Loading video...

Video Failed to Load

Go Home

๐Ÿ’ซIt's fascinating that a single feed-forward pass through an LLM can replace a complex rendering pipeline, like Blender! Just feed it 3D shapes, xyz positions, and poses as tokens, and it spits out the image token-by-token. The dual, aka scene reconstruction, is also possible! ๐Ÿ‘‡

44,616 views โ€ข 1 year ago โ€ขvia X (Twitter)

7 Comments

Georgia Gkioxari's profile picture
Georgia Gkioxari1 year ago

The dual: Image goes in as tokens, and 3D shapes, xyz positions and poses come out token-by-token.

Georgia Gkioxari's profile picture
Georgia Gkioxari1 year ago

Read more here:

Mike Roberts's profile picture
Mike Roberts1 year ago

This is exciting!! Congrats Georgia and team ๐Ÿฅณ Silly naive question: How should I think about this work in relation to that recent RenderFormer paper from a few weeks ago?

Georgia Gkioxari's profile picture
Georgia Gkioxari1 year ago

RenderFormer is awesome! Very very similar in spirit -- use a neural net to predict the rendered image of an input 3D asset. Many differences in algorithm and in scope: * our model is fully autoregressive and performs next-token prediction. This token can an image token, shape token, or text token. RenderFormer is vision-transformer style. * We can do 3D-to-image (rendering), image-to-3D (reconstruction, recognition), image + 3D-to-image + 3D (instruction-following), all with the same framework enabled by the unified token-wise model. It's why we love tokens! * For the rendering task, we emphasize on compositionality (scenes composed of many objects) with control over the locations, poses and object types/shapes -- all specified in the input. Our model at the end is dirt simple, just an LLM, but we found some things to be very critical: (1) how to best encode numbers to specific 3D locations and poses, (2) how to discretize/tokenize 3D shapes, which are inherently continuous, and (3) how to fuse the modalities.

Bisheshwor Neupane's profile picture
Bisheshwor Neupane1 year ago

Is it faster?

Krish Mehta's profile picture
Krish Mehta1 year ago

Wow, feels like it could be applied to better part segmentation too?

honasu-san's profile picture
honasu-san1 year ago

According to apple it must be an illusion.

Related Videos

๐Ÿ“ข๐Ÿ“ข ๐๐ž๐ซ๐œ๐‡๐ž๐š๐: ๐๐ž๐ซ๐œ๐ž๐ฉ๐ญ๐ฎ๐š๐ฅ ๐‡๐ž๐š๐ ๐Œ๐จ๐๐ž๐ฅ ๐Ÿ๐จ๐ซ ๐’๐ข๐ง๐ ๐ฅ๐ž-๐ˆ๐ฆ๐š๐ ๐ž ๐Ÿ‘๐ƒ ๐‡๐ž๐š๐ ๐‘๐ž๐œ๐จ๐ง๐ฌ๐ญ๐ซ๐ฎ๐œ๐ญ๐ข๐จ๐ง & ๐„๐๐ข๐ญ๐ข๐ง๐ ๐Ÿ“ข๐Ÿ“ข PercHead reconstructs realistic 3D heads from a single image and enables disentangled 3D editing via geometric controls and style inputs from images or text. At its core is a generalized 3D head decoder trained with perceptual supervision from DINOv2 and SAM 2.1. We find that our new perceptual loss formulation improves reconstruction fidelity compared to commonly-used methods such as LPIPS. Our trained reconstruction model is able to generate 3D-consistent heads from a single input image. Even with challenging side-view inputs, the model robustly infers missing regions for a coherent, high-fidelity output. In addition, our architecture seamlessly adapts to downstream tasks: by swapping the encoder, we can transform the model into a disentangled 3D editing pipeline. In this scenario, we can control geometry through - potentially hand-drawn - segmentation maps, and condition style via image or text prompt. We also provide an interactive GUI to enable the exploration of our editing pipeline. ๐ŸŒ ๐Ÿ“ฝ๏ธ Great work by Antonio Oroz and Tobias Kirschstein

Matthias Niessner

18,855 views โ€ข 9 months ago