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๐Ÿ“ข๐‹๐Ÿ‘๐ƒ๐†: ๐‹๐š๐ญ๐ž๐ง๐ญ ๐Ÿ‘๐ƒ ๐†๐š๐ฎ๐ฌ๐ฌ๐ข๐š๐ง ๐ƒ๐ข๐Ÿ๐Ÿ๐ฎ๐ฌ๐ข๐จ๐ง๐Ÿ“ข #SIGGRAPHAsia We propose a generative diffusion model for 3D Gaussians. Key is a learnt latent space which substantially reduces the complexity of the diffusion process, thus facilitating room-scale scene generation! Great work by Barbara Roessle in with Norman Mรผller, Angela Dai, Lorenzo Porzi, Samuel...

39,496 ๆฌก่ง‚็œ‹ โ€ข 1 ๅนดๅ‰ โ€ขvia X (Twitter)

5 ๆก่ฏ„่ฎบ

Abdullah Hamdi ็š„ๅคดๅƒ
Abdullah Hamdi1 ๅนดๅ‰

Awesome work!

Redcrown ็š„ๅคดๅƒ
Redcrown1 ๅนดๅ‰

Cool

Station ๐Ÿค– ็š„ๅคดๅƒ
Station ๐Ÿค–1 ๅนดๅ‰

Very cool

Lucas Armand ็š„ๅคดๅƒ
Lucas Armand1 ๅนดๅ‰

awesome!

Anders Eklund ็š„ๅคดๅƒ
Anders Eklund1 ๅนดๅ‰

Can it be used for 3D medical volumes?

็›ธๅ…ณ่ง†้ข‘

DreamCraft3D: Hierarchical 3D Generation with Bootstrapped Diffusion Prior paper page: present DreamCraft3D, a hierarchical 3D content generation method that produces high-fidelity and coherent 3D objects. We tackle the problem by leveraging a 2D reference image to guide the stages of geometry sculpting and texture boosting. A central focus of this work is to address the consistency issue that existing works encounter. To sculpt geometries that render coherently, we perform score distillation sampling via a view-dependent diffusion model. This 3D prior, alongside several training strategies, prioritizes the geometry consistency but compromises the texture fidelity. We further propose Bootstrapped Score Distillation to specifically boost the texture. We train a personalized diffusion model, Dreambooth, on the augmented renderings of the scene, imbuing it with 3D knowledge of the scene being optimized. The score distillation from this 3D-aware diffusion prior provides view-consistent guidance for the scene. Notably, through an alternating optimization of the diffusion prior and 3D scene representation, we achieve mutually reinforcing improvements: the optimized 3D scene aids in training the scene-specific diffusion model, which offers increasingly view-consistent guidance for 3D optimization. The optimization is thus bootstrapped and leads to substantial texture boosting. With tailored 3D priors throughout the hierarchical generation, DreamCraft3D generates coherent 3D objects with photorealistic renderings, advancing the state-of-the-art in 3D content generation.

AK

161,530 ๆฌก่ง‚็œ‹ โ€ข 2 ๅนดๅ‰

LLM-grounded Diffusion: Enhancing Prompt Understanding of Text-to-Image Diffusion Models with Large Language Models paper page: github: Recent advancements in text-to-image generation with diffusion models have yielded remarkable results synthesizing highly realistic and diverse images. However, these models still encounter difficulties when generating images from prompts that demand spatial or common sense reasoning. We propose to equip diffusion models with enhanced reasoning capabilities by using off-the-shelf pretrained large language models (LLMs) in a novel two-stage generation process. First, we adapt an LLM to be a text-guided layout generator through in-context learning. When provided with an image prompt, an LLM outputs a scene layout in the form of bounding boxes along with corresponding individual descriptions. Second, we steer a diffusion model with a novel controller to generate images conditioned on the layout. Both stages utilize frozen pretrained models without any LLM or diffusion model parameter optimization. We validate the superiority of our design by demonstrating its ability to outperform the base diffusion model in accurately generating images according to prompts that necessitate both language and spatial reasoning. Additionally, our method naturally allows dialog-based scene specification and is able to handle prompts in a language that is not well-supported by the underlying diffusion model.

AK

83,657 ๆฌก่ง‚็œ‹ โ€ข 3 ๅนดๅ‰

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 ๆฌก่ง‚็œ‹ โ€ข 8 ไธชๆœˆๅ‰

Tencent presents GameGen-O Open-world Video Game Generation We introduce GameGen-O, the first diffusion transformer model tailored for the generation of open-world video games. This model facilitates high-quality, open-domain generation by simulating a wide array of game engine features, such as innovative characters, dynamic environments, complex actions, and diverse events. Additionally, it provides interactive controllability, thus allowing for the gameplay simulation. The development of GameGen-O involves a comprehensive data collection and processing effort from scratch. We collect and build the first Open-World Video Game Dataset (OGameData), amassed extensive data from over a hundred of next-generation open-world games, employing a proprietary data pipeline for efficient sorting, scoring, filtering, and decoupled captioning. This robust and extensive OGameData forms the foundation of our model's training process. GameGen-O undergoes a two-stage training process, consisting of foundation model pretraining and instruction tuning. In the first phase, the model is pre-trained on the OGameData via the text-to-video and video continuation, endowing GameGen-O with the capability for open-domain video game generation. In the second phase, the pre-trained model is frozen, and we fine-tuned using a trainable InstructNet, which enables the production of subsequent frames based on multimodal structural instructions. This whole training process imparts the model with the ability to generate and interactively control content. In summary, GameGen-O represents a notable initial step forward in the realm of open-world video game generation via generative models. It underscores the potential of generative models to serve as an alternative to rendering techniques, which can efficiently combine creative generation with interactive capabilities.

AK

367,088 ๆฌก่ง‚็œ‹ โ€ข 1 ๅนดๅ‰