CVPR 2024 论文列表

Conference on Computer Vision and Pattern Recognition

录用类型

2,716篇论文

按官方录用论文列表统计,可能与会议公布的数字略有出入。

  • Poster
    2,39288.1%
  • 其他 / 未标注
    32411.9%

浏览全部论文

主题: 三维视觉 · 389 篇论文 · 重置筛选

TextNeRF: A Novel Scene-Text Image Synthesis Method based on Neural Radiance Fields

Jialei Cui, Jianwei Du, Wenzhuo Liu, Zhouhui Lian

展开摘要

Acquiring large-scale well-annotated datasets is essential for training robust scene text detectors yet the process is often resource-intensive and time-consuming. While some efforts have been made to explore the synthesis of scene text images a notable gap remains between synthetic and authentic data. In this paper we introduce a novel method that utilizes Neural Radiance Fields (NeRF) to model real-world scenes and emulate the data collection process by rendering images from diverse camera perspectives enriching the variability and realism of the synthesized data. A semi-supervised learning framework is proposed to categorize semantic regions within 3D scenes ensuring consistent labeling of text regions across various viewpoints. Our method also models the pose and view-dependent appearance of text regions thereby offering precise control over camera poses and significantly improving the realism of text insertion and editing within scenes. Employing our technique on real-world scenes has led to the creation of a novel scene text image dataset. Compared to other existing benchmarks the proposed dataset is distinctive in providing not only standard annotations such as bounding boxes and transcriptions but also the information of 3D pose attributes for text regions enabling a more detailed evaluation of the robustness of text detection algorithms. Through extensive experiments we demonstrate the effectiveness of our proposed method in enhancing the performance of scene text detectors.

Poster
Text2Loc: 3D Point Cloud Localization from Natural Language

Yan Xia, Letian Shi, Zifeng Ding, Joao F. Henriques, Daniel Cremers

展开摘要

We tackle the problem of 3D point cloud localization based on a few natural linguistic descriptions and introduce a novel neural network Text2Loc that fully interprets the semantic relationship between points and text. Text2Loc follows a coarse-to-fine localization pipeline: text-submap global place recognition followed by fine localization. In global place recognition relational dynamics among each textual hint are captured in a hierarchical transformer with max-pooling (HTM) whereas a balance between positive and negative pairs is maintained using text-submap contrastive learning. Moreover we propose a novel matching-free fine localization method to further refine the location predictions which completely removes the need for complicated text-instance matching and is lighter faster and more accurate than previous methods. Extensive experiments show that Text2Loc improves the localization accuracy by up to 2x over the state-of-the-art on the KITTI360Pose dataset. Our project page is publicly available at: https: //yan-xia.github.io/projects/text2loc/.

Poster
Text-to-3D using Gaussian Splatting

Zilong Chen, Feng Wang, Yikai Wang, Huaping Liu

展开摘要

Automatic text-to-3D generation that combines Score Distillation Sampling (SDS) with the optimization of volume rendering has achieved remarkable progress in synthesizing realistic 3D objects. Yet most existing text-to-3D methods by SDS and volume rendering suffer from inaccurate geometry e.g. the Janus issue since it is hard to explicitly integrate 3D priors into implicit 3D representations. Besides it is usually time-consuming for them to generate elaborate 3D models with rich colors. In response this paper proposes GSGEN a novel method that adopts Gaussian Splatting a recent state-of-the-art representation to text-to-3D generation. GSGEN aims at generating high-quality 3D objects and addressing existing shortcomings by exploiting the explicit nature of Gaussian Splatting that enables the incorporation of 3D prior. Specifically our method adopts a progressive optimization strategy which includes a geometry optimization stage and an appearance refinement stage. In geometry optimization a coarse representation is established under 3D point cloud diffusion prior along with the ordinary 2D SDS optimization ensuring a sensible and 3D-consistent rough shape. Subsequently the obtained Gaussians undergo an iterative appearance refinement to enrich texture details. In this stage we increase the number of Gaussians by compactness-based densification to enhance continuity and improve fidelity. With these designs our approach can generate 3D assets with delicate details and accurate geometry. Extensive evaluations demonstrate the effectiveness of our method especially for capturing high-frequency components.

Poster
TexOct: Generating Textures of 3D Models with Octree-based Diffusion

Jialun Liu, Chenming Wu, Xinqi Liu, Xing Liu, Jinbo Wu, Haotian Peng, Chen Zhao, Haocheng Feng, Jingtuo Liu, Errui Ding

展开摘要

This paper focuses on synthesizing high-quality and complete textures directly on the surface of 3D models within 3D space. 2D diffusion-based methods face challenges in generating 2D texture maps due to the infinite possibilities of UV mapping for a given 3D mesh. Utilizing point clouds helps circumvent variations arising from diverse mesh topologies and UV mappings. Nevertheless achieving dense point clouds to accurately represent texture details poses a challenge due to limited computational resources. To address these challenges we propose an efficient octree-based diffusion pipeline called TexOct. Our method starts by sampling a point cloud from the surface of a given 3D model with each point containing texture noise values. We utilize an octree structure to efficiently represent this point cloud. Additionally we introduce an innovative octree-based diffusion model that leverages the denoising capabilities of the Denoising Diffusion Probabilistic Model (DDPM). This model gradually reduces the texture noise on the octree nodes resulting in the restoration of fine texture. Experimental results on ShapeNet demonstrate that TexOct effectively generates high-quality 3D textures in both unconditional and text / image-conditional scenarios.

Poster
TetraSphere: A Neural Descriptor for O(3)-Invariant Point Cloud Analysis

Pavlo Melnyk, Andreas Robinson, Michael Felsberg, Mårten Wadenbäck

展开摘要

In many practical applications 3D point cloud analysis requires rotation invariance. In this paper we present a learnable descriptor invariant under 3D rotations and reflections i.e. the O(3) actions utilizing the recently introduced steerable 3D spherical neurons and vector neurons. Specifically we propose an embedding of the 3D spherical neurons into 4D vector neurons which leverages end-to-end training of the model. In our approach we perform TetraTransform---an equivariant embedding of the 3D input into 4D constructed from the steerable neurons---and extract deeper O(3)-equivariant features using vector neurons. This integration of the TetraTransform into the VN-DGCNN framework termed TetraSphere negligibly increases the number of parameters by less than 0.0002%. TetraSphere sets a new state-of-the-art performance classifying randomly rotated real-world object scans of the challenging subsets of ScanObjectNN. Additionally TetraSphere outperforms all equivariant methods on randomly rotated synthetic data: classifying objects from ModelNet40 and segmenting parts of the ShapeNet shapes. Thus our results reveal the practical value of steerable 3D spherical neurons for learning in 3D Euclidean space. The code is available at https://github.com/pavlo-melnyk/tetrasphere.

Poster
TeTriRF: Temporal Tri-Plane Radiance Fields for Efficient Free-Viewpoint Video

Minye Wu, Zehao Wang, Georgios Kouros, Tinne Tuytelaars

展开摘要

Neural Radiance Fields (NeRF) revolutionize the realm of visual media by providing photorealistic Free-Viewpoint Video (FVV) experiences offering viewers unparalleled immersion and interactivity. However the technology's significant storage requirements and the computational complexity involved in generation and rendering currently limit its broader application. To close this gap this paper presents Temporal Tri-Plane Radiance Fields (TeTriRF) a novel technology that significantly reduces the storage size for Free-Viewpoint Video (FVV) while maintaining low-cost generation and rendering. TeTriRF introduces a hybrid representation with tri-planes and voxel grids to support scaling up to long-duration sequences and scenes with complex motions or rapid changes. We propose a group training scheme tailored to achieving high training efficiency and yielding temporally consistent low-entropy scene representations on feature domain. Leveraging these properties of the representations we introduce a compression pipeline with off-the-shelf video codecs achieving an order of magnitude less storage size compared to the state-of-the-art. Our experiments demonstrate that TeTriRF can achieve competitive quality with a higher compression rate.

Poster
TIGER: Time-Varying Denoising Model for 3D Point Cloud Generation with Diffusion Process

Zhiyuan Ren, Minchul Kim, Feng Liu, Xiaoming Liu

展开摘要

Recently diffusion models have emerged as a new powerful generative method for 3D point cloud generation tasks. However few works study the effect of the architecture of the diffusion model in the 3D point cloud resorting to the typical UNet model developed for 2D images. Inspired by the wide adoption of Transformers we study the complementary role of convolution (from UNet) and attention (from Transformers). We discover that their respective importance change according to the timestep in the diffusion process. At early stage attention has an outsized influence because Transformers are found to generate the overall shape more quickly and at later stages when adding fine detail convolution starts having a larger impact on the generated point cloud's local surface quality. In light of this observation we propose a time-varying two-stream denoising model combined with convolution layers and transformer blocks. We generate an optimizable mask from each timestep to reweigh global and local features obtaining time-varying fused features. Experimentally we demonstrate that our proposed method quantitatively outperforms other state-of-the-art methods regarding visual quality and diversity. Code is avaiable github.com/Zhiyuan-R/Tiger-Time-varying-Diffusion-Model-for-Point-Cloud-Generation.

Poster
SyncTalk: The Devil is in the Synchronization for Talking Head Synthesis

Ziqiao Peng, Wentao Hu, Yue Shi, Xiangyu Zhu, Xiaomei Zhang, Hao Zhao, Jun He, Hongyan Liu, Zhaoxin Fan

展开摘要

Achieving high synchronization in the synthesis of realistic speech-driven talking head videos presents a significant challenge. Traditional Generative Adversarial Networks (GAN) struggle to maintain consistent facial identity while Neural Radiance Fields (NeRF) methods although they can address this issue often produce mismatched lip movements inadequate facial expressions and unstable head poses. A lifelike talking head requires synchronized coordination of subject identity lip movements facial expressions and head poses. The absence of these synchronizations is a fundamental flaw leading to unrealistic and artificial outcomes. To address the critical issue of synchronization identified as the "devil" in creating realistic talking heads we introduce SyncTalk. This NeRF-based method effectively maintains subject identity enhancing synchronization and realism in talking head synthesis. SyncTalk employs a Face-Sync Controller to align lip movements with speech and innovatively uses a 3D facial blendshape model to capture accurate facial expressions. Our HeadSync Stabilizer optimizes head poses achieving more natural head movements. The Portrait-Sync Generator restores hair details and blends the generated head with the torso for a seamless visual experience. Extensive experiments and user studies demonstrate that SyncTalk outperforms state-of-the-art methods in synchronization and realism. We recommend watching the supplementary video: https://ziqiaopeng.github.io/synctalk

Poster
Symphonize 3D Semantic Scene Completion with Contextual Instance Queries

Haoyi Jiang, Tianheng Cheng, Naiyu Gao, Haoyang Zhang, Tianwei Lin, Wenyu Liu, Xinggang Wang

展开摘要

3D Semantic Scene Completion (SSC) has emerged as a nascent and pivotal undertaking in autonomous driving aiming to predict the voxel occupancy within volumetric scenes. However prevailing methodologies primarily focus on voxel-wise feature aggregation while neglecting instance semantics and scene context. In this paper we present a novel paradigm termed Symphonies (Scene-from-Insts) that delves into the integration of instance queries to orchestrate 2D-to-3D reconstruction and 3D scene modeling. Leveraging our proposed Serial Instance-Propagated Attentions Symphonies dynamically encodes instance-centric semantics facilitating intricate interactions between the image and volumetric domains. Simultaneously Symphonies fosters holistic scene comprehension by capturing context through the efficient fusion of instance queries alleviating geometric ambiguities such as occlusion and perspective errors through contextual scene reasoning. Experimental results demonstrate that Symphonies achieves state-of-the-art performance on the challenging SemanticKITTI and SSCBench-KITTI-360 benchmarks yielding remarkable mIoU scores of 15.04 and 18.58 respectively. These results showcase the promising advancements of our paradigm. The code for our method is available at https://github.com/hustvl/Symphonies.

Poster
SurMo: Surface-based 4D Motion Modeling for Dynamic Human Rendering

Tao Hu, Fangzhou Hong, Ziwei Liu

展开摘要

Dynamic human rendering from video sequences has achieved remarkable progress by formulating the rendering as a mapping from static poses to human images. However existing methods focus on the human appearance reconstruction of every single frame while the temporal motion relations are not fully explored. In this paper we propose a new 4D motion modeling paradigm SurMo that jointly models the temporal dynamics and human appearances in a unified framework with three key designs: 1) Surface-based motion encoding that models 4D human motions with an efficient compact surface-based triplane. It encodes both spatial and temporal motion relations on the dense surface manifold of a statistical body template which inherits body topology priors for generalizable novel view synthesis with sparse training observations. 2) Physical motion decoding that is designed to encourage physical motion learning by decoding the motion triplane features at timestep t to predict both spatial derivatives and temporal derivatives at the next timestep t+1 in the training stage. 3) 4D appearance decoding that renders the motion triplanes into images by an efficient volumetric surface-conditioned renderer that focuses on the rendering of body surfaces with motion learning conditioning. Extensive experiments validate the state-of-the-art performance of our new paradigm and illustrate the expressiveness of surface-based motion triplanes for rendering high-fidelity view-consistent humans with fast motions and even motion-dependent shadows. Our project page is at: https://taohuumd.github.io/projects/SurMo.

Poster
SuperPrimitive: Scene Reconstruction at a Primitive Level

Kirill Mazur, Gwangbin Bae, Andrew J. Davison

展开摘要

Joint camera pose and dense geometry estimation from a set of images or a monocular video remains a challenging problem due to its computational complexity and inherent visual ambiguities. Most dense incremental reconstruction systems operate directly on image pixels and solve for their 3D positions using multi-view geometry cues. Such pixel-level approaches suffer from ambiguities or violations of multi-view consistency (e.g. caused by textureless or specular surfaces). We address this issue with a new image representation which we call a SuperPrimitive. SuperPrimitives are obtained by splitting images into semantically correlated local regions and enhancing them with estimated surface normal directions both of which are predicted by state-of-the-art single image neural networks. This provides a local geometry estimate per SuperPrimitive while their relative positions are adjusted based on multi-view observations. We demonstrate the versatility of our new representation by addressing three 3D reconstruction tasks: depth completion few-view structure from motion and monocular dense visual odometry. Project page: https://makezur.github.io/SuperPrimitive/

Poster
SuperNormal: Neural Surface Reconstruction via Multi-View Normal Integration

Xu Cao, Takafumi Taketomi

展开摘要

We present SuperNormal a fast high-fidelity approach to multi-view 3D reconstruction using surface normal maps. With a few minutes SuperNormal produces detailed surfaces on par with 3D scanners. We harness volume rendering to optimize a neural signed distance function (SDF) powered by multi-resolution hash encoding. To accelerate training we propose directional finite difference and patchbased ray marching to approximate the SDF gradients numerically. While not compromising reconstruction quality this strategy is nearly twice as efficient as analytical gradients and about three times faster than axis-aligned finite difference. Experiments on the benchmark dataset demonstrate the superiority of SuperNormal in efficiency and accuracy compared to existing multi-view photometric stereo methods. On our captured objects SuperNormal produces more fine-grained geometry than recent neural 3D reconstruction methods. Our code is available at https://github.com/CyberAgentAILab/SuperNormal.git.

Poster
Super-Resolution Reconstruction from Bayer-Pattern Spike Streams

Yanchen Dong, Ruiqin Xiong, Jian Zhang, Zhaofei Yu, Xiaopeng Fan, Shuyuan Zhu, Tiejun Huang

展开摘要

Spike camera is a neuromorphic vision sensor that can capture highly dynamic scenes by generating a continuous stream of binary spikes to represent the arrival of photons at very high temporal resolution. Equipped with Bayer color filter array (CFA) color spike camera (CSC) has been invented to capture color information. Although spike camera has already demonstrated great potential for high-speed imaging its spatial resolution is limited compared with conventional digital cameras. This paper proposes a Color Spike Camera Super-Resolution (CSCSR) network to super-resolve higher-resolution color images from spike camera streams with Bayer CFA. To be specific we first propose a representation for Bayer-pattern spike streams exploring local temporal information with global perception to represent the binary data. Then we exploit the CFA layout and sub-pixel level motion to collect temporal pixels for the spatial super-resolution of each color channel. In particular a residual-based module for feature refinement is developed to reduce the impact of motion estimation errors. Considering color correlation we jointly utilize the multi-stage temporal-pixel features of color channels to reconstruct the high-resolution color image. Experimental results demonstrate that the proposed scheme can reconstruct satisfactory color images with both high temporal and spatial resolution from low-resolution Bayer-pattern spike streams. The source codes are available at https://github.com/csycdong/CSCSR.

Poster
SuGaR: Surface-Aligned Gaussian Splatting for Efficient 3D Mesh Reconstruction and High-Quality Mesh Rendering

Antoine Guédon, Vincent Lepetit

展开摘要

We propose a method to allow precise and extremely fast mesh extraction from 3D Gaussian Splatting. Gaussian Splatting has recently become very popular as it yields realistic rendering while being significantly faster to train than NeRFs. It is however challenging to extract a mesh from the millions of tiny 3D Gaussians as these Gaussians tend to be unorganized after optimization and no method has been proposed so far. Our first key contribution is a regularization term that encourages the Gaussians to align well with the surface of the scene. We then introduce a method that exploits this alignment to extract a mesh from the Gaussians using Poisson reconstruction which is fast scalable and preserves details in contrast to the Marching Cubes algorithm usually applied to extract meshes from Neural SDFs. Finally we introduce an optional refinement strategy that binds Gaussians to the surface of the mesh and jointly optimizes these Gaussians and the mesh through Gaussian splatting rendering. This enables easy editing sculpting animating and relighting of the Gaussians by manipulating the mesh instead of the Gaussians themselves. Retrieving such an editable mesh for realistic rendering is done within minutes with our method compared to hours with the state-of-the-art method on SDFs while providing a better rendering quality.

Poster
Structure-Aware Sparse-View X-ray 3D Reconstruction

Yuanhao Cai, Jiahao Wang, Alan Yuille, Zongwei Zhou, Angtian Wang

展开摘要

X-ray known for its ability to reveal internal structures of objects is expected to provide richer information for 3D reconstruction than visible light. Yet existing NeRF algorithms overlook this nature of X-ray leading to their limitations in capturing structural contents of imaged objects. In this paper we propose a framework Structure-Aware X-ray Neural Radiodensity Fields (SAX-NeRF) for sparse-view X-ray 3D reconstruction. Firstly we design a Line Segment-based Transformer (Lineformer) as the backbone of SAX-NeRF. Linefomer captures internal structures of objects in 3D space by modeling the dependencies within each line segment of an X-ray. Secondly we present a Masked Local-Global (MLG) ray sampling strategy to extract contextual and geometric information in 2D projection. Plus we collect a larger-scale dataset X3D covering wider X-ray applications. Experiments on X3D show that SAX-NeRF surpasses previous NeRF-based methods by 12.56 and 2.49 dB on novel view synthesis and CT reconstruction. https://github.com/caiyuanhao1998/SAX-NeRF

Poster
StrokeFaceNeRF: Stroke-based Facial Appearance Editing in Neural Radiance Field

Xiao-Juan Li, Dingxi Zhang, Shu-Yu Chen, Feng-Lin Liu

展开摘要

Current 3D-aware facial NeRF generation approaches control the facial appearance by text lighting conditions or reference images limiting precise manipulation of local facial regions and interactivity. Color stroke a user-friendly and effective tool to depict appearance is challenging to edit 3D faces because of the lack of texture coarse geometry representation and detailed editing operations. To solve the above problems we introduce StrokeFaceNeRF a novel stroke-based method for editing facial NeRF appearance. In order to infer the missing texture and 3D geometry information 2D edited stroke maps are firstly encoded into the EG3D's latent space followed by a transformer-based editing module to achieve effective appearance changes while preserving the original geometry in editing regions. Notably we design a novel geometry loss function to ensure surface density remains consistent during training. To further enhance the local manipulation accuracy we propose a stereo fusion approach which lifts the 2D mask (inferred from strokes or drawn by users) into 3D mask volume allowing explicit blending of the original and edited faces. Extensive experiments validate that the proposed method outperforms existing 2D and 3D methods in both editing reality and geometry retention.

Poster
StraightPCF: Straight Point Cloud Filtering

Dasith de Silva Edirimuni, Xuequan Lu, Gang Li, Lei Wei, Antonio Robles-Kelly, Hongdong Li

展开摘要

Point cloud filtering is a fundamental 3D vision task which aims to remove noise while recovering the underlying clean surfaces. State-of-the-art methods remove noise by moving noisy points along stochastic trajectories to the clean surfaces. These methods often require regularization within the training objective and/or during post-processing to ensure fidelity. In this paper we introduce StraightPCF a new deep learning based method for point cloud filtering. It works by moving noisy points along straight paths thus reducing discretization errors while ensuring faster convergence to the clean surfaces. We model noisy patches as intermediate states between high noise patch variants and their clean counterparts and design the VelocityModule to infer a constant flow velocity from the former to the latter. This constant flow leads to straight filtering trajectories. In addition we introduce a DistanceModule that scales the straight trajectory using an estimated distance scalar to attain convergence near the clean surface. Our network is lightweight and only has 530K parameters being 17% of IterativePFN (a most recent point cloud filtering network). Extensive experiments on both synthetic and real-world data show our method achieves state-of-the-art results. Our method also demonstrates nice distributions of filtered points without the need for regularization. The implementation code can be found at: https://github.com/ddsediri/StraightPCF.

Poster
Steerers: A Framework for Rotation Equivariant Keypoint Descriptors

Georg Bökman, Johan Edstedt, Michael Felsberg, Fredrik Kahl

展开摘要

Image keypoint descriptions that are discriminative and matchable over large changes in viewpoint are vital for 3D reconstruction. However descriptions output by learned descriptors are typically not robust to camera rotation. While they can be made more robust by e.g. data aug-mentation this degrades performance on upright images. Another approach is test-time augmentation which incurs a significant increase in runtime. Instead we learn a lin-ear transform in description space that encodes rotations of the input image. We call this linear transform a steerer since it allows us to transform the descriptions as if the im-age was rotated. From representation theory we know all possible steerers for the rotation group. Steerers can be optimized (A) given a fixed descriptor (B) jointly with a de-scriptor or (C) we can optimize a descriptor given a fixed steerer. We perform experiments in these three settings and obtain state-of-the-art results on the rotation invariant im-age matching benchmarks AIMS and Roto-360.

Poster
SplattingAvatar: Realistic Real-Time Human Avatars with Mesh-Embedded Gaussian Splatting

Zhijing Shao, Zhaolong Wang, Zhuang Li, Duotun Wang, Xiangru Lin, Yu Zhang, Mingming Fan, Zeyu Wang

展开摘要

We present SplattingAvatar a hybrid 3D representation of photorealistic human avatars with Gaussian Splatting embedded on a triangle mesh which renders over 300 FPS on a modern GPU and 30 FPS on a mobile device. We disentangle the motion and appearance of a virtual human with explicit mesh geometry and implicit appearance modeling with Gaussian Splatting. The Gaussians are defined by barycentric coordinates and displacement on a triangle mesh as Phong surfaces. We extend lifted optimization to simultaneously optimize the parameters of the Gaussians while walking on the triangle mesh. SplattingAvatar is a hybrid representation of virtual humans where the mesh represents low-frequency motion and surface deformation while the Gaussians take over the high-frequency geometry and detailed appearance. Unlike existing deformation methods that rely on an MLP-based linear blend skinning (LBS) field for motion we control the rotation and translation of the Gaussians directly by mesh which empowers its compatibility with various animation techniques e.g. skeletal animation blend shapes and mesh editing. Trainable from monocular videos for both full-body and head avatars SplattingAvatar shows state-of-the-art rendering quality across multiple datasets.

Poster
Splatter Image: Ultra-Fast Single-View 3D Reconstruction

Stanislaw Szymanowicz, Chrisitian Rupprecht, Andrea Vedaldi

展开摘要

We introduce the Splatter Image an ultra-efficient approach for monocular 3D object reconstruction. Splatter Image is based on Gaussian Splatting which allows fast and high-quality reconstruction of 3D scenes from multiple images. We apply Gaussian Splatting to monocular reconstruction by learning a neural network that at test time performs reconstruction in a feed-forward manner at 38 FPS. Our main innovation is the surprisingly straightforward design of this network which using 2D operators maps the input image to one 3D Gaussian per pixel. The resulting set of Gaussians thus has the form an image the Splatter Image. We further extend the method take several images as input via cross-view attention. Owning to the speed of the renderer (588 FPS) we use a single GPU for training while generating entire images at each iteration to optimize perceptual metrics like LPIPS. On several synthetic real multi-category and large-scale benchmark datasets we achieve better results in terms of PSNR LPIPS and other metrics while training and evaluating much faster than prior works. Code models and more results are available at https://szymanowiczs.github.io/ splatter-image.

Poster