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Introducing ๐Ÿ“ฆ๐—”๐—ฟ๐˜๐—ถ๐—Ÿ๐—ฎ๐˜๐—ฒ๐—ป๐˜๐Ÿ”ง (SIGGRAPH Asia 2025) โ€” a high-quality 3D diffusion model that explicitly models object articulation, paving the way for richer, more realistic assets in embodied AI and simulation: โ€“ Generates fully articulated 3D objects โ€“ Physically plausible joints & motion โ€“ High-fidelity 3D Gaussian appearance โ€“ Supports generation...

11,520 ๆฌก่ง‚็œ‹ โ€ข 9 ไธชๆœˆๅ‰ โ€ขvia X (Twitter)

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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

52,849 ๆฌก่ง‚็œ‹ โ€ข 1 ๅนดๅ‰

You can't 3D reconstruct glass from images... ...WRONG! Thanks for video diffusion, now just about anything is possible! Introducing...Diffusion Knows Transparency (DKT) Transparent and reflective objects usually break robot vision and photogrammetry pipelines because they don't follow the "solid object" rules standard cameras expect. DKT is a new AI model that repurposes the "internal physics engine" found in video generation models to solve this problem. Researchers took a massive video diffusion model (WAN) and fine-tuned it using a custom-built synthetic dataset to turn it into a high-precision depth sensor. To train the AI, they built the first massive synthetic video library of transparent objects, 1.32 million frames of perfectly labeled glass and metal objects in motion. Without ever seeing a "real" labeled video of glass during training, the model (DKT) outperformed all previous specialized systems on real-world benchmarks (ClearPose, DREDS). They created a "lightweight" 1.3B parameter version that runs fast enough (0.17s per frame) to be used on actual robot hardware. Two reasons I find this project important: 1. It further proves that synthetic data will be essential for training the next generation vision models. 2. In real-world robotic tests, using DKT's depth maps nearly doubled the success rate of robot arms trying to pick up objects on tricky reflective or translucent surfaces. At home robots will need to interact with these types of objects on a daily basis. Check out the project page here: Code is LIVE! #Computervision #Robotics #AI

Jonathan Stephens

17,712 ๆฌก่ง‚็œ‹ โ€ข 7 ไธชๆœˆๅ‰

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

633,674 ๆฌก่ง‚็œ‹ โ€ข 3 ๅนดๅ‰

Introducing Kaleido๐Ÿ’ฎ from AI at Meta โ€” 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 thatโ€™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 โ€œrealities": with many views, it faithfully reconstructs grounded reality; with fewer views, it imagines plausible unseen details. ๐Ÿ”— Explore more results and paper:

Shikun Liu

22,430 ๆฌก่ง‚็œ‹ โ€ข 10 ไธชๆœˆๅ‰