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Yiyi Liao

Publications and source records attributed to Yiyi Liao.

At least 37 records · Page 2Linked to original sources

PanopticNeRF-360: Panoramic 3D-to-2D Label Transfer in Urban Scenes

Training perception systems for self-driving cars requires substantial 2D annotations that are labor-intensive to manual label. While existing datasets provide rich annotations on pre-recorded sequences, they fall short in labeling rarely encountered viewpoints, potentially hampering the generalization ability for perception models. In this paper, we present PanopticNeRF-360, a novel approach that combines coarse 3D annotations with noisy 2D semantic cues to generate high-quality panoptic labels and images from any viewpoint. Our key insight lies in exploiting the complementarity of 3D and 2D priors to mutually enhance geometry and semantics. Specifically, we propose to leverage coarse 3D bounding primitives and noisy 2D semantic and instance predictions to guide geometry optimization, by encouraging predicted labels to match panoptic pseudo ground truth. Simultaneously, the improved geometry assists in filtering 3D&2D annotation noise by fusing semantics in 3D space via a learned semantic field. To further enhance appearance, we combine MLP and hash grids to yield hybrid scene features, striking a balance between high-frequency appearance and contiguous semantics. Our experiments demonstrate PanopticNeRF-360's state-of-the-art performance over label transfer methods on the challenging urban scenes of the KITTI-360 dataset. Moreover, PanopticNeRF-360 enables omnidirectional rendering of high-fidelity, multi-view and spatiotemporally consistent appearance, semantic and instance labels. We make our code and data available at https://github.com/fuxiao0719/PanopticNeRF

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Learning Temporally Consistent Video Depth from Video Diffusion Priors

This work addresses the challenge of streamed video depth estimation, which expects not only per-frame accuracy but, more importantly, cross-frame consistency. We argue that sharing contextual information between frames or clips is pivotal in fostering temporal consistency. Therefore, we reformulate depth prediction into a conditional generation problem to provide contextual information within a clip and across clips. Specifically, we propose a consistent context-aware training and inference strategy for arbitrarily long videos to provide cross-clip context. We sample independent noise levels for each frame within a clip during training while using a sliding window strategy and initializing overlapping frames with previously predicted frames without adding noise. Moreover, we design an effective training strategy to provide context within a clip. Extensive experimental results validate our design choices and demonstrate the superiority of our approach, dubbed ChronoDepth. Project page: https://xdimlab.github.io/ChronoDepth/.

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GSCodec Studio: A Modular Framework for Gaussian Splat Compression

3D Gaussian Splatting and its extension to 4D dynamic scenes enable photorealistic, real-time rendering from real-world captures, positioning Gaussian Splats (GS) as a promising format for next-generation immersive media. However, their high storage requirements pose significant challenges for practical use in sharing, transmission, and storage. Despite various studies exploring GS compression from different perspectives, these efforts remain scattered across separate repositories, complicating benchmarking and the integration of best practices. To address this gap, we present GSCodec Studio, a unified and modular framework for GS reconstruction, compression, and rendering. The framework incorporates a diverse set of 3D/4D GS reconstruction methods and GS compression techniques as modular components, facilitating flexible combinations and comprehensive comparisons. By integrating best practices from community research and our own explorations, GSCodec Studio supports the development of compact representation and compression solutions for static and dynamic Gaussian Splats, namely our Static and Dynamic GSCodec, achieving competitive rate-distortion performance in static and dynamic GS compression. The code for our framework is publicly available at https://github.com/JasonLSC/GSCodec_Studio , to advance the research on Gaussian Splats compression.

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GIFStream: 4D Gaussian-based Immersive Video with Feature Stream

Immersive video offers a 6-Dof-free viewing experience, potentially playing a key role in future video technology. Recently, 4D Gaussian Splatting has gained attention as an effective approach for immersive video due to its high rendering efficiency and quality, though maintaining quality with manageable storage remains challenging. To address this, we introduce GIFStream, a novel 4D Gaussian representation using a canonical space and a deformation field enhanced with time-dependent feature streams. These feature streams enable complex motion modeling and allow efficient compression by leveraging temporal correspondence and motion-aware pruning. Additionally, we incorporate both temporal and spatial compression networks for end-to-end compression. Experimental results show that GIFStream delivers high-quality immersive video at 30 Mbps, with real-time rendering and fast decoding on an RTX 4090. Project page: https://xdimlab.github.io/GIFStream

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Vivid4D: Improving 4D Reconstruction from Monocular Video by Video Inpainting

Reconstructing 4D dynamic scenes from casually captured monocular videos is valuable but highly challenging, as each timestamp is observed from a single viewpoint. We introduce Vivid4D, a novel approach that enhances 4D monocular video synthesis by augmenting observation views - synthesizing multi-view videos from a monocular input. Unlike existing methods that either solely leverage geometric priors for supervision or use generative priors while overlooking geometry, we integrate both. This reformulates view augmentation as a video inpainting task, where observed views are warped into new viewpoints based on monocular depth priors. To achieve this, we train a video inpainting model on unposed web videos with synthetically generated masks that mimic warping occlusions, ensuring spatially and temporally consistent completion of missing regions. To further mitigate inaccuracies in monocular depth priors, we introduce an iterative view augmentation strategy and a robust reconstruction loss. Experiments demonstrate that our method effectively improves monocular 4D scene reconstruction and completion. See our project page: https://xdimlab.github.io/Vivid4D/.

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Painting 3D Nature in 2D: View Synthesis of Natural Scenes from a Single Semantic Mask

We introduce a novel approach that takes a single semantic mask as input to synthesize multi-view consistent color images of natural scenes, trained with a collection of single images from the Internet. Prior works on 3D-aware image synthesis either require multi-view supervision or learning category-level prior for specific classes of objects, which can hardly work for natural scenes. Our key idea to solve this challenging problem is to use a semantic field as the intermediate representation, which is easier to reconstruct from an input semantic mask and then translate to a radiance field with the assistance of off-the-shelf semantic image synthesis models. Experiments show that our method outperforms baseline methods and produces photorealistic, multi-view consistent videos of a variety of natural scenes.

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E-3DGS: Gaussian Splatting with Exposure and Motion Events

Achieving 3D reconstruction from images captured under optimal conditions has been extensively studied in the vision and imaging fields. However, in real-world scenarios, challenges such as motion blur and insufficient illumination often limit the performance of standard frame-based cameras in delivering high-quality images. To address these limitations, we incorporate a transmittance adjustment device at the hardware level, enabling event cameras to capture both motion and exposure events for diverse 3D reconstruction scenarios. Motion events (triggered by camera or object movement) are collected in fast-motion scenarios when the device is inactive, while exposure events (generated through controlled camera exposure) are captured during slower motion to reconstruct grayscale images for high-quality training and optimization of event-based 3D Gaussian Splatting (3DGS). Our framework supports three modes: High-Quality Reconstruction using exposure events, Fast Reconstruction relying on motion events, and Balanced Hybrid optimizing with initial exposure events followed by high-speed motion events. On the EventNeRF dataset, we demonstrate that exposure events significantly improve fine detail reconstruction compared to motion events and outperform frame-based cameras under challenging conditions such as low illumination and overexposure. Furthermore, we introduce EME-3D, a real-world 3D dataset with exposure events, motion events, camera calibration parameters, and sparse point clouds. Our method achieves faster and higher-quality reconstruction than event-based NeRF and is more cost-effective than methods combining event and RGB data. E-3DGS sets a new benchmark for event-based 3D reconstruction with robust performance in challenging conditions and lower hardware demands. The source code and dataset will be available at https://github.com/MasterHow/E-3DGS.

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EVolSplat: Efficient Volume-based Gaussian Splatting for Urban View Synthesis

Novel view synthesis of urban scenes is essential for autonomous driving-related applications.Existing NeRF and 3DGS-based methods show promising results in achieving photorealistic renderings but require slow, per-scene optimization. We introduce EVolSplat, an efficient 3D Gaussian Splatting model for urban scenes that works in a feed-forward manner. Unlike existing feed-forward, pixel-aligned 3DGS methods, which often suffer from issues like multi-view inconsistencies and duplicated content, our approach predicts 3D Gaussians across multiple frames within a unified volume using a 3D convolutional network. This is achieved by initializing 3D Gaussians with noisy depth predictions, and then refining their geometric properties in 3D space and predicting color based on 2D textures. Our model also handles distant views and the sky with a flexible hemisphere background model. This enables us to perform fast, feed-forward reconstruction while achieving real-time rendering. Experimental evaluations on the KITTI-360 and Waymo datasets show that our method achieves state-of-the-art quality compared to existing feed-forward 3DGS- and NeRF-based methods.

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UrbanCAD: Towards Highly Controllable and Photorealistic 3D Vehicles for Urban Scene Simulation

Photorealistic 3D vehicle models with high controllability are essential for autonomous driving simulation and data augmentation. While handcrafted CAD models provide flexible controllability, free CAD libraries often lack the high-quality materials necessary for photorealistic rendering. Conversely, reconstructed 3D models offer high-fidelity rendering but lack controllability. In this work, we introduce UrbanCAD, a framework that generates highly controllable and photorealistic 3D vehicle digital twins from a single urban image, leveraging a large collection of free 3D CAD models and handcrafted materials. To achieve this, we propose a novel pipeline that follows a retrieval-optimization manner, adapting to observational data while preserving fine-grained expert-designed priors for both geometry and material. This enables vehicles' realistic 360-degree rendering, background insertion, material transfer, relighting, and component manipulation. Furthermore, given multi-view background perspective and fisheye images, we approximate environment lighting using fisheye images and reconstruct the background with 3DGS, enabling the photorealistic insertion of optimized CAD models into rendered novel view backgrounds. Experimental results demonstrate that UrbanCAD outperforms baselines in terms of photorealism. Additionally, we show that various perception models maintain their accuracy when evaluated on UrbanCAD with in-distribution configurations but degrade when applied to realistic out-of-distribution data generated by our method. This suggests that UrbanCAD is a significant advancement in creating photorealistic, safety-critical driving scenarios for downstream applications.

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Prometheus: 3D-Aware Latent Diffusion Models for Feed-Forward Text-to-3D Scene Generation

In this work, we introduce Prometheus, a 3D-aware latent diffusion model for text-to-3D generation at both object and scene levels in seconds. We formulate 3D scene generation as multi-view, feed-forward, pixel-aligned 3D Gaussian generation within the latent diffusion paradigm. To ensure generalizability, we build our model upon pre-trained text-to-image generation model with only minimal adjustments, and further train it using a large number of images from both single-view and multi-view datasets. Furthermore, we introduce an RGB-D latent space into 3D Gaussian generation to disentangle appearance and geometry information, enabling efficient feed-forward generation of 3D Gaussians with better fidelity and geometry. Extensive experimental results demonstrate the effectiveness of our method in both feed-forward 3D Gaussian reconstruction and text-to-3D generation. Project page: https://freemty.github.io/project-prometheus/

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HUGSIM: A Real-Time, Photo-Realistic and Closed-Loop Simulator for Autonomous Driving

In the past few decades, autonomous driving algorithms have made significant progress in perception, planning, and control. However, evaluating individual components does not fully reflect the performance of entire systems, highlighting the need for more holistic assessment methods. This motivates the development of HUGSIM, a closed-loop, photo-realistic, and real-time simulator for evaluating autonomous driving algorithms. We achieve this by lifting captured 2D RGB images into the 3D space via 3D Gaussian Splatting, improving the rendering quality for closed-loop scenarios, and building the closed-loop environment. In terms of rendering, We tackle challenges of novel view synthesis in closed-loop scenarios, including viewpoint extrapolation and 360-degree vehicle rendering. Beyond novel view synthesis, HUGSIM further enables the full closed simulation loop, dynamically updating the ego and actor states and observations based on control commands. Moreover, HUGSIM offers a comprehensive benchmark across more than 70 sequences from KITTI-360, Waymo, nuScenes, and PandaSet, along with over 400 varying scenarios, providing a fair and realistic evaluation platform for existing autonomous driving algorithms. HUGSIM not only serves as an intuitive evaluation benchmark but also unlocks the potential for fine-tuning autonomous driving algorithms in a photorealistic closed-loop setting.

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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.

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DORec: Decomposed Object Reconstruction and Segmentation Utilizing 2D Self-Supervised Features

Recovering 3D geometry and textures of individual objects is crucial for many robotics applications, such as manipulation, pose estimation, and autonomous driving. However, decomposing a target object from a complex background is challenging. Most existing approaches rely on costly manual labels to acquire object instance perception. Recent advancements in 2D self-supervised learning offer new prospects for identifying objects of interest, yet leveraging such noisy 2D features for clean decomposition remains difficult. In this paper, we propose a Decomposed Object Reconstruction (DORec) network based on neural implicit representations. Our key idea is to use 2D self-supervised features to create two levels of masks for supervision: a binary mask for foreground regions and a K-cluster mask for semantically similar regions. These complementary masks result in robust decomposition. Experimental results on different datasets show DORec's superiority in segmenting and reconstructing diverse foreground objects from varied backgrounds enabling downstream tasks such as pose estimation.

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General Intelligent Imaging and Uncertainty Quantification by Deterministic Diffusion Model

Computational imaging is crucial in many disciplines from autonomous driving to life sciences. However, traditional model-driven and iterative methods consume large computational power and lack scalability for imaging. Deep learning (DL) is effective in processing local-to-local patterns, but it struggles with handling universal global-to-local (nonlocal) patterns under current frameworks. To bridge this gap, we propose a novel DL framework that employs a progressive denoising strategy, named the deterministic diffusion model (DDM), to facilitate general computational imaging at a low cost. We experimentally demonstrate the efficient and faithful image reconstruction capabilities of DDM from nonlocal patterns, such as speckles from multimode fiber and intensity patterns of second harmonic generation, surpassing the capability of previous state-of-the-art DL algorithms. By embedding Bayesian inference into DDM, we establish a theoretical framework and provide experimental proof of its uncertainty quantification. This advancement ensures the predictive reliability of DDM, avoiding misjudgment in high-stakes scenarios. This versatile and integrable DDM framework can readily extend and improve the efficacy of existing DL-based imaging applications.

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NGEL-SLAM: Neural Implicit Representation-based Global Consistent Low-Latency SLAM System

Neural implicit representations have emerged as a promising solution for providing dense geometry in Simultaneous Localization and Mapping (SLAM). However, existing methods in this direction fall short in terms of global consistency and low latency. This paper presents NGEL-SLAM to tackle the above challenges. To ensure global consistency, our system leverages a traditional feature-based tracking module that incorporates loop closure. Additionally, we maintain a global consistent map by representing the scene using multiple neural implicit fields, enabling quick adjustment to the loop closure. Moreover, our system allows for fast convergence through the use of octree-based implicit representations. The combination of rapid response to loop closure and fast convergence makes our system a truly low-latency system that achieves global consistency. Our system enables rendering high-fidelity RGB-D images, along with extracting dense and complete surfaces. Experiments on both synthetic and real-world datasets suggest that our system achieves state-of-the-art tracking and mapping accuracy while maintaining low latency.

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REFRAME: Reflective Surface Real-Time Rendering for Mobile Devices

This work tackles the challenging task of achieving real-time novel view synthesis for reflective surfaces across various scenes. Existing real-time rendering methods, especially those based on meshes, often have subpar performance in modeling surfaces with rich view-dependent appearances. Our key idea lies in leveraging meshes for rendering acceleration while incorporating a novel approach to parameterize view-dependent information. We decompose the color into diffuse and specular, and model the specular color in the reflected direction based on a neural environment map. Our experiments demonstrate that our method achieves comparable reconstruction quality for highly reflective surfaces compared to state-of-the-art offline methods, while also efficiently enabling real-time rendering on edge devices such as smartphones.

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PanopticRecon: Leverage Open-vocabulary Instance Segmentation for Zero-shot Panoptic Reconstruction

Panoptic reconstruction is a challenging task in 3D scene understanding. However, most existing methods heavily rely on pre-trained semantic segmentation models and known 3D object bounding boxes for 3D panoptic segmentation, which is not available for in-the-wild scenes. In this paper, we propose a novel zero-shot panoptic reconstruction method from RGB-D images of scenes. For zero-shot segmentation, we leverage open-vocabulary instance segmentation, but it has to face partial labeling and instance association challenges. We tackle both challenges by propagating partial labels with the aid of dense generalized features and building a 3D instance graph for associating 2D instance IDs. Specifically, we exploit partial labels to learn a classifier for generalized semantic features to provide complete labels for scenes with dense distilled features. Moreover, we formulate instance association as a 3D instance graph segmentation problem, allowing us to fully utilize the scene geometry prior and all 2D instance masks to infer global unique pseudo 3D instance ID. Our method outperforms state-of-the-art methods on the indoor dataset ScanNet V2 and the outdoor dataset KITTI-360, demonstrating the effectiveness of our graph segmentation method and reconstruction network.

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Recent Trends in 3D Reconstruction of General Non-Rigid Scenes

Reconstructing models of the real world, including 3D geometry, appearance, and motion of real scenes, is essential for computer graphics and computer vision. It enables the synthesizing of photorealistic novel views, useful for the movie industry and AR/VR applications. It also facilitates the content creation necessary in computer games and AR/VR by avoiding laborious manual design processes. Further, such models are fundamental for intelligent computing systems that need to interpret real-world scenes and actions to act and interact safely with the human world. Notably, the world surrounding us is dynamic, and reconstructing models of dynamic, non-rigidly moving scenes is a severely underconstrained and challenging problem. This state-of-the-art report (STAR) offers the reader a comprehensive summary of state-of-the-art techniques with monocular and multi-view inputs such as data from RGB and RGB-D sensors, among others, conveying an understanding of different approaches, their potential applications, and promising further research directions. The report covers 3D reconstruction of general non-rigid scenes and further addresses the techniques for scene decomposition, editing and controlling, and generalizable and generative modeling. More specifically, we first review the common and fundamental concepts necessary to understand and navigate the field and then discuss the state-of-the-art techniques by reviewing recent approaches that use traditional and machine-learning-based neural representations, including a discussion on the newly enabled applications. The STAR is concluded with a discussion of the remaining limitations and open challenges.

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