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

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

GeoBench: Benchmarking and Analyzing Monocular Geometry Estimation Models

Recent advances in discriminative and generative pretraining have yielded geometry estimation models with strong generalization capabilities. While discriminative monocular geometry estimation methods rely on large-scale fine-tuning data to achieve zero-shot generalization, several generative-based paradigms show the potential of achieving impressive generalization performance on unseen scenes by leveraging pre-trained diffusion models and fine-tuning on even a small scale of synthetic training data. Frustratingly, these models are trained with different recipes on different datasets, making it hard to find out the critical factors that determine the evaluation performance. Besides, current geometry evaluation benchmarks have two main drawbacks that may prevent the development of the field, i.e., limited scene diversity and unfavorable label quality. To resolve the above issues, (1) we build fair and strong baselines in a unified codebase for evaluating and analyzing the geometry estimation models; (2) we evaluate monocular geometry estimators on more challenging benchmarks for geometry estimation task with diverse scenes and high-quality annotations. Our results reveal that pre-trained using large data, discriminative models such as DINOv2, can outperform generative counterparts with a small amount of high-quality synthetic data under the same training configuration, which suggests that fine-tuning data quality is a more important factor than the data scale and model architecture. Our observation also raises a question: if simply fine-tuning a general vision model such as DINOv2 using a small amount of synthetic depth data produces SOTA results, do we really need complex generative models for depth estimation? We believe this work can propel advancements in geometry estimation tasks as well as a wide range of downstream applications.

Boosting 3D Object Generation through PBR Materials

Automatic 3D content creation has gained increasing attention recently, due to its potential in various applications such as video games, film industry, and AR/VR. Recent advancements in diffusion models and multimodal models have notably improved the quality and efficiency of 3D object generation given a single RGB image. However, 3D objects generated even by state-of-the-art methods are still unsatisfactory compared to human-created assets. Considering only textures instead of materials makes these methods encounter challenges in photo-realistic rendering, relighting, and flexible appearance editing. And they also suffer from severe misalignment between geometry and high-frequency texture details. In this work, we propose a novel approach to boost the quality of generated 3D objects from the perspective of Physics-Based Rendering (PBR) materials. By analyzing the components of PBR materials, we choose to consider albedo, roughness, metalness, and bump maps. For albedo and bump maps, we leverage Stable Diffusion fine-tuned on synthetic data to extract these values, with novel usages of these fine-tuned models to obtain 3D consistent albedo UV and bump UV for generated objects. In terms of roughness and metalness maps, we adopt a semi-automatic process to provide room for interactive adjustment, which we believe is more practical. Extensive experiments demonstrate that our model is generally beneficial for various state-of-the-art generation methods, significantly boosting the quality and realism of their generated 3D objects, with natural relighting effects and substantially improved geometry.

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.

EpiGRAF: Rethinking training of 3D GANs

A very recent trend in generative modeling is building 3D-aware generators from 2D image collections. To induce the 3D bias, such models typically rely on volumetric rendering, which is expensive to employ at high resolutions. During the past months, there appeared more than 10 works that address this scaling issue by training a separate 2D decoder to upsample a low-resolution image (or a feature tensor) produced from a pure 3D generator. But this solution comes at a cost: not only does it break multi-view consistency (i.e. shape and texture change when the camera moves), but it also learns the geometry in a low fidelity. In this work, we show that it is possible to obtain a high-resolution 3D generator with SotA image quality by following a completely different route of simply training the model patch-wise. We revisit and improve this optimization scheme in two ways. First, we design a location- and scale-aware discriminator to work on patches of different proportions and spatial positions. Second, we modify the patch sampling strategy based on an annealed beta distribution to stabilize training and accelerate the convergence. The resulted model, named EpiGRAF, is an efficient, high-resolution, pure 3D generator, and we test it on four datasets (two introduced in this work) at 256^2 and 512^2 resolutions. It obtains state-of-the-art image quality, high-fidelity geometry and trains {approx} 2.5 times faster than the upsampler-based counterparts. Project website: https://universome.github.io/epigraf.

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

Feat2GS: Probing Visual Foundation Models with Gaussian Splatting

Given that visual foundation models (VFMs) are trained on extensive datasets but often limited to 2D images, a natural question arises: how well do they understand the 3D world? With the differences in architecture and training protocols (i.e., objectives, proxy tasks), a unified framework to fairly and comprehensively probe their 3D awareness is urgently needed. Existing works on 3D probing suggest single-view 2.5D estimation (e.g., depth and normal) or two-view sparse 2D correspondence (e.g., matching and tracking). Unfortunately, these tasks ignore texture awareness, and require 3D data as ground-truth, which limits the scale and diversity of their evaluation set. To address these issues, we introduce Feat2GS, which readout 3D Gaussians attributes from VFM features extracted from unposed images. This allows us to probe 3D awareness for geometry and texture via novel view synthesis, without requiring 3D data. Additionally, the disentanglement of 3DGS parameters - geometry (x, alpha, Sigma) and texture (c) - enables separate analysis of texture and geometry awareness. Under Feat2GS, we conduct extensive experiments to probe the 3D awareness of several VFMs, and investigate the ingredients that lead to a 3D aware VFM. Building on these findings, we develop several variants that achieve state-of-the-art across diverse datasets. This makes Feat2GS useful for probing VFMs, and as a simple-yet-effective baseline for novel-view synthesis. Code and data will be made available at https://fanegg.github.io/Feat2GS/.

HumanNorm: Learning Normal Diffusion Model for High-quality and Realistic 3D Human Generation

Recent text-to-3D methods employing diffusion models have made significant advancements in 3D human generation. However, these approaches face challenges due to the limitations of the text-to-image diffusion model, which lacks an understanding of 3D structures. Consequently, these methods struggle to achieve high-quality human generation, resulting in smooth geometry and cartoon-like appearances. In this paper, we observed that fine-tuning text-to-image diffusion models with normal maps enables their adaptation into text-to-normal diffusion models, which enhances the 2D perception of 3D geometry while preserving the priors learned from large-scale datasets. Therefore, we propose HumanNorm, a novel approach for high-quality and realistic 3D human generation by learning the normal diffusion model including a normal-adapted diffusion model and a normal-aligned diffusion model. The normal-adapted diffusion model can generate high-fidelity normal maps corresponding to prompts with view-dependent text. The normal-aligned diffusion model learns to generate color images aligned with the normal maps, thereby transforming physical geometry details into realistic appearance. Leveraging the proposed normal diffusion model, we devise a progressive geometry generation strategy and coarse-to-fine texture generation strategy to enhance the efficiency and robustness of 3D human generation. Comprehensive experiments substantiate our method's ability to generate 3D humans with intricate geometry and realistic appearances, significantly outperforming existing text-to-3D methods in both geometry and texture quality. The project page of HumanNorm is https://humannorm.github.io/.

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.

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.

What You See is What You GAN: Rendering Every Pixel for High-Fidelity Geometry in 3D GANs

3D-aware Generative Adversarial Networks (GANs) have shown remarkable progress in learning to generate multi-view-consistent images and 3D geometries of scenes from collections of 2D images via neural volume rendering. Yet, the significant memory and computational costs of dense sampling in volume rendering have forced 3D GANs to adopt patch-based training or employ low-resolution rendering with post-processing 2D super resolution, which sacrifices multiview consistency and the quality of resolved geometry. Consequently, 3D GANs have not yet been able to fully resolve the rich 3D geometry present in 2D images. In this work, we propose techniques to scale neural volume rendering to the much higher resolution of native 2D images, thereby resolving fine-grained 3D geometry with unprecedented detail. Our approach employs learning-based samplers for accelerating neural rendering for 3D GAN training using up to 5 times fewer depth samples. This enables us to explicitly "render every pixel" of the full-resolution image during training and inference without post-processing superresolution in 2D. Together with our strategy to learn high-quality surface geometry, our method synthesizes high-resolution 3D geometry and strictly view-consistent images while maintaining image quality on par with baselines relying on post-processing super resolution. We demonstrate state-of-the-art 3D gemetric quality on FFHQ and AFHQ, setting a new standard for unsupervised learning of 3D shapes in 3D GANs.