Goto

Collaborating Authors

 Nießner, Matthias


GaussianSpeech: Audio-Driven Gaussian Avatars

arXiv.org Artificial Intelligence

We introduce GaussianSpeech, a novel approach that synthesizes high-fidelity animation sequences of photo-realistic, personalized 3D human head avatars from spoken audio. To capture the expressive, detailed nature of human heads, including skin furrowing and finer-scale facial movements, we propose to couple speech signal with 3D Gaussian splatting to create realistic, temporally coherent motion sequences. We propose a compact and efficient 3DGS-based avatar representation that generates expression-dependent color and leverages wrinkle- and perceptually-based losses to synthesize facial details, including wrinkles that occur with different expressions. To enable sequence modeling of 3D Gaussian splats with audio, we devise an audio-conditioned transformer model capable of extracting lip and expression features directly from audio input. Due to the absence of high-quality datasets of talking humans in correspondence with audio, we captured a new large-scale multi-view dataset of audio-visual sequences of talking humans with native English accents and diverse facial geometry. GaussianSpeech consistently achieves state-of-the-art performance with visually natural motion at real time rendering rates, while encompassing diverse facial expressions and styles.


NPGA: Neural Parametric Gaussian Avatars

arXiv.org Artificial Intelligence

The creation of high-fidelity, digital versions of human heads is an important stepping stone in the process of further integrating virtual components into our everyday lives. Constructing such avatars is a challenging research problem, due to a high demand for photo-realism and real-time rendering performance. In this work, we propose Neural Parametric Gaussian Avatars (NPGA), a data-driven approach to create high-fidelity, controllable avatars from multi-view video recordings. We build our method around 3D Gaussian Splatting for its highly efficient rendering and to inherit the topological flexibility of point clouds. In contrast to previous work, we condition our avatars' dynamics on the rich expression space of neural parametric head models (NPHM), instead of mesh-based 3DMMs. To this end, we distill the backward deformation field of our underlying NPHM into forward deformations which are compatible with rasterization-based rendering. All remaining fine-scale, expression-dependent details are learned from the multi-view videos. To increase the representational capacity of our avatars, we augment the canonical Gaussian point cloud using per-primitive latent features which govern its dynamic behavior. To regularize this increased dynamic expressivity, we propose Laplacian terms on the latent features and predicted dynamics. We evaluate our method on the public NeRSemble dataset, demonstrating that NPGA significantly outperforms the previous state-of-the-art avatars on the self-reenactment task by 2.6 PSNR. Furthermore, we demonstrate accurate animation capabilities from real-world monocular videos.


When LLMs step into the 3D World: A Survey and Meta-Analysis of 3D Tasks via Multi-modal Large Language Models

arXiv.org Artificial Intelligence

As large language models (LLMs) evolve, their integration with 3D spatial data (3D-LLMs) has seen rapid progress, offering unprecedented capabilities for understanding and interacting with physical spaces. This survey provides a comprehensive overview of the methodologies enabling LLMs to process, understand, and generate 3D data. Highlighting the unique advantages of LLMs, such as in-context learning, step-by-step reasoning, open-vocabulary capabilities, and extensive world knowledge, we underscore their potential to significantly advance spatial comprehension and interaction within embodied Artificial Intelligence (AI) systems. Our investigation spans various 3D data representations, from point clouds to Neural Radiance Fields (NeRFs). It examines their integration with LLMs for tasks such as 3D scene understanding, captioning, question-answering, and dialogue, as well as LLM-based agents for spatial reasoning, planning, and navigation. The paper also includes a brief review of other methods that integrate 3D and language. The meta-analysis presented in this paper reveals significant progress yet underscores the necessity for novel approaches to harness the full potential of 3D-LLMs. Hence, with this paper, we aim to chart a course for future research that explores and expands the capabilities of 3D-LLMs in understanding and interacting with the complex 3D world. To support this survey, we have established a project page where papers related to our topic are organized and listed: https://github.com/ActiveVisionLab/Awesome-LLM-3D.


DeepMIF: Deep Monotonic Implicit Fields for Large-Scale LiDAR 3D Mapping

arXiv.org Artificial Intelligence

Recently, significant progress has been achieved in sensing real large-scale outdoor 3D environments, particularly by using modern acquisition equipment such as LiDAR sensors. Unfortunately, they are fundamentally limited in their ability to produce dense, complete 3D scenes. To address this issue, recent learning-based methods integrate neural implicit representations and optimizable feature grids to approximate surfaces of 3D scenes. However, naively fitting samples along raw LiDAR rays leads to noisy 3D mapping results due to the nature of sparse, conflicting LiDAR measurements. Instead, in this work we depart from fitting LiDAR data exactly, instead letting the network optimize a non-metric monotonic implicit field defined in 3D space. To fit our field, we design a learning system integrating a monotonicity loss that enables optimizing neural monotonic fields and leverages recent progress in large-scale 3D mapping. Our algorithm achieves high-quality dense 3D mapping performance as captured by multiple quantitative and perceptual measures and visual results obtained for Mai City, Newer College, and KITTI benchmarks. The code of our approach will be made publicly available.


LightIt: Illumination Modeling and Control for Diffusion Models

arXiv.org Artificial Intelligence

We introduce LightIt, a method for explicit illumination control for image generation. Recent generative methods lack lighting control, which is crucial to numerous artistic aspects of image generation such as setting the overall mood or cinematic appearance. To overcome these limitations, we propose to condition the generation on shading and normal maps. We model the lighting with single bounce shading, which includes cast shadows. We first train a shading estimation module to generate a dataset of real-world images and shading pairs. Then, we train a control network using the estimated shading and normals as input. Our method demonstrates high-quality image generation and lighting control in numerous scenes. Additionally, we use our generated dataset to train an identity-preserving relighting model, conditioned on an image and a target shading. Our method is the first that enables the generation of images with controllable, consistent lighting and performs on par with specialized relighting state-of-the-art methods.


Intrinsic Image Diffusion for Single-view Material Estimation

arXiv.org Artificial Intelligence

We present Intrinsic Image Diffusion, a generative model for appearance decomposition of indoor scenes. Given a single input view, we sample multiple possible material explanations represented as albedo, roughness, and metallic maps. Appearance decomposition poses a considerable challenge in computer vision due to the inherent ambiguity between lighting and material properties and the lack of real datasets. To address this issue, we advocate for a probabilistic formulation, where instead of attempting to directly predict the true material properties, we employ a conditional generative model to sample from the solution space. Furthermore, we show that utilizing the strong learned prior of recent diffusion models trained on large-scale real-world images can be adapted to material estimation and highly improves the generalization to real images. Our method produces significantly sharper, more consistent, and more detailed materials, outperforming state-of-the-art methods by $1.5dB$ on PSNR and by $45\%$ better FID score on albedo prediction. We demonstrate the effectiveness of our approach through experiments on both synthetic and real-world datasets.


FaceTalk: Audio-Driven Motion Diffusion for Neural Parametric Head Models

arXiv.org Artificial Intelligence

We introduce FaceTalk, a novel generative approach designed for synthesizing high-fidelity 3D motion sequences of talking human heads from input audio signal. To capture the expressive, detailed nature of human heads, including hair, ears, and finer-scale eye movements, we propose to couple speech signal with the latent space of neural parametric head models to create high-fidelity, temporally coherent motion sequences. We propose a new latent diffusion model for this task, operating in the expression space of neural parametric head models, to synthesize audio-driven realistic head sequences. In the absence of a dataset with corresponding NPHM expressions to audio, we optimize for these correspondences to produce a dataset of temporally-optimized NPHM expressions fit to audio-video recordings of people talking. To the best of our knowledge, this is the first work to propose a generative approach for realistic and high-quality motion synthesis of volumetric human heads, representing a significant advancement in the field of audio-driven 3D animation. Notably, our approach stands out in its ability to generate plausible motion sequences that can produce high-fidelity head animation coupled with the NPHM shape space. Our experimental results substantiate the effectiveness of FaceTalk, consistently achieving superior and visually natural motion, encompassing diverse facial expressions and styles, outperforming existing methods by 75% in perceptual user study evaluation.


Fast Training of Diffusion Transformer with Extreme Masking for 3D Point Clouds Generation

arXiv.org Artificial Intelligence

Diffusion Transformers have recently shown remarkable effectiveness in generating high-quality 3D point clouds. However, training voxel-based diffusion models for high-resolution 3D voxels remains prohibitively expensive due to the cubic complexity of attention operators, which arises from the additional dimension of voxels. Motivated by the inherent redundancy of 3D compared to 2D, we propose FastDiT-3D, a novel masked diffusion transformer tailored for efficient 3D point cloud generation, which greatly reduces training costs. Specifically, we draw inspiration from masked autoencoders to dynamically operate the denoising process on masked voxelized point clouds. We also propose a novel voxel-aware masking strategy to adaptively aggregate background/foreground information from voxelized point clouds. Our method achieves state-of-the-art performance with an extreme masking ratio of nearly 99%. Moreover, to improve multi-category 3D generation, we introduce Mixture-of-Expert (MoE) in 3D diffusion model. Each category can learn a distinct diffusion path with different experts, relieving gradient conflict. Experimental results on the ShapeNet dataset demonstrate that our method achieves state-of-the-art high-fidelity and diverse 3D point cloud generation performance. Our FastDiT-3D improves 1-Nearest Neighbor Accuracy and Coverage metrics when generating 128-resolution voxel point clouds, using only 6.5% of the original training cost.


MeshGPT: Generating Triangle Meshes with Decoder-Only Transformers

arXiv.org Artificial Intelligence

We introduce MeshGPT, a new approach for generating triangle meshes that reflects the compactness typical of artist-created meshes, in contrast to dense triangle meshes extracted by iso-surfacing methods from neural fields. Inspired by recent advances in powerful large language models, we adopt a sequence-based approach to autoregressively generate triangle meshes as sequences of triangles. We first learn a vocabulary of latent quantized embeddings, using graph convolutions, which inform these embeddings of the local mesh geometry and topology. These embeddings are sequenced and decoded into triangles by a decoder, ensuring that they can effectively reconstruct the mesh. A transformer is then trained on this learned vocabulary to predict the index of the next embedding given previous embeddings. Once trained, our model can be autoregressively sampled to generate new triangle meshes, directly generating compact meshes with sharp edges, more closely imitating the efficient triangulation patterns of human-crafted meshes. MeshGPT demonstrates a notable improvement over state of the art mesh generation methods, with a 9% increase in shape coverage and a 30-point enhancement in FID scores across various categories.


TriPlaneNet: An Encoder for EG3D Inversion

arXiv.org Artificial Intelligence

Recent progress in NeRF-based GANs has introduced a number of approaches for high-resolution and high-fidelity generative modeling of human heads with a possibility for novel view rendering. At the same time, one must solve an inverse problem to be able to re-render or modify an existing image or video. Despite the success of universal optimization-based methods for 2D GAN inversion, those applied to 3D GANs may fail to extrapolate the result onto the novel view, whereas optimization-based 3D GAN inversion methods are time-consuming and can require at least several minutes per image. Fast encoder-based techniques, such as those developed for StyleGAN, may also be less appealing due to the lack of identity preservation. Our work introduces a fast technique that bridges the gap between the two approaches by directly utilizing the tri-plane representation presented for the EG3D generative model. In particular, we build upon a feed-forward convolutional encoder for the latent code and extend it with a fully-convolutional predictor of tri-plane numerical offsets. The renderings are similar in quality to the ones produced by optimization-based techniques and outperform the ones by encoder-based methods. As we empirically prove, this is a consequence of directly operating in the tri-plane space, not in the GAN parameter space, while making use of an encoder-based trainable approach. Finally, we demonstrate significantly more correct embedding of a face image in 3D than for all the baselines, further strengthened by a probably symmetric prior enabled during training.