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SubscribeMAtCha Gaussians: Atlas of Charts for High-Quality Geometry and Photorealism From Sparse Views
We present a novel appearance model that simultaneously realizes explicit high-quality 3D surface mesh recovery and photorealistic novel view synthesis from sparse view samples. Our key idea is to model the underlying scene geometry Mesh as an Atlas of Charts which we render with 2D Gaussian surfels (MAtCha Gaussians). MAtCha distills high-frequency scene surface details from an off-the-shelf monocular depth estimator and refines it through Gaussian surfel rendering. The Gaussian surfels are attached to the charts on the fly, satisfying photorealism of neural volumetric rendering and crisp geometry of a mesh model, i.e., two seemingly contradicting goals in a single model. At the core of MAtCha lies a novel neural deformation model and a structure loss that preserve the fine surface details distilled from learned monocular depths while addressing their fundamental scale ambiguities. Results of extensive experimental validation demonstrate MAtCha's state-of-the-art quality of surface reconstruction and photorealism on-par with top contenders but with dramatic reduction in the number of input views and computational time. We believe MAtCha will serve as a foundational tool for any visual application in vision, graphics, and robotics that require explicit geometry in addition to photorealism. Our project page is the following: https://anttwo.github.io/matcha/
Meta 3D AssetGen: Text-to-Mesh Generation with High-Quality Geometry, Texture, and PBR Materials
We present Meta 3D AssetGen (AssetGen), a significant advancement in text-to-3D generation which produces faithful, high-quality meshes with texture and material control. Compared to works that bake shading in the 3D object's appearance, AssetGen outputs physically-based rendering (PBR) materials, supporting realistic relighting. AssetGen generates first several views of the object with factored shaded and albedo appearance channels, and then reconstructs colours, metalness and roughness in 3D, using a deferred shading loss for efficient supervision. It also uses a sign-distance function to represent 3D shape more reliably and introduces a corresponding loss for direct shape supervision. This is implemented using fused kernels for high memory efficiency. After mesh extraction, a texture refinement transformer operating in UV space significantly improves sharpness and details. AssetGen achieves 17% improvement in Chamfer Distance and 40% in LPIPS over the best concurrent work for few-view reconstruction, and a human preference of 72% over the best industry competitors of comparable speed, including those that support PBR. Project page with generated assets: https://assetgen.github.io
MeshAvatar: Learning High-quality Triangular Human Avatars from Multi-view Videos
We present a novel pipeline for learning high-quality triangular human avatars from multi-view videos. Recent methods for avatar learning are typically based on neural radiance fields (NeRF), which is not compatible with traditional graphics pipeline and poses great challenges for operations like editing or synthesizing under different environments. To overcome these limitations, our method represents the avatar with an explicit triangular mesh extracted from an implicit SDF field, complemented by an implicit material field conditioned on given poses. Leveraging this triangular avatar representation, we incorporate physics-based rendering to accurately decompose geometry and texture. To enhance both the geometric and appearance details, we further employ a 2D UNet as the network backbone and introduce pseudo normal ground-truth as additional supervision. Experiments show that our method can learn triangular avatars with high-quality geometry reconstruction and plausible material decomposition, inherently supporting editing, manipulation or relighting operations.
PanoHead: Geometry-Aware 3D Full-Head Synthesis in 360$^{\circ}$
Synthesis and reconstruction of 3D human head has gained increasing interests in computer vision and computer graphics recently. Existing state-of-the-art 3D generative adversarial networks (GANs) for 3D human head synthesis are either limited to near-frontal views or hard to preserve 3D consistency in large view angles. We propose PanoHead, the first 3D-aware generative model that enables high-quality view-consistent image synthesis of full heads in 360^circ with diverse appearance and detailed geometry using only in-the-wild unstructured images for training. At its core, we lift up the representation power of recent 3D GANs and bridge the data alignment gap when training from in-the-wild images with widely distributed views. Specifically, we propose a novel two-stage self-adaptive image alignment for robust 3D GAN training. We further introduce a tri-grid neural volume representation that effectively addresses front-face and back-head feature entanglement rooted in the widely-adopted tri-plane formulation. Our method instills prior knowledge of 2D image segmentation in adversarial learning of 3D neural scene structures, enabling compositable head synthesis in diverse backgrounds. Benefiting from these designs, our method significantly outperforms previous 3D GANs, generating high-quality 3D heads with accurate geometry and diverse appearances, even with long wavy and afro hairstyles, renderable from arbitrary poses. Furthermore, we show that our system can reconstruct full 3D heads from single input images for personalized realistic 3D avatars.
Topo4D: Topology-Preserving Gaussian Splatting for High-Fidelity 4D Head Capture
4D head capture aims to generate dynamic topological meshes and corresponding texture maps from videos, which is widely utilized in movies and games for its ability to simulate facial muscle movements and recover dynamic textures in pore-squeezing. The industry often adopts the method involving multi-view stereo and non-rigid alignment. However, this approach is prone to errors and heavily reliant on time-consuming manual processing by artists. To simplify this process, we propose Topo4D, a novel framework for automatic geometry and texture generation, which optimizes densely aligned 4D heads and 8K texture maps directly from calibrated multi-view time-series images. Specifically, we first represent the time-series faces as a set of dynamic 3D Gaussians with fixed topology in which the Gaussian centers are bound to the mesh vertices. Afterward, we perform alternative geometry and texture optimization frame-by-frame for high-quality geometry and texture learning while maintaining temporal topology stability. Finally, we can extract dynamic facial meshes in regular wiring arrangement and high-fidelity textures with pore-level details from the learned Gaussians. Extensive experiments show that our method achieves superior results than the current SOTA face reconstruction methods both in the quality of meshes and textures. Project page: https://xuanchenli.github.io/Topo4D/.
UltraShape 1.0: High-Fidelity 3D Shape Generation via Scalable Geometric Refinement
In this report, we introduce UltraShape 1.0, a scalable 3D diffusion framework for high-fidelity 3D geometry generation. The proposed approach adopts a two-stage generation pipeline: a coarse global structure is first synthesized and then refined to produce detailed, high-quality geometry. To support reliable 3D generation, we develop a comprehensive data processing pipeline that includes a novel watertight processing method and high-quality data filtering. This pipeline improves the geometric quality of publicly available 3D datasets by removing low-quality samples, filling holes, and thickening thin structures, while preserving fine-grained geometric details. To enable fine-grained geometry refinement, we decouple spatial localization from geometric detail synthesis in the diffusion process. We achieve this by performing voxel-based refinement at fixed spatial locations, where voxel queries derived from coarse geometry provide explicit positional anchors encoded via RoPE, allowing the diffusion model to focus on synthesizing local geometric details within a reduced, structured solution space. Our model is trained exclusively on publicly available 3D datasets, achieving strong geometric quality despite limited training resources. Extensive evaluations demonstrate that UltraShape 1.0 performs competitively with existing open-source methods in both data processing quality and geometry generation. All code and trained models will be released to support future research.
Generalizable and Relightable Gaussian Splatting for Human Novel View Synthesis
We propose GRGS, a generalizable and relightable 3D Gaussian framework for high-fidelity human novel view synthesis under diverse lighting conditions. Unlike existing methods that rely on per-character optimization or ignore physical constraints, GRGS adopts a feed-forward, fully supervised strategy projecting geometry, material, and illumination cues from multi-view 2D observations into 3D Gaussian representations. To recover accurate geometry under diverse lighting conditions, we introduce a Lighting-robust Geometry Refinement (LGR) module trained on synthetically relit data to predict precise depth and surface normals. Based on the high-quality geometry, a Physically Grounded Neural Rendering (PGNR) module is further proposed to integrate neural prediction with physics-based shading, supporting editable relighting with shadows and indirect illumination. Moreover, we design a 2D-to-3D projection training scheme leveraging differentiable supervision from ambient occlusion, direct, and indirect lighting maps, alleviating the computational cost of ray tracing. Extensive experiments demonstrate that GRGS achieves superior visual quality, geometric consistency, and generalization across characters and lighting conditions.
All for One, and One for All: UrbanSyn Dataset, the third Musketeer of Synthetic Driving Scenes
We introduce UrbanSyn, a photorealistic dataset acquired through semi-procedurally generated synthetic urban driving scenarios. Developed using high-quality geometry and materials, UrbanSyn provides pixel-level ground truth, including depth, semantic segmentation, and instance segmentation with object bounding boxes and occlusion degree. It complements GTAV and Synscapes datasets to form what we coin as the 'Three Musketeers'. We demonstrate the value of the Three Musketeers in unsupervised domain adaptation for image semantic segmentation. Results on real-world datasets, Cityscapes, Mapillary Vistas, and BDD100K, establish new benchmarks, largely attributed to UrbanSyn. We make UrbanSyn openly and freely accessible (www.urbansyn.org).
IntrinsicAvatar: Physically Based Inverse Rendering of Dynamic Humans from Monocular Videos via Explicit Ray Tracing
We present IntrinsicAvatar, a novel approach to recovering the intrinsic properties of clothed human avatars including geometry, albedo, material, and environment lighting from only monocular videos. Recent advancements in human-based neural rendering have enabled high-quality geometry and appearance reconstruction of clothed humans from just monocular videos. However, these methods bake intrinsic properties such as albedo, material, and environment lighting into a single entangled neural representation. On the other hand, only a handful of works tackle the problem of estimating geometry and disentangled appearance properties of clothed humans from monocular videos. They usually achieve limited quality and disentanglement due to approximations of secondary shading effects via learned MLPs. In this work, we propose to model secondary shading effects explicitly via Monte-Carlo ray tracing. We model the rendering process of clothed humans as a volumetric scattering process, and combine ray tracing with body articulation. Our approach can recover high-quality geometry, albedo, material, and lighting properties of clothed humans from a single monocular video, without requiring supervised pre-training using ground truth materials. Furthermore, since we explicitly model the volumetric scattering process and ray tracing, our model naturally generalizes to novel poses, enabling animation of the reconstructed avatar in novel lighting conditions.
Volume Rendering of Neural Implicit Surfaces
Neural volume rendering became increasingly popular recently due to its success in synthesizing novel views of a scene from a sparse set of input images. So far, the geometry learned by neural volume rendering techniques was modeled using a generic density function. Furthermore, the geometry itself was extracted using an arbitrary level set of the density function leading to a noisy, often low fidelity reconstruction. The goal of this paper is to improve geometry representation and reconstruction in neural volume rendering. We achieve that by modeling the volume density as a function of the geometry. This is in contrast to previous work modeling the geometry as a function of the volume density. In more detail, we define the volume density function as Laplace's cumulative distribution function (CDF) applied to a signed distance function (SDF) representation. This simple density representation has three benefits: (i) it provides a useful inductive bias to the geometry learned in the neural volume rendering process; (ii) it facilitates a bound on the opacity approximation error, leading to an accurate sampling of the viewing ray. Accurate sampling is important to provide a precise coupling of geometry and radiance; and (iii) it allows efficient unsupervised disentanglement of shape and appearance in volume rendering. Applying this new density representation to challenging scene multiview datasets produced high quality geometry reconstructions, outperforming relevant baselines. Furthermore, switching shape and appearance between scenes is possible due to the disentanglement of the two.
MixRT: Mixed Neural Representations For Real-Time NeRF Rendering
Neural Radiance Field (NeRF) has emerged as a leading technique for novel view synthesis, owing to its impressive photorealistic reconstruction and rendering capability. Nevertheless, achieving real-time NeRF rendering in large-scale scenes has presented challenges, often leading to the adoption of either intricate baked mesh representations with a substantial number of triangles or resource-intensive ray marching in baked representations. We challenge these conventions, observing that high-quality geometry, represented by meshes with substantial triangles, is not necessary for achieving photorealistic rendering quality. Consequently, we propose MixRT, a novel NeRF representation that includes a low-quality mesh, a view-dependent displacement map, and a compressed NeRF model. This design effectively harnesses the capabilities of existing graphics hardware, thus enabling real-time NeRF rendering on edge devices. Leveraging a highly-optimized WebGL-based rendering framework, our proposed MixRT attains real-time rendering speeds on edge devices (over 30 FPS at a resolution of 1280 x 720 on a MacBook M1 Pro laptop), better rendering quality (0.2 PSNR higher in indoor scenes of the Unbounded-360 datasets), and a smaller storage size (less than 80% compared to state-of-the-art methods).
Relightable and Animatable Neural Avatars from Videos
Lightweight creation of 3D digital avatars is a highly desirable but challenging task. With only sparse videos of a person under unknown illumination, we propose a method to create relightable and animatable neural avatars, which can be used to synthesize photorealistic images of humans under novel viewpoints, body poses, and lighting. The key challenge here is to disentangle the geometry, material of the clothed body, and lighting, which becomes more difficult due to the complex geometry and shadow changes caused by body motions. To solve this ill-posed problem, we propose novel techniques to better model the geometry and shadow changes. For geometry change modeling, we propose an invertible deformation field, which helps to solve the inverse skinning problem and leads to better geometry quality. To model the spatial and temporal varying shading cues, we propose a pose-aware part-wise light visibility network to estimate light occlusion. Extensive experiments on synthetic and real datasets show that our approach reconstructs high-quality geometry and generates realistic shadows under different body poses. Code and data are available at https://wenbin-lin.github.io/RelightableAvatar-page/.
SceneWiz3D: Towards Text-guided 3D Scene Composition
We are witnessing significant breakthroughs in the technology for generating 3D objects from text. Existing approaches either leverage large text-to-image models to optimize a 3D representation or train 3D generators on object-centric datasets. Generating entire scenes, however, remains very challenging as a scene contains multiple 3D objects, diverse and scattered. In this work, we introduce SceneWiz3D, a novel approach to synthesize high-fidelity 3D scenes from text. We marry the locality of objects with globality of scenes by introducing a hybrid 3D representation: explicit for objects and implicit for scenes. Remarkably, an object, being represented explicitly, can be either generated from text using conventional text-to-3D approaches, or provided by users. To configure the layout of the scene and automatically place objects, we apply the Particle Swarm Optimization technique during the optimization process. Furthermore, it is difficult for certain parts of the scene (e.g., corners, occlusion) to receive multi-view supervision, leading to inferior geometry. We incorporate an RGBD panorama diffusion model to mitigate it, resulting in high-quality geometry. Extensive evaluation supports that our approach achieves superior quality over previous approaches, enabling the generation of detailed and view-consistent 3D scenes.
One4D: Unified 4D Generation and Reconstruction via Decoupled LoRA Control
We present One4D, a unified framework for 4D generation and reconstruction that produces dynamic 4D content as synchronized RGB frames and pointmaps. By consistently handling varying sparsities of conditioning frames through a Unified Masked Conditioning (UMC) mechanism, One4D can seamlessly transition between 4D generation from a single image, 4D reconstruction from a full video, and mixed generation and reconstruction from sparse frames. Our framework adapts a powerful video generation model for joint RGB and pointmap generation, with carefully designed network architectures. The commonly used diffusion finetuning strategies for depthmap or pointmap reconstruction often fail on joint RGB and pointmap generation, quickly degrading the base video model. To address this challenge, we introduce Decoupled LoRA Control (DLC), which employs two modality-specific LoRA adapters to form decoupled computation branches for RGB frames and pointmaps, connected by lightweight, zero-initialized control links that gradually learn mutual pixel-level consistency. Trained on a mixture of synthetic and real 4D datasets under modest computational budgets, One4D produces high-quality RGB frames and accurate pointmaps across both generation and reconstruction tasks. This work represents a step toward general, high-quality geometry-based 4D world modeling using video diffusion models. Project page: https://mizhenxing.github.io/One4D
SparseRecon: Neural Implicit Surface Reconstruction from Sparse Views with Feature and Depth Consistencies
Surface reconstruction from sparse views aims to reconstruct a 3D shape or scene from few RGB images. The latest methods are either generalization-based or overfitting-based. However, the generalization-based methods do not generalize well on views that were unseen during training, while the reconstruction quality of overfitting-based methods is still limited by the limited geometry clues. To address this issue, we propose SparseRecon, a novel neural implicit reconstruction method for sparse views with volume rendering-based feature consistency and uncertainty-guided depth constraint. Firstly, we introduce a feature consistency loss across views to constrain the neural implicit field. This design alleviates the ambiguity caused by insufficient consistency information of views and ensures completeness and smoothness in the reconstruction results. Secondly, we employ an uncertainty-guided depth constraint to back up the feature consistency loss in areas with occlusion and insignificant features, which recovers geometry details for better reconstruction quality. Experimental results demonstrate that our method outperforms the state-of-the-art methods, which can produce high-quality geometry with sparse-view input, especially in the scenarios with small overlapping views. Project page: https://hanl2010.github.io/SparseRecon/.
Constructing a 3D Town from a Single Image
Acquiring detailed 3D scenes typically demands costly equipment, multi-view data, or labor-intensive modeling. Therefore, a lightweight alternative, generating complex 3D scenes from a single top-down image, plays an essential role in real-world applications. While recent 3D generative models have achieved remarkable results at the object level, their extension to full-scene generation often leads to inconsistent geometry, layout hallucinations, and low-quality meshes. In this work, we introduce 3DTown, a training-free framework designed to synthesize realistic and coherent 3D scenes from a single top-down view. Our method is grounded in two principles: region-based generation to improve image-to-3D alignment and resolution, and spatial-aware 3D inpainting to ensure global scene coherence and high-quality geometry generation. Specifically, we decompose the input image into overlapping regions and generate each using a pretrained 3D object generator, followed by a masked rectified flow inpainting process that fills in missing geometry while maintaining structural continuity. This modular design allows us to overcome resolution bottlenecks and preserve spatial structure without requiring 3D supervision or fine-tuning. Extensive experiments across diverse scenes show that 3DTown outperforms state-of-the-art baselines, including Trellis, Hunyuan3D-2, and TripoSG, in terms of geometry quality, spatial coherence, and texture fidelity. Our results demonstrate that high-quality 3D town generation is achievable from a single image using a principled, training-free approach.
AvatarCraft: Transforming Text into Neural Human Avatars with Parameterized Shape and Pose Control
Neural implicit fields are powerful for representing 3D scenes and generating high-quality novel views, but it remains challenging to use such implicit representations for creating a 3D human avatar with a specific identity and artistic style that can be easily animated. Our proposed method, AvatarCraft, addresses this challenge by using diffusion models to guide the learning of geometry and texture for a neural avatar based on a single text prompt. We carefully design the optimization framework of neural implicit fields, including a coarse-to-fine multi-bounding box training strategy, shape regularization, and diffusion-based constraints, to produce high-quality geometry and texture. Additionally, we make the human avatar animatable by deforming the neural implicit field with an explicit warping field that maps the target human mesh to a template human mesh, both represented using parametric human models. This simplifies animation and reshaping of the generated avatar by controlling pose and shape parameters. Extensive experiments on various text descriptions show that AvatarCraft is effective and robust in creating human avatars and rendering novel views, poses, and shapes. Our project page is: https://avatar-craft.github.io/.
SceneMaker: Open-set 3D Scene Generation with Decoupled De-occlusion and Pose Estimation Model
We propose a decoupled 3D scene generation framework called SceneMaker in this work. Due to the lack of sufficient open-set de-occlusion and pose estimation priors, existing methods struggle to simultaneously produce high-quality geometry and accurate poses under severe occlusion and open-set settings. To address these issues, we first decouple the de-occlusion model from 3D object generation, and enhance it by leveraging image datasets and collected de-occlusion datasets for much more diverse open-set occlusion patterns. Then, we propose a unified pose estimation model that integrates global and local mechanisms for both self-attention and cross-attention to improve accuracy. Besides, we construct an open-set 3D scene dataset to further extend the generalization of the pose estimation model. Comprehensive experiments demonstrate the superiority of our decoupled framework on both indoor and open-set scenes. Our codes and datasets is released at https://idea-research.github.io/SceneMaker/.
PRM: Photometric Stereo based Large Reconstruction Model
We propose PRM, a novel photometric stereo based large reconstruction model to reconstruct high-quality meshes with fine-grained local details. Unlike previous large reconstruction models that prepare images under fixed and simple lighting as both input and supervision, PRM renders photometric stereo images by varying materials and lighting for the purposes, which not only improves the precise local details by providing rich photometric cues but also increases the model robustness to variations in the appearance of input images. To offer enhanced flexibility of images rendering, we incorporate a real-time physically-based rendering (PBR) method and mesh rasterization for online images rendering. Moreover, in employing an explicit mesh as our 3D representation, PRM ensures the application of differentiable PBR, which supports the utilization of multiple photometric supervisions and better models the specular color for high-quality geometry optimization. Our PRM leverages photometric stereo images to achieve high-quality reconstructions with fine-grained local details, even amidst sophisticated image appearances. Extensive experiments demonstrate that PRM significantly outperforms other models.
RISE-SDF: a Relightable Information-Shared Signed Distance Field for Glossy Object Inverse Rendering
In this paper, we propose a novel end-to-end relightable neural inverse rendering system that achieves high-quality reconstruction of geometry and material properties, thus enabling high-quality relighting. The cornerstone of our method is a two-stage approach for learning a better factorization of scene parameters. In the first stage, we develop a reflection-aware radiance field using a neural signed distance field (SDF) as the geometry representation and deploy an MLP (multilayer perceptron) to estimate indirect illumination. In the second stage, we introduce a novel information-sharing network structure to jointly learn the radiance field and the physically based factorization of the scene. For the physically based factorization, to reduce the noise caused by Monte Carlo sampling, we apply a split-sum approximation with a simplified Disney BRDF and cube mipmap as the environment light representation. In the relighting phase, to enhance the quality of indirect illumination, we propose a second split-sum algorithm to trace secondary rays under the split-sum rendering framework. Furthermore, there is no dataset or protocol available to quantitatively evaluate the inverse rendering performance for glossy objects. To assess the quality of material reconstruction and relighting, we have created a new dataset with ground truth BRDF parameters and relighting results. Our experiments demonstrate that our algorithm achieves state-of-the-art performance in inverse rendering and relighting, with particularly strong results in the reconstruction of highly reflective objects.
GS-ROR$^2$: Bidirectional-guided 3DGS and SDF for Reflective Object Relighting and Reconstruction
3D Gaussian Splatting (3DGS) has shown a powerful capability for novel view synthesis due to its detailed expressive ability and highly efficient rendering speed. Unfortunately, creating relightable 3D assets and reconstructing faithful geometry with 3DGS is still problematic, particularly for reflective objects, as its discontinuous representation raises difficulties in constraining geometries. Volumetric signed distance field (SDF) methods provide robust geometry reconstruction, while the expensive ray marching hinders its real-time application and slows the training. Besides, these methods struggle to capture sharp geometric details. To this end, we propose to guide 3DGS and SDF bidirectionally in a complementary manner, including an SDF-aided Gaussian splatting for efficient optimization of the relighting model and a GS-guided SDF enhancement for high-quality geometry reconstruction. At the core of our SDF-aided Gaussian splatting is the mutual supervision of the depth and normal between blended Gaussians and SDF, which avoids the expensive volume rendering of SDF. Thanks to this mutual supervision, the learned blended Gaussians are well-constrained with a minimal time cost. As the Gaussians are rendered in a deferred shading mode, the alpha-blended Gaussians are smooth, while individual Gaussians may still be outliers, yielding floater artifacts. Therefore, we introduce an SDF-aware pruning strategy to remove Gaussian outliers located distant from the surface defined by SDF, avoiding floater issue. This way, our GS framework provides reasonable normal and achieves realistic relighting, while the mesh from depth is still problematic. Therefore, we design a GS-guided SDF refinement, which utilizes the blended normal from Gaussians to finetune SDF. With this enhancement, our method can further provide high-quality meshes for reflective objects at the cost of 17% extra training time.
MetaCap: Meta-learning Priors from Multi-View Imagery for Sparse-view Human Performance Capture and Rendering
Faithful human performance capture and free-view rendering from sparse RGB observations is a long-standing problem in Vision and Graphics. The main challenges are the lack of observations and the inherent ambiguities of the setting, e.g. occlusions and depth ambiguity. As a result, radiance fields, which have shown great promise in capturing high-frequency appearance and geometry details in dense setups, perform poorly when naively supervising them on sparse camera views, as the field simply overfits to the sparse-view inputs. To address this, we propose MetaCap, a method for efficient and high-quality geometry recovery and novel view synthesis given very sparse or even a single view of the human. Our key idea is to meta-learn the radiance field weights solely from potentially sparse multi-view videos, which can serve as a prior when fine-tuning them on sparse imagery depicting the human. This prior provides a good network weight initialization, thereby effectively addressing ambiguities in sparse-view capture. Due to the articulated structure of the human body and motion-induced surface deformations, learning such a prior is non-trivial. Therefore, we propose to meta-learn the field weights in a pose-canonicalized space, which reduces the spatial feature range and makes feature learning more effective. Consequently, one can fine-tune our field parameters to quickly generalize to unseen poses, novel illumination conditions as well as novel and sparse (even monocular) camera views. For evaluating our method under different scenarios, we collect a new dataset, WildDynaCap, which contains subjects captured in, both, a dense camera dome and in-the-wild sparse camera rigs, and demonstrate superior results compared to recent state-of-the-art methods on, both, public and WildDynaCap dataset.
TADA! Text to Animatable Digital Avatars
We introduce TADA, a simple-yet-effective approach that takes textual descriptions and produces expressive 3D avatars with high-quality geometry and lifelike textures, that can be animated and rendered with traditional graphics pipelines. Existing text-based character generation methods are limited in terms of geometry and texture quality, and cannot be realistically animated due to inconsistent alignment between the geometry and the texture, particularly in the face region. To overcome these limitations, TADA leverages the synergy of a 2D diffusion model and an animatable parametric body model. Specifically, we derive an optimizable high-resolution body model from SMPL-X with 3D displacements and a texture map, and use hierarchical rendering with score distillation sampling (SDS) to create high-quality, detailed, holistic 3D avatars from text. To ensure alignment between the geometry and texture, we render normals and RGB images of the generated character and exploit their latent embeddings in the SDS training process. We further introduce various expression parameters to deform the generated character during training, ensuring that the semantics of our generated character remain consistent with the original SMPL-X model, resulting in an animatable character. Comprehensive evaluations demonstrate that TADA significantly surpasses existing approaches on both qualitative and quantitative measures. TADA enables creation of large-scale digital character assets that are ready for animation and rendering, while also being easily editable through natural language. The code will be public for research purposes.
Probabilistic Implicit Scene Completion
We propose a probabilistic shape completion method extended to the continuous geometry of large-scale 3D scenes. Real-world scans of 3D scenes suffer from a considerable amount of missing data cluttered with unsegmented objects. The problem of shape completion is inherently ill-posed, and high-quality result requires scalable solutions that consider multiple possible outcomes. We employ the Generative Cellular Automata that learns the multi-modal distribution and transform the formulation to process large-scale continuous geometry. The local continuous shape is incrementally generated as a sparse voxel embedding, which contains the latent code for each occupied cell. We formally derive that our training objective for the sparse voxel embedding maximizes the variational lower bound of the complete shape distribution and therefore our progressive generation constitutes a valid generative model. Experiments show that our model successfully generates diverse plausible scenes faithful to the input, especially when the input suffers from a significant amount of missing data. We also demonstrate that our approach outperforms deterministic models even in less ambiguous cases with a small amount of missing data, which infers that probabilistic formulation is crucial for high-quality geometry completion on input scans exhibiting any levels of completeness.
3D-Adapter: Geometry-Consistent Multi-View Diffusion for High-Quality 3D Generation
Multi-view image diffusion models have significantly advanced open-domain 3D object generation. However, most existing models rely on 2D network architectures that lack inherent 3D biases, resulting in compromised geometric consistency. To address this challenge, we introduce 3D-Adapter, a plug-in module designed to infuse 3D geometry awareness into pretrained image diffusion models. Central to our approach is the idea of 3D feedback augmentation: for each denoising step in the sampling loop, 3D-Adapter decodes intermediate multi-view features into a coherent 3D representation, then re-encodes the rendered RGBD views to augment the pretrained base model through feature addition. We study two variants of 3D-Adapter: a fast feed-forward version based on Gaussian splatting and a versatile training-free version utilizing neural fields and meshes. Our extensive experiments demonstrate that 3D-Adapter not only greatly enhances the geometry quality of text-to-multi-view models such as Instant3D and Zero123++, but also enables high-quality 3D generation using the plain text-to-image Stable Diffusion. Furthermore, we showcase the broad application potential of 3D-Adapter by presenting high quality results in text-to-3D, image-to-3D, text-to-texture, and text-to-avatar tasks.
What You See is What You GAN: Rendering Every Pixel for High-Fidelity Geometry in 3D GANs
3D-aware Generative Adversarial Networks (GANs) have shown remarkable progress in learning to generate multi-view-consistent images and 3D geometries of scenes from collections of 2D images via neural volume rendering. Yet, the significant memory and computational costs of dense sampling in volume rendering have forced 3D GANs to adopt patch-based training or employ low-resolution rendering with post-processing 2D super resolution, which sacrifices multiview consistency and the quality of resolved geometry. Consequently, 3D GANs have not yet been able to fully resolve the rich 3D geometry present in 2D images. In this work, we propose techniques to scale neural volume rendering to the much higher resolution of native 2D images, thereby resolving fine-grained 3D geometry with unprecedented detail. Our approach employs learning-based samplers for accelerating neural rendering for 3D GAN training using up to 5 times fewer depth samples. This enables us to explicitly "render every pixel" of the full-resolution image during training and inference without post-processing superresolution in 2D. Together with our strategy to learn high-quality surface geometry, our method synthesizes high-resolution 3D geometry and strictly view-consistent images while maintaining image quality on par with baselines relying on post-processing super resolution. We demonstrate state-of-the-art 3D gemetric quality on FFHQ and AFHQ, setting a new standard for unsupervised learning of 3D shapes in 3D GANs.
Efficient Geometry-aware 3D Generative Adversarial Networks
Unsupervised generation of high-quality multi-view-consistent images and 3D shapes using only collections of single-view 2D photographs has been a long-standing challenge. Existing 3D GANs are either compute-intensive or make approximations that are not 3D-consistent; the former limits quality and resolution of the generated images and the latter adversely affects multi-view consistency and shape quality. In this work, we improve the computational efficiency and image quality of 3D GANs without overly relying on these approximations. We introduce an expressive hybrid explicit-implicit network architecture that, together with other design choices, synthesizes not only high-resolution multi-view-consistent images in real time but also produces high-quality 3D geometry. By decoupling feature generation and neural rendering, our framework is able to leverage state-of-the-art 2D CNN generators, such as StyleGAN2, and inherit their efficiency and expressiveness. We demonstrate state-of-the-art 3D-aware synthesis with FFHQ and AFHQ Cats, among other experiments.
Portrait3D: 3D Head Generation from Single In-the-wild Portrait Image
While recent works have achieved great success on one-shot 3D common object generation, high quality and fidelity 3D head generation from a single image remains a great challenge. Previous text-based methods for generating 3D heads were limited by text descriptions and image-based methods struggled to produce high-quality head geometry. To handle this challenging problem, we propose a novel framework, Portrait3D, to generate high-quality 3D heads while preserving their identities. Our work incorporates the identity information of the portrait image into three parts: 1) geometry initialization, 2) geometry sculpting, and 3) texture generation stages. Given a reference portrait image, we first align the identity features with text features to realize ID-aware guidance enhancement, which contains the control signals representing the face information. We then use the canny map, ID features of the portrait image, and a pre-trained text-to-normal/depth diffusion model to generate ID-aware geometry supervision, and 3D-GAN inversion is employed to generate ID-aware geometry initialization. Furthermore, with the ability to inject identity information into 3D head generation, we use ID-aware guidance to calculate ID-aware Score Distillation (ISD) for geometry sculpting. For texture generation, we adopt the ID Consistent Texture Inpainting and Refinement which progressively expands the view for texture inpainting to obtain an initialization UV texture map. We then use the id-aware guidance to provide image-level supervision for noisy multi-view images to obtain a refined texture map. Extensive experiments demonstrate that we can generate high-quality 3D heads with accurate geometry and texture from single in-the-wild portrait images. The project page is at https://jinkun-hao.github.io/Portrait3D/.
CVRecon: Rethinking 3D Geometric Feature Learning For Neural Reconstruction
Recent advances in neural reconstruction using posed image sequences have made remarkable progress. However, due to the lack of depth information, existing volumetric-based techniques simply duplicate 2D image features of the object surface along the entire camera ray. We contend this duplication introduces noise in empty and occluded spaces, posing challenges for producing high-quality 3D geometry. Drawing inspiration from traditional multi-view stereo methods, we propose an end-to-end 3D neural reconstruction framework CVRecon, designed to exploit the rich geometric embedding in the cost volumes to facilitate 3D geometric feature learning. Furthermore, we present Ray-contextual Compensated Cost Volume (RCCV), a novel 3D geometric feature representation that encodes view-dependent information with improved integrity and robustness. Through comprehensive experiments, we demonstrate that our approach significantly improves the reconstruction quality in various metrics and recovers clear fine details of the 3D geometries. Our extensive ablation studies provide insights into the development of effective 3D geometric feature learning schemes. Project page: https://cvrecon.ziyue.cool/
GS-VTON: Controllable 3D Virtual Try-on with Gaussian Splatting
Diffusion-based 2D virtual try-on (VTON) techniques have recently demonstrated strong performance, while the development of 3D VTON has largely lagged behind. Despite recent advances in text-guided 3D scene editing, integrating 2D VTON into these pipelines to achieve vivid 3D VTON remains challenging. The reasons are twofold. First, text prompts cannot provide sufficient details in describing clothing. Second, 2D VTON results generated from different viewpoints of the same 3D scene lack coherence and spatial relationships, hence frequently leading to appearance inconsistencies and geometric distortions. To resolve these problems, we introduce an image-prompted 3D VTON method (dubbed GS-VTON) which, by leveraging 3D Gaussian Splatting (3DGS) as the 3D representation, enables the transfer of pre-trained knowledge from 2D VTON models to 3D while improving cross-view consistency. (1) Specifically, we propose a personalized diffusion model that utilizes low-rank adaptation (LoRA) fine-tuning to incorporate personalized information into pre-trained 2D VTON models. To achieve effective LoRA training, we introduce a reference-driven image editing approach that enables the simultaneous editing of multi-view images while ensuring consistency. (2) Furthermore, we propose a persona-aware 3DGS editing framework to facilitate effective editing while maintaining consistent cross-view appearance and high-quality 3D geometry. (3) Additionally, we have established a new 3D VTON benchmark, 3D-VTONBench, which facilitates comprehensive qualitative and quantitative 3D VTON evaluations. Through extensive experiments and comparative analyses with existing methods, the proposed \OM has demonstrated superior fidelity and advanced editing capabilities, affirming its effectiveness for 3D VTON.
Elevating 3D Models: High-Quality Texture and Geometry Refinement from a Low-Quality Model
High-quality 3D assets are essential for various applications in computer graphics and 3D vision but remain scarce due to significant acquisition costs. To address this shortage, we introduce Elevate3D, a novel framework that transforms readily accessible low-quality 3D assets into higher quality. At the core of Elevate3D is HFS-SDEdit, a specialized texture enhancement method that significantly improves texture quality while preserving the appearance and geometry while fixing its degradations. Furthermore, Elevate3D operates in a view-by-view manner, alternating between texture and geometry refinement. Unlike previous methods that have largely overlooked geometry refinement, our framework leverages geometric cues from images refined with HFS-SDEdit by employing state-of-the-art monocular geometry predictors. This approach ensures detailed and accurate geometry that aligns seamlessly with the enhanced texture. Elevate3D outperforms recent competitors by achieving state-of-the-art quality in 3D model refinement, effectively addressing the scarcity of high-quality open-source 3D assets.
ID-to-3D: Expressive ID-guided 3D Heads via Score Distillation Sampling
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 geometry and texture generation, via fine-tuning only 0.2% of its available training parameters. Then, we jointly leverage a neural parametric representation for the expressions 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 identity-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.
HeadSculpt: Crafting 3D Head Avatars with Text
Recently, text-guided 3D generative methods have made remarkable advancements in producing high-quality textures and geometry, capitalizing on the proliferation of large vision-language and image diffusion models. However, existing methods still struggle to create high-fidelity 3D head avatars in two aspects: (1) They rely mostly on a pre-trained text-to-image diffusion model whilst missing the necessary 3D awareness and head priors. This makes them prone to inconsistency and geometric distortions in the generated avatars. (2) They fall short in fine-grained editing. This is primarily due to the inherited limitations from the pre-trained 2D image diffusion models, which become more pronounced when it comes to 3D head avatars. In this work, we address these challenges by introducing a versatile coarse-to-fine pipeline dubbed HeadSculpt for crafting (i.e., generating and editing) 3D head avatars from textual prompts. Specifically, we first equip the diffusion model with 3D awareness by leveraging landmark-based control and a learned textual embedding representing the back view appearance of heads, enabling 3D-consistent head avatar generations. We further propose a novel identity-aware editing score distillation strategy to optimize a textured mesh with a high-resolution differentiable rendering technique. This enables identity preservation while following the editing instruction. We showcase HeadSculpt's superior fidelity and editing capabilities through comprehensive experiments and comparisons with existing methods.
GeneMAN: Generalizable Single-Image 3D Human Reconstruction from Multi-Source Human Data
Given a single in-the-wild human photo, it remains a challenging task to reconstruct a high-fidelity 3D human model. Existing methods face difficulties including a) the varying body proportions captured by in-the-wild human images; b) diverse personal belongings within the shot; and c) ambiguities in human postures and inconsistency in human textures. In addition, the scarcity of high-quality human data intensifies the challenge. To address these problems, we propose a Generalizable image-to-3D huMAN reconstruction framework, dubbed GeneMAN, building upon a comprehensive multi-source collection of high-quality human data, including 3D scans, multi-view videos, single photos, and our generated synthetic human data. GeneMAN encompasses three key modules. 1) Without relying on parametric human models (e.g., SMPL), GeneMAN first trains a human-specific text-to-image diffusion model and a view-conditioned diffusion model, serving as GeneMAN 2D human prior and 3D human prior for reconstruction, respectively. 2) With the help of the pretrained human prior models, the Geometry Initialization-&-Sculpting pipeline is leveraged to recover high-quality 3D human geometry given a single image. 3) To achieve high-fidelity 3D human textures, GeneMAN employs the Multi-Space Texture Refinement pipeline, consecutively refining textures in the latent and the pixel spaces. Extensive experimental results demonstrate that GeneMAN could generate high-quality 3D human models from a single image input, outperforming prior state-of-the-art methods. Notably, GeneMAN could reveal much better generalizability in dealing with in-the-wild images, often yielding high-quality 3D human models in natural poses with common items, regardless of the body proportions in the input images.
GAvatar: Animatable 3D Gaussian Avatars with Implicit Mesh Learning
Gaussian splatting has emerged as a powerful 3D representation that harnesses the advantages of both explicit (mesh) and implicit (NeRF) 3D representations. In this paper, we seek to leverage Gaussian splatting to generate realistic animatable avatars from textual descriptions, addressing the limitations (e.g., flexibility and efficiency) imposed by mesh or NeRF-based representations. However, a naive application of Gaussian splatting cannot generate high-quality animatable avatars and suffers from learning instability; it also cannot capture fine avatar geometries and often leads to degenerate body parts. To tackle these problems, we first propose a primitive-based 3D Gaussian representation where Gaussians are defined inside pose-driven primitives to facilitate animation. Second, to stabilize and amortize the learning of millions of Gaussians, we propose to use neural implicit fields to predict the Gaussian attributes (e.g., colors). Finally, to capture fine avatar geometries and extract detailed meshes, we propose a novel SDF-based implicit mesh learning approach for 3D Gaussians that regularizes the underlying geometries and extracts highly detailed textured meshes. Our proposed method, GAvatar, enables the large-scale generation of diverse animatable avatars using only text prompts. GAvatar significantly surpasses existing methods in terms of both appearance and geometry quality, and achieves extremely fast rendering (100 fps) at 1K resolution.
Human-VDM: Learning Single-Image 3D Human Gaussian Splatting from Video Diffusion Models
Generating lifelike 3D humans from a single RGB image remains a challenging task in computer vision, as it requires accurate modeling of geometry, high-quality texture, and plausible unseen parts. Existing methods typically use multi-view diffusion models for 3D generation, but they often face inconsistent view issues, which hinder high-quality 3D human generation. To address this, we propose Human-VDM, a novel method for generating 3D human from a single RGB image using Video Diffusion Models. Human-VDM provides temporally consistent views for 3D human generation using Gaussian Splatting. It consists of three modules: a view-consistent human video diffusion module, a video augmentation module, and a Gaussian Splatting module. First, a single image is fed into a human video diffusion module to generate a coherent human video. Next, the video augmentation module applies super-resolution and video interpolation to enhance the textures and geometric smoothness of the generated video. Finally, the 3D Human Gaussian Splatting module learns lifelike humans under the guidance of these high-resolution and view-consistent images. Experiments demonstrate that Human-VDM achieves high-quality 3D human from a single image, outperforming state-of-the-art methods in both generation quality and quantity. Project page: https://human-vdm.github.io/Human-VDM/
GaussianBody: Clothed Human Reconstruction via 3d Gaussian Splatting
In this work, we propose a novel clothed human reconstruction method called GaussianBody, based on 3D Gaussian Splatting. Compared with the costly neural radiance based models, 3D Gaussian Splatting has recently demonstrated great performance in terms of training time and rendering quality. However, applying the static 3D Gaussian Splatting model to the dynamic human reconstruction problem is non-trivial due to complicated non-rigid deformations and rich cloth details. To address these challenges, our method considers explicit pose-guided deformation to associate dynamic Gaussians across the canonical space and the observation space, introducing a physically-based prior with regularized transformations helps mitigate ambiguity between the two spaces. During the training process, we further propose a pose refinement strategy to update the pose regression for compensating the inaccurate initial estimation and a split-with-scale mechanism to enhance the density of regressed point clouds. The experiments validate that our method can achieve state-of-the-art photorealistic novel-view rendering results with high-quality details for dynamic clothed human bodies, along with explicit geometry reconstruction.
GeoTexDensifier: Geometry-Texture-Aware Densification for High-Quality Photorealistic 3D Gaussian Splatting
3D Gaussian Splatting (3DGS) has recently attracted wide attentions in various areas such as 3D navigation, Virtual Reality (VR) and 3D simulation, due to its photorealistic and efficient rendering performance. High-quality reconstrution of 3DGS relies on sufficient splats and a reasonable distribution of these splats to fit real geometric surface and texture details, which turns out to be a challenging problem. We present GeoTexDensifier, a novel geometry-texture-aware densification strategy to reconstruct high-quality Gaussian splats which better comply with the geometric structure and texture richness of the scene. Specifically, our GeoTexDensifier framework carries out an auxiliary texture-aware densification method to produce a denser distribution of splats in fully textured areas, while keeping sparsity in low-texture regions to maintain the quality of Gaussian point cloud. Meanwhile, a geometry-aware splitting strategy takes depth and normal priors to guide the splitting sampling and filter out the noisy splats whose initial positions are far from the actual geometric surfaces they aim to fit, under a Validation of Depth Ratio Change checking. With the help of relative monocular depth prior, such geometry-aware validation can effectively reduce the influence of scattered Gaussians to the final rendering quality, especially in regions with weak textures or without sufficient training views. The texture-aware densification and geometry-aware splitting strategies are fully combined to obtain a set of high-quality Gaussian splats. We experiment our GeoTexDensifier framework on various datasets and compare our Novel View Synthesis results to other state-of-the-art 3DGS approaches, with detailed quantitative and qualitative evaluations to demonstrate the effectiveness of our method in producing more photorealistic 3DGS models.
DreamMat: High-quality PBR Material Generation with Geometry- and Light-aware Diffusion Models
2D diffusion model, which often contains unwanted baked-in shading effects and results in unrealistic rendering effects in the downstream applications. Generating Physically Based Rendering (PBR) materials instead of just RGB textures would be a promising solution. However, directly distilling the PBR material parameters from 2D diffusion models still suffers from incorrect material decomposition, such as baked-in shading effects in albedo. We introduce DreamMat, an innovative approach to resolve the aforementioned problem, to generate high-quality PBR materials from text descriptions. We find out that the main reason for the incorrect material distillation is that large-scale 2D diffusion models are only trained to generate final shading colors, resulting in insufficient constraints on material decomposition during distillation. To tackle this problem, we first finetune a new light-aware 2D diffusion model to condition on a given lighting environment and generate the shading results on this specific lighting condition. Then, by applying the same environment lights in the material distillation, DreamMat can generate high-quality PBR materials that are not only consistent with the given geometry but also free from any baked-in shading effects in albedo. Extensive experiments demonstrate that the materials produced through our methods exhibit greater visual appeal to users and achieve significantly superior rendering quality compared to baseline methods, which are preferable for downstream tasks such as game and film production.
Fantasia3D: Disentangling Geometry and Appearance for High-quality Text-to-3D Content Creation
Automatic 3D content creation has achieved rapid progress recently due to the availability of pre-trained, large language models and image diffusion models, forming the emerging topic of text-to-3D content creation. Existing text-to-3D methods commonly use implicit scene representations, which couple the geometry and appearance via volume rendering and are suboptimal in terms of recovering finer geometries and achieving photorealistic rendering; consequently, they are less effective for generating high-quality 3D assets. In this work, we propose a new method of Fantasia3D for high-quality text-to-3D content creation. Key to Fantasia3D is the disentangled modeling and learning of geometry and appearance. For geometry learning, we rely on a hybrid scene representation, and propose to encode surface normal extracted from the representation as the input of the image diffusion model. For appearance modeling, we introduce the spatially varying bidirectional reflectance distribution function (BRDF) into the text-to-3D task, and learn the surface material for photorealistic rendering of the generated surface. Our disentangled framework is more compatible with popular graphics engines, supporting relighting, editing, and physical simulation of the generated 3D assets. We conduct thorough experiments that show the advantages of our method over existing ones under different text-to-3D task settings. Project page and source codes: https://fantasia3d.github.io/.
Unleashing High-Quality Image Generation in Diffusion Sampling Using Second-Order Levenberg-Marquardt-Langevin
The diffusion models (DMs) have demonstrated the remarkable capability of generating images via learning the noised score function of data distribution. Current DM sampling techniques typically rely on first-order Langevin dynamics at each noise level, with efforts concentrated on refining inter-level denoising strategies. While leveraging additional second-order Hessian geometry to enhance the sampling quality of Langevin is a common practice in Markov chain Monte Carlo (MCMC), the naive attempts to utilize Hessian geometry in high-dimensional DMs lead to quadratic-complexity computational costs, rendering them non-scalable. In this work, we introduce a novel Levenberg-Marquardt-Langevin (LML) method that approximates the diffusion Hessian geometry in a training-free manner, drawing inspiration from the celebrated Levenberg-Marquardt optimization algorithm. Our approach introduces two key innovations: (1) A low-rank approximation of the diffusion Hessian, leveraging the DMs' inherent structure and circumventing explicit quadratic-complexity computations; (2) A damping mechanism to stabilize the approximated Hessian. This LML approximated Hessian geometry enables the diffusion sampling to execute more accurate steps and improve the image generation quality. We further conduct a theoretical analysis to substantiate the approximation error bound of low-rank approximation and the convergence property of the damping mechanism. Extensive experiments across multiple pretrained DMs validate that the LML method significantly improves image generation quality, with negligible computational overhead.
Learning Personalized High Quality Volumetric Head Avatars from Monocular RGB Videos
We propose a method to learn a high-quality implicit 3D head avatar from a monocular RGB video captured in the wild. The learnt avatar is driven by a parametric face model to achieve user-controlled facial expressions and head poses. Our hybrid pipeline combines the geometry prior and dynamic tracking of a 3DMM with a neural radiance field to achieve fine-grained control and photorealism. To reduce over-smoothing and improve out-of-model expressions synthesis, we propose to predict local features anchored on the 3DMM geometry. These learnt features are driven by 3DMM deformation and interpolated in 3D space to yield the volumetric radiance at a designated query point. We further show that using a Convolutional Neural Network in the UV space is critical in incorporating spatial context and producing representative local features. Extensive experiments show that we are able to reconstruct high-quality avatars, with more accurate expression-dependent details, good generalization to out-of-training expressions, and quantitatively superior renderings compared to other state-of-the-art approaches.
GroomGen: A High-Quality Generative Hair Model Using Hierarchical Latent Representations
Despite recent successes in hair acquisition that fits a high-dimensional hair model to a specific input subject, generative hair models, which establish general embedding spaces for encoding, editing, and sampling diverse hairstyles, are way less explored. In this paper, we present GroomGen, the first generative model designed for hair geometry composed of highly-detailed dense strands. Our approach is motivated by two key ideas. First, we construct hair latent spaces covering both individual strands and hairstyles. The latent spaces are compact, expressive, and well-constrained for high-quality and diverse sampling. Second, we adopt a hierarchical hair representation that parameterizes a complete hair model to three levels: single strands, sparse guide hairs, and complete dense hairs. This representation is critical to the compactness of latent spaces, the robustness of training, and the efficiency of inference. Based on this hierarchical latent representation, our proposed pipeline consists of a strand-VAE and a hairstyle-VAE that encode an individual strand and a set of guide hairs to their respective latent spaces, and a hybrid densification step that populates sparse guide hairs to a dense hair model. GroomGen not only enables novel hairstyle sampling and plausible hairstyle interpolation, but also supports interactive editing of complex hairstyles, or can serve as strong data-driven prior for hairstyle reconstruction from images. We demonstrate the superiority of our approach with qualitative examples of diverse sampled hairstyles and quantitative evaluation of generation quality regarding every single component and the entire pipeline.
MeshFormer: High-Quality Mesh Generation with 3D-Guided Reconstruction Model
Open-world 3D reconstruction models have recently garnered significant attention. However, without sufficient 3D inductive bias, existing methods typically entail expensive training costs and struggle to extract high-quality 3D meshes. In this work, we introduce MeshFormer, a sparse-view reconstruction model that explicitly leverages 3D native structure, input guidance, and training supervision. Specifically, instead of using a triplane representation, we store features in 3D sparse voxels and combine transformers with 3D convolutions to leverage an explicit 3D structure and projective bias. In addition to sparse-view RGB input, we require the network to take input and generate corresponding normal maps. The input normal maps can be predicted by 2D diffusion models, significantly aiding in the guidance and refinement of the geometry's learning. Moreover, by combining Signed Distance Function (SDF) supervision with surface rendering, we directly learn to generate high-quality meshes without the need for complex multi-stage training processes. By incorporating these explicit 3D biases, MeshFormer can be trained efficiently and deliver high-quality textured meshes with fine-grained geometric details. It can also be integrated with 2D diffusion models to enable fast single-image-to-3D and text-to-3D tasks. Project page: https://meshformer3d.github.io
ShapeGen4D: Towards High Quality 4D Shape Generation from Videos
Video-conditioned 4D shape generation aims to recover time-varying 3D geometry and view-consistent appearance directly from an input video. In this work, we introduce a native video-to-4D shape generation framework that synthesizes a single dynamic 3D representation end-to-end from the video. Our framework introduces three key components based on large-scale pre-trained 3D models: (i) a temporal attention that conditions generation on all frames while producing a time-indexed dynamic representation; (ii) a time-aware point sampling and 4D latent anchoring that promote temporally consistent geometry and texture; and (iii) noise sharing across frames to enhance temporal stability. Our method accurately captures non-rigid motion, volume changes, and even topological transitions without per-frame optimization. Across diverse in-the-wild videos, our method improves robustness and perceptual fidelity and reduces failure modes compared with the baselines.
Edify 3D: Scalable High-Quality 3D Asset Generation
We introduce Edify 3D, an advanced solution designed for high-quality 3D asset generation. Our method first synthesizes RGB and surface normal images of the described object at multiple viewpoints using a diffusion model. The multi-view observations are then used to reconstruct the shape, texture, and PBR materials of the object. Our method can generate high-quality 3D assets with detailed geometry, clean shape topologies, high-resolution textures, and materials within 2 minutes of runtime.
X-Oscar: A Progressive Framework for High-quality Text-guided 3D Animatable Avatar Generation
Recent advancements in automatic 3D avatar generation guided by text have made significant progress. However, existing methods have limitations such as oversaturation and low-quality output. To address these challenges, we propose X-Oscar, a progressive framework for generating high-quality animatable avatars from text prompts. It follows a sequential Geometry->Texture->Animation paradigm, simplifying optimization through step-by-step generation. To tackle oversaturation, we introduce Adaptive Variational Parameter (AVP), representing avatars as an adaptive distribution during training. Additionally, we present Avatar-aware Score Distillation Sampling (ASDS), a novel technique that incorporates avatar-aware noise into rendered images for improved generation quality during optimization. Extensive evaluations confirm the superiority of X-Oscar over existing text-to-3D and text-to-avatar approaches. Our anonymous project page: https://xmu-xiaoma666.github.io/Projects/X-Oscar/.
Joint2Human: High-quality 3D Human Generation via Compact Spherical Embedding of 3D Joints
3D human generation is increasingly significant in various applications. However, the direct use of 2D generative methods in 3D generation often results in significant loss of local details, while methods that reconstruct geometry from generated images struggle with global view consistency. In this work, we introduce Joint2Human, a novel method that leverages 2D diffusion models to generate detailed 3D human geometry directly, ensuring both global structure and local details. To achieve this, we employ the Fourier occupancy field (FOF) representation, enabling the direct production of 3D shapes as preliminary results using 2D generative models. With the proposed high-frequency enhancer and the multi-view recarving strategy, our method can seamlessly integrate the details from different views into a uniform global shape.To better utilize the 3D human prior and enhance control over the generated geometry, we introduce a compact spherical embedding of 3D joints. This allows for effective application of pose guidance during the generation process. Additionally, our method is capable of generating 3D humans guided by textual inputs. Our experimental results demonstrate the capability of our method to ensure global structure, local details, high resolution, and low computational cost, simultaneously. More results and code can be found on our project page at http://cic.tju.edu.cn/faculty/likun/projects/Joint2Human.
Customize-It-3D: High-Quality 3D Creation from A Single Image Using Subject-Specific Knowledge Prior
In this paper, we present a novel two-stage approach that fully utilizes the information provided by the reference image to establish a customized knowledge prior for image-to-3D generation. While previous approaches primarily rely on a general diffusion prior, which struggles to yield consistent results with the reference image, we propose a subject-specific and multi-modal diffusion model. This model not only aids NeRF optimization by considering the shading mode for improved geometry but also enhances texture from the coarse results to achieve superior refinement. Both aspects contribute to faithfully aligning the 3D content with the subject. Extensive experiments showcase the superiority of our method, Customize-It-3D, outperforming previous works by a substantial margin. It produces faithful 360-degree reconstructions with impressive visual quality, making it well-suited for various applications, including text-to-3D creation.
SceneTex: High-Quality Texture Synthesis for Indoor Scenes via Diffusion Priors
We propose SceneTex, a novel method for effectively generating high-quality and style-consistent textures for indoor scenes using depth-to-image diffusion priors. Unlike previous methods that either iteratively warp 2D views onto a mesh surface or distillate diffusion latent features without accurate geometric and style cues, SceneTex formulates the texture synthesis task as an optimization problem in the RGB space where style and geometry consistency are properly reflected. At its core, SceneTex proposes a multiresolution texture field to implicitly encode the mesh appearance. We optimize the target texture via a score-distillation-based objective function in respective RGB renderings. To further secure the style consistency across views, we introduce a cross-attention decoder to predict the RGB values by cross-attending to the pre-sampled reference locations in each instance. SceneTex enables various and accurate texture synthesis for 3D-FRONT scenes, demonstrating significant improvements in visual quality and prompt fidelity over the prior texture generation methods.
CraftsMan: High-fidelity Mesh Generation with 3D Native Generation and Interactive Geometry Refiner
We present a novel generative 3D modeling system, coined CraftsMan, which can generate high-fidelity 3D geometries with highly varied shapes, regular mesh topologies, and detailed surfaces, and, notably, allows for refining the geometry in an interactive manner. Despite the significant advancements in 3D generation, existing methods still struggle with lengthy optimization processes, irregular mesh topologies, noisy surfaces, and difficulties in accommodating user edits, consequently impeding their widespread adoption and implementation in 3D modeling software. Our work is inspired by the craftsman, who usually roughs out the holistic figure of the work first and elaborates the surface details subsequently. Specifically, we employ a 3D native diffusion model, which operates on latent space learned from latent set-based 3D representations, to generate coarse geometries with regular mesh topology in seconds. In particular, this process takes as input a text prompt or a reference image and leverages a powerful multi-view (MV) diffusion model to generate multiple views of the coarse geometry, which are fed into our MV-conditioned 3D diffusion model for generating the 3D geometry, significantly improving robustness and generalizability. Following that, a normal-based geometry refiner is used to significantly enhance the surface details. This refinement can be performed automatically, or interactively with user-supplied edits. Extensive experiments demonstrate that our method achieves high efficacy in producing superior-quality 3D assets compared to existing methods. HomePage: https://craftsman3d.github.io/, Code: https://github.com/wyysf-98/CraftsMan
HumanNorm: Learning Normal Diffusion Model for High-quality and Realistic 3D Human Generation
Recent text-to-3D methods employing diffusion models have made significant advancements in 3D human generation. However, these approaches face challenges due to the limitations of the text-to-image diffusion model, which lacks an understanding of 3D structures. Consequently, these methods struggle to achieve high-quality human generation, resulting in smooth geometry and cartoon-like appearances. In this paper, we observed that fine-tuning text-to-image diffusion models with normal maps enables their adaptation into text-to-normal diffusion models, which enhances the 2D perception of 3D geometry while preserving the priors learned from large-scale datasets. Therefore, we propose HumanNorm, a novel approach for high-quality and realistic 3D human generation by learning the normal diffusion model including a normal-adapted diffusion model and a normal-aligned diffusion model. The normal-adapted diffusion model can generate high-fidelity normal maps corresponding to prompts with view-dependent text. The normal-aligned diffusion model learns to generate color images aligned with the normal maps, thereby transforming physical geometry details into realistic appearance. Leveraging the proposed normal diffusion model, we devise a progressive geometry generation strategy and coarse-to-fine texture generation strategy to enhance the efficiency and robustness of 3D human generation. Comprehensive experiments substantiate our method's ability to generate 3D humans with intricate geometry and realistic appearances, significantly outperforming existing text-to-3D methods in both geometry and texture quality. The project page of HumanNorm is https://humannorm.github.io/.
MeshGS: Adaptive Mesh-Aligned Gaussian Splatting for High-Quality Rendering
Recently, 3D Gaussian splatting has gained attention for its capability to generate high-fidelity rendering results. At the same time, most applications such as games, animation, and AR/VR use mesh-based representations to represent and render 3D scenes. We propose a novel approach that integrates mesh representation with 3D Gaussian splats to perform high-quality rendering of reconstructed real-world scenes. In particular, we introduce a distance-based Gaussian splatting technique to align the Gaussian splats with the mesh surface and remove redundant Gaussian splats that do not contribute to the rendering. We consider the distance between each Gaussian splat and the mesh surface to distinguish between tightly-bound and loosely-bound Gaussian splats. The tightly-bound splats are flattened and aligned well with the mesh geometry. The loosely-bound Gaussian splats are used to account for the artifacts in reconstructed 3D meshes in terms of rendering. We present a training strategy of binding Gaussian splats to the mesh geometry, and take into account both types of splats. In this context, we introduce several regularization techniques aimed at precisely aligning tightly-bound Gaussian splats with the mesh surface during the training process. We validate the effectiveness of our method on large and unbounded scene from mip-NeRF 360 and Deep Blending datasets. Our method surpasses recent mesh-based neural rendering techniques by achieving a 2dB higher PSNR, and outperforms mesh-based Gaussian splatting methods by 1.3 dB PSNR, particularly on the outdoor mip-NeRF 360 dataset, demonstrating better rendering quality. We provide analyses for each type of Gaussian splat and achieve a reduction in the number of Gaussian splats by 30% compared to the original 3D Gaussian splatting.
Surf-D: High-Quality Surface Generation for Arbitrary Topologies using Diffusion Models
In this paper, we present Surf-D, a novel method for generating high-quality 3D shapes as Surfaces with arbitrary topologies using Diffusion models. Specifically, we adopt Unsigned Distance Field (UDF) as the surface representation, as it excels in handling arbitrary topologies, enabling the generation of complex shapes. While the prior methods explored shape generation with different representations, they suffer from limited topologies and geometry details. Moreover, it's non-trivial to directly extend prior diffusion models to UDF because they lack spatial continuity due to the discrete volume structure. However, UDF requires accurate gradients for mesh extraction and learning. To tackle the issues, we first leverage a point-based auto-encoder to learn a compact latent space, which supports gradient querying for any input point through differentiation to effectively capture intricate geometry at a high resolution. Since the learning difficulty for various shapes can differ, a curriculum learning strategy is employed to efficiently embed various surfaces, enhancing the whole embedding process. With pretrained shape latent space, we employ a latent diffusion model to acquire the distribution of various shapes. Our approach demonstrates superior performance in shape generation across multiple modalities and conducts extensive experiments in unconditional generation, category conditional generation, 3D reconstruction from images, and text-to-shape tasks.
Magic123: One Image to High-Quality 3D Object Generation Using Both 2D and 3D Diffusion Priors
We present Magic123, a two-stage coarse-to-fine approach for high-quality, textured 3D meshes generation from a single unposed image in the wild using both2D and 3D priors. In the first stage, we optimize a neural radiance field to produce a coarse geometry. In the second stage, we adopt a memory-efficient differentiable mesh representation to yield a high-resolution mesh with a visually appealing texture. In both stages, the 3D content is learned through reference view supervision and novel views guided by a combination of 2D and 3D diffusion priors. We introduce a single trade-off parameter between the 2D and 3D priors to control exploration (more imaginative) and exploitation (more precise) of the generated geometry. Additionally, we employ textual inversion and monocular depth regularization to encourage consistent appearances across views and to prevent degenerate solutions, respectively. Magic123 demonstrates a significant improvement over previous image-to-3D techniques, as validated through extensive experiments on synthetic benchmarks and diverse real-world images. Our code, models, and generated 3D assets are available at https://github.com/guochengqian/Magic123.
3DTopia-XL: Scaling High-quality 3D Asset Generation via Primitive Diffusion
The increasing demand for high-quality 3D assets across various industries necessitates efficient and automated 3D content creation. Despite recent advancements in 3D generative models, existing methods still face challenges with optimization speed, geometric fidelity, and the lack of assets for physically based rendering (PBR). In this paper, we introduce 3DTopia-XL, a scalable native 3D generative model designed to overcome these limitations. 3DTopia-XL leverages a novel primitive-based 3D representation, PrimX, which encodes detailed shape, albedo, and material field into a compact tensorial format, facilitating the modeling of high-resolution geometry with PBR assets. On top of the novel representation, we propose a generative framework based on Diffusion Transformer (DiT), which comprises 1) Primitive Patch Compression, 2) and Latent Primitive Diffusion. 3DTopia-XL learns to generate high-quality 3D assets from textual or visual inputs. We conduct extensive qualitative and quantitative experiments to demonstrate that 3DTopia-XL significantly outperforms existing methods in generating high-quality 3D assets with fine-grained textures and materials, efficiently bridging the quality gap between generative models and real-world applications.
Hi3DGen: High-fidelity 3D Geometry Generation from Images via Normal Bridging
With the growing demand for high-fidelity 3D models from 2D images, existing methods still face significant challenges in accurately reproducing fine-grained geometric details due to limitations in domain gaps and inherent ambiguities in RGB images. To address these issues, we propose Hi3DGen, a novel framework for generating high-fidelity 3D geometry from images via normal bridging. Hi3DGen consists of three key components: (1) an image-to-normal estimator that decouples the low-high frequency image pattern with noise injection and dual-stream training to achieve generalizable, stable, and sharp estimation; (2) a normal-to-geometry learning approach that uses normal-regularized latent diffusion learning to enhance 3D geometry generation fidelity; and (3) a 3D data synthesis pipeline that constructs a high-quality dataset to support training. Extensive experiments demonstrate the effectiveness and superiority of our framework in generating rich geometric details, outperforming state-of-the-art methods in terms of fidelity. Our work provides a new direction for high-fidelity 3D geometry generation from images by leveraging normal maps as an intermediate representation.
TexGaussian: Generating High-quality PBR Material via Octree-based 3D Gaussian Splatting
Physically Based Rendering (PBR) materials play a crucial role in modern graphics, enabling photorealistic rendering across diverse environment maps. Developing an effective and efficient algorithm that is capable of automatically generating high-quality PBR materials rather than RGB texture for 3D meshes can significantly streamline the 3D content creation. Most existing methods leverage pre-trained 2D diffusion models for multi-view image synthesis, which often leads to severe inconsistency between the generated textures and input 3D meshes. This paper presents TexGaussian, a novel method that uses octant-aligned 3D Gaussian Splatting for rapid PBR material generation. Specifically, we place each 3D Gaussian on the finest leaf node of the octree built from the input 3D mesh to render the multi-view images not only for the albedo map but also for roughness and metallic. Moreover, our model is trained in a regression manner instead of diffusion denoising, capable of generating the PBR material for a 3D mesh in a single feed-forward process. Extensive experiments on publicly available benchmarks demonstrate that our method synthesizes more visually pleasing PBR materials and runs faster than previous methods in both unconditional and text-conditional scenarios, exhibiting better consistency with the given geometry. Our code and trained models are available at https://3d-aigc.github.io/TexGaussian.
MagicMirror: Fast and High-Quality Avatar Generation with a Constrained Search Space
We introduce a novel framework for 3D human avatar generation and personalization, leveraging text prompts to enhance user engagement and customization. Central to our approach are key innovations aimed at overcoming the challenges in photo-realistic avatar synthesis. Firstly, we utilize a conditional Neural Radiance Fields (NeRF) model, trained on a large-scale unannotated multi-view dataset, to create a versatile initial solution space that accelerates and diversifies avatar generation. Secondly, we develop a geometric prior, leveraging the capabilities of Text-to-Image Diffusion Models, to ensure superior view invariance and enable direct optimization of avatar geometry. These foundational ideas are complemented by our optimization pipeline built on Variational Score Distillation (VSD), which mitigates texture loss and over-saturation issues. As supported by our extensive experiments, these strategies collectively enable the creation of custom avatars with unparalleled visual quality and better adherence to input text prompts. You can find more results and videos in our website: https://syntec-research.github.io/MagicMirror
CLAY: A Controllable Large-scale Generative Model for Creating High-quality 3D Assets
In the realm of digital creativity, our potential to craft intricate 3D worlds from imagination is often hampered by the limitations of existing digital tools, which demand extensive expertise and efforts. To narrow this disparity, we introduce CLAY, a 3D geometry and material generator designed to effortlessly transform human imagination into intricate 3D digital structures. CLAY supports classic text or image inputs as well as 3D-aware controls from diverse primitives (multi-view images, voxels, bounding boxes, point clouds, implicit representations, etc). At its core is a large-scale generative model composed of a multi-resolution Variational Autoencoder (VAE) and a minimalistic latent Diffusion Transformer (DiT), to extract rich 3D priors directly from a diverse range of 3D geometries. Specifically, it adopts neural fields to represent continuous and complete surfaces and uses a geometry generative module with pure transformer blocks in latent space. We present a progressive training scheme to train CLAY on an ultra large 3D model dataset obtained through a carefully designed processing pipeline, resulting in a 3D native geometry generator with 1.5 billion parameters. For appearance generation, CLAY sets out to produce physically-based rendering (PBR) textures by employing a multi-view material diffusion model that can generate 2K resolution textures with diffuse, roughness, and metallic modalities. We demonstrate using CLAY for a range of controllable 3D asset creations, from sketchy conceptual designs to production ready assets with intricate details. Even first time users can easily use CLAY to bring their vivid 3D imaginations to life, unleashing unlimited creativity.
JIFF: Jointly-aligned Implicit Face Function for High Quality Single View Clothed Human Reconstruction
This paper addresses the problem of single view 3D human reconstruction. Recent implicit function based methods have shown impressive results, but they fail to recover fine face details in their reconstructions. This largely degrades user experience in applications like 3D telepresence. In this paper, we focus on improving the quality of face in the reconstruction and propose a novel Jointly-aligned Implicit Face Function (JIFF) that combines the merits of the implicit function based approach and model based approach. We employ a 3D morphable face model as our shape prior and compute space-aligned 3D features that capture detailed face geometry information. Such space-aligned 3D features are combined with pixel-aligned 2D features to jointly predict an implicit face function for high quality face reconstruction. We further extend our pipeline and introduce a coarse-to-fine architecture to predict high quality texture for our detailed face model. Extensive evaluations have been carried out on public datasets and our proposed JIFF has demonstrates superior performance (both quantitatively and qualitatively) over existing state-of-the-arts.
HyRF: Hybrid Radiance Fields for Memory-efficient and High-quality Novel View Synthesis
Recently, 3D Gaussian Splatting (3DGS) has emerged as a powerful alternative to NeRF-based approaches, enabling real-time, high-quality novel view synthesis through explicit, optimizable 3D Gaussians. However, 3DGS suffers from significant memory overhead due to its reliance on per-Gaussian parameters to model view-dependent effects and anisotropic shapes. While recent works propose compressing 3DGS with neural fields, these methods struggle to capture high-frequency spatial variations in Gaussian properties, leading to degraded reconstruction of fine details. We present Hybrid Radiance Fields (HyRF), a novel scene representation that combines the strengths of explicit Gaussians and neural fields. HyRF decomposes the scene into (1) a compact set of explicit Gaussians storing only critical high-frequency parameters and (2) grid-based neural fields that predict remaining properties. To enhance representational capacity, we introduce a decoupled neural field architecture, separately modeling geometry (scale, opacity, rotation) and view-dependent color. Additionally, we propose a hybrid rendering scheme that composites Gaussian splatting with a neural field-predicted background, addressing limitations in distant scene representation. Experiments demonstrate that HyRF achieves state-of-the-art rendering quality while reducing model size by over 20 times compared to 3DGS and maintaining real-time performance. Our project page is available at https://wzpscott.github.io/hyrf/.
FantasyWorld: Geometry-Consistent World Modeling via Unified Video and 3D Prediction
High-quality 3D world models are pivotal for embodied intelligence and Artificial General Intelligence (AGI), underpinning applications such as AR/VR content creation and robotic navigation. Despite the established strong imaginative priors, current video foundation models lack explicit 3D grounding capabilities, thus being limited in both spatial consistency and their utility for downstream 3D reasoning tasks. In this work, we present FantasyWorld, a geometry-enhanced framework that augments frozen video foundation models with a trainable geometric branch, enabling joint modeling of video latents and an implicit 3D field in a single forward pass. Our approach introduces cross-branch supervision, where geometry cues guide video generation and video priors regularize 3D prediction, thus yielding consistent and generalizable 3D-aware video representations. Notably, the resulting latents from the geometric branch can potentially serve as versatile representations for downstream 3D tasks such as novel view synthesis and navigation, without requiring per-scene optimization or fine-tuning. Extensive experiments show that FantasyWorld effectively bridges video imagination and 3D perception, outperforming recent geometry-consistent baselines in multi-view coherence and style consistency. Ablation studies further confirm that these gains stem from the unified backbone and cross-branch information exchange.
AutoScape: Geometry-Consistent Long-Horizon Scene Generation
This paper proposes AutoScape, a long-horizon driving scene generation framework. At its core is a novel RGB-D diffusion model that iteratively generates sparse, geometrically consistent keyframes, serving as reliable anchors for the scene's appearance and geometry. To maintain long-range geometric consistency, the model 1) jointly handles image and depth in a shared latent space, 2) explicitly conditions on the existing scene geometry (i.e., rendered point clouds) from previously generated keyframes, and 3) steers the sampling process with a warp-consistent guidance. Given high-quality RGB-D keyframes, a video diffusion model then interpolates between them to produce dense and coherent video frames. AutoScape generates realistic and geometrically consistent driving videos of over 20 seconds, improving the long-horizon FID and FVD scores over the prior state-of-the-art by 48.6\% and 43.0\%, respectively.
Geometry Image Diffusion: Fast and Data-Efficient Text-to-3D with Image-Based Surface Representation
Generating high-quality 3D objects from textual descriptions remains a challenging problem due to computational cost, the scarcity of 3D data, and complex 3D representations. We introduce Geometry Image Diffusion (GIMDiffusion), a novel Text-to-3D model that utilizes geometry images to efficiently represent 3D shapes using 2D images, thereby avoiding the need for complex 3D-aware architectures. By integrating a Collaborative Control mechanism, we exploit the rich 2D priors of existing Text-to-Image models such as Stable Diffusion. This enables strong generalization even with limited 3D training data (allowing us to use only high-quality training data) as well as retaining compatibility with guidance techniques such as IPAdapter. In short, GIMDiffusion enables the generation of 3D assets at speeds comparable to current Text-to-Image models. The generated objects consist of semantically meaningful, separate parts and include internal structures, enhancing both usability and versatility.
Joint 3D Geometry Reconstruction and Motion Generation for 4D Synthesis from a Single Image
Generating interactive and dynamic 4D scenes from a single static image remains a core challenge. Most existing generate-then-reconstruct and reconstruct-then-generate methods decouple geometry from motion, causing spatiotemporal inconsistencies and poor generalization. To address these, we extend the reconstruct-then-generate framework to jointly perform Motion generation and geometric Reconstruction for 4D Synthesis (MoRe4D). We first introduce TrajScene-60K, a large-scale dataset of 60,000 video samples with dense point trajectories, addressing the scarcity of high-quality 4D scene data. Based on this, we propose a diffusion-based 4D Scene Trajectory Generator (4D-STraG) to jointly generate geometrically consistent and motion-plausible 4D point trajectories. To leverage single-view priors, we design a depth-guided motion normalization strategy and a motion-aware module for effective geometry and dynamics integration. We then propose a 4D View Synthesis Module (4D-ViSM) to render videos with arbitrary camera trajectories from 4D point track representations. Experiments show that MoRe4D generates high-quality 4D scenes with multi-view consistency and rich dynamic details from a single image. Code: https://github.com/Zhangyr2022/MoRe4D.
HI-SLAM2: Geometry-Aware Gaussian SLAM for Fast Monocular Scene Reconstruction
We present HI-SLAM2, a geometry-aware Gaussian SLAM system that achieves fast and accurate monocular scene reconstruction using only RGB input. Existing Neural SLAM or 3DGS-based SLAM methods often trade off between rendering quality and geometry accuracy, our research demonstrates that both can be achieved simultaneously with RGB input alone. The key idea of our approach is to enhance the ability for geometry estimation by combining easy-to-obtain monocular priors with learning-based dense SLAM, and then using 3D Gaussian splatting as our core map representation to efficiently model the scene. Upon loop closure, our method ensures on-the-fly global consistency through efficient pose graph bundle adjustment and instant map updates by explicitly deforming the 3D Gaussian units based on anchored keyframe updates. Furthermore, we introduce a grid-based scale alignment strategy to maintain improved scale consistency in prior depths for finer depth details. Through extensive experiments on Replica, ScanNet, and ScanNet++, we demonstrate significant improvements over existing Neural SLAM methods and even surpass RGB-D-based methods in both reconstruction and rendering quality. The project page and source code will be made available at https://hi-slam2.github.io/.
Decoupling Fine Detail and Global Geometry for Compressed Depth Map Super-Resolution
Recovering high-quality depth maps from compressed sources has gained significant attention due to the limitations of consumer-grade depth cameras and the bandwidth restrictions during data transmission. However, current methods still suffer from two challenges. First, bit-depth compression produces a uniform depth representation in regions with subtle variations, hindering the recovery of detailed information. Second, densely distributed random noise reduces the accuracy of estimating the global geometric structure of the scene. To address these challenges, we propose a novel framework, termed geometry-decoupled network (GDNet), for compressed depth map super-resolution that decouples the high-quality depth map reconstruction process by handling global and detailed geometric features separately. To be specific, we propose the fine geometry detail encoder (FGDE), which is designed to aggregate fine geometry details in high-resolution low-level image features while simultaneously enriching them with complementary information from low-resolution context-level image features. In addition, we develop the global geometry encoder (GGE) that aims at suppressing noise and extracting global geometric information effectively via constructing compact feature representation in a low-rank space. We conduct experiments on multiple benchmark datasets, demonstrating that our GDNet significantly outperforms current methods in terms of geometric consistency and detail recovery. In the ECCV 2024 AIM Compressed Depth Upsampling Challenge, our solution won the 1st place award. Our codes are available at: https://github.com/Ian0926/GDNet.
SceneHGN: Hierarchical Graph Networks for 3D Indoor Scene Generation with Fine-Grained Geometry
3D indoor scenes are widely used in computer graphics, with applications ranging from interior design to gaming to virtual and augmented reality. They also contain rich information, including room layout, as well as furniture type, geometry, and placement. High-quality 3D indoor scenes are highly demanded while it requires expertise and is time-consuming to design high-quality 3D indoor scenes manually. Existing research only addresses partial problems: some works learn to generate room layout, and other works focus on generating detailed structure and geometry of individual furniture objects. However, these partial steps are related and should be addressed together for optimal synthesis. We propose SCENEHGN, a hierarchical graph network for 3D indoor scenes that takes into account the full hierarchy from the room level to the object level, then finally to the object part level. Therefore for the first time, our method is able to directly generate plausible 3D room content, including furniture objects with fine-grained geometry, and their layout. To address the challenge, we introduce functional regions as intermediate proxies between the room and object levels to make learning more manageable. To ensure plausibility, our graph-based representation incorporates both vertical edges connecting child nodes with parent nodes from different levels, and horizontal edges encoding relationships between nodes at the same level. Extensive experiments demonstrate that our method produces superior generation results, even when comparing results of partial steps with alternative methods that can only achieve these. We also demonstrate that our method is effective for various applications such as part-level room editing, room interpolation, and room generation by arbitrary room boundaries.
StereoWorld: Geometry-Aware Monocular-to-Stereo Video Generation
The growing adoption of XR devices has fueled strong demand for high-quality stereo video, yet its production remains costly and artifact-prone. To address this challenge, we present StereoWorld, an end-to-end framework that repurposes a pretrained video generator for high-fidelity monocular-to-stereo video generation. Our framework jointly conditions the model on the monocular video input while explicitly supervising the generation with a geometry-aware regularization to ensure 3D structural fidelity. A spatio-temporal tiling scheme is further integrated to enable efficient, high-resolution synthesis. To enable large-scale training and evaluation, we curate a high-definition stereo video dataset containing over 11M frames aligned to natural human interpupillary distance (IPD). Extensive experiments demonstrate that StereoWorld substantially outperforms prior methods, generating stereo videos with superior visual fidelity and geometric consistency. The project webpage is available at https://ke-xing.github.io/StereoWorld/.
Diffusion Models are Geometry Critics: Single Image 3D Editing Using Pre-Trained Diffusion Priors
We propose a novel image editing technique that enables 3D manipulations on single images, such as object rotation and translation. Existing 3D-aware image editing approaches typically rely on synthetic multi-view datasets for training specialized models, thus constraining their effectiveness on open-domain images featuring significantly more varied layouts and styles. In contrast, our method directly leverages powerful image diffusion models trained on a broad spectrum of text-image pairs and thus retain their exceptional generalization abilities. This objective is realized through the development of an iterative novel view synthesis and geometry alignment algorithm. The algorithm harnesses diffusion models for dual purposes: they provide appearance prior by predicting novel views of the selected object using estimated depth maps, and they act as a geometry critic by correcting misalignments in 3D shapes across the sampled views. Our method can generate high-quality 3D-aware image edits with large viewpoint transformations and high appearance and shape consistency with the input image, pushing the boundaries of what is possible with single-image 3D-aware editing.
IllumiCraft: Unified Geometry and Illumination Diffusion for Controllable Video Generation
Although diffusion-based models can generate high-quality and high-resolution video sequences from textual or image inputs, they lack explicit integration of geometric cues when controlling scene lighting and visual appearance across frames. To address this limitation, we propose IllumiCraft, an end-to-end diffusion framework accepting three complementary inputs: (1) high-dynamic-range (HDR) video maps for detailed lighting control; (2) synthetically relit frames with randomized illumination changes (optionally paired with a static background reference image) to provide appearance cues; and (3) 3D point tracks that capture precise 3D geometry information. By integrating the lighting, appearance, and geometry cues within a unified diffusion architecture, IllumiCraft generates temporally coherent videos aligned with user-defined prompts. It supports background-conditioned and text-conditioned video relighting and provides better fidelity than existing controllable video generation methods. Project Page: https://yuanze-lin.me/IllumiCraft_page
DreamPolish: Domain Score Distillation With Progressive Geometry Generation
We introduce DreamPolish, a text-to-3D generation model that excels in producing refined geometry and high-quality textures. In the geometry construction phase, our approach leverages multiple neural representations to enhance the stability of the synthesis process. Instead of relying solely on a view-conditioned diffusion prior in the novel sampled views, which often leads to undesired artifacts in the geometric surface, we incorporate an additional normal estimator to polish the geometry details, conditioned on viewpoints with varying field-of-views. We propose to add a surface polishing stage with only a few training steps, which can effectively refine the artifacts attributed to limited guidance from previous stages and produce 3D objects with more desirable geometry. The key topic of texture generation using pretrained text-to-image models is to find a suitable domain in the vast latent distribution of these models that contains photorealistic and consistent renderings. In the texture generation phase, we introduce a novel score distillation objective, namely domain score distillation (DSD), to guide neural representations toward such a domain. We draw inspiration from the classifier-free guidance (CFG) in textconditioned image generation tasks and show that CFG and variational distribution guidance represent distinct aspects in gradient guidance and are both imperative domains for the enhancement of texture quality. Extensive experiments show our proposed model can produce 3D assets with polished surfaces and photorealistic textures, outperforming existing state-of-the-art methods.
Trans4D: Realistic Geometry-Aware Transition for Compositional Text-to-4D Synthesis
Recent advances in diffusion models have demonstrated exceptional capabilities in image and video generation, further improving the effectiveness of 4D synthesis. Existing 4D generation methods can generate high-quality 4D objects or scenes based on user-friendly conditions, benefiting the gaming and video industries. However, these methods struggle to synthesize significant object deformation of complex 4D transitions and interactions within scenes. To address this challenge, we propose Trans4D, a novel text-to-4D synthesis framework that enables realistic complex scene transitions. Specifically, we first use multi-modal large language models (MLLMs) to produce a physic-aware scene description for 4D scene initialization and effective transition timing planning. Then we propose a geometry-aware 4D transition network to realize a complex scene-level 4D transition based on the plan, which involves expressive geometrical object deformation. Extensive experiments demonstrate that Trans4D consistently outperforms existing state-of-the-art methods in generating 4D scenes with accurate and high-quality transitions, validating its effectiveness. Code: https://github.com/YangLing0818/Trans4D
MatAtlas: Text-driven Consistent Geometry Texturing and Material Assignment
We present MatAtlas, a method for consistent text-guided 3D model texturing. Following recent progress we leverage a large scale text-to-image generation model (e.g., Stable Diffusion) as a prior to texture a 3D model. We carefully design an RGB texturing pipeline that leverages a grid pattern diffusion, driven by depth and edges. By proposing a multi-step texture refinement process, we significantly improve the quality and 3D consistency of the texturing output. To further address the problem of baked-in lighting, we move beyond RGB colors and pursue assigning parametric materials to the assets. Given the high-quality initial RGB texture, we propose a novel material retrieval method capitalized on Large Language Models (LLM), enabling editabiliy and relightability. We evaluate our method on a wide variety of geometries and show that our method significantly outperform prior arts. We also analyze the role of each component through a detailed ablation study.
MetaDreamer: Efficient Text-to-3D Creation With Disentangling Geometry and Texture
Generative models for 3D object synthesis have seen significant advancements with the incorporation of prior knowledge distilled from 2D diffusion models. Nevertheless, challenges persist in the form of multi-view geometric inconsistencies and slow generation speeds within the existing 3D synthesis frameworks. This can be attributed to two factors: firstly, the deficiency of abundant geometric a priori knowledge in optimization, and secondly, the entanglement issue between geometry and texture in conventional 3D generation methods.In response, we introduce MetaDreammer, a two-stage optimization approach that leverages rich 2D and 3D prior knowledge. In the first stage, our emphasis is on optimizing the geometric representation to ensure multi-view consistency and accuracy of 3D objects. In the second stage, we concentrate on fine-tuning the geometry and optimizing the texture, thereby achieving a more refined 3D object. Through leveraging 2D and 3D prior knowledge in two stages, respectively, we effectively mitigate the interdependence between geometry and texture. MetaDreamer establishes clear optimization objectives for each stage, resulting in significant time savings in the 3D generation process. Ultimately, MetaDreamer can generate high-quality 3D objects based on textual prompts within 20 minutes, and to the best of our knowledge, it is the most efficient text-to-3D generation method. Furthermore, we introduce image control into the process, enhancing the controllability of 3D generation. Extensive empirical evidence confirms that our method is not only highly efficient but also achieves a quality level that is at the forefront of current state-of-the-art 3D generation techniques.
UniLat3D: Geometry-Appearance Unified Latents for Single-Stage 3D Generation
High-fidelity 3D asset generation is crucial for various industries. While recent 3D pretrained models show strong capability in producing realistic content, most are built upon diffusion models and follow a two-stage pipeline that first generates geometry and then synthesizes appearance. Such a decoupled design tends to produce geometry-texture misalignment and non-negligible cost. In this paper, we propose UniLat3D, a unified framework that encodes geometry and appearance in a single latent space, enabling direct single-stage generation. Our key contribution is a geometry-appearance Unified VAE, which compresses high-resolution sparse features into a compact latent representation -- UniLat. UniLat integrates structural and visual information into a dense low-resolution latent, which can be efficiently decoded into diverse 3D formats, e.g., 3D Gaussians and meshes. Based on this unified representation, we train a single flow-matching model to map Gaussian noise directly into UniLat, eliminating redundant stages. Trained solely on public datasets, UniLat3D produces high-quality 3D assets in seconds from a single image, achieving superior appearance fidelity and geometric quality. More demos \& code are available at https://unilat3d.github.io/
GausSurf: Geometry-Guided 3D Gaussian Splatting for Surface Reconstruction
3D Gaussian Splatting has achieved impressive performance in novel view synthesis with real-time rendering capabilities. However, reconstructing high-quality surfaces with fine details using 3D Gaussians remains a challenging task. In this work, we introduce GausSurf, a novel approach to high-quality surface reconstruction by employing geometry guidance from multi-view consistency in texture-rich areas and normal priors in texture-less areas of a scene. We observe that a scene can be mainly divided into two primary regions: 1) texture-rich and 2) texture-less areas. To enforce multi-view consistency at texture-rich areas, we enhance the reconstruction quality by incorporating a traditional patch-match based Multi-View Stereo (MVS) approach to guide the geometry optimization in an iterative scheme. This scheme allows for mutual reinforcement between the optimization of Gaussians and patch-match refinement, which significantly improves the reconstruction results and accelerates the training process. Meanwhile, for the texture-less areas, we leverage normal priors from a pre-trained normal estimation model to guide optimization. Extensive experiments on the DTU and Tanks and Temples datasets demonstrate that our method surpasses state-of-the-art methods in terms of reconstruction quality and computation time.
Cross-View Meets Diffusion: Aerial Image Synthesis with Geometry and Text Guidance
Aerial imagery analysis is critical for many research fields. However, obtaining frequent high-quality aerial images is not always accessible due to its high effort and cost requirements. One solution is to use the Ground-to-Aerial (G2A) technique to synthesize aerial images from easily collectible ground images. However, G2A is rarely studied, because of its challenges, including but not limited to, the drastic view changes, occlusion, and range of visibility. In this paper, we present a novel Geometric Preserving Ground-to-Aerial (G2A) image synthesis (GPG2A) model that can generate realistic aerial images from ground images. GPG2A consists of two stages. The first stage predicts the Bird's Eye View (BEV) segmentation (referred to as the BEV layout map) from the ground image. The second stage synthesizes the aerial image from the predicted BEV layout map and text descriptions of the ground image. To train our model, we present a new multi-modal cross-view dataset, namely VIGORv2 which is built upon VIGOR with newly collected aerial images, maps, and text descriptions. Our extensive experiments illustrate that GPG2A synthesizes better geometry-preserved aerial images than existing models. We also present two applications, data augmentation for cross-view geo-localization and sketch-based region search, to further verify the effectiveness of our GPG2A. The code and data will be publicly available.
GaMO: Geometry-aware Multi-view Diffusion Outpainting for Sparse-View 3D Reconstruction
Recent advances in 3D reconstruction have achieved remarkable progress in high-quality scene capture from dense multi-view imagery, yet struggle when input views are limited. Various approaches, including regularization techniques, semantic priors, and geometric constraints, have been implemented to address this challenge. Latest diffusion-based methods have demonstrated substantial improvements by generating novel views from new camera poses to augment training data, surpassing earlier regularization and prior-based techniques. Despite this progress, we identify three critical limitations in these state-of-the-art approaches: inadequate coverage beyond known view peripheries, geometric inconsistencies across generated views, and computationally expensive pipelines. We introduce GaMO (Geometry-aware Multi-view Outpainter), a framework that reformulates sparse-view reconstruction through multi-view outpainting. Instead of generating new viewpoints, GaMO expands the field of view from existing camera poses, which inherently preserves geometric consistency while providing broader scene coverage. Our approach employs multi-view conditioning and geometry-aware denoising strategies in a zero-shot manner without training. Extensive experiments on Replica and ScanNet++ demonstrate state-of-the-art reconstruction quality across 3, 6, and 9 input views, outperforming prior methods in PSNR and LPIPS, while achieving a 25times speedup over SOTA diffusion-based methods with processing time under 10 minutes. Project page: https://yichuanh.github.io/GaMO/
SEEAvatar: Photorealistic Text-to-3D Avatar Generation with Constrained Geometry and Appearance
Powered by large-scale text-to-image generation models, text-to-3D avatar generation has made promising progress. However, most methods fail to produce photorealistic results, limited by imprecise geometry and low-quality appearance. Towards more practical avatar generation, we present SEEAvatar, a method for generating photorealistic 3D avatars from text with SElf-Evolving constraints for decoupled geometry and appearance. For geometry, we propose to constrain the optimized avatar in a decent global shape with a template avatar. The template avatar is initialized with human prior and can be updated by the optimized avatar periodically as an evolving template, which enables more flexible shape generation. Besides, the geometry is also constrained by the static human prior in local parts like face and hands to maintain the delicate structures. For appearance generation, we use diffusion model enhanced by prompt engineering to guide a physically based rendering pipeline to generate realistic textures. The lightness constraint is applied on the albedo texture to suppress incorrect lighting effect. Experiments show that our method outperforms previous methods on both global and local geometry and appearance quality by a large margin. Since our method can produce high-quality meshes and textures, such assets can be directly applied in classic graphics pipeline for realistic rendering under any lighting condition. Project page at: https://seeavatar3d.github.io.
ScanNet++: A High-Fidelity Dataset of 3D Indoor Scenes
We present ScanNet++, a large-scale dataset that couples together capture of high-quality and commodity-level geometry and color of indoor scenes. Each scene is captured with a high-end laser scanner at sub-millimeter resolution, along with registered 33-megapixel images from a DSLR camera, and RGB-D streams from an iPhone. Scene reconstructions are further annotated with an open vocabulary of semantics, with label-ambiguous scenarios explicitly annotated for comprehensive semantic understanding. ScanNet++ enables a new real-world benchmark for novel view synthesis, both from high-quality RGB capture, and importantly also from commodity-level images, in addition to a new benchmark for 3D semantic scene understanding that comprehensively encapsulates diverse and ambiguous semantic labeling scenarios. Currently, ScanNet++ contains 460 scenes, 280,000 captured DSLR images, and over 3.7M iPhone RGBD frames.
Learning to generate line drawings that convey geometry and semantics
This paper presents an unpaired method for creating line drawings from photographs. Current methods often rely on high quality paired datasets to generate line drawings. However, these datasets often have limitations due to the subjects of the drawings belonging to a specific domain, or in the amount of data collected. Although recent work in unsupervised image-to-image translation has shown much progress, the latest methods still struggle to generate compelling line drawings. We observe that line drawings are encodings of scene information and seek to convey 3D shape and semantic meaning. We build these observations into a set of objectives and train an image translation to map photographs into line drawings. We introduce a geometry loss which predicts depth information from the image features of a line drawing, and a semantic loss which matches the CLIP features of a line drawing with its corresponding photograph. Our approach outperforms state-of-the-art unpaired image translation and line drawing generation methods on creating line drawings from arbitrary photographs. For code and demo visit our webpage carolineec.github.io/informative_drawings
Manipulation as in Simulation: Enabling Accurate Geometry Perception in Robots
Modern robotic manipulation primarily relies on visual observations in a 2D color space for skill learning but suffers from poor generalization. In contrast, humans, living in a 3D world, depend more on physical properties-such as distance, size, and shape-than on texture when interacting with objects. Since such 3D geometric information can be acquired from widely available depth cameras, it appears feasible to endow robots with similar perceptual capabilities. Our pilot study found that using depth cameras for manipulation is challenging, primarily due to their limited accuracy and susceptibility to various types of noise. In this work, we propose Camera Depth Models (CDMs) as a simple plugin on daily-use depth cameras, which take RGB images and raw depth signals as input and output denoised, accurate metric depth. To achieve this, we develop a neural data engine that generates high-quality paired data from simulation by modeling a depth camera's noise pattern. Our results show that CDMs achieve nearly simulation-level accuracy in depth prediction, effectively bridging the sim-to-real gap for manipulation tasks. Notably, our experiments demonstrate, for the first time, that a policy trained on raw simulated depth, without the need for adding noise or real-world fine-tuning, generalizes seamlessly to real-world robots on two challenging long-horizon tasks involving articulated, reflective, and slender objects, with little to no performance degradation. We hope our findings will inspire future research in utilizing simulation data and 3D information in general robot policies.
GeoMan: Temporally Consistent Human Geometry Estimation using Image-to-Video Diffusion
Estimating accurate and temporally consistent 3D human geometry from videos is a challenging problem in computer vision. Existing methods, primarily optimized for single images, often suffer from temporal inconsistencies and fail to capture fine-grained dynamic details. To address these limitations, we present GeoMan, a novel architecture designed to produce accurate and temporally consistent depth and normal estimations from monocular human videos. GeoMan addresses two key challenges: the scarcity of high-quality 4D training data and the need for metric depth estimation to accurately model human size. To overcome the first challenge, GeoMan employs an image-based model to estimate depth and normals for the first frame of a video, which then conditions a video diffusion model, reframing video geometry estimation task as an image-to-video generation problem. This design offloads the heavy lifting of geometric estimation to the image model and simplifies the video model's role to focus on intricate details while using priors learned from large-scale video datasets. Consequently, GeoMan improves temporal consistency and generalizability while requiring minimal 4D training data. To address the challenge of accurate human size estimation, we introduce a root-relative depth representation that retains critical human-scale details and is easier to be estimated from monocular inputs, overcoming the limitations of traditional affine-invariant and metric depth representations. GeoMan achieves state-of-the-art performance in both qualitative and quantitative evaluations, demonstrating its effectiveness in overcoming longstanding challenges in 3D human geometry estimation from videos.
GeoBench: Benchmarking and Analyzing Monocular Geometry Estimation Models
Recent advances in discriminative and generative pretraining have yielded geometry estimation models with strong generalization capabilities. While discriminative monocular geometry estimation methods rely on large-scale fine-tuning data to achieve zero-shot generalization, several generative-based paradigms show the potential of achieving impressive generalization performance on unseen scenes by leveraging pre-trained diffusion models and fine-tuning on even a small scale of synthetic training data. Frustratingly, these models are trained with different recipes on different datasets, making it hard to find out the critical factors that determine the evaluation performance. Besides, current geometry evaluation benchmarks have two main drawbacks that may prevent the development of the field, i.e., limited scene diversity and unfavorable label quality. To resolve the above issues, (1) we build fair and strong baselines in a unified codebase for evaluating and analyzing the geometry estimation models; (2) we evaluate monocular geometry estimators on more challenging benchmarks for geometry estimation task with diverse scenes and high-quality annotations. Our results reveal that pre-trained using large data, discriminative models such as DINOv2, can outperform generative counterparts with a small amount of high-quality synthetic data under the same training configuration, which suggests that fine-tuning data quality is a more important factor than the data scale and model architecture. Our observation also raises a question: if simply fine-tuning a general vision model such as DINOv2 using a small amount of synthetic depth data produces SOTA results, do we really need complex generative models for depth estimation? We believe this work can propel advancements in geometry estimation tasks as well as a wide range of downstream applications.
EAvatar: Expression-Aware Head Avatar Reconstruction with Generative Geometry Priors
High-fidelity head avatar reconstruction plays a crucial role in AR/VR, gaming, and multimedia content creation. Recent advances in 3D Gaussian Splatting (3DGS) have demonstrated effectiveness in modeling complex geometry with real-time rendering capability and are now widely used in high-fidelity head avatar reconstruction tasks. However, existing 3DGS-based methods still face significant challenges in capturing fine-grained facial expressions and preserving local texture continuity, especially in highly deformable regions. To mitigate these limitations, we propose a novel 3DGS-based framework termed EAvatar for head reconstruction that is both expression-aware and deformation-aware. Our method introduces a sparse expression control mechanism, where a small number of key Gaussians are used to influence the deformation of their neighboring Gaussians, enabling accurate modeling of local deformations and fine-scale texture transitions. Furthermore, we leverage high-quality 3D priors from pretrained generative models to provide a more reliable facial geometry, offering structural guidance that improves convergence stability and shape accuracy during training. Experimental results demonstrate that our method produces more accurate and visually coherent head reconstructions with improved expression controllability and detail fidelity.
NeRFInvertor: High Fidelity NeRF-GAN Inversion for Single-shot Real Image Animation
Nerf-based Generative models have shown impressive capacity in generating high-quality images with consistent 3D geometry. Despite successful synthesis of fake identity images randomly sampled from latent space, adopting these models for generating face images of real subjects is still a challenging task due to its so-called inversion issue. In this paper, we propose a universal method to surgically fine-tune these NeRF-GAN models in order to achieve high-fidelity animation of real subjects only by a single image. Given the optimized latent code for an out-of-domain real image, we employ 2D loss functions on the rendered image to reduce the identity gap. Furthermore, our method leverages explicit and implicit 3D regularizations using the in-domain neighborhood samples around the optimized latent code to remove geometrical and visual artifacts. Our experiments confirm the effectiveness of our method in realistic, high-fidelity, and 3D consistent animation of real faces on multiple NeRF-GAN models across different datasets.
Streaming 4D Visual Geometry Transformer
Perceiving and reconstructing 4D spatial-temporal geometry from videos is a fundamental yet challenging computer vision task. To facilitate interactive and real-time applications, we propose a streaming 4D visual geometry transformer that shares a similar philosophy with autoregressive large language models. We explore a simple and efficient design and employ a causal transformer architecture to process the input sequence in an online manner. We use temporal causal attention and cache the historical keys and values as implicit memory to enable efficient streaming long-term 4D reconstruction. This design can handle real-time 4D reconstruction by incrementally integrating historical information while maintaining high-quality spatial consistency. For efficient training, we propose to distill knowledge from the dense bidirectional visual geometry grounded transformer (VGGT) to our causal model. For inference, our model supports the migration of optimized efficient attention operator (e.g., FlashAttention) from the field of large language models. Extensive experiments on various 4D geometry perception benchmarks demonstrate that our model increases the inference speed in online scenarios while maintaining competitive performance, paving the way for scalable and interactive 4D vision systems. Code is available at: https://github.com/wzzheng/StreamVGGT.
GarVerseLOD: High-Fidelity 3D Garment Reconstruction from a Single In-the-Wild Image using a Dataset with Levels of Details
Neural implicit functions have brought impressive advances to the state-of-the-art of clothed human digitization from multiple or even single images. However, despite the progress, current arts still have difficulty generalizing to unseen images with complex cloth deformation and body poses. In this work, we present GarVerseLOD, a new dataset and framework that paves the way to achieving unprecedented robustness in high-fidelity 3D garment reconstruction from a single unconstrained image. Inspired by the recent success of large generative models, we believe that one key to addressing the generalization challenge lies in the quantity and quality of 3D garment data. Towards this end, GarVerseLOD collects 6,000 high-quality cloth models with fine-grained geometry details manually created by professional artists. In addition to the scale of training data, we observe that having disentangled granularities of geometry can play an important role in boosting the generalization capability and inference accuracy of the learned model. We hence craft GarVerseLOD as a hierarchical dataset with levels of details (LOD), spanning from detail-free stylized shape to pose-blended garment with pixel-aligned details. This allows us to make this highly under-constrained problem tractable by factorizing the inference into easier tasks, each narrowed down with smaller searching space. To ensure GarVerseLOD can generalize well to in-the-wild images, we propose a novel labeling paradigm based on conditional diffusion models to generate extensive paired images for each garment model with high photorealism. We evaluate our method on a massive amount of in-the-wild images. Experimental results demonstrate that GarVerseLOD can generate standalone garment pieces with significantly better quality than prior approaches. Project page: https://garverselod.github.io/
Consistent-1-to-3: Consistent Image to 3D View Synthesis via Geometry-aware Diffusion Models
Zero-shot novel view synthesis (NVS) from a single image is an essential problem in 3D object understanding. While recent approaches that leverage pre-trained generative models can synthesize high-quality novel views from in-the-wild inputs, they still struggle to maintain 3D consistency across different views. In this paper, we present Consistent-1-to-3, which is a generative framework that significantly mitigate this issue. Specifically, we decompose the NVS task into two stages: (i) transforming observed regions to a novel view, and (ii) hallucinating unseen regions. We design a scene representation transformer and view-conditioned diffusion model for performing these two stages respectively. Inside the models, to enforce 3D consistency, we propose to employ epipolor-guided attention to incorporate geometry constraints, and multi-view attention to better aggregate multi-view information. Finally, we design a hierarchy generation paradigm to generate long sequences of consistent views, allowing a full 360 observation of the provided object image. Qualitative and quantitative evaluation over multiple datasets demonstrate the effectiveness of the proposed mechanisms against state-of-the-art approaches. Our project page is at https://jianglongye.com/consistent123/
Advancing high-fidelity 3D and Texture Generation with 2.5D latents
Despite the availability of large-scale 3D datasets and advancements in 3D generative models, the complexity and uneven quality of 3D geometry and texture data continue to hinder the performance of 3D generation techniques. In most existing approaches, 3D geometry and texture are generated in separate stages using different models and non-unified representations, frequently leading to unsatisfactory coherence between geometry and texture. To address these challenges, we propose a novel framework for joint generation of 3D geometry and texture. Specifically, we focus in generate a versatile 2.5D representations that can be seamlessly transformed between 2D and 3D. Our approach begins by integrating multiview RGB, normal, and coordinate images into a unified representation, termed as 2.5D latents. Next, we adapt pre-trained 2D foundation models for high-fidelity 2.5D generation, utilizing both text and image conditions. Finally, we introduce a lightweight 2.5D-to-3D refiner-decoder framework that efficiently generates detailed 3D representations from 2.5D images. Extensive experiments demonstrate that our model not only excels in generating high-quality 3D objects with coherent structure and color from text and image inputs but also significantly outperforms existing methods in geometry-conditioned texture generation.
Enhancing Diffusion Models with 3D Perspective Geometry Constraints
While perspective is a well-studied topic in art, it is generally taken for granted in images. However, for the recent wave of high-quality image synthesis methods such as latent diffusion models, perspective accuracy is not an explicit requirement. Since these methods are capable of outputting a wide gamut of possible images, it is difficult for these synthesized images to adhere to the principles of linear perspective. We introduce a novel geometric constraint in the training process of generative models to enforce perspective accuracy. We show that outputs of models trained with this constraint both appear more realistic and improve performance of downstream models trained on generated images. Subjective human trials show that images generated with latent diffusion models trained with our constraint are preferred over images from the Stable Diffusion V2 model 70% of the time. SOTA monocular depth estimation models such as DPT and PixelFormer, fine-tuned on our images, outperform the original models trained on real images by up to 7.03% in RMSE and 19.3% in SqRel on the KITTI test set for zero-shot transfer.
Generalization in diffusion models arises from geometry-adaptive harmonic representations
Deep neural networks (DNNs) trained for image denoising are able to generate high-quality samples with score-based reverse diffusion algorithms. These impressive capabilities seem to imply an escape from the curse of dimensionality, but recent reports of memorization of the training set raise the question of whether these networks are learning the "true" continuous density of the data. Here, we show that two DNNs trained on non-overlapping subsets of a dataset learn nearly the same score function, and thus the same density, when the number of training images is large enough. In this regime of strong generalization, diffusion-generated images are distinct from the training set, and are of high visual quality, suggesting that the inductive biases of the DNNs are well-aligned with the data density. We analyze the learned denoising functions and show that the inductive biases give rise to a shrinkage operation in a basis adapted to the underlying image. Examination of these bases reveals oscillating harmonic structures along contours and in homogeneous regions. We demonstrate that trained denoisers are inductively biased towards these geometry-adaptive harmonic bases since they arise not only when the network is trained on photographic images, but also when it is trained on image classes supported on low-dimensional manifolds for which the harmonic basis is suboptimal. Finally, we show that when trained on regular image classes for which the optimal basis is known to be geometry-adaptive and harmonic, the denoising performance of the networks is near-optimal.
Consistent Zero-shot 3D Texture Synthesis Using Geometry-aware Diffusion and Temporal Video Models
Current texture synthesis methods, which generate textures from fixed viewpoints, suffer from inconsistencies due to the lack of global context and geometric understanding. Meanwhile, recent advancements in video generation models have demonstrated remarkable success in achieving temporally consistent videos. In this paper, we introduce VideoTex, a novel framework for seamless texture synthesis that leverages video generation models to address both spatial and temporal inconsistencies in 3D textures. Our approach incorporates geometry-aware conditions, enabling precise utilization of 3D mesh structures. Additionally, we propose a structure-wise UV diffusion strategy, which enhances the generation of occluded areas by preserving semantic information, resulting in smoother and more coherent textures. VideoTex not only achieves smoother transitions across UV boundaries but also ensures high-quality, temporally stable textures across video frames. Extensive experiments demonstrate that VideoTex outperforms existing methods in texture fidelity, seam blending, and stability, paving the way for dynamic real-time applications that demand both visual quality and temporal coherence.
G4Splat: Geometry-Guided Gaussian Splatting with Generative Prior
Despite recent advances in leveraging generative prior from pre-trained diffusion models for 3D scene reconstruction, existing methods still face two critical limitations. First, due to the lack of reliable geometric supervision, they struggle to produce high-quality reconstructions even in observed regions, let alone in unobserved areas. Second, they lack effective mechanisms to mitigate multi-view inconsistencies in the generated images, leading to severe shape-appearance ambiguities and degraded scene geometry. In this paper, we identify accurate geometry as the fundamental prerequisite for effectively exploiting generative models to enhance 3D scene reconstruction. We first propose to leverage the prevalence of planar structures to derive accurate metric-scale depth maps, providing reliable supervision in both observed and unobserved regions. Furthermore, we incorporate this geometry guidance throughout the generative pipeline to improve visibility mask estimation, guide novel view selection, and enhance multi-view consistency when inpainting with video diffusion models, resulting in accurate and consistent scene completion. Extensive experiments on Replica, ScanNet++, and DeepBlending show that our method consistently outperforms existing baselines in both geometry and appearance reconstruction, particularly for unobserved regions. Moreover, our method naturally supports single-view inputs and unposed videos, with strong generalizability in both indoor and outdoor scenarios with practical real-world applicability. The project page is available at https://dali-jack.github.io/g4splat-web/.
Bridging Geometry-Coherent Text-to-3D Generation with Multi-View Diffusion Priors and Gaussian Splatting
Score Distillation Sampling (SDS) leverages pretrained 2D diffusion models to advance text-to-3D generation but neglects multi-view correlations, being prone to geometric inconsistencies and multi-face artifacts in the generated 3D content. In this work, we propose Coupled Score Distillation (CSD), a framework that couples multi-view joint distribution priors to ensure geometrically consistent 3D generation while enabling the stable and direct optimization of 3D Gaussian Splatting. Specifically, by reformulating the optimization as a multi-view joint optimization problem, we derive an effective optimization rule that effectively couples multi-view priors to guide optimization across different viewpoints while preserving the diversity of generated 3D assets. Additionally, we propose a framework that directly optimizes 3D Gaussian Splatting (3D-GS) with random initialization to generate geometrically consistent 3D content. We further employ a deformable tetrahedral grid, initialized from 3D-GS and refined through CSD, to produce high-quality, refined meshes. Quantitative and qualitative experimental results demonstrate the efficiency and competitive quality of our approach.
FLARE: Feed-forward Geometry, Appearance and Camera Estimation from Uncalibrated Sparse Views
We present FLARE, a feed-forward model designed to infer high-quality camera poses and 3D geometry from uncalibrated sparse-view images (i.e., as few as 2-8 inputs), which is a challenging yet practical setting in real-world applications. Our solution features a cascaded learning paradigm with camera pose serving as the critical bridge, recognizing its essential role in mapping 3D structures onto 2D image planes. Concretely, FLARE starts with camera pose estimation, whose results condition the subsequent learning of geometric structure and appearance, optimized through the objectives of geometry reconstruction and novel-view synthesis. Utilizing large-scale public datasets for training, our method delivers state-of-the-art performance in the tasks of pose estimation, geometry reconstruction, and novel view synthesis, while maintaining the inference efficiency (i.e., less than 0.5 seconds). The project page and code can be found at: https://zhanghe3z.github.io/FLARE/
DreamDance: Animating Human Images by Enriching 3D Geometry Cues from 2D Poses
In this work, we present DreamDance, a novel method for animating human images using only skeleton pose sequences as conditional inputs. Existing approaches struggle with generating coherent, high-quality content in an efficient and user-friendly manner. Concretely, baseline methods relying on only 2D pose guidance lack the cues of 3D information, leading to suboptimal results, while methods using 3D representation as guidance achieve higher quality but involve a cumbersome and time-intensive process. To address these limitations, DreamDance enriches 3D geometry cues from 2D poses by introducing an efficient diffusion model, enabling high-quality human image animation with various guidance. Our key insight is that human images naturally exhibit multiple levels of correlation, progressing from coarse skeleton poses to fine-grained geometry cues, and further from these geometry cues to explicit appearance details. Capturing such correlations could enrich the guidance signals, facilitating intra-frame coherency and inter-frame consistency. Specifically, we construct the TikTok-Dance5K dataset, comprising 5K high-quality dance videos with detailed frame annotations, including human pose, depth, and normal maps. Next, we introduce a Mutually Aligned Geometry Diffusion Model to generate fine-grained depth and normal maps for enriched guidance. Finally, a Cross-domain Controller incorporates multi-level guidance to animate human images effectively with a video diffusion model. Extensive experiments demonstrate that our method achieves state-of-the-art performance in animating human images.
IGGT: Instance-Grounded Geometry Transformer for Semantic 3D Reconstruction
Humans naturally perceive the geometric structure and semantic content of a 3D world as intertwined dimensions, enabling coherent and accurate understanding of complex scenes. However, most prior approaches prioritize training large geometry models for low-level 3D reconstruction and treat high-level spatial understanding in isolation, overlooking the crucial interplay between these two fundamental aspects of 3D-scene analysis, thereby limiting generalization and leading to poor performance in downstream 3D understanding tasks. Recent attempts have mitigated this issue by simply aligning 3D models with specific language models, thus restricting perception to the aligned model's capacity and limiting adaptability to downstream tasks. In this paper, we propose InstanceGrounded Geometry Transformer (IGGT), an end-to-end large unified transformer to unify the knowledge for both spatial reconstruction and instance-level contextual understanding. Specifically, we design a 3D-Consistent Contrastive Learning strategy that guides IGGT to encode a unified representation with geometric structures and instance-grounded clustering through only 2D visual inputs. This representation supports consistent lifting of 2D visual inputs into a coherent 3D scene with explicitly distinct object instances. To facilitate this task, we further construct InsScene-15K, a large-scale dataset with high-quality RGB images, poses, depth maps, and 3D-consistent instance-level mask annotations with a novel data curation pipeline.
GeoRef: Referring Expressions in Geometry via Task Formulation, Synthetic Supervision, and Reinforced MLLM-based Solutions
AI-driven geometric problem solving is a complex vision-language task that requires accurate diagram interpretation, mathematical reasoning, and robust cross-modal grounding. A foundational yet underexplored capability for this task is the ability to identify and interpret geometric elements based on natural language queries. To address this, we introduce the task of Referring Expression Comprehension (REC) for geometric problems, which evaluates whether models can localize points, shapes, and spatial relations in diagrams in response to textual prompts. We present GeoRef, a benchmark dataset constructed from existing geometric problem corpora, featuring diverse, high-quality annotations and queries. Due to the lack of annotated data for this task, we generate a large-scale synthetic training dataset using a structured geometric formal language, enabling broad coverage of geometric concepts and facilitating model adaptation. We explore two fine-tuning approaches: Supervised Fine-Tuning (SFT) and Group Relative Policy Optimization (GRPO). Our results show that GRPO significantly outperforms SFT by better aligning model behavior with task-specific rewards. Furthermore, we propose a verify-and-regenerate mechanism that detects incorrect predictions and re-infers answers using contextual reasoning history, further boosting accuracy. Notably, even state-of-the-art Multimodal Large Language Models (MLLMs) struggle with this task, underscoring the necessity of explicitly evaluating and strengthening geometric grounding as a prerequisite for robust geometric problem solving. Moreover, models trained on GeoRef demonstrate measurable improvements on downstream geometric reasoning tasks, highlighting the broader value of REC as a foundation for multimodal mathematical understanding.
Step1X-3D: Towards High-Fidelity and Controllable Generation of Textured 3D Assets
While generative artificial intelligence has advanced significantly across text, image, audio, and video domains, 3D generation remains comparatively underdeveloped due to fundamental challenges such as data scarcity, algorithmic limitations, and ecosystem fragmentation. To this end, we present Step1X-3D, an open framework addressing these challenges through: (1) a rigorous data curation pipeline processing >5M assets to create a 2M high-quality dataset with standardized geometric and textural properties; (2) a two-stage 3D-native architecture combining a hybrid VAE-DiT geometry generator with an diffusion-based texture synthesis module; and (3) the full open-source release of models, training code, and adaptation modules. For geometry generation, the hybrid VAE-DiT component produces TSDF representations by employing perceiver-based latent encoding with sharp edge sampling for detail preservation. The diffusion-based texture synthesis module then ensures cross-view consistency through geometric conditioning and latent-space synchronization. Benchmark results demonstrate state-of-the-art performance that exceeds existing open-source methods, while also achieving competitive quality with proprietary solutions. Notably, the framework uniquely bridges the 2D and 3D generation paradigms by supporting direct transfer of 2D control techniques~(e.g., LoRA) to 3D synthesis. By simultaneously advancing data quality, algorithmic fidelity, and reproducibility, Step1X-3D aims to establish new standards for open research in controllable 3D asset generation.
Vid2Sim: Generalizable, Video-based Reconstruction of Appearance, Geometry and Physics for Mesh-free Simulation
Faithfully reconstructing textured shapes and physical properties from videos presents an intriguing yet challenging problem. Significant efforts have been dedicated to advancing such a system identification problem in this area. Previous methods often rely on heavy optimization pipelines with a differentiable simulator and renderer to estimate physical parameters. However, these approaches frequently necessitate extensive hyperparameter tuning for each scene and involve a costly optimization process, which limits both their practicality and generalizability. In this work, we propose a novel framework, Vid2Sim, a generalizable video-based approach for recovering geometry and physical properties through a mesh-free reduced simulation based on Linear Blend Skinning (LBS), offering high computational efficiency and versatile representation capability. Specifically, Vid2Sim first reconstructs the observed configuration of the physical system from video using a feed-forward neural network trained to capture physical world knowledge. A lightweight optimization pipeline then refines the estimated appearance, geometry, and physical properties to closely align with video observations within just a few minutes. Additionally, after the reconstruction, Vid2Sim enables high-quality, mesh-free simulation with high efficiency. Extensive experiments demonstrate that our method achieves superior accuracy and efficiency in reconstructing geometry and physical properties from video data.
MeshGen: Generating PBR Textured Mesh with Render-Enhanced Auto-Encoder and Generative Data Augmentation
In this paper, we introduce MeshGen, an advanced image-to-3D pipeline that generates high-quality 3D meshes with detailed geometry and physically based rendering (PBR) textures. Addressing the challenges faced by existing 3D native diffusion models, such as suboptimal auto-encoder performance, limited controllability, poor generalization, and inconsistent image-based PBR texturing, MeshGen employs several key innovations to overcome these limitations. We pioneer a render-enhanced point-to-shape auto-encoder that compresses meshes into a compact latent space by designing perceptual optimization with ray-based regularization. This ensures that the 3D shapes are accurately represented and reconstructed to preserve geometric details within the latent space. To address data scarcity and image-shape misalignment, we further propose geometric augmentation and generative rendering augmentation techniques, which enhance the model's controllability and generalization ability, allowing it to perform well even with limited public datasets. For the texture generation, MeshGen employs a reference attention-based multi-view ControlNet for consistent appearance synthesis. This is further complemented by our multi-view PBR decomposer that estimates PBR components and a UV inpainter that fills invisible areas, ensuring a seamless and consistent texture across the 3D mesh. Our extensive experiments demonstrate that MeshGen largely outperforms previous methods in both shape and texture generation, setting a new standard for the quality of 3D meshes generated with PBR textures. See our code at https://github.com/heheyas/MeshGen, project page https://heheyas.github.io/MeshGen
Latent-NeRF for Shape-Guided Generation of 3D Shapes and Textures
Text-guided image generation has progressed rapidly in recent years, inspiring major breakthroughs in text-guided shape generation. Recently, it has been shown that using score distillation, one can successfully text-guide a NeRF model to generate a 3D object. We adapt the score distillation to the publicly available, and computationally efficient, Latent Diffusion Models, which apply the entire diffusion process in a compact latent space of a pretrained autoencoder. As NeRFs operate in image space, a naive solution for guiding them with latent score distillation would require encoding to the latent space at each guidance step. Instead, we propose to bring the NeRF to the latent space, resulting in a Latent-NeRF. Analyzing our Latent-NeRF, we show that while Text-to-3D models can generate impressive results, they are inherently unconstrained and may lack the ability to guide or enforce a specific 3D structure. To assist and direct the 3D generation, we propose to guide our Latent-NeRF using a Sketch-Shape: an abstract geometry that defines the coarse structure of the desired object. Then, we present means to integrate such a constraint directly into a Latent-NeRF. This unique combination of text and shape guidance allows for increased control over the generation process. We also show that latent score distillation can be successfully applied directly on 3D meshes. This allows for generating high-quality textures on a given geometry. Our experiments validate the power of our different forms of guidance and the efficiency of using latent rendering. Implementation is available at https://github.com/eladrich/latent-nerf
Direct3D: Scalable Image-to-3D Generation via 3D Latent Diffusion Transformer
Generating high-quality 3D assets from text and images has long been challenging, primarily due to the absence of scalable 3D representations capable of capturing intricate geometry distributions. In this work, we introduce Direct3D, a native 3D generative model scalable to in-the-wild input images, without requiring a multiview diffusion model or SDS optimization. Our approach comprises two primary components: a Direct 3D Variational Auto-Encoder (D3D-VAE) and a Direct 3D Diffusion Transformer (D3D-DiT). D3D-VAE efficiently encodes high-resolution 3D shapes into a compact and continuous latent triplane space. Notably, our method directly supervises the decoded geometry using a semi-continuous surface sampling strategy, diverging from previous methods relying on rendered images as supervision signals. D3D-DiT models the distribution of encoded 3D latents and is specifically designed to fuse positional information from the three feature maps of the triplane latent, enabling a native 3D generative model scalable to large-scale 3D datasets. Additionally, we introduce an innovative image-to-3D generation pipeline incorporating semantic and pixel-level image conditions, allowing the model to produce 3D shapes consistent with the provided conditional image input. Extensive experiments demonstrate the superiority of our large-scale pre-trained Direct3D over previous image-to-3D approaches, achieving significantly better generation quality and generalization ability, thus establishing a new state-of-the-art for 3D content creation. Project page: https://nju-3dv.github.io/projects/Direct3D/.
Diff4Splat: Controllable 4D Scene Generation with Latent Dynamic Reconstruction Models
We introduce Diff4Splat, a feed-forward method that synthesizes controllable and explicit 4D scenes from a single image. Our approach unifies the generative priors of video diffusion models with geometry and motion constraints learned from large-scale 4D datasets. Given a single input image, a camera trajectory, and an optional text prompt, Diff4Splat directly predicts a deformable 3D Gaussian field that encodes appearance, geometry, and motion, all in a single forward pass, without test-time optimization or post-hoc refinement. At the core of our framework lies a video latent transformer, which augments video diffusion models to jointly capture spatio-temporal dependencies and predict time-varying 3D Gaussian primitives. Training is guided by objectives on appearance fidelity, geometric accuracy, and motion consistency, enabling Diff4Splat to synthesize high-quality 4D scenes in 30 seconds. We demonstrate the effectiveness of Diff4Splatacross video generation, novel view synthesis, and geometry extraction, where it matches or surpasses optimization-based methods for dynamic scene synthesis while being significantly more efficient.
TiP4GEN: Text to Immersive Panorama 4D Scene Generation
With the rapid advancement and widespread adoption of VR/AR technologies, there is a growing demand for the creation of high-quality, immersive dynamic scenes. However, existing generation works predominantly concentrate on the creation of static scenes or narrow perspective-view dynamic scenes, falling short of delivering a truly 360-degree immersive experience from any viewpoint. In this paper, we introduce TiP4GEN, an advanced text-to-dynamic panorama scene generation framework that enables fine-grained content control and synthesizes motion-rich, geometry-consistent panoramic 4D scenes. TiP4GEN integrates panorama video generation and dynamic scene reconstruction to create 360-degree immersive virtual environments. For video generation, we introduce a Dual-branch Generation Model consisting of a panorama branch and a perspective branch, responsible for global and local view generation, respectively. A bidirectional cross-attention mechanism facilitates comprehensive information exchange between the branches. For scene reconstruction, we propose a Geometry-aligned Reconstruction Model based on 3D Gaussian Splatting. By aligning spatial-temporal point clouds using metric depth maps and initializing scene cameras with estimated poses, our method ensures geometric consistency and temporal coherence for the reconstructed scenes. Extensive experiments demonstrate the effectiveness of our proposed designs and the superiority of TiP4GEN in generating visually compelling and motion-coherent dynamic panoramic scenes. Our project page is at https://ke-xing.github.io/TiP4GEN/.
En3D: An Enhanced Generative Model for Sculpting 3D Humans from 2D Synthetic Data
We present En3D, an enhanced generative scheme for sculpting high-quality 3D human avatars. Unlike previous works that rely on scarce 3D datasets or limited 2D collections with imbalanced viewing angles and imprecise pose priors, our approach aims to develop a zero-shot 3D generative scheme capable of producing visually realistic, geometrically accurate and content-wise diverse 3D humans without relying on pre-existing 3D or 2D assets. To address this challenge, we introduce a meticulously crafted workflow that implements accurate physical modeling to learn the enhanced 3D generative model from synthetic 2D data. During inference, we integrate optimization modules to bridge the gap between realistic appearances and coarse 3D shapes. Specifically, En3D comprises three modules: a 3D generator that accurately models generalizable 3D humans with realistic appearance from synthesized balanced, diverse, and structured human images; a geometry sculptor that enhances shape quality using multi-view normal constraints for intricate human anatomy; and a texturing module that disentangles explicit texture maps with fidelity and editability, leveraging semantical UV partitioning and a differentiable rasterizer. Experimental results show that our approach significantly outperforms prior works in terms of image quality, geometry accuracy and content diversity. We also showcase the applicability of our generated avatars for animation and editing, as well as the scalability of our approach for content-style free adaptation.
BlockGaussian: Efficient Large-Scale Scene Novel View Synthesis via Adaptive Block-Based Gaussian Splatting
The recent advancements in 3D Gaussian Splatting (3DGS) have demonstrated remarkable potential in novel view synthesis tasks. The divide-and-conquer paradigm has enabled large-scale scene reconstruction, but significant challenges remain in scene partitioning, optimization, and merging processes. This paper introduces BlockGaussian, a novel framework incorporating a content-aware scene partition strategy and visibility-aware block optimization to achieve efficient and high-quality large-scale scene reconstruction. Specifically, our approach considers the content-complexity variation across different regions and balances computational load during scene partitioning, enabling efficient scene reconstruction. To tackle the supervision mismatch issue during independent block optimization, we introduce auxiliary points during individual block optimization to align the ground-truth supervision, which enhances the reconstruction quality. Furthermore, we propose a pseudo-view geometry constraint that effectively mitigates rendering degradation caused by airspace floaters during block merging. Extensive experiments on large-scale scenes demonstrate that our approach achieves state-of-the-art performance in both reconstruction efficiency and rendering quality, with a 5x speedup in optimization and an average PSNR improvement of 1.21 dB on multiple benchmarks. Notably, BlockGaussian significantly reduces computational requirements, enabling large-scale scene reconstruction on a single 24GB VRAM device. The project page is available at https://github.com/SunshineWYC/BlockGaussian
HeadArtist: Text-conditioned 3D Head Generation with Self Score Distillation
This work presents HeadArtist for 3D head generation from text descriptions. With a landmark-guided ControlNet serving as the generative prior, we come up with an efficient pipeline that optimizes a parameterized 3D head model under the supervision of the prior distillation itself. We call such a process self score distillation (SSD). In detail, given a sampled camera pose, we first render an image and its corresponding landmarks from the head model, and add some particular level of noise onto the image. The noisy image, landmarks, and text condition are then fed into the frozen ControlNet twice for noise prediction. Two different classifier-free guidance (CFG) weights are applied during these two predictions, and the prediction difference offers a direction on how the rendered image can better match the text of interest. Experimental results suggest that our approach delivers high-quality 3D head sculptures with adequate geometry and photorealistic appearance, significantly outperforming state-ofthe-art methods. We also show that the same pipeline well supports editing the generated heads, including both geometry deformation and appearance change.
EMDB: The Electromagnetic Database of Global 3D Human Pose and Shape in the Wild
We present EMDB, the Electromagnetic Database of Global 3D Human Pose and Shape in the Wild. EMDB is a novel dataset that contains high-quality 3D SMPL pose and shape parameters with global body and camera trajectories for in-the-wild videos. We use body-worn, wireless electromagnetic (EM) sensors and a hand-held iPhone to record a total of 58 minutes of motion data, distributed over 81 indoor and outdoor sequences and 10 participants. Together with accurate body poses and shapes, we also provide global camera poses and body root trajectories. To construct EMDB, we propose a multi-stage optimization procedure, which first fits SMPL to the 6-DoF EM measurements and then refines the poses via image observations. To achieve high-quality results, we leverage a neural implicit avatar model to reconstruct detailed human surface geometry and appearance, which allows for improved alignment and smoothness via a dense pixel-level objective. Our evaluations, conducted with a multi-view volumetric capture system, indicate that EMDB has an expected accuracy of 2.3 cm positional and 10.6 degrees angular error, surpassing the accuracy of previous in-the-wild datasets. We evaluate existing state-of-the-art monocular RGB methods for camera-relative and global pose estimation on EMDB. EMDB is publicly available under https://ait.ethz.ch/emdb
EVA3D: Compositional 3D Human Generation from 2D Image Collections
Inverse graphics aims to recover 3D models from 2D observations. Utilizing differentiable rendering, recent 3D-aware generative models have shown impressive results of rigid object generation using 2D images. However, it remains challenging to generate articulated objects, like human bodies, due to their complexity and diversity in poses and appearances. In this work, we propose, EVA3D, an unconditional 3D human generative model learned from 2D image collections only. EVA3D can sample 3D humans with detailed geometry and render high-quality images (up to 512x256) without bells and whistles (e.g. super resolution). At the core of EVA3D is a compositional human NeRF representation, which divides the human body into local parts. Each part is represented by an individual volume. This compositional representation enables 1) inherent human priors, 2) adaptive allocation of network parameters, 3) efficient training and rendering. Moreover, to accommodate for the characteristics of sparse 2D human image collections (e.g. imbalanced pose distribution), we propose a pose-guided sampling strategy for better GAN learning. Extensive experiments validate that EVA3D achieves state-of-the-art 3D human generation performance regarding both geometry and texture quality. Notably, EVA3D demonstrates great potential and scalability to "inverse-graphics" diverse human bodies with a clean framework.
EpiGRAF: Rethinking training of 3D GANs
A very recent trend in generative modeling is building 3D-aware generators from 2D image collections. To induce the 3D bias, such models typically rely on volumetric rendering, which is expensive to employ at high resolutions. During the past months, there appeared more than 10 works that address this scaling issue by training a separate 2D decoder to upsample a low-resolution image (or a feature tensor) produced from a pure 3D generator. But this solution comes at a cost: not only does it break multi-view consistency (i.e. shape and texture change when the camera moves), but it also learns the geometry in a low fidelity. In this work, we show that it is possible to obtain a high-resolution 3D generator with SotA image quality by following a completely different route of simply training the model patch-wise. We revisit and improve this optimization scheme in two ways. First, we design a location- and scale-aware discriminator to work on patches of different proportions and spatial positions. Second, we modify the patch sampling strategy based on an annealed beta distribution to stabilize training and accelerate the convergence. The resulted model, named EpiGRAF, is an efficient, high-resolution, pure 3D generator, and we test it on four datasets (two introduced in this work) at 256^2 and 512^2 resolutions. It obtains state-of-the-art image quality, high-fidelity geometry and trains {approx} 2.5 times faster than the upsampler-based counterparts. Project website: https://universome.github.io/epigraf.
Single-Shot Implicit Morphable Faces with Consistent Texture Parameterization
There is a growing demand for the accessible creation of high-quality 3D avatars that are animatable and customizable. Although 3D morphable models provide intuitive control for editing and animation, and robustness for single-view face reconstruction, they cannot easily capture geometric and appearance details. Methods based on neural implicit representations, such as signed distance functions (SDF) or neural radiance fields, approach photo-realism, but are difficult to animate and do not generalize well to unseen data. To tackle this problem, we propose a novel method for constructing implicit 3D morphable face models that are both generalizable and intuitive for editing. Trained from a collection of high-quality 3D scans, our face model is parameterized by geometry, expression, and texture latent codes with a learned SDF and explicit UV texture parameterization. Once trained, we can reconstruct an avatar from a single in-the-wild image by leveraging the learned prior to project the image into the latent space of our model. Our implicit morphable face models can be used to render an avatar from novel views, animate facial expressions by modifying expression codes, and edit textures by directly painting on the learned UV-texture maps. We demonstrate quantitatively and qualitatively that our method improves upon photo-realism, geometry, and expression accuracy compared to state-of-the-art methods.
I2V3D: Controllable image-to-video generation with 3D guidance
We present I2V3D, a novel framework for animating static images into dynamic videos with precise 3D control, leveraging the strengths of both 3D geometry guidance and advanced generative models. Our approach combines the precision of a computer graphics pipeline, enabling accurate control over elements such as camera movement, object rotation, and character animation, with the visual fidelity of generative AI to produce high-quality videos from coarsely rendered inputs. To support animations with any initial start point and extended sequences, we adopt a two-stage generation process guided by 3D geometry: 1) 3D-Guided Keyframe Generation, where a customized image diffusion model refines rendered keyframes to ensure consistency and quality, and 2) 3D-Guided Video Interpolation, a training-free approach that generates smooth, high-quality video frames between keyframes using bidirectional guidance. Experimental results highlight the effectiveness of our framework in producing controllable, high-quality animations from single input images by harmonizing 3D geometry with generative models. The code for our framework will be publicly released.
Wonder3D: Single Image to 3D using Cross-Domain Diffusion
In this work, we introduce Wonder3D, a novel method for efficiently generating high-fidelity textured meshes from single-view images.Recent methods based on Score Distillation Sampling (SDS) have shown the potential to recover 3D geometry from 2D diffusion priors, but they typically suffer from time-consuming per-shape optimization and inconsistent geometry. In contrast, certain works directly produce 3D information via fast network inferences, but their results are often of low quality and lack geometric details. To holistically improve the quality, consistency, and efficiency of image-to-3D tasks, we propose a cross-domain diffusion model that generates multi-view normal maps and the corresponding color images. To ensure consistency, we employ a multi-view cross-domain attention mechanism that facilitates information exchange across views and modalities. Lastly, we introduce a geometry-aware normal fusion algorithm that extracts high-quality surfaces from the multi-view 2D representations. Our extensive evaluations demonstrate that our method achieves high-quality reconstruction results, robust generalization, and reasonably good efficiency compared to prior works.
Guide3D: Create 3D Avatars from Text and Image Guidance
Recently, text-to-image generation has exhibited remarkable advancements, with the ability to produce visually impressive results. In contrast, text-to-3D generation has not yet reached a comparable level of quality. Existing methods primarily rely on text-guided score distillation sampling (SDS), and they encounter difficulties in transferring 2D attributes of the generated images to 3D content. In this work, we aim to develop an effective 3D generative model capable of synthesizing high-resolution textured meshes by leveraging both textual and image information. To this end, we introduce Guide3D, a zero-shot text-and-image-guided generative model for 3D avatar generation based on diffusion models. Our model involves (1) generating sparse-view images of a text-consistent character using diffusion models, and (2) jointly optimizing multi-resolution differentiable marching tetrahedral grids with pixel-aligned image features. We further propose a similarity-aware feature fusion strategy for efficiently integrating features from different views. Moreover, we introduce two novel training objectives as an alternative to calculating SDS, significantly enhancing the optimization process. We thoroughly evaluate the performance and components of our framework, which outperforms the current state-of-the-art in producing topologically and structurally correct geometry and high-resolution textures. Guide3D enables the direct transfer of 2D-generated images to the 3D space. Our code will be made publicly available.
Mono4DEditor: Text-Driven 4D Scene Editing from Monocular Video via Point-Level Localization of Language-Embedded Gaussians
Editing 4D scenes reconstructed from monocular videos based on text prompts is a valuable yet challenging task with broad applications in content creation and virtual environments. The key difficulty lies in achieving semantically precise edits in localized regions of complex, dynamic scenes, while preserving the integrity of unedited content. To address this, we introduce Mono4DEditor, a novel framework for flexible and accurate text-driven 4D scene editing. Our method augments 3D Gaussians with quantized CLIP features to form a language-embedded dynamic representation, enabling efficient semantic querying of arbitrary spatial regions. We further propose a two-stage point-level localization strategy that first selects candidate Gaussians via CLIP similarity and then refines their spatial extent to improve accuracy. Finally, targeted edits are performed on localized regions using a diffusion-based video editing model, with flow and scribble guidance ensuring spatial fidelity and temporal coherence. Extensive experiments demonstrate that Mono4DEditor enables high-quality, text-driven edits across diverse scenes and object types, while preserving the appearance and geometry of unedited areas and surpassing prior approaches in both flexibility and visual fidelity.
