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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Generalizable Novel-View Synthesis using a Stereo Camera

Haechan Lee, Wonjoon Jin, Seung-Hwan Baek, Sunghyun Cho

展开摘要

In this paper we propose the first generalizable view synthesis approach that specifically targets multi-view stereo-camera images. Since recent stereo matching has demonstrated accurate geometry prediction we introduce stereo matching into novel-view synthesis for high-quality geometry reconstruction. To this end this paper proposes a novel framework dubbed StereoNeRF which integrates stereo matching into a NeRF-based generalizable view synthesis approach. StereoNeRF is equipped with three key components to effectively exploit stereo matching in novel-view synthesis: a stereo feature extractor a depth-guided plane-sweeping and a stereo depth loss. Moreover we propose the StereoNVS dataset the first multi-view dataset of stereo-camera images encompassing a wide variety of both real and synthetic scenes. Our experimental results demonstrate that StereoNeRF surpasses previous approaches in generalizable view synthesis.

Poster
Generalizable Face Landmarking Guided by Conditional Face Warping

Jiayi Liang, Haotian Liu, Hongteng Xu, Dixin Luo

展开摘要

As a significant step for human face modeling editing and generation face landmarking aims at extracting facial keypoints from images. A generalizable face landmarker is required in practice because real-world facial images e.g. the avatars in animations and games are often stylized in various ways. However achieving generalizable face landmarking is challenging due to the diversity of facial styles and the scarcity of labeled stylized faces. In this study we propose a simple but effective paradigm to learn a generalizable face landmarker based on labeled real human faces and unlabeled stylized faces. Our method learns the face landmarker as the key module of a conditional face warper. Given a pair of real and stylized facial images the conditional face warper predicts a warping field from the real face to the stylized one in which the face landmarker predicts the ending points of the warping field and provides us with high-quality pseudo landmarks for the corresponding stylized facial images. Applying an alternating optimization strategy we learn the face landmarker to minimize i) the discrepancy between the stylized faces and the warped real ones and ii) the prediction errors of both real and pseudo landmarks. Experiments on various datasets show that our method outperforms existing state-of-the-art domain adaptation methods in face landmarking tasks leading to a face landmarker with better generalizability. Code is available at https://plustwo0.github.io/project-face-landmarker.

Poster
General Point Model Pretraining with Autoencoding and Autoregressive

Zhe Li, Zhangyang Gao, Cheng Tan, Bocheng Ren, Laurence T. Yang, Stan Z. Li

展开摘要

The pre-training architectures of large language models encompass various types including autoencoding models autoregressive models and encoder-decoder models. We posit that any modality can potentially benefit from a large language model as long as it undergoes vector quantization to become discrete tokens. Inspired by the General Language Model we propose a General Point Model (GPM) that seamlessly integrates autoencoding and autoregressive tasks in a point cloud transformer. This model is versatile allowing fine-tuning for downstream point cloud representation tasks as well as unconditional and conditional generation tasks. GPM enhances masked prediction in autoencoding through various forms of mask padding tasks leading to improved performance in point cloud understanding. Additionally GPM demonstrates highly competitive results in unconditional point cloud generation tasks even exhibiting the potential for conditional generation tasks by modifying the input's conditional information. Compared to models like Point-BERT MaskPoint and PointMAE our GPM achieves superior performance in point cloud understanding tasks. Furthermore the integration of autoregressive and autoencoding within the same transformer underscores its versatility across different downstream tasks.

Poster
GeneAvatar: Generic Expression-Aware Volumetric Head Avatar Editing from a Single Image

Chong Bao, Yinda Zhang, Yuan Li, Xiyu Zhang, Bangbang Yang, Hujun Bao, Marc Pollefeys, Guofeng Zhang, Zhaopeng Cui

展开摘要

Recently we have witnessed the explosive growth of various volumetric representations in modeling animatable head avatars. However due to the diversity of frameworks there is no practical method to support high-level applications like 3D head avatar editing across different representations. In this paper we propose a generic avatar editing approach that can be universally applied to various 3DMM driving volumetric head avatars. To achieve this goal we design a novel expression-aware modification generative model which enables lift 2D editing from a single image to a consistent 3D modification field. To ensure the effectiveness of the generative modification process we develop several techniques including an expression-dependent modification distillation scheme to draw knowledge from the large-scale head avatar model and 2D facial texture editing tools implicit latent space guidance to enhance model convergence and a segmentation-based loss reweight strategy for fine-grained texture inversion. Extensive experiments demonstrate that our method delivers high-quality and consistent results across multiple expression and viewpoints. Project page: https://zju3dv.github.io/ geneavatar/.

Poster
GenZI: Zero-Shot 3D Human-Scene Interaction Generation

Lei Li, Angela Dai

展开摘要

Can we synthesize 3D humans interacting with scenes without learning from any 3D human-scene interaction data? We propose GenZI the first zero-shot approach to generating 3D human-scene interactions. Key to GenZI is our distillation of interaction priors from large vision-language models (VLMs) which have learned a rich semantic space of 2D human-scene compositions. Given a natural language description and a coarse point location of the desired interaction in a 3D scene we first leverage VLMs to imagine plausible 2D human interactions inpainted into multiple rendered views of the scene. We then formulate a robust iterative optimization to synthesize the pose and shape of a 3D human model in the scene guided by consistency with the 2D interaction hypotheses. In contrast to existing learning-based approaches GenZI circumvents the conventional need for captured 3D interaction data and allows for flexible control of the 3D interaction synthesis with easy-to-use text prompts. Extensive experiments show that our zero-shot approach has high flexibility and generality making it applicable to diverse scene types including both indoor and outdoor environments.

Poster
GenTron: Diffusion Transformers for Image and Video Generation

Shoufa Chen, Mengmeng Xu, Jiawei Ren, Yuren Cong, Sen He, Yanping Xie, Animesh Sinha, Ping Luo, Tao Xiang, Juan-Manuel Perez-Rua

展开摘要

In this study we explore Transformer based diffusion models for image and video generation. Despite the dominance of Transformer architectures in various fields due to their flexibility and scalability the visual generative domain primarily utilizes CNN-based U-Net architectures particularly in diffusion-based models. We introduce GenTron a family of Generative models employing Transformer-based diffusion to address this gap. Our initial step was to adapt Diffusion Transformers (DiTs) from class to text conditioning a process involving thorough empirical exploration of the conditioning mechanism. We then scale GenTron from approximately 900M to over 3B parameters observing improvements in visual quality. Furthermore we extend GenTron to text-to-video generation incorporating novel motion-free guidance to enhance video quality. In human evaluations against SDXL GenTron achieves a 51.1% win rate in visual quality (with a 19.8% draw rate) and a 42.3% win rate in text alignment (with a 42.9% draw rate). GenTron notably performs well in T2I-CompBench highlighting its compositional generation ability. We hope GenTron could provide meaningful insights and serve as a valuable reference for future research. Please refer to the arXiv version for the most up-to-date results: https://arxiv.org/abs/2312.04557.

Poster
GenNBV: Generalizable Next-Best-View Policy for Active 3D Reconstruction

Xiao Chen, Quanyi Li, Tai Wang, Tianfan Xue, Jiangmiao Pang

展开摘要

While recent advances in neural radiance field enable realistic digitization for large-scale scenes the image-capturing process is still time-consuming and labor-intensive. Previous works attempt to automate this process using the Next-Best-View (NBV) policy for active 3D reconstruction. However the existing NBV policies heavily rely on hand-crafted criteria limited action space or per-scene optimized representations. These constraints limit their cross-dataset generalizability. To overcome them we propose GenNBV an end-to-end generalizable NBV policy. Our policy adopts a reinforcement learning (RL)-based framework and extends typical limited action space to 5D free space. It empowers our agent drone to scan from any viewpoint and even interact with unseen geometries during training. To boost the cross-dataset generalizability we also propose a novel multi-source state embedding including geometric semantic and action representations. We establish a benchmark using the Isaac Gym simulator with the Houses3K and OmniObject3D datasets to evaluate this NBV policy. Experiments demonstrate that our policy achieves a 98.26% and 97.12% coverage ratio on unseen building-scale objects from these datasets respectively outperforming prior solutions.

Poster
GenN2N: Generative NeRF2NeRF Translation

Xiangyue Liu, Han Xue, Kunming Luo, Ping Tan, Li Yi

展开摘要

We present GenN2N a unified NeRF-to-NeRF translation framework for various NeRF translation tasks such as text-driven NeRF editing colorization super-resolution inpainting etc. Unlike previous methods designed for individual translation tasks with task-specific schemes GenN2N achieves all these NeRF editing tasks by employing a plug-and-play image-to-image translator to perform editing in the 2D domain and lifting 2D edits into the 3D NeRF space. Since the 3D consistency of 2D edits may not be assured we propose to model the distribution of the underlying 3D edits through a generative model that can cover all possible edited NeRFs. To model the distribution of 3D edited NeRFs from 2D edited images we carefully design a VAE-GAN that encodes images while decoding NeRFs. The latent space is trained to align with a Gaussian distribution and the NeRFs are supervised through an adversarial loss on its renderings. To ensure the latent code does not depend on 2D viewpoints but truly reflects the 3D edits we also regularize the latent code through a contrastive learning scheme. Extensive experiments on various editing tasks show GenN2N as a universal framework performs as well or better than task-specific specialists while possessing flexible generative power. More results on our project page: https://xiangyueliu.github.io/GenN2N/.

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

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

展开摘要

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

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

Sungphill Moon, Hyeontae Son, Dongcheol Hur, Sangwook Kim

展开摘要

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

Poster
GaussianEditor: Swift and Controllable 3D Editing with Gaussian Splatting

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

展开摘要

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

Poster
GaussianEditor: Editing 3D Gaussians Delicately with Text Instructions

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

展开摘要

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

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

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

展开摘要

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

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

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

展开摘要

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

Poster
Gaussian Shell Maps for Efficient 3D Human Generation

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

展开摘要

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

Poster
Gaussian Shadow Casting for Neural Characters

Luis Bolanos, Shih-Yang Su, Helge Rhodin

展开摘要

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

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

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

展开摘要

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

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

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

展开摘要

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

Poster