows us to cluster the derived normals and exploit their orthogonality constraints for self-supervision. Our exhaustive experiments on datasets of diverse indoor scenes demonstrate the significant benefit of the proposed method over the established baselines. The source code will be available at https://github.com/nikola3794/normal-clustering-nerf.
Panoptic Lifting for 3D Scene Understanding with Neural Fields
We propose Panoptic Lifting, a novel approach for learning panoptic 3D volumetric representations from images of in-the-wild scenes. Once trained, our model can render color images together with 3D-consistent panoptic segmentation from novel viewpoints. Unlike existing approaches which use 3D input directly or indirectly, our method requires only machine-generated 2D panoptic segmentation masks inferred from a pre-trained network. Our core contribution is a panoptic lifting scheme based on a neural field representation that generates a unified and multi-view consistent, 3D panoptic representation of the scene. To account for inconsistencies of 2D instance identifiers across views, we solve a linear assignment with a cost based on the model's current predictions and the machine-generated segmentation masks, thus enabling us to lift 2D instances to 3D in a consistent way. We further propose and ablate contributions that make our method more robust to noisy, machine-generated labels, including test-time augmentations for confidence estimates, segment consistency loss, bounded segmentation fields, and gradient stopping. Experimental results validate our approach on the challenging Hypersim, Replica, and ScanNet datasets, improving by 8.4, 13.8, and 10.6% in scene-level PQ over state of the art.
Einstein Fields: A Neural Perspective To Computational General Relativity
We introduce Einstein Fields, a neural representation that is designed to compress computationally intensive four-dimensional numerical relativity simulations into compact implicit neural network weights. By modeling the metric, which is the core tensor field of general relativity, Einstein Fields enable the derivation of physical quantities via automatic differentiation. However, unlike conventional neural fields (e.g., signed distance, occupancy, or radiance fields), Einstein Fields are Neural Tensor Fields with the key difference that when encoding the spacetime geometry of general relativity into neural field representations, dynamics emerge naturally as a byproduct. Einstein Fields show remarkable potential, including continuum modeling of 4D spacetime, mesh-agnosticity, storage efficiency, derivative accuracy, and ease of use. We address these challenges across several canonical test beds of general relativity and release an open source JAX-based library, paving the way for more scalable and expressive approaches to numerical relativity. Code is made available at https://github.com/AndreiB137/EinFields
3DILG: Irregular Latent Grids for 3D Generative Modeling
We propose a new representation for encoding 3D shapes as neural fields. The representation is designed to be compatible with the transformer architecture and to benefit both shape reconstruction and shape generation. Existing works on neural fields are grid-based representations with latents defined on a regular grid. In contrast, we define latents on irregular grids, enabling our representation to be sparse and adaptive. In the context of shape reconstruction from point clouds, our shape representation built on irregular grids improves upon grid-based methods in terms of reconstruction accuracy. For shape generation, our representation promotes high-quality shape generation using auto-regressive probabilistic models. We show different applications that improve over the current state of the art. First, we show results for probabilistic shape reconstruction from a single higher resolution image. Second, we train a probabilistic model conditioned on very low resolution images. Third, we apply our model to category-conditioned generation. All probabilistic experiments confirm that we are able to generate detailed and high quality shapes to yield the new state of the art in generative 3D shape modeling.
Mesh2Tex: Generating Mesh Textures from Image Queries
Remarkable advances have been achieved recently in learning neural representations that characterize object geometry, while generating textured objects suitable for downstream applications and 3D rendering remains at an early stage. In particular, reconstructing textured geometry from images of real objects is a significant challenge -- reconstructed geometry is often inexact, making realistic texturing a significant challenge. We present Mesh2Tex, which learns a realistic object texture manifold from uncorrelated collections of 3D object geometry and photorealistic RGB images, by leveraging a hybrid mesh-neural-field texture representation. Our texture representation enables compact encoding of high-resolution textures as a neural field in the barycentric coordinate system of the mesh faces. The learned texture manifold enables effective navigation to generate an object texture for a given 3D object geometry that matches to an input RGB image, which maintains robustness even under challenging real-world scenarios where the mesh geometry approximates an inexact match to the underlying geometry in the RGB image. Mesh2Tex can effectively generate realistic object textures for an object mesh to match real images observations towards digitization of real environments, significantly improving over previous state of the art.
Motion2VecSets: 4D Latent Vector Set Diffusion for Non-rigid Shape Reconstruction and Tracking
We introduce Motion2VecSets, a 4D diffusion model for dynamic surface reconstruction from point cloud sequences. While existing state-of-the-art methods have demonstrated success in reconstructing non-rigid objects using neural field representations, conventional feed-forward networks encounter challenges with ambiguous observations from noisy, partial, or sparse point clouds. To address these challenges, we introduce a diffusion model that explicitly learns the shape and motion distribution of non-rigid objects through an iterative denoising process of compressed latent representations. The diffusion-based priors enable more plausible and probabilistic reconstructions when handling ambiguous inputs. We parameterize 4D dynamics with latent sets instead of using global latent codes. This novel 4D representation allows us to learn local shape and deformation patterns, leading to more accurate non-linear motion capture and significantly improving generalizability to unseen motions and identities. For more temporally-coherent object tracking, we synchronously denoise deformation latent sets and exchange information across multiple frames. To avoid computational overhead, we designed an interleaved space and time attention block to alternately aggregate deformation latents along spatial and temporal domains. Extensive comparisons against state-of-the-art methods demonstrate the superiority of our Motion2VecSets in 4D reconstruction from various imperfect observations. More detailed information can be found at https://vveicao.github.io/projects/Motion2VecSets/.
ZeroRF: Fast Sparse View 360° Reconstruction with Zero Pretraining
We present ZeroRF, a novel per-scene optimization method addressing the challenge of sparse view 360{\deg} reconstruction in neural field representations. Current breakthroughs like Neural Radiance Fields (NeRF) have demonstrated high-fidelity image synthesis but struggle with sparse input views. Existing methods, such as Generalizable NeRFs and per-scene optimization approaches, face limitations in data dependency, computational cost, and generalization across diverse scenarios. To overcome these challenges, we propose ZeroRF, whose key idea is to integrate a tailored Deep Image Prior into a factorized NeRF representation. Unlike traditional methods, ZeroRF parametrizes feature grids with a neural network generator, enabling efficient sparse view 360{\deg} reconstruction without any pretraining or additional regularization. Extensive experiments showcase ZeroRF's versatility and superiority in terms of both quality and speed, achieving state-of-the-art results on benchmark datasets. ZeroRF's significance extends to applications in 3D content generation and editing. Project page: https://sarahweiii.github.io/zerorf/
Mesh2NeRF: Direct Mesh Supervision for Neural Radiance Field Representation and Generation
We present Mesh2NeRF, an approach to derive ground-truth radiance fields from textured meshes for 3D generation tasks. Many 3D generative approaches represent 3D scenes as radiance fields for training. Their ground-truth radiance fields are usually fitted from multi-view renderings from a large-scale synthetic 3D dataset, which often results in artifacts due to occlusions or under-fitting issues. In Mesh2NeRF, we propose an analytic solution to directly obtain ground-truth radiance fields from 3D meshes, characterizing the density field with an occupancy function featuring a defined surface thickness, and determining view-dependent color through a reflection function considering both the mesh and environment lighting. Mesh2NeRF extracts accurate radiance fields which provides direct supervision for training generative NeRFs and single scene representation. We validate the effectiveness of Mesh2NeRF across various tasks, achieving a noteworthy 3.12dB improvement in PSNR for view synthesis in single scene representation on the ABO dataset, a 0.69 PSNR enhancement in the single-view conditional generation of ShapeNet Cars, and notably improved mesh extraction from NeRF in the unconditional generation of Objaverse Mugs.
Active Scout: Multi-Target Tracking Using Neural Radiance Fields in Dense Urban Environments
We study pursuit-evasion games in highly occluded urban environments, e.g. tall buildings in a city, where a scout (quadrotor) tracks multiple dynamic targets on the ground. We show that we can build a neural radiance field (NeRF) representation of the city -- online -- using RGB and depth images from different vantage points. This representation is used to calculate the information gain to both explore unknown parts of the city and track the targets -- thereby giving a completely first-principles approach to actively tracking dynamic targets. We demonstrate, using a custom-built simulator using Open Street Maps data of Philadelphia and New York City, that we can explore and locate 20 stationary targets within 300 steps. This is slower than a greedy baseline, which does not use active perception. But for dynamic targets that actively hide behind occlusions, we show that our approach maintains, at worst, a tracking error of 200m; the greedy baseline can have a tracking error as large as 600m. We observe a number of interesting properties in the scout's policies, e.g., it switches its attention to track a different target periodically, as the quality of the NeRF representation improves over time, the scout also becomes better in terms of target tracking. Code is available at https://github.com/grasp-lyrl/ActiveScout.
NEAT: Neural Attention Fields for End-to-End Autonomous Driving
Efficient reasoning about the semantic, spatial, and temporal structure of a scene is a crucial prerequisite for autonomous driving. We present NEural ATtention fields (NEAT), a novel representation that enables such reasoning for end-to-end imitation learning models. NEAT is a continuous function which maps locations in Bird's Eye View (BEV) scene coordinates to waypoints and semantics, using intermediate attention maps to iteratively compress high-dimensional 2D image features into a compact representation. This allows our model to selectively attend to relevant regions in the input while ignoring information irrelevant to the driving task, effectively associating the images with the BEV representation. In a new evaluation setting involving adverse environmental conditions and challenging scenarios, NEAT outperforms several strong baselines and achieves driving scores on par with the privileged CARLA expert used to generate its training data. Furthermore, visualizing the attention maps for models with NEAT intermediate representations provides improved interpretability.
LightSpeed: Light and Fast Neural Light Fields on Mobile Devices
Real-time novel-view image synthesis on mobile devices is prohibitive due to the limited computational power and storage. Using volumetric rendering methods, such as NeRF and its derivatives, on mobile devices is not suitable due to the high computational cost of volumetric rendering. On the other hand, recent advances in neural light field representations have shown promising real-time view synthesis results on mobile devices. Neural light field methods learn a direct mapping from a ray representation to the pixel color. The current choice of ray representation is either stratified ray sampling or Pl\"{u}cker coordinates, overlooking the classic light slab (two-plane) representation, the preferred representation to interpolate between light field views. In this work, we find that using the light slab representation is an efficient representation for learning a neural light field. More importantly, it is a lower-dimensional ray representation enabling us to learn the 4D ray space using feature grids which are significantly faster to train and render. Although mostly designed for frontal views, we show that the light-slab representation can be further extended to non-frontal scenes using a divide-and-conquer strategy. Our method offers superior rendering quality compared to previous light field methods and achieves a significantly improved trade-off between rendering quality and speed.
Neural LiDAR Fields for Novel View Synthesis
We present Neural Fields for LiDAR (NFL), a method to optimise a neural field scene representation from LiDAR measurements, with the goal of synthesizing realistic LiDAR scans from novel viewpoints. NFL combines the rendering power of neural fields with a detailed, physically motivated model of the LiDAR sensing process, thus enabling it to accurately reproduce key sensor behaviors like beam divergence, secondary returns, and ray dropping. We evaluate NFL on synthetic and real LiDAR scans and show that it outperforms explicit reconstruct-then-simulate methods as well as other NeRF-style methods on LiDAR novel view synthesis task. Moreover, we show that the improved realism of the synthesized views narrows the domain gap to real scans and translates to better registration and semantic segmentation performance.
RCDN: Towards Robust Camera-Insensitivity Collaborative Perception via Dynamic Feature-based 3D Neural Modeling
Collaborative perception is dedicated to tackling the constraints of single-agent perception, such as occlusions, based on the multiple agents' multi-view sensor inputs. However, most existing works assume an ideal condition that all agents' multi-view cameras are continuously available. In reality, cameras may be highly noisy, obscured or even failed during the collaboration. In this work, we introduce a new robust camera-insensitivity problem: how to overcome the issues caused by the failed camera perspectives, while stabilizing high collaborative performance with low calibration cost? To address above problems, we propose RCDN, a Robust Camera-insensitivity collaborative perception with a novel Dynamic feature-based 3D Neural modeling mechanism. The key intuition of RCDN is to construct collaborative neural rendering field representations to recover failed perceptual messages sent by multiple agents. To better model collaborative neural rendering field, RCDN first establishes a geometry BEV feature based time-invariant static field with other agents via fast hash grid modeling. Based on the static background field, the proposed time-varying dynamic field can model corresponding motion vectors for foregrounds with appropriate positions. To validate RCDN, we create OPV2V-N, a new large-scale dataset with manual labelling under different camera failed scenarios. Extensive experiments conducted on OPV2V-N show that RCDN can be ported to other baselines and improve their robustness in extreme camera-insensitivity settings.
Material Transforms from Disentangled NeRF Representations
In this paper, we first propose a novel method for transferring material transformations across different scenes. Building on disentangled Neural Radiance Field (NeRF) representations, our approach learns to map Bidirectional Reflectance Distribution Functions (BRDF) from pairs of scenes observed in varying conditions, such as dry and wet. The learned transformations can then be applied to unseen scenes with similar materials, therefore effectively rendering the transformation learned with an arbitrary level of intensity. Extensive experiments on synthetic scenes and real-world objects validate the effectiveness of our approach, showing that it can learn various transformations such as wetness, painting, coating, etc. Our results highlight not only the versatility of our method but also its potential for practical applications in computer graphics. We publish our method implementation, along with our synthetic/real datasets on https://github.com/astra-vision/BRDFTransform
Erasing the Ephemeral: Joint Camera Refinement and Transient Object Removal for Street View Synthesis
Synthesizing novel views for urban environments is crucial for tasks like autonomous driving and virtual tours. Compared to object-level or indoor situations, outdoor settings present unique challenges, such as inconsistency across frames due to moving vehicles and camera pose drift over lengthy sequences. In this paper, we introduce a method that tackles these challenges on view synthesis for outdoor scenarios. We employ a neural point light field scene representation and strategically detect and mask out dynamic objects to reconstruct novel scenes without artifacts. Moreover, we simultaneously optimize camera pose along with the view synthesis process, and thus, we simultaneously refine both elements. Through validation on real-world urban datasets, we demonstrate state-of-the-art results in synthesizing novel views of urban scenes.
MM3DGS SLAM: Multi-modal 3D Gaussian Splatting for SLAM Using Vision, Depth, and Inertial Measurements
Simultaneous localization and mapping is essential for position tracking and scene understanding. 3D Gaussian-based map representations enable photorealistic reconstruction and real-time rendering of scenes using multiple posed cameras. We show for the first time that using 3D Gaussians for map representation with unposed camera images and inertial measurements can enable accurate SLAM. Our method, MM3DGS, addresses the limitations of prior neural radiance field-based representations by enabling faster rendering, scale awareness, and improved trajectory tracking. Our framework enables keyframe-based mapping and tracking utilizing loss functions that incorporate relative pose transformations from pre-integrated inertial measurements, depth estimates, and measures of photometric rendering quality. We also release a multi-modal dataset, UT-MM, collected from a mobile robot equipped with a camera and an inertial measurement unit. Experimental evaluation on several scenes from the dataset shows that MM3DGS achieves 3x improvement in tracking and 5% improvement in photometric rendering quality compared to the current 3DGS SLAM state-of-the-art, while allowing real-time rendering of a high-resolution dense 3D map. Project Webpage: https://vita-group.github.io/MM3DGS-SLAM
Urban Radiance Field Representation with Deformable Neural Mesh Primitives
Neural Radiance Fields (NeRFs) have achieved great success in the past few years. However, most current methods still require intensive resources due to ray marching-based rendering. To construct urban-level radiance fields efficiently, we design Deformable Neural Mesh Primitive~(DNMP), and propose to parameterize the entire scene with such primitives. The DNMP is a flexible and compact neural variant of classic mesh representation, which enjoys both the efficiency of rasterization-based rendering and the powerful neural representation capability for photo-realistic image synthesis. Specifically, a DNMP consists of a set of connected deformable mesh vertices with paired vertex features to parameterize the geometry and radiance information of a local area. To constrain the degree of freedom for optimization and lower the storage budgets, we enforce the shape of each primitive to be decoded from a relatively low-dimensional latent space. The rendering colors are decoded from the vertex features (interpolated with rasterization) by a view-dependent MLP. The DNMP provides a new paradigm for urban-level scene representation with appealing properties: (1) High-quality rendering. Our method achieves leading performance for novel view synthesis in urban scenarios. (2) Low computational costs. Our representation enables fast rendering (2.07ms/1k pixels) and low peak memory usage (110MB/1k pixels). We also present a lightweight version that can run 33times faster than vanilla NeRFs, and comparable to the highly-optimized Instant-NGP (0.61 vs 0.71ms/1k pixels). Project page: https://dnmp.github.io/{https://dnmp.github.io/}.
Category-level Neural Field for Reconstruction of Partially Observed Objects in Indoor Environment
Neural implicit representation has attracted attention in 3D reconstruction through various success cases. For further applications such as scene understanding or editing, several works have shown progress towards object compositional reconstruction. Despite their superior performance in observed regions, their performance is still limited in reconstructing objects that are partially observed. To better treat this problem, we introduce category-level neural fields that learn meaningful common 3D information among objects belonging to the same category present in the scene. Our key idea is to subcategorize objects based on their observed shape for better training of the category-level model. Then we take advantage of the neural field to conduct the challenging task of registering partially observed objects by selecting and aligning against representative objects selected by ray-based uncertainty. Experiments on both simulation and real-world datasets demonstrate that our method improves the reconstruction of unobserved parts for several categories.
In Search of a Data Transformation That Accelerates Neural Field Training
Neural field is an emerging paradigm in data representation that trains a neural network to approximate the given signal. A key obstacle that prevents its widespread adoption is the encoding speed-generating neural fields requires an overfitting of a neural network, which can take a significant number of SGD steps to reach the desired fidelity level. In this paper, we delve into the impacts of data transformations on the speed of neural field training, specifically focusing on how permuting pixel locations affect the convergence speed of SGD. Counterintuitively, we find that randomly permuting the pixel locations can considerably accelerate the training. To explain this phenomenon, we examine the neural field training through the lens of PSNR curves, loss landscapes, and error patterns. Our analyses suggest that the random pixel permutations remove the easy-to-fit patterns, which facilitate easy optimization in the early stage but hinder capturing fine details of the signal.
MonoHuman: Animatable Human Neural Field from Monocular Video
Animating virtual avatars with free-view control is crucial for various applications like virtual reality and digital entertainment. Previous studies have attempted to utilize the representation power of the neural radiance field (NeRF) to reconstruct the human body from monocular videos. Recent works propose to graft a deformation network into the NeRF to further model the dynamics of the human neural field for animating vivid human motions. However, such pipelines either rely on pose-dependent representations or fall short of motion coherency due to frame-independent optimization, making it difficult to generalize to unseen pose sequences realistically. In this paper, we propose a novel framework MonoHuman, which robustly renders view-consistent and high-fidelity avatars under arbitrary novel poses. Our key insight is to model the deformation field with bi-directional constraints and explicitly leverage the off-the-peg keyframe information to reason the feature correlations for coherent results. Specifically, we first propose a Shared Bidirectional Deformation module, which creates a pose-independent generalizable deformation field by disentangling backward and forward deformation correspondences into shared skeletal motion weight and separate non-rigid motions. Then, we devise a Forward Correspondence Search module, which queries the correspondence feature of keyframes to guide the rendering network. The rendered results are thus multi-view consistent with high fidelity, even under challenging novel pose settings. Extensive experiments demonstrate the superiority of our proposed MonoHuman over state-of-the-art methods.
NeuRBF: A Neural Fields Representation with Adaptive Radial Basis Functions
We present a novel type of neural fields that uses general radial bases for signal representation. State-of-the-art neural fields typically rely on grid-based representations for storing local neural features and N-dimensional linear kernels for interpolating features at continuous query points. The spatial positions of their neural features are fixed on grid nodes and cannot well adapt to target signals. Our method instead builds upon general radial bases with flexible kernel position and shape, which have higher spatial adaptivity and can more closely fit target signals. To further improve the channel-wise capacity of radial basis functions, we propose to compose them with multi-frequency sinusoid functions. This technique extends a radial basis to multiple Fourier radial bases of different frequency bands without requiring extra parameters, facilitating the representation of details. Moreover, by marrying adaptive radial bases with grid-based ones, our hybrid combination inherits both adaptivity and interpolation smoothness. We carefully designed weighting schemes to let radial bases adapt to different types of signals effectively. Our experiments on 2D image and 3D signed distance field representation demonstrate the higher accuracy and compactness of our method than prior arts. When applied to neural radiance field reconstruction, our method achieves state-of-the-art rendering quality, with small model size and comparable training speed.
3D Neural Field Generation using Triplane Diffusion
Diffusion models have emerged as the state-of-the-art for image generation, among other tasks. Here, we present an efficient diffusion-based model for 3D-aware generation of neural fields. Our approach pre-processes training data, such as ShapeNet meshes, by converting them to continuous occupancy fields and factoring them into a set of axis-aligned triplane feature representations. Thus, our 3D training scenes are all represented by 2D feature planes, and we can directly train existing 2D diffusion models on these representations to generate 3D neural fields with high quality and diversity, outperforming alternative approaches to 3D-aware generation. Our approach requires essential modifications to existing triplane factorization pipelines to make the resulting features easy to learn for the diffusion model. We demonstrate state-of-the-art results on 3D generation on several object classes from ShapeNet.
MobileNeRF: Exploiting the Polygon Rasterization Pipeline for Efficient Neural Field Rendering on Mobile Architectures
Neural Radiance Fields (NeRFs) have demonstrated amazing ability to synthesize images of 3D scenes from novel views. However, they rely upon specialized volumetric rendering algorithms based on ray marching that are mismatched to the capabilities of widely deployed graphics hardware. This paper introduces a new NeRF representation based on textured polygons that can synthesize novel images efficiently with standard rendering pipelines. The NeRF is represented as a set of polygons with textures representing binary opacities and feature vectors. Traditional rendering of the polygons with a z-buffer yields an image with features at every pixel, which are interpreted by a small, view-dependent MLP running in a fragment shader to produce a final pixel color. This approach enables NeRFs to be rendered with the traditional polygon rasterization pipeline, which provides massive pixel-level parallelism, achieving interactive frame rates on a wide range of compute platforms, including mobile phones.
Learning Robust Generalizable Radiance Field with Visibility and Feature Augmented Point Representation
This paper introduces a novel paradigm for the generalizable neural radiance field (NeRF). Previous generic NeRF methods combine multiview stereo techniques with image-based neural rendering for generalization, yielding impressive results, while suffering from three issues. First, occlusions often result in inconsistent feature matching. Then, they deliver distortions and artifacts in geometric discontinuities and locally sharp shapes due to their individual process of sampled points and rough feature aggregation. Third, their image-based representations experience severe degradations when source views are not near enough to the target view. To address challenges, we propose the first paradigm that constructs the generalizable neural field based on point-based rather than image-based rendering, which we call the Generalizable neural Point Field (GPF). Our approach explicitly models visibilities by geometric priors and augments them with neural features. We propose a novel nonuniform log sampling strategy to improve both rendering speed and reconstruction quality. Moreover, we present a learnable kernel spatially augmented with features for feature aggregations, mitigating distortions at places with drastically varying geometries. Besides, our representation can be easily manipulated. Experiments show that our model can deliver better geometries, view consistencies, and rendering quality than all counterparts and benchmarks on three datasets in both generalization and finetuning settings, preliminarily proving the potential of the new paradigm for generalizable NeRF.
S-INF: Towards Realistic Indoor Scene Synthesis via Scene Implicit Neural Field
Learning-based methods have become increasingly popular in 3D indoor scene synthesis (ISS), showing superior performance over traditional optimization-based approaches. These learning-based methods typically model distributions on simple yet explicit scene representations using generative models. However, due to the oversimplified explicit representations that overlook detailed information and the lack of guidance from multimodal relationships within the scene, most learning-based methods struggle to generate indoor scenes with realistic object arrangements and styles. In this paper, we introduce a new method, Scene Implicit Neural Field (S-INF), for indoor scene synthesis, aiming to learn meaningful representations of multimodal relationships, to enhance the realism of indoor scene synthesis. S-INF assumes that the scene layout is often related to the object-detailed information. It disentangles the multimodal relationships into scene layout relationships and detailed object relationships, fusing them later through implicit neural fields (INFs). By learning specialized scene layout relationships and projecting them into S-INF, we achieve a realistic generation of scene layout. Additionally, S-INF captures dense and detailed object relationships through differentiable rendering, ensuring stylistic consistency across objects. Through extensive experiments on the benchmark 3D-FRONT dataset, we demonstrate that our method consistently achieves state-of-the-art performance under different types of ISS.
Geometry aware inference of steady state PDEs using Equivariant Neural Fields representations
Recent advances in Neural Fields have enabled powerful, discretization-invariant methods for learning neural operators that approximate solutions of Partial Differential Equations (PDEs) on general geometries. Building on these developments, we introduce enf2enf, an encoder--decoder methodology for predicting steady-state Partial Differential Equations with non-parameterized geometric variability, based on recently proposed Equivariant Neural Field architectures. In enf2enf, input geometries are encoded into latent point cloud embeddings that inherently preserve geometric grounding and capture local phenomena. The resulting representations are then combined with global parameters and directly decoded into continuous output fields, thus efficiently modeling the coupling between geometry and physics. By leveraging the inductive biases of locality and translation invariance, our approach is able to capture fine-scale physical features as well as complex shape variations, thereby enhancing generalization and physical compliance. Extensive experiments on a high-fidelity aerodynamic dataset, a hyper-elastic material benchmark, and multi-element airfoil geometries, demonstrate that the proposed model achieves superior or competitive performance compared to state-of-the-art graph based, operator learning, and neural field methods. Notably, our method supports real time inference and zero-shot super-resolution, enabling efficient training on low-resolution meshes while maintaining high accuracy on full-scale discretizations.
TriHuman : A Real-time and Controllable Tri-plane Representation for Detailed Human Geometry and Appearance Synthesis
Creating controllable, photorealistic, and geometrically detailed digital doubles of real humans solely from video data is a key challenge in Computer Graphics and Vision, especially when real-time performance is required. Recent methods attach a neural radiance field (NeRF) to an articulated structure, e.g., a body model or a skeleton, to map points into a pose canonical space while conditioning the NeRF on the skeletal pose. These approaches typically parameterize the neural field with a multi-layer perceptron (MLP) leading to a slow runtime. To address this drawback, we propose TriHuman a novel human-tailored, deformable, and efficient tri-plane representation, which achieves real-time performance, state-of-the-art pose-controllable geometry synthesis as well as photorealistic rendering quality. At the core, we non-rigidly warp global ray samples into our undeformed tri-plane texture space, which effectively addresses the problem of global points being mapped to the same tri-plane locations. We then show how such a tri-plane feature representation can be conditioned on the skeletal motion to account for dynamic appearance and geometry changes. Our results demonstrate a clear step towards higher quality in terms of geometry and appearance modeling of humans as well as runtime performance.
S3IM: Stochastic Structural SIMilarity and Its Unreasonable Effectiveness for Neural Fields
Recently, Neural Radiance Field (NeRF) has shown great success in rendering novel-view images of a given scene by learning an implicit representation with only posed RGB images. NeRF and relevant neural field methods (e.g., neural surface representation) typically optimize a point-wise loss and make point-wise predictions, where one data point corresponds to one pixel. Unfortunately, this line of research failed to use the collective supervision of distant pixels, although it is known that pixels in an image or scene can provide rich structural information. To the best of our knowledge, we are the first to design a nonlocal multiplex training paradigm for NeRF and relevant neural field methods via a novel Stochastic Structural SIMilarity (S3IM) loss that processes multiple data points as a whole set instead of process multiple inputs independently. Our extensive experiments demonstrate the unreasonable effectiveness of S3IM in improving NeRF and neural surface representation for nearly free. The improvements of quality metrics can be particularly significant for those relatively difficult tasks: e.g., the test MSE loss unexpectedly drops by more than 90% for TensoRF and DVGO over eight novel view synthesis tasks; a 198% F-score gain and a 64% Chamfer L_{1} distance reduction for NeuS over eight surface reconstruction tasks. Moreover, S3IM is consistently robust even with sparse inputs, corrupted images, and dynamic scenes.
LiftRefine: Progressively Refined View Synthesis from 3D Lifting with Volume-Triplane Representations
We propose a new view synthesis method via synthesizing a 3D neural field from both single or few-view input images. To address the ill-posed nature of the image-to-3D generation problem, we devise a two-stage method that involves a reconstruction model and a diffusion model for view synthesis. Our reconstruction model first lifts one or more input images to the 3D space from a volume as the coarse-scale 3D representation followed by a tri-plane as the fine-scale 3D representation. To mitigate the ambiguity in occluded regions, our diffusion model then hallucinates missing details in the rendered images from tri-planes. We then introduce a new progressive refinement technique that iteratively applies the reconstruction and diffusion model to gradually synthesize novel views, boosting the overall quality of the 3D representations and their rendering. Empirical evaluation demonstrates the superiority of our method over state-of-the-art methods on the synthetic SRN-Car dataset, the in-the-wild CO3D dataset, and large-scale Objaverse dataset while achieving both sampling efficacy and multi-view consistency.
TREND: Unsupervised 3D Representation Learning via Temporal Forecasting for LiDAR Perception
Labeling LiDAR point clouds is notoriously time-and-energy-consuming, which spurs recent unsupervised 3D representation learning methods to alleviate the labeling burden in LiDAR perception via pretrained weights. Almost all existing work focus on a single frame of LiDAR point cloud and neglect the temporal LiDAR sequence, which naturally accounts for object motion (and their semantics). Instead, we propose TREND, namely Temporal REndering with Neural fielD, to learn 3D representation via forecasting the future observation in an unsupervised manner. Unlike existing work that follows conventional contrastive learning or masked auto encoding paradigms, TREND integrates forecasting for 3D pre-training through a Recurrent Embedding scheme to generate 3D embedding across time and a Temporal Neural Field to represent the 3D scene, through which we compute the loss using differentiable rendering. To our best knowledge, TREND is the first work on temporal forecasting for unsupervised 3D representation learning. We evaluate TREND on downstream 3D object detection tasks on popular datasets, including NuScenes, Once and Waymo. Experiment results show that TREND brings up to 90% more improvement as compared to previous SOTA unsupervised 3D pre-training methods and generally improve different downstream models across datasets, demonstrating that indeed temporal forecasting brings improvement for LiDAR perception. Codes and models will be released.
GNFactor: Multi-Task Real Robot Learning with Generalizable Neural Feature Fields
It is a long-standing problem in robotics to develop agents capable of executing diverse manipulation tasks from visual observations in unstructured real-world environments. To achieve this goal, the robot needs to have a comprehensive understanding of the 3D structure and semantics of the scene. In this work, we present GNFactor, a visual behavior cloning agent for multi-task robotic manipulation with Generalizable Neural feature Fields. GNFactor jointly optimizes a generalizable neural field (GNF) as a reconstruction module and a Perceiver Transformer as a decision-making module, leveraging a shared deep 3D voxel representation. To incorporate semantics in 3D, the reconstruction module utilizes a vision-language foundation model (e.g., Stable Diffusion) to distill rich semantic information into the deep 3D voxel. We evaluate GNFactor on 3 real robot tasks and perform detailed ablations on 10 RLBench tasks with a limited number of demonstrations. We observe a substantial improvement of GNFactor over current state-of-the-art methods in seen and unseen tasks, demonstrating the strong generalization ability of GNFactor. Our project website is https://yanjieze.com/GNFactor/ .
Active Neural Mapping
We address the problem of active mapping with a continually-learned neural scene representation, namely Active Neural Mapping. The key lies in actively finding the target space to be explored with efficient agent movement, thus minimizing the map uncertainty on-the-fly within a previously unseen environment. In this paper, we examine the weight space of the continually-learned neural field, and show empirically that the neural variability, the prediction robustness against random weight perturbation, can be directly utilized to measure the instant uncertainty of the neural map. Together with the continuous geometric information inherited in the neural map, the agent can be guided to find a traversable path to gradually gain knowledge of the environment. We present for the first time an active mapping system with a coordinate-based implicit neural representation for online scene reconstruction. Experiments in the visually-realistic Gibson and Matterport3D environment demonstrate the efficacy of the proposed method.
Nexels: Neurally-Textured Surfels for Real-Time Novel View Synthesis with Sparse Geometries
Though Gaussian splatting has achieved impressive results in novel view synthesis, it requires millions of primitives to model highly textured scenes, even when the geometry of the scene is simple. We propose a representation that goes beyond point-based rendering and decouples geometry and appearance in order to achieve a compact representation. We use surfels for geometry and a combination of a global neural field and per-primitive colours for appearance. The neural field textures a fixed number of primitives for each pixel, ensuring that the added compute is low. Our representation matches the perceptual quality of 3D Gaussian splatting while using 9.7times fewer primitives and 5.5times less memory on outdoor scenes and using 31times fewer primitives and 3.7times less memory on indoor scenes. Our representation also renders twice as fast as existing textured primitives while improving upon their visual quality.
Sat2Density: Faithful Density Learning from Satellite-Ground Image Pairs
This paper aims to develop an accurate 3D geometry representation of satellite images using satellite-ground image pairs. Our focus is on the challenging problem of 3D-aware ground-views synthesis from a satellite image. We draw inspiration from the density field representation used in volumetric neural rendering and propose a new approach, called Sat2Density. Our method utilizes the properties of ground-view panoramas for the sky and non-sky regions to learn faithful density fields of 3D scenes in a geometric perspective. Unlike other methods that require extra depth information during training, our Sat2Density can automatically learn accurate and faithful 3D geometry via density representation without depth supervision. This advancement significantly improves the ground-view panorama synthesis task. Additionally, our study provides a new geometric perspective to understand the relationship between satellite and ground-view images in 3D space.
HyRF: Hybrid Radiance Fields for Memory-efficient and High-quality Novel View Synthesis
Recently, 3D Gaussian Splatting (3DGS) has emerged as a powerful alternative to NeRF-based approaches, enabling real-time, high-quality novel view synthesis through explicit, optimizable 3D Gaussians. However, 3DGS suffers from significant memory overhead due to its reliance on per-Gaussian parameters to model view-dependent effects and anisotropic shapes. While recent works propose compressing 3DGS with neural fields, these methods struggle to capture high-frequency spatial variations in Gaussian properties, leading to degraded reconstruction of fine details. We present Hybrid Radiance Fields (HyRF), a novel scene representation that combines the strengths of explicit Gaussians and neural fields. HyRF decomposes the scene into (1) a compact set of explicit Gaussians storing only critical high-frequency parameters and (2) grid-based neural fields that predict remaining properties. To enhance representational capacity, we introduce a decoupled neural field architecture, separately modeling geometry (scale, opacity, rotation) and view-dependent color. Additionally, we propose a hybrid rendering scheme that composites Gaussian splatting with a neural field-predicted background, addressing limitations in distant scene representation. Experiments demonstrate that HyRF achieves state-of-the-art rendering quality while reducing model size by over 20 times compared to 3DGS and maintaining real-time performance. Our project page is available at https://wzpscott.github.io/hyrf/.
PartGen: Part-level 3D Generation and Reconstruction with Multi-View Diffusion Models
Text- or image-to-3D generators and 3D scanners can now produce 3D assets with high-quality shapes and textures. These assets typically consist of a single, fused representation, like an implicit neural field, a Gaussian mixture, or a mesh, without any useful structure. However, most applications and creative workflows require assets to be made of several meaningful parts that can be manipulated independently. To address this gap, we introduce PartGen, a novel approach that generates 3D objects composed of meaningful parts starting from text, an image, or an unstructured 3D object. First, given multiple views of a 3D object, generated or rendered, a multi-view diffusion model extracts a set of plausible and view-consistent part segmentations, dividing the object into parts. Then, a second multi-view diffusion model takes each part separately, fills in the occlusions, and uses those completed views for 3D reconstruction by feeding them to a 3D reconstruction network. This completion process considers the context of the entire object to ensure that the parts integrate cohesively. The generative completion model can make up for the information missing due to occlusions; in extreme cases, it can hallucinate entirely invisible parts based on the input 3D asset. We evaluate our method on generated and real 3D assets and show that it outperforms segmentation and part-extraction baselines by a large margin. We also showcase downstream applications such as 3D part editing.
Compact 3D Gaussian Splatting for Static and Dynamic Radiance Fields
3D Gaussian splatting (3DGS) has recently emerged as an alternative representation that leverages a 3D Gaussian-based representation and introduces an approximated volumetric rendering, achieving very fast rendering speed and promising image quality. Furthermore, subsequent studies have successfully extended 3DGS to dynamic 3D scenes, demonstrating its wide range of applications. However, a significant drawback arises as 3DGS and its following methods entail a substantial number of Gaussians to maintain the high fidelity of the rendered images, which requires a large amount of memory and storage. To address this critical issue, we place a specific emphasis on two key objectives: reducing the number of Gaussian points without sacrificing performance and compressing the Gaussian attributes, such as view-dependent color and covariance. To this end, we propose a learnable mask strategy that significantly reduces the number of Gaussians while preserving high performance. In addition, we propose a compact but effective representation of view-dependent color by employing a grid-based neural field rather than relying on spherical harmonics. Finally, we learn codebooks to compactly represent the geometric and temporal attributes by residual vector quantization. With model compression techniques such as quantization and entropy coding, we consistently show over 25x reduced storage and enhanced rendering speed compared to 3DGS for static scenes, while maintaining the quality of the scene representation. For dynamic scenes, our approach achieves more than 12x storage efficiency and retains a high-quality reconstruction compared to the existing state-of-the-art methods. Our work provides a comprehensive framework for 3D scene representation, achieving high performance, fast training, compactness, and real-time rendering. Our project page is available at https://maincold2.github.io/c3dgs/.
MixRT: Mixed Neural Representations For Real-Time NeRF Rendering
Neural Radiance Field (NeRF) has emerged as a leading technique for novel view synthesis, owing to its impressive photorealistic reconstruction and rendering capability. Nevertheless, achieving real-time NeRF rendering in large-scale scenes has presented challenges, often leading to the adoption of either intricate baked mesh representations with a substantial number of triangles or resource-intensive ray marching in baked representations. We challenge these conventions, observing that high-quality geometry, represented by meshes with substantial triangles, is not necessary for achieving photorealistic rendering quality. Consequently, we propose MixRT, a novel NeRF representation that includes a low-quality mesh, a view-dependent displacement map, and a compressed NeRF model. This design effectively harnesses the capabilities of existing graphics hardware, thus enabling real-time NeRF rendering on edge devices. Leveraging a highly-optimized WebGL-based rendering framework, our proposed MixRT attains real-time rendering speeds on edge devices (over 30 FPS at a resolution of 1280 x 720 on a MacBook M1 Pro laptop), better rendering quality (0.2 PSNR higher in indoor scenes of the Unbounded-360 datasets), and a smaller storage size (less than 80% compared to state-of-the-art methods).
Taming Latent Diffusion Model for Neural Radiance Field Inpainting
Neural Radiance Field (NeRF) is a representation for 3D reconstruction from multi-view images. Despite some recent work showing preliminary success in editing a reconstructed NeRF with diffusion prior, they remain struggling to synthesize reasonable geometry in completely uncovered regions. One major reason is the high diversity of synthetic contents from the diffusion model, which hinders the radiance field from converging to a crisp and deterministic geometry. Moreover, applying latent diffusion models on real data often yields a textural shift incoherent to the image condition due to auto-encoding errors. These two problems are further reinforced with the use of pixel-distance losses. To address these issues, we propose tempering the diffusion model's stochasticity with per-scene customization and mitigating the textural shift with masked adversarial training. During the analyses, we also found the commonly used pixel and perceptual losses are harmful in the NeRF inpainting task. Through rigorous experiments, our framework yields state-of-the-art NeRF inpainting results on various real-world scenes. Project page: https://hubert0527.github.io/MALD-NeRF
MeshXL: Neural Coordinate Field for Generative 3D Foundation Models
The polygon mesh representation of 3D data exhibits great flexibility, fast rendering speed, and storage efficiency, which is widely preferred in various applications. However, given its unstructured graph representation, the direct generation of high-fidelity 3D meshes is challenging. Fortunately, with a pre-defined ordering strategy, 3D meshes can be represented as sequences, and the generation process can be seamlessly treated as an auto-regressive problem. In this paper, we validate the Neural Coordinate Field (NeurCF), an explicit coordinate representation with implicit neural embeddings, is a simple-yet-effective representation for large-scale sequential mesh modeling. After that, we present MeshXL, a family of generative pre-trained auto-regressive models, which addresses the process of 3D mesh generation with modern large language model approaches. Extensive experiments show that MeshXL is able to generate high-quality 3D meshes, and can also serve as foundation models for various down-stream applications.
Exploring Active Learning for Label-Efficient Training of Semantic Neural Radiance Field
Neural Radiance Field (NeRF) models are implicit neural scene representation methods that offer unprecedented capabilities in novel view synthesis. Semantically-aware NeRFs not only capture the shape and radiance of a scene, but also encode semantic information of the scene. The training of semantically-aware NeRFs typically requires pixel-level class labels, which can be prohibitively expensive to collect. In this work, we explore active learning as a potential solution to alleviate the annotation burden. We investigate various design choices for active learning of semantically-aware NeRF, including selection granularity and selection strategies. We further propose a novel active learning strategy that takes into account 3D geometric constraints in sample selection. Our experiments demonstrate that active learning can effectively reduce the annotation cost of training semantically-aware NeRF, achieving more than 2X reduction in annotation cost compared to random sampling.
Multiscale Representation for Real-Time Anti-Aliasing Neural Rendering
The rendering scheme in neural radiance field (NeRF) is effective in rendering a pixel by casting a ray into the scene. However, NeRF yields blurred rendering results when the training images are captured at non-uniform scales, and produces aliasing artifacts if the test images are taken in distant views. To address this issue, Mip-NeRF proposes a multiscale representation as a conical frustum to encode scale information. Nevertheless, this approach is only suitable for offline rendering since it relies on integrated positional encoding (IPE) to query a multilayer perceptron (MLP). To overcome this limitation, we propose mip voxel grids (Mip-VoG), an explicit multiscale representation with a deferred architecture for real-time anti-aliasing rendering. Our approach includes a density Mip-VoG for scene geometry and a feature Mip-VoG with a small MLP for view-dependent color. Mip-VoG encodes scene scale using the level of detail (LOD) derived from ray differentials and uses quadrilinear interpolation to map a queried 3D location to its features and density from two neighboring downsampled voxel grids. To our knowledge, our approach is the first to offer multiscale training and real-time anti-aliasing rendering simultaneously. We conducted experiments on multiscale datasets, and the results show that our approach outperforms state-of-the-art real-time rendering baselines.
NeRF: Neural Radiance Field in 3D Vision, A Comprehensive Review
Neural Radiance Field (NeRF), a new novel view synthesis with implicit scene representation has taken the field of Computer Vision by storm. As a novel view synthesis and 3D reconstruction method, NeRF models find applications in robotics, urban mapping, autonomous navigation, virtual reality/augmented reality, and more. Since the original paper by Mildenhall et al., more than 250 preprints were published, with more than 100 eventually being accepted in tier one Computer Vision Conferences. Given NeRF popularity and the current interest in this research area, we believe it necessary to compile a comprehensive survey of NeRF papers from the past two years, which we organized into both architecture, and application based taxonomies. We also provide an introduction to the theory of NeRF based novel view synthesis, and a benchmark comparison of the performance and speed of key NeRF models. By creating this survey, we hope to introduce new researchers to NeRF, provide a helpful reference for influential works in this field, as well as motivate future research directions with our discussion section.
HAvatar: High-fidelity Head Avatar via Facial Model Conditioned Neural Radiance Field
The problem of modeling an animatable 3D human head avatar under light-weight setups is of significant importance but has not been well solved. Existing 3D representations either perform well in the realism of portrait images synthesis or the accuracy of expression control, but not both. To address the problem, we introduce a novel hybrid explicit-implicit 3D representation, Facial Model Conditioned Neural Radiance Field, which integrates the expressiveness of NeRF and the prior information from the parametric template. At the core of our representation, a synthetic-renderings-based condition method is proposed to fuse the prior information from the parametric model into the implicit field without constraining its topological flexibility. Besides, based on the hybrid representation, we properly overcome the inconsistent shape issue presented in existing methods and improve the animation stability. Moreover, by adopting an overall GAN-based architecture using an image-to-image translation network, we achieve high-resolution, realistic and view-consistent synthesis of dynamic head appearance. Experiments demonstrate that our method can achieve state-of-the-art performance for 3D head avatar animation compared with previous methods.
Multi-Modal Neural Radiance Field for Monocular Dense SLAM with a Light-Weight ToF Sensor
Light-weight time-of-flight (ToF) depth sensors are compact and cost-efficient, and thus widely used on mobile devices for tasks such as autofocus and obstacle detection. However, due to the sparse and noisy depth measurements, these sensors have rarely been considered for dense geometry reconstruction. In this work, we present the first dense SLAM system with a monocular camera and a light-weight ToF sensor. Specifically, we propose a multi-modal implicit scene representation that supports rendering both the signals from the RGB camera and light-weight ToF sensor which drives the optimization by comparing with the raw sensor inputs. Moreover, in order to guarantee successful pose tracking and reconstruction, we exploit a predicted depth as an intermediate supervision and develop a coarse-to-fine optimization strategy for efficient learning of the implicit representation. At last, the temporal information is explicitly exploited to deal with the noisy signals from light-weight ToF sensors to improve the accuracy and robustness of the system. Experiments demonstrate that our system well exploits the signals of light-weight ToF sensors and achieves competitive results both on camera tracking and dense scene reconstruction. Project page: https://zju3dv.github.io/tof_slam/.
NeMF: Inverse Volume Rendering with Neural Microflake Field
Recovering the physical attributes of an object's appearance from its images captured under an unknown illumination is challenging yet essential for photo-realistic rendering. Recent approaches adopt the emerging implicit scene representations and have shown impressive results.However, they unanimously adopt a surface-based representation,and hence can not well handle scenes with very complex geometry, translucent object and etc. In this paper, we propose to conduct inverse volume rendering, in contrast to surface-based, by representing a scene using microflake volume, which assumes the space is filled with infinite small flakes and light reflects or scatters at each spatial location according to microflake distributions. We further adopt the coordinate networks to implicitly encode the microflake volume, and develop a differentiable microflake volume renderer to train the network in an end-to-end way in principle.Our NeMF enables effective recovery of appearance attributes for highly complex geometry and scattering object, enables high-quality relighting, material editing, and especially simulates volume rendering effects, such as scattering, which is infeasible for surface-based approaches.
Adaptive Shells for Efficient Neural Radiance Field Rendering
Neural radiance fields achieve unprecedented quality for novel view synthesis, but their volumetric formulation remains expensive, requiring a huge number of samples to render high-resolution images. Volumetric encodings are essential to represent fuzzy geometry such as foliage and hair, and they are well-suited for stochastic optimization. Yet, many scenes ultimately consist largely of solid surfaces which can be accurately rendered by a single sample per pixel. Based on this insight, we propose a neural radiance formulation that smoothly transitions between volumetric- and surface-based rendering, greatly accelerating rendering speed and even improving visual fidelity. Our method constructs an explicit mesh envelope which spatially bounds a neural volumetric representation. In solid regions, the envelope nearly converges to a surface and can often be rendered with a single sample. To this end, we generalize the NeuS formulation with a learned spatially-varying kernel size which encodes the spread of the density, fitting a wide kernel to volume-like regions and a tight kernel to surface-like regions. We then extract an explicit mesh of a narrow band around the surface, with width determined by the kernel size, and fine-tune the radiance field within this band. At inference time, we cast rays against the mesh and evaluate the radiance field only within the enclosed region, greatly reducing the number of samples required. Experiments show that our approach enables efficient rendering at very high fidelity. We also demonstrate that the extracted envelope enables downstream applications such as animation and simulation.
NerfBridge: Bringing Real-time, Online Neural Radiance Field Training to Robotics
This work was presented at the IEEE International Conference on Robotics and Automation 2023 Workshop on Unconventional Spatial Representations. Neural radiance fields (NeRFs) are a class of implicit scene representations that model 3D environments from color images. NeRFs are expressive, and can model the complex and multi-scale geometry of real world environments, which potentially makes them a powerful tool for robotics applications. Modern NeRF training libraries can generate a photo-realistic NeRF from a static data set in just a few seconds, but are designed for offline use and require a slow pose optimization pre-computation step. In this work we propose NerfBridge, an open-source bridge between the Robot Operating System (ROS) and the popular Nerfstudio library for real-time, online training of NeRFs from a stream of images. NerfBridge enables rapid development of research on applications of NeRFs in robotics by providing an extensible interface to the efficient training pipelines and model libraries provided by Nerfstudio. As an example use case we outline a hardware setup that can be used NerfBridge to train a NeRF from images captured by a camera mounted to a quadrotor in both indoor and outdoor environments. For accompanying video https://youtu.be/EH0SLn-RcDg and code https://github.com/javieryu/nerf_bridge.
R2L: Distilling Neural Radiance Field to Neural Light Field for Efficient Novel View Synthesis
Recent research explosion on Neural Radiance Field (NeRF) shows the encouraging potential to represent complex scenes with neural networks. One major drawback of NeRF is its prohibitive inference time: Rendering a single pixel requires querying the NeRF network hundreds of times. To resolve it, existing efforts mainly attempt to reduce the number of required sampled points. However, the problem of iterative sampling still exists. On the other hand, Neural Light Field (NeLF) presents a more straightforward representation over NeRF in novel view synthesis -- the rendering of a pixel amounts to one single forward pass without ray-marching. In this work, we present a deep residual MLP network (88 layers) to effectively learn the light field. We show the key to successfully learning such a deep NeLF network is to have sufficient data, for which we transfer the knowledge from a pre-trained NeRF model via data distillation. Extensive experiments on both synthetic and real-world scenes show the merits of our method over other counterpart algorithms. On the synthetic scenes, we achieve 26-35x FLOPs reduction (per camera ray) and 28-31x runtime speedup, meanwhile delivering significantly better (1.4-2.8 dB average PSNR improvement) rendering quality than NeRF without any customized parallelism requirement.
Real-Time Neural Light Field on Mobile Devices
Recent efforts in Neural Rendering Fields (NeRF) have shown impressive results on novel view synthesis by utilizing implicit neural representation to represent 3D scenes. Due to the process of volumetric rendering, the inference speed for NeRF is extremely slow, limiting the application scenarios of utilizing NeRF on resource-constrained hardware, such as mobile devices. Many works have been conducted to reduce the latency of running NeRF models. However, most of them still require high-end GPU for acceleration or extra storage memory, which is all unavailable on mobile devices. Another emerging direction utilizes the neural light field (NeLF) for speedup, as only one forward pass is performed on a ray to predict the pixel color. Nevertheless, to reach a similar rendering quality as NeRF, the network in NeLF is designed with intensive computation, which is not mobile-friendly. In this work, we propose an efficient network that runs in real-time on mobile devices for neural rendering. We follow the setting of NeLF to train our network. Unlike existing works, we introduce a novel network architecture that runs efficiently on mobile devices with low latency and small size, i.e., saving 15times sim 24times storage compared with MobileNeRF. Our model achieves high-resolution generation while maintaining real-time inference for both synthetic and real-world scenes on mobile devices, e.g., 18.04ms (iPhone 13) for rendering one 1008times756 image of real 3D scenes. Additionally, we achieve similar image quality as NeRF and better quality than MobileNeRF (PSNR 26.15 vs. 25.91 on the real-world forward-facing dataset).
CuNeRF: Cube-Based Neural Radiance Field for Zero-Shot Medical Image Arbitrary-Scale Super Resolution
Medical image arbitrary-scale super-resolution (MIASSR) has recently gained widespread attention, aiming to super sample medical volumes at arbitrary scales via a single model. However, existing MIASSR methods face two major limitations: (i) reliance on high-resolution (HR) volumes and (ii) limited generalization ability, which restricts their application in various scenarios. To overcome these limitations, we propose Cube-based Neural Radiance Field (CuNeRF), a zero-shot MIASSR framework that can yield medical images at arbitrary scales and viewpoints in a continuous domain. Unlike existing MIASSR methods that fit the mapping between low-resolution (LR) and HR volumes, CuNeRF focuses on building a coordinate-intensity continuous representation from LR volumes without the need for HR references. This is achieved by the proposed differentiable modules: including cube-based sampling, isotropic volume rendering, and cube-based hierarchical rendering. Through extensive experiments on magnetic resource imaging (MRI) and computed tomography (CT) modalities, we demonstrate that CuNeRF outperforms state-of-the-art MIASSR methods. CuNeRF yields better visual verisimilitude and reduces aliasing artifacts at various upsampling factors. Moreover, our CuNeRF does not need any LR-HR training pairs, which is more flexible and easier to be used than others. Our code will be publicly available soon.
Nerfstudio: A Modular Framework for Neural Radiance Field Development
Neural Radiance Fields (NeRF) are a rapidly growing area of research with wide-ranging applications in computer vision, graphics, robotics, and more. In order to streamline the development and deployment of NeRF research, we propose a modular PyTorch framework, Nerfstudio. Our framework includes plug-and-play components for implementing NeRF-based methods, which make it easy for researchers and practitioners to incorporate NeRF into their projects. Additionally, the modular design enables support for extensive real-time visualization tools, streamlined pipelines for importing captured in-the-wild data, and tools for exporting to video, point cloud and mesh representations. The modularity of Nerfstudio enables the development of Nerfacto, our method that combines components from recent papers to achieve a balance between speed and quality, while also remaining flexible to future modifications. To promote community-driven development, all associated code and data are made publicly available with open-source licensing at https://nerf.studio.
PREF: Phasorial Embedding Fields for Compact Neural Representations
We present an efficient frequency-based neural representation termed PREF: a shallow MLP augmented with a phasor volume that covers significant border spectra than previous Fourier feature mapping or Positional Encoding. At the core is our compact 3D phasor volume where frequencies distribute uniformly along a 2D plane and dilate along a 1D axis. To this end, we develop a tailored and efficient Fourier transform that combines both Fast Fourier transform and local interpolation to accelerate na\"ive Fourier mapping. We also introduce a Parsvel regularizer that stables frequency-based learning. In these ways, Our PREF reduces the costly MLP in the frequency-based representation, thereby significantly closing the efficiency gap between it and other hybrid representations, and improving its interpretability. Comprehensive experiments demonstrate that our PREF is able to capture high-frequency details while remaining compact and robust, including 2D image generalization, 3D signed distance function regression and 5D neural radiance field reconstruction.
Strata-NeRF : Neural Radiance Fields for Stratified Scenes
Neural Radiance Field (NeRF) approaches learn the underlying 3D representation of a scene and generate photo-realistic novel views with high fidelity. However, most proposed settings concentrate on modelling a single object or a single level of a scene. However, in the real world, we may capture a scene at multiple levels, resulting in a layered capture. For example, tourists usually capture a monument's exterior structure before capturing the inner structure. Modelling such scenes in 3D with seamless switching between levels can drastically improve immersive experiences. However, most existing techniques struggle in modelling such scenes. We propose Strata-NeRF, a single neural radiance field that implicitly captures a scene with multiple levels. Strata-NeRF achieves this by conditioning the NeRFs on Vector Quantized (VQ) latent representations which allow sudden changes in scene structure. We evaluate the effectiveness of our approach in multi-layered synthetic dataset comprising diverse scenes and then further validate its generalization on the real-world RealEstate10K dataset. We find that Strata-NeRF effectively captures stratified scenes, minimizes artifacts, and synthesizes high-fidelity views compared to existing approaches.
Zip-NeRF: Anti-Aliased Grid-Based Neural Radiance Fields
Neural Radiance Field training can be accelerated through the use of grid-based representations in NeRF's learned mapping from spatial coordinates to colors and volumetric density. However, these grid-based approaches lack an explicit understanding of scale and therefore often introduce aliasing, usually in the form of jaggies or missing scene content. Anti-aliasing has previously been addressed by mip-NeRF 360, which reasons about sub-volumes along a cone rather than points along a ray, but this approach is not natively compatible with current grid-based techniques. We show how ideas from rendering and signal processing can be used to construct a technique that combines mip-NeRF 360 and grid-based models such as Instant NGP to yield error rates that are 8% - 77% lower than either prior technique, and that trains 24x faster than mip-NeRF 360.
CARFF: Conditional Auto-encoded Radiance Field for 3D Scene Forecasting
We propose CARFF: Conditional Auto-encoded Radiance Field for 3D Scene Forecasting, a method for predicting future 3D scenes given past observations, such as 2D ego-centric images. Our method maps an image to a distribution over plausible 3D latent scene configurations using a probabilistic encoder, and predicts the evolution of the hypothesized scenes through time. Our latent scene representation conditions a global Neural Radiance Field (NeRF) to represent a 3D scene model, which enables explainable predictions and straightforward downstream applications. This approach extends beyond previous neural rendering work by considering complex scenarios of uncertainty in environmental states and dynamics. We employ a two-stage training of Pose-Conditional-VAE and NeRF to learn 3D representations. Additionally, we auto-regressively predict latent scene representations as a partially observable Markov decision process, utilizing a mixture density network. We demonstrate the utility of our method in realistic scenarios using the CARLA driving simulator, where CARFF can be used to enable efficient trajectory and contingency planning in complex multi-agent autonomous driving scenarios involving visual occlusions.
WaveNeRF: Wavelet-based Generalizable Neural Radiance Fields
Neural Radiance Field (NeRF) has shown impressive performance in novel view synthesis via implicit scene representation. However, it usually suffers from poor scalability as requiring densely sampled images for each new scene. Several studies have attempted to mitigate this problem by integrating Multi-View Stereo (MVS) technique into NeRF while they still entail a cumbersome fine-tuning process for new scenes. Notably, the rendering quality will drop severely without this fine-tuning process and the errors mainly appear around the high-frequency features. In the light of this observation, we design WaveNeRF, which integrates wavelet frequency decomposition into MVS and NeRF to achieve generalizable yet high-quality synthesis without any per-scene optimization. To preserve high-frequency information when generating 3D feature volumes, WaveNeRF builds Multi-View Stereo in the Wavelet domain by integrating the discrete wavelet transform into the classical cascade MVS, which disentangles high-frequency information explicitly. With that, disentangled frequency features can be injected into classic NeRF via a novel hybrid neural renderer to yield faithful high-frequency details, and an intuitive frequency-guided sampling strategy can be designed to suppress artifacts around high-frequency regions. Extensive experiments over three widely studied benchmarks show that WaveNeRF achieves superior generalizable radiance field modeling when only given three images as input.
BundleSDF: Neural 6-DoF Tracking and 3D Reconstruction of Unknown Objects
We present a near real-time method for 6-DoF tracking of an unknown object from a monocular RGBD video sequence, while simultaneously performing neural 3D reconstruction of the object. Our method works for arbitrary rigid objects, even when visual texture is largely absent. The object is assumed to be segmented in the first frame only. No additional information is required, and no assumption is made about the interaction agent. Key to our method is a Neural Object Field that is learned concurrently with a pose graph optimization process in order to robustly accumulate information into a consistent 3D representation capturing both geometry and appearance. A dynamic pool of posed memory frames is automatically maintained to facilitate communication between these threads. Our approach handles challenging sequences with large pose changes, partial and full occlusion, untextured surfaces, and specular highlights. We show results on HO3D, YCBInEOAT, and BEHAVE datasets, demonstrating that our method significantly outperforms existing approaches. Project page: https://bundlesdf.github.io
Text2Mesh: Text-Driven Neural Stylization for Meshes
In this work, we develop intuitive controls for editing the style of 3D objects. Our framework, Text2Mesh, stylizes a 3D mesh by predicting color and local geometric details which conform to a target text prompt. We consider a disentangled representation of a 3D object using a fixed mesh input (content) coupled with a learned neural network, which we term neural style field network. In order to modify style, we obtain a similarity score between a text prompt (describing style) and a stylized mesh by harnessing the representational power of CLIP. Text2Mesh requires neither a pre-trained generative model nor a specialized 3D mesh dataset. It can handle low-quality meshes (non-manifold, boundaries, etc.) with arbitrary genus, and does not require UV parameterization. We demonstrate the ability of our technique to synthesize a myriad of styles over a wide variety of 3D meshes.
TriNeRFLet: A Wavelet Based Multiscale Triplane NeRF Representation
In recent years, the neural radiance field (NeRF) model has gained popularity due to its ability to recover complex 3D scenes. Following its success, many approaches proposed different NeRF representations in order to further improve both runtime and performance. One such example is Triplane, in which NeRF is represented using three 2D feature planes. This enables easily using existing 2D neural networks in this framework, e.g., to generate the three planes. Despite its advantage, the triplane representation lagged behind in its 3D recovery quality compared to NeRF solutions. In this work, we propose TriNeRFLet, a 2D wavelet-based multiscale triplane representation for NeRF, which closes the 3D recovery performance gap and is competitive with current state-of-the-art methods. Building upon the triplane framework, we also propose a novel super-resolution (SR) technique that combines a diffusion model with TriNeRFLet for improving NeRF resolution.
SurfelNeRF: Neural Surfel Radiance Fields for Online Photorealistic Reconstruction of Indoor Scenes
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 10times 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.
MagicClay: Sculpting Meshes With Generative Neural Fields
The recent developments in neural fields have brought phenomenal capabilities to the field of shape generation, but they lack crucial properties, such as incremental control - a fundamental requirement for artistic work. Triangular meshes, on the other hand, are the representation of choice for most geometry related tasks, offering efficiency and intuitive control, but do not lend themselves to neural optimization. To support downstream tasks, previous art typically proposes a two-step approach, where first a shape is generated using neural fields, and then a mesh is extracted for further processing. Instead, in this paper we introduce a hybrid approach that maintains both a mesh and a Signed Distance Field (SDF) representations consistently. Using this representation, we introduce MagicClay - an artist friendly tool for sculpting regions of a mesh according to textual prompts while keeping other regions untouched. Our framework carefully and efficiently balances consistency between the representations and regularizations in every step of the shape optimization; Relying on the mesh representation, we show how to render the SDF at higher resolutions and faster. In addition, we employ recent work in differentiable mesh reconstruction to adaptively allocate triangles in the mesh where required, as indicated by the SDF. Using an implemented prototype, we demonstrate superior generated geometry compared to the state-of-the-art, and novel consistent control, allowing sequential prompt-based edits to the same mesh for the first time.
Reconstructing Personalized Semantic Facial NeRF Models From Monocular Video
We present a novel semantic model for human head defined with neural radiance field. The 3D-consistent head model consist of a set of disentangled and interpretable bases, and can be driven by low-dimensional expression coefficients. Thanks to the powerful representation ability of neural radiance field, the constructed model can represent complex facial attributes including hair, wearings, which can not be represented by traditional mesh blendshape. To construct the personalized semantic facial model, we propose to define the bases as several multi-level voxel fields. With a short monocular RGB video as input, our method can construct the subject's semantic facial NeRF model with only ten to twenty minutes, and can render a photo-realistic human head image in tens of miliseconds with a given expression coefficient and view direction. With this novel representation, we apply it to many tasks like facial retargeting and expression editing. Experimental results demonstrate its strong representation ability and training/inference speed. Demo videos and released code are provided in our project page: https://ustc3dv.github.io/NeRFBlendShape/
PKU-DyMVHumans: A Multi-View Video Benchmark for High-Fidelity Dynamic Human Modeling
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.
Single-view 3D Scene Reconstruction with High-fidelity Shape and Texture
Reconstructing detailed 3D scenes from single-view images remains a challenging task due to limitations in existing approaches, which primarily focus on geometric shape recovery, overlooking object appearances and fine shape details. To address these challenges, we propose a novel framework for simultaneous high-fidelity recovery of object shapes and textures from single-view images. Our approach utilizes the proposed Single-view neural implicit Shape and Radiance field (SSR) representations to leverage both explicit 3D shape supervision and volume rendering of color, depth, and surface normal images. To overcome shape-appearance ambiguity under partial observations, we introduce a two-stage learning curriculum incorporating both 3D and 2D supervisions. A distinctive feature of our framework is its ability to generate fine-grained textured meshes while seamlessly integrating rendering capabilities into the single-view 3D reconstruction model. This integration enables not only improved textured 3D object reconstruction by 27.7% and 11.6% on the 3D-FRONT and Pix3D datasets, respectively, but also supports the rendering of images from novel viewpoints. Beyond individual objects, our approach facilitates composing object-level representations into flexible scene representations, thereby enabling applications such as holistic scene understanding and 3D scene editing. We conduct extensive experiments to demonstrate the effectiveness of our method.
Attention is All You Need? Good Embeddings with Statistics are enough:Large Scale Audio Understanding without Transformers/ Convolutions/ BERTs/ Mixers/ Attention/ RNNs or ....
This paper presents a way of doing large scale audio understanding without traditional state of the art neural architectures. Ever since the introduction of deep learning for understanding audio signals in the past decade, convolutional architectures have been able to achieve state of the art results surpassing traditional hand-crafted features. In the recent past, there has been a similar shift away from traditional convolutional and recurrent neural networks towards purely end-to-end Transformer architectures. We, in this work, explore an approach, based on Bag-of-Words model. Our approach does not have any convolutions, recurrence, attention, transformers or other approaches such as BERT. We utilize micro and macro level clustered vanilla embeddings, and use a MLP head for classification. We only use feed-forward encoder-decoder models to get the bottlenecks of spectral envelops, spectral patches and slices as well as multi-resolution spectra. A classification head (a feed-forward layer), similar to the approach in SimCLR is trained on a learned representation. Using simple codes learned on latent representations, we show how we surpass traditional convolutional neural network architectures, and come strikingly close to outperforming powerful Transformer architectures. This work hopefully would pave way for exciting advancements in the field of representation learning without massive, end-to-end neural architectures.
DL3DV-10K: A Large-Scale Scene Dataset for Deep Learning-based 3D Vision
We have witnessed significant progress in deep learning-based 3D vision, ranging from neural radiance field (NeRF) based 3D representation learning to applications in novel view synthesis (NVS). However, existing scene-level datasets for deep learning-based 3D vision, limited to either synthetic environments or a narrow selection of real-world scenes, are quite insufficient. This insufficiency not only hinders a comprehensive benchmark of existing methods but also caps what could be explored in deep learning-based 3D analysis. To address this critical gap, we present DL3DV-10K, a large-scale scene dataset, featuring 51.2 million frames from 10,510 videos captured from 65 types of point-of-interest (POI) locations, covering both bounded and unbounded scenes, with different levels of reflection, transparency, and lighting. We conducted a comprehensive benchmark of recent NVS methods on DL3DV-10K, which revealed valuable insights for future research in NVS. In addition, we have obtained encouraging results in a pilot study to learn generalizable NeRF from DL3DV-10K, which manifests the necessity of a large-scale scene-level dataset to forge a path toward a foundation model for learning 3D representation. Our DL3DV-10K dataset, benchmark results, and models will be publicly accessible at https://dl3dv-10k.github.io/DL3DV-10K/.
PointGS: Point Attention-Aware Sparse View Synthesis with Gaussian Splatting
3D Gaussian splatting (3DGS) is an innovative rendering technique that surpasses the neural radiance field (NeRF) in both rendering speed and visual quality by leveraging an explicit 3D scene representation. Existing 3DGS approaches require a large number of calibrated views to generate a consistent and complete scene representation. When input views are limited, 3DGS tends to overfit the training views, leading to noticeable degradation in rendering quality. To address this limitation, we propose a Point-wise Feature-Aware Gaussian Splatting framework that enables real-time, high-quality rendering from sparse training views. Specifically, we first employ the latest stereo foundation model to estimate accurate camera poses and reconstruct a dense point cloud for Gaussian initialization. We then encode the colour attributes of each 3D Gaussian by sampling and aggregating multiscale 2D appearance features from sparse inputs. To enhance point-wise appearance representation, we design a point interaction network based on a self-attention mechanism, allowing each Gaussian point to interact with its nearest neighbors. These enriched features are subsequently decoded into Gaussian parameters through two lightweight multi-layer perceptrons (MLPs) for final rendering. Extensive experiments on diverse benchmarks demonstrate that our method significantly outperforms NeRF-based approaches and achieves competitive performance under few-shot settings compared to the state-of-the-art 3DGS methods.
Robust e-NeRF: NeRF from Sparse & Noisy Events under Non-Uniform Motion
Event cameras offer many advantages over standard cameras due to their distinctive principle of operation: low power, low latency, high temporal resolution and high dynamic range. Nonetheless, the success of many downstream visual applications also hinges on an efficient and effective scene representation, where Neural Radiance Field (NeRF) is seen as the leading candidate. Such promise and potential of event cameras and NeRF inspired recent works to investigate on the reconstruction of NeRF from moving event cameras. However, these works are mainly limited in terms of the dependence on dense and low-noise event streams, as well as generalization to arbitrary contrast threshold values and camera speed profiles. In this work, we propose Robust e-NeRF, a novel method to directly and robustly reconstruct NeRFs from moving event cameras under various real-world conditions, especially from sparse and noisy events generated under non-uniform motion. It consists of two key components: a realistic event generation model that accounts for various intrinsic parameters (e.g. time-independent, asymmetric threshold and refractory period) and non-idealities (e.g. pixel-to-pixel threshold variation), as well as a complementary pair of normalized reconstruction losses that can effectively generalize to arbitrary speed profiles and intrinsic parameter values without such prior knowledge. Experiments on real and novel realistically simulated sequences verify our effectiveness. Our code, synthetic dataset and improved event simulator are public.
Scaling LLaNA: Advancing NeRF-Language Understanding Through Large-Scale Training
Recent advances in Multimodal Large Language Models (MLLMs) have shown remarkable capabilities in understanding both images and 3D data, yet these modalities face inherent limitations in comprehensively representing object geometry and appearance. Neural Radiance Fields (NeRFs) have emerged as a promising alternative, encoding both geometric and photorealistic properties within the weights of a simple Multi-Layer Perceptron (MLP). This work investigates the feasibility and effectiveness of ingesting NeRFs into an MLLM. We introduce LLaNA, the first MLLM able to perform new tasks such as NeRF captioning and Q\&A, by directly processing the weights of a NeRF's MLP. Notably, LLaNA is able to extract information about the represented objects without the need to render images or materialize 3D data structures. In addition, we build the first large-scale NeRF-language dataset, composed by more than 300K NeRFs trained on ShapeNet and Objaverse, with paired textual annotations that enable various NeRF-language tasks. Based on this dataset, we develop a benchmark to evaluate the NeRF understanding capability of our method. Results show that directly processing NeRF weights leads to better performance on NeRF-Language tasks compared to approaches that rely on either 2D or 3D representations derived from NeRFs.
GaussianEditor: Swift and Controllable 3D Editing with Gaussian Splatting
3D editing plays a crucial role in many areas such as gaming and virtual reality. Traditional 3D editing methods, which rely on representations like meshes and point clouds, often fall short in realistically depicting complex scenes. On the other hand, methods based on implicit 3D representations, like Neural Radiance Field (NeRF), render complex scenes effectively but suffer from slow processing speeds and limited control over specific scene areas. In response to these challenges, our paper presents GaussianEditor, an innovative and efficient 3D editing algorithm based on Gaussian Splatting (GS), a novel 3D representation. GaussianEditor enhances precision and control in editing through our proposed Gaussian semantic tracing, which traces the editing target throughout the training process. Additionally, we propose Hierarchical Gaussian splatting (HGS) to achieve stabilized and fine results under stochastic generative guidance from 2D diffusion models. We also develop editing strategies for efficient object removal and integration, a challenging task for existing methods. Our comprehensive experiments demonstrate GaussianEditor's superior control, efficacy, and rapid performance, marking a significant advancement in 3D editing. Project Page: https://buaacyw.github.io/gaussian-editor/
Learning Generalizable Feature Fields for Mobile Manipulation
An open problem in mobile manipulation is how to represent objects and scenes in a unified manner, so that robots can use it both for navigating in the environment and manipulating objects. The latter requires capturing intricate geometry while understanding fine-grained semantics, whereas the former involves capturing the complexity inherit to an expansive physical scale. In this work, we present GeFF (Generalizable Feature Fields), a scene-level generalizable neural feature field that acts as a unified representation for both navigation and manipulation that performs in real-time. To do so, we treat generative novel view synthesis as a pre-training task, and then align the resulting rich scene priors with natural language via CLIP feature distillation. We demonstrate the effectiveness of this approach by deploying GeFF on a quadrupedal robot equipped with a manipulator. We evaluate GeFF's ability to generalize to open-set objects as well as running time, when performing open-vocabulary mobile manipulation in dynamic scenes.
SceneCraft: Layout-Guided 3D Scene Generation
The creation of complex 3D scenes tailored to user specifications has been a tedious and challenging task with traditional 3D modeling tools. Although some pioneering methods have achieved automatic text-to-3D generation, they are generally limited to small-scale scenes with restricted control over the shape and texture. We introduce SceneCraft, a novel method for generating detailed indoor scenes that adhere to textual descriptions and spatial layout preferences provided by users. Central to our method is a rendering-based technique, which converts 3D semantic layouts into multi-view 2D proxy maps. Furthermore, we design a semantic and depth conditioned diffusion model to generate multi-view images, which are used to learn a neural radiance field (NeRF) as the final scene representation. Without the constraints of panorama image generation, we surpass previous methods in supporting complicated indoor space generation beyond a single room, even as complicated as a whole multi-bedroom apartment with irregular shapes and layouts. Through experimental analysis, we demonstrate that our method significantly outperforms existing approaches in complex indoor scene generation with diverse textures, consistent geometry, and realistic visual quality. Code and more results are available at: https://orangesodahub.github.io/SceneCraft
Light Sampling Field and BRDF Representation for Physically-based Neural Rendering
Physically-based rendering (PBR) is key for immersive rendering effects used widely in the industry to showcase detailed realistic scenes from computer graphics assets. A well-known caveat is that producing the same is computationally heavy and relies on complex capture devices. Inspired by the success in quality and efficiency of recent volumetric neural rendering, we want to develop a physically-based neural shader to eliminate device dependency and significantly boost performance. However, no existing lighting and material models in the current neural rendering approaches can accurately represent the comprehensive lighting models and BRDFs properties required by the PBR process. Thus, this paper proposes a novel lighting representation that models direct and indirect light locally through a light sampling strategy in a learned light sampling field. We also propose BRDF models to separately represent surface/subsurface scattering details to enable complex objects such as translucent material (i.e., skin, jade). We then implement our proposed representations with an end-to-end physically-based neural face skin shader, which takes a standard face asset (i.e., geometry, albedo map, and normal map) and an HDRI for illumination as inputs and generates a photo-realistic rendering as output. Extensive experiments showcase the quality and efficiency of our PBR face skin shader, indicating the effectiveness of our proposed lighting and material representations.
GRF: Learning a General Radiance Field for 3D Representation and Rendering
We present a simple yet powerful neural network that implicitly represents and renders 3D objects and scenes only from 2D observations. The network models 3D geometries as a general radiance field, which takes a set of 2D images with camera poses and intrinsics as input, constructs an internal representation for each point of the 3D space, and then renders the corresponding appearance and geometry of that point viewed from an arbitrary position. The key to our approach is to learn local features for each pixel in 2D images and to then project these features to 3D points, thus yielding general and rich point representations. We additionally integrate an attention mechanism to aggregate pixel features from multiple 2D views, such that visual occlusions are implicitly taken into account. Extensive experiments demonstrate that our method can generate high-quality and realistic novel views for novel objects, unseen categories and challenging real-world scenes.
Efficient View Synthesis with Neural Radiance Distribution Field
Recent work on Neural Radiance Fields (NeRF) has demonstrated significant advances in high-quality view synthesis. A major limitation of NeRF is its low rendering efficiency due to the need for multiple network forwardings to render a single pixel. Existing methods to improve NeRF either reduce the number of required samples or optimize the implementation to accelerate the network forwarding. Despite these efforts, the problem of multiple sampling persists due to the intrinsic representation of radiance fields. In contrast, Neural Light Fields (NeLF) reduce the computation cost of NeRF by querying only one single network forwarding per pixel. To achieve a close visual quality to NeRF, existing NeLF methods require significantly larger network capacities which limits their rendering efficiency in practice. In this work, we propose a new representation called Neural Radiance Distribution Field (NeRDF) that targets efficient view synthesis in real-time. Specifically, we use a small network similar to NeRF while preserving the rendering speed with a single network forwarding per pixel as in NeLF. The key is to model the radiance distribution along each ray with frequency basis and predict frequency weights using the network. Pixel values are then computed via volume rendering on radiance distributions. Experiments show that our proposed method offers a better trade-off among speed, quality, and network size than existing methods: we achieve a ~254x speed-up over NeRF with similar network size, with only a marginal performance decline. Our project page is at yushuang-wu.github.io/NeRDF.
Towards Deeper Graph Neural Networks
Graph neural networks have shown significant success in the field of graph representation learning. Graph convolutions perform neighborhood aggregation and represent one of the most important graph operations. Nevertheless, one layer of these neighborhood aggregation methods only consider immediate neighbors, and the performance decreases when going deeper to enable larger receptive fields. Several recent studies attribute this performance deterioration to the over-smoothing issue, which states that repeated propagation makes node representations of different classes indistinguishable. In this work, we study this observation systematically and develop new insights towards deeper graph neural networks. First, we provide a systematical analysis on this issue and argue that the key factor compromising the performance significantly is the entanglement of representation transformation and propagation in current graph convolution operations. After decoupling these two operations, deeper graph neural networks can be used to learn graph node representations from larger receptive fields. We further provide a theoretical analysis of the above observation when building very deep models, which can serve as a rigorous and gentle description of the over-smoothing issue. Based on our theoretical and empirical analysis, we propose Deep Adaptive Graph Neural Network (DAGNN) to adaptively incorporate information from large receptive fields. A set of experiments on citation, co-authorship, and co-purchase datasets have confirmed our analysis and insights and demonstrated the superiority of our proposed methods.
Navigating the Latent Space Dynamics of Neural Models
Neural networks transform high-dimensional data into compact, structured representations, often modeled as elements of a lower dimensional latent space. In this paper, we present an alternative interpretation of neural models as dynamical systems acting on the latent manifold. Specifically, we show that autoencoder models implicitly define a latent vector field on the manifold, derived by iteratively applying the encoding-decoding map, without any additional training. We observe that standard training procedures introduce inductive biases that lead to the emergence of attractor points within this vector field. Drawing on this insight, we propose to leverage the vector field as a representation for the network, providing a novel tool to analyze the properties of the model and the data. This representation enables to: (i) analyze the generalization and memorization regimes of neural models, even throughout training; (ii) extract prior knowledge encoded in the network's parameters from the attractors, without requiring any input data; (iii) identify out-of-distribution samples from their trajectories in the vector field. We further validate our approach on vision foundation models, showcasing the applicability and effectiveness of our method in real-world scenarios.
RISE-SDF: a Relightable Information-Shared Signed Distance Field for Glossy Object Inverse Rendering
In this paper, we propose a novel end-to-end relightable neural inverse rendering system that achieves high-quality reconstruction of geometry and material properties, thus enabling high-quality relighting. The cornerstone of our method is a two-stage approach for learning a better factorization of scene parameters. In the first stage, we develop a reflection-aware radiance field using a neural signed distance field (SDF) as the geometry representation and deploy an MLP (multilayer perceptron) to estimate indirect illumination. In the second stage, we introduce a novel information-sharing network structure to jointly learn the radiance field and the physically based factorization of the scene. For the physically based factorization, to reduce the noise caused by Monte Carlo sampling, we apply a split-sum approximation with a simplified Disney BRDF and cube mipmap as the environment light representation. In the relighting phase, to enhance the quality of indirect illumination, we propose a second split-sum algorithm to trace secondary rays under the split-sum rendering framework. Furthermore, there is no dataset or protocol available to quantitatively evaluate the inverse rendering performance for glossy objects. To assess the quality of material reconstruction and relighting, we have created a new dataset with ground truth BRDF parameters and relighting results. Our experiments demonstrate that our algorithm achieves state-of-the-art performance in inverse rendering and relighting, with particularly strong results in the reconstruction of highly reflective objects.
A Generalization of ViT/MLP-Mixer to Graphs
Graph Neural Networks (GNNs) have shown great potential in the field of graph representation learning. Standard GNNs define a local message-passing mechanism which propagates information over the whole graph domain by stacking multiple layers. This paradigm suffers from two major limitations, over-squashing and poor long-range dependencies, that can be solved using global attention but significantly increases the computational cost to quadratic complexity. In this work, we propose an alternative approach to overcome these structural limitations by leveraging the ViT/MLP-Mixer architectures introduced in computer vision. We introduce a new class of GNNs, called Graph ViT/MLP-Mixer, that holds three key properties. First, they capture long-range dependency and mitigate the issue of over-squashing as demonstrated on Long Range Graph Benchmark and TreeNeighbourMatch datasets. Second, they offer better speed and memory efficiency with a complexity linear to the number of nodes and edges, surpassing the related Graph Transformer and expressive GNN models. Third, they show high expressivity in terms of graph isomorphism as they can distinguish at least 3-WL non-isomorphic graphs. We test our architecture on 4 simulated datasets and 7 real-world benchmarks, and show highly competitive results on all of them. The source code is available for reproducibility at: https://github.com/XiaoxinHe/Graph-ViT-MLPMixer.
A Neural Representation Framework with LLM-Driven Spatial Reasoning for Open-Vocabulary 3D Visual Grounding
Open-vocabulary 3D visual grounding aims to localize target objects based on free-form language queries, which is crucial for embodied AI applications such as autonomous navigation, robotics, and augmented reality. Learning 3D language fields through neural representations enables accurate understanding of 3D scenes from limited viewpoints and facilitates the localization of target objects in complex environments. However, existing language field methods struggle to accurately localize instances using spatial relations in language queries, such as ``the book on the chair.'' This limitation mainly arises from inadequate reasoning about spatial relations in both language queries and 3D scenes. In this work, we propose SpatialReasoner, a novel neural representation-based framework with large language model (LLM)-driven spatial reasoning that constructs a visual properties-enhanced hierarchical feature field for open-vocabulary 3D visual grounding. To enable spatial reasoning in language queries, SpatialReasoner fine-tunes an LLM to capture spatial relations and explicitly infer instructions for the target, anchor, and spatial relation. To enable spatial reasoning in 3D scenes, SpatialReasoner incorporates visual properties (opacity and color) to construct a hierarchical feature field. This field represents language and instance features using distilled CLIP features and masks extracted via the Segment Anything Model (SAM). The field is then queried using the inferred instructions in a hierarchical manner to localize the target 3D instance based on the spatial relation in the language query. Extensive experiments show that our framework can be seamlessly integrated into different neural representations, outperforming baseline models in 3D visual grounding while empowering their spatial reasoning capability.
Continuous Field Reconstruction from Sparse Observations with Implicit Neural Networks
Reliably reconstructing physical fields from sparse sensor data is a challenge that frequently arises in many scientific domains. In practice, the process generating the data often is not understood to sufficient accuracy. Therefore, there is a growing interest in using the deep neural network route to address the problem. This work presents a novel approach that learns a continuous representation of the physical field using implicit neural representations (INRs). Specifically, after factorizing spatiotemporal variability into spatial and temporal components using the separation of variables technique, the method learns relevant basis functions from sparsely sampled irregular data points to develop a continuous representation of the data. In experimental evaluations, the proposed model outperforms recent INR methods, offering superior reconstruction quality on simulation data from a state-of-the-art climate model and a second dataset that comprises ultra-high resolution satellite-based sea surface temperature fields.
Enhancing Neural Subset Selection: Integrating Background Information into Set Representations
Learning neural subset selection tasks, such as compound selection in AI-aided drug discovery, have become increasingly pivotal across diverse applications. The existing methodologies in the field primarily concentrate on constructing models that capture the relationship between utility function values and subsets within their respective supersets. However, these approaches tend to overlook the valuable information contained within the superset when utilizing neural networks to model set functions. In this work, we address this oversight by adopting a probabilistic perspective. Our theoretical findings demonstrate that when the target value is conditioned on both the input set and subset, it is essential to incorporate an invariant sufficient statistic of the superset into the subset of interest for effective learning. This ensures that the output value remains invariant to permutations of the subset and its corresponding superset, enabling identification of the specific superset from which the subset originated. Motivated by these insights, we propose a simple yet effective information aggregation module designed to merge the representations of subsets and supersets from a permutation invariance perspective. Comprehensive empirical evaluations across diverse tasks and datasets validate the enhanced efficacy of our approach over conventional methods, underscoring the practicality and potency of our proposed strategies in real-world contexts.
KiloNeuS: A Versatile Neural Implicit Surface Representation for Real-Time Rendering
NeRF-based techniques fit wide and deep multi-layer perceptrons (MLPs) to a continuous radiance field that can be rendered from any unseen viewpoint. However, the lack of surface and normals definition and high rendering times limit their usage in typical computer graphics applications. Such limitations have recently been overcome separately, but solving them together remains an open problem. We present KiloNeuS, a neural representation reconstructing an implicit surface represented as a signed distance function (SDF) from multi-view images and enabling real-time rendering by partitioning the space into thousands of tiny MLPs fast to inference. As we learn the implicit surface locally using independent models, resulting in a globally coherent geometry is non-trivial and needs to be addressed during training. We evaluate rendering performance on a GPU-accelerated ray-caster with in-shader neural network inference, resulting in an average of 46 FPS at high resolution, proving a satisfying tradeoff between storage costs and rendering quality. In fact, our evaluation for rendering quality and surface recovery shows that KiloNeuS outperforms its single-MLP counterpart. Finally, to exhibit the versatility of KiloNeuS, we integrate it into an interactive path-tracer taking full advantage of its surface normals. We consider our work a crucial first step toward real-time rendering of implicit neural representations under global illumination.
FreqINR: Frequency Consistency for Implicit Neural Representation with Adaptive DCT Frequency Loss
Recent advancements in local Implicit Neural Representation (INR) demonstrate its exceptional capability in handling images at various resolutions. However, frequency discrepancies between high-resolution (HR) and ground-truth images, especially at larger scales, result in significant artifacts and blurring in HR images. This paper introduces Frequency Consistency for Implicit Neural Representation (FreqINR), an innovative Arbitrary-scale Super-resolution method aimed at enhancing detailed textures by ensuring spectral consistency throughout both training and inference. During training, we employ Adaptive Discrete Cosine Transform Frequency Loss (ADFL) to minimize the frequency gap between HR and ground-truth images, utilizing 2-Dimensional DCT bases and focusing dynamically on challenging frequencies. During inference, we extend the receptive field to preserve spectral coherence between low-resolution (LR) and ground-truth images, which is crucial for the model to generate high-frequency details from LR counterparts. Experimental results show that FreqINR, as a lightweight approach, achieves state-of-the-art performance compared to existing Arbitrary-scale Super-resolution methods and offers notable improvements in computational efficiency. The code for our method will be made publicly available.
TransHuman: A Transformer-based Human Representation for Generalizable Neural Human Rendering
In this paper, we focus on the task of generalizable neural human rendering which trains conditional Neural Radiance Fields (NeRF) from multi-view videos of different characters. To handle the dynamic human motion, previous methods have primarily used a SparseConvNet (SPC)-based human representation to process the painted SMPL. However, such SPC-based representation i) optimizes under the volatile observation space which leads to the pose-misalignment between training and inference stages, and ii) lacks the global relationships among human parts that is critical for handling the incomplete painted SMPL. Tackling these issues, we present a brand-new framework named TransHuman, which learns the painted SMPL under the canonical space and captures the global relationships between human parts with transformers. Specifically, TransHuman is mainly composed of Transformer-based Human Encoding (TransHE), Deformable Partial Radiance Fields (DPaRF), and Fine-grained Detail Integration (FDI). TransHE first processes the painted SMPL under the canonical space via transformers for capturing the global relationships between human parts. Then, DPaRF binds each output token with a deformable radiance field for encoding the query point under the observation space. Finally, the FDI is employed to further integrate fine-grained information from reference images. Extensive experiments on ZJU-MoCap and H36M show that our TransHuman achieves a significantly new state-of-the-art performance with high efficiency. Project page: https://pansanity666.github.io/TransHuman/
Coordinate Quantized Neural Implicit Representations for Multi-view Reconstruction
In recent years, huge progress has been made on learning neural implicit representations from multi-view images for 3D reconstruction. As an additional input complementing coordinates, using sinusoidal functions as positional encodings plays a key role in revealing high frequency details with coordinate-based neural networks. However, high frequency positional encodings make the optimization unstable, which results in noisy reconstructions and artifacts in empty space. To resolve this issue in a general sense, we introduce to learn neural implicit representations with quantized coordinates, which reduces the uncertainty and ambiguity in the field during optimization. Instead of continuous coordinates, we discretize continuous coordinates into discrete coordinates using nearest interpolation among quantized coordinates which are obtained by discretizing the field in an extremely high resolution. We use discrete coordinates and their positional encodings to learn implicit functions through volume rendering. This significantly reduces the variations in the sample space, and triggers more multi-view consistency constraints on intersections of rays from different views, which enables to infer implicit function in a more effective way. Our quantized coordinates do not bring any computational burden, and can seamlessly work upon the latest methods. Our evaluations under the widely used benchmarks show our superiority over the state-of-the-art. Our code is available at https://github.com/MachinePerceptionLab/CQ-NIR.
TANGNN: a Concise, Scalable and Effective Graph Neural Networks with Top-m Attention Mechanism for Graph Representation Learning
In the field of deep learning, Graph Neural Networks (GNNs) and Graph Transformer models, with their outstanding performance and flexible architectural designs, have become leading technologies for processing structured data, especially graph data. Traditional GNNs often face challenges in capturing information from distant vertices effectively. In contrast, Graph Transformer models are particularly adept at managing long-distance node relationships. Despite these advantages, Graph Transformer models still encounter issues with computational and storage efficiency when scaled to large graph datasets. To address these challenges, we propose an innovative Graph Neural Network (GNN) architecture that integrates a Top-m attention mechanism aggregation component and a neighborhood aggregation component, effectively enhancing the model's ability to aggregate relevant information from both local and extended neighborhoods at each layer. This method not only improves computational efficiency but also enriches the node features, facilitating a deeper analysis of complex graph structures. Additionally, to assess the effectiveness of our proposed model, we have applied it to citation sentiment prediction, a novel task previously unexplored in the GNN field. Accordingly, we constructed a dedicated citation network, ArXivNet. In this dataset, we specifically annotated the sentiment polarity of the citations (positive, neutral, negative) to enable in-depth sentiment analysis. Our approach has shown superior performance across a variety of tasks including vertex classification, link prediction, sentiment prediction, graph regression, and visualization. It outperforms existing methods in terms of effectiveness, as demonstrated by experimental results on multiple datasets.
PoRF: Pose Residual Field for Accurate Neural Surface Reconstruction
Neural surface reconstruction is sensitive to the camera pose noise, even if state-of-the-art pose estimators like COLMAP or ARKit are used. More importantly, existing Pose-NeRF joint optimisation methods have struggled to improve pose accuracy in challenging real-world scenarios. To overcome the challenges, we introduce the pose residual field (PoRF), a novel implicit representation that uses an MLP for regressing pose updates. This is more robust than the conventional pose parameter optimisation due to parameter sharing that leverages global information over the entire sequence. Furthermore, we propose an epipolar geometry loss to enhance the supervision that leverages the correspondences exported from COLMAP results without the extra computational overhead. Our method yields promising results. On the DTU dataset, we reduce the rotation error by 78\% for COLMAP poses, leading to the decreased reconstruction Chamfer distance from 3.48mm to 0.85mm. On the MobileBrick dataset that contains casually captured unbounded 360-degree videos, our method refines ARKit poses and improves the reconstruction F1 score from 69.18 to 75.67, outperforming that with the dataset provided ground-truth pose (75.14). These achievements demonstrate the efficacy of our approach in refining camera poses and improving the accuracy of neural surface reconstruction in real-world scenarios.
City-scale Incremental Neural Mapping with Three-layer Sampling and Panoptic Representation
Neural implicit representations are drawing a lot of attention from the robotics community recently, as they are expressive, continuous and compact. However, city-scale continual implicit dense mapping based on sparse LiDAR input is still an under-explored challenge. To this end, we successfully build a city-scale continual neural mapping system with a panoptic representation that consists of environment-level and instance-level modelling. Given a stream of sparse LiDAR point cloud, it maintains a dynamic generative model that maps 3D coordinates to signed distance field (SDF) values. To address the difficulty of representing geometric information at different levels in city-scale space, we propose a tailored three-layer sampling strategy to dynamically sample the global, local and near-surface domains. Meanwhile, to realize high fidelity mapping of instance under incomplete observation, category-specific prior is introduced to better model the geometric details. We evaluate on the public SemanticKITTI dataset and demonstrate the significance of the newly proposed three-layer sampling strategy and panoptic representation, using both quantitative and qualitative results. Codes and model will be publicly available.
Quantum Visual Fields with Neural Amplitude Encoding
Quantum Implicit Neural Representations (QINRs) include components for learning and execution on gate-based quantum computers. While QINRs recently emerged as a promising new paradigm, many challenges concerning their architecture and ansatz design, the utility of quantum-mechanical properties, training efficiency and the interplay with classical modules remain. This paper advances the field by introducing a new type of QINR for 2D image and 3D geometric field learning, which we collectively refer to as Quantum Visual Field (QVF). QVF encodes classical data into quantum statevectors using neural amplitude encoding grounded in a learnable energy manifold, ensuring meaningful Hilbert space embeddings. Our ansatz follows a fully entangled design of learnable parametrised quantum circuits, with quantum (unitary) operations performed in the real Hilbert space, resulting in numerically stable training with fast convergence. QVF does not rely on classical post-processing -- in contrast to the previous QINR learning approach -- and directly employs projective measurement to extract learned signals encoded in the ansatz. Experiments on a quantum hardware simulator demonstrate that QVF outperforms the existing quantum approach and widely used classical foundational baselines in terms of visual representation accuracy across various metrics and model characteristics, such as learning of high-frequency details. We also show applications of QVF in 2D and 3D field completion and 3D shape interpolation, highlighting its practical potential.
Hyperbolic Brain Representations
Artificial neural networks (ANN) were inspired by the architecture and functions of the human brain and have revolutionised the field of artificial intelligence (AI). Inspired by studies on the latent geometry of the brain we posit that an increase in the research and application of hyperbolic geometry in machine learning will lead to increased accuracy, improved feature space representations and more efficient models across a range of tasks. We look at the structure and functions of the human brain, highlighting the alignment between the brain's hierarchical nature and hyperbolic geometry. By examining the brain's complex network of neuron connections and its cognitive processes, we illustrate how hyperbolic geometry plays a pivotal role in human intelligence. Empirical evidence indicates that hyperbolic neural networks outperform Euclidean models for tasks including natural language processing, computer vision and complex network analysis, requiring fewer parameters and exhibiting better generalisation. Despite its nascent adoption, hyperbolic geometry holds promise for improving machine learning models and advancing the field toward AGI.
Neural Processing of Tri-Plane Hybrid Neural Fields
Driven by the appealing properties of neural fields for storing and communicating 3D data, the problem of directly processing them to address tasks such as classification and part segmentation has emerged and has been investigated in recent works. Early approaches employ neural fields parameterized by shared networks trained on the whole dataset, achieving good task performance but sacrificing reconstruction quality. To improve the latter, later methods focus on individual neural fields parameterized as large Multi-Layer Perceptrons (MLPs), which are, however, challenging to process due to the high dimensionality of the weight space, intrinsic weight space symmetries, and sensitivity to random initialization. Hence, results turn out significantly inferior to those achieved by processing explicit representations, e.g., point clouds or meshes. In the meantime, hybrid representations, in particular based on tri-planes, have emerged as a more effective and efficient alternative to realize neural fields, but their direct processing has not been investigated yet. In this paper, we show that the tri-plane discrete data structure encodes rich information, which can be effectively processed by standard deep-learning machinery. We define an extensive benchmark covering a diverse set of fields such as occupancy, signed/unsigned distance, and, for the first time, radiance fields. While processing a field with the same reconstruction quality, we achieve task performance far superior to frameworks that process large MLPs and, for the first time, almost on par with architectures handling explicit representations.
Unifying Molecular and Textual Representations via Multi-task Language Modelling
The recent advances in neural language models have also been successfully applied to the field of chemistry, offering generative solutions for classical problems in molecular design and synthesis planning. These new methods have the potential to optimize laboratory operations and fuel a new era of data-driven automation in scientific discovery. However, specialized models are still typically required for each task, leading to the need for problem-specific fine-tuning and neglecting task interrelations. The main obstacle in this field is the lack of a unified representation between natural language and chemical representations, complicating and limiting human-machine interaction. Here, we propose a multi-domain, multi-task language model to solve a wide range of tasks in both the chemical and natural language domains. By leveraging multi-task learning, our model can handle chemical and natural language concurrently, without requiring expensive pre-training on single domains or task-specific models. Interestingly, sharing weights across domains remarkably improves our model when benchmarked against state-of-the-art baselines on single-domain and cross-domain tasks. In particular, sharing information across domains and tasks gives rise to large improvements in cross-domain tasks, the magnitude of which increase with scale, as measured by more than a dozen of relevant metrics. Our work suggests that such models can robustly and efficiently accelerate discovery in physical sciences by superseding problem-specific fine-tuning and enhancing human-model interactions.
NeRD: Neural Reflectance Decomposition from Image Collections
Decomposing a scene into its shape, reflectance, and illumination is a challenging but important problem in computer vision and graphics. This problem is inherently more challenging when the illumination is not a single light source under laboratory conditions but is instead an unconstrained environmental illumination. Though recent work has shown that implicit representations can be used to model the radiance field of an object, most of these techniques only enable view synthesis and not relighting. Additionally, evaluating these radiance fields is resource and time-intensive. We propose a neural reflectance decomposition (NeRD) technique that uses physically-based rendering to decompose the scene into spatially varying BRDF material properties. In contrast to existing techniques, our input images can be captured under different illumination conditions. In addition, we also propose techniques to convert the learned reflectance volume into a relightable textured mesh enabling fast real-time rendering with novel illuminations. We demonstrate the potential of the proposed approach with experiments on both synthetic and real datasets, where we are able to obtain high-quality relightable 3D assets from image collections. The datasets and code is available on the project page: https://markboss.me/publication/2021-nerd/
NeRFMeshing: Distilling Neural Radiance Fields into Geometrically-Accurate 3D Meshes
With the introduction of Neural Radiance Fields (NeRFs), novel view synthesis has recently made a big leap forward. At the core, NeRF proposes that each 3D point can emit radiance, allowing to conduct view synthesis using differentiable volumetric rendering. While neural radiance fields can accurately represent 3D scenes for computing the image rendering, 3D meshes are still the main scene representation supported by most computer graphics and simulation pipelines, enabling tasks such as real time rendering and physics-based simulations. Obtaining 3D meshes from neural radiance fields still remains an open challenge since NeRFs are optimized for view synthesis, not enforcing an accurate underlying geometry on the radiance field. We thus propose a novel compact and flexible architecture that enables easy 3D surface reconstruction from any NeRF-driven approach. Upon having trained the radiance field, we distill the volumetric 3D representation into a Signed Surface Approximation Network, allowing easy extraction of the 3D mesh and appearance. Our final 3D mesh is physically accurate and can be rendered in real time on an array of devices.
GridPull: Towards Scalability in Learning Implicit Representations from 3D Point Clouds
Learning implicit representations has been a widely used solution for surface reconstruction from 3D point clouds. The latest methods infer a distance or occupancy field by overfitting a neural network on a single point cloud. However, these methods suffer from a slow inference due to the slow convergence of neural networks and the extensive calculation of distances to surface points, which limits them to small scale points. To resolve the scalability issue in surface reconstruction, we propose GridPull to improve the efficiency of learning implicit representations from large scale point clouds. Our novelty lies in the fast inference of a discrete distance field defined on grids without using any neural components. To remedy the lack of continuousness brought by neural networks, we introduce a loss function to encourage continuous distances and consistent gradients in the field during pulling queries onto the surface in grids near to the surface. We use uniform grids for a fast grid search to localize sampled queries, and organize surface points in a tree structure to speed up the calculation of distances to the surface. We do not rely on learning priors or normal supervision during optimization, and achieve superiority over the latest methods in terms of complexity and accuracy. We evaluate our method on shape and scene benchmarks, and report numerical and visual comparisons with the latest methods to justify our effectiveness and superiority. The code is available at https://github.com/chenchao15/GridPull.
Triangle Splatting for Real-Time Radiance Field Rendering
The field of computer graphics was revolutionized by models such as Neural Radiance Fields and 3D Gaussian Splatting, displacing triangles as the dominant representation for photogrammetry. In this paper, we argue for a triangle comeback. We develop a differentiable renderer that directly optimizes triangles via end-to-end gradients. We achieve this by rendering each triangle as differentiable splats, combining the efficiency of triangles with the adaptive density of representations based on independent primitives. Compared to popular 2D and 3D Gaussian Splatting methods, our approach achieves higher visual fidelity, faster convergence, and increased rendering throughput. On the Mip-NeRF360 dataset, our method outperforms concurrent non-volumetric primitives in visual fidelity and achieves higher perceptual quality than the state-of-the-art Zip-NeRF on indoor scenes. Triangles are simple, compatible with standard graphics stacks and GPU hardware, and highly efficient: for the Garden scene, we achieve over 2,400 FPS at 1280x720 resolution using an off-the-shelf mesh renderer. These results highlight the efficiency and effectiveness of triangle-based representations for high-quality novel view synthesis. Triangles bring us closer to mesh-based optimization by combining classical computer graphics with modern differentiable rendering frameworks. The project page is https://trianglesplatting.github.io/
Unsupervised Representation Learning by Predicting Image Rotations
Over the last years, deep convolutional neural networks (ConvNets) have transformed the field of computer vision thanks to their unparalleled capacity to learn high level semantic image features. However, in order to successfully learn those features, they usually require massive amounts of manually labeled data, which is both expensive and impractical to scale. Therefore, unsupervised semantic feature learning, i.e., learning without requiring manual annotation effort, is of crucial importance in order to successfully harvest the vast amount of visual data that are available today. In our work we propose to learn image features by training ConvNets to recognize the 2d rotation that is applied to the image that it gets as input. We demonstrate both qualitatively and quantitatively that this apparently simple task actually provides a very powerful supervisory signal for semantic feature learning. We exhaustively evaluate our method in various unsupervised feature learning benchmarks and we exhibit in all of them state-of-the-art performance. Specifically, our results on those benchmarks demonstrate dramatic improvements w.r.t. prior state-of-the-art approaches in unsupervised representation learning and thus significantly close the gap with supervised feature learning. For instance, in PASCAL VOC 2007 detection task our unsupervised pre-trained AlexNet model achieves the state-of-the-art (among unsupervised methods) mAP of 54.4% that is only 2.4 points lower from the supervised case. We get similarly striking results when we transfer our unsupervised learned features on various other tasks, such as ImageNet classification, PASCAL classification, PASCAL segmentation, and CIFAR-10 classification. The code and models of our paper will be published on: https://github.com/gidariss/FeatureLearningRotNet .
Probabilistic Transformer: A Probabilistic Dependency Model for Contextual Word Representation
Syntactic structures used to play a vital role in natural language processing (NLP), but since the deep learning revolution, NLP has been gradually dominated by neural models that do not consider syntactic structures in their design. One vastly successful class of neural models is transformers. When used as an encoder, a transformer produces contextual representation of words in the input sentence. In this work, we propose a new model of contextual word representation, not from a neural perspective, but from a purely syntactic and probabilistic perspective. Specifically, we design a conditional random field that models discrete latent representations of all words in a sentence as well as dependency arcs between them; and we use mean field variational inference for approximate inference. Strikingly, we find that the computation graph of our model resembles transformers, with correspondences between dependencies and self-attention and between distributions over latent representations and contextual embeddings of words. Experiments show that our model performs competitively to transformers on small to medium sized datasets. We hope that our work could help bridge the gap between traditional syntactic and probabilistic approaches and cutting-edge neural approaches to NLP, and inspire more linguistically-principled neural approaches in the future.
NeTO:Neural Reconstruction of Transparent Objects with Self-Occlusion Aware Refraction-Tracing
We present a novel method, called NeTO, for capturing 3D geometry of solid transparent objects from 2D images via volume rendering. Reconstructing transparent objects is a very challenging task, which is ill-suited for general-purpose reconstruction techniques due to the specular light transport phenomena. Although existing refraction-tracing based methods, designed specially for this task, achieve impressive results, they still suffer from unstable optimization and loss of fine details, since the explicit surface representation they adopted is difficult to be optimized, and the self-occlusion problem is ignored for refraction-tracing. In this paper, we propose to leverage implicit Signed Distance Function (SDF) as surface representation, and optimize the SDF field via volume rendering with a self-occlusion aware refractive ray tracing. The implicit representation enables our method to be capable of reconstructing high-quality reconstruction even with a limited set of images, and the self-occlusion aware strategy makes it possible for our method to accurately reconstruct the self-occluded regions. Experiments show that our method achieves faithful reconstruction results and outperforms prior works by a large margin. Visit our project page at https://www.xxlong.site/NeTO/
Improving Human Text Comprehension through Semi-Markov CRF-based Neural Section Title Generation
Titles of short sections within long documents support readers by guiding their focus towards relevant passages and by providing anchor-points that help to understand the progression of the document. The positive effects of section titles are even more pronounced when measured on readers with less developed reading abilities, for example in communities with limited labeled text resources. We, therefore, aim to develop techniques to generate section titles in low-resource environments. In particular, we present an extractive pipeline for section title generation by first selecting the most salient sentence and then applying deletion-based compression. Our compression approach is based on a Semi-Markov Conditional Random Field that leverages unsupervised word-representations such as ELMo or BERT, eliminating the need for a complex encoder-decoder architecture. The results show that this approach leads to competitive performance with sequence-to-sequence models with high resources, while strongly outperforming it with low resources. In a human-subject study across subjects with varying reading abilities, we find that our section titles improve the speed of completing comprehension tasks while retaining similar accuracy.
SparseCraft: Few-Shot Neural Reconstruction through Stereopsis Guided Geometric Linearization
We present a novel approach for recovering 3D shape and view dependent appearance from a few colored images, enabling efficient 3D reconstruction and novel view synthesis. Our method learns an implicit neural representation in the form of a Signed Distance Function (SDF) and a radiance field. The model is trained progressively through ray marching enabled volumetric rendering, and regularized with learning-free multi-view stereo (MVS) cues. Key to our contribution is a novel implicit neural shape function learning strategy that encourages our SDF field to be as linear as possible near the level-set, hence robustifying the training against noise emanating from the supervision and regularization signals. Without using any pretrained priors, our method, called SparseCraft, achieves state-of-the-art performances both in novel-view synthesis and reconstruction from sparse views in standard benchmarks, while requiring less than 10 minutes for training.
N2F2: Hierarchical Scene Understanding with Nested Neural Feature Fields
Understanding complex scenes at multiple levels of abstraction remains a formidable challenge in computer vision. To address this, we introduce Nested Neural Feature Fields (N2F2), a novel approach that employs hierarchical supervision to learn a single feature field, wherein different dimensions within the same high-dimensional feature encode scene properties at varying granularities. Our method allows for a flexible definition of hierarchies, tailored to either the physical dimensions or semantics or both, thereby enabling a comprehensive and nuanced understanding of scenes. We leverage a 2D class-agnostic segmentation model to provide semantically meaningful pixel groupings at arbitrary scales in the image space, and query the CLIP vision-encoder to obtain language-aligned embeddings for each of these segments. Our proposed hierarchical supervision method then assigns different nested dimensions of the feature field to distill the CLIP embeddings using deferred volumetric rendering at varying physical scales, creating a coarse-to-fine representation. Extensive experiments show that our approach outperforms the state-of-the-art feature field distillation methods on tasks such as open-vocabulary 3D segmentation and localization, demonstrating the effectiveness of the learned nested feature field.
Implicit Event-RGBD Neural SLAM
Implicit neural SLAM has achieved remarkable progress recently. Nevertheless, existing methods face significant challenges in non-ideal scenarios, such as motion blur or lighting variation, which often leads to issues like convergence failures, localization drifts, and distorted mapping. To address these challenges, we propose EN-SLAM, the first event-RGBD implicit neural SLAM framework, which effectively leverages the high rate and high dynamic range advantages of event data for tracking and mapping. Specifically, EN-SLAM proposes a differentiable CRF (Camera Response Function) rendering technique to generate distinct RGB and event camera data via a shared radiance field, which is optimized by learning a unified implicit representation with the captured event and RGBD supervision. Moreover, based on the temporal difference property of events, we propose a temporal aggregating optimization strategy for the event joint tracking and global bundle adjustment, capitalizing on the consecutive difference constraints of events, significantly enhancing tracking accuracy and robustness. Finally, we construct the simulated dataset DEV-Indoors and real captured dataset DEV-Reals containing 6 scenes, 17 sequences with practical motion blur and lighting changes for evaluations. Experimental results show that our method outperforms the SOTA methods in both tracking ATE and mapping ACC with a real-time 17 FPS in various challenging environments. Project page: https://delinqu.github.io/EN-SLAM.
E(3)-equivariant models cannot learn chirality: Field-based molecular generation
Obtaining the desired effect of drugs is highly dependent on their molecular geometries. Thus, the current prevailing paradigm focuses on 3D point-cloud atom representations, utilizing graph neural network (GNN) parametrizations, with rotational symmetries baked in via E(3) invariant layers. We prove that such models must necessarily disregard chirality, a geometric property of the molecules that cannot be superimposed on their mirror image by rotation and translation. Chirality plays a key role in determining drug safety and potency. To address this glaring issue, we introduce a novel field-based representation, proposing reference rotations that replace rotational symmetry constraints. The proposed model captures all molecular geometries including chirality, while still achieving highly competitive performance with E(3)-based methods across standard benchmarking metrics.
Canonical Factors for Hybrid Neural Fields
Factored feature volumes offer a simple way to build more compact, efficient, and intepretable neural fields, but also introduce biases that are not necessarily beneficial for real-world data. In this work, we (1) characterize the undesirable biases that these architectures have for axis-aligned signals -- they can lead to radiance field reconstruction differences of as high as 2 PSNR -- and (2) explore how learning a set of canonicalizing transformations can improve representations by removing these biases. We prove in a two-dimensional model problem that simultaneously learning these transformations together with scene appearance succeeds with drastically improved efficiency. We validate the resulting architectures, which we call TILTED, using image, signed distance, and radiance field reconstruction tasks, where we observe improvements across quality, robustness, compactness, and runtime. Results demonstrate that TILTED can enable capabilities comparable to baselines that are 2x larger, while highlighting weaknesses of neural field evaluation procedures.
BeyondPixels: A Comprehensive Review of the Evolution of Neural Radiance Fields
Neural rendering combines ideas from classical computer graphics and machine learning to synthesize images from real-world observations. NeRF, short for Neural Radiance Fields, is a recent innovation that uses AI algorithms to create 3D objects from 2D images. By leveraging an interpolation approach, NeRF can produce new 3D reconstructed views of complicated scenes. Rather than directly restoring the whole 3D scene geometry, NeRF generates a volumetric representation called a ``radiance field,'' which is capable of creating color and density for every point within the relevant 3D space. The broad appeal and notoriety of NeRF make it imperative to examine the existing research on the topic comprehensively. While previous surveys on 3D rendering have primarily focused on traditional computer vision-based or deep learning-based approaches, only a handful of them discuss the potential of NeRF. However, such surveys have predominantly focused on NeRF's early contributions and have not explored its full potential. NeRF is a relatively new technique continuously being investigated for its capabilities and limitations. This survey reviews recent advances in NeRF and categorizes them according to their architectural designs, especially in the field of novel view synthesis.
Advances in 3D Generation: A Survey
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.
DM-NeRF: 3D Scene Geometry Decomposition and Manipulation from 2D Images
In this paper, we study the problem of 3D scene geometry decomposition and manipulation from 2D views. By leveraging the recent implicit neural representation techniques, particularly the appealing neural radiance fields, we introduce an object field component to learn unique codes for all individual objects in 3D space only from 2D supervision. The key to this component is a series of carefully designed loss functions to enable every 3D point, especially in non-occupied space, to be effectively optimized even without 3D labels. In addition, we introduce an inverse query algorithm to freely manipulate any specified 3D object shape in the learned scene representation. Notably, our manipulation algorithm can explicitly tackle key issues such as object collisions and visual occlusions. Our method, called DM-NeRF, is among the first to simultaneously reconstruct, decompose, manipulate and render complex 3D scenes in a single pipeline. Extensive experiments on three datasets clearly show that our method can accurately decompose all 3D objects from 2D views, allowing any interested object to be freely manipulated in 3D space such as translation, rotation, size adjustment, and deformation.
Trace Anything: Representing Any Video in 4D via Trajectory Fields
Effective spatio-temporal representation is fundamental to modeling, understanding, and predicting dynamics in videos. The atomic unit of a video, the pixel, traces a continuous 3D trajectory over time, serving as the primitive element of dynamics. Based on this principle, we propose representing any video as a Trajectory Field: a dense mapping that assigns a continuous 3D trajectory function of time to each pixel in every frame. With this representation, we introduce Trace Anything, a neural network that predicts the entire trajectory field in a single feed-forward pass. Specifically, for each pixel in each frame, our model predicts a set of control points that parameterizes a trajectory (i.e., a B-spline), yielding its 3D position at arbitrary query time instants. We trained the Trace Anything model on large-scale 4D data, including data from our new platform, and our experiments demonstrate that: (i) Trace Anything achieves state-of-the-art performance on our new benchmark for trajectory field estimation and performs competitively on established point-tracking benchmarks; (ii) it offers significant efficiency gains thanks to its one-pass paradigm, without requiring iterative optimization or auxiliary estimators; and (iii) it exhibits emergent abilities, including goal-conditioned manipulation, motion forecasting, and spatio-temporal fusion. Project page: https://trace-anything.github.io/.
OpenMaterial: A Comprehensive Dataset of Complex Materials for 3D Reconstruction
Recent advances in deep learning such as neural radiance fields and implicit neural representations have significantly propelled the field of 3D reconstruction. However, accurately reconstructing objects with complex optical properties, such as metals and glass, remains a formidable challenge due to their unique specular and light-transmission characteristics. To facilitate the development of solutions to these challenges, we introduce the OpenMaterial dataset, comprising 1001 objects made of 295 distinct materials-including conductors, dielectrics, plastics, and their roughened variants- and captured under 723 diverse lighting conditions. To this end, we utilized physics-based rendering with laboratory-measured Indices of Refraction (IOR) and generated high-fidelity multiview images that closely replicate real-world objects. OpenMaterial provides comprehensive annotations, including 3D shape, material type, camera pose, depth, and object mask. It stands as the first large-scale dataset enabling quantitative evaluations of existing algorithms on objects with diverse and challenging materials, thereby paving the way for the development of 3D reconstruction algorithms capable of handling complex material properties.
