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Mind blown by this new CVPR 2026 paper: tttLRM🤯 It introduces a Test-Time Training layer for long-context autoregressive 3D reconstruction with linear complexity. Multiple image observations are compressed into fast weights that keep updating during inference, forming an implicit scene representation that can be decoded into explicit formats such...

16,949 görüntüleme • 4 ay önce •via X (Twitter)

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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.

AK

140,992 görüntüleme • 2 yıl önce

The Genie 3 release is a perfect moment to have a discussion about the future of 3D But first it would be nice to make the terminology more clear, specifically: What is a “spatial representation” Implicit vs Explicit Generalization vs Specialization Reconstruction vs Generation Production vs Execution Let’s start: For me, a spatial representation is just a way to describe a thing in the physical world The core property that makes it useful is consistency You can enforce consistency explicitly via rendering equations, geometric constraints, and physics Or implicitly, purely through training data Then, your representation parameters can be explicit, like points, gaussians, triangles, voxels, etc. Or implicit, weights or latent vectors Parameters alone are not the representation. It’s a combination of the parameters, the process that produces them, and the way you materialize them through a function (physics-based rendering, simulation, neural network, etc.) Generalization means you take data from multiple scene observations, and then produce a map from desired input to representation parameters Specialization means you take single-scene observations and directly fit a function parameters to describe thar scene Many representations can serve both of the approaches, as long as you keep them differentiable Both of the above can be used for reconstruction, where the main goal is to explain observations through a lens of physics (hard constraint) On the other hand, generation needs generalization, and its task is to produce statistically plausible results that could be conditioned on observations (soft constraint) Both tasks are not solved yet and they can complement each other in various ways Yet another important aspect is the difference between production and execution Production = process of going from inputs to parameters Execution = process of going from parameters to result It’s important to separate these, because most usecases require fast execution to be viable which is severely constrained by the hardware So, are *world models* like Genie an important step forward? Yes Do they make other representations obsolete? Maybe some of them - but there are tons of economically valuable tasks that won’t be solved by it, at least in any observable future

Lucky Iyinbor

13,959 görüntüleme • 6 ay önce

3D scanning and rendering is moving so fast - got my splats up and running and I'm mind blown getting ~100fps for this complex 3D scene ⬇️ 🤯 1. WAY faster than NeRF: For comparison, NeRFs would takes around 10 seconds per frame (!) Instead I'm zipping around with FPV controls without breaking a sweat - though I do crash a few times towards the end of the video lol 2. Old Meets New: Gaussian Splatting is cool in that it fuses classical graphics and deep learning techniques. Like NeRFs, this is still a radiance field - just without the slower (ne)ural rendering part. 3. Explicit Representation: Instead you represent a 3D scene as a collection of ellipsoidal "splats" called gaussians. Each gaussian has a position, size, and color. Rendering in real-time is done by projecting into the image plane and alpha blending. 4. Photorealistic Effects: Gaussian splatting use spherical harmonics to represent the view-dependent effects and lighting - allowing surfaces to change color when viewed from different angles, enabling greater photorealism. It doesn't use a neural network, but the training loop is similar to deep learning. 5. Enables Direct Editing: But it's not just speed - with Gaussian Splatting you also get 3D editing support! So you can select, move, and delete stuff, even relight stuff. This type of editing has been more tedious to do with NeRFs and their implicit black box representations. 📲 More tests cooking! Much more to unpack here including simpler explanations. If you enjoyed this post, you might enjoy my feed: Bilawal Sidhu

Bilawal Sidhu

337,090 görüntüleme • 2 yıl önce

3D-LLM: Injecting the 3D World into Large Language Models paper page: Large language models (LLMs) and Vision-Language Models (VLMs) have been proven to excel at multiple tasks, such as commonsense reasoning. Powerful as these models can be, they are not grounded in the 3D physical world, which involves richer concepts such as spatial relationships, affordances, physics, layout, and so on. In this work, we propose to inject the 3D world into large language models and introduce a whole new family of 3D-LLMs. Specifically, 3D-LLMs can take 3D point clouds and their features as input and perform a diverse set of 3D-related tasks, including captioning, dense captioning, 3D question answering, task decomposition, 3D grounding, 3D-assisted dialog, navigation, and so on. Using three types of prompting mechanisms that we design, we are able to collect over 300k 3D-language data covering these tasks. To efficiently train 3D-LLMs, we first utilize a 3D feature extractor that obtains 3D features from rendered multi- view images. Then, we use 2D VLMs as our backbones to train our 3D-LLMs. By introducing a 3D localization mechanism, 3D-LLMs can better capture 3D spatial information. Experiments on ScanQA show that our model outperforms state-of-the-art baselines by a large margin (e.g., the BLEU-1 score surpasses state-of-the-art score by 9%). Furthermore, experiments on our held-in datasets for 3D captioning, task composition, and 3D-assisted dialogue show that our model outperforms 2D VLMs. Qualitative examples also show that our model could perform more tasks beyond the scope of existing LLMs and VLMs.

AK

249,708 görüntüleme • 3 yıl önce