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Mar 11

Neural Snowflakes: Universal Latent Graph Inference via Trainable Latent Geometries

The inductive bias of a graph neural network (GNN) is largely encoded in its specified graph. Latent graph inference relies on latent geometric representations to dynamically rewire or infer a GNN's graph to maximize the GNN's predictive downstream performance, but it lacks solid theoretical foundations in terms of embedding-based representation guarantees. This paper addresses this issue by introducing a trainable deep learning architecture, coined neural snowflake, that can adaptively implement fractal-like metrics on R^d. We prove that any given finite weights graph can be isometrically embedded by a standard MLP encoder. Furthermore, when the latent graph can be represented in the feature space of a sufficiently regular kernel, we show that the combined neural snowflake and MLP encoder do not succumb to the curse of dimensionality by using only a low-degree polynomial number of parameters in the number of nodes. This implementation enables a low-dimensional isometric embedding of the latent graph. We conduct synthetic experiments to demonstrate the superior metric learning capabilities of neural snowflakes when compared to more familiar spaces like Euclidean space. Additionally, we carry out latent graph inference experiments on graph benchmarks. Consistently, the neural snowflake model achieves predictive performance that either matches or surpasses that of the state-of-the-art latent graph inference models. Importantly, this performance improvement is achieved without requiring random search for optimal latent geometry. Instead, the neural snowflake model achieves this enhancement in a differentiable manner.

RPBG: Towards Robust Neural Point-based Graphics in the Wild

Point-based representations have recently gained popularity in novel view synthesis, for their unique advantages, e.g., intuitive geometric representation, simple manipulation, and faster convergence. However, based on our observation, these point-based neural re-rendering methods are only expected to perform well under ideal conditions and suffer from noisy, patchy points and unbounded scenes, which are challenging to handle but defacto common in real applications. To this end, we revisit one such influential method, known as Neural Point-based Graphics (NPBG), as our baseline, and propose Robust Point-based Graphics (RPBG). We in-depth analyze the factors that prevent NPBG from achieving satisfactory renderings on generic datasets, and accordingly reform the pipeline to make it more robust to varying datasets in-the-wild. Inspired by the practices in image restoration, we greatly enhance the neural renderer to enable the attention-based correction of point visibility and the inpainting of incomplete rasterization, with only acceptable overheads. We also seek for a simple and lightweight alternative for environment modeling and an iterative method to alleviate the problem of poor geometry. By thorough evaluation on a wide range of datasets with different shooting conditions and camera trajectories, RPBG stably outperforms the baseline by a large margin, and exhibits its great robustness over state-of-the-art NeRF-based variants. Code available at https://github.com/QT-Zhu/RPBG.

MetaDreamer: Efficient Text-to-3D Creation With Disentangling Geometry and Texture

Generative models for 3D object synthesis have seen significant advancements with the incorporation of prior knowledge distilled from 2D diffusion models. Nevertheless, challenges persist in the form of multi-view geometric inconsistencies and slow generation speeds within the existing 3D synthesis frameworks. This can be attributed to two factors: firstly, the deficiency of abundant geometric a priori knowledge in optimization, and secondly, the entanglement issue between geometry and texture in conventional 3D generation methods.In response, we introduce MetaDreammer, a two-stage optimization approach that leverages rich 2D and 3D prior knowledge. In the first stage, our emphasis is on optimizing the geometric representation to ensure multi-view consistency and accuracy of 3D objects. In the second stage, we concentrate on fine-tuning the geometry and optimizing the texture, thereby achieving a more refined 3D object. Through leveraging 2D and 3D prior knowledge in two stages, respectively, we effectively mitigate the interdependence between geometry and texture. MetaDreamer establishes clear optimization objectives for each stage, resulting in significant time savings in the 3D generation process. Ultimately, MetaDreamer can generate high-quality 3D objects based on textual prompts within 20 minutes, and to the best of our knowledge, it is the most efficient text-to-3D generation method. Furthermore, we introduce image control into the process, enhancing the controllability of 3D generation. Extensive empirical evidence confirms that our method is not only highly efficient but also achieves a quality level that is at the forefront of current state-of-the-art 3D generation techniques.

SurfelNeRF: Neural Surfel Radiance Fields for Online Photorealistic Reconstruction of Indoor Scenes

Online reconstructing and rendering of large-scale indoor scenes is a long-standing challenge. SLAM-based methods can reconstruct 3D scene geometry progressively in real time but can not render photorealistic results. While NeRF-based methods produce promising novel view synthesis results, their long offline optimization time and lack of geometric constraints pose challenges to efficiently handling online input. Inspired by the complementary advantages of classical 3D reconstruction and NeRF, we thus investigate marrying explicit geometric representation with NeRF rendering to achieve efficient online reconstruction and high-quality rendering. We introduce SurfelNeRF, a variant of neural radiance field which employs a flexible and scalable neural surfel representation to store geometric attributes and extracted appearance features from input images. We further extend the conventional surfel-based fusion scheme to progressively integrate incoming input frames into the reconstructed global neural scene representation. In addition, we propose a highly-efficient differentiable rasterization scheme for rendering neural surfel radiance fields, which helps SurfelNeRF achieve 10times speedups in training and inference time, respectively. Experimental results show that our method achieves the state-of-the-art 23.82 PSNR and 29.58 PSNR on ScanNet in feedforward inference and per-scene optimization settings, respectively.

RDG-GS: Relative Depth Guidance with Gaussian Splatting for Real-time Sparse-View 3D Rendering

Efficiently synthesizing novel views from sparse inputs while maintaining accuracy remains a critical challenge in 3D reconstruction. While advanced techniques like radiance fields and 3D Gaussian Splatting achieve rendering quality and impressive efficiency with dense view inputs, they suffer from significant geometric reconstruction errors when applied to sparse input views. Moreover, although recent methods leverage monocular depth estimation to enhance geometric learning, their dependence on single-view estimated depth often leads to view inconsistency issues across different viewpoints. Consequently, this reliance on absolute depth can introduce inaccuracies in geometric information, ultimately compromising the quality of scene reconstruction with Gaussian splats. In this paper, we present RDG-GS, a novel sparse-view 3D rendering framework with Relative Depth Guidance based on 3D Gaussian Splatting. The core innovation lies in utilizing relative depth guidance to refine the Gaussian field, steering it towards view-consistent spatial geometric representations, thereby enabling the reconstruction of accurate geometric structures and capturing intricate textures. First, we devise refined depth priors to rectify the coarse estimated depth and insert global and fine-grained scene information to regular Gaussians. Building on this, to address spatial geometric inaccuracies from absolute depth, we propose relative depth guidance by optimizing the similarity between spatially correlated patches of depth and images. Additionally, we also directly deal with the sparse areas challenging to converge by the adaptive sampling for quick densification. Across extensive experiments on Mip-NeRF360, LLFF, DTU, and Blender, RDG-GS demonstrates state-of-the-art rendering quality and efficiency, making a significant advancement for real-world application.

Escaping Plato's Cave: Towards the Alignment of 3D and Text Latent Spaces

Recent works have shown that, when trained at scale, uni-modal 2D vision and text encoders converge to learned features that share remarkable structural properties, despite arising from different representations. However, the role of 3D encoders with respect to other modalities remains unexplored. Furthermore, existing 3D foundation models that leverage large datasets are typically trained with explicit alignment objectives with respect to frozen encoders from other representations. In this work, we investigate the possibility of a posteriori alignment of representations obtained from uni-modal 3D encoders compared to text-based feature spaces. We show that naive post-training feature alignment of uni-modal text and 3D encoders results in limited performance. We then focus on extracting subspaces of the corresponding feature spaces and discover that by projecting learned representations onto well-chosen lower-dimensional subspaces the quality of alignment becomes significantly higher, leading to improved accuracy on matching and retrieval tasks. Our analysis further sheds light on the nature of these shared subspaces, which roughly separate between semantic and geometric data representations. Overall, ours is the first work that helps to establish a baseline for post-training alignment of 3D uni-modal and text feature spaces, and helps to highlight both the shared and unique properties of 3D data compared to other representations.

DreamMesh4D: Video-to-4D Generation with Sparse-Controlled Gaussian-Mesh Hybrid Representation

Recent advancements in 2D/3D generative techniques have facilitated the generation of dynamic 3D objects from monocular videos. Previous methods mainly rely on the implicit neural radiance fields (NeRF) or explicit Gaussian Splatting as the underlying representation, and struggle to achieve satisfactory spatial-temporal consistency and surface appearance. Drawing inspiration from modern 3D animation pipelines, we introduce DreamMesh4D, a novel framework combining mesh representation with geometric skinning technique to generate high-quality 4D object from a monocular video. Instead of utilizing classical texture map for appearance, we bind Gaussian splats to triangle face of mesh for differentiable optimization of both the texture and mesh vertices. In particular, DreamMesh4D begins with a coarse mesh obtained through an image-to-3D generation procedure. Sparse points are then uniformly sampled across the mesh surface, and are used to build a deformation graph to drive the motion of the 3D object for the sake of computational efficiency and providing additional constraint. For each step, transformations of sparse control points are predicted using a deformation network, and the mesh vertices as well as the surface Gaussians are deformed via a novel geometric skinning algorithm, which is a hybrid approach combining LBS (linear blending skinning) and DQS (dual-quaternion skinning), mitigating drawbacks associated with both approaches. The static surface Gaussians and mesh vertices as well as the deformation network are learned via reference view photometric loss, score distillation loss as well as other regularizers in a two-stage manner. Extensive experiments demonstrate superior performance of our method. Furthermore, our method is compatible with modern graphic pipelines, showcasing its potential in the 3D gaming and film industry.

Learning a Room with the Occ-SDF Hybrid: Signed Distance Function Mingled with Occupancy Aids Scene Representation

Implicit neural rendering, which uses signed distance function (SDF) representation with geometric priors (such as depth or surface normal), has led to impressive progress in the surface reconstruction of large-scale scenes. However, applying this method to reconstruct a room-level scene from images may miss structures in low-intensity areas or small and thin objects. We conducted experiments on three datasets to identify limitations of the original color rendering loss and priors-embedded SDF scene representation. We found that the color rendering loss results in optimization bias against low-intensity areas, causing gradient vanishing and leaving these areas unoptimized. To address this issue, we propose a feature-based color rendering loss that utilizes non-zero feature values to bring back optimization signals. Additionally, the SDF representation can be influenced by objects along a ray path, disrupting the monotonic change of SDF values when a single object is present. To counteract this, we explore using the occupancy representation, which encodes each point separately and is unaffected by objects along a querying ray. Our experimental results demonstrate that the joint forces of the feature-based rendering loss and Occ-SDF hybrid representation scheme can provide high-quality reconstruction results, especially in challenging room-level scenarios. The code would be released.

Revisiting Transformation Invariant Geometric Deep Learning: Are Initial Representations All You Need?

Geometric deep learning, i.e., designing neural networks to handle the ubiquitous geometric data such as point clouds and graphs, have achieved great successes in the last decade. One critical inductive bias is that the model can maintain invariance towards various transformations such as translation, rotation, and scaling. The existing graph neural network (GNN) approaches can only maintain permutation-invariance, failing to guarantee invariance with respect to other transformations. Besides GNNs, other works design sophisticated transformation-invariant layers, which are computationally expensive and difficult to be extended. To solve this problem, we revisit why the existing neural networks cannot maintain transformation invariance when handling geometric data. Our findings show that transformation-invariant and distance-preserving initial representations are sufficient to achieve transformation invariance rather than needing sophisticated neural layer designs. Motivated by these findings, we propose Transformation Invariant Neural Networks (TinvNN), a straightforward and general framework for geometric data. Specifically, we realize transformation-invariant and distance-preserving initial point representations by modifying multi-dimensional scaling before feeding the representations into neural networks. We prove that TinvNN can strictly guarantee transformation invariance, being general and flexible enough to be combined with the existing neural networks. Extensive experimental results on point cloud analysis and combinatorial optimization demonstrate the effectiveness and general applicability of our proposed method. Based on the experimental results, we advocate that TinvNN should be considered a new starting point and an essential baseline for further studies of transformation-invariant geometric deep learning.

Facial Geometric Detail Recovery via Implicit Representation

Learning a dense 3D model with fine-scale details from a single facial image is highly challenging and ill-posed. To address this problem, many approaches fit smooth geometries through facial prior while learning details as additional displacement maps or personalized basis. However, these techniques typically require vast datasets of paired multi-view data or 3D scans, whereas such datasets are scarce and expensive. To alleviate heavy data dependency, we present a robust texture-guided geometric detail recovery approach using only a single in-the-wild facial image. More specifically, our method combines high-quality texture completion with the powerful expressiveness of implicit surfaces. Initially, we inpaint occluded facial parts, generate complete textures, and build an accurate multi-view dataset of the same subject. In order to estimate the detailed geometry, we define an implicit signed distance function and employ a physically-based implicit renderer to reconstruct fine geometric details from the generated multi-view images. Our method not only recovers accurate facial details but also decomposes normals, albedos, and shading parts in a self-supervised way. Finally, we register the implicit shape details to a 3D Morphable Model template, which can be used in traditional modeling and rendering pipelines. Extensive experiments demonstrate that the proposed approach can reconstruct impressive facial details from a single image, especially when compared with state-of-the-art methods trained on large datasets.

Relative representations enable zero-shot latent space communication

Neural networks embed the geometric structure of a data manifold lying in a high-dimensional space into latent representations. Ideally, the distribution of the data points in the latent space should depend only on the task, the data, the loss, and other architecture-specific constraints. However, factors such as the random weights initialization, training hyperparameters, or other sources of randomness in the training phase may induce incoherent latent spaces that hinder any form of reuse. Nevertheless, we empirically observe that, under the same data and modeling choices, the angles between the encodings within distinct latent spaces do not change. In this work, we propose the latent similarity between each sample and a fixed set of anchors as an alternative data representation, demonstrating that it can enforce the desired invariances without any additional training. We show how neural architectures can leverage these relative representations to guarantee, in practice, invariance to latent isometries and rescalings, effectively enabling latent space communication: from zero-shot model stitching to latent space comparison between diverse settings. We extensively validate the generalization capability of our approach on different datasets, spanning various modalities (images, text, graphs), tasks (e.g., classification, reconstruction) and architectures (e.g., CNNs, GCNs, transformers).

Molecular Graph Generation via Geometric Scattering

Graph neural networks (GNNs) have been used extensively for addressing problems in drug design and discovery. Both ligand and target molecules are represented as graphs with node and edge features encoding information about atomic elements and bonds respectively. Although existing deep learning models perform remarkably well at predicting physicochemical properties and binding affinities, the generation of new molecules with optimized properties remains challenging. Inherently, most GNNs perform poorly in whole-graph representation due to the limitations of the message-passing paradigm. Furthermore, step-by-step graph generation frameworks that use reinforcement learning or other sequential processing can be slow and result in a high proportion of invalid molecules with substantial post-processing needed in order to satisfy the principles of stoichiometry. To address these issues, we propose a representation-first approach to molecular graph generation. We guide the latent representation of an autoencoder by capturing graph structure information with the geometric scattering transform and apply penalties that structure the representation also by molecular properties. We show that this highly structured latent space can be directly used for molecular graph generation by the use of a GAN. We demonstrate that our architecture learns meaningful representations of drug datasets and provides a platform for goal-directed drug synthesis.

Learning Geometrically Disentangled Representations of Protein Folding Simulations

Massive molecular simulations of drug-target proteins have been used as a tool to understand disease mechanism and develop therapeutics. This work focuses on learning a generative neural network on a structural ensemble of a drug-target protein, e.g. SARS-CoV-2 Spike protein, obtained from computationally expensive molecular simulations. Model tasks involve characterizing the distinct structural fluctuations of the protein bound to various drug molecules, as well as efficient generation of protein conformations that can serve as an complement of a molecular simulation engine. Specifically, we present a geometric autoencoder framework to learn separate latent space encodings of the intrinsic and extrinsic geometries of the protein structure. For this purpose, the proposed Protein Geometric AutoEncoder (ProGAE) model is trained on the protein contact map and the orientation of the backbone bonds of the protein. Using ProGAE latent embeddings, we reconstruct and generate the conformational ensemble of a protein at or near the experimental resolution, while gaining better interpretability and controllability in term of protein structure generation from the learned latent space. Additionally, ProGAE models are transferable to a different state of the same protein or to a new protein of different size, where only the dense layer decoding from the latent representation needs to be retrained. Results show that our geometric learning-based method enjoys both accuracy and efficiency for generating complex structural variations, charting the path toward scalable and improved approaches for analyzing and enhancing high-cost simulations of drug-target proteins.

GeoManip: Geometric Constraints as General Interfaces for Robot Manipulation

We present GeoManip, a framework to enable generalist robots to leverage essential conditions derived from object and part relationships, as geometric constraints, for robot manipulation. For example, cutting the carrot requires adhering to a geometric constraint: the blade of the knife should be perpendicular to the carrot's direction. By interpreting these constraints through symbolic language representations and translating them into low-level actions, GeoManip bridges the gap between natural language and robotic execution, enabling greater generalizability across diverse even unseen tasks, objects, and scenarios. Unlike vision-language-action models that require extensive training, operates training-free by utilizing large foundational models: a constraint generation module that predicts stage-specific geometric constraints and a geometry parser that identifies object parts involved in these constraints. A solver then optimizes trajectories to satisfy inferred constraints from task descriptions and the scene. Furthermore, GeoManip learns in-context and provides five appealing human-robot interaction features: on-the-fly policy adaptation, learning from human demonstrations, learning from failure cases, long-horizon action planning, and efficient data collection for imitation learning. Extensive evaluations on both simulations and real-world scenarios demonstrate GeoManip's state-of-the-art performance, with superior out-of-distribution generalization while avoiding costly model training.

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.

UniSDF: Unifying Neural Representations for High-Fidelity 3D Reconstruction of Complex Scenes with Reflections

Neural 3D scene representations have shown great potential for 3D reconstruction from 2D images. However, reconstructing real-world captures of complex scenes still remains a challenge. Existing generic 3D reconstruction methods often struggle to represent fine geometric details and do not adequately model reflective surfaces of large-scale scenes. Techniques that explicitly focus on reflective surfaces can model complex and detailed reflections by exploiting better reflection parameterizations. However, we observe that these methods are often not robust in real unbounded scenarios where non-reflective as well as reflective components are present. In this work, we propose UniSDF, a general purpose 3D reconstruction method that can reconstruct large complex scenes with reflections. We investigate both view-based as well as reflection-based color prediction parameterization techniques and find that explicitly blending these representations in 3D space enables reconstruction of surfaces that are more geometrically accurate, especially for reflective surfaces. We further combine this representation with a multi-resolution grid backbone that is trained in a coarse-to-fine manner, enabling faster reconstructions than prior methods. Extensive experiments on object-level datasets DTU, Shiny Blender as well as unbounded datasets Mip-NeRF 360 and Ref-NeRF real demonstrate that our method is able to robustly reconstruct complex large-scale scenes with fine details and reflective surfaces. Please see our project page at https://fangjinhuawang.github.io/UniSDF.

Incorporating Riemannian Geometric Features for Learning Coefficient of Pressure Distributions on Airplane Wings

The aerodynamic coefficients of aircrafts are significantly impacted by its geometry, especially when the angle of attack (AoA) is large. In the field of aerodynamics, traditional polynomial-based parameterization uses as few parameters as possible to describe the geometry of an airfoil. However, because the 3D geometry of a wing is more complicated than the 2D airfoil, polynomial-based parameterizations have difficulty in accurately representing the entire shape of a wing in 3D space. Existing deep learning-based methods can extract massive latent neural representations for the shape of 2D airfoils or 2D slices of wings. Recent studies highlight that directly taking geometric features as inputs to the neural networks can improve the accuracy of predicted aerodynamic coefficients. Motivated by geometry theory, we propose to incorporate Riemannian geometric features for learning Coefficient of Pressure (CP) distributions on wing surfaces. Our method calculates geometric features (Riemannian metric, connection, and curvature) and further inputs the geometric features, coordinates and flight conditions into a deep learning model to predict the CP distribution. Experimental results show that our method, compared to state-of-the-art Deep Attention Network (DAN), reduces the predicted mean square error (MSE) of CP by an average of 8.41% for the DLR-F11 aircraft test set.

Geometric-Facilitated Denoising Diffusion Model for 3D Molecule Generation

Denoising diffusion models have shown great potential in multiple research areas. Existing diffusion-based generative methods on de novo 3D molecule generation face two major challenges. Since majority heavy atoms in molecules allow connections to multiple atoms through single bonds, solely using pair-wise distance to model molecule geometries is insufficient. Therefore, the first one involves proposing an effective neural network as the denoising kernel that is capable to capture complex multi-body interatomic relationships and learn high-quality features. Due to the discrete nature of graphs, mainstream diffusion-based methods for molecules heavily rely on predefined rules and generate edges in an indirect manner. The second challenge involves accommodating molecule generation to diffusion and accurately predicting the existence of bonds. In our research, we view the iterative way of updating molecule conformations in diffusion process is consistent with molecular dynamics and introduce a novel molecule generation method named Geometric-Facilitated Molecular Diffusion (GFMDiff). For the first challenge, we introduce a Dual-Track Transformer Network (DTN) to fully excevate global spatial relationships and learn high quality representations which contribute to accurate predictions of features and geometries. As for the second challenge, we design Geometric-Facilitated Loss (GFLoss) which intervenes the formation of bonds during the training period, instead of directly embedding edges into the latent space. Comprehensive experiments on current benchmarks demonstrate the superiority of GFMDiff.

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/.

Homeomorphism Prior for False Positive and Negative Problem in Medical Image Dense Contrastive Representation Learning

Dense contrastive representation learning (DCRL) has greatly improved the learning efficiency for image-dense prediction tasks, showing its great potential to reduce the large costs of medical image collection and dense annotation. However, the properties of medical images make unreliable correspondence discovery, bringing an open problem of large-scale false positive and negative (FP&N) pairs in DCRL. In this paper, we propose GEoMetric vIsual deNse sImilarity (GEMINI) learning which embeds the homeomorphism prior to DCRL and enables a reliable correspondence discovery for effective dense contrast. We propose a deformable homeomorphism learning (DHL) which models the homeomorphism of medical images and learns to estimate a deformable mapping to predict the pixels' correspondence under topological preservation. It effectively reduces the searching space of pairing and drives an implicit and soft learning of negative pairs via a gradient. We also propose a geometric semantic similarity (GSS) which extracts semantic information in features to measure the alignment degree for the correspondence learning. It will promote the learning efficiency and performance of deformation, constructing positive pairs reliably. We implement two practical variants on two typical representation learning tasks in our experiments. Our promising results on seven datasets which outperform the existing methods show our great superiority. We will release our code on a companion link: https://github.com/YutingHe-list/GEMINI.

Learning Robust Generalizable Radiance Field with Visibility and Feature Augmented Point Representation

This paper introduces a novel paradigm for the generalizable neural radiance field (NeRF). Previous generic NeRF methods combine multiview stereo techniques with image-based neural rendering for generalization, yielding impressive results, while suffering from three issues. First, occlusions often result in inconsistent feature matching. Then, they deliver distortions and artifacts in geometric discontinuities and locally sharp shapes due to their individual process of sampled points and rough feature aggregation. Third, their image-based representations experience severe degradations when source views are not near enough to the target view. To address challenges, we propose the first paradigm that constructs the generalizable neural field based on point-based rather than image-based rendering, which we call the Generalizable neural Point Field (GPF). Our approach explicitly models visibilities by geometric priors and augments them with neural features. We propose a novel nonuniform log sampling strategy to improve both rendering speed and reconstruction quality. Moreover, we present a learnable kernel spatially augmented with features for feature aggregations, mitigating distortions at places with drastically varying geometries. Besides, our representation can be easily manipulated. Experiments show that our model can deliver better geometries, view consistencies, and rendering quality than all counterparts and benchmarks on three datasets in both generalization and finetuning settings, preliminarily proving the potential of the new paradigm for generalizable NeRF.

Understanding Augmentation-based Self-Supervised Representation Learning via RKHS Approximation and Regression

Data augmentation is critical to the empirical success of modern self-supervised representation learning, such as contrastive learning and masked language modeling. However, a theoretical understanding of the exact role of augmentation remains limited. Recent work has built the connection between self-supervised learning and the approximation of the top eigenspace of a graph Laplacian operator, suggesting that learning a linear probe atop such representation can be connected to RKHS regression. Building on this insight, this work delves into a statistical analysis of augmentation-based pretraining. Starting from the isometry property, a geometric characterization of the target function given by the augmentation, we disentangle the effects of the model and the augmentation, and prove two generalization bounds that are free of model complexity. Our first bound works for an arbitrary encoder, where the prediction error is decomposed as the sum of an estimation error incurred by fitting a linear probe with RKHS regression, and an approximation error entailed by RKHS approximation. Our second bound specifically addresses the case where the encoder is near-optimal, that is it approximates the top-d eigenspace of the RKHS induced by the augmentation. A key ingredient in our analysis is the augmentation complexity, which we use to quantitatively compare different augmentations and analyze their impact on downstream performance.

GeoX: Geometric Problem Solving Through Unified Formalized Vision-Language Pre-training

Despite their proficiency in general tasks, Multi-modal Large Language Models (MLLMs) struggle with automatic Geometry Problem Solving (GPS), which demands understanding diagrams, interpreting symbols, and performing complex reasoning. This limitation arises from their pre-training on natural images and texts, along with the lack of automated verification in the problem-solving process. Besides, current geometric specialists are limited by their task-specific designs, making them less effective for broader geometric problems. To this end, we present GeoX, a multi-modal large model focusing on geometric understanding and reasoning tasks. Given the significant differences between geometric diagram-symbol and natural image-text, we introduce unimodal pre-training to develop a diagram encoder and symbol decoder, enhancing the understanding of geometric images and corpora. Furthermore, we introduce geometry-language alignment, an effective pre-training paradigm that bridges the modality gap between unimodal geometric experts. We propose a Generator-And-Sampler Transformer (GS-Former) to generate discriminative queries and eliminate uninformative representations from unevenly distributed geometric signals. Finally, GeoX benefits from visual instruction tuning, empowering it to take geometric images and questions as input and generate verifiable solutions. Experiments show that GeoX outperforms both generalists and geometric specialists on publicly recognized benchmarks, such as GeoQA, UniGeo, Geometry3K, and PGPS9k.

Binary Opacity Grids: Capturing Fine Geometric Detail for Mesh-Based View Synthesis

While surface-based view synthesis algorithms are appealing due to their low computational requirements, they often struggle to reproduce thin structures. In contrast, more expensive methods that model the scene's geometry as a volumetric density field (e.g. NeRF) excel at reconstructing fine geometric detail. However, density fields often represent geometry in a "fuzzy" manner, which hinders exact localization of the surface. In this work, we modify density fields to encourage them to converge towards surfaces, without compromising their ability to reconstruct thin structures. First, we employ a discrete opacity grid representation instead of a continuous density field, which allows opacity values to discontinuously transition from zero to one at the surface. Second, we anti-alias by casting multiple rays per pixel, which allows occlusion boundaries and subpixel structures to be modelled without using semi-transparent voxels. Third, we minimize the binary entropy of the opacity values, which facilitates the extraction of surface geometry by encouraging opacity values to binarize towards the end of training. Lastly, we develop a fusion-based meshing strategy followed by mesh simplification and appearance model fitting. The compact meshes produced by our model can be rendered in real-time on mobile devices and achieve significantly higher view synthesis quality compared to existing mesh-based approaches.

"Understanding Robustness Lottery": A Geometric Visual Comparative Analysis of Neural Network Pruning Approaches

Deep learning approaches have provided state-of-the-art performance in many applications by relying on large and overparameterized neural networks. However, such networks have been shown to be very brittle and are difficult to deploy on resource-limited platforms. Model pruning, i.e., reducing the size of the network, is a widely adopted strategy that can lead to a more robust and compact model. Many heuristics exist for model pruning, but empirical studies show that some heuristics improve performance whereas others can make models more brittle or have other side effects. This work aims to shed light on how different pruning methods alter the network's internal feature representation and the corresponding impact on model performance. To facilitate a comprehensive comparison and characterization of the high-dimensional model feature space, we introduce a visual geometric analysis of feature representations. We decomposed and evaluated a set of critical geometric concepts from the common adopted classification loss, and used them to design a visualization system to compare and highlight the impact of pruning on model performance and feature representation. The proposed tool provides an environment for in-depth comparison of pruning methods and a comprehensive understanding of how model response to common data corruption. By leveraging the proposed visualization, machine learning researchers can reveal the similarities between pruning methods and redundant in robustness evaluation benchmarks, obtain geometric insights about the differences between pruned models that achieve superior robustness performance, and identify samples that are robust or fragile to model pruning and common data corruption to model pruning and data corruption but also obtain insights and explanations on how some pruned models achieve superior robustness performance.

Unpaired Multi-domain Attribute Translation of 3D Facial Shapes with a Square and Symmetric Geometric Map

While impressive progress has recently been made in image-oriented facial attribute translation, shape-oriented 3D facial attribute translation remains an unsolved issue. This is primarily limited by the lack of 3D generative models and ineffective usage of 3D facial data. We propose a learning framework for 3D facial attribute translation to relieve these limitations. Firstly, we customize a novel geometric map for 3D shape representation and embed it in an end-to-end generative adversarial network. The geometric map represents 3D shapes symmetrically on a square image grid, while preserving the neighboring relationship of 3D vertices in a local least-square sense. This enables effective learning for the latent representation of data with different attributes. Secondly, we employ a unified and unpaired learning framework for multi-domain attribute translation. It not only makes effective usage of data correlation from multiple domains, but also mitigates the constraint for hardly accessible paired data. Finally, we propose a hierarchical architecture for the discriminator to guarantee robust results against both global and local artifacts. We conduct extensive experiments to demonstrate the advantage of the proposed framework over the state-of-the-art in generating high-fidelity facial shapes. Given an input 3D facial shape, the proposed framework is able to synthesize novel shapes of different attributes, which covers some downstream applications, such as expression transfer, gender translation, and aging. Code at https://github.com/NaughtyZZ/3D_facial_shape_attribute_translation_ssgmap.

SparseFusion: Fusing Multi-Modal Sparse Representations for Multi-Sensor 3D Object Detection

By identifying four important components of existing LiDAR-camera 3D object detection methods (LiDAR and camera candidates, transformation, and fusion outputs), we observe that all existing methods either find dense candidates or yield dense representations of scenes. However, given that objects occupy only a small part of a scene, finding dense candidates and generating dense representations is noisy and inefficient. We propose SparseFusion, a novel multi-sensor 3D detection method that exclusively uses sparse candidates and sparse representations. Specifically, SparseFusion utilizes the outputs of parallel detectors in the LiDAR and camera modalities as sparse candidates for fusion. We transform the camera candidates into the LiDAR coordinate space by disentangling the object representations. Then, we can fuse the multi-modality candidates in a unified 3D space by a lightweight self-attention module. To mitigate negative transfer between modalities, we propose novel semantic and geometric cross-modality transfer modules that are applied prior to the modality-specific detectors. SparseFusion achieves state-of-the-art performance on the nuScenes benchmark while also running at the fastest speed, even outperforming methods with stronger backbones. We perform extensive experiments to demonstrate the effectiveness and efficiency of our modules and overall method pipeline. Our code will be made publicly available at https://github.com/yichen928/SparseFusion.

BPJDet: Extended Object Representation for Generic Body-Part Joint Detection

Detection of human body and its parts (e.g., head or hands) has been intensively studied. However, most of these CNNs-based detectors are trained independently, making it difficult to associate detected parts with body. In this paper, we focus on the joint detection of human body and its corresponding parts. Specifically, we propose a novel extended object representation integrating center-offsets of body parts, and construct a dense one-stage generic Body-Part Joint Detector (BPJDet). In this way, body-part associations are neatly embedded in a unified object representation containing both semantic and geometric contents. Therefore, we can perform multi-loss optimizations to tackle multi-tasks synergistically. BPJDet does not suffer from error-prone post matching, and keeps a better trade-off between speed and accuracy. Furthermore, BPJDet can be generalized to detect any one or more body parts. To verify the superiority of BPJDet, we conduct experiments on three body-part datasets (CityPersons, CrowdHuman and BodyHands) and one body-parts dataset COCOHumanParts. While keeping high detection accuracy, BPJDet achieves state-of-the-art association performance on all datasets comparing with its counterparts. Besides, we show benefits of advanced body-part association capability by improving performance of two representative downstream applications: accurate crowd head detection and hand contact estimation. Code is released in https://github.com/hnuzhy/BPJDet.

Slow Perception: Let's Perceive Geometric Figures Step-by-step

Recently, "visual o1" began to enter people's vision, with expectations that this slow-thinking design can solve visual reasoning tasks, especially geometric math problems. However, the reality is that current LVLMs (Large Vision Language Models) can hardly even accurately copy a geometric figure, let alone truly understand the complex inherent logic and spatial relationships within geometric shapes. We believe accurate copying (strong perception) is the first step to visual o1. Accordingly, we introduce the concept of "slow perception" (SP), which guides the model to gradually perceive basic point-line combinations, as our humans, reconstruct complex geometric structures progressively. There are two-fold stages in SP: a) perception decomposition. Perception is not instantaneous. In this stage, complex geometric figures are broken down into basic simple units to unify geometry representation. b) perception flow, which acknowledges that accurately tracing a line is not an easy task. This stage aims to avoid "long visual jumps" in regressing line segments by using a proposed "perceptual ruler" to trace each line stroke-by-stroke. Surprisingly, such a human-like perception manner enjoys an inference time scaling law -- the slower, the better. Researchers strive to speed up the model's perception in the past, but we slow it down again, allowing the model to read the image step-by-step and carefully.

VQ-NeRF: Vector Quantization Enhances Implicit Neural Representations

Recent advancements in implicit neural representations have contributed to high-fidelity surface reconstruction and photorealistic novel view synthesis. However, the computational complexity inherent in these methodologies presents a substantial impediment, constraining the attainable frame rates and resolutions in practical applications. In response to this predicament, we propose VQ-NeRF, an effective and efficient pipeline for enhancing implicit neural representations via vector quantization. The essence of our method involves reducing the sampling space of NeRF to a lower resolution and subsequently reinstating it to the original size utilizing a pre-trained VAE decoder, thereby effectively mitigating the sampling time bottleneck encountered during rendering. Although the codebook furnishes representative features, reconstructing fine texture details of the scene remains challenging due to high compression rates. To overcome this constraint, we design an innovative multi-scale NeRF sampling scheme that concurrently optimizes the NeRF model at both compressed and original scales to enhance the network's ability to preserve fine details. Furthermore, we incorporate a semantic loss function to improve the geometric fidelity and semantic coherence of our 3D reconstructions. Extensive experiments demonstrate the effectiveness of our model in achieving the optimal trade-off between rendering quality and efficiency. Evaluation on the DTU, BlendMVS, and H3DS datasets confirms the superior performance of our approach.

De novo protein design using geometric vector field networks

Innovations like protein diffusion have enabled significant progress in de novo protein design, which is a vital topic in life science. These methods typically depend on protein structure encoders to model residue backbone frames, where atoms do not exist. Most prior encoders rely on atom-wise features, such as angles and distances between atoms, which are not available in this context. Thus far, only several simple encoders, such as IPA, have been proposed for this scenario, exposing the frame modeling as a bottleneck. In this work, we proffer the Vector Field Network (VFN), which enables network layers to perform learnable vector computations between coordinates of frame-anchored virtual atoms, thus achieving a higher capability for modeling frames. The vector computation operates in a manner similar to a linear layer, with each input channel receiving 3D virtual atom coordinates instead of scalar values. The multiple feature vectors output by the vector computation are then used to update the residue representations and virtual atom coordinates via attention aggregation. Remarkably, VFN also excels in modeling both frames and atoms, as the real atoms can be treated as the virtual atoms for modeling, positioning VFN as a potential universal encoder. In protein diffusion (frame modeling), VFN exhibits an impressive performance advantage over IPA, excelling in terms of both designability (67.04% vs. 53.58%) and diversity (66.54% vs. 51.98%). In inverse folding (frame and atom modeling), VFN outperforms the previous SoTA model, PiFold (54.7% vs. 51.66%), on sequence recovery rate. We also propose a method of equipping VFN with the ESM model, which significantly surpasses the previous ESM-based SoTA (62.67% vs. 55.65%), LM-Design, by a substantial margin.

Equivariant Single View Pose Prediction Via Induced and Restricted Representations

Learning about the three-dimensional world from two-dimensional images is a fundamental problem in computer vision. An ideal neural network architecture for such tasks would leverage the fact that objects can be rotated and translated in three dimensions to make predictions about novel images. However, imposing SO(3)-equivariance on two-dimensional inputs is difficult because the group of three-dimensional rotations does not have a natural action on the two-dimensional plane. Specifically, it is possible that an element of SO(3) will rotate an image out of plane. We show that an algorithm that learns a three-dimensional representation of the world from two dimensional images must satisfy certain geometric consistency properties which we formulate as SO(2)-equivariance constraints. We use the induced and restricted representations of SO(2) on SO(3) to construct and classify architectures which satisfy these geometric consistency constraints. We prove that any architecture which respects said consistency constraints can be realized as an instance of our construction. We show that three previously proposed neural architectures for 3D pose prediction are special cases of our construction. We propose a new algorithm that is a learnable generalization of previously considered methods. We test our architecture on three pose predictions task and achieve SOTA results on both the PASCAL3D+ and SYMSOL pose estimation tasks.

Large-Scale 3D Medical Image Pre-training with Geometric Context Priors

The scarcity of annotations poses a significant challenge in medical image analysis. Large-scale pre-training has emerged as a promising label-efficient solution, owing to the utilization of large-scale data, large models, and advanced pre-training techniques. However, its development in medical images remains underexplored. The primary challenge lies in harnessing large-scale unlabeled data and learning high-level semantics without annotations. We observe that 3D medical images exhibit consistent geometric context, i.e., consistent geometric relations between different organs, which leads to a promising way for learning consistent representations. Motivated by this, we introduce a simple-yet-effective Volume Contrast (VoCo) framework to leverage geometric context priors for self-supervision. Given an input volume, we extract base crops from different regions to construct positive and negative pairs for contrastive learning. Then we predict the contextual position of a random crop by contrasting its similarity to the base crops. In this way, VoCo encodes the inherent geometric context into model representations, facilitating high-level semantic learning without annotations. Specifically, we (1) introduce the largest medical pre-training dataset PreCT-160K; (2) investigate scaling laws and propose guidelines for tailoring different model sizes to various medical tasks; (3) build a benchmark encompassing 48 medical tasks. Extensive experiments highlight the superiority of VoCo. Codes at https://github.com/Luffy03/Large-Scale-Medical.

A Framework for Fast and Stable Representations of Multiparameter Persistent Homology Decompositions

Topological data analysis (TDA) is an area of data science that focuses on using invariants from algebraic topology to provide multiscale shape descriptors for geometric data sets such as point clouds. One of the most important such descriptors is {\em persistent homology}, which encodes the change in shape as a filtration parameter changes; a typical parameter is the feature scale. For many data sets, it is useful to simultaneously vary multiple filtration parameters, for example feature scale and density. While the theoretical properties of single parameter persistent homology are well understood, less is known about the multiparameter case. In particular, a central question is the problem of representing multiparameter persistent homology by elements of a vector space for integration with standard machine learning algorithms. Existing approaches to this problem either ignore most of the multiparameter information to reduce to the one-parameter case or are heuristic and potentially unstable in the face of noise. In this article, we introduce a new general representation framework that leverages recent results on {\em decompositions} of multiparameter persistent homology. This framework is rich in information, fast to compute, and encompasses previous approaches. Moreover, we establish theoretical stability guarantees under this framework as well as efficient algorithms for practical computation, making this framework an applicable and versatile tool for analyzing geometric and point cloud data. We validate our stability results and algorithms with numerical experiments that demonstrate statistical convergence, prediction accuracy, and fast running times on several real data sets.

ProFSA: Self-supervised Pocket Pretraining via Protein Fragment-Surroundings Alignment

Pocket representations play a vital role in various biomedical applications, such as druggability estimation, ligand affinity prediction, and de novo drug design. While existing geometric features and pretrained representations have demonstrated promising results, they usually treat pockets independent of ligands, neglecting the fundamental interactions between them. However, the limited pocket-ligand complex structures available in the PDB database (less than 100 thousand non-redundant pairs) hampers large-scale pretraining endeavors for interaction modeling. To address this constraint, we propose a novel pocket pretraining approach that leverages knowledge from high-resolution atomic protein structures, assisted by highly effective pretrained small molecule representations. By segmenting protein structures into drug-like fragments and their corresponding pockets, we obtain a reasonable simulation of ligand-receptor interactions, resulting in the generation of over 5 million complexes. Subsequently, the pocket encoder is trained in a contrastive manner to align with the representation of pseudo-ligand furnished by some pretrained small molecule encoders. Our method, named ProFSA, achieves state-of-the-art performance across various tasks, including pocket druggability prediction, pocket matching, and ligand binding affinity prediction. Notably, ProFSA surpasses other pretraining methods by a substantial margin. Moreover, our work opens up a new avenue for mitigating the scarcity of protein-ligand complex data through the utilization of high-quality and diverse protein structure databases.

Text-Guided Generation and Editing of Compositional 3D Avatars

Our goal is to create a realistic 3D facial avatar with hair and accessories using only a text description. While this challenge has attracted significant recent interest, existing methods either lack realism, produce unrealistic shapes, or do not support editing, such as modifications to the hairstyle. We argue that existing methods are limited because they employ a monolithic modeling approach, using a single representation for the head, face, hair, and accessories. Our observation is that the hair and face, for example, have very different structural qualities that benefit from different representations. Building on this insight, we generate avatars with a compositional model, in which the head, face, and upper body are represented with traditional 3D meshes, and the hair, clothing, and accessories with neural radiance fields (NeRF). The model-based mesh representation provides a strong geometric prior for the face region, improving realism while enabling editing of the person's appearance. By using NeRFs to represent the remaining components, our method is able to model and synthesize parts with complex geometry and appearance, such as curly hair and fluffy scarves. Our novel system synthesizes these high-quality compositional avatars from text descriptions. The experimental results demonstrate that our method, Text-guided generation and Editing of Compositional Avatars (TECA), produces avatars that are more realistic than those of recent methods while being editable because of their compositional nature. For example, our TECA enables the seamless transfer of compositional features like hairstyles, scarves, and other accessories between avatars. This capability supports applications such as virtual try-on.

Instant Facial Gaussians Translator for Relightable and Interactable Facial Rendering

We propose GauFace, a novel Gaussian Splatting representation, tailored for efficient animation and rendering of physically-based facial assets. Leveraging strong geometric priors and constrained optimization, GauFace ensures a neat and structured Gaussian representation, delivering high fidelity and real-time facial interaction of 30fps@1440p on a Snapdragon 8 Gen 2 mobile platform. Then, we introduce TransGS, a diffusion transformer that instantly translates physically-based facial assets into the corresponding GauFace representations. Specifically, we adopt a patch-based pipeline to handle the vast number of Gaussians effectively. We also introduce a novel pixel-aligned sampling scheme with UV positional encoding to ensure the throughput and rendering quality of GauFace assets generated by our TransGS. Once trained, TransGS can instantly translate facial assets with lighting conditions to GauFace representation, With the rich conditioning modalities, it also enables editing and animation capabilities reminiscent of traditional CG pipelines. We conduct extensive evaluations and user studies, compared to traditional offline and online renderers, as well as recent neural rendering methods, which demonstrate the superior performance of our approach for facial asset rendering. We also showcase diverse immersive applications of facial assets using our TransGS approach and GauFace representation, across various platforms like PCs, phones and even VR headsets.

Drag Your Gaussian: Effective Drag-Based Editing with Score Distillation for 3D Gaussian Splatting

Recent advancements in 3D scene editing have been propelled by the rapid development of generative models. Existing methods typically utilize generative models to perform text-guided editing on 3D representations, such as 3D Gaussian Splatting (3DGS). However, these methods are often limited to texture modifications and fail when addressing geometric changes, such as editing a character's head to turn around. Moreover, such methods lack accurate control over the spatial position of editing results, as language struggles to precisely describe the extent of edits. To overcome these limitations, we introduce DYG, an effective 3D drag-based editing method for 3D Gaussian Splatting. It enables users to conveniently specify the desired editing region and the desired dragging direction through the input of 3D masks and pairs of control points, thereby enabling precise control over the extent of editing. DYG integrates the strengths of the implicit triplane representation to establish the geometric scaffold of the editing results, effectively overcoming suboptimal editing outcomes caused by the sparsity of 3DGS in the desired editing regions. Additionally, we incorporate a drag-based Latent Diffusion Model into our method through the proposed Drag-SDS loss function, enabling flexible, multi-view consistent, and fine-grained editing. Extensive experiments demonstrate that DYG conducts effective drag-based editing guided by control point prompts, surpassing other baselines in terms of editing effect and quality, both qualitatively and quantitatively. Visit our project page at https://quyans.github.io/Drag-Your-Gaussian.

FeTrIL: Feature Translation for Exemplar-Free Class-Incremental Learning

Exemplar-free class-incremental learning is very challenging due to the negative effect of catastrophic forgetting. A balance between stability and plasticity of the incremental process is needed in order to obtain good accuracy for past as well as new classes. Existing exemplar-free class-incremental methods focus either on successive fine tuning of the model, thus favoring plasticity, or on using a feature extractor fixed after the initial incremental state, thus favoring stability. We introduce a method which combines a fixed feature extractor and a pseudo-features generator to improve the stability-plasticity balance. The generator uses a simple yet effective geometric translation of new class features to create representations of past classes, made of pseudo-features. The translation of features only requires the storage of the centroid representations of past classes to produce their pseudo-features. Actual features of new classes and pseudo-features of past classes are fed into a linear classifier which is trained incrementally to discriminate between all classes. The incremental process is much faster with the proposed method compared to mainstream ones which update the entire deep model. Experiments are performed with three challenging datasets, and different incremental settings. A comparison with ten existing methods shows that our method outperforms the others in most cases.

MatText: Do Language Models Need More than Text & Scale for Materials Modeling?

Effectively representing materials as text has the potential to leverage the vast advancements of large language models (LLMs) for discovering new materials. While LLMs have shown remarkable success in various domains, their application to materials science remains underexplored. A fundamental challenge is the lack of understanding of how to best utilize text-based representations for materials modeling. This challenge is further compounded by the absence of a comprehensive benchmark to rigorously evaluate the capabilities and limitations of these text representations in capturing the complexity of material systems. To address this gap, we propose MatText, a suite of benchmarking tools and datasets designed to systematically evaluate the performance of language models in modeling materials. MatText encompasses nine distinct text-based representations for material systems, including several novel representations. Each representation incorporates unique inductive biases that capture relevant information and integrate prior physical knowledge about materials. Additionally, MatText provides essential tools for training and benchmarking the performance of language models in the context of materials science. These tools include standardized dataset splits for each representation, probes for evaluating sensitivity to geometric factors, and tools for seamlessly converting crystal structures into text. Using MatText, we conduct an extensive analysis of the capabilities of language models in modeling materials. Our findings reveal that current language models consistently struggle to capture the geometric information crucial for materials modeling across all representations. Instead, these models tend to leverage local information, which is emphasized in some of our novel representations. Our analysis underscores MatText's ability to reveal shortcomings of text-based methods for materials design.

OV-NeRF: Open-vocabulary Neural Radiance Fields with Vision and Language Foundation Models for 3D Semantic Understanding

The development of Neural Radiance Fields (NeRFs) has provided a potent representation for encapsulating the geometric and appearance characteristics of 3D scenes. Enhancing the capabilities of NeRFs in open-vocabulary 3D semantic perception tasks has been a recent focus. However, current methods that extract semantics directly from Contrastive Language-Image Pretraining (CLIP) for semantic field learning encounter difficulties due to noisy and view-inconsistent semantics provided by CLIP. To tackle these limitations, we propose OV-NeRF, which exploits the potential of pre-trained vision and language foundation models to enhance semantic field learning through proposed single-view and cross-view strategies. First, from the single-view perspective, we introduce Region Semantic Ranking (RSR) regularization by leveraging 2D mask proposals derived from SAM to rectify the noisy semantics of each training view, facilitating accurate semantic field learning. Second, from the cross-view perspective, we propose a Cross-view Self-enhancement (CSE) strategy to address the challenge raised by view-inconsistent semantics. Rather than invariably utilizing the 2D inconsistent semantics from CLIP, CSE leverages the 3D consistent semantics generated from the well-trained semantic field itself for semantic field training, aiming to reduce ambiguity and enhance overall semantic consistency across different views. Extensive experiments validate our OV-NeRF outperforms current state-of-the-art methods, achieving a significant improvement of 20.31% and 18.42% in mIoU metric on Replica and Scannet, respectively. Furthermore, our approach exhibits consistent superior results across various CLIP configurations, further verifying its robustness.

CroCo: Self-Supervised Pre-training for 3D Vision Tasks by Cross-View Completion

Masked Image Modeling (MIM) has recently been established as a potent pre-training paradigm. A pretext task is constructed by masking patches in an input image, and this masked content is then predicted by a neural network using visible patches as sole input. This pre-training leads to state-of-the-art performance when finetuned for high-level semantic tasks, e.g. image classification and object detection. In this paper we instead seek to learn representations that transfer well to a wide variety of 3D vision and lower-level geometric downstream tasks, such as depth prediction or optical flow estimation. Inspired by MIM, we propose an unsupervised representation learning task trained from pairs of images showing the same scene from different viewpoints. More precisely, we propose the pretext task of cross-view completion where the first input image is partially masked, and this masked content has to be reconstructed from the visible content and the second image. In single-view MIM, the masked content often cannot be inferred precisely from the visible portion only, so the model learns to act as a prior influenced by high-level semantics. In contrast, this ambiguity can be resolved with cross-view completion from the second unmasked image, on the condition that the model is able to understand the spatial relationship between the two images. Our experiments show that our pretext task leads to significantly improved performance for monocular 3D vision downstream tasks such as depth estimation. In addition, our model can be directly applied to binocular downstream tasks like optical flow or relative camera pose estimation, for which we obtain competitive results without bells and whistles, i.e., using a generic architecture without any task-specific design.

Flexible Isosurface Extraction for Gradient-Based Mesh Optimization

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

Progressive Volume Distillation with Active Learning for Efficient NeRF Architecture Conversion

Neural Radiance Fields (NeRF) have been widely adopted as practical and versatile representations for 3D scenes, facilitating various downstream tasks. However, different architectures, including the plain Multi-Layer Perceptron (MLP), Tensors, low-rank Tensors, Hashtables, and their combinations, entail distinct trade-offs. For instance, representations based on Hashtables enable faster rendering but lack clear geometric meaning, thereby posing challenges for spatial-relation-aware editing. To address this limitation and maximize the potential of each architecture, we propose Progressive Volume Distillation with Active Learning (PVD-AL), a systematic distillation method that enables any-to-any conversion between diverse architectures. PVD-AL decomposes each structure into two parts and progressively performs distillation from shallower to deeper volume representation, leveraging effective information retrieved from the rendering process. Additionally, a three-level active learning technique provides continuous feedback from teacher to student during the distillation process, achieving high-performance outcomes. Experimental evidence showcases the effectiveness of our method across multiple benchmark datasets. For instance, PVD-AL can distill an MLP-based model from a Hashtables-based model at a 10~20X faster speed and 0.8dB~2dB higher PSNR than training the MLP-based model from scratch. Moreover, PVD-AL permits the fusion of diverse features among distinct structures, enabling models with multiple editing properties and providing a more efficient model to meet real-time requirements like mobile devices. Project website: https://sk-fun.fun/PVD-AL.

One is All: Bridging the Gap Between Neural Radiance Fields Architectures with Progressive Volume Distillation

Neural Radiance Fields (NeRF) methods have proved effective as compact, high-quality and versatile representations for 3D scenes, and enable downstream tasks such as editing, retrieval, navigation, etc. Various neural architectures are vying for the core structure of NeRF, including the plain Multi-Layer Perceptron (MLP), sparse tensors, low-rank tensors, hashtables and their compositions. Each of these representations has its particular set of trade-offs. For example, the hashtable-based representations admit faster training and rendering but their lack of clear geometric meaning hampers downstream tasks like spatial-relation-aware editing. In this paper, we propose Progressive Volume Distillation (PVD), a systematic distillation method that allows any-to-any conversions between different architectures, including MLP, sparse or low-rank tensors, hashtables and their compositions. PVD consequently empowers downstream applications to optimally adapt the neural representations for the task at hand in a post hoc fashion. The conversions are fast, as distillation is progressively performed on different levels of volume representations, from shallower to deeper. We also employ special treatment of density to deal with its specific numerical instability problem. Empirical evidence is presented to validate our method on the NeRF-Synthetic, LLFF and TanksAndTemples datasets. For example, with PVD, an MLP-based NeRF model can be distilled from a hashtable-based Instant-NGP model at a 10X~20X faster speed than being trained the original NeRF from scratch, while achieving a superior level of synthesis quality. Code is available at https://github.com/megvii-research/AAAI2023-PVD.

Pushing Auto-regressive Models for 3D Shape Generation at Capacity and Scalability

Auto-regressive models have achieved impressive results in 2D image generation by modeling joint distributions in grid space. In this paper, we extend auto-regressive models to 3D domains, and seek a stronger ability of 3D shape generation by improving auto-regressive models at capacity and scalability simultaneously. Firstly, we leverage an ensemble of publicly available 3D datasets to facilitate the training of large-scale models. It consists of a comprehensive collection of approximately 900,000 objects, with multiple properties of meshes, points, voxels, rendered images, and text captions. This diverse labeled dataset, termed Objaverse-Mix, empowers our model to learn from a wide range of object variations. However, directly applying 3D auto-regression encounters critical challenges of high computational demands on volumetric grids and ambiguous auto-regressive order along grid dimensions, resulting in inferior quality of 3D shapes. To this end, we then present a novel framework Argus3D in terms of capacity. Concretely, our approach introduces discrete representation learning based on a latent vector instead of volumetric grids, which not only reduces computational costs but also preserves essential geometric details by learning the joint distributions in a more tractable order. The capacity of conditional generation can thus be realized by simply concatenating various conditioning inputs to the latent vector, such as point clouds, categories, images, and texts. In addition, thanks to the simplicity of our model architecture, we naturally scale up our approach to a larger model with an impressive 3.6 billion parameters, further enhancing the quality of versatile 3D generation. Extensive experiments on four generation tasks demonstrate that Argus3D can synthesize diverse and faithful shapes across multiple categories, achieving remarkable performance.

RAPiD-Seg: Range-Aware Pointwise Distance Distribution Networks for 3D LiDAR Segmentation

3D point clouds play a pivotal role in outdoor scene perception, especially in the context of autonomous driving. Recent advancements in 3D LiDAR segmentation often focus intensely on the spatial positioning and distribution of points for accurate segmentation. However, these methods, while robust in variable conditions, encounter challenges due to sole reliance on coordinates and point intensity, leading to poor isometric invariance and suboptimal segmentation. To tackle this challenge, our work introduces Range-Aware Pointwise Distance Distribution (RAPiD) features and the associated RAPiD-Seg architecture. Our RAPiD features exhibit rigid transformation invariance and effectively adapt to variations in point density, with a design focus on capturing the localized geometry of neighboring structures. They utilize inherent LiDAR isotropic radiation and semantic categorization for enhanced local representation and computational efficiency, while incorporating a 4D distance metric that integrates geometric and surface material reflectivity for improved semantic segmentation. To effectively embed high-dimensional RAPiD features, we propose a double-nested autoencoder structure with a novel class-aware embedding objective to encode high-dimensional features into manageable voxel-wise embeddings. Additionally, we propose RAPiD-Seg which incorporates a channel-wise attention fusion and two effective RAPiD-Seg variants, further optimizing the embedding for enhanced performance and generalization. Our method outperforms contemporary LiDAR segmentation work in terms of mIoU on SemanticKITTI (76.1) and nuScenes (83.6) datasets.

VoroMesh: Learning Watertight Surface Meshes with Voronoi Diagrams

In stark contrast to the case of images, finding a concise, learnable discrete representation of 3D surfaces remains a challenge. In particular, while polygon meshes are arguably the most common surface representation used in geometry processing, their irregular and combinatorial structure often make them unsuitable for learning-based applications. In this work, we present VoroMesh, a novel and differentiable Voronoi-based representation of watertight 3D shape surfaces. From a set of 3D points (called generators) and their associated occupancy, we define our boundary representation through the Voronoi diagram of the generators as the subset of Voronoi faces whose two associated (equidistant) generators are of opposite occupancy: the resulting polygon mesh forms a watertight approximation of the target shape's boundary. To learn the position of the generators, we propose a novel loss function, dubbed VoroLoss, that minimizes the distance from ground truth surface samples to the closest faces of the Voronoi diagram which does not require an explicit construction of the entire Voronoi diagram. A direct optimization of the Voroloss to obtain generators on the Thingi32 dataset demonstrates the geometric efficiency of our representation compared to axiomatic meshing algorithms and recent learning-based mesh representations. We further use VoroMesh in a learning-based mesh prediction task from input SDF grids on the ABC dataset, and show comparable performance to state-of-the-art methods while guaranteeing closed output surfaces free of self-intersections.

MeshAnything: Artist-Created Mesh Generation with Autoregressive Transformers

Recently, 3D assets created via reconstruction and generation have matched the quality of manually crafted assets, highlighting their potential for replacement. However, this potential is largely unrealized because these assets always need to be converted to meshes for 3D industry applications, and the meshes produced by current mesh extraction methods are significantly inferior to Artist-Created Meshes (AMs), i.e., meshes created by human artists. Specifically, current mesh extraction methods rely on dense faces and ignore geometric features, leading to inefficiencies, complicated post-processing, and lower representation quality. To address these issues, we introduce MeshAnything, a model that treats mesh extraction as a generation problem, producing AMs aligned with specified shapes. By converting 3D assets in any 3D representation into AMs, MeshAnything can be integrated with various 3D asset production methods, thereby enhancing their application across the 3D industry. The architecture of MeshAnything comprises a VQ-VAE and a shape-conditioned decoder-only transformer. We first learn a mesh vocabulary using the VQ-VAE, then train the shape-conditioned decoder-only transformer on this vocabulary for shape-conditioned autoregressive mesh generation. Our extensive experiments show that our method generates AMs with hundreds of times fewer faces, significantly improving storage, rendering, and simulation efficiencies, while achieving precision comparable to previous methods.

Sharp-It: A Multi-view to Multi-view Diffusion Model for 3D Synthesis and Manipulation

Advancements in text-to-image diffusion models have led to significant progress in fast 3D content creation. One common approach is to generate a set of multi-view images of an object, and then reconstruct it into a 3D model. However, this approach bypasses the use of a native 3D representation of the object and is hence prone to geometric artifacts and limited in controllability and manipulation capabilities. An alternative approach involves native 3D generative models that directly produce 3D representations. These models, however, are typically limited in their resolution, resulting in lower quality 3D objects. In this work, we bridge the quality gap between methods that directly generate 3D representations and ones that reconstruct 3D objects from multi-view images. We introduce a multi-view to multi-view diffusion model called Sharp-It, which takes a 3D consistent set of multi-view images rendered from a low-quality object and enriches its geometric details and texture. The diffusion model operates on the multi-view set in parallel, in the sense that it shares features across the generated views. A high-quality 3D model can then be reconstructed from the enriched multi-view set. By leveraging the advantages of both 2D and 3D approaches, our method offers an efficient and controllable method for high-quality 3D content creation. We demonstrate that Sharp-It enables various 3D applications, such as fast synthesis, editing, and controlled generation, while attaining high-quality assets.

Hier-SLAM++: Neuro-Symbolic Semantic SLAM with a Hierarchically Categorical Gaussian Splatting

We propose Hier-SLAM++, a comprehensive Neuro-Symbolic semantic 3D Gaussian Splatting SLAM method with both RGB-D and monocular input featuring an advanced hierarchical categorical representation, which enables accurate pose estimation as well as global 3D semantic mapping. The parameter usage in semantic SLAM systems increases significantly with the growing complexity of the environment, making scene understanding particularly challenging and costly. To address this problem, we introduce a novel and general hierarchical representation that encodes both semantic and geometric information in a compact form into 3D Gaussian Splatting, leveraging the capabilities of large language models (LLMs) as well as the 3D generative model. By utilizing the proposed hierarchical tree structure, semantic information is symbolically represented and learned in an end-to-end manner. We further introduce a novel semantic loss designed to optimize hierarchical semantic information through both inter-level and cross-level optimization. Additionally, we propose an improved SLAM system to support both RGB-D and monocular inputs using a feed-forward model. To the best of our knowledge, this is the first semantic monocular Gaussian Splatting SLAM system, significantly reducing sensor requirements for 3D semantic understanding and broadening the applicability of semantic Gaussian SLAM system. We conduct experiments on both synthetic and real-world datasets, demonstrating superior or on-par performance with state-of-the-art NeRF-based and Gaussian-based SLAM systems, while significantly reducing storage and training time requirements.

MeGA: Hybrid Mesh-Gaussian Head Avatar for High-Fidelity Rendering and Head Editing

Creating high-fidelity head avatars from multi-view videos is a core issue for many AR/VR applications. However, existing methods usually struggle to obtain high-quality renderings for all different head components simultaneously since they use one single representation to model components with drastically different characteristics (e.g., skin vs. hair). In this paper, we propose a Hybrid Mesh-Gaussian Head Avatar (MeGA) that models different head components with more suitable representations. Specifically, we select an enhanced FLAME mesh as our facial representation and predict a UV displacement map to provide per-vertex offsets for improved personalized geometric details. To achieve photorealistic renderings, we obtain facial colors using deferred neural rendering and disentangle neural textures into three meaningful parts. For hair modeling, we first build a static canonical hair using 3D Gaussian Splatting. A rigid transformation and an MLP-based deformation field are further applied to handle complex dynamic expressions. Combined with our occlusion-aware blending, MeGA generates higher-fidelity renderings for the whole head and naturally supports more downstream tasks. Experiments on the NeRSemble dataset demonstrate the effectiveness of our designs, outperforming previous state-of-the-art methods and supporting various editing functionalities, including hairstyle alteration and texture editing.

Self-supervised Character-to-Character Distillation for Text Recognition

When handling complicated text images (e.g., irregular structures, low resolution, heavy occlusion, and uneven illumination), existing supervised text recognition methods are data-hungry. Although these methods employ large-scale synthetic text images to reduce the dependence on annotated real images, the domain gap still limits the recognition performance. Therefore, exploring the robust text feature representations on unlabeled real images by self-supervised learning is a good solution. However, existing self-supervised text recognition methods conduct sequence-to-sequence representation learning by roughly splitting the visual features along the horizontal axis, which limits the flexibility of the augmentations, as large geometric-based augmentations may lead to sequence-to-sequence feature inconsistency. Motivated by this, we propose a novel self-supervised Character-to-Character Distillation method, CCD, which enables versatile augmentations to facilitate general text representation learning. Specifically, we delineate the character structures of unlabeled real images by designing a self-supervised character segmentation module. Following this, CCD easily enriches the diversity of local characters while keeping their pairwise alignment under flexible augmentations, using the transformation matrix between two augmented views from images. Experiments demonstrate that CCD achieves state-of-the-art results, with average performance gains of 1.38% in text recognition, 1.7% in text segmentation, 0.24 dB (PSNR) and 0.0321 (SSIM) in text super-resolution. Code is available at https://github.com/TongkunGuan/CCD.

CGB-DM: Content and Graphic Balance Layout Generation with Transformer-based Diffusion Model

Layout generation is the foundation task of intelligent design, which requires the integration of visual aesthetics and harmonious expression of content delivery. However, existing methods still face challenges in generating precise and visually appealing layouts, including blocking, overlap, or spatial misalignment between layouts, which are closely related to the spatial structure of graphic layouts. We find that these methods overly focus on content information and lack constraints on layout spatial structure, resulting in an imbalance of learning content-aware and graphic-aware features. To tackle this issue, we propose Content and Graphic Balance Layout Generation with Transformer-based Diffusion Model (CGB-DM). Specifically, we first design a regulator that balances the predicted content and graphic weight, overcoming the tendency of paying more attention to the content on canvas. Secondly, we introduce a graphic constraint of saliency bounding box to further enhance the alignment of geometric features between layout representations and images. In addition, we adapt a transformer-based diffusion model as the backbone, whose powerful generation capability ensures the quality in layout generation. Extensive experimental results indicate that our method has achieved state-of-the-art performance in both quantitative and qualitative evaluations. Our model framework can also be expanded to other graphic design fields.

PSAvatar: A Point-based Morphable Shape Model for Real-Time Head Avatar Animation with 3D Gaussian Splatting

Despite much progress, achieving real-time high-fidelity head avatar animation is still difficult and existing methods have to trade-off between speed and quality. 3DMM based methods often fail to model non-facial structures such as eyeglasses and hairstyles, while neural implicit models suffer from deformation inflexibility and rendering inefficiency. Although 3D Gaussian has been demonstrated to possess promising capability for geometry representation and radiance field reconstruction, applying 3D Gaussian in head avatar creation remains a major challenge since it is difficult for 3D Gaussian to model the head shape variations caused by changing poses and expressions. In this paper, we introduce PSAvatar, a novel framework for animatable head avatar creation that utilizes discrete geometric primitive to create a parametric morphable shape model and employs 3D Gaussian for fine detail representation and high fidelity rendering. The parametric morphable shape model is a Point-based Morphable Shape Model (PMSM) which uses points instead of meshes for 3D representation to achieve enhanced representation flexibility. The PMSM first converts the FLAME mesh to points by sampling on the surfaces as well as off the meshes to enable the reconstruction of not only surface-like structures but also complex geometries such as eyeglasses and hairstyles. By aligning these points with the head shape in an analysis-by-synthesis manner, the PMSM makes it possible to utilize 3D Gaussian for fine detail representation and appearance modeling, thus enabling the creation of high-fidelity avatars. We show that PSAvatar can reconstruct high-fidelity head avatars of a variety of subjects and the avatars can be animated in real-time (ge 25 fps at a resolution of 512 times 512 ).

Equivariant Spatio-Temporal Self-Supervision for LiDAR Object Detection

Popular representation learning methods encourage feature invariance under transformations applied at the input. However, in 3D perception tasks like object localization and segmentation, outputs are naturally equivariant to some transformations, such as rotation. Using pre-training loss functions that encourage equivariance of features under certain transformations provides a strong self-supervision signal while also retaining information of geometric relationships between transformed feature representations. This can enable improved performance in downstream tasks that are equivariant to such transformations. In this paper, we propose a spatio-temporal equivariant learning framework by considering both spatial and temporal augmentations jointly. Our experiments show that the best performance arises with a pre-training approach that encourages equivariance to translation, scaling, and flip, rotation and scene flow. For spatial augmentations, we find that depending on the transformation, either a contrastive objective or an equivariance-by-classification objective yields best results. To leverage real-world object deformations and motion, we consider sequential LiDAR scene pairs and develop a novel 3D scene flow-based equivariance objective that leads to improved performance overall. We show our pre-training method for 3D object detection which outperforms existing equivariant and invariant approaches in many settings.

VoCo: A Simple-yet-Effective Volume Contrastive Learning Framework for 3D Medical Image Analysis

Self-Supervised Learning (SSL) has demonstrated promising results in 3D medical image analysis. However, the lack of high-level semantics in pre-training still heavily hinders the performance of downstream tasks. We observe that 3D medical images contain relatively consistent contextual position information, i.e., consistent geometric relations between different organs, which leads to a potential way for us to learn consistent semantic representations in pre-training. In this paper, we propose a simple-yet-effective Volume Contrast (VoCo) framework to leverage the contextual position priors for pre-training. Specifically, we first generate a group of base crops from different regions while enforcing feature discrepancy among them, where we employ them as class assignments of different regions. Then, we randomly crop sub-volumes and predict them belonging to which class (located at which region) by contrasting their similarity to different base crops, which can be seen as predicting contextual positions of different sub-volumes. Through this pretext task, VoCo implicitly encodes the contextual position priors into model representations without the guidance of annotations, enabling us to effectively improve the performance of downstream tasks that require high-level semantics. Extensive experimental results on six downstream tasks demonstrate the superior effectiveness of VoCo. Code will be available at https://github.com/Luffy03/VoCo.

Physically Embodied Gaussian Splatting: A Realtime Correctable World Model for Robotics

For robots to robustly understand and interact with the physical world, it is highly beneficial to have a comprehensive representation - modelling geometry, physics, and visual observations - that informs perception, planning, and control algorithms. We propose a novel dual Gaussian-Particle representation that models the physical world while (i) enabling predictive simulation of future states and (ii) allowing online correction from visual observations in a dynamic world. Our representation comprises particles that capture the geometrical aspect of objects in the world and can be used alongside a particle-based physics system to anticipate physically plausible future states. Attached to these particles are 3D Gaussians that render images from any viewpoint through a splatting process thus capturing the visual state. By comparing the predicted and observed images, our approach generates visual forces that correct the particle positions while respecting known physical constraints. By integrating predictive physical modelling with continuous visually-derived corrections, our unified representation reasons about the present and future while synchronizing with reality. Our system runs in realtime at 30Hz using only 3 cameras. We validate our approach on 2D and 3D tracking tasks as well as photometric reconstruction quality. Videos are found at https://embodied-gaussians.github.io/.

The Topology and Geometry of Neural Representations

A central question for neuroscience is how to characterize brain representations of perceptual and cognitive content. An ideal characterization should distinguish different functional regions with robustness to noise and idiosyncrasies of individual brains that do not correspond to computational differences. Previous studies have characterized brain representations by their representational geometry, which is defined by the representational dissimilarity matrix (RDM), a summary statistic that abstracts from the roles of individual neurons (or responses channels) and characterizes the discriminability of stimuli. Here we explore a further step of abstraction: from the geometry to the topology of brain representations. We propose topological representational similarity analysis (tRSA), an extension of representational similarity analysis (RSA) that uses a family of geo-topological summary statistics that generalizes the RDM to characterize the topology while de-emphasizing the geometry. We evaluate this new family of statistics in terms of the sensitivity and specificity for model selection using both simulations and functional MRI (fMRI) data. In the simulations, the ground truth is a data-generating layer representation in a neural network model and the models are the same and other layers in different model instances (trained from different random seeds). In fMRI, the ground truth is a visual area and the models are the same and other areas measured in different subjects. Results show that topology-sensitive characterizations of population codes are robust to noise and interindividual variability and maintain excellent sensitivity to the unique representational signatures of different neural network layers and brain regions.

UniGeo: Unifying Geometry Logical Reasoning via Reformulating Mathematical Expression

Geometry problem solving is a well-recognized testbed for evaluating the high-level multi-modal reasoning capability of deep models. In most existing works, two main geometry problems: calculation and proving, are usually treated as two specific tasks, hindering a deep model to unify its reasoning capability on multiple math tasks. However, in essence, these two tasks have similar problem representations and overlapped math knowledge which can improve the understanding and reasoning ability of a deep model on both two tasks. Therefore, we construct a large-scale Unified Geometry problem benchmark, UniGeo, which contains 4,998 calculation problems and 9,543 proving problems. Each proving problem is annotated with a multi-step proof with reasons and mathematical expressions. The proof can be easily reformulated as a proving sequence that shares the same formats with the annotated program sequence for calculation problems. Naturally, we also present a unified multi-task Geometric Transformer framework, Geoformer, to tackle calculation and proving problems simultaneously in the form of sequence generation, which finally shows the reasoning ability can be improved on both two tasks by unifying formulation. Furthermore, we propose a Mathematical Expression Pretraining (MEP) method that aims to predict the mathematical expressions in the problem solution, thus improving the Geoformer model. Experiments on the UniGeo demonstrate that our proposed Geoformer obtains state-of-the-art performance by outperforming task-specific model NGS with over 5.6% and 3.2% accuracies on calculation and proving problems, respectively.

Lift3D Foundation Policy: Lifting 2D Large-Scale Pretrained Models for Robust 3D Robotic Manipulation

3D geometric information is essential for manipulation tasks, as robots need to perceive the 3D environment, reason about spatial relationships, and interact with intricate spatial configurations. Recent research has increasingly focused on the explicit extraction of 3D features, while still facing challenges such as the lack of large-scale robotic 3D data and the potential loss of spatial geometry. To address these limitations, we propose the Lift3D framework, which progressively enhances 2D foundation models with implicit and explicit 3D robotic representations to construct a robust 3D manipulation policy. Specifically, we first design a task-aware masked autoencoder that masks task-relevant affordance patches and reconstructs depth information, enhancing the 2D foundation model's implicit 3D robotic representation. After self-supervised fine-tuning, we introduce a 2D model-lifting strategy that establishes a positional mapping between the input 3D points and the positional embeddings of the 2D model. Based on the mapping, Lift3D utilizes the 2D foundation model to directly encode point cloud data, leveraging large-scale pretrained knowledge to construct explicit 3D robotic representations while minimizing spatial information loss. In experiments, Lift3D consistently outperforms previous state-of-the-art methods across several simulation benchmarks and real-world scenarios.

Chasing Consistency in Text-to-3D Generation from a Single Image

Text-to-3D generation from a single-view image is a popular but challenging task in 3D vision. Although numerous methods have been proposed, existing works still suffer from the inconsistency issues, including 1) semantic inconsistency, 2) geometric inconsistency, and 3) saturation inconsistency, resulting in distorted, overfitted, and over-saturated generations. In light of the above issues, we present Consist3D, a three-stage framework Chasing for semantic-, geometric-, and saturation-Consistent Text-to-3D generation from a single image, in which the first two stages aim to learn parameterized consistency tokens, and the last stage is for optimization. Specifically, the semantic encoding stage learns a token independent of views and estimations, promoting semantic consistency and robustness. Meanwhile, the geometric encoding stage learns another token with comprehensive geometry and reconstruction constraints under novel-view estimations, reducing overfitting and encouraging geometric consistency. Finally, the optimization stage benefits from the semantic and geometric tokens, allowing a low classifier-free guidance scale and therefore preventing oversaturation. Experimental results demonstrate that Consist3D produces more consistent, faithful, and photo-realistic 3D assets compared to previous state-of-the-art methods. Furthermore, Consist3D also allows background and object editing through text prompts.

Fantasia3D: Disentangling Geometry and Appearance for High-quality Text-to-3D Content Creation

Automatic 3D content creation has achieved rapid progress recently due to the availability of pre-trained, large language models and image diffusion models, forming the emerging topic of text-to-3D content creation. Existing text-to-3D methods commonly use implicit scene representations, which couple the geometry and appearance via volume rendering and are suboptimal in terms of recovering finer geometries and achieving photorealistic rendering; consequently, they are less effective for generating high-quality 3D assets. In this work, we propose a new method of Fantasia3D for high-quality text-to-3D content creation. Key to Fantasia3D is the disentangled modeling and learning of geometry and appearance. For geometry learning, we rely on a hybrid scene representation, and propose to encode surface normal extracted from the representation as the input of the image diffusion model. For appearance modeling, we introduce the spatially varying bidirectional reflectance distribution function (BRDF) into the text-to-3D task, and learn the surface material for photorealistic rendering of the generated surface. Our disentangled framework is more compatible with popular graphics engines, supporting relighting, editing, and physical simulation of the generated 3D assets. We conduct thorough experiments that show the advantages of our method over existing ones under different text-to-3D task settings. Project page and source codes: https://fantasia3d.github.io/.

Mosaic-SDF for 3D Generative Models

Current diffusion or flow-based generative models for 3D shapes divide to two: distilling pre-trained 2D image diffusion models, and training directly on 3D shapes. When training a diffusion or flow models on 3D shapes a crucial design choice is the shape representation. An effective shape representation needs to adhere three design principles: it should allow an efficient conversion of large 3D datasets to the representation form; it should provide a good tradeoff of approximation power versus number of parameters; and it should have a simple tensorial form that is compatible with existing powerful neural architectures. While standard 3D shape representations such as volumetric grids and point clouds do not adhere to all these principles simultaneously, we advocate in this paper a new representation that does. We introduce Mosaic-SDF (M-SDF): a simple 3D shape representation that approximates the Signed Distance Function (SDF) of a given shape by using a set of local grids spread near the shape's boundary. The M-SDF representation is fast to compute for each shape individually making it readily parallelizable; it is parameter efficient as it only covers the space around the shape's boundary; and it has a simple matrix form, compatible with Transformer-based architectures. We demonstrate the efficacy of the M-SDF representation by using it to train a 3D generative flow model including class-conditioned generation with the 3D Warehouse dataset, and text-to-3D generation using a dataset of about 600k caption-shape pairs.

Lie Group Decompositions for Equivariant Neural Networks

Invariance and equivariance to geometrical transformations have proven to be very useful inductive biases when training (convolutional) neural network models, especially in the low-data regime. Much work has focused on the case where the symmetry group employed is compact or abelian, or both. Recent work has explored enlarging the class of transformations used to the case of Lie groups, principally through the use of their Lie algebra, as well as the group exponential and logarithm maps. The applicability of such methods to larger transformation groups is limited by the fact that depending on the group of interest G, the exponential map may not be surjective. Further limitations are encountered when G is neither compact nor abelian. Using the structure and geometry of Lie groups and their homogeneous spaces, we present a framework by which it is possible to work with such groups primarily focusing on the Lie groups G = GL^{+}(n, R) and G = SL(n, R), as well as their representation as affine transformations R^{n} rtimes G. Invariant integration as well as a global parametrization is realized by decomposing the `larger` groups into subgroups and submanifolds which can be handled individually. Under this framework, we show how convolution kernels can be parametrized to build models equivariant with respect to affine transformations. We evaluate the robustness and out-of-distribution generalisation capability of our model on the standard affine-invariant benchmark classification task, where we outperform all previous equivariant models as well as all Capsule Network proposals.

Volume Rendering of Neural Implicit Surfaces

Neural volume rendering became increasingly popular recently due to its success in synthesizing novel views of a scene from a sparse set of input images. So far, the geometry learned by neural volume rendering techniques was modeled using a generic density function. Furthermore, the geometry itself was extracted using an arbitrary level set of the density function leading to a noisy, often low fidelity reconstruction. The goal of this paper is to improve geometry representation and reconstruction in neural volume rendering. We achieve that by modeling the volume density as a function of the geometry. This is in contrast to previous work modeling the geometry as a function of the volume density. In more detail, we define the volume density function as Laplace's cumulative distribution function (CDF) applied to a signed distance function (SDF) representation. This simple density representation has three benefits: (i) it provides a useful inductive bias to the geometry learned in the neural volume rendering process; (ii) it facilitates a bound on the opacity approximation error, leading to an accurate sampling of the viewing ray. Accurate sampling is important to provide a precise coupling of geometry and radiance; and (iii) it allows efficient unsupervised disentanglement of shape and appearance in volume rendering. Applying this new density representation to challenging scene multiview datasets produced high quality geometry reconstructions, outperforming relevant baselines. Furthermore, switching shape and appearance between scenes is possible due to the disentanglement of the two.

Euclid: Supercharging Multimodal LLMs with Synthetic High-Fidelity Visual Descriptions

Multimodal large language models (MLLMs) have made rapid progress in recent years, yet continue to struggle with low-level visual perception (LLVP) -- particularly the ability to accurately describe the geometric details of an image. This capability is crucial for applications in areas such as robotics, medical image analysis, and manufacturing. In this paper, we first introduce Geoperception, a benchmark designed to evaluate an MLLM's ability to accurately transcribe 2D geometric information from an image. Using this benchmark, we demonstrate the limitations of leading MLLMs, and then conduct a comprehensive empirical study to explore strategies for improving their performance on geometric tasks. Our findings highlight the benefits of certain model architectures, training techniques, and data strategies, including the use of high-fidelity synthetic data and multi-stage training with a data curriculum. Notably, we find that a data curriculum enables models to learn challenging geometry understanding tasks which they fail to learn from scratch. Leveraging these insights, we develop Euclid, a family of models specifically optimized for strong low-level geometric perception. Although purely trained on synthetic multimodal data, Euclid shows strong generalization ability to novel geometry shapes. For instance, Euclid outperforms the best closed-source model, Gemini-1.5-Pro, by up to 58.56% on certain Geoperception benchmark tasks and 10.65% on average across all tasks.

Wu's Method can Boost Symbolic AI to Rival Silver Medalists and AlphaGeometry to Outperform Gold Medalists at IMO Geometry

Proving geometric theorems constitutes a hallmark of visual reasoning combining both intuitive and logical skills. Therefore, automated theorem proving of Olympiad-level geometry problems is considered a notable milestone in human-level automated reasoning. The introduction of AlphaGeometry, a neuro-symbolic model trained with 100 million synthetic samples, marked a major breakthrough. It solved 25 of 30 International Mathematical Olympiad (IMO) problems whereas the reported baseline based on Wu's method solved only ten. In this note, we revisit the IMO-AG-30 Challenge introduced with AlphaGeometry, and find that Wu's method is surprisingly strong. Wu's method alone can solve 15 problems, and some of them are not solved by any of the other methods. This leads to two key findings: (i) Combining Wu's method with the classic synthetic methods of deductive databases and angle, ratio, and distance chasing solves 21 out of 30 methods by just using a CPU-only laptop with a time limit of 5 minutes per problem. Essentially, this classic method solves just 4 problems less than AlphaGeometry and establishes the first fully symbolic baseline strong enough to rival the performance of an IMO silver medalist. (ii) Wu's method even solves 2 of the 5 problems that AlphaGeometry failed to solve. Thus, by combining AlphaGeometry with Wu's method we set a new state-of-the-art for automated theorem proving on IMO-AG-30, solving 27 out of 30 problems, the first AI method which outperforms an IMO gold medalist.

ShapeSplat: A Large-scale Dataset of Gaussian Splats and Their Self-Supervised Pretraining

3D Gaussian Splatting (3DGS) has become the de facto method of 3D representation in many vision tasks. This calls for the 3D understanding directly in this representation space. To facilitate the research in this direction, we first build a large-scale dataset of 3DGS using the commonly used ShapeNet and ModelNet datasets. Our dataset ShapeSplat consists of 65K objects from 87 unique categories, whose labels are in accordance with the respective datasets. The creation of this dataset utilized the compute equivalent of 2 GPU years on a TITAN XP GPU. We utilize our dataset for unsupervised pretraining and supervised finetuning for classification and segmentation tasks. To this end, we introduce \textit{Gaussian-MAE}, which highlights the unique benefits of representation learning from Gaussian parameters. Through exhaustive experiments, we provide several valuable insights. In particular, we show that (1) the distribution of the optimized GS centroids significantly differs from the uniformly sampled point cloud (used for initialization) counterpart; (2) this change in distribution results in degradation in classification but improvement in segmentation tasks when using only the centroids; (3) to leverage additional Gaussian parameters, we propose Gaussian feature grouping in a normalized feature space, along with splats pooling layer, offering a tailored solution to effectively group and embed similar Gaussians, which leads to notable improvement in finetuning tasks.

GeoDream: Disentangling 2D and Geometric Priors for High-Fidelity and Consistent 3D Generation

Text-to-3D generation by distilling pretrained large-scale text-to-image diffusion models has shown great promise but still suffers from inconsistent 3D geometric structures (Janus problems) and severe artifacts. The aforementioned problems mainly stem from 2D diffusion models lacking 3D awareness during the lifting. In this work, we present GeoDream, a novel method that incorporates explicit generalized 3D priors with 2D diffusion priors to enhance the capability of obtaining unambiguous 3D consistent geometric structures without sacrificing diversity or fidelity. Specifically, we first utilize a multi-view diffusion model to generate posed images and then construct cost volume from the predicted image, which serves as native 3D geometric priors, ensuring spatial consistency in 3D space. Subsequently, we further propose to harness 3D geometric priors to unlock the great potential of 3D awareness in 2D diffusion priors via a disentangled design. Notably, disentangling 2D and 3D priors allows us to refine 3D geometric priors further. We justify that the refined 3D geometric priors aid in the 3D-aware capability of 2D diffusion priors, which in turn provides superior guidance for the refinement of 3D geometric priors. Our numerical and visual comparisons demonstrate that GeoDream generates more 3D consistent textured meshes with high-resolution realistic renderings (i.e., 1024 times 1024) and adheres more closely to semantic coherence.

ImGeoNet: Image-induced Geometry-aware Voxel Representation for Multi-view 3D Object Detection

We propose ImGeoNet, a multi-view image-based 3D object detection framework that models a 3D space by an image-induced geometry-aware voxel representation. Unlike previous methods which aggregate 2D features into 3D voxels without considering geometry, ImGeoNet learns to induce geometry from multi-view images to alleviate the confusion arising from voxels of free space, and during the inference phase, only images from multiple views are required. Besides, a powerful pre-trained 2D feature extractor can be leveraged by our representation, leading to a more robust performance. To evaluate the effectiveness of ImGeoNet, we conduct quantitative and qualitative experiments on three indoor datasets, namely ARKitScenes, ScanNetV2, and ScanNet200. The results demonstrate that ImGeoNet outperforms the current state-of-the-art multi-view image-based method, ImVoxelNet, on all three datasets in terms of detection accuracy. In addition, ImGeoNet shows great data efficiency by achieving results comparable to ImVoxelNet with 100 views while utilizing only 40 views. Furthermore, our studies indicate that our proposed image-induced geometry-aware representation can enable image-based methods to attain superior detection accuracy than the seminal point cloud-based method, VoteNet, in two practical scenarios: (1) scenarios where point clouds are sparse and noisy, such as in ARKitScenes, and (2) scenarios involve diverse object classes, particularly classes of small objects, as in the case in ScanNet200.

Category-Agnostic 6D Pose Estimation with Conditional Neural Processes

We present a novel meta-learning approach for 6D pose estimation on unknown objects. In contrast to ``instance-level" and ``category-level" pose estimation methods, our algorithm learns object representation in a category-agnostic way, which endows it with strong generalization capabilities across object categories. Specifically, we employ a neural process-based meta-learning approach to train an encoder to capture texture and geometry of an object in a latent representation, based on very few RGB-D images and ground-truth keypoints. The latent representation is then used by a simultaneously meta-trained decoder to predict the 6D pose of the object in new images. Furthermore, we propose a novel geometry-aware decoder for the keypoint prediction using a Graph Neural Network (GNN), which explicitly takes geometric constraints specific to each object into consideration. To evaluate our algorithm, extensive experiments are conducted on the \linemod dataset, and on our new fully-annotated synthetic datasets generated from Multiple Categories in Multiple Scenes (MCMS). Experimental results demonstrate that our model performs well on unseen objects with very different shapes and appearances. Remarkably, our model also shows robust performance on occluded scenes although trained fully on data without occlusion. To our knowledge, this is the first work exploring cross-category level 6D pose estimation.

Geometric Knowledge-Guided Localized Global Distribution Alignment for Federated Learning

Data heterogeneity in federated learning, characterized by a significant misalignment between local and global distributions, leads to divergent local optimization directions and hinders global model training. Existing studies mainly focus on optimizing local updates or global aggregation, but these indirect approaches demonstrate instability when handling highly heterogeneous data distributions, especially in scenarios where label skew and domain skew coexist. To address this, we propose a geometry-guided data generation method that centers on simulating the global embedding distribution locally. We first introduce the concept of the geometric shape of an embedding distribution and then address the challenge of obtaining global geometric shapes under privacy constraints. Subsequently, we propose GGEUR, which leverages global geometric shapes to guide the generation of new samples, enabling a closer approximation to the ideal global distribution. In single-domain scenarios, we augment samples based on global geometric shapes to enhance model generalization; in multi-domain scenarios, we further employ class prototypes to simulate the global distribution across domains. Extensive experimental results demonstrate that our method significantly enhances the performance of existing approaches in handling highly heterogeneous data, including scenarios with label skew, domain skew, and their coexistence. Code published at: https://github.com/WeiDai-David/2025CVPR_GGEUR

CraftsMan: High-fidelity Mesh Generation with 3D Native Generation and Interactive Geometry Refiner

We present a novel generative 3D modeling system, coined CraftsMan, which can generate high-fidelity 3D geometries with highly varied shapes, regular mesh topologies, and detailed surfaces, and, notably, allows for refining the geometry in an interactive manner. Despite the significant advancements in 3D generation, existing methods still struggle with lengthy optimization processes, irregular mesh topologies, noisy surfaces, and difficulties in accommodating user edits, consequently impeding their widespread adoption and implementation in 3D modeling software. Our work is inspired by the craftsman, who usually roughs out the holistic figure of the work first and elaborates the surface details subsequently. Specifically, we employ a 3D native diffusion model, which operates on latent space learned from latent set-based 3D representations, to generate coarse geometries with regular mesh topology in seconds. In particular, this process takes as input a text prompt or a reference image and leverages a powerful multi-view (MV) diffusion model to generate multiple views of the coarse geometry, which are fed into our MV-conditioned 3D diffusion model for generating the 3D geometry, significantly improving robustness and generalizability. Following that, a normal-based geometry refiner is used to significantly enhance the surface details. This refinement can be performed automatically, or interactively with user-supplied edits. Extensive experiments demonstrate that our method achieves high efficacy in producing superior-quality 3D assets compared to existing methods. HomePage: https://craftsman3d.github.io/, Code: https://github.com/wyysf-98/CraftsMan

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.

JM3D & JM3D-LLM: Elevating 3D Representation with Joint Multi-modal Cues

The rising importance of 3D representation learning, pivotal in computer vision, autonomous driving, and robotics, is evident. However, a prevailing trend, which straightforwardly resorted to transferring 2D alignment strategies to the 3D domain, encounters three distinct challenges: (1) Information Degradation: This arises from the alignment of 3D data with mere single-view 2D images and generic texts, neglecting the need for multi-view images and detailed subcategory texts. (2) Insufficient Synergy: These strategies align 3D representations to image and text features individually, hampering the overall optimization for 3D models. (3) Underutilization: The fine-grained information inherent in the learned representations is often not fully exploited, indicating a potential loss in detail. To address these issues, we introduce JM3D, a comprehensive approach integrating point cloud, text, and image. Key contributions include the Structured Multimodal Organizer (SMO), enriching vision-language representation with multiple views and hierarchical text, and the Joint Multi-modal Alignment (JMA), combining language understanding with visual representation. Our advanced model, JM3D-LLM, marries 3D representation with large language models via efficient fine-tuning. Evaluations on ModelNet40 and ScanObjectNN establish JM3D's superiority. The superior performance of JM3D-LLM further underscores the effectiveness of our representation transfer approach. Our code and models are available at https://github.com/Mr-Neko/JM3D.

Distillation with Contrast is All You Need for Self-Supervised Point Cloud Representation Learning

In this paper, we propose a simple and general framework for self-supervised point cloud representation learning. Human beings understand the 3D world by extracting two levels of information and establishing the relationship between them. One is the global shape of an object, and the other is the local structures of it. However, few existing studies in point cloud representation learning explored how to learn both global shapes and local-to-global relationships without a specified network architecture. Inspired by how human beings understand the world, we utilize knowledge distillation to learn both global shape information and the relationship between global shape and local structures. At the same time, we combine contrastive learning with knowledge distillation to make the teacher network be better updated. Our method achieves the state-of-the-art performance on linear classification and multiple other downstream tasks. Especially, we develop a variant of ViT for 3D point cloud feature extraction, which also achieves comparable results with existing backbones when combined with our framework, and visualization of the attention maps show that our model does understand the point cloud by combining the global shape information and multiple local structural information, which is consistent with the inspiration of our representation learning method. Our code will be released soon.

Compact 3D Gaussian Splatting for Static and Dynamic Radiance Fields

3D Gaussian splatting (3DGS) has recently emerged as an alternative representation that leverages a 3D Gaussian-based representation and introduces an approximated volumetric rendering, achieving very fast rendering speed and promising image quality. Furthermore, subsequent studies have successfully extended 3DGS to dynamic 3D scenes, demonstrating its wide range of applications. However, a significant drawback arises as 3DGS and its following methods entail a substantial number of 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 and temporal attributes by residual vector quantization. With model compression techniques such as quantization and entropy coding, we consistently show over 25x reduced storage and enhanced rendering speed compared to 3DGS for static scenes, while maintaining the quality of the scene representation. For dynamic scenes, our approach achieves more than 12x storage efficiency and retains a high-quality reconstruction compared to the existing state-of-the-art methods. 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/.

GeoWizard: Unleashing the Diffusion Priors for 3D Geometry Estimation from a Single Image

We introduce GeoWizard, a new generative foundation model designed for estimating geometric attributes, e.g., depth and normals, from single images. While significant research has already been conducted in this area, the progress has been substantially limited by the low diversity and poor quality of publicly available datasets. As a result, the prior works either are constrained to limited scenarios or suffer from the inability to capture geometric details. In this paper, we demonstrate that generative models, as opposed to traditional discriminative models (e.g., CNNs and Transformers), can effectively address the inherently ill-posed problem. We further show that leveraging diffusion priors can markedly improve generalization, detail preservation, and efficiency in resource usage. Specifically, we extend the original stable diffusion model to jointly predict depth and normal, allowing mutual information exchange and high consistency between the two representations. More importantly, we propose a simple yet effective strategy to segregate the complex data distribution of various scenes into distinct sub-distributions. This strategy enables our model to recognize different scene layouts, capturing 3D geometry with remarkable fidelity. GeoWizard sets new benchmarks for zero-shot depth and normal prediction, significantly enhancing many downstream applications such as 3D reconstruction, 2D content creation, and novel viewpoint synthesis.

VisDiff: SDF-Guided Polygon Generation for Visibility Reconstruction and Recognition

The capability to learn latent representations plays a key role in the effectiveness of recent machine learning methods. An active frontier in representation learning is understanding representations for combinatorial structures which may not admit well-behaved local neighborhoods or distance functions. For example, for polygons, slightly perturbing vertex locations might lead to significant changes in their combinatorial structure and may even lead to invalid polygons. In this paper, we investigate representations to capture the underlying combinatorial structures of polygons. Specifically, we study the open problem of Visibility Reconstruction: Given a visibility graph G, construct a polygon P whose visibility graph is G. We introduce VisDiff, a novel diffusion-based approach to reconstruct a polygon from its given visibility graph G. Our method first estimates the signed distance function (SDF) of P from G. Afterwards, it extracts ordered vertex locations that have the pairwise visibility relationship given by the edges of G. Our main insight is that going through the SDF significantly improves learning for reconstruction. In order to train VisDiff, we make two main contributions: (1) We design novel loss components for computing the visibility in a differentiable manner and (2) create a carefully curated dataset. We use this dataset to benchmark our method and achieve 21% improvement in F1-Score over standard methods. We also demonstrate effective generalization to out-of-distribution polygon types and show that learning a generative model allows us to sample the set of polygons with a given visibility graph. Finally, we extend our method to the related combinatorial problem of reconstruction from a triangulation. We achieve 95% classification accuracy of triangulation edges and a 4% improvement in Chamfer distance compared to current architectures.

DeepMesh: Differentiable Iso-Surface Extraction

Geometric Deep Learning has recently made striking progress with the advent of continuous deep implicit fields. They allow for detailed modeling of watertight surfaces of arbitrary topology while not relying on a 3D Euclidean grid, resulting in a learnable parameterization that is unlimited in resolution. Unfortunately, these methods are often unsuitable for applications that require an explicit mesh-based surface representation because converting an implicit field to such a representation relies on the Marching Cubes algorithm, which cannot be differentiated with respect to the underlying implicit field. In this work, we remove this limitation and introduce a differentiable way to produce explicit surface mesh representations from Deep Implicit Fields. Our key insight is that by reasoning on how implicit field perturbations impact local surface geometry, one can ultimately differentiate the 3D location of surface samples with respect to the underlying deep implicit field. We exploit this to define DeepMesh - an end-to-end differentiable mesh representation that can vary its topology. We validate our theoretical insight through several applications: Single view 3D Reconstruction via Differentiable Rendering, Physically-Driven Shape Optimization, Full Scene 3D Reconstruction from Scans and End-to-End Training. In all cases our end-to-end differentiable parameterization gives us an edge over state-of-the-art algorithms.

Task structure and nonlinearity jointly determine learned representational geometry

The utility of a learned neural representation depends on how well its geometry supports performance in downstream tasks. This geometry depends on the structure of the inputs, the structure of the target outputs, and the architecture of the network. By studying the learning dynamics of networks with one hidden layer, we discovered that the network's activation function has an unexpectedly strong impact on the representational geometry: Tanh networks tend to learn representations that reflect the structure of the target outputs, while ReLU networks retain more information about the structure of the raw inputs. This difference is consistently observed across a broad class of parameterized tasks in which we modulated the degree of alignment between the geometry of the task inputs and that of the task labels. We analyzed the learning dynamics in weight space and show how the differences between the networks with Tanh and ReLU nonlinearities arise from the asymmetric asymptotic behavior of ReLU, which leads feature neurons to specialize for different regions of input space. By contrast, feature neurons in Tanh networks tend to inherit the task label structure. Consequently, when the target outputs are low dimensional, Tanh networks generate neural representations that are more disentangled than those obtained with a ReLU nonlinearity. Our findings shed light on the interplay between input-output geometry, nonlinearity, and learned representations in neural networks.

Urban Architect: Steerable 3D Urban Scene Generation with Layout Prior

Text-to-3D generation has achieved remarkable success via large-scale text-to-image diffusion models. Nevertheless, there is no paradigm for scaling up the methodology to urban scale. Urban scenes, characterized by numerous elements, intricate arrangement relationships, and vast scale, present a formidable barrier to the interpretability of ambiguous textual descriptions for effective model optimization. In this work, we surmount the limitations by introducing a compositional 3D layout representation into text-to-3D paradigm, serving as an additional prior. It comprises a set of semantic primitives with simple geometric structures and explicit arrangement relationships, complementing textual descriptions and enabling steerable generation. Upon this, we propose two modifications -- (1) We introduce Layout-Guided Variational Score Distillation to address model optimization inadequacies. It conditions the score distillation sampling process with geometric and semantic constraints of 3D layouts. (2) To handle the unbounded nature of urban scenes, we represent 3D scene with a Scalable Hash Grid structure, incrementally adapting to the growing scale of urban scenes. Extensive experiments substantiate the capability of our framework to scale text-to-3D generation to large-scale urban scenes that cover over 1000m driving distance for the first time. We also present various scene editing demonstrations, showing the powers of steerable urban scene generation. Website: https://urbanarchitect.github.io.

SweetDreamer: Aligning Geometric Priors in 2D Diffusion for Consistent Text-to-3D

It is inherently ambiguous to lift 2D results from pre-trained diffusion models to a 3D world for text-to-3D generation. 2D diffusion models solely learn view-agnostic priors and thus lack 3D knowledge during the lifting, leading to the multi-view inconsistency problem. We find that this problem primarily stems from geometric inconsistency, and avoiding misplaced geometric structures substantially mitigates the problem in the final outputs. Therefore, we improve the consistency by aligning the 2D geometric priors in diffusion models with well-defined 3D shapes during the lifting, addressing the vast majority of the problem. This is achieved by fine-tuning the 2D diffusion model to be viewpoint-aware and to produce view-specific coordinate maps of canonically oriented 3D objects. In our process, only coarse 3D information is used for aligning. This "coarse" alignment not only resolves the multi-view inconsistency in geometries but also retains the ability in 2D diffusion models to generate detailed and diversified high-quality objects unseen in the 3D datasets. Furthermore, our aligned geometric priors (AGP) are generic and can be seamlessly integrated into various state-of-the-art pipelines, obtaining high generalizability in terms of unseen shapes and visual appearance while greatly alleviating the multi-view inconsistency problem. Our method represents a new state-of-the-art performance with an 85+% consistency rate by human evaluation, while many previous methods are around 30%. Our project page is https://sweetdreamer3d.github.io/

Deep Geometrized Cartoon Line Inbetweening

We aim to address a significant but understudied problem in the anime industry, namely the inbetweening of cartoon line drawings. Inbetweening involves generating intermediate frames between two black-and-white line drawings and is a time-consuming and expensive process that can benefit from automation. However, existing frame interpolation methods that rely on matching and warping whole raster images are unsuitable for line inbetweening and often produce blurring artifacts that damage the intricate line structures. To preserve the precision and detail of the line drawings, we propose a new approach, AnimeInbet, which geometrizes raster line drawings into graphs of endpoints and reframes the inbetweening task as a graph fusion problem with vertex repositioning. Our method can effectively capture the sparsity and unique structure of line drawings while preserving the details during inbetweening. This is made possible via our novel modules, i.e., vertex geometric embedding, a vertex correspondence Transformer, an effective mechanism for vertex repositioning and a visibility predictor. To train our method, we introduce MixamoLine240, a new dataset of line drawings with ground truth vectorization and matching labels. Our experiments demonstrate that AnimeInbet synthesizes high-quality, clean, and complete intermediate line drawings, outperforming existing methods quantitatively and qualitatively, especially in cases with large motions. Data and code are available at https://github.com/lisiyao21/AnimeInbet.

ConDaFormer: Disassembled Transformer with Local Structure Enhancement for 3D Point Cloud Understanding

Transformers have been recently explored for 3D point cloud understanding with impressive progress achieved. A large number of points, over 0.1 million, make the global self-attention infeasible for point cloud data. Thus, most methods propose to apply the transformer in a local region, e.g., spherical or cubic window. However, it still contains a large number of Query-Key pairs, which requires high computational costs. In addition, previous methods usually learn the query, key, and value using a linear projection without modeling the local 3D geometric structure. In this paper, we attempt to reduce the costs and model the local geometry prior by developing a new transformer block, named ConDaFormer. Technically, ConDaFormer disassembles the cubic window into three orthogonal 2D planes, leading to fewer points when modeling the attention in a similar range. The disassembling operation is beneficial to enlarging the range of attention without increasing the computational complexity, but ignores some contexts. To provide a remedy, we develop a local structure enhancement strategy that introduces a depth-wise convolution before and after the attention. This scheme can also capture the local geometric information. Taking advantage of these designs, ConDaFormer captures both long-range contextual information and local priors. The effectiveness is demonstrated by experimental results on several 3D point cloud understanding benchmarks. Code is available at https://github.com/LHDuan/ConDaFormer .

MagicClay: Sculpting Meshes With Generative Neural Fields

The recent developments in neural fields have brought phenomenal capabilities to the field of shape generation, but they lack crucial properties, such as incremental control - a fundamental requirement for artistic work. Triangular meshes, on the other hand, are the representation of choice for most geometry related tasks, offering efficiency and intuitive control, but do not lend themselves to neural optimization. To support downstream tasks, previous art typically proposes a two-step approach, where first a shape is generated using neural fields, and then a mesh is extracted for further processing. Instead, in this paper we introduce a hybrid approach that maintains both a mesh and a Signed Distance Field (SDF) representations consistently. Using this representation, we introduce MagicClay - an artist friendly tool for sculpting regions of a mesh according to textual prompts while keeping other regions untouched. Our framework carefully and efficiently balances consistency between the representations and regularizations in every step of the shape optimization; Relying on the mesh representation, we show how to render the SDF at higher resolutions and faster. In addition, we employ recent work in differentiable mesh reconstruction to adaptively allocate triangles in the mesh where required, as indicated by the SDF. Using an implemented prototype, we demonstrate superior generated geometry compared to the state-of-the-art, and novel consistent control, allowing sequential prompt-based edits to the same mesh for the first time.

CAD-GPT: Synthesising CAD Construction Sequence with Spatial Reasoning-Enhanced Multimodal LLMs

Computer-aided design (CAD) significantly enhances the efficiency, accuracy, and innovation of design processes by enabling precise 2D and 3D modeling, extensive analysis, and optimization. Existing methods for creating CAD models rely on latent vectors or point clouds, which are difficult to obtain and costly to store. Recent advances in Multimodal Large Language Models (MLLMs) have inspired researchers to use natural language instructions and images for CAD model construction. However, these models still struggle with inferring accurate 3D spatial location and orientation, leading to inaccuracies in determining the spatial 3D starting points and extrusion directions for constructing geometries. This work introduces CAD-GPT, a CAD synthesis method with spatial reasoning-enhanced MLLM that takes either a single image or a textual description as input. To achieve precise spatial inference, our approach introduces a 3D Modeling Spatial Mechanism. This method maps 3D spatial positions and 3D sketch plane rotation angles into a 1D linguistic feature space using a specialized spatial unfolding mechanism, while discretizing 2D sketch coordinates into an appropriate planar space to enable precise determination of spatial starting position, sketch orientation, and 2D sketch coordinate translations. Extensive experiments demonstrate that CAD-GPT consistently outperforms existing state-of-the-art methods in CAD model synthesis, both quantitatively and qualitatively.

Geometric Trajectory Diffusion Models

Generative models have shown great promise in generating 3D geometric systems, which is a fundamental problem in many natural science domains such as molecule and protein design. However, existing approaches only operate on static structures, neglecting the fact that physical systems are always dynamic in nature. In this work, we propose geometric trajectory diffusion models (GeoTDM), the first diffusion model for modeling the temporal distribution of 3D geometric trajectories. Modeling such distribution is challenging as it requires capturing both the complex spatial interactions with physical symmetries and temporal correspondence encapsulated in the dynamics. We theoretically justify that diffusion models with equivariant temporal kernels can lead to density with desired symmetry, and develop a novel transition kernel leveraging SE(3)-equivariant spatial convolution and temporal attention. Furthermore, to induce an expressive trajectory distribution for conditional generation, we introduce a generalized learnable geometric prior into the forward diffusion process to enhance temporal conditioning. We conduct extensive experiments on both unconditional and conditional generation in various scenarios, including physical simulation, molecular dynamics, and pedestrian motion. Empirical results on a wide suite of metrics demonstrate that GeoTDM can generate realistic geometric trajectories with significantly higher quality.

Geometry-Aware Learning of Maps for Camera Localization

Maps are a key component in image-based camera localization and visual SLAM systems: they are used to establish geometric constraints between images, correct drift in relative pose estimation, and relocalize cameras after lost tracking. The exact definitions of maps, however, are often application-specific and hand-crafted for different scenarios (e.g. 3D landmarks, lines, planes, bags of visual words). We propose to represent maps as a deep neural net called MapNet, which enables learning a data-driven map representation. Unlike prior work on learning maps, MapNet exploits cheap and ubiquitous sensory inputs like visual odometry and GPS in addition to images and fuses them together for camera localization. Geometric constraints expressed by these inputs, which have traditionally been used in bundle adjustment or pose-graph optimization, are formulated as loss terms in MapNet training and also used during inference. In addition to directly improving localization accuracy, this allows us to update the MapNet (i.e., maps) in a self-supervised manner using additional unlabeled video sequences from the scene. We also propose a novel parameterization for camera rotation which is better suited for deep-learning based camera pose regression. Experimental results on both the indoor 7-Scenes dataset and the outdoor Oxford RobotCar dataset show significant performance improvement over prior work. The MapNet project webpage is https://goo.gl/mRB3Au.

SAGS: Structure-Aware 3D Gaussian Splatting

Following the advent of NeRFs, 3D Gaussian Splatting (3D-GS) has paved the way to real-time neural rendering overcoming the computational burden of volumetric methods. Following the pioneering work of 3D-GS, several methods have attempted to achieve compressible and high-fidelity performance alternatives. However, by employing a geometry-agnostic optimization scheme, these methods neglect the inherent 3D structure of the scene, thereby restricting the expressivity and the quality of the representation, resulting in various floating points and artifacts. In this work, we propose a structure-aware Gaussian Splatting method (SAGS) that implicitly encodes the geometry of the scene, which reflects to state-of-the-art rendering performance and reduced storage requirements on benchmark novel-view synthesis datasets. SAGS is founded on a local-global graph representation that facilitates the learning of complex scenes and enforces meaningful point displacements that preserve the scene's geometry. Additionally, we introduce a lightweight version of SAGS, using a simple yet effective mid-point interpolation scheme, which showcases a compact representation of the scene with up to 24times size reduction without the reliance on any compression strategies. Extensive experiments across multiple benchmark datasets demonstrate the superiority of SAGS compared to state-of-the-art 3D-GS methods under both rendering quality and model size. Besides, we demonstrate that our structure-aware method can effectively mitigate floating artifacts and irregular distortions of previous methods while obtaining precise depth maps. Project page https://eververas.github.io/SAGS/.

Deep Implicit Surface Point Prediction Networks

Deep neural representations of 3D shapes as implicit functions have been shown to produce high fidelity models surpassing the resolution-memory trade-off faced by the explicit representations using meshes and point clouds. However, most such approaches focus on representing closed shapes. Unsigned distance function (UDF) based approaches have been proposed recently as a promising alternative to represent both open and closed shapes. However, since the gradients of UDFs vanish on the surface, it is challenging to estimate local (differential) geometric properties like the normals and tangent planes which are needed for many downstream applications in vision and graphics. There are additional challenges in computing these properties efficiently with a low-memory footprint. This paper presents a novel approach that models such surfaces using a new class of implicit representations called the closest surface-point (CSP) representation. We show that CSP allows us to represent complex surfaces of any topology (open or closed) with high fidelity. It also allows for accurate and efficient computation of local geometric properties. We further demonstrate that it leads to efficient implementation of downstream algorithms like sphere-tracing for rendering the 3D surface as well as to create explicit mesh-based representations. Extensive experimental evaluation on the ShapeNet dataset validate the above contributions with results surpassing the state-of-the-art.