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arXiv:2502.14178

NeRF-3DTalker: Neural Radiance Field with 3D Prior Aided Audio Disentanglement for Talking Head Synthesis

Talking head synthesis is to synthesize a lip-synchronized talking head video using audio. Recently, the capability of NeRF to enhance the realism and texture details of synthesized talking heads has attracted the attention of researchers. However, most current NeRF methods based on audio are exclusively concerned with the rendering of frontal faces. These methods are unable to generate clear talking heads in novel views. Another prevalent challenge in current 3D talking head synthesis is the difficulty in aligning acoustic and visual spaces, which often results in suboptimal lip-syncing of the generated talking heads. To address these issues, we propose Neural Radiance Field with 3D Prior Aided Audio Disentanglement for Talking Head Synthesis (NeRF-3DTalker). Specifically, the proposed method employs 3D prior information to synthesize clear talking heads with free views. Additionally, we propose a 3D Prior Aided Audio Disentanglement module, which is designed to disentangle the audio into two distinct categories: features related to 3D awarded speech movements and features related to speaking style. Moreover, to reposition the generated frames that are distant from the speaker's motion space in the real space, we have devised a local-global Standardized Space. This method normalizes the irregular positions in the generated frames from both global and local semantic perspectives. Through comprehensive qualitative and quantitative experiments, it has been demonstrated that our NeRF-3DTalker outperforms state-of-the-art in synthesizing realistic talking head videos, exhibiting superior image quality and lip synchronization. Project page: https://nerf-3dtalker.github.io/NeRF-3Dtalker.

arXiv:2502.13335

Geometry-Aware Diffusion Models for Multiview Scene Inpainting

In this paper, we focus on 3D scene inpainting, where parts of an input image set, captured from different viewpoints, are masked out. The main challenge lies in generating plausible image completions that are geometrically consistent across views. Most recent work addresses this challenge by combining generative models with a 3D radiance field to fuse information across viewpoints. However, a major drawback of these methods is that they often produce blurry images due to the fusion of inconsistent cross-view images. To avoid blurry inpaintings, we eschew the use of an explicit or implicit radiance field altogether and instead fuse cross-view information in a learned space. In particular, we introduce a geometry-aware conditional generative model, capable of inpainting multi-view consistent images based on both geometric and appearance cues from reference images. A key advantage of our approach over existing methods is its unique ability to inpaint masked scenes with a limited number of views (i.e., few-view inpainting), whereas previous methods require relatively large image sets for their 3D model fitting step. Empirically, we evaluate and compare our scene-centric inpainting method on two datasets, SPIn-NeRF and NeRFiller, which contain images captured at narrow and wide baselines, respectively, and achieve state-of-the-art 3D inpainting performance on both. Additionally, we demonstrate the efficacy of our approach in the few-view setting compared to prior methods.

arXiv:2502.13196

GS-QA: Comprehensive Quality Assessment Benchmark for Gaussian Splatting View Synthesis

Gaussian Splatting (GS) offers a promising alternative to Neural Radiance Fields (NeRF) for real-time 3D scene rendering. Using a set of 3D Gaussians to represent complex geometry and appearance, GS achieves faster rendering times and reduced memory consumption compared to the neural network approach used in NeRF. However, quality assessment of GS-generated static content is not yet explored in-depth. This paper describes a subjective quality assessment study that aims to evaluate synthesized videos obtained with several static GS state-of-the-art methods. The methods were applied to diverse visual scenes, covering both 360-degree and forward-facing (FF) camera trajectories. Moreover, the performance of 18 objective quality metrics was analyzed using the scores resulting from the subjective study, providing insights into their strengths, limitations, and alignment with human perception. All videos and scores are made available providing a comprehensive database that can be used as benchmark on GS view synthesis and objective quality metrics.

arXiv:2502.12673

ROI-NeRFs: Hi-Fi Visualization of Objects of Interest within a Scene by NeRFs Composition

Efficient and accurate 3D reconstruction is essential for applications in cultural heritage. This study addresses the challenge of visualizing objects within large-scale scenes at a high level of detail (LOD) using Neural Radiance Fields (NeRFs). The aim is to improve the visual fidelity of chosen objects while maintaining the efficiency of the computations by focusing on details only for relevant content. The proposed ROI-NeRFs framework divides the scene into a Scene NeRF, which represents the overall scene at moderate detail, and multiple ROI NeRFs that focus on user-defined objects of interest. An object-focused camera selection module automatically groups relevant cameras for each NeRF training during the decomposition phase. In the composition phase, a Ray-level Compositional Rendering technique combines information from the Scene NeRF and ROI NeRFs, allowing simultaneous multi-object rendering composition. Quantitative and qualitative experiments conducted on two real-world datasets, including one on a complex eighteen's century cultural heritage room, demonstrate superior performance compared to baseline methods, improving LOD for object regions, minimizing artifacts, and without significantly increasing inference time.

arXiv:2502.12080공식 코드 · Papers with Code

HumanGif: Single-View Human Diffusion with Generative Prior

While previous single-view-based 3D human reconstruction methods made significant progress in novel view synthesis, it remains a challenge to synthesize both view-consistent and pose-consistent results for animatable human avatars from a single image input. Motivated by the success of 2D character animation, we propose <strong>HumanGif</strong>, a single-view human diffusion model with generative prior. Specifically, we formulate the single-view-based 3D human novel view and pose synthesis as a single-view-conditioned human diffusion process, utilizing generative priors from foundational diffusion models. To ensure fine-grained and consistent novel view and pose synthesis, we introduce a Human NeRF module in HumanGif to learn spatially aligned features from the input image, implicitly capturing the relative camera and human pose transformation. Furthermore, we introduce an image-level loss during optimization to bridge the gap between latent and image spaces in diffusion models. Extensive experiments on RenderPeople and DNA-Rendering datasets demonstrate that HumanGif achieves the best perceptual performance, with better generalizability for novel view and pose synthesis.

arXiv:2502.11801

3D Gaussian Inpainting with Depth-Guided Cross-View Consistency

When performing 3D inpainting using novel-view rendering methods like Neural Radiance Field (NeRF) or 3D Gaussian Splatting (3DGS), how to achieve texture and geometry consistency across camera views has been a challenge. In this paper, we propose a framework of 3D Gaussian Inpainting with Depth-Guided Cross-View Consistency (3DGIC) for cross-view consistent 3D inpainting. Guided by the rendered depth information from each training view, our 3DGIC exploits background pixels visible across different views for updating the inpainting mask, allowing us to refine the 3DGS for inpainting purposes.Through extensive experiments on benchmark datasets, we confirm that our 3DGIC outperforms current state-of-the-art 3D inpainting methods quantitatively and qualitatively.

arXiv:2502.09623

Embed Any NeRF: Graph Meta-Networks for Neural Tasks on Arbitrary NeRF Architectures

Neural Radiance Fields (NeRFs) have emerged as a groundbreaking paradigm for representing 3D objects and scenes by encoding shape and appearance information into the weights of a neural network. Recent works have shown how such weights can be used as input to frameworks processing them to solve deep learning tasks. Yet, these frameworks can only process NeRFs with a specific, predefined architecture. In this paper, we present the first framework that can ingest NeRFs with multiple architectures and perform inference on architectures unseen at training time. We achieve this goal by training a Graph Meta-Network in a representation learning framework. Moreover, we show how a contrastive objective is conducive to obtaining an architecture-agnostic latent space. In experiments on both MLP-based and tri-planar NeRFs, our approach demonstrates robust performance in classification and retrieval tasks that either matches or exceeds that of existing frameworks constrained to single architectures, thus providing the first architecture-agnostic method to perform tasks on NeRFs by processing their weights.

arXiv:2502.09111

DenseSplat: Densifying Gaussian Splatting SLAM with Neural Radiance Prior

Gaussian SLAM systems excel in real-time rendering and fine-grained reconstruction compared to NeRF-based systems. However, their reliance on extensive keyframes is impractical for deployment in real-world robotic systems, which typically operate under sparse-view conditions that can result in substantial holes in the map. To address these challenges, we introduce DenseSplat, the first SLAM system that effectively combines the advantages of NeRF and 3DGS. DenseSplat utilizes sparse keyframes and NeRF priors for initializing primitives that densely populate maps and seamlessly fill gaps. It also implements geometry-aware primitive sampling and pruning strategies to manage granularity and enhance rendering efficiency. Moreover, DenseSplat integrates loop closure and bundle adjustment, significantly enhancing frame-to-frame tracking accuracy. Extensive experiments on multiple large-scale datasets demonstrate that DenseSplat achieves superior performance in tracking and mapping compared to current state-of-the-art methods.

arXiv:2502.05708

GWRF: A Generalizable Wireless Radiance Field for Wireless Signal Propagation Modeling

We present Generalizable Wireless Radiance Fields (GWRF), a framework for modeling wireless signal propagation at arbitrary 3D transmitter and receiver positions. Unlike previous methods that adapt vanilla Neural Radiance Fields (NeRF) from the optical to the wireless signal domain, requiring extensive per-scene training, GWRF generalizes effectively across scenes. First, a geometry-aware Transformer encoder-based wireless scene representation module incorporates information from geographically proximate transmitters to learn a generalizable wireless radiance field. Second, a neural-driven ray tracing algorithm operates on this field to automatically compute signal reception at the receiver. Experimental results demonstrate that GWRF outperforms existing methods on single scenes and achieves state-of-the-art performance on unseen scenes.

arXiv:2502.07030

PrismAvatar: Real-time animated 3D neural head avatars on edge devices

We present PrismAvatar: a 3D head avatar model which is designed specifically to enable real-time animation and rendering on resource-constrained edge devices, while still enjoying the benefits of neural volumetric rendering at training time. By integrating a rigged prism lattice with a 3D morphable head model, we use a hybrid rendering model to simultaneously reconstruct a mesh-based head and a deformable NeRF model for regions not represented by the 3DMM. We then distill the deformable NeRF into a rigged mesh and neural textures, which can be animated and rendered efficiently within the constraints of the traditional triangle rendering pipeline. In addition to running at 60 fps with low memory usage on mobile devices, we find that our trained models have comparable quality to state-of-the-art 3D avatar models on desktop devices.

arXiv:2502.07007

Grounding Creativity in Physics: A Brief Survey of Physical Priors in AIGC

Recent advancements in AI-generated content have significantly improved the realism of 3D and 4D generation. However, most existing methods prioritize appearance consistency while neglecting underlying physical principles, leading to artifacts such as unrealistic deformations, unstable dynamics, and implausible objects interactions. Incorporating physics priors into generative models has become a crucial research direction to enhance structural integrity and motion realism. This survey provides a review of physics-aware generative methods, systematically analyzing how physical constraints are integrated into 3D and 4D generation. First, we examine recent works in incorporating physical priors into static and dynamic 3D generation, categorizing methods based on representation types, including vision-based, NeRF-based, and Gaussian Splatting-based approaches. Second, we explore emerging techniques in 4D generation, focusing on methods that model temporal dynamics with physical simulations. Finally, we conduct a comparative analysis of major methods, highlighting their strengths, limitations, and suitability for different materials and motion dynamics. By presenting an in-depth analysis of physics-grounded AIGC, this survey aims to bridge the gap between generative models and physical realism, providing insights that inspire future research in physically consistent content generation.

arXiv:2502.04843

PoI: Pixel of Interest for Novel View Synthesis Assisted Scene Coordinate Regression

The task of estimating camera poses can be enhanced through novel view synthesis techniques such as NeRF and Gaussian Splatting to increase the diversity and extension of training data. However, these techniques often produce rendered images with issues like blurring and ghosting, which compromise their reliability. These issues become particularly pronounced for Scene Coordinate Regression (SCR) methods, which estimate 3D coordinates at the pixel level. To mitigate the problems associated with unreliable rendered images, we introduce a novel filtering approach, which selectively extracts well-rendered pixels while discarding the inferior ones. This filter simultaneously measures the SCR model's real-time reprojection loss and gradient during training. Building on this filtering technique, we also develop a new strategy to improve scene coordinate regression using sparse inputs, drawing on successful applications of sparse input techniques in novel view synthesis. Our experimental results validate the effectiveness of our method, demonstrating state-of-the-art performance on indoor and outdoor datasets.

arXiv:2502.02657

SiLVR: Scalable Lidar-Visual Radiance Field Reconstruction with Uncertainty Quantification

We present a neural radiance field (NeRF) based large-scale reconstruction system that fuses lidar and vision data to generate high-quality reconstructions that are geometrically accurate and capture photorealistic texture. Our system adopts the state-of-the-art NeRF representation to additionally incorporate lidar. Adding lidar data adds strong geometric constraints on the depth and surface normals, which is particularly useful when modelling uniform texture surfaces which contain ambiguous visual reconstruction cues. Furthermore, we estimate the epistemic uncertainty of the reconstruction as the spatial variance of each point location in the radiance field given the sensor observations from camera and lidar. This enables the identification of areas that are reliably reconstructed by each sensor modality, allowing the map to be filtered according to the estimated uncertainty. Our system can also exploit the trajectory produced by a real-time pose-graph lidar SLAM system during online mapping to bootstrap a (post-processed) Structure-from-Motion (SfM) reconstruction procedure reducing SfM training time by up to 70%. It also helps to properly constrain the overall metric scale which is essential for the lidar depth loss. The globally-consistent trajectory can then be divided into submaps using Spectral Clustering to group sets of co-visible images together. This submapping approach is more suitable for visual reconstruction than distance-based partitioning. Each submap is filtered according to point-wise uncertainty estimates and merged to obtain the final large-scale 3D reconstruction. We demonstrate the reconstruction system using a multi-camera, lidar sensor suite in experiments involving both robot-mounted and handheld scanning. Our test datasets cover a total area of more than 20,000 square metres, including multiple university buildings and an aerial survey of a multi-storey.

arXiv:2502.02372

MaintaAvatar: A Maintainable Avatar Based on Neural Radiance Fields by Continual Learning

The generation of a virtual digital avatar is a crucial research topic in the field of computer vision. Many existing works utilize Neural Radiance Fields (NeRF) to address this issue and have achieved impressive results. However, previous works assume the images of the training person are available and fixed while the appearances and poses of a subject could constantly change and increase in real-world scenarios. How to update the human avatar but also maintain the ability to render the old appearance of the person is a practical challenge. One trivial solution is to combine the existing virtual avatar models based on NeRF with continual learning methods. However, there are some critical issues in this approach: learning new appearances and poses can cause the model to forget past information, which in turn leads to a degradation in the rendering quality of past appearances, especially color bleeding issues, and incorrect human body poses. In this work, we propose a maintainable avatar (MaintaAvatar) based on neural radiance fields by continual learning, which resolves the issues by utilizing a Global-Local Joint Storage Module and a Pose Distillation Module. Overall, our model requires only limited data collection to quickly fine-tune the model while avoiding catastrophic forgetting, thus achieving a maintainable virtual avatar. The experimental results validate the effectiveness of our MaintaAvatar model.

arXiv:2501.17978

VoD-3DGS: View-opacity-Dependent 3D Gaussian Splatting

Reconstructing a 3D scene from images is challenging due to the different ways light interacts with surfaces depending on the viewer's position and the surface's material. In classical computer graphics, materials can be classified as diffuse or specular, interacting with light differently. The standard 3D Gaussian Splatting model struggles to represent view-dependent content, since it cannot differentiate an object within the scene from the light interacting with its specular surfaces, which produce highlights or reflections. In this paper, we propose to extend the 3D Gaussian Splatting model by introducing an additional symmetric matrix to enhance the opacity representation of each 3D Gaussian. This improvement allows certain Gaussians to be suppressed based on the viewer's perspective, resulting in a more accurate representation of view-dependent reflections and specular highlights without compromising the scene's integrity. By allowing the opacity to be view dependent, our enhanced model achieves state-of-the-art performance on Mip-Nerf, Tanks&Temples, Deep Blending, and Nerf-Synthetic datasets without a significant loss in rendering speed, achieving >60FPS, and only incurring a minimal increase in memory used.

arXiv:2501.16312

LinPrim: Linear Primitives for Differentiable Volumetric Rendering

Volumetric rendering has become central to modern novel view synthesis methods, which use differentiable rendering to optimize 3D scene representations directly from observed views. While many recent works build on NeRF or 3D Gaussians, we explore an alternative volumetric scene representation. More specifically, we introduce two new scene representations based on linear primitives-octahedra and tetrahedra-both of which define homogeneous volumes bounded by triangular faces. This formulation aligns naturally with standard mesh-based tools, minimizing overhead for downstream applications. To optimize these primitives, we present a differentiable rasterizer that runs efficiently on GPUs, allowing end-to-end gradient-based optimization while maintaining realtime rendering capabilities. Through experiments on real-world datasets, we demonstrate comparable performance to state-of-the-art volumetric methods while requiring fewer primitives to achieve similar reconstruction fidelity. Our findings provide insights into the geometry of volumetric rendering and suggest that adopting explicit polyhedra can expand the design space of scene representations.

arXiv:2501.13971공식 코드 · Papers with Code

GS-LiDAR: Generating Realistic LiDAR Point Clouds with Panoramic Gaussian Splatting

LiDAR novel view synthesis (NVS) has emerged as a novel task within LiDAR simulation, offering valuable simulated point cloud data from novel viewpoints to aid in autonomous driving systems. However, existing LiDAR NVS methods typically rely on neural radiance fields (NeRF) as their 3D representation, which incurs significant computational costs in both training and rendering. Moreover, NeRF and its variants are designed for symmetrical scenes, making them ill-suited for driving scenarios. To address these challenges, we propose GS-LiDAR, a novel framework for generating realistic LiDAR point clouds with panoramic Gaussian splatting. Our approach employs 2D Gaussian primitives with periodic vibration properties, allowing for precise geometric reconstruction of both static and dynamic elements in driving scenarios. We further introduce a novel panoramic rendering technique with explicit ray-splat intersection, guided by panoramic LiDAR supervision. By incorporating intensity and ray-drop spherical harmonic (SH) coefficients into the Gaussian primitives, we enhance the realism of the rendered point clouds. Extensive experiments on KITTI-360 and nuScenes demonstrate the superiority of our method in terms of quantitative metrics, visual quality, as well as training and rendering efficiency.

arXiv:2501.14646

SyncAnimation: A Real-Time End-to-End Framework for Audio-Driven Human Pose and Talking Head Animation

Generating talking avatar driven by audio remains a significant challenge. Existing methods typically require high computational costs and often lack sufficient facial detail and realism, making them unsuitable for applications that demand high real-time performance and visual quality. Additionally, while some methods can synchronize lip movement, they still face issues with consistency between facial expressions and upper body movement, particularly during silent periods. In this paper, we introduce SyncAnimation, the first NeRF-based method that achieves audio-driven, stable, and real-time generation of speaking avatar by combining generalized audio-to-pose matching and audio-to-expression synchronization. By integrating AudioPose Syncer and AudioEmotion Syncer, SyncAnimation achieves high-precision poses and expression generation, progressively producing audio-synchronized upper body, head, and lip shapes. Furthermore, the High-Synchronization Human Renderer ensures seamless integration of the head and upper body, and achieves audio-sync lip. The project page can be found at https://syncanimation.github.io

arXiv:2501.13402

VIGS SLAM: IMU-based Large-Scale 3D Gaussian Splatting SLAM

Recently, map representations based on radiance fields such as 3D Gaussian Splatting and NeRF, which excellent for realistic depiction, have attracted considerable attention, leading to attempts to combine them with SLAM. While these approaches can build highly realistic maps, large-scale SLAM still remains a challenge because they require a large number of Gaussian images for mapping and adjacent images as keyframes for tracking. We propose a novel 3D Gaussian Splatting SLAM method, VIGS SLAM, that utilizes sensor fusion of RGB-D and IMU sensors for large-scale indoor environments. To reduce the computational load of 3DGS-based tracking, we adopt an ICP-based tracking framework that combines IMU preintegration to provide a good initial guess for accurate pose estimation. Our proposed method is the first to propose that Gaussian Splatting-based SLAM can be effectively performed in large-scale environments by integrating IMU sensor measurements. This proposal not only enhances the performance of Gaussian Splatting SLAM beyond room-scale scenarios but also achieves SLAM performance comparable to state-of-the-art methods in large-scale indoor environments.

arXiv:2501.12637

DWTNeRF: Boosting Few-shot Neural Radiance Fields via Discrete Wavelet Transform

Neural Radiance Fields (NeRF) has achieved superior performance in novel view synthesis and 3D scene representation, but its practical applications are hindered by slow convergence and reliance on dense training views. To this end, we present DWTNeRF, a unified framework based on Instant-NGP's fast-training hash encoding. It is coupled with regularization terms designed for few-shot NeRF, which operates on sparse training views. Our DWTNeRF additionally includes a novel Discrete Wavelet loss that allows explicit prioritization of low frequencies directly in the training objective, reducing few-shot NeRF's overfitting on high frequencies in earlier training stages. We also introduce a model-based approach, based on multi-head attention, that is compatible with INGP, which are sensitive to architectural changes. On the 3-shot LLFF benchmark, DWTNeRF outperforms Vanilla INGP by 15.07% in PSNR, 24.45% in SSIM and 36.30% in LPIPS. Our approach encourages a re-thinking of current few-shot approaches for fast-converging implicit representations like INGP or 3DGS.