NeurIPS 2024 论文列表

Conference on Neural Information Processing Systems

录用类型

4,562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。

  • Oral
    721.6%
  • Spotlight
    3828.4%
  • Poster
    4,06489.1%
  • 其他 / 未标注
    441.0%

浏览全部论文

UniSDF: Unifying Neural Representations for High-Fidelity 3D Reconstruction of Complex Scenes with Reflections

Fangjinhua Wang, Marie-Julie Rakotosaona, Michael Niemeyer, Richard Szeliski, Marc Pollefeys, Federico Tombari

展开摘要

Neural 3D scene representations have shown great potential for 3D reconstruction from 2D images. However, reconstructing real-world captures of complex scenes still remains a challenge. Existing generic 3D reconstruction methods often struggle to represent fine geometric details and do not adequately model reflective surfaces of large-scale scenes. Techniques that explicitly focus on reflective surfaces can model complex and detailed reflections by exploiting better reflection parameterizations. However, we observe that these methods are often not robust in real scenarios where non-reflective as well as reflective components are present. In this work, we propose UniSDF, a general purpose 3D reconstruction method that can reconstruct large complex scenes with reflections. We investigate both camera view as well as reflected view-based color parameterization techniques and find that explicitly blending these representations in 3D space enables reconstruction of surfaces that are more geometrically accurate, especially for reflective surfaces. We further combine this representation with a multi-resolution grid backbone that is trained in a coarse-to-fine manner, enabling faster reconstructions than prior methods. Extensive experiments on object-level datasets DTU, Shiny Blender as well as unbounded datasets Mip-NeRF 360 and Ref-NeRF real demonstrate that our method is able to robustly reconstruct complex large-scale scenes with fine details and reflective surfaces, leading to the best overall performance. Project page: https://fangjinhuawang.github.io/UniSDF.

Poster
Mixture of neural fields for heterogeneous reconstruction in cryo-EM

Axel Levy, Rishwanth Raghu, David Shustin, Adele Rui-Yang Peng, Huan Li, Oliver Biggs Clarke, Gordon Wetzstein, Ellen D Zhong

展开摘要

Cryo-electron microscopy (cryo-EM) is an experimental technique for protein structure determination that images an ensemble of macromolecules in near-physiological contexts. While recent advances enable the reconstruction of dynamic conformations of a single biomolecular complex, current methods do not adequately model samples with mixed conformational and compositional heterogeneity. In particular, datasets containing mixtures of multiple proteins require the joint inference of structure, pose, compositional class, and conformational states for 3D reconstruction. Here, we present Hydra, an approach that models both conformational and compositional heterogeneity fully ab initio by parameterizing structures as arising from one of K neural fields. We employ a hybrid optimization strategy and demonstrate the effectiveness of our approach on synthetic datasets composed of mixtures of proteins with large degrees of conformational variability. We additionally demonstrate Hydra on an experimental dataset imaged of a cellular lysate containing a mixture of different protein complexes. Hydra expands the expressivity of heterogeneous reconstruction methods and thus broadens the scope of cryo-EM to increasingly complex samples.

Poster
Multi-times Monte Carlo Rendering for Inter-reflection Reconstruction

Zhu Tengjie, Zhuo Chen, Jingnan Gao, Yichao Yan, Xiaokang Yang

展开摘要

Inverse rendering methods have achieved remarkable performance in reconstructing high-fidelity 3D objects with disentangled geometries, materials, and environmental light. However, they still face huge challenges in reflective surface reconstruction. Although recent methods model the light trace to learn specularity, the ignorance of indirect illumination makes it hard to handle inter-reflections among multiple smooth objects. In this work, we propose Ref-MC2 that introduces the multi-time Monte Carlo sampling which comprehensively computes the environmental illumination and meanwhile considers the reflective light from object surfaces. To address the computation challenge as the times of Monte Carlo sampling grow, we propose a specularity-adaptive sampling strategy, significantly reducing the computational complexity. Besides the computational resource, higher geometry accuracy is also required because geometric errors accumulate multiple times. Therefore, we further introduce a reflection-aware surface model to initialize the geometry and refine it during inverse rendering. We construct a challenging dataset containing scenes with multiple objects and inter-reflections. Experiments show that our method outperforms other inverse rendering methods on various object groups. We also show downstream applications, e.g., relighting and material editing, to illustrate the disentanglement ability of our method.

Poster
CAT3D: Create Anything in 3D with Multi-View Diffusion Models

Ruiqi Gao, Aleksander Holynski, Philipp Henzler, Arthur Brussee, Ricardo Martin Brualla, Pratul P. Srinivasan, Jonathan T. Barron, Ben Poole

展开摘要

Advances in 3D reconstruction have enabled high-quality 3D capture, but require a user to collect hundreds to thousands of images to create a 3D scene. We present CAT3D, a method for creating anything in 3D by simulating this real-world capture process with a multi-view diffusion model. Given any number of input images and a set of target novel viewpoints, our model generates highly consistent novel views of a scene. These generated views can be used as input to robust 3D reconstruction techniques to produce 3D representations that can be rendered from any viewpoint in real-time. CAT3D can create entire 3D scenes in as little as one minute, and outperforms existing methods for single image and few-view 3D scene creation.

Oral
Generated and Pseudo Content guided Prototype Refinement for Few-shot Point Cloud Segmentation

Lili Wei, Congyan Lang, Ziyi Chen, Tao Wang, Yidong Li, Jun Liu

展开摘要

Few-shot 3D point cloud semantic segmentation aims to segment query point clouds with only a few annotated support point clouds. Existing prototype-based methods learn prototypes from the 3D support set to guide the segmentation of query point clouds. However, they encounter the challenge of low prototype quality due to constrained semantic information in the 3D support set and class information bias between support and query sets. To address these issues, in this paper, we propose a novel framework called Generated and Pseudo Content guided Prototype Refinement (GPCPR), which explicitly leverages LLM-generated content and reliable query context to enhance prototype quality. GPCPR achieves prototype refinement through two core components: LLM-driven Generated Content-guided Prototype Refinement (GCPR) and Pseudo Query Context-guided Prototype Refinement (PCPR). Specifically, GCPR integrates diverse and differentiated class descriptions generated by large language models to enrich prototypes with comprehensive semantic knowledge. PCPR further aggregates reliable class-specific pseudo-query context to mitigate class information bias and generate more suitable query-specific prototypes. Furthermore, we introduce a dual-distillation regularization term, enabling knowledge transfer between early-stage entities (prototypes or pseudo predictions) and their deeper counterparts to enhance refinement. Extensive experiments demonstrate the superiority of our method, surpassing the state-of-the-art methods by up to 12.10% and 13.75% mIoU on S3DIS and ScanNet, respectively.

Spotlight
Wild-GS: Real-Time Novel View Synthesis from Unconstrained Photo Collections

Jiacong Xu, Yiqun Mei, Vishal M. Patel

展开摘要

Photographs captured in unstructured tourist environments frequently exhibit variable appearances and transient occlusions, challenging accurate scene reconstruction and inducing artifacts in novel view synthesis. Although prior approaches have integrated the Neural Radiance Field (NeRF) with additional learnable modules to handle the dynamic appearances and eliminate transient objects, their extensive training demands and slow rendering speeds limit practical deployments. Recently, 3D Gaussian Splatting (3DGS) has emerged as a promising alternative to NeRF, offering superior training and inference efficiency along with better rendering quality. This paper presents \textit{Wild-GS}, an innovative adaptation of 3DGS optimized for unconstrained photo collections while preserving its efficiency benefits. \textit{Wild-GS} determines the appearance of each 3D Gaussian by their inherent material attributes, global illumination and camera properties per image, and point-level local variance of reflectance. Unlike previous methods that model reference features in image space, \textit{Wild-GS} explicitly aligns the pixel appearance features to the corresponding local Gaussians by sampling the triplane extracted from the reference image. This novel design effectively transfers the high-frequency detailed appearance of the reference view to 3D space and significantly expedites the training process. Furthermore, 2D visibility maps and depth regularization are leveraged to mitigate the transient effects and constrain the geometry, respectively. Extensive experiments demonstrate that \textit{Wild-GS} achieves state-of-the-art rendering performance and the highest efficiency in both training and inference among all the existing techniques. The code can be accessed via: https://github.com/XuJiacong/Wild-GS

Poster
Dual Encoder GAN Inversion for High-Fidelity 3D Head Reconstruction from Single Images

Bahri Batuhan Bilecen, Ahmet Berke Gökmen, Aysegul Dundar

展开摘要

3D GAN inversion aims to project a single image into the latent space of a 3D Generative Adversarial Network (GAN), thereby achieving 3D geometry reconstruction. While there exist encoders that achieve good results in 3D GAN inversion, they are predominantly built on EG3D, which specializes in synthesizing near-frontal views and is limiting in synthesizing comprehensive 3D scenes from diverse viewpoints. In contrast to existing approaches, we propose a novel framework built on PanoHead, which excels in synthesizing images from a 360-degree perspective. To achieve realistic 3D modeling of the input image, we introduce a dual encoder system tailored for high-fidelity reconstruction and realistic generation from different viewpoints. Accompanying this, we propose a stitching framework on the triplane domain to get the best predictions from both. To achieve seamless stitching, both encoders must output consistent results despite being specialized for different tasks. For this reason, we carefully train these encoders using specialized losses, including an adversarial loss based on our novel occlusion-aware triplane discriminator. Experiments reveal that our approach surpasses the existing encoder training methods qualitatively and quantitatively.

Poster
Unlearnable 3D Point Clouds: Class-wise Transformation Is All You Need

Xianlong Wang, Minghui Li, Wei Liu, Hangtao Zhang, Shengshan Hu, Yechao Zhang, Ziqi Zhou, Hai Jin

展开摘要

Traditional unlearnable strategies have been proposed to prevent unauthorized users from training on the 2D image data. With more 3D point cloud data containing sensitivity information, unauthorized usage of this new type data has also become a serious concern. To address this, we propose the first integral unlearnable framework for 3D point clouds including two processes: (i) we propose an unlearnable data protection scheme, involving a class-wise setting established by a category-adaptive allocation strategy and multi-transformations assigned to samples; (ii) we propose a data restoration scheme that utilizes class-wise inverse matrix transformation, thus enabling authorized-only training for unlearnable data. This restoration process is a practical issue overlooked in most existing unlearnable literature, i.e., even authorized users struggle to gain knowledge from 3D unlearnable data. Both theoretical and empirical results (including 6 datasets, 16 models, and 2 tasks) demonstrate the effectiveness of our proposed unlearnable framework. Our code is available at https://github.com/CGCL-codes/UnlearnablePC.

Poster
DisC-GS: Discontinuity-aware Gaussian Splatting

Haoxuan Qu, Zhuoling Li, Hossein Rahmani, Yujun Cai, Jun Liu

展开摘要

Recently, Gaussian Splatting, a method that represents a 3D scene as a collection of Gaussian distributions, has gained significant attention in addressing the task of novel view synthesis. In this paper, we highlight a fundamental limitation of Gaussian Splatting: its inability to accurately render discontinuities and boundaries in images due to the continuous nature of Gaussian distributions. To address this issue, we propose a novel framework enabling Gaussian Splatting to perform discontinuity-aware image rendering. Additionally, we introduce a B\'ezier-boundary gradient approximation strategy within our framework to keep the ``differentiability'' of the proposed discontinuity-aware rendering process. Extensive experiments demonstrate the efficacy of our framework.

Poster
4Real: Towards Photorealistic 4D Scene Generation via Video Diffusion Models

Heng Yu, Chaoyang Wang, Peiye Zhuang, Willi Menapace, Aliaksandr Siarohin, Junli Cao, Laszlo Attila Jeni, Sergey Tulyakov, Hsin-Ying Lee

展开摘要

Existing dynamic scene generation methods mostly rely on distilling knowledge from pre-trained 3D generative models, which are typically fine-tuned on synthetic object datasets. As a result, the generated scenes are often object-centric and lack photorealism. To address these limitations, we introduce a novel pipeline designed for photorealistic text-to-4D scene generation, discarding the dependency on multi-view generative models and instead fully utilizing video generative models trained on diverse real-world datasets. Our method begins by generating a reference video using the video generation model. We then learn the canonical 3D representation of the video using a freeze-time video, delicately generated from the reference video. To handle inconsistencies in the freeze-time video, we jointly learn a per-frame deformation to model these imperfections. We then learn the temporal deformation based on the canonical representation to capture dynamic interactions in the reference video. The pipeline facilitates the generation of dynamic scenes with enhanced photorealism and structural integrity, viewable from multiple perspectives, thereby setting a new standard in 4D scene generation.

Poster
ID-to-3D: Expressive ID-guided 3D Heads via Score Distillation Sampling

Francesca Babiloni, Alexandros Lattas, Jiankang Deng, Stefanos Zafeiriou

展开摘要

We propose ID-to-3D, a method to generate identity- and text-guided 3D human heads with disentangled expressions, starting from even a single casually captured ‘in-the-wild’ image of a subject. The foundation of our approach is anchored in compositionality, alongside the use of task-specific 2D diffusion models as priors for optimization. First, we extend a foundational model with a lightweight expression-aware and ID-aware architecture, and create 2D priors for geometric and texture generation, via fine-tuning only 0.2% of its available training parameters. Then, we jointly leverage a neural parametric representation for the expression of each subject and a multi-stage generation of highly detailed geometry and albedo texture. This combination of strong face identity embeddings and our neural representation enables accurate reconstruction of not only facial features but also accessories and hair, and can be meshed to provide render-ready assets for gaming and telepresence. Our results achieve an unprecedented level of id-consistent and high-quality texture and geometry generation, generalizing to a ‘world’ of unseen 3D identities, without relying on large 3D captured datasets of human assets.

Poster
Diffusing Differentiable Representations

Yash Savani, Marc Anton Finzi, J Zico Kolter

展开摘要

We introduce a novel, training-free method for sampling *differentiable representations* (diffreps) using pretrained diffusion models. Rather than merely mode-seeking, our method achieves sampling by "pulling back" the dynamics of the reverse-time process—from the image space to the diffrep parameter space—and updating the parameters according to this pulled-back process. We identify an implicit constraint on the samples induced by the diffrep and demonstrate that addressing this constraint significantly improves the consistency and detail of the generated objects. Our method yields diffreps with substantially **improved quality and diversity** for images, panoramas, and 3D NeRFs compared to existing techniques. Our approach is a general-purpose method for sampling diffreps, expanding the scope of problems that diffusion models can tackle.

Poster
4Diffusion: Multi-view Video Diffusion Model for 4D Generation

Haiyu Zhang, Xinyuan Chen, Yaohui Wang, Xihui Liu, Yunhong Wang, Yu Qiao

展开摘要

Current 4D generation methods have achieved noteworthy efficacy with the aid of advanced diffusion generative models. However, these methods lack multi-view spatial-temporal modeling and encounter challenges in integrating diverse prior knowledge from multiple diffusion models, resulting in inconsistent temporal appearance and flickers. In this paper, we propose a novel 4D generation pipeline, namely $\textbf{4Diffusion}$, aimed at generating spatial-temporally consistent 4D content from a monocular video. We first design a unified diffusion model tailored for multi-view video generation by incorporating a learnable motion module into a frozen 3D-aware diffusion model to capture multi-view spatial-temporal correlations. After training on a curated dataset, our diffusion model acquires reasonable temporal consistency and inherently preserves the generalizability and spatial consistency of the 3D-aware diffusion model. Subsequently, we propose 4D-aware Score Distillation Sampling loss, which is based on our multi-view video diffusion model, to optimize 4D representation parameterized by dynamic NeRF. This aims to eliminate discrepancies arising from multiple diffusion models, allowing for generating spatial-temporally consistent 4D content. Moreover, we devise an anchor loss to enhance the appearance details and facilitate the learning of dynamic NeRF. Extensive qualitative and quantitative experiments demonstrate that our method achieves superior performance compared to previous methods.

Poster
VeXKD: The Versatile Integration of Cross-Modal Fusion and Knowledge Distillation for 3D Perception

JI Yuzhe, Yijie CHEN, Liuqing Yang, Rui Ding, Meng Yang, Xinhu Zheng

展开摘要

Recent advancements in 3D perception have led to a proliferation of network architectures, particularly those involving multi-modal fusion algorithms. While these fusion algorithms improve accuracy, their complexity often impedes real-time performance. This paper introduces VeXKD, an effective and Versatile framework that integrates Cross-Modal Fusion with Knowledge Distillation. VeXKD applies knowledge distillation exclusively to the Bird's Eye View (BEV) feature maps, enabling the transfer of cross-modal insights to single-modal students without additional inference time overhead. It avoids volatile components that can vary across various 3D perception tasks and student modalities, thus improving versatility. The framework adopts a modality-general cross-modal fusion module to bridge the modality gap between the multi-modal teachers and single-modal students. Furthermore, leveraging byproducts generated during fusion, our BEV query guided mask generation network identifies crucial spatial locations across different BEV feature maps in a data-driven manner, significantly enhancing the effectiveness of knowledge distillation. Extensive experiments on the nuScenes dataset demonstrate notable improvements, with up to 6.9\%/4.2\% increase in mAP and NDS for 3D detection tasks and up to 4.3\% rise in mIoU for BEV map segmentation tasks, narrowing the performance gap with multi-modal models.

Poster
Neural Localizer Fields for Continuous 3D Human Pose and Shape Estimation

István Sárándi, Gerard Pons-Moll

展开摘要

With the explosive growth of available training data, single-image 3D human modeling is ahead of a transition to a data-centric paradigm. A key to successfully exploiting data scale is to design flexible models that can be supervised from various heterogeneous data sources produced by different researchers or vendors. To this end, we propose a simple yet powerful paradigm for seamlessly unifying different human pose and shape-related tasks and datasets. Our formulation is centered on the ability - both at training and test time - to query any arbitrary point of the human volume, and obtain its estimated location in 3D. We achieve this by learning a continuous neural field of body point localizer functions, each of which is a differently parameterized 3D heatmap-based convolutional point localizer (detector). For generating parametric output, we propose an efficient post-processing step for fitting SMPL-family body models to nonparametric joint and vertex predictions. With this approach, we can naturally exploit differently annotated data sources including mesh, 2D/3D skeleton and dense pose, without having to convert between them, and thereby train large-scale 3D human mesh and skeleton estimation models that outperform the state-of-the-art on several public benchmarks including 3DPW, EMDB, EHF, SSP-3D and AGORA by a considerable margin. We release our code and models to foster downstream research.

Poster
PhyRecon: Physically Plausible Neural Scene Reconstruction

Junfeng Ni, Yixin Chen, Bohan Jing, Nan Jiang, Bin Wang, Bo Dai, Puhao Li, Yixin Zhu, Song-Chun Zhu, Siyuan Huang

展开摘要

We address the issue of physical implausibility in multi-view neural reconstruction. While implicit representations have gained popularity in multi-view 3D reconstruction, previous work struggles to yield physically plausible results, limiting their utility in domains requiring rigorous physical accuracy. This lack of plausibility stems from the absence of physics modeling in existing methods and their inability to recover intricate geometrical structures. In this paper, we introduce PHYRECON, the first approach to leverage both differentiable rendering and differentiable physics simulation to learn implicit surface representations. PHYRECON features a novel differentiable particle-based physical simulator built on neural implicit representations. Central to this design is an efficient transformation between SDF-based implicit representations and explicit surface points via our proposed Surface Points Marching Cubes (SP-MC), enabling differentiable learning with both rendering and physical losses. Additionally, PHYRECON models both rendering and physical uncertainty to identify and compensate for inconsistent and inaccurate monocular geometric priors. The physical uncertainty further facilitates physics-guided pixel sampling to enhance the learning of slender structures. By integrating these techniques, our model supports differentiable joint modeling of appearance, geometry, and physics. Extensive experiments demonstrate that PHYRECON significantly improves the reconstruction quality. Our results also exhibit superior physical stability in physical simulators, with at least a 40% improvement across all datasets, paving the way for future physics-based applications.

Poster
Tetrahedron Splatting for 3D Generation

Chun Gu, Zeyu Yang, Zijie Pan, Xiatian Zhu, Li Zhang

展开摘要

3D representation is essential to the significant advance of 3D generation with 2D diffusion priors. As a flexible representation, NeRF has been first adopted for 3D representation. With density-based volumetric rendering, it however suffers both intensive computational overhead and inaccurate mesh extraction. Using a signed distance field and Marching Tetrahedra, DMTet allows for precise mesh extraction and real-time rendering but is limited in handling large topological changes in meshes, leading to optimization challenges. Alternatively, 3D Gaussian Splatting (3DGS) is favored in both training and rendering efficiency while falling short in mesh extraction. In this work, we introduce a novel 3D representation, Tetrahedron Splatting (TeT-Splatting), that supports easy convergence during optimization, precise mesh extraction, and real-time rendering simultaneously. This is achieved by integrating surface-based volumetric rendering within a structured tetrahedral grid while preserving the desired ability of precise mesh extraction, and a tile-based differentiable tetrahedron rasterizer. Furthermore, we incorporate eikonal and normal consistency regularization terms for the signed distance field to improve generation quality and stability. Critically, our representation can be trained without mesh extraction, making the optimization process easier to converge. Our TeT-Splatting can be readily integrated in existing 3D generation pipelines, along with polygonal mesh for texture optimization. Extensive experiments show that our TeT-Splatting strikes a superior tradeoff among convergence speed, render efficiency, and mesh quality as compared to previous alternatives under varying 3D generation settings.

Spotlight
DN-4DGS: Denoised Deformable Network with Temporal-Spatial Aggregation for Dynamic Scene Rendering

Jiahao Lu, Jiacheng Deng, Ruijie Zhu, Yanzhe Liang, Wenfei Yang, Xu Zhou, Tianzhu Zhang

展开摘要

Dynamic scenes rendering is an intriguing yet challenging problem. Although current methods based on NeRF have achieved satisfactory performance, they still can not reach real-time levels. Recently, 3D Gaussian Splatting (3DGS) has garnered researchers' attention due to their outstanding rendering quality and real-time speed. Therefore, a new paradigm has been proposed: defining a canonical 3D gaussians and deforming it to individual frames in deformable fields. However, since the coordinates of canonical 3D gaussians are filled with noise, which can transfer noise into the deformable fields, and there is currently no method that adequately considers the aggregation of 4D information. Therefore, we propose Denoised Deformable Network with Temporal-Spatial Aggregation for Dynamic Scene Rendering (DN-4DGS). Specifically, a Noise Suppression Strategy is introduced to change the distribution of the coordinates of the canonical 3D gaussians and suppress noise. Additionally, a Decoupled Temporal-Spatial Aggregation Module is designed to aggregate information from adjacent points and frames. Extensive experiments on various real-world datasets demonstrate that our method achieves state-of-the-art rendering quality under a real-time level. Code is available at https://github.com/peoplelu/DN-4DGS.

Poster
LoD-Loc: Aerial Visual Localization using LoD 3D Map with Neural Wireframe Alignment

Juelin Zhu, Shen Yan, Long Wang, zhang shengYue, Yu Liu, Maojun Zhang

展开摘要

We propose a new method named LoD-Loc for visual localization in the air. Unlike existing localization algorithms, LoD-Loc does not rely on complex 3D representations and can estimate the pose of an Unmanned Aerial Vehicle (UAV) using a Level-of-Detail (LoD) 3D map. LoD-Loc mainly achieves this goal by aligning the wireframe derived from the LoD projected model with that predicted by the neural network. Specifically, given a coarse pose provided by the UAV sensor, LoD-Loc hierarchically builds a cost volume for uniformly sampled pose hypotheses to describe pose probability distribution and select a pose with maximum probability. Each cost within this volume measures the degree of line alignment between projected and predicted wireframes. LoD-Loc also devises a 6-DoF pose optimization algorithm to refine the previous result with a differentiable Gaussian-Newton method. As no public dataset exists for the studied problem, we collect two datasets with map levels of LoD3.0 and LoD2.0, along with real RGB queries and ground-truth pose annotations. We benchmark our method and demonstrate that LoD-Loc achieves excellent performance, even surpassing current state-of-the-art methods that use textured 3D models for localization. The code and dataset will be made available upon publication.

Poster
L4GM: Large 4D Gaussian Reconstruction Model

Jiawei Ren, Kevin Xie, Ashkan Mirzaei, hanxue liang, Xiaohui Zeng, Karsten Kreis, Ziwei Liu, Antonio Torralba, Sanja Fidler, Seung Wook Kim, Huan Ling

展开摘要

We present L4GM, the first 4D Large Reconstruction Model that produces animated objects from a single-view video input -- in a single feed-forward pass that takes only a second. Key to our success is a novel dataset of multiview videos containing curated, rendered animated objects from Objaverse. This dataset depicts 44K diverse objects with 110K animations rendered in 48 viewpoints, resulting in 12M videos with a total of 300M frames. We keep our L4GM simple for scalability and build directly on top of LGM, a pretrained 3D Large Reconstruction Model that outputs 3D Gaussian ellipsoids from multiview image input. L4GM outputs a per-frame 3D Gaussian splat representation from video frames sampled at a low fps and then upsamples the representation to a higher fps to achieve temporal smoothness. We add temporal self-attention layers to the base LGM to help it learn consistency across time, and utilize a per-timestep multiview rendering loss to train the model. The representation is upsampled to a higher framerate by training an interpolation model which produces intermediate 3D Gaussian representations. We showcase that L4GM that is only trained on synthetic data generalizes well on in-the-wild videos, producing high quality animated 3D assets.

Poster