CVPR 2024 Papers

Conference on Computer Vision and Pattern Recognition

Decision breakdown

2,716papers

Counted from the official paper list; may differ slightly from the number the conference announced.

  • Poster
    2,39288.1%
  • Other / unlabeled
    32411.9%

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GenH2R: Learning Generalizable Human-to-Robot Handover via Scalable Simulation Demonstration and Imitation

Zifan Wang, Junyu Chen, Ziqing Chen, Pengwei Xie, Rui Chen, Li Yi

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This paper presents GenH2R a framework for learning generalizable vision-based human-to-robot (H2R) handover skills. The goal is to equip robots with the ability to reliably receive objects with unseen geometry handed over by humans in various complex trajectories. We acquire such generalizability by learning H2R handover at scale with a comprehensive solution including procedural simulation assets creation automated demonstration generation and effective imitation learning. We leverage large-scale 3D model repositories dexterous grasp generation methods and curve-based 3D animation to create an H2R handover simulation environment named GenH2R-Sim surpassing the number of scenes in existing simulators by three orders of magnitude. We further introduce a distillation-friendly demonstration generation method that automatically generates a million high-quality demonstrations suitable for learning. Finally we present a 4D imitation learning method augmented by a future forecasting objective to distill demonstrations into a visuo-motor handover policy. Experimental evaluations in both simulators and the real world demonstrate significant improvements (at least +10% success rate) over baselines in all cases.

Poster
GenFlow: Generalizable Recurrent Flow for 6D Pose Refinement of Novel Objects

Sungphill Moon, Hyeontae Son, Dongcheol Hur, Sangwook Kim

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Despite the progress of learning-based methods for 6D object pose estimation the trade-off between accuracy and scalability for novel objects still exists. Specifically previous methods for novel objects do not make good use of the target object's 3D shape information since they focus on generalization by processing the shape indirectly making them less effective. We present GenFlow an approach that enables both accuracy and generalization to novel objects with the guidance of the target object's shape. Our method predicts optical flow between the rendered image and the observed image and refines the 6D pose iteratively. It boosts the performance by a constraint of the 3D shape and the generalizable geometric knowledge learned from an end-to-end differentiable system. We further improve our model by designing a cascade network architecture to exploit the multi-scale correlations and coarse-to-fine refinement. GenFlow ranked first on the unseen object pose estimation benchmarks in both the RGB and RGB-D cases. It also achieves performance competitive with existing state-of-the-art methods for the seen object pose estimation without any fine-tuning.

Poster
Gear-NeRF: Free-Viewpoint Rendering and Tracking with Motion-aware Spatio-Temporal Sampling

Xinhang Liu, Yu-Wing Tai, Chi-Keung Tang, Pedro Miraldo, Suhas Lohit, Moitreya Chatterjee

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Extensions of Neural Radiance Fields (NeRFs) to model dynamic scenes have enabled their near photo-realistic free-viewpoint rendering. Although these methods have shown some potential in creating immersive experiences two drawbacks limit their ubiquity: (i) a significant reduction in reconstruction quality when the computing budget is limited and (ii) a lack of semantic understanding of the underlying scenes. To address these issues we introduce Gear-NeRF which leverages semantic information from powerful image segmentation models. Our approach presents a principled way for learning a spatio-temporal (4D) semantic embedding based on which we introduce the concept of gears to allow for stratified modeling of dynamic regions of the scene based on the extent of their motion. Such differentiation allows us to adjust the spatio-temporal sampling resolution for each region in proportion to its motion scale achieving more photo-realistic dynamic novel view synthesis. At the same time almost for free our approach enables free-viewpoint tracking of objects of interest -- a functionality not yet achieved by existing NeRF-based methods. Empirical studies validate the effectiveness of our method where we achieve state-of-the-art rendering and tracking performance on multiple challenging datasets. The project page is available at: https://merl.com/research/highlights/gear-nerf.

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GaussianEditor: Swift and Controllable 3D Editing with Gaussian Splatting

YiWen Chen, Zilong Chen, Chi Zhang, Feng Wang, Xiaofeng Yang, Yikai Wang, Zhongang Cai, Lei Yang, Huaping Liu, Guosheng Lin

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3D editing plays a crucial role in many areas such as gaming and virtual reality. Traditional 3D editing methods which rely on representations like meshes and point clouds often fall short in realistically depicting complex scenes. On the other hand methods based on implicit 3D representations like Neural Radiance Field (NeRF) render complex scenes effectively but suffer from slow processing speeds and limited control over specific scene areas. In response to these challenges our paper presents GaussianEditor the first 3D editing algorithm based on Gaussian Splatting (GS) a novel 3D representation. GaussianEditor enhances precision and control in editing through our proposed Gaussian semantic tracing which traces the editing target throughout the training process. Additionally we propose Hierarchical Gaussian splatting (HGS) to achieve stabilized and fine results under stochastic generative guidance from 2D diffusion models. We also develop editing strategies for efficient object removal and integration a challenging task for existing methods. Our comprehensive experiments demonstrate GaussianEditor's superior control effective and efficient performance marking a significant advancement in 3D editing.

Poster
GaussianEditor: Editing 3D Gaussians Delicately with Text Instructions

Junjie Wang, Jiemin Fang, Xiaopeng Zhang, Lingxi Xie, Qi Tian

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Recently impressive results have been achieved in 3D scene editing with text instructions based on a 2D diffusion model. However current diffusion models primarily generate images by predicting noise in the latent space and the editing is usually applied to the whole image which makes it challenging to perform delicate especially localized editing for 3D scenes. Inspired by recent 3D Gaussian splatting we propose a systematic framework named GaussianEditor to edit 3D scenes delicately via 3D Gaussians with text instructions. Benefiting from the explicit property of 3D Gaussians we design a series of techniques to achieve delicate editing. Specifically we first extract the region of interest (RoI) corresponding to the text instruction aligning it to 3D Gaussians. The Gaussian RoI is further used to control the editing process. Our framework can achieve more delicate and precise editing of 3D scenes than previous methods while enjoying much faster training speed i.e. within 20 minutes on a single V100 GPU more than twice as fast as Instruct-NeRF2NeRF (45 minutes -- 2 hours). The project page is at GaussianEditor.github.io.

Poster
GaussianDreamer: Fast Generation from Text to 3D Gaussians by Bridging 2D and 3D Diffusion Models

Taoran Yi, Jiemin Fang, Junjie Wang, Guanjun Wu, Lingxi Xie, Xiaopeng Zhang, Wenyu Liu, Qi Tian, Xinggang Wang

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In recent times the generation of 3D assets from text prompts has shown impressive results. Both 2D and 3D diffusion models can help generate decent 3D objects based on prompts. 3D diffusion models have good 3D consistency but their quality and generalization are limited as trainable 3D data is expensive and hard to obtain. 2D diffusion models enjoy strong abilities of generalization and fine generation but 3D consistency is hard to guarantee. This paper attempts to bridge the power from the two types of diffusion models via the recent explicit and efficient 3D Gaussian splatting representation. A fast 3D object generation framework named as GaussianDreamer is proposed where the 3D diffusion model provides priors for initialization and the 2D diffusion model enriches the geometry and appearance. Operations of noisy point growing and color perturbation are introduced to enhance the initialized Gaussians. Our GaussianDreamer can generate a high-quality 3D instance or 3D avatar within 15 minutes on one GPU much faster than previous methods while the generated instances can be directly rendered in real time. Demos and code are available at https://taoranyi.com/gaussiandreamer/.

Poster
GaussianAvatars: Photorealistic Head Avatars with Rigged 3D Gaussians

Shenhan Qian, Tobias Kirschstein, Liam Schoneveld, Davide Davoli, Simon Giebenhain, Matthias Nießner

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We introduce GaussianAvatars a new method to create photorealistic head avatars that are fully controllable in terms of expression pose and viewpoint. The core idea is a dynamic 3D representation based on 3D Gaussian splats that are rigged to a parametric morphable face model. This combination facilitates photorealistic rendering while allowing for precise animation control via the underlying parametric model e.g. through expression transfer from a driving sequence or by manually changing the morphable model parameters. We parameterize each splat by a local coordinate frame of a triangle and optimize for explicit displacement offset to obtain a more accurate geometric representation. During avatar reconstruction we jointly optimize for the morphable model parameters and Gaussian splat parameters in an end-to-end fashion. We demonstrate the animation capabilities of our photorealistic avatar in several challenging scenarios. For instance we show reenactments from a driving video where our method outperforms existing works by a significant margin.

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GaussianAvatar: Towards Realistic Human Avatar Modeling from a Single Video via Animatable 3D Gaussians

Liangxiao Hu, Hongwen Zhang, Yuxiang Zhang, Boyao Zhou, Boning Liu, Shengping Zhang, Liqiang Nie

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We present GaussianAvatar an efficient approach to creating realistic human avatars with dynamic 3D appearances from a single video. We start by introducing animatable 3D Gaussians to explicitly represent humans in various poses and clothing styles. Such an explicit and animatable representation can fuse 3D appearances more efficiently and consistently from 2D observations. Our representation is further augmented with dynamic properties to support pose-dependent appearance modeling where a dynamic appearance network along with an optimizable feature tensor is designed to learn the motion-to-appearance mapping. Moreover by leveraging the differentiable motion condition our method enables a joint optimization of motions and appearances during avatar modeling which helps to tackle the long-standing issue of inaccurate motion estimation in monocular settings. The efficacy of GaussianAvatar is validated on both the public dataset and our collected dataset demonstrating its superior performances in terms of appearance quality and rendering efficiency.

Poster
Gaussian-Flow: 4D Reconstruction with Dynamic 3D Gaussian Particle

Youtian Lin, Zuozhuo Dai, Siyu Zhu, Yao Yao

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We introduce Gaussian-Flow a novel point-based approach for fast dynamic scene reconstruction and real-time rendering from both multi-view and monocular videos. In contrast to the prevalent NeRF-based approaches hampered by slow training and rendering speeds our approach harnesses recent advancements in point-based 3D Gaussian Splatting (3DGS). Specifically a novel Dual-Domain Deformation Model (DDDM) is proposed to explicitly model attribute deformations of each Gaussian point where the time-dependent residual of each attribute is captured by a polynomial fitting in the time domain and a Fourier series fitting in the frequency domain. The proposed DDDM is capable of modeling complex scene deformations across long video footage eliminating the need for training separate 3DGS for each frame or introducing an additional implicit neural field to model 3D dynamics. Moreover the explicit deformation modeling for discretized Gaussian points ensures ultra-fast training and rendering of a 4D scene which is comparable to the original 3DGS designed for static 3D reconstruction. Our proposed approach showcases a substantial efficiency improvement achieving a 5xfaster training speed compared to the per-frame 3DGS modeling. In addition quantitative results demonstrate that the proposed Gaussian-Flow significantly outperforms previous leading methods in novel view rendering quality.

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Gaussian Splatting SLAM

Hidenobu Matsuki, Riku Murai, Paul H.J. Kelly, Andrew J. Davison

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We present the first application of 3D Gaussian Splatting in monocular SLAM the most fundamental but the hardest setup for Visual SLAM. Our method which runs live at 3fps utilises Gaussians as the only 3D representation unifying the required representation for accurate efficient tracking mapping and high-quality rendering. Designed for challenging monocular settings our approach is seamlessly extendable to RGB-D SLAM when an external depth sensor is available. Several innovations are required to continuously reconstruct 3D scenes with high fidelity from a live camera. First to move beyond the original 3DGS algorithm which requires accurate poses from an offline Structure from Motion (SfM) system we formulate camera tracking for 3DGS using direct optimisation against the 3D Gaussians and show that this enables fast and robust tracking with a wide basin of convergence. Second by utilising the explicit nature of the Gaussians we introduce geometric verification and regularisation to handle the ambiguities occurring in incremental 3D dense reconstruction. Finally we introduce a full SLAM system which not only achieves state-of-the-art results in novel view synthesis and trajectory estimation but also reconstruction of tiny and even transparent objects.

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Gaussian Shell Maps for Efficient 3D Human Generation

Rameen Abdal, Wang Yifan, Zifan Shi, Yinghao Xu, Ryan Po, Zhengfei Kuang, Qifeng Chen, Dit-Yan Yeung, Gordon Wetzstein

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Efficient generation of 3D digital humans is important in several industries including virtual reality social media and cinematic production. 3D generative adversarial networks (GANs) have demonstrated state-of-the-art (SOTA) quality and diversity for generated assets. Current 3D GAN architectures however typically rely on volume representations which are slow to render thereby hampering the GAN training and requiring multi-view-inconsistent 2D upsamplers. Here we introduce Gaussian Shell Maps (GSMs) as a framework that connects SOTA generator network architectures with emerging 3D Gaussian rendering primitives using an articulable multi shell--based scaffold. In this setting a CNN generates a 3D texture stack with features that are mapped to the shells. The latter represent inflated and deflated versions of a template surface of a digital human in a canonical body pose. Instead of rasterizing the shells directly we sample 3D Gaussians on the shells whose attributes are encoded in the texture features. These Gaussians are efficiently and differentiably rendered. The ability to articulate the shells is important during GAN training and at inference time to deform a body into arbitrary user-defined poses. Our efficient rendering scheme bypasses the need for view-inconsistent upsamplers and achieves high-quality multi-view consistent renderings at a native resolution of 512 x512 pixels. We demonstrate that GSMs successfully generate 3D humans when trained on single-view datasets including SHHQ and DeepFashion.

Poster
Gaussian Shadow Casting for Neural Characters

Luis Bolanos, Shih-Yang Su, Helge Rhodin

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Neural character models can now reconstruct detailed geometry and texture from video but they lack explicit shadows and shading leading to artifacts when generating novel views and poses or during relighting. It is particularly difficult to include shadows as they are a global effect and the required casting of secondary rays is costly. We propose a new shadow model using a Gaussian density proxy that replaces sampling with a simple analytic formula. It supports dynamic motion and is tailored for shadow computation thereby avoiding the affine projection approximation and sorting required by the closely related Gaussian splatting. Combined with a deferred neural rendering model our Gaussian shadows enable Lambertian shading and shadow casting with minimal overhead. We demonstrate improved reconstructions with better separation of albedo shading and shadows in challenging outdoor scenes with direct sun light and hard shadows. Our method is able to optimize the light direction without any input from the user. As a result novel poses have fewer shadow artifacts and relighting in novel scenes is more realistic compared to the state-of-the-art methods providing new ways to pose neural characters in novel environments increasing their applicability. Code available at: https://github.com/LuisBolanos17/GaussianShadowCasting

Poster
Gaussian Shading: Provable Performance-Lossless Image Watermarking for Diffusion Models

Zijin Yang, Kai Zeng, Kejiang Chen, Han Fang, Weiming Zhang, Nenghai Yu

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Ethical concerns surrounding copyright protection and inappropriate content generation pose challenges for the practical implementation of diffusion models. One effective solution involves watermarking the generated images. However existing methods often compromise the model performance or require additional training which is undesirable for operators and users. To address this issue we propose Gaussian Shading a diffusion model watermarking technique that is both performance-lossless and training-free while serving the dual purpose of copyright protection and tracing of offending content. Our watermark embedding is free of model parameter modifications and thus is plug-and-play. We map the watermark to latent representations following a standard Gaussian distribution which is indistinguishable from latent representations obtained from the non-watermarked diffusion model. Therefore we can achieve watermark embedding with lossless performance for which we also provide theoretical proof. Furthermore since the watermark is intricately linked with image semantics it exhibits resilience to lossy processing and erasure attempts. The watermark can be extracted by Denoising Diffusion Implicit Models (DDIM) inversion and inverse sampling. We evaluate Gaussian Shading on multiple versions of Stable Diffusion and the results demonstrate that Gaussian Shading not only is performance-lossless but also outperforms existing methods in terms of robustness.

Poster
Gaussian Head Avatar: Ultra High-fidelity Head Avatar via Dynamic Gaussians

Yuelang Xu, Benwang Chen, Zhe Li, Hongwen Zhang, Lizhen Wang, Zerong Zheng, Yebin Liu

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Creating high-fidelity 3D head avatars has always been a research hotspot but there remains a great challenge under lightweight sparse view setups. In this paper we propose Gaussian Head Avatar represented by controllable 3D Gaussians for high-fidelity head avatar modeling. We optimize the neutral 3D Gaussians and a fully learned MLP-based deformation field to capture complex expressions. The two parts benefit each other thereby our method can model fine-grained dynamic details while ensuring expression accuracy. Furthermore we devise a well-designed geometry-guided initialization strategy based on implicit SDF and Deep Marching Tetrahedra for the stability and convergence of the training procedure. Experiments show our approach outperforms other state-of-the-art sparse-view methods achieving ultra high-fidelity rendering quality at 2K resolution even under exaggerated expressions. Project page: https://yuelangx.github.io/gaussianheadavatar.

Poster
GauHuman: Articulated Gaussian Splatting from Monocular Human Videos

Shoukang Hu, Tao Hu, Ziwei Liu

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We present GauHuman a 3D human model with Gaussian Splatting for both fast training (1 2 minutes) and real-time rendering (up to 189 FPS) compared with existing NeRF-based implicit representation modelling frameworks demanding hours of training and seconds of rendering per frame. Specifically GauHuman encodes Gaussian Splatting in the canonical space and transforms 3D Gaussians from canonical space to posed space with linear blend skinning (LBS) in which effective pose and LBS refinement modules are designed to learn fine details of 3D humans under negligible computational cost. Moreover to enable fast optimization of GauHuman we initialize and prune 3D Gaussians with 3D human prior while splitting/cloning via KL divergence guidance along with a novel merge operation for further speeding up. Extensive experiments on ZJU_Mocap and MonoCap datasets demonstrate that GauHuman achieves state-of-the-art performance quantitatively and qualitatively with fast training and real-time rendering speed. Notably without sacrificing rendering quality GauHuman can fast model the 3D human performer with 13k 3D Gaussians. Our code is available at https://github.com/skhu101/GauHuman.

Poster
Gated Fields: Learning Scene Reconstruction from Gated Videos

Andrea Ramazzina, Stefanie Walz, Pragyan Dahal, Mario Bijelic, Felix Heide

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Reconstructing outdoor 3D scenes from temporal observations is a challenge that recent work on neural fields has offered a new avenue for. However existing methods that recover scene properties such as geometry appearance or radiance solely from RGB captures often fail when handling poorly-lit or texture-deficient regions. Similarly recovering scenes with scanning lidar sensors is also difficult due to their low angular sampling rate which makes recovering expansive real-world scenes difficult. Tackling these gaps we introduce Gated Fields - a neural scene reconstruction method that utilizes active gated video sequences. To this end we propose a neural rendering approach that seamlessly incorporates time-gated capture and illumination. Our method exploits the intrinsic depth cues in the gated videos achieving precise and dense geometry reconstruction irrespective of ambient illumination conditions. We validate the method across day and night scenarios and find that Gated Fields compares favorably to RGB and LiDAR reconstruction methods

Poster
Garment Recovery with Shape and Deformation Priors

Ren Li, Corentin Dumery, Benoît Guillard, Pascal Fua

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While modeling people wearing tight-fitting clothing has made great strides in recent years loose-fitting clothing remains a challenge. We propose a method that delivers realistic garment models from real-world images regardless of garment shape or deformation. To this end we introduce a fitting approach that utilizes shape and deformation priors learned from synthetic data to accurately capture garment shapes and deformations including large ones. Not only does our approach recover the garment geometry accurately it also yields models that can be directly used by downstream applications such as animation and simulation.

Poster
G^3-LQ: Marrying Hyperbolic Alignment with Explicit Semantic-Geometric Modeling for 3D Visual Grounding

Yuan Wang, Yali Li, Shengjin Wang

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Grounding referred objects in 3D scenes is a burgeoning vision-language task pivotal for propelling Embodied AI as it endeavors to connect the 3D physical world with free-form descriptions. Compared to the 2D counterparts challenges posed by the variability of 3D visual grounding remain relatively unsolved in existing studies: 1) the underlying geometric and complex spatial relationships in 3D scene. 2) the inherent complexity of 3D grounded language. 3) the inconsistencies between text and geometric features. To tackle these issues we propose G^3-LQ a DEtection TRansformer-based model tailored for 3D visual grounding task. G^3-LQ explicitly models Geometric-aware visual representations and Generates fine-Grained Language-guided object Queries in an overarching framework which comprises two dedicated modules. Specifically the Position Adaptive Geometric Exploring (PAGE) unearths underlying information of 3D objects in the geometric details and spatial relationships perspectives. The Fine-grained Language-guided Query Selection (Flan-QS) delves into syntactic structure of texts and generates object queries that exhibit higher relevance towards fine-grained text features. Finally a pioneering Poincare Semantic Alignment (PSA) loss establishes semantic-geometry consistencies by modeling non-linear vision-text feature mappings and aligning them on a hyperbolic prototype--Poincare ball. Extensive experiments verify the superiority of our G^3-LQ method trumping the state-of-the-arts by a considerable margin.

Poster
GSVA: Generalized Segmentation via Multimodal Large Language Models

zhuofan xia, Dongchen Han, Yizeng Han, Xuran Pan, Shiji Song, Gao Huang

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Generalized Referring Expression Segmentation (GRES) extends the scope of classic RES to refer to multiple objects in one expression or identify the empty targets absent in the image. GRES poses challenges in modeling the complex spatial relationships of the instances in the image and identifying non-existing referents. Multimodal Large Language Models (MLLMs) have recently shown tremendous progress in these complicated vision-language tasks. Connecting Large Language Models (LLMs) and vision models MLLMs are proficient in understanding contexts with visual inputs. Among them LISA as a representative adopts a special [SEG] token to prompt a segmentation mask decoder e.g. SAM to enable MLLMs in the RES task. However existing solutions to GRES remain unsatisfactory since current segmentation MLLMs cannot correctly handle the cases where users might reference multiple subjects in a singular prompt or provide descriptions incongruent with any image target. In this paper we propose Generalized Segmentation Vision Assistant (GSVA) to address this gap. Specifically GSVA reuses the [SEG] token to prompt the segmentation model towards supporting multiple mask references simultaneously and innovatively learns to generate a [REJ] token to reject the targets explicitly. Experiments validate GSVA's efficacy in resolving the GRES issue marking a notable enhancement and setting a new record on the GRES benchmark gRefCOCO dataset. GSVA also proves effective across various classic referring segmentation and comprehension tasks.

Poster