Zan Gojcic

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28ranked-venue papers
3as first author
25since 2021 · last 2025
0000-0001-6392-2158ORCID · reported

Domains — the database's venue-derived domains; a paper can count in several

Artificial intelligence and machine learning · 25 · 3 first-author · 22 since 2021Graphics, computer vision, multimedia, augmented reality and games · 19 · 3 first-author · 17 since 2021
YearPublicationVenuePosition
2025 Diffusion Renderer: Neural Inverse and Forward Rendering with Video Diffusion Models
abstract
Understanding and modeling lighting effects are fundamental tasks in computer vision and graphics. Classic physically-based rendering (PBR) accurately simulates the light transport, but relies on precise scene representations–explicit 3D geometry, high-quality material properties, and lighting conditions–that are often impractical to obtain in real-world scenarios. Therefore, we introduce DiffusionRenderer, a neural approach that addresses the dual problem of inverse and forward rendering within a holistic framework. Leveraging powerful video diffusion model priors, the inverse rendering model accurately estimates G-buffers from real-world videos, providing an interface for image editing tasks, and training data for the rendering model. Conversely, our rendering model generates photorealistic images from G-buffers without explicit light transport simulation. Specifically, we first train a video diffusion model for inverse rendering on synthetic data, which generalizes well to real-world videos and allows us to auto-label diverse real-world videos. We then co-train our rendering model using both synthetic and auto-labeled real-world data. Experiments demonstrate that DiffusionRenderer effectively approximates inverse and forwards rendering, consistently outperforming the state-of-the-art. Our model enables practical applications from a single video input—including relighting, material editing, and realistic object insertion.
Ruofan Liang, Zan Gojcic, Huan Ling, Jacob Munkberg, Jon Hasselgren, Chih-Hao Lin, Jun Gao 0004, Alexander Keller 0001, Nandita Vijaykumar, Sanja Fidler
CVPR2
2025 DIFIX3D+: Improving 3D Reconstructions with Single-Step Diffusion Models
abstract
Neural Radiance Fields and 3D Gaussian Splatting have revolutionized 3D reconstruction and novel-view synthesis task. However, achieving photorealistic rendering from extreme novel viewpoints remains challenging, as artifacts persist across representations. In this work, we introduce Difix3D+, a novel pipeline designed to enhance 3D reconstruction and novel-view synthesis through single-step diffusion models. At the core of our approach is Difix, a single-step image diffusion model trained to enhance and remove artifacts in rendered novel views caused by under-constrained regions of the 3D representation. Difix serves two critical roles in our pipeline. First, it is used during the reconstruction phase to clean up pseudo-training views that are rendered from the reconstruction and then distilled back into 3D. This greatly enhances underconstrained regions and improves the overall 3D representation quality. More importantly, Difix also acts as a neural enhancer during inference, effectively removing residual artifacts arising from imperfect 3D supervision and the limited capacity of current reconstruction models. Difix3D+ is a general solution, a single model compatible with both NeRF and 3DGS representations, and it achieves an average 2× improvement in FID score over baselines while maintaining 3D consistency.
Jay Zhangjie Wu, Yuxuan Zhang 0001, Haithem Turki, Xuanchi Ren, Jun Gao 0004, Zheng Shou 0001, Sanja Fidler, Zan Gojcic, Huan Ling
CVPR8
2025 3DGUT: Enabling Distorted Cameras and Secondary Rays in Gaussian Splatting
abstract
3D Gaussian Splatting (3DGS) enables efficient reconstruction and high-fidelity real-time rendering of complex scenes on consumer hardware. However, due to its rasterization-based formulation, 3DGS is constrained to ideal pinhole cameras and lacks support for secondary lighting effects. Recent methods address these limitations by tracing the particles instead, but, this comes at the cost of significantly slower rendering. In this work, we propose 3D Gaussian Unscented Transform (3DGUT), replacing the EWA splatting formulation with the Unscented Transform that approximates the particles through sigma points, which can be projected exactly under any nonlinear projection function. This modification enables trivial support of distorted cameras with time dependent effects such as rolling shutter, while retaining the efficiency of rasterization. Additionally, we align our rendering formulation with that of tracing-based methods, enabling secondary ray tracing required to represent phenomena such as reflections and refraction within the same 3D representation. The source code is available at: https://github.com/nv-tlabs/3dgrut.
Janick Martinez Esturo, Ashkan Mirzaei, Nicolas Moënne-Loccoz, Zan Gojcic
CVPR5
2025 Controllable Weather Synthesis and Removal with Video Diffusion Models
Chih-Hao Lin, Ruofan Liang, Yuxuan Zhang 0001, Sanja Fidler, Shenlong Wang, Zan Gojcic
ICCV7
2025 OmniRe: Omni Urban Scene Reconstruction
abstract
We introduce OmniRe, a comprehensive system for efficiently creating high-fidelity digital twins of dynamic real-world scenes from on-device logs. Recent methods using neural fields or Gaussian Splatting primarily focus on vehicles, hindering a holistic framework for all dynamic foregrounds demanded by downstream applications, e.g., the simulation of human behavior. OmniRe extends beyond vehicle modeling to enable accurate, full-length reconstruction of diverse dynamic objects in urban scenes. Our approach builds scene graphs on 3DGS and constructs multiple Gaussian representations in canonical spaces that model various dynamic actors, including vehicles, pedestrians, cyclists, and others. OmniRe allows holistically reconstructing any dynamic object in the scene, enabling advanced simulations (~60 Hz) that include human-participated scenarios, such as pedestrian behavior simulation and human-vehicle interaction. This comprehensive simulation capability is unmatched by existing methods. Extensive evaluations on the Waymo dataset show that our approach outperforms prior state-of-the-art methods quantitatively and qualitatively by a large margin. We further extend our results to 5 additional popular driving datasets to demonstrate its generalizability on common urban scenes. Code and results are available at [omnire](https://ziyc.github.io/omnire/).
Jiawei Yang 0002, Riccardo de Lutio, Janick Martinez Esturo, Boris Ivanovic, Or Litany, Zan Gojcic, Sanja Fidler, Marco Pavone 0001, Yue Wang 0041
ICLR8
2025 UniRelight: Learning Joint Decomposition and Synthesis for Video Relighting
abstract
We address the challenge of relighting a single image or video, a task that demands precise scene intrinsic understanding and high-quality light transport synthesis. Existing end-to-end relighting models are often limited by the scarcity of paired multi-illumination data, restricting their ability to generalize across diverse scenes. Conversely, two-stage pipelines that combine inverse and forward rendering can mitigate data requirements but are susceptible to error accumulation and often fail to produce realistic outputs under complex lighting conditions or with sophisticated materials. In this work, we introduce a general-purpose approach that jointly estimates albedo and synthesizes relit outputs in a single pass, harnessing the generative capabilities of video diffusion models. This joint formulation enhances implicit scene comprehension and facilitates the creation of realistic lighting effects and intricate material interactions, such as shadows, reflections, and transparency. Trained on synthetic multi-illumination data and extensive automatically labeled real-world videos, our model demonstrates strong generalization across diverse domains and surpasses previous methods in both visual fidelity and temporal consistency. Our project page is https://research.nvidia.com/labs/toronto-ai/UniRelight/.
Ruofan Liang, Jacob Munkberg, Jon Hasselgren, Nandita Vijaykumar, Alexander Keller 0001, Sanja Fidler, Igor Gilitschenski, Zan Gojcic
NeurIPS9
2025 LuxDiT: Lighting Estimation with Video Diffusion Transformer
abstract
Estimating scene lighting from a single image or video remains a longstanding challenge in computer vision and graphics. Learning-based approaches are constrained by the scarcity of ground-truth HDR environment maps, which are expensive to capture and limited in diversity. While recent generative models offer strong priors for image synthesis, lighting estimation remains difficult due to its reliance on indirect visual cues, the need to infer global (non-local) context, and the recovery of high-dynamic-range outputs. We propose LuxDiT, a novel data-driven approach that fine-tunes a video diffusion transformer to generate HDR environment maps conditioned on visual input. Trained on a large synthetic dataset with diverse lighting conditions, our model learns to infer illumination from indirect visual cues and generalizes effectively to real-world scenes. To improve semantic alignment between the input and the predicted environment map, we introduce a low-rank adaptation finetuning strategy using a collected dataset of HDR panoramas. Our method produces accurate lighting predictions with realistic angular high-frequency details, outperforming existing state-of-the-art techniques in both quantitative and qualitative evaluations.
Ruofan Liang, Zan Gojcic, Igor Gilitschenski, Sanja Fidler, Nandita Vijaykumar
NeurIPS3
2025 Feed-Forward Bullet-Time Reconstruction of Dynamic Scenes from Monocular Videos
abstract
Recent advancements in static feed-forward scene reconstruction have demonstrated significant progress in high-quality novel view synthesis. However, these models often struggle with generalizability across diverse environments and fail to effectively handle dynamic content. We present BTimer (short for Bullet Timer), the first motion-aware feed-forward model for real-time reconstruction and novel view synthesis of dynamic scenes. Our approach reconstructs the full scene in a 3D Gaussian Splatting representation at a given target (‘bullet’) timestamp by aggregating information from all the context frames. Such a formulation allows BTimer to gain scalability and generalization by leveraging both static and dynamic scene datasets. Given a casual monocular dynamic video, BTimer reconstructs a bullet-time scene within 150ms while reaching state-of-the-art performance on both static and dynamic scene datasets, even compared with optimization-based approaches.
Hanxue Liang, Jiawei Ren 0001, Ashkan Mirzaei, Antonio Torralba 0001, Ziwei Liu 0002, Igor Gilitschenski, Sanja Fidler, A. Cengiz Öztireli, Huan Ling, Zan Gojcic
NeurIPS10
2024 Outdoor Scene Extrapolation with Hierarchical Generative Cellular Automata
abstract
We aim to generate fine-grained 3D geometry from large-scale sparse LiDAR scans, abundantly captured by autonomous vehicles (AV). Contrary to prior work on AV scene completion, we aim to extrapolate fine geometry from unlabeled and beyond spatial limits of LiDAR scans, taking a step towards generating realistic, high-resolution simulation-ready 3D street environments. We propose hierarchical Generative Cellular Automata (hGCA), a spatially scalable conditional 3D generative model, which grows geometry recursively with local kernels following [46, 47], in a coarse-to-fine manner, equipped with a light-weight planner to induce global consistency. Experiments on synthetic scenes show that hGCA generates plausible scene geometry with higher fidelity and completeness compared to state-of-the-art baselines. Our model generalizes strongly from sim-to-real, qualitatively outperforming baselines on the Waymo-open dataset. We also show anecdotal evidence of the ability to create novel objects from real-world geometric cues even when trained on limited synthetic content. More results and details can be found on our project page.
Dongsu Zhang, Francis Williams, Zan Gojcic, Karsten Kreis, Sanja Fidler, Young Min Kim 0001, Amlan Kar
CVPR3
2024 Photorealistic Object Insertion with Diffusion-Guided Inverse Rendering
Ruofan Liang, Zan Gojcic, Merlin Nimier-David, David Acuna, Nandita Vijaykumar, Sanja Fidler
ECCV (61)2
2024 Memorize What Matters: Emergent Scene Decomposition from Multitraverse
abstract
Humans naturally retain memories of permanent elements, while ephemeral moments often slip through the cracks of memory. This selective retention is crucial for robotic perception, localization, and mapping. To endow robots with this capability, we introduce 3D Gaussian Mapping (3DGM), a self-supervised, camera-only offline mapping framework grounded in 3D Gaussian Splatting. 3DGM converts multitraverse RGB videos from the same region into a Gaussian-based environmental map while concurrently performing 2D ephemeral object segmentation. Our key observation is that the environment remains consistent across traversals, while objects frequently change. This allows us to exploit self-supervision from repeated traversals to achieve environment-object decomposition. More specifically, 3DGM formulates multitraverse environmental mapping as a robust 3D representation learning problem, treating pixels of the environment and objects as inliers and outliers, respectively. Using robust feature distillation, feature residual mining, and robust optimization, 3DGM simultaneously performs 2D segmentation and 3D mapping without human intervention. We build the Mapverse benchmark, sourced from the Ithaca365 and nuPlan datasets, to evaluate our method in unsupervised 2D segmentation, 3D reconstruction, and neural rendering. Extensive results verify the effectiveness and potential of our method for self-driving and robotics.
Yiming Li 0003, Zehong Wang, Yue Wang 0041, Zhiding Yu, Zan Gojcic, Marco Pavone 0001, Chen Feng 0002, José M. Álvarez 0004
NeurIPS5
2024 3D Gaussian Ray Tracing: Fast Tracing of Particle Scenes
abstract
Particle-based representations of radiance fields such as 3D Gaussian Splatting have found great success for reconstructing and re-rendering of complex scenes. Most existing methods render particles via rasterization, projecting them to screen space tiles for processing in a sorted order. This work instead considers ray tracing the particles, building a bounding volume hierarchy and casting a ray for each pixel using high-performance GPU ray tracing hardware. To efficiently handle large numbers of semi-transparent particles, we describe a specialized rendering algorithm which encapsulates particles with bounding meshes to leverage fast ray-triangle intersections, and shades batches of intersections in depth-order. The benefits of ray tracing are well-known in computer graphics: processing incoherent rays for secondary lighting effects such as shadows and reflections, rendering from highly-distorted cameras common in robotics, stochastically sampling rays, and more. With our renderer, this flexibility comes at little cost compared to rasterization. Experiments demonstrate the speed and accuracy of our approach, as well as several applications in computer graphics and vision. We further propose related improvements to the basic Gaussian representation, including a simple use of generalized kernel functions which significantly reduces particle hit counts.
Nicolas Moënne-Loccoz, Ashkan Mirzaei, Or Perel, Riccardo de Lutio, Janick Martinez Esturo, Gavriel State, Sanja Fidler, Nicholas Sharp, Zan Gojcic
ACM Trans. Graph.9
2023 Neural Kernel Surface Reconstruction
abstract
We present a novel method for reconstructing a 3D implicit surface from a large-scale, sparse, and noisy point cloud. Our approach builds upon the recently introduced Neural Kernel Fields (NKF) [58] representation. It enjoys similar generalization capabilities to NKF, while simultaneously addressing its main limitations: (a) We can scale to large scenes through compactly supported kernel functions, which enable the use of memory-efficient sparse linear solvers. (b) We are robust to noise, through a gradient fitting solve. (c) We minimize training requirements, enabling us to learn from any dataset of dense oriented points, and even mix training data consisting of objects and scenes at different scales. Our method is capable of reconstructing millions of points in a few seconds, and handling very large scenes in an out-of-core fashion. We achieve state-of-the-art results on reconstruction benchmarks consisting of single objects (ShapeNet [5], ABC [33]), indoor scenes (ScanNet [11], Matterport3D [4]), and outdoor scenes (CARLA [16], Waymo [49]).
Zan Gojcic, Matan Atzmon, Or Litany, Sanja Fidler, Francis Williams
CVPR2
2023 Neural Fields Meet Explicit Geometric Representations for Inverse Rendering of Urban Scenes
abstract
Reconstruction and intrinsic decomposition of scenes from captured imagery would enable many applications such as relighting and virtual object insertion. Recent NeRF based methods achieve impressive fidelity of 3D reconstruction, but bake the lighting and shadows into the radiance field, while mesh-based methods that facilitate intrinsic decomposition through differentiable rendering have not yet scaled to the complexity and scale of outdoor scenes. We present a novel inverse rendering framework for large urban scenes capable of jointly reconstructing the scene geometry, spatially-varying materials, and HDR lighting from a set of posed RGB images with optional depth. Specifically, we use a neural field to account for the primary rays, and use an explicit mesh (reconstructed from the underlying neural field) for modeling secondary rays that produce higher-order lighting effects such as cast shadows. By faithfully disentangling complex geometry and materials from lighting effects, our method enables photorealistic relighting with specular and shadow effects on several outdoor datasets. Moreover, it supports physics-based scene manipulations such as virtual object insertion with ray-traced shadow casting.
Tianchang Shen, Jun Gao 0004, Jacob Munkberg, Jon Hasselgren, Zan Gojcic, Wenzheng Chen, Sanja Fidler
CVPR7
2023 Neural LiDAR Fields for Novel View Synthesis
abstract
We present Neural Fields for LiDAR (NFL), a method to optimise a neural field scene representation from LiDAR measurements, with the goal of synthesizing realistic LiDAR scans from novel viewpoints. NFL combines the rendering power of neural fields with a detailed, physically motivated model of the LiDAR sensing process, thus enabling it to accurately reproduce key sensor behaviors like beam divergence, secondary returns, and ray dropping. We evaluate NFL on synthetic and real LiDAR scans and show that it outperforms explicit reconstruct-then-simulate methods as well as other NeRF-style methods on LiDAR novel view synthesis task. Moreover, we show that the improved realism of the synthesized views narrows the domain gap to real scans and translates to better registration and semantic segmentation performance.
Zan Gojcic, Francis Williams, Yoni Kasten, Sanja Fidler, Konrad Schindler, Or Litany
ICCV2
2023 Towards Viewpoint Robustness in Bird's Eye View Segmentation
abstract
Autonomous vehicles (AV) require that neural networks used for perception be robust to different viewpoints if they are to be deployed across many types of vehicles without the repeated cost of data collection and labeling for each. AV companies typically focus on collecting data from diverse scenarios and locations, but not camera rig configurations, due to cost. As a result, only a small number of rig variations exist across most fleets. In this paper, we study how AV perception models are affected by changes in camera viewpoint and propose a way to scale them across vehicle types without repeated data collection and labeling. Using bird’s eye view (BEV) segmentation as a motivating task, we find through extensive experiments that existing perception models are surprisingly sensitive to changes in camera viewpoint. When trained with data from one camera rig, small changes to pitch, yaw, depth, or height of the camera at inference time lead to large drops in performance. We introduce a technique for novel view synthesis and use it to transform collected data to the viewpoint of target rigs, allowing us to train BEV segmentation models for diverse target rigs without any additional data collection or labeling cost. To analyze the impact of viewpoint changes, we leverage synthetic data to mitigate other gaps (content, ISP, etc). Our approach is then trained on real data and evaluated on synthetic data, enabling evaluation on diverse target rigs. We release all data for use in future work. Our method is able to recover an average of 14.7% of the IoU that is otherwise lost when deploying to new rigs.
Tzofi Klinghoffer, Jonah Philion, Wenzheng Chen, Or Litany, Zan Gojcic, Jungseock Joo, Ramesh Raskar, Sanja Fidler, José M. Álvarez 0004
ICCV5
2023 Multiway Non-Rigid Point Cloud Registration via Learned Functional Map Synchronization
abstract
We present SyNoRiM, a novel way to jointly register multiple non-rigid shapes by synchronizing the maps that relate learned functions defined on the point clouds. Even though the ability to process non-rigid shapes is critical in various applications ranging from computer animation to 3D digitization, the literature still lacks a robust and flexible framework to match and align a collection of real, noisy scans observed under occlusions. Given a set of such point clouds, our method first computes the pairwise correspondences parameterized via functional maps. We simultaneously learn potentially non-orthogonal basis functions to effectively regularize the deformations, while handling the occlusions in an elegant way. To maximally benefit from the multi-way information provided by the inferred pairwise deformation fields, we synchronize the pairwise functional maps into a cycle-consistent whole thanks to our novel and principled optimization formulation. We demonstrate via extensive experiments that our method achieves a state-of-the-art performance in registration accuracy, while being flexible and efficient as we handle both non-rigid and multi-body cases in a unified framework and avoid the costly optimization over point-wise permutations by the use of basis function maps.
Tolga Birdal, Zan Gojcic, Leonidas J. Guibas, Shi-Min Hu 0001
IEEE Trans. Pattern Anal. Mach. Intell.3
2023 Flexible Isosurface Extraction for Gradient-Based Mesh Optimization
abstract
This work considers gradient-based mesh optimization, where we iteratively optimize for a 3D surface mesh by representing it as the isosurface of a scalar field, an increasingly common paradigm in applications including photogrammetry, generative modeling, and inverse physics. Existing implementations adapt classic isosurface extraction algorithms like Marching Cubes or Dual Contouring; these techniques were designed to extract meshes from fixed, known fields, and in the optimization setting they lack the degrees of freedom to represent high-quality feature-preserving meshes, or suffer from numerical instabilities. We introduce FlexiCubes, an isosurface representation specifically designed for optimizing an unknown mesh with respect to geometric, visual, or even physical objectives. Our main insight is to introduce additional carefully-chosen parameters into the representation, which allow local flexible adjustments to the extracted mesh geometry and connectivity. These parameters are updated along with the underlying scalar field via automatic differentiation when optimizing for a downstream task. We base our extraction scheme on Dual Marching Cubes for improved topological properties, and present extensions to optionally generate tetrahedral and hierarchically-adaptive meshes. Extensive experiments validate FlexiCubes on both synthetic benchmarks and real-world applications, showing that it offers significant improvements in mesh quality and geometric fidelity.
Tianchang Shen, Jacob Munkberg, Jon Hasselgren, Kangxue Yin, Wenzheng Chen, Zan Gojcic, Sanja Fidler, Nicholas Sharp, Jun Gao 0004
ACM Trans. Graph.7
2023 Adaptive Shells for Efficient Neural Radiance Field Rendering
abstract
Neural radiance fields achieve unprecedented quality for novel view synthesis, but their volumetric formulation remains expensive, requiring a huge number of samples to render high-resolution images. Volumetric encodings are essential to represent fuzzy geometry such as foliage and hair, and they are well-suited for stochastic optimization. Yet, many scenes ultimately consist largely of solid surfaces which can be accurately rendered by a single sample per pixel. Based on this insight, we propose a neural radiance formulation that smoothly transitions between volumetric- and surface-based rendering, greatly accelerating rendering speed and even improving visual fidelity. Our method constructs an explicit mesh envelope which spatially bounds a neural volumetric representation. In solid regions, the envelope nearly converges to a surface and can often be rendered with a single sample. To this end, we generalize the NeuS [Wang et al. 2021] formulation with a learned spatially-varying kernel size which encodes the spread of the density, fitting a wide kernel to volume-like regions and a tight kernel to surface-like regions. We then extract an explicit mesh of a narrow band around the surface, with width determined by the kernel size, and fine-tune the radiance field within this band. At inference time, we cast rays against the mesh and evaluate the radiance field only within the enclosed region, greatly reducing the number of samples required. Experiments show that our approach enables efficient rendering at very high fidelity. We also demonstrate that the extracted envelope enables downstream applications such as animation and simulation.
Tianchang Shen, Merlin Nimier-David, Nicholas Sharp, Jun Gao 0004, Alexander Keller 0001, Sanja Fidler, Thomas Müller 0013, Zan Gojcic
ACM Trans. Graph.9
2022 Neural Fields as Learnable Kernels for 3D Reconstruction
abstract
We present Neural Kernel Fields: a novel method for reconstructing implicit 3D shapes based on a learned kernel ridge regression. Our technique achieves state-of-the-art results when reconstructing 3D objects and large scenes from sparse oriented points, and can reconstruct shape categories outside the training set with almost no drop in accuracy. The core insight of our approach is that kernel methods are extremely effective for reconstructing shapes when the chosen kernel has an appropriate inductive bias. We thus factor the problem of shape reconstruction into two parts: (1) a backbone neural network which learns kernel parameters from data, and (2) a kernel ridge regression that fits the input points on-the-fly by solving a simple positive definite linear system using the learned kernel. As a result of this factorization, our reconstruction gains the benefits of data-driven methods under sparse point density while maintaining interpolatory behavior, which converges to the ground truth shape as input sampling density increases. Our experiments demonstrate a strong generalization capability to objects outside the train-set category and scanned scenes. Source code and pretrained models are available at https://nv-tlabs.github.io/nkf.
Francis Williams, Zan Gojcic, Sameh Khamis, Denis Zorin, Joan Bruna, Sanja Fidler, Or Litany
CVPR2
2022 Dynamic 3D Scene Analysis by Point Cloud Accumulation
Zan Gojcic, Andreas Wieser, Konrad Schindler
ECCV (38)2
2022 GET3D: A Generative Model of High Quality 3D Textured Shapes Learned from Images
abstract
As several industries are moving towards modeling massive 3D virtual worlds, the need for content creation tools that can scale in terms of the quantity, quality, and diversity of 3D content is becoming evident. In our work, we aim to train performant 3D generative models that synthesize textured meshes which can be directly consumed by 3D rendering engines, thus immediately usable in downstream applications. Prior works on 3D generative modeling either lack geometric details, are limited in the mesh topology they can produce, typically do not support textures, or utilize neural renderers in the synthesis process, which makes their use in common 3D software non-trivial. In this work, we introduce GET3D, a Generative model that directly generates Explicit Textured 3D meshes with complex topology, rich geometric details, and high fidelity textures. We bridge recent success in the differentiable surface modeling, differentiable rendering as well as 2D Generative Adversarial Networks to train our model from 2D image collections. GET3D is able to generate high-quality 3D textured meshes, ranging from cars, chairs, animals, motorbikes and human characters to buildings, achieving significant improvements over previous methods.
Jun Gao 0004, Tianchang Shen, Wenzheng Chen, Kangxue Yin, Daiqing Li, Or Litany, Zan Gojcic, Sanja Fidler
NeurIPS8
2022 LION: Latent Point Diffusion Models for 3D Shape Generation
abstract
Denoising diffusion models (DDMs) have shown promising results in 3D point cloud synthesis. To advance 3D DDMs and make them useful for digital artists, we require (i) high generation quality, (ii) flexibility for manipulation and applications such as conditional synthesis and shape interpolation, and (iii) the ability to output smooth surfaces or meshes. To this end, we introduce the hierarchical Latent Point Diffusion Model (LION) for 3D shape generation. LION is set up as a variational autoencoder (VAE) with a hierarchical latent space that combines a global shape latent representation with a point-structured latent space. For generation, we train two hierarchical DDMs in these latent spaces. The hierarchical VAE approach boosts performance compared to DDMs that operate on point clouds directly, while the point-structured latents are still ideally suited for DDM-based modeling. Experimentally, LION achieves state-of-the-art generation performance on multiple ShapeNet benchmarks. Furthermore, our VAE framework allows us to easily use LION for different relevant tasks: LION excels at multimodal shape denoising and voxel-conditioned synthesis, and it can be adapted for text- and image-driven 3D generation. We also demonstrate shape autoencoding and latent shape interpolation, and we augment LION with modern surface reconstruction techniques to generate smooth 3D meshes. We hope that LION provides a powerful tool for artists working with 3D shapes due to its high-quality generation, flexibility, and surface reconstruction. Project page and code: https://nv-tlabs.github.io/LION.
Xiaohui Zeng, Arash Vahdat, Francis Williams, Zan Gojcic, Or Litany, Sanja Fidler, Karsten Kreis
NeurIPS4
2021 Weakly Supervised Learning of Rigid 3D Scene Flow
abstract
We propose a data-driven scene flow estimation algorithm exploiting the observation that many 3D scenes can be explained by a collection of agents moving as rigid bodies. At the core of our method lies a deep architecture able to reason at the object-level by considering 3D scene flow in conjunction with other 3D tasks. This object level abstraction enables us to relax the requirement for dense scene flow supervision with simpler binary background segmentation mask and ego-motion annotations. Our mild supervision requirements make our method well suited for recently released massive data collections for autonomous driving, which do not contain dense scene flow annotations. As output, our model provides low-level cues like pointwise flow and higher-level cues such as holistic scene understanding at the level of rigid objects. We further propose a test-time optimization refining the predicted rigid scene flow. We showcase the effectiveness and generalization capacity of our method on four different autonomous driving datasets. We release our source code and pre-trained models under github.com/zgojcic/Rigid3DSceneFlow.
Zan Gojcic, Or Litany, Andreas Wieser, Leonidas J. Guibas, Tolga Birdal
CVPR1
2021 Predator: Registration of 3D Point Clouds With Low Overlap
abstract
We introduce PREDATOR, a model for pairwise point-cloud registration with deep attention to the overlap region. Different from previous work, our model is specifically designed to handle (also) point-cloud pairs with low overlap. Its key novelty is an overlap-attention block for early information exchange between the latent encodings of the two point clouds. In this way the subsequent decoding of the latent representations into per-point features is conditioned on the respective other point cloud, and thus can predict which points are not only salient, but also lie in the overlap region between the two point clouds. The ability to focus on points that are relevant for matching greatly improves performance: PREDATOR raises the rate of successful registrations by more than 20% in the low-overlap scenario, and also sets a new state of the art for the 3DMatch benchmark with 89% registration recall. [Code release]
Zan Gojcic, Mikhail Usvyatsov, Andreas Wieser, Konrad Schindler
CVPR2
2020 Learning Multiview 3D Point Cloud Registration
abstract
We present a novel, end-to-end learnable, multiview 3D point cloud registration algorithm. Registration of multiple scans typically follows a two-stage pipeline: the initial pairwise alignment and the globally consistent refinement. The former is often ambiguous due to the low overlap of neighboring point clouds, symmetries and repetitive scene parts. Therefore, the latter global refinement aims at establishing the cyclic consistency across multiple scans and helps in resolving the ambiguous cases. In this paper we propose, to the best of our knowledge, the first end-to-end algorithm for joint learning of both parts of this two-stage problem. Experimental evaluation on well accepted benchmark datasets shows that our approach outperforms the state-of-the-art by a significant margin, while being end-to-end trainable and computationally less costly. Moreover, we present detailed analysis and an ablation study that validate the novel components of our approach. The source code and pretrained models are publicly available under https://github.com/zgojcic/3D_multiview_reg.
Zan Gojcic, Caifa Zhou, Jan Dirk Wegner, Leonidas J. Guibas, Tolga Birdal
CVPR1
2020 CaSPR: Learning Canonical Spatiotemporal Point Cloud Representations
abstract
We propose CaSPR, a method to learn object-centric Canonical Spatiotemporal Point Cloud Representations of dynamically moving or evolving objects. Our goal is to enable information aggregation over time and the interrogation of object state at any spatiotemporal neighborhood in the past, observed or not. Different from previous work, CaSPR learns representations that support spacetime continuity, are robust to variable and irregularly spacetime-sampled point clouds, and generalize to unseen object instances. Our approach divides the problem into two subtasks. First, we explicitly encode time by mapping an input point cloud sequence to a spatiotemporally-canonicalized object space. We then leverage this canonicalization to learn a spatiotemporal latent representation using neural ordinary differential equations and a generative model of dynamically evolving shapes using continuous normalizing flows. We demonstrate the effectiveness of our method on several applications including shape reconstruction, camera pose estimation, continuous spatiotemporal sequence reconstruction, and correspondence estimation from irregularly or intermittently sampled observations.
Davis Rempe, Tolga Birdal, Zan Gojcic, Srinath Sridhar 0002, Leonidas J. Guibas
NeurIPS4
2019 The Perfect Match: 3D Point Cloud Matching With Smoothed Densities
abstract
We propose 3DSmoothNet, a full workflow to match 3D point clouds with a siamese deep learning architecture and fully convolutional layers using a voxelized smoothed density value (SDV) representation. The latter is computed per interest point and aligned to the local reference frame (LRF) to achieve rotation invariance. Our compact, learned, rotation invariant 3D point cloud descriptor achieves 94.9% average recall on the 3DMatch benchmark data set, outperforming the state-of-the-art by more than 20 percent points with only 32 output dimensions. This very low output dimension allows for near realtime correspondence search with 0.1 ms per feature point on a standard PC. Our approach is sensor- and scene-agnostic because of SDV, LRF and learning highly descriptive features with fully convolutional layers. We show that 3DSmoothNet trained only on RGB-D indoor scenes of buildings achieves 79.0% average recall on laser scans of outdoor vegetation, more than double the performance of our closest, learning-based competitors. Code, data and pre-trained models are available online at https://github.com/zgojcic/3DSmoothNet.
Zan Gojcic, Caifa Zhou, Jan Dirk Wegner, Andreas Wieser
CVPR1