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Jul 29

Deep Fashion3D: A Dataset and Benchmark for 3D Garment Reconstruction from Single Images

High-fidelity clothing reconstruction is the key to achieving photorealism in a wide range of applications including human digitization, virtual try-on, etc. Recent advances in learning-based approaches have accomplished unprecedented accuracy in recovering unclothed human shape and pose from single images, thanks to the availability of powerful statistical models, e.g. SMPL, learned from a large number of body scans. In contrast, modeling and recovering clothed human and 3D garments remains notoriously difficult, mostly due to the lack of large-scale clothing models available for the research community. We propose to fill this gap by introducing Deep Fashion3D, the largest collection to date of 3D garment models, with the goal of establishing a novel benchmark and dataset for the evaluation of image-based garment reconstruction systems. Deep Fashion3D contains 2078 models reconstructed from real garments, which covers 10 different categories and 563 garment instances. It provides rich annotations including 3D feature lines, 3D body pose and the corresponded multi-view real images. In addition, each garment is randomly posed to enhance the variety of real clothing deformations. To demonstrate the advantage of Deep Fashion3D, we propose a novel baseline approach for single-view garment reconstruction, which leverages the merits of both mesh and implicit representations. A novel adaptable template is proposed to enable the learning of all types of clothing in a single network. Extensive experiments have been conducted on the proposed dataset to verify its significance and usefulness. We will make Deep Fashion3D publicly available upon publication.

LION: Linear Group RNN for 3D Object Detection in Point Clouds

The benefit of transformers in large-scale 3D point cloud perception tasks, such as 3D object detection, is limited by their quadratic computation cost when modeling long-range relationships. In contrast, linear RNNs have low computational complexity and are suitable for long-range modeling. Toward this goal, we propose a simple and effective window-based framework built on LInear grOup RNN (i.e., perform linear RNN for grouped features) for accurate 3D object detection, called LION. The key property is to allow sufficient feature interaction in a much larger group than transformer-based methods. However, effectively applying linear group RNN to 3D object detection in highly sparse point clouds is not trivial due to its limitation in handling spatial modeling. To tackle this problem, we simply introduce a 3D spatial feature descriptor and integrate it into the linear group RNN operators to enhance their spatial features rather than blindly increasing the number of scanning orders for voxel features. To further address the challenge in highly sparse point clouds, we propose a 3D voxel generation strategy to densify foreground features thanks to linear group RNN as a natural property of auto-regressive models. Extensive experiments verify the effectiveness of the proposed components and the generalization of our LION on different linear group RNN operators including Mamba, RWKV, and RetNet. Furthermore, it is worth mentioning that our LION-Mamba achieves state-of-the-art on Waymo, nuScenes, Argoverse V2, and ONCE dataset. Last but not least, our method supports kinds of advanced linear RNN operators (e.g., RetNet, RWKV, Mamba, xLSTM and TTT) on small but popular KITTI dataset for a quick experience with our linear RNN-based framework.

TwinTex: Geometry-aware Texture Generation for Abstracted 3D Architectural Models

Coarse architectural models are often generated at scales ranging from individual buildings to scenes for downstream applications such as Digital Twin City, Metaverse, LODs, etc. Such piece-wise planar models can be abstracted as twins from 3D dense reconstructions. However, these models typically lack realistic texture relative to the real building or scene, making them unsuitable for vivid display or direct reference. In this paper, we present TwinTex, the first automatic texture mapping framework to generate a photo-realistic texture for a piece-wise planar proxy. Our method addresses most challenges occurring in such twin texture generation. Specifically, for each primitive plane, we first select a small set of photos with greedy heuristics considering photometric quality, perspective quality and facade texture completeness. Then, different levels of line features (LoLs) are extracted from the set of selected photos to generate guidance for later steps. With LoLs, we employ optimization algorithms to align texture with geometry from local to global. Finally, we fine-tune a diffusion model with a multi-mask initialization component and a new dataset to inpaint the missing region. Experimental results on many buildings, indoor scenes and man-made objects of varying complexity demonstrate the generalization ability of our algorithm. Our approach surpasses state-of-the-art texture mapping methods in terms of high-fidelity quality and reaches a human-expert production level with much less effort. Project page: https://vcc.tech/research/2023/TwinTex.

EdgeGaussians -- 3D Edge Mapping via Gaussian Splatting

With their meaningful geometry and their omnipresence in the 3D world, edges are extremely useful primitives in computer vision. 3D edges comprise of lines and curves, and methods to reconstruct them use either multi-view images or point clouds as input. State-of-the-art image-based methods first learn a 3D edge point cloud then fit 3D edges to it. The edge point cloud is obtained by learning a 3D neural implicit edge field from which the 3D edge points are sampled on a specific level set (0 or 1). However, such methods present two important drawbacks: i) it is not realistic to sample points on exact level sets due to float imprecision and training inaccuracies. Instead, they are sampled within a range of levels so the points do not lie accurately on the 3D edges and require further processing. ii) Such implicit representations are computationally expensive and require long training times. In this paper, we address these two limitations and propose a 3D edge mapping that is simpler, more efficient, and preserves accuracy. Our method learns explicitly the 3D edge points and their edge direction hence bypassing the need for point sampling. It casts a 3D edge point as the center of a 3D Gaussian and the edge direction as the principal axis of the Gaussian. Such a representation has the advantage of being not only geometrically meaningful but also compatible with the efficient training optimization defined in Gaussian Splatting. Results show that the proposed method produces edges as accurate and complete as the state-of-the-art while being an order of magnitude faster. Code is released at https://github.com/kunalchelani/EdgeGaussians.

OccRWKV: Rethinking Efficient 3D Semantic Occupancy Prediction with Linear Complexity

3D semantic occupancy prediction networks have demonstrated remarkable capabilities in reconstructing the geometric and semantic structure of 3D scenes, providing crucial information for robot navigation and autonomous driving systems. However, due to their large overhead from dense network structure designs, existing networks face challenges balancing accuracy and latency. In this paper, we introduce OccRWKV, an efficient semantic occupancy network inspired by Receptance Weighted Key Value (RWKV). OccRWKV separates semantics, occupancy prediction, and feature fusion into distinct branches, each incorporating Sem-RWKV and Geo-RWKV blocks. These blocks are designed to capture long-range dependencies, enabling the network to learn domain-specific representation (i.e., semantics and geometry), which enhances prediction accuracy. Leveraging the sparse nature of real-world 3D occupancy, we reduce computational overhead by projecting features into the bird's-eye view (BEV) space and propose a BEV-RWKV block for efficient feature enhancement and fusion. This enables real-time inference at 22.2 FPS without compromising performance. Experiments demonstrate that OccRWKV outperforms the state-of-the-art methods on the SemanticKITTI dataset, achieving a mIoU of 25.1 while being 20 times faster than the best baseline, Co-Occ, making it suitable for real-time deployment on robots to enhance autonomous navigation efficiency. Code and video are available on our project page: https://jmwang0117.github.io/OccRWKV/.

Sparse Semantic Map-Based Monocular Localization in Traffic Scenes Using Learned 2D-3D Point-Line Correspondences

Vision-based localization in a prior map is of crucial importance for autonomous vehicles. Given a query image, the goal is to estimate the camera pose corresponding to the prior map, and the key is the registration problem of camera images within the map. While autonomous vehicles drive on the road under occlusion (e.g., car, bus, truck) and changing environment appearance (e.g., illumination changes, seasonal variation), existing approaches rely heavily on dense point descriptors at the feature level to solve the registration problem, entangling features with appearance and occlusion. As a result, they often fail to estimate the correct poses. To address these issues, we propose a sparse semantic map-based monocular localization method, which solves 2D-3D registration via a well-designed deep neural network. Given a sparse semantic map that consists of simplified elements (e.g., pole lines, traffic sign midpoints) with multiple semantic labels, the camera pose is then estimated by learning the corresponding features between the 2D semantic elements from the image and the 3D elements from the sparse semantic map. The proposed sparse semantic map-based localization approach is robust against occlusion and long-term appearance changes in the environments. Extensive experimental results show that the proposed method outperforms the state-of-the-art approaches.

The 3D-PC: a benchmark for visual perspective taking in humans and machines

Visual perspective taking (VPT) is the ability to perceive and reason about the perspectives of others. It is an essential feature of human intelligence, which develops over the first decade of life and requires an ability to process the 3D structure of visual scenes. A growing number of reports have indicated that deep neural networks (DNNs) become capable of analyzing 3D scenes after training on large image datasets. We investigated if this emergent ability for 3D analysis in DNNs is sufficient for VPT with the 3D perception challenge (3D-PC): a novel benchmark for 3D perception in humans and DNNs. The 3D-PC is comprised of three 3D-analysis tasks posed within natural scene images: 1. a simple test of object depth order, 2. a basic VPT task (VPT-basic), and 3. another version of VPT (VPT-Strategy) designed to limit the effectiveness of "shortcut" visual strategies. We tested human participants (N=33) and linearly probed or text-prompted over 300 DNNs on the challenge and found that nearly all of the DNNs approached or exceeded human accuracy in analyzing object depth order. Surprisingly, DNN accuracy on this task correlated with their object recognition performance. In contrast, there was an extraordinary gap between DNNs and humans on VPT-basic. Humans were nearly perfect, whereas most DNNs were near chance. Fine-tuning DNNs on VPT-basic brought them close to human performance, but they, unlike humans, dropped back to chance when tested on VPT-perturb. Our challenge demonstrates that the training routines and architectures of today's DNNs are well-suited for learning basic 3D properties of scenes and objects but are ill-suited for reasoning about these properties like humans do. We release our 3D-PC datasets and code to help bridge this gap in 3D perception between humans and machines.

VoCo: A Simple-yet-Effective Volume Contrastive Learning Framework for 3D Medical Image Analysis

Self-Supervised Learning (SSL) has demonstrated promising results in 3D medical image analysis. However, the lack of high-level semantics in pre-training still heavily hinders the performance of downstream tasks. We observe that 3D medical images contain relatively consistent contextual position information, i.e., consistent geometric relations between different organs, which leads to a potential way for us to learn consistent semantic representations in pre-training. In this paper, we propose a simple-yet-effective Volume Contrast (VoCo) framework to leverage the contextual position priors for pre-training. Specifically, we first generate a group of base crops from different regions while enforcing feature discrepancy among them, where we employ them as class assignments of different regions. Then, we randomly crop sub-volumes and predict them belonging to which class (located at which region) by contrasting their similarity to different base crops, which can be seen as predicting contextual positions of different sub-volumes. Through this pretext task, VoCo implicitly encodes the contextual position priors into model representations without the guidance of annotations, enabling us to effectively improve the performance of downstream tasks that require high-level semantics. Extensive experimental results on six downstream tasks demonstrate the superior effectiveness of VoCo. Code will be available at https://github.com/Luffy03/VoCo.

ALOcc: Adaptive Lifting-based 3D Semantic Occupancy and Cost Volume-based Flow Prediction

Vision-based semantic occupancy and flow prediction plays a crucial role in providing spatiotemporal cues for real-world tasks, such as autonomous driving. Existing methods prioritize higher accuracy to cater to the demands of these tasks. In this work, we strive to improve performance by introducing a series of targeted improvements for 3D semantic occupancy prediction and flow estimation. First, we introduce an occlusion-aware adaptive lifting mechanism with a depth denoising technique to improve the robustness of 2D-to-3D feature transformation and reduce the reliance on depth priors. Second, we strengthen the semantic consistency between 3D features and their original 2D modalities by utilizing shared semantic prototypes to jointly constrain both 2D and 3D features. This is complemented by confidence- and category-based sampling strategies to tackle long-tail challenges in 3D space. To alleviate the feature encoding burden in the joint prediction of semantics and flow, we propose a BEV cost volume-based prediction method that links flow and semantic features through a cost volume and employs a classification-regression supervision scheme to address the varying flow scales in dynamic scenes. Our purely convolutional architecture framework, named ALOcc, achieves an optimal tradeoff between speed and accuracy achieving state-of-the-art results on multiple benchmarks. On Occ3D and training without the camera visible mask, our ALOcc achieves an absolute gain of 2.5\% in terms of RayIoU while operating at a comparable speed compared to the state-of-the-art, using the same input size (256times704) and ResNet-50 backbone. Our method also achieves 2nd place in the CVPR24 Occupancy and Flow Prediction Competition.

Masked Scene Modeling: Narrowing the Gap Between Supervised and Self-Supervised Learning in 3D Scene Understanding

Self-supervised learning has transformed 2D computer vision by enabling models trained on large, unannotated datasets to provide versatile off-the-shelf features that perform similarly to models trained with labels. However, in 3D scene understanding, self-supervised methods are typically only used as a weight initialization step for task-specific fine-tuning, limiting their utility for general-purpose feature extraction. This paper addresses this shortcoming by proposing a robust evaluation protocol specifically designed to assess the quality of self-supervised features for 3D scene understanding. Our protocol uses multi-resolution feature sampling of hierarchical models to create rich point-level representations that capture the semantic capabilities of the model and, hence, are suitable for evaluation with linear probing and nearest-neighbor methods. Furthermore, we introduce the first self-supervised model that performs similarly to supervised models when only off-the-shelf features are used in a linear probing setup. In particular, our model is trained natively in 3D with a novel self-supervised approach based on a Masked Scene Modeling objective, which reconstructs deep features of masked patches in a bottom-up manner and is specifically tailored to hierarchical 3D models. Our experiments not only demonstrate that our method achieves competitive performance to supervised models, but also surpasses existing self-supervised approaches by a large margin. The model and training code can be found at our Github repository (https://github.com/phermosilla/msm).

LDL: Line Distance Functions for Panoramic Localization

We introduce LDL, a fast and robust algorithm that localizes a panorama to a 3D map using line segments. LDL focuses on the sparse structural information of lines in the scene, which is robust to illumination changes and can potentially enable efficient computation. While previous line-based localization approaches tend to sacrifice accuracy or computation time, our method effectively observes the holistic distribution of lines within panoramic images and 3D maps. Specifically, LDL matches the distribution of lines with 2D and 3D line distance functions, which are further decomposed along principal directions of lines to increase the expressiveness. The distance functions provide coarse pose estimates by comparing the distributional information, where the poses are further optimized using conventional local feature matching. As our pipeline solely leverages line geometry and local features, it does not require costly additional training of line-specific features or correspondence matching. Nevertheless, our method demonstrates robust performance on challenging scenarios including object layout changes, illumination shifts, and large-scale scenes, while exhibiting fast pose search terminating within a matter of milliseconds. We thus expect our method to serve as a practical solution for line-based localization, and complement the well-established point-based paradigm. The code for LDL is available through the following link: https://github.com/82magnolia/panoramic-localization.

PersFormer: 3D Lane Detection via Perspective Transformer and the OpenLane Benchmark

Methods for 3D lane detection have been recently proposed to address the issue of inaccurate lane layouts in many autonomous driving scenarios (uphill/downhill, bump, etc.). Previous work struggled in complex cases due to their simple designs of the spatial transformation between front view and bird's eye view (BEV) and the lack of a realistic dataset. Towards these issues, we present PersFormer: an end-to-end monocular 3D lane detector with a novel Transformer-based spatial feature transformation module. Our model generates BEV features by attending to related front-view local regions with camera parameters as a reference. PersFormer adopts a unified 2D/3D anchor design and an auxiliary task to detect 2D/3D lanes simultaneously, enhancing the feature consistency and sharing the benefits of multi-task learning. Moreover, we release one of the first large-scale real-world 3D lane datasets: OpenLane, with high-quality annotation and scenario diversity. OpenLane contains 200,000 frames, over 880,000 instance-level lanes, 14 lane categories, along with scene tags and the closed-in-path object annotations to encourage the development of lane detection and more industrial-related autonomous driving methods. We show that PersFormer significantly outperforms competitive baselines in the 3D lane detection task on our new OpenLane dataset as well as Apollo 3D Lane Synthetic dataset, and is also on par with state-of-the-art algorithms in the 2D task on OpenLane. The project page is available at https://github.com/OpenPerceptionX/PersFormer_3DLane and OpenLane dataset is provided at https://github.com/OpenPerceptionX/OpenLane.

MedSyn: Text-guided Anatomy-aware Synthesis of High-Fidelity 3D CT Images

This paper introduces an innovative methodology for producing high-quality 3D lung CT images guided by textual information. While diffusion-based generative models are increasingly used in medical imaging, current state-of-the-art approaches are limited to low-resolution outputs and underutilize radiology reports' abundant information. The radiology reports can enhance the generation process by providing additional guidance and offering fine-grained control over the synthesis of images. Nevertheless, expanding text-guided generation to high-resolution 3D images poses significant memory and anatomical detail-preserving challenges. Addressing the memory issue, we introduce a hierarchical scheme that uses a modified UNet architecture. We start by synthesizing low-resolution images conditioned on the text, serving as a foundation for subsequent generators for complete volumetric data. To ensure the anatomical plausibility of the generated samples, we provide further guidance by generating vascular, airway, and lobular segmentation masks in conjunction with the CT images. The model demonstrates the capability to use textual input and segmentation tasks to generate synthesized images. The results of comparative assessments indicate that our approach exhibits superior performance compared to the most advanced models based on GAN and diffusion techniques, especially in accurately retaining crucial anatomical features such as fissure lines, airways, and vascular structures. This innovation introduces novel possibilities. This study focuses on two main objectives: (1) the development of a method for creating images based on textual prompts and anatomical components, and (2) the capability to generate new images conditioning on anatomical elements. The advancements in image generation can be applied to enhance numerous downstream tasks.

GeneFace++: Generalized and Stable Real-Time Audio-Driven 3D Talking Face Generation

Generating talking person portraits with arbitrary speech audio is a crucial problem in the field of digital human and metaverse. A modern talking face generation method is expected to achieve the goals of generalized audio-lip synchronization, good video quality, and high system efficiency. Recently, neural radiance field (NeRF) has become a popular rendering technique in this field since it could achieve high-fidelity and 3D-consistent talking face generation with a few-minute-long training video. However, there still exist several challenges for NeRF-based methods: 1) as for the lip synchronization, it is hard to generate a long facial motion sequence of high temporal consistency and audio-lip accuracy; 2) as for the video quality, due to the limited data used to train the renderer, it is vulnerable to out-of-domain input condition and produce bad rendering results occasionally; 3) as for the system efficiency, the slow training and inference speed of the vanilla NeRF severely obstruct its usage in real-world applications. In this paper, we propose GeneFace++ to handle these challenges by 1) utilizing the pitch contour as an auxiliary feature and introducing a temporal loss in the facial motion prediction process; 2) proposing a landmark locally linear embedding method to regulate the outliers in the predicted motion sequence to avoid robustness issues; 3) designing a computationally efficient NeRF-based motion-to-video renderer to achieves fast training and real-time inference. With these settings, GeneFace++ becomes the first NeRF-based method that achieves stable and real-time talking face generation with generalized audio-lip synchronization. Extensive experiments show that our method outperforms state-of-the-art baselines in terms of subjective and objective evaluation. Video samples are available at https://genefaceplusplus.github.io .

Towards General Purpose Vision Foundation Models for Medical Image Analysis: An Experimental Study of DINOv2 on Radiology Benchmarks

The integration of deep learning systems into the medical domain has been hindered by the resource-intensive process of data annotation and the inability of these systems to generalize to different data distributions. Foundation models, which are models pre-trained on large datasets, have emerged as a solution to reduce reliance on annotated data and enhance model generalizability and robustness. DINOv2, an open-source foundation model pre-trained with self-supervised learning on 142 million curated natural images, excels in extracting general-purpose visual representations, exhibiting promising capabilities across various vision tasks. Nevertheless, a critical question remains unanswered regarding DINOv2's adaptability to radiological imaging, and the clarity on whether its features are sufficiently general to benefit radiology image analysis is yet to be established. Therefore, this study comprehensively evaluates DINOv2 for radiology, conducting over 100 experiments across diverse modalities (X-ray, CT, and MRI). Tasks include disease classification and organ segmentation on both 2D and 3D images, evaluated under different settings like kNN, few-shot learning, linear-probing, end-to-end fine-tuning, and parameter-efficient fine-tuning, to measure the effectiveness and generalizability of the DINOv2 feature embeddings. Comparative analyses with established medical image analysis models, U-Net and TransUnet for segmentation, and CNN and ViT models pre-trained via supervised, weakly supervised, and self-supervised learning for classification, reveal DINOv2's superior performance in segmentation tasks and competitive results in disease classification. The findings contribute insights to potential avenues for optimizing pre-training strategies for medical imaging and enhancing the broader understanding of DINOv2's role in bridging the gap between natural and radiological image analysis.

Volumetric Wireframe Parsing from Neural Attraction Fields

The primal sketch is a fundamental representation in Marr's vision theory, which allows for parsimonious image-level processing from 2D to 2.5D perception. This paper takes a further step by computing 3D primal sketch of wireframes from a set of images with known camera poses, in which we take the 2D wireframes in multi-view images as the basis to compute 3D wireframes in a volumetric rendering formulation. In our method, we first propose a NEural Attraction (NEAT) Fields that parameterizes the 3D line segments with coordinate Multi-Layer Perceptrons (MLPs), enabling us to learn the 3D line segments from 2D observation without incurring any explicit feature correspondences across views. We then present a novel Global Junction Perceiving (GJP) module to perceive meaningful 3D junctions from the NEAT Fields of 3D line segments by optimizing a randomly initialized high-dimensional latent array and a lightweight decoding MLP. Benefitting from our explicit modeling of 3D junctions, we finally compute the primal sketch of 3D wireframes by attracting the queried 3D line segments to the 3D junctions, significantly simplifying the computation paradigm of 3D wireframe parsing. In experiments, we evaluate our approach on the DTU and BlendedMVS datasets with promising performance obtained. As far as we know, our method is the first approach to achieve high-fidelity 3D wireframe parsing without requiring explicit matching.

Deep Hough Transform for Semantic Line Detection

We focus on a fundamental task of detecting meaningful line structures, a.k.a. semantic line, in natural scenes. Many previous methods regard this problem as a special case of object detection and adjust existing object detectors for semantic line detection. However, these methods neglect the inherent characteristics of lines, leading to sub-optimal performance. Lines enjoy much simpler geometric property than complex objects and thus can be compactly parameterized by a few arguments. To better exploit the property of lines, in this paper, we incorporate the classical Hough transform technique into deeply learned representations and propose a one-shot end-to-end learning framework for line detection. By parameterizing lines with slopes and biases, we perform Hough transform to translate deep representations into the parametric domain, in which we perform line detection. Specifically, we aggregate features along candidate lines on the feature map plane and then assign the aggregated features to corresponding locations in the parametric domain. Consequently, the problem of detecting semantic lines in the spatial domain is transformed into spotting individual points in the parametric domain, making the post-processing steps, i.e. non-maximal suppression, more efficient. Furthermore, our method makes it easy to extract contextual line features eg features along lines close to a specific line, that are critical for accurate line detection. In addition to the proposed method, we design an evaluation metric to assess the quality of line detection and construct a large scale dataset for the line detection task. Experimental results on our proposed dataset and another public dataset demonstrate the advantages of our method over previous state-of-the-art alternatives.

Flying Triangulation - towards the 3D movie camera

Flying Triangulation sensors enable a free-hand and motion-robust 3D data acquisition of complex shaped objects. The measurement principle is based on a multi-line light-sectioning approach and uses sophisticated algorithms for real-time registration (S. Ettl et al., Appl. Opt. 51 (2012) 281-289). As "single-shot principle", light sectioning enables the option to get surface data from one single camera exposure. But there is a drawback: A pixel-dense measurement is not possible because of fundamental information-theoretical reasons. By "pixel-dense" we understand that each pixel displays individually measured distance information, neither interpolated from its neighbour pixels nor using lateral context information. Hence, for monomodal single-shot principles, the 3D data generated from one 2D raw image display a significantly lower space-bandwidth than the camera permits. This is the price one must pay for motion robustness. Currently, our sensors project about 10 lines (each with 1000 pixels), reaching an considerable lower data efficiency than theoretically possible for a single-shot sensor. Our aim is to push Flying Triangulation to its information-theoretical limits. Therefore, the line density as well as the measurement depth needs to be significantly increased. This causes serious indexing ambiguities. On the road to a single-shot 3D movie camera, we are working on solutions to overcome the problem of false line indexing by utilizing yet unexploited information. We will present several approaches and will discuss profound information-theoretical questions about the information efficiency of 3D sensors.

DIRECT-3D: Learning Direct Text-to-3D Generation on Massive Noisy 3D Data

We present DIRECT-3D, a diffusion-based 3D generative model for creating high-quality 3D assets (represented by Neural Radiance Fields) from text prompts. Unlike recent 3D generative models that rely on clean and well-aligned 3D data, limiting them to single or few-class generation, our model is directly trained on extensive noisy and unaligned `in-the-wild' 3D assets, mitigating the key challenge (i.e., data scarcity) in large-scale 3D generation. In particular, DIRECT-3D is a tri-plane diffusion model that integrates two innovations: 1) A novel learning framework where noisy data are filtered and aligned automatically during the training process. Specifically, after an initial warm-up phase using a small set of clean data, an iterative optimization is introduced in the diffusion process to explicitly estimate the 3D pose of objects and select beneficial data based on conditional density. 2) An efficient 3D representation that is achieved by disentangling object geometry and color features with two separate conditional diffusion models that are optimized hierarchically. Given a prompt input, our model generates high-quality, high-resolution, realistic, and complex 3D objects with accurate geometric details in seconds. We achieve state-of-the-art performance in both single-class generation and text-to-3D generation. We also demonstrate that DIRECT-3D can serve as a useful 3D geometric prior of objects, for example to alleviate the well-known Janus problem in 2D-lifting methods such as DreamFusion. The code and models are available for research purposes at: https://github.com/qihao067/direct3d.

DrawingSpinUp: 3D Animation from Single Character Drawings

Animating various character drawings is an engaging visual content creation task. Given a single character drawing, existing animation methods are limited to flat 2D motions and thus lack 3D effects. An alternative solution is to reconstruct a 3D model from a character drawing as a proxy and then retarget 3D motion data onto it. However, the existing image-to-3D methods could not work well for amateur character drawings in terms of appearance and geometry. We observe the contour lines, commonly existing in character drawings, would introduce significant ambiguity in texture synthesis due to their view-dependence. Additionally, thin regions represented by single-line contours are difficult to reconstruct (e.g., slim limbs of a stick figure) due to their delicate structures. To address these issues, we propose a novel system, DrawingSpinUp, to produce plausible 3D animations and breathe life into character drawings, allowing them to freely spin up, leap, and even perform a hip-hop dance. For appearance improvement, we adopt a removal-then-restoration strategy to first remove the view-dependent contour lines and then render them back after retargeting the reconstructed character. For geometry refinement, we develop a skeleton-based thinning deformation algorithm to refine the slim structures represented by the single-line contours. The experimental evaluations and a perceptual user study show that our proposed method outperforms the existing 2D and 3D animation methods and generates high-quality 3D animations from a single character drawing. Please refer to our project page (https://lordliang.github.io/DrawingSpinUp) for the code and generated animations.

3D-LLM: Injecting the 3D World into Large Language Models

Large language models (LLMs) and Vision-Language Models (VLMs) have been proven to excel at multiple tasks, such as commonsense reasoning. Powerful as these models can be, they are not grounded in the 3D physical world, which involves richer concepts such as spatial relationships, affordances, physics, layout, and so on. In this work, we propose to inject the 3D world into large language models and introduce a whole new family of 3D-LLMs. Specifically, 3D-LLMs can take 3D point clouds and their features as input and perform a diverse set of 3D-related tasks, including captioning, dense captioning, 3D question answering, task decomposition, 3D grounding, 3D-assisted dialog, navigation, and so on. Using three types of prompting mechanisms that we design, we are able to collect over 300k 3D-language data covering these tasks. To efficiently train 3D-LLMs, we first utilize a 3D feature extractor that obtains 3D features from rendered multi- view images. Then, we use 2D VLMs as our backbones to train our 3D-LLMs. By introducing a 3D localization mechanism, 3D-LLMs can better capture 3D spatial information. Experiments on ScanQA show that our model outperforms state-of-the-art baselines by a large margin (e.g., the BLEU-1 score surpasses state-of-the-art score by 9%). Furthermore, experiments on our held-in datasets for 3D captioning, task composition, and 3D-assisted dialogue show that our model outperforms 2D VLMs. Qualitative examples also show that our model could perform more tasks beyond the scope of existing LLMs and VLMs. Project Page: : https://vis-www.cs.umass.edu/3dllm/.

Pandora3D: A Comprehensive Framework for High-Quality 3D Shape and Texture Generation

This report presents a comprehensive framework for generating high-quality 3D shapes and textures from diverse input prompts, including single images, multi-view images, and text descriptions. The framework consists of 3D shape generation and texture generation. (1). The 3D shape generation pipeline employs a Variational Autoencoder (VAE) to encode implicit 3D geometries into a latent space and a diffusion network to generate latents conditioned on input prompts, with modifications to enhance model capacity. An alternative Artist-Created Mesh (AM) generation approach is also explored, yielding promising results for simpler geometries. (2). Texture generation involves a multi-stage process starting with frontal images generation followed by multi-view images generation, RGB-to-PBR texture conversion, and high-resolution multi-view texture refinement. A consistency scheduler is plugged into every stage, to enforce pixel-wise consistency among multi-view textures during inference, ensuring seamless integration. The pipeline demonstrates effective handling of diverse input formats, leveraging advanced neural architectures and novel methodologies to produce high-quality 3D content. This report details the system architecture, experimental results, and potential future directions to improve and expand the framework. The source code and pretrained weights are released at: https://github.com/Tencent/Tencent-XR-3DGen.

ULIP: Learning a Unified Representation of Language, Images, and Point Clouds for 3D Understanding

The recognition capabilities of current state-of-the-art 3D models are limited by datasets with a small number of annotated data and a pre-defined set of categories. In its 2D counterpart, recent advances have shown that similar problems can be significantly alleviated by employing knowledge from other modalities, such as language. Inspired by this, leveraging multimodal information for 3D modality could be promising to improve 3D understanding under the restricted data regime, but this line of research is not well studied. Therefore, we introduce ULIP to learn a unified representation of images, texts, and 3D point clouds by pre-training with object triplets from the three modalities. To overcome the shortage of training triplets, ULIP leverages a pre-trained vision-language model that has already learned a common visual and textual space by training with massive image-text pairs. Then, ULIP learns a 3D representation space aligned with the common image-text space, using a small number of automatically synthesized triplets. ULIP is agnostic to 3D backbone networks and can easily be integrated into any 3D architecture. Experiments show that ULIP effectively improves the performance of multiple recent 3D backbones by simply pre-training them on ShapeNet55 using our framework, achieving state-of-the-art performance in both standard 3D classification and zero-shot 3D classification on ModelNet40 and ScanObjectNN. ULIP also improves the performance of PointMLP by around 3% in 3D classification on ScanObjectNN, and outperforms PointCLIP by 28.8% on top-1 accuracy for zero-shot 3D classification on ModelNet40. Our code and pre-trained models are released at https://github.com/salesforce/ULIP.

From an Image to a Scene: Learning to Imagine the World from a Million 360 Videos

Three-dimensional (3D) understanding of objects and scenes play a key role in humans' ability to interact with the world and has been an active area of research in computer vision, graphics, and robotics. Large scale synthetic and object-centric 3D datasets have shown to be effective in training models that have 3D understanding of objects. However, applying a similar approach to real-world objects and scenes is difficult due to a lack of large-scale data. Videos are a potential source for real-world 3D data, but finding diverse yet corresponding views of the same content has shown to be difficult at scale. Furthermore, standard videos come with fixed viewpoints, determined at the time of capture. This restricts the ability to access scenes from a variety of more diverse and potentially useful perspectives. We argue that large scale 360 videos can address these limitations to provide: scalable corresponding frames from diverse views. In this paper, we introduce 360-1M, a 360 video dataset, and a process for efficiently finding corresponding frames from diverse viewpoints at scale. We train our diffusion-based model, Odin, on 360-1M. Empowered by the largest real-world, multi-view dataset to date, Odin is able to freely generate novel views of real-world scenes. Unlike previous methods, Odin can move the camera through the environment, enabling the model to infer the geometry and layout of the scene. Additionally, we show improved performance on standard novel view synthesis and 3D reconstruction benchmarks.

DFA3D: 3D Deformable Attention For 2D-to-3D Feature Lifting

In this paper, we propose a new operator, called 3D DeFormable Attention (DFA3D), for 2D-to-3D feature lifting, which transforms multi-view 2D image features into a unified 3D space for 3D object detection. Existing feature lifting approaches, such as Lift-Splat-based and 2D attention-based, either use estimated depth to get pseudo LiDAR features and then splat them to a 3D space, which is a one-pass operation without feature refinement, or ignore depth and lift features by 2D attention mechanisms, which achieve finer semantics while suffering from a depth ambiguity problem. In contrast, our DFA3D-based method first leverages the estimated depth to expand each view's 2D feature map to 3D and then utilizes DFA3D to aggregate features from the expanded 3D feature maps. With the help of DFA3D, the depth ambiguity problem can be effectively alleviated from the root, and the lifted features can be progressively refined layer by layer, thanks to the Transformer-like architecture. In addition, we propose a mathematically equivalent implementation of DFA3D which can significantly improve its memory efficiency and computational speed. We integrate DFA3D into several methods that use 2D attention-based feature lifting with only a few modifications in code and evaluate on the nuScenes dataset. The experiment results show a consistent improvement of +1.41\% mAP on average, and up to +15.1\% mAP improvement when high-quality depth information is available, demonstrating the superiority, applicability, and huge potential of DFA3D. The code is available at https://github.com/IDEA-Research/3D-deformable-attention.git.

3DiffTection: 3D Object Detection with Geometry-Aware Diffusion Features

We present 3DiffTection, a state-of-the-art method for 3D object detection from single images, leveraging features from a 3D-aware diffusion model. Annotating large-scale image data for 3D detection is resource-intensive and time-consuming. Recently, pretrained large image diffusion models have become prominent as effective feature extractors for 2D perception tasks. However, these features are initially trained on paired text and image data, which are not optimized for 3D tasks, and often exhibit a domain gap when applied to the target data. Our approach bridges these gaps through two specialized tuning strategies: geometric and semantic. For geometric tuning, we fine-tune a diffusion model to perform novel view synthesis conditioned on a single image, by introducing a novel epipolar warp operator. This task meets two essential criteria: the necessity for 3D awareness and reliance solely on posed image data, which are readily available (e.g., from videos) and does not require manual annotation. For semantic refinement, we further train the model on target data with detection supervision. Both tuning phases employ ControlNet to preserve the integrity of the original feature capabilities. In the final step, we harness these enhanced capabilities to conduct a test-time prediction ensemble across multiple virtual viewpoints. Through our methodology, we obtain 3D-aware features that are tailored for 3D detection and excel in identifying cross-view point correspondences. Consequently, our model emerges as a powerful 3D detector, substantially surpassing previous benchmarks, e.g., Cube-RCNN, a precedent in single-view 3D detection by 9.43\% in AP3D on the Omni3D-ARkitscene dataset. Furthermore, 3DiffTection showcases robust data efficiency and generalization to cross-domain data.

PonderV2: Pave the Way for 3D Foundation Model with A Universal Pre-training Paradigm

In contrast to numerous NLP and 2D vision foundational models, learning a 3D foundational model poses considerably greater challenges. This is primarily due to the inherent data variability and diversity of downstream tasks. In this paper, we introduce a novel universal 3D pre-training framework designed to facilitate the acquisition of efficient 3D representation, thereby establishing a pathway to 3D foundational models. Considering that informative 3D features should encode rich geometry and appearance cues that can be utilized to render realistic images, we propose to learn 3D representations by differentiable neural rendering. We train a 3D backbone with a devised volumetric neural renderer by comparing the rendered with the real images. Notably, our approach seamlessly integrates the learned 3D encoder into various downstream tasks. These tasks encompass not only high-level challenges such as 3D detection and segmentation but also low-level objectives like 3D reconstruction and image synthesis, spanning both indoor and outdoor scenarios. Besides, we also illustrate the capability of pre-training a 2D backbone using the proposed methodology, surpassing conventional pre-training methods by a large margin. For the first time, PonderV2 achieves state-of-the-art performance on 11 indoor and outdoor benchmarks, implying its effectiveness. Code and models are available at https://github.com/OpenGVLab/PonderV2.

Hyper3D: Efficient 3D Representation via Hybrid Triplane and Octree Feature for Enhanced 3D Shape Variational Auto-Encoders

Recent 3D content generation pipelines often leverage Variational Autoencoders (VAEs) to encode shapes into compact latent representations, facilitating diffusion-based generation. Efficiently compressing 3D shapes while preserving intricate geometric details remains a key challenge. Existing 3D shape VAEs often employ uniform point sampling and 1D/2D latent representations, such as vector sets or triplanes, leading to significant geometric detail loss due to inadequate surface coverage and the absence of explicit 3D representations in the latent space. Although recent work explores 3D latent representations, their large scale hinders high-resolution encoding and efficient training. Given these challenges, we introduce Hyper3D, which enhances VAE reconstruction through efficient 3D representation that integrates hybrid triplane and octree features. First, we adopt an octree-based feature representation to embed mesh information into the network, mitigating the limitations of uniform point sampling in capturing geometric distributions along the mesh surface. Furthermore, we propose a hybrid latent space representation that integrates a high-resolution triplane with a low-resolution 3D grid. This design not only compensates for the lack of explicit 3D representations but also leverages a triplane to preserve high-resolution details. Experimental results demonstrate that Hyper3D outperforms traditional representations by reconstructing 3D shapes with higher fidelity and finer details, making it well-suited for 3D generation pipelines.

Lift3D Foundation Policy: Lifting 2D Large-Scale Pretrained Models for Robust 3D Robotic Manipulation

3D geometric information is essential for manipulation tasks, as robots need to perceive the 3D environment, reason about spatial relationships, and interact with intricate spatial configurations. Recent research has increasingly focused on the explicit extraction of 3D features, while still facing challenges such as the lack of large-scale robotic 3D data and the potential loss of spatial geometry. To address these limitations, we propose the Lift3D framework, which progressively enhances 2D foundation models with implicit and explicit 3D robotic representations to construct a robust 3D manipulation policy. Specifically, we first design a task-aware masked autoencoder that masks task-relevant affordance patches and reconstructs depth information, enhancing the 2D foundation model's implicit 3D robotic representation. After self-supervised fine-tuning, we introduce a 2D model-lifting strategy that establishes a positional mapping between the input 3D points and the positional embeddings of the 2D model. Based on the mapping, Lift3D utilizes the 2D foundation model to directly encode point cloud data, leveraging large-scale pretrained knowledge to construct explicit 3D robotic representations while minimizing spatial information loss. In experiments, Lift3D consistently outperforms previous state-of-the-art methods across several simulation benchmarks and real-world scenarios.

EarthCrafter: Scalable 3D Earth Generation via Dual-Sparse Latent Diffusion

Despite the remarkable developments achieved by recent 3D generation works, scaling these methods to geographic extents, such as modeling thousands of square kilometers of Earth's surface, remains an open challenge. We address this through a dual innovation in data infrastructure and model architecture. First, we introduce Aerial-Earth3D, the largest 3D aerial dataset to date, consisting of 50k curated scenes (each measuring 600m x 600m) captured across the U.S. mainland, comprising 45M multi-view Google Earth frames. Each scene provides pose-annotated multi-view images, depth maps, normals, semantic segmentation, and camera poses, with explicit quality control to ensure terrain diversity. Building on this foundation, we propose EarthCrafter, a tailored framework for large-scale 3D Earth generation via sparse-decoupled latent diffusion. Our architecture separates structural and textural generation: 1) Dual sparse 3D-VAEs compress high-resolution geometric voxels and textural 2D Gaussian Splats (2DGS) into compact latent spaces, largely alleviating the costly computation suffering from vast geographic scales while preserving critical information. 2) We propose condition-aware flow matching models trained on mixed inputs (semantics, images, or neither) to flexibly model latent geometry and texture features independently. Extensive experiments demonstrate that EarthCrafter performs substantially better in extremely large-scale generation. The framework further supports versatile applications, from semantic-guided urban layout generation to unconditional terrain synthesis, while maintaining geographic plausibility through our rich data priors from Aerial-Earth3D. Our project page is available at https://whiteinblue.github.io/earthcrafter/

STPLS3D: A Large-Scale Synthetic and Real Aerial Photogrammetry 3D Point Cloud Dataset

Although various 3D datasets with different functions and scales have been proposed recently, it remains challenging for individuals to complete the whole pipeline of large-scale data collection, sanitization, and annotation. Moreover, the created datasets usually suffer from extremely imbalanced class distribution or partial low-quality data samples. Motivated by this, we explore the procedurally synthetic 3D data generation paradigm to equip individuals with the full capability of creating large-scale annotated photogrammetry point clouds. Specifically, we introduce a synthetic aerial photogrammetry point clouds generation pipeline that takes full advantage of open geospatial data sources and off-the-shelf commercial packages. Unlike generating synthetic data in virtual games, where the simulated data usually have limited gaming environments created by artists, the proposed pipeline simulates the reconstruction process of the real environment by following the same UAV flight pattern on different synthetic terrain shapes and building densities, which ensure similar quality, noise pattern, and diversity with real data. In addition, the precise semantic and instance annotations can be generated fully automatically, avoiding the expensive and time-consuming manual annotation. Based on the proposed pipeline, we present a richly-annotated synthetic 3D aerial photogrammetry point cloud dataset, termed STPLS3D, with more than 16 km^2 of landscapes and up to 18 fine-grained semantic categories. For verification purposes, we also provide a parallel dataset collected from four areas in the real environment. Extensive experiments conducted on our datasets demonstrate the effectiveness and quality of the proposed synthetic dataset.

Instructive3D: Editing Large Reconstruction Models with Text Instructions

Transformer based methods have enabled users to create, modify, and comprehend text and image data. Recently proposed Large Reconstruction Models (LRMs) further extend this by providing the ability to generate high-quality 3D models with the help of a single object image. These models, however, lack the ability to manipulate or edit the finer details, such as adding standard design patterns or changing the color and reflectance of the generated objects, thus lacking fine-grained control that may be very helpful in domains such as augmented reality, animation and gaming. Naively training LRMs for this purpose would require generating precisely edited images and 3D object pairs, which is computationally expensive. In this paper, we propose Instructive3D, a novel LRM based model that integrates generation and fine-grained editing, through user text prompts, of 3D objects into a single model. We accomplish this by adding an adapter that performs a diffusion process conditioned on a text prompt specifying edits in the triplane latent space representation of 3D object models. Our method does not require the generation of edited 3D objects. Additionally, Instructive3D allows us to perform geometrically consistent modifications, as the edits done through user-defined text prompts are applied to the triplane latent representation thus enhancing the versatility and precision of 3D objects generated. We compare the objects generated by Instructive3D and a baseline that first generates the 3D object meshes using a standard LRM model and then edits these 3D objects using text prompts when images are provided from the Objaverse LVIS dataset. We find that Instructive3D produces qualitatively superior 3D objects with the properties specified by the edit prompts.

Direct3D: Scalable Image-to-3D Generation via 3D Latent Diffusion Transformer

Generating high-quality 3D assets from text and images has long been challenging, primarily due to the absence of scalable 3D representations capable of capturing intricate geometry distributions. In this work, we introduce Direct3D, a native 3D generative model scalable to in-the-wild input images, without requiring a multiview diffusion model or SDS optimization. Our approach comprises two primary components: a Direct 3D Variational Auto-Encoder (D3D-VAE) and a Direct 3D Diffusion Transformer (D3D-DiT). D3D-VAE efficiently encodes high-resolution 3D shapes into a compact and continuous latent triplane space. Notably, our method directly supervises the decoded geometry using a semi-continuous surface sampling strategy, diverging from previous methods relying on rendered images as supervision signals. D3D-DiT models the distribution of encoded 3D latents and is specifically designed to fuse positional information from the three feature maps of the triplane latent, enabling a native 3D generative model scalable to large-scale 3D datasets. Additionally, we introduce an innovative image-to-3D generation pipeline incorporating semantic and pixel-level image conditions, allowing the model to produce 3D shapes consistent with the provided conditional image input. Extensive experiments demonstrate the superiority of our large-scale pre-trained Direct3D over previous image-to-3D approaches, achieving significantly better generation quality and generalization ability, thus establishing a new state-of-the-art for 3D content creation. Project page: https://nju-3dv.github.io/projects/Direct3D/.

Any2Point: Empowering Any-modality Large Models for Efficient 3D Understanding

Large foundation models have recently emerged as a prominent focus of interest, attaining superior performance in widespread scenarios. Due to the scarcity of 3D data, many efforts have been made to adapt pre-trained transformers from vision to 3D domains. However, such 2D-to-3D approaches are still limited, due to the potential loss of spatial geometries and high computation cost. More importantly, their frameworks are mainly designed for 2D models, lacking a general any-to-3D paradigm. In this paper, we introduce Any2Point, a parameter-efficient method to empower any-modality large models (vision, language, audio) for 3D understanding. Given a frozen transformer from any source modality, we propose a 3D-to-any (1D or 2D) virtual projection strategy that correlates the input 3D points to the original 1D or 2D positions within the source modality. This mechanism enables us to assign each 3D token with a positional encoding paired with the pre-trained model, which avoids 3D geometry loss caused by the true projection and better motivates the transformer for 3D learning with 1D/2D positional priors. Then, within each transformer block, we insert an any-to-3D guided adapter module for parameter-efficient fine-tuning. The adapter incorporates prior spatial knowledge from the source modality to guide the local feature aggregation of 3D tokens, compelling the semantic adaption of any-modality transformers. We conduct extensive experiments to showcase the effectiveness and efficiency of our method. Code and models are released at https://github.com/Ivan-Tang-3D/Any2Point.

G3PT: Unleash the power of Autoregressive Modeling in 3D Generation via Cross-scale Querying Transformer

Autoregressive transformers have revolutionized generative models in language processing and shown substantial promise in image and video generation. However, these models face significant challenges when extended to 3D generation tasks due to their reliance on next-token prediction to learn token sequences, which is incompatible with the unordered nature of 3D data. Instead of imposing an artificial order on 3D data, in this paper, we introduce G3PT, a scalable coarse-to-fine 3D generative model utilizing a cross-scale querying transformer. The key is to map point-based 3D data into discrete tokens with different levels of detail, naturally establishing a sequential relationship between different levels suitable for autoregressive modeling. Additionally, the cross-scale querying transformer connects tokens globally across different levels of detail without requiring an ordered sequence. Benefiting from this approach, G3PT features a versatile 3D generation pipeline that effortlessly supports diverse conditional structures, enabling the generation of 3D shapes from various types of conditions. Extensive experiments demonstrate that G3PT achieves superior generation quality and generalization ability compared to previous 3D generation methods. Most importantly, for the first time in 3D generation, scaling up G3PT reveals distinct power-law scaling behaviors.

XMask3D: Cross-modal Mask Reasoning for Open Vocabulary 3D Semantic Segmentation

Existing methodologies in open vocabulary 3D semantic segmentation primarily concentrate on establishing a unified feature space encompassing 3D, 2D, and textual modalities. Nevertheless, traditional techniques such as global feature alignment or vision-language model distillation tend to impose only approximate correspondence, struggling notably with delineating fine-grained segmentation boundaries. To address this gap, we propose a more meticulous mask-level alignment between 3D features and the 2D-text embedding space through a cross-modal mask reasoning framework, XMask3D. In our approach, we developed a mask generator based on the denoising UNet from a pre-trained diffusion model, leveraging its capability for precise textual control over dense pixel representations and enhancing the open-world adaptability of the generated masks. We further integrate 3D global features as implicit conditions into the pre-trained 2D denoising UNet, enabling the generation of segmentation masks with additional 3D geometry awareness. Subsequently, the generated 2D masks are employed to align mask-level 3D representations with the vision-language feature space, thereby augmenting the open vocabulary capability of 3D geometry embeddings. Finally, we fuse complementary 2D and 3D mask features, resulting in competitive performance across multiple benchmarks for 3D open vocabulary semantic segmentation. Code is available at https://github.com/wangzy22/XMask3D.

3DSRBench: A Comprehensive 3D Spatial Reasoning Benchmark

3D spatial reasoning is the ability to analyze and interpret the positions, orientations, and spatial relationships of objects within the 3D space. This allows models to develop a comprehensive understanding of the 3D scene, enabling their applicability to a broader range of areas, such as autonomous navigation, robotics, and AR/VR. While large multi-modal models (LMMs) have achieved remarkable progress in a wide range of image and video understanding tasks, their capabilities to perform 3D spatial reasoning on diverse natural images are less studied. In this work we present the first comprehensive 3D spatial reasoning benchmark, 3DSRBench, with 2,772 manually annotated visual question-answer pairs across 12 question types. We conduct robust and thorough evaluation of 3D spatial reasoning capabilities by balancing the data distribution and adopting a novel FlipEval strategy. To further study the robustness of 3D spatial reasoning w.r.t. camera 3D viewpoints, our 3DSRBench includes two subsets with 3D spatial reasoning questions on paired images with common and uncommon viewpoints. We benchmark a wide range of open-sourced and proprietary LMMs, uncovering their limitations in various aspects of 3D awareness, such as height, orientation, location, and multi-object reasoning, as well as their degraded performance on images with uncommon camera viewpoints. Our 3DSRBench provide valuable findings and insights about the future development of LMMs with strong 3D reasoning capabilities. Our project page and dataset is available https://3dsrbench.github.io.

DreamMesh4D: Video-to-4D Generation with Sparse-Controlled Gaussian-Mesh Hybrid Representation

Recent advancements in 2D/3D generative techniques have facilitated the generation of dynamic 3D objects from monocular videos. Previous methods mainly rely on the implicit neural radiance fields (NeRF) or explicit Gaussian Splatting as the underlying representation, and struggle to achieve satisfactory spatial-temporal consistency and surface appearance. Drawing inspiration from modern 3D animation pipelines, we introduce DreamMesh4D, a novel framework combining mesh representation with geometric skinning technique to generate high-quality 4D object from a monocular video. Instead of utilizing classical texture map for appearance, we bind Gaussian splats to triangle face of mesh for differentiable optimization of both the texture and mesh vertices. In particular, DreamMesh4D begins with a coarse mesh obtained through an image-to-3D generation procedure. Sparse points are then uniformly sampled across the mesh surface, and are used to build a deformation graph to drive the motion of the 3D object for the sake of computational efficiency and providing additional constraint. For each step, transformations of sparse control points are predicted using a deformation network, and the mesh vertices as well as the surface Gaussians are deformed via a novel geometric skinning algorithm, which is a hybrid approach combining LBS (linear blending skinning) and DQS (dual-quaternion skinning), mitigating drawbacks associated with both approaches. The static surface Gaussians and mesh vertices as well as the deformation network are learned via reference view photometric loss, score distillation loss as well as other regularizers in a two-stage manner. Extensive experiments demonstrate superior performance of our method. Furthermore, our method is compatible with modern graphic pipelines, showcasing its potential in the 3D gaming and film industry.

DCSEG: Decoupled 3D Open-Set Segmentation using Gaussian Splatting

Open-set 3D segmentation represents a major point of interest for multiple downstream robotics and augmented/virtual reality applications. We present a decoupled 3D segmentation pipeline to ensure modularity and adaptability to novel 3D representations as well as semantic segmentation foundation models. We first reconstruct a scene with 3D Gaussians and learn class-agnostic features through contrastive supervision from a 2D instance proposal network. These 3D features are then clustered to form coarse object- or part-level masks. Finally, we match each 3D cluster to class-aware masks predicted by a 2D open-vocabulary segmentation model, assigning semantic labels without retraining the 3D representation. Our decoupled design (1) provides a plug-and-play interface for swapping different 2D or 3D modules, (2) ensures multi-object instance segmentation at no extra cost, and (3) leverages rich 3D geometry for robust scene understanding. We evaluate on synthetic and real-world indoor datasets, demonstrating improved performance over comparable NeRF-based pipelines on mIoU and mAcc, particularly for challenging or long-tail classes. We also show how varying the 2D backbone affects the final segmentation, highlighting the modularity of our framework. These results confirm that decoupling 3D mask proposal and semantic classification can deliver flexible, efficient, and open-vocabulary 3D segmentation.

CATSplat: Context-Aware Transformer with Spatial Guidance for Generalizable 3D Gaussian Splatting from A Single-View Image

Recently, generalizable feed-forward methods based on 3D Gaussian Splatting have gained significant attention for their potential to reconstruct 3D scenes using finite resources. These approaches create a 3D radiance field, parameterized by per-pixel 3D Gaussian primitives, from just a few images in a single forward pass. However, unlike multi-view methods that benefit from cross-view correspondences, 3D scene reconstruction with a single-view image remains an underexplored area. In this work, we introduce CATSplat, a novel generalizable transformer-based framework designed to break through the inherent constraints in monocular settings. First, we propose leveraging textual guidance from a visual-language model to complement insufficient information from a single image. By incorporating scene-specific contextual details from text embeddings through cross-attention, we pave the way for context-aware 3D scene reconstruction beyond relying solely on visual cues. Moreover, we advocate utilizing spatial guidance from 3D point features toward comprehensive geometric understanding under single-view settings. With 3D priors, image features can capture rich structural insights for predicting 3D Gaussians without multi-view techniques. Extensive experiments on large-scale datasets demonstrate the state-of-the-art performance of CATSplat in single-view 3D scene reconstruction with high-quality novel view synthesis.

Zero-Shot Dual-Path Integration Framework for Open-Vocabulary 3D Instance Segmentation

Open-vocabulary 3D instance segmentation transcends traditional closed-vocabulary methods by enabling the identification of both previously seen and unseen objects in real-world scenarios. It leverages a dual-modality approach, utilizing both 3D point clouds and 2D multi-view images to generate class-agnostic object mask proposals. Previous efforts predominantly focused on enhancing 3D mask proposal models; consequently, the information that could come from 2D association to 3D was not fully exploited. This bias towards 3D data, while effective for familiar indoor objects, limits the system's adaptability to new and varied object types, where 2D models offer greater utility. Addressing this gap, we introduce Zero-Shot Dual-Path Integration Framework that equally values the contributions of both 3D and 2D modalities. Our framework comprises three components: 3D pathway, 2D pathway, and Dual-Path Integration. 3D pathway generates spatially accurate class-agnostic mask proposals of common indoor objects from 3D point cloud data using a pre-trained 3D model, while 2D pathway utilizes pre-trained open-vocabulary instance segmentation model to identify a diverse array of object proposals from multi-view RGB-D images. In Dual-Path Integration, our Conditional Integration process, which operates in two stages, filters and merges the proposals from both pathways adaptively. This process harmonizes output proposals to enhance segmentation capabilities. Our framework, utilizing pre-trained models in a zero-shot manner, is model-agnostic and demonstrates superior performance on both seen and unseen data, as evidenced by comprehensive evaluations on the ScanNet200 and qualitative results on ARKitScenes datasets.

Clustering based Point Cloud Representation Learning for 3D Analysis

Point cloud analysis (such as 3D segmentation and detection) is a challenging task, because of not only the irregular geometries of many millions of unordered points, but also the great variations caused by depth, viewpoint, occlusion, etc. Current studies put much focus on the adaption of neural networks to the complex geometries of point clouds, but are blind to a fundamental question: how to learn an appropriate point embedding space that is aware of both discriminative semantics and challenging variations? As a response, we propose a clustering based supervised learning scheme for point cloud analysis. Unlike current de-facto, scene-wise training paradigm, our algorithm conducts within-class clustering on the point embedding space for automatically discovering subclass patterns which are latent yet representative across scenes. The mined patterns are, in turn, used to repaint the embedding space, so as to respect the underlying distribution of the entire training dataset and improve the robustness to the variations. Our algorithm is principled and readily pluggable to modern point cloud segmentation networks during training, without extra overhead during testing. With various 3D network architectures (i.e., voxel-based, point-based, Transformer-based, automatically searched), our algorithm shows notable improvements on famous point cloud segmentation datasets (i.e.,2.0-2.6% on single-scan and 2.0-2.2% multi-scan of SemanticKITTI, 1.8-1.9% on S3DIS, in terms of mIoU). Our algorithm also demonstrates utility in 3D detection, showing 2.0-3.4% mAP gains on KITTI.

Chasing Consistency in Text-to-3D Generation from a Single Image

Text-to-3D generation from a single-view image is a popular but challenging task in 3D vision. Although numerous methods have been proposed, existing works still suffer from the inconsistency issues, including 1) semantic inconsistency, 2) geometric inconsistency, and 3) saturation inconsistency, resulting in distorted, overfitted, and over-saturated generations. In light of the above issues, we present Consist3D, a three-stage framework Chasing for semantic-, geometric-, and saturation-Consistent Text-to-3D generation from a single image, in which the first two stages aim to learn parameterized consistency tokens, and the last stage is for optimization. Specifically, the semantic encoding stage learns a token independent of views and estimations, promoting semantic consistency and robustness. Meanwhile, the geometric encoding stage learns another token with comprehensive geometry and reconstruction constraints under novel-view estimations, reducing overfitting and encouraging geometric consistency. Finally, the optimization stage benefits from the semantic and geometric tokens, allowing a low classifier-free guidance scale and therefore preventing oversaturation. Experimental results demonstrate that Consist3D produces more consistent, faithful, and photo-realistic 3D assets compared to previous state-of-the-art methods. Furthermore, Consist3D also allows background and object editing through text prompts.

Are We Hungry for 3D LiDAR Data for Semantic Segmentation? A Survey and Experimental Study

3D semantic segmentation is a fundamental task for robotic and autonomous driving applications. Recent works have been focused on using deep learning techniques, whereas developing fine-annotated 3D LiDAR datasets is extremely labor intensive and requires professional skills. The performance limitation caused by insufficient datasets is called data hunger problem. This research provides a comprehensive survey and experimental study on the question: are we hungry for 3D LiDAR data for semantic segmentation? The studies are conducted at three levels. First, a broad review to the main 3D LiDAR datasets is conducted, followed by a statistical analysis on three representative datasets to gain an in-depth view on the datasets' size and diversity, which are the critical factors in learning deep models. Second, a systematic review to the state-of-the-art 3D semantic segmentation is conducted, followed by experiments and cross examinations of three representative deep learning methods to find out how the size and diversity of the datasets affect deep models' performance. Finally, a systematic survey to the existing efforts to solve the data hunger problem is conducted on both methodological and dataset's viewpoints, followed by an insightful discussion of remaining problems and open questions To the best of our knowledge, this is the first work to analyze the data hunger problem for 3D semantic segmentation using deep learning techniques that are addressed in the literature review, statistical analysis, and cross-dataset and cross-algorithm experiments. We share findings and discussions, which may lead to potential topics in future works.

BrightDreamer: Generic 3D Gaussian Generative Framework for Fast Text-to-3D Synthesis

Text-to-3D synthesis has recently seen intriguing advances by combining the text-to-image models with 3D representation methods, e.g., Gaussian Splatting (GS), via Score Distillation Sampling (SDS). However, a hurdle of existing methods is the low efficiency, per-prompt optimization for a single 3D object. Therefore, it is imperative for a paradigm shift from per-prompt optimization to one-stage generation for any unseen text prompts, which yet remains challenging. A hurdle is how to directly generate a set of millions of 3D Gaussians to represent a 3D object. This paper presents BrightDreamer, an end-to-end single-stage approach that can achieve generalizable and fast (77 ms) text-to-3D generation. Our key idea is to formulate the generation process as estimating the 3D deformation from an anchor shape with predefined positions. For this, we first propose a Text-guided Shape Deformation (TSD) network to predict the deformed shape and its new positions, used as the centers (one attribute) of 3D Gaussians. To estimate the other four attributes (i.e., scaling, rotation, opacity, and SH coefficient), we then design a novel Text-guided Triplane Generator (TTG) to generate a triplane representation for a 3D object. The center of each Gaussian enables us to transform the triplane feature into the four attributes. The generated 3D Gaussians can be finally rendered at 705 frames per second. Extensive experiments demonstrate the superiority of our method over existing methods. Also, BrightDreamer possesses a strong semantic understanding capability even for complex text prompts. The project code is available at https://vlislab22.github.io/BrightDreamer.

3D-SPS: Single-Stage 3D Visual Grounding via Referred Point Progressive Selection

3D visual grounding aims to locate the referred target object in 3D point cloud scenes according to a free-form language description. Previous methods mostly follow a two-stage paradigm, i.e., language-irrelevant detection and cross-modal matching, which is limited by the isolated architecture. In such a paradigm, the detector needs to sample keypoints from raw point clouds due to the inherent properties of 3D point clouds (irregular and large-scale), to generate the corresponding object proposal for each keypoint. However, sparse proposals may leave out the target in detection, while dense proposals may confuse the matching model. Moreover, the language-irrelevant detection stage can only sample a small proportion of keypoints on the target, deteriorating the target prediction. In this paper, we propose a 3D Single-Stage Referred Point Progressive Selection (3D-SPS) method, which progressively selects keypoints with the guidance of language and directly locates the target. Specifically, we propose a Description-aware Keypoint Sampling (DKS) module to coarsely focus on the points of language-relevant objects, which are significant clues for grounding. Besides, we devise a Target-oriented Progressive Mining (TPM) module to finely concentrate on the points of the target, which is enabled by progressive intra-modal relation modeling and inter-modal target mining. 3D-SPS bridges the gap between detection and matching in the 3D visual grounding task, localizing the target at a single stage. Experiments demonstrate that 3D-SPS achieves state-of-the-art performance on both ScanRefer and Nr3D/Sr3D datasets.

OpenECAD: An Efficient Visual Language Model for Editable 3D-CAD Design

Computer-aided design (CAD) tools are utilized in the manufacturing industry for modeling everything from cups to spacecraft. These programs are complex to use and typically require years of training and experience to master. Structured and well-constrained 2D sketches and 3D constructions are crucial components of CAD modeling. A well-executed CAD model can be seamlessly integrated into the manufacturing process, thereby enhancing production efficiency. Deep generative models of 3D shapes and 3D object reconstruction models have garnered significant research interest. However, most of these models produce discrete forms of 3D objects that are not editable. Moreover, the few models based on CAD operations often have substantial input restrictions. In this work, we fine-tuned pre-trained models to create OpenECAD models (0.55B, 0.89B, 2.4B and 3.1B), leveraging the visual, logical, coding, and general capabilities of visual language models. OpenECAD models can process images of 3D designs as input and generate highly structured 2D sketches and 3D construction commands, ensuring that the designs are editable. These outputs can be directly used with existing CAD tools' APIs to generate project files. To train our network, we created a series of OpenECAD datasets. These datasets are derived from existing public CAD datasets, adjusted and augmented to meet the specific requirements of vision language model (VLM) training. Additionally, we have introduced an approach that utilizes dependency relationships to define and generate sketches, further enriching the content and functionality of the datasets.

CAD-GPT: Synthesising CAD Construction Sequence with Spatial Reasoning-Enhanced Multimodal LLMs

Computer-aided design (CAD) significantly enhances the efficiency, accuracy, and innovation of design processes by enabling precise 2D and 3D modeling, extensive analysis, and optimization. Existing methods for creating CAD models rely on latent vectors or point clouds, which are difficult to obtain and costly to store. Recent advances in Multimodal Large Language Models (MLLMs) have inspired researchers to use natural language instructions and images for CAD model construction. However, these models still struggle with inferring accurate 3D spatial location and orientation, leading to inaccuracies in determining the spatial 3D starting points and extrusion directions for constructing geometries. This work introduces CAD-GPT, a CAD synthesis method with spatial reasoning-enhanced MLLM that takes either a single image or a textual description as input. To achieve precise spatial inference, our approach introduces a 3D Modeling Spatial Mechanism. This method maps 3D spatial positions and 3D sketch plane rotation angles into a 1D linguistic feature space using a specialized spatial unfolding mechanism, while discretizing 2D sketch coordinates into an appropriate planar space to enable precise determination of spatial starting position, sketch orientation, and 2D sketch coordinate translations. Extensive experiments demonstrate that CAD-GPT consistently outperforms existing state-of-the-art methods in CAD model synthesis, both quantitatively and qualitatively.

3DAxisPrompt: Promoting the 3D Grounding and Reasoning in GPT-4o

Multimodal Large Language Models (MLLMs) exhibit impressive capabilities across a variety of tasks, especially when equipped with carefully designed visual prompts. However, existing studies primarily focus on logical reasoning and visual understanding, while the capability of MLLMs to operate effectively in 3D vision remains an ongoing area of exploration. In this paper, we introduce a novel visual prompting method, called 3DAxisPrompt, to elicit the 3D understanding capabilities of MLLMs in real-world scenes. More specifically, our method leverages the 3D coordinate axis and masks generated from the Segment Anything Model (SAM) to provide explicit geometric priors to MLLMs and then extend their impressive 2D grounding and reasoning ability to real-world 3D scenarios. Besides, we first provide a thorough investigation of the potential visual prompting formats and conclude our findings to reveal the potential and limits of 3D understanding capabilities in GPT-4o, as a representative of MLLMs. Finally, we build evaluation environments with four datasets, i.e., ScanRefer, ScanNet, FMB, and nuScene datasets, covering various 3D tasks. Based on this, we conduct extensive quantitative and qualitative experiments, which demonstrate the effectiveness of the proposed method. Overall, our study reveals that MLLMs, with the help of 3DAxisPrompt, can effectively perceive an object's 3D position in real-world scenarios. Nevertheless, a single prompt engineering approach does not consistently achieve the best outcomes for all 3D tasks. This study highlights the feasibility of leveraging MLLMs for 3D vision grounding/reasoning with prompt engineering techniques.

ShapeSplat: A Large-scale Dataset of Gaussian Splats and Their Self-Supervised Pretraining

3D Gaussian Splatting (3DGS) has become the de facto method of 3D representation in many vision tasks. This calls for the 3D understanding directly in this representation space. To facilitate the research in this direction, we first build a large-scale dataset of 3DGS using the commonly used ShapeNet and ModelNet datasets. Our dataset ShapeSplat consists of 65K objects from 87 unique categories, whose labels are in accordance with the respective datasets. The creation of this dataset utilized the compute equivalent of 2 GPU years on a TITAN XP GPU. We utilize our dataset for unsupervised pretraining and supervised finetuning for classification and segmentation tasks. To this end, we introduce \textit{Gaussian-MAE}, which highlights the unique benefits of representation learning from Gaussian parameters. Through exhaustive experiments, we provide several valuable insights. In particular, we show that (1) the distribution of the optimized GS centroids significantly differs from the uniformly sampled point cloud (used for initialization) counterpart; (2) this change in distribution results in degradation in classification but improvement in segmentation tasks when using only the centroids; (3) to leverage additional Gaussian parameters, we propose Gaussian feature grouping in a normalized feature space, along with splats pooling layer, offering a tailored solution to effectively group and embed similar Gaussians, which leads to notable improvement in finetuning tasks.

ODIN: A Single Model for 2D and 3D Perception

State-of-the-art models on contemporary 3D perception benchmarks like ScanNet consume and label dataset-provided 3D point clouds, obtained through post processing of sensed multiview RGB-D images. They are typically trained in-domain, forego large-scale 2D pre-training and outperform alternatives that featurize the posed RGB-D multiview images instead. The gap in performance between methods that consume posed images versus post-processed 3D point clouds has fueled the belief that 2D and 3D perception require distinct model architectures. In this paper, we challenge this view and propose ODIN (Omni-Dimensional INstance segmentation), a model that can segment and label both 2D RGB images and 3D point clouds, using a transformer architecture that alternates between 2D within-view and 3D cross-view information fusion. Our model differentiates 2D and 3D feature operations through the positional encodings of the tokens involved, which capture pixel coordinates for 2D patch tokens and 3D coordinates for 3D feature tokens. ODIN achieves state-of-the-art performance on ScanNet200, Matterport3D and AI2THOR 3D instance segmentation benchmarks, and competitive performance on ScanNet, S3DIS and COCO. It outperforms all previous works by a wide margin when the sensed 3D point cloud is used in place of the point cloud sampled from 3D mesh. When used as the 3D perception engine in an instructable embodied agent architecture, it sets a new state-of-the-art on the TEACh action-from-dialogue benchmark. Our code and checkpoints can be found at the project website: https://odin-seg.github.io.

JM3D & JM3D-LLM: Elevating 3D Representation with Joint Multi-modal Cues

The rising importance of 3D representation learning, pivotal in computer vision, autonomous driving, and robotics, is evident. However, a prevailing trend, which straightforwardly resorted to transferring 2D alignment strategies to the 3D domain, encounters three distinct challenges: (1) Information Degradation: This arises from the alignment of 3D data with mere single-view 2D images and generic texts, neglecting the need for multi-view images and detailed subcategory texts. (2) Insufficient Synergy: These strategies align 3D representations to image and text features individually, hampering the overall optimization for 3D models. (3) Underutilization: The fine-grained information inherent in the learned representations is often not fully exploited, indicating a potential loss in detail. To address these issues, we introduce JM3D, a comprehensive approach integrating point cloud, text, and image. Key contributions include the Structured Multimodal Organizer (SMO), enriching vision-language representation with multiple views and hierarchical text, and the Joint Multi-modal Alignment (JMA), combining language understanding with visual representation. Our advanced model, JM3D-LLM, marries 3D representation with large language models via efficient fine-tuning. Evaluations on ModelNet40 and ScanObjectNN establish JM3D's superiority. The superior performance of JM3D-LLM further underscores the effectiveness of our representation transfer approach. Our code and models are available at https://github.com/Mr-Neko/JM3D.

SketchDream: Sketch-based Text-to-3D Generation and Editing

Existing text-based 3D generation methods generate attractive results but lack detailed geometry control. Sketches, known for their conciseness and expressiveness, have contributed to intuitive 3D modeling but are confined to producing texture-less mesh models within predefined categories. Integrating sketch and text simultaneously for 3D generation promises enhanced control over geometry and appearance but faces challenges from 2D-to-3D translation ambiguity and multi-modal condition integration. Moreover, further editing of 3D models in arbitrary views will give users more freedom to customize their models. However, it is difficult to achieve high generation quality, preserve unedited regions, and manage proper interactions between shape components. To solve the above issues, we propose a text-driven 3D content generation and editing method, SketchDream, which supports NeRF generation from given hand-drawn sketches and achieves free-view sketch-based local editing. To tackle the 2D-to-3D ambiguity challenge, we introduce a sketch-based multi-view image generation diffusion model, which leverages depth guidance to establish spatial correspondence. A 3D ControlNet with a 3D attention module is utilized to control multi-view images and ensure their 3D consistency. To support local editing, we further propose a coarse-to-fine editing approach: the coarse phase analyzes component interactions and provides 3D masks to label edited regions, while the fine stage generates realistic results with refined details by local enhancement. Extensive experiments validate that our method generates higher-quality results compared with a combination of 2D ControlNet and image-to-3D generation techniques and achieves detailed control compared with existing diffusion-based 3D editing approaches.

En3D: An Enhanced Generative Model for Sculpting 3D Humans from 2D Synthetic Data

We present En3D, an enhanced generative scheme for sculpting high-quality 3D human avatars. Unlike previous works that rely on scarce 3D datasets or limited 2D collections with imbalanced viewing angles and imprecise pose priors, our approach aims to develop a zero-shot 3D generative scheme capable of producing visually realistic, geometrically accurate and content-wise diverse 3D humans without relying on pre-existing 3D or 2D assets. To address this challenge, we introduce a meticulously crafted workflow that implements accurate physical modeling to learn the enhanced 3D generative model from synthetic 2D data. During inference, we integrate optimization modules to bridge the gap between realistic appearances and coarse 3D shapes. Specifically, En3D comprises three modules: a 3D generator that accurately models generalizable 3D humans with realistic appearance from synthesized balanced, diverse, and structured human images; a geometry sculptor that enhances shape quality using multi-view normal constraints for intricate human anatomy; and a texturing module that disentangles explicit texture maps with fidelity and editability, leveraging semantical UV partitioning and a differentiable rasterizer. Experimental results show that our approach significantly outperforms prior works in terms of image quality, geometry accuracy and content diversity. We also showcase the applicability of our generated avatars for animation and editing, as well as the scalability of our approach for content-style free adaptation.

LayerPano3D: Layered 3D Panorama for Hyper-Immersive Scene Generation

3D immersive scene generation is a challenging yet critical task in computer vision and graphics. A desired virtual 3D scene should 1) exhibit omnidirectional view consistency, and 2) allow for free exploration in complex scene hierarchies. Existing methods either rely on successive scene expansion via inpainting or employ panorama representation to represent large FOV scene environments. However, the generated scene suffers from semantic drift during expansion and is unable to handle occlusion among scene hierarchies. To tackle these challenges, we introduce LayerPano3D, a novel framework for full-view, explorable panoramic 3D scene generation from a single text prompt. Our key insight is to decompose a reference 2D panorama into multiple layers at different depth levels, where each layer reveals the unseen space from the reference views via diffusion prior. LayerPano3D comprises multiple dedicated designs: 1) we introduce a novel text-guided anchor view synthesis pipeline for high-quality, consistent panorama generation. 2) We pioneer the Layered 3D Panorama as underlying representation to manage complex scene hierarchies and lift it into 3D Gaussians to splat detailed 360-degree omnidirectional scenes with unconstrained viewing paths. Extensive experiments demonstrate that our framework generates state-of-the-art 3D panoramic scene in both full view consistency and immersive exploratory experience. We believe that LayerPano3D holds promise for advancing 3D panoramic scene creation with numerous applications.

Large-Vocabulary 3D Diffusion Model with Transformer

Creating diverse and high-quality 3D assets with an automatic generative model is highly desirable. Despite extensive efforts on 3D generation, most existing works focus on the generation of a single category or a few categories. In this paper, we introduce a diffusion-based feed-forward framework for synthesizing massive categories of real-world 3D objects with a single generative model. Notably, there are three major challenges for this large-vocabulary 3D generation: a) the need for expressive yet efficient 3D representation; b) large diversity in geometry and texture across categories; c) complexity in the appearances of real-world objects. To this end, we propose a novel triplane-based 3D-aware Diffusion model with TransFormer, DiffTF, for handling challenges via three aspects. 1) Considering efficiency and robustness, we adopt a revised triplane representation and improve the fitting speed and accuracy. 2) To handle the drastic variations in geometry and texture, we regard the features of all 3D objects as a combination of generalized 3D knowledge and specialized 3D features. To extract generalized 3D knowledge from diverse categories, we propose a novel 3D-aware transformer with shared cross-plane attention. It learns the cross-plane relations across different planes and aggregates the generalized 3D knowledge with specialized 3D features. 3) In addition, we devise the 3D-aware encoder/decoder to enhance the generalized 3D knowledge in the encoded triplanes for handling categories with complex appearances. Extensive experiments on ShapeNet and OmniObject3D (over 200 diverse real-world categories) convincingly demonstrate that a single DiffTF model achieves state-of-the-art large-vocabulary 3D object generation performance with large diversity, rich semantics, and high quality.

Relightable 3D Gaussian: Real-time Point Cloud Relighting with BRDF Decomposition and Ray Tracing

We present a novel differentiable point-based rendering framework for material and lighting decomposition from multi-view images, enabling editing, ray-tracing, and real-time relighting of the 3D point cloud. Specifically, a 3D scene is represented as a set of relightable 3D Gaussian points, where each point is additionally associated with a normal direction, BRDF parameters, and incident lights from different directions. To achieve robust lighting estimation, we further divide incident lights of each point into global and local components, as well as view-dependent visibilities. The 3D scene is optimized through the 3D Gaussian Splatting technique while BRDF and lighting are decomposed by physically-based differentiable rendering. Moreover, we introduce an innovative point-based ray-tracing approach based on the bounding volume hierarchy for efficient visibility baking, enabling real-time rendering and relighting of 3D Gaussian points with accurate shadow effects. Extensive experiments demonstrate improved BRDF estimation and novel view rendering results compared to state-of-the-art material estimation approaches. Our framework showcases the potential to revolutionize the mesh-based graphics pipeline with a relightable, traceable, and editable rendering pipeline solely based on point cloud. Project page:https://nju-3dv.github.io/projects/Relightable3DGaussian/.

Sharp-It: A Multi-view to Multi-view Diffusion Model for 3D Synthesis and Manipulation

Advancements in text-to-image diffusion models have led to significant progress in fast 3D content creation. One common approach is to generate a set of multi-view images of an object, and then reconstruct it into a 3D model. However, this approach bypasses the use of a native 3D representation of the object and is hence prone to geometric artifacts and limited in controllability and manipulation capabilities. An alternative approach involves native 3D generative models that directly produce 3D representations. These models, however, are typically limited in their resolution, resulting in lower quality 3D objects. In this work, we bridge the quality gap between methods that directly generate 3D representations and ones that reconstruct 3D objects from multi-view images. We introduce a multi-view to multi-view diffusion model called Sharp-It, which takes a 3D consistent set of multi-view images rendered from a low-quality object and enriches its geometric details and texture. The diffusion model operates on the multi-view set in parallel, in the sense that it shares features across the generated views. A high-quality 3D model can then be reconstructed from the enriched multi-view set. By leveraging the advantages of both 2D and 3D approaches, our method offers an efficient and controllable method for high-quality 3D content creation. We demonstrate that Sharp-It enables various 3D applications, such as fast synthesis, editing, and controlled generation, while attaining high-quality assets.

SketchMetaFace: A Learning-based Sketching Interface for High-fidelity 3D Character Face Modeling

Modeling 3D avatars benefits various application scenarios such as AR/VR, gaming, and filming. Character faces contribute significant diversity and vividity as a vital component of avatars. However, building 3D character face models usually requires a heavy workload with commercial tools, even for experienced artists. Various existing sketch-based tools fail to support amateurs in modeling diverse facial shapes and rich geometric details. In this paper, we present SketchMetaFace - a sketching system targeting amateur users to model high-fidelity 3D faces in minutes. We carefully design both the user interface and the underlying algorithm. First, curvature-aware strokes are adopted to better support the controllability of carving facial details. Second, considering the key problem of mapping a 2D sketch map to a 3D model, we develop a novel learning-based method termed "Implicit and Depth Guided Mesh Modeling" (IDGMM). It fuses the advantages of mesh, implicit, and depth representations to achieve high-quality results with high efficiency. In addition, to further support usability, we present a coarse-to-fine 2D sketching interface design and a data-driven stroke suggestion tool. User studies demonstrate the superiority of our system over existing modeling tools in terms of the ease to use and visual quality of results. Experimental analyses also show that IDGMM reaches a better trade-off between accuracy and efficiency. SketchMetaFace are available at https://zhongjinluo.github.io/SketchMetaFace/.

Sherpa3D: Boosting High-Fidelity Text-to-3D Generation via Coarse 3D Prior

Recently, 3D content creation from text prompts has demonstrated remarkable progress by utilizing 2D and 3D diffusion models. While 3D diffusion models ensure great multi-view consistency, their ability to generate high-quality and diverse 3D assets is hindered by the limited 3D data. In contrast, 2D diffusion models find a distillation approach that achieves excellent generalization and rich details without any 3D data. However, 2D lifting methods suffer from inherent view-agnostic ambiguity thereby leading to serious multi-face Janus issues, where text prompts fail to provide sufficient guidance to learn coherent 3D results. Instead of retraining a costly viewpoint-aware model, we study how to fully exploit easily accessible coarse 3D knowledge to enhance the prompts and guide 2D lifting optimization for refinement. In this paper, we propose Sherpa3D, a new text-to-3D framework that achieves high-fidelity, generalizability, and geometric consistency simultaneously. Specifically, we design a pair of guiding strategies derived from the coarse 3D prior generated by the 3D diffusion model: a structural guidance for geometric fidelity and a semantic guidance for 3D coherence. Employing the two types of guidance, the 2D diffusion model enriches the 3D content with diversified and high-quality results. Extensive experiments show the superiority of our Sherpa3D over the state-of-the-art text-to-3D methods in terms of quality and 3D consistency.

Joint Representation Learning for Text and 3D Point Cloud

Recent advancements in vision-language pre-training (e.g. CLIP) have shown that vision models can benefit from language supervision. While many models using language modality have achieved great success on 2D vision tasks, the joint representation learning of 3D point cloud with text remains under-explored due to the difficulty of 3D-Text data pair acquisition and the irregularity of 3D data structure. In this paper, we propose a novel Text4Point framework to construct language-guided 3D point cloud models. The key idea is utilizing 2D images as a bridge to connect the point cloud and the language modalities. The proposed Text4Point follows the pre-training and fine-tuning paradigm. During the pre-training stage, we establish the correspondence of images and point clouds based on the readily available RGB-D data and use contrastive learning to align the image and point cloud representations. Together with the well-aligned image and text features achieved by CLIP, the point cloud features are implicitly aligned with the text embeddings. Further, we propose a Text Querying Module to integrate language information into 3D representation learning by querying text embeddings with point cloud features. For fine-tuning, the model learns task-specific 3D representations under informative language guidance from the label set without 2D images. Extensive experiments demonstrate that our model shows consistent improvement on various downstream tasks, such as point cloud semantic segmentation, instance segmentation, and object detection. The code will be available here: https://github.com/LeapLabTHU/Text4Point

SweetDreamer: Aligning Geometric Priors in 2D Diffusion for Consistent Text-to-3D

It is inherently ambiguous to lift 2D results from pre-trained diffusion models to a 3D world for text-to-3D generation. 2D diffusion models solely learn view-agnostic priors and thus lack 3D knowledge during the lifting, leading to the multi-view inconsistency problem. We find that this problem primarily stems from geometric inconsistency, and avoiding misplaced geometric structures substantially mitigates the problem in the final outputs. Therefore, we improve the consistency by aligning the 2D geometric priors in diffusion models with well-defined 3D shapes during the lifting, addressing the vast majority of the problem. This is achieved by fine-tuning the 2D diffusion model to be viewpoint-aware and to produce view-specific coordinate maps of canonically oriented 3D objects. In our process, only coarse 3D information is used for aligning. This "coarse" alignment not only resolves the multi-view inconsistency in geometries but also retains the ability in 2D diffusion models to generate detailed and diversified high-quality objects unseen in the 3D datasets. Furthermore, our aligned geometric priors (AGP) are generic and can be seamlessly integrated into various state-of-the-art pipelines, obtaining high generalizability in terms of unseen shapes and visual appearance while greatly alleviating the multi-view inconsistency problem. Our method represents a new state-of-the-art performance with an 85+% consistency rate by human evaluation, while many previous methods are around 30%. Our project page is https://sweetdreamer3d.github.io/

ImageNet3D: Towards General-Purpose Object-Level 3D Understanding

A vision model with general-purpose object-level 3D understanding should be capable of inferring both 2D (e.g., class name and bounding box) and 3D information (e.g., 3D location and 3D viewpoint) for arbitrary rigid objects in natural images. This is a challenging task, as it involves inferring 3D information from 2D signals and most importantly, generalizing to rigid objects from unseen categories. However, existing datasets with object-level 3D annotations are often limited by the number of categories or the quality of annotations. Models developed on these datasets become specialists for certain categories or domains, and fail to generalize. In this work, we present ImageNet3D, a large dataset for general-purpose object-level 3D understanding. ImageNet3D augments 200 categories from the ImageNet dataset with 2D bounding box, 3D pose, 3D location annotations, and image captions interleaved with 3D information. With the new annotations available in ImageNet3D, we could (i) analyze the object-level 3D awareness of visual foundation models, and (ii) study and develop general-purpose models that infer both 2D and 3D information for arbitrary rigid objects in natural images, and (iii) integrate unified 3D models with large language models for 3D-related reasoning.. We consider two new tasks, probing of object-level 3D awareness and open vocabulary pose estimation, besides standard classification and pose estimation. Experimental results on ImageNet3D demonstrate the potential of our dataset in building vision models with stronger general-purpose object-level 3D understanding.

F3D-Gaus: Feed-forward 3D-aware Generation on ImageNet with Cycle-Aggregative Gaussian Splatting

This paper tackles the problem of generalizable 3D-aware generation from monocular datasets, e.g., ImageNet. The key challenge of this task is learning a robust 3D-aware representation without multi-view or dynamic data, while ensuring consistent texture and geometry across different viewpoints. Although some baseline methods are capable of 3D-aware generation, the quality of the generated images still lags behind state-of-the-art 2D generation approaches, which excel in producing high-quality, detailed images. To address this severe limitation, we propose a novel feed-forward pipeline based on pixel-aligned Gaussian Splatting, coined as F3D-Gaus, which can produce more realistic and reliable 3D renderings from monocular inputs. In addition, we introduce a self-supervised cycle-aggregative constraint to enforce cross-view consistency in the learned 3D representation. This training strategy naturally allows aggregation of multiple aligned Gaussian primitives and significantly alleviates the interpolation limitations inherent in single-view pixel-aligned Gaussian Splatting. Furthermore, we incorporate video model priors to perform geometry-aware refinement, enhancing the generation of fine details in wide-viewpoint scenarios and improving the model's capability to capture intricate 3D textures. Extensive experiments demonstrate that our approach not only achieves high-quality, multi-view consistent 3D-aware generation from monocular datasets, but also significantly improves training and inference efficiency.

SceneHGN: Hierarchical Graph Networks for 3D Indoor Scene Generation with Fine-Grained Geometry

3D indoor scenes are widely used in computer graphics, with applications ranging from interior design to gaming to virtual and augmented reality. They also contain rich information, including room layout, as well as furniture type, geometry, and placement. High-quality 3D indoor scenes are highly demanded while it requires expertise and is time-consuming to design high-quality 3D indoor scenes manually. Existing research only addresses partial problems: some works learn to generate room layout, and other works focus on generating detailed structure and geometry of individual furniture objects. However, these partial steps are related and should be addressed together for optimal synthesis. We propose SCENEHGN, a hierarchical graph network for 3D indoor scenes that takes into account the full hierarchy from the room level to the object level, then finally to the object part level. Therefore for the first time, our method is able to directly generate plausible 3D room content, including furniture objects with fine-grained geometry, and their layout. To address the challenge, we introduce functional regions as intermediate proxies between the room and object levels to make learning more manageable. To ensure plausibility, our graph-based representation incorporates both vertical edges connecting child nodes with parent nodes from different levels, and horizontal edges encoding relationships between nodes at the same level. Extensive experiments demonstrate that our method produces superior generation results, even when comparing results of partial steps with alternative methods that can only achieve these. We also demonstrate that our method is effective for various applications such as part-level room editing, room interpolation, and room generation by arbitrary room boundaries.

MUSES: 3D-Controllable Image Generation via Multi-Modal Agent Collaboration

Despite recent advancements in text-to-image generation, most existing methods struggle to create images with multiple objects and complex spatial relationships in 3D world. To tackle this limitation, we introduce a generic AI system, namely MUSES, for 3D-controllable image generation from user queries. Specifically, our MUSES addresses this challenging task by developing a progressive workflow with three key components, including (1) Layout Manager for 2D-to-3D layout lifting, (2) Model Engineer for 3D object acquisition and calibration, (3) Image Artist for 3D-to-2D image rendering. By mimicking the collaboration of human professionals, this multi-modal agent pipeline facilitates the effective and automatic creation of images with 3D-controllable objects, through an explainable integration of top-down planning and bottom-up generation. Additionally, we find that existing benchmarks lack detailed descriptions of complex 3D spatial relationships of multiple objects. To fill this gap, we further construct a new benchmark of T2I-3DisBench (3D image scene), which describes diverse 3D image scenes with 50 detailed prompts. Extensive experiments show the state-of-the-art performance of MUSES on both T2I-CompBench and T2I-3DisBench, outperforming recent strong competitors such as DALL-E 3 and Stable Diffusion 3. These results demonstrate a significant step of MUSES forward in bridging natural language, 2D image generation, and 3D world. Our codes and models will be released soon.

Guide3D: Create 3D Avatars from Text and Image Guidance

Recently, text-to-image generation has exhibited remarkable advancements, with the ability to produce visually impressive results. In contrast, text-to-3D generation has not yet reached a comparable level of quality. Existing methods primarily rely on text-guided score distillation sampling (SDS), and they encounter difficulties in transferring 2D attributes of the generated images to 3D content. In this work, we aim to develop an effective 3D generative model capable of synthesizing high-resolution textured meshes by leveraging both textual and image information. To this end, we introduce Guide3D, a zero-shot text-and-image-guided generative model for 3D avatar generation based on diffusion models. Our model involves (1) generating sparse-view images of a text-consistent character using diffusion models, and (2) jointly optimizing multi-resolution differentiable marching tetrahedral grids with pixel-aligned image features. We further propose a similarity-aware feature fusion strategy for efficiently integrating features from different views. Moreover, we introduce two novel training objectives as an alternative to calculating SDS, significantly enhancing the optimization process. We thoroughly evaluate the performance and components of our framework, which outperforms the current state-of-the-art in producing topologically and structurally correct geometry and high-resolution textures. Guide3D enables the direct transfer of 2D-generated images to the 3D space. Our code will be made publicly available.

TCLC-GS: Tightly Coupled LiDAR-Camera Gaussian Splatting for Autonomous Driving

Most 3D Gaussian Splatting (3D-GS) based methods for urban scenes initialize 3D Gaussians directly with 3D LiDAR points, which not only underutilizes LiDAR data capabilities but also overlooks the potential advantages of fusing LiDAR with camera data. In this paper, we design a novel tightly coupled LiDAR-Camera Gaussian Splatting (TCLC-GS) to fully leverage the combined strengths of both LiDAR and camera sensors, enabling rapid, high-quality 3D reconstruction and novel view RGB/depth synthesis. TCLC-GS designs a hybrid explicit (colorized 3D mesh) and implicit (hierarchical octree feature) 3D representation derived from LiDAR-camera data, to enrich the properties of 3D Gaussians for splatting. 3D Gaussian's properties are not only initialized in alignment with the 3D mesh which provides more completed 3D shape and color information, but are also endowed with broader contextual information through retrieved octree implicit features. During the Gaussian Splatting optimization process, the 3D mesh offers dense depth information as supervision, which enhances the training process by learning of a robust geometry. Comprehensive evaluations conducted on the Waymo Open Dataset and nuScenes Dataset validate our method's state-of-the-art (SOTA) performance. Utilizing a single NVIDIA RTX 3090 Ti, our method demonstrates fast training and achieves real-time RGB and depth rendering at 90 FPS in resolution of 1920x1280 (Waymo), and 120 FPS in resolution of 1600x900 (nuScenes) in urban scenarios.

Triplane Meets Gaussian Splatting: Fast and Generalizable Single-View 3D Reconstruction with Transformers

Recent advancements in 3D reconstruction from single images have been driven by the evolution of generative models. Prominent among these are methods based on Score Distillation Sampling (SDS) and the adaptation of diffusion models in the 3D domain. Despite their progress, these techniques often face limitations due to slow optimization or rendering processes, leading to extensive training and optimization times. In this paper, we introduce a novel approach for single-view reconstruction that efficiently generates a 3D model from a single image via feed-forward inference. Our method utilizes two transformer-based networks, namely a point decoder and a triplane decoder, to reconstruct 3D objects using a hybrid Triplane-Gaussian intermediate representation. This hybrid representation strikes a balance, achieving a faster rendering speed compared to implicit representations while simultaneously delivering superior rendering quality than explicit representations. The point decoder is designed for generating point clouds from single images, offering an explicit representation which is then utilized by the triplane decoder to query Gaussian features for each point. This design choice addresses the challenges associated with directly regressing explicit 3D Gaussian attributes characterized by their non-structural nature. Subsequently, the 3D Gaussians are decoded by an MLP to enable rapid rendering through splatting. Both decoders are built upon a scalable, transformer-based architecture and have been efficiently trained on large-scale 3D datasets. The evaluations conducted on both synthetic datasets and real-world images demonstrate that our method not only achieves higher quality but also ensures a faster runtime in comparison to previous state-of-the-art techniques. Please see our project page at https://zouzx.github.io/TriplaneGaussian/.

Taming Feed-forward Reconstruction Models as Latent Encoders for 3D Generative Models

Recent AI-based 3D content creation has largely evolved along two paths: feed-forward image-to-3D reconstruction approaches and 3D generative models trained with 2D or 3D supervision. In this work, we show that existing feed-forward reconstruction methods can serve as effective latent encoders for training 3D generative models, thereby bridging these two paradigms. By reusing powerful pre-trained reconstruction models, we avoid computationally expensive encoder network training and obtain rich 3D latent features for generative modeling for free. However, the latent spaces of reconstruction models are not well-suited for generative modeling due to their unstructured nature. To enable flow-based model training on these latent features, we develop post-processing pipelines, including protocols to standardize the features and spatial weighting to concentrate on important regions. We further incorporate a 2D image space perceptual rendering loss to handle the high-dimensional latent spaces. Finally, we propose a multi-stream transformer-based rectified flow architecture to achieve linear scaling and high-quality text-conditioned 3D generation. Our framework leverages the advancements of feed-forward reconstruction models to enhance the scalability of 3D generative modeling, achieving both high computational efficiency and state-of-the-art performance in text-to-3D generation.

LoRA3D: Low-Rank Self-Calibration of 3D Geometric Foundation Models

Emerging 3D geometric foundation models, such as DUSt3R, offer a promising approach for in-the-wild 3D vision tasks. However, due to the high-dimensional nature of the problem space and scarcity of high-quality 3D data, these pre-trained models still struggle to generalize to many challenging circumstances, such as limited view overlap or low lighting. To address this, we propose LoRA3D, an efficient self-calibration pipeline to specialize the pre-trained models to target scenes using their own multi-view predictions. Taking sparse RGB images as input, we leverage robust optimization techniques to refine multi-view predictions and align them into a global coordinate frame. In particular, we incorporate prediction confidence into the geometric optimization process, automatically re-weighting the confidence to better reflect point estimation accuracy. We use the calibrated confidence to generate high-quality pseudo labels for the calibrating views and use low-rank adaptation (LoRA) to fine-tune the models on the pseudo-labeled data. Our method does not require any external priors or manual labels. It completes the self-calibration process on a single standard GPU within just 5 minutes. Each low-rank adapter requires only 18MB of storage. We evaluated our method on more than 160 scenes from the Replica, TUM and Waymo Open datasets, achieving up to 88% performance improvement on 3D reconstruction, multi-view pose estimation and novel-view rendering.

FrozenRecon: Pose-free 3D Scene Reconstruction with Frozen Depth Models

3D scene reconstruction is a long-standing vision task. Existing approaches can be categorized into geometry-based and learning-based methods. The former leverages multi-view geometry but can face catastrophic failures due to the reliance on accurate pixel correspondence across views. The latter was proffered to mitigate these issues by learning 2D or 3D representation directly. However, without a large-scale video or 3D training data, it can hardly generalize to diverse real-world scenarios due to the presence of tens of millions or even billions of optimization parameters in the deep network. Recently, robust monocular depth estimation models trained with large-scale datasets have been proven to possess weak 3D geometry prior, but they are insufficient for reconstruction due to the unknown camera parameters, the affine-invariant property, and inter-frame inconsistency. Here, we propose a novel test-time optimization approach that can transfer the robustness of affine-invariant depth models such as LeReS to challenging diverse scenes while ensuring inter-frame consistency, with only dozens of parameters to optimize per video frame. Specifically, our approach involves freezing the pre-trained affine-invariant depth model's depth predictions, rectifying them by optimizing the unknown scale-shift values with a geometric consistency alignment module, and employing the resulting scale-consistent depth maps to robustly obtain camera poses and achieve dense scene reconstruction, even in low-texture regions. Experiments show that our method achieves state-of-the-art cross-dataset reconstruction on five zero-shot testing datasets.

Agentic 3D Scene Generation with Spatially Contextualized VLMs

Despite recent advances in multimodal content generation enabled by vision-language models (VLMs), their ability to reason about and generate structured 3D scenes remains largely underexplored. This limitation constrains their utility in spatially grounded tasks such as embodied AI, immersive simulations, and interactive 3D applications. We introduce a new paradigm that enables VLMs to generate, understand, and edit complex 3D environments by injecting a continually evolving spatial context. Constructed from multimodal input, this context consists of three components: a scene portrait that provides a high-level semantic blueprint, a semantically labeled point cloud capturing object-level geometry, and a scene hypergraph that encodes rich spatial relationships, including unary, binary, and higher-order constraints. Together, these components provide the VLM with a structured, geometry-aware working memory that integrates its inherent multimodal reasoning capabilities with structured 3D understanding for effective spatial reasoning. Building on this foundation, we develop an agentic 3D scene generation pipeline in which the VLM iteratively reads from and updates the spatial context. The pipeline features high-quality asset generation with geometric restoration, environment setup with automatic verification, and ergonomic adjustment guided by the scene hypergraph. Experiments show that our framework can handle diverse and challenging inputs, achieving a level of generalization not observed in prior work. Further results demonstrate that injecting spatial context enables VLMs to perform downstream tasks such as interactive scene editing and path planning, suggesting strong potential for spatially intelligent systems in computer graphics, 3D vision, and embodied applications.