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SubscribeStyleSDF: High-Resolution 3D-Consistent Image and Geometry Generation
We introduce a high resolution, 3D-consistent image and shape generation technique which we call StyleSDF. Our method is trained on single-view RGB data only, and stands on the shoulders of StyleGAN2 for image generation, while solving two main challenges in 3D-aware GANs: 1) high-resolution, view-consistent generation of the RGB images, and 2) detailed 3D shape. We achieve this by merging a SDF-based 3D representation with a style-based 2D generator. Our 3D implicit network renders low-resolution feature maps, from which the style-based network generates view-consistent, 1024x1024 images. Notably, our SDF-based 3D modeling defines detailed 3D surfaces, leading to consistent volume rendering. Our method shows higher quality results compared to state of the art in terms of visual and geometric quality.
Efficient 3D Articulated Human Generation with Layered Surface Volumes
Access to high-quality and diverse 3D articulated digital human assets is crucial in various applications, ranging from virtual reality to social platforms. Generative approaches, such as 3D generative adversarial networks (GANs), are rapidly replacing laborious manual content creation tools. However, existing 3D GAN frameworks typically rely on scene representations that leverage either template meshes, which are fast but offer limited quality, or volumes, which offer high capacity but are slow to render, thereby limiting the 3D fidelity in GAN settings. In this work, we introduce layered surface volumes (LSVs) as a new 3D object representation for articulated digital humans. LSVs represent a human body using multiple textured mesh layers around a conventional template. These layers are rendered using alpha compositing with fast differentiable rasterization, and they can be interpreted as a volumetric representation that allocates its capacity to a manifold of finite thickness around the template. Unlike conventional single-layer templates that struggle with representing fine off-surface details like hair or accessories, our surface volumes naturally capture such details. LSVs can be articulated, and they exhibit exceptional efficiency in GAN settings, where a 2D generator learns to synthesize the RGBA textures for the individual layers. Trained on unstructured, single-view 2D image datasets, our LSV-GAN generates high-quality and view-consistent 3D articulated digital humans without the need for view-inconsistent 2D upsampling networks.
SynCity: Training-Free Generation of 3D Worlds
We address the challenge of generating 3D worlds from textual descriptions. We propose SynCity, a training- and optimization-free approach, which leverages the geometric precision of pre-trained 3D generative models and the artistic versatility of 2D image generators to create large, high-quality 3D spaces. While most 3D generative models are object-centric and cannot generate large-scale worlds, we show how 3D and 2D generators can be combined to generate ever-expanding scenes. Through a tile-based approach, we allow fine-grained control over the layout and the appearance of scenes. The world is generated tile-by-tile, and each new tile is generated within its world-context and then fused with the scene. SynCity generates compelling and immersive scenes that are rich in detail and diversity.
LPFF: A Portrait Dataset for Face Generators Across Large Poses
The creation of 2D realistic facial images and 3D face shapes using generative networks has been a hot topic in recent years. Existing face generators exhibit exceptional performance on faces in small to medium poses (with respect to frontal faces) but struggle to produce realistic results for large poses. The distorted rendering results on large poses in 3D-aware generators further show that the generated 3D face shapes are far from the distribution of 3D faces in reality. We find that the above issues are caused by the training dataset's pose imbalance. In this paper, we present LPFF, a large-pose Flickr face dataset comprised of 19,590 high-quality real large-pose portrait images. We utilize our dataset to train a 2D face generator that can process large-pose face images, as well as a 3D-aware generator that can generate realistic human face geometry. To better validate our pose-conditional 3D-aware generators, we develop a new FID measure to evaluate the 3D-level performance. Through this novel FID measure and other experiments, we show that LPFF can help 2D face generators extend their latent space and better manipulate the large-pose data, and help 3D-aware face generators achieve better view consistency and more realistic 3D reconstruction results.
Free3D: Consistent Novel View Synthesis without 3D Representation
We introduce Free3D, a simple approach designed for open-set novel view synthesis (NVS) from a single image. Similar to Zero-1-to-3, we start from a pre-trained 2D image generator for generalization, and fine-tune it for NVS. Compared to recent and concurrent works, we obtain significant improvements without resorting to an explicit 3D representation, which is slow and memory-consuming or training an additional 3D network. We do so by encoding better the target camera pose via a new per-pixel ray conditioning normalization (RCN) layer. The latter injects pose information in the underlying 2D image generator by telling each pixel its specific viewing direction. We also improve multi-view consistency via a light-weight multi-view attention layer and multi-view noise sharing. We train Free3D on the Objaverse dataset and demonstrate excellent generalization to various new categories in several new datasets, including OminiObject3D and GSO. We hope our simple and effective approach will serve as a solid baseline and help future research in NVS with more accuracy pose. The project page is available at https://chuanxiaz.com/free3d/.
ReJSHand: Efficient Real-Time Hand Pose Estimation and Mesh Reconstruction Using Refined Joint and Skeleton Features
Accurate hand pose estimation is vital in robotics, advancing dexterous manipulation in human-computer interaction. Toward this goal, this paper presents ReJSHand (which stands for Refined Joint and Skeleton Features), a cutting-edge network formulated for real-time hand pose estimation and mesh reconstruction. The proposed framework is designed to accurately predict 3D hand gestures under real-time constraints, which is essential for systems that demand agile and responsive hand motion tracking. The network's design prioritizes computational efficiency without compromising accuracy, a prerequisite for instantaneous robotic interactions. Specifically, ReJSHand comprises a 2D keypoint generator, a 3D keypoint generator, an expansion block, and a feature interaction block for meticulously reconstructing 3D hand poses from 2D imagery. In addition, the multi-head self-attention mechanism and a coordinate attention layer enhance feature representation, streamlining the creation of hand mesh vertices through sophisticated feature mapping and linear transformation. Regarding performance, comprehensive evaluations on the FreiHand dataset demonstrate ReJSHand's computational prowess. It achieves a frame rate of 72 frames per second while maintaining a PA-MPJPE (Position-Accurate Mean Per Joint Position Error) of 6.3 mm and a PA-MPVPE (Position-Accurate Mean Per Vertex Position Error) of 6.4 mm. Moreover, our model reaches scores of 0.756 for F@05 and 0.984 for F@15, surpassing modern pipelines and solidifying its position at the forefront of robotic hand pose estimators. To facilitate future studies, we provide our source code at ~https://github.com/daishipeng/ReJSHand.
Get3DHuman: Lifting StyleGAN-Human into a 3D Generative Model using Pixel-aligned Reconstruction Priors
Fast generation of high-quality 3D digital humans is important to a vast number of applications ranging from entertainment to professional concerns. Recent advances in differentiable rendering have enabled the training of 3D generative models without requiring 3D ground truths. However, the quality of the generated 3D humans still has much room to improve in terms of both fidelity and diversity. In this paper, we present Get3DHuman, a novel 3D human framework that can significantly boost the realism and diversity of the generated outcomes by only using a limited budget of 3D ground-truth data. Our key observation is that the 3D generator can profit from human-related priors learned through 2D human generators and 3D reconstructors. Specifically, we bridge the latent space of Get3DHuman with that of StyleGAN-Human via a specially-designed prior network, where the input latent code is mapped to the shape and texture feature volumes spanned by the pixel-aligned 3D reconstructor. The outcomes of the prior network are then leveraged as the supervisory signals for the main generator network. To ensure effective training, we further propose three tailored losses applied to the generated feature volumes and the intermediate feature maps. Extensive experiments demonstrate that Get3DHuman greatly outperforms the other state-of-the-art approaches and can support a wide range of applications including shape interpolation, shape re-texturing, and single-view reconstruction through latent inversion.
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.
Motion-2-to-3: Leveraging 2D Motion Data to Boost 3D Motion Generation
Text-driven human motion synthesis is capturing significant attention for its ability to effortlessly generate intricate movements from abstract text cues, showcasing its potential for revolutionizing motion design not only in film narratives but also in virtual reality experiences and computer game development. Existing methods often rely on 3D motion capture data, which require special setups resulting in higher costs for data acquisition, ultimately limiting the diversity and scope of human motion. In contrast, 2D human videos offer a vast and accessible source of motion data, covering a wider range of styles and activities. In this paper, we explore leveraging 2D human motion extracted from videos as an alternative data source to improve text-driven 3D motion generation. Our approach introduces a novel framework that disentangles local joint motion from global movements, enabling efficient learning of local motion priors from 2D data. We first train a single-view 2D local motion generator on a large dataset of text-motion pairs. To enhance this model to synthesize 3D motion, we fine-tune the generator with 3D data, transforming it into a multi-view generator that predicts view-consistent local joint motion and root dynamics. Experiments on the HumanML3D dataset and novel text prompts demonstrate that our method efficiently utilizes 2D data, supporting realistic 3D human motion generation and broadening the range of motion types it supports. Our code will be made publicly available at https://zju3dv.github.io/Motion-2-to-3/.
Wavehax: Aliasing-Free Neural Waveform Synthesis Based on 2D Convolution and Harmonic Prior for Reliable Complex Spectrogram Estimation
Neural vocoders often struggle with aliasing in latent feature spaces, caused by time-domain nonlinear operations and resampling layers. Aliasing folds high-frequency components into the low-frequency range, making aliased and original frequency components indistinguishable and introducing two practical issues. First, aliasing complicates the waveform generation process, as the subsequent layers must address these aliasing effects, increasing the computational complexity. Second, it limits extrapolation performance, particularly in handling high fundamental frequencies, which degrades the perceptual quality of generated speech waveforms. This paper demonstrates that 1) time-domain nonlinear operations inevitably introduce aliasing but provide a strong inductive bias for harmonic generation, and 2) time-frequency-domain processing can achieve aliasing-free waveform synthesis but lacks the inductive bias for effective harmonic generation. Building on this insight, we propose Wavehax, an aliasing-free neural WAVEform generator that integrates 2D convolution and a HArmonic prior for reliable Complex Spectrogram estimation. Experimental results show that Wavehax achieves speech quality comparable to existing high-fidelity neural vocoders and exhibits exceptional robustness in scenarios requiring high fundamental frequency extrapolation, where aliasing effects become typically severe. Moreover, Wavehax requires less than 5% of the multiply-accumulate operations and model parameters compared to HiFi-GAN V1, while achieving over four times faster CPU inference speed.
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.
Viewset Diffusion: (0-)Image-Conditioned 3D Generative Models from 2D Data
We present Viewset Diffusion, a diffusion-based generator that outputs 3D objects while only using multi-view 2D data for supervision. We note that there exists a one-to-one mapping between viewsets, i.e., collections of several 2D views of an object, and 3D models. Hence, we train a diffusion model to generate viewsets, but design the neural network generator to reconstruct internally corresponding 3D models, thus generating those too. We fit a diffusion model to a large number of viewsets for a given category of objects. The resulting generator can be conditioned on zero, one or more input views. Conditioned on a single view, it performs 3D reconstruction accounting for the ambiguity of the task and allowing to sample multiple solutions compatible with the input. The model performs reconstruction efficiently, in a feed-forward manner, and is trained using only rendering losses using as few as three views per viewset. Project page: szymanowiczs.github.io/viewset-diffusion.
LoFi: Vision-Aided Label Generator for Wi-Fi Localization and Tracking
Data-driven Wi-Fi localization and tracking have shown great promise due to their lower reliance on specialized hardware compared to model-based methods. However, most existing data collection techniques provide only coarse-grained ground truth or a limited number of labeled points, significantly hindering the advancement of data-driven approaches. While systems like lidar can deliver precise ground truth, their high costs make them inaccessible to many users. To address these challenges, we propose LoFi, a vision-aided label generator for Wi-Fi localization and tracking. LoFi can generate ground truth position coordinates solely from 2D images, offering high precision, low cost, and ease of use. Utilizing our method, we have compiled a Wi-Fi tracking and localization dataset using the ESP32-S3 and a webcam, which will be open-sourced along with the code upon publication.
Improving 2D Human Pose Estimation in Rare Camera Views with Synthetic Data
Methods and datasets for human pose estimation focus predominantly on side- and front-view scenarios. We overcome the limitation by leveraging synthetic data and introduce RePoGen (RarE POses GENerator), an SMPL-based method for generating synthetic humans with comprehensive control over pose and view. Experiments on top-view datasets and a new dataset of real images with diverse poses show that adding the RePoGen data to the COCO dataset outperforms previous approaches to top- and bottom-view pose estimation without harming performance on common views. An ablation study shows that anatomical plausibility, a property prior research focused on, is not a prerequisite for effective performance. The introduced dataset and the corresponding code are available on https://mirapurkrabek.github.io/RePoGen-paper/ .
StyleNeRF: A Style-based 3D-Aware Generator for High-resolution Image Synthesis
We propose StyleNeRF, a 3D-aware generative model for photo-realistic high-resolution image synthesis with high multi-view consistency, which can be trained on unstructured 2D images. Existing approaches either cannot synthesize high-resolution images with fine details or yield noticeable 3D-inconsistent artifacts. In addition, many of them lack control over style attributes and explicit 3D camera poses. StyleNeRF integrates the neural radiance field (NeRF) into a style-based generator to tackle the aforementioned challenges, i.e., improving rendering efficiency and 3D consistency for high-resolution image generation. We perform volume rendering only to produce a low-resolution feature map and progressively apply upsampling in 2D to address the first issue. To mitigate the inconsistencies caused by 2D upsampling, we propose multiple designs, including a better upsampler and a new regularization loss. With these designs, StyleNeRF can synthesize high-resolution images at interactive rates while preserving 3D consistency at high quality. StyleNeRF also enables control of camera poses and different levels of styles, which can generalize to unseen views. It also supports challenging tasks, including zoom-in and-out, style mixing, inversion, and semantic editing.
MaskTerial: A Foundation Model for Automated 2D Material Flake Detection
The detection and classification of exfoliated two-dimensional (2D) material flakes from optical microscope images can be automated using computer vision algorithms. This has the potential to increase the accuracy and objectivity of classification and the efficiency of sample fabrication, and it allows for large-scale data collection. Existing algorithms often exhibit challenges in identifying low-contrast materials and typically require large amounts of training data. Here, we present a deep learning model, called MaskTerial, that uses an instance segmentation network to reliably identify 2D material flakes. The model is extensively pre-trained using a synthetic data generator, that generates realistic microscopy images from unlabeled data. This results in a model that can to quickly adapt to new materials with as little as 5 to 10 images. Furthermore, an uncertainty estimation model is used to finally classify the predictions based on optical contrast. We evaluate our method on eight different datasets comprising five different 2D materials and demonstrate significant improvements over existing techniques in the detection of low-contrast materials such as hexagonal boron nitride.
Mimic3D: Thriving 3D-Aware GANs via 3D-to-2D Imitation
Generating images with both photorealism and multiview 3D consistency is crucial for 3D-aware GANs, yet existing methods struggle to achieve them simultaneously. Improving the photorealism via CNN-based 2D super-resolution can break the strict 3D consistency, while keeping the 3D consistency by learning high-resolution 3D representations for direct rendering often compromises image quality. In this paper, we propose a novel learning strategy, namely 3D-to-2D imitation, which enables a 3D-aware GAN to generate high-quality images while maintaining their strict 3D consistency, by letting the images synthesized by the generator's 3D rendering branch to mimic those generated by its 2D super-resolution branch. We also introduce 3D-aware convolutions into the generator for better 3D representation learning, which further improves the image generation quality. With the above strategies, our method reaches FID scores of 5.4 and 4.3 on FFHQ and AFHQ-v2 Cats, respectively, at 512x512 resolution, largely outperforming existing 3D-aware GANs using direct 3D rendering and coming very close to the previous state-of-the-art method that leverages 2D super-resolution. Project website: https://seanchenxy.github.io/Mimic3DWeb.
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.
2L3: Lifting Imperfect Generated 2D Images into Accurate 3D
Reconstructing 3D objects from a single image is an intriguing but challenging problem. One promising solution is to utilize multi-view (MV) 3D reconstruction to fuse generated MV images into consistent 3D objects. However, the generated images usually suffer from inconsistent lighting, misaligned geometry, and sparse views, leading to poor reconstruction quality. To cope with these problems, we present a novel 3D reconstruction framework that leverages intrinsic decomposition guidance, transient-mono prior guidance, and view augmentation to cope with the three issues, respectively. Specifically, we first leverage to decouple the shading information from the generated images to reduce the impact of inconsistent lighting; then, we introduce mono prior with view-dependent transient encoding to enhance the reconstructed normal; and finally, we design a view augmentation fusion strategy that minimizes pixel-level loss in generated sparse views and semantic loss in augmented random views, resulting in view-consistent geometry and detailed textures. Our approach, therefore, enables the integration of a pre-trained MV image generator and a neural network-based volumetric signed distance function (SDF) representation for a single image to 3D object reconstruction. We evaluate our framework on various datasets and demonstrate its superior performance in both quantitative and qualitative assessments, signifying a significant advancement in 3D object reconstruction. Compared with the latest state-of-the-art method Syncdreamer~liu2023syncdreamer, we reduce the Chamfer Distance error by about 36\% and improve PSNR by about 30\% .
From Keypoints to Realism: A Realistic and Accurate Virtual Try-on Network from 2D Images
The aim of image-based virtual try-on is to generate realistic images of individuals wearing target garments, ensuring that the pose, body shape and characteristics of the target garment are accurately preserved. Existing methods often fail to reproduce the fine details of target garments effectively and lack generalizability to new scenarios. In the proposed method, the person's initial garment is completely removed. Subsequently, a precise warping is performed using the predicted keypoints to fully align the target garment with the body structure and pose of the individual. Based on the warped garment, a body segmentation map is more accurately predicted. Then, using an alignment-aware segment normalization, the misaligned areas between the warped garment and the predicted garment region in the segmentation map are removed. Finally, the generator produces the final image with high visual quality, reconstructing the precise characteristics of the target garment, including its overall shape and texture. This approach emphasizes preserving garment characteristics and improving adaptability to various poses, providing better generalization for diverse applications.
AG3D: Learning to Generate 3D Avatars from 2D Image Collections
While progress in 2D generative models of human appearance has been rapid, many applications require 3D avatars that can be animated and rendered. Unfortunately, most existing methods for learning generative models of 3D humans with diverse shape and appearance require 3D training data, which is limited and expensive to acquire. The key to progress is hence to learn generative models of 3D avatars from abundant unstructured 2D image collections. However, learning realistic and complete 3D appearance and geometry in this under-constrained setting remains challenging, especially in the presence of loose clothing such as dresses. In this paper, we propose a new adversarial generative model of realistic 3D people from 2D images. Our method captures shape and deformation of the body and loose clothing by adopting a holistic 3D generator and integrating an efficient and flexible articulation module. To improve realism, we train our model using multiple discriminators while also integrating geometric cues in the form of predicted 2D normal maps. We experimentally find that our method outperforms previous 3D- and articulation-aware methods in terms of geometry and appearance. We validate the effectiveness of our model and the importance of each component via systematic ablation studies.
PeopleSansPeople: A Synthetic Data Generator for Human-Centric Computer Vision
In recent years, person detection and human pose estimation have made great strides, helped by large-scale labeled datasets. However, these datasets had no guarantees or analysis of human activities, poses, or context diversity. Additionally, privacy, legal, safety, and ethical concerns may limit the ability to collect more human data. An emerging alternative to real-world data that alleviates some of these issues is synthetic data. However, creation of synthetic data generators is incredibly challenging and prevents researchers from exploring their usefulness. Therefore, we release a human-centric synthetic data generator PeopleSansPeople which contains simulation-ready 3D human assets, a parameterized lighting and camera system, and generates 2D and 3D bounding box, instance and semantic segmentation, and COCO pose labels. Using PeopleSansPeople, we performed benchmark synthetic data training using a Detectron2 Keypoint R-CNN variant [1]. We found that pre-training a network using synthetic data and fine-tuning on various sizes of real-world data resulted in a keypoint AP increase of +38.03 (44.43 pm 0.17 vs. 6.40) for few-shot transfer (limited subsets of COCO-person train [2]), and an increase of +1.47 (63.47 pm 0.19 vs. 62.00) for abundant real data regimes, outperforming models trained with the same real data alone. We also found that our models outperformed those pre-trained with ImageNet with a keypoint AP increase of +22.53 (44.43 pm 0.17 vs. 21.90) for few-shot transfer and +1.07 (63.47 pm 0.19 vs. 62.40) for abundant real data regimes. This freely-available data generator should enable a wide range of research into the emerging field of simulation to real transfer learning in the critical area of human-centric computer vision.
DreamFusion: Text-to-3D using 2D Diffusion
Recent breakthroughs in text-to-image synthesis have been driven by diffusion models trained on billions of image-text pairs. Adapting this approach to 3D synthesis would require large-scale datasets of labeled 3D data and efficient architectures for denoising 3D data, neither of which currently exist. In this work, we circumvent these limitations by using a pretrained 2D text-to-image diffusion model to perform text-to-3D synthesis. We introduce a loss based on probability density distillation that enables the use of a 2D diffusion model as a prior for optimization of a parametric image generator. Using this loss in a DeepDream-like procedure, we optimize a randomly-initialized 3D model (a Neural Radiance Field, or NeRF) via gradient descent such that its 2D renderings from random angles achieve a low loss. The resulting 3D model of the given text can be viewed from any angle, relit by arbitrary illumination, or composited into any 3D environment. Our approach requires no 3D training data and no modifications to the image diffusion model, demonstrating the effectiveness of pretrained image diffusion models as priors.
Control4D: Dynamic Portrait Editing by Learning 4D GAN from 2D Diffusion-based Editor
Recent years have witnessed considerable achievements in editing images with text instructions. When applying these editors to dynamic scene editing, the new-style scene tends to be temporally inconsistent due to the frame-by-frame nature of these 2D editors. To tackle this issue, we propose Control4D, a novel approach for high-fidelity and temporally consistent 4D portrait editing. Control4D is built upon an efficient 4D representation with a 2D diffusion-based editor. Instead of using direct supervisions from the editor, our method learns a 4D GAN from it and avoids the inconsistent supervision signals. Specifically, we employ a discriminator to learn the generation distribution based on the edited images and then update the generator with the discrimination signals. For more stable training, multi-level information is extracted from the edited images and used to facilitate the learning of the generator. Experimental results show that Control4D surpasses previous approaches and achieves more photo-realistic and consistent 4D editing performances. The link to our project website is https://control4darxiv.github.io.
3DPortraitGAN: Learning One-Quarter Headshot 3D GANs from a Single-View Portrait Dataset with Diverse Body Poses
3D-aware face generators are typically trained on 2D real-life face image datasets that primarily consist of near-frontal face data, and as such, they are unable to construct one-quarter headshot 3D portraits with complete head, neck, and shoulder geometry. Two reasons account for this issue: First, existing facial recognition methods struggle with extracting facial data captured from large camera angles or back views. Second, it is challenging to learn a distribution of 3D portraits covering the one-quarter headshot region from single-view data due to significant geometric deformation caused by diverse body poses. To this end, we first create the dataset 360{\deg}-Portrait-HQ (360{\deg}PHQ for short) which consists of high-quality single-view real portraits annotated with a variety of camera parameters (the yaw angles span the entire 360{\deg} range) and body poses. We then propose 3DPortraitGAN, the first 3D-aware one-quarter headshot portrait generator that learns a canonical 3D avatar distribution from the 360{\deg}PHQ dataset with body pose self-learning. Our model can generate view-consistent portrait images from all camera angles with a canonical one-quarter headshot 3D representation. Our experiments show that the proposed framework can accurately predict portrait body poses and generate view-consistent, realistic portrait images with complete geometry from all camera angles.
HoloFusion: Towards Photo-realistic 3D Generative Modeling
Diffusion-based image generators can now produce high-quality and diverse samples, but their success has yet to fully translate to 3D generation: existing diffusion methods can either generate low-resolution but 3D consistent outputs, or detailed 2D views of 3D objects but with potential structural defects and lacking view consistency or realism. We present HoloFusion, a method that combines the best of these approaches to produce high-fidelity, plausible, and diverse 3D samples while learning from a collection of multi-view 2D images only. The method first generates coarse 3D samples using a variant of the recently proposed HoloDiffusion generator. Then, it independently renders and upsamples a large number of views of the coarse 3D model, super-resolves them to add detail, and distills those into a single, high-fidelity implicit 3D representation, which also ensures view consistency of the final renders. The super-resolution network is trained as an integral part of HoloFusion, end-to-end, and the final distillation uses a new sampling scheme to capture the space of super-resolved signals. We compare our method against existing baselines, including DreamFusion, Get3D, EG3D, and HoloDiffusion, and achieve, to the best of our knowledge, the most realistic results on the challenging CO3Dv2 dataset.
DisCo3D: Distilling Multi-View Consistency for 3D Scene Editing
While diffusion models have demonstrated remarkable progress in 2D image generation and editing, extending these capabilities to 3D editing remains challenging, particularly in maintaining multi-view consistency. Classical approaches typically update 3D representations through iterative refinement based on a single editing view. However, these methods often suffer from slow convergence and blurry artifacts caused by cross-view inconsistencies. Recent methods improve efficiency by propagating 2D editing attention features, yet still exhibit fine-grained inconsistencies and failure modes in complex scenes due to insufficient constraints. To address this, we propose DisCo3D, a novel framework that distills 3D consistency priors into a 2D editor. Our method first fine-tunes a 3D generator using multi-view inputs for scene adaptation, then trains a 2D editor through consistency distillation. The edited multi-view outputs are finally optimized into 3D representations via Gaussian Splatting. Experimental results show DisCo3D achieves stable multi-view consistency and outperforms state-of-the-art methods in editing quality.
InstructAvatar: Text-Guided Emotion and Motion Control for Avatar Generation
Recent talking avatar generation models have made strides in achieving realistic and accurate lip synchronization with the audio, but often fall short in controlling and conveying detailed expressions and emotions of the avatar, making the generated video less vivid and controllable. In this paper, we propose a novel text-guided approach for generating emotionally expressive 2D avatars, offering fine-grained control, improved interactivity, and generalizability to the resulting video. Our framework, named InstructAvatar, leverages a natural language interface to control the emotion as well as the facial motion of avatars. Technically, we design an automatic annotation pipeline to construct an instruction-video paired training dataset, equipped with a novel two-branch diffusion-based generator to predict avatars with audio and text instructions at the same time. Experimental results demonstrate that InstructAvatar produces results that align well with both conditions, and outperforms existing methods in fine-grained emotion control, lip-sync quality, and naturalness. Our project page is https://wangyuchi369.github.io/InstructAvatar/.
ScaleDreamer: Scalable Text-to-3D Synthesis with Asynchronous Score Distillation
By leveraging the text-to-image diffusion priors, score distillation can synthesize 3D contents without paired text-3D training data. Instead of spending hours of online optimization per text prompt, recent studies have been focused on learning a text-to-3D generative network for amortizing multiple text-3D relations, which can synthesize 3D contents in seconds. However, existing score distillation methods are hard to scale up to a large amount of text prompts due to the difficulties in aligning pretrained diffusion prior with the distribution of rendered images from various text prompts. Current state-of-the-arts such as Variational Score Distillation finetune the pretrained diffusion model to minimize the noise prediction error so as to align the distributions, which are however unstable to train and will impair the model's comprehension capability to numerous text prompts. Based on the observation that the diffusion models tend to have lower noise prediction errors at earlier timesteps, we propose Asynchronous Score Distillation (ASD), which minimizes the noise prediction error by shifting the diffusion timestep to earlier ones. ASD is stable to train and can scale up to 100k prompts. It reduces the noise prediction error without changing the weights of pre-trained diffusion model, thus keeping its strong comprehension capability to prompts. We conduct extensive experiments across different 2D diffusion models, including Stable Diffusion and MVDream, and text-to-3D generators, including Hyper-iNGP, 3DConv-Net and Triplane-Transformer. The results demonstrate ASD's effectiveness in stable 3D generator training, high-quality 3D content synthesis, and its superior prompt-consistency, especially under large prompt corpus.
Neural Gaffer: Relighting Any Object via Diffusion
Single-image relighting is a challenging task that involves reasoning about the complex interplay between geometry, materials, and lighting. Many prior methods either support only specific categories of images, such as portraits, or require special capture conditions, like using a flashlight. Alternatively, some methods explicitly decompose a scene into intrinsic components, such as normals and BRDFs, which can be inaccurate or under-expressive. In this work, we propose a novel end-to-end 2D relighting diffusion model, called Neural Gaffer, that takes a single image of any object and can synthesize an accurate, high-quality relit image under any novel environmental lighting condition, simply by conditioning an image generator on a target environment map, without an explicit scene decomposition. Our method builds on a pre-trained diffusion model, and fine-tunes it on a synthetic relighting dataset, revealing and harnessing the inherent understanding of lighting present in the diffusion model. We evaluate our model on both synthetic and in-the-wild Internet imagery and demonstrate its advantages in terms of generalization and accuracy. Moreover, by combining with other generative methods, our model enables many downstream 2D tasks, such as text-based relighting and object insertion. Our model can also operate as a strong relighting prior for 3D tasks, such as relighting a radiance field.
VMem: Consistent Interactive Video Scene Generation with Surfel-Indexed View Memory
We propose a novel memory mechanism to build video generators that can explore environments interactively. Similar results have previously been achieved by out-painting 2D views of the scene while incrementally reconstructing its 3D geometry, which quickly accumulates errors, or by video generators with a short context window, which struggle to maintain scene coherence over the long term. To address these limitations, we introduce Surfel-Indexed View Memory (VMem), a mechanism that remembers past views by indexing them geometrically based on the 3D surface elements (surfels) they have observed. VMem enables the efficient retrieval of the most relevant past views when generating new ones. By focusing only on these relevant views, our method produces consistent explorations of imagined environments at a fraction of the computational cost of using all past views as context. We evaluate our approach on challenging long-term scene synthesis benchmarks and demonstrate superior performance compared to existing methods in maintaining scene coherence and camera control.
CHORUS: Learning Canonicalized 3D Human-Object Spatial Relations from Unbounded Synthesized Images
We present a method for teaching machines to understand and model the underlying spatial common sense of diverse human-object interactions in 3D in a self-supervised way. This is a challenging task, as there exist specific manifolds of the interactions that can be considered human-like and natural, but the human pose and the geometry of objects can vary even for similar interactions. Such diversity makes the annotating task of 3D interactions difficult and hard to scale, which limits the potential to reason about that in a supervised way. One way of learning the 3D spatial relationship between humans and objects during interaction is by showing multiple 2D images captured from different viewpoints when humans interact with the same type of objects. The core idea of our method is to leverage a generative model that produces high-quality 2D images from an arbitrary text prompt input as an "unbounded" data generator with effective controllability and view diversity. Despite its imperfection of the image quality over real images, we demonstrate that the synthesized images are sufficient to learn the 3D human-object spatial relations. We present multiple strategies to leverage the synthesized images, including (1) the first method to leverage a generative image model for 3D human-object spatial relation learning; (2) a framework to reason about the 3D spatial relations from inconsistent 2D cues in a self-supervised manner via 3D occupancy reasoning with pose canonicalization; (3) semantic clustering to disambiguate different types of interactions with the same object types; and (4) a novel metric to assess the quality of 3D spatial learning of interaction.
Learning 3D-Aware GANs from Unposed Images with Template Feature Field
Collecting accurate camera poses of training images has been shown to well serve the learning of 3D-aware generative adversarial networks (GANs) yet can be quite expensive in practice. This work targets learning 3D-aware GANs from unposed images, for which we propose to perform on-the-fly pose estimation of training images with a learned template feature field (TeFF). Concretely, in addition to a generative radiance field as in previous approaches, we ask the generator to also learn a field from 2D semantic features while sharing the density from the radiance field. Such a framework allows us to acquire a canonical 3D feature template leveraging the dataset mean discovered by the generative model, and further efficiently estimate the pose parameters on real data. Experimental results on various challenging datasets demonstrate the superiority of our approach over state-of-the-art alternatives from both the qualitative and the quantitative perspectives.
3DHumanGAN: 3D-Aware Human Image Generation with 3D Pose Mapping
We present 3DHumanGAN, a 3D-aware generative adversarial network that synthesizes photorealistic images of full-body humans with consistent appearances under different view-angles and body-poses. To tackle the representational and computational challenges in synthesizing the articulated structure of human bodies, we propose a novel generator architecture in which a 2D convolutional backbone is modulated by a 3D pose mapping network. The 3D pose mapping network is formulated as a renderable implicit function conditioned on a posed 3D human mesh. This design has several merits: i) it leverages the strength of 2D GANs to produce high-quality images; ii) it generates consistent images under varying view-angles and poses; iii) the model can incorporate the 3D human prior and enable pose conditioning. Project page: https://3dhumangan.github.io/.
OmniPart: Part-Aware 3D Generation with Semantic Decoupling and Structural Cohesion
The creation of 3D assets with explicit, editable part structures is crucial for advancing interactive applications, yet most generative methods produce only monolithic shapes, limiting their utility. We introduce OmniPart, a novel framework for part-aware 3D object generation designed to achieve high semantic decoupling among components while maintaining robust structural cohesion. OmniPart uniquely decouples this complex task into two synergistic stages: (1) an autoregressive structure planning module generates a controllable, variable-length sequence of 3D part bounding boxes, critically guided by flexible 2D part masks that allow for intuitive control over part decomposition without requiring direct correspondences or semantic labels; and (2) a spatially-conditioned rectified flow model, efficiently adapted from a pre-trained holistic 3D generator, synthesizes all 3D parts simultaneously and consistently within the planned layout. Our approach supports user-defined part granularity, precise localization, and enables diverse downstream applications. Extensive experiments demonstrate that OmniPart achieves state-of-the-art performance, paving the way for more interpretable, editable, and versatile 3D content.
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.
LATTICE: Democratize High-Fidelity 3D Generation at Scale
We present LATTICE, a new framework for high-fidelity 3D asset generation that bridges the quality and scalability gap between 3D and 2D generative models. While 2D image synthesis benefits from fixed spatial grids and well-established transformer architectures, 3D generation remains fundamentally more challenging due to the need to predict both spatial structure and detailed geometric surfaces from scratch. These challenges are exacerbated by the computational complexity of existing 3D representations and the lack of structured and scalable 3D asset encoding schemes. To address this, we propose VoxSet, a semi-structured representation that compresses 3D assets into a compact set of latent vectors anchored to a coarse voxel grid, enabling efficient and position-aware generation. VoxSet retains the simplicity and compression advantages of prior VecSet methods while introducing explicit structure into the latent space, allowing positional embeddings to guide generation and enabling strong token-level test-time scaling. Built upon this representation, LATTICE adopts a two-stage pipeline: first generating a sparse voxelized geometry anchor, then producing detailed geometry using a rectified flow transformer. Our method is simple at its core, but supports arbitrary resolution decoding, low-cost training, and flexible inference schemes, achieving state-of-the-art performance on various aspects, and offering a significant step toward scalable, high-quality 3D asset creation.
Advances in 3D Generation: A Survey
Generating 3D models lies at the core of computer graphics and has been the focus of decades of research. With the emergence of advanced neural representations and generative models, the field of 3D content generation is developing rapidly, enabling the creation of increasingly high-quality and diverse 3D models. The rapid growth of this field makes it difficult to stay abreast of all recent developments. In this survey, we aim to introduce the fundamental methodologies of 3D generation methods and establish a structured roadmap, encompassing 3D representation, generation methods, datasets, and corresponding applications. Specifically, we introduce the 3D representations that serve as the backbone for 3D generation. Furthermore, we provide a comprehensive overview of the rapidly growing literature on generation methods, categorized by the type of algorithmic paradigms, including feedforward generation, optimization-based generation, procedural generation, and generative novel view synthesis. Lastly, we discuss available datasets, applications, and open challenges. We hope this survey will help readers explore this exciting topic and foster further advancements in the field of 3D content generation.
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.
Drawing2CAD: Sequence-to-Sequence Learning for CAD Generation from Vector Drawings
Computer-Aided Design (CAD) generative modeling is driving significant innovations across industrial applications. Recent works have shown remarkable progress in creating solid models from various inputs such as point clouds, meshes, and text descriptions. However, these methods fundamentally diverge from traditional industrial workflows that begin with 2D engineering drawings. The automatic generation of parametric CAD models from these 2D vector drawings remains underexplored despite being a critical step in engineering design. To address this gap, our key insight is to reframe CAD generation as a sequence-to-sequence learning problem where vector drawing primitives directly inform the generation of parametric CAD operations, preserving geometric precision and design intent throughout the transformation process. We propose Drawing2CAD, a framework with three key technical components: a network-friendly vector primitive representation that preserves precise geometric information, a dual-decoder transformer architecture that decouples command type and parameter generation while maintaining precise correspondence, and a soft target distribution loss function accommodating inherent flexibility in CAD parameters. To train and evaluate Drawing2CAD, we create CAD-VGDrawing, a dataset of paired engineering drawings and parametric CAD models, and conduct thorough experiments to demonstrate the effectiveness of our method. Code and dataset are available at https://github.com/lllssc/Drawing2CAD.
Unaligned 2D to 3D Translation with Conditional Vector-Quantized Code Diffusion using Transformers
Generating 3D images of complex objects conditionally from a few 2D views is a difficult synthesis problem, compounded by issues such as domain gap and geometric misalignment. For instance, a unified framework such as Generative Adversarial Networks cannot achieve this unless they explicitly define both a domain-invariant and geometric-invariant joint latent distribution, whereas Neural Radiance Fields are generally unable to handle both issues as they optimize at the pixel level. By contrast, we propose a simple and novel 2D to 3D synthesis approach based on conditional diffusion with vector-quantized codes. Operating in an information-rich code space enables high-resolution 3D synthesis via full-coverage attention across the views. Specifically, we generate the 3D codes (e.g. for CT images) conditional on previously generated 3D codes and the entire codebook of two 2D views (e.g. 2D X-rays). Qualitative and quantitative results demonstrate state-of-the-art performance over specialized methods across varied evaluation criteria, including fidelity metrics such as density, coverage, and distortion metrics for two complex volumetric imagery datasets from in real-world scenarios.
Pandora3D: A Comprehensive Framework for High-Quality 3D Shape and Texture Generation
This report presents a comprehensive framework for generating high-quality 3D shapes and textures from diverse input prompts, including single images, multi-view images, and text descriptions. The framework consists of 3D shape generation and texture generation. (1). The 3D shape generation pipeline employs a Variational Autoencoder (VAE) to encode implicit 3D geometries into a latent space and a diffusion network to generate latents conditioned on input prompts, with modifications to enhance model capacity. An alternative Artist-Created Mesh (AM) generation approach is also explored, yielding promising results for simpler geometries. (2). Texture generation involves a multi-stage process starting with frontal images generation followed by multi-view images generation, RGB-to-PBR texture conversion, and high-resolution multi-view texture refinement. A consistency scheduler is plugged into every stage, to enforce pixel-wise consistency among multi-view textures during inference, ensuring seamless integration. The pipeline demonstrates effective handling of diverse input formats, leveraging advanced neural architectures and novel methodologies to produce high-quality 3D content. This report details the system architecture, experimental results, and potential future directions to improve and expand the framework. The source code and pretrained weights are released at: https://github.com/Tencent/Tencent-XR-3DGen.
Slimmable Generative Adversarial Networks
Generative adversarial networks (GANs) have achieved remarkable progress in recent years, but the continuously growing scale of models makes them challenging to deploy widely in practical applications. In particular, for real-time generation tasks, different devices require generators of different sizes due to varying computing power. In this paper, we introduce slimmable GANs (SlimGANs), which can flexibly switch the width of the generator to accommodate various quality-efficiency trade-offs at runtime. Specifically, we leverage multiple discriminators that share partial parameters to train the slimmable generator. To facilitate the consistency between generators of different widths, we present a stepwise inplace distillation technique that encourages narrow generators to learn from wide ones. As for class-conditional generation, we propose a sliceable conditional batch normalization that incorporates the label information into different widths. Our methods are validated, both quantitatively and qualitatively, by extensive experiments and a detailed ablation study.
SceneDreamer: Unbounded 3D Scene Generation from 2D Image Collections
In this work, we present SceneDreamer, an unconditional generative model for unbounded 3D scenes, which synthesizes large-scale 3D landscapes from random noise. Our framework is learned from in-the-wild 2D image collections only, without any 3D annotations. At the core of SceneDreamer is a principled learning paradigm comprising 1) an efficient yet expressive 3D scene representation, 2) a generative scene parameterization, and 3) an effective renderer that can leverage the knowledge from 2D images. Our approach begins with an efficient bird's-eye-view (BEV) representation generated from simplex noise, which includes a height field for surface elevation and a semantic field for detailed scene semantics. This BEV scene representation enables 1) representing a 3D scene with quadratic complexity, 2) disentangled geometry and semantics, and 3) efficient training. Moreover, we propose a novel generative neural hash grid to parameterize the latent space based on 3D positions and scene semantics, aiming to encode generalizable features across various scenes. Lastly, a neural volumetric renderer, learned from 2D image collections through adversarial training, is employed to produce photorealistic images. Extensive experiments demonstrate the effectiveness of SceneDreamer and superiority over state-of-the-art methods in generating vivid yet diverse unbounded 3D worlds.
pLSTM: parallelizable Linear Source Transition Mark networks
Modern recurrent architectures, such as xLSTM and Mamba, have recently challenged the Transformer in language modeling. However, their structure constrains their applicability to sequences only or requires processing multi-dimensional data structures, such as images or molecular graphs, in a pre-defined sequential order. In contrast, Multi-Dimensional RNNs (MDRNNs) are well suited for data with a higher level structure, like 2D grids, trees, and directed acyclic graphs (DAGs). In this work, we extend the notion of multi-dimensionality to linear RNNs. We introduce parallelizable Linear Source Transition Mark networks (pLSTMs) using Source, Transition, and Mark gates that act on the line graph of a general DAG. This enables parallelization in analogy to parallel associative scans and the chunkwise-recurrent form of sequential linear RNNs, but for DAGs. For regular grids (1D and 2D), like images, this scheme can be efficiently implemented using einsum operations, concatenations, and padding in logarithmic time. pLSTMs tackle the vanishing/exploding activation/gradient problem for long distances in DAGs via two distinct modes: a directed propagation mode (P-mode) and a diffusive distribution mode (D-mode). To showcase the long-range capabilities of pLSTM, we introduce arrow-pointing extrapolation as a synthetic computer vision task that contains long-distance directional information. We demonstrate that pLSTMs generalize well to larger image sizes, whereas Transformers struggle to extrapolate. On established molecular graph and computer vision benchmarks, pLSTMs also show strong performance. Code and Datasets are available at: https://github.com/ml-jku/plstm_experiments.
VertexRegen: Mesh Generation with Continuous Level of Detail
We introduce VertexRegen, a novel mesh generation framework that enables generation at a continuous level of detail. Existing autoregressive methods generate meshes in a partial-to-complete manner and thus intermediate steps of generation represent incomplete structures. VertexRegen takes inspiration from progressive meshes and reformulates the process as the reversal of edge collapse, i.e. vertex split, learned through a generative model. Experimental results demonstrate that VertexRegen produces meshes of comparable quality to state-of-the-art methods while uniquely offering anytime generation with the flexibility to halt at any step to yield valid meshes with varying levels of detail.
VPP: Efficient Conditional 3D Generation via Voxel-Point Progressive Representation
Conditional 3D generation is undergoing a significant advancement, enabling the free creation of 3D content from inputs such as text or 2D images. However, previous approaches have suffered from low inference efficiency, limited generation categories, and restricted downstream applications. In this work, we revisit the impact of different 3D representations on generation quality and efficiency. We propose a progressive generation method through Voxel-Point Progressive Representation (VPP). VPP leverages structured voxel representation in the proposed Voxel Semantic Generator and the sparsity of unstructured point representation in the Point Upsampler, enabling efficient generation of multi-category objects. VPP can generate high-quality 8K point clouds within 0.2 seconds. Additionally, the masked generation Transformer allows for various 3D downstream tasks, such as generation, editing, completion, and pre-training. Extensive experiments demonstrate that VPP efficiently generates high-fidelity and diverse 3D shapes across different categories, while also exhibiting excellent representation transfer performance. Codes will be released at https://github.com/qizekun/VPP.
DeepCAD: A Deep Generative Network for Computer-Aided Design Models
Deep generative models of 3D shapes have received a great deal of research interest. Yet, almost all of them generate discrete shape representations, such as voxels, point clouds, and polygon meshes. We present the first 3D generative model for a drastically different shape representation --- describing a shape as a sequence of computer-aided design (CAD) operations. Unlike meshes and point clouds, CAD models encode the user creation process of 3D shapes, widely used in numerous industrial and engineering design tasks. However, the sequential and irregular structure of CAD operations poses significant challenges for existing 3D generative models. Drawing an analogy between CAD operations and natural language, we propose a CAD generative network based on the Transformer. We demonstrate the performance of our model for both shape autoencoding and random shape generation. To train our network, we create a new CAD dataset consisting of 178,238 models and their CAD construction sequences. We have made this dataset publicly available to promote future research on this topic.
Domain Expansion of Image Generators
Can one inject new concepts into an already trained generative model, while respecting its existing structure and knowledge? We propose a new task - domain expansion - to address this. Given a pretrained generator and novel (but related) domains, we expand the generator to jointly model all domains, old and new, harmoniously. First, we note the generator contains a meaningful, pretrained latent space. Is it possible to minimally perturb this hard-earned representation, while maximally representing the new domains? Interestingly, we find that the latent space offers unused, "dormant" directions, which do not affect the output. This provides an opportunity: By "repurposing" these directions, we can represent new domains without perturbing the original representation. In fact, we find that pretrained generators have the capacity to add several - even hundreds - of new domains! Using our expansion method, one "expanded" model can supersede numerous domain-specific models, without expanding the model size. Additionally, a single expanded generator natively supports smooth transitions between domains, as well as composition of domains. Code and project page available at https://yotamnitzan.github.io/domain-expansion/.
HexaGen3D: StableDiffusion is just one step away from Fast and Diverse Text-to-3D Generation
Despite the latest remarkable advances in generative modeling, efficient generation of high-quality 3D assets from textual prompts remains a difficult task. A key challenge lies in data scarcity: the most extensive 3D datasets encompass merely millions of assets, while their 2D counterparts contain billions of text-image pairs. To address this, we propose a novel approach which harnesses the power of large, pretrained 2D diffusion models. More specifically, our approach, HexaGen3D, fine-tunes a pretrained text-to-image model to jointly predict 6 orthographic projections and the corresponding latent triplane. We then decode these latents to generate a textured mesh. HexaGen3D does not require per-sample optimization, and can infer high-quality and diverse objects from textual prompts in 7 seconds, offering significantly better quality-to-latency trade-offs when comparing to existing approaches. Furthermore, HexaGen3D demonstrates strong generalization to new objects or compositions.
XCube (X^3): Large-Scale 3D Generative Modeling using Sparse Voxel Hierarchies
We present X^3 (pronounced XCube), a novel generative model for high-resolution sparse 3D voxel grids with arbitrary attributes. Our model can generate millions of voxels with a finest effective resolution of up to 1024^3 in a feed-forward fashion without time-consuming test-time optimization. To achieve this, we employ a hierarchical voxel latent diffusion model which generates progressively higher resolution grids in a coarse-to-fine manner using a custom framework built on the highly efficient VDB data structure. Apart from generating high-resolution objects, we demonstrate the effectiveness of XCube on large outdoor scenes at scales of 100mtimes100m with a voxel size as small as 10cm. We observe clear qualitative and quantitative improvements over past approaches. In addition to unconditional generation, we show that our model can be used to solve a variety of tasks such as user-guided editing, scene completion from a single scan, and text-to-3D. More results and details can be found at https://research.nvidia.com/labs/toronto-ai/xcube/.
3D-aware Image Generation using 2D Diffusion Models
In this paper, we introduce a novel 3D-aware image generation method that leverages 2D diffusion models. We formulate the 3D-aware image generation task as multiview 2D image set generation, and further to a sequential unconditional-conditional multiview image generation process. This allows us to utilize 2D diffusion models to boost the generative modeling power of the method. Additionally, we incorporate depth information from monocular depth estimators to construct the training data for the conditional diffusion model using only still images. We train our method on a large-scale dataset, i.e., ImageNet, which is not addressed by previous methods. It produces high-quality images that significantly outperform prior methods. Furthermore, our approach showcases its capability to generate instances with large view angles, even though the training images are diverse and unaligned, gathered from "in-the-wild" real-world environments.
Learning Versatile 3D Shape Generation with Improved AR Models
Auto-Regressive (AR) models have achieved impressive results in 2D image generation by modeling joint distributions in the grid space. While this approach has been extended to the 3D domain for powerful shape generation, it still has two limitations: expensive computations on volumetric grids and ambiguous auto-regressive order along grid dimensions. To overcome these limitations, we propose the Improved Auto-regressive Model (ImAM) for 3D shape generation, which applies discrete representation learning based on a latent vector instead of volumetric grids. Our approach not only reduces computational costs but also preserves essential geometric details by learning the joint distribution in a more tractable order. Moreover, thanks to the simplicity of our model architecture, we can naturally extend it from unconditional to conditional generation by concatenating various conditioning inputs, such as point clouds, categories, images, and texts. Extensive experiments demonstrate that ImAM can synthesize diverse and faithful shapes of multiple categories, achieving state-of-the-art performance.
SynthForge: Synthesizing High-Quality Face Dataset with Controllable 3D Generative Models
Recent advancements in generative models have unlocked the capabilities to render photo-realistic data in a controllable fashion. Trained on the real data, these generative models are capable of producing realistic samples with minimal to no domain gap, as compared to the traditional graphics rendering. However, using the data generated using such models for training downstream tasks remains under-explored, mainly due to the lack of 3D consistent annotations. Moreover, controllable generative models are learned from massive data and their latent space is often too vast to obtain meaningful sample distributions for downstream task with limited generation. To overcome these challenges, we extract 3D consistent annotations from an existing controllable generative model, making the data useful for downstream tasks. Our experiments show competitive performance against state-of-the-art models using only generated synthetic data, demonstrating potential for solving downstream tasks. Project page: https://synth-forge.github.io
Toward Spatially Unbiased Generative Models
Recent image generation models show remarkable generation performance. However, they mirror strong location preference in datasets, which we call spatial bias. Therefore, generators render poor samples at unseen locations and scales. We argue that the generators rely on their implicit positional encoding to render spatial content. From our observations, the generator's implicit positional encoding is translation-variant, making the generator spatially biased. To address this issue, we propose injecting explicit positional encoding at each scale of the generator. By learning the spatially unbiased generator, we facilitate the robust use of generators in multiple tasks, such as GAN inversion, multi-scale generation, generation of arbitrary sizes and aspect ratios. Furthermore, we show that our method can also be applied to denoising diffusion probabilistic models.
GaussianDreamerPro: Text to Manipulable 3D Gaussians with Highly Enhanced Quality
Recently, 3D Gaussian splatting (3D-GS) has achieved great success in reconstructing and rendering real-world scenes. To transfer the high rendering quality to generation tasks, a series of research works attempt to generate 3D-Gaussian assets from text. However, the generated assets have not achieved the same quality as those in reconstruction tasks. We observe that Gaussians tend to grow without control as the generation process may cause indeterminacy. Aiming at highly enhancing the generation quality, we propose a novel framework named GaussianDreamerPro. The main idea is to bind Gaussians to reasonable geometry, which evolves over the whole generation process. Along different stages of our framework, both the geometry and appearance can be enriched progressively. The final output asset is constructed with 3D Gaussians bound to mesh, which shows significantly enhanced details and quality compared with previous methods. Notably, the generated asset can also be seamlessly integrated into downstream manipulation pipelines, e.g. animation, composition, and simulation etc., greatly promoting its potential in wide applications. Demos are available at https://taoranyi.com/gaussiandreamerpro/.
Taming Feed-forward Reconstruction Models as Latent Encoders for 3D Generative Models
Recent AI-based 3D content creation has largely evolved along two paths: feed-forward image-to-3D reconstruction approaches and 3D generative models trained with 2D or 3D supervision. In this work, we show that existing feed-forward reconstruction methods can serve as effective latent encoders for training 3D generative models, thereby bridging these two paradigms. By reusing powerful pre-trained reconstruction models, we avoid computationally expensive encoder network training and obtain rich 3D latent features for generative modeling for free. However, the latent spaces of reconstruction models are not well-suited for generative modeling due to their unstructured nature. To enable flow-based model training on these latent features, we develop post-processing pipelines, including protocols to standardize the features and spatial weighting to concentrate on important regions. We further incorporate a 2D image space perceptual rendering loss to handle the high-dimensional latent spaces. Finally, we propose a multi-stream transformer-based rectified flow architecture to achieve linear scaling and high-quality text-conditioned 3D generation. Our framework leverages the advancements of feed-forward reconstruction models to enhance the scalability of 3D generative modeling, achieving both high computational efficiency and state-of-the-art performance in text-to-3D generation.
Learning a Probabilistic Latent Space of Object Shapes via 3D Generative-Adversarial Modeling
We study the problem of 3D object generation. We propose a novel framework, namely 3D Generative Adversarial Network (3D-GAN), which generates 3D objects from a probabilistic space by leveraging recent advances in volumetric convolutional networks and generative adversarial nets. The benefits of our model are three-fold: first, the use of an adversarial criterion, instead of traditional heuristic criteria, enables the generator to capture object structure implicitly and to synthesize high-quality 3D objects; second, the generator establishes a mapping from a low-dimensional probabilistic space to the space of 3D objects, so that we can sample objects without a reference image or CAD models, and explore the 3D object manifold; third, the adversarial discriminator provides a powerful 3D shape descriptor which, learned without supervision, has wide applications in 3D object recognition. Experiments demonstrate that our method generates high-quality 3D objects, and our unsupervisedly learned features achieve impressive performance on 3D object recognition, comparable with those of supervised learning methods.
Adversarial Generation of Hierarchical Gaussians for 3D Generative Model
Most advances in 3D Generative Adversarial Networks (3D GANs) largely depend on ray casting-based volume rendering, which incurs demanding rendering costs. One promising alternative is rasterization-based 3D Gaussian Splatting (3D-GS), providing a much faster rendering speed and explicit 3D representation. In this paper, we exploit Gaussian as a 3D representation for 3D GANs by leveraging its efficient and explicit characteristics. However, in an adversarial framework, we observe that a na\"ive generator architecture suffers from training instability and lacks the capability to adjust the scale of Gaussians. This leads to model divergence and visual artifacts due to the absence of proper guidance for initialized positions of Gaussians and densification to manage their scales adaptively. To address these issues, we introduce a generator architecture with a hierarchical multi-scale Gaussian representation that effectively regularizes the position and scale of generated Gaussians. Specifically, we design a hierarchy of Gaussians where finer-level Gaussians are parameterized by their coarser-level counterparts; the position of finer-level Gaussians would be located near their coarser-level counterparts, and the scale would monotonically decrease as the level becomes finer, modeling both coarse and fine details of the 3D scene. Experimental results demonstrate that ours achieves a significantly faster rendering speed (x100) compared to state-of-the-art 3D consistent GANs with comparable 3D generation capability. Project page: https://hse1032.github.io/gsgan.
3DILG: Irregular Latent Grids for 3D Generative Modeling
We propose a new representation for encoding 3D shapes as neural fields. The representation is designed to be compatible with the transformer architecture and to benefit both shape reconstruction and shape generation. Existing works on neural fields are grid-based representations with latents defined on a regular grid. In contrast, we define latents on irregular grids, enabling our representation to be sparse and adaptive. In the context of shape reconstruction from point clouds, our shape representation built on irregular grids improves upon grid-based methods in terms of reconstruction accuracy. For shape generation, our representation promotes high-quality shape generation using auto-regressive probabilistic models. We show different applications that improve over the current state of the art. First, we show results for probabilistic shape reconstruction from a single higher resolution image. Second, we train a probabilistic model conditioned on very low resolution images. Third, we apply our model to category-conditioned generation. All probabilistic experiments confirm that we are able to generate detailed and high quality shapes to yield the new state of the art in generative 3D shape modeling.
MaGRITTe: Manipulative and Generative 3D Realization from Image, Topview and Text
The generation of 3D scenes from user-specified conditions offers a promising avenue for alleviating the production burden in 3D applications. Previous studies required significant effort to realize the desired scene, owing to limited control conditions. We propose a method for controlling and generating 3D scenes under multimodal conditions using partial images, layout information represented in the top view, and text prompts. Combining these conditions to generate a 3D scene involves the following significant difficulties: (1) the creation of large datasets, (2) reflection on the interaction of multimodal conditions, and (3) domain dependence of the layout conditions. We decompose the process of 3D scene generation into 2D image generation from the given conditions and 3D scene generation from 2D images. 2D image generation is achieved by fine-tuning a pretrained text-to-image model with a small artificial dataset of partial images and layouts, and 3D scene generation is achieved by layout-conditioned depth estimation and neural radiance fields (NeRF), thereby avoiding the creation of large datasets. The use of a common representation of spatial information using 360-degree images allows for the consideration of multimodal condition interactions and reduces the domain dependence of the layout control. The experimental results qualitatively and quantitatively demonstrated that the proposed method can generate 3D scenes in diverse domains, from indoor to outdoor, according to multimodal conditions.
An Object is Worth 64x64 Pixels: Generating 3D Object via Image Diffusion
We introduce a new approach for generating realistic 3D models with UV maps through a representation termed "Object Images." This approach encapsulates surface geometry, appearance, and patch structures within a 64x64 pixel image, effectively converting complex 3D shapes into a more manageable 2D format. By doing so, we address the challenges of both geometric and semantic irregularity inherent in polygonal meshes. This method allows us to use image generation models, such as Diffusion Transformers, directly for 3D shape generation. Evaluated on the ABO dataset, our generated shapes with patch structures achieve point cloud FID comparable to recent 3D generative models, while naturally supporting PBR material generation.
Advances in 4D Generation: A Survey
Generative artificial intelligence (AI) has made significant progress across various domains in recent years. Building on the rapid advancements in 2D, video, and 3D content generation fields, 4D generation has emerged as a novel and rapidly evolving research area, attracting growing attention. 4D generation focuses on creating dynamic 3D assets with spatiotemporal consistency based on user input, offering greater creative freedom and richer immersive experiences. This paper presents a comprehensive survey of the 4D generation field, systematically summarizing its core technologies, developmental trajectory, key challenges, and practical applications, while also exploring potential future research directions. The survey begins by introducing various fundamental 4D representation models, followed by a review of 4D generation frameworks built upon these representations and the key technologies that incorporate motion and geometry priors into 4D assets. We summarize five major challenges of 4D generation: consistency, controllability, diversity, efficiency, and fidelity, accompanied by an outline of existing solutions to address these issues. We systematically analyze applications of 4D generation, spanning dynamic object generation, scene generation, digital human synthesis, 4D editing, and autonomous driving. Finally, we provide an in-depth discussion of the obstacles currently hindering the development of the 4D generation. This survey offers a clear and comprehensive overview of 4D generation, aiming to stimulate further exploration and innovation in this rapidly evolving field. Our code is publicly available at: https://github.com/MiaoQiaowei/Awesome-4D.
MaPa: Text-driven Photorealistic Material Painting for 3D Shapes
This paper aims to generate materials for 3D meshes from text descriptions. Unlike existing methods that synthesize texture maps, we propose to generate segment-wise procedural material graphs as the appearance representation, which supports high-quality rendering and provides substantial flexibility in editing. Instead of relying on extensive paired data, i.e., 3D meshes with material graphs and corresponding text descriptions, to train a material graph generative model, we propose to leverage the pre-trained 2D diffusion model as a bridge to connect the text and material graphs. Specifically, our approach decomposes a shape into a set of segments and designs a segment-controlled diffusion model to synthesize 2D images that are aligned with mesh parts. Based on generated images, we initialize parameters of material graphs and fine-tune them through the differentiable rendering module to produce materials in accordance with the textual description. Extensive experiments demonstrate the superior performance of our framework in photorealism, resolution, and editability over existing methods. Project page: https://zhanghe3z.github.io/MaPa/
Sculpt3D: Multi-View Consistent Text-to-3D Generation with Sparse 3D Prior
Recent works on text-to-3d generation show that using only 2D diffusion supervision for 3D generation tends to produce results with inconsistent appearances (e.g., faces on the back view) and inaccurate shapes (e.g., animals with extra legs). Existing methods mainly address this issue by retraining diffusion models with images rendered from 3D data to ensure multi-view consistency while struggling to balance 2D generation quality with 3D consistency. In this paper, we present a new framework Sculpt3D that equips the current pipeline with explicit injection of 3D priors from retrieved reference objects without re-training the 2D diffusion model. Specifically, we demonstrate that high-quality and diverse 3D geometry can be guaranteed by keypoints supervision through a sparse ray sampling approach. Moreover, to ensure accurate appearances of different views, we further modulate the output of the 2D diffusion model to the correct patterns of the template views without altering the generated object's style. These two decoupled designs effectively harness 3D information from reference objects to generate 3D objects while preserving the generation quality of the 2D diffusion model. Extensive experiments show our method can largely improve the multi-view consistency while retaining fidelity and diversity. Our project page is available at: https://stellarcheng.github.io/Sculpt3D/.
Pushing Auto-regressive Models for 3D Shape Generation at Capacity and Scalability
Auto-regressive models have achieved impressive results in 2D image generation by modeling joint distributions in grid space. In this paper, we extend auto-regressive models to 3D domains, and seek a stronger ability of 3D shape generation by improving auto-regressive models at capacity and scalability simultaneously. Firstly, we leverage an ensemble of publicly available 3D datasets to facilitate the training of large-scale models. It consists of a comprehensive collection of approximately 900,000 objects, with multiple properties of meshes, points, voxels, rendered images, and text captions. This diverse labeled dataset, termed Objaverse-Mix, empowers our model to learn from a wide range of object variations. However, directly applying 3D auto-regression encounters critical challenges of high computational demands on volumetric grids and ambiguous auto-regressive order along grid dimensions, resulting in inferior quality of 3D shapes. To this end, we then present a novel framework Argus3D in terms of capacity. Concretely, our approach introduces discrete representation learning based on a latent vector instead of volumetric grids, which not only reduces computational costs but also preserves essential geometric details by learning the joint distributions in a more tractable order. The capacity of conditional generation can thus be realized by simply concatenating various conditioning inputs to the latent vector, such as point clouds, categories, images, and texts. In addition, thanks to the simplicity of our model architecture, we naturally scale up our approach to a larger model with an impressive 3.6 billion parameters, further enhancing the quality of versatile 3D generation. Extensive experiments on four generation tasks demonstrate that Argus3D can synthesize diverse and faithful shapes across multiple categories, achieving remarkable performance.
Efficient and Scalable Graph Generation through Iterative Local Expansion
In the realm of generative models for graphs, extensive research has been conducted. However, most existing methods struggle with large graphs due to the complexity of representing the entire joint distribution across all node pairs and capturing both global and local graph structures simultaneously. To overcome these issues, we introduce a method that generates a graph by progressively expanding a single node to a target graph. In each step, nodes and edges are added in a localized manner through denoising diffusion, building first the global structure, and then refining the local details. The local generation avoids modeling the entire joint distribution over all node pairs, achieving substantial computational savings with subquadratic runtime relative to node count while maintaining high expressivity through multiscale generation. Our experiments show that our model achieves state-of-the-art performance on well-established benchmark datasets while successfully scaling to graphs with at least 5000 nodes. Our method is also the first to successfully extrapolate to graphs outside of the training distribution, showcasing a much better generalization capability over existing methods.
DreamCraft: Text-Guided Generation of Functional 3D Environments in Minecraft
Procedural Content Generation (PCG) algorithms enable the automatic generation of complex and diverse artifacts. However, they don't provide high-level control over the generated content and typically require domain expertise. In contrast, text-to-3D methods allow users to specify desired characteristics in natural language, offering a high amount of flexibility and expressivity. But unlike PCG, such approaches cannot guarantee functionality, which is crucial for certain applications like game design. In this paper, we present a method for generating functional 3D artifacts from free-form text prompts in the open-world game Minecraft. Our method, DreamCraft, trains quantized Neural Radiance Fields (NeRFs) to represent artifacts that, when viewed in-game, match given text descriptions. We find that DreamCraft produces more aligned in-game artifacts than a baseline that post-processes the output of an unconstrained NeRF. Thanks to the quantized representation of the environment, functional constraints can be integrated using specialized loss terms. We show how this can be leveraged to generate 3D structures that match a target distribution or obey certain adjacency rules over the block types. DreamCraft inherits a high degree of expressivity and controllability from the NeRF, while still being able to incorporate functional constraints through domain-specific objectives.
NeuSDFusion: A Spatial-Aware Generative Model for 3D Shape Completion, Reconstruction, and Generation
3D shape generation aims to produce innovative 3D content adhering to specific conditions and constraints. Existing methods often decompose 3D shapes into a sequence of localized components, treating each element in isolation without considering spatial consistency. As a result, these approaches exhibit limited versatility in 3D data representation and shape generation, hindering their ability to generate highly diverse 3D shapes that comply with the specified constraints. In this paper, we introduce a novel spatial-aware 3D shape generation framework that leverages 2D plane representations for enhanced 3D shape modeling. To ensure spatial coherence and reduce memory usage, we incorporate a hybrid shape representation technique that directly learns a continuous signed distance field representation of the 3D shape using orthogonal 2D planes. Additionally, we meticulously enforce spatial correspondences across distinct planes using a transformer-based autoencoder structure, promoting the preservation of spatial relationships in the generated 3D shapes. This yields an algorithm that consistently outperforms state-of-the-art 3D shape generation methods on various tasks, including unconditional shape generation, multi-modal shape completion, single-view reconstruction, and text-to-shape synthesis.
Graphically Structured Diffusion Models
We introduce a framework for automatically defining and learning deep generative models with problem-specific structure. We tackle problem domains that are more traditionally solved by algorithms such as sorting, constraint satisfaction for Sudoku, and matrix factorization. Concretely, we train diffusion models with an architecture tailored to the problem specification. This problem specification should contain a graphical model describing relationships between variables, and often benefits from explicit representation of subcomputations. Permutation invariances can also be exploited. Across a diverse set of experiments we improve the scaling relationship between problem dimension and our model's performance, in terms of both training time and final accuracy. Our code can be found at https://github.com/plai-group/gsdm.
GaussianDreamer: Fast Generation from Text to 3D Gaussian Splatting with Point Cloud Priors
In recent times, the generation of 3D assets from text prompts has shown impressive results. Both 2D and 3D diffusion models can generate decent 3D objects based on prompts. 3D diffusion models have good 3D consistency, but their quality and generalization are limited as trainable 3D data is expensive and hard to obtain. 2D diffusion models enjoy strong abilities of generalization and fine generation, but the 3D consistency is hard to guarantee. This paper attempts to bridge the power from the two types of diffusion models via the recent explicit and efficient 3D Gaussian splatting representation. A fast 3D generation framework, named as \name, is proposed, where the 3D diffusion model provides point cloud priors for initialization and the 2D diffusion model enriches the geometry and appearance. Operations of noisy point growing and color perturbation are introduced to enhance the initialized Gaussians. Our \name can generate a high-quality 3D instance within 25 minutes on one GPU, much faster than previous methods, while the generated instances can be directly rendered in real time. Demos and code are available at https://taoranyi.com/gaussiandreamer/.
From 2D CAD Drawings to 3D Parametric Models: A Vision-Language Approach
In this paper, we present CAD2Program, a new method for reconstructing 3D parametric models from 2D CAD drawings. Our proposed method is inspired by recent successes in vision-language models (VLMs), and departs from traditional methods which rely on task-specific data representations and/or algorithms. Specifically, on the input side, we simply treat the 2D CAD drawing as a raster image, regardless of its original format, and encode the image with a standard ViT model. We show that such an encoding scheme achieves competitive performance against existing methods that operate on vector-graphics inputs, while imposing substantially fewer restrictions on the 2D drawings. On the output side, our method auto-regressively predicts a general-purpose language describing 3D parametric models in text form. Compared to other sequence modeling methods for CAD which use domain-specific sequence representations with fixed-size slots, our text-based representation is more flexible, and can be easily extended to arbitrary geometric entities and semantic or functional properties. Experimental results on a large-scale dataset of cabinet models demonstrate the effectiveness of our method.
A Spark of Vision-Language Intelligence: 2-Dimensional Autoregressive Transformer for Efficient Finegrained Image Generation
This work tackles the information loss bottleneck of vector-quantization (VQ) autoregressive image generation by introducing a novel model architecture called the 2-Dimensional Autoregression (DnD) Transformer. The DnD-Transformer predicts more codes for an image by introducing a new autoregression direction, model depth, along with the sequence length direction. Compared to traditional 1D autoregression and previous work utilizing similar 2D image decomposition such as RQ-Transformer, the DnD-Transformer is an end-to-end model that can generate higher quality images with the same backbone model size and sequence length, opening a new optimization perspective for autoregressive image generation. Furthermore, our experiments reveal that the DnD-Transformer's potential extends beyond generating natural images. It can even generate images with rich text and graphical elements in a self-supervised manner, demonstrating an understanding of these combined modalities. This has not been previously demonstrated for popular vision generative models such as diffusion models, showing a spark of vision-language intelligence when trained solely on images. Code, datasets and models are open at https://github.com/chenllliang/DnD-Transformer.
Text-to-3D using Gaussian Splatting
In this paper, we present Gaussian Splatting based text-to-3D generation (GSGEN), a novel approach for generating high-quality 3D objects. Previous methods suffer from inaccurate geometry and limited fidelity due to the absence of 3D prior and proper representation. We leverage 3D Gaussian Splatting, a recent state-of-the-art representation, to address existing shortcomings by exploiting the explicit nature that enables the incorporation of 3D prior. Specifically, our method adopts a progressive optimization strategy, which includes a geometry optimization stage and an appearance refinement stage. In geometry optimization, a coarse representation is established under a 3D geometry prior along with the ordinary 2D SDS loss, ensuring a sensible and 3D-consistent rough shape. Subsequently, the obtained Gaussians undergo an iterative refinement to enrich details. In this stage, we increase the number of Gaussians by compactness-based densification to enhance continuity and improve fidelity. With these designs, our approach can generate 3D content with delicate details and more accurate geometry. Extensive evaluations demonstrate the effectiveness of our method, especially for capturing high-frequency components. Video results are provided at https://gsgen3d.github.io. Our code is available at https://github.com/gsgen3d/gsgen
3DShape2VecSet: A 3D Shape Representation for Neural Fields and Generative Diffusion Models
We introduce 3DShape2VecSet, a novel shape representation for neural fields designed for generative diffusion models. Our shape representation can encode 3D shapes given as surface models or point clouds, and represents them as neural fields. The concept of neural fields has previously been combined with a global latent vector, a regular grid of latent vectors, or an irregular grid of latent vectors. Our new representation encodes neural fields on top of a set of vectors. We draw from multiple concepts, such as the radial basis function representation and the cross attention and self-attention function, to design a learnable representation that is especially suitable for processing with transformers. Our results show improved performance in 3D shape encoding and 3D shape generative modeling tasks. We demonstrate a wide variety of generative applications: unconditioned generation, category-conditioned generation, text-conditioned generation, point-cloud completion, and image-conditioned generation.
SeamlessGAN: Self-Supervised Synthesis of Tileable Texture Maps
We present SeamlessGAN, a method capable of automatically generating tileable texture maps from a single input exemplar. In contrast to most existing methods, focused solely on solving the synthesis problem, our work tackles both problems, synthesis and tileability, simultaneously. Our key idea is to realize that tiling a latent space within a generative network trained using adversarial expansion techniques produces outputs with continuity at the seam intersection that can be then be turned into tileable images by cropping the central area. Since not every value of the latent space is valid to produce high-quality outputs, we leverage the discriminator as a perceptual error metric capable of identifying artifact-free textures during a sampling process. Further, in contrast to previous work on deep texture synthesis, our model is designed and optimized to work with multi-layered texture representations, enabling textures composed of multiple maps such as albedo, normals, etc. We extensively test our design choices for the network architecture, loss function and sampling parameters. We show qualitatively and quantitatively that our approach outperforms previous methods and works for textures of different types.
Improving Graph Generation by Restricting Graph Bandwidth
Deep graph generative modeling has proven capable of learning the distribution of complex, multi-scale structures characterizing real-world graphs. However, one of the main limitations of existing methods is their large output space, which limits generation scalability and hinders accurate modeling of the underlying distribution. To overcome these limitations, we propose a novel approach that significantly reduces the output space of existing graph generative models. Specifically, starting from the observation that many real-world graphs have low graph bandwidth, we restrict graph bandwidth during training and generation. Our strategy improves both generation scalability and quality without increasing architectural complexity or reducing expressiveness. Our approach is compatible with existing graph generative methods, and we describe its application to both autoregressive and one-shot models. We extensively validate our strategy on synthetic and real datasets, including molecular graphs. Our experiments show that, in addition to improving generation efficiency, our approach consistently improves generation quality and reconstruction accuracy. The implementation is made available.
MeshAnything V2: Artist-Created Mesh Generation With Adjacent Mesh Tokenization
We introduce MeshAnything V2, an autoregressive transformer that generates Artist-Created Meshes (AM) aligned to given shapes. It can be integrated with various 3D asset production pipelines to achieve high-quality, highly controllable AM generation. MeshAnything V2 surpasses previous methods in both efficiency and performance using models of the same size. These improvements are due to our newly proposed mesh tokenization method: Adjacent Mesh Tokenization (AMT). Different from previous methods that represent each face with three vertices, AMT uses a single vertex whenever possible. Compared to previous methods, AMT requires about half the token sequence length to represent the same mesh in average. Furthermore, the token sequences from AMT are more compact and well-structured, fundamentally benefiting AM generation. Our extensive experiments show that AMT significantly improves the efficiency and performance of AM generation. Project Page: https://buaacyw.github.io/meshanything-v2/
Meta 3D Gen
We introduce Meta 3D Gen (3DGen), a new state-of-the-art, fast pipeline for text-to-3D asset generation. 3DGen offers 3D asset creation with high prompt fidelity and high-quality 3D shapes and textures in under a minute. It supports physically-based rendering (PBR), necessary for 3D asset relighting in real-world applications. Additionally, 3DGen supports generative retexturing of previously generated (or artist-created) 3D shapes using additional textual inputs provided by the user. 3DGen integrates key technical components, Meta 3D AssetGen and Meta 3D TextureGen, that we developed for text-to-3D and text-to-texture generation, respectively. By combining their strengths, 3DGen represents 3D objects simultaneously in three ways: in view space, in volumetric space, and in UV (or texture) space. The integration of these two techniques achieves a win rate of 68% with respect to the single-stage model. We compare 3DGen to numerous industry baselines, and show that it outperforms them in terms of prompt fidelity and visual quality for complex textual prompts, while being significantly faster.
FlexTok: Resampling Images into 1D Token Sequences of Flexible Length
Image tokenization has enabled major advances in autoregressive image generation by providing compressed, discrete representations that are more efficient to process than raw pixels. While traditional approaches use 2D grid tokenization, recent methods like TiTok have shown that 1D tokenization can achieve high generation quality by eliminating grid redundancies. However, these methods typically use a fixed number of tokens and thus cannot adapt to an image's inherent complexity. We introduce FlexTok, a tokenizer that projects 2D images into variable-length, ordered 1D token sequences. For example, a 256x256 image can be resampled into anywhere from 1 to 256 discrete tokens, hierarchically and semantically compressing its information. By training a rectified flow model as the decoder and using nested dropout, FlexTok produces plausible reconstructions regardless of the chosen token sequence length. We evaluate our approach in an autoregressive generation setting using a simple GPT-style Transformer. On ImageNet, this approach achieves an FID<2 across 8 to 128 tokens, outperforming TiTok and matching state-of-the-art methods with far fewer tokens. We further extend the model to support to text-conditioned image generation and examine how FlexTok relates to traditional 2D tokenization. A key finding is that FlexTok enables next-token prediction to describe images in a coarse-to-fine "visual vocabulary", and that the number of tokens to generate depends on the complexity of the generation task.
Object-Centric Domain Randomization for 3D Shape Reconstruction in the Wild
One of the biggest challenges in single-view 3D shape reconstruction in the wild is the scarcity of <3D shape, 2D image>-paired data from real-world environments. Inspired by remarkable achievements via domain randomization, we propose ObjectDR which synthesizes such paired data via a random simulation of visual variations in object appearances and backgrounds. Our data synthesis framework exploits a conditional generative model (e.g., ControlNet) to generate images conforming to spatial conditions such as 2.5D sketches, which are obtainable through a rendering process of 3D shapes from object collections (e.g., Objaverse-XL). To simulate diverse variations while preserving object silhouettes embedded in spatial conditions, we also introduce a disentangled framework which leverages an initial object guidance. After synthesizing a wide range of data, we pre-train a model on them so that it learns to capture a domain-invariant geometry prior which is consistent across various domains. We validate its effectiveness by substantially improving 3D shape reconstruction models on a real-world benchmark. In a scale-up evaluation, our pre-training achieves 23.6% superior results compared with the pre-training on high-quality computer graphics renderings.
A Style-Based Generator Architecture for Generative Adversarial Networks
We propose an alternative generator architecture for generative adversarial networks, borrowing from style transfer literature. The new architecture leads to an automatically learned, unsupervised separation of high-level attributes (e.g., pose and identity when trained on human faces) and stochastic variation in the generated images (e.g., freckles, hair), and it enables intuitive, scale-specific control of the synthesis. The new generator improves the state-of-the-art in terms of traditional distribution quality metrics, leads to demonstrably better interpolation properties, and also better disentangles the latent factors of variation. To quantify interpolation quality and disentanglement, we propose two new, automated methods that are applicable to any generator architecture. Finally, we introduce a new, highly varied and high-quality dataset of human faces.
3D Scene Generation: A Survey
3D scene generation seeks to synthesize spatially structured, semantically meaningful, and photorealistic environments for applications such as immersive media, robotics, autonomous driving, and embodied AI. Early methods based on procedural rules offered scalability but limited diversity. Recent advances in deep generative models (e.g., GANs, diffusion models) and 3D representations (e.g., NeRF, 3D Gaussians) have enabled the learning of real-world scene distributions, improving fidelity, diversity, and view consistency. Recent advances like diffusion models bridge 3D scene synthesis and photorealism by reframing generation as image or video synthesis problems. This survey provides a systematic overview of state-of-the-art approaches, organizing them into four paradigms: procedural generation, neural 3D-based generation, image-based generation, and video-based generation. We analyze their technical foundations, trade-offs, and representative results, and review commonly used datasets, evaluation protocols, and downstream applications. We conclude by discussing key challenges in generation capacity, 3D representation, data and annotations, and evaluation, and outline promising directions including higher fidelity, physics-aware and interactive generation, and unified perception-generation models. This review organizes recent advances in 3D scene generation and highlights promising directions at the intersection of generative AI, 3D vision, and embodied intelligence. To track ongoing developments, we maintain an up-to-date project page: https://github.com/hzxie/Awesome-3D-Scene-Generation.
Generative AI meets 3D: A Survey on Text-to-3D in AIGC Era
Generative AI (AIGC, a.k.a. AI generated content) has made remarkable progress in the past few years, among which text-guided content generation is the most practical one since it enables the interaction between human instruction and AIGC. Due to the development in text-to-image as well 3D modeling technologies (like NeRF), text-to-3D has become a newly emerging yet highly active research field. Our work conducts the first yet comprehensive survey on text-to-3D to help readers interested in this direction quickly catch up with its fast development. First, we introduce 3D data representations, including both Euclidean data and non-Euclidean data. On top of that, we introduce various foundation technologies as well as summarize how recent works combine those foundation technologies to realize satisfactory text-to-3D. Moreover, we summarize how text-to-3D technology is used in various applications, including avatar generation, texture generation, shape transformation, and scene generation.
GenXD: Generating Any 3D and 4D Scenes
Recent developments in 2D visual generation have been remarkably successful. However, 3D and 4D generation remain challenging in real-world applications due to the lack of large-scale 4D data and effective model design. In this paper, we propose to jointly investigate general 3D and 4D generation by leveraging camera and object movements commonly observed in daily life. Due to the lack of real-world 4D data in the community, we first propose a data curation pipeline to obtain camera poses and object motion strength from videos. Based on this pipeline, we introduce a large-scale real-world 4D scene dataset: CamVid-30K. By leveraging all the 3D and 4D data, we develop our framework, GenXD, which allows us to produce any 3D or 4D scene. We propose multiview-temporal modules, which disentangle camera and object movements, to seamlessly learn from both 3D and 4D data. Additionally, GenXD employs masked latent conditions to support a variety of conditioning views. GenXD can generate videos that follow the camera trajectory as well as consistent 3D views that can be lifted into 3D representations. We perform extensive evaluations across various real-world and synthetic datasets, demonstrating GenXD's effectiveness and versatility compared to previous methods in 3D and 4D generation.
Compositional Transformers for Scene Generation
We introduce the GANformer2 model, an iterative object-oriented transformer, explored for the task of generative modeling. The network incorporates strong and explicit structural priors, to reflect the compositional nature of visual scenes, and synthesizes images through a sequential process. It operates in two stages: a fast and lightweight planning phase, where we draft a high-level scene layout, followed by an attention-based execution phase, where the layout is being refined, evolving into a rich and detailed picture. Our model moves away from conventional black-box GAN architectures that feature a flat and monolithic latent space towards a transparent design that encourages efficiency, controllability and interpretability. We demonstrate GANformer2's strengths and qualities through a careful evaluation over a range of datasets, from multi-object CLEVR scenes to the challenging COCO images, showing it successfully achieves state-of-the-art performance in terms of visual quality, diversity and consistency. Further experiments demonstrate the model's disentanglement and provide a deeper insight into its generative process, as it proceeds step-by-step from a rough initial sketch, to a detailed layout that accounts for objects' depths and dependencies, and up to the final high-resolution depiction of vibrant and intricate real-world scenes. See https://github.com/dorarad/gansformer for model implementation.
Breathing New Life into 3D Assets with Generative Repainting
Diffusion-based text-to-image models ignited immense attention from the vision community, artists, and content creators. Broad adoption of these models is due to significant improvement in the quality of generations and efficient conditioning on various modalities, not just text. However, lifting the rich generative priors of these 2D models into 3D is challenging. Recent works have proposed various pipelines powered by the entanglement of diffusion models and neural fields. We explore the power of pretrained 2D diffusion models and standard 3D neural radiance fields as independent, standalone tools and demonstrate their ability to work together in a non-learned fashion. Such modularity has the intrinsic advantage of eased partial upgrades, which became an important property in such a fast-paced domain. Our pipeline accepts any legacy renderable geometry, such as textured or untextured meshes, orchestrates the interaction between 2D generative refinement and 3D consistency enforcement tools, and outputs a painted input geometry in several formats. We conduct a large-scale study on a wide range of objects and categories from the ShapeNetSem dataset and demonstrate the advantages of our approach, both qualitatively and quantitatively. Project page: https://www.obukhov.ai/repainting_3d_assets
Re-imagine the Negative Prompt Algorithm: Transform 2D Diffusion into 3D, alleviate Janus problem and Beyond
Although text-to-image diffusion models have made significant strides in generating images from text, they are sometimes more inclined to generate images like the data on which the model was trained rather than the provided text. This limitation has hindered their usage in both 2D and 3D applications. To address this problem, we explored the use of negative prompts but found that the current implementation fails to produce desired results, particularly when there is an overlap between the main and negative prompts. To overcome this issue, we propose Perp-Neg, a new algorithm that leverages the geometrical properties of the score space to address the shortcomings of the current negative prompts algorithm. Perp-Neg does not require any training or fine-tuning of the model. Moreover, we experimentally demonstrate that Perp-Neg provides greater flexibility in generating images by enabling users to edit out unwanted concepts from the initially generated images in 2D cases. Furthermore, to extend the application of Perp-Neg to 3D, we conducted a thorough exploration of how Perp-Neg can be used in 2D to condition the diffusion model to generate desired views, rather than being biased toward the canonical views. Finally, we applied our 2D intuition to integrate Perp-Neg with the state-of-the-art text-to-3D (DreamFusion) method, effectively addressing its Janus (multi-head) problem. Our project page is available at https://Perp-Neg.github.io/
Img2CAD: Conditioned 3D CAD Model Generation from Single Image with Structured Visual Geometry
In this paper, we propose Img2CAD, the first approach to our knowledge that uses 2D image inputs to generate CAD models with editable parameters. Unlike existing AI methods for 3D model generation using text or image inputs often rely on mesh-based representations, which are incompatible with CAD tools and lack editability and fine control, Img2CAD enables seamless integration between AI-based 3D reconstruction and CAD software. We have identified an innovative intermediate representation called Structured Visual Geometry (SVG), characterized by vectorized wireframes extracted from objects. This representation significantly enhances the performance of generating conditioned CAD models. Additionally, we introduce two new datasets to further support research in this area: ABC-mono, the largest known dataset comprising over 200,000 3D CAD models with rendered images, and KOCAD, the first dataset featuring real-world captured objects alongside their ground truth CAD models, supporting further research in conditioned CAD model generation.
Infinite Photorealistic Worlds using Procedural Generation
We introduce Infinigen, a procedural generator of photorealistic 3D scenes of the natural world. Infinigen is entirely procedural: every asset, from shape to texture, is generated from scratch via randomized mathematical rules, using no external source and allowing infinite variation and composition. Infinigen offers broad coverage of objects and scenes in the natural world including plants, animals, terrains, and natural phenomena such as fire, cloud, rain, and snow. Infinigen can be used to generate unlimited, diverse training data for a wide range of computer vision tasks including object detection, semantic segmentation, optical flow, and 3D reconstruction. We expect Infinigen to be a useful resource for computer vision research and beyond. Please visit https://infinigen.org for videos, code and pre-generated data.
Progressive Growing of GANs for Improved Quality, Stability, and Variation
We describe a new training methodology for generative adversarial networks. The key idea is to grow both the generator and discriminator progressively: starting from a low resolution, we add new layers that model increasingly fine details as training progresses. This both speeds the training up and greatly stabilizes it, allowing us to produce images of unprecedented quality, e.g., CelebA images at 1024^2. We also propose a simple way to increase the variation in generated images, and achieve a record inception score of 8.80 in unsupervised CIFAR10. Additionally, we describe several implementation details that are important for discouraging unhealthy competition between the generator and discriminator. Finally, we suggest a new metric for evaluating GAN results, both in terms of image quality and variation. As an additional contribution, we construct a higher-quality version of the CelebA dataset.
Analyzing and Improving the Image Quality of StyleGAN
The style-based GAN architecture (StyleGAN) yields state-of-the-art results in data-driven unconditional generative image modeling. We expose and analyze several of its characteristic artifacts, and propose changes in both model architecture and training methods to address them. In particular, we redesign the generator normalization, revisit progressive growing, and regularize the generator to encourage good conditioning in the mapping from latent codes to images. In addition to improving image quality, this path length regularizer yields the additional benefit that the generator becomes significantly easier to invert. This makes it possible to reliably attribute a generated image to a particular network. We furthermore visualize how well the generator utilizes its output resolution, and identify a capacity problem, motivating us to train larger models for additional quality improvements. Overall, our improved model redefines the state of the art in unconditional image modeling, both in terms of existing distribution quality metrics as well as perceived image quality.
TripoSG: High-Fidelity 3D Shape Synthesis using Large-Scale Rectified Flow Models
Recent advancements in diffusion techniques have propelled image and video generation to unprece- dented levels of quality, significantly accelerating the deployment and application of generative AI. However, 3D shape generation technology has so far lagged behind, constrained by limitations in 3D data scale, complexity of 3D data process- ing, and insufficient exploration of advanced tech- niques in the 3D domain. Current approaches to 3D shape generation face substantial challenges in terms of output quality, generalization capa- bility, and alignment with input conditions. We present TripoSG, a new streamlined shape diffu- sion paradigm capable of generating high-fidelity 3D meshes with precise correspondence to input images. Specifically, we propose: 1) A large-scale rectified flow transformer for 3D shape generation, achieving state-of-the-art fidelity through training on extensive, high-quality data. 2) A hybrid supervised training strategy combining SDF, normal, and eikonal losses for 3D VAE, achieving high- quality 3D reconstruction performance. 3) A data processing pipeline to generate 2 million high- quality 3D samples, highlighting the crucial rules for data quality and quantity in training 3D gen- erative models. Through comprehensive experi- ments, we have validated the effectiveness of each component in our new framework. The seamless integration of these parts has enabled TripoSG to achieve state-of-the-art performance in 3D shape generation. The resulting 3D shapes exhibit en- hanced detail due to high-resolution capabilities and demonstrate exceptional fidelity to input im- ages. Moreover, TripoSG demonstrates improved versatility in generating 3D models from diverse image styles and contents, showcasing strong gen- eralization capabilities. To foster progress and innovation in the field of 3D generation, we will make our model publicly available.
DIRECT-3D: Learning Direct Text-to-3D Generation on Massive Noisy 3D Data
We present DIRECT-3D, a diffusion-based 3D generative model for creating high-quality 3D assets (represented by Neural Radiance Fields) from text prompts. Unlike recent 3D generative models that rely on clean and well-aligned 3D data, limiting them to single or few-class generation, our model is directly trained on extensive noisy and unaligned `in-the-wild' 3D assets, mitigating the key challenge (i.e., data scarcity) in large-scale 3D generation. In particular, DIRECT-3D is a tri-plane diffusion model that integrates two innovations: 1) A novel learning framework where noisy data are filtered and aligned automatically during the training process. Specifically, after an initial warm-up phase using a small set of clean data, an iterative optimization is introduced in the diffusion process to explicitly estimate the 3D pose of objects and select beneficial data based on conditional density. 2) An efficient 3D representation that is achieved by disentangling object geometry and color features with two separate conditional diffusion models that are optimized hierarchically. Given a prompt input, our model generates high-quality, high-resolution, realistic, and complex 3D objects with accurate geometric details in seconds. We achieve state-of-the-art performance in both single-class generation and text-to-3D generation. We also demonstrate that DIRECT-3D can serve as a useful 3D geometric prior of objects, for example to alleviate the well-known Janus problem in 2D-lifting methods such as DreamFusion. The code and models are available for research purposes at: https://github.com/qihao067/direct3d.
An Image is Worth 32 Tokens for Reconstruction and Generation
Recent advancements in generative models have highlighted the crucial role of image tokenization in the efficient synthesis of high-resolution images. Tokenization, which transforms images into latent representations, reduces computational demands compared to directly processing pixels and enhances the effectiveness and efficiency of the generation process. Prior methods, such as VQGAN, typically utilize 2D latent grids with fixed downsampling factors. However, these 2D tokenizations face challenges in managing the inherent redundancies present in images, where adjacent regions frequently display similarities. To overcome this issue, we introduce Transformer-based 1-Dimensional Tokenizer (TiTok), an innovative approach that tokenizes images into 1D latent sequences. TiTok provides a more compact latent representation, yielding substantially more efficient and effective representations than conventional techniques. For example, a 256 x 256 x 3 image can be reduced to just 32 discrete tokens, a significant reduction from the 256 or 1024 tokens obtained by prior methods. Despite its compact nature, TiTok achieves competitive performance to state-of-the-art approaches. Specifically, using the same generator framework, TiTok attains 1.97 gFID, outperforming MaskGIT baseline significantly by 4.21 at ImageNet 256 x 256 benchmark. The advantages of TiTok become even more significant when it comes to higher resolution. At ImageNet 512 x 512 benchmark, TiTok not only outperforms state-of-the-art diffusion model DiT-XL/2 (gFID 2.74 vs. 3.04), but also reduces the image tokens by 64x, leading to 410x faster generation process. Our best-performing variant can significantly surpasses DiT-XL/2 (gFID 2.13 vs. 3.04) while still generating high-quality samples 74x faster.
Connecting the Dots: Floorplan Reconstruction Using Two-Level Queries
We address 2D floorplan reconstruction from 3D scans. Existing approaches typically employ heuristically designed multi-stage pipelines. Instead, we formulate floorplan reconstruction as a single-stage structured prediction task: find a variable-size set of polygons, which in turn are variable-length sequences of ordered vertices. To solve it we develop a novel Transformer architecture that generates polygons of multiple rooms in parallel, in a holistic manner without hand-crafted intermediate stages. The model features two-level queries for polygons and corners, and includes polygon matching to make the network end-to-end trainable. Our method achieves a new state-of-the-art for two challenging datasets, Structured3D and SceneCAD, along with significantly faster inference than previous methods. Moreover, it can readily be extended to predict additional information, i.e., semantic room types and architectural elements like doors and windows. Our code and models are available at: https://github.com/ywyue/RoomFormer.
HoloGAN: Unsupervised learning of 3D representations from natural images
We propose a novel generative adversarial network (GAN) for the task of unsupervised learning of 3D representations from natural images. Most generative models rely on 2D kernels to generate images and make few assumptions about the 3D world. These models therefore tend to create blurry images or artefacts in tasks that require a strong 3D understanding, such as novel-view synthesis. HoloGAN instead learns a 3D representation of the world, and to render this representation in a realistic manner. Unlike other GANs, HoloGAN provides explicit control over the pose of generated objects through rigid-body transformations of the learnt 3D features. Our experiments show that using explicit 3D features enables HoloGAN to disentangle 3D pose and identity, which is further decomposed into shape and appearance, while still being able to generate images with similar or higher visual quality than other generative models. HoloGAN can be trained end-to-end from unlabelled 2D images only. Particularly, we do not require pose labels, 3D shapes, or multiple views of the same objects. This shows that HoloGAN is the first generative model that learns 3D representations from natural images in an entirely unsupervised manner.
CMD: Controllable Multiview Diffusion for 3D Editing and Progressive Generation
Recently, 3D generation methods have shown their powerful ability to automate 3D model creation. However, most 3D generation methods only rely on an input image or a text prompt to generate a 3D model, which lacks the control of each component of the generated 3D model. Any modifications of the input image lead to an entire regeneration of the 3D models. In this paper, we introduce a new method called CMD that generates a 3D model from an input image while enabling flexible local editing of each component of the 3D model. In CMD, we formulate the 3D generation as a conditional multiview diffusion model, which takes the existing or known parts as conditions and generates the edited or added components. This conditional multiview diffusion model not only allows the generation of 3D models part by part but also enables local editing of 3D models according to the local revision of the input image without changing other 3D parts. Extensive experiments are conducted to demonstrate that CMD decomposes a complex 3D generation task into multiple components, improving the generation quality. Meanwhile, CMD enables efficient and flexible local editing of a 3D model by just editing one rendered image.
Idempotent Generative Network
We propose a new approach for generative modeling based on training a neural network to be idempotent. An idempotent operator is one that can be applied sequentially without changing the result beyond the initial application, namely f(f(z))=f(z). The proposed model f is trained to map a source distribution (e.g, Gaussian noise) to a target distribution (e.g. realistic images) using the following objectives: (1) Instances from the target distribution should map to themselves, namely f(x)=x. We define the target manifold as the set of all instances that f maps to themselves. (2) Instances that form the source distribution should map onto the defined target manifold. This is achieved by optimizing the idempotence term, f(f(z))=f(z) which encourages the range of f(z) to be on the target manifold. Under ideal assumptions such a process provably converges to the target distribution. This strategy results in a model capable of generating an output in one step, maintaining a consistent latent space, while also allowing sequential applications for refinement. Additionally, we find that by processing inputs from both target and source distributions, the model adeptly projects corrupted or modified data back to the target manifold. This work is a first step towards a ``global projector'' that enables projecting any input into a target data distribution.
Hyper-3DG: Text-to-3D Gaussian Generation via Hypergraph
Text-to-3D generation represents an exciting field that has seen rapid advancements, facilitating the transformation of textual descriptions into detailed 3D models. However, current progress often neglects the intricate high-order correlation of geometry and texture within 3D objects, leading to challenges such as over-smoothness, over-saturation and the Janus problem. In this work, we propose a method named ``3D Gaussian Generation via Hypergraph (Hyper-3DG)'', designed to capture the sophisticated high-order correlations present within 3D objects. Our framework is anchored by a well-established mainflow and an essential module, named ``Geometry and Texture Hypergraph Refiner (HGRefiner)''. This module not only refines the representation of 3D Gaussians but also accelerates the update process of these 3D Gaussians by conducting the Patch-3DGS Hypergraph Learning on both explicit attributes and latent visual features. Our framework allows for the production of finely generated 3D objects within a cohesive optimization, effectively circumventing degradation. Extensive experimentation has shown that our proposed method significantly enhances the quality of 3D generation while incurring no additional computational overhead for the underlying framework. (Project code: https://github.com/yjhboy/Hyper3DG)
SkexGen: Autoregressive Generation of CAD Construction Sequences with Disentangled Codebooks
We present SkexGen, a novel autoregressive generative model for computer-aided design (CAD) construction sequences containing sketch-and-extrude modeling operations. Our model utilizes distinct Transformer architectures to encode topological, geometric, and extrusion variations of construction sequences into disentangled codebooks. Autoregressive Transformer decoders generate CAD construction sequences sharing certain properties specified by the codebook vectors. Extensive experiments demonstrate that our disentangled codebook representation generates diverse and high-quality CAD models, enhances user control, and enables efficient exploration of the design space. The code is available at https://samxuxiang.github.io/skexgen.
Meshtron: High-Fidelity, Artist-Like 3D Mesh Generation at Scale
Meshes are fundamental representations of 3D surfaces. However, creating high-quality meshes is a labor-intensive task that requires significant time and expertise in 3D modeling. While a delicate object often requires over 10^4 faces to be accurately modeled, recent attempts at generating artist-like meshes are limited to 1.6K faces and heavy discretization of vertex coordinates. Hence, scaling both the maximum face count and vertex coordinate resolution is crucial to producing high-quality meshes of realistic, complex 3D objects. We present Meshtron, a novel autoregressive mesh generation model able to generate meshes with up to 64K faces at 1024-level coordinate resolution --over an order of magnitude higher face count and 8{times} higher coordinate resolution than current state-of-the-art methods. Meshtron's scalability is driven by four key components: (1) an hourglass neural architecture, (2) truncated sequence training, (3) sliding window inference, (4) a robust sampling strategy that enforces the order of mesh sequences. This results in over 50{%} less training memory, 2.5{times} faster throughput, and better consistency than existing works. Meshtron generates meshes of detailed, complex 3D objects at unprecedented levels of resolution and fidelity, closely resembling those created by professional artists, and opening the door to more realistic generation of detailed 3D assets for animation, gaming, and virtual environments.
Hunyuan3D 2.0: Scaling Diffusion Models for High Resolution Textured 3D Assets Generation
We present Hunyuan3D 2.0, an advanced large-scale 3D synthesis system for generating high-resolution textured 3D assets. This system includes two foundation components: a large-scale shape generation model -- Hunyuan3D-DiT, and a large-scale texture synthesis model -- Hunyuan3D-Paint. The shape generative model, built on a scalable flow-based diffusion transformer, aims to create geometry that properly aligns with a given condition image, laying a solid foundation for downstream applications. The texture synthesis model, benefiting from strong geometric and diffusion priors, produces high-resolution and vibrant texture maps for either generated or hand-crafted meshes. Furthermore, we build Hunyuan3D-Studio -- a versatile, user-friendly production platform that simplifies the re-creation process of 3D assets. It allows both professional and amateur users to manipulate or even animate their meshes efficiently. We systematically evaluate our models, showing that Hunyuan3D 2.0 outperforms previous state-of-the-art models, including the open-source models and closed-source models in geometry details, condition alignment, texture quality, and etc. Hunyuan3D 2.0 is publicly released in order to fill the gaps in the open-source 3D community for large-scale foundation generative models. The code and pre-trained weights of our models are available at: https://github.com/Tencent/Hunyuan3D-2
GRAM-HD: 3D-Consistent Image Generation at High Resolution with Generative Radiance Manifolds
Recent works have shown that 3D-aware GANs trained on unstructured single image collections can generate multiview images of novel instances. The key underpinnings to achieve this are a 3D radiance field generator and a volume rendering process. However, existing methods either cannot generate high-resolution images (e.g., up to 256X256) due to the high computation cost of neural volume rendering, or rely on 2D CNNs for image-space upsampling which jeopardizes the 3D consistency across different views. This paper proposes a novel 3D-aware GAN that can generate high resolution images (up to 1024X1024) while keeping strict 3D consistency as in volume rendering. Our motivation is to achieve super-resolution directly in the 3D space to preserve 3D consistency. We avoid the otherwise prohibitively-expensive computation cost by applying 2D convolutions on a set of 2D radiance manifolds defined in the recent generative radiance manifold (GRAM) approach, and apply dedicated loss functions for effective GAN training at high resolution. Experiments on FFHQ and AFHQv2 datasets show that our method can produce high-quality 3D-consistent results that significantly outperform existing methods.
Data augmentation for low resource sentiment analysis using generative adversarial networks
Sentiment analysis is a task that may suffer from a lack of data in certain cases, as the datasets are often generated and annotated by humans. In cases where data is inadequate for training discriminative models, generate models may aid training via data augmentation. Generative Adversarial Networks (GANs) are one such model that has advanced the state of the art in several tasks, including as image and text generation. In this paper, I train GAN models on low resource datasets, then use them for the purpose of data augmentation towards improving sentiment classifier generalization. Given the constraints of limited data, I explore various techniques to train the GAN models. I also present an analysis of the quality of generated GAN data as more training data for the GAN is made available. In this analysis, the generated data is evaluated as a test set (against a model trained on real data points) as well as a training set to train classification models. Finally, I also conduct a visual analysis by projecting the generated and the real data into a two-dimensional space using the t-Distributed Stochastic Neighbor Embedding (t-SNE) method.
V2M4: 4D Mesh Animation Reconstruction from a Single Monocular Video
We present V2M4, a novel 4D reconstruction method that directly generates a usable 4D mesh animation asset from a single monocular video. Unlike existing approaches that rely on priors from multi-view image and video generation models, our method is based on native 3D mesh generation models. Naively applying 3D mesh generation models to generate a mesh for each frame in a 4D task can lead to issues such as incorrect mesh poses, misalignment of mesh appearance, and inconsistencies in mesh geometry and texture maps. To address these problems, we propose a structured workflow that includes camera search and mesh reposing, condition embedding optimization for mesh appearance refinement, pairwise mesh registration for topology consistency, and global texture map optimization for texture consistency. Our method outputs high-quality 4D animated assets that are compatible with mainstream graphics and game software. Experimental results across a variety of animation types and motion amplitudes demonstrate the generalization and effectiveness of our method. Project page: https://windvchen.github.io/V2M4/.
Sketch2Scene: Automatic Generation of Interactive 3D Game Scenes from User's Casual Sketches
3D Content Generation is at the heart of many computer graphics applications, including video gaming, film-making, virtual and augmented reality, etc. This paper proposes a novel deep-learning based approach for automatically generating interactive and playable 3D game scenes, all from the user's casual prompts such as a hand-drawn sketch. Sketch-based input offers a natural, and convenient way to convey the user's design intention in the content creation process. To circumvent the data-deficient challenge in learning (i.e. the lack of large training data of 3D scenes), our method leverages a pre-trained 2D denoising diffusion model to generate a 2D image of the scene as the conceptual guidance. In this process, we adopt the isometric projection mode to factor out unknown camera poses while obtaining the scene layout. From the generated isometric image, we use a pre-trained image understanding method to segment the image into meaningful parts, such as off-ground objects, trees, and buildings, and extract the 2D scene layout. These segments and layouts are subsequently fed into a procedural content generation (PCG) engine, such as a 3D video game engine like Unity or Unreal, to create the 3D scene. The resulting 3D scene can be seamlessly integrated into a game development environment and is readily playable. Extensive tests demonstrate that our method can efficiently generate high-quality and interactive 3D game scenes with layouts that closely follow the user's intention.
StyleInV: A Temporal Style Modulated Inversion Network for Unconditional Video Generation
Unconditional video generation is a challenging task that involves synthesizing high-quality videos that are both coherent and of extended duration. To address this challenge, researchers have used pretrained StyleGAN image generators for high-quality frame synthesis and focused on motion generator design. The motion generator is trained in an autoregressive manner using heavy 3D convolutional discriminators to ensure motion coherence during video generation. In this paper, we introduce a novel motion generator design that uses a learning-based inversion network for GAN. The encoder in our method captures rich and smooth priors from encoding images to latents, and given the latent of an initially generated frame as guidance, our method can generate smooth future latent by modulating the inversion encoder temporally. Our method enjoys the advantage of sparse training and naturally constrains the generation space of our motion generator with the inversion network guided by the initial frame, eliminating the need for heavy discriminators. Moreover, our method supports style transfer with simple fine-tuning when the encoder is paired with a pretrained StyleGAN generator. Extensive experiments conducted on various benchmarks demonstrate the superiority of our method in generating long and high-resolution videos with decent single-frame quality and temporal consistency.
Direct2.5: Diverse Text-to-3D Generation via Multi-view 2.5D Diffusion
Recent advances in generative AI have unveiled significant potential for the creation of 3D content. However, current methods either apply a pre-trained 2D diffusion model with the time-consuming score distillation sampling (SDS), or a direct 3D diffusion model trained on limited 3D data losing generation diversity. In this work, we approach the problem by employing a multi-view 2.5D diffusion fine-tuned from a pre-trained 2D diffusion model. The multi-view 2.5D diffusion directly models the structural distribution of 3D data, while still maintaining the strong generalization ability of the original 2D diffusion model, filling the gap between 2D diffusion-based and direct 3D diffusion-based methods for 3D content generation. During inference, multi-view normal maps are generated using the 2.5D diffusion, and a novel differentiable rasterization scheme is introduced to fuse the almost consistent multi-view normal maps into a consistent 3D model. We further design a normal-conditioned multi-view image generation module for fast appearance generation given the 3D geometry. Our method is a one-pass diffusion process and does not require any SDS optimization as post-processing. We demonstrate through extensive experiments that, our direct 2.5D generation with the specially-designed fusion scheme can achieve diverse, mode-seeking-free, and high-fidelity 3D content generation in only 10 seconds. Project page: https://nju-3dv.github.io/projects/direct25.
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.
GeoGen: Geometry-Aware Generative Modeling via Signed Distance Functions
We introduce a new generative approach for synthesizing 3D geometry and images from single-view collections. Most existing approaches predict volumetric density to render multi-view consistent images. By employing volumetric rendering using neural radiance fields, they inherit a key limitation: the generated geometry is noisy and unconstrained, limiting the quality and utility of the output meshes. To address this issue, we propose GeoGen, a new SDF-based 3D generative model trained in an end-to-end manner. Initially, we reinterpret the volumetric density as a Signed Distance Function (SDF). This allows us to introduce useful priors to generate valid meshes. However, those priors prevent the generative model from learning details, limiting the applicability of the method to real-world scenarios. To alleviate that problem, we make the transformation learnable and constrain the rendered depth map to be consistent with the zero-level set of the SDF. Through the lens of adversarial training, we encourage the network to produce higher fidelity details on the output meshes. For evaluation, we introduce a synthetic dataset of human avatars captured from 360-degree camera angles, to overcome the challenges presented by real-world datasets, which often lack 3D consistency and do not cover all camera angles. Our experiments on multiple datasets show that GeoGen produces visually and quantitatively better geometry than the previous generative models based on neural radiance fields.
Distilled Decoding 1: One-step Sampling of Image Auto-regressive Models with Flow Matching
Autoregressive (AR) models have achieved state-of-the-art performance in text and image generation but suffer from slow generation due to the token-by-token process. We ask an ambitious question: can a pre-trained AR model be adapted to generate outputs in just one or two steps? If successful, this would significantly advance the development and deployment of AR models. We notice that existing works that try to speed up AR generation by generating multiple tokens at once fundamentally cannot capture the output distribution due to the conditional dependencies between tokens, limiting their effectiveness for few-step generation. To address this, we propose Distilled Decoding (DD), which uses flow matching to create a deterministic mapping from Gaussian distribution to the output distribution of the pre-trained AR model. We then train a network to distill this mapping, enabling few-step generation. DD doesn't need the training data of the original AR model, making it more practical.We evaluate DD on state-of-the-art image AR models and present promising results on ImageNet-256. For VAR, which requires 10-step generation, DD enables one-step generation (6.3times speed-up), with an acceptable increase in FID from 4.19 to 9.96. For LlamaGen, DD reduces generation from 256 steps to 1, achieving an 217.8times speed-up with a comparable FID increase from 4.11 to 11.35. In both cases, baseline methods completely fail with FID>100. DD also excels on text-to-image generation, reducing the generation from 256 steps to 2 for LlamaGen with minimal FID increase from 25.70 to 28.95. As the first work to demonstrate the possibility of one-step generation for image AR models, DD challenges the prevailing notion that AR models are inherently slow, and opens up new opportunities for efficient AR generation. The project website is at https://imagination-research.github.io/distilled-decoding.
Model as a Game: On Numerical and Spatial Consistency for Generative Games
Recent advances in generative models have significantly impacted game generation. However, despite producing high-quality graphics and adequately receiving player input, existing models often fail to maintain fundamental game properties such as numerical and spatial consistency. Numerical consistency ensures gameplay mechanics correctly reflect score changes and other quantitative elements, while spatial consistency prevents jarring scene transitions, providing seamless player experiences. In this paper, we revisit the paradigm of generative games to explore what truly constitutes a Model as a Game (MaaG) with a well-developed mechanism. We begin with an empirical study on ``Traveler'', a 2D game created by an LLM featuring minimalist rules yet challenging generative models in maintaining consistency. Based on the DiT architecture, we design two specialized modules: (1) a numerical module that integrates a LogicNet to determine event triggers, with calculations processed externally as conditions for image generation; and (2) a spatial module that maintains a map of explored areas, retrieving location-specific information during generation and linking new observations to ensure continuity. Experiments across three games demonstrate that our integrated modules significantly enhance performance on consistency metrics compared to baselines, while incurring minimal time overhead during inference.
DreamMesh4D: Video-to-4D Generation with Sparse-Controlled Gaussian-Mesh Hybrid Representation
Recent advancements in 2D/3D generative techniques have facilitated the generation of dynamic 3D objects from monocular videos. Previous methods mainly rely on the implicit neural radiance fields (NeRF) or explicit Gaussian Splatting as the underlying representation, and struggle to achieve satisfactory spatial-temporal consistency and surface appearance. Drawing inspiration from modern 3D animation pipelines, we introduce DreamMesh4D, a novel framework combining mesh representation with geometric skinning technique to generate high-quality 4D object from a monocular video. Instead of utilizing classical texture map for appearance, we bind Gaussian splats to triangle face of mesh for differentiable optimization of both the texture and mesh vertices. In particular, DreamMesh4D begins with a coarse mesh obtained through an image-to-3D generation procedure. Sparse points are then uniformly sampled across the mesh surface, and are used to build a deformation graph to drive the motion of the 3D object for the sake of computational efficiency and providing additional constraint. For each step, transformations of sparse control points are predicted using a deformation network, and the mesh vertices as well as the surface Gaussians are deformed via a novel geometric skinning algorithm, which is a hybrid approach combining LBS (linear blending skinning) and DQS (dual-quaternion skinning), mitigating drawbacks associated with both approaches. The static surface Gaussians and mesh vertices as well as the deformation network are learned via reference view photometric loss, score distillation loss as well as other regularizers in a two-stage manner. Extensive experiments demonstrate superior performance of our method. Furthermore, our method is compatible with modern graphic pipelines, showcasing its potential in the 3D gaming and film industry.
LucidDreaming: Controllable Object-Centric 3D Generation
With the recent development of generative models, Text-to-3D generations have also seen significant growth. Nonetheless, achieving precise control over 3D generation continues to be an arduous task, as using text to control often leads to missing objects and imprecise locations. Contemporary strategies for enhancing controllability in 3D generation often entail the introduction of additional parameters, such as customized diffusion models. This often induces hardness in adapting to different diffusion models or creating distinct objects. In this paper, we present LucidDreaming as an effective pipeline capable of fine-grained control over 3D generation. It requires only minimal input of 3D bounding boxes, which can be deduced from a simple text prompt using a Large Language Model. Specifically, we propose clipped ray sampling to separately render and optimize objects with user specifications. We also introduce object-centric density blob bias, fostering the separation of generated objects. With individual rendering and optimizing of objects, our method excels not only in controlled content generation from scratch but also within the pre-trained NeRF scenes. In such scenarios, existing generative approaches often disrupt the integrity of the original scene, and current editing methods struggle to synthesize new content in empty spaces. We show that our method exhibits remarkable adaptability across a spectrum of mainstream Score Distillation Sampling-based 3D generation frameworks, and achieves superior alignment of 3D content when compared to baseline approaches. We also provide a dataset of prompts with 3D bounding boxes, benchmarking 3D spatial controllability.
Massive-scale Decoding for Text Generation using Lattices
Conditional neural text generation models generate high-quality outputs, but often concentrate around a mode when what we really want is a diverse set of options. We present a search algorithm to construct lattices encoding a massive number of generation options. First, we restructure decoding as a best-first search, which explores the space differently than beam search and improves efficiency by avoiding pruning paths. Second, we revisit the idea of hypothesis recombination: we can identify pairs of similar generation candidates during search and merge them as an approximation. On both summarization and machine translation, we show that our algorithm encodes thousands of diverse options that remain grammatical and high-quality into one lattice. This algorithm provides a foundation for building downstream generation applications on top of massive-scale diverse outputs.
Seedream 4.0: Toward Next-generation Multimodal Image Generation
We introduce Seedream 4.0, an efficient and high-performance multimodal image generation system that unifies text-to-image (T2I) synthesis, image editing, and multi-image composition within a single framework. We develop a highly efficient diffusion transformer with a powerful VAE which also can reduce the number of image tokens considerably. This allows for efficient training of our model, and enables it to fast generate native high-resolution images (e.g., 1K-4K). Seedream 4.0 is pretrained on billions of text-image pairs spanning diverse taxonomies and knowledge-centric concepts. Comprehensive data collection across hundreds of vertical scenarios, coupled with optimized strategies, ensures stable and large-scale training, with strong generalization. By incorporating a carefully fine-tuned VLM model, we perform multi-modal post-training for training both T2I and image editing tasks jointly. For inference acceleration, we integrate adversarial distillation, distribution matching, and quantization, as well as speculative decoding. It achieves an inference time of up to 1.8 seconds for generating a 2K image (without a LLM/VLM as PE model). Comprehensive evaluations reveal that Seedream 4.0 can achieve state-of-the-art results on both T2I and multimodal image editing. In particular, it demonstrates exceptional multimodal capabilities in complex tasks, including precise image editing and in-context reasoning, and also allows for multi-image reference, and can generate multiple output images. This extends traditional T2I systems into an more interactive and multidimensional creative tool, pushing the boundary of generative AI for both creativity and professional applications. Seedream 4.0 is now accessible on https://www.volcengine.com/experience/ark?launch=seedream.
A Configurable Library for Generating and Manipulating Maze Datasets
Understanding how machine learning models respond to distributional shifts is a key research challenge. Mazes serve as an excellent testbed due to varied generation algorithms offering a nuanced platform to simulate both subtle and pronounced distributional shifts. To enable systematic investigations of model behavior on out-of-distribution data, we present maze-dataset, a comprehensive library for generating, processing, and visualizing datasets consisting of maze-solving tasks. With this library, researchers can easily create datasets, having extensive control over the generation algorithm used, the parameters fed to the algorithm of choice, and the filters that generated mazes must satisfy. Furthermore, it supports multiple output formats, including rasterized and text-based, catering to convolutional neural networks and autoregressive transformer models. These formats, along with tools for visualizing and converting between them, ensure versatility and adaptability in research applications.
3D VR Sketch Guided 3D Shape Prototyping and Exploration
3D shape modeling is labor-intensive, time-consuming, and requires years of expertise. To facilitate 3D shape modeling, we propose a 3D shape generation network that takes a 3D VR sketch as a condition. We assume that sketches are created by novices without art training and aim to reconstruct geometrically realistic 3D shapes of a given category. To handle potential sketch ambiguity, our method creates multiple 3D shapes that align with the original sketch's structure. We carefully design our method, training the model step-by-step and leveraging multi-modal 3D shape representation to support training with limited training data. To guarantee the realism of generated 3D shapes we leverage the normalizing flow that models the distribution of the latent space of 3D shapes. To encourage the fidelity of the generated 3D shapes to an input sketch, we propose a dedicated loss that we deploy at different stages of the training process. The code is available at https://github.com/Rowl1ng/3Dsketch2shape.
