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F3D-Gaus: Feed-forward 3D-aware Generation on ImageNet with Cycle-Consistent Gaussian Splatting Contributions: • We pioneer 3D-aware generation using generalizable feed-forward Gaussian Splatting representation, achieving significant efficiency and favorable rendering quality on monocular datasets. • We significantly advance the capability of pixel-aligned Gaussian Splatting representations by designing a self-supervised cycle training...

14,229 просмотров • 1 год назад •via X (Twitter)

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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.

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633,532 просмотров • 3 лет назад

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.

MrNeRF

52,801 просмотров • 1 год назад

📢 Our lab has been exploring 3D world models for years — and we’re thrilled to share **PhysTwin**: a milestone that reconstructs object appearance, geometry, and dynamics from just a few seconds of interaction! Led by the amazing Hanxiao Jiang 👉 PhysTwin combines **Gaussian splatting** with **inverse dynamics optimization** based on simple **spring-mass** systems. ⚙️ The result? Real-time, action-conditioned 3D video prediction under novel interactions (i.e., 3D world models). 🔑 A few key takeaways: 1. Having the right structure (e.g., particles/masses) helps navigate the trade-off between sample efficiency, generalization, and broad applicability. 2. Visual foundation models (VFMs) have matured to the point where they can provide rich supervision for world modeling (e.g., tracking, shape completion). 3. Beyond VFMs, many crucial components have come together in recent years: Gaussian splats for rendering, NVIDIA Warp for high-performance simulation, and scene/asset generation from a wide range of labs and companies. The future of 3D world models is looking bright! ✨ 4. The resulting digital twin supports a wide range of downstream applications—especially in data generation and policy evaluation, thanks to its realistic rendering and simulation capabilities. 🎥 All code and data to reproduce the results, along with interactive demos, are available on the website. Check the following visualizations of: (1) observations, (2) reconstructed state/actions, (3) interactive digital twins, and (4) the overlays between real-world robot teleoperation and our model’s open-loop predictions.

Yunzhu Li

25,279 просмотров • 1 год назад

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:

Shikun Liu

22,332 просмотров • 9 месяцев назад

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.

Radiance Fields

17,663 просмотров • 1 месяц назад