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Jan 26

Text2Control3D: Controllable 3D Avatar Generation in Neural Radiance Fields using Geometry-Guided Text-to-Image Diffusion Model

Recent advances in diffusion models such as ControlNet have enabled geometrically controllable, high-fidelity text-to-image generation. However, none of them addresses the question of adding such controllability to text-to-3D generation. In response, we propose Text2Control3D, a controllable text-to-3D avatar generation method whose facial expression is controllable given a monocular video casually captured with hand-held camera. Our main strategy is to construct the 3D avatar in Neural Radiance Fields (NeRF) optimized with a set of controlled viewpoint-aware images that we generate from ControlNet, whose condition input is the depth map extracted from the input video. When generating the viewpoint-aware images, we utilize cross-reference attention to inject well-controlled, referential facial expression and appearance via cross attention. We also conduct low-pass filtering of Gaussian latent of the diffusion model in order to ameliorate the viewpoint-agnostic texture problem we observed from our empirical analysis, where the viewpoint-aware images contain identical textures on identical pixel positions that are incomprehensible in 3D. Finally, to train NeRF with the images that are viewpoint-aware yet are not strictly consistent in geometry, our approach considers per-image geometric variation as a view of deformation from a shared 3D canonical space. Consequently, we construct the 3D avatar in a canonical space of deformable NeRF by learning a set of per-image deformation via deformation field table. We demonstrate the empirical results and discuss the effectiveness of our method.

  • 3 authors
·
Sep 7, 2023

CF-CAM: Cluster Filter Class Activation Mapping for Reliable Gradient-Based Interpretability

As deep learning continues to advance, the transparency of neural network decision-making remains a critical challenge, limiting trust and applicability in high-stakes domains. Class Activation Mapping (CAM) techniques have emerged as a key approach toward visualizing model decisions, yet existing methods face inherent trade-offs. Gradient-based CAM variants suffer from sensitivity to gradient perturbations due to gradient noise, leading to unstable and unreliable explanations. Conversely, gradient-free approaches mitigate gradient instability but incur significant computational overhead and inference latency. To address these limitations, we propose a Cluster Filter Class Activation Map (CF-CAM) technique, a novel framework that reintroduces gradient-based weighting while enhancing robustness against gradient noise. CF-CAM utilizes hierarchical importance weighting strategy to balance discriminative feature preservation and noise elimination. A density-aware channel clustering method via Density-Based Spatial Clustering of Applications with Noise (DBSCAN) groups semantically relevant feature channels and discard noise-prone activations. Additionally, cluster-conditioned gradient filtering leverages Gaussian filters to refine gradient signals, preserving edge-aware localization while suppressing noise impact. Experiment results demonstrate that CF-CAM achieves superior interpretability performance while enhancing computational efficiency, outperforming state-of-the-art CAM methods in faithfulness and robustness. By effectively mitigating gradient instability without excessive computational cost, CF-CAM provides a competitive solution for enhancing the interpretability of deep neural networks in critical applications such as autonomous driving and medical diagnosis.

  • 3 authors
·
Mar 31, 2025

A Discriminative Approach to Bayesian Filtering with Applications to Human Neural Decoding

Given a stationary state-space model that relates a sequence of hidden states and corresponding measurements or observations, Bayesian filtering provides a principled statistical framework for inferring the posterior distribution of the current state given all measurements up to the present time. For example, the Apollo lunar module implemented a Kalman filter to infer its location from a sequence of earth-based radar measurements and land safely on the moon. To perform Bayesian filtering, we require a measurement model that describes the conditional distribution of each observation given state. The Kalman filter takes this measurement model to be linear, Gaussian. Here we show how a nonlinear, Gaussian approximation to the distribution of state given observation can be used in conjunction with Bayes' rule to build a nonlinear, non-Gaussian measurement model. The resulting approach, called the Discriminative Kalman Filter (DKF), retains fast closed-form updates for the posterior. We argue there are many cases where the distribution of state given measurement is better-approximated as Gaussian, especially when the dimensionality of measurements far exceeds that of states and the Bernstein-von Mises theorem applies. Online neural decoding for brain-computer interfaces provides a motivating example, where filtering incorporates increasingly detailed measurements of neural activity to provide users control over external devices. Within the BrainGate2 clinical trial, the DKF successfully enabled three volunteers with quadriplegia to control an on-screen cursor in real-time using mental imagery alone. Participant "T9" used the DKF to type out messages on a tablet PC.

  • 1 authors
·
Jul 16, 2018

Towards Multi-Granularity Memory Association and Selection for Long-Term Conversational Agents

Large Language Models (LLMs) have recently been widely adopted in conversational agents. However, the increasingly long interactions between users and agents accumulate extensive dialogue records, making it difficult for LLMs with limited context windows to maintain a coherent long-term dialogue memory and deliver personalized responses. While retrieval-augmented memory systems have emerged to address this issue, existing methods often depend on single-granularity memory segmentation and retrieval. This approach falls short in capturing deep memory connections, leading to partial retrieval of useful information or substantial noise, resulting in suboptimal performance. To tackle these limits, we propose MemGAS, a framework that enhances memory consolidation by constructing multi-granularity association, adaptive selection, and retrieval. MemGAS is based on multi-granularity memory units and employs Gaussian Mixture Models to cluster and associate new memories with historical ones. An entropy-based router adaptively selects optimal granularity by evaluating query relevance distributions and balancing information completeness and noise. Retrieved memories are further refined via LLM-based filtering. Experiments on four long-term memory benchmarks demonstrate that MemGAS outperforms state-of-the-art methods on both question answer and retrieval tasks, achieving superior performance across different query types and top-K settings.

  • 11 authors
·
May 26, 2025

CoherentGS: Sparse Novel View Synthesis with Coherent 3D Gaussians

The field of 3D reconstruction from images has rapidly evolved in the past few years, first with the introduction of Neural Radiance Field (NeRF) and more recently with 3D Gaussian Splatting (3DGS). The latter provides a significant edge over NeRF in terms of the training and inference speed, as well as the reconstruction quality. Although 3DGS works well for dense input images, the unstructured point-cloud like representation quickly overfits to the more challenging setup of extremely sparse input images (e.g., 3 images), creating a representation that appears as a jumble of needles from novel views. To address this issue, we propose regularized optimization and depth-based initialization. Our key idea is to introduce a structured Gaussian representation that can be controlled in 2D image space. We then constraint the Gaussians, in particular their position, and prevent them from moving independently during optimization. Specifically, we introduce single and multiview constraints through an implicit convolutional decoder and a total variation loss, respectively. With the coherency introduced to the Gaussians, we further constrain the optimization through a flow-based loss function. To support our regularized optimization, we propose an approach to initialize the Gaussians using monocular depth estimates at each input view. We demonstrate significant improvements compared to the state-of-the-art sparse-view NeRF-based approaches on a variety of scenes.

  • 7 authors
·
Mar 28, 2024

LM-Gaussian: Boost Sparse-view 3D Gaussian Splatting with Large Model Priors

We aim to address sparse-view reconstruction of a 3D scene by leveraging priors from large-scale vision models. While recent advancements such as 3D Gaussian Splatting (3DGS) have demonstrated remarkable successes in 3D reconstruction, these methods typically necessitate hundreds of input images that densely capture the underlying scene, making them time-consuming and impractical for real-world applications. However, sparse-view reconstruction is inherently ill-posed and under-constrained, often resulting in inferior and incomplete outcomes. This is due to issues such as failed initialization, overfitting on input images, and a lack of details. To mitigate these challenges, we introduce LM-Gaussian, a method capable of generating high-quality reconstructions from a limited number of images. Specifically, we propose a robust initialization module that leverages stereo priors to aid in the recovery of camera poses and the reliable point clouds. Additionally, a diffusion-based refinement is iteratively applied to incorporate image diffusion priors into the Gaussian optimization process to preserve intricate scene details. Finally, we utilize video diffusion priors to further enhance the rendered images for realistic visual effects. Overall, our approach significantly reduces the data acquisition requirements compared to previous 3DGS methods. We validate the effectiveness of our framework through experiments on various public datasets, demonstrating its potential for high-quality 360-degree scene reconstruction. Visual results are on our website.

  • 3 authors
·
Sep 5, 2024

Implicit Gaussian process representation of vector fields over arbitrary latent manifolds

Gaussian processes (GPs) are popular nonparametric statistical models for learning unknown functions and quantifying the spatiotemporal uncertainty in data. Recent works have extended GPs to model scalar and vector quantities distributed over non-Euclidean domains, including smooth manifolds appearing in numerous fields such as computer vision, dynamical systems, and neuroscience. However, these approaches assume that the manifold underlying the data is known, limiting their practical utility. We introduce RVGP, a generalisation of GPs for learning vector signals over latent Riemannian manifolds. Our method uses positional encoding with eigenfunctions of the connection Laplacian, associated with the tangent bundle, readily derived from common graph-based approximation of data. We demonstrate that RVGP possesses global regularity over the manifold, which allows it to super-resolve and inpaint vector fields while preserving singularities. Furthermore, we use RVGP to reconstruct high-density neural dynamics derived from low-density EEG recordings in healthy individuals and Alzheimer's patients. We show that vector field singularities are important disease markers and that their reconstruction leads to a comparable classification accuracy of disease states to high-density recordings. Thus, our method overcomes a significant practical limitation in experimental and clinical applications.

  • 9 authors
·
Sep 28, 2023

Optimized Minimal 4D Gaussian Splatting

4D Gaussian Splatting has emerged as a new paradigm for dynamic scene representation, enabling real-time rendering of scenes with complex motions. However, it faces a major challenge of storage overhead, as millions of Gaussians are required for high-fidelity reconstruction. While several studies have attempted to alleviate this memory burden, they still face limitations in compression ratio or visual quality. In this work, we present OMG4 (Optimized Minimal 4D Gaussian Splatting), a framework that constructs a compact set of salient Gaussians capable of faithfully representing 4D Gaussian models. Our method progressively prunes Gaussians in three stages: (1) Gaussian Sampling to identify primitives critical to reconstruction fidelity, (2) Gaussian Pruning to remove redundancies, and (3) Gaussian Merging to fuse primitives with similar characteristics. In addition, we integrate implicit appearance compression and generalize Sub-Vector Quantization (SVQ) to 4D representations, further reducing storage while preserving quality. Extensive experiments on standard benchmark datasets demonstrate that OMG4 significantly outperforms recent state-of-the-art methods, reducing model sizes by over 60% while maintaining reconstruction quality. These results position OMG4 as a significant step forward in compact 4D scene representation, opening new possibilities for a wide range of applications. Our source code is available at https://minshirley.github.io/OMG4/.

  • 10 authors
·
Oct 4, 2025 2

GES: Generalized Exponential Splatting for Efficient Radiance Field Rendering

Advancements in 3D Gaussian Splatting have significantly accelerated 3D reconstruction and generation. However, it may require a large number of Gaussians, which creates a substantial memory footprint. This paper introduces GES (Generalized Exponential Splatting), a novel representation that employs Generalized Exponential Function (GEF) to model 3D scenes, requiring far fewer particles to represent a scene and thus significantly outperforming Gaussian Splatting methods in efficiency with a plug-and-play replacement ability for Gaussian-based utilities. GES is validated theoretically and empirically in both principled 1D setup and realistic 3D scenes. It is shown to represent signals with sharp edges more accurately, which are typically challenging for Gaussians due to their inherent low-pass characteristics. Our empirical analysis demonstrates that GEF outperforms Gaussians in fitting natural-occurring signals (e.g. squares, triangles, and parabolic signals), thereby reducing the need for extensive splitting operations that increase the memory footprint of Gaussian Splatting. With the aid of a frequency-modulated loss, GES achieves competitive performance in novel-view synthesis benchmarks while requiring less than half the memory storage of Gaussian Splatting and increasing the rendering speed by up to 39%. The code is available on the project website https://abdullahamdi.com/ges .

  • 8 authors
·
Feb 15, 2024 1

DSplats: 3D Generation by Denoising Splats-Based Multiview Diffusion Models

Generating high-quality 3D content requires models capable of learning robust distributions of complex scenes and the real-world objects within them. Recent Gaussian-based 3D reconstruction techniques have achieved impressive results in recovering high-fidelity 3D assets from sparse input images by predicting 3D Gaussians in a feed-forward manner. However, these techniques often lack the extensive priors and expressiveness offered by Diffusion Models. On the other hand, 2D Diffusion Models, which have been successfully applied to denoise multiview images, show potential for generating a wide range of photorealistic 3D outputs but still fall short on explicit 3D priors and consistency. In this work, we aim to bridge these two approaches by introducing DSplats, a novel method that directly denoises multiview images using Gaussian Splat-based Reconstructors to produce a diverse array of realistic 3D assets. To harness the extensive priors of 2D Diffusion Models, we incorporate a pretrained Latent Diffusion Model into the reconstructor backbone to predict a set of 3D Gaussians. Additionally, the explicit 3D representation embedded in the denoising network provides a strong inductive bias, ensuring geometrically consistent novel view generation. Our qualitative and quantitative experiments demonstrate that DSplats not only produces high-quality, spatially consistent outputs, but also sets a new standard in single-image to 3D reconstruction. When evaluated on the Google Scanned Objects dataset, DSplats achieves a PSNR of 20.38, an SSIM of 0.842, and an LPIPS of 0.109.

  • 7 authors
·
Dec 11, 2024

GaussianFusion: Gaussian-Based Multi-Sensor Fusion for End-to-End Autonomous Driving

Multi-sensor fusion is crucial for improving the performance and robustness of end-to-end autonomous driving systems. Existing methods predominantly adopt either attention-based flatten fusion or bird's eye view fusion through geometric transformations. However, these approaches often suffer from limited interpretability or dense computational overhead. In this paper, we introduce GaussianFusion, a Gaussian-based multi-sensor fusion framework for end-to-end autonomous driving. Our method employs intuitive and compact Gaussian representations as intermediate carriers to aggregate information from diverse sensors. Specifically, we initialize a set of 2D Gaussians uniformly across the driving scene, where each Gaussian is parameterized by physical attributes and equipped with explicit and implicit features. These Gaussians are progressively refined by integrating multi-modal features. The explicit features capture rich semantic and spatial information about the traffic scene, while the implicit features provide complementary cues beneficial for trajectory planning. To fully exploit rich spatial and semantic information in Gaussians, we design a cascade planning head that iteratively refines trajectory predictions through interactions with Gaussians. Extensive experiments on the NAVSIM and Bench2Drive benchmarks demonstrate the effectiveness and robustness of the proposed GaussianFusion framework. The source code will be released at https://github.com/Say2L/GaussianFusion.

  • 5 authors
·
May 26, 2025

WeatherGS: 3D Scene Reconstruction in Adverse Weather Conditions via Gaussian Splatting

3D Gaussian Splatting (3DGS) has gained significant attention for 3D scene reconstruction, but still suffers from complex outdoor environments, especially under adverse weather. This is because 3DGS treats the artifacts caused by adverse weather as part of the scene and will directly reconstruct them, largely reducing the clarity of the reconstructed scene. To address this challenge, we propose WeatherGS, a 3DGS-based framework for reconstructing clear scenes from multi-view images under different weather conditions. Specifically, we explicitly categorize the multi-weather artifacts into the dense particles and lens occlusions that have very different characters, in which the former are caused by snowflakes and raindrops in the air, and the latter are raised by the precipitation on the camera lens. In light of this, we propose a dense-to-sparse preprocess strategy, which sequentially removes the dense particles by an Atmospheric Effect Filter (AEF) and then extracts the relatively sparse occlusion masks with a Lens Effect Detector (LED). Finally, we train a set of 3D Gaussians by the processed images and generated masks for excluding occluded areas, and accurately recover the underlying clear scene by Gaussian splatting. We conduct a diverse and challenging benchmark to facilitate the evaluation of 3D reconstruction under complex weather scenarios. Extensive experiments on this benchmark demonstrate that our WeatherGS consistently produces high-quality, clean scenes across various weather scenarios, outperforming existing state-of-the-art methods. See project page:https://jumponthemoon.github.io/weather-gs.

  • 4 authors
·
Dec 25, 2024 1

Solving High Frequency and Multi-Scale PDEs with Gaussian Processes

Machine learning based solvers have garnered much attention in physical simulation and scientific computing, with a prominent example, physics-informed neural networks (PINNs). However, PINNs often struggle to solve high-frequency and multi-scale PDEs, which can be due to spectral bias during neural network training. To address this problem, we resort to the Gaussian process (GP) framework. To flexibly capture the dominant frequencies, we model the power spectrum of the PDE solution with a student t mixture or Gaussian mixture. We apply the inverse Fourier transform to obtain the covariance function (by Wiener-Khinchin theorem). The covariance derived from the Gaussian mixture spectrum corresponds to the known spectral mixture kernel. Next, we estimate the mixture weights in the log domain, which we show is equivalent to placing a Jeffreys prior. It automatically induces sparsity, prunes excessive frequencies, and adjusts the remaining toward the ground truth. Third, to enable efficient and scalable computation on massive collocation points, which are critical to capture high frequencies, we place the collocation points on a grid, and multiply our covariance function at each input dimension. We use the GP conditional mean to predict the solution and its derivatives so as to fit the boundary condition and the equation itself. As a result, we can derive a Kronecker product structure in the covariance matrix. We use Kronecker product properties and multilinear algebra to promote computational efficiency and scalability, without low-rank approximations. We show the advantage of our method in systematic experiments. The code is released at https://github.com/xuangu-fang/Gaussian-Process-Slover-for-High-Freq-PDE.

  • 6 authors
·
Nov 8, 2023

Deblurring 3D Gaussian Splatting

Recent studies in Radiance Fields have paved the robust way for novel view synthesis with their photorealistic rendering quality. Nevertheless, they usually employ neural networks and volumetric rendering, which are costly to train and impede their broad use in various real-time applications due to the lengthy rendering time. Lately 3D Gaussians splatting-based approach has been proposed to model the 3D scene, and it achieves remarkable visual quality while rendering the images in real-time. However, it suffers from severe degradation in the rendering quality if the training images are blurry. Blurriness commonly occurs due to the lens defocusing, object motion, and camera shake, and it inevitably intervenes in clean image acquisition. Several previous studies have attempted to render clean and sharp images from blurry input images using neural fields. The majority of those works, however, are designed only for volumetric rendering-based neural radiance fields and are not straightforwardly applicable to rasterization-based 3D Gaussian splatting methods. Thus, we propose a novel real-time deblurring framework, deblurring 3D Gaussian Splatting, using a small Multi-Layer Perceptron (MLP) that manipulates the covariance of each 3D Gaussian to model the scene blurriness. While deblurring 3D Gaussian Splatting can still enjoy real-time rendering, it can reconstruct fine and sharp details from blurry images. A variety of experiments have been conducted on the benchmark, and the results have revealed the effectiveness of our approach for deblurring. Qualitative results are available at https://benhenryl.github.io/Deblurring-3D-Gaussian-Splatting/

  • 5 authors
·
Jan 1, 2024

CityGaussianV2: Efficient and Geometrically Accurate Reconstruction for Large-Scale Scenes

Recently, 3D Gaussian Splatting (3DGS) has revolutionized radiance field reconstruction, manifesting efficient and high-fidelity novel view synthesis. However, accurately representing surfaces, especially in large and complex scenarios, remains a significant challenge due to the unstructured nature of 3DGS. In this paper, we present CityGaussianV2, a novel approach for large-scale scene reconstruction that addresses critical challenges related to geometric accuracy and efficiency. Building on the favorable generalization capabilities of 2D Gaussian Splatting (2DGS), we address its convergence and scalability issues. Specifically, we implement a decomposed-gradient-based densification and depth regression technique to eliminate blurry artifacts and accelerate convergence. To scale up, we introduce an elongation filter that mitigates Gaussian count explosion caused by 2DGS degeneration. Furthermore, we optimize the CityGaussian pipeline for parallel training, achieving up to 10times compression, at least 25% savings in training time, and a 50% decrease in memory usage. We also established standard geometry benchmarks under large-scale scenes. Experimental results demonstrate that our method strikes a promising balance between visual quality, geometric accuracy, as well as storage and training costs. The project page is available at https://dekuliutesla.github.io/CityGaussianV2/.

  • 5 authors
·
Nov 1, 2024 2

BAD-Gaussians: Bundle Adjusted Deblur Gaussian Splatting

While neural rendering has demonstrated impressive capabilities in 3D scene reconstruction and novel view synthesis, it heavily relies on high-quality sharp images and accurate camera poses. Numerous approaches have been proposed to train Neural Radiance Fields (NeRF) with motion-blurred images, commonly encountered in real-world scenarios such as low-light or long-exposure conditions. However, the implicit representation of NeRF struggles to accurately recover intricate details from severely motion-blurred images and cannot achieve real-time rendering. In contrast, recent advancements in 3D Gaussian Splatting achieve high-quality 3D scene reconstruction and real-time rendering by explicitly optimizing point clouds as Gaussian spheres. In this paper, we introduce a novel approach, named BAD-Gaussians (Bundle Adjusted Deblur Gaussian Splatting), which leverages explicit Gaussian representation and handles severe motion-blurred images with inaccurate camera poses to achieve high-quality scene reconstruction. Our method models the physical image formation process of motion-blurred images and jointly learns the parameters of Gaussians while recovering camera motion trajectories during exposure time. In our experiments, we demonstrate that BAD-Gaussians not only achieves superior rendering quality compared to previous state-of-the-art deblur neural rendering methods on both synthetic and real datasets but also enables real-time rendering capabilities. Our project page and source code is available at https://lingzhezhao.github.io/BAD-Gaussians/

  • 3 authors
·
Mar 18, 2024

GaussianObject: Just Taking Four Images to Get A High-Quality 3D Object with Gaussian Splatting

Reconstructing and rendering 3D objects from highly sparse views is of critical importance for promoting applications of 3D vision techniques and improving user experience. However, images from sparse views only contain very limited 3D information, leading to two significant challenges: 1) Difficulty in building multi-view consistency as images for matching are too few; 2) Partially omitted or highly compressed object information as view coverage is insufficient. To tackle these challenges, we propose GaussianObject, a framework to represent and render the 3D object with Gaussian splatting, that achieves high rendering quality with only 4 input images. We first introduce techniques of visual hull and floater elimination which explicitly inject structure priors into the initial optimization process for helping build multi-view consistency, yielding a coarse 3D Gaussian representation. Then we construct a Gaussian repair model based on diffusion models to supplement the omitted object information, where Gaussians are further refined. We design a self-generating strategy to obtain image pairs for training the repair model. Our GaussianObject is evaluated on several challenging datasets, including MipNeRF360, OmniObject3D, and OpenIllumination, achieving strong reconstruction results from only 4 views and significantly outperforming previous state-of-the-art methods.

  • 8 authors
·
Feb 15, 2024 4

High-Dynamic Radar Sequence Prediction for Weather Nowcasting Using Spatiotemporal Coherent Gaussian Representation

Weather nowcasting is an essential task that involves predicting future radar echo sequences based on current observations, offering significant benefits for disaster management, transportation, and urban planning. Current prediction methods are limited by training and storage efficiency, mainly focusing on 2D spatial predictions at specific altitudes. Meanwhile, 3D volumetric predictions at each timestamp remain largely unexplored. To address such a challenge, we introduce a comprehensive framework for 3D radar sequence prediction in weather nowcasting, using the newly proposed SpatioTemporal Coherent Gaussian Splatting (STC-GS) for dynamic radar representation and GauMamba for efficient and accurate forecasting. Specifically, rather than relying on a 4D Gaussian for dynamic scene reconstruction, STC-GS optimizes 3D scenes at each frame by employing a group of Gaussians while effectively capturing their movements across consecutive frames. It ensures consistent tracking of each Gaussian over time, making it particularly effective for prediction tasks. With the temporally correlated Gaussian groups established, we utilize them to train GauMamba, which integrates a memory mechanism into the Mamba framework. This allows the model to learn the temporal evolution of Gaussian groups while efficiently handling a large volume of Gaussian tokens. As a result, it achieves both efficiency and accuracy in forecasting a wide range of dynamic meteorological radar signals. The experimental results demonstrate that our STC-GS can efficiently represent 3D radar sequences with over 16times higher spatial resolution compared with the existing 3D representation methods, while GauMamba outperforms state-of-the-art methods in forecasting a broad spectrum of high-dynamic weather conditions.

  • 4 authors
·
Feb 17, 2025

Gaussian Splatting with NeRF-based Color and Opacity

Neural Radiance Fields (NeRFs) have demonstrated the remarkable potential of neural networks to capture the intricacies of 3D objects. By encoding the shape and color information within neural network weights, NeRFs excel at producing strikingly sharp novel views of 3D objects. Recently, numerous generalizations of NeRFs utilizing generative models have emerged, expanding its versatility. In contrast, Gaussian Splatting (GS) offers a similar render quality with faster training and inference as it does not need neural networks to work. It encodes information about the 3D objects in the set of Gaussian distributions that can be rendered in 3D similarly to classical meshes. Unfortunately, GS are difficult to condition since they usually require circa hundred thousand Gaussian components. To mitigate the caveats of both models, we propose a hybrid model Viewing Direction Gaussian Splatting (VDGS) that uses GS representation of the 3D object's shape and NeRF-based encoding of color and opacity. Our model uses Gaussian distributions with trainable positions (i.e. means of Gaussian), shape (i.e. covariance of Gaussian), color and opacity, and a neural network that takes Gaussian parameters and viewing direction to produce changes in the said color and opacity. As a result, our model better describes shadows, light reflections, and the transparency of 3D objects without adding additional texture and light components.

  • 5 authors
·
Dec 21, 2023

Analytic-Splatting: Anti-Aliased 3D Gaussian Splatting via Analytic Integration

The 3D Gaussian Splatting (3DGS) gained its popularity recently by combining the advantages of both primitive-based and volumetric 3D representations, resulting in improved quality and efficiency for 3D scene rendering. However, 3DGS is not alias-free, and its rendering at varying resolutions could produce severe blurring or jaggies. This is because 3DGS treats each pixel as an isolated, single point rather than as an area, causing insensitivity to changes in the footprints of pixels. Consequently, this discrete sampling scheme inevitably results in aliasing, owing to the restricted sampling bandwidth. In this paper, we derive an analytical solution to address this issue. More specifically, we use a conditioned logistic function as the analytic approximation of the cumulative distribution function (CDF) in a one-dimensional Gaussian signal and calculate the Gaussian integral by subtracting the CDFs. We then introduce this approximation in the two-dimensional pixel shading, and present Analytic-Splatting, which analytically approximates the Gaussian integral within the 2D-pixel window area to better capture the intensity response of each pixel. Moreover, we use the approximated response of the pixel window integral area to participate in the transmittance calculation of volume rendering, making Analytic-Splatting sensitive to the changes in pixel footprint at different resolutions. Experiments on various datasets validate that our approach has better anti-aliasing capability that gives more details and better fidelity.

  • 6 authors
·
Mar 16, 2024

High-fidelity 3D Object Generation from Single Image with RGBN-Volume Gaussian Reconstruction Model

Recently single-view 3D generation via Gaussian splatting has emerged and developed quickly. They learn 3D Gaussians from 2D RGB images generated from pre-trained multi-view diffusion (MVD) models, and have shown a promising avenue for 3D generation through a single image. Despite the current progress, these methods still suffer from the inconsistency jointly caused by the geometric ambiguity in the 2D images, and the lack of structure of 3D Gaussians, leading to distorted and blurry 3D object generation. In this paper, we propose to fix these issues by GS-RGBN, a new RGBN-volume Gaussian Reconstruction Model designed to generate high-fidelity 3D objects from single-view images. Our key insight is a structured 3D representation can simultaneously mitigate the afore-mentioned two issues. To this end, we propose a novel hybrid Voxel-Gaussian representation, where a 3D voxel representation contains explicit 3D geometric information, eliminating the geometric ambiguity from 2D images. It also structures Gaussians during learning so that the optimization tends to find better local optima. Our 3D voxel representation is obtained by a fusion module that aligns RGB features and surface normal features, both of which can be estimated from 2D images. Extensive experiments demonstrate the superiority of our methods over prior works in terms of high-quality reconstruction results, robust generalization, and good efficiency.

  • 5 authors
·
Apr 2, 2025

Toward Real-world BEV Perception: Depth Uncertainty Estimation via Gaussian Splatting

Bird's-eye view (BEV) perception has gained significant attention because it provides a unified representation to fuse multiple view images and enables a wide range of down-stream autonomous driving tasks, such as forecasting and planning. Recent state-of-the-art models utilize projection-based methods which formulate BEV perception as query learning to bypass explicit depth estimation. While we observe promising advancements in this paradigm, they still fall short of real-world applications because of the lack of uncertainty modeling and expensive computational requirement. In this work, we introduce GaussianLSS, a novel uncertainty-aware BEV perception framework that revisits unprojection-based methods, specifically the Lift-Splat-Shoot (LSS) paradigm, and enhances them with depth un-certainty modeling. GaussianLSS represents spatial dispersion by learning a soft depth mean and computing the variance of the depth distribution, which implicitly captures object extents. We then transform the depth distribution into 3D Gaussians and rasterize them to construct uncertainty-aware BEV features. We evaluate GaussianLSS on the nuScenes dataset, achieving state-of-the-art performance compared to unprojection-based methods. In particular, it provides significant advantages in speed, running 2.5x faster, and in memory efficiency, using 0.3x less memory compared to projection-based methods, while achieving competitive performance with only a 0.4% IoU difference.

  • 3 authors
·
Apr 2, 2025

Turbo-GS: Accelerating 3D Gaussian Fitting for High-Quality Radiance Fields

Novel-view synthesis is an important problem in computer vision with applications in 3D reconstruction, mixed reality, and robotics. Recent methods like 3D Gaussian Splatting (3DGS) have become the preferred method for this task, providing high-quality novel views in real time. However, the training time of a 3DGS model is slow, often taking 30 minutes for a scene with 200 views. In contrast, our goal is to reduce the optimization time by training for fewer steps while maintaining high rendering quality. Specifically, we combine the guidance from both the position error and the appearance error to achieve a more effective densification. To balance the rate between adding new Gaussians and fitting old Gaussians, we develop a convergence-aware budget control mechanism. Moreover, to make the densification process more reliable, we selectively add new Gaussians from mostly visited regions. With these designs, we reduce the Gaussian optimization steps to one-third of the previous approach while achieving a comparable or even better novel view rendering quality. To further facilitate the rapid fitting of 4K resolution images, we introduce a dilation-based rendering technique. Our method, Turbo-GS, speeds up optimization for typical scenes and scales well to high-resolution (4K) scenarios on standard datasets. Through extensive experiments, we show that our method is significantly faster in optimization than other methods while retaining quality. Project page: https://ivl.cs.brown.edu/research/turbo-gs.

  • 8 authors
·
Dec 18, 2024

Compact 3D Scene Representation via Self-Organizing Gaussian Grids

3D Gaussian Splatting has recently emerged as a highly promising technique for modeling of static 3D scenes. In contrast to Neural Radiance Fields, it utilizes efficient rasterization allowing for very fast rendering at high-quality. However, the storage size is significantly higher, which hinders practical deployment, e.g.~on resource constrained devices. In this paper, we introduce a compact scene representation organizing the parameters of 3D Gaussian Splatting (3DGS) into a 2D grid with local homogeneity, ensuring a drastic reduction in storage requirements without compromising visual quality during rendering. Central to our idea is the explicit exploitation of perceptual redundancies present in natural scenes. In essence, the inherent nature of a scene allows for numerous permutations of Gaussian parameters to equivalently represent it. To this end, we propose a novel highly parallel algorithm that regularly arranges the high-dimensional Gaussian parameters into a 2D grid while preserving their neighborhood structure. During training, we further enforce local smoothness between the sorted parameters in the grid. The uncompressed Gaussians use the same structure as 3DGS, ensuring a seamless integration with established renderers. Our method achieves a reduction factor of 8x to 26x in size for complex scenes with no increase in training time, marking a substantial leap forward in the domain of 3D scene distribution and consumption. Additional information can be found on our project page: https://fraunhoferhhi.github.io/Self-Organizing-Gaussians/

  • 4 authors
·
Dec 19, 2023

SuGaR: Surface-Aligned Gaussian Splatting for Efficient 3D Mesh Reconstruction and High-Quality Mesh Rendering

We propose a method to allow precise and extremely fast mesh extraction from 3D Gaussian Splatting. Gaussian Splatting has recently become very popular as it yields realistic rendering while being significantly faster to train than NeRFs. It is however challenging to extract a mesh from the millions of tiny 3D gaussians as these gaussians tend to be unorganized after optimization and no method has been proposed so far. Our first key contribution is a regularization term that encourages the gaussians to align well with the surface of the scene. We then introduce a method that exploits this alignment to extract a mesh from the Gaussians using Poisson reconstruction, which is fast, scalable, and preserves details, in contrast to the Marching Cubes algorithm usually applied to extract meshes from Neural SDFs. Finally, we introduce an optional refinement strategy that binds gaussians to the surface of the mesh, and jointly optimizes these Gaussians and the mesh through Gaussian splatting rendering. This enables easy editing, sculpting, rigging, animating, compositing and relighting of the Gaussians using traditional softwares by manipulating the mesh instead of the gaussians themselves. Retrieving such an editable mesh for realistic rendering is done within minutes with our method, compared to hours with the state-of-the-art methods on neural SDFs, while providing a better rendering quality.

  • 2 authors
·
Nov 21, 2023 3

3D Convex Splatting: Radiance Field Rendering with 3D Smooth Convexes

Recent advances in radiance field reconstruction, such as 3D Gaussian Splatting (3DGS), have achieved high-quality novel view synthesis and fast rendering by representing scenes with compositions of Gaussian primitives. However, 3D Gaussians present several limitations for scene reconstruction. Accurately capturing hard edges is challenging without significantly increasing the number of Gaussians, creating a large memory footprint. Moreover, they struggle to represent flat surfaces, as they are diffused in space. Without hand-crafted regularizers, they tend to disperse irregularly around the actual surface. To circumvent these issues, we introduce a novel method, named 3D Convex Splatting (3DCS), which leverages 3D smooth convexes as primitives for modeling geometrically-meaningful radiance fields from multi-view images. Smooth convex shapes offer greater flexibility than Gaussians, allowing for a better representation of 3D scenes with hard edges and dense volumes using fewer primitives. Powered by our efficient CUDA-based rasterizer, 3DCS achieves superior performance over 3DGS on benchmarks such as Mip-NeRF360, Tanks and Temples, and Deep Blending. Specifically, our method attains an improvement of up to 0.81 in PSNR and 0.026 in LPIPS compared to 3DGS while maintaining high rendering speeds and reducing the number of required primitives. Our results highlight the potential of 3D Convex Splatting to become the new standard for high-quality scene reconstruction and novel view synthesis. Project page: convexsplatting.github.io.

  • 9 authors
·
Nov 22, 2024 5

Surface Reconstruction from Gaussian Splatting via Novel Stereo Views

The Gaussian splatting for radiance field rendering method has recently emerged as an efficient approach for accurate scene representation. It optimizes the location, size, color, and shape of a cloud of 3D Gaussian elements to visually match, after projection, or splatting, a set of given images taken from various viewing directions. And yet, despite the proximity of Gaussian elements to the shape boundaries, direct surface reconstruction of objects in the scene is a challenge. We propose a novel approach for surface reconstruction from Gaussian splatting models. Rather than relying on the Gaussian elements' locations as a prior for surface reconstruction, we leverage the superior novel-view synthesis capabilities of 3DGS. To that end, we use the Gaussian splatting model to render pairs of stereo-calibrated novel views from which we extract depth profiles using a stereo matching method. We then combine the extracted RGB-D images into a geometrically consistent surface. The resulting reconstruction is more accurate and shows finer details when compared to other methods for surface reconstruction from Gaussian splatting models, while requiring significantly less compute time compared to other surface reconstruction methods. We performed extensive testing of the proposed method on in-the-wild scenes, taken by a smartphone, showcasing its superior reconstruction abilities. Additionally, we tested the proposed method on the Tanks and Temples benchmark, and it has surpassed the current leading method for surface reconstruction from Gaussian splatting models. Project page: https://gs2mesh.github.io/.

  • 3 authors
·
Apr 2, 2024

Compact 3D Gaussian Representation for Radiance Field

Neural Radiance Fields (NeRFs) have demonstrated remarkable potential in capturing complex 3D scenes with high fidelity. However, one persistent challenge that hinders the widespread adoption of NeRFs is the computational bottleneck due to the volumetric rendering. On the other hand, 3D Gaussian splatting (3DGS) has recently emerged as an alternative representation that leverages a 3D Gaussisan-based representation and adopts the rasterization pipeline to render the images rather than volumetric rendering, achieving very fast rendering speed and promising image quality. However, a significant drawback arises as 3DGS entails a substantial number of 3D Gaussians to maintain the high fidelity of the rendered images, which requires a large amount of memory and storage. To address this critical issue, we place a specific emphasis on two key objectives: reducing the number of Gaussian points without sacrificing performance and compressing the Gaussian attributes, such as view-dependent color and covariance. To this end, we propose a learnable mask strategy that significantly reduces the number of Gaussians while preserving high performance. In addition, we propose a compact but effective representation of view-dependent color by employing a grid-based neural field rather than relying on spherical harmonics. Finally, we learn codebooks to compactly represent the geometric attributes of Gaussian by vector quantization. In our extensive experiments, we consistently show over 10times reduced storage and enhanced rendering speed, while maintaining the quality of the scene representation, compared to 3DGS. Our work provides a comprehensive framework for 3D scene representation, achieving high performance, fast training, compactness, and real-time rendering. Our project page is available at https://maincold2.github.io/c3dgs/.

  • 5 authors
·
Nov 22, 2023

Sparsity-Aware Distributed Learning for Gaussian Processes with Linear Multiple Kernel

Gaussian processes (GPs) stand as crucial tools in machine learning and signal processing, with their effectiveness hinging on kernel design and hyper-parameter optimization. This paper presents a novel GP linear multiple kernel (LMK) and a generic sparsity-aware distributed learning framework to optimize the hyper-parameters. The newly proposed grid spectral mixture product (GSMP) kernel is tailored for multi-dimensional data, effectively reducing the number of hyper-parameters while maintaining good approximation capability. We further demonstrate that the associated hyper-parameter optimization of this kernel yields sparse solutions. To exploit the inherent sparsity of the solutions, we introduce the Sparse LInear Multiple Kernel Learning (SLIM-KL) framework. The framework incorporates a quantized alternating direction method of multipliers (ADMM) scheme for collaborative learning among multiple agents, where the local optimization problem is solved using a distributed successive convex approximation (DSCA) algorithm. SLIM-KL effectively manages large-scale hyper-parameter optimization for the proposed kernel, simultaneously ensuring data privacy and minimizing communication costs. Theoretical analysis establishes convergence guarantees for the learning framework, while experiments on diverse datasets demonstrate the superior prediction performance and efficiency of our proposed methods.

  • 5 authors
·
Sep 15, 2023

GVGEN: Text-to-3D Generation with Volumetric Representation

In recent years, 3D Gaussian splatting has emerged as a powerful technique for 3D reconstruction and generation, known for its fast and high-quality rendering capabilities. To address these shortcomings, this paper introduces a novel diffusion-based framework, GVGEN, designed to efficiently generate 3D Gaussian representations from text input. We propose two innovative techniques:(1) Structured Volumetric Representation. We first arrange disorganized 3D Gaussian points as a structured form GaussianVolume. This transformation allows the capture of intricate texture details within a volume composed of a fixed number of Gaussians. To better optimize the representation of these details, we propose a unique pruning and densifying method named the Candidate Pool Strategy, enhancing detail fidelity through selective optimization. (2) Coarse-to-fine Generation Pipeline. To simplify the generation of GaussianVolume and empower the model to generate instances with detailed 3D geometry, we propose a coarse-to-fine pipeline. It initially constructs a basic geometric structure, followed by the prediction of complete Gaussian attributes. Our framework, GVGEN, demonstrates superior performance in qualitative and quantitative assessments compared to existing 3D generation methods. Simultaneously, it maintains a fast generation speed (sim7 seconds), effectively striking a balance between quality and efficiency.

  • 9 authors
·
Mar 19, 2024 1

A theory of representation learning gives a deep generalisation of kernel methods

The successes of modern deep machine learning methods are founded on their ability to transform inputs across multiple layers to build good high-level representations. It is therefore critical to understand this process of representation learning. However, standard theoretical approaches (formally NNGPs) involving infinite width limits eliminate representation learning. We therefore develop a new infinite width limit, the Bayesian representation learning limit, that exhibits representation learning mirroring that in finite-width models, yet at the same time, retains some of the simplicity of standard infinite-width limits. In particular, we show that Deep Gaussian processes (DGPs) in the Bayesian representation learning limit have exactly multivariate Gaussian posteriors, and the posterior covariances can be obtained by optimizing an interpretable objective combining a log-likelihood to improve performance with a series of KL-divergences which keep the posteriors close to the prior. We confirm these results experimentally in wide but finite DGPs. Next, we introduce the possibility of using this limit and objective as a flexible, deep generalisation of kernel methods, that we call deep kernel machines (DKMs). Like most naive kernel methods, DKMs scale cubically in the number of datapoints. We therefore use methods from the Gaussian process inducing point literature to develop a sparse DKM that scales linearly in the number of datapoints. Finally, we extend these approaches to NNs (which have non-Gaussian posteriors) in the Appendices.

  • 6 authors
·
Aug 30, 2021