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Rakesh Ranjan

Publications and source records attributed to Rakesh Ranjan.

At least 37 records · Page 2Linked to original sources

Steepest Descent Density Control for Compact 3D Gaussian Splatting

3D Gaussian Splatting (3DGS) has emerged as a powerful technique for real-time, high-resolution novel view synthesis. By representing scenes as a mixture of Gaussian primitives, 3DGS leverages GPU rasterization pipelines for efficient rendering and reconstruction. To optimize scene coverage and capture fine details, 3DGS employs a densification algorithm to generate additional points. However, this process often leads to redundant point clouds, resulting in excessive memory usage, slower performance, and substantial storage demands - posing significant challenges for deployment on resource-constrained devices. To address this limitation, we propose a theoretical framework that demystifies and improves density control in 3DGS. Our analysis reveals that splitting is crucial for escaping saddle points. Through an optimization-theoretic approach, we establish the necessary conditions for densification, determine the minimal number of offspring Gaussians, identify the optimal parameter update direction, and provide an analytical solution for normalizing off-spring opacity. Building on these insights, we introduce SteepGS, incorporating steepest density control, a principled strategy that minimizes loss while maintaining a compact point cloud. SteepGS achieves a ~50% reduction in Gaussian points without compromising rendering quality, significantly enhancing both efficiency and scalability.

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Garment3DGen: 3D Garment Stylization and Texture Generation

We introduce Garment3DGen a new method to synthesize 3D garment assets from a base mesh given a single input image as guidance. Our proposed approach allows users to generate 3D textured clothes based on both real and synthetic images, such as those generated by text prompts. The generated assets can be directly draped and simulated on human bodies. We leverage the recent progress of image-to-3D diffusion methods to generate 3D garment geometries. However, since these geometries cannot be utilized directly for downstream tasks, we propose to use them as pseudo ground-truth and set up a mesh deformation optimization procedure that deforms a base template mesh to match the generated 3D target. Carefully designed losses allow the base mesh to freely deform towards the desired target, yet preserve mesh quality and topology such that they can be simulated. Finally, we generate high-fidelity texture maps that are globally and locally consistent and faithfully capture the input guidance, allowing us to render the generated 3D assets. With Garment3DGen users can generate the simulation-ready 3D garment of their choice without the need of artist intervention. We present a plethora of quantitative and qualitative comparisons on various assets and demonstrate that Garment3DGen unlocks key applications ranging from sketch-to-simulated garments or interacting with the garments in VR. Code is publicly available.

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Training Neural Networks on RAW and HDR Images for Restoration Tasks

The vast majority of standard image and video content available online is represented in display-encoded color spaces, in which pixel values are conveniently scaled to a limited range (0-1) and the color distribution is approximately perceptually uniform. In contrast, both camera RAW and high dynamic range (HDR) images are often represented in linear color spaces, in which color values are linearly related to colorimetric quantities of light. While training on commonly available display-encoded images is a well-established practice, there is no consensus on how neural networks should be trained for tasks on RAW and HDR images in linear color spaces. In this work, we test several approaches on three popular image restoration applications: denoising, deblurring, and single-image super-resolution. We examine whether HDR/RAW images need to be display-encoded using popular transfer functions (PQ, PU21, and mu-law), or whether it is better to train in linear color spaces, but use loss functions that correct for perceptual non-uniformity. Our results indicate that neural networks train significantly better on HDR and RAW images represented in display-encoded color spaces, which offer better perceptual uniformity than linear spaces. This small change to the training strategy can bring a very substantial gain in performance, between 2 and 9 dB.

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Decorum: A Language-Based Approach For Style-Conditioned Synthesis of Indoor 3D Scenes

3D indoor scene generation is an important problem for the design of digital and real-world environments. To automate this process, a scene generation model should be able to not only generate plausible scene layouts, but also take into consideration visual features and style preferences. Existing methods for this task exhibit very limited control over these attributes, only allowing text inputs in the form of simple object-level descriptions or pairwise spatial relationships. Our proposed method Decorum enables users to control the scene generation process with natural language by adopting language-based representations at each stage. This enables us to harness recent advancements in Large Language Models (LLMs) to model language-to-language mappings. In addition, we show that using a text-based representation allows us to select furniture for our scenes using a novel object retrieval method based on multimodal LLMs. Evaluations on the benchmark 3D-FRONT dataset show that our methods achieve improvements over existing work in text-conditioned scene synthesis and object retrieval.

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Fractal-IR: A Unified Framework for Efficient and Scalable Image Restoration

While vision transformers achieve significant breakthroughs in various image restoration (IR) tasks, it is still challenging to efficiently scale them across multiple types of degradations and resolutions. In this paper, we propose Fractal-IR, a fractal-based design that progressively refines degraded images by repeatedly expanding local information into broader regions. This fractal architecture naturally captures local details at early stages and seamlessly transitions toward global context in deeper fractal stages, removing the need for computationally heavy long-range self-attention mechanisms. Moveover, we observe the challenge in scaling up vision transformers for IR tasks. Through a series of analyses, we identify a holistic set of strategies to effectively guide model scaling. Extensive experimental results show that Fractal-IR achieves state-of-the-art performance in seven common image restoration tasks, including super-resolution, denoising, JPEG artifact removal, IR in adverse weather conditions, motion deblurring, defocus deblurring, and demosaicking. For $2\times$ SR on Manga109, Fractal-IR achieves a 0.21 dB PSNR gain. For grayscale image denoising on Urban100, Fractal-IR surpasses the previous method by 0.2 dB for $σ=50$.

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Make-A-Texture: Fast Shape-Aware Texture Generation in 3 Seconds

We present Make-A-Texture, a new framework that efficiently synthesizes high-resolution texture maps from textual prompts for given 3D geometries. Our approach progressively generates textures that are consistent across multiple viewpoints with a depth-aware inpainting diffusion model, in an optimized sequence of viewpoints determined by an automatic view selection algorithm. A significant feature of our method is its remarkable efficiency, achieving a full texture generation within an end-to-end runtime of just 3.07 seconds on a single NVIDIA H100 GPU, significantly outperforming existing methods. Such an acceleration is achieved by optimizations in the diffusion model and a specialized backprojection method. Moreover, our method reduces the artifacts in the backprojection phase, by selectively masking out non-frontal faces, and internal faces of open-surfaced objects. Experimental results demonstrate that Make-A-Texture matches or exceeds the quality of other state-of-the-art methods. Our work significantly improves the applicability and practicality of texture generation models for real-world 3D content creation, including interactive creation and text-guided texture editing.

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Sharing Key Semantics in Transformer Makes Efficient Image Restoration

Image Restoration (IR), a classic low-level vision task, has witnessed significant advancements through deep models that effectively model global information. Notably, the emergence of Vision Transformers (ViTs) has further propelled these advancements. When computing, the self-attention mechanism, a cornerstone of ViTs, tends to encompass all global cues, even those from semantically unrelated objects or regions. This inclusivity introduces computational inefficiencies, particularly noticeable with high input resolution, as it requires processing irrelevant information, thereby impeding efficiency. Additionally, for IR, it is commonly noted that small segments of a degraded image, particularly those closely aligned semantically, provide particularly relevant information to aid in the restoration process, as they contribute essential contextual cues crucial for accurate reconstruction. To address these challenges, we propose boosting IR's performance by sharing the key semantics via Transformer for IR (\ie, SemanIR) in this paper. Specifically, SemanIR initially constructs a sparse yet comprehensive key-semantic dictionary within each transformer stage by establishing essential semantic connections for every degraded patch. Subsequently, this dictionary is shared across all subsequent transformer blocks within the same stage. This strategy optimizes attention calculation within each block by focusing exclusively on semantically related components stored in the key-semantic dictionary. As a result, attention calculation achieves linear computational complexity within each window. Extensive experiments across 6 IR tasks confirm the proposed SemanIR's state-of-the-art performance, quantitatively and qualitatively showcasing advancements. The visual results, code, and trained models are available at https://github.com/Amazingren/SemanIR.

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MV-DUSt3R+: Single-Stage Scene Reconstruction from Sparse Views In 2 Seconds

Recent sparse multi-view scene reconstruction advances like DUSt3R and MASt3R no longer require camera calibration and camera pose estimation. However, they only process a pair of views at a time to infer pixel-aligned pointmaps. When dealing with more than two views, a combinatorial number of error prone pairwise reconstructions are usually followed by an expensive global optimization, which often fails to rectify the pairwise reconstruction errors. To handle more views, reduce errors, and improve inference time, we propose the fast single-stage feed-forward network MV-DUSt3R. At its core are multi-view decoder blocks which exchange information across any number of views while considering one reference view. To make our method robust to reference view selection, we further propose MV-DUSt3R+, which employs cross-reference-view blocks to fuse information across different reference view choices. To further enable novel view synthesis, we extend both by adding and jointly training Gaussian splatting heads. Experiments on multi-view stereo reconstruction, multi-view pose estimation, and novel view synthesis confirm that our methods improve significantly upon prior art. Code will be released.

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CoherentGS: Sparse Novel View Synthesis with Coherent 3D Gaussians

The field of 3D reconstruction from images has rapidly evolved in the past few years, first with the introduction of Neural Radiance Field (NeRF) and more recently with 3D Gaussian Splatting (3DGS). The latter provides a significant edge over NeRF in terms of the training and inference speed, as well as the reconstruction quality. Although 3DGS works well for dense input images, the unstructured point-cloud like representation quickly overfits to the more challenging setup of extremely sparse input images (e.g., 3 images), creating a representation that appears as a jumble of needles from novel views. To address this issue, we propose regularized optimization and depth-based initialization. Our key idea is to introduce a structured Gaussian representation that can be controlled in 2D image space. We then constraint the Gaussians, in particular their position, and prevent them from moving independently during optimization. Specifically, we introduce single and multiview constraints through an implicit convolutional decoder and a total variation loss, respectively. With the coherency introduced to the Gaussians, we further constrain the optimization through a flow-based loss function. To support our regularized optimization, we propose an approach to initialize the Gaussians using monocular depth estimates at each input view. We demonstrate significant improvements compared to the state-of-the-art sparse-view NeRF-based approaches on a variety of scenes.

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Hierarchical Information Flow for Generalized Efficient Image Restoration

While vision transformers show promise in numerous image restoration (IR) tasks, the challenge remains in efficiently generalizing and scaling up a model for multiple IR tasks. To strike a balance between efficiency and model capacity for a generalized transformer-based IR method, we propose a hierarchical information flow mechanism for image restoration, dubbed Hi-IR, which progressively propagates information among pixels in a bottom-up manner. Hi-IR constructs a hierarchical information tree representing the degraded image across three levels. Each level encapsulates different types of information, with higher levels encompassing broader objects and concepts and lower levels focusing on local details. Moreover, the hierarchical tree architecture removes long-range self-attention, improves the computational efficiency and memory utilization, thus preparing it for effective model scaling. Based on that, we explore model scaling to improve our method's capabilities, which is expected to positively impact IR in large-scale training settings. Extensive experimental results show that Hi-IR achieves state-of-the-art performance in seven common image restoration tasks, affirming its effectiveness and generalizability.

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WaSt-3D: Wasserstein-2 Distance for Scene-to-Scene Stylization on 3D Gaussians

While style transfer techniques have been well-developed for 2D image stylization, the extension of these methods to 3D scenes remains relatively unexplored. Existing approaches demonstrate proficiency in transferring colors and textures but often struggle with replicating the geometry of the scenes. In our work, we leverage an explicit Gaussian Splatting (GS) representation and directly match the distributions of Gaussians between style and content scenes using the Earth Mover's Distance (EMD). By employing the entropy-regularized Wasserstein-2 distance, we ensure that the transformation maintains spatial smoothness. Additionally, we decompose the scene stylization problem into smaller chunks to enhance efficiency. This paradigm shift reframes stylization from a pure generative process driven by latent space losses to an explicit matching of distributions between two Gaussian representations. Our method achieves high-resolution 3D stylization by faithfully transferring details from 3D style scenes onto the content scene. Furthermore, WaSt-3D consistently delivers results across diverse content and style scenes without necessitating any training, as it relies solely on optimization-based techniques. See our project page for additional results and source code: $\href{https://compvis.github.io/wast3d/}{https://compvis.github.io/wast3d/}$.

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TalkinNeRF: Animatable Neural Fields for Full-Body Talking Humans

We introduce a novel framework that learns a dynamic neural radiance field (NeRF) for full-body talking humans from monocular videos. Prior work represents only the body pose or the face. However, humans communicate with their full body, combining body pose, hand gestures, as well as facial expressions. In this work, we propose TalkinNeRF, a unified NeRF-based network that represents the holistic 4D human motion. Given a monocular video of a subject, we learn corresponding modules for the body, face, and hands, that are combined together to generate the final result. To capture complex finger articulation, we learn an additional deformation field for the hands. Our multi-identity representation enables simultaneous training for multiple subjects, as well as robust animation under completely unseen poses. It can also generalize to novel identities, given only a short video as input. We demonstrate state-of-the-art performance for animating full-body talking humans, with fine-grained hand articulation and facial expressions.

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Compressed Depth Map Super-Resolution and Restoration: AIM 2024 Challenge Results

The increasing demand for augmented reality (AR) and virtual reality (VR) applications highlights the need for efficient depth information processing. Depth maps, essential for rendering realistic scenes and supporting advanced functionalities, are typically large and challenging to stream efficiently due to their size. This challenge introduces a focus on developing innovative depth upsampling techniques to reconstruct high-quality depth maps from compressed data. These techniques are crucial for overcoming the limitations posed by depth compression, which often degrades quality, loses scene details and introduces artifacts. By enhancing depth upsampling methods, this challenge aims to improve the efficiency and quality of depth map reconstruction. Our goal is to advance the state-of-the-art in depth processing technologies, thereby enhancing the overall user experience in AR and VR applications.

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MoVideo: Motion-Aware Video Generation with Diffusion Models

While recent years have witnessed great progress on using diffusion models for video generation, most of them are simple extensions of image generation frameworks, which fail to explicitly consider one of the key differences between videos and images, i.e., motion. In this paper, we propose a novel motion-aware video generation (MoVideo) framework that takes motion into consideration from two aspects: video depth and optical flow. The former regulates motion by per-frame object distances and spatial layouts, while the later describes motion by cross-frame correspondences that help in preserving fine details and improving temporal consistency. More specifically, given a key frame that exists or generated from text prompts, we first design a diffusion model with spatio-temporal modules to generate the video depth and the corresponding optical flows. Then, the video is generated in the latent space by another spatio-temporal diffusion model under the guidance of depth, optical flow-based warped latent video and the calculated occlusion mask. Lastly, we use optical flows again to align and refine different frames for better video decoding from the latent space to the pixel space. In experiments, MoVideo achieves state-of-the-art results in both text-to-video and image-to-video generation, showing promising prompt consistency, frame consistency and visual quality.

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Enhancing 2D Representation Learning with a 3D Prior

Learning robust and effective representations of visual data is a fundamental task in computer vision. Traditionally, this is achieved by training models with labeled data which can be expensive to obtain. Self-supervised learning attempts to circumvent the requirement for labeled data by learning representations from raw unlabeled visual data alone. However, unlike humans who obtain rich 3D information from their binocular vision and through motion, the majority of current self-supervised methods are tasked with learning from monocular 2D image collections. This is noteworthy as it has been demonstrated that shape-centric visual processing is more robust compared to texture-biased automated methods. Inspired by this, we propose a new approach for strengthening existing self-supervised methods by explicitly enforcing a strong 3D structural prior directly into the model during training. Through experiments, across a range of datasets, we demonstrate that our 3D aware representations are more robust compared to conventional self-supervised baselines.

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UnSAMFlow: Unsupervised Optical Flow Guided by Segment Anything Model

Traditional unsupervised optical flow methods are vulnerable to occlusions and motion boundaries due to lack of object-level information. Therefore, we propose UnSAMFlow, an unsupervised flow network that also leverages object information from the latest foundation model Segment Anything Model (SAM). We first include a self-supervised semantic augmentation module tailored to SAM masks. We also analyze the poor gradient landscapes of traditional smoothness losses and propose a new smoothness definition based on homography instead. A simple yet effective mask feature module has also been added to further aggregate features on the object level. With all these adaptations, our method produces clear optical flow estimation with sharp boundaries around objects, which outperforms state-of-the-art methods on both KITTI and Sintel datasets. Our method also generalizes well across domains and runs very efficiently.

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MVDiffusion++: A Dense High-resolution Multi-view Diffusion Model for Single or Sparse-view 3D Object Reconstruction

This paper presents a neural architecture MVDiffusion++ for 3D object reconstruction that synthesizes dense and high-resolution views of an object given one or a few images without camera poses. MVDiffusion++ achieves superior flexibility and scalability with two surprisingly simple ideas: 1) A ``pose-free architecture'' where standard self-attention among 2D latent features learns 3D consistency across an arbitrary number of conditional and generation views without explicitly using camera pose information; and 2) A ``view dropout strategy'' that discards a substantial number of output views during training, which reduces the training-time memory footprint and enables dense and high-resolution view synthesis at test time. We use the Objaverse for training and the Google Scanned Objects for evaluation with standard novel view synthesis and 3D reconstruction metrics, where MVDiffusion++ significantly outperforms the current state of the arts. We also demonstrate a text-to-3D application example by combining MVDiffusion++ with a text-to-image generative model. The project page is at https://mvdiffusion-plusplus.github.io.

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Geometry Transfer for Stylizing Radiance Fields

Shape and geometric patterns are essential in defining stylistic identity. However, current 3D style transfer methods predominantly focus on transferring colors and textures, often overlooking geometric aspects. In this paper, we introduce Geometry Transfer, a novel method that leverages geometric deformation for 3D style transfer. This technique employs depth maps to extract a style guide, subsequently applied to stylize the geometry of radiance fields. Moreover, we propose new techniques that utilize geometric cues from the 3D scene, thereby enhancing aesthetic expressiveness and more accurately reflecting intended styles. Our extensive experiments show that Geometry Transfer enables a broader and more expressive range of stylizations, thereby significantly expanding the scope of 3D style transfer.

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