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"MeshFlow: Efficient Artistic Mesh Generation via MeshVAE and Flow-based Diffusion Transformer" TL;DR: learns a continuous mesh latent space and generates vertices and connectivity in parallel with flow matching, producing quality 3D meshes up to 18× faster than autoregressive.

43,016 görüntüleme • 1 ay önce •via X (Twitter)

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[NeurIPS '24] DreamMesh4D: Video-to-4D Generation with Sparse-Controlled Gaussian-Mesh Hybrid Representation Abstract (excerpt) We introduce DreamMesh4D, a novel framework that combines mesh representation with sparse-controlled deformation technique to generate high-quality 4D object from a monocular video. To overcome the limitation of classical texture representation, we bind Gaussian splats to the surface of the triangular mesh for differentiable optimization of both the texture and mesh vertices. In particular, DreamMesh4D begins with a coarse mesh provided by a single image based 3D generation method. Sparse points are then uniformly sampled across the surface of the mesh, and are used to build a deformation graph to drive the motion of the 3D object for the sake of computational efficiency and providing additional constraint. For each step, transformations of sparse control points are predicted using a deformation network, and the mesh vertices as well as the bound surface Gaussians are deformed via a geometric skinning algorithm. The skinning algorithm is a hybrid approach combining LBS (linear blending skinning) and DQS (dual-quaternion skinning), mitigating drawbacks associated with both approaches. The static surface Gaussians and mesh vertices as well as the dynamic deformation network are learned via reference view photometric loss, score distillation loss as well as other regularization losses in a two-stage manner. Extensive experiments demonstrate that our method outperforms prior video-to-4D generation methods in terms of rendering quality and spatial-temporal consistency.

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Flexible Isosurface Extraction for Gradient-Based Mesh Optimization paper page: This work considers gradient-based mesh optimization, where we iteratively optimize for a 3D surface mesh by representing it as the isosurface of a scalar field, an increasingly common paradigm in applications including photogrammetry, generative modeling, and inverse physics. Existing implementations adapt classic isosurface extraction algorithms like Marching Cubes or Dual Contouring; these techniques were designed to extract meshes from fixed, known fields, and in the optimization setting they lack the degrees of freedom to represent high-quality feature-preserving meshes, or suffer from numerical instabilities. We introduce FlexiCubes, an isosurface representation specifically designed for optimizing an unknown mesh with respect to geometric, visual, or even physical objectives. Our main insight is to introduce additional carefully-chosen parameters into the representation, which allow local flexible adjustments to the extracted mesh geometry and connectivity. These parameters are updated along with the underlying scalar field via automatic differentiation when optimizing for a downstream task. We base our extraction scheme on Dual Marching Cubes for improved topological properties, and present extensions to optionally generate tetrahedral and hierarchically-adaptive meshes. Extensive experiments validate FlexiCubes on both synthetic benchmarks and real-world applications, showing that it offers significant improvements in mesh quality and geometric fidelity.

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Nvidia announces GAvatar: Animatable 3D Gaussian Avatars with Implicit Mesh Learning paper page: Gaussian splatting has emerged as a powerful 3D representation that harnesses the advantages of both explicit (mesh) and implicit (NeRF) 3D representations. In this paper, we seek to leverage Gaussian splatting to generate realistic animatable avatars from textual descriptions, addressing the limitations (e.g., flexibility and efficiency) imposed by mesh or NeRF-based representations. However, a naive application of Gaussian splatting cannot generate high-quality animatable avatars and suffers from learning instability; it also cannot capture fine avatar geometries and often leads to degenerate body parts. To tackle these problems, we first propose a primitive-based 3D Gaussian representation where Gaussians are defined inside pose-driven primitives to facilitate animation. Second, to stabilize and amortize the learning of millions of Gaussians, we propose to use neural implicit fields to predict the Gaussian attributes (e.g., colors). Finally, to capture fine avatar geometries and extract detailed meshes, we propose a novel SDF-based implicit mesh learning approach for 3D Gaussians that regularizes the underlying geometries and extracts highly detailed textured meshes. Our proposed method, GAvatar, enables the large-scale generation of diverse animatable avatars using only text prompts. GAvatar significantly surpasses existing methods in terms of both appearance and geometry quality, and achieves extremely fast rendering (100 fps) at 1K resolution.

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