ICLR 2024 Papers

International Conference on Learning Representations

Decision breakdown

2,260papers

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

  • Oral
    863.8%
  • Spotlight
    36716.2%
  • Poster
    1,80780.0%

Browse all papers

USB-NeRF: Unrolling Shutter Bundle Adjusted Neural Radiance Fields

Moyang Li, Peng Wang, Lingzhe Zhao, Bangyan Liao, Peidong Liu

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Neural Radiance Fields (NeRF) has received much attention recently due to its impressive capability to represent 3D scene and synthesize novel view images. Existing works usually assume that the input images are captured by a global shutter camera. Thus, rolling shutter (RS) images cannot be trivially applied to an off-the-shelf NeRF algorithm for novel view synthesis. Rolling shutter effect would also affect the accuracy of the camera pose estimation (e.g. via COLMAP), which further prevents the success of NeRF algorithm with RS images. In this paper, we propose Unrolling Shutter Bundle Adjusted Neural Radiance Fields (USB-NeRF). USB-NeRF is able to correct rolling shutter distortions and recover accurate camera motion trajectory simultaneously under the framework of NeRF, by modeling the physical image formation process of a RS camera. Experimental results demonstrate that USB-NeRF achieves better performance compared to prior works, in terms of RS effect removal, novel view image synthesis as well as camera motion estimation. Furthermore, our algorithm can also be used to recover high-fidelity high frame-rate global shutter video from a sequence of RS images.

Poster
GPAvatar: Generalizable and Precise Head Avatar from Image(s)

Xuangeng Chu, Yu Li, Ailing Zeng, Tianyu Yang, Lijian Lin, Yunfei Liu, Tatsuya Harada

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Head avatar reconstruction, crucial for applications in virtual reality, online meetings, gaming, and film industries, has garnered substantial attention within the computer vision community. The fundamental objective of this field is to faithfully recreate the head avatar and precisely control expressions and postures. Existing methods, categorized into 2D-based warping, mesh-based, and neural rendering approaches, present challenges in maintaining multi-view consistency, incorporating non-facial information, and generalizing to new identities. In this paper, we propose a framework named GPAvatar that reconstructs 3D head avatars from one or several images in a single forward pass. The key idea of this work is to introduce a dynamic point-based expression field driven by a point cloud to precisely and effectively capture expressions. Furthermore, we use a Multi Tri-planes Attention (MTA) fusion module in tri-planes canonical field to leverage information from multiple input images. The proposed method achieves faithful identity reconstruction, precise expression control, and multi-view consistency, demonstrating promising results for free-viewpoint rendering and novel view synthesis.

Poster
Pre-training LiDAR-based 3D Object Detectors through Colorization

Tai-Yu Pan, Chenyang Ma, Tianle Chen, Cheng Perng Phoo, Katie Z Luo, Yurong You, Mark Campbell, Kilian Q Weinberger, Bharath Hariharan, Wei-Lun Chao

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Accurate 3D object detection and understanding for self-driving cars heavily relies on LiDAR point clouds, necessitating large amounts of labeled data to train. In this work, we introduce an innovative pre-training approach, Grounded Point Colorization (GPC), to bridge the gap between data and labels by teaching the model to colorize LiDAR point clouds, equipping it with valuable semantic cues. To tackle challenges arising from color variations and selection bias, we incorporate color as "context" by providing ground-truth colors as hints during colorization. Experimental results on the KITTI and Waymo datasets demonstrate GPC's remarkable effectiveness. Even with limited labeled data, GPC significantly improves fine-tuning performance; notably, on just 20% of the KITTI dataset, GPC outperforms training from scratch with the entire dataset. In sum, we introduce a fresh perspective on pre-training for 3D object detection, aligning the objective with the model's intended role and ultimately advancing the accuracy and efficiency of 3D object detection for autonomous vehicles.

Poster
Fully Hyperbolic Convolutional Neural Networks for Computer Vision

Ahmad Bdeir, Kristian Schwethelm, Niels Landwehr

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Real-world visual data exhibit intrinsic hierarchical structures that can be represented effectively in hyperbolic spaces. Hyperbolic neural networks (HNNs) are a promising approach for learning feature representations in such spaces. However, current HNNs in computer vision rely on Euclidean backbones and only project features to the hyperbolic space in the task heads, limiting their ability to fully leverage the benefits of hyperbolic geometry. To address this, we present HCNN, a fully hyperbolic convolutional neural network (CNN) designed for computer vision tasks. Based on the Lorentz model, we generalize fundamental components of CNNs and propose novel formulations of the convolutional layer, batch normalization, and multinomial logistic regression. Experiments on standard vision tasks demonstrate the promising performance of our HCNN framework in both hybrid and fully hyperbolic settings. Overall, we believe our contributions provide a foundation for developing more powerful HNNs that can better represent complex structures found in image data. Our code is publicly available at https://github.com/kschwethelm/HyperbolicCV.

Poster
PORF: POSE RESIDUAL FIELD FOR ACCURATE NEURAL SURFACE RECONSTRUCTION

Jia-Wang Bian, Wenjing Bian, Victor Adrian Prisacariu, Philip Torr

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Neural surface reconstruction is sensitive to the camera pose noise, even when state-of-the-art pose estimators like COLMAP or ARKit are used. Existing Pose-NeRF joint optimisation methods have struggled to improve pose accuracy in challenging real-world scenarios. To overcome the challenges, we introduce the pose residual field (PoRF), a novel implicit representation that uses an MLP for regressing pose updates. Compared with the conventional per-frame pose parameter optimisation, this new representation is more robust due to parameter sharing that leverages global information over the entire sequence. Furthermore, we propose an epipolar geometry loss to enhance the supervision that leverages the correspondences exported from COLMAP results without the extra computational overhead. Our method yields promising results. On the DTU dataset, we reduce the rotation error of COLMAP poses by 78\%, leading to the reduced reconstruction Chamfer distance from 3.48mm to 0.85mm. On the MobileBrick dataset that contains casually captured unbounded 360-degree videos, our method refines ARKit poses and improves the reconstruction F1 score from 69.18 to 75.67, outperforming that with the provided ground-truth pose (75.14). These achievements demonstrate the efficacy of our approach in refining camera poses and improving the accuracy of neural surface reconstruction in real-world scenarios.

Poster
Initializing Models with Larger Ones

Zhiqiu Xu, Yanjie Chen, Kirill Vishniakov, Yida Yin, Zhiqiang Shen, Trevor Darrell, Lingjie Liu, Zhuang Liu

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Weight initialization plays an important role in neural network training. Widely used initialization methods are proposed and evaluated for networks that are trained from scratch. However, the growing number of pretrained models now offers new opportunities for tackling this classical problem of weight initialization. In this work, we introduce weight selection, a method for initializing smaller models by selecting a subset of weights from a pretrained larger model. This enables the transfer of knowledge from pretrained weights to smaller models. Our experiments demonstrate that weight selection can significantly enhance the performance of small models and reduce their training time. Notably, it can also be used together with knowledge distillation. Weight selection offers a new approach to leverage the power of pretrained models in resource-constrained settings, and we hope it can be a useful tool for training small models in the large-model era.

Spotlight
Neural Polynomial Gabor Fields for Macro Motion Analysis

Chen Geng, Hong-Xing Yu, Sida Peng, Xiaowei Zhou, Jiajun Wu

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We study macro motion analysis, where macro motion refers to the collection of all visually observable motions in a dynamic scene. Traditional filtering-based methods on motion analysis typically focus only on local and tiny motions, yet fail to represent large motions or 3D scenes. Recent dynamic neural representations can faithfully represent motions using correspondences, but they cannot be directly used for motion analysis. In this work, we propose Phase-based neural polynomial Gabor fields (Phase-PGF), which learns to represent scene dynamics with low-dimensional time-varying phases. We theoretically show that Phase-PGF has several properties suitable for macro motion analysis. In our experiments, we collect diverse 2D and 3D dynamic scenes and show that Phase-PGF enables dynamic scene analysis and editing tasks including motion loop detection, motion factorization, motion smoothing, and motion magnification. Project page: https://chen-geng.com/phasepgf

Poster
TUVF: Learning Generalizable Texture UV Radiance Fields

An-Chieh Cheng, Xueting Li, Sifei Liu, Xiaolong Wang

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Textures are a vital aspect of creating visually appealing and realistic 3D models. In this paper, we study the problem of generating high-fidelity texture given shapes of 3D assets, which has been relatively less explored compared with generic 3D shape modeling. Our goal is to facilitate a controllable texture generation process, such that one texture code can correspond to a particular appearance style independent of any input shapes from a category. We introduce Texture UV Radiance Fields (TUVF) that generate textures in a learnable UV sphere space rather than directly on the 3D shape. This allows the texture to be disentangled from the underlying shape and transferable to other shapes that share the same UV space, i.e., from the same category. We integrate the UV sphere space with the radiance field, which provides a more efficient and accurate representation of textures than traditional texture maps. We perform our experiments on synthetic and real-world object datasets where we achieve not only realistic synthesis but also substantial improvements over state-of-the-arts on texture controlling and editing.

Poster
Latent 3D Graph Diffusion

Yuning You, Ruida Zhou, Jiwoong Park, Haotian Xu, Chao Tian, Zhangyang Wang, Yang Shen

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Generating 3D graphs of symmetry-group equivariance is of intriguing potential in broad applications from machine vision to molecular discovery. Emerging approaches adopt diffusion generative models (DGMs) with proper re-engineering to capture 3D graph distributions. In this paper, we raise an orthogonal and fundamental question of in what (latent) space we should diffuse 3D graphs. ❶ We motivate the study with theoretical analysis showing that the performance bound of 3D graph diffusion can be improved in a latent space versus the original space, provided that the latent space is of (i) low dimensionality yet (ii) high quality (i.e., low reconstruction error) and DGMs have (iii) symmetry preservation as an inductive bias. ❷ Guided by the theoretical guidelines, we propose to perform 3D graph diffusion in a low-dimensional latent space, which is learned through cascaded 2D–3D graph autoencoders for low-error reconstruction and symmetry-group invariance. The overall pipeline is dubbed latent 3D graph diffusion. ❸ Motivated by applications in molecular discovery, we further extend latent 3D graph diffusion to conditional generation given SE(3)-invariant attributes or equivariant 3D objects. ❹ We also demonstrate empirically that out-of-distribution conditional generation can be further improved by regularizing the latent space via graph self-supervised learning. We validate through comprehensive experiments that our method generates 3D molecules of higher validity / drug-likeliness and comparable or better conformations / energetics, while being an order of magnitude faster in training. Codes are released at https://github.com/Shen-Lab/LDM-3DG.

Poster
UC-NERF: Neural Radiance Field for Under-Calibrated Multi-View Cameras in Autonomous Driving

Kai Cheng, Xiaoxiao Long, Wei Yin, Jin Wang, Zhiqiang Wu, Yuexin Ma, Kaixuan Wang, Xiaozhi Chen, Xuejin Chen

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Multi-camera setups find widespread use across various applications, such as autonomous driving, as they greatly expand sensing capabilities. Despite the fast development of Neural radiance field (NeRF) techniques and their wide applications in both indoor and outdoor scenes, applying NeRF to multi-camera systems remains very challenging. This is primarily due to the inherent under-calibration issues in multi-camera setup, including inconsistent imaging effects stemming from separately calibrated image signal processing units in diverse cameras, and system errors arising from mechanical vibrations during driving that affect relative camera poses. In this paper, we present UC-NeRF, a novel method tailored for novel view synthesis in under-calibrated multi-view camera systems. Firstly, we propose a layer-based color correction to rectify the color inconsistency in different image regions. Second, we propose virtual warping to generate more viewpoint-diverse but color-consistent virtual views for color correction and 3D recovery. Finally, a spatiotemporally constrained pose refinement is designed for more robust and accurate pose calibration in multi-camera systems. Our method not only achieves state-of-the-art performance of novel view synthesis in multi-camera setups, but also effectively facilitates depth estimation in large-scale outdoor scenes with the synthesized novel views.

Poster
Symbol as Points: Panoptic Symbol Spotting via Point-based Representation

WENLONG LIU, Tianyu Yang, Yuhan Wang, Qizhi Yu, Lei Zhang

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This work studies the problem of panoptic symbol spotting, which is to spot and parse both countable object instances (windows, doors, tables, etc.) and uncountable stuff (wall, railing, etc.) from computer-aided design (CAD) drawings. Existing methods typically involve either rasterizing the vector graphics into images and using image-based methods for symbol spotting, or directly building graphs and using graph neural networks for symbol recognition. In this paper, we take a different approach, which treats graphic primitives as a set of 2D points that are locally connected and use point cloud segmentation methods to tackle it. Specifically, we utilize a point transformer to extract the primitive features and append a mask2former-like spotting head to predict the final output. To better use the local connection information of primitives and enhance their discriminability, we further propose the attention with connection module (ACM) and contrastive connection learning scheme (CCL). Finally, we propose a KNN interpolation mechanism for the mask attention module of the spotting head to better handle primitive mask downsampling, which is primitive-level in contrast to pixel-level for the image. Our approach, named SymPoint, is simple yet effective, outperforming recent state-of-the-art method GAT-CADNet by an absolute increase of 9.6% PQ and 10.4% RQ on the FloorPlanCAD dataset. The source code and models will be available at \url{https://github.com/nicehuster/SymPoint}.

Poster
Approximately Piecewise E(3) Equivariant Point Networks

Matan Atzmon, Jiahui Huang, Francis Williams, Or Litany

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Integrating a notion of symmetry into point cloud neural networks is a provably effective way to improve their generalization capability. Of particular interest are $E(3)$ equivariant point cloud networks where Euclidean transformations applied to the inputs are preserved in the outputs. Recent efforts aim to extend networks that are equivariant with respect to a single global $E(3)$ transformation, to accommodate inputs made of multiple parts, each of which exhibits local $E(3)$ symmetry. In practical settings, however, the partitioning into individually transforming regions is unknown a priori. Errors in the partition prediction would unavoidably map to errors in respecting the true input symmetry. Past works have proposed different ways to predict the partition, which may exhibit uncontrolled errors in their ability to maintain equivariance to the actual partition. To this end, we introduce APEN: a general framework for constructing approximate piecewise-$E(3)$ equivariant point networks. Our framework offers an adaptable design to guaranteed bounds on the resulting piecewise $E(3)$ equivariance approximation errors. Our primary insight is that functions which are equivariant with respect to a finer partition (compared to the unknown true partition) will also maintain equivariance in relation to the true partition. Leveraging this observation, we propose a compositional design for a partition prediction model. It initiates with a fine partition and incrementally transitions towards a coarser subpartition of the true one, consistently maintaining piecewise equivariance in relation to the current partition. As a result, the equivariance approximation error can be bounded solely in terms of (i) uncertainty quantification of the partition prediction, and (ii) bounds on the probability of failing to suggest a proper subpartition of the ground truth one. We demonstrate the practical effectiveness of APEN using two data types exemplifying part-based symmetry: (i) real-world scans of room scenes containing multiple furniture-type objects; and, (ii) human motions, characterized by articulated parts exhibiting rigid movement. Our empirical results demonstrate the advantage of integrating piecewise $E(3)$ symmetry into network design, showing a distinct improvement in generalization accuracy compared to prior works for both classification and segmentation tasks

Poster
InsertNeRF: Instilling Generalizability into NeRF with HyperNet Modules

Yanqi Bao, Tianyu DING, Jing Huo, Wenbin Li, Yuxin Li, Yang Gao

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Generalizing Neural Radiance Fields (NeRF) to new scenes is a significant challenge that existing approaches struggle to address without extensive modifications to vanilla NeRF framework. We introduce **InsertNeRF**, a method for **INS**tilling g**E**ne**R**alizabili**T**y into **NeRF**. By utilizing multiple plug-and-play HyperNet modules, InsertNeRF dynamically tailors NeRF's weights to specific reference scenes, transforming multi-scale sampling-aware features into scene-specific representations. This novel design allows for more accurate and efficient representations of complex appearances and geometries. Experiments show that this method not only achieves superior generalization performance but also provides a flexible pathway for integration with other NeRF-like systems, even in sparse input settings. Code will be available at: https://github.com/bbbbby-99/InsertNeRF.

Poster
How to Fine-Tune Vision Models with SGD

Ananya Kumar, Ruoqi Shen, Sebastien Bubeck, Suriya Gunasekar

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SGD and AdamW are the two most used optimizers for fine-tuning large neural networks in computer vision. When the two methods perform the same, SGD is preferable because it uses less memory (12 bytes/parameter with momentum and 8 bytes/parameter without) than AdamW (16 bytes/parameter). However, on a suite of downstream tasks, especially those with distribution shifts, we find that fine-tuning with AdamW performs substantially better than SGD on modern Vision Transformer and ConvNeXt models. We find that large gaps in performance between SGD and AdamW occur when the fine-tuning gradients in the first "embedding" layer are much larger than in the rest of the model. Our analysis suggests an easy fix that works consistently across datasets and models: freezing the embedding layer (less than 1% of the parameters) leads to SGD with or without momentum performing slightly better than AdamW while using less memory (e.g., on ViT-L, SGD uses 33% less GPU memory). Our insights result in state-of-the-art accuracies on five popular distribution shift benchmarks: WILDS-FMoW, WILDS-Camelyon, BREEDS-Living-17, Waterbirds, and DomainNet.

Poster
Generating Images with 3D Annotations Using Diffusion Models

Wufei Ma, Qihao Liu, Jiahao Wang, Angtian Wang, Xiaoding Yuan, Yi Zhang, Zihao Xiao, Guofeng Zhang, Beijia Lu, Ruxiao Duan, Yongrui Qi, Adam Kortylewski, Yaoyao Liu, Alan Yuille

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

Spotlight
InstructPix2NeRF: Instructed 3D Portrait Editing from a Single Image

Jianhui Li, Shilong Liu, Zidong Liu, Yikai Wang, Kaiwen Zheng, Jinghui Xu, Jianmin Li, Jun Zhu

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With the success of Neural Radiance Field (NeRF) in 3D-aware portrait editing, a variety of works have achieved promising results regarding both quality and 3D consistency. However, these methods heavily rely on per-prompt optimization when handling natural language as editing instructions. Due to the lack of labeled human face 3D datasets and effective architectures, the area of human-instructed 3D-aware editing for open-world portraits in an end-to-end manner remains under-explored. To solve this problem, we propose an end-to-end diffusion-based framework termed $\textbf{InstructPix2NeRF}$, which enables instructed 3D-aware portrait editing from a single open-world image with human instructions. At its core lies a conditional latent 3D diffusion process that lifts 2D editing to 3D space by learning the correlation between the paired images' difference and the instructions via triplet data. With the help of our proposed token position randomization strategy, we could even achieve multi-semantic editing through one single pass with the portrait identity well-preserved. Besides, we further propose an identity consistency module that directly modulates the extracted identity signals into our diffusion process, which increases the multi-view 3D identity consistency. Extensive experiments verify the effectiveness of our method and show its superiority against strong baselines quantitatively and qualitatively. Source code and pretrained models can be found on our project page: https://mybabyyh.github.io/InstructPix2NeRF.

Poster
Real-time Photorealistic Dynamic Scene Representation and Rendering with 4D Gaussian Splatting

Zeyu Yang, Hongye Yang, Zijie Pan, Li Zhang

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Reconstructing dynamic 3D scenes from 2D images and generating diverse views over time is challenging due to scene complexity and temporal dynamics. Despite advancements in neural implicit models, limitations persist: (i) Inadequate Scene Structure: Existing methods struggle to reveal the spatial and temporal structure of dynamic scenes from directly learning the complex 6D plenoptic function. (ii) Scaling Deformation Modeling: Explicitly modeling scene element deformation becomes impractical for complex dynamics. To address these issues, we consider the spacetime as an entirety and propose to approximate the underlying spatio-temporal 4D volume of a dynamic scene by optimizing a collection of 4D primitives, with explicit geometry and appearance modeling. Learning to optimize the 4D primitives enables us to synthesize novel views at any desired time with our tailored rendering routine. Our model is conceptually simple, consisting of a 4D Gaussian parameterized by anisotropic ellipses that can rotate arbitrarily in space and time, as well as view-dependent and time-evolved appearance represented by the coefficient of 4D spherindrical harmonics. This approach offers simplicity, flexibility for variable-length video and end-to-end training, and efficient real-time rendering, making it suitable for capturing complex dynamic scene motions. Experiments across various benchmarks, including monocular and multi-view scenarios, demonstrate our 4DGS model's superior visual quality and efficiency.

Poster
Quasi-Monte Carlo for 3D Sliced Wasserstein

Khai Nguyen, Nicola Bariletto, Nhat Ho

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Monte Carlo (MC) integration has been employed as the standard approximation method for the Sliced Wasserstein (SW) distance, whose analytical expression involves an intractable expectation. However, MC integration is not optimal in terms of absolute approximation error. To provide a better class of empirical SW, we propose quasi-sliced Wasserstein (QSW) approximations that rely on Quasi-Monte Carlo (QMC) methods. For a comprehensive investigation of QMC for SW, we focus on the 3D setting, specifically computing the SW between probability measures in three dimensions. In greater detail, we empirically evaluate various methods to construct QMC point sets on the 3D unit-hypersphere, including the Gaussian-based and equal area mappings, generalized spiral points, and optimizing discrepancy energies. Furthermore, to obtain an unbiased estimator for stochastic optimization, we extend QSW to Randomized Quasi-Sliced Wasserstein (RQSW) by introducing randomness in the discussed point sets. Theoretically, we prove the asymptotic convergence of QSW and the unbiasedness of RQSW. Finally, we conduct experiments on various 3D tasks, such as point-cloud comparison, point-cloud interpolation, image style transfer, and training deep point-cloud autoencoders, to demonstrate the favorable performance of the proposed QSW and RQSW variants.

Spotlight
WildFusion: Learning 3D-Aware Latent Diffusion Models in View Space

Katja Schwarz, Seung Wook Kim, Jun Gao, Sanja Fidler, Andreas Geiger, Karsten Kreis

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Modern learning-based approaches to 3D-aware image synthesis achieve high photorealism and 3D-consistent viewpoint changes for the generated images. Existing approaches represent instances in a shared canonical space. However, for in-the-wild datasets a shared canonical system can be difficult to define or might not even exist. In this work, we instead model instances in view space, alleviating the need for posed images and learned camera distributions. We find that in this setting, existing GAN-based methods are prone to generating flat geometry and struggle with distribution coverage. We hence propose WildFusion, a new approach to 3D-aware image synthesis based on latent diffusion models (LDMs). We first train an autoencoder that infers a compressed latent representation, which additionally captures the images’ underlying 3D structure and enables not only reconstruction but also novel view synthesis. To learn a faithful 3D representation, we leverage cues from monocular depth prediction. Then, we train a diffusion model in the 3D-aware latent space, thereby enabling synthesis of high-quality 3D-consistent image samples, outperforming recent state-of-the-art GAN-based methods. Importantly, our 3D-aware LDM is trained without any direct supervision from multiview images or 3D geometry and does not require posed images or learned pose or camera distributions. It directly learns a 3D representation without relying on canonical camera coordinates. This opens up promising research avenues for scalable 3D-aware image synthesis and 3D content creation from in-the-wild image data.

Poster
DreamGaussian: Generative Gaussian Splatting for Efficient 3D Content Creation

Jiaxiang Tang, Jiawei Ren, Hang Zhou, Ziwei Liu, Gang Zeng

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Recent advances in 3D content creation mostly leverage optimization-based 3D generation via score distillation sampling (SDS). Though promising results have been exhibited, these methods often suffer from slow per-sample optimization, limiting their practical usage. In this paper, we propose DreamGaussian, a novel 3D content generation framework that achieves both efficiency and quality simultaneously. Our key insight is to design a generative 3D Gaussian Splatting model with companioned mesh extraction and texture refinement in UV space. In contrast to the occupancy pruning used in Neural Radiance Fields, we demonstrate that the progressive densification of 3D Gaussians converges significantly faster for 3D generative tasks. To further enhance the texture quality and facilitate downstream applications, we introduce an efficient algorithm to convert 3D Gaussians into textured meshes and apply a fine-tuning stage to refine the details. Extensive experiments demonstrate the superior efficiency and competitive generation quality of our proposed approach. Notably, DreamGaussian produces high-quality textured meshes in just 2 minutes from a single-view image, achieving approximately 10 times acceleration compared to existing methods.

Oral