CVPR 2024 论文列表

Conference on Computer Vision and Pattern Recognition

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2,716篇论文

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主题: 三维视觉 · 389 篇论文 · 重置筛选

4K4D: Real-Time 4D View Synthesis at 4K Resolution

Zhen Xu, Sida Peng, Haotong Lin, Guangzhao He, Jiaming Sun, Yujun Shen, Hujun Bao, Xiaowei Zhou

展开摘要

This paper targets high-fidelity and real-time view synthesis of dynamic 3D scenes at 4K resolution. Recent methods on dynamic view synthesis have shown impressive rendering quality. However their speed is still limited when rendering high-resolution images. To overcome this problem we propose 4K4D a 4D point cloud representation that supports hardware rasterization and network pre-computation to enable unprecedented rendering speed with a high rendering quality. Our representation is built on a 4D feature grid so that the points are naturally regularized and can be robustly optimized. In addition we design a novel hybrid appearance model that significantly boosts the rendering quality while preserving efficiency. Moreover we develop a differentiable depth peeling algorithm to effectively learn the proposed model from RGB videos. Experiments show that our representation can be rendered at over 400 FPS on the DNA-Rendering dataset at 1080p resolution and 80 FPS on the ENeRF-Outdoor dataset at 4K resolution using an RTX 4090 GPU which is 30x faster than previous methods and achieves the state-of-the-art rendering quality. Our project page is available at https://zju3dv.github.io/4k4d.

Poster
4D Gaussian Splatting for Real-Time Dynamic Scene Rendering

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

展开摘要

Representing and rendering dynamic scenes has been an important but challenging task. Especially to accurately model complex motions high efficiency is usually hard to guarantee. To achieve real-time dynamic scene rendering while also enjoying high training and storage efficiency we propose 4D Gaussian Splatting (4D-GS) as a holistic representation for dynamic scenes rather than applying 3D-GS for each individual frame. In 4D-GS a novel explicit representation containing both 3D Gaussians and 4D neural voxels is proposed. A decomposed neural voxel encoding algorithm inspired by HexPlane is proposed to efficiently build Gaussian features from 4D neural voxels and then a lightweight MLP is applied to predict Gaussian deformations at novel timestamps. Our 4D-GS method achieves real-time rendering under high resolutions 82 FPS at an 800*800 resolution on an RTX 3090 GPU while maintaining comparable or better quality than previous state-of-the-art methods. More demos and code are available at https://guanjunwu.github.io/4dgs.

Poster
3DInAction: Understanding Human Actions in 3D Point Clouds

Yizhak Ben-Shabat, Oren Shrout, Stephen Gould

展开摘要

We propose a novel method for 3D point cloud action recognition. Understanding human actions in RGB videos has been widely studied in recent years however its 3D point cloud counterpart remains under-explored despite the clear value that 3D information may bring. This is mostly due to the inherent limitation of the point cloud data modality---lack of structure permutation invariance and varying number of points---which makes it difficult to learn a spatio-temporal representation. To address this limitation we propose the 3DinAction pipeline that first estimates patches moving in time (t-patches) as a key building block alongside a hierarchical architecture that learns an informative spatio-temporal representation. We show that our method achieves improved performance on existing datasets including DFAUST and IKEA ASM. Code is publicly available at https://github.com/sitzikbs/3dincaction

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3DGS-Avatar: Animatable Avatars via Deformable 3D Gaussian Splatting

Zhiyin Qian, Shaofei Wang, Marko Mihajlovic, Andreas Geiger, Siyu Tang

展开摘要

We introduce an approach that creates animatable human avatars from monocular videos using 3D Gaussian Splatting (3DGS). Existing methods based on neural radiance fields (NeRFs) achieve high-quality novel-view/novel-pose image synthesis but often require days of training and are extremely slow at inference time. Recently the community has explored fast grid structures for efficient training of clothed avatars. Albeit being extremely fast at training these methods can barely achieve an interactive rendering frame rate with around 15 FPS. In this paper we use 3D Gaussian Splatting and learn a non-rigid deformation network to reconstruct animatable clothed human avatars that can be trained within 30 minutes and rendered at real-time frame rates (50+ FPS). Given the explicit nature of our representation we further introduce as-isometric-as-possible regularizations on both the Gaussian mean vectors and the covariance matrices enhancing the generalization of our model on highly articulated unseen poses. Experimental results show that our method achieves comparable and even better performance compared to state-of-the-art approaches on animatable avatar creation from a monocular input while being 400x and 250x faster in training and inference respectively.

Poster
3DFIRES: Few Image 3D REconstruction for Scenes with Hidden Surfaces

Linyi Jin, Nilesh Kulkarni, David F. Fouhey

展开摘要

This paper introduces 3DFIRES a novel system for scene-level 3D reconstruction from posed images. Designed to work with as few as one view 3DFIRES reconstructs the complete geometry of unseen scenes including hidden surfaces. With multiple view inputs our method produces full reconstruction within all camera frustums. A key feature of our approach is the fusion of multi-view information at the feature level enabling the production of coherent and comprehensive 3D reconstruction. We train our system on non-watertight scans from large-scale real scene dataset. We show it matches the efficacy of single-view reconstruction methods with only one input and surpasses existing techniques in both quantitative and qualitative measures for sparse-view 3D reconstruction.

Poster
3D-SceneDreamer: Text-Driven 3D-Consistent Scene Generation

Songchun Zhang, Yibo Zhang, Quan Zheng, Rui Ma, Wei Hua, Hujun Bao, Weiwei Xu, Changqing Zou

展开摘要

Text-driven 3D scene generation techniques have made rapid progress in recent years. Their success is mainly attributed to using existing generative models to iteratively perform image warping and inpainting to generate 3D scenes. However these methods heavily rely on the outputs of existing models leading to error accumulation in geometry and appearance that prevent the models from being used in various scenarios (e.g. outdoor and unreal scenarios). To address this limitation we generatively refine the newly generated local views by querying and aggregating global 3D information and then progressively generate the 3D scene. Specifically we employ a tri-plane features-based NeRF as a unified representation of the 3D scene to constrain global 3D consistency and propose a generative refinement network to synthesize new contents with higher quality by exploiting the natural image prior from 2D diffusion model as well as the global 3D information of the current scene. Our extensive experiments demonstrate that in comparison to previous methods our approach supports wide variety of scene generation and arbitrary camera trajectories with improved visual quality and 3D consistency.

Poster
3D Face Reconstruction with the Geometric Guidance of Facial Part Segmentation

Zidu Wang, Xiangyu Zhu, Tianshuo Zhang, Baiqin Wang, Zhen Lei

展开摘要

3D Morphable Models (3DMMs) provide promising 3D face reconstructions in various applications. However existing methods struggle to reconstruct faces with extreme expressions due to deficiencies in supervisory signals such as sparse or inaccurate landmarks. Segmentation information contains effective geometric contexts for face reconstruction. Certain attempts intuitively depend on differentiable renderers to compare the rendered silhouettes of reconstruction with segmentation which is prone to issues like local optima and gradient instability. In this paper we fully utilize the facial part segmentation geometry by introducing Part Re-projection Distance Loss (PRDL). Specifically PRDL transforms facial part segmentation into 2D points and re-projects the reconstruction onto the image plane. Subsequently by introducing grid anchors and computing different statistical distances from these anchors to the point sets PRDL establishes geometry descriptors to optimize the distribution of the point sets for face reconstruction. PRDL exhibits a clear gradient compared to the renderer-based methods and presents state-of-the-art reconstruction performance in extensive quantitative and qualitative experiments. Our project is available at https://github.com/wang-zidu/3DDFA-V3.

Highlight
3D Building Reconstruction from Monocular Remote Sensing Images with Multi-level Supervisions

Weijia Li, Haote Yang, Zhenghao Hu, Juepeng Zheng, Gui-Song Xia, Conghui He

展开摘要

3D building reconstruction from monocular remote sensing images is an important and challenging research problem that has received increasing attention in recent years owing to its low cost of data acquisition and availability for large-scale applications. However existing methods rely on expensive 3D-annotated samples for fully-supervised training restricting their application to large-scale cross-city scenarios. In this work we propose MLS-BRN a multi-level supervised building reconstruction network that can flexibly utilize training samples with different annotation levels to achieve better reconstruction results in an end-to-end manner. To alleviate the demand on full 3D supervision we design two new modules Pseudo Building Bbox Calculator and Roof-Offset guided Footprint Extractor as well as new tasks and training strategies for different types of samples. Experimental results on several public and new datasets demonstrate that our proposed MLS-BRN achieves competitive performance using much fewer 3D-annotated samples and significantly improves the footprint extraction and 3D reconstruction performance compared with current state-of-the-art. The code and datasets of this work will be released at https://github.com/opendatalab/MLS-BRN.git.

Poster