Triangle Splatting for Real-Time Radiance Field Rendering Contributions: (i)... We propose Triangle Splatting, a novel approach that directly optimizes unstructured triangles, bridging traditional computer graphics and radiance fields. (ii) We introduce a differentiable window function for soft triangle boundaries, enabling effective gradient flow. (iii) We demonstrate qualitatively and quantitatively that Triangle Splatting outperforms concurrent methods in terms of visual quality and rendering speed, and achieves superior perceptual quality compared to the state-of-the-art Zip-NeRF on indoor scenes. (iv) The optimized triangles are directly compatible with standard mesh-based renderers, enabling seamless integration into traditional graphics pipelines.show more

MrNeRF
51,407 views • 1 year ago
3D Gaussian Splatting for Real-Time Radiance Field Rendering paper... page: Radiance Field methods have recently revolutionized novel-view synthesis of scenes captured with multiple photos or videos. However, achieving high visual quality still requires neural networks that are costly to train and render, while recent faster methods inevitably trade off speed for quality. For unbounded and complete scenes (rather than isolated objects) and 1080p resolution rendering, no current method can achieve real-time display rates. We introduce three key elements that allow us to achieve state-of-the-art visual quality while maintaining competitive training times and importantly allow high-quality real-time (>= 30 fps) novel-view synthesis at 1080p resolution. First, starting from sparse points produced during camera calibration, we represent the scene with 3D Gaussians that preserve desirable properties of continuous volumetric radiance fields for scene optimization while avoiding unnecessary computation in empty space; Second, we perform interleaved optimization/density control of the 3D Gaussians, notably optimizing anisotropic covariance to achieve an accurate representation of the scene; Third, we develop a fast visibility-aware rendering algorithm that supports anisotropic splatting and both accelerates training and allows realtime rendering. We demonstrate state-of-the-art visual quality and real-time rendering on several established datasets.show more

AK
633,674 views • 3 years ago
DroneSplat: 3D Gaussian Splatting for Robust 3D Reconstruction from... In-the-Wild Drone Imagery Abstract: Drones have become essential tools for reconstructing wild scenes due to their outstanding maneuverability. Recent advances in radiance field methods have achieved remarkable rendering quality, providing a new avenue for 3D reconstruction from drone imagery. However, dynamic distractors in wild environments challenge the static scene assumption in radiance fields, while limited view constraints hinder the accurate capture of underlying scene geometry. To address these challenges, we introduce DroneSplat, a novel framework designed for robust 3D reconstruction from in-the-wild drone imagery. Our method adaptively adjusts masking thresholds by integrating local-global segmentation heuristics with statistical approaches, enabling precise identification and elimination of dynamic distractors in static scenes. We enhance 3D Gaussian Splatting with multi-view stereo predictions and a voxel-guided optimization strategy, supporting high-quality rendering under limited view constraints. For comprehensive evaluation, we provide a drone-captured 3D reconstruction dataset encompassing both dynamic and static scenes. Extensive experiments demonstrate that DroneSplat outperforms both 3DGS and NeRF baselines in handling in-the-wild drone imagery.show more

MrNeRF
21,346 views • 1 year ago
Is Google taking initial steps to enhance Street View?... For some reason, Street View seems stuck in technology that feels outdated. I wonder if we'll see such improvements on the product side. Also, note how much better it performs in all aspects compared to Zip-NeRF in their presented material. It offers more details and fewer artifacts. Great work! "LODGE: Level-of-Detail Large-Scale Gaussian Splatting with Efficient Rendering" Contributions: • We propose a novel LOD representation for 3DGS which, unlike previous methods [27, 28, 17], does not recompute the list of used Gaussians at each frame. This allows for acceleration and compaction, enabling the rendering of large-scale scenes even on mobile devices. • We design a strategy to automatically select optimal hyperparameters for splitting LODs, whereas most other methods require manual tuning of hyperparameters for each 3D scene. • To further accelerate rendering, we split the scene into chunks and pre-compute sets of active Gaussians per chunk. • Finally, we introduce a novel opacity interpolation scheme to produce visually pleasing rendering and eliminate artifacts when transitioning between chunks.show more

MrNeRF
62,564 views • 1 year ago
In the summer of 2023, I cold emailed Jensen... Huang and asked to capture a NeRF of him at SIGGRAPH. He responded in about an hour and said yes. A radiance field is, in the simplest terms, akin to a 3D photograph. A moment in time, so completely reconstructed that you can move through it and see it from angles the original cameras never occupied. NeRFs were the original method. Gaussian splatting, which debuted at that same SIGGRAPH, has since become the dominant form of radiance field. I called my late friend James, who told me we needed to begin practicing immediately. We ran capture after capture for weeks until we consistently got the capture time down to ~30 seconds with one camera. Later, in a hallway at the LA Convention Center during SIGGRAPH, I captured the portrait you're seeing now, a full 360° gaussian splat of Jensen, rendered here as a 2D flythrough. Afterward, I continued the conversation with him and members of his team to make the case for radiance fields as a foundational representation for imaging. To my surprise, they listened. Three years later, NVIDIA has several works, including NuRec, fVDB, 3DGRUT, and gsplat all utilizing radiance fields. The landscape has evolved enough that the reasoning is obvious. Gaussian splatting has begun to ship across some of the world’s largest industries, including autonomous vehicles, AEC, geospatial, media and entertainment, robotics, e-commerce, hospitality. It’s become clear that lifelike 3D is here to stay. And yet I think we will look back and be disappointed by how late we started taking 3D portraits of the people around us, just like how we have sparse 2D photos of our grandparents and great grandparents. We have billions of photographs of the people we know and love, but almost no radiance fields of them. I'll be returning to SIGGRAPH in LA where this was initially captured three years ago, with the landscape looking significantly different. Radiance fields are more under deployed than ever relative to what they can do. I'm excited for the future of imaging, and for 2D to transition into 3D. I have a few things up my sleeve that I think will make that case plainly.show more

Radiance Fields
18,084 views • 2 months ago
NeuRBF: A Neural Fields Representation with Adaptive Radial Basis... Functions paper page: present a novel type of neural fields that uses general radial bases for signal representation. State-of-the-art neural fields typically rely on grid-based representations for storing local neural features and N-dimensional linear kernels for interpolating features at continuous query points. The spatial positions of their neural features are fixed on grid nodes and cannot well adapt to target signals. Our method instead builds upon general radial bases with flexible kernel position and shape, which have higher spatial adaptivity and can more closely fit target signals. To further improve the channel-wise capacity of radial basis functions, we propose to compose them with multi-frequency sinusoid functions. This technique extends a radial basis to multiple Fourier radial bases of different frequency bands without requiring extra parameters, facilitating the representation of details. Moreover, by marrying adaptive radial bases with grid-based ones, our hybrid combination inherits both adaptivity and interpolation smoothness. We carefully designed weighting schemes to let radial bases adapt to different types of signals effectively. Our experiments on 2D image and 3D signed distance field representation demonstrate the higher accuracy and compactness of our method than prior arts. When applied to neural radiance field reconstruction, our method achieves state-of-the-art rendering quality, with small model size and comparable training speed.show more

AK
194,469 views • 2 years ago
EDGS: Eliminating Densification for Efficient Convergence of 3DGS Contributions:... • We show that initial triangulation based on 2D correspondences can replace the incremental refinement process, fundamentally changing how 3DGS models allocate resources. • Our method reduces the path each Gaussian must travel in parameter space. Careful initialization not only accelerates convergence but also guides optimization toward a convergence point corresponding to lower reconstruction error and thus higher reconstruction quality. • Our approach outperforms both speed-optimized and quality-focused state-of-the-art models while using only half the splats of standard 3DGS. By improving initialization rather than altering the optimization process, this method is compatible with other 3DGS acceleration techniques, making it a flexible enhancement to existing models.show more

MrNeRF
124,568 views • 1 year ago
WeatherEdit: Controllable Weather Editing with 4D Gaussian Field Contributions:... 1. Based on our analysis of weather editing characteristics, we introduce WeatherEdit, a comprehensive and efficient framework for realistic and controllable weather generation. Compared with existing methods that focus on either background editing or static weather effects, a progressive 2D-to-4D transformation process in WeatherEdit enhances adaptability across a wider range of scenarios. 2. We introduce an all-in-one adapter to enable a diffusion model for multi-weather (snowy, rainy, and fog) synthesis, along with a Temporal-View attention to ensure consistent editing across multi-frame and multi-view. 3. We design a 4D Gaussian field for weather particle modeling, enabling plausible simulation of raindrops, snowflakes, and fog with controllable severity. 4. We demonstrate WeatherEdit’s effectiveness in generating realistic, consistent, and controllable weather effects in 3D driving scenes, showcasing its applicability to real-world scenarios.show more

MrNeRF
10,691 views • 1 year ago
DimensionX: Create Any 3D and 4D Scenes from a... Single Image with Controllable Video Diffusion TL;DR: Create 3/4DGS from Video Diffusion Note: Some first inference code released (not all yet). Contributions (cited): • We present DimensionX, a novel framework for generating photorealistic 3D and 4D scenes from only a single image using controllable video diffusion. • We propose ST-Director, which decouples the spatial and temporal priors in video diffusion models by learning (spatial and temporal) dimension-aware modules with our curated datasets. We further enhance the hybriddimension control with a training-free composition approach according to the essence of video diffusion denoising process. • To bridge the gap between video diffusion and real-world scenes, we design a trajectory-aware mechanism for 3D generation and an identity-preserving denoising approach for 4D generation, enabling more realistic and controllable scene synthesis. • Extensive experiments manifest that our DimensionX delivers superior performance in video, 3D, and 4D generation compared with baseline methods.show more

MrNeRF
17,062 views • 1 year ago
Wonderland: Navigating 3D Scenes from a Single Image Contributions:... • First, we introduce a representation for controllable 3D generation by leveraging the generative priors from camera-guided video diffusion models. Unlike image models, video diffusion models are trained on extensive video datasets. This enables them to capture comprehensive spatial relationships within scenes across multiple views and embed a form of "3D awareness" in their latent space, which allows us to maintain 3D consistency in novel view synthesis. • Second, to achieve controllable novel view generation, we empower video models with precise control over specified camera motions. We introduce a novel dual-branch conditioning mechanism that effectively incorporates desired diverse camera trajectories into the video diffusion model. This enables expansion of a single image into a multi-view consistent capture of a 3D scene with precise pose control. • Third, to achieve efficient 3D reconstruction, we directly transform video latents into 3DGS. We propose a novel latent-based large reconstruction model (LaLRM) that lifts video latents to 3D in a feed-forward manner. With this design, during inference, our model directly predicts 3DGS from a single input image, effectively aligning the generation and reconstruction tasks—and bridging image space and 3D space—through the video latent space. Compared with reconstructing scenes from images, the video latent space offers a 256× spatial-temporal reduction while retaining essential and consistent 3D structural details. Such a high degree of compression is crucial, as it allows the LaLRM to handle a wider range of 3D scenes within the reconstruction framework, with the same memory constraints.show more

MrNeRF
52,849 views • 1 year ago
GSTAR: Gaussian Surface Tracking and Reconstruction Contributions: • A... new framework for tracking and reconstructing dynamic scenes, combining 3D Gaussians and meshes to effectively manage changes in topology. • A method for Gaussian unbinding and surface re-meshing, allowing for the generation of new surfaces as topologies evolve. • A method for handling large or fast deformations of surfaces between frames using scene flow warping. Abstract (excerpt): However, tracking dynamic surfaces with 3D Gaussians remains challenging due to complex topology changes, such as surfaces appearing, disappearing, or splitting. To address these challenges, we propose GSTAR, a novel method that achieves photo-realistic rendering, accurate surface reconstruction, and reliable 3D tracking for general dynamic scenes with changing topology. Given multi-view captures as input, GSTAR binds Gaussians to mesh faces to represent dynamic objects. For surfaces with consistent topology, GSTAR maintains the mesh topology and tracks the meshes using Gaussians.show more

MrNeRF
22,698 views • 1 year ago
Break-A-Scene: Extracting Multiple Concepts from a Single Image introduce... the task of textual scene decomposition: given a single image of a scene that may contain several concepts, we aim to extract a distinct text token for each concept, enabling fine-grained control over the generated scenes. To this end, we propose augmenting the input image with masks that indicate the presence of target concepts. These masks can be provided by the user or generated automatically by a pre-trained segmentation model. We then present a novel two-phase customization process that optimizes a set of dedicated textual embeddings (handles), as well as the model weights, striking a delicate balance between accurately capturing the concepts and avoiding overfitting. We employ a masked diffusion loss to enable handles to generate their assigned concepts, complemented by a novel loss on cross-attention maps to prevent entanglement. We also introduce union-sampling, a training strategy aimed to improve the ability of combining multiple concepts in generated images. We use several automatic metrics to quantitatively compare our method against several baselines, and further affirm the results using a user study. Finally, we showcase several applications of our method paper page:show more

AK
154,511 views • 3 years ago
Introducing Kaleido💮 from AI at Meta — a universal... generative neural rendering engine for photorealistic, unified object and scene view synthesis. Kaleido is built on a simple but powerful design philosophy: 3D perception is a form of visual common sense. Following this idea, we formulate rendering purely as a sequence-to-sequence generation problem, successfully unifying neural rendering with the architecture principles behind modern language and video models. Unlike traditional neural rendering methods, Kaleido learns 3D purely in a data-driven way, without explicit 3D representations or structures. It acquires spatial understanding directly through large-scale video pretraining, then multi-view 3D data finetuning, inspired by how LLMs acquire textual common sense from large corpora before specialising in domains like coding. Through extensive ablations, we progressively modernised the architecture design and training strategies and tackled key scaling challenges in sequence-to-sequence generative rendering, arriving at a design that’s simple, versatile, and scalable. Kaleido significantly outperforms prior generative models in few-view settings, and remarkably is the first zero-shot generative method matches InstantNGP-level rendering quality in multi-view settings. We view Kaleido also as an alternative step towards world modeling that flexibly spans a spectrum of “realities": with many views, it faithfully reconstructs grounded reality; with fewer views, it imagines plausible unseen details. 🔗 Explore more results and paper:show more

Shikun Liu
22,442 views • 11 months ago
Gaussian Head Avatar: Ultra High-fidelity Head Avatar via Dynamic... Gaussians paper page: Creating high-fidelity 3D head avatars has always been a research hotspot, but there remains a great challenge under lightweight sparse view setups. In this paper, we propose Gaussian Head Avatar represented by controllable 3D Gaussians for high-fidelity head avatar modeling. We optimize the neutral 3D Gaussians and a fully learned MLP-based deformation field to capture complex expressions. The two parts benefit each other, thereby our method can model fine-grained dynamic details while ensuring expression accuracy. Furthermore, we devise a well-designed geometry-guided initialization strategy based on implicit SDF and Deep Marching Tetrahedra for the stability and convergence of the training procedure. Experiments show our approach outperforms other state-of-the-art sparse-view methods, achieving ultra high-fidelity rendering quality at 2K resolution even under exaggerated expressions.show more

AK
65,861 views • 2 years ago
First fully ML-framework-free 3D Gaussian Splatting implementation in LichtFeld... Studio. I’ve completed the migration of the full training pipeline to a custom CUDA-based tensor library. No PyTorch, no LibTorch, no autograd. Every gradient is implemented by hand, either through CUDA kernels or minimal abstractions on top. This makes it the first full training setup for 3D Gaussian Splatting with zero dependencies on existing ML frameworks. It’s not just about independence, it's about control! We now manage every byte of GPU memory, which opens the door to tighter optimization and finer performance tuning. The framework footprint is minimal, without pulling in gigabytes of ML runtime code that was never designed for real-time or graphics-driven applications. A few modules, such as the metrics and 3DGUT interfaces, are still being ported, and some operations are temporarily naïve, so performance is not yet on par with master. But this refactor lays the groundwork for: - A fully self-contained binary - Fine-grained memory optimization - Easier experimentation without the weight of an ML stack We’re getting close.show more

MrNeRF
50,571 views • 10 months ago
If you think OpenAI Sora is a creative toy... like DALLE, ... think again. Sora is a data-driven physics engine. It is a simulation of many worlds, real or fantastical. The simulator learns intricate rendering, "intuitive" physics, long-horizon reasoning, and semantic grounding, all by some denoising and gradient maths. I won't be surprised if Sora is trained on lots of synthetic data using Unreal Engine 5. It has to be! Let's breakdown the following video. Prompt: "Photorealistic closeup video of two pirate ships battling each other as they sail inside a cup of coffee." - The simulator instantiates two exquisite 3D assets: pirate ships with different decorations. Sora has to solve text-to-3D implicitly in its latent space. - The 3D objects are consistently animated as they sail and avoid each other's paths. - Fluid dynamics of the coffee, even the foams that form around the ships. Fluid simulation is an entire sub-field of computer graphics, which traditionally requires very complex algorithms and equations. - Photorealism, almost like rendering with raytracing. - The simulator takes into account the small size of the cup compared to oceans, and applies tilt-shift photography to give a "minuscule" vibe. - The semantics of the scene does not exist in the real world, but the engine still implements the correct physical rules that we expect. Next up: add more modalities and conditioning, then we have a full data-driven UE that will replace all the hand-engineered graphics pipelines.show more

Jim Fan
6,183,148 views • 2 years ago