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三维生成

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Global-correlated 3D-decoupling Transformer for Clothed Avatar Reconstruction

Zechuan Zhang, Li Sun, Zongxin Yang, Ling Chen, Yi Yang

Reconstructing 3D clothed human avatars from single images is a challenging task, especially when encountering complex poses and loose clothing. Current methods exhibit limitations in performance, largely attributable to their dependence on insufficient 2D image features and inconsistent query methods. Owing to this, we present the Global-correlated 3D-decoupling Transformer for clothed Avatar reconstruction (GTA), a novel transformer-based architecture that reconstructs clothed human avatars from monocular images. Our approach leverages transformer architectures by utilizing a Vision Transformer model as an encoder for capturing global-correlated image features. Subsequently, our innovative 3D-decoupling decoder employs cross-attention to decouple tri-plane features, using learnable embeddings as queries for cross-plane generation. To effectively enhance feature fusion with the tri-plane 3D feature and human body prior, we propose a hybrid prior fusion strategy combining spatial and prior-enhanced queries, leveraging the benefits of spatial localization and human body prior knowledge. Comprehensive experiments on CAPE and THuman2.0 datasets illustrate that our method outperforms state-of-the-art approaches in both geometry and texture reconstruction, exhibiting high robustness to challenging poses and loose clothing, and producing higher-resolution textures. Codes are available at https://github.com/River-Zhang/GTA.

当前中文摘要缺失,已展示英文摘要。

Equivariant Flow Matching with Hybrid Probability Transport for 3D Molecule Generation

Yuxuan Song, Jingjing Gong, Minkai Xu, Ziyao Cao, Yanyan Lan, Stefano Ermon, Hao Zhou, Wei-Ying Ma

The generation of 3D molecules requires simultaneously deciding the categorical features (atom types) and continuous features (atom coordinates). Deep generative models, especially Diffusion Models (DMs), have demonstrated effectiveness in generating feature-rich geometries. However, existing DMs typically suffer from unstable probability dynamics with inefficient sampling speed. In this paper, we introduce geometric flow matching, which enjoys the advantages of both equivariant modeling and stabilized probability dynamics. More specifically, we propose a hybrid probability path where the coordinates probability path is regularized by an equivariant optimal transport, and the information between different modalities is aligned. Experimentally, the proposed method could consistently achieve better performance on multiple molecule generation benchmarks with 4.75$\times$ speed up of sampling on average.

当前中文摘要缺失,已展示英文摘要。

VPP: Efficient Conditional 3D Generation via Voxel-Point Progressive Representation

Zekun Qi, Muzhou Yu, Runpei Dong, Kaisheng Ma

Conditional 3D generation is undergoing a significant advancement, enabling the free creation of 3D content from inputs such as text or 2D images. However, previous approaches have suffered from low inference efficiency, limited generation categories, and restricted downstream applications. In this work, we revisit the impact of different 3D representations on generation quality and efficiency. We propose a progressive generation method through Voxel-Point Progressive Representation (VPP). VPP leverages structured voxel representation in the proposed Voxel Semantic Generator and the sparsity of unstructured point representation in the Point Upsampler, enabling efficient generation of multi-category objects. VPP can generate high-quality 8K point clouds within 0.2 seconds. Additionally, the masked generation Transformer allows for various 3D downstream tasks, such as generation, editing, completion, and pre-training. Extensive experiments demonstrate that VPP efficiently generates high-fidelity and diverse 3D shapes across different categories, while also exhibiting excellent representation transfer performance. Codes will be released at https://github.com/qizekun/VPP.

当前中文摘要缺失,已展示英文摘要。

XAGen: 3D Expressive Human Avatars Generation

Zhongcong Xu, Jianfeng Zhang, Jun Hao Liew, Jiashi FENG, Mike Zheng Shou

Recent advances in 3D-aware GAN models have enabled the generation of realistic and controllable human body images. However, existing methods focus on the control of major body joints, neglecting the manipulation of expressive attributes, such as facial expressions, jaw poses, hand poses, and so on. In this work, we present XAGen, the first 3D generative model for human avatars capable of expressive control over body, face, and hands. To enhance the fidelity of small-scale regions like face and hands, we devise a multi-scale and multi-part 3D representation that models fine details. Based on this representation, we propose a multi-part rendering technique that disentangles the synthesis of body, face, and hands to ease model training and enhance geometric quality. Furthermore, we design multi-part discriminators that evaluate the quality of the generated avatars with respect to their appearance and fine-grained control capabilities. Experiments show that XAGen surpasses state-of-the-art methods in terms of realism, diversity, and expressive control abilities. Code and data will be made available at https://showlab.github.io/xagen.

当前中文摘要缺失,已展示英文摘要。

3D Copy-Paste: Physically Plausible Object Insertion for Monocular 3D Detection

Yunhao Ge, Hong-Xing Yu, Cheng Zhao, Yuliang Guo, Xinyu Huang, Liu Ren, Laurent Itti, Jiajun Wu

A major challenge in monocular 3D object detection is the limited diversity and quantity of objects in real datasets. While augmenting real scenes with virtual objects holds promise to improve both the diversity and quantity of the objects, it remains elusive due to the lack of an effective 3D object insertion method in complex real captured scenes. In this work, we study augmenting complex real indoor scenes with virtual objects for monocular 3D object detection. The main challenge is to automatically identify plausible physical properties for virtual assets (e.g., locations, appearances, sizes, etc.) in cluttered real scenes. To address this challenge, we propose a physically plausible indoor 3D object insertion approach to automatically copy virtual objects and paste them into real scenes. The resulting objects in scenes have 3D bounding boxes with plausible physical locations and appearances. In particular, our method first identifies physically feasible locations and poses for the inserted objects to prevent collisions with the existing room layout. Subsequently, it estimates spatially-varying illumination for the insertion location, enabling the immersive blending of the virtual objects into the original scene with plausible appearances and cast shadows. We show that our augmentation method significantly improves existing monocular 3D object models and achieves state-of-the-art performance. For the first time, we demonstrate that a physically plausible 3D object insertion, serving as a generative data augmentation technique, can lead to significant improvements for discriminative downstream tasks such as monocular 3D object detection. Project website: https://gyhandy.github.io/3D-Copy-Paste/.

当前中文摘要缺失,已展示英文摘要。

3D molecule generation by denoising voxel grids

Pedro O. Pinheiro, Joshua Rackers, Joseph Kleinhenz, Michael Maser, Omar Mahmood, Andrew Martin Watkins, Stephen Ra, Vishnu Sresht, Saeed Saremi

We propose a new score-based approach to generate 3D molecules represented as atomic densities on regular grids. First, we train a denoising neural network that learns to map from a smooth distribution of noisy molecules to the distribution of real molecules. Then, we follow the _neural empirical Bayes_ framework [Saremi and Hyvarinen, 2019] and generate molecules in two steps: (i) sample noisy density grids from a smooth distribution via underdamped Langevin Markov chain Monte Carlo, and (ii) recover the "clean" molecule by denoising the noisy grid with a single step. Our method, _VoxMol_, generates molecules in a fundamentally different way than the current state of the art (ie, diffusion models applied to atom point clouds). It differs in terms of the data representation, the noise model, the network architecture and the generative modeling algorithm. Our experiments show that VoxMol captures the distribution of drug-like molecules better than state of the art, while being faster to generate samples.

当前中文摘要缺失,已展示英文摘要。

DreamWaltz: Make a Scene with Complex 3D Animatable Avatars

Yukun Huang, Jianan Wang, Ailing Zeng, He CAO, Xianbiao Qi, Yukai Shi, Zheng-Jun Zha, Lei Zhang

We present DreamWaltz, a novel framework for generating and animating complex 3D avatars given text guidance and parametric human body prior. While recent methods have shown encouraging results for text-to-3D generation of common objects, creating high-quality and animatable 3D avatars remains challenging. To create high-quality 3D avatars, DreamWaltz proposes 3D-consistent occlusion-aware Score Distillation Sampling (SDS) to optimize implicit neural representations with canonical poses. It provides view-aligned supervision via 3D-aware skeleton conditioning which enables complex avatar generation without artifacts and multiple faces. For animation, our method learns an animatable 3D avatar representation from abundant image priors of diffusion model conditioned on various poses, which could animate complex non-rigged avatars given arbitrary poses without retraining. Extensive evaluations demonstrate that DreamWaltz is an effective and robust approach for creating 3D avatars that can take on complex shapes and appearances as well as novel poses for animation. The proposed framework further enables the creation of complex scenes with diverse compositions, including avatar-avatar, avatar-object and avatar-scene interactions. See https://dreamwaltz3d.github.io/ for more vivid 3D avatar and animation results.

当前中文摘要缺失,已展示英文摘要。

Motion-X: A Large-scale 3D Expressive Whole-body Human Motion Dataset

In this paper, we present Motion-X, a large-scale 3D expressive whole-body motion dataset. Existing motion datasets predominantly contain body-only poses, lacking facial expressions, hand gestures, and fine-grained pose descriptions. Moreover, they are primarily collected from limited laboratory scenes with textual descriptions manually labeled, which greatly limits their scalability. To overcome these limitations, we develop a whole-body motion and text annotation pipeline, which can automatically annotate motion from either single- or multi-view videos and provide comprehensive semantic labels for each video and fine-grained whole-body pose descriptions for each frame. This pipeline is of high precision, cost-effective, and scalable for further research. Based on it, we construct Motion-X, which comprises 15.6M precise 3D whole-body pose annotations (i.e., SMPL-X) covering 81.1K motion sequences from massive scenes. Besides, Motion-X provides 15.6M frame-level whole-body pose descriptions and 81.1K sequence-level semantic labels. Comprehensive experiments demonstrate the accuracy of the annotation pipeline and the significant benefit of Motion-X in enhancing expressive, diverse, and natural motion generation, as well as 3D whole-body human mesh recovery.

当前中文摘要缺失,已展示英文摘要。

DiT-3D: Exploring Plain Diffusion Transformers for 3D Shape Generation

Shentong Mo, Enze Xie, Ruihang Chu, Lanqing HONG, Matthias Nießner, Zhenguo Li

Recent Diffusion Transformers (i.e., DiT) have demonstrated their powerful effectiveness in generating high-quality 2D images. However, it is unclear how the Transformer architecture performs equally well in 3D shape generation, as previous 3D diffusion methods mostly adopted the U-Net architecture. To bridge this gap, we propose a novel Diffusion Transformer for 3D shape generation, named DiT-3D, which can directly operate the denoising process on voxelized point clouds using plain Transformers. Compared to existing U-Net approaches, our DiT-3D is more scalable in model size and produces much higher quality generations. Specifically, the DiT-3D adopts the design philosophy of DiT but modifies it by incorporating 3D positional and patch embeddings to aggregate input from voxelized point clouds. To reduce the computational cost of self-attention in 3D shape generation, we incorporate 3D window attention into Transformer blocks, as the increased 3D token length resulting from the additional dimension of voxels can lead to high computation. Finally, linear and devoxelization layers are used to predict the denoised point clouds. In addition, we empirically observe that the pre-trained DiT-2D checkpoint on ImageNet can significantly improve DiT-3D on ShapeNet. Experimental results on the ShapeNet dataset demonstrate that the proposed DiT-3D achieves state-of-the-art performance in high-fidelity and diverse 3D point cloud generation.

当前中文摘要缺失,已展示英文摘要。

Unified 3D Segmenter As Prototypical Classifiers

Zheyun Qin, Cheng Han, Qifan Wang, Xiushan Nie, Yilong Yin, Xiankai Lu

The task of point cloud segmentation, comprising semantic, instance, and panoptic segmentation, has been mainly tackled by designing task-specific network architectures, which often lack the flexibility to generalize across tasks, thus resulting in a fragmented research landscape. In this paper, we introduce ProtoSEG, a prototype-based model that unifies semantic, instance, and panoptic segmentation tasks. Our approach treats these three homogeneous tasks as a classification problem with different levels of granularity. By leveraging a Transformer architecture, we extract point embeddings to optimize prototype-class distances and dynamically learn class prototypes to accommodate the end tasks. Our prototypical design enjoys simplicity and transparency, powerful representational learning, and ad-hoc explainability. Empirical results demonstrate that ProtoSEG outperforms concurrent well-known specialized architectures on 3D point cloud benchmarks, achieving 72.3%, 76.4% and 74.2% mIoU for semantic segmentation on S3DIS, ScanNet V2 and SemanticKITTI, 66.8% mCov and 51.2% mAP for instance segmentation on S3DIS and ScanNet V2, 62.4% PQ for panoptic segmentation on SemanticKITTI, validating the strength of our concept and the effectiveness of our algorithm. The code and models are available at https://github.com/zyqin19/PROTOSEG.

当前中文摘要缺失,已展示英文摘要。

Differentiable Blocks World: Qualitative 3D Decomposition by Rendering Primitives

Tom Monnier, Jake Austin, Angjoo Kanazawa, Alexei A. Efros, Mathieu Aubry

Given a set of calibrated images of a scene, we present an approach that produces a simple, compact, and actionable 3D world representation by means of 3D primitives. While many approaches focus on recovering high-fidelity 3D scenes, we focus on parsing a scene into mid-level 3D representations made of a small set of textured primitives. Such representations are interpretable, easy to manipulate and suited for physics-based simulations. Moreover, unlike existing primitive decomposition methods that rely on 3D input data, our approach operates directly on images through differentiable rendering. Specifically, we model primitives as textured superquadric meshes and optimize their parameters from scratch with an image rendering loss. We highlight the importance of modeling transparency for each primitive, which is critical for optimization and also enables handling varying numbers of primitives. We show that the resulting textured primitives faithfully reconstruct the input images and accurately model the visible 3D points, while providing amodal shape completions of unseen object regions. We compare our approach to the state of the art on diverse scenes from DTU, and demonstrate its robustness on real-life captures from BlendedMVS and Nerfstudio. We also showcase how our results can be used to effortlessly edit a scene or perform physical simulations. Code and video results are available at https://www.tmonnier.com/DBW.

当前中文摘要缺失,已展示英文摘要。

PrimDiffusion: Volumetric Primitives Diffusion for 3D Human Generation

Zhaoxi Chen, Fangzhou Hong, Haiyi Mei, Guangcong Wang, Lei Yang, Ziwei Liu

We present PrimDiffusion, the first diffusion-based framework for 3D human generation. Devising diffusion models for 3D human generation is difficult due to the intensive computational cost of 3D representations and the articulated topology of 3D humans. To tackle these challenges, our key insight is operating the denoising diffusion process directly on a set of volumetric primitives, which models the human body as a number of small volumes with radiance and kinematic information. This volumetric primitives representation marries the capacity of volumetric representations with the efficiency of primitive-based rendering. Our PrimDiffusion framework has three appealing properties: **1)** compact and expressive parameter space for the diffusion model, **2)** flexible representation that incorporates human prior, and **3)** decoder-free rendering for efficient novel-view and novel-pose synthesis. Extensive experiments validate that PrimDiffusion outperforms state-of-the-art methods in 3D human generation. Notably, compared to GAN-based methods, our PrimDiffusion supports real-time rendering of high-quality 3D humans at a resolution of $512\times512$ once the denoising process is done. We also demonstrate the flexibility of our framework on training-free conditional generation such as texture transfer and 3D inpainting.

当前中文摘要缺失,已展示英文摘要。

Estimating Generic 3D Room Structures from 2D Annotations

Denys Rozumnyi, Stefan Popov, Kevis-kokitsi Maninis, Matthias Nießner, Vittorio Ferrari

Indoor rooms are among the most common use cases in 3D scene understanding. Current state-of-the-art methods for this task are driven by large annotated datasets. Room layouts are especially important, consisting of structural elements in 3D, such as wall, floor, and ceiling. However, they are difficult to annotate, especially on pure RGB video. We propose a novel method to produce generic 3D room layouts just from 2D segmentation masks, which are easy to annotate for humans. Based on these 2D annotations, we automatically reconstruct 3D plane equations for the structural elements and their spatial extent in the scene, and connect adjacent elements at the appropriate contact edges. We annotate and publicly release 2246 3D room layouts on the RealEstate10k dataset, containing YouTube videos. We demonstrate the high quality of these 3D layouts annotations with extensive experiments.

当前中文摘要缺失,已展示英文摘要。

LuminAIRe: Illumination-Aware Conditional Image Repainting for Lighting-Realistic Generation

Jiajun Tang, Haofeng Zhong, Shuchen Weng, Boxin Shi

We present the ilLumination-Aware conditional Image Repainting (LuminAIRe) task to address the unrealistic lighting effects in recent conditional image repainting (CIR) methods. The environment lighting and 3D geometry conditions are explicitly estimated from given background images and parsing masks using a parametric lighting representation and learning-based priors. These 3D conditions are then converted into illumination images through the proposed physically-based illumination rendering and illumination attention module. With the injection of illumination images, physically-correct lighting information is fed into the lighting-realistic generation process and repainted images with harmonized lighting effects in both foreground and background regions can be acquired, whose superiority over the results of state-of-the-art methods is confirmed through extensive experiments. For facilitating and validating the LuminAIRe task, a new dataset Car-LuminAIRe with lighting annotations and rich appearance variants is collected.

当前中文摘要缺失,已展示英文摘要。

AbDiffuser: full-atom generation of in-vitro functioning antibodies

Karolis Martinkus, Jan Ludwiczak, WEI-CHING LIANG, Julien Lafrance-Vanasse, Isidro Hotzel, Arvind Rajpal, Yan Wu, Kyunghyun Cho, Richard Bonneau, Vladimir Gligorijevic, Andreas Loukas

We introduce AbDiffuser, an equivariant and physics-informed diffusion model for the joint generation of antibody 3D structures and sequences. AbDiffuser is built on top of a new representation of protein structure, relies on a novel architecture for aligned proteins, and utilizes strong diffusion priors to improve the denoising process. Our approach improves protein diffusion by taking advantage of domain knowledge and physics-based constraints; handles sequence-length changes; and reduces memory complexity by an order of magnitude, enabling backbone and side chain generation. We validate AbDiffuser in silico and in vitro. Numerical experiments showcase the ability of AbDiffuser to generate antibodies that closely track the sequence and structural properties of a reference set. Laboratory experiments confirm that all 16 HER2 antibodies discovered were expressed at high levels and that 57.1% of the selected designs were tight binders.

当前中文摘要缺失,已展示英文摘要。

CommonScenes: Generating Commonsense 3D Indoor Scenes with Scene Graph Diffusion

Guangyao Zhai, Evin Pinar Örnek, Shun-Cheng Wu, Yan Di, Federico Tombari, Nassir Navab, Benjamin Busam

Controllable scene synthesis aims to create interactive environments for numerous industrial use cases. Scene graphs provide a highly suitable interface to facilitate these applications by abstracting the scene context in a compact manner. Existing methods, reliant on retrieval from extensive databases or pre-trained shape embeddings, often overlook scene-object and object-object relationships, leading to inconsistent results due to their limited generation capacity. To address this issue, we present CommonScenes, a fully generative model that converts scene graphs into corresponding controllable 3D scenes, which are semantically realistic and conform to commonsense. Our pipeline consists of two branches, one predicting the overall scene layout via a variational auto-encoder and the other generating compatible shapes via latent diffusion, capturing global scene-object and local inter-object relationships in the scene graph while preserving shape diversity. The generated scenes can be manipulated by editing the input scene graph and sampling the noise in the diffusion model. Due to the lack of a scene graph dataset offering high-quality object-level meshes with relations, we also construct SG-FRONT, enriching the off-the-shelf indoor dataset 3D-FRONT with additional scene graph labels. Extensive experiments are conducted on SG-FRONT, where CommonScenes shows clear advantages over other methods regarding generation consistency, quality, and diversity. Codes and the dataset are available on the website.

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三维生成 · NeurIPS 2023 | paperlist.ai