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SubscribeMIMO: Controllable Character Video Synthesis with Spatial Decomposed Modeling
Character video synthesis aims to produce realistic videos of animatable characters within lifelike scenes. As a fundamental problem in the computer vision and graphics community, 3D works typically require multi-view captures for per-case training, which severely limits their applicability of modeling arbitrary characters in a short time. Recent 2D methods break this limitation via pre-trained diffusion models, but they struggle for pose generality and scene interaction. To this end, we propose MIMO, a novel framework which can not only synthesize character videos with controllable attributes (i.e., character, motion and scene) provided by simple user inputs, but also simultaneously achieve advanced scalability to arbitrary characters, generality to novel 3D motions, and applicability to interactive real-world scenes in a unified framework. The core idea is to encode the 2D video to compact spatial codes, considering the inherent 3D nature of video occurrence. Concretely, we lift the 2D frame pixels into 3D using monocular depth estimators, and decompose the video clip to three spatial components (i.e., main human, underlying scene, and floating occlusion) in hierarchical layers based on the 3D depth. These components are further encoded to canonical identity code, structured motion code and full scene code, which are utilized as control signals of synthesis process. The design of spatial decomposed modeling enables flexible user control, complex motion expression, as well as 3D-aware synthesis for scene interactions. Experimental results demonstrate effectiveness and robustness of the proposed method.
BallGAN: 3D-aware Image Synthesis with a Spherical Background
3D-aware GANs aim to synthesize realistic 3D scenes such that they can be rendered in arbitrary perspectives to produce images. Although previous methods produce realistic images, they suffer from unstable training or degenerate solutions where the 3D geometry is unnatural. We hypothesize that the 3D geometry is underdetermined due to the insufficient constraint, i.e., being classified as real image to the discriminator is not enough. To solve this problem, we propose to approximate the background as a spherical surface and represent a scene as a union of the foreground placed in the sphere and the thin spherical background. It reduces the degree of freedom in the background field. Accordingly, we modify the volume rendering equation and incorporate dedicated constraints to design a novel 3D-aware GAN framework named BallGAN. BallGAN has multiple advantages as follows. 1) It produces more reasonable 3D geometry; the images of a scene across different viewpoints have better photometric consistency and fidelity than the state-of-the-art methods. 2) The training becomes much more stable. 3) The foreground can be separately rendered on top of different arbitrary backgrounds.
GRAF: Generative Radiance Fields for 3D-Aware Image Synthesis
While 2D generative adversarial networks have enabled high-resolution image synthesis, they largely lack an understanding of the 3D world and the image formation process. Thus, they do not provide precise control over camera viewpoint or object pose. To address this problem, several recent approaches leverage intermediate voxel-based representations in combination with differentiable rendering. However, existing methods either produce low image resolution or fall short in disentangling camera and scene properties, e.g., the object identity may vary with the viewpoint. In this paper, we propose a generative model for radiance fields which have recently proven successful for novel view synthesis of a single scene. In contrast to voxel-based representations, radiance fields are not confined to a coarse discretization of the 3D space, yet allow for disentangling camera and scene properties while degrading gracefully in the presence of reconstruction ambiguity. By introducing a multi-scale patch-based discriminator, we demonstrate synthesis of high-resolution images while training our model from unposed 2D images alone. We systematically analyze our approach on several challenging synthetic and real-world datasets. Our experiments reveal that radiance fields are a powerful representation for generative image synthesis, leading to 3D consistent models that render with high fidelity.
Painting 3D Nature in 2D: View Synthesis of Natural Scenes from a Single Semantic Mask
We introduce a novel approach that takes a single semantic mask as input to synthesize multi-view consistent color images of natural scenes, trained with a collection of single images from the Internet. Prior works on 3D-aware image synthesis either require multi-view supervision or learning category-level prior for specific classes of objects, which can hardly work for natural scenes. Our key idea to solve this challenging problem is to use a semantic field as the intermediate representation, which is easier to reconstruct from an input semantic mask and then translate to a radiance field with the assistance of off-the-shelf semantic image synthesis models. Experiments show that our method outperforms baseline methods and produces photorealistic, multi-view consistent videos of a variety of natural scenes.
WildFusion: Learning 3D-Aware Latent Diffusion Models in View Space
Modern learning-based approaches to 3D-aware image synthesis achieve high photorealism and 3D-consistent viewpoint changes for the generated images. Existing approaches represent instances in a shared canonical space. However, for in-the-wild datasets a shared canonical system can be difficult to define or might not even exist. In this work, we instead model instances in view space, alleviating the need for posed images and learned camera distributions. We find that in this setting, existing GAN-based methods are prone to generating flat geometry and struggle with distribution coverage. We hence propose WildFusion, a new approach to 3D-aware image synthesis based on latent diffusion models (LDMs). We first train an autoencoder that infers a compressed latent representation, which additionally captures the images' underlying 3D structure and enables not only reconstruction but also novel view synthesis. To learn a faithful 3D representation, we leverage cues from monocular depth prediction. Then, we train a diffusion model in the 3D-aware latent space, thereby enabling synthesis of high-quality 3D-consistent image samples, outperforming recent state-of-the-art GAN-based methods. Importantly, our 3D-aware LDM is trained without any direct supervision from multiview images or 3D geometry and does not require posed images or learned pose or camera distributions. It directly learns a 3D representation without relying on canonical camera coordinates. This opens up promising research avenues for scalable 3D-aware image synthesis and 3D content creation from in-the-wild image data. See https://katjaschwarz.github.io/wildfusion for videos of our 3D results.
Single-Stage Diffusion NeRF: A Unified Approach to 3D Generation and Reconstruction
3D-aware image synthesis encompasses a variety of tasks, such as scene generation and novel view synthesis from images. Despite numerous task-specific methods, developing a comprehensive model remains challenging. In this paper, we present SSDNeRF, a unified approach that employs an expressive diffusion model to learn a generalizable prior of neural radiance fields (NeRF) from multi-view images of diverse objects. Previous studies have used two-stage approaches that rely on pretrained NeRFs as real data to train diffusion models. In contrast, we propose a new single-stage training paradigm with an end-to-end objective that jointly optimizes a NeRF auto-decoder and a latent diffusion model, enabling simultaneous 3D reconstruction and prior learning, even from sparsely available views. At test time, we can directly sample the diffusion prior for unconditional generation, or combine it with arbitrary observations of unseen objects for NeRF reconstruction. SSDNeRF demonstrates robust results comparable to or better than leading task-specific methods in unconditional generation and single/sparse-view 3D reconstruction.
Learning Controllable 3D Diffusion Models from Single-view Images
Diffusion models have recently become the de-facto approach for generative modeling in the 2D domain. However, extending diffusion models to 3D is challenging due to the difficulties in acquiring 3D ground truth data for training. On the other hand, 3D GANs that integrate implicit 3D representations into GANs have shown remarkable 3D-aware generation when trained only on single-view image datasets. However, 3D GANs do not provide straightforward ways to precisely control image synthesis. To address these challenges, We present Control3Diff, a 3D diffusion model that combines the strengths of diffusion models and 3D GANs for versatile, controllable 3D-aware image synthesis for single-view datasets. Control3Diff explicitly models the underlying latent distribution (optionally conditioned on external inputs), thus enabling direct control during the diffusion process. Moreover, our approach is general and applicable to any type of controlling input, allowing us to train it with the same diffusion objective without any auxiliary supervision. We validate the efficacy of Control3Diff on standard image generation benchmarks, including FFHQ, AFHQ, and ShapeNet, using various conditioning inputs such as images, sketches, and text prompts. Please see the project website (https://jiataogu.me/control3diff) for video comparisons.
CAMPARI: Camera-Aware Decomposed Generative Neural Radiance Fields
Tremendous progress in deep generative models has led to photorealistic image synthesis. While achieving compelling results, most approaches operate in the two-dimensional image domain, ignoring the three-dimensional nature of our world. Several recent works therefore propose generative models which are 3D-aware, i.e., scenes are modeled in 3D and then rendered differentiably to the image plane. This leads to impressive 3D consistency, but incorporating such a bias comes at a price: the camera needs to be modeled as well. Current approaches assume fixed intrinsics and a predefined prior over camera pose ranges. As a result, parameter tuning is typically required for real-world data, and results degrade if the data distribution is not matched. Our key hypothesis is that learning a camera generator jointly with the image generator leads to a more principled approach to 3D-aware image synthesis. Further, we propose to decompose the scene into a background and foreground model, leading to more efficient and disentangled scene representations. While training from raw, unposed image collections, we learn a 3D- and camera-aware generative model which faithfully recovers not only the image but also the camera data distribution. At test time, our model generates images with explicit control over the camera as well as the shape and appearance of the scene.
UrbanGIRAFFE: Representing Urban Scenes as Compositional Generative Neural Feature Fields
Generating photorealistic images with controllable camera pose and scene contents is essential for many applications including AR/VR and simulation. Despite the fact that rapid progress has been made in 3D-aware generative models, most existing methods focus on object-centric images and are not applicable to generating urban scenes for free camera viewpoint control and scene editing. To address this challenging task, we propose UrbanGIRAFFE, which uses a coarse 3D panoptic prior, including the layout distribution of uncountable stuff and countable objects, to guide a 3D-aware generative model. Our model is compositional and controllable as it breaks down the scene into stuff, objects, and sky. Using stuff prior in the form of semantic voxel grids, we build a conditioned stuff generator that effectively incorporates the coarse semantic and geometry information. The object layout prior further allows us to learn an object generator from cluttered scenes. With proper loss functions, our approach facilitates photorealistic 3D-aware image synthesis with diverse controllability, including large camera movement, stuff editing, and object manipulation. We validate the effectiveness of our model on both synthetic and real-world datasets, including the challenging KITTI-360 dataset.
Pix2NeRF: Unsupervised Conditional $π$-GAN for Single Image to Neural Radiance Fields Translation
We propose a pipeline to generate Neural Radiance Fields~(NeRF) of an object or a scene of a specific class, conditioned on a single input image. This is a challenging task, as training NeRF requires multiple views of the same scene, coupled with corresponding poses, which are hard to obtain. Our method is based on pi-GAN, a generative model for unconditional 3D-aware image synthesis, which maps random latent codes to radiance fields of a class of objects. We jointly optimize (1) the pi-GAN objective to utilize its high-fidelity 3D-aware generation and (2) a carefully designed reconstruction objective. The latter includes an encoder coupled with pi-GAN generator to form an auto-encoder. Unlike previous few-shot NeRF approaches, our pipeline is unsupervised, capable of being trained with independent images without 3D, multi-view, or pose supervision. Applications of our pipeline include 3d avatar generation, object-centric novel view synthesis with a single input image, and 3d-aware super-resolution, to name a few.
3D-aware Conditional Image Synthesis
We propose pix2pix3D, a 3D-aware conditional generative model for controllable photorealistic image synthesis. Given a 2D label map, such as a segmentation or edge map, our model learns to synthesize a corresponding image from different viewpoints. To enable explicit 3D user control, we extend conditional generative models with neural radiance fields. Given widely-available monocular images and label map pairs, our model learns to assign a label to every 3D point in addition to color and density, which enables it to render the image and pixel-aligned label map simultaneously. Finally, we build an interactive system that allows users to edit the label map from any viewpoint and generate outputs accordingly.
Length-Aware Motion Synthesis via Latent Diffusion
The target duration of a synthesized human motion is a critical attribute that requires modeling control over the motion dynamics and style. Speeding up an action performance is not merely fast-forwarding it. However, state-of-the-art techniques for human behavior synthesis have limited control over the target sequence length. We introduce the problem of generating length-aware 3D human motion sequences from textual descriptors, and we propose a novel model to synthesize motions of variable target lengths, which we dub "Length-Aware Latent Diffusion" (LADiff). LADiff consists of two new modules: 1) a length-aware variational auto-encoder to learn motion representations with length-dependent latent codes; 2) a length-conforming latent diffusion model to generate motions with a richness of details that increases with the required target sequence length. LADiff significantly improves over the state-of-the-art across most of the existing motion synthesis metrics on the two established benchmarks of HumanML3D and KIT-ML.
Sat2Density: Faithful Density Learning from Satellite-Ground Image Pairs
This paper aims to develop an accurate 3D geometry representation of satellite images using satellite-ground image pairs. Our focus is on the challenging problem of 3D-aware ground-views synthesis from a satellite image. We draw inspiration from the density field representation used in volumetric neural rendering and propose a new approach, called Sat2Density. Our method utilizes the properties of ground-view panoramas for the sky and non-sky regions to learn faithful density fields of 3D scenes in a geometric perspective. Unlike other methods that require extra depth information during training, our Sat2Density can automatically learn accurate and faithful 3D geometry via density representation without depth supervision. This advancement significantly improves the ground-view panorama synthesis task. Additionally, our study provides a new geometric perspective to understand the relationship between satellite and ground-view images in 3D space.
SOPHY: Generating Simulation-Ready Objects with Physical Materials
We present SOPHY, a generative model for 3D physics-aware shape synthesis. Unlike existing 3D generative models that focus solely on static geometry or 4D models that produce physics-agnostic animations, our approach jointly synthesizes shape, texture, and material properties related to physics-grounded dynamics, making the generated objects ready for simulations and interactive, dynamic environments. To train our model, we introduce a dataset of 3D objects annotated with detailed physical material attributes, along with an annotation pipeline for efficient material annotation. Our method enables applications such as text-driven generation of interactive, physics-aware 3D objects and single-image reconstruction of physically plausible shapes. Furthermore, our experiments demonstrate that jointly modeling shape and material properties enhances the realism and fidelity of generated shapes, improving performance on generative geometry evaluation metrics.
PanoHead: Geometry-Aware 3D Full-Head Synthesis in 360$^{\circ}$
Synthesis and reconstruction of 3D human head has gained increasing interests in computer vision and computer graphics recently. Existing state-of-the-art 3D generative adversarial networks (GANs) for 3D human head synthesis are either limited to near-frontal views or hard to preserve 3D consistency in large view angles. We propose PanoHead, the first 3D-aware generative model that enables high-quality view-consistent image synthesis of full heads in 360^circ with diverse appearance and detailed geometry using only in-the-wild unstructured images for training. At its core, we lift up the representation power of recent 3D GANs and bridge the data alignment gap when training from in-the-wild images with widely distributed views. Specifically, we propose a novel two-stage self-adaptive image alignment for robust 3D GAN training. We further introduce a tri-grid neural volume representation that effectively addresses front-face and back-head feature entanglement rooted in the widely-adopted tri-plane formulation. Our method instills prior knowledge of 2D image segmentation in adversarial learning of 3D neural scene structures, enabling compositable head synthesis in diverse backgrounds. Benefiting from these designs, our method significantly outperforms previous 3D GANs, generating high-quality 3D heads with accurate geometry and diverse appearances, even with long wavy and afro hairstyles, renderable from arbitrary poses. Furthermore, we show that our system can reconstruct full 3D heads from single input images for personalized realistic 3D avatars.
SideGAN: 3D-Aware Generative Model for Improved Side-View Image Synthesis
While recent 3D-aware generative models have shown photo-realistic image synthesis with multi-view consistency, the synthesized image quality degrades depending on the camera pose (e.g., a face with a blurry and noisy boundary at a side viewpoint). Such degradation is mainly caused by the difficulty of learning both pose consistency and photo-realism simultaneously from a dataset with heavily imbalanced poses. In this paper, we propose SideGAN, a novel 3D GAN training method to generate photo-realistic images irrespective of the camera pose, especially for faces of side-view angles. To ease the challenging problem of learning photo-realistic and pose-consistent image synthesis, we split the problem into two subproblems, each of which can be solved more easily. Specifically, we formulate the problem as a combination of two simple discrimination problems, one of which learns to discriminate whether a synthesized image looks real or not, and the other learns to discriminate whether a synthesized image agrees with the camera pose. Based on this, we propose a dual-branched discriminator with two discrimination branches. We also propose a pose-matching loss to learn the pose consistency of 3D GANs. In addition, we present a pose sampling strategy to increase learning opportunities for steep angles in a pose-imbalanced dataset. With extensive validation, we demonstrate that our approach enables 3D GANs to generate high-quality geometries and photo-realistic images irrespective of the camera pose.
Neural Assets: 3D-Aware Multi-Object Scene Synthesis with Image Diffusion Models
We address the problem of multi-object 3D pose control in image diffusion models. Instead of conditioning on a sequence of text tokens, we propose to use a set of per-object representations, Neural Assets, to control the 3D pose of individual objects in a scene. Neural Assets are obtained by pooling visual representations of objects from a reference image, such as a frame in a video, and are trained to reconstruct the respective objects in a different image, e.g., a later frame in the video. Importantly, we encode object visuals from the reference image while conditioning on object poses from the target frame. This enables learning disentangled appearance and pose features. Combining visual and 3D pose representations in a sequence-of-tokens format allows us to keep the text-to-image architecture of existing models, with Neural Assets in place of text tokens. By fine-tuning a pre-trained text-to-image diffusion model with this information, our approach enables fine-grained 3D pose and placement control of individual objects in a scene. We further demonstrate that Neural Assets can be transferred and recomposed across different scenes. Our model achieves state-of-the-art multi-object editing results on both synthetic 3D scene datasets, as well as two real-world video datasets (Objectron, Waymo Open).
Generative Novel View Synthesis with 3D-Aware Diffusion Models
We present a diffusion-based model for 3D-aware generative novel view synthesis from as few as a single input image. Our model samples from the distribution of possible renderings consistent with the input and, even in the presence of ambiguity, is capable of rendering diverse and plausible novel views. To achieve this, our method makes use of existing 2D diffusion backbones but, crucially, incorporates geometry priors in the form of a 3D feature volume. This latent feature field captures the distribution over possible scene representations and improves our method's ability to generate view-consistent novel renderings. In addition to generating novel views, our method has the ability to autoregressively synthesize 3D-consistent sequences. We demonstrate state-of-the-art results on synthetic renderings and room-scale scenes; we also show compelling results for challenging, real-world objects.
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.
NerfDiff: Single-image View Synthesis with NeRF-guided Distillation from 3D-aware Diffusion
Novel view synthesis from a single image requires inferring occluded regions of objects and scenes whilst simultaneously maintaining semantic and physical consistency with the input. Existing approaches condition neural radiance fields (NeRF) on local image features, projecting points to the input image plane, and aggregating 2D features to perform volume rendering. However, under severe occlusion, this projection fails to resolve uncertainty, resulting in blurry renderings that lack details. In this work, we propose NerfDiff, which addresses this issue by distilling the knowledge of a 3D-aware conditional diffusion model (CDM) into NeRF through synthesizing and refining a set of virtual views at test time. We further propose a novel NeRF-guided distillation algorithm that simultaneously generates 3D consistent virtual views from the CDM samples, and finetunes the NeRF based on the improved virtual views. Our approach significantly outperforms existing NeRF-based and geometry-free approaches on challenging datasets, including ShapeNet, ABO, and Clevr3D.
StyleNeRF: A Style-based 3D-Aware Generator for High-resolution Image Synthesis
We propose StyleNeRF, a 3D-aware generative model for photo-realistic high-resolution image synthesis with high multi-view consistency, which can be trained on unstructured 2D images. Existing approaches either cannot synthesize high-resolution images with fine details or yield noticeable 3D-inconsistent artifacts. In addition, many of them lack control over style attributes and explicit 3D camera poses. StyleNeRF integrates the neural radiance field (NeRF) into a style-based generator to tackle the aforementioned challenges, i.e., improving rendering efficiency and 3D consistency for high-resolution image generation. We perform volume rendering only to produce a low-resolution feature map and progressively apply upsampling in 2D to address the first issue. To mitigate the inconsistencies caused by 2D upsampling, we propose multiple designs, including a better upsampler and a new regularization loss. With these designs, StyleNeRF can synthesize high-resolution images at interactive rates while preserving 3D consistency at high quality. StyleNeRF also enables control of camera poses and different levels of styles, which can generalize to unseen views. It also supports challenging tasks, including zoom-in and-out, style mixing, inversion, and semantic editing.
ShapeWords: Guiding Text-to-Image Synthesis with 3D Shape-Aware Prompts
We introduce ShapeWords, an approach for synthesizing images based on 3D shape guidance and text prompts. ShapeWords incorporates target 3D shape information within specialized tokens embedded together with the input text, effectively blending 3D shape awareness with textual context to guide the image synthesis process. Unlike conventional shape guidance methods that rely on depth maps restricted to fixed viewpoints and often overlook full 3D structure or textual context, ShapeWords generates diverse yet consistent images that reflect both the target shape's geometry and the textual description. Experimental results show that ShapeWords produces images that are more text-compliant, aesthetically plausible, while also maintaining 3D shape awareness.
MagicMan: Generative Novel View Synthesis of Humans with 3D-Aware Diffusion and Iterative Refinement
Existing works in single-image human reconstruction suffer from weak generalizability due to insufficient training data or 3D inconsistencies for a lack of comprehensive multi-view knowledge. In this paper, we introduce MagicMan, a human-specific multi-view diffusion model designed to generate high-quality novel view images from a single reference image. As its core, we leverage a pre-trained 2D diffusion model as the generative prior for generalizability, with the parametric SMPL-X model as the 3D body prior to promote 3D awareness. To tackle the critical challenge of maintaining consistency while achieving dense multi-view generation for improved 3D human reconstruction, we first introduce hybrid multi-view attention to facilitate both efficient and thorough information interchange across different views. Additionally, we present a geometry-aware dual branch to perform concurrent generation in both RGB and normal domains, further enhancing consistency via geometry cues. Last but not least, to address ill-shaped issues arising from inaccurate SMPL-X estimation that conflicts with the reference image, we propose a novel iterative refinement strategy, which progressively optimizes SMPL-X accuracy while enhancing the quality and consistency of the generated multi-views. Extensive experimental results demonstrate that our method significantly outperforms existing approaches in both novel view synthesis and subsequent 3D human reconstruction tasks.
Compose and Conquer: Diffusion-Based 3D Depth Aware Composable Image Synthesis
Addressing the limitations of text as a source of accurate layout representation in text-conditional diffusion models, many works incorporate additional signals to condition certain attributes within a generated image. Although successful, previous works do not account for the specific localization of said attributes extended into the three dimensional plane. In this context, we present a conditional diffusion model that integrates control over three-dimensional object placement with disentangled representations of global stylistic semantics from multiple exemplar images. Specifically, we first introduce depth disentanglement training to leverage the relative depth of objects as an estimator, allowing the model to identify the absolute positions of unseen objects through the use of synthetic image triplets. We also introduce soft guidance, a method for imposing global semantics onto targeted regions without the use of any additional localization cues. Our integrated framework, Compose and Conquer (CnC), unifies these techniques to localize multiple conditions in a disentangled manner. We demonstrate that our approach allows perception of objects at varying depths while offering a versatile framework for composing localized objects with different global semantics. Code: https://github.com/tomtom1103/compose-and-conquer/
3D-Aware Neural Body Fitting for Occlusion Robust 3D Human Pose Estimation
Regression-based methods for 3D human pose estimation directly predict the 3D pose parameters from a 2D image using deep networks. While achieving state-of-the-art performance on standard benchmarks, their performance degrades under occlusion. In contrast, optimization-based methods fit a parametric body model to 2D features in an iterative manner. The localized reconstruction loss can potentially make them robust to occlusion, but they suffer from the 2D-3D ambiguity. Motivated by the recent success of generative models in rigid object pose estimation, we propose 3D-aware Neural Body Fitting (3DNBF) - an approximate analysis-by-synthesis approach to 3D human pose estimation with SOTA performance and occlusion robustness. In particular, we propose a generative model of deep features based on a volumetric human representation with Gaussian ellipsoidal kernels emitting 3D pose-dependent feature vectors. The neural features are trained with contrastive learning to become 3D-aware and hence to overcome the 2D-3D ambiguity. Experiments show that 3DNBF outperforms other approaches on both occluded and standard benchmarks. Code is available at https://github.com/edz-o/3DNBF
VeRi3D: Generative Vertex-based Radiance Fields for 3D Controllable Human Image Synthesis
Unsupervised learning of 3D-aware generative adversarial networks has lately made much progress. Some recent work demonstrates promising results of learning human generative models using neural articulated radiance fields, yet their generalization ability and controllability lag behind parametric human models, i.e., they do not perform well when generalizing to novel pose/shape and are not part controllable. To solve these problems, we propose VeRi3D, a generative human vertex-based radiance field parameterized by vertices of the parametric human template, SMPL. We map each 3D point to the local coordinate system defined on its neighboring vertices, and use the corresponding vertex feature and local coordinates for mapping it to color and density values. We demonstrate that our simple approach allows for generating photorealistic human images with free control over camera pose, human pose, shape, as well as enabling part-level editing.
Latent Radiance Fields with 3D-aware 2D Representations
Latent 3D reconstruction has shown great promise in empowering 3D semantic understanding and 3D generation by distilling 2D features into the 3D space. However, existing approaches struggle with the domain gap between 2D feature space and 3D representations, resulting in degraded rendering performance. To address this challenge, we propose a novel framework that integrates 3D awareness into the 2D latent space. The framework consists of three stages: (1) a correspondence-aware autoencoding method that enhances the 3D consistency of 2D latent representations, (2) a latent radiance field (LRF) that lifts these 3D-aware 2D representations into 3D space, and (3) a VAE-Radiance Field (VAE-RF) alignment strategy that improves image decoding from the rendered 2D representations. Extensive experiments demonstrate that our method outperforms the state-of-the-art latent 3D reconstruction approaches in terms of synthesis performance and cross-dataset generalizability across diverse indoor and outdoor scenes. To our knowledge, this is the first work showing the radiance field representations constructed from 2D latent representations can yield photorealistic 3D reconstruction performance.
Perception-as-Control: Fine-grained Controllable Image Animation with 3D-aware Motion Representation
Motion-controllable image animation is a fundamental task with a wide range of potential applications. Recent works have made progress in controlling camera or object motion via various motion representations, while they still struggle to support collaborative camera and object motion control with adaptive control granularity. To this end, we introduce 3D-aware motion representation and propose an image animation framework, called Perception-as-Control, to achieve fine-grained collaborative motion control. Specifically, we construct 3D-aware motion representation from a reference image, manipulate it based on interpreted user intentions, and perceive it from different viewpoints. In this way, camera and object motions are transformed into intuitive, consistent visual changes. Then, the proposed framework leverages the perception results as motion control signals, enabling it to support various motion-related video synthesis tasks in a unified and flexible way. Experiments demonstrate the superiority of the proposed framework. For more details and qualitative results, please refer to our project webpage: https://chen-yingjie.github.io/projects/Perception-as-Control.
3D$^2$-Actor: Learning Pose-Conditioned 3D-Aware Denoiser for Realistic Gaussian Avatar Modeling
Advancements in neural implicit representations and differentiable rendering have markedly improved the ability to learn animatable 3D avatars from sparse multi-view RGB videos. However, current methods that map observation space to canonical space often face challenges in capturing pose-dependent details and generalizing to novel poses. While diffusion models have demonstrated remarkable zero-shot capabilities in 2D image generation, their potential for creating animatable 3D avatars from 2D inputs remains underexplored. In this work, we introduce 3D^2-Actor, a novel approach featuring a pose-conditioned 3D-aware human modeling pipeline that integrates iterative 2D denoising and 3D rectifying steps. The 2D denoiser, guided by pose cues, generates detailed multi-view images that provide the rich feature set necessary for high-fidelity 3D reconstruction and pose rendering. Complementing this, our Gaussian-based 3D rectifier renders images with enhanced 3D consistency through a two-stage projection strategy and a novel local coordinate representation. Additionally, we propose an innovative sampling strategy to ensure smooth temporal continuity across frames in video synthesis. Our method effectively addresses the limitations of traditional numerical solutions in handling ill-posed mappings, producing realistic and animatable 3D human avatars. Experimental results demonstrate that 3D^2-Actor excels in high-fidelity avatar modeling and robustly generalizes to novel poses. Code is available at: https://github.com/silence-tang/GaussianActor.
ZeroNVS: Zero-Shot 360-Degree View Synthesis from a Single Real Image
We introduce a 3D-aware diffusion model, ZeroNVS, for single-image novel view synthesis for in-the-wild scenes. While existing methods are designed for single objects with masked backgrounds, we propose new techniques to address challenges introduced by in-the-wild multi-object scenes with complex backgrounds. Specifically, we train a generative prior on a mixture of data sources that capture object-centric, indoor, and outdoor scenes. To address issues from data mixture such as depth-scale ambiguity, we propose a novel camera conditioning parameterization and normalization scheme. Further, we observe that Score Distillation Sampling (SDS) tends to truncate the distribution of complex backgrounds during distillation of 360-degree scenes, and propose "SDS anchoring" to improve the diversity of synthesized novel views. Our model sets a new state-of-the-art result in LPIPS on the DTU dataset in the zero-shot setting, even outperforming methods specifically trained on DTU. We further adapt the challenging Mip-NeRF 360 dataset as a new benchmark for single-image novel view synthesis, and demonstrate strong performance in this setting. Our code and data are at http://kylesargent.github.io/zeronvs/
Multi-view X-ray Image Synthesis with Multiple Domain Disentanglement from CT Scans
X-ray images play a vital role in the intraoperative processes due to their high resolution and fast imaging speed and greatly promote the subsequent segmentation, registration and reconstruction. However, over-dosed X-rays superimpose potential risks to human health to some extent. Data-driven algorithms from volume scans to X-ray images are restricted by the scarcity of paired X-ray and volume data. Existing methods are mainly realized by modelling the whole X-ray imaging procedure. In this study, we propose a learning-based approach termed CT2X-GAN to synthesize the X-ray images in an end-to-end manner using the content and style disentanglement from three different image domains. Our method decouples the anatomical structure information from CT scans and style information from unpaired real X-ray images/ digital reconstructed radiography (DRR) images via a series of decoupling encoders. Additionally, we introduce a novel consistency regularization term to improve the stylistic resemblance between synthesized X-ray images and real X-ray images. Meanwhile, we also impose a supervised process by computing the similarity of computed real DRR and synthesized DRR images. We further develop a pose attention module to fully strengthen the comprehensive information in the decoupled content code from CT scans, facilitating high-quality multi-view image synthesis in the lower 2D space. Extensive experiments were conducted on the publicly available CTSpine1K dataset and achieved 97.8350, 0.0842 and 3.0938 in terms of FID, KID and defined user-scored X-ray similarity, respectively. In comparison with 3D-aware methods (pi-GAN, EG3D), CT2X-GAN is superior in improving the synthesis quality and realistic to the real X-ray images.
SD-GAN: Semantic Decomposition for Face Image Synthesis with Discrete Attribute
Manipulating latent code in generative adversarial networks (GANs) for facial image synthesis mainly focuses on continuous attribute synthesis (e.g., age, pose and emotion), while discrete attribute synthesis (like face mask and eyeglasses) receives less attention. Directly applying existing works to facial discrete attributes may cause inaccurate results. In this work, we propose an innovative framework to tackle challenging facial discrete attribute synthesis via semantic decomposing, dubbed SD-GAN. To be concrete, we explicitly decompose the discrete attribute representation into two components, i.e. the semantic prior basis and offset latent representation. The semantic prior basis shows an initializing direction for manipulating face representation in the latent space. The offset latent presentation obtained by 3D-aware semantic fusion network is proposed to adjust prior basis. In addition, the fusion network integrates 3D embedding for better identity preservation and discrete attribute synthesis. The combination of prior basis and offset latent representation enable our method to synthesize photo-realistic face images with discrete attributes. Notably, we construct a large and valuable dataset MEGN (Face Mask and Eyeglasses images crawled from Google and Naver) for completing the lack of discrete attributes in the existing dataset. Extensive qualitative and quantitative experiments demonstrate the state-of-the-art performance of our method. Our code is available at: https://github.com/MontaEllis/SD-GAN.
CaPa: Carve-n-Paint Synthesis for Efficient 4K Textured Mesh Generation
The synthesis of high-quality 3D assets from textual or visual inputs has become a central objective in modern generative modeling. Despite the proliferation of 3D generation algorithms, they frequently grapple with challenges such as multi-view inconsistency, slow generation times, low fidelity, and surface reconstruction problems. While some studies have addressed some of these issues, a comprehensive solution remains elusive. In this paper, we introduce CaPa, a carve-and-paint framework that generates high-fidelity 3D assets efficiently. CaPa employs a two-stage process, decoupling geometry generation from texture synthesis. Initially, a 3D latent diffusion model generates geometry guided by multi-view inputs, ensuring structural consistency across perspectives. Subsequently, leveraging a novel, model-agnostic Spatially Decoupled Attention, the framework synthesizes high-resolution textures (up to 4K) for a given geometry. Furthermore, we propose a 3D-aware occlusion inpainting algorithm that fills untextured regions, resulting in cohesive results across the entire model. This pipeline generates high-quality 3D assets in less than 30 seconds, providing ready-to-use outputs for commercial applications. Experimental results demonstrate that CaPa excels in both texture fidelity and geometric stability, establishing a new standard for practical, scalable 3D asset generation.
LATTE3D: Large-scale Amortized Text-To-Enhanced3D Synthesis
Recent text-to-3D generation approaches produce impressive 3D results but require time-consuming optimization that can take up to an hour per prompt. Amortized methods like ATT3D optimize multiple prompts simultaneously to improve efficiency, enabling fast text-to-3D synthesis. However, they cannot capture high-frequency geometry and texture details and struggle to scale to large prompt sets, so they generalize poorly. We introduce LATTE3D, addressing these limitations to achieve fast, high-quality generation on a significantly larger prompt set. Key to our method is 1) building a scalable architecture and 2) leveraging 3D data during optimization through 3D-aware diffusion priors, shape regularization, and model initialization to achieve robustness to diverse and complex training prompts. LATTE3D amortizes both neural field and textured surface generation to produce highly detailed textured meshes in a single forward pass. LATTE3D generates 3D objects in 400ms, and can be further enhanced with fast test-time optimization.
NViST: In the Wild New View Synthesis from a Single Image with Transformers
We propose NViST, a transformer-based model for novel-view synthesis from a single image, trained on a large-scale dataset of in-the-wild images with complex backgrounds. NViST transforms image inputs directly into a radiance field, adopting a scalable transformer-based architecture. In practice, NViST exploits the self-supervised features learnt by a masked autoencoder (MAE), and learns a novel decoder that translates features to 3D tokens via cross-attention and adaptive layer normalization. Our model is efficient at inference since only a single forward-pass is needed to predict a 3D representation, unlike methods that require test-time optimization or sampling such as 3D-aware diffusion models. We tackle further limitations of current new-view synthesis models. First, unlike most generative models that are trained in a category-specific manner, often on synthetic datasets or on masked inputs, our model is trained on MVImgNet, a large-scale dataset of real-world, casually-captured videos containing hundreds of object categories with diverse backgrounds. Secondly, our model does not require canonicalization of the training data - i.e. aligning all objects with a frontal view - only needing relative pose at training time which removes a substantial barrier to it being used on casually captured datasets. We show results on unseen objects and categories on MVImgNet and even casual phone captures. We conduct qualitative and quantitative evaluations on MVImgNet and ShapeNet to show that our model represents a step forward towards enabling true in-the-wild novel-view synthesis from a single image.
MOVIS: Enhancing Multi-Object Novel View Synthesis for Indoor Scenes
Repurposing pre-trained diffusion models has been proven to be effective for NVS. However, these methods are mostly limited to a single object; directly applying such methods to compositional multi-object scenarios yields inferior results, especially incorrect object placement and inconsistent shape and appearance under novel views. How to enhance and systematically evaluate the cross-view consistency of such models remains under-explored. To address this issue, we propose MOVIS to enhance the structural awareness of the view-conditioned diffusion model for multi-object NVS in terms of model inputs, auxiliary tasks, and training strategy. First, we inject structure-aware features, including depth and object mask, into the denoising U-Net to enhance the model's comprehension of object instances and their spatial relationships. Second, we introduce an auxiliary task requiring the model to simultaneously predict novel view object masks, further improving the model's capability in differentiating and placing objects. Finally, we conduct an in-depth analysis of the diffusion sampling process and carefully devise a structure-guided timestep sampling scheduler during training, which balances the learning of global object placement and fine-grained detail recovery. To systematically evaluate the plausibility of synthesized images, we propose to assess cross-view consistency and novel view object placement alongside existing image-level NVS metrics. Extensive experiments on challenging synthetic and realistic datasets demonstrate that our method exhibits strong generalization capabilities and produces consistent novel view synthesis, highlighting its potential to guide future 3D-aware multi-object NVS tasks.
DiffPortrait3D: Controllable Diffusion for Zero-Shot Portrait View Synthesis
We present DiffPortrait3D, a conditional diffusion model that is capable of synthesizing 3D-consistent photo-realistic novel views from as few as a single in-the-wild portrait. Specifically, given a single RGB input, we aim to synthesize plausible but consistent facial details rendered from novel camera views with retained both identity and facial expression. In lieu of time-consuming optimization and fine-tuning, our zero-shot method generalizes well to arbitrary face portraits with unposed camera views, extreme facial expressions, and diverse artistic depictions. At its core, we leverage the generative prior of 2D diffusion models pre-trained on large-scale image datasets as our rendering backbone, while the denoising is guided with disentangled attentive control of appearance and camera pose. To achieve this, we first inject the appearance context from the reference image into the self-attention layers of the frozen UNets. The rendering view is then manipulated with a novel conditional control module that interprets the camera pose by watching a condition image of a crossed subject from the same view. Furthermore, we insert a trainable cross-view attention module to enhance view consistency, which is further strengthened with a novel 3D-aware noise generation process during inference. We demonstrate state-of-the-art results both qualitatively and quantitatively on our challenging in-the-wild and multi-view benchmarks.
View-Invariant Policy Learning via Zero-Shot Novel View Synthesis
Large-scale visuomotor policy learning is a promising approach toward developing generalizable manipulation systems. Yet, policies that can be deployed on diverse embodiments, environments, and observational modalities remain elusive. In this work, we investigate how knowledge from large-scale visual data of the world may be used to address one axis of variation for generalizable manipulation: observational viewpoint. Specifically, we study single-image novel view synthesis models, which learn 3D-aware scene-level priors by rendering images of the same scene from alternate camera viewpoints given a single input image. For practical application to diverse robotic data, these models must operate zero-shot, performing view synthesis on unseen tasks and environments. We empirically analyze view synthesis models within a simple data-augmentation scheme that we call View Synthesis Augmentation (VISTA) to understand their capabilities for learning viewpoint-invariant policies from single-viewpoint demonstration data. Upon evaluating the robustness of policies trained with our method to out-of-distribution camera viewpoints, we find that they outperform baselines in both simulated and real-world manipulation tasks. Videos and additional visualizations are available at https://s-tian.github.io/projects/vista.
FlexGen: Flexible Multi-View Generation from Text and Image Inputs
In this work, we introduce FlexGen, a flexible framework designed to generate controllable and consistent multi-view images, conditioned on a single-view image, or a text prompt, or both. FlexGen tackles the challenges of controllable multi-view synthesis through additional conditioning on 3D-aware text annotations. We utilize the strong reasoning capabilities of GPT-4V to generate 3D-aware text annotations. By analyzing four orthogonal views of an object arranged as tiled multi-view images, GPT-4V can produce text annotations that include 3D-aware information with spatial relationship. By integrating the control signal with proposed adaptive dual-control module, our model can generate multi-view images that correspond to the specified text. FlexGen supports multiple controllable capabilities, allowing users to modify text prompts to generate reasonable and corresponding unseen parts. Additionally, users can influence attributes such as appearance and material properties, including metallic and roughness. Extensive experiments demonstrate that our approach offers enhanced multiple controllability, marking a significant advancement over existing multi-view diffusion models. This work has substantial implications for fields requiring rapid and flexible 3D content creation, including game development, animation, and virtual reality. Project page: https://xxu068.github.io/flexgen.github.io/.
MotionCanvas: Cinematic Shot Design with Controllable Image-to-Video Generation
This paper presents a method that allows users to design cinematic video shots in the context of image-to-video generation. Shot design, a critical aspect of filmmaking, involves meticulously planning both camera movements and object motions in a scene. However, enabling intuitive shot design in modern image-to-video generation systems presents two main challenges: first, effectively capturing user intentions on the motion design, where both camera movements and scene-space object motions must be specified jointly; and second, representing motion information that can be effectively utilized by a video diffusion model to synthesize the image animations. To address these challenges, we introduce MotionCanvas, a method that integrates user-driven controls into image-to-video (I2V) generation models, allowing users to control both object and camera motions in a scene-aware manner. By connecting insights from classical computer graphics and contemporary video generation techniques, we demonstrate the ability to achieve 3D-aware motion control in I2V synthesis without requiring costly 3D-related training data. MotionCanvas enables users to intuitively depict scene-space motion intentions, and translates them into spatiotemporal motion-conditioning signals for video diffusion models. We demonstrate the effectiveness of our method on a wide range of real-world image content and shot-design scenarios, highlighting its potential to enhance the creative workflows in digital content creation and adapt to various image and video editing applications.
Conditional Synthesis of 3D Molecules with Time Correction Sampler
Diffusion models have demonstrated remarkable success in various domains, including molecular generation. However, conditional molecular generation remains a fundamental challenge due to an intrinsic trade-off between targeting specific chemical properties and generating meaningful samples from the data distribution. In this work, we present Time-Aware Conditional Synthesis (TACS), a novel approach to conditional generation on diffusion models. It integrates adaptively controlled plug-and-play "online" guidance into a diffusion model, driving samples toward the desired properties while maintaining validity and stability. A key component of our algorithm is our new type of diffusion sampler, Time Correction Sampler (TCS), which is used to control guidance and ensure that the generated molecules remain on the correct manifold at each reverse step of the diffusion process at the same time. Our proposed method demonstrates significant performance in conditional 3D molecular generation and offers a promising approach towards inverse molecular design, potentially facilitating advancements in drug discovery, materials science, and other related fields.
SAGS: Structure-Aware 3D Gaussian Splatting
Following the advent of NeRFs, 3D Gaussian Splatting (3D-GS) has paved the way to real-time neural rendering overcoming the computational burden of volumetric methods. Following the pioneering work of 3D-GS, several methods have attempted to achieve compressible and high-fidelity performance alternatives. However, by employing a geometry-agnostic optimization scheme, these methods neglect the inherent 3D structure of the scene, thereby restricting the expressivity and the quality of the representation, resulting in various floating points and artifacts. In this work, we propose a structure-aware Gaussian Splatting method (SAGS) that implicitly encodes the geometry of the scene, which reflects to state-of-the-art rendering performance and reduced storage requirements on benchmark novel-view synthesis datasets. SAGS is founded on a local-global graph representation that facilitates the learning of complex scenes and enforces meaningful point displacements that preserve the scene's geometry. Additionally, we introduce a lightweight version of SAGS, using a simple yet effective mid-point interpolation scheme, which showcases a compact representation of the scene with up to 24times size reduction without the reliance on any compression strategies. Extensive experiments across multiple benchmark datasets demonstrate the superiority of SAGS compared to state-of-the-art 3D-GS methods under both rendering quality and model size. Besides, we demonstrate that our structure-aware method can effectively mitigate floating artifacts and irregular distortions of previous methods while obtaining precise depth maps. Project page https://eververas.github.io/SAGS/.
JoyGen: Audio-Driven 3D Depth-Aware Talking-Face Video Editing
Significant progress has been made in talking-face video generation research; however, precise lip-audio synchronization and high visual quality remain challenging in editing lip shapes based on input audio. This paper introduces JoyGen, a novel two-stage framework for talking-face generation, comprising audio-driven lip motion generation and visual appearance synthesis. In the first stage, a 3D reconstruction model and an audio2motion model predict identity and expression coefficients respectively. Next, by integrating audio features with a facial depth map, we provide comprehensive supervision for precise lip-audio synchronization in facial generation. Additionally, we constructed a Chinese talking-face dataset containing 130 hours of high-quality video. JoyGen is trained on the open-source HDTF dataset and our curated dataset. Experimental results demonstrate superior lip-audio synchronization and visual quality achieved by our method.
InteractAnything: Zero-shot Human Object Interaction Synthesis via LLM Feedback and Object Affordance Parsing
Recent advances in 3D human-aware generation have made significant progress. However, existing methods still struggle with generating novel Human Object Interaction (HOI) from text, particularly for open-set objects. We identify three main challenges of this task: precise human-object relation reasoning, affordance parsing for any object, and detailed human interaction pose synthesis aligning description and object geometry. In this work, we propose a novel zero-shot 3D HOI generation framework without training on specific datasets, leveraging the knowledge from large-scale pre-trained models. Specifically, the human-object relations are inferred from large language models (LLMs) to initialize object properties and guide the optimization process. Then we utilize a pre-trained 2D image diffusion model to parse unseen objects and extract contact points, avoiding the limitations imposed by existing 3D asset knowledge. The initial human pose is generated by sampling multiple hypotheses through multi-view SDS based on the input text and object geometry. Finally, we introduce a detailed optimization to generate fine-grained, precise, and natural interaction, enforcing realistic 3D contact between the 3D object and the involved body parts, including hands in grasping. This is achieved by distilling human-level feedback from LLMs to capture detailed human-object relations from the text instruction. Extensive experiments validate the effectiveness of our approach compared to prior works, particularly in terms of the fine-grained nature of interactions and the ability to handle open-set 3D objects.
MVSplat360: Feed-Forward 360 Scene Synthesis from Sparse Views
We introduce MVSplat360, a feed-forward approach for 360{\deg} novel view synthesis (NVS) of diverse real-world scenes, using only sparse observations. This setting is inherently ill-posed due to minimal overlap among input views and insufficient visual information provided, making it challenging for conventional methods to achieve high-quality results. Our MVSplat360 addresses this by effectively combining geometry-aware 3D reconstruction with temporally consistent video generation. Specifically, it refactors a feed-forward 3D Gaussian Splatting (3DGS) model to render features directly into the latent space of a pre-trained Stable Video Diffusion (SVD) model, where these features then act as pose and visual cues to guide the denoising process and produce photorealistic 3D-consistent views. Our model is end-to-end trainable and supports rendering arbitrary views with as few as 5 sparse input views. To evaluate MVSplat360's performance, we introduce a new benchmark using the challenging DL3DV-10K dataset, where MVSplat360 achieves superior visual quality compared to state-of-the-art methods on wide-sweeping or even 360{\deg} NVS tasks. Experiments on the existing benchmark RealEstate10K also confirm the effectiveness of our model. The video results are available on our project page: https://donydchen.github.io/mvsplat360.
Consistent-1-to-3: Consistent Image to 3D View Synthesis via Geometry-aware Diffusion Models
Zero-shot novel view synthesis (NVS) from a single image is an essential problem in 3D object understanding. While recent approaches that leverage pre-trained generative models can synthesize high-quality novel views from in-the-wild inputs, they still struggle to maintain 3D consistency across different views. In this paper, we present Consistent-1-to-3, which is a generative framework that significantly mitigate this issue. Specifically, we decompose the NVS task into two stages: (i) transforming observed regions to a novel view, and (ii) hallucinating unseen regions. We design a scene representation transformer and view-conditioned diffusion model for performing these two stages respectively. Inside the models, to enforce 3D consistency, we propose to employ epipolor-guided attention to incorporate geometry constraints, and multi-view attention to better aggregate multi-view information. Finally, we design a hierarchy generation paradigm to generate long sequences of consistent views, allowing a full 360 observation of the provided object image. Qualitative and quantitative evaluation over multiple datasets demonstrate the effectiveness of the proposed mechanisms against state-of-the-art approaches. Our project page is at https://jianglongye.com/consistent123/
MoVieS: Motion-Aware 4D Dynamic View Synthesis in One Second
We present MoVieS, a novel feed-forward model that synthesizes 4D dynamic novel views from monocular videos in one second. MoVieS represents dynamic 3D scenes using pixel-aligned grids of Gaussian primitives, explicitly supervising their time-varying motion. This allows, for the first time, the unified modeling of appearance, geometry and motion, and enables view synthesis, reconstruction and 3D point tracking within a single learning-based framework. By bridging novel view synthesis with dynamic geometry reconstruction, MoVieS enables large-scale training on diverse datasets with minimal dependence on task-specific supervision. As a result, it also naturally supports a wide range of zero-shot applications, such as scene flow estimation and moving object segmentation. Extensive experiments validate the effectiveness and efficiency of MoVieS across multiple tasks, achieving competitive performance while offering several orders of magnitude speedups.
InTeX: Interactive Text-to-texture Synthesis via Unified Depth-aware Inpainting
Text-to-texture synthesis has become a new frontier in 3D content creation thanks to the recent advances in text-to-image models. Existing methods primarily adopt a combination of pretrained depth-aware diffusion and inpainting models, yet they exhibit shortcomings such as 3D inconsistency and limited controllability. To address these challenges, we introduce InteX, a novel framework for interactive text-to-texture synthesis. 1) InteX includes a user-friendly interface that facilitates interaction and control throughout the synthesis process, enabling region-specific repainting and precise texture editing. 2) Additionally, we develop a unified depth-aware inpainting model that integrates depth information with inpainting cues, effectively mitigating 3D inconsistencies and improving generation speed. Through extensive experiments, our framework has proven to be both practical and effective in text-to-texture synthesis, paving the way for high-quality 3D content creation.
GeneFace: Generalized and High-Fidelity Audio-Driven 3D Talking Face Synthesis
Generating photo-realistic video portrait with arbitrary speech audio is a crucial problem in film-making and virtual reality. Recently, several works explore the usage of neural radiance field in this task to improve 3D realness and image fidelity. However, the generalizability of previous NeRF-based methods to out-of-domain audio is limited by the small scale of training data. In this work, we propose GeneFace, a generalized and high-fidelity NeRF-based talking face generation method, which can generate natural results corresponding to various out-of-domain audio. Specifically, we learn a variaitional motion generator on a large lip-reading corpus, and introduce a domain adaptative post-net to calibrate the result. Moreover, we learn a NeRF-based renderer conditioned on the predicted facial motion. A head-aware torso-NeRF is proposed to eliminate the head-torso separation problem. Extensive experiments show that our method achieves more generalized and high-fidelity talking face generation compared to previous methods.
3D Photography using Context-aware Layered Depth Inpainting
We propose a method for converting a single RGB-D input image into a 3D photo - a multi-layer representation for novel view synthesis that contains hallucinated color and depth structures in regions occluded in the original view. We use a Layered Depth Image with explicit pixel connectivity as underlying representation, and present a learning-based inpainting model that synthesizes new local color-and-depth content into the occluded region in a spatial context-aware manner. The resulting 3D photos can be efficiently rendered with motion parallax using standard graphics engines. We validate the effectiveness of our method on a wide range of challenging everyday scenes and show fewer artifacts compared with the state of the arts.
TextureDreamer: Image-guided Texture Synthesis through Geometry-aware Diffusion
We present TextureDreamer, a novel image-guided texture synthesis method to transfer relightable textures from a small number of input images (3 to 5) to target 3D shapes across arbitrary categories. Texture creation is a pivotal challenge in vision and graphics. Industrial companies hire experienced artists to manually craft textures for 3D assets. Classical methods require densely sampled views and accurately aligned geometry, while learning-based methods are confined to category-specific shapes within the dataset. In contrast, TextureDreamer can transfer highly detailed, intricate textures from real-world environments to arbitrary objects with only a few casually captured images, potentially significantly democratizing texture creation. Our core idea, personalized geometry-aware score distillation (PGSD), draws inspiration from recent advancements in diffuse models, including personalized modeling for texture information extraction, variational score distillation for detailed appearance synthesis, and explicit geometry guidance with ControlNet. Our integration and several essential modifications substantially improve the texture quality. Experiments on real images spanning different categories show that TextureDreamer can successfully transfer highly realistic, semantic meaningful texture to arbitrary objects, surpassing the visual quality of previous state-of-the-art.
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.
GeoTexDensifier: Geometry-Texture-Aware Densification for High-Quality Photorealistic 3D Gaussian Splatting
3D Gaussian Splatting (3DGS) has recently attracted wide attentions in various areas such as 3D navigation, Virtual Reality (VR) and 3D simulation, due to its photorealistic and efficient rendering performance. High-quality reconstrution of 3DGS relies on sufficient splats and a reasonable distribution of these splats to fit real geometric surface and texture details, which turns out to be a challenging problem. We present GeoTexDensifier, a novel geometry-texture-aware densification strategy to reconstruct high-quality Gaussian splats which better comply with the geometric structure and texture richness of the scene. Specifically, our GeoTexDensifier framework carries out an auxiliary texture-aware densification method to produce a denser distribution of splats in fully textured areas, while keeping sparsity in low-texture regions to maintain the quality of Gaussian point cloud. Meanwhile, a geometry-aware splitting strategy takes depth and normal priors to guide the splitting sampling and filter out the noisy splats whose initial positions are far from the actual geometric surfaces they aim to fit, under a Validation of Depth Ratio Change checking. With the help of relative monocular depth prior, such geometry-aware validation can effectively reduce the influence of scattered Gaussians to the final rendering quality, especially in regions with weak textures or without sufficient training views. The texture-aware densification and geometry-aware splitting strategies are fully combined to obtain a set of high-quality Gaussian splats. We experiment our GeoTexDensifier framework on various datasets and compare our Novel View Synthesis results to other state-of-the-art 3DGS approaches, with detailed quantitative and qualitative evaluations to demonstrate the effectiveness of our method in producing more photorealistic 3DGS models.
AV-GS: Learning Material and Geometry Aware Priors for Novel View Acoustic Synthesis
Novel view acoustic synthesis (NVAS) aims to render binaural audio at any target viewpoint, given a mono audio emitted by a sound source at a 3D scene. Existing methods have proposed NeRF-based implicit models to exploit visual cues as a condition for synthesizing binaural audio. However, in addition to low efficiency originating from heavy NeRF rendering, these methods all have a limited ability of characterizing the entire scene environment such as room geometry, material properties, and the spatial relation between the listener and sound source. To address these issues, we propose a novel Audio-Visual Gaussian Splatting (AV-GS) model. To obtain a material-aware and geometry-aware condition for audio synthesis, we learn an explicit point-based scene representation with an audio-guidance parameter on locally initialized Gaussian points, taking into account the space relation from the listener and sound source. To make the visual scene model audio adaptive, we propose a point densification and pruning strategy to optimally distribute the Gaussian points, with the per-point contribution in sound propagation (e.g., more points needed for texture-less wall surfaces as they affect sound path diversion). Extensive experiments validate the superiority of our AV-GS over existing alternatives on the real-world RWAS and simulation-based SoundSpaces datasets.
BimArt: A Unified Approach for the Synthesis of 3D Bimanual Interaction with Articulated Objects
We present BimArt, a novel generative approach for synthesizing 3D bimanual hand interactions with articulated objects. Unlike prior works, we do not rely on a reference grasp, a coarse hand trajectory, or separate modes for grasping and articulating. To achieve this, we first generate distance-based contact maps conditioned on the object trajectory with an articulation-aware feature representation, revealing rich bimanual patterns for manipulation. The learned contact prior is then used to guide our hand motion generator, producing diverse and realistic bimanual motions for object movement and articulation. Our work offers key insights into feature representation and contact prior for articulated objects, demonstrating their effectiveness in taming the complex, high-dimensional space of bimanual hand-object interactions. Through comprehensive quantitative experiments, we demonstrate a clear step towards simplified and high-quality hand-object animations that excel over the state-of-the-art in motion quality and diversity.
FlexWorld: Progressively Expanding 3D Scenes for Flexiable-View Synthesis
Generating flexible-view 3D scenes, including 360{\deg} rotation and zooming, from single images is challenging due to a lack of 3D data. To this end, we introduce FlexWorld, a novel framework consisting of two key components: (1) a strong video-to-video (V2V) diffusion model to generate high-quality novel view images from incomplete input rendered from a coarse scene, and (2) a progressive expansion process to construct a complete 3D scene. In particular, leveraging an advanced pre-trained video model and accurate depth-estimated training pairs, our V2V model can generate novel views under large camera pose variations. Building upon it, FlexWorld progressively generates new 3D content and integrates it into the global scene through geometry-aware scene fusion. Extensive experiments demonstrate the effectiveness of FlexWorld in generating high-quality novel view videos and flexible-view 3D scenes from single images, achieving superior visual quality under multiple popular metrics and datasets compared to existing state-of-the-art methods. Qualitatively, we highlight that FlexWorld can generate high-fidelity scenes with flexible views like 360{\deg} rotations and zooming. Project page: https://ml-gsai.github.io/FlexWorld.
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.
NeuSDFusion: A Spatial-Aware Generative Model for 3D Shape Completion, Reconstruction, and Generation
3D shape generation aims to produce innovative 3D content adhering to specific conditions and constraints. Existing methods often decompose 3D shapes into a sequence of localized components, treating each element in isolation without considering spatial consistency. As a result, these approaches exhibit limited versatility in 3D data representation and shape generation, hindering their ability to generate highly diverse 3D shapes that comply with the specified constraints. In this paper, we introduce a novel spatial-aware 3D shape generation framework that leverages 2D plane representations for enhanced 3D shape modeling. To ensure spatial coherence and reduce memory usage, we incorporate a hybrid shape representation technique that directly learns a continuous signed distance field representation of the 3D shape using orthogonal 2D planes. Additionally, we meticulously enforce spatial correspondences across distinct planes using a transformer-based autoencoder structure, promoting the preservation of spatial relationships in the generated 3D shapes. This yields an algorithm that consistently outperforms state-of-the-art 3D shape generation methods on various tasks, including unconditional shape generation, multi-modal shape completion, single-view reconstruction, and text-to-shape synthesis.
NeRF-Det: Learning Geometry-Aware Volumetric Representation for Multi-View 3D Object Detection
We present NeRF-Det, a novel method for indoor 3D detection with posed RGB images as input. Unlike existing indoor 3D detection methods that struggle to model scene geometry, our method makes novel use of NeRF in an end-to-end manner to explicitly estimate 3D geometry, thereby improving 3D detection performance. Specifically, to avoid the significant extra latency associated with per-scene optimization of NeRF, we introduce sufficient geometry priors to enhance the generalizability of NeRF-MLP. Furthermore, we subtly connect the detection and NeRF branches through a shared MLP, enabling an efficient adaptation of NeRF to detection and yielding geometry-aware volumetric representations for 3D detection. Our method outperforms state-of-the-arts by 3.9 mAP and 3.1 mAP on the ScanNet and ARKITScenes benchmarks, respectively. We provide extensive analysis to shed light on how NeRF-Det works. As a result of our joint-training design, NeRF-Det is able to generalize well to unseen scenes for object detection, view synthesis, and depth estimation tasks without requiring per-scene optimization. Code is available at https://github.com/facebookresearch/NeRF-Det.
Uncertainty-Aware Normal-Guided Gaussian Splatting for Surface Reconstruction from Sparse Image Sequences
3D Gaussian Splatting (3DGS) has achieved impressive rendering performance in novel view synthesis. However, its efficacy diminishes considerably in sparse image sequences, where inherent data sparsity amplifies geometric uncertainty during optimization. This often leads to convergence at suboptimal local minima, resulting in noticeable structural artifacts in the reconstructed scenes.To mitigate these issues, we propose Uncertainty-aware Normal-Guided Gaussian Splatting (UNG-GS), a novel framework featuring an explicit Spatial Uncertainty Field (SUF) to quantify geometric uncertainty within the 3DGS pipeline. UNG-GS enables high-fidelity rendering and achieves high-precision reconstruction without relying on priors. Specifically, we first integrate Gaussian-based probabilistic modeling into the training of 3DGS to optimize the SUF, providing the model with adaptive error tolerance. An uncertainty-aware depth rendering strategy is then employed to weight depth contributions based on the SUF, effectively reducing noise while preserving fine details. Furthermore, an uncertainty-guided normal refinement method adjusts the influence of neighboring depth values in normal estimation, promoting robust results. Extensive experiments demonstrate that UNG-GS significantly outperforms state-of-the-art methods in both sparse and dense sequences. The code will be open-source.
ObjectGS: Object-aware Scene Reconstruction and Scene Understanding via Gaussian Splatting
3D Gaussian Splatting is renowned for its high-fidelity reconstructions and real-time novel view synthesis, yet its lack of semantic understanding limits object-level perception. In this work, we propose ObjectGS, an object-aware framework that unifies 3D scene reconstruction with semantic understanding. Instead of treating the scene as a unified whole, ObjectGS models individual objects as local anchors that generate neural Gaussians and share object IDs, enabling precise object-level reconstruction. During training, we dynamically grow or prune these anchors and optimize their features, while a one-hot ID encoding with a classification loss enforces clear semantic constraints. We show through extensive experiments that ObjectGS not only outperforms state-of-the-art methods on open-vocabulary and panoptic segmentation tasks, but also integrates seamlessly with applications like mesh extraction and scene editing. Project page: https://ruijiezhu94.github.io/ObjectGS_page
6DGS: Enhanced Direction-Aware Gaussian Splatting for Volumetric Rendering
Novel view synthesis has advanced significantly with the development of neural radiance fields (NeRF) and 3D Gaussian splatting (3DGS). However, achieving high quality without compromising real-time rendering remains challenging, particularly for physically-based ray tracing with view-dependent effects. Recently, N-dimensional Gaussians (N-DG) introduced a 6D spatial-angular representation to better incorporate view-dependent effects, but the Gaussian representation and control scheme are sub-optimal. In this paper, we revisit 6D Gaussians and introduce 6D Gaussian Splatting (6DGS), which enhances color and opacity representations and leverages the additional directional information in the 6D space for optimized Gaussian control. Our approach is fully compatible with the 3DGS framework and significantly improves real-time radiance field rendering by better modeling view-dependent effects and fine details. Experiments demonstrate that 6DGS significantly outperforms 3DGS and N-DG, achieving up to a 15.73 dB improvement in PSNR with a reduction of 66.5% Gaussian points compared to 3DGS. The project page is: https://gaozhongpai.github.io/6dgs/
ZPressor: Bottleneck-Aware Compression for Scalable Feed-Forward 3DGS
Feed-forward 3D Gaussian Splatting (3DGS) models have recently emerged as a promising solution for novel view synthesis, enabling one-pass inference without the need for per-scene 3DGS optimization. However, their scalability is fundamentally constrained by the limited capacity of their encoders, leading to degraded performance or excessive memory consumption as the number of input views increases. In this work, we analyze feed-forward 3DGS frameworks through the lens of the Information Bottleneck principle and introduce ZPressor, a lightweight architecture-agnostic module that enables efficient compression of multi-view inputs into a compact latent state Z that retains essential scene information while discarding redundancy. Concretely, ZPressor enables existing feed-forward 3DGS models to scale to over 100 input views at 480P resolution on an 80GB GPU, by partitioning the views into anchor and support sets and using cross attention to compress the information from the support views into anchor views, forming the compressed latent state Z. We show that integrating ZPressor into several state-of-the-art feed-forward 3DGS models consistently improves performance under moderate input views and enhances robustness under dense view settings on two large-scale benchmarks DL3DV-10K and RealEstate10K. The video results, code and trained models are available on our project page: https://lhmd.top/zpressor.
Turbo-GS: Accelerating 3D Gaussian Fitting for High-Quality Radiance Fields
Novel-view synthesis is an important problem in computer vision with applications in 3D reconstruction, mixed reality, and robotics. Recent methods like 3D Gaussian Splatting (3DGS) have become the preferred method for this task, providing high-quality novel views in real time. However, the training time of a 3DGS model is slow, often taking 30 minutes for a scene with 200 views. In contrast, our goal is to reduce the optimization time by training for fewer steps while maintaining high rendering quality. Specifically, we combine the guidance from both the position error and the appearance error to achieve a more effective densification. To balance the rate between adding new Gaussians and fitting old Gaussians, we develop a convergence-aware budget control mechanism. Moreover, to make the densification process more reliable, we selectively add new Gaussians from mostly visited regions. With these designs, we reduce the Gaussian optimization steps to one-third of the previous approach while achieving a comparable or even better novel view rendering quality. To further facilitate the rapid fitting of 4K resolution images, we introduce a dilation-based rendering technique. Our method, Turbo-GS, speeds up optimization for typical scenes and scales well to high-resolution (4K) scenarios on standard datasets. Through extensive experiments, we show that our method is significantly faster in optimization than other methods while retaining quality. Project page: https://ivl.cs.brown.edu/research/turbo-gs.
DaGAN++: Depth-Aware Generative Adversarial Network for Talking Head Video Generation
Predominant techniques on talking head generation largely depend on 2D information, including facial appearances and motions from input face images. Nevertheless, dense 3D facial geometry, such as pixel-wise depth, plays a critical role in constructing accurate 3D facial structures and suppressing complex background noises for generation. However, dense 3D annotations for facial videos is prohibitively costly to obtain. In this work, firstly, we present a novel self-supervised method for learning dense 3D facial geometry (ie, depth) from face videos, without requiring camera parameters and 3D geometry annotations in training. We further propose a strategy to learn pixel-level uncertainties to perceive more reliable rigid-motion pixels for geometry learning. Secondly, we design an effective geometry-guided facial keypoint estimation module, providing accurate keypoints for generating motion fields. Lastly, we develop a 3D-aware cross-modal (ie, appearance and depth) attention mechanism, which can be applied to each generation layer, to capture facial geometries in a coarse-to-fine manner. Extensive experiments are conducted on three challenging benchmarks (ie, VoxCeleb1, VoxCeleb2, and HDTF). The results demonstrate that our proposed framework can generate highly realistic-looking reenacted talking videos, with new state-of-the-art performances established on these benchmarks. The codes and trained models are publicly available on the GitHub project page at https://github.com/harlanhong/CVPR2022-DaGAN
D3DR: Lighting-Aware Object Insertion in Gaussian Splatting
Gaussian Splatting has become a popular technique for various 3D Computer Vision tasks, including novel view synthesis, scene reconstruction, and dynamic scene rendering. However, the challenge of natural-looking object insertion, where the object's appearance seamlessly matches the scene, remains unsolved. In this work, we propose a method, dubbed D3DR, for inserting a 3DGS-parametrized object into 3DGS scenes while correcting its lighting, shadows, and other visual artifacts to ensure consistency, a problem that has not been successfully addressed before. We leverage advances in diffusion models, which, trained on real-world data, implicitly understand correct scene lighting. After inserting the object, we optimize a diffusion-based Delta Denoising Score (DDS)-inspired objective to adjust its 3D Gaussian parameters for proper lighting correction. Utilizing diffusion model personalization techniques to improve optimization quality, our approach ensures seamless object insertion and natural appearance. Finally, we demonstrate the method's effectiveness by comparing it to existing approaches, achieving 0.5 PSNR and 0.15 SSIM improvements in relighting quality.
Target-Aware Video Diffusion Models
We present a target-aware video diffusion model that generates videos from an input image in which an actor interacts with a specified target while performing a desired action. The target is defined by a segmentation mask and the desired action is described via a text prompt. Unlike existing controllable image-to-video diffusion models that often rely on dense structural or motion cues to guide the actor's movements toward the target, our target-aware model requires only a simple mask to indicate the target, leveraging the generalization capabilities of pretrained models to produce plausible actions. This makes our method particularly effective for human-object interaction (HOI) scenarios, where providing precise action guidance is challenging, and further enables the use of video diffusion models for high-level action planning in applications such as robotics. We build our target-aware model by extending a baseline model to incorporate the target mask as an additional input. To enforce target awareness, we introduce a special token that encodes the target's spatial information within the text prompt. We then fine-tune the model with our curated dataset using a novel cross-attention loss that aligns the cross-attention maps associated with this token with the input target mask. To further improve performance, we selectively apply this loss to the most semantically relevant transformer blocks and attention regions. Experimental results show that our target-aware model outperforms existing solutions in generating videos where actors interact accurately with the specified targets. We further demonstrate its efficacy in two downstream applications: video content creation and zero-shot 3D HOI motion synthesis.
BlockGaussian: Efficient Large-Scale Scene Novel View Synthesis via Adaptive Block-Based Gaussian Splatting
The recent advancements in 3D Gaussian Splatting (3DGS) have demonstrated remarkable potential in novel view synthesis tasks. The divide-and-conquer paradigm has enabled large-scale scene reconstruction, but significant challenges remain in scene partitioning, optimization, and merging processes. This paper introduces BlockGaussian, a novel framework incorporating a content-aware scene partition strategy and visibility-aware block optimization to achieve efficient and high-quality large-scale scene reconstruction. Specifically, our approach considers the content-complexity variation across different regions and balances computational load during scene partitioning, enabling efficient scene reconstruction. To tackle the supervision mismatch issue during independent block optimization, we introduce auxiliary points during individual block optimization to align the ground-truth supervision, which enhances the reconstruction quality. Furthermore, we propose a pseudo-view geometry constraint that effectively mitigates rendering degradation caused by airspace floaters during block merging. Extensive experiments on large-scale scenes demonstrate that our approach achieves state-of-the-art performance in both reconstruction efficiency and rendering quality, with a 5x speedup in optimization and an average PSNR improvement of 1.21 dB on multiple benchmarks. Notably, BlockGaussian significantly reduces computational requirements, enabling large-scale scene reconstruction on a single 24GB VRAM device. The project page is available at https://github.com/SunshineWYC/BlockGaussian
Text2Tex: Text-driven Texture Synthesis via Diffusion Models
We present Text2Tex, a novel method for generating high-quality textures for 3D meshes from the given text prompts. Our method incorporates inpainting into a pre-trained depth-aware image diffusion model to progressively synthesize high resolution partial textures from multiple viewpoints. To avoid accumulating inconsistent and stretched artifacts across views, we dynamically segment the rendered view into a generation mask, which represents the generation status of each visible texel. This partitioned view representation guides the depth-aware inpainting model to generate and update partial textures for the corresponding regions. Furthermore, we propose an automatic view sequence generation scheme to determine the next best view for updating the partial texture. Extensive experiments demonstrate that our method significantly outperforms the existing text-driven approaches and GAN-based methods.
Feature 3DGS: Supercharging 3D Gaussian Splatting to Enable Distilled Feature Fields
3D scene representations have gained immense popularity in recent years. Methods that use Neural Radiance fields are versatile for traditional tasks such as novel view synthesis. In recent times, some work has emerged that aims to extend the functionality of NeRF beyond view synthesis, for semantically aware tasks such as editing and segmentation using 3D feature field distillation from 2D foundation models. However, these methods have two major limitations: (a) they are limited by the rendering speed of NeRF pipelines, and (b) implicitly represented feature fields suffer from continuity artifacts reducing feature quality. Recently, 3D Gaussian Splatting has shown state-of-the-art performance on real-time radiance field rendering. In this work, we go one step further: in addition to radiance field rendering, we enable 3D Gaussian splatting on arbitrary-dimension semantic features via 2D foundation model distillation. This translation is not straightforward: naively incorporating feature fields in the 3DGS framework leads to warp-level divergence. We propose architectural and training changes to efficiently avert this problem. Our proposed method is general, and our experiments showcase novel view semantic segmentation, language-guided editing and segment anything through learning feature fields from state-of-the-art 2D foundation models such as SAM and CLIP-LSeg. Across experiments, our distillation method is able to provide comparable or better results, while being significantly faster to both train and render. Additionally, to the best of our knowledge, we are the first method to enable point and bounding-box prompting for radiance field manipulation, by leveraging the SAM model. Project website at: https://feature-3dgs.github.io/
PartCrafter: Structured 3D Mesh Generation via Compositional Latent Diffusion Transformers
We introduce PartCrafter, the first structured 3D generative model that jointly synthesizes multiple semantically meaningful and geometrically distinct 3D meshes from a single RGB image. Unlike existing methods that either produce monolithic 3D shapes or follow two-stage pipelines, i.e., first segmenting an image and then reconstructing each segment, PartCrafter adopts a unified, compositional generation architecture that does not rely on pre-segmented inputs. Conditioned on a single image, it simultaneously denoises multiple 3D parts, enabling end-to-end part-aware generation of both individual objects and complex multi-object scenes. PartCrafter builds upon a pretrained 3D mesh diffusion transformer (DiT) trained on whole objects, inheriting the pretrained weights, encoder, and decoder, and introduces two key innovations: (1) A compositional latent space, where each 3D part is represented by a set of disentangled latent tokens; (2) A hierarchical attention mechanism that enables structured information flow both within individual parts and across all parts, ensuring global coherence while preserving part-level detail during generation. To support part-level supervision, we curate a new dataset by mining part-level annotations from large-scale 3D object datasets. Experiments show that PartCrafter outperforms existing approaches in generating decomposable 3D meshes, including parts that are not directly visible in input images, demonstrating the strength of part-aware generative priors for 3D understanding and synthesis. Code and training data will be released.
3DHumanGAN: 3D-Aware Human Image Generation with 3D Pose Mapping
We present 3DHumanGAN, a 3D-aware generative adversarial network that synthesizes photorealistic images of full-body humans with consistent appearances under different view-angles and body-poses. To tackle the representational and computational challenges in synthesizing the articulated structure of human bodies, we propose a novel generator architecture in which a 2D convolutional backbone is modulated by a 3D pose mapping network. The 3D pose mapping network is formulated as a renderable implicit function conditioned on a posed 3D human mesh. This design has several merits: i) it leverages the strength of 2D GANs to produce high-quality images; ii) it generates consistent images under varying view-angles and poses; iii) the model can incorporate the 3D human prior and enable pose conditioning. Project page: https://3dhumangan.github.io/.
Real-time 3D-aware Portrait Video Relighting
Synthesizing realistic videos of talking faces under custom lighting conditions and viewing angles benefits various downstream applications like video conferencing. However, most existing relighting methods are either time-consuming or unable to adjust the viewpoints. In this paper, we present the first real-time 3D-aware method for relighting in-the-wild videos of talking faces based on Neural Radiance Fields (NeRF). Given an input portrait video, our method can synthesize talking faces under both novel views and novel lighting conditions with a photo-realistic and disentangled 3D representation. Specifically, we infer an albedo tri-plane, as well as a shading tri-plane based on a desired lighting condition for each video frame with fast dual-encoders. We also leverage a temporal consistency network to ensure smooth transitions and reduce flickering artifacts. Our method runs at 32.98 fps on consumer-level hardware and achieves state-of-the-art results in terms of reconstruction quality, lighting error, lighting instability, temporal consistency and inference speed. We demonstrate the effectiveness and interactivity of our method on various portrait videos with diverse lighting and viewing conditions.
Mimic3D: Thriving 3D-Aware GANs via 3D-to-2D Imitation
Generating images with both photorealism and multiview 3D consistency is crucial for 3D-aware GANs, yet existing methods struggle to achieve them simultaneously. Improving the photorealism via CNN-based 2D super-resolution can break the strict 3D consistency, while keeping the 3D consistency by learning high-resolution 3D representations for direct rendering often compromises image quality. In this paper, we propose a novel learning strategy, namely 3D-to-2D imitation, which enables a 3D-aware GAN to generate high-quality images while maintaining their strict 3D consistency, by letting the images synthesized by the generator's 3D rendering branch to mimic those generated by its 2D super-resolution branch. We also introduce 3D-aware convolutions into the generator for better 3D representation learning, which further improves the image generation quality. With the above strategies, our method reaches FID scores of 5.4 and 4.3 on FFHQ and AFHQ-v2 Cats, respectively, at 512x512 resolution, largely outperforming existing 3D-aware GANs using direct 3D rendering and coming very close to the previous state-of-the-art method that leverages 2D super-resolution. Project website: https://seanchenxy.github.io/Mimic3DWeb.
MetaDreamer: Efficient Text-to-3D Creation With Disentangling Geometry and Texture
Generative models for 3D object synthesis have seen significant advancements with the incorporation of prior knowledge distilled from 2D diffusion models. Nevertheless, challenges persist in the form of multi-view geometric inconsistencies and slow generation speeds within the existing 3D synthesis frameworks. This can be attributed to two factors: firstly, the deficiency of abundant geometric a priori knowledge in optimization, and secondly, the entanglement issue between geometry and texture in conventional 3D generation methods.In response, we introduce MetaDreammer, a two-stage optimization approach that leverages rich 2D and 3D prior knowledge. In the first stage, our emphasis is on optimizing the geometric representation to ensure multi-view consistency and accuracy of 3D objects. In the second stage, we concentrate on fine-tuning the geometry and optimizing the texture, thereby achieving a more refined 3D object. Through leveraging 2D and 3D prior knowledge in two stages, respectively, we effectively mitigate the interdependence between geometry and texture. MetaDreamer establishes clear optimization objectives for each stage, resulting in significant time savings in the 3D generation process. Ultimately, MetaDreamer can generate high-quality 3D objects based on textual prompts within 20 minutes, and to the best of our knowledge, it is the most efficient text-to-3D generation method. Furthermore, we introduce image control into the process, enhancing the controllability of 3D generation. Extensive empirical evidence confirms that our method is not only highly efficient but also achieves a quality level that is at the forefront of current state-of-the-art 3D generation techniques.
ThemeStation: Generating Theme-Aware 3D Assets from Few Exemplars
Real-world applications often require a large gallery of 3D assets that share a consistent theme. While remarkable advances have been made in general 3D content creation from text or image, synthesizing customized 3D assets following the shared theme of input 3D exemplars remains an open and challenging problem. In this work, we present ThemeStation, a novel approach for theme-aware 3D-to-3D generation. ThemeStation synthesizes customized 3D assets based on given few exemplars with two goals: 1) unity for generating 3D assets that thematically align with the given exemplars and 2) diversity for generating 3D assets with a high degree of variations. To this end, we design a two-stage framework that draws a concept image first, followed by a reference-informed 3D modeling stage. We propose a novel dual score distillation (DSD) loss to jointly leverage priors from both the input exemplars and the synthesized concept image. Extensive experiments and user studies confirm that ThemeStation surpasses prior works in producing diverse theme-aware 3D models with impressive quality. ThemeStation also enables various applications such as controllable 3D-to-3D generation.
OmniPart: Part-Aware 3D Generation with Semantic Decoupling and Structural Cohesion
The creation of 3D assets with explicit, editable part structures is crucial for advancing interactive applications, yet most generative methods produce only monolithic shapes, limiting their utility. We introduce OmniPart, a novel framework for part-aware 3D object generation designed to achieve high semantic decoupling among components while maintaining robust structural cohesion. OmniPart uniquely decouples this complex task into two synergistic stages: (1) an autoregressive structure planning module generates a controllable, variable-length sequence of 3D part bounding boxes, critically guided by flexible 2D part masks that allow for intuitive control over part decomposition without requiring direct correspondences or semantic labels; and (2) a spatially-conditioned rectified flow model, efficiently adapted from a pre-trained holistic 3D generator, synthesizes all 3D parts simultaneously and consistently within the planned layout. Our approach supports user-defined part granularity, precise localization, and enables diverse downstream applications. Extensive experiments demonstrate that OmniPart achieves state-of-the-art performance, paving the way for more interpretable, editable, and versatile 3D content.
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.
Eye2Eye: A Simple Approach for Monocular-to-Stereo Video Synthesis
The rising popularity of immersive visual experiences has increased interest in stereoscopic 3D video generation. Despite significant advances in video synthesis, creating 3D videos remains challenging due to the relative scarcity of 3D video data. We propose a simple approach for transforming a text-to-video generator into a video-to-stereo generator. Given an input video, our framework automatically produces the video frames from a shifted viewpoint, enabling a compelling 3D effect. Prior and concurrent approaches for this task typically operate in multiple phases, first estimating video disparity or depth, then warping the video accordingly to produce a second view, and finally inpainting the disoccluded regions. This approach inherently fails when the scene involves specular surfaces or transparent objects. In such cases, single-layer disparity estimation is insufficient, resulting in artifacts and incorrect pixel shifts during warping. Our work bypasses these restrictions by directly synthesizing the new viewpoint, avoiding any intermediate steps. This is achieved by leveraging a pre-trained video model's priors on geometry, object materials, optics, and semantics, without relying on external geometry models or manually disentangling geometry from the synthesis process. We demonstrate the advantages of our approach in complex, real-world scenarios featuring diverse object materials and compositions. See videos on https://video-eye2eye.github.io
Advances in 3D Generation: A Survey
Generating 3D models lies at the core of computer graphics and has been the focus of decades of research. With the emergence of advanced neural representations and generative models, the field of 3D content generation is developing rapidly, enabling the creation of increasingly high-quality and diverse 3D models. The rapid growth of this field makes it difficult to stay abreast of all recent developments. In this survey, we aim to introduce the fundamental methodologies of 3D generation methods and establish a structured roadmap, encompassing 3D representation, generation methods, datasets, and corresponding applications. Specifically, we introduce the 3D representations that serve as the backbone for 3D generation. Furthermore, we provide a comprehensive overview of the rapidly growing literature on generation methods, categorized by the type of algorithmic paradigms, including feedforward generation, optimization-based generation, procedural generation, and generative novel view synthesis. Lastly, we discuss available datasets, applications, and open challenges. We hope this survey will help readers explore this exciting topic and foster further advancements in the field of 3D content generation.
3D-aware Image Generation using 2D Diffusion Models
In this paper, we introduce a novel 3D-aware image generation method that leverages 2D diffusion models. We formulate the 3D-aware image generation task as multiview 2D image set generation, and further to a sequential unconditional-conditional multiview image generation process. This allows us to utilize 2D diffusion models to boost the generative modeling power of the method. Additionally, we incorporate depth information from monocular depth estimators to construct the training data for the conditional diffusion model using only still images. We train our method on a large-scale dataset, i.e., ImageNet, which is not addressed by previous methods. It produces high-quality images that significantly outperform prior methods. Furthermore, our approach showcases its capability to generate instances with large view angles, even though the training images are diverse and unaligned, gathered from "in-the-wild" real-world environments.
3D Scene Generation: A Survey
3D scene generation seeks to synthesize spatially structured, semantically meaningful, and photorealistic environments for applications such as immersive media, robotics, autonomous driving, and embodied AI. Early methods based on procedural rules offered scalability but limited diversity. Recent advances in deep generative models (e.g., GANs, diffusion models) and 3D representations (e.g., NeRF, 3D Gaussians) have enabled the learning of real-world scene distributions, improving fidelity, diversity, and view consistency. Recent advances like diffusion models bridge 3D scene synthesis and photorealism by reframing generation as image or video synthesis problems. This survey provides a systematic overview of state-of-the-art approaches, organizing them into four paradigms: procedural generation, neural 3D-based generation, image-based generation, and video-based generation. We analyze their technical foundations, trade-offs, and representative results, and review commonly used datasets, evaluation protocols, and downstream applications. We conclude by discussing key challenges in generation capacity, 3D representation, data and annotations, and evaluation, and outline promising directions including higher fidelity, physics-aware and interactive generation, and unified perception-generation models. This review organizes recent advances in 3D scene generation and highlights promising directions at the intersection of generative AI, 3D vision, and embodied intelligence. To track ongoing developments, we maintain an up-to-date project page: https://github.com/hzxie/Awesome-3D-Scene-Generation.
Recent Advance in 3D Object and Scene Generation: A Survey
In recent years, the demand for 3D content has grown exponentially with intelligent upgrading of interactive media, extended reality (XR), and Metaverse industries. In order to overcome the limitation of traditional manual modeling approaches, such as labor-intensive workflows and prolonged production cycles, revolutionary advances have been achieved through the convergence of novel 3D representation paradigms and artificial intelligence generative technologies. In this survey, we conduct a systematically review of the cutting-edge achievements in static 3D object and scene generation, as well as establish a comprehensive technical framework through systematic categorization. Specifically, we initiate our analysis with mainstream 3D object representations, followed by in-depth exploration of two principal technical pathways in object generation: data-driven supervised learning methods and deep generative model-based approaches. Regarding scene generation, we focus on three dominant paradigms: layout-guided compositional synthesis, 2D prior-based scene generation, and rule-driven modeling. Finally, we critically examine persistent challenges in 3D generation and propose potential research directions for future investigation. This survey aims to provide readers with a structured understanding of state-of-the-art 3D generation technologies while inspiring researchers to undertake more exploration in this domain.
SMERF: Streamable Memory Efficient Radiance Fields for Real-Time Large-Scene Exploration
Recent techniques for real-time view synthesis have rapidly advanced in fidelity and speed, and modern methods are capable of rendering near-photorealistic scenes at interactive frame rates. At the same time, a tension has arisen between explicit scene representations amenable to rasterization and neural fields built on ray marching, with state-of-the-art instances of the latter surpassing the former in quality while being prohibitively expensive for real-time applications. In this work, we introduce SMERF, a view synthesis approach that achieves state-of-the-art accuracy among real-time methods on large scenes with footprints up to 300 m^2 at a volumetric resolution of 3.5 mm^3. Our method is built upon two primary contributions: a hierarchical model partitioning scheme, which increases model capacity while constraining compute and memory consumption, and a distillation training strategy that simultaneously yields high fidelity and internal consistency. Our approach enables full six degrees of freedom (6DOF) navigation within a web browser and renders in real-time on commodity smartphones and laptops. Extensive experiments show that our method exceeds the current state-of-the-art in real-time novel view synthesis by 0.78 dB on standard benchmarks and 1.78 dB on large scenes, renders frames three orders of magnitude faster than state-of-the-art radiance field models, and achieves real-time performance across a wide variety of commodity devices, including smartphones. We encourage readers to explore these models interactively at our project website: https://smerf-3d.github.io.
SparSplat: Fast Multi-View Reconstruction with Generalizable 2D Gaussian Splatting
Recovering 3D information from scenes via multi-view stereo reconstruction (MVS) and novel view synthesis (NVS) is inherently challenging, particularly in scenarios involving sparse-view setups. The advent of 3D Gaussian Splatting (3DGS) enabled real-time, photorealistic NVS. Following this, 2D Gaussian Splatting (2DGS) leveraged perspective accurate 2D Gaussian primitive rasterization to achieve accurate geometry representation during rendering, improving 3D scene reconstruction while maintaining real-time performance. Recent approaches have tackled the problem of sparse real-time NVS using 3DGS within a generalizable, MVS-based learning framework to regress 3D Gaussian parameters. Our work extends this line of research by addressing the challenge of generalizable sparse 3D reconstruction and NVS jointly, and manages to perform successfully at both tasks. We propose an MVS-based learning pipeline that regresses 2DGS surface element parameters in a feed-forward fashion to perform 3D shape reconstruction and NVS from sparse-view images. We further show that our generalizable pipeline can benefit from preexisting foundational multi-view deep visual features. The resulting model attains the state-of-the-art results on the DTU sparse 3D reconstruction benchmark in terms of Chamfer distance to ground-truth, as-well as state-of-the-art NVS. It also demonstrates strong generalization on the BlendedMVS and Tanks and Temples datasets. We note that our model outperforms the prior state-of-the-art in feed-forward sparse view reconstruction based on volume rendering of implicit representations, while offering an almost 2 orders of magnitude higher inference speed.
3DIS: Depth-Driven Decoupled Instance Synthesis for Text-to-Image Generation
The increasing demand for controllable outputs in text-to-image generation has spurred advancements in multi-instance generation (MIG), allowing users to define both instance layouts and attributes. However, unlike image-conditional generation methods such as ControlNet, MIG techniques have not been widely adopted in state-of-the-art models like SD2 and SDXL, primarily due to the challenge of building robust renderers that simultaneously handle instance positioning and attribute rendering. In this paper, we introduce Depth-Driven Decoupled Instance Synthesis (3DIS), a novel framework that decouples the MIG process into two stages: (i) generating a coarse scene depth map for accurate instance positioning and scene composition, and (ii) rendering fine-grained attributes using pre-trained ControlNet on any foundational model, without additional training. Our 3DIS framework integrates a custom adapter into LDM3D for precise depth-based layouts and employs a finetuning-free method for enhanced instance-level attribute rendering. Extensive experiments on COCO-Position and COCO-MIG benchmarks demonstrate that 3DIS significantly outperforms existing methods in both layout precision and attribute rendering. Notably, 3DIS offers seamless compatibility with diverse foundational models, providing a robust, adaptable solution for advanced multi-instance generation. The code is available at: https://github.com/limuloo/3DIS.
PixelSynth: Generating a 3D-Consistent Experience from a Single Image
Recent advancements in differentiable rendering and 3D reasoning have driven exciting results in novel view synthesis from a single image. Despite realistic results, methods are limited to relatively small view change. In order to synthesize immersive scenes, models must also be able to extrapolate. We present an approach that fuses 3D reasoning with autoregressive modeling to outpaint large view changes in a 3D-consistent manner, enabling scene synthesis. We demonstrate considerable improvement in single image large-angle view synthesis results compared to a variety of methods and possible variants across simulated and real datasets. In addition, we show increased 3D consistency compared to alternative accumulation methods. Project website: https://crockwell.github.io/pixelsynth/
V3D: Video Diffusion Models are Effective 3D Generators
Automatic 3D generation has recently attracted widespread attention. Recent methods have greatly accelerated the generation speed, but usually produce less-detailed objects due to limited model capacity or 3D data. Motivated by recent advancements in video diffusion models, we introduce V3D, which leverages the world simulation capacity of pre-trained video diffusion models to facilitate 3D generation. To fully unleash the potential of video diffusion to perceive the 3D world, we further introduce geometrical consistency prior and extend the video diffusion model to a multi-view consistent 3D generator. Benefiting from this, the state-of-the-art video diffusion model could be fine-tuned to generate 360degree orbit frames surrounding an object given a single image. With our tailored reconstruction pipelines, we can generate high-quality meshes or 3D Gaussians within 3 minutes. Furthermore, our method can be extended to scene-level novel view synthesis, achieving precise control over the camera path with sparse input views. Extensive experiments demonstrate the superior performance of the proposed approach, especially in terms of generation quality and multi-view consistency. Our code is available at https://github.com/heheyas/V3D
3DIS-FLUX: simple and efficient multi-instance generation with DiT rendering
The growing demand for controllable outputs in text-to-image generation has driven significant advancements in multi-instance generation (MIG), enabling users to define both instance layouts and attributes. Currently, the state-of-the-art methods in MIG are primarily adapter-based. However, these methods necessitate retraining a new adapter each time a more advanced model is released, resulting in significant resource consumption. A methodology named Depth-Driven Decoupled Instance Synthesis (3DIS) has been introduced, which decouples MIG into two distinct phases: 1) depth-based scene construction and 2) detail rendering with widely pre-trained depth control models. The 3DIS method requires adapter training solely during the scene construction phase, while enabling various models to perform training-free detail rendering. Initially, 3DIS focused on rendering techniques utilizing U-Net architectures such as SD1.5, SD2, and SDXL, without exploring the potential of recent DiT-based models like FLUX. In this paper, we present 3DIS-FLUX, an extension of the 3DIS framework that integrates the FLUX model for enhanced rendering capabilities. Specifically, we employ the FLUX.1-Depth-dev model for depth map controlled image generation and introduce a detail renderer that manipulates the Attention Mask in FLUX's Joint Attention mechanism based on layout information. This approach allows for the precise rendering of fine-grained attributes of each instance. Our experimental results indicate that 3DIS-FLUX, leveraging the FLUX model, outperforms the original 3DIS method, which utilized SD2 and SDXL, and surpasses current state-of-the-art adapter-based methods in terms of both performance and image quality. Project Page: https://limuloo.github.io/3DIS/.
Diffusion Models are Geometry Critics: Single Image 3D Editing Using Pre-Trained Diffusion Priors
We propose a novel image editing technique that enables 3D manipulations on single images, such as object rotation and translation. Existing 3D-aware image editing approaches typically rely on synthetic multi-view datasets for training specialized models, thus constraining their effectiveness on open-domain images featuring significantly more varied layouts and styles. In contrast, our method directly leverages powerful image diffusion models trained on a broad spectrum of text-image pairs and thus retain their exceptional generalization abilities. This objective is realized through the development of an iterative novel view synthesis and geometry alignment algorithm. The algorithm harnesses diffusion models for dual purposes: they provide appearance prior by predicting novel views of the selected object using estimated depth maps, and they act as a geometry critic by correcting misalignments in 3D shapes across the sampled views. Our method can generate high-quality 3D-aware image edits with large viewpoint transformations and high appearance and shape consistency with the input image, pushing the boundaries of what is possible with single-image 3D-aware editing.
Prometheus: 3D-Aware Latent Diffusion Models for Feed-Forward Text-to-3D Scene Generation
In this work, we introduce Prometheus, a 3D-aware latent diffusion model for text-to-3D generation at both object and scene levels in seconds. We formulate 3D scene generation as multi-view, feed-forward, pixel-aligned 3D Gaussian generation within the latent diffusion paradigm. To ensure generalizability, we build our model upon pre-trained text-to-image generation model with only minimal adjustments, and further train it using a large number of images from both single-view and multi-view datasets. Furthermore, we introduce an RGB-D latent space into 3D Gaussian generation to disentangle appearance and geometry information, enabling efficient feed-forward generation of 3D Gaussians with better fidelity and geometry. Extensive experimental results demonstrate the effectiveness of our method in both feed-forward 3D Gaussian reconstruction and text-to-3D generation. Project page: https://freemty.github.io/project-prometheus/
You See it, You Got it: Learning 3D Creation on Pose-Free Videos at Scale
Recent 3D generation models typically rely on limited-scale 3D `gold-labels' or 2D diffusion priors for 3D content creation. However, their performance is upper-bounded by constrained 3D priors due to the lack of scalable learning paradigms. In this work, we present See3D, a visual-conditional multi-view diffusion model trained on large-scale Internet videos for open-world 3D creation. The model aims to Get 3D knowledge by solely Seeing the visual contents from the vast and rapidly growing video data -- You See it, You Got it. To achieve this, we first scale up the training data using a proposed data curation pipeline that automatically filters out multi-view inconsistencies and insufficient observations from source videos. This results in a high-quality, richly diverse, large-scale dataset of multi-view images, termed WebVi3D, containing 320M frames from 16M video clips. Nevertheless, learning generic 3D priors from videos without explicit 3D geometry or camera pose annotations is nontrivial, and annotating poses for web-scale videos is prohibitively expensive. To eliminate the need for pose conditions, we introduce an innovative visual-condition - a purely 2D-inductive visual signal generated by adding time-dependent noise to the masked video data. Finally, we introduce a novel visual-conditional 3D generation framework by integrating See3D into a warping-based pipeline for high-fidelity 3D generation. Our numerical and visual comparisons on single and sparse reconstruction benchmarks show that See3D, trained on cost-effective and scalable video data, achieves notable zero-shot and open-world generation capabilities, markedly outperforming models trained on costly and constrained 3D datasets. Please refer to our project page at: https://vision.baai.ac.cn/see3d
DreamCube: 3D Panorama Generation via Multi-plane Synchronization
3D panorama synthesis is a promising yet challenging task that demands high-quality and diverse visual appearance and geometry of the generated omnidirectional content. Existing methods leverage rich image priors from pre-trained 2D foundation models to circumvent the scarcity of 3D panoramic data, but the incompatibility between 3D panoramas and 2D single views limits their effectiveness. In this work, we demonstrate that by applying multi-plane synchronization to the operators from 2D foundation models, their capabilities can be seamlessly extended to the omnidirectional domain. Based on this design, we further introduce DreamCube, a multi-plane RGB-D diffusion model for 3D panorama generation, which maximizes the reuse of 2D foundation model priors to achieve diverse appearances and accurate geometry while maintaining multi-view consistency. Extensive experiments demonstrate the effectiveness of our approach in panoramic image generation, panoramic depth estimation, and 3D scene generation.
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.
NeRF: Representing Scenes as Neural Radiance Fields for View Synthesis
We present a method that achieves state-of-the-art results for synthesizing novel views of complex scenes by optimizing an underlying continuous volumetric scene function using a sparse set of input views. Our algorithm represents a scene using a fully-connected (non-convolutional) deep network, whose input is a single continuous 5D coordinate (spatial location (x,y,z) and viewing direction (theta, phi)) and whose output is the volume density and view-dependent emitted radiance at that spatial location. We synthesize views by querying 5D coordinates along camera rays and use classic volume rendering techniques to project the output colors and densities into an image. Because volume rendering is naturally differentiable, the only input required to optimize our representation is a set of images with known camera poses. We describe how to effectively optimize neural radiance fields to render photorealistic novel views of scenes with complicated geometry and appearance, and demonstrate results that outperform prior work on neural rendering and view synthesis. View synthesis results are best viewed as videos, so we urge readers to view our supplementary video for convincing comparisons.
DreamCraft3D: Hierarchical 3D Generation with Bootstrapped Diffusion Prior
We present DreamCraft3D, a hierarchical 3D content generation method that produces high-fidelity and coherent 3D objects. We tackle the problem by leveraging a 2D reference image to guide the stages of geometry sculpting and texture boosting. A central focus of this work is to address the consistency issue that existing works encounter. To sculpt geometries that render coherently, we perform score distillation sampling via a view-dependent diffusion model. This 3D prior, alongside several training strategies, prioritizes the geometry consistency but compromises the texture fidelity. We further propose Bootstrapped Score Distillation to specifically boost the texture. We train a personalized diffusion model, Dreambooth, on the augmented renderings of the scene, imbuing it with 3D knowledge of the scene being optimized. The score distillation from this 3D-aware diffusion prior provides view-consistent guidance for the scene. Notably, through an alternating optimization of the diffusion prior and 3D scene representation, we achieve mutually reinforcing improvements: the optimized 3D scene aids in training the scene-specific diffusion model, which offers increasingly view-consistent guidance for 3D optimization. The optimization is thus bootstrapped and leads to substantial texture boosting. With tailored 3D priors throughout the hierarchical generation, DreamCraft3D generates coherent 3D objects with photorealistic renderings, advancing the state-of-the-art in 3D content generation. Code available at https://github.com/deepseek-ai/DreamCraft3D.
CC3D: Layout-Conditioned Generation of Compositional 3D Scenes
In this work, we introduce CC3D, a conditional generative model that synthesizes complex 3D scenes conditioned on 2D semantic scene layouts, trained using single-view images. Different from most existing 3D GANs that limit their applicability to aligned single objects, we focus on generating complex scenes with multiple objects, by modeling the compositional nature of 3D scenes. By devising a 2D layout-based approach for 3D synthesis and implementing a new 3D field representation with a stronger geometric inductive bias, we have created a 3D GAN that is both efficient and of high quality, while allowing for a more controllable generation process. Our evaluations on synthetic 3D-FRONT and real-world KITTI-360 datasets demonstrate that our model generates scenes of improved visual and geometric quality in comparison to previous works.
From One to More: Contextual Part Latents for 3D Generation
Recent advances in 3D generation have transitioned from multi-view 2D rendering approaches to 3D-native latent diffusion frameworks that exploit geometric priors in ground truth data. Despite progress, three key limitations persist: (1) Single-latent representations fail to capture complex multi-part geometries, causing detail degradation; (2) Holistic latent coding neglects part independence and interrelationships critical for compositional design; (3) Global conditioning mechanisms lack fine-grained controllability. Inspired by human 3D design workflows, we propose CoPart - a part-aware diffusion framework that decomposes 3D objects into contextual part latents for coherent multi-part generation. This paradigm offers three advantages: i) Reduces encoding complexity through part decomposition; ii) Enables explicit part relationship modeling; iii) Supports part-level conditioning. We further develop a mutual guidance strategy to fine-tune pre-trained diffusion models for joint part latent denoising, ensuring both geometric coherence and foundation model priors. To enable large-scale training, we construct Partverse - a novel 3D part dataset derived from Objaverse through automated mesh segmentation and human-verified annotations. Extensive experiments demonstrate CoPart's superior capabilities in part-level editing, articulated object generation, and scene composition with unprecedented controllability.
Unaligned 2D to 3D Translation with Conditional Vector-Quantized Code Diffusion using Transformers
Generating 3D images of complex objects conditionally from a few 2D views is a difficult synthesis problem, compounded by issues such as domain gap and geometric misalignment. For instance, a unified framework such as Generative Adversarial Networks cannot achieve this unless they explicitly define both a domain-invariant and geometric-invariant joint latent distribution, whereas Neural Radiance Fields are generally unable to handle both issues as they optimize at the pixel level. By contrast, we propose a simple and novel 2D to 3D synthesis approach based on conditional diffusion with vector-quantized codes. Operating in an information-rich code space enables high-resolution 3D synthesis via full-coverage attention across the views. Specifically, we generate the 3D codes (e.g. for CT images) conditional on previously generated 3D codes and the entire codebook of two 2D views (e.g. 2D X-rays). Qualitative and quantitative results demonstrate state-of-the-art performance over specialized methods across varied evaluation criteria, including fidelity metrics such as density, coverage, and distortion metrics for two complex volumetric imagery datasets from in real-world scenarios.
3D-PreMise: Can Large Language Models Generate 3D Shapes with Sharp Features and Parametric Control?
Recent advancements in implicit 3D representations and generative models have markedly propelled the field of 3D object generation forward. However, it remains a significant challenge to accurately model geometries with defined sharp features under parametric controls, which is crucial in fields like industrial design and manufacturing. To bridge this gap, we introduce a framework that employs Large Language Models (LLMs) to generate text-driven 3D shapes, manipulating 3D software via program synthesis. We present 3D-PreMise, a dataset specifically tailored for 3D parametric modeling of industrial shapes, designed to explore state-of-the-art LLMs within our proposed pipeline. Our work reveals effective generation strategies and delves into the self-correction capabilities of LLMs using a visual interface. Our work highlights both the potential and limitations of LLMs in 3D parametric modeling for industrial applications.
InfiniCity: Infinite-Scale City Synthesis
Toward infinite-scale 3D city synthesis, we propose a novel framework, InfiniCity, which constructs and renders an unconstrainedly large and 3D-grounded environment from random noises. InfiniCity decomposes the seemingly impractical task into three feasible modules, taking advantage of both 2D and 3D data. First, an infinite-pixel image synthesis module generates arbitrary-scale 2D maps from the bird's-eye view. Next, an octree-based voxel completion module lifts the generated 2D map to 3D octrees. Finally, a voxel-based neural rendering module texturizes the voxels and renders 2D images. InfiniCity can thus synthesize arbitrary-scale and traversable 3D city environments, and allow flexible and interactive editing from users. We quantitatively and qualitatively demonstrate the efficacy of the proposed framework. Project page: https://hubert0527.github.io/infinicity/
PE3R: Perception-Efficient 3D Reconstruction
Recent advancements in 2D-to-3D perception have significantly improved the understanding of 3D scenes from 2D images. However, existing methods face critical challenges, including limited generalization across scenes, suboptimal perception accuracy, and slow reconstruction speeds. To address these limitations, we propose Perception-Efficient 3D Reconstruction (PE3R), a novel framework designed to enhance both accuracy and efficiency. PE3R employs a feed-forward architecture to enable rapid 3D semantic field reconstruction. The framework demonstrates robust zero-shot generalization across diverse scenes and objects while significantly improving reconstruction speed. Extensive experiments on 2D-to-3D open-vocabulary segmentation and 3D reconstruction validate the effectiveness and versatility of PE3R. The framework achieves a minimum 9-fold speedup in 3D semantic field reconstruction, along with substantial gains in perception accuracy and reconstruction precision, setting new benchmarks in the field. The code is publicly available at: https://github.com/hujiecpp/PE3R.
CAD: Photorealistic 3D Generation via Adversarial Distillation
The increased demand for 3D data in AR/VR, robotics and gaming applications, gave rise to powerful generative pipelines capable of synthesizing high-quality 3D objects. Most of these models rely on the Score Distillation Sampling (SDS) algorithm to optimize a 3D representation such that the rendered image maintains a high likelihood as evaluated by a pre-trained diffusion model. However, finding a correct mode in the high-dimensional distribution produced by the diffusion model is challenging and often leads to issues such as over-saturation, over-smoothing, and Janus-like artifacts. In this paper, we propose a novel learning paradigm for 3D synthesis that utilizes pre-trained diffusion models. Instead of focusing on mode-seeking, our method directly models the distribution discrepancy between multi-view renderings and diffusion priors in an adversarial manner, which unlocks the generation of high-fidelity and photorealistic 3D content, conditioned on a single image and prompt. Moreover, by harnessing the latent space of GANs and expressive diffusion model priors, our method facilitates a wide variety of 3D applications including single-view reconstruction, high diversity generation and continuous 3D interpolation in the open domain. The experiments demonstrate the superiority of our pipeline compared to previous works in terms of generation quality and diversity.
Trans4D: Realistic Geometry-Aware Transition for Compositional Text-to-4D Synthesis
Recent advances in diffusion models have demonstrated exceptional capabilities in image and video generation, further improving the effectiveness of 4D synthesis. Existing 4D generation methods can generate high-quality 4D objects or scenes based on user-friendly conditions, benefiting the gaming and video industries. However, these methods struggle to synthesize significant object deformation of complex 4D transitions and interactions within scenes. To address this challenge, we propose Trans4D, a novel text-to-4D synthesis framework that enables realistic complex scene transitions. Specifically, we first use multi-modal large language models (MLLMs) to produce a physic-aware scene description for 4D scene initialization and effective transition timing planning. Then we propose a geometry-aware 4D transition network to realize a complex scene-level 4D transition based on the plan, which involves expressive geometrical object deformation. Extensive experiments demonstrate that Trans4D consistently outperforms existing state-of-the-art methods in generating 4D scenes with accurate and high-quality transitions, validating its effectiveness. Code: https://github.com/YangLing0818/Trans4D
ACT-R: Adaptive Camera Trajectories for Single View 3D Reconstruction
We introduce the simple idea of adaptive view planning to multi-view synthesis, aiming to improve both occlusion revelation and 3D consistency for single-view 3D reconstruction. Instead of producing an unordered set of views independently or simultaneously, we generate a sequence of views, leveraging temporal consistency to enhance 3D coherence. More importantly, our view sequence is not determined by a pre-determined and fixed camera setup. Instead, we compute an adaptive camera trajectory (ACT), forming an orbit, which seeks to maximize the visibility of occluded regions of the 3D object to be reconstructed. Once the best orbit is found, we feed it to a video diffusion model to generate novel views around the orbit, which can then be passed to any multi-view 3D reconstruction model to obtain the final result. Our multi-view synthesis pipeline is quite efficient since it involves no run-time training/optimization, only forward inferences by applying pre-trained models for occlusion analysis and multi-view synthesis. Our method predicts camera trajectories that reveal occlusions effectively and produce consistent novel views, significantly improving 3D reconstruction over SOTA alternatives on the unseen GSO dataset.
Patch-based 3D Natural Scene Generation from a Single Example
We target a 3D generative model for general natural scenes that are typically unique and intricate. Lacking the necessary volumes of training data, along with the difficulties of having ad hoc designs in presence of varying scene characteristics, renders existing setups intractable. Inspired by classical patch-based image models, we advocate for synthesizing 3D scenes at the patch level, given a single example. At the core of this work lies important algorithmic designs w.r.t the scene representation and generative patch nearest-neighbor module, that address unique challenges arising from lifting classical 2D patch-based framework to 3D generation. These design choices, on a collective level, contribute to a robust, effective, and efficient model that can generate high-quality general natural scenes with both realistic geometric structure and visual appearance, in large quantities and varieties, as demonstrated upon a variety of exemplar scenes.
L3DG: Latent 3D Gaussian Diffusion
We propose L3DG, the first approach for generative 3D modeling of 3D Gaussians through a latent 3D Gaussian diffusion formulation. This enables effective generative 3D modeling, scaling to generation of entire room-scale scenes which can be very efficiently rendered. To enable effective synthesis of 3D Gaussians, we propose a latent diffusion formulation, operating in a compressed latent space of 3D Gaussians. This compressed latent space is learned by a vector-quantized variational autoencoder (VQ-VAE), for which we employ a sparse convolutional architecture to efficiently operate on room-scale scenes. This way, the complexity of the costly generation process via diffusion is substantially reduced, allowing higher detail on object-level generation, as well as scalability to large scenes. By leveraging the 3D Gaussian representation, the generated scenes can be rendered from arbitrary viewpoints in real-time. We demonstrate that our approach significantly improves visual quality over prior work on unconditional object-level radiance field synthesis and showcase its applicability to room-scale scene generation.
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.
Portrait4D-v2: Pseudo Multi-View Data Creates Better 4D Head Synthesizer
In this paper, we propose a novel learning approach for feed-forward one-shot 4D head avatar synthesis. Different from existing methods that often learn from reconstructing monocular videos guided by 3DMM, we employ pseudo multi-view videos to learn a 4D head synthesizer in a data-driven manner, avoiding reliance on inaccurate 3DMM reconstruction that could be detrimental to the synthesis performance. The key idea is to first learn a 3D head synthesizer using synthetic multi-view images to convert monocular real videos into multi-view ones, and then utilize the pseudo multi-view videos to learn a 4D head synthesizer via cross-view self-reenactment. By leveraging a simple vision transformer backbone with motion-aware cross-attentions, our method exhibits superior performance compared to previous methods in terms of reconstruction fidelity, geometry consistency, and motion control accuracy. We hope our method offers novel insights into integrating 3D priors with 2D supervisions for improved 4D head avatar creation.
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.
LAYOUTDREAMER: Physics-guided Layout for Text-to-3D Compositional Scene Generation
Recently, the field of text-guided 3D scene generation has garnered significant attention. High-quality generation that aligns with physical realism and high controllability is crucial for practical 3D scene applications. However, existing methods face fundamental limitations: (i) difficulty capturing complex relationships between multiple objects described in the text, (ii) inability to generate physically plausible scene layouts, and (iii) lack of controllability and extensibility in compositional scenes. In this paper, we introduce LayoutDreamer, a framework that leverages 3D Gaussian Splatting (3DGS) to facilitate high-quality, physically consistent compositional scene generation guided by text. Specifically, given a text prompt, we convert it into a directed scene graph and adaptively adjust the density and layout of the initial compositional 3D Gaussians. Subsequently, dynamic camera adjustments are made based on the training focal point to ensure entity-level generation quality. Finally, by extracting directed dependencies from the scene graph, we tailor physical and layout energy to ensure both realism and flexibility. Comprehensive experiments demonstrate that LayoutDreamer outperforms other compositional scene generation quality and semantic alignment methods. Specifically, it achieves state-of-the-art (SOTA) performance in the multiple objects generation metric of T3Bench.
GaussianAnything: Interactive Point Cloud Latent Diffusion for 3D Generation
While 3D content generation has advanced significantly, existing methods still face challenges with input formats, latent space design, and output representations. This paper introduces a novel 3D generation framework that addresses these challenges, offering scalable, high-quality 3D generation with an interactive Point Cloud-structured Latent space. Our framework employs a Variational Autoencoder (VAE) with multi-view posed RGB-D(epth)-N(ormal) renderings as input, using a unique latent space design that preserves 3D shape information, and incorporates a cascaded latent diffusion model for improved shape-texture disentanglement. The proposed method, GaussianAnything, supports multi-modal conditional 3D generation, allowing for point cloud, caption, and single/multi-view image inputs. Notably, the newly proposed latent space naturally enables geometry-texture disentanglement, thus allowing 3D-aware editing. Experimental results demonstrate the effectiveness of our approach on multiple datasets, outperforming existing methods in both text- and image-conditioned 3D generation.
DreamScene360: Unconstrained Text-to-3D Scene Generation with Panoramic Gaussian Splatting
The increasing demand for virtual reality applications has highlighted the significance of crafting immersive 3D assets. We present a text-to-3D 360^{circ} scene generation pipeline that facilitates the creation of comprehensive 360^{circ} scenes for in-the-wild environments in a matter of minutes. Our approach utilizes the generative power of a 2D diffusion model and prompt self-refinement to create a high-quality and globally coherent panoramic image. This image acts as a preliminary "flat" (2D) scene representation. Subsequently, it is lifted into 3D Gaussians, employing splatting techniques to enable real-time exploration. To produce consistent 3D geometry, our pipeline constructs a spatially coherent structure by aligning the 2D monocular depth into a globally optimized point cloud. This point cloud serves as the initial state for the centroids of 3D Gaussians. In order to address invisible issues inherent in single-view inputs, we impose semantic and geometric constraints on both synthesized and input camera views as regularizations. These guide the optimization of Gaussians, aiding in the reconstruction of unseen regions. In summary, our method offers a globally consistent 3D scene within a 360^{circ} perspective, providing an enhanced immersive experience over existing techniques. Project website at: http://dreamscene360.github.io/
Advancing high-fidelity 3D and Texture Generation with 2.5D latents
Despite the availability of large-scale 3D datasets and advancements in 3D generative models, the complexity and uneven quality of 3D geometry and texture data continue to hinder the performance of 3D generation techniques. In most existing approaches, 3D geometry and texture are generated in separate stages using different models and non-unified representations, frequently leading to unsatisfactory coherence between geometry and texture. To address these challenges, we propose a novel framework for joint generation of 3D geometry and texture. Specifically, we focus in generate a versatile 2.5D representations that can be seamlessly transformed between 2D and 3D. Our approach begins by integrating multiview RGB, normal, and coordinate images into a unified representation, termed as 2.5D latents. Next, we adapt pre-trained 2D foundation models for high-fidelity 2.5D generation, utilizing both text and image conditions. Finally, we introduce a lightweight 2.5D-to-3D refiner-decoder framework that efficiently generates detailed 3D representations from 2.5D images. Extensive experiments demonstrate that our model not only excels in generating high-quality 3D objects with coherent structure and color from text and image inputs but also significantly outperforms existing methods in geometry-conditioned texture generation.
LiftRefine: Progressively Refined View Synthesis from 3D Lifting with Volume-Triplane Representations
We propose a new view synthesis method via synthesizing a 3D neural field from both single or few-view input images. To address the ill-posed nature of the image-to-3D generation problem, we devise a two-stage method that involves a reconstruction model and a diffusion model for view synthesis. Our reconstruction model first lifts one or more input images to the 3D space from a volume as the coarse-scale 3D representation followed by a tri-plane as the fine-scale 3D representation. To mitigate the ambiguity in occluded regions, our diffusion model then hallucinates missing details in the rendered images from tri-planes. We then introduce a new progressive refinement technique that iteratively applies the reconstruction and diffusion model to gradually synthesize novel views, boosting the overall quality of the 3D representations and their rendering. Empirical evaluation demonstrates the superiority of our method over state-of-the-art methods on the synthetic SRN-Car dataset, the in-the-wild CO3D dataset, and large-scale Objaverse dataset while achieving both sampling efficacy and multi-view consistency.
LRM-Zero: Training Large Reconstruction Models with Synthesized Data
We present LRM-Zero, a Large Reconstruction Model (LRM) trained entirely on synthesized 3D data, achieving high-quality sparse-view 3D reconstruction. The core of LRM-Zero is our procedural 3D dataset, Zeroverse, which is automatically synthesized from simple primitive shapes with random texturing and augmentations (e.g., height fields, boolean differences, and wireframes). Unlike previous 3D datasets (e.g., Objaverse) which are often captured or crafted by humans to approximate real 3D data, Zeroverse completely ignores realistic global semantics but is rich in complex geometric and texture details that are locally similar to or even more intricate than real objects. We demonstrate that our LRM-Zero, trained with our fully synthesized Zeroverse, can achieve high visual quality in the reconstruction of real-world objects, competitive with models trained on Objaverse. We also analyze several critical design choices of Zeroverse that contribute to LRM-Zero's capability and training stability. Our work demonstrates that 3D reconstruction, one of the core tasks in 3D vision, can potentially be addressed without the semantics of real-world objects. The Zeroverse's procedural synthesis code and interactive visualization are available at: https://desaixie.github.io/lrm-zero/.
Denoising Diffusion via Image-Based Rendering
Generating 3D scenes is a challenging open problem, which requires synthesizing plausible content that is fully consistent in 3D space. While recent methods such as neural radiance fields excel at view synthesis and 3D reconstruction, they cannot synthesize plausible details in unobserved regions since they lack a generative capability. Conversely, existing generative methods are typically not capable of reconstructing detailed, large-scale scenes in the wild, as they use limited-capacity 3D scene representations, require aligned camera poses, or rely on additional regularizers. In this work, we introduce the first diffusion model able to perform fast, detailed reconstruction and generation of real-world 3D scenes. To achieve this, we make three contributions. First, we introduce a new neural scene representation, IB-planes, that can efficiently and accurately represent large 3D scenes, dynamically allocating more capacity as needed to capture details visible in each image. Second, we propose a denoising-diffusion framework to learn a prior over this novel 3D scene representation, using only 2D images without the need for any additional supervision signal such as masks or depths. This supports 3D reconstruction and generation in a unified architecture. Third, we develop a principled approach to avoid trivial 3D solutions when integrating the image-based rendering with the diffusion model, by dropping out representations of some images. We evaluate the model on several challenging datasets of real and synthetic images, and demonstrate superior results on generation, novel view synthesis and 3D reconstruction.
Aligning Text, Images, and 3D Structure Token-by-Token
Creating machines capable of understanding the world in 3D is essential in assisting designers that build and edit 3D environments and robots navigating and interacting within a three-dimensional space. Inspired by advances in language and image modeling, we investigate the potential of autoregressive models for a new modality: structured 3D scenes. To this end, we propose a unified LLM framework that aligns language, images, and 3D scenes and provide a detailed ''cookbook'' outlining critical design choices for achieving optimal training and performance addressing key questions related to data representation, modality-specific objectives, and more. We evaluate performance across four core 3D tasks -- rendering, recognition, instruction-following, and question-answering -- and four 3D datasets, synthetic and real-world. We extend our approach to reconstruct complex 3D object shapes by enriching our 3D modality with quantized shape encodings, and show our model's effectiveness on real-world 3D object recognition tasks. Project webpage: https://glab-caltech.github.io/kyvo/
Step1X-3D: Towards High-Fidelity and Controllable Generation of Textured 3D Assets
While generative artificial intelligence has advanced significantly across text, image, audio, and video domains, 3D generation remains comparatively underdeveloped due to fundamental challenges such as data scarcity, algorithmic limitations, and ecosystem fragmentation. To this end, we present Step1X-3D, an open framework addressing these challenges through: (1) a rigorous data curation pipeline processing >5M assets to create a 2M high-quality dataset with standardized geometric and textural properties; (2) a two-stage 3D-native architecture combining a hybrid VAE-DiT geometry generator with an diffusion-based texture synthesis module; and (3) the full open-source release of models, training code, and adaptation modules. For geometry generation, the hybrid VAE-DiT component produces TSDF representations by employing perceiver-based latent encoding with sharp edge sampling for detail preservation. The diffusion-based texture synthesis module then ensures cross-view consistency through geometric conditioning and latent-space synchronization. Benchmark results demonstrate state-of-the-art performance that exceeds existing open-source methods, while also achieving competitive quality with proprietary solutions. Notably, the framework uniquely bridges the 2D and 3D generation paradigms by supporting direct transfer of 2D control techniques~(e.g., LoRA) to 3D synthesis. By simultaneously advancing data quality, algorithmic fidelity, and reproducibility, Step1X-3D aims to establish new standards for open research in controllable 3D asset generation.
Free3D: Consistent Novel View Synthesis without 3D Representation
We introduce Free3D, a simple approach designed for open-set novel view synthesis (NVS) from a single image. Similar to Zero-1-to-3, we start from a pre-trained 2D image generator for generalization, and fine-tune it for NVS. Compared to recent and concurrent works, we obtain significant improvements without resorting to an explicit 3D representation, which is slow and memory-consuming or training an additional 3D network. We do so by encoding better the target camera pose via a new per-pixel ray conditioning normalization (RCN) layer. The latter injects pose information in the underlying 2D image generator by telling each pixel its specific viewing direction. We also improve multi-view consistency via a light-weight multi-view attention layer and multi-view noise sharing. We train Free3D on the Objaverse dataset and demonstrate excellent generalization to various new categories in several new datasets, including OminiObject3D and GSO. We hope our simple and effective approach will serve as a solid baseline and help future research in NVS with more accuracy pose. The project page is available at https://chuanxiaz.com/free3d/.
What You See is What You GAN: Rendering Every Pixel for High-Fidelity Geometry in 3D GANs
3D-aware Generative Adversarial Networks (GANs) have shown remarkable progress in learning to generate multi-view-consistent images and 3D geometries of scenes from collections of 2D images via neural volume rendering. Yet, the significant memory and computational costs of dense sampling in volume rendering have forced 3D GANs to adopt patch-based training or employ low-resolution rendering with post-processing 2D super resolution, which sacrifices multiview consistency and the quality of resolved geometry. Consequently, 3D GANs have not yet been able to fully resolve the rich 3D geometry present in 2D images. In this work, we propose techniques to scale neural volume rendering to the much higher resolution of native 2D images, thereby resolving fine-grained 3D geometry with unprecedented detail. Our approach employs learning-based samplers for accelerating neural rendering for 3D GAN training using up to 5 times fewer depth samples. This enables us to explicitly "render every pixel" of the full-resolution image during training and inference without post-processing superresolution in 2D. Together with our strategy to learn high-quality surface geometry, our method synthesizes high-resolution 3D geometry and strictly view-consistent images while maintaining image quality on par with baselines relying on post-processing super resolution. We demonstrate state-of-the-art 3D gemetric quality on FFHQ and AFHQ, setting a new standard for unsupervised learning of 3D shapes in 3D GANs.
Dream3D: Zero-Shot Text-to-3D Synthesis Using 3D Shape Prior and Text-to-Image Diffusion Models
Recent CLIP-guided 3D optimization methods, such as DreamFields and PureCLIPNeRF, have achieved impressive results in zero-shot text-to-3D synthesis. However, due to scratch training and random initialization without prior knowledge, these methods often fail to generate accurate and faithful 3D structures that conform to the input text. In this paper, we make the first attempt to introduce explicit 3D shape priors into the CLIP-guided 3D optimization process. Specifically, we first generate a high-quality 3D shape from the input text in the text-to-shape stage as a 3D shape prior. We then use it as the initialization of a neural radiance field and optimize it with the full prompt. To address the challenging text-to-shape generation task, we present a simple yet effective approach that directly bridges the text and image modalities with a powerful text-to-image diffusion model. To narrow the style domain gap between the images synthesized by the text-to-image diffusion model and shape renderings used to train the image-to-shape generator, we further propose to jointly optimize a learnable text prompt and fine-tune the text-to-image diffusion model for rendering-style image generation. Our method, Dream3D, is capable of generating imaginative 3D content with superior visual quality and shape accuracy compared to state-of-the-art methods.
CAT3D: Create Anything in 3D with Multi-View Diffusion Models
Advances in 3D reconstruction have enabled high-quality 3D capture, but require a user to collect hundreds to thousands of images to create a 3D scene. We present CAT3D, a method for creating anything in 3D by simulating this real-world capture process with a multi-view diffusion model. Given any number of input images and a set of target novel viewpoints, our model generates highly consistent novel views of a scene. These generated views can be used as input to robust 3D reconstruction techniques to produce 3D representations that can be rendered from any viewpoint in real-time. CAT3D can create entire 3D scenes in as little as one minute, and outperforms existing methods for single image and few-view 3D scene creation. See our project page for results and interactive demos at https://cat3d.github.io .
IPDreamer: Appearance-Controllable 3D Object Generation with Image Prompts
Recent advances in text-to-3D generation have been remarkable, with methods such as DreamFusion leveraging large-scale text-to-image diffusion-based models to supervise 3D generation. These methods, including the variational score distillation proposed by ProlificDreamer, enable the synthesis of detailed and photorealistic textured meshes. However, the appearance of 3D objects generated by these methods is often random and uncontrollable, posing a challenge in achieving appearance-controllable 3D objects. To address this challenge, we introduce IPDreamer, a novel approach that incorporates image prompts to provide specific and comprehensive appearance information for 3D object generation. Our results demonstrate that IPDreamer effectively generates high-quality 3D objects that are consistent with both the provided text and image prompts, demonstrating its promising capability in appearance-controllable 3D object generation.
RI3D: Few-Shot Gaussian Splatting With Repair and Inpainting Diffusion Priors
In this paper, we propose RI3D, a novel 3DGS-based approach that harnesses the power of diffusion models to reconstruct high-quality novel views given a sparse set of input images. Our key contribution is separating the view synthesis process into two tasks of reconstructing visible regions and hallucinating missing regions, and introducing two personalized diffusion models, each tailored to one of these tasks. Specifically, one model ('repair') takes a rendered image as input and predicts the corresponding high-quality image, which in turn is used as a pseudo ground truth image to constrain the optimization. The other model ('inpainting') primarily focuses on hallucinating details in unobserved areas. To integrate these models effectively, we introduce a two-stage optimization strategy: the first stage reconstructs visible areas using the repair model, and the second stage reconstructs missing regions with the inpainting model while ensuring coherence through further optimization. Moreover, we augment the optimization with a novel Gaussian initialization method that obtains per-image depth by combining 3D-consistent and smooth depth with highly detailed relative depth. We demonstrate that by separating the process into two tasks and addressing them with the repair and inpainting models, we produce results with detailed textures in both visible and missing regions that outperform state-of-the-art approaches on a diverse set of scenes with extremely sparse inputs.
Continuous 3D Perception Model with Persistent State
We present a unified framework capable of solving a broad range of 3D tasks. Our approach features a stateful recurrent model that continuously updates its state representation with each new observation. Given a stream of images, this evolving state can be used to generate metric-scale pointmaps (per-pixel 3D points) for each new input in an online fashion. These pointmaps reside within a common coordinate system, and can be accumulated into a coherent, dense scene reconstruction that updates as new images arrive. Our model, called CUT3R (Continuous Updating Transformer for 3D Reconstruction), captures rich priors of real-world scenes: not only can it predict accurate pointmaps from image observations, but it can also infer unseen regions of the scene by probing at virtual, unobserved views. Our method is simple yet highly flexible, naturally accepting varying lengths of images that may be either video streams or unordered photo collections, containing both static and dynamic content. We evaluate our method on various 3D/4D tasks and demonstrate competitive or state-of-the-art performance in each. Project Page: https://cut3r.github.io/
Dynamic 3D Gaussians: Tracking by Persistent Dynamic View Synthesis
We present a method that simultaneously addresses the tasks of dynamic scene novel-view synthesis and six degree-of-freedom (6-DOF) tracking of all dense scene elements. We follow an analysis-by-synthesis framework, inspired by recent work that models scenes as a collection of 3D Gaussians which are optimized to reconstruct input images via differentiable rendering. To model dynamic scenes, we allow Gaussians to move and rotate over time while enforcing that they have persistent color, opacity, and size. By regularizing Gaussians' motion and rotation with local-rigidity constraints, we show that our Dynamic 3D Gaussians correctly model the same area of physical space over time, including the rotation of that space. Dense 6-DOF tracking and dynamic reconstruction emerges naturally from persistent dynamic view synthesis, without requiring any correspondence or flow as input. We demonstrate a large number of downstream applications enabled by our representation, including first-person view synthesis, dynamic compositional scene synthesis, and 4D video editing.
Volumetric Capture of Humans with a Single RGBD Camera via Semi-Parametric Learning
Volumetric (4D) performance capture is fundamental for AR/VR content generation. Whereas previous work in 4D performance capture has shown impressive results in studio settings, the technology is still far from being accessible to a typical consumer who, at best, might own a single RGBD sensor. Thus, in this work, we propose a method to synthesize free viewpoint renderings using a single RGBD camera. The key insight is to leverage previously seen "calibration" images of a given user to extrapolate what should be rendered in a novel viewpoint from the data available in the sensor. Given these past observations from multiple viewpoints, and the current RGBD image from a fixed view, we propose an end-to-end framework that fuses both these data sources to generate novel renderings of the performer. We demonstrate that the method can produce high fidelity images, and handle extreme changes in subject pose and camera viewpoints. We also show that the system generalizes to performers not seen in the training data. We run exhaustive experiments demonstrating the effectiveness of the proposed semi-parametric model (i.e. calibration images available to the neural network) compared to other state of the art machine learned solutions. Further, we compare the method with more traditional pipelines that employ multi-view capture. We show that our framework is able to achieve compelling results, with substantially less infrastructure than previously required.
Sin3DM: Learning a Diffusion Model from a Single 3D Textured Shape
Synthesizing novel 3D models that resemble the input example has long been pursued by graphics artists and machine learning researchers. In this paper, we present Sin3DM, a diffusion model that learns the internal patch distribution from a single 3D textured shape and generates high-quality variations with fine geometry and texture details. Training a diffusion model directly in 3D would induce large memory and computational cost. Therefore, we first compress the input into a lower-dimensional latent space and then train a diffusion model on it. Specifically, we encode the input 3D textured shape into triplane feature maps that represent the signed distance and texture fields of the input. The denoising network of our diffusion model has a limited receptive field to avoid overfitting, and uses triplane-aware 2D convolution blocks to improve the result quality. Aside from randomly generating new samples, our model also facilitates applications such as retargeting, outpainting and local editing. Through extensive qualitative and quantitative evaluation, we show that our method outperforms prior methods in generation quality of 3D shapes.
Make-It-3D: High-Fidelity 3D Creation from A Single Image with Diffusion Prior
In this work, we investigate the problem of creating high-fidelity 3D content from only a single image. This is inherently challenging: it essentially involves estimating the underlying 3D geometry while simultaneously hallucinating unseen textures. To address this challenge, we leverage prior knowledge from a well-trained 2D diffusion model to act as 3D-aware supervision for 3D creation. Our approach, Make-It-3D, employs a two-stage optimization pipeline: the first stage optimizes a neural radiance field by incorporating constraints from the reference image at the frontal view and diffusion prior at novel views; the second stage transforms the coarse model into textured point clouds and further elevates the realism with diffusion prior while leveraging the high-quality textures from the reference image. Extensive experiments demonstrate that our method outperforms prior works by a large margin, resulting in faithful reconstructions and impressive visual quality. Our method presents the first attempt to achieve high-quality 3D creation from a single image for general objects and enables various applications such as text-to-3D creation and texture editing.
Revisiting Depth Completion from a Stereo Matching Perspective for Cross-domain Generalization
This paper proposes a new framework for depth completion robust against domain-shifting issues. It exploits the generalization capability of modern stereo networks to face depth completion, by processing fictitious stereo pairs obtained through a virtual pattern projection paradigm. Any stereo network or traditional stereo matcher can be seamlessly plugged into our framework, allowing for the deployment of a virtual stereo setup that is future-proof against advancement in the stereo field. Exhaustive experiments on cross-domain generalization support our claims. Hence, we argue that our framework can help depth completion to reach new deployment scenarios.
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.
CasaGPT: Cuboid Arrangement and Scene Assembly for Interior Design
We present a novel approach for indoor scene synthesis, which learns to arrange decomposed cuboid primitives to represent 3D objects within a scene. Unlike conventional methods that use bounding boxes to determine the placement and scale of 3D objects, our approach leverages cuboids as a straightforward yet highly effective alternative for modeling objects. This allows for compact scene generation while minimizing object intersections. Our approach, coined CasaGPT for Cuboid Arrangement and Scene Assembly, employs an autoregressive model to sequentially arrange cuboids, producing physically plausible scenes. By applying rejection sampling during the fine-tuning stage to filter out scenes with object collisions, our model further reduces intersections and enhances scene quality. Additionally, we introduce a refined dataset, 3DFRONT-NC, which eliminates significant noise presented in the original dataset, 3D-FRONT. Extensive experiments on the 3D-FRONT dataset as well as our dataset demonstrate that our approach consistently outperforms the state-of-the-art methods, enhancing the realism of generated scenes, and providing a promising direction for 3D scene synthesis.
Constructing a 3D Town from a Single Image
Acquiring detailed 3D scenes typically demands costly equipment, multi-view data, or labor-intensive modeling. Therefore, a lightweight alternative, generating complex 3D scenes from a single top-down image, plays an essential role in real-world applications. While recent 3D generative models have achieved remarkable results at the object level, their extension to full-scene generation often leads to inconsistent geometry, layout hallucinations, and low-quality meshes. In this work, we introduce 3DTown, a training-free framework designed to synthesize realistic and coherent 3D scenes from a single top-down view. Our method is grounded in two principles: region-based generation to improve image-to-3D alignment and resolution, and spatial-aware 3D inpainting to ensure global scene coherence and high-quality geometry generation. Specifically, we decompose the input image into overlapping regions and generate each using a pretrained 3D object generator, followed by a masked rectified flow inpainting process that fills in missing geometry while maintaining structural continuity. This modular design allows us to overcome resolution bottlenecks and preserve spatial structure without requiring 3D supervision or fine-tuning. Extensive experiments across diverse scenes show that 3DTown outperforms state-of-the-art baselines, including Trellis, Hunyuan3D-2, and TripoSG, in terms of geometry quality, spatial coherence, and texture fidelity. Our results demonstrate that high-quality 3D town generation is achievable from a single image using a principled, training-free approach.
CLAY: A Controllable Large-scale Generative Model for Creating High-quality 3D Assets
In the realm of digital creativity, our potential to craft intricate 3D worlds from imagination is often hampered by the limitations of existing digital tools, which demand extensive expertise and efforts. To narrow this disparity, we introduce CLAY, a 3D geometry and material generator designed to effortlessly transform human imagination into intricate 3D digital structures. CLAY supports classic text or image inputs as well as 3D-aware controls from diverse primitives (multi-view images, voxels, bounding boxes, point clouds, implicit representations, etc). At its core is a large-scale generative model composed of a multi-resolution Variational Autoencoder (VAE) and a minimalistic latent Diffusion Transformer (DiT), to extract rich 3D priors directly from a diverse range of 3D geometries. Specifically, it adopts neural fields to represent continuous and complete surfaces and uses a geometry generative module with pure transformer blocks in latent space. We present a progressive training scheme to train CLAY on an ultra large 3D model dataset obtained through a carefully designed processing pipeline, resulting in a 3D native geometry generator with 1.5 billion parameters. For appearance generation, CLAY sets out to produce physically-based rendering (PBR) textures by employing a multi-view material diffusion model that can generate 2K resolution textures with diffuse, roughness, and metallic modalities. We demonstrate using CLAY for a range of controllable 3D asset creations, from sketchy conceptual designs to production ready assets with intricate details. Even first time users can easily use CLAY to bring their vivid 3D imaginations to life, unleashing unlimited creativity.
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.
Real-time Photorealistic Dynamic Scene Representation and Rendering with 4D Gaussian Splatting
Reconstructing dynamic 3D scenes from 2D images and generating diverse views over time is challenging due to scene complexity and temporal dynamics. Despite advancements in neural implicit models, limitations persist: (i) Inadequate Scene Structure: Existing methods struggle to reveal the spatial and temporal structure of dynamic scenes from directly learning the complex 6D plenoptic function. (ii) Scaling Deformation Modeling: Explicitly modeling scene element deformation becomes impractical for complex dynamics. To address these issues, we consider the spacetime as an entirety and propose to approximate the underlying spatio-temporal 4D volume of a dynamic scene by optimizing a collection of 4D primitives, with explicit geometry and appearance modeling. Learning to optimize the 4D primitives enables us to synthesize novel views at any desired time with our tailored rendering routine. Our model is conceptually simple, consisting of a 4D Gaussian parameterized by anisotropic ellipses that can rotate arbitrarily in space and time, as well as view-dependent and time-evolved appearance represented by the coefficient of 4D spherindrical harmonics. This approach offers simplicity, flexibility for variable-length video and end-to-end training, and efficient real-time rendering, making it suitable for capturing complex dynamic scene motions. Experiments across various benchmarks, including monocular and multi-view scenarios, demonstrate our 4DGS model's superior visual quality and efficiency.
Ultra3D: Efficient and High-Fidelity 3D Generation with Part Attention
Recent advances in sparse voxel representations have significantly improved the quality of 3D content generation, enabling high-resolution modeling with fine-grained geometry. However, existing frameworks suffer from severe computational inefficiencies due to the quadratic complexity of attention mechanisms in their two-stage diffusion pipelines. In this work, we propose Ultra3D, an efficient 3D generation framework that significantly accelerates sparse voxel modeling without compromising quality. Our method leverages the compact VecSet representation to efficiently generate a coarse object layout in the first stage, reducing token count and accelerating voxel coordinate prediction. To refine per-voxel latent features in the second stage, we introduce Part Attention, a geometry-aware localized attention mechanism that restricts attention computation within semantically consistent part regions. This design preserves structural continuity while avoiding unnecessary global attention, achieving up to 6.7x speed-up in latent generation. To support this mechanism, we construct a scalable part annotation pipeline that converts raw meshes into part-labeled sparse voxels. Extensive experiments demonstrate that Ultra3D supports high-resolution 3D generation at 1024 resolution and achieves state-of-the-art performance in both visual fidelity and user preference.
MVD-Fusion: Single-view 3D via Depth-consistent Multi-view Generation
We present MVD-Fusion: a method for single-view 3D inference via generative modeling of multi-view-consistent RGB-D images. While recent methods pursuing 3D inference advocate learning novel-view generative models, these generations are not 3D-consistent and require a distillation process to generate a 3D output. We instead cast the task of 3D inference as directly generating mutually-consistent multiple views and build on the insight that additionally inferring depth can provide a mechanism for enforcing this consistency. Specifically, we train a denoising diffusion model to generate multi-view RGB-D images given a single RGB input image and leverage the (intermediate noisy) depth estimates to obtain reprojection-based conditioning to maintain multi-view consistency. We train our model using large-scale synthetic dataset Obajverse as well as the real-world CO3D dataset comprising of generic camera viewpoints. We demonstrate that our approach can yield more accurate synthesis compared to recent state-of-the-art, including distillation-based 3D inference and prior multi-view generation methods. We also evaluate the geometry induced by our multi-view depth prediction and find that it yields a more accurate representation than other direct 3D inference approaches.
FSGS: Real-Time Few-shot View Synthesis using Gaussian Splatting
Novel view synthesis from limited observations remains an important and persistent task. However, high efficiency in existing NeRF-based few-shot view synthesis is often compromised to obtain an accurate 3D representation. To address this challenge, we propose a few-shot view synthesis framework based on 3D Gaussian Splatting that enables real-time and photo-realistic view synthesis with as few as three training views. The proposed method, dubbed FSGS, handles the extremely sparse initialized SfM points with a thoughtfully designed Gaussian Unpooling process. Our method iteratively distributes new Gaussians around the most representative locations, subsequently infilling local details in vacant areas. We also integrate a large-scale pre-trained monocular depth estimator within the Gaussians optimization process, leveraging online augmented views to guide the geometric optimization towards an optimal solution. Starting from sparse points observed from limited input viewpoints, our FSGS can accurately grow into unseen regions, comprehensively covering the scene and boosting the rendering quality of novel views. Overall, FSGS achieves state-of-the-art performance in both accuracy and rendering efficiency across diverse datasets, including LLFF, Mip-NeRF360, and Blender. Project website: https://zehaozhu.github.io/FSGS/.
Synthesizing Diverse Human Motions in 3D Indoor Scenes
We present a novel method for populating 3D indoor scenes with virtual humans that can navigate in the environment and interact with objects in a realistic manner. Existing approaches rely on training sequences that contain captured human motions and the 3D scenes they interact with. However, such interaction data are costly, difficult to capture, and can hardly cover all plausible human-scene interactions in complex environments. To address these challenges, we propose a reinforcement learning-based approach that enables virtual humans to navigate in 3D scenes and interact with objects realistically and autonomously, driven by learned motion control policies. The motion control policies employ latent motion action spaces, which correspond to realistic motion primitives and are learned from large-scale motion capture data using a powerful generative motion model. For navigation in a 3D environment, we propose a scene-aware policy with novel state and reward designs for collision avoidance. Combined with navigation mesh-based path-finding algorithms to generate intermediate waypoints, our approach enables the synthesis of diverse human motions navigating in 3D indoor scenes and avoiding obstacles. To generate fine-grained human-object interactions, we carefully curate interaction goal guidance using a marker-based body representation and leverage features based on the signed distance field (SDF) to encode human-scene proximity relations. Our method can synthesize realistic and diverse human-object interactions (e.g.,~sitting on a chair and then getting up) even for out-of-distribution test scenarios with different object shapes, orientations, starting body positions, and poses. Experimental results demonstrate that our approach outperforms state-of-the-art methods in terms of both motion naturalness and diversity. Code and video results are available at: https://zkf1997.github.io/DIMOS.
Hyper-3DG: Text-to-3D Gaussian Generation via Hypergraph
Text-to-3D generation represents an exciting field that has seen rapid advancements, facilitating the transformation of textual descriptions into detailed 3D models. However, current progress often neglects the intricate high-order correlation of geometry and texture within 3D objects, leading to challenges such as over-smoothness, over-saturation and the Janus problem. In this work, we propose a method named ``3D Gaussian Generation via Hypergraph (Hyper-3DG)'', designed to capture the sophisticated high-order correlations present within 3D objects. Our framework is anchored by a well-established mainflow and an essential module, named ``Geometry and Texture Hypergraph Refiner (HGRefiner)''. This module not only refines the representation of 3D Gaussians but also accelerates the update process of these 3D Gaussians by conducting the Patch-3DGS Hypergraph Learning on both explicit attributes and latent visual features. Our framework allows for the production of finely generated 3D objects within a cohesive optimization, effectively circumventing degradation. Extensive experimentation has shown that our proposed method significantly enhances the quality of 3D generation while incurring no additional computational overhead for the underlying framework. (Project code: https://github.com/yjhboy/Hyper3DG)
ViewCraft3D: High-Fidelity and View-Consistent 3D Vector Graphics Synthesis
3D vector graphics play a crucial role in various applications including 3D shape retrieval, conceptual design, and virtual reality interactions due to their ability to capture essential structural information with minimal representation. While recent approaches have shown promise in generating 3D vector graphics, they often suffer from lengthy processing times and struggle to maintain view consistency. To address these limitations, we propose ViewCraft3D (VC3D), an efficient method that leverages 3D priors to generate 3D vector graphics. Specifically, our approach begins with 3D object analysis, employs a geometric extraction algorithm to fit 3D vector graphics to the underlying structure, and applies view-consistent refinement process to enhance visual quality. Our comprehensive experiments demonstrate that VC3D outperforms previous methods in both qualitative and quantitative evaluations, while significantly reducing computational overhead. The resulting 3D sketches maintain view consistency and effectively capture the essential characteristics of the original objects.
SplatPose: Geometry-Aware 6-DoF Pose Estimation from Single RGB Image via 3D Gaussian Splatting
6-DoF pose estimation is a fundamental task in computer vision with wide-ranging applications in augmented reality and robotics. Existing single RGB-based methods often compromise accuracy due to their reliance on initial pose estimates and susceptibility to rotational ambiguity, while approaches requiring depth sensors or multi-view setups incur significant deployment costs. To address these limitations, we introduce SplatPose, a novel framework that synergizes 3D Gaussian Splatting (3DGS) with a dual-branch neural architecture to achieve high-precision pose estimation using only a single RGB image. Central to our approach is the Dual-Attention Ray Scoring Network (DARS-Net), which innovatively decouples positional and angular alignment through geometry-domain attention mechanisms, explicitly modeling directional dependencies to mitigate rotational ambiguity. Additionally, a coarse-to-fine optimization pipeline progressively refines pose estimates by aligning dense 2D features between query images and 3DGS-synthesized views, effectively correcting feature misalignment and depth errors from sparse ray sampling. Experiments on three benchmark datasets demonstrate that SplatPose achieves state-of-the-art 6-DoF pose estimation accuracy in single RGB settings, rivaling approaches that depend on depth or multi-view images.
Efficient Depth-Guided Urban View Synthesis
Recent advances in implicit scene representation enable high-fidelity street view novel view synthesis. However, existing methods optimize a neural radiance field for each scene, relying heavily on dense training images and extensive computation resources. To mitigate this shortcoming, we introduce a new method called Efficient Depth-Guided Urban View Synthesis (EDUS) for fast feed-forward inference and efficient per-scene fine-tuning. Different from prior generalizable methods that infer geometry based on feature matching, EDUS leverages noisy predicted geometric priors as guidance to enable generalizable urban view synthesis from sparse input images. The geometric priors allow us to apply our generalizable model directly in the 3D space, gaining robustness across various sparsity levels. Through comprehensive experiments on the KITTI-360 and Waymo datasets, we demonstrate promising generalization abilities on novel street scenes. Moreover, our results indicate that EDUS achieves state-of-the-art performance in sparse view settings when combined with fast test-time optimization.
Real-time High-resolution View Synthesis of Complex Scenes with Explicit 3D Visibility Reasoning
Rendering photo-realistic novel-view images of complex scenes has been a long-standing challenge in computer graphics. In recent years, great research progress has been made on enhancing rendering quality and accelerating rendering speed in the realm of view synthesis. However, when rendering complex dynamic scenes with sparse views, the rendering quality remains limited due to occlusion problems. Besides, for rendering high-resolution images on dynamic scenes, the rendering speed is still far from real-time. In this work, we propose a generalizable view synthesis method that can render high-resolution novel-view images of complex static and dynamic scenes in real-time from sparse views. To address the occlusion problems arising from the sparsity of input views and the complexity of captured scenes, we introduce an explicit 3D visibility reasoning approach that can efficiently estimate the visibility of sampled 3D points to the input views. The proposed visibility reasoning approach is fully differentiable and can gracefully fit inside the volume rendering pipeline, allowing us to train our networks with only multi-view images as supervision while refining geometry and texture simultaneously. Besides, each module in our pipeline is carefully designed to bypass the time-consuming MLP querying process and enhance the rendering quality of high-resolution images, enabling us to render high-resolution novel-view images in real-time.Experimental results show that our method outperforms previous view synthesis methods in both rendering quality and speed, particularly when dealing with complex dynamic scenes with sparse views.
Feat2GS: Probing Visual Foundation Models with Gaussian Splatting
Given that visual foundation models (VFMs) are trained on extensive datasets but often limited to 2D images, a natural question arises: how well do they understand the 3D world? With the differences in architecture and training protocols (i.e., objectives, proxy tasks), a unified framework to fairly and comprehensively probe their 3D awareness is urgently needed. Existing works on 3D probing suggest single-view 2.5D estimation (e.g., depth and normal) or two-view sparse 2D correspondence (e.g., matching and tracking). Unfortunately, these tasks ignore texture awareness, and require 3D data as ground-truth, which limits the scale and diversity of their evaluation set. To address these issues, we introduce Feat2GS, which readout 3D Gaussians attributes from VFM features extracted from unposed images. This allows us to probe 3D awareness for geometry and texture via novel view synthesis, without requiring 3D data. Additionally, the disentanglement of 3DGS parameters - geometry (x, alpha, Sigma) and texture (c) - enables separate analysis of texture and geometry awareness. Under Feat2GS, we conduct extensive experiments to probe the 3D awareness of several VFMs, and investigate the ingredients that lead to a 3D aware VFM. Building on these findings, we develop several variants that achieve state-of-the-art across diverse datasets. This makes Feat2GS useful for probing VFMs, and as a simple-yet-effective baseline for novel-view synthesis. Code and data will be made available at https://fanegg.github.io/Feat2GS/.
Gaussian Material Synthesis
We present a learning-based system for rapid mass-scale material synthesis that is useful for novice and expert users alike. The user preferences are learned via Gaussian Process Regression and can be easily sampled for new recommendations. Typically, each recommendation takes 40-60 seconds to render with global illumination, which makes this process impracticable for real-world workflows. Our neural network eliminates this bottleneck by providing high-quality image predictions in real time, after which it is possible to pick the desired materials from a gallery and assign them to a scene in an intuitive manner. Workflow timings against Disney's "principled" shader reveal that our system scales well with the number of sought materials, thus empowering even novice users to generate hundreds of high-quality material models without any expertise in material modeling. Similarly, expert users experience a significant decrease in the total modeling time when populating a scene with materials. Furthermore, our proposed solution also offers controllable recommendations and a novel latent space variant generation step to enable the real-time fine-tuning of materials without requiring any domain expertise.
ViewCrafter: Taming Video Diffusion Models for High-fidelity Novel View Synthesis
Despite recent advancements in neural 3D reconstruction, the dependence on dense multi-view captures restricts their broader applicability. In this work, we propose ViewCrafter, a novel method for synthesizing high-fidelity novel views of generic scenes from single or sparse images with the prior of video diffusion model. Our method takes advantage of the powerful generation capabilities of video diffusion model and the coarse 3D clues offered by point-based representation to generate high-quality video frames with precise camera pose control. To further enlarge the generation range of novel views, we tailored an iterative view synthesis strategy together with a camera trajectory planning algorithm to progressively extend the 3D clues and the areas covered by the novel views. With ViewCrafter, we can facilitate various applications, such as immersive experiences with real-time rendering by efficiently optimizing a 3D-GS representation using the reconstructed 3D points and the generated novel views, and scene-level text-to-3D generation for more imaginative content creation. Extensive experiments on diverse datasets demonstrate the strong generalization capability and superior performance of our method in synthesizing high-fidelity and consistent novel views.
SV3D: Novel Multi-view Synthesis and 3D Generation from a Single Image using Latent Video Diffusion
We present Stable Video 3D (SV3D) -- a latent video diffusion model for high-resolution, image-to-multi-view generation of orbital videos around a 3D object. Recent work on 3D generation propose techniques to adapt 2D generative models for novel view synthesis (NVS) and 3D optimization. However, these methods have several disadvantages due to either limited views or inconsistent NVS, thereby affecting the performance of 3D object generation. In this work, we propose SV3D that adapts image-to-video diffusion model for novel multi-view synthesis and 3D generation, thereby leveraging the generalization and multi-view consistency of the video models, while further adding explicit camera control for NVS. We also propose improved 3D optimization techniques to use SV3D and its NVS outputs for image-to-3D generation. Extensive experimental results on multiple datasets with 2D and 3D metrics as well as user study demonstrate SV3D's state-of-the-art performance on NVS as well as 3D reconstruction compared to prior works.
Zero-Shot Novel View and Depth Synthesis with Multi-View Geometric Diffusion
Current methods for 3D scene reconstruction from sparse posed images employ intermediate 3D representations such as neural fields, voxel grids, or 3D Gaussians, to achieve multi-view consistent scene appearance and geometry. In this paper we introduce MVGD, a diffusion-based architecture capable of direct pixel-level generation of images and depth maps from novel viewpoints, given an arbitrary number of input views. Our method uses raymap conditioning to both augment visual features with spatial information from different viewpoints, as well as to guide the generation of images and depth maps from novel views. A key aspect of our approach is the multi-task generation of images and depth maps, using learnable task embeddings to guide the diffusion process towards specific modalities. We train this model on a collection of more than 60 million multi-view samples from publicly available datasets, and propose techniques to enable efficient and consistent learning in such diverse conditions. We also propose a novel strategy that enables the efficient training of larger models by incrementally fine-tuning smaller ones, with promising scaling behavior. Through extensive experiments, we report state-of-the-art results in multiple novel view synthesis benchmarks, as well as multi-view stereo and video depth estimation.
Improving 2D Feature Representations by 3D-Aware Fine-Tuning
Current visual foundation models are trained purely on unstructured 2D data, limiting their understanding of 3D structure of objects and scenes. In this work, we show that fine-tuning on 3D-aware data improves the quality of emerging semantic features. We design a method to lift semantic 2D features into an efficient 3D Gaussian representation, which allows us to re-render them for arbitrary views. Using the rendered 3D-aware features, we design a fine-tuning strategy to transfer such 3D awareness into a 2D foundation model. We demonstrate that models fine-tuned in that way produce features that readily improve downstream task performance in semantic segmentation and depth estimation through simple linear probing. Notably, though fined-tuned on a single indoor dataset, the improvement is transferable to a variety of indoor datasets and out-of-domain datasets. We hope our study encourages the community to consider injecting 3D awareness when training 2D foundation models. Project page: https://ywyue.github.io/FiT3D.
3D-LFM: Lifting Foundation Model
The lifting of 3D structure and camera from 2D landmarks is at the cornerstone of the entire discipline of computer vision. Traditional methods have been confined to specific rigid objects, such as those in Perspective-n-Point (PnP) problems, but deep learning has expanded our capability to reconstruct a wide range of object classes (e.g. C3PDO and PAUL) with resilience to noise, occlusions, and perspective distortions. All these techniques, however, have been limited by the fundamental need to establish correspondences across the 3D training data -- significantly limiting their utility to applications where one has an abundance of "in-correspondence" 3D data. Our approach harnesses the inherent permutation equivariance of transformers to manage varying number of points per 3D data instance, withstands occlusions, and generalizes to unseen categories. We demonstrate state of the art performance across 2D-3D lifting task benchmarks. Since our approach can be trained across such a broad class of structures we refer to it simply as a 3D Lifting Foundation Model (3D-LFM) -- the first of its kind.
EfficientDreamer: High-Fidelity and Robust 3D Creation via Orthogonal-view Diffusion Prior
While the image diffusion model has made significant strides in text-driven 3D content creation, it often falls short in accurately capturing the intended meaning of the text prompt, particularly with respect to direction information. This shortcoming gives rise to the Janus problem, where multi-faced 3D models are produced with the guidance of such diffusion models. In this paper, we present a robust pipeline for generating high-fidelity 3D content with orthogonal-view image guidance. Specifically, we introduce a novel 2D diffusion model that generates an image consisting of four orthogonal-view sub-images for the given text prompt. The 3D content is then created with this diffusion model, which enhances 3D consistency and provides strong structured semantic priors. This addresses the infamous Janus problem and significantly promotes generation efficiency. Additionally, we employ a progressive 3D synthesis strategy that results in substantial improvement in the quality of the created 3D contents. Both quantitative and qualitative evaluations show that our method demonstrates a significant improvement over previous text-to-3D techniques.
Hash3D: Training-free Acceleration for 3D Generation
The evolution of 3D generative modeling has been notably propelled by the adoption of 2D diffusion models. Despite this progress, the cumbersome optimization process per se presents a critical hurdle to efficiency. In this paper, we introduce Hash3D, a universal acceleration for 3D generation without model training. Central to Hash3D is the insight that feature-map redundancy is prevalent in images rendered from camera positions and diffusion time-steps in close proximity. By effectively hashing and reusing these feature maps across neighboring timesteps and camera angles, Hash3D substantially prevents redundant calculations, thus accelerating the diffusion model's inference in 3D generation tasks. We achieve this through an adaptive grid-based hashing. Surprisingly, this feature-sharing mechanism not only speed up the generation but also enhances the smoothness and view consistency of the synthesized 3D objects. Our experiments covering 5 text-to-3D and 3 image-to-3D models, demonstrate Hash3D's versatility to speed up optimization, enhancing efficiency by 1.3 to 4 times. Additionally, Hash3D's integration with 3D Gaussian splatting largely speeds up 3D model creation, reducing text-to-3D processing to about 10 minutes and image-to-3D conversion to roughly 30 seconds. The project page is at https://adamdad.github.io/hash3D/.
REFRAME: Reflective Surface Real-Time Rendering for Mobile Devices
This work tackles the challenging task of achieving real-time novel view synthesis for reflective surfaces across various scenes. Existing real-time rendering methods, especially those based on meshes, often have subpar performance in modeling surfaces with rich view-dependent appearances. Our key idea lies in leveraging meshes for rendering acceleration while incorporating a novel approach to parameterize view-dependent information. We decompose the color into diffuse and specular, and model the specular color in the reflected direction based on a neural environment map. Our experiments demonstrate that our method achieves comparable reconstruction quality for highly reflective surfaces compared to state-of-the-art offline methods, while also efficiently enabling real-time rendering on edge devices such as smartphones.
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.
4D-fy: Text-to-4D Generation Using Hybrid Score Distillation Sampling
Recent breakthroughs in text-to-4D generation rely on pre-trained text-to-image and text-to-video models to generate dynamic 3D scenes. However, current text-to-4D methods face a three-way tradeoff between the quality of scene appearance, 3D structure, and motion. For example, text-to-image models and their 3D-aware variants are trained on internet-scale image datasets and can be used to produce scenes with realistic appearance and 3D structure -- but no motion. Text-to-video models are trained on relatively smaller video datasets and can produce scenes with motion, but poorer appearance and 3D structure. While these models have complementary strengths, they also have opposing weaknesses, making it difficult to combine them in a way that alleviates this three-way tradeoff. Here, we introduce hybrid score distillation sampling, an alternating optimization procedure that blends supervision signals from multiple pre-trained diffusion models and incorporates benefits of each for high-fidelity text-to-4D generation. Using hybrid SDS, we demonstrate synthesis of 4D scenes with compelling appearance, 3D structure, and motion.
Differentiable Blocks World: Qualitative 3D Decomposition by Rendering Primitives
Given a set of calibrated images of a scene, we present an approach that produces a simple, compact, and actionable 3D world representation by means of 3D primitives. While many approaches focus on recovering high-fidelity 3D scenes, we focus on parsing a scene into mid-level 3D representations made of a small set of textured primitives. Such representations are interpretable, easy to manipulate and suited for physics-based simulations. Moreover, unlike existing primitive decomposition methods that rely on 3D input data, our approach operates directly on images through differentiable rendering. Specifically, we model primitives as textured superquadric meshes and optimize their parameters from scratch with an image rendering loss. We highlight the importance of modeling transparency for each primitive, which is critical for optimization and also enables handling varying numbers of primitives. We show that the resulting textured primitives faithfully reconstruct the input images and accurately model the visible 3D points, while providing amodal shape completions of unseen object regions. We compare our approach to the state of the art on diverse scenes from DTU, and demonstrate its robustness on real-life captures from BlendedMVS and Nerfstudio. We also showcase how our results can be used to effortlessly edit a scene or perform physical simulations. Code and video results are available at https://www.tmonnier.com/DBW .
Interactive3D: Create What You Want by Interactive 3D Generation
3D object generation has undergone significant advancements, yielding high-quality results. However, fall short of achieving precise user control, often yielding results that do not align with user expectations, thus limiting their applicability. User-envisioning 3D object generation faces significant challenges in realizing its concepts using current generative models due to limited interaction capabilities. Existing methods mainly offer two approaches: (i) interpreting textual instructions with constrained controllability, or (ii) reconstructing 3D objects from 2D images. Both of them limit customization to the confines of the 2D reference and potentially introduce undesirable artifacts during the 3D lifting process, restricting the scope for direct and versatile 3D modifications. In this work, we introduce Interactive3D, an innovative framework for interactive 3D generation that grants users precise control over the generative process through extensive 3D interaction capabilities. Interactive3D is constructed in two cascading stages, utilizing distinct 3D representations. The first stage employs Gaussian Splatting for direct user interaction, allowing modifications and guidance of the generative direction at any intermediate step through (i) Adding and Removing components, (ii) Deformable and Rigid Dragging, (iii) Geometric Transformations, and (iv) Semantic Editing. Subsequently, the Gaussian splats are transformed into InstantNGP. We introduce a novel (v) Interactive Hash Refinement module to further add details and extract the geometry in the second stage. Our experiments demonstrate that Interactive3D markedly improves the controllability and quality of 3D generation. Our project webpage is available at https://interactive-3d.github.io/.
TripoSG: High-Fidelity 3D Shape Synthesis using Large-Scale Rectified Flow Models
Recent advancements in diffusion techniques have propelled image and video generation to unprece- dented levels of quality, significantly accelerating the deployment and application of generative AI. However, 3D shape generation technology has so far lagged behind, constrained by limitations in 3D data scale, complexity of 3D data process- ing, and insufficient exploration of advanced tech- niques in the 3D domain. Current approaches to 3D shape generation face substantial challenges in terms of output quality, generalization capa- bility, and alignment with input conditions. We present TripoSG, a new streamlined shape diffu- sion paradigm capable of generating high-fidelity 3D meshes with precise correspondence to input images. Specifically, we propose: 1) A large-scale rectified flow transformer for 3D shape generation, achieving state-of-the-art fidelity through training on extensive, high-quality data. 2) A hybrid supervised training strategy combining SDF, normal, and eikonal losses for 3D VAE, achieving high- quality 3D reconstruction performance. 3) A data processing pipeline to generate 2 million high- quality 3D samples, highlighting the crucial rules for data quality and quantity in training 3D gen- erative models. Through comprehensive experi- ments, we have validated the effectiveness of each component in our new framework. The seamless integration of these parts has enabled TripoSG to achieve state-of-the-art performance in 3D shape generation. The resulting 3D shapes exhibit en- hanced detail due to high-resolution capabilities and demonstrate exceptional fidelity to input im- ages. Moreover, TripoSG demonstrates improved versatility in generating 3D models from diverse image styles and contents, showcasing strong gen- eralization capabilities. To foster progress and innovation in the field of 3D generation, we will make our model publicly available.
Gaussian RBFNet: Gaussian Radial Basis Functions for Fast and Accurate Representation and Reconstruction of Neural Fields
Neural fields such as DeepSDF and Neural Radiance Fields have recently revolutionized novel-view synthesis and 3D reconstruction from RGB images and videos. However, achieving high-quality representation, reconstruction, and rendering requires deep neural networks, which are slow to train and evaluate. Although several acceleration techniques have been proposed, they often trade off speed for memory. Gaussian splatting-based methods, on the other hand, accelerate the rendering time but remain costly in terms of training speed and memory needed to store the parameters of a large number of Gaussians. In this paper, we introduce a novel neural representation that is fast, both at training and inference times, and lightweight. Our key observation is that the neurons used in traditional MLPs perform simple computations (a dot product followed by ReLU activation) and thus one needs to use either wide and deep MLPs or high-resolution and high-dimensional feature grids to parameterize complex nonlinear functions. We show in this paper that by replacing traditional neurons with Radial Basis Function (RBF) kernels, one can achieve highly accurate representation of 2D (RGB images), 3D (geometry), and 5D (radiance fields) signals with just a single layer of such neurons. The representation is highly parallelizable, operates on low-resolution feature grids, and is compact and memory-efficient. We demonstrate that the proposed novel representation can be trained for 3D geometry representation in less than 15 seconds and for novel view synthesis in less than 15 mins. At runtime, it can synthesize novel views at more than 60 fps without sacrificing quality.
HyperDreamer: Hyper-Realistic 3D Content Generation and Editing from a Single Image
3D content creation from a single image is a long-standing yet highly desirable task. Recent advances introduce 2D diffusion priors, yielding reasonable results. However, existing methods are not hyper-realistic enough for post-generation usage, as users cannot view, render and edit the resulting 3D content from a full range. To address these challenges, we introduce HyperDreamer with several key designs and appealing properties: 1) Viewable: 360 degree mesh modeling with high-resolution textures enables the creation of visually compelling 3D models from a full range of observation points. 2) Renderable: Fine-grained semantic segmentation and data-driven priors are incorporated as guidance to learn reasonable albedo, roughness, and specular properties of the materials, enabling semantic-aware arbitrary material estimation. 3) Editable: For a generated model or their own data, users can interactively select any region via a few clicks and efficiently edit the texture with text-based guidance. Extensive experiments demonstrate the effectiveness of HyperDreamer in modeling region-aware materials with high-resolution textures and enabling user-friendly editing. We believe that HyperDreamer holds promise for advancing 3D content creation and finding applications in various domains.
RealmDreamer: Text-Driven 3D Scene Generation with Inpainting and Depth Diffusion
We introduce RealmDreamer, a technique for generation of general forward-facing 3D scenes from text descriptions. Our technique optimizes a 3D Gaussian Splatting representation to match complex text prompts. We initialize these splats by utilizing the state-of-the-art text-to-image generators, lifting their samples into 3D, and computing the occlusion volume. We then optimize this representation across multiple views as a 3D inpainting task with image-conditional diffusion models. To learn correct geometric structure, we incorporate a depth diffusion model by conditioning on the samples from the inpainting model, giving rich geometric structure. Finally, we finetune the model using sharpened samples from image generators. Notably, our technique does not require video or multi-view data and can synthesize a variety of high-quality 3D scenes in different styles, consisting of multiple objects. Its generality additionally allows 3D synthesis from a single image.
RaySt3R: Predicting Novel Depth Maps for Zero-Shot Object Completion
3D shape completion has broad applications in robotics, digital twin reconstruction, and extended reality (XR). Although recent advances in 3D object and scene completion have achieved impressive results, existing methods lack 3D consistency, are computationally expensive, and struggle to capture sharp object boundaries. Our work (RaySt3R) addresses these limitations by recasting 3D shape completion as a novel view synthesis problem. Specifically, given a single RGB-D image and a novel viewpoint (encoded as a collection of query rays), we train a feedforward transformer to predict depth maps, object masks, and per-pixel confidence scores for those query rays. RaySt3R fuses these predictions across multiple query views to reconstruct complete 3D shapes. We evaluate RaySt3R on synthetic and real-world datasets, and observe it achieves state-of-the-art performance, outperforming the baselines on all datasets by up to 44% in 3D chamfer distance. Project page: https://rayst3r.github.io
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.
SparseCraft: Few-Shot Neural Reconstruction through Stereopsis Guided Geometric Linearization
We present a novel approach for recovering 3D shape and view dependent appearance from a few colored images, enabling efficient 3D reconstruction and novel view synthesis. Our method learns an implicit neural representation in the form of a Signed Distance Function (SDF) and a radiance field. The model is trained progressively through ray marching enabled volumetric rendering, and regularized with learning-free multi-view stereo (MVS) cues. Key to our contribution is a novel implicit neural shape function learning strategy that encourages our SDF field to be as linear as possible near the level-set, hence robustifying the training against noise emanating from the supervision and regularization signals. Without using any pretrained priors, our method, called SparseCraft, achieves state-of-the-art performances both in novel-view synthesis and reconstruction from sparse views in standard benchmarks, while requiring less than 10 minutes for training.
VPP: Efficient Conditional 3D Generation via Voxel-Point Progressive Representation
Conditional 3D generation is undergoing a significant advancement, enabling the free creation of 3D content from inputs such as text or 2D images. However, previous approaches have suffered from low inference efficiency, limited generation categories, and restricted downstream applications. In this work, we revisit the impact of different 3D representations on generation quality and efficiency. We propose a progressive generation method through Voxel-Point Progressive Representation (VPP). VPP leverages structured voxel representation in the proposed Voxel Semantic Generator and the sparsity of unstructured point representation in the Point Upsampler, enabling efficient generation of multi-category objects. VPP can generate high-quality 8K point clouds within 0.2 seconds. Additionally, the masked generation Transformer allows for various 3D downstream tasks, such as generation, editing, completion, and pre-training. Extensive experiments demonstrate that VPP efficiently generates high-fidelity and diverse 3D shapes across different categories, while also exhibiting excellent representation transfer performance. Codes will be released at https://github.com/qizekun/VPP.
DreamFusion: Text-to-3D using 2D Diffusion
Recent breakthroughs in text-to-image synthesis have been driven by diffusion models trained on billions of image-text pairs. Adapting this approach to 3D synthesis would require large-scale datasets of labeled 3D data and efficient architectures for denoising 3D data, neither of which currently exist. In this work, we circumvent these limitations by using a pretrained 2D text-to-image diffusion model to perform text-to-3D synthesis. We introduce a loss based on probability density distillation that enables the use of a 2D diffusion model as a prior for optimization of a parametric image generator. Using this loss in a DeepDream-like procedure, we optimize a randomly-initialized 3D model (a Neural Radiance Field, or NeRF) via gradient descent such that its 2D renderings from random angles achieve a low loss. The resulting 3D model of the given text can be viewed from any angle, relit by arbitrary illumination, or composited into any 3D environment. Our approach requires no 3D training data and no modifications to the image diffusion model, demonstrating the effectiveness of pretrained image diffusion models as priors.
HiFA: High-fidelity Text-to-3D with Advanced Diffusion Guidance
Automatic text-to-3D synthesis has achieved remarkable advancements through the optimization of 3D models. Existing methods commonly rely on pre-trained text-to-image generative models, such as diffusion models, providing scores for 2D renderings of Neural Radiance Fields (NeRFs) and being utilized for optimizing NeRFs. However, these methods often encounter artifacts and inconsistencies across multiple views due to their limited understanding of 3D geometry. To address these limitations, we propose a reformulation of the optimization loss using the diffusion prior. Furthermore, we introduce a novel training approach that unlocks the potential of the diffusion prior. To improve 3D geometry representation, we apply auxiliary depth supervision for NeRF-rendered images and regularize the density field of NeRFs. Extensive experiments demonstrate the superiority of our method over prior works, resulting in advanced photo-realism and improved multi-view consistency.
Seeing the World in a Bag of Chips
We address the dual problems of novel view synthesis and environment reconstruction from hand-held RGBD sensors. Our contributions include 1) modeling highly specular objects, 2) modeling inter-reflections and Fresnel effects, and 3) enabling surface light field reconstruction with the same input needed to reconstruct shape alone. In cases where scene surface has a strong mirror-like material component, we generate highly detailed environment images, revealing room composition, objects, people, buildings, and trees visible through windows. Our approach yields state of the art view synthesis techniques, operates on low dynamic range imagery, and is robust to geometric and calibration errors.
Taming Video Diffusion Prior with Scene-Grounding Guidance for 3D Gaussian Splatting from Sparse Inputs
Despite recent successes in novel view synthesis using 3D Gaussian Splatting (3DGS), modeling scenes with sparse inputs remains a challenge. In this work, we address two critical yet overlooked issues in real-world sparse-input modeling: extrapolation and occlusion. To tackle these issues, we propose to use a reconstruction by generation pipeline that leverages learned priors from video diffusion models to provide plausible interpretations for regions outside the field of view or occluded. However, the generated sequences exhibit inconsistencies that do not fully benefit subsequent 3DGS modeling. To address the challenge of inconsistencies, we introduce a novel scene-grounding guidance based on rendered sequences from an optimized 3DGS, which tames the diffusion model to generate consistent sequences. This guidance is training-free and does not require any fine-tuning of the diffusion model. To facilitate holistic scene modeling, we also propose a trajectory initialization method. It effectively identifies regions that are outside the field of view and occluded. We further design a scheme tailored for 3DGS optimization with generated sequences. Experiments demonstrate that our method significantly improves upon the baseline and achieves state-of-the-art performance on challenging benchmarks.
Learning One-Shot 4D Head Avatar Synthesis using Synthetic Data
Existing one-shot 4D head synthesis methods usually learn from monocular videos with the aid of 3DMM reconstruction, yet the latter is evenly challenging which restricts them from reasonable 4D head synthesis. We present a method to learn one-shot 4D head synthesis via large-scale synthetic data. The key is to first learn a part-wise 4D generative model from monocular images via adversarial learning, to synthesize multi-view images of diverse identities and full motions as training data; then leverage a transformer-based animatable triplane reconstructor to learn 4D head reconstruction using the synthetic data. A novel learning strategy is enforced to enhance the generalizability to real images by disentangling the learning process of 3D reconstruction and reenactment. Experiments demonstrate our superiority over the prior art.
SPAR3D: Stable Point-Aware Reconstruction of 3D Objects from Single Images
We study the problem of single-image 3D object reconstruction. Recent works have diverged into two directions: regression-based modeling and generative modeling. Regression methods efficiently infer visible surfaces, but struggle with occluded regions. Generative methods handle uncertain regions better by modeling distributions, but are computationally expensive and the generation is often misaligned with visible surfaces. In this paper, we present SPAR3D, a novel two-stage approach aiming to take the best of both directions. The first stage of SPAR3D generates sparse 3D point clouds using a lightweight point diffusion model, which has a fast sampling speed. The second stage uses both the sampled point cloud and the input image to create highly detailed meshes. Our two-stage design enables probabilistic modeling of the ill-posed single-image 3D task while maintaining high computational efficiency and great output fidelity. Using point clouds as an intermediate representation further allows for interactive user edits. Evaluated on diverse datasets, SPAR3D demonstrates superior performance over previous state-of-the-art methods, at an inference speed of 0.7 seconds. Project page with code and model: https://spar3d.github.io
Structured3D: A Large Photo-realistic Dataset for Structured 3D Modeling
Recently, there has been growing interest in developing learning-based methods to detect and utilize salient semi-global or global structures, such as junctions, lines, planes, cuboids, smooth surfaces, and all types of symmetries, for 3D scene modeling and understanding. However, the ground truth annotations are often obtained via human labor, which is particularly challenging and inefficient for such tasks due to the large number of 3D structure instances (e.g., line segments) and other factors such as viewpoints and occlusions. In this paper, we present a new synthetic dataset, Structured3D, with the aim of providing large-scale photo-realistic images with rich 3D structure annotations for a wide spectrum of structured 3D modeling tasks. We take advantage of the availability of professional interior designs and automatically extract 3D structures from them. We generate high-quality images with an industry-leading rendering engine. We use our synthetic dataset in combination with real images to train deep networks for room layout estimation and demonstrate improved performance on benchmark datasets.
G3R: Gradient Guided Generalizable Reconstruction
Large scale 3D scene reconstruction is important for applications such as virtual reality and simulation. Existing neural rendering approaches (e.g., NeRF, 3DGS) have achieved realistic reconstructions on large scenes, but optimize per scene, which is expensive and slow, and exhibit noticeable artifacts under large view changes due to overfitting. Generalizable approaches or large reconstruction models are fast, but primarily work for small scenes/objects and often produce lower quality rendering results. In this work, we introduce G3R, a generalizable reconstruction approach that can efficiently predict high-quality 3D scene representations for large scenes. We propose to learn a reconstruction network that takes the gradient feedback signals from differentiable rendering to iteratively update a 3D scene representation, combining the benefits of high photorealism from per-scene optimization with data-driven priors from fast feed-forward prediction methods. Experiments on urban-driving and drone datasets show that G3R generalizes across diverse large scenes and accelerates the reconstruction process by at least 10x while achieving comparable or better realism compared to 3DGS, and also being more robust to large view changes.
CADDreamer: CAD object Generation from Single-view Images
Diffusion-based 3D generation has made remarkable progress in recent years. However, existing 3D generative models often produce overly dense and unstructured meshes, which stand in stark contrast to the compact, structured, and sharply-edged Computer-Aided Design (CAD) models crafted by human designers. To address this gap, we introduce CADDreamer, a novel approach for generating boundary representations (B-rep) of CAD objects from a single image. CADDreamer employs a primitive-aware multi-view diffusion model that captures both local geometric details and high-level structural semantics during the generation process. By encoding primitive semantics into the color domain, the method leverages the strong priors of pre-trained diffusion models to align with well-defined primitives. This enables the inference of multi-view normal maps and semantic maps from a single image, facilitating the reconstruction of a mesh with primitive labels. Furthermore, we introduce geometric optimization techniques and topology-preserving extraction methods to mitigate noise and distortion in the generated primitives. These enhancements result in a complete and seamless B-rep of the CAD model. Experimental results demonstrate that our method effectively recovers high-quality CAD objects from single-view images. Compared to existing 3D generation techniques, the B-rep models produced by CADDreamer are compact in representation, clear in structure, sharp in edges, and watertight in topology.
Enhancing 3D Gaussian Splatting Compression via Spatial Condition-based Prediction
Recently, 3D Gaussian Spatting (3DGS) has gained widespread attention in Novel View Synthesis (NVS) due to the remarkable real-time rendering performance. However, the substantial cost of storage and transmission of vanilla 3DGS hinders its further application (hundreds of megabytes or even gigabytes for a single scene). Motivated by the achievements of prediction in video compression, we introduce the prediction technique into the anchor-based Gaussian representation to effectively reduce the bit rate. Specifically, we propose a spatial condition-based prediction module to utilize the grid-captured scene information for prediction, with a residual compensation strategy designed to learn the missing fine-grained information. Besides, to further compress the residual, we propose an instance-aware hyper prior, developing a structure-aware and instance-aware entropy model. Extensive experiments demonstrate the effectiveness of our prediction-based compression framework and each technical component. Even compared with SOTA compression method, our framework still achieves a bit rate savings of 24.42 percent. Code is to be released!
OBJECT 3DIT: Language-guided 3D-aware Image Editing
Existing image editing tools, while powerful, typically disregard the underlying 3D geometry from which the image is projected. As a result, edits made using these tools may become detached from the geometry and lighting conditions that are at the foundation of the image formation process. In this work, we formulate the newt ask of language-guided 3D-aware editing, where objects in an image should be edited according to a language instruction in context of the underlying 3D scene. To promote progress towards this goal, we release OBJECT: a dataset consisting of 400K editing examples created from procedurally generated 3D scenes. Each example consists of an input image, editing instruction in language, and the edited image. We also introduce 3DIT : single and multi-task models for four editing tasks. Our models show impressive abilities to understand the 3D composition of entire scenes, factoring in surrounding objects, surfaces, lighting conditions, shadows, and physically-plausible object configurations. Surprisingly, training on only synthetic scenes from OBJECT, editing capabilities of 3DIT generalize to real-world images.
4K4D: Real-Time 4D View Synthesis at 4K Resolution
This paper targets high-fidelity and real-time view synthesis of dynamic 3D scenes at 4K resolution. Recently, some methods on dynamic view synthesis have shown impressive rendering quality. However, their speed is still limited when rendering high-resolution images. To overcome this problem, we propose 4K4D, a 4D point cloud representation that supports hardware rasterization and enables unprecedented rendering speed. Our representation is built on a 4D feature grid so that the points are naturally regularized and can be robustly optimized. In addition, we design a novel hybrid appearance model that significantly boosts the rendering quality while preserving efficiency. Moreover, we develop a differentiable depth peeling algorithm to effectively learn the proposed model from RGB videos. Experiments show that our representation can be rendered at over 400 FPS on the DNA-Rendering dataset at 1080p resolution and 80 FPS on the ENeRF-Outdoor dataset at 4K resolution using an RTX 4090 GPU, which is 30x faster than previous methods and achieves the state-of-the-art rendering quality. We will release the code for reproducibility.
DreamScene4D: Dynamic Multi-Object Scene Generation from Monocular Videos
View-predictive generative models provide strong priors for lifting object-centric images and videos into 3D and 4D through rendering and score distillation objectives. A question then remains: what about lifting complete multi-object dynamic scenes? There are two challenges in this direction: First, rendering error gradients are often insufficient to recover fast object motion, and second, view predictive generative models work much better for objects than whole scenes, so, score distillation objectives cannot currently be applied at the scene level directly. We present DreamScene4D, the first approach to generate 3D dynamic scenes of multiple objects from monocular videos via 360-degree novel view synthesis. Our key insight is a "decompose-recompose" approach that factorizes the video scene into the background and object tracks, while also factorizing object motion into 3 components: object-centric deformation, object-to-world-frame transformation, and camera motion. Such decomposition permits rendering error gradients and object view-predictive models to recover object 3D completions and deformations while bounding box tracks guide the large object movements in the scene. We show extensive results on challenging DAVIS, Kubric, and self-captured videos with quantitative comparisons and a user preference study. Besides 4D scene generation, DreamScene4D obtains accurate 2D persistent point track by projecting the inferred 3D trajectories to 2D. We will release our code and hope our work will stimulate more research on fine-grained 4D understanding from videos.
PreF3R: Pose-Free Feed-Forward 3D Gaussian Splatting from Variable-length Image Sequence
We present PreF3R, Pose-Free Feed-forward 3D Reconstruction from an image sequence of variable length. Unlike previous approaches, PreF3R removes the need for camera calibration and reconstructs the 3D Gaussian field within a canonical coordinate frame directly from a sequence of unposed images, enabling efficient novel-view rendering. We leverage DUSt3R's ability for pair-wise 3D structure reconstruction, and extend it to sequential multi-view input via a spatial memory network, eliminating the need for optimization-based global alignment. Additionally, PreF3R incorporates a dense Gaussian parameter prediction head, which enables subsequent novel-view synthesis with differentiable rasterization. This allows supervising our model with the combination of photometric loss and pointmap regression loss, enhancing both photorealism and structural accuracy. Given a sequence of ordered images, PreF3R incrementally reconstructs the 3D Gaussian field at 20 FPS, therefore enabling real-time novel-view rendering. Empirical experiments demonstrate that PreF3R is an effective solution for the challenging task of pose-free feed-forward novel-view synthesis, while also exhibiting robust generalization to unseen scenes.
Efficient Part-level 3D Object Generation via Dual Volume Packing
Recent progress in 3D object generation has greatly improved both the quality and efficiency. However, most existing methods generate a single mesh with all parts fused together, which limits the ability to edit or manipulate individual parts. A key challenge is that different objects may have a varying number of parts. To address this, we propose a new end-to-end framework for part-level 3D object generation. Given a single input image, our method generates high-quality 3D objects with an arbitrary number of complete and semantically meaningful parts. We introduce a dual volume packing strategy that organizes all parts into two complementary volumes, allowing for the creation of complete and interleaved parts that assemble into the final object. Experiments show that our model achieves better quality, diversity, and generalization than previous image-based part-level generation methods.
Sketch-A-Shape: Zero-Shot Sketch-to-3D Shape Generation
Significant progress has recently been made in creative applications of large pre-trained models for downstream tasks in 3D vision, such as text-to-shape generation. This motivates our investigation of how these pre-trained models can be used effectively to generate 3D shapes from sketches, which has largely remained an open challenge due to the limited sketch-shape paired datasets and the varying level of abstraction in the sketches. We discover that conditioning a 3D generative model on the features (obtained from a frozen large pre-trained vision model) of synthetic renderings during training enables us to effectively generate 3D shapes from sketches at inference time. This suggests that the large pre-trained vision model features carry semantic signals that are resilient to domain shifts, i.e., allowing us to use only RGB renderings, but generalizing to sketches at inference time. We conduct a comprehensive set of experiments investigating different design factors and demonstrate the effectiveness of our straightforward approach for generation of multiple 3D shapes per each input sketch regardless of their level of abstraction without requiring any paired datasets during training.
ATT3D: Amortized Text-to-3D Object Synthesis
Text-to-3D modelling has seen exciting progress by combining generative text-to-image models with image-to-3D methods like Neural Radiance Fields. DreamFusion recently achieved high-quality results but requires a lengthy, per-prompt optimization to create 3D objects. To address this, we amortize optimization over text prompts by training on many prompts simultaneously with a unified model, instead of separately. With this, we share computation across a prompt set, training in less time than per-prompt optimization. Our framework - Amortized text-to-3D (ATT3D) - enables knowledge-sharing between prompts to generalize to unseen setups and smooth interpolations between text for novel assets and simple animations.
Fourier123: One Image to High-Quality 3D Object Generation with Hybrid Fourier Score Distillation
Single image-to-3D generation is pivotal for crafting controllable 3D assets. Given its underconstrained nature, we leverage geometric priors from a 3D novel view generation diffusion model and appearance priors from a 2D image generation method to guide the optimization process. We note that a disparity exists between the training datasets of 2D and 3D diffusion models, leading to their outputs showing marked differences in appearance. Specifically, 2D models tend to deliver more detailed visuals, whereas 3D models produce consistent yet over-smooth results across different views. Hence, we optimize a set of 3D Gaussians using 3D priors in spatial domain to ensure geometric consistency, while exploiting 2D priors in the frequency domain through Fourier transform for higher visual quality. This 2D-3D hybrid Fourier Score Distillation objective function (dubbed hy-FSD), can be integrated into existing 3D generation methods, yielding significant performance improvements. With this technique, we further develop an image-to-3D generation pipeline to create high-quality 3D objects within one minute, named Fourier123. Extensive experiments demonstrate that Fourier123 excels in efficient generation with rapid convergence speed and visual-friendly generation results.
HybridGS: Decoupling Transients and Statics with 2D and 3D Gaussian Splatting
Generating high-quality novel view renderings of 3D Gaussian Splatting (3DGS) in scenes featuring transient objects is challenging. We propose a novel hybrid representation, termed as HybridGS, using 2D Gaussians for transient objects per image and maintaining traditional 3D Gaussians for the whole static scenes. Note that, the 3DGS itself is better suited for modeling static scenes that assume multi-view consistency, but the transient objects appear occasionally and do not adhere to the assumption, thus we model them as planar objects from a single view, represented with 2D Gaussians. Our novel representation decomposes the scene from the perspective of fundamental viewpoint consistency, making it more reasonable. Additionally, we present a novel multi-view regulated supervision method for 3DGS that leverages information from co-visible regions, further enhancing the distinctions between the transients and statics. Then, we propose a straightforward yet effective multi-stage training strategy to ensure robust training and high-quality view synthesis across various settings. Experiments on benchmark datasets show our state-of-the-art performance of novel view synthesis in both indoor and outdoor scenes, even in the presence of distracting elements.
RDG-GS: Relative Depth Guidance with Gaussian Splatting for Real-time Sparse-View 3D Rendering
Efficiently synthesizing novel views from sparse inputs while maintaining accuracy remains a critical challenge in 3D reconstruction. While advanced techniques like radiance fields and 3D Gaussian Splatting achieve rendering quality and impressive efficiency with dense view inputs, they suffer from significant geometric reconstruction errors when applied to sparse input views. Moreover, although recent methods leverage monocular depth estimation to enhance geometric learning, their dependence on single-view estimated depth often leads to view inconsistency issues across different viewpoints. Consequently, this reliance on absolute depth can introduce inaccuracies in geometric information, ultimately compromising the quality of scene reconstruction with Gaussian splats. In this paper, we present RDG-GS, a novel sparse-view 3D rendering framework with Relative Depth Guidance based on 3D Gaussian Splatting. The core innovation lies in utilizing relative depth guidance to refine the Gaussian field, steering it towards view-consistent spatial geometric representations, thereby enabling the reconstruction of accurate geometric structures and capturing intricate textures. First, we devise refined depth priors to rectify the coarse estimated depth and insert global and fine-grained scene information to regular Gaussians. Building on this, to address spatial geometric inaccuracies from absolute depth, we propose relative depth guidance by optimizing the similarity between spatially correlated patches of depth and images. Additionally, we also directly deal with the sparse areas challenging to converge by the adaptive sampling for quick densification. Across extensive experiments on Mip-NeRF360, LLFF, DTU, and Blender, RDG-GS demonstrates state-of-the-art rendering quality and efficiency, making a significant advancement for real-world application.
GaussianCity: Generative Gaussian Splatting for Unbounded 3D City Generation
3D city generation with NeRF-based methods shows promising generation results but is computationally inefficient. Recently 3D Gaussian Splatting (3D-GS) has emerged as a highly efficient alternative for object-level 3D generation. However, adapting 3D-GS from finite-scale 3D objects and humans to infinite-scale 3D cities is non-trivial. Unbounded 3D city generation entails significant storage overhead (out-of-memory issues), arising from the need to expand points to billions, often demanding hundreds of Gigabytes of VRAM for a city scene spanning 10km^2. In this paper, we propose GaussianCity, a generative Gaussian Splatting framework dedicated to efficiently synthesizing unbounded 3D cities with a single feed-forward pass. Our key insights are two-fold: 1) Compact 3D Scene Representation: We introduce BEV-Point as a highly compact intermediate representation, ensuring that the growth in VRAM usage for unbounded scenes remains constant, thus enabling unbounded city generation. 2) Spatial-aware Gaussian Attribute Decoder: We present spatial-aware BEV-Point decoder to produce 3D Gaussian attributes, which leverages Point Serializer to integrate the structural and contextual characteristics of BEV points. Extensive experiments demonstrate that GaussianCity achieves state-of-the-art results in both drone-view and street-view 3D city generation. Notably, compared to CityDreamer, GaussianCity exhibits superior performance with a speedup of 60 times (10.72 FPS v.s. 0.18 FPS).
Make-A-Texture: Fast Shape-Aware Texture Generation in 3 Seconds
We present Make-A-Texture, a new framework that efficiently synthesizes high-resolution texture maps from textual prompts for given 3D geometries. Our approach progressively generates textures that are consistent across multiple viewpoints with a depth-aware inpainting diffusion model, in an optimized sequence of viewpoints determined by an automatic view selection algorithm. A significant feature of our method is its remarkable efficiency, achieving a full texture generation within an end-to-end runtime of just 3.07 seconds on a single NVIDIA H100 GPU, significantly outperforming existing methods. Such an acceleration is achieved by optimizations in the diffusion model and a specialized backprojection method. Moreover, our method reduces the artifacts in the backprojection phase, by selectively masking out non-frontal faces, and internal faces of open-surfaced objects. Experimental results demonstrate that Make-A-Texture matches or exceeds the quality of other state-of-the-art methods. Our work significantly improves the applicability and practicality of texture generation models for real-world 3D content creation, including interactive creation and text-guided texture editing.
TapMo: Shape-aware Motion Generation of Skeleton-free Characters
Previous motion generation methods are limited to the pre-rigged 3D human model, hindering their applications in the animation of various non-rigged characters. In this work, we present TapMo, a Text-driven Animation Pipeline for synthesizing Motion in a broad spectrum of skeleton-free 3D characters. The pivotal innovation in TapMo is its use of shape deformation-aware features as a condition to guide the diffusion model, thereby enabling the generation of mesh-specific motions for various characters. Specifically, TapMo comprises two main components - Mesh Handle Predictor and Shape-aware Diffusion Module. Mesh Handle Predictor predicts the skinning weights and clusters mesh vertices into adaptive handles for deformation control, which eliminates the need for traditional skeletal rigging. Shape-aware Motion Diffusion synthesizes motion with mesh-specific adaptations. This module employs text-guided motions and mesh features extracted during the first stage, preserving the geometric integrity of the animations by accounting for the character's shape and deformation. Trained in a weakly-supervised manner, TapMo can accommodate a multitude of non-human meshes, both with and without associated text motions. We demonstrate the effectiveness and generalizability of TapMo through rigorous qualitative and quantitative experiments. Our results reveal that TapMo consistently outperforms existing auto-animation methods, delivering superior-quality animations for both seen or unseen heterogeneous 3D characters.
2L3: Lifting Imperfect Generated 2D Images into Accurate 3D
Reconstructing 3D objects from a single image is an intriguing but challenging problem. One promising solution is to utilize multi-view (MV) 3D reconstruction to fuse generated MV images into consistent 3D objects. However, the generated images usually suffer from inconsistent lighting, misaligned geometry, and sparse views, leading to poor reconstruction quality. To cope with these problems, we present a novel 3D reconstruction framework that leverages intrinsic decomposition guidance, transient-mono prior guidance, and view augmentation to cope with the three issues, respectively. Specifically, we first leverage to decouple the shading information from the generated images to reduce the impact of inconsistent lighting; then, we introduce mono prior with view-dependent transient encoding to enhance the reconstructed normal; and finally, we design a view augmentation fusion strategy that minimizes pixel-level loss in generated sparse views and semantic loss in augmented random views, resulting in view-consistent geometry and detailed textures. Our approach, therefore, enables the integration of a pre-trained MV image generator and a neural network-based volumetric signed distance function (SDF) representation for a single image to 3D object reconstruction. We evaluate our framework on various datasets and demonstrate its superior performance in both quantitative and qualitative assessments, signifying a significant advancement in 3D object reconstruction. Compared with the latest state-of-the-art method Syncdreamer~liu2023syncdreamer, we reduce the Chamfer Distance error by about 36\% and improve PSNR by about 30\% .
SynCity: Training-Free Generation of 3D Worlds
We address the challenge of generating 3D worlds from textual descriptions. We propose SynCity, a training- and optimization-free approach, which leverages the geometric precision of pre-trained 3D generative models and the artistic versatility of 2D image generators to create large, high-quality 3D spaces. While most 3D generative models are object-centric and cannot generate large-scale worlds, we show how 3D and 2D generators can be combined to generate ever-expanding scenes. Through a tile-based approach, we allow fine-grained control over the layout and the appearance of scenes. The world is generated tile-by-tile, and each new tile is generated within its world-context and then fused with the scene. SynCity generates compelling and immersive scenes that are rich in detail and diversity.
R3DS: Reality-linked 3D Scenes for Panoramic Scene Understanding
We introduce the Reality-linked 3D Scenes (R3DS) dataset of synthetic 3D scenes mirroring the real-world scene arrangements from Matterport3D panoramas. Compared to prior work, R3DS has more complete and densely populated scenes with objects linked to real-world observations in panoramas. R3DS also provides an object support hierarchy, and matching object sets (e.g., same chairs around a dining table) for each scene. Overall, R3DS contains 19K objects represented by 3,784 distinct CAD models from over 100 object categories. We demonstrate the effectiveness of R3DS on the Panoramic Scene Understanding task. We find that: 1) training on R3DS enables better generalization; 2) support relation prediction trained with R3DS improves performance compared to heuristically calculated support; and 3) R3DS offers a challenging benchmark for future work on panoramic scene understanding.
Aligned Novel View Image and Geometry Synthesis via Cross-modal Attention Instillation
We introduce a diffusion-based framework that performs aligned novel view image and geometry generation via a warping-and-inpainting methodology. Unlike prior methods that require dense posed images or pose-embedded generative models limited to in-domain views, our method leverages off-the-shelf geometry predictors to predict partial geometries viewed from reference images, and formulates novel-view synthesis as an inpainting task for both image and geometry. To ensure accurate alignment between generated images and geometry, we propose cross-modal attention distillation, where attention maps from the image diffusion branch are injected into a parallel geometry diffusion branch during both training and inference. This multi-task approach achieves synergistic effects, facilitating geometrically robust image synthesis as well as well-defined geometry prediction. We further introduce proximity-based mesh conditioning to integrate depth and normal cues, interpolating between point cloud and filtering erroneously predicted geometry from influencing the generation process. Empirically, our method achieves high-fidelity extrapolative view synthesis on both image and geometry across a range of unseen scenes, delivers competitive reconstruction quality under interpolation settings, and produces geometrically aligned colored point clouds for comprehensive 3D completion. Project page is available at https://cvlab-kaist.github.io/MoAI.