Gaussian Splatting: Papers #7

Here are the latest papers related to Gaussian Splatting! 🤘

Gaussian Splatting
10 min readMay 23, 2024

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GS-Planner: A Gaussian-Splatting-based Planning Framework for Active High-Fidelity Reconstruction

GS-Planner: A Gaussian-Splatting-based Planning Framework for Active High-Fidelity Reconstruction [PDF]

by Rui Jin, Yuman Gao, Haojian Lu, Fei Gao

2024–05–16

Active reconstruction technique enables robots to autonomously collect scene data for full coverage, relieving users from tedious and time-consuming data capturing process. However, designed based on unsuitable scene representations, existing methods show unrealistic reconstruction results or the inability of online quality evaluation.

Due to the recent advancements in explicit radiance field technology, online active high-fidelity reconstruction has become achievable. In this paper, we propose GS-Planner, a planning framework for active high-fidelity reconstruction using 3D Gaussian Splatting. With improvement on 3DGS to recognize unobserved regions, we evaluate the reconstruction quality and completeness of the 3DGS map online to guide the robot.

Then we design a sampling-based active reconstruction strategy to explore the unobserved areas and improve the reconstruction geometric and textural quality. To establish a complete robot active reconstruction system, we choose quadrotor as the robotic platform for its high agility. Then we devise a safety constraint with 3DGS to generate executable trajectories for quadrotor navigation in the 3DGS map.

To validate the effectiveness of our method, we conduct extensive experiments and ablation studies in highly realistic simulation scenes.

Dreamer XL: Towards High-Resolution Text-to-3D Generation via Trajectory Score Matching

Dreamer XL: Towards High-Resolution Text-to-3D Generation via Trajectory Score Matching [PDF]

by Xingyu Miao, Haoran Duan, Varun Ojha, Jun Song, Tejal Shah, Yang Long, Rajiv Ranjan

2024–05–18

In this work, we propose a novel Trajectory Score Matching (TSM) method that aims to solve the pseudo ground truth inconsistency problem caused by the accumulated error in Interval Score Matching (ISM) when using the Denoising Diffusion Implicit Models (DDIM) inversion process. Unlike ISM, which adopts the inversion process of DDIM to calculate on a single path, our TSM method leverages the inversion process of DDIM to generate two paths from the same starting point for calculation.

Since both paths start from the same starting point, TSM can reduce the accumulated error compared to ISM, thus alleviating the problem of pseudo ground truth inconsistency. TSM enhances the stability and consistency of the model’s generated paths during the distillation process. We demonstrate this experimentally and further show that ISM is a special case of TSM.

Furthermore, to optimize the current multi-stage optimization process from high-resolution text to 3D generation, we adopt Stable Diffusion XL for guidance. In response to the issues of abnormal replication and splitting caused by unstable gradients during the 3D Gaussian splatting process when using Stable Diffusion XL, we propose a pixel-by-pixel gradient clipping method.

Extensive experiments show that our model significantly surpasses the state-of-the-art models in terms of visual quality and performance. Code: https://github.com/xingy038/Dreamer-XL

MirrorGaussian: Reflecting 3D Gaussians for Reconstructing Mirror Reflections

Better quality render: https://mirror-gaussian.github.io/

MirrorGaussian: Reflecting 3D Gaussians for Reconstructing Mirror Reflections [PDF]

by Jiayue Liu, Xiao Tang, Freeman Cheng, Roy Yang, Zhihao Li, Jianzhuang Liu, Yi Huang, Jiaqi Lin, Shiyong Liu, Xiaofei Wu, Songcen Xu, Chun Yuan

2024–05–20

3D Gaussian Splatting showcases notable advancements in photo-realistic and real-time novel view synthesis. However, it faces challenges in modeling mirror reflections, which exhibit substantial appearance variations from different viewpoints.

To tackle this problem, we present MirrorGaussian, the first method for mirror scene reconstruction with real-time rendering based on 3D Gaussian Splatting. The key insight is grounded on the mirror symmetry between the real-world space and the virtual mirror space. We introduce an intuitive dual-rendering strategy that enables differentiable rasterization of both the real-world 3D Gaussians and the mirrored counterpart obtained by reflecting the former about the mirror plane.

All 3D Gaussians are jointly optimized with the mirror plane in an end-to-end framework. MirrorGaussian achieves high-quality and real-time rendering in scenes with mirrors, empowering scene editing like adding new mirrors and objects. Comprehensive experiments on multiple datasets demonstrate that our approach significantly outperforms existing methods, achieving state-of-the-art results.

Project page: https://mirror-gaussian.github.io/

CoR-GS: Sparse-View 3D Gaussian Splatting via Co-Regularization

CoR-GS: Sparse-View 3D Gaussian Splatting via Co-Regularization [PDF]

by Jiawei Zhang, Jiahe Li, Xiaohan Yu, Lei Huang, Lin Gu, Jin Zheng, Xiao Bai

2024–05–20

3D Gaussian Splatting (3DGS) creates a radiance field consisting of 3D Gaussians to represent a scene. With sparse training views, 3DGS easily suffers from overfitting, negatively impacting the reconstruction quality.

This paper introduces a new co-regularization perspective for improving sparse-view 3DGS. When training two 3D Gaussian radiance fields with the same sparse views of a scene, we observe that the two radiance fields exhibit point disagreement and rendering disagreement that can unsupervisedly predict reconstruction quality, stemming from the sampling implementation in densification.

We further quantify the point disagreement and rendering disagreement by evaluating the registration between Gaussians’ point representations and calculating differences in their rendered pixels. The empirical study demonstrates the negative correlation between the two disagreements and accurate reconstruction, which allows us to identify inaccurate reconstruction without accessing ground-truth information.

Based on the study, we propose CoR-GS, which identifies and suppresses inaccurate reconstruction based on the two disagreements: (i) Co-pruning considers Gaussians that exhibit high point disagreement in inaccurate positions and prunes them. (ii) Pseudo-view co-regularization considers pixels that exhibit high rendering disagreement are inaccurately rendered and suppress the disagreement.

Results on LLFF, Mip-NeRF360, DTU, and Blender demonstrate that CoR-GS effectively regularizes the scene geometry, reconstructs the compact representations, and achieves state-of-the-art novel view synthesis quality under sparse training views.

Project page: https://jiaw-z.github.io/CoR-GS/

Embracing Radiance Field Rendering in 6G: Over-the-Air Training and Inference with 3D Contents

Embracing Radiance Field Rendering in 6G: Over-the-Air Training and Inference with 3D Contents [PDF]

by Guanlin Wu, Zhonghao Lyu, Juyong Zhang, Jie Xu

2024–05–20

The efficient representation, transmission, and reconstruction of three-dimensional (3D) contents are becoming increasingly important for sixth-generation (6G) networks that aim to merge virtual and physical worlds for offering immersive communication experiences. Neural radiance field (NeRF) and 3D Gaussian splatting (3D-GS) have recently emerged as two promising 3D representation techniques based on radiance field rendering, which are able to provide photorealistic rendering results for complex scenes. Therefore, embracing NeRF and 3D-GS in 6G networks is envisioned to be a prominent solution to support emerging 3D applications with enhanced quality of experience.

This paper provides a comprehensive overview on the integration of NeRF and 3D-GS in 6G. First, we review the basics of the radiance field rendering techniques, and highlight their applications and implementation challenges over wireless networks. Next, we consider the over-the-air training of NeRF and 3D-GS models over wireless networks by presenting various learning techniques. We particularly focus on the federated learning design over a hierarchical device-edge-cloud architecture.

Then, we discuss three practical rendering architectures of NeRF and 3D-GS models at the wireless network edge. We provide model compression approaches to facilitate the transmission of radiance field models, and present rendering acceleration approaches and joint computation and communication designs to enhance the rendering efficiency. In particular, we propose a new semantic communication enabled 3D content transmission design, in which the radiance field models are exploited as the semantic knowledge base to reduce the communication overhead for distributed inference.

Furthermore, we present the utilization of radiance field rendering in wireless applications like radio mapping and radio imaging.

AtomGS: Atomizing Gaussian Splatting for High-Fidelity Radiance Field

AtomGS: Atomizing Gaussian Splatting for High-Fidelity Radiance Field [PDF]

by Rong Liu, Rui Xu, Yue Hu, Meida Chen, Andrew Feng

2024–05–20

3D Gaussian Splatting (3DGS) has recently advanced radiance field reconstruction by offering superior capabilities for novel view synthesis and real-time rendering speed. However, its strategy of blending optimization and adaptive density control might lead to sub-optimal results; it can sometimes yield noisy geometry and blurry artifacts due to prioritizing optimizing large Gaussians at the cost of adequately densifying smaller ones.

To address this, we introduce AtomGS, consisting of Atomized Proliferation and Geometry-Guided Optimization. The Atomized Proliferation constrains ellipsoid Gaussians of various sizes into more uniform-sized Atom Gaussians. The strategy enhances the representation of areas with fine features by placing greater emphasis on densification in accordance with scene details.

In addition, we proposed a Geometry-Guided Optimization approach that incorporates an Edge-Aware Normal Loss. This optimization method effectively smooths flat surfaces while preserving intricate details. Our evaluation shows that AtomGS outperforms existing state-of-the-art methods in rendering quality. Additionally, it achieves competitive accuracy in geometry reconstruction and offers a significant improvement in training speed over other SDF-based methods.

More interactive demos can be found on our website: https://rongliu-leo.github.io/AtomGS/

GarmentDreamer: 3DGS Guided Garment Synthesis with Diverse Geometry and Texture Details

GarmentDreamer: 3DGS Guided Garment Synthesis with Diverse Geometry and Texture Details [PDF]

by Boqian Li, Xuan Li, Ying Jiang, Tianyi Xie, Feng Gao, Huamin Wang, Yin Yang, Chenfanfu Jiang

2024–05–20

Traditional 3D garment creation is labor-intensive, involving sketching, modeling, UV mapping, and texturing, which are time-consuming and costly. Recent advances in diffusion-based generative models have enabled new possibilities for 3D garment generation from text prompts, images, and videos. However, existing methods either suffer from inconsistencies among multi-view images or require additional processes to separate cloth from the underlying human model.

In this paper, we propose GarmentDreamer, a novel method that leverages 3D Gaussian Splatting (GS) as guidance to generate wearable, simulation-ready 3D garment meshes from text prompts. In contrast to using multi-view images directly predicted by generative models as guidance, our 3DGS guidance ensures consistent optimization in both garment deformation and texture synthesis.

Our method introduces a novel garment augmentation module, guided by normal and RGBA information, and employs implicit Neural Texture Fields (NeTF) combined with Score Distillation Sampling (SDS) to generate diverse geometric and texture details. We validate the effectiveness of our approach through comprehensive qualitative and quantitative experiments, showcasing the superior performance of GarmentDreamer over state-of-the-art alternatives.

Project page: https://xuan-li.github.io/GarmentDreamerDemo/

Gaussian Control with Hierarchical Semantic Graphs in 3D Human Recovery

Human Gaussian Control with Hierarchical Semantic Graphs. (a) is a human Gaussian point cloud with semantic labels. (b) is the rendering output of (a). © is the result of our method compared with other methods on the Monocap dataset. LPIPS* = LPIPS × 1000

Gaussian Control with Hierarchical Semantic Graphs in 3D Human Recovery [PDF]

by Hongsheng Wang, Weiyue Zhang, Sihao Liu, Xinrui Zhou, Shengyu Zhang, Fei Wu, Feng Lin

2024–05–20

Although 3D Gaussian Splatting (3DGS) has recently made progress in 3D human reconstruction, it primarily relies on 2D pixel-level supervision, overlooking the geometric complexity and topological relationships of different body parts.

To address this gap, we introduce the Hierarchical Graph Human Gaussian Control (HUGS) framework for achieving high-fidelity 3D human reconstruction. Our approach involves leveraging explicitly semantic priors of body parts to ensure the consistency of geometric topology, thereby enabling the capture of the complex geometrical and topological associations among body parts. Additionally, we disentangle high-frequency features from global human features to refine surface details in body parts.

Extensive experiments demonstrate that our method exhibits superior performance in human body reconstruction, particularly in enhancing surface details and accurately reconstructing body part junctions.

Codes are available at https://wanghongsheng01.github.io/HUGS/

MOSS: Motion-based 3D Clothed Human Synthesis from Monocular Video

MOSS: Motion-based 3D Clothed Human Synthesis from Monocular Video [PDF]

by Hongsheng Wang, Xiang Cai, Xi Sun, Jinhong Yue, Shengyu Zhang, Feng Lin, Fei Wu

2024–05–21

Single-view clothed human reconstruction holds a central position in virtual reality applications, especially in contexts involving intricate human motions. It presents notable challenges in achieving realistic clothing deformation. Current methodologies often overlook the influence of motion on surface deformation, resulting in surfaces lacking the constraints imposed by global motion.

To overcome these limitations, we introduce an innovative framework, Motion-Based 3D Clothed Humans Synthesis (MOSS), which employs kinematic information to achieve motion-aware Gaussian split on the human surface. Our framework consists of two modules: Kinematic Gaussian Locating Splatting (KGAS) and Surface Deformation Detector (UID).

KGAS incorporates matrix-Fisher distribution to propagate global motion across the body surface. The density and rotation factors of this distribution explicitly control the Gaussians, thereby enhancing the realism of the reconstructed surface. Additionally, to address local occlusions in single-view, based on KGAS, UID identifies significant surfaces, and geometric reconstruction is performed to compensate for these deformations.

Experimental results demonstrate that MOSS achieves state-of-the-art visual quality in 3D clothed human synthesis from monocular videos. Notably, we improve the Human NeRF and the Gaussian Splatting by 33.94% and 16.75% in LPIPS* respectively.

Project page: https://wanghongsheng01.github.io/MOSS/

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