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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...

18,855 ๆฌก่ง‚็œ‹ โ€ข 8 ไธชๆœˆๅ‰ โ€ขvia X (Twitter)

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๐Ÿ“ข๐Ÿ“ข ๐€๐ฏ๐š๐ญ๐Ÿ‘๐ซ ๐Ÿ“ข๐Ÿ“ข Avat3r creates high-quality 3D head avatars from just a few input images in a single forward pass with a new dynamic 3DGS reconstruction model. Video: Project: Our core idea is to make Gaussian Reconstruction Models animatable. We find that a simple cross-attention to an expression code sequence is already sufficient to model complex facial expressions. We then incorporate position maps from DUSt3R and feature maps from Sapiens to facilitate the prediction task. While DUSt3R's position maps act as a pixel-aligned initialization for the Gaussians' positions, the Sapiens feature maps help the cross-view transformer to match corresponding image tokens in the 4 input images. One major challenge in creating a 3D head avatar from smartphone images comes from inconsistent facial expressions when the subject could not remain perfectly static during the capture. We eliminate this static requirement by simply showing our model input images with different facial expressions during training. This technique makes our model robust to inconsistent input images later on. Finally, we show that despite the model has been trained with 4 input images, one can even create a 3D head avatar when only a single image is available. To achieve this, we employ a pre-trained 3D GAN to lift the single image to 3D and then render the 4 input images for our model. This allows us to create 3D head avatars from single images and even highly out-of-distribution examples like AI generated faces, paintings or statues. Great work by Tobias Kirschstein from his internship at Meta with Javier Romero, Artem Sevastopolsky, and Shunsuke Saito

Matthias Niessner

74,698 ๆฌก่ง‚็œ‹ โ€ข 1 ๅนดๅ‰

Blended-NeRF: Zero-Shot Object Generation and Blending in Existing Neural Radiance Fields paper page: Editing a local region or a specific object in a 3D scene represented by a NeRF is challenging, mainly due to the implicit nature of the scene representation. Consistently blending a new realistic object into the scene adds an additional level of difficulty. We present Blended-NeRF, a robust and flexible framework for editing a specific region of interest in an existing NeRF scene, based on text prompts or image patches, along with a 3D ROI box. Our method leverages a pretrained language-image model to steer the synthesis towards a user-provided text prompt or image patch, along with a 3D MLP model initialized on an existing NeRF scene to generate the object and blend it into a specified region in the original scene. We allow local editing by localizing a 3D ROI box in the input scene, and seamlessly blend the content synthesized inside the ROI with the existing scene using a novel volumetric blending technique. To obtain natural looking and view-consistent results, we leverage existing and new geometric priors and 3D augmentations for improving the visual fidelity of the final result. We test our framework both qualitatively and quantitatively on a variety of real 3D scenes and text prompts, demonstrating realistic multi-view consistent results with much flexibility and diversity compared to the baselines. Finally, we show the applicability of our framework for several 3D editing applications, including adding new objects to a scene, removing/replacing/altering existing objects, and texture conversion.

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62,768 ๆฌก่ง‚็œ‹ โ€ข 3 ๅนดๅ‰

Differentiable Blocks World: Qualitative 3D Decomposition by Rendering Primitives paper page: Given a set of calibrated images of a scene, we present an approach that produces a simple, compact, and actionable 3D world representation by means of 3D primitives. While many approaches focus on recovering high-fidelity 3D scenes, we focus on parsing a scene into mid-level 3D representations made of a small set of textured primitives. Such representations are interpretable, easy to manipulate and suited for physics-based simulations. Moreover, unlike existing primitive decomposition methods that rely on 3D input data, our approach operates directly on images through differentiable rendering. Specifically, we model primitives as textured superquadric meshes and optimize their parameters from scratch with an image rendering loss. We highlight the importance of modeling transparency for each primitive, which is critical for optimization and also enables handling varying numbers of primitives. We show that the resulting textured primitives faithfully reconstruct the input images and accurately model the visible 3D points, while providing amodal shape completions of unseen object regions. We compare our approach to the state of the art on diverse scenes from DTU, and demonstrate its robustness on real-life captures from BlendedMVS and Nerfstudio. We also showcase how our results can be used to effortlessly edit a scene or perform physical simulations.

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38,571 ๆฌก่ง‚็œ‹ โ€ข 3 ๅนดๅ‰

๐Ÿš€ Announcing Echo โ€” our new frontier model for 3D world generation. Echo turns a simple text prompt or image into a fully explorable, 3D-consistent world. Instead of disconnected views, the result is a single, coherent spatial representation you can move through freely. This is part of a bigger shift in AI: from generating pixels and tokens to generating spaces. Echo predicts a geometry-grounded 3D scene at metric scale, meaning every novel view, depth map, and interaction comes from the same underlying world โ€” not independent hallucinations. Once generated, the world is interactive in real time. You control the camera, explore from any angle, and render instantly โ€” even on low-end hardware, directly in the browser. High-quality 3D world exploration is no longer gated by expensive equipment. Under the hood, Echo infers a physically grounded 3D representation and converts it into a renderable format. For our web demo, we use 3D Gaussian Splatting (3DGS) for fast, GPU-friendly rendering โ€” but the representation itself is flexible and can be easily adapted. Why this matters: consistent 3D worlds unlock real workflows โ€” digital twins, 3D design, game environments, robotics simulation, and more. From a single photo or a line of text, Echo builds worlds that are reliable, editable, and spatially faithful. Echo also enables scene editing and restyling. Change materials, remove or add objects, explore design variations โ€” all while preserving global 3D consistency. Editing no longer breaks the world. This is only the beginning. Echo is the foundation for future world models with dynamics, physical reasoning, and richer interaction โ€” environments that donโ€™t just look right, but behave right. Explore the generated worlds on our website and sign up for the closed beta. The era of spatial intelligence starts here. ๐ŸŒ #Echo #WorldModels #SpatialAI #3DFoundationModels Check it out:

SpAItial AI

175,909 ๆฌก่ง‚็œ‹ โ€ข 7 ไธชๆœˆๅ‰

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.

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161,530 ๆฌก่ง‚็œ‹ โ€ข 2 ๅนดๅ‰

SceNeRFlow: Time-Consistent Reconstruction of General Dynamic Scenes abs: paper page: Existing methods for the 4D reconstruction of general, non-rigidly deforming objects focus on novel-view synthesis and neglect correspondences. However, time consistency enables advanced downstream tasks like 3D editing, motion analysis, or virtual-asset creation. We propose SceNeRFlow to reconstruct a general, non-rigid scene in a time-consistent manner. Our dynamic-NeRF method takes multi-view RGB videos and background images from static cameras with known camera parameters as input. It then reconstructs the deformations of an estimated canonical model of the geometry and appearance in an online fashion. Since this canonical model is time-invariant, we obtain correspondences even for long-term, long-range motions. We employ neural scene representations to parametrize the components of our method. Like prior dynamic-NeRF methods, we use a backwards deformation model. We find non-trivial adaptations of this model necessary to handle larger motions: We decompose the deformations into a strongly regularized coarse component and a weakly regularized fine component, where the coarse component also extends the deformation field into the space surrounding the object, which enables tracking over time. We show experimentally that, unlike prior work that only handles small motion, our method enables the reconstruction of studio-scale motions.

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76,380 ๆฌก่ง‚็œ‹ โ€ข 2 ๅนดๅ‰