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Mar 11

Direct3D: Scalable Image-to-3D Generation via 3D Latent Diffusion Transformer

Generating high-quality 3D assets from text and images has long been challenging, primarily due to the absence of scalable 3D representations capable of capturing intricate geometry distributions. In this work, we introduce Direct3D, a native 3D generative model scalable to in-the-wild input images, without requiring a multiview diffusion model or SDS optimization. Our approach comprises two primary components: a Direct 3D Variational Auto-Encoder (D3D-VAE) and a Direct 3D Diffusion Transformer (D3D-DiT). D3D-VAE efficiently encodes high-resolution 3D shapes into a compact and continuous latent triplane space. Notably, our method directly supervises the decoded geometry using a semi-continuous surface sampling strategy, diverging from previous methods relying on rendered images as supervision signals. D3D-DiT models the distribution of encoded 3D latents and is specifically designed to fuse positional information from the three feature maps of the triplane latent, enabling a native 3D generative model scalable to large-scale 3D datasets. Additionally, we introduce an innovative image-to-3D generation pipeline incorporating semantic and pixel-level image conditions, allowing the model to produce 3D shapes consistent with the provided conditional image input. Extensive experiments demonstrate the superiority of our large-scale pre-trained Direct3D over previous image-to-3D approaches, achieving significantly better generation quality and generalization ability, thus establishing a new state-of-the-art for 3D content creation. Project page: https://nju-3dv.github.io/projects/Direct3D/.

DIRECT-3D: Learning Direct Text-to-3D Generation on Massive Noisy 3D Data

We present DIRECT-3D, a diffusion-based 3D generative model for creating high-quality 3D assets (represented by Neural Radiance Fields) from text prompts. Unlike recent 3D generative models that rely on clean and well-aligned 3D data, limiting them to single or few-class generation, our model is directly trained on extensive noisy and unaligned `in-the-wild' 3D assets, mitigating the key challenge (i.e., data scarcity) in large-scale 3D generation. In particular, DIRECT-3D is a tri-plane diffusion model that integrates two innovations: 1) A novel learning framework where noisy data are filtered and aligned automatically during the training process. Specifically, after an initial warm-up phase using a small set of clean data, an iterative optimization is introduced in the diffusion process to explicitly estimate the 3D pose of objects and select beneficial data based on conditional density. 2) An efficient 3D representation that is achieved by disentangling object geometry and color features with two separate conditional diffusion models that are optimized hierarchically. Given a prompt input, our model generates high-quality, high-resolution, realistic, and complex 3D objects with accurate geometric details in seconds. We achieve state-of-the-art performance in both single-class generation and text-to-3D generation. We also demonstrate that DIRECT-3D can serve as a useful 3D geometric prior of objects, for example to alleviate the well-known Janus problem in 2D-lifting methods such as DreamFusion. The code and models are available for research purposes at: https://github.com/qihao067/direct3d.

Direct2.5: Diverse Text-to-3D Generation via Multi-view 2.5D Diffusion

Recent advances in generative AI have unveiled significant potential for the creation of 3D content. However, current methods either apply a pre-trained 2D diffusion model with the time-consuming score distillation sampling (SDS), or a direct 3D diffusion model trained on limited 3D data losing generation diversity. In this work, we approach the problem by employing a multi-view 2.5D diffusion fine-tuned from a pre-trained 2D diffusion model. The multi-view 2.5D diffusion directly models the structural distribution of 3D data, while still maintaining the strong generalization ability of the original 2D diffusion model, filling the gap between 2D diffusion-based and direct 3D diffusion-based methods for 3D content generation. During inference, multi-view normal maps are generated using the 2.5D diffusion, and a novel differentiable rasterization scheme is introduced to fuse the almost consistent multi-view normal maps into a consistent 3D model. We further design a normal-conditioned multi-view image generation module for fast appearance generation given the 3D geometry. Our method is a one-pass diffusion process and does not require any SDS optimization as post-processing. We demonstrate through extensive experiments that, our direct 2.5D generation with the specially-designed fusion scheme can achieve diverse, mode-seeking-free, and high-fidelity 3D content generation in only 10 seconds. Project page: https://nju-3dv.github.io/projects/direct25.

Adversarial Generation of Hierarchical Gaussians for 3D Generative Model

Most advances in 3D Generative Adversarial Networks (3D GANs) largely depend on ray casting-based volume rendering, which incurs demanding rendering costs. One promising alternative is rasterization-based 3D Gaussian Splatting (3D-GS), providing a much faster rendering speed and explicit 3D representation. In this paper, we exploit Gaussian as a 3D representation for 3D GANs by leveraging its efficient and explicit characteristics. However, in an adversarial framework, we observe that a na\"ive generator architecture suffers from training instability and lacks the capability to adjust the scale of Gaussians. This leads to model divergence and visual artifacts due to the absence of proper guidance for initialized positions of Gaussians and densification to manage their scales adaptively. To address these issues, we introduce a generator architecture with a hierarchical multi-scale Gaussian representation that effectively regularizes the position and scale of generated Gaussians. Specifically, we design a hierarchy of Gaussians where finer-level Gaussians are parameterized by their coarser-level counterparts; the position of finer-level Gaussians would be located near their coarser-level counterparts, and the scale would monotonically decrease as the level becomes finer, modeling both coarse and fine details of the 3D scene. Experimental results demonstrate that ours achieves a significantly faster rendering speed (x100) compared to state-of-the-art 3D consistent GANs with comparable 3D generation capability. Project page: https://hse1032.github.io/gsgan.

Efficient Meshy Neural Fields for Animatable Human Avatars

Efficiently digitizing high-fidelity animatable human avatars from videos is a challenging and active research topic. Recent volume rendering-based neural representations open a new way for human digitization with their friendly usability and photo-realistic reconstruction quality. However, they are inefficient for long optimization times and slow inference speed; their implicit nature results in entangled geometry, materials, and dynamics of humans, which are hard to edit afterward. Such drawbacks prevent their direct applicability to downstream applications, especially the prominent rasterization-based graphic ones. We present EMA, a method that Efficiently learns Meshy neural fields to reconstruct animatable human Avatars. It jointly optimizes explicit triangular canonical mesh, spatial-varying material, and motion dynamics, via inverse rendering in an end-to-end fashion. Each above component is derived from separate neural fields, relaxing the requirement of a template, or rigging. The mesh representation is highly compatible with the efficient rasterization-based renderer, thus our method only takes about an hour of training and can render in real-time. Moreover, only minutes of optimization is enough for plausible reconstruction results. The disentanglement of meshes enables direct downstream applications. Extensive experiments illustrate the very competitive performance and significant speed boost against previous methods. We also showcase applications including novel pose synthesis, material editing, and relighting. The project page: https://xk-huang.github.io/ema/.

Compact 3D Scene Representation via Self-Organizing Gaussian Grids

3D Gaussian Splatting has recently emerged as a highly promising technique for modeling of static 3D scenes. In contrast to Neural Radiance Fields, it utilizes efficient rasterization allowing for very fast rendering at high-quality. However, the storage size is significantly higher, which hinders practical deployment, e.g.~on resource constrained devices. In this paper, we introduce a compact scene representation organizing the parameters of 3D Gaussian Splatting (3DGS) into a 2D grid with local homogeneity, ensuring a drastic reduction in storage requirements without compromising visual quality during rendering. Central to our idea is the explicit exploitation of perceptual redundancies present in natural scenes. In essence, the inherent nature of a scene allows for numerous permutations of Gaussian parameters to equivalently represent it. To this end, we propose a novel highly parallel algorithm that regularly arranges the high-dimensional Gaussian parameters into a 2D grid while preserving their neighborhood structure. During training, we further enforce local smoothness between the sorted parameters in the grid. The uncompressed Gaussians use the same structure as 3DGS, ensuring a seamless integration with established renderers. Our method achieves a reduction factor of 8x to 26x in size for complex scenes with no increase in training time, marking a substantial leap forward in the domain of 3D scene distribution and consumption. Additional information can be found on our project page: https://fraunhoferhhi.github.io/Self-Organizing-Gaussians/

Alfie: Democratising RGBA Image Generation With No $$$

Designs and artworks are ubiquitous across various creative fields, requiring graphic design skills and dedicated software to create compositions that include many graphical elements, such as logos, icons, symbols, and art scenes, which are integral to visual storytelling. Automating the generation of such visual elements improves graphic designers' productivity, democratizes and innovates the creative industry, and helps generate more realistic synthetic data for related tasks. These illustration elements are mostly RGBA images with irregular shapes and cutouts, facilitating blending and scene composition. However, most image generation models are incapable of generating such images and achieving this capability requires expensive computational resources, specific training recipes, or post-processing solutions. In this work, we propose a fully-automated approach for obtaining RGBA illustrations by modifying the inference-time behavior of a pre-trained Diffusion Transformer model, exploiting the prompt-guided controllability and visual quality offered by such models with no additional computational cost. We force the generation of entire subjects without sharp croppings, whose background is easily removed for seamless integration into design projects or artistic scenes. We show with a user study that, in most cases, users prefer our solution over generating and then matting an image, and we show that our generated illustrations yield good results when used as inputs for composite scene generation pipelines. We release the code at https://github.com/aimagelab/Alfie.

SMERF: Streamable Memory Efficient Radiance Fields for Real-Time Large-Scene Exploration

Recent techniques for real-time view synthesis have rapidly advanced in fidelity and speed, and modern methods are capable of rendering near-photorealistic scenes at interactive frame rates. At the same time, a tension has arisen between explicit scene representations amenable to rasterization and neural fields built on ray marching, with state-of-the-art instances of the latter surpassing the former in quality while being prohibitively expensive for real-time applications. In this work, we introduce SMERF, a view synthesis approach that achieves state-of-the-art accuracy among real-time methods on large scenes with footprints up to 300 m^2 at a volumetric resolution of 3.5 mm^3. Our method is built upon two primary contributions: a hierarchical model partitioning scheme, which increases model capacity while constraining compute and memory consumption, and a distillation training strategy that simultaneously yields high fidelity and internal consistency. Our approach enables full six degrees of freedom (6DOF) navigation within a web browser and renders in real-time on commodity smartphones and laptops. Extensive experiments show that our method exceeds the current state-of-the-art in real-time novel view synthesis by 0.78 dB on standard benchmarks and 1.78 dB on large scenes, renders frames three orders of magnitude faster than state-of-the-art radiance field models, and achieves real-time performance across a wide variety of commodity devices, including smartphones. We encourage readers to explore these models interactively at our project website: https://smerf-3d.github.io.

Guide3D: Create 3D Avatars from Text and Image Guidance

Recently, text-to-image generation has exhibited remarkable advancements, with the ability to produce visually impressive results. In contrast, text-to-3D generation has not yet reached a comparable level of quality. Existing methods primarily rely on text-guided score distillation sampling (SDS), and they encounter difficulties in transferring 2D attributes of the generated images to 3D content. In this work, we aim to develop an effective 3D generative model capable of synthesizing high-resolution textured meshes by leveraging both textual and image information. To this end, we introduce Guide3D, a zero-shot text-and-image-guided generative model for 3D avatar generation based on diffusion models. Our model involves (1) generating sparse-view images of a text-consistent character using diffusion models, and (2) jointly optimizing multi-resolution differentiable marching tetrahedral grids with pixel-aligned image features. We further propose a similarity-aware feature fusion strategy for efficiently integrating features from different views. Moreover, we introduce two novel training objectives as an alternative to calculating SDS, significantly enhancing the optimization process. We thoroughly evaluate the performance and components of our framework, which outperforms the current state-of-the-art in producing topologically and structurally correct geometry and high-resolution textures. Guide3D enables the direct transfer of 2D-generated images to the 3D space. Our code will be made publicly available.

Pandora3D: A Comprehensive Framework for High-Quality 3D Shape and Texture Generation

This report presents a comprehensive framework for generating high-quality 3D shapes and textures from diverse input prompts, including single images, multi-view images, and text descriptions. The framework consists of 3D shape generation and texture generation. (1). The 3D shape generation pipeline employs a Variational Autoencoder (VAE) to encode implicit 3D geometries into a latent space and a diffusion network to generate latents conditioned on input prompts, with modifications to enhance model capacity. An alternative Artist-Created Mesh (AM) generation approach is also explored, yielding promising results for simpler geometries. (2). Texture generation involves a multi-stage process starting with frontal images generation followed by multi-view images generation, RGB-to-PBR texture conversion, and high-resolution multi-view texture refinement. A consistency scheduler is plugged into every stage, to enforce pixel-wise consistency among multi-view textures during inference, ensuring seamless integration. The pipeline demonstrates effective handling of diverse input formats, leveraging advanced neural architectures and novel methodologies to produce high-quality 3D content. This report details the system architecture, experimental results, and potential future directions to improve and expand the framework. The source code and pretrained weights are released at: https://github.com/Tencent/Tencent-XR-3DGen.

Denoising Diffusion via Image-Based Rendering

Generating 3D scenes is a challenging open problem, which requires synthesizing plausible content that is fully consistent in 3D space. While recent methods such as neural radiance fields excel at view synthesis and 3D reconstruction, they cannot synthesize plausible details in unobserved regions since they lack a generative capability. Conversely, existing generative methods are typically not capable of reconstructing detailed, large-scale scenes in the wild, as they use limited-capacity 3D scene representations, require aligned camera poses, or rely on additional regularizers. In this work, we introduce the first diffusion model able to perform fast, detailed reconstruction and generation of real-world 3D scenes. To achieve this, we make three contributions. First, we introduce a new neural scene representation, IB-planes, that can efficiently and accurately represent large 3D scenes, dynamically allocating more capacity as needed to capture details visible in each image. Second, we propose a denoising-diffusion framework to learn a prior over this novel 3D scene representation, using only 2D images without the need for any additional supervision signal such as masks or depths. This supports 3D reconstruction and generation in a unified architecture. Third, we develop a principled approach to avoid trivial 3D solutions when integrating the image-based rendering with the diffusion model, by dropping out representations of some images. We evaluate the model on several challenging datasets of real and synthetic images, and demonstrate superior results on generation, novel view synthesis and 3D reconstruction.

GVGEN: Text-to-3D Generation with Volumetric Representation

In recent years, 3D Gaussian splatting has emerged as a powerful technique for 3D reconstruction and generation, known for its fast and high-quality rendering capabilities. To address these shortcomings, this paper introduces a novel diffusion-based framework, GVGEN, designed to efficiently generate 3D Gaussian representations from text input. We propose two innovative techniques:(1) Structured Volumetric Representation. We first arrange disorganized 3D Gaussian points as a structured form GaussianVolume. This transformation allows the capture of intricate texture details within a volume composed of a fixed number of Gaussians. To better optimize the representation of these details, we propose a unique pruning and densifying method named the Candidate Pool Strategy, enhancing detail fidelity through selective optimization. (2) Coarse-to-fine Generation Pipeline. To simplify the generation of GaussianVolume and empower the model to generate instances with detailed 3D geometry, we propose a coarse-to-fine pipeline. It initially constructs a basic geometric structure, followed by the prediction of complete Gaussian attributes. Our framework, GVGEN, demonstrates superior performance in qualitative and quantitative assessments compared to existing 3D generation methods. Simultaneously, it maintains a fast generation speed (sim7 seconds), effectively striking a balance between quality and efficiency.

TRIPS: Trilinear Point Splatting for Real-Time Radiance Field Rendering

Point-based radiance field rendering has demonstrated impressive results for novel view synthesis, offering a compelling blend of rendering quality and computational efficiency. However, also latest approaches in this domain are not without their shortcomings. 3D Gaussian Splatting [Kerbl and Kopanas et al. 2023] struggles when tasked with rendering highly detailed scenes, due to blurring and cloudy artifacts. On the other hand, ADOP [R\"uckert et al. 2022] can accommodate crisper images, but the neural reconstruction network decreases performance, it grapples with temporal instability and it is unable to effectively address large gaps in the point cloud. In this paper, we present TRIPS (Trilinear Point Splatting), an approach that combines ideas from both Gaussian Splatting and ADOP. The fundamental concept behind our novel technique involves rasterizing points into a screen-space image pyramid, with the selection of the pyramid layer determined by the projected point size. This approach allows rendering arbitrarily large points using a single trilinear write. A lightweight neural network is then used to reconstruct a hole-free image including detail beyond splat resolution. Importantly, our render pipeline is entirely differentiable, allowing for automatic optimization of both point sizes and positions. Our evaluation demonstrate that TRIPS surpasses existing state-of-the-art methods in terms of rendering quality while maintaining a real-time frame rate of 60 frames per second on readily available hardware. This performance extends to challenging scenarios, such as scenes featuring intricate geometry, expansive landscapes, and auto-exposed footage.

Optimal Linear Subspace Search: Learning to Construct Fast and High-Quality Schedulers for Diffusion Models

In recent years, diffusion models have become the most popular and powerful methods in the field of image synthesis, even rivaling human artists in artistic creativity. However, the key issue currently limiting the application of diffusion models is its extremely slow generation process. Although several methods were proposed to speed up the generation process, there still exists a trade-off between efficiency and quality. In this paper, we first provide a detailed theoretical and empirical analysis of the generation process of the diffusion models based on schedulers. We transform the designing problem of schedulers into the determination of several parameters, and further transform the accelerated generation process into an expansion process of the linear subspace. Based on these analyses, we consequently propose a novel method called Optimal Linear Subspace Search (OLSS), which accelerates the generation process by searching for the optimal approximation process of the complete generation process in the linear subspaces spanned by latent variables. OLSS is able to generate high-quality images with a very small number of steps. To demonstrate the effectiveness of our method, we conduct extensive comparative experiments on open-source diffusion models. Experimental results show that with a given number of steps, OLSS can significantly improve the quality of generated images. Using an NVIDIA A100 GPU, we make it possible to generate a high-quality image by Stable Diffusion within only one second without other optimization techniques.

VCD-Texture: Variance Alignment based 3D-2D Co-Denoising for Text-Guided Texturing

Recent research on texture synthesis for 3D shapes benefits a lot from dramatically developed 2D text-to-image diffusion models, including inpainting-based and optimization-based approaches. However, these methods ignore the modal gap between the 2D diffusion model and 3D objects, which primarily render 3D objects into 2D images and texture each image separately. In this paper, we revisit the texture synthesis and propose a Variance alignment based 3D-2D Collaborative Denoising framework, dubbed VCD-Texture, to address these issues. Formally, we first unify both 2D and 3D latent feature learning in diffusion self-attention modules with re-projected 3D attention receptive fields. Subsequently, the denoised multi-view 2D latent features are aggregated into 3D space and then rasterized back to formulate more consistent 2D predictions. However, the rasterization process suffers from an intractable variance bias, which is theoretically addressed by the proposed variance alignment, achieving high-fidelity texture synthesis. Moreover, we present an inpainting refinement to further improve the details with conflicting regions. Notably, there is not a publicly available benchmark to evaluate texture synthesis, which hinders its development. Thus we construct a new evaluation set built upon three open-source 3D datasets and propose to use four metrics to thoroughly validate the texturing performance. Comprehensive experiments demonstrate that VCD-Texture achieves superior performance against other counterparts.

StableMaterials: Enhancing Diversity in Material Generation via Semi-Supervised Learning

We introduce StableMaterials, a novel approach for generating photorealistic physical-based rendering (PBR) materials that integrate semi-supervised learning with Latent Diffusion Models (LDMs). Our method employs adversarial training to distill knowledge from existing large-scale image generation models, minimizing the reliance on annotated data and enhancing the diversity in generation. This distillation approach aligns the distribution of the generated materials with that of image textures from an SDXL model, enabling the generation of novel materials that are not present in the initial training dataset. Furthermore, we employ a diffusion-based refiner model to improve the visual quality of the samples and achieve high-resolution generation. Finally, we distill a latent consistency model for fast generation in just four steps and propose a new tileability technique that removes visual artifacts typically associated with fewer diffusion steps. We detail the architecture and training process of StableMaterials, the integration of semi-supervised training within existing LDM frameworks and show the advantages of our approach. Comparative evaluations with state-of-the-art methods show the effectiveness of StableMaterials, highlighting its potential applications in computer graphics and beyond. StableMaterials is publicly available at https://gvecchio.com/stablematerials.

ASGDiffusion: Parallel High-Resolution Generation with Asynchronous Structure Guidance

Training-free high-resolution (HR) image generation has garnered significant attention due to the high costs of training large diffusion models. Most existing methods begin by reconstructing the overall structure and then proceed to refine the local details. Despite their advancements, they still face issues with repetitive patterns in HR image generation. Besides, HR generation with diffusion models incurs significant computational costs. Thus, parallel generation is essential for interactive applications. To solve the above limitations, we introduce a novel method named ASGDiffusion for parallel HR generation with Asynchronous Structure Guidance (ASG) using pre-trained diffusion models. To solve the pattern repetition problem of HR image generation, ASGDiffusion leverages the low-resolution (LR) noise weighted by the attention mask as the structure guidance for the denoising step to ensure semantic consistency. The proposed structure guidance can significantly alleviate the pattern repetition problem. To enable parallel generation, we further propose a parallelism strategy, which calculates the patch noises and structure guidance asynchronously. By leveraging multi-GPU parallel acceleration, we significantly accelerate generation speed and reduce memory usage per GPU. Extensive experiments demonstrate that our method effectively and efficiently addresses common issues like pattern repetition and achieves state-of-the-art HR generation.

Improved Distribution Matching Distillation for Fast Image Synthesis

Recent approaches have shown promises distilling diffusion models into efficient one-step generators. Among them, Distribution Matching Distillation (DMD) produces one-step generators that match their teacher in distribution, without enforcing a one-to-one correspondence with the sampling trajectories of their teachers. However, to ensure stable training, DMD requires an additional regression loss computed using a large set of noise-image pairs generated by the teacher with many steps of a deterministic sampler. This is costly for large-scale text-to-image synthesis and limits the student's quality, tying it too closely to the teacher's original sampling paths. We introduce DMD2, a set of techniques that lift this limitation and improve DMD training. First, we eliminate the regression loss and the need for expensive dataset construction. We show that the resulting instability is due to the fake critic not estimating the distribution of generated samples accurately and propose a two time-scale update rule as a remedy. Second, we integrate a GAN loss into the distillation procedure, discriminating between generated samples and real images. This lets us train the student model on real data, mitigating the imperfect real score estimation from the teacher model, and enhancing quality. Lastly, we modify the training procedure to enable multi-step sampling. We identify and address the training-inference input mismatch problem in this setting, by simulating inference-time generator samples during training time. Taken together, our improvements set new benchmarks in one-step image generation, with FID scores of 1.28 on ImageNet-64x64 and 8.35 on zero-shot COCO 2014, surpassing the original teacher despite a 500X reduction in inference cost. Further, we show our approach can generate megapixel images by distilling SDXL, demonstrating exceptional visual quality among few-step methods.

TextureDreamer: Image-guided Texture Synthesis through Geometry-aware Diffusion

We present TextureDreamer, a novel image-guided texture synthesis method to transfer relightable textures from a small number of input images (3 to 5) to target 3D shapes across arbitrary categories. Texture creation is a pivotal challenge in vision and graphics. Industrial companies hire experienced artists to manually craft textures for 3D assets. Classical methods require densely sampled views and accurately aligned geometry, while learning-based methods are confined to category-specific shapes within the dataset. In contrast, TextureDreamer can transfer highly detailed, intricate textures from real-world environments to arbitrary objects with only a few casually captured images, potentially significantly democratizing texture creation. Our core idea, personalized geometry-aware score distillation (PGSD), draws inspiration from recent advancements in diffuse models, including personalized modeling for texture information extraction, variational score distillation for detailed appearance synthesis, and explicit geometry guidance with ControlNet. Our integration and several essential modifications substantially improve the texture quality. Experiments on real images spanning different categories show that TextureDreamer can successfully transfer highly realistic, semantic meaningful texture to arbitrary objects, surpassing the visual quality of previous state-of-the-art.

DiffuseHigh: Training-free Progressive High-Resolution Image Synthesis through Structure Guidance

Recent surge in large-scale generative models has spurred the development of vast fields in computer vision. In particular, text-to-image diffusion models have garnered widespread adoption across diverse domain due to their potential for high-fidelity image generation. Nonetheless, existing large-scale diffusion models are confined to generate images of up to 1K resolution, which is far from meeting the demands of contemporary commercial applications. Directly sampling higher-resolution images often yields results marred by artifacts such as object repetition and distorted shapes. Addressing the aforementioned issues typically necessitates training or fine-tuning models on higher resolution datasets. However, this undertaking poses a formidable challenge due to the difficulty in collecting large-scale high-resolution contents and substantial computational resources. While several preceding works have proposed alternatives, they often fail to produce convincing results. In this work, we probe the generative ability of diffusion models at higher resolution beyond its original capability and propose a novel progressive approach that fully utilizes generated low-resolution image to guide the generation of higher resolution image. Our method obviates the need for additional training or fine-tuning which significantly lowers the burden of computational costs. Extensive experiments and results validate the efficiency and efficacy of our method. Project page: https://yhyun225.github.io/DiffuseHigh/

Bridging 3D Gaussian and Mesh for Freeview Video Rendering

This is only a preview version of GauMesh. Recently, primitive-based rendering has been proven to achieve convincing results in solving the problem of modeling and rendering the 3D dynamic scene from 2D images. Despite this, in the context of novel view synthesis, each type of primitive has its inherent defects in terms of representation ability. It is difficult to exploit the mesh to depict the fuzzy geometry. Meanwhile, the point-based splatting (e.g. the 3D Gaussian Splatting) method usually produces artifacts or blurry pixels in the area with smooth geometry and sharp textures. As a result, it is difficult, even not impossible, to represent the complex and dynamic scene with a single type of primitive. To this end, we propose a novel approach, GauMesh, to bridge the 3D Gaussian and Mesh for modeling and rendering the dynamic scenes. Given a sequence of tracked mesh as initialization, our goal is to simultaneously optimize the mesh geometry, color texture, opacity maps, a set of 3D Gaussians, and the deformation field. At a specific time, we perform alpha-blending on the RGB and opacity values based on the merged and re-ordered z-buffers from mesh and 3D Gaussian rasterizations. This produces the final rendering, which is supervised by the ground-truth image. Experiments demonstrate that our approach adapts the appropriate type of primitives to represent the different parts of the dynamic scene and outperforms all the baseline methods in both quantitative and qualitative comparisons without losing render speed.

MPI-Flow: Learning Realistic Optical Flow with Multiplane Images

The accuracy of learning-based optical flow estimation models heavily relies on the realism of the training datasets. Current approaches for generating such datasets either employ synthetic data or generate images with limited realism. However, the domain gap of these data with real-world scenes constrains the generalization of the trained model to real-world applications. To address this issue, we investigate generating realistic optical flow datasets from real-world images. Firstly, to generate highly realistic new images, we construct a layered depth representation, known as multiplane images (MPI), from single-view images. This allows us to generate novel view images that are highly realistic. To generate optical flow maps that correspond accurately to the new image, we calculate the optical flows of each plane using the camera matrix and plane depths. We then project these layered optical flows into the output optical flow map with volume rendering. Secondly, to ensure the realism of motion, we present an independent object motion module that can separate the camera and dynamic object motion in MPI. This module addresses the deficiency in MPI-based single-view methods, where optical flow is generated only by camera motion and does not account for any object movement. We additionally devise a depth-aware inpainting module to merge new images with dynamic objects and address unnatural motion occlusions. We show the superior performance of our method through extensive experiments on real-world datasets. Moreover, our approach achieves state-of-the-art performance in both unsupervised and supervised training of learning-based models. The code will be made publicly available at: https://github.com/Sharpiless/MPI-Flow.

3D Convex Splatting: Radiance Field Rendering with 3D Smooth Convexes

Recent advances in radiance field reconstruction, such as 3D Gaussian Splatting (3DGS), have achieved high-quality novel view synthesis and fast rendering by representing scenes with compositions of Gaussian primitives. However, 3D Gaussians present several limitations for scene reconstruction. Accurately capturing hard edges is challenging without significantly increasing the number of Gaussians, creating a large memory footprint. Moreover, they struggle to represent flat surfaces, as they are diffused in space. Without hand-crafted regularizers, they tend to disperse irregularly around the actual surface. To circumvent these issues, we introduce a novel method, named 3D Convex Splatting (3DCS), which leverages 3D smooth convexes as primitives for modeling geometrically-meaningful radiance fields from multi-view images. Smooth convex shapes offer greater flexibility than Gaussians, allowing for a better representation of 3D scenes with hard edges and dense volumes using fewer primitives. Powered by our efficient CUDA-based rasterizer, 3DCS achieves superior performance over 3DGS on benchmarks such as Mip-NeRF360, Tanks and Temples, and Deep Blending. Specifically, our method attains an improvement of up to 0.81 in PSNR and 0.026 in LPIPS compared to 3DGS while maintaining high rendering speeds and reducing the number of required primitives. Our results highlight the potential of 3D Convex Splatting to become the new standard for high-quality scene reconstruction and novel view synthesis. Project page: convexsplatting.github.io.

TwinTex: Geometry-aware Texture Generation for Abstracted 3D Architectural Models

Coarse architectural models are often generated at scales ranging from individual buildings to scenes for downstream applications such as Digital Twin City, Metaverse, LODs, etc. Such piece-wise planar models can be abstracted as twins from 3D dense reconstructions. However, these models typically lack realistic texture relative to the real building or scene, making them unsuitable for vivid display or direct reference. In this paper, we present TwinTex, the first automatic texture mapping framework to generate a photo-realistic texture for a piece-wise planar proxy. Our method addresses most challenges occurring in such twin texture generation. Specifically, for each primitive plane, we first select a small set of photos with greedy heuristics considering photometric quality, perspective quality and facade texture completeness. Then, different levels of line features (LoLs) are extracted from the set of selected photos to generate guidance for later steps. With LoLs, we employ optimization algorithms to align texture with geometry from local to global. Finally, we fine-tune a diffusion model with a multi-mask initialization component and a new dataset to inpaint the missing region. Experimental results on many buildings, indoor scenes and man-made objects of varying complexity demonstrate the generalization ability of our algorithm. Our approach surpasses state-of-the-art texture mapping methods in terms of high-fidelity quality and reaches a human-expert production level with much less effort. Project page: https://vcc.tech/research/2023/TwinTex.

Deblurring 3D Gaussian Splatting

Recent studies in Radiance Fields have paved the robust way for novel view synthesis with their photorealistic rendering quality. Nevertheless, they usually employ neural networks and volumetric rendering, which are costly to train and impede their broad use in various real-time applications due to the lengthy rendering time. Lately 3D Gaussians splatting-based approach has been proposed to model the 3D scene, and it achieves remarkable visual quality while rendering the images in real-time. However, it suffers from severe degradation in the rendering quality if the training images are blurry. Blurriness commonly occurs due to the lens defocusing, object motion, and camera shake, and it inevitably intervenes in clean image acquisition. Several previous studies have attempted to render clean and sharp images from blurry input images using neural fields. The majority of those works, however, are designed only for volumetric rendering-based neural radiance fields and are not straightforwardly applicable to rasterization-based 3D Gaussian splatting methods. Thus, we propose a novel real-time deblurring framework, deblurring 3D Gaussian Splatting, using a small Multi-Layer Perceptron (MLP) that manipulates the covariance of each 3D Gaussian to model the scene blurriness. While deblurring 3D Gaussian Splatting can still enjoy real-time rendering, it can reconstruct fine and sharp details from blurry images. A variety of experiments have been conducted on the benchmark, and the results have revealed the effectiveness of our approach for deblurring. Qualitative results are available at https://benhenryl.github.io/Deblurring-3D-Gaussian-Splatting/

MaGRITTe: Manipulative and Generative 3D Realization from Image, Topview and Text

The generation of 3D scenes from user-specified conditions offers a promising avenue for alleviating the production burden in 3D applications. Previous studies required significant effort to realize the desired scene, owing to limited control conditions. We propose a method for controlling and generating 3D scenes under multimodal conditions using partial images, layout information represented in the top view, and text prompts. Combining these conditions to generate a 3D scene involves the following significant difficulties: (1) the creation of large datasets, (2) reflection on the interaction of multimodal conditions, and (3) domain dependence of the layout conditions. We decompose the process of 3D scene generation into 2D image generation from the given conditions and 3D scene generation from 2D images. 2D image generation is achieved by fine-tuning a pretrained text-to-image model with a small artificial dataset of partial images and layouts, and 3D scene generation is achieved by layout-conditioned depth estimation and neural radiance fields (NeRF), thereby avoiding the creation of large datasets. The use of a common representation of spatial information using 360-degree images allows for the consideration of multimodal condition interactions and reduces the domain dependence of the layout control. The experimental results qualitatively and quantitatively demonstrated that the proposed method can generate 3D scenes in diverse domains, from indoor to outdoor, according to multimodal conditions.

Urban Radiance Field Representation with Deformable Neural Mesh Primitives

Neural Radiance Fields (NeRFs) have achieved great success in the past few years. However, most current methods still require intensive resources due to ray marching-based rendering. To construct urban-level radiance fields efficiently, we design Deformable Neural Mesh Primitive~(DNMP), and propose to parameterize the entire scene with such primitives. The DNMP is a flexible and compact neural variant of classic mesh representation, which enjoys both the efficiency of rasterization-based rendering and the powerful neural representation capability for photo-realistic image synthesis. Specifically, a DNMP consists of a set of connected deformable mesh vertices with paired vertex features to parameterize the geometry and radiance information of a local area. To constrain the degree of freedom for optimization and lower the storage budgets, we enforce the shape of each primitive to be decoded from a relatively low-dimensional latent space. The rendering colors are decoded from the vertex features (interpolated with rasterization) by a view-dependent MLP. The DNMP provides a new paradigm for urban-level scene representation with appealing properties: (1) High-quality rendering. Our method achieves leading performance for novel view synthesis in urban scenarios. (2) Low computational costs. Our representation enables fast rendering (2.07ms/1k pixels) and low peak memory usage (110MB/1k pixels). We also present a lightweight version that can run 33times faster than vanilla NeRFs, and comparable to the highly-optimized Instant-NGP (0.61 vs 0.71ms/1k pixels). Project page: https://dnmp.github.io/{https://dnmp.github.io/}.

Splatfacto-W: A Nerfstudio Implementation of Gaussian Splatting for Unconstrained Photo Collections

Novel view synthesis from unconstrained in-the-wild image collections remains a significant yet challenging task due to photometric variations and transient occluders that complicate accurate scene reconstruction. Previous methods have approached these issues by integrating per-image appearance features embeddings in Neural Radiance Fields (NeRFs). Although 3D Gaussian Splatting (3DGS) offers faster training and real-time rendering, adapting it for unconstrained image collections is non-trivial due to the substantially different architecture. In this paper, we introduce Splatfacto-W, an approach that integrates per-Gaussian neural color features and per-image appearance embeddings into the rasterization process, along with a spherical harmonics-based background model to represent varying photometric appearances and better depict backgrounds. Our key contributions include latent appearance modeling, efficient transient object handling, and precise background modeling. Splatfacto-W delivers high-quality, real-time novel view synthesis with improved scene consistency in in-the-wild scenarios. Our method improves the Peak Signal-to-Noise Ratio (PSNR) by an average of 5.3 dB compared to 3DGS, enhances training speed by 150 times compared to NeRF-based methods, and achieves a similar rendering speed to 3DGS. Additional video results and code integrated into Nerfstudio are available at https://kevinxu02.github.io/splatfactow/.

Compact 3D Gaussian Representation for Radiance Field

Neural Radiance Fields (NeRFs) have demonstrated remarkable potential in capturing complex 3D scenes with high fidelity. However, one persistent challenge that hinders the widespread adoption of NeRFs is the computational bottleneck due to the volumetric rendering. On the other hand, 3D Gaussian splatting (3DGS) has recently emerged as an alternative representation that leverages a 3D Gaussisan-based representation and adopts the rasterization pipeline to render the images rather than volumetric rendering, achieving very fast rendering speed and promising image quality. However, a significant drawback arises as 3DGS entails a substantial number of 3D Gaussians to maintain the high fidelity of the rendered images, which requires a large amount of memory and storage. To address this critical issue, we place a specific emphasis on two key objectives: reducing the number of Gaussian points without sacrificing performance and compressing the Gaussian attributes, such as view-dependent color and covariance. To this end, we propose a learnable mask strategy that significantly reduces the number of Gaussians while preserving high performance. In addition, we propose a compact but effective representation of view-dependent color by employing a grid-based neural field rather than relying on spherical harmonics. Finally, we learn codebooks to compactly represent the geometric attributes of Gaussian by vector quantization. In our extensive experiments, we consistently show over 10times reduced storage and enhanced rendering speed, while maintaining the quality of the scene representation, compared to 3DGS. Our work provides a comprehensive framework for 3D scene representation, achieving high performance, fast training, compactness, and real-time rendering. Our project page is available at https://maincold2.github.io/c3dgs/.

Enhancing High-Resolution 3D Generation through Pixel-wise Gradient Clipping

High-resolution 3D object generation remains a challenging task primarily due to the limited availability of comprehensive annotated training data. Recent advancements have aimed to overcome this constraint by harnessing image generative models, pretrained on extensive curated web datasets, using knowledge transfer techniques like Score Distillation Sampling (SDS). Efficiently addressing the requirements of high-resolution rendering often necessitates the adoption of latent representation-based models, such as the Latent Diffusion Model (LDM). In this framework, a significant challenge arises: To compute gradients for individual image pixels, it is necessary to backpropagate gradients from the designated latent space through the frozen components of the image model, such as the VAE encoder used within LDM. However, this gradient propagation pathway has never been optimized, remaining uncontrolled during training. We find that the unregulated gradients adversely affect the 3D model's capacity in acquiring texture-related information from the image generative model, leading to poor quality appearance synthesis. To address this overarching challenge, we propose an innovative operation termed Pixel-wise Gradient Clipping (PGC) designed for seamless integration into existing 3D generative models, thereby enhancing their synthesis quality. Specifically, we control the magnitude of stochastic gradients by clipping the pixel-wise gradients efficiently, while preserving crucial texture-related gradient directions. Despite this simplicity and minimal extra cost, extensive experiments demonstrate the efficacy of our PGC in enhancing the performance of existing 3D generative models for high-resolution object rendering.

GI-GS: Global Illumination Decomposition on Gaussian Splatting for Inverse Rendering

We present GI-GS, a novel inverse rendering framework that leverages 3D Gaussian Splatting (3DGS) and deferred shading to achieve photo-realistic novel view synthesis and relighting. In inverse rendering, accurately modeling the shading processes of objects is essential for achieving high-fidelity results. Therefore, it is critical to incorporate global illumination to account for indirect lighting that reaches an object after multiple bounces across the scene. Previous 3DGS-based methods have attempted to model indirect lighting by characterizing indirect illumination as learnable lighting volumes or additional attributes of each Gaussian, while using baked occlusion to represent shadow effects. These methods, however, fail to accurately model the complex physical interactions between light and objects, making it impossible to construct realistic indirect illumination during relighting. To address this limitation, we propose to calculate indirect lighting using efficient path tracing with deferred shading. In our framework, we first render a G-buffer to capture the detailed geometry and material properties of the scene. Then, we perform physically-based rendering (PBR) only for direct lighting. With the G-buffer and previous rendering results, the indirect lighting can be calculated through a lightweight path tracing. Our method effectively models indirect lighting under any given lighting conditions, thereby achieving better novel view synthesis and relighting. Quantitative and qualitative results show that our GI-GS outperforms existing baselines in both rendering quality and efficiency.

Augmented Conditioning Is Enough For Effective Training Image Generation

Image generation abilities of text-to-image diffusion models have significantly advanced, yielding highly photo-realistic images from descriptive text and increasing the viability of leveraging synthetic images to train computer vision models. To serve as effective training data, generated images must be highly realistic while also sufficiently diverse within the support of the target data distribution. Yet, state-of-the-art conditional image generation models have been primarily optimized for creative applications, prioritizing image realism and prompt adherence over conditional diversity. In this paper, we investigate how to improve the diversity of generated images with the goal of increasing their effectiveness to train downstream image classification models, without fine-tuning the image generation model. We find that conditioning the generation process on an augmented real image and text prompt produces generations that serve as effective synthetic datasets for downstream training. Conditioning on real training images contextualizes the generation process to produce images that are in-domain with the real image distribution, while data augmentations introduce visual diversity that improves the performance of the downstream classifier. We validate augmentation-conditioning on a total of five established long-tail and few-shot image classification benchmarks and show that leveraging augmentations to condition the generation process results in consistent improvements over the state-of-the-art on the long-tailed benchmark and remarkable gains in extreme few-shot regimes of the remaining four benchmarks. These results constitute an important step towards effectively leveraging synthetic data for downstream training.

Diffusion with Forward Models: Solving Stochastic Inverse Problems Without Direct Supervision

Denoising diffusion models are a powerful type of generative models used to capture complex distributions of real-world signals. However, their applicability is limited to scenarios where training samples are readily available, which is not always the case in real-world applications. For example, in inverse graphics, the goal is to generate samples from a distribution of 3D scenes that align with a given image, but ground-truth 3D scenes are unavailable and only 2D images are accessible. To address this limitation, we propose a novel class of denoising diffusion probabilistic models that learn to sample from distributions of signals that are never directly observed. Instead, these signals are measured indirectly through a known differentiable forward model, which produces partial observations of the unknown signal. Our approach involves integrating the forward model directly into the denoising process. This integration effectively connects the generative modeling of observations with the generative modeling of the underlying signals, allowing for end-to-end training of a conditional generative model over signals. During inference, our approach enables sampling from the distribution of underlying signals that are consistent with a given partial observation. We demonstrate the effectiveness of our method on three challenging computer vision tasks. For instance, in the context of inverse graphics, our model enables direct sampling from the distribution of 3D scenes that align with a single 2D input image.

4DGen: Grounded 4D Content Generation with Spatial-temporal Consistency

Aided by text-to-image and text-to-video diffusion models, existing 4D content creation pipelines utilize score distillation sampling to optimize the entire dynamic 3D scene. However, as these pipelines generate 4D content from text or image inputs, they incur significant time and effort in prompt engineering through trial and error. This work introduces 4DGen, a novel, holistic framework for grounded 4D content creation that decomposes the 4D generation task into multiple stages. We identify static 3D assets and monocular video sequences as key components in constructing the 4D content. Our pipeline facilitates conditional 4D generation, enabling users to specify geometry (3D assets) and motion (monocular videos), thus offering superior control over content creation. Furthermore, we construct our 4D representation using dynamic 3D Gaussians, which permits efficient, high-resolution supervision through rendering during training, thereby facilitating high-quality 4D generation. Additionally, we employ spatial-temporal pseudo labels on anchor frames, along with seamless consistency priors implemented through 3D-aware score distillation sampling and smoothness regularizations. Compared to existing baselines, our approach yields competitive results in faithfully reconstructing input signals and realistically inferring renderings from novel viewpoints and timesteps. Most importantly, our method supports grounded generation, offering users enhanced control, a feature difficult to achieve with previous methods. Project page: https://vita-group.github.io/4DGen/

CLAY: A Controllable Large-scale Generative Model for Creating High-quality 3D Assets

In the realm of digital creativity, our potential to craft intricate 3D worlds from imagination is often hampered by the limitations of existing digital tools, which demand extensive expertise and efforts. To narrow this disparity, we introduce CLAY, a 3D geometry and material generator designed to effortlessly transform human imagination into intricate 3D digital structures. CLAY supports classic text or image inputs as well as 3D-aware controls from diverse primitives (multi-view images, voxels, bounding boxes, point clouds, implicit representations, etc). At its core is a large-scale generative model composed of a multi-resolution Variational Autoencoder (VAE) and a minimalistic latent Diffusion Transformer (DiT), to extract rich 3D priors directly from a diverse range of 3D geometries. Specifically, it adopts neural fields to represent continuous and complete surfaces and uses a geometry generative module with pure transformer blocks in latent space. We present a progressive training scheme to train CLAY on an ultra large 3D model dataset obtained through a carefully designed processing pipeline, resulting in a 3D native geometry generator with 1.5 billion parameters. For appearance generation, CLAY sets out to produce physically-based rendering (PBR) textures by employing a multi-view material diffusion model that can generate 2K resolution textures with diffuse, roughness, and metallic modalities. We demonstrate using CLAY for a range of controllable 3D asset creations, from sketchy conceptual designs to production ready assets with intricate details. Even first time users can easily use CLAY to bring their vivid 3D imaginations to life, unleashing unlimited creativity.

DreamMat: High-quality PBR Material Generation with Geometry- and Light-aware Diffusion Models

2D diffusion model, which often contains unwanted baked-in shading effects and results in unrealistic rendering effects in the downstream applications. Generating Physically Based Rendering (PBR) materials instead of just RGB textures would be a promising solution. However, directly distilling the PBR material parameters from 2D diffusion models still suffers from incorrect material decomposition, such as baked-in shading effects in albedo. We introduce DreamMat, an innovative approach to resolve the aforementioned problem, to generate high-quality PBR materials from text descriptions. We find out that the main reason for the incorrect material distillation is that large-scale 2D diffusion models are only trained to generate final shading colors, resulting in insufficient constraints on material decomposition during distillation. To tackle this problem, we first finetune a new light-aware 2D diffusion model to condition on a given lighting environment and generate the shading results on this specific lighting condition. Then, by applying the same environment lights in the material distillation, DreamMat can generate high-quality PBR materials that are not only consistent with the given geometry but also free from any baked-in shading effects in albedo. Extensive experiments demonstrate that the materials produced through our methods exhibit greater visual appeal to users and achieve significantly superior rendering quality compared to baseline methods, which are preferable for downstream tasks such as game and film production.

Any-Size-Diffusion: Toward Efficient Text-Driven Synthesis for Any-Size HD Images

Stable diffusion, a generative model used in text-to-image synthesis, frequently encounters resolution-induced composition problems when generating images of varying sizes. This issue primarily stems from the model being trained on pairs of single-scale images and their corresponding text descriptions. Moreover, direct training on images of unlimited sizes is unfeasible, as it would require an immense number of text-image pairs and entail substantial computational expenses. To overcome these challenges, we propose a two-stage pipeline named Any-Size-Diffusion (ASD), designed to efficiently generate well-composed images of any size, while minimizing the need for high-memory GPU resources. Specifically, the initial stage, dubbed Any Ratio Adaptability Diffusion (ARAD), leverages a selected set of images with a restricted range of ratios to optimize the text-conditional diffusion model, thereby improving its ability to adjust composition to accommodate diverse image sizes. To support the creation of images at any desired size, we further introduce a technique called Fast Seamless Tiled Diffusion (FSTD) at the subsequent stage. This method allows for the rapid enlargement of the ASD output to any high-resolution size, avoiding seaming artifacts or memory overloads. Experimental results on the LAION-COCO and MM-CelebA-HQ benchmarks demonstrate that ASD can produce well-structured images of arbitrary sizes, cutting down the inference time by 2x compared to the traditional tiled algorithm.

Generating Images with 3D Annotations Using Diffusion Models

Diffusion models have emerged as a powerful generative method, capable of producing stunning photo-realistic images from natural language descriptions. However, these models lack explicit control over the 3D structure in the generated images. Consequently, this hinders our ability to obtain detailed 3D annotations for the generated images or to craft instances with specific poses and distances. In this paper, we propose 3D Diffusion Style Transfer (3D-DST), which incorporates 3D geometry control into diffusion models. Our method exploits ControlNet, which extends diffusion models by using visual prompts in addition to text prompts. We generate images of the 3D objects taken from 3D shape repositories (e.g., ShapeNet and Objaverse), render them from a variety of poses and viewing directions, compute the edge maps of the rendered images, and use these edge maps as visual prompts to generate realistic images. With explicit 3D geometry control, we can easily change the 3D structures of the objects in the generated images and obtain ground-truth 3D annotations automatically. This allows us to improve a wide range of vision tasks, e.g., classification and 3D pose estimation, in both in-distribution (ID) and out-of-distribution (OOD) settings. We demonstrate the effectiveness of our method through extensive experiments on ImageNet-100/200, ImageNet-R, PASCAL3D+, ObjectNet3D, and OOD-CV. The results show that our method significantly outperforms existing methods, e.g., 3.8 percentage points on ImageNet-100 using DeiT-B.

Adaptive Shells for Efficient Neural Radiance Field Rendering

Neural radiance fields achieve unprecedented quality for novel view synthesis, but their volumetric formulation remains expensive, requiring a huge number of samples to render high-resolution images. Volumetric encodings are essential to represent fuzzy geometry such as foliage and hair, and they are well-suited for stochastic optimization. Yet, many scenes ultimately consist largely of solid surfaces which can be accurately rendered by a single sample per pixel. Based on this insight, we propose a neural radiance formulation that smoothly transitions between volumetric- and surface-based rendering, greatly accelerating rendering speed and even improving visual fidelity. Our method constructs an explicit mesh envelope which spatially bounds a neural volumetric representation. In solid regions, the envelope nearly converges to a surface and can often be rendered with a single sample. To this end, we generalize the NeuS formulation with a learned spatially-varying kernel size which encodes the spread of the density, fitting a wide kernel to volume-like regions and a tight kernel to surface-like regions. We then extract an explicit mesh of a narrow band around the surface, with width determined by the kernel size, and fine-tune the radiance field within this band. At inference time, we cast rays against the mesh and evaluate the radiance field only within the enclosed region, greatly reducing the number of samples required. Experiments show that our approach enables efficient rendering at very high fidelity. We also demonstrate that the extracted envelope enables downstream applications such as animation and simulation.

PaintScene4D: Consistent 4D Scene Generation from Text Prompts

Recent advances in diffusion models have revolutionized 2D and 3D content creation, yet generating photorealistic dynamic 4D scenes remains a significant challenge. Existing dynamic 4D generation methods typically rely on distilling knowledge from pre-trained 3D generative models, often fine-tuned on synthetic object datasets. Consequently, the resulting scenes tend to be object-centric and lack photorealism. While text-to-video models can generate more realistic scenes with motion, they often struggle with spatial understanding and provide limited control over camera viewpoints during rendering. To address these limitations, we present PaintScene4D, a novel text-to-4D scene generation framework that departs from conventional multi-view generative models in favor of a streamlined architecture that harnesses video generative models trained on diverse real-world datasets. Our method first generates a reference video using a video generation model, and then employs a strategic camera array selection for rendering. We apply a progressive warping and inpainting technique to ensure both spatial and temporal consistency across multiple viewpoints. Finally, we optimize multi-view images using a dynamic renderer, enabling flexible camera control based on user preferences. Adopting a training-free architecture, our PaintScene4D efficiently produces realistic 4D scenes that can be viewed from arbitrary trajectories. The code will be made publicly available. Our project page is at https://paintscene4d.github.io/

DreamPolish: Domain Score Distillation With Progressive Geometry Generation

We introduce DreamPolish, a text-to-3D generation model that excels in producing refined geometry and high-quality textures. In the geometry construction phase, our approach leverages multiple neural representations to enhance the stability of the synthesis process. Instead of relying solely on a view-conditioned diffusion prior in the novel sampled views, which often leads to undesired artifacts in the geometric surface, we incorporate an additional normal estimator to polish the geometry details, conditioned on viewpoints with varying field-of-views. We propose to add a surface polishing stage with only a few training steps, which can effectively refine the artifacts attributed to limited guidance from previous stages and produce 3D objects with more desirable geometry. The key topic of texture generation using pretrained text-to-image models is to find a suitable domain in the vast latent distribution of these models that contains photorealistic and consistent renderings. In the texture generation phase, we introduce a novel score distillation objective, namely domain score distillation (DSD), to guide neural representations toward such a domain. We draw inspiration from the classifier-free guidance (CFG) in textconditioned image generation tasks and show that CFG and variational distribution guidance represent distinct aspects in gradient guidance and are both imperative domains for the enhancement of texture quality. Extensive experiments show our proposed model can produce 3D assets with polished surfaces and photorealistic textures, outperforming existing state-of-the-art methods.

Generative Image Layer Decomposition with Visual Effects

Recent advancements in large generative models, particularly diffusion-based methods, have significantly enhanced the capabilities of image editing. However, achieving precise control over image composition tasks remains a challenge. Layered representations, which allow for independent editing of image components, are essential for user-driven content creation, yet existing approaches often struggle to decompose image into plausible layers with accurately retained transparent visual effects such as shadows and reflections. We propose LayerDecomp, a generative framework for image layer decomposition which outputs photorealistic clean backgrounds and high-quality transparent foregrounds with faithfully preserved visual effects. To enable effective training, we first introduce a dataset preparation pipeline that automatically scales up simulated multi-layer data with synthesized visual effects. To further enhance real-world applicability, we supplement this simulated dataset with camera-captured images containing natural visual effects. Additionally, we propose a consistency loss which enforces the model to learn accurate representations for the transparent foreground layer when ground-truth annotations are not available. Our method achieves superior quality in layer decomposition, outperforming existing approaches in object removal and spatial editing tasks across several benchmarks and multiple user studies, unlocking various creative possibilities for layer-wise image editing. The project page is https://rayjryang.github.io/LayerDecomp.

Binary Latent Diffusion

In this paper, we show that a binary latent space can be explored for compact yet expressive image representations. We model the bi-directional mappings between an image and the corresponding latent binary representation by training an auto-encoder with a Bernoulli encoding distribution. On the one hand, the binary latent space provides a compact discrete image representation of which the distribution can be modeled more efficiently than pixels or continuous latent representations. On the other hand, we now represent each image patch as a binary vector instead of an index of a learned cookbook as in discrete image representations with vector quantization. In this way, we obtain binary latent representations that allow for better image quality and high-resolution image representations without any multi-stage hierarchy in the latent space. In this binary latent space, images can now be generated effectively using a binary latent diffusion model tailored specifically for modeling the prior over the binary image representations. We present both conditional and unconditional image generation experiments with multiple datasets, and show that the proposed method performs comparably to state-of-the-art methods while dramatically improving the sampling efficiency to as few as 16 steps without using any test-time acceleration. The proposed framework can also be seamlessly scaled to 1024 times 1024 high-resolution image generation without resorting to latent hierarchy or multi-stage refinements.

Bellman Optimal Step-size Straightening of Flow-Matching Models

Flow matching is a powerful framework for generating high-quality samples in various applications, especially image synthesis. However, the intensive computational demands of these models, especially during the fine-tuning process and sampling processes, pose significant challenges for low-resource scenarios. This paper introduces Bellman Optimal Step-size Straightening (BOSS) technique for distilling flow-matching generative models: it aims specifically for a few-step efficient image sampling while adhering to a computational budget constraint. First, this technique involves a dynamic programming algorithm that optimizes the step sizes of the pretrained network. Then, it refines the velocity network to match the optimal step sizes, aiming to straighten the generation paths. Extensive experimental evaluations across image generation tasks demonstrate the efficacy of BOSS in terms of both resource utilization and image quality. Our results reveal that BOSS achieves substantial gains in efficiency while maintaining competitive sample quality, effectively bridging the gap between low-resource constraints and the demanding requirements of flow-matching generative models. Our paper also fortifies the responsible development of artificial intelligence, offering a more sustainable generative model that reduces computational costs and environmental footprints. Our code can be found at https://github.com/nguyenngocbaocmt02/BOSS.

Differentiable Blocks World: Qualitative 3D Decomposition by Rendering Primitives

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. Code and video results are available at https://www.tmonnier.com/DBW .

LucidDreaming: Controllable Object-Centric 3D Generation

With the recent development of generative models, Text-to-3D generations have also seen significant growth. Nonetheless, achieving precise control over 3D generation continues to be an arduous task, as using text to control often leads to missing objects and imprecise locations. Contemporary strategies for enhancing controllability in 3D generation often entail the introduction of additional parameters, such as customized diffusion models. This often induces hardness in adapting to different diffusion models or creating distinct objects. In this paper, we present LucidDreaming as an effective pipeline capable of fine-grained control over 3D generation. It requires only minimal input of 3D bounding boxes, which can be deduced from a simple text prompt using a Large Language Model. Specifically, we propose clipped ray sampling to separately render and optimize objects with user specifications. We also introduce object-centric density blob bias, fostering the separation of generated objects. With individual rendering and optimizing of objects, our method excels not only in controlled content generation from scratch but also within the pre-trained NeRF scenes. In such scenarios, existing generative approaches often disrupt the integrity of the original scene, and current editing methods struggle to synthesize new content in empty spaces. We show that our method exhibits remarkable adaptability across a spectrum of mainstream Score Distillation Sampling-based 3D generation frameworks, and achieves superior alignment of 3D content when compared to baseline approaches. We also provide a dataset of prompts with 3D bounding boxes, benchmarking 3D spatial controllability.

PatchCraft: Exploring Texture Patch for Efficient AI-generated Image Detection

Recent generative models show impressive performance in generating photographic images. Humans can hardly distinguish such incredibly realistic-looking AI-generated images from real ones. AI-generated images may lead to ubiquitous disinformation dissemination. Therefore, it is of utmost urgency to develop a detector to identify AI generated images. Most existing detectors suffer from sharp performance drops over unseen generative models. In this paper, we propose a novel AI-generated image detector capable of identifying fake images created by a wide range of generative models. We observe that the texture patches of images tend to reveal more traces left by generative models compared to the global semantic information of the images. A novel Smash&Reconstruction preprocessing is proposed to erase the global semantic information and enhance texture patches. Furthermore, pixels in rich texture regions exhibit more significant fluctuations than those in poor texture regions. Synthesizing realistic rich texture regions proves to be more challenging for existing generative models. Based on this principle, we leverage the inter-pixel correlation contrast between rich and poor texture regions within an image to further boost the detection performance. In addition, we build a comprehensive AI-generated image detection benchmark, which includes 17 kinds of prevalent generative models, to evaluate the effectiveness of existing baselines and our approach. Our benchmark provides a leaderboard for follow-up studies. Extensive experimental results show that our approach outperforms state-of-the-art baselines by a significant margin. Our project: https://fdmas.github.io/AIGCDetect

GlyphDraw: Seamlessly Rendering Text with Intricate Spatial Structures in Text-to-Image Generation

Recent breakthroughs in the field of language-guided image generation have yielded impressive achievements, enabling the creation of high-quality and diverse images based on user instructions.Although the synthesis performance is fascinating, one significant limitation of current image generation models is their insufficient ability to generate text coherently within images, particularly for complex glyph structures like Chinese characters. To address this problem, we introduce GlyphDraw, a general learning framework aiming to endow image generation models with the capacity to generate images coherently embedded with text for any specific language.We first sophisticatedly design the image-text dataset's construction strategy, then build our model specifically on a diffusion-based image generator and carefully modify the network structure to allow the model to learn drawing language characters with the help of glyph and position information.Furthermore, we maintain the model's open-domain image synthesis capability by preventing catastrophic forgetting by using parameter-efficient fine-tuning techniques.Extensive qualitative and quantitative experiments demonstrate that our method not only produces accurate language characters as in prompts, but also seamlessly blends the generated text into the background.Please refer to our https://1073521013.github.io/glyph-draw.github.io/{project page}. abstract

ScaleCrafter: Tuning-free Higher-Resolution Visual Generation with Diffusion Models

In this work, we investigate the capability of generating images from pre-trained diffusion models at much higher resolutions than the training image sizes. In addition, the generated images should have arbitrary image aspect ratios. When generating images directly at a higher resolution, 1024 x 1024, with the pre-trained Stable Diffusion using training images of resolution 512 x 512, we observe persistent problems of object repetition and unreasonable object structures. Existing works for higher-resolution generation, such as attention-based and joint-diffusion approaches, cannot well address these issues. As a new perspective, we examine the structural components of the U-Net in diffusion models and identify the crucial cause as the limited perception field of convolutional kernels. Based on this key observation, we propose a simple yet effective re-dilation that can dynamically adjust the convolutional perception field during inference. We further propose the dispersed convolution and noise-damped classifier-free guidance, which can enable ultra-high-resolution image generation (e.g., 4096 x 4096). Notably, our approach does not require any training or optimization. Extensive experiments demonstrate that our approach can address the repetition issue well and achieve state-of-the-art performance on higher-resolution image synthesis, especially in texture details. Our work also suggests that a pre-trained diffusion model trained on low-resolution images can be directly used for high-resolution visual generation without further tuning, which may provide insights for future research on ultra-high-resolution image and video synthesis.

DPM-Solver++: Fast Solver for Guided Sampling of Diffusion Probabilistic Models

Diffusion probabilistic models (DPMs) have achieved impressive success in high-resolution image synthesis, especially in recent large-scale text-to-image generation applications. An essential technique for improving the sample quality of DPMs is guided sampling, which usually needs a large guidance scale to obtain the best sample quality. The commonly-used fast sampler for guided sampling is DDIM, a first-order diffusion ODE solver that generally needs 100 to 250 steps for high-quality samples. Although recent works propose dedicated high-order solvers and achieve a further speedup for sampling without guidance, their effectiveness for guided sampling has not been well-tested before. In this work, we demonstrate that previous high-order fast samplers suffer from instability issues, and they even become slower than DDIM when the guidance scale grows large. To further speed up guided sampling, we propose DPM-Solver++, a high-order solver for the guided sampling of DPMs. DPM-Solver++ solves the diffusion ODE with the data prediction model and adopts thresholding methods to keep the solution matches training data distribution. We further propose a multistep variant of DPM-Solver++ to address the instability issue by reducing the effective step size. Experiments show that DPM-Solver++ can generate high-quality samples within only 15 to 20 steps for guided sampling by pixel-space and latent-space DPMs.

IconShop: Text-Guided Vector Icon Synthesis with Autoregressive Transformers

Scalable Vector Graphics (SVG) is a popular vector image format that offers good support for interactivity and animation. Despite its appealing characteristics, creating custom SVG content can be challenging for users due to the steep learning curve required to understand SVG grammars or get familiar with professional editing software. Recent advancements in text-to-image generation have inspired researchers to explore vector graphics synthesis using either image-based methods (i.e., text -> raster image -> vector graphics) combining text-to-image generation models with image vectorization, or language-based methods (i.e., text -> vector graphics script) through pretrained large language models. However, these methods still suffer from limitations in terms of generation quality, diversity, and flexibility. In this paper, we introduce IconShop, a text-guided vector icon synthesis method using autoregressive transformers. The key to success of our approach is to sequentialize and tokenize SVG paths (and textual descriptions as guidance) into a uniquely decodable token sequence. With that, we are able to fully exploit the sequence learning power of autoregressive transformers, while enabling both unconditional and text-conditioned icon synthesis. Through standard training to predict the next token on a large-scale vector icon dataset accompanied by textural descriptions, the proposed IconShop consistently exhibits better icon synthesis capability than existing image-based and language-based methods both quantitatively and qualitatively. Meanwhile, we observe a dramatic improvement in generation diversity, which is validated by the objective Uniqueness and Novelty measures. More importantly, we demonstrate the flexibility of IconShop with multiple novel icon synthesis tasks, including icon editing, icon interpolation, icon semantic combination, and icon design auto-suggestion.

VideoMV: Consistent Multi-View Generation Based on Large Video Generative Model

Generating multi-view images based on text or single-image prompts is a critical capability for the creation of 3D content. Two fundamental questions on this topic are what data we use for training and how to ensure multi-view consistency. This paper introduces a novel framework that makes fundamental contributions to both questions. Unlike leveraging images from 2D diffusion models for training, we propose a dense consistent multi-view generation model that is fine-tuned from off-the-shelf video generative models. Images from video generative models are more suitable for multi-view generation because the underlying network architecture that generates them employs a temporal module to enforce frame consistency. Moreover, the video data sets used to train these models are abundant and diverse, leading to a reduced train-finetuning domain gap. To enhance multi-view consistency, we introduce a 3D-Aware Denoising Sampling, which first employs a feed-forward reconstruction module to get an explicit global 3D model, and then adopts a sampling strategy that effectively involves images rendered from the global 3D model into the denoising sampling loop to improve the multi-view consistency of the final images. As a by-product, this module also provides a fast way to create 3D assets represented by 3D Gaussians within a few seconds. Our approach can generate 24 dense views and converges much faster in training than state-of-the-art approaches (4 GPU hours versus many thousand GPU hours) with comparable visual quality and consistency. By further fine-tuning, our approach outperforms existing state-of-the-art methods in both quantitative metrics and visual effects. Our project page is aigc3d.github.io/VideoMV.

TexFusion: Synthesizing 3D Textures with Text-Guided Image Diffusion Models

We present TexFusion (Texture Diffusion), a new method to synthesize textures for given 3D geometries, using large-scale text-guided image diffusion models. In contrast to recent works that leverage 2D text-to-image diffusion models to distill 3D objects using a slow and fragile optimization process, TexFusion introduces a new 3D-consistent generation technique specifically designed for texture synthesis that employs regular diffusion model sampling on different 2D rendered views. Specifically, we leverage latent diffusion models, apply the diffusion model's denoiser on a set of 2D renders of the 3D object, and aggregate the different denoising predictions on a shared latent texture map. Final output RGB textures are produced by optimizing an intermediate neural color field on the decodings of 2D renders of the latent texture. We thoroughly validate TexFusion and show that we can efficiently generate diverse, high quality and globally coherent textures. We achieve state-of-the-art text-guided texture synthesis performance using only image diffusion models, while avoiding the pitfalls of previous distillation-based methods. The text-conditioning offers detailed control and we also do not rely on any ground truth 3D textures for training. This makes our method versatile and applicable to a broad range of geometry and texture types. We hope that TexFusion will advance AI-based texturing of 3D assets for applications in virtual reality, game design, simulation, and more.

Good Seed Makes a Good Crop: Discovering Secret Seeds in Text-to-Image Diffusion Models

Recent advances in text-to-image (T2I) diffusion models have facilitated creative and photorealistic image synthesis. By varying the random seeds, we can generate various images for a fixed text prompt. Technically, the seed controls the initial noise and, in multi-step diffusion inference, the noise used for reparameterization at intermediate timesteps in the reverse diffusion process. However, the specific impact of the random seed on the generated images remains relatively unexplored. In this work, we conduct a large-scale scientific study into the impact of random seeds during diffusion inference. Remarkably, we reveal that the best 'golden' seed achieved an impressive FID of 21.60, compared to the worst 'inferior' seed's FID of 31.97. Additionally, a classifier can predict the seed number used to generate an image with over 99.9% accuracy in just a few epochs, establishing that seeds are highly distinguishable based on generated images. Encouraged by these findings, we examined the influence of seeds on interpretable visual dimensions. We find that certain seeds consistently produce grayscale images, prominent sky regions, or image borders. Seeds also affect image composition, including object location, size, and depth. Moreover, by leveraging these 'golden' seeds, we demonstrate improved image generation such as high-fidelity inference and diversified sampling. Our investigation extends to inpainting tasks, where we uncover some seeds that tend to insert unwanted text artifacts. Overall, our extensive analyses highlight the importance of selecting good seeds and offer practical utility for image generation.

Real-Time Neural Appearance Models

We present a complete system for real-time rendering of scenes with complex appearance previously reserved for offline use. This is achieved with a combination of algorithmic and system level innovations. Our appearance model utilizes learned hierarchical textures that are interpreted using neural decoders, which produce reflectance values and importance-sampled directions. To best utilize the modeling capacity of the decoders, we equip the decoders with two graphics priors. The first prior -- transformation of directions into learned shading frames -- facilitates accurate reconstruction of mesoscale effects. The second prior -- a microfacet sampling distribution -- allows the neural decoder to perform importance sampling efficiently. The resulting appearance model supports anisotropic sampling and level-of-detail rendering, and allows baking deeply layered material graphs into a compact unified neural representation. By exposing hardware accelerated tensor operations to ray tracing shaders, we show that it is possible to inline and execute the neural decoders efficiently inside a real-time path tracer. We analyze scalability with increasing number of neural materials and propose to improve performance using code optimized for coherent and divergent execution. Our neural material shaders can be over an order of magnitude faster than non-neural layered materials. This opens up the door for using film-quality visuals in real-time applications such as games and live previews.

DreamCraft3D: Hierarchical 3D Generation with Bootstrapped Diffusion Prior

We 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. Code available at https://github.com/deepseek-ai/DreamCraft3D.

Make-A-Shape: a Ten-Million-scale 3D Shape Model

Significant progress has been made in training large generative models for natural language and images. Yet, the advancement of 3D generative models is hindered by their substantial resource demands for training, along with inefficient, non-compact, and less expressive representations. This paper introduces Make-A-Shape, a new 3D generative model designed for efficient training on a vast scale, capable of utilizing 10 millions publicly-available shapes. Technical-wise, we first innovate a wavelet-tree representation to compactly encode shapes by formulating the subband coefficient filtering scheme to efficiently exploit coefficient relations. We then make the representation generatable by a diffusion model by devising the subband coefficients packing scheme to layout the representation in a low-resolution grid. Further, we derive the subband adaptive training strategy to train our model to effectively learn to generate coarse and detail wavelet coefficients. Last, we extend our framework to be controlled by additional input conditions to enable it to generate shapes from assorted modalities, e.g., single/multi-view images, point clouds, and low-resolution voxels. In our extensive set of experiments, we demonstrate various applications, such as unconditional generation, shape completion, and conditional generation on a wide range of modalities. Our approach not only surpasses the state of the art in delivering high-quality results but also efficiently generates shapes within a few seconds, often achieving this in just 2 seconds for most conditions.

Latent-NeRF for Shape-Guided Generation of 3D Shapes and Textures

Text-guided image generation has progressed rapidly in recent years, inspiring major breakthroughs in text-guided shape generation. Recently, it has been shown that using score distillation, one can successfully text-guide a NeRF model to generate a 3D object. We adapt the score distillation to the publicly available, and computationally efficient, Latent Diffusion Models, which apply the entire diffusion process in a compact latent space of a pretrained autoencoder. As NeRFs operate in image space, a naive solution for guiding them with latent score distillation would require encoding to the latent space at each guidance step. Instead, we propose to bring the NeRF to the latent space, resulting in a Latent-NeRF. Analyzing our Latent-NeRF, we show that while Text-to-3D models can generate impressive results, they are inherently unconstrained and may lack the ability to guide or enforce a specific 3D structure. To assist and direct the 3D generation, we propose to guide our Latent-NeRF using a Sketch-Shape: an abstract geometry that defines the coarse structure of the desired object. Then, we present means to integrate such a constraint directly into a Latent-NeRF. This unique combination of text and shape guidance allows for increased control over the generation process. We also show that latent score distillation can be successfully applied directly on 3D meshes. This allows for generating high-quality textures on a given geometry. Our experiments validate the power of our different forms of guidance and the efficiency of using latent rendering. Implementation is available at https://github.com/eladrich/latent-nerf

Painting Outside as Inside: Edge Guided Image Outpainting via Bidirectional Rearrangement with Progressive Step Learning

Image outpainting is a very intriguing problem as the outside of a given image can be continuously filled by considering as the context of the image. This task has two main challenges. The first is to maintain the spatial consistency in contents of generated regions and the original input. The second is to generate a high-quality large image with a small amount of adjacent information. Conventional image outpainting methods generate inconsistent, blurry, and repeated pixels. To alleviate the difficulty of an outpainting problem, we propose a novel image outpainting method using bidirectional boundary region rearrangement. We rearrange the image to benefit from the image inpainting task by reflecting more directional information. The bidirectional boundary region rearrangement enables the generation of the missing region using bidirectional information similar to that of the image inpainting task, thereby generating the higher quality than the conventional methods using unidirectional information. Moreover, we use the edge map generator that considers images as original input with structural information and hallucinates the edges of unknown regions to generate the image. Our proposed method is compared with other state-of-the-art outpainting and inpainting methods both qualitatively and quantitatively. We further compared and evaluated them using BRISQUE, one of the No-Reference image quality assessment (IQA) metrics, to evaluate the naturalness of the output. The experimental results demonstrate that our method outperforms other methods and generates new images with 360{\deg}panoramic characteristics.