Text-guided 3D object generation aims to generate 3D objects described by user-defined captions, which paves a flexible way to visualize what we imagined. Although some works have been devoted to solving this challenging task, these works either utilize some explicit 3D representations (e.g., mesh), which lack texture and require post-processing for rendering photo-realistic views; or require individual time-consuming optimization for every single case. Here, we make the first attempt to achieve generic text-guided cross-category 3D object generation via a new 3D-TOGO model, which integrates a text-to-views generation module and a views-to-3D generation module. The text-to-views generation module is designed to generate different views of the target 3D object given an input caption. prior-guidance, caption-guidance and view contrastive learning are proposed for achieving better view-consistency and caption similarity. Meanwhile, a pixelNeRF model is adopted for the views-to-3D generation module to obtain the implicit 3D neural representation from the previously-generated views. Our 3D-TOGO model generates 3D objects in the form of the neural radiance field with good texture and requires no time-cost optimization for every single caption. Besides, 3D-TOGO can control the category, color and shape of generated 3D objects with the input caption. Extensive experiments on the largest 3D object dataset (i.e., ABO) are conducted to verify that 3D-TOGO can better generate high-quality 3D objects according to the input captions across 98 different categories, in terms of PSNR, SSIM, LPIPS and CLIP-score, compared with text-NeRF and Dreamfields.
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随着信息中的各种方式存在于现实世界中的各种方式,多式联信息之间的有效互动和融合在计算机视觉和深度学习研究中的多模式数据的创造和感知中起着关键作用。通过卓越的功率,在多式联运信息中建模互动,多式联运图像合成和编辑近年来已成为一个热门研究主题。与传统的视觉指导不同,提供明确的线索,多式联路指南在图像合成和编辑方面提供直观和灵活的手段。另一方面,该领域也面临着具有固有的模态差距的特征的几个挑战,高分辨率图像的合成,忠实的评估度量等。在本调查中,我们全面地阐述了最近多式联运图像综合的进展根据数据模型和模型架构编辑和制定分类。我们从图像合成和编辑中的不同类型的引导方式开始介绍。然后,我们描述了多模式图像综合和编辑方法,其具有详细的框架,包括生成的对抗网络(GAN),GaN反转,变压器和其他方法,例如NERF和扩散模型。其次是在多模式图像合成和编辑中广泛采用的基准数据集和相应的评估度量的综合描述,以及分析各个优点和限制的不同合成方法的详细比较。最后,我们为目前的研究挑战和未来的研究方向提供了深入了解。与本调查相关的项目可在HTTPS://github.com/fnzhan/mise上获得
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我们将神经渲染与多模态图像和文本表示相结合,以仅从自然语言描述中综合不同的3D对象。我们的方法,梦场,可以产生多种物体的几何和颜色而无需3D监控。由于不同,标题3D数据的稀缺性,先前的方法仅生成来自少数类别的对象,例如ShapEnet。相反,我们指导生成与从Web的标题图像的大型数据集预先培训的图像文本模型。我们的方法优化了许多相机视图的神经辐射场,使得根据预先训练的剪辑模型,渲染图像非常高度地使用目标字幕。为了提高保真度和视觉质量,我们引入简单的几何前瞻,包括突出透射率正则化,场景界限和新的MLP架构。在实验中,梦场从各种自然语言标题中产生现实,多视图一致的物体几何和颜色。
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2D-to-3D reconstruction is an ill-posed problem, yet humans are good at solving this problem due to their prior knowledge of the 3D world developed over years. Driven by this observation, we propose NeRDi, a single-view NeRF synthesis framework with general image priors from 2D diffusion models. Formulating single-view reconstruction as an image-conditioned 3D generation problem, we optimize the NeRF representations by minimizing a diffusion loss on its arbitrary view renderings with a pretrained image diffusion model under the input-view constraint. We leverage off-the-shelf vision-language models and introduce a two-section language guidance as conditioning inputs to the diffusion model. This is essentially helpful for improving multiview content coherence as it narrows down the general image prior conditioned on the semantic and visual features of the single-view input image. Additionally, we introduce a geometric loss based on estimated depth maps to regularize the underlying 3D geometry of the NeRF. Experimental results on the DTU MVS dataset show that our method can synthesize novel views with higher quality even compared to existing methods trained on this dataset. We also demonstrate our generalizability in zero-shot NeRF synthesis for in-the-wild images.
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由于没有大型配对的文本形状数据,这两种方式之间的大量语义差距以及3D形状的结构复杂性,因此文本指导的3D形状生成仍然具有挑战性。本文通过引入2D图像作为垫脚石来连接两种方式并消除对配对的文本形状数据的需求,提出了一个名为“图像”的新框架,称为“垫脚石”(ISS)。我们的关键贡献是一种两阶段的功能空间对准方法,它通过利用具有多视图Supperions的预训练的单视重构造(SVR)模型来映射剪辑功能以形成形状:首先将剪辑图像剪辑剪辑功能到详细信息 - SVR模型中的丰富形状空间,然后将剪辑文本功能映射到形状空间,并通过鼓励输入文本和渲染图像之间的剪辑一致性来优化映射。此外,我们制定了一个文本制定的形状样式化模块,以用新颖的纹理打扮出输出形状。除了从文本上生成3D Shape生成的现有作品外,我们的新方法是在不需要配对的文本形状数据的情况下创建形状的一般性。实验结果表明,我们的方法在忠诚度和与文本一致性方面优于最先进的和我们的基线。此外,我们的方法可以通过逼真的和幻想结构和纹理对生成的形状进行样式化。
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Recent CLIP-guided 3D optimization methods, e.g., DreamFields and PureCLIPNeRF achieve great success in zero-shot text-guided 3D synthesis. However, due to the scratch training and random initialization without any prior knowledge, these methods usually fail to generate accurate and faithful 3D structures that conform to the corresponding text. In this paper, we make the first attempt to introduce the explicit 3D shape prior to CLIP-guided 3D optimization methods. Specifically, we first generate a high-quality 3D shape from input texts in the text-to-shape stage as the 3D shape prior. We then utilize it as the initialization of a neural radiance field and then optimize it with the full prompt. For the text-to-shape generation, we present a simple yet effective approach that directly bridges the text and image modalities with a powerful text-to-image diffusion model. To narrow the style domain gap between images synthesized by the text-to-image model and shape renderings used to train the image-to-shape generator, we further propose to jointly optimize a learnable text prompt and fine-tune the text-to-image diffusion model for rendering-style image generation. Our method, namely, Dream3D, is capable of generating imaginative 3D content with better visual quality and shape accuracy than state-of-the-art methods.
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While recent work on text-conditional 3D object generation has shown promising results, the state-of-the-art methods typically require multiple GPU-hours to produce a single sample. This is in stark contrast to state-of-the-art generative image models, which produce samples in a number of seconds or minutes. In this paper, we explore an alternative method for 3D object generation which produces 3D models in only 1-2 minutes on a single GPU. Our method first generates a single synthetic view using a text-to-image diffusion model, and then produces a 3D point cloud using a second diffusion model which conditions on the generated image. While our method still falls short of the state-of-the-art in terms of sample quality, it is one to two orders of magnitude faster to sample from, offering a practical trade-off for some use cases. We release our pre-trained point cloud diffusion models, as well as evaluation code and models, at https://github.com/openai/point-e.
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As a powerful representation of 3D scenes, the neural radiance field (NeRF) enables high-quality novel view synthesis from multi-view images. Stylizing NeRF, however, remains challenging, especially on simulating a text-guided style with both the appearance and the geometry altered simultaneously. In this paper, we present NeRF-Art, a text-guided NeRF stylization approach that manipulates the style of a pre-trained NeRF model with a simple text prompt. Unlike previous approaches that either lack sufficient geometry deformations and texture details or require meshes to guide the stylization, our method can shift a 3D scene to the target style characterized by desired geometry and appearance variations without any mesh guidance. This is achieved by introducing a novel global-local contrastive learning strategy, combined with the directional constraint to simultaneously control both the trajectory and the strength of the target style. Moreover, we adopt a weight regularization method to effectively suppress cloudy artifacts and geometry noises which arise easily when the density field is transformed during geometry stylization. Through extensive experiments on various styles, we demonstrate that our method is effective and robust regarding both single-view stylization quality and cross-view consistency. The code and more results can be found in our project page: https://cassiepython.github.io/nerfart/.
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Text-guided diffusion models have shown superior performance in image/video generation and editing. While few explorations have been performed in 3D scenarios. In this paper, we discuss three fundamental and interesting problems on this topic. First, we equip text-guided diffusion models to achieve $\textbf{3D-consistent generation}$. Specifically, we integrate a NeRF-like neural field to generate low-resolution coarse results for a given camera view. Such results can provide 3D priors as condition information for the following diffusion process. During denoising diffusion, we further enhance the 3D consistency by modeling cross-view correspondences with a novel two-stream (corresponding to two different views) asynchronous diffusion process. Second, we study $\textbf{3D local editing}$ and propose a two-step solution that can generate 360$^{\circ}$ manipulated results by editing an object from a single view. Step 1, we propose to perform 2D local editing by blending the predicted noises. Step 2, we conduct a noise-to-text inversion process that maps 2D blended noises into the view-independent text embedding space. Once the corresponding text embedding is obtained, 360$^{\circ}$ images can be generated. Last but not least, we extend our model to perform \textbf{one-shot novel view synthesis} by fine-tuning on a single image, firstly showing the potential of leveraging text guidance for novel view synthesis. Extensive experiments and various applications show the prowess of our 3DDesigner. The project page is available at https://3ddesigner-diffusion.github.io/.
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Existing neural rendering methods for creating human avatars typically either require dense input signals such as video or multi-view images, or leverage a learned prior from large-scale specific 3D human datasets such that reconstruction can be performed with sparse-view inputs. Most of these methods fail to achieve realistic reconstruction when only a single image is available. To enable the data-efficient creation of realistic animatable 3D humans, we propose ELICIT, a novel method for learning human-specific neural radiance fields from a single image. Inspired by the fact that humans can easily reconstruct the body geometry and infer the full-body clothing from a single image, we leverage two priors in ELICIT: 3D geometry prior and visual semantic prior. Specifically, ELICIT introduces the 3D body shape geometry prior from a skinned vertex-based template model (i.e., SMPL) and implements the visual clothing semantic prior with the CLIP-based pre-trained models. Both priors are used to jointly guide the optimization for creating plausible content in the invisible areas. In order to further improve visual details, we propose a segmentation-based sampling strategy that locally refines different parts of the avatar. Comprehensive evaluations on multiple popular benchmarks, including ZJU-MoCAP, Human3.6M, and DeepFashion, show that ELICIT has outperformed current state-of-the-art avatar creation methods when only a single image is available. Code will be public for reseach purpose at https://elicit3d.github.io .
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获取3D对象表示对于创建照片现实的模拟器和为AR/VR应用程序收集资产很重要。神经领域已经显示出其在学习2D图像的场景的连续体积表示方面的有效性,但是从这些模型中获取对象表示,并以较弱的监督仍然是一个开放的挑战。在本文中,我们介绍了Laterf,一种从给定的2D图像和已知相机姿势的2D图像中提取感兴趣对象的方法,对象的自然语言描述以及少数对象和非对象标签 - 输入图像中的对象点。为了忠实地从场景中提取对象,后来在每个3D点上都以其他“对象”概率扩展NERF公式。此外,我们利用预先训练的剪辑模型与我们可区分的对象渲染器相结合的丰富潜在空间来注入对象的封闭部分。我们在合成数据集和真实数据集上展示了高保真对象提取,并通过广泛的消融研究证明我们的设计选择是合理的。
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我们呈现剪辑NERF,一种用于神经辐射字段(NERF)的多模态3D对象操纵方法。通过利用近期对比语言图像预培训(剪辑)模型的联合语言图像嵌入空间,我们提出了一个统一的框架,它允许以用户友好的方式操纵nerf,使用短文本提示或示例图像。具体地,为了结合NERF的新型视图合成能力以及从生成模型的潜在表示的可控操纵能力,我们引入了一种允许单独控制形状和外观的脱屑的条件NERF架构。这是通过通过将学习的变形字段应用于对体积渲染阶段的位置编码和延迟颜色调节来实现的来实现。要将这种解除潜在的潜在潜在表示到剪辑嵌入,我们设计了两个代码映射器,将剪辑嵌入为输入并更新潜在码以反映目标编辑。用基于剪辑的匹配损耗训练映射器,以确保操纵精度。此外,我们提出了一种逆优化方法,可以将输入图像精确地将输入图像投影到潜在码以进行操作以使在真实图像上进行编辑。我们在各种文本提示和示例图像上进行广泛的实验评估我们的方法,并为交互式编辑提供了直观的接口。我们的实现是在https://cassiepython.github.io/clipnerf/上获得的
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我们提出了仅使用目标文本提示的3D模型的零击生成技术。在没有任何3D监督的情况下,我们的方法变形了极限细分表面的控制形状及其纹理地图和正常地图,以获得与输入文本提示相对应的3D资产,并且可以轻松地部署到游戏或建模应用程序中。我们仅依靠预先训练的剪辑模型,该模型将输入文本提示与我们3D模型的渲染图像进行了分化。虽然先前的作品集中在风格化或对生成模型的必要培训上,但我们直接对网格参数进行优化,以生成形状,纹理或两者兼而有之。为了限制优化以产生合理的网格和纹理,我们使用图像增强量引入了许多技术,并使用预验证的先验,该技术在给定文本嵌入的情况下生成了剪贴图像嵌入。
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扩散模型(DMS)显示出高质量图像合成的巨大潜力。但是,当涉及到具有复杂场景的图像时,如何正确描述图像全局结构和对象细节仍然是一项具有挑战性的任务。在本文中,我们提出了弗里多(Frido),这是一种特征金字塔扩散模型,该模型执行了图像合成的多尺度粗到1个降解过程。我们的模型将输入图像分解为依赖比例的矢量量化特征,然后是用于产生图像输出的粗到细门。在上述多尺度表示阶段,可以进一步利用文本,场景图或图像布局等其他输入条件。因此,还可以将弗里多应用于条件或跨模式图像合成。我们对各种无条件和有条件的图像生成任务进行了广泛的实验,从文本到图像综合,布局到图像,场景环形图像到标签形象。更具体地说,我们在五个基准测试中获得了最先进的FID分数,即可可和开阔图像的布局到图像,可可和视觉基因组的场景环形图像以及可可的标签对图像图像。 。代码可在https://github.com/davidhalladay/frido上找到。
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This paper presents a 3D generative model that uses diffusion models to automatically generate 3D digital avatars represented as neural radiance fields. A significant challenge in generating such avatars is that the memory and processing costs in 3D are prohibitive for producing the rich details required for high-quality avatars. To tackle this problem we propose the roll-out diffusion network (Rodin), which represents a neural radiance field as multiple 2D feature maps and rolls out these maps into a single 2D feature plane within which we perform 3D-aware diffusion. The Rodin model brings the much-needed computational efficiency while preserving the integrity of diffusion in 3D by using 3D-aware convolution that attends to projected features in the 2D feature plane according to their original relationship in 3D. We also use latent conditioning to orchestrate the feature generation for global coherence, leading to high-fidelity avatars and enabling their semantic editing based on text prompts. Finally, we use hierarchical synthesis to further enhance details. The 3D avatars generated by our model compare favorably with those produced by existing generative techniques. We can generate highly detailed avatars with realistic hairstyles and facial hair like beards. We also demonstrate 3D avatar generation from image or text as well as text-guided editability.
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尽管神经辐射场(NERF)迅速发展,但稠密的必要性在很大程度上禁止其更广泛的应用。尽管最近的一些作品试图解决这个问题,但它们要么以稀疏的视图(仍然是其中的一些)操作,要么在简单的对象/场景上运行。在这项工作中,我们考虑了一项更雄心勃勃的任务:通过“只看一次”,即仅使用单个视图来训练神经辐射场,而是在现实的复杂视觉场景上。为了实现这一目标,我们提出了一个视图NERF(SINNERF)框架,该框架由精心设计的语义和几何正规化组成。具体而言,Sinnerf构建了一个半监督的学习过程,我们在其中介绍并传播几何标签和语义伪标签,以指导渐进式训练过程。广泛的实验是在复杂的场景基准上进行的,包括NERF合成数据集,本地光场融合数据集和DTU数据集。我们表明,即使在多视图数据集上进行预训练,Sinnerf也可以产生照片现实的新型视图合成结果。在单个图像设置下,Sinnerf在所有情况下都显着胜过当前最新的NERF基线。项目页面:https://vita-group.github.io/sinnerf/
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我们开发了一种文本到图像生成的方法,该方法由隐性视觉引导丢失和生成目标的组合驱动,该方法包含其他检索图像。与仅将文本作为输入的大多数现有文本到图像生成方法不同,我们的方法将跨模式搜索结果动态馈送到统一的训练阶段,从而提高了生成结果的质量,可控性和多样性。我们提出了一种新颖的超网调制的视觉文本编码方案,以预测编码层的重量更新,从而使视觉信息(例如布局,内容)有效地传输到相应的潜在域。实验结果表明,我们的模型以其他检索视觉数据的指导优于现有基于GAN的模型。在可可数据集上,与最先进的方法相比,我们实现了更好的$ 9.13 $,最高$ 3.5 \ times $ $。
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文本对图像综合的症结很大,源于保持输入文本和合成图像之间的跨模式语义一致性的困难。试图直接建模文本图像映射的典型方法只能在文本中捕获指示常见对象或动作但无法学习其空间分布模式的文本中的关键字。规避此限制的一种有效方法是生成图像布局作为指导,这是通过一些方法尝试的。然而,由于输入文本和对象位置的多样性,这些方法无法生成实际有效的布局。在本文中,我们推动在文本到图像生成和布局到图像合成中进行有效的建模。具体而言,我们将文本到序列生成作为序列到序列建模任务,并在变压器上构建我们的模型,以通过对它们之间的顺序依赖性进行建模,以了解对象之间的空间关系。在布局到图像合成的阶段,我们专注于在布局中每个对象中的每个对象学习文本 - 视觉对齐,以精确地将输入文本纳入布局到图像构图合成过程。为了评估生成的布局的质量,我们设计了一个新的度量标准,称为布局质量得分,该评分既考虑了布局中边界框的绝对分布误差,又考虑了它们之间的相互空间关系。在三个数据集上进行的广泛实验证明了我们的方法优于最先进的方法,既可以预测布局和从给定文本综合图像。
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We present Muse, a text-to-image Transformer model that achieves state-of-the-art image generation performance while being significantly more efficient than diffusion or autoregressive models. Muse is trained on a masked modeling task in discrete token space: given the text embedding extracted from a pre-trained large language model (LLM), Muse is trained to predict randomly masked image tokens. Compared to pixel-space diffusion models, such as Imagen and DALL-E 2, Muse is significantly more efficient due to the use of discrete tokens and requiring fewer sampling iterations; compared to autoregressive models, such as Parti, Muse is more efficient due to the use of parallel decoding. The use of a pre-trained LLM enables fine-grained language understanding, translating to high-fidelity image generation and the understanding of visual concepts such as objects, their spatial relationships, pose, cardinality etc. Our 900M parameter model achieves a new SOTA on CC3M, with an FID score of 6.06. The Muse 3B parameter model achieves an FID of 7.88 on zero-shot COCO evaluation, along with a CLIP score of 0.32. Muse also directly enables a number of image editing applications without the need to fine-tune or invert the model: inpainting, outpainting, and mask-free editing. More results are available at https://muse-model.github.io
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我们提出了第一个统一的框架Unicolor,以支持多种方式的着色,包括无条件和条件性的框架,例如中风,示例,文本,甚至是它们的混合。我们没有为每种类型的条件学习单独的模型,而是引入了一个两阶段的着色框架,以将各种条件纳入单个模型。在第一阶段,多模式条件将转换为提示点的共同表示。特别是,我们提出了一种基于剪辑的新方法,将文本转换为提示点。在第二阶段,我们提出了一个基于变压器的网络,该网络由Chroma-vqgan和Hybrid-Transformer组成,以生成以提示点为条件的多样化和高质量的着色结果。定性和定量比较都表明,我们的方法在每种控制方式中都优于最先进的方法,并进一步实现了以前不可行的多模式着色。此外,我们设计了一个交互式界面,显示了我们统一框架在实际用法中的有效性,包括自动着色,混合控制着色,局部再现和迭代色彩编辑。我们的代码和型号可在https://luckyhzt.github.io/unicolor上找到。
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