NeurIPS 2024 论文列表

Conference on Neural Information Processing Systems

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4,562篇论文

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    721.6%
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    3828.4%
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    4,06489.1%
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    441.0%

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Any2Policy: Learning Visuomotor Policy with Any-Modality

Yichen Zhu, Zhicai Ou, Feifei Feng, Jian Tang

展开摘要

Humans can communicate and observe media with different modalities, such as texts, sounds, and images. For robots to be more generalizable embodied agents, they should be capable of following instructions and perceiving the world with adaptation to diverse modalities. Current robotic learning methodologies often focus on single-modal task specification and observation, thereby limiting their ability to process rich multi-modal information. Addressing this limitation, we present an end-to-end general-purpose multi-modal system named Any-to-Policy Embodied Agents. This system empowers robots to handle tasks using various modalities, whether in combinations like text-image, audio-image, text-point cloud, or in isolation. Our innovative approach involves training a versatile modality network that adapts to various inputs and connects with policy networks for effective control. Because of the lack of existing multi-modal robotics datasets for evaluation, we assembled a comprehensive real-world dataset encompassing 30 robotic tasks. Each task in this dataset is richly annotated across multiple modalities, providing a robust foundation for assessment. We conducted extensive validation of our proposed unified modality embodied agent using several simulation benchmarks, including Franka Kitchen, Meta-World, and Maniskill2, as well as in our real-world settings. Our experiments showcase the promising capability of building embodied agents that can adapt to diverse multi-modal in a unified framework.

Poster
Make-it-Real: Unleashing Large Multimodal Model for Painting 3D Objects with Realistic Materials

Ye Fang, Zeyi Sun, Tong Wu, Jiaqi Wang, Ziwei Liu, Gordon Wetzstein, Dahua Lin

展开摘要

Physically realistic materials are pivotal in augmenting the realism of 3D assets across various applications and lighting conditions. However, existing 3D assets and generative models often lack authentic material properties. Manual assignment of materials using graphic software is a tedious and time-consuming task. In this paper, we exploit advancements in Multimodal Large Language Models (MLLMs), particularly GPT-4V, to present a novel approach, Make-it-Real: 1) We demonstrate that GPT-4V can effectively recognize and describe materials, allowing the construction of a detailed material library. 2) Utilizing a combination of visual cues and hierarchical text prompts, GPT-4V precisely identifies and aligns materials with the corresponding components of 3D objects. 3) The correctly matched materials are then meticulously applied as reference for the new SVBRDF material generation according to the original albedo map, significantly enhancing their visual authenticity. Make-it-Real offers a streamlined integration into the 3D content creation workflow, showcasing its utility as an essential tool for developers of 3D assets.

Poster
QUEEN: QUantized Efficient ENcoding of Dynamic Gaussians for Streaming Free-viewpoint Videos

Sharath Girish, Tianye Li, Amrita Mazumdar, Abhinav Shrivastava, david luebke, Shalini De Mello

展开摘要

Online free-viewpoint video (FVV) streaming is a challenging problem, which is relatively under-explored. It requires incremental on-the-fly updates to a volumetric representation, fast training and rendering to satisfy realtime constraints and a small memory footprint for efficient transmission. If acheived, it can enhance user experience by enabling novel applications, e.g., 3D video conferencing and live volumetric video broadcast, among others. In this work, we propose a novel framework for QUantized and Efficient ENcoding (QUEEN) for streaming FVV using 3D Gaussian Splatting (3D-GS). QUEEN directly learns Gaussian attribute residuals between consecutive frames at each time-step without imposing any structural constraints on them, allowing for high quality reconstruction and generalizability. To efficiently store the residuals, we further propose a quantization-sparsity framework, which contains a learned latent-decoder for effectively quantizing attribute residuals other than Gaussian positions and a learned gating module to sparsify position residuals. We propose to use the Gaussian viewspace gradient difference vector as a signal to separate the static and dynamic content of the scene. It acts as a guide for effective sparsity learning and speeds up training. On diverse FVV benchmarks, QUEEN outperforms the state-of-the-art online FVV methods on all metrics. Notably, for several highly dynamic scenes, it reduces the model size to just 0.7 MB per frame while training in under 5 sec and rendering at ~350 FPS.

Poster
ContactField: Implicit Field Representation for Multi-Person Interaction Geometry

Hansol Lee, Tackgeun You, Hansoo Park, Woohyeon Shim, Sanghyeon Kim, Hwasup Lim

展开摘要

We introduce a novel implicit field representation tailored for multi-person interaction geometry in 3D spaces, capable of simultaneously reconstructing occupancy, instance identification (ID) tags, and contact fields. Volumetric representation of interacting human bodies presents significant challenges, including inaccurately captured geometries, varying degrees of occlusion, and data scarcity. Existing multi-view methods, which either reconstruct each subject in isolation or merge nearby 3D surfaces into a single unified mesh, often fail to capture the intricate geometry between interacting bodies and exploit on datasets with many views and a small group of people for training. Our approach utilizes an implicit representation for interaction geometry contextualized by a multi-view local-global feature module. This module adeptly aggregates both local and global information from individual views and interacting groups, enabling precise modeling of close physical interactions through dense point retrieval in small areas, supported by the implicit fields. Furthermore, we develop a synthetic dataset encompassing diverse multi-person interaction scenarios to enhance the robustness of our geometry estimation. The experimental results demonstrate the superiority of our method to accurately reconstruct human geometries and ID tags within three-dimensional spaces, outperforming conventional multi-view techniques. Notably, our method facilitates unsupervised estimation of contact points without the need for specific training data on contact supervision.

Poster
LAM3D: Large Image-Point Clouds Alignment Model for 3D Reconstruction from Single Image

Ruikai Cui, Xibin Song, Weixuan Sun, Senbo Wang, Weizhe Liu, Shenzhou Chen, Taizhang Shang, Yang Li, Nick Barnes, Hongdong Li, Pan Ji

展开摘要

Large Reconstruction Models have made significant strides in the realm of automated 3D content generation from single or multiple input images. Despite their success, these models often produce 3D meshes with geometric inaccuracies, stemming from the inherent challenges of deducing 3D shapes solely from image data. In this work, we introduce a novel framework, the Large Image and Point Cloud Alignment Model (LAM3D), which utilizes 3D point cloud data to enhance the fidelity of generated 3D meshes. Our methodology begins with the development of a point-cloud-based network that effectively generates precise and meaningful latent tri-planes, laying the groundwork for accurate 3D mesh reconstruction. Building upon this, our Image-Point-Cloud Feature Alignment technique processes a single input image, aligning to the latent tri-planes to imbue image features with robust 3D information. This process not only enriches the image features but also facilitates the production of high-fidelity 3D meshes without the need for multi-view input, significantly reducing geometric distortions. Our approach achieves state-of-the-art high-fidelity 3D mesh reconstruction from a single image in just 6 seconds, and experiments on various datasets demonstrate its effectiveness.

Poster
AlphaTablets: A Generic Plane Representation for 3D Planar Reconstruction from Monocular Videos

Yuze He, Wang Zhao, Shaohui Liu, Yubin Hu, Yushi Bai, Yu-Hui Wen, Yong-jin Liu

展开摘要

We introduce AlphaTablets, a novel and generic representation of 3D planes that features continuous 3D surface and precise boundary delineation. By representing 3D planes as rectangles with alpha channels, AlphaTablets combine the advantages of current 2D and 3D plane representations, enabling accurate, consistent and flexible modeling of 3D planes. We derive differentiable rasterization on top of AlphaTablets to efficiently render 3D planes into images, and propose a novel bottom-up pipeline for 3D planar reconstruction from monocular videos. Starting with 2D superpixels and geometric cues from pre-trained models, we initialize 3D planes as AlphaTablets and optimize them via differentiable rendering. An effective merging scheme is introduced to facilitate the growth and refinement of AlphaTablets. Through iterative optimization and merging, we reconstruct complete and accurate 3D planes with solid surfaces and clear boundaries. Extensive experiments on the ScanNet dataset demonstrate state-of-the-art performance in 3D planar reconstruction, underscoring the great potential of AlphaTablets as a generic 3D plane representation for various applications.

Poster
DistillNeRF: Perceiving 3D Scenes from Single-Glance Images by Distilling Neural Fields and Foundation Model Features

Letian Wang, Seung Wook Kim, Jiawei Yang, Cunjun Yu, Boris Ivanovic, Steven L. Waslander, Yue Wang, Sanja Fidler, Marco Pavone, Peter Karkus

展开摘要

We propose DistillNeRF, a self-supervised learning framework addressing the challenge of understanding 3D environments from limited 2D observations in outdoor autonomous driving scenes. Our method is a generalizable feedforward model that predicts a rich neural scene representation from sparse, single-frame multi-view camera inputs with limited view overlap, and is trained self-supervised with differentiable rendering to reconstruct RGB, depth, or feature images. Our first insight is to exploit per-scene optimized Neural Radiance Fields (NeRFs) by generating dense depth and virtual camera targets from them, which helps our model to learn enhanced 3D geometry from sparse non-overlapping image inputs. Second, to learn a semantically rich 3D representation, we propose distilling features from pre-trained 2D foundation models, such as CLIP or DINOv2, thereby enabling various downstream tasks without the need for costly 3D human annotations. To leverage these two insights, we introduce a novel model architecture with a two-stage lift-splat-shoot encoder and a parameterized sparse hierarchical voxel representation. Experimental results on the NuScenes and Waymo NOTR datasets demonstrate that DistillNeRF significantly outperforms existing comparable state-of-the-art self-supervised methods for scene reconstruction, novel view synthesis, and depth estimation; and it allows for competitive zero-shot 3D semantic occupancy prediction, as well as open-world scene understanding through distilled foundation model features. Demos and code will be available at https://distillnerf.github.io/.

Poster
Vidu4D: Single Generated Video to High-Fidelity 4D Reconstruction with Dynamic Gaussian Surfels

Yikai Wang, Xinzhou Wang, Zilong Chen, Zhengyi Wang, Fuchun Sun, Jun Zhu

展开摘要

Video generative models are receiving particular attention given their ability to generate realistic and imaginative frames. Besides, these models are also observed to exhibit strong 3D consistency, significantly enhancing their potential to act as world simulators. In this work, we present Vidu4D, a novel reconstruction model that excels in accurately reconstructing 4D (i.e., sequential 3D) representations from single generated videos, addressing challenges associated with non-rigidity and frame distortion. This capability is pivotal for creating high-fidelity virtual contents that maintain both spatial and temporal coherence. At the core of Vidu4D is our proposed Dynamic Gaussian Surfels (DGS) technique. DGS optimizes time-varying warping functions to transform Gaussian surfels (surface elements) from a static state to a dynamically warped state. This transformation enables a precise depiction of motion and deformation over time. To preserve the structural integrity of surface-aligned Gaussian surfels, we design the warped-state geometric regularization based on continuous warping fields for estimating normals. Additionally, we learn refinements on rotation and scaling parameters of Gaussian surfels, which greatly alleviates texture flickering during the warping process and enhances the capture of fine-grained appearance details. Vidu4D also contains a novel initialization state that provides a proper start for the warping fields in DGS. Equipping Vidu4D with an existing video generative model, the overall framework demonstrates high-fidelity text-to-4D generation in both appearance and geometry.

Poster
Human-3Diffusion: Realistic Avatar Creation via Explicit 3D Consistent Diffusion Models

Yuxuan Xue, Xianghui Xie, Riccardo Marin, Gerard Pons-Moll

展开摘要

Creating realistic avatars from a single RGB image is an attractive yet challenging problem. To deal with challenging loose clothing or occlusion by interaction objects, we leverage powerful shape prior from 2D diffusion models pretrained on large datasets. Although 2D diffusion models demonstrate strong generalization capability, they cannot provide multi-view shape priors with guaranteed 3D consistency. We propose Human-3Diffusion: Realistic Avatar Creation via Explicit 3D Consistent Diffusion. Our key insight is that 2D multi-view diffusion and 3D reconstruction models provide complementary information for each other. By coupling them in a tight manner, we can fully leverage the potential of both models. We introduce a novel image-conditioned generative 3D Gaussian Splats reconstruction model that leverages the prior from 2D multi-view diffusion models, and provides an explicit 3D representation, which further guides the 2D reverse sampling process to have better 3D consistency. Experiments show that our proposed framework outperforms state-of-the-art methods and enables the creation of realistic avatars from a single RGB image, achieving high-fidelity in both geometry and appearance. Extensive ablations also validate the efficacy of our design, (1) multi-view 2D priors conditioning in generative 3D reconstruction and (2) consistency refinement of sampling trajectory via the explicit 3D representation. Our code and models are released at https://yuxuan-xue.com/human-3diffusion/.

Poster
Is Your LiDAR Placement Optimized for 3D Scene Understanding?

Ye Li, Lingdong Kong, Hanjiang Hu, Xiaohao Xu, Xiaonan Huang

展开摘要

The reliability of driving perception systems under unprecedented conditions is crucial for practical usage. Latest advancements have prompted increasing interest in multi-LiDAR perception. However, prevailing driving datasets predominantly utilize single-LiDAR systems and collect data devoid of adverse conditions, failing to capture the complexities of real-world environments accurately. Addressing these gaps, we proposed Place3D, a full-cycle pipeline that encompasses LiDAR placement optimization, data generation, and downstream evaluations. Our framework makes three appealing contributions. 1) To identify the most effective configurations for multi-LiDAR systems, we introduce the Surrogate Metric of the Semantic Occupancy Grids (M-SOG) to evaluate LiDAR placement quality. 2) Leveraging the M-SOG metric, we propose a novel optimization strategy to refine multi-LiDAR placements. 3) Centered around the theme of multi-condition multi-LiDAR perception, we collect a 280,000-frame dataset from both clean and adverse conditions. Extensive experiments demonstrate that LiDAR placements optimized using our approach outperform various baselines. We showcase exceptional results in both LiDAR semantic segmentation and 3D object detection tasks, under diverse weather and sensor failure conditions.

Spotlight
PCoTTA: Continual Test-Time Adaptation for Multi-Task Point Cloud Understanding

Jincen Jiang, Qianyu Zhou, Yuhang Li, Xinkui Zhao, Meili Wang, Lizhuang Ma, Jian Chang, Jian Jun Zhang, Xuequan Lu

展开摘要

In this paper, we present PCoTTA, an innovative, pioneering framework for Continual Test-Time Adaptation (CoTTA) in multi-task point cloud understanding, enhancing the model's transferability towards the continually changing target domain. We introduce a multi-task setting for PCoTTA, which is practical and realistic, handling multiple tasks within one unified model during the continual adaptation. Our PCoTTA involves three key components: automatic prototype mixture (APM), Gaussian Splatted feature shifting (GSFS), and contrastive prototype repulsion (CPR). Firstly, APM is designed to automatically mix the source prototypes with the learnable prototypes with a similarity balancing factor, avoiding catastrophic forgetting. Then, GSFS dynamically shifts the testing sample toward the source domain, mitigating error accumulation in an online manner. In addition, CPR is proposed to pull the nearest learnable prototype close to the testing feature and push it away from other prototypes, making each prototype distinguishable during the adaptation. Experimental comparisons lead to a new benchmark, demonstrating PCoTTA's superiority in boosting the model's transferability towards the continually changing target domain. Our source code is available at: https://github.com/Jinec98/PCoTTA.

Poster
DiffGS: Functional Gaussian Splatting Diffusion

Junsheng Zhou, Weiqi Zhang, Yu-Shen Liu

展开摘要

3D Gaussian Splatting (3DGS) has shown convincing performance in rendering speed and fidelity, yet the generation of Gaussian Splatting remains a challenge due to its discreteness and unstructured nature. In this work, we propose DiffGS, a general Gaussian generator based on latent diffusion models. DiffGS is a powerful and efficient 3D generative model which is capable of generating Gaussian primitives at arbitrary numbers for high-fidelity rendering with rasterization. The key insight is to represent Gaussian Splatting in a disentangled manner via three novel functions to model Gaussian probabilities, colors and transforms. Through the novel disentanglement of 3DGS, we represent the discrete and unstructured 3DGS with continuous Gaussian Splatting functions, where we then train a latent diffusion model with the target of generating these Gaussian Splatting functions both unconditionally and conditionally. Meanwhile, we introduce a discretization algorithm to extract Gaussians at arbitrary numbers from the generated functions via octree-guided sampling and optimization. We explore DiffGS for various tasks, including unconditional generation, conditional generation from text, image, and partial 3DGS, as well as Point-to-Gaussian generation. We believe that DiffGS provides a new direction for flexibly modeling and generating Gaussian Splatting. Project page: https://junshengzhou.github.io/DiffGS.

Poster
Memorize What Matters: Emergent Scene Decomposition from Multitraverse

Yiming Li, Zehong Wang, Yue Wang, Zhiding Yu, Zan Gojcic, Marco Pavone, Chen Feng, Jose M. Alvarez

展开摘要

Humans naturally retain memories of permanent elements, while ephemeral moments often slip through the cracks of memory. This selective retention is crucial for robotic perception, localization, and mapping. To endow robots with this capability, we introduce 3D Gaussian Mapping (3DGM), a self-supervised, camera-only offline mapping framework grounded in 3D Gaussian Splatting. 3DGM converts multitraverse RGB videos from the same region into a Gaussian-based environmental map while concurrently performing 2D ephemeral object segmentation. Our key observation is that the environment remains consistent across traversals, while objects frequently change. This allows us to exploit self-supervision from repeated traversals to achieve environment-object decomposition. More specifically, 3DGM formulates multitraverse environmental mapping as a robust 3D representation learning problem, treating pixels of the environment and objects as inliers and outliers, respectively. Using robust feature distillation, feature residual mining, and robust optimization, 3DGM simultaneously performs 2D segmentation and 3D mapping without human intervention. We build the Mapverse benchmark, sourced from the Ithaca365 and nuPlan datasets, to evaluate our method in unsupervised 2D segmentation, 3D reconstruction, and neural rendering. Extensive results verify the effectiveness and potential of our method for self-driving and robotics.

Spotlight
DreamMesh4D: Video-to-4D Generation with Sparse-Controlled Gaussian-Mesh Hybrid Representation

Zhiqi Li, Yiming Chen, Peidong Liu

展开摘要

Recent advancements in 2D/3D generative techniques have facilitated the generation of dynamic 3D objects from monocular videos. Previous methods mainly rely on the implicit neural radiance fields (NeRF) or explicit Gaussian Splatting as the underlying representation, and struggle to achieve satisfactory spatial-temporal consistency and surface appearance. Drawing inspiration from modern 3D animation pipelines, we introduce DreamMesh4D, a novel framework combining mesh representation with geometric skinning technique to generate high-quality 4D object from a monocular video. Instead of utilizing classical texture map for appearance, we bind Gaussian splats to triangle face of mesh for differentiable optimization of both the texture and mesh vertices. In particular, DreamMesh4D begins with a coarse mesh obtained through an image-to-3D generation procedure. Sparse points are then uniformly sampled across the mesh surface, and are used to build a deformation graph to drive the motion of the 3D object for the sake of computational efficiency and providing additional constraint. For each step, transformations of sparse control points are predicted using a deformation network, and the mesh vertices as well as the surface Gaussians are deformed via a novel geometric skinning algorithm. The skinning algorithm is a hybrid approach combining LBS (linear blending skinning) and DQS (dual-quaternion skinning), mitigating drawbacks associated with both approaches. The static surface Gaussians and mesh vertices as well as the dynamic deformation network are learned via reference view photometric loss, score distillation loss as well as other regularization losses in a two-stage manner. Extensive experiments demonstrate superior performance of our method in terms of both rendering quality and spatial-temporal consistency. Furthermore, our method is compatible with modern graphic pipelines, showcasing its potential in the 3D gaming and film industry.

Poster
Lighting Every Darkness with 3DGS: Fast Training and Real-Time Rendering for HDR View Synthesis

Xin Jin, Pengyi Jiao, Zheng-Peng Duan, Xingchao Yang, Chongyi Li, Chun-Le Guo, Bo Ren

展开摘要

Volumetric rendering-based methods, like NeRF, excel in HDR view synthesis from RAW images, especially for nighttime scenes. They suffer from long training times and cannot perform real-time rendering due to dense sampling requirements. The advent of 3D Gaussian Splatting (3DGS) enables real-time rendering and faster training. However, implementing RAW image-based view synthesis directly using 3DGS is challenging due to its inherent drawbacks: 1) in nighttime scenes, extremely low SNR leads to poor structure-from-motion (SfM) estimation in dis- tant views; 2) the limited representation capacity of the spherical harmonics (SH) function is unsuitable for RAW linear color space; and 3) inaccurate scene structure hampers downstream tasks such as refocusing. To address these issues, we propose LE3D (Lighting Every darkness with 3DGS). Our method proposes Cone Scatter Initialization to enrich the estimation of SfM and replaces SH with a Color MLP to represent the RAW linear color space. Additionally, we introduce depth distortion and near-far regularizations to improve the accuracy of scene structure for down- stream tasks. These designs enable LE3D to perform real-time novel view synthesis, HDR rendering, refocusing, and tone-mapping changes. Compared to previous vol- umetric rendering-based methods, LE3D reduces training time to 1% and improves rendering speed by up to 4,000 times for 2K resolution images in terms of FPS. Code and viewer can be found in https://srameo.github.io/projects/le3d.

Poster
MotionGS: Exploring Explicit Motion Guidance for Deformable 3D Gaussian Splatting

Ruijie Zhu, Yanzhe Liang, Hanzhi Chang, Jiacheng Deng, Jiahao Lu, Wenfei Yang, Tianzhu Zhang, Yongdong Zhang

展开摘要

Dynamic scene reconstruction is a long-term challenge in the field of 3D vision. Recently, the emergence of 3D Gaussian Splatting has provided new insights into this problem. Although subsequent efforts rapidly extend static 3D Gaussian to dynamic scenes, they often lack explicit constraints on object motion, leading to optimization difficulties and performance degradation. To address the above issues, we propose a novel deformable 3D Gaussian splatting framework called MotionGS, which explores explicit motion priors to guide the deformation of 3D Gaussians. Specifically, we first introduce an optical flow decoupling module that decouples optical flow into camera flow and motion flow, corresponding to camera movement and object motion respectively. Then the motion flow can effectively constrain the deformation of 3D Gaussians, thus simulating the motion of dynamic objects. Additionally, a camera pose refinement module is proposed to alternately optimize 3D Gaussians and camera poses, mitigating the impact of inaccurate camera poses. Extensive experiments in the monocular dynamic scenes validate that MotionGS surpasses state-of-the-art methods and exhibits significant superiority in both qualitative and quantitative results. Project page: https://ruijiezhu94.github.io/MotionGS_page.

Poster
LightGaussian: Unbounded 3D Gaussian Compression with 15x Reduction and 200+ FPS

Zhiwen Fan, Kevin Wang, Kairun Wen, Zehao Zhu, Dejia Xu, Zhangyang Wang

展开摘要

Recent advances in real-time neural rendering using point-based techniques have enabled broader adoption of 3D representations. However, foundational approaches like 3D Gaussian Splatting impose substantial storage overhead, as Structure-from-Motion (SfM) points can grow to millions, often requiring gigabyte-level disk space for a single unbounded scene. This growth presents scalability challenges and hinders splatting efficiency. To address this, we introduce LightGaussian, a method for transforming 3D Gaussians into a more compact format. Inspired by Network Pruning, LightGaussian identifies Gaussians with minimal global significance on scene reconstruction, and applies a pruning and recovery process to reduce redundancy while preserving visual quality. Knowledge distillation and pseudo-view augmentation then transfer spherical harmonic coefficients to a lower degree, yielding compact representations. Gaussian Vector Quantization, based on each Gaussian’s global significance, further lowers bitwidth with minimal accuracy loss. LightGaussian achieves an average 15 times compression rate while boosting FPS from 144 to 237 within the 3D-GS framework, enabling efficient complex scene representation on the Mip-NeRF 360 and Tank & Temple datasets. The proposed Gaussian pruning approach is also adaptable to other 3D representations (e.g., Scaffold-GS), demonstrating strong generalization capabilities.

Spotlight
Fine-grained Image-to-LiDAR Contrastive Distillation with Visual Foundation Models

Yifan Zhang, Junhui Hou

展开摘要

Contrastive image-to-LiDAR knowledge transfer, commonly used for learning 3D representations with synchronized images and point clouds, often faces a self-conflict dilemma. This issue arises as contrastive losses unintentionally dissociate features of unmatched points and pixels that share semantic labels, compromising the integrity of learned representations. To overcome this, we harness Visual Foundation Models (VFMs), which have revolutionized the acquisition of pixel-level semantics, to enhance 3D representation learning. Specifically, we utilize off-the-shelf VFMs to generate semantic labels for weakly-supervised pixel-to-point contrastive distillation. Additionally, we employ von Mises-Fisher distributions to structure the feature space, ensuring semantic embeddings within the same class remain consistent across varying inputs. Furthermore, we adapt sampling probabilities of points to address imbalances in spatial distribution and category frequency, promoting comprehensive and balanced learning. Extensive experiments demonstrate that our approach mitigates the challenges posed by traditional methods and consistently surpasses existing image-to-LiDAR contrastive distillation methods in downstream tasks. We have included the code in supplementary materials.

Poster
Atlas3D: Physically Constrained Self-Supporting Text-to-3D for Simulation and Fabrication

Yunuo Chen, Tianyi Xie, Zeshun Zong, Xuan Li, Feng Gao, Yin Yang, Ying Nian Wu, Chenfanfu Jiang

展开摘要

Existing diffusion-based text-to-3D generation methods primarily focus on producing visually realistic shapes and appearances, often neglecting the physical constraints necessary for downstream tasks. Generated models frequently fail to maintain balance when placed in physics-based simulations or 3D printed. This balance is crucial for satisfying user design intentions in interactive gaming, embodied AI, and robotics, where stable models are needed for reliable interaction. Additionally, stable models ensure that 3D-printed objects, such as figurines for home decoration, can stand on their own without requiring additional supports. To fill this gap, we introduce Atlas3D, an automatic and easy-to-implement method that enhances existing Score Distillation Sampling (SDS)-based text-to-3D tools. Atlas3D ensures the generation of self-supporting 3D models that adhere to physical laws of stability under gravity, contact, and friction. Our approach combines a novel differentiable simulation-based loss function with physically inspired regularization, serving as either a refinement or a post-processing module for existing frameworks. We verify Atlas3D's efficacy through extensive generation tasks and validate the resulting 3D models in both simulated and real-world environments.

Poster