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ะะฐ ะณะปะฐะฒะฝัƒัŽ

(1/2) ๐Ÿ“ข๐๐๐†๐€: ๐๐ž๐ฎ๐ซ๐š๐ฅ ๐๐š๐ซ๐š๐ฆ๐ž๐ญ๐ซ๐ข๐œ ๐†๐š๐ฎ๐ฌ๐ฌ๐ข๐š๐ง ๐€๐ฏ๐š๐ญ๐š๐ซ๐ฌ ๐Ÿ“ข #SIGGRAPHAsia We leverage a neural parametric representation to facilitate precise control over 3D Gaussians to obtain high-fidelity avatars.

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Matthias Niessner

47,655 subscribers

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ะ—ะดะตััŒ ะฟะพัะฒัั‚ัั ะบะพะผะผะตะฝั‚ะฐั€ะธะธ ะธะท ะพั€ะธะณะธะฝะฐะปัŒะฝะพะณะพ ะฟะพัั‚ะฐ

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Wonderland: Navigating 3D Scenes from a Single Image Contributions: โ€ข 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. โ€ข 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. โ€ข 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 tasksโ€”and bridging image space and 3D spaceโ€”through the video latent space. Compared with reconstructing scenes from images, the video latent space offers a 256ร— 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.

MrNeRF

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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.

AK

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[LSTM] by Hand โœ๏ธ LSTMs have been the most effective architecture to process long sequences of data, until our world was taken over by the Transformers. LSTMs belong to the broader family of recurrent neural network (RNNs) that process data sequentially in a recurrent manner. Transformers, on the other hand, abandon recurrence and use self-attention instead to process data concurrently in parallel. Recently, there is renewed interest in recurrence as people realized self-attention doesnโ€™t scale to extremely long sequences, like hundreds of thousands of tokens. Mamba is a good example to bring back recurrence. All of a sudden, it is cool to study LSTMs. How do LSTMs work? [1] Given โ†ณ ๐ŸŸจ Input sequence X1, X2, X3 (d = 3) โ†ณ ๐ŸŸฉ Hidden state h (d = 2) โ†ณ ๐ŸŸฆ Memory C (d = 2) โ†ณ Weight matrices Wf, Wc, Wi, Wo Process t = 1 [2] Initialize โ†ณ Randomly set the previous hidden state h0 to [1, 1] and memory cells C0 to [0.3, -0.5] [3] Linear Transform โ†ณ Multiply the four weight matrices with the concatenation of current input (X1) and the previous hidden state (h0). โ†ณ The results are feature values, each is a linear combination of the current input and hidden state. [4] Non-linear Transform โ†ณ Apply sigmoid ฯƒ to obtain gate values (between 0 and 1). โ€ข Forget gate (f1): [-4, -6] โ†’ [0, 0] โ€ข Input gate (i1): [6, 4] โ†’ [1, 1] โ€ข Output gate (o1): [4, -5] โ†’ [1, 0] โ†ณ Apply tanh to obtain candidate memory values (between -1 and 1) โ€ข Candidate memory (Cโ€™1): [1, -6] โ†’ [0.8, -1] [5] Update Memory โ†ณ Forget (C0 .* f1): Element-wise multiply the current memory with forget gate values. โ†ณ Input (Cโ€™1 .* o1): Element-wise multiply the โ€œcandidateโ€ memory with input gate values. โ†ณ Update the memory to C1 by adding the two terms above: C0 .* f1 + Cโ€™1 .* o1 = C1 [6] Candiate Output โ†ณ Apply tanh to the new memory C1 to obtain candidate output oโ€™1. [0.8, -1] โ†’ [0.7, -0.8] [7] Update Hidden State โ†ณ Output (oโ€™1 .* o1 โ†’ h1): Element-wise multiply the candidate output with the output gate. โ†ณ The result is updated hidden state h1 โ†ณ Also, it is the first output. Process t = 2 [8] Initialize โ†ณ Copy previous hidden state h1 and memory C1 [9] Linear Transform โ†ณ Repeat [3] [10] Update Memory (C2) โ†ณ Repeat [4] and [5] [11] Update Hidden State (h2) โ†ณ Repeat [6] and [7] Process t = 3 [12] Initialize โ†ณ Copy previous hidden state h2 and memory C2 [13] Linear Transform โ†ณ Repeat [3] [14] Update Memory (C3) โ†ณ Repeat [4] and [5] [15] Update Hidden State (h3) โ†ณ Repeat [6] and [7]

Tom Yeh

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