CVPR 2024 论文列表

Conference on Computer Vision and Pattern Recognition

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IPoD: Implicit Field Learning with Point Diffusion for Generalizable 3D Object Reconstruction from Single RGB-D Images

Yushuang Wu, Luyue Shi, Junhao Cai, Weihao Yuan, Lingteng Qiu, Zilong Dong, Liefeng Bo, Shuguang Cui, Xiaoguang Han

展开摘要

Generalizable 3D object reconstruction from single-view RGB-D images remains a challenging task particularly with real-world data. Current state-of-the-art methods develop Transformer-based implicit field learning necessitating an intensive learning paradigm that requires dense query-supervision uniformly sampled throughout the entire space. We propose a novel approach IPoD which harmonizes implicit field learning with point diffusion. This approach treats the query points for implicit field learning as a noisy point cloud for iterative denoising allowing for their dynamic adaptation to the target object shape. Such adaptive query points harness diffusion learning's capability for coarse shape recovery and also enhances the implicit representation's ability to delineate finer details. Besides an additional self-conditioning mechanism is designed to use implicit predictions as the guidance of diffusion learning leading to a cooperative system. Experiments conducted on the CO3D-v2 dataset affirm the superiority of IPoD achieving 7.8% improvement in F-score and 28.6% in Chamfer distance over existing methods. The generalizability of IPoD is also demonstrated on the MVImgNet dataset. Our project page is at https://yushuang-wu.github.io/IPoD.

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ICON: Incremental CONfidence for Joint Pose and Radiance Field Optimization

Weiyao Wang, Pierre Gleize, Hao Tang, Xingyu Chen, Kevin J Liang, Matt Feiszli

展开摘要

Neural Radiance Fields (NeRF) exhibit remarkable performance for Novel View Synthesis (NVS) given a set of 2D images. However NeRF training requires accurate camera pose for each input view typically obtained by Structure-from-Motion (SfM) pipelines. Recent works have attempted to relax this constraint but they still often rely on decent initial poses which they can refine. Here we aim at removing the requirement for pose initialization. We present Incremental CONfidence (ICON) an optimization procedure for training NeRFs from 2D video frames. ICON only assumes smooth camera motion to estimate initial guess for poses. Further ICON introduces "confidence": an adaptive measure of model quality used to dynamically reweight gradients. ICON relies on high-confidence poses to learn NeRF and high-confidence 3D structure (as encoded by NeRF) to learn poses. We show that ICON without prior pose initialization achieves superior performance in both CO3D and HO3D versus methods which use SfM pose.

Poster
IBD-SLAM: Learning Image-Based Depth Fusion for Generalizable SLAM

Minghao Yin, Shangzhe Wu, Kai Han

展开摘要

In this paper we address the challenging problem of visual SLAM with neural scene representations. Recently neural scene representations have shown promise for SLAM to produce dense 3D scene reconstruction with high quality. However existing methods require scene-specific optimization leading to time-consuming mapping processes for each individual scene. To overcome this limitation we propose IBD-SLAM an Image-Based Depth fusion framework for generalizable SLAM. In particular we adopt a Neural Radiance Field (NeRF) for scene representation. Inspired by multi-view image-based rendering instead of learning a fixed-grid scene representation we propose to learn an image-based depth fusion model that fuses depth maps of multiple reference views into a xyz-map representation. Once trained this model can be applied to new uncalibrated monocular RGBD videos of unseen scenes without the need for retraining and reconstructs full 3D scenes efficiently with a light-weight pose optimization procedure. We thoroughly evaluate IBD-SLAM on public visual SLAM benchmarks outperforming the previous state-of-the-art while being 10x faster in the mapping stage. Project page: https://visual-ai.github.io/ibd-slam.

Poster
HumanGaussian: Text-Driven 3D Human Generation with Gaussian Splatting

Xian Liu, Xiaohang Zhan, Jiaxiang Tang, Ying Shan, Gang Zeng, Dahua Lin, Xihui Liu, Ziwei Liu

展开摘要

Realistic 3D human generation from text prompts is a desirable yet challenging task. Existing methods optimize 3D representations like mesh or neural fields via score distillation sampling (SDS) which suffers from inadequate fine details or excessive training time. In this paper we propose an efficient yet effective framework HumanGaussian that generates high-quality 3D humans with fine-grained geometry and realistic appearance. Our key insight is that 3D Gaussian Splatting is an efficient renderer with periodic Gaussian shrinkage or growing where such adaptive density control can be naturally guided by intrinsic human structures. Specifically 1) we first propose a Structure-Aware SDS that simultaneously optimizes human appearance and geometry. The multi-modal score function from both RGB and depth space is leveraged to distill the Gaussian densification and pruning process. 2) Moreover we devise an Annealed Negative Prompt Guidance by decomposing SDS into a noisier generative score and a cleaner classifier score which well addresses the over-saturation issue. The floating artifacts are further eliminated based on Gaussian size in a prune-only phase to enhance generation smoothness. Extensive experiments demonstrate the superior efficiency and competitive quality of our framework rendering vivid 3D humans under diverse scenarios.

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Human Gaussian Splatting: Real-time Rendering of Animatable Avatars

Arthur Moreau, Jifei Song, Helisa Dhamo, Richard Shaw, Yiren Zhou, Eduardo Pérez-Pellitero

展开摘要

This work addresses the problem of real-time rendering of photorealistic human body avatars learned from multi-view videos. While the classical approaches to model and render virtual humans generally use a textured mesh recent research has developed neural body representations that achieve impressive visual quality. However these models are difficult to render in real-time and their quality degrades when the character is animated with body poses different than the training observations. We propose an animatable human model based on 3D Gaussian Splatting that has recently emerged as a very efficient alternative to neural radiance fields. The body is represented by a set of gaussian primitives in a canonical space which is deformed with a coarse to fine approach that combines forward skinning and local non-rigid refinement. We describe how to learn our Human Gaussian Splatting (HuGS) model in an end-to-end fashion from multi-view observations and evaluate it against the state-of-the-art approaches for novel pose synthesis of clothed body. Our method achieves 1.5 dB PSNR improvement over the state-of-the-art on THuman4 dataset while being able to render in real-time (?80 fps for 512x512 resolution).

Poster
How Far Can We Compress Instant-NGP-Based NeRF?

Yihang Chen, Qianyi Wu, Mehrtash Harandi, Jianfei Cai

展开摘要

In recent years Neural Radiance Field (NeRF) has demonstrated remarkable capabilities in representing 3D scenes. To expedite the rendering process learnable explicit representations have been introduced for combination with implicit NeRF representation which however results in a large storage space requirement. In this paper we introduce the Context-based NeRF Compression (CNC) framework which leverages highly efficient context models to provide a storage-friendly NeRF representation. Specifically we excavate both level-wise and dimension-wise context dependencies to enable probability prediction for information entropy reduction. Additionally we exploit hash collision and occupancy grids as strong prior knowledge for better context modeling. To the best of our knowledge we are the first to construct and exploit context models for NeRF compression. We achieve a size reduction of 100X and 70X with improved fidelity against the baseline Instant-NGP on Synthesic-NeRF and Tanks and Temples datasets respectively. Additionally we attain 86.7% and 82.3% storage size reduction against the SOTA NeRF compression method BiRF. Our code is available here: https://github.com/YihangChen-ee/CNC.

Poster
Hide in Thicket: Generating Imperceptible and Rational Adversarial Perturbations on 3D Point Clouds

Tianrui Lou, Xiaojun Jia, Jindong Gu, Li Liu, Siyuan Liang, Bangyan He, Xiaochun Cao

展开摘要

Adversarial attack methods based on point manipulation for 3D point cloud classification have revealed the fragility of 3D models yet the adversarial examples they produce are easily perceived or defended against. The trade-off between the imperceptibility and adversarial strength leads most point attack methods to inevitably introduce easily detectable outlier points upon a successful attack. Another promising strategy shape-based attack can effectively eliminate outliers but existing methods often suffer significant reductions in imperceptibility due to irrational deformations. We find that concealing deformation perturbations in areas insensitive to human eyes can achieve a better trade-off between imperceptibility and adversarial strength specifically in parts of the object surface that are complex and exhibit drastic curvature changes. Therefore we propose a novel shape-based adversarial attack method HiT-ADV which initially conducts a two-stage search for attack regions based on saliency and imperceptibility scores and then adds deformation perturbations in each attack region using Gaussian kernel functions. Additionally HiT-ADV is extendable to physical attack. We propose that by employing benign resampling and benign rigid transformations we can further enhance physical adversarial strength with little sacrifice to imperceptibility. Extensive experiments have validated the superiority of our method in terms of adversarial and imperceptible properties in both digital and physical spaces.

Poster
HiFi4G: High-Fidelity Human Performance Rendering via Compact Gaussian Splatting

Yuheng Jiang, Zhehao Shen, Penghao Wang, Zhuo Su, Yu Hong, Yingliang Zhang, Jingyi Yu, Lan Xu

展开摘要

We have recently seen tremendous progress in photo-real human modeling and rendering. Yet efficiently rendering realistic human performance and integrating it into the rasterization pipeline remains challenging. In this paper we present HiFi4G an explicit and compact Gaussian-based approach for high-fidelity human performance rendering from dense footage. Our core intuition is to marry the 3D Gaussian representation with non-rigid tracking achieving a compact and compression-friendly representation. We first propose a dual-graph mechanism to obtain motion priors with a coarse deformation graph for effective initialization and a fine-grained Gaussian graph to enforce subsequent constraints. Then we utilize a 4D Gaussian optimization scheme with adaptive spatial-temporal regularizers to effectively balance the non-rigid prior and Gaussian updating. We also present a companion compression scheme with residual compensation for immersive experiences on various platforms. It achieves a substantial compression rate of approximately 25 times with less than 2MB of storage per frame. Extensive experiments demonstrate the effectiveness of our approach which significantly outperforms existing approaches in terms of optimization speed rendering quality and storage overhead.

Poster
HandDiff: 3D Hand Pose Estimation with Diffusion on Image-Point Cloud

Wencan Cheng, Hao Tang, Luc Van Gool, Jong Hwan Ko

展开摘要

Extracting keypoint locations from input hand frames known as 3D hand pose estimation is a critical task in various human-computer interaction applications. Essentially the 3D hand pose estimation can be regarded as a 3D point subset generative problem conditioned on input frames. Thanks to the recent significant progress on diffusion-based generative models hand pose estimation can also benefit from the diffusion model to estimate keypoint locations with high quality. However directly deploying the existing diffusion models to solve hand pose estimation is non-trivial since they cannot achieve the complex permutation mapping and precise localization. Based on this motivation this paper proposes HandDiff a diffusion-based hand pose estimation model that iteratively denoises accurate hand pose conditioned on hand-shaped image-point clouds. In order to recover keypoint permutation and accurate location we further introduce joint-wise condition and local detail condition. Experimental results demonstrate that the proposed HandDiff significantly outperforms the existing approaches on four challenging hand pose benchmark datasets. Codes and pre-trained models are publicly available at https://github.com/cwc1260/HandDiff.

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HUGS: Human Gaussian Splats

Muhammed Kocabas, Jen-Hao Rick Chang, James Gabriel, Oncel Tuzel, Anurag Ranjan

展开摘要

Recent advances in neural rendering have improved both training and rendering times by orders of magnitude. While these methods demonstrate state-of-the-art quality and speed they are designed for photogrammetry of static scenes and do not generalize well to freely moving humans in the environment. In this work we introduce Human Gaussian Splats (HUGS) that represents an animatable human together with the scene using 3D Gaussian Splatting (3DGS). Our method takes only a monocular video with a small number of (50-100) frames and it automatically learns to disentangle the static scene and a fully animatable human avatar within 30 minutes. We utilize the SMPL body model to initialize the human Gaussians. To capture details that are not modeled by SMPL (e.g cloth hairs) we allow the 3D Gaussians to deviate from the human body model. Utilizing 3D Gaussians for animated humans brings new challenges including the artifacts created when articulating the Gaussians. We propose to jointly optimize the linear blend skinning weights to coordinate the movements of individual Gaussians during animation. Our approach enables novel-pose synthesis of human and novel view synthesis of both the human and the scene. We achieve state-of-the-art rendering quality with a rendering speed of 60 FPS while being 100x faster to train over previous work.

Poster
HUGS: Holistic Urban 3D Scene Understanding via Gaussian Splatting

Hongyu Zhou, Jiahao Shao, Lu Xu, Dongfeng Bai, Weichao Qiu, Bingbing Liu, Yue Wang, Andreas Geiger, Yiyi Liao

展开摘要

Holistic understanding of urban scenes based on RGB images is a challenging yet important problem. It encompasses understanding both the geometry and appearance to enable novel view synthesis parsing semantic labels and tracking moving objects. Despite considerable progress existing approaches often focus on specific aspects of this task and require additional inputs such as LiDAR scans or manually annotated 3D bounding boxes. In this paper we introduce a novel pipeline that utilizes 3D Gaussian Splatting for holistic urban scene understanding. Our main idea involves the joint optimization of geometry appearance semantics and motion using a combination of static and dynamic 3D Gaussians where moving object poses are regularized via physical constraints. Our approach offers the ability to render new viewpoints in real-time yielding 2D and 3D semantic information with high accuracy and reconstruct dynamic scenes even in scenarios where 3D bounding box detection are highly noisy. Experimental results on KITTI KITTI-360 and Virtual KITTI 2 demonstrate the effectiveness of our approach. Our project page is at https://xdimlab.github.io/hugs_website.

Poster
HOLD: Category-agnostic 3D Reconstruction of Interacting Hands and Objects from Video

Zicong Fan, Maria Parelli, Maria Eleni Kadoglou, Xu Chen, Muhammed Kocabas, Michael J. Black, Otmar Hilliges

展开摘要

Since humans interact with diverse objects every day the holistic 3D capture of these interactions is important to understand and model human behaviour. However most existing methods for hand-object reconstruction from RGB either assume pre-scanned object templates or heavily rely on limited 3D hand-object data restricting their ability to scale and generalize to more unconstrained interaction settings. To address this we introduce HOLD -- the first category-agnostic method that reconstructs an articulated hand and an object jointly from a monocular interaction video. We develop a compositional articulated implicit model that can reconstruct disentangled 3D hands and objects from 2D images. We also further incorporate hand-object constraints to improve hand-object poses and consequently the reconstruction quality. Our method does not rely on any 3D hand-object annotations while significantly outperforming fully-supervised baselines in both in-the-lab and challenging in-the-wild settings. Moreover we qualitatively show its robustness in reconstructing from in-the-wild videos. See https://github.com/zc-alexfan/hold for code data models and updates.

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H-ViT: A Hierarchical Vision Transformer for Deformable Image Registration

MORTEZA GHAHREMANI, Mohammad Khateri, Bailiang Jian, Benedikt Wiestler, Ehsan Adeli, Christian Wachinger

展开摘要

This paper introduces a novel top-down representation approach for deformable image registration which estimates the deformation field by capturing various short- and long-range flow features at different scale levels. As a Hierarchical Vision Transformer (H-ViT) we propose a dual self-attention and cross-attention mechanism that uses high-level features in the deformation field to represent low-level ones enabling information streams in the deformation field across all voxel patch embeddings irrespective of their spatial proximity. Since high-level features contain abstract flow patterns such patterns are expected to effectively contribute to the representation of the deformation field in lower scales. When the self-attention module utilizes within-scale short-range patterns for representation the cross-attention modules dynamically look for the key tokens across different scales to further interact with the local query voxel patches. Our method shows superior accuracy and visual quality over the state-of-the-art registration methods in five publicly available datasets highlighting a substantial enhancement in the performance of medical imaging registration. The project link is available at https://mogvision.github.io/hvit.

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Guess The Unseen: Dynamic 3D Scene Reconstruction from Partial 2D Glimpses

Inhee Lee, Byungjun Kim, Hanbyul Joo

展开摘要

In this paper we present a method to reconstruct the world and multiple dynamic humans in 3D from a monocular video input. As a key idea we represent both the world and multiple humans via the recently emerging 3D Gaussian Splatting (3D-GS) representation enabling to conveniently and efficiently compose and render them together. In particular we address the scenarios with severely limited and sparse observations in 3D human reconstruction a common challenge encountered in the real world. To tackle this challenge we introduce a novel approach to optimize the 3D-GS representation in a canonical space by fusing the sparse cues in the common space where we leverage a pre-trained 2D diffusion model to synthesize unseen views while keeping the consistency with the observed 2D appearances. We demonstrate our method can reconstruct high-quality animatable 3D humans in various challenging examples in the presence of occlusion image crops few-shot and extremely sparse observations. After reconstruction our method is capable of not only rendering the scene in any novel views at arbitrary time instances but also editing the 3D scene by removing individual humans or applying different motions for each human. Through various experiments we demonstrate the quality and efficiency of our methods over alternative existing approaches.

Poster
Grounding and Enhancing Grid-based Models for Neural Fields

Zelin Zhao, Fenglei Fan, Wenlong Liao, Junchi Yan

展开摘要

Many contemporary studies utilize grid-based models for neural field representation but a systematic analysis of grid-based models is still missing hindering the improvement of those models. Therefore this paper introduces a theoretical framework for grid-based models. This framework points out that these models' approximation and generalization behaviors are determined by grid tangent kernels (GTK) which are intrinsic properties of grid-based models. The proposed framework facilitates a consistent and systematic analysis of diverse grid-based models. Furthermore the introduced framework motivates the development of a novel grid-based model named the Multiplicative Fourier Adaptive Grid (MulFAGrid). The numerical analysis demonstrates that MulFAGrid exhibits a lower generalization bound than its predecessors indicating its robust generalization performance. Empirical studies reveal that MulFAGrid achieves state-of-the-art performance in various tasks including 2D image fitting 3D signed distance field (SDF) reconstruction and novel view synthesis demonstrating superior representation ability. The project website is available at https://sites.google.com/view/cvpr24-2034-submission/home.

Poster
GoMAvatar: Efficient Animatable Human Modeling from Monocular Video Using Gaussians-on-Mesh

Jing Wen, Xiaoming Zhao, Zhongzheng Ren, Alexander G. Schwing, Shenlong Wang

展开摘要

We introduce GoMAvatar a novel approach for real-time memory-efficient high-quality animatable human modeling. GoMAvatar takes as input a single monocular video to create a digital avatar capable of re-articulation in new poses and real-time rendering from novel viewpoints while seamlessly integrating with rasterization-based graphics pipelines. Central to our method is the Gaussians-on-Mesh (GoM) representation a hybrid 3D model combining rendering quality and speed of Gaussian splatting with geometry modeling and compatibility of deformable meshes. We assess GoMAvatar on ZJU-MoCap PeopleSnapshot and various YouTube videos. GoMAvatar matches or surpasses current monocular human modeling algorithms in rendering quality and significantly outperforms them in computational efficiency (43 FPS) while being memory-efficient (3.63 MB per subject).

Poster
Global and Hierarchical Geometry Consistency Priors for Few-shot NeRFs in Indoor Scenes

Xiaotian Sun, Qingshan Xu, Xinjie Yang, Yu Zang, Cheng Wang

展开摘要

It is challenging for Neural Radiance Fields (NeRFs) in the few-shot setting to reconstruct high-quality novel views and depth maps in 360^\circ outward-facing indoor scenes. The captured sparse views for these scenes usually contain large viewpoint variations. This greatly reduces the potential consistency between views leading NeRFs to degrade a lot in these scenarios. Existing methods usually leverage pretrained depth prediction models to improve NeRFs. However these methods cannot guarantee geometry consistency due to the inherent geometry ambiguity in the pretrained models thus limiting NeRFs' performance. In this work we present P\textsuperscript 2 NeRF to capture global and hierarchical geometry consistency priors from pretrained models thus facilitating few-shot NeRFs in 360^\circ outward-facing indoor scenes. On the one hand we propose a matching-based geometry warm-up strategy to provide global geometry consistency priors for NeRFs. This effectively avoids the overfitting of early training with sparse inputs. On the other hand we propose a group depth ranking loss and ray weight mask regularization based on the monocular depth estimation model. This provides hierarchical geometry consistency priors for NeRFs. As a result our approach can fully leverage the geometry consistency priors from pretrained models and help few-shot NeRFs achieve state-of-the-art performance on two challenging indoor datasets. Our code is released at https://github.com/XT5un/P2NeRF.

Poster
Global Latent Neural Rendering

Thomas Tanay, Matteo Maggioni

展开摘要

A recent trend among generalizable novel view synthesis methods is to learn a rendering operator acting over single camera rays. This approach is promising because it removes the need for explicit volumetric rendering but it effectively treats target images as collections of independent pixels. Here we propose to learn a global rendering operator acting over all camera rays jointly. We show that the right representation to enable such rendering is a 5-dimensional plane sweep volume consisting of the projection of the input images on a set of planes facing the target camera. Based on this understanding we introduce our Convolutional Global Latent Renderer (ConvGLR) an efficient convolutional architecture that performs the rendering operation globally in a low-resolution latent space. Experiments on various datasets under sparse and generalizable setups show that our approach consistently outperforms existing methods by significant margins.

Poster
GigaPose: Fast and Robust Novel Object Pose Estimation via One Correspondence

Van Nguyen Nguyen, Thibault Groueix, Mathieu Salzmann, Vincent Lepetit

展开摘要

We present GigaPose a fast robust and accurate method for CAD-based novel object pose estimation in RGB images. GigaPose first leverages discriminative "templates" rendered images of the CAD models to recover the out-of-plane rotation and then uses patch correspondences to estimate the four remaining parameters. Our approach samples templates in only a two-degrees-of-freedom space instead of the usual three and matches the input image to the templates using fast nearest-neighbor search in feature space results in a speedup factor of 35x compared to the state of the art. Moreover GigaPose is significantly more robust to segmentation errors. Our extensive evaluation on the seven core datasets of the BOP challenge demonstrates that it achieves state-of-the-art accuracy and can be seamlessly integrated with existing refinement methods. Additionally we show the potential of GigaPose with 3D models predicted by recent work on 3D reconstruction from a single image relaxing the need for CAD models and making 6D pose object estimation much more convenient. Our source code and trained models are publicly available at https://github.com/nv-nguyen/gigaPose

Poster