132 research outputs found

    Differentiable surface splatting for point-based geometry processing

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    We propose Differentiable Surface Splatting (DSS), a high-fidelity differentiable renderer for point clouds. Gradients for point locations and normals are carefully designed to handle discontinuities of the rendering function. Regularization terms are introduced to ensure uniform distribution of the points on the underlying surface. We demonstrate applications of DSS to inverse rendering for geometry synthesis and denoising, where large scale topological changes, as well as small scale detail modifications, are accurately and robustly handled without requiring explicit connectivity, outperforming state-of-the-art techniques. The data and code are at https://github.com/yifita/DSS.</jats:p

    Drivable 3D Gaussian Avatars

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    We present Drivable 3D Gaussian Avatars (D3GA), the first 3D controllable model for human bodies rendered with Gaussian splats. Current photorealistic drivable avatars require either accurate 3D registrations during training, dense input images during testing, or both. The ones based on neural radiance fields also tend to be prohibitively slow for telepresence applications. This work uses the recently presented 3D Gaussian Splatting (3DGS) technique to render realistic humans at real-time framerates, using dense calibrated multi-view videos as input. To deform those primitives, we depart from the commonly used point deformation method of linear blend skinning (LBS) and use a classic volumetric deformation method: cage deformations. Given their smaller size, we drive these deformations with joint angles and keypoints, which are more suitable for communication applications. Our experiments on nine subjects with varied body shapes, clothes, and motions obtain higher-quality results than state-of-the-art methods when using the same training and test data.Comment: Website: https://zielon.github.io/d3ga

    3D Gaussian Splatting for Real-Time Radiance Field Rendering

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    Radiance Field methods have recently revolutionized novel-view synthesis of scenes captured with multiple photos or videos. However, achieving high visual quality still requires neural networks that are costly to train and render, while recent faster methods inevitably trade off speed for quality. For unbounded and complete scenes (rather than isolated objects) and 1080p resolution rendering, no current method can achieve real-time display rates. We introduce three key elements that allow us to achieve state-of-the-art visual quality while maintaining competitive training times and importantly allow high-quality real-time (>= 30 fps) novel-view synthesis at 1080p resolution. First, starting from sparse points produced during camera calibration, we represent the scene with 3D Gaussians that preserve desirable properties of continuous volumetric radiance fields for scene optimization while avoiding unnecessary computation in empty space; Second, we perform interleaved optimization/density control of the 3D Gaussians, notably optimizing anisotropic covariance to achieve an accurate representation of the scene; Third, we develop a fast visibility-aware rendering algorithm that supports anisotropic splatting and both accelerates training and allows realtime rendering. We demonstrate state-of-the-art visual quality and real-time rendering on several established datasets.Comment: https://repo-sam.inria.fr/fungraph/3d-gaussian-splatting

    PAPR: Proximity Attention Point Rendering

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    Learning accurate and parsimonious point cloud representations of scene surfaces from scratch remains a challenge in 3D representation learning. Existing point-based methods often suffer from the vanishing gradient problem or require a large number of points to accurately model scene geometry and texture. To address these limitations, we propose Proximity Attention Point Rendering (PAPR), a novel method that consists of a point-based scene representation and a differentiable renderer. Our scene representation uses a point cloud where each point is characterized by its spatial position, foreground score, and view-independent feature vector. The renderer selects the relevant points for each ray and produces accurate colours using their associated features. PAPR effectively learns point cloud positions to represent the correct scene geometry, even when the initialization drastically differs from the target geometry. Notably, our method captures fine texture details while using only a parsimonious set of points. We also demonstrate four practical applications of our method: geometry editing, object manipulation, texture transfer, and exposure control. More results and code are available on our project website at https://zvict.github.io/papr/

    4K4D: Real-Time 4D View Synthesis at 4K Resolution

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    This paper targets high-fidelity and real-time view synthesis of dynamic 3D scenes at 4K resolution. Recently, some methods on dynamic view synthesis have shown impressive rendering quality. However, their speed is still limited when rendering high-resolution images. To overcome this problem, we propose 4K4D, a 4D point cloud representation that supports hardware rasterization and enables unprecedented rendering speed. Our representation is built on a 4D feature grid so that the points are naturally regularized and can be robustly optimized. In addition, we design a novel hybrid appearance model that significantly boosts the rendering quality while preserving efficiency. Moreover, we develop a differentiable depth peeling algorithm to effectively learn the proposed model from RGB videos. Experiments show that our representation can be rendered at over 400 FPS on the DNA-Rendering dataset at 1080p resolution and 80 FPS on the ENeRF-Outdoor dataset at 4K resolution using an RTX 4090 GPU, which is 30x faster than previous methods and achieves the state-of-the-art rendering quality. Our project page is available at https://zju3dv.github.io/4k4d/.Comment: Project Page: https://zju3dv.github.io/4k4

    Boosting Point Clouds Rendering via Radiance Mapping

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    Recent years we have witnessed rapid development in NeRF-based image rendering due to its high quality. However, point clouds rendering is somehow less explored. Compared to NeRF-based rendering which suffers from dense spatial sampling, point clouds rendering is naturally less computation intensive, which enables its deployment in mobile computing device. In this work, we focus on boosting the image quality of point clouds rendering with a compact model design. We first analyze the adaption of the volume rendering formulation on point clouds. Based on the analysis, we simplify the NeRF representation to a spatial mapping function which only requires single evaluation per pixel. Further, motivated by ray marching, we rectify the the noisy raw point clouds to the estimated intersection between rays and surfaces as queried coordinates, which could avoid spatial frequency collapse and neighbor point disturbance. Composed of rasterization, spatial mapping and the refinement stages, our method achieves the state-of-the-art performance on point clouds rendering, outperforming prior works by notable margins, with a smaller model size. We obtain a PSNR of 31.74 on NeRF-Synthetic, 25.88 on ScanNet and 30.81 on DTU. Code and data would be released soon

    Text-to-3D using Gaussian Splatting

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    In this paper, we present Gaussian Splatting based text-to-3D generation (GSGEN), a novel approach for generating high-quality 3D objects. Previous methods suffer from inaccurate geometry and limited fidelity due to the absence of 3D prior and proper representation. We leverage 3D Gaussian Splatting, a recent state-of-the-art representation, to address existing shortcomings by exploiting the explicit nature that enables the incorporation of 3D prior. Specifically, our method adopts a progressive optimization strategy, which includes a geometry optimization stage and an appearance refinement stage. In geometry optimization, a coarse representation is established under a 3D geometry prior along with the ordinary 2D SDS loss, ensuring a sensible and 3D-consistent rough shape. Subsequently, the obtained Gaussians undergo an iterative refinement to enrich details. In this stage, we increase the number of Gaussians by compactness-based densification to enhance continuity and improve fidelity. With these designs, our approach can generate 3D content with delicate details and more accurate geometry. Extensive evaluations demonstrate the effectiveness of our method, especially for capturing high-frequency components. Video results are provided at https://gsgen3d.github.io. Our code is available at https://github.com/gsgen3d/gsgenComment: Project page: https://gsgen3d.github.io. Code: https://github.com/gsgen3d/gsge

    VoGE: A Differentiable Volume Renderer using Gaussian Ellipsoids for Analysis-by-Synthesis

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    Differentiable rendering allows the application of computer graphics onvision tasks, e.g. object pose and shape fitting, via analysis-by-synthesis,where gradients at occluded regions are important when inverting the renderingprocess. To obtain those gradients, state-of-the-art (SoTA) differentiablerenderers use rasterization to collect a set of nearest components for eachpixel and aggregate them based on the viewing distance. In this paper, wepropose VoGE, which uses ray tracing to capture nearest components with theirvolume density distributions on the rays and aggregates via integral of thevolume densities based on Gaussian ellipsoids, which brings more efficient andstable gradients. To efficiently render via VoGE, we propose an approximateclose-form solution for the volume density aggregation and a coarse-to-finerendering strategy. Finally, we provide a CUDA implementation of VoGE, whichgives a competitive rendering speed in comparison to PyTorch3D. Quantitativeand qualitative experiment results show VoGE outperforms SoTA counterparts whenapplied to various vision tasks,e.g., object pose estimation, shape/texturefitting, and occlusion reasoning. The VoGE library and demos are available athttps://github.com/Angtian/VoGE.<br
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