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https://github.com/mdyao/Awesome-3D-AIGC

A curated list of papers and open-source resources focused on 3D AIGC.
https://github.com/mdyao/Awesome-3D-AIGC

List: Awesome-3D-AIGC

3d-aigc 3d-gaussian-splatting 3d-generation aigc computer-graphics computer-vision generation nerf neural-rendering

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A curated list of papers and open-source resources focused on 3D AIGC.

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# Awesome 3D AIGC Resources

A curated list of papers and open-source resources focused on 3D AIGC, intended to keep pace with the anticipated surge of research in the coming months. If you have any additions or suggestions, feel free to contribute. Additional resources like blog posts, videos, etc. are also welcome.


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## Table of contents

- [Survey](#survey)
- [Text to 3D Generation](#text-to-3d-generation)
- [Image to 3D Generation](#image-to-3d-generation)
- [Audio to 3D Generation](#audio-to-3d-generation)
- [3D Editing](#3d-editing)
- [Human Avatar Generation](#human-avatar-generation)
- [City/Autonomous Driving](#autonomous-driving)
- [SLAM](#slam)
- [BioMedical](#biomedical)
- [4D AIGC](#4d-aigc)
- [Misc](#misc)
- [Open Source Implementations](#open-source-implementations)
* [Reference](#reference)
* [Unofficial Implementations](#unofficial-implementations)
* [Datasets](#datasets)
* [Other](#other)
- [Blog Posts](#blog-posts)
- [Tutorial Videos](#tutorial-videos)
- [Credits](#credits)

Update Log:

**Mar. 4, 2024**: Update several CVPR 2024 papers.

**Jan 23, 2024**: Update several ICLR 2024 papers.

**Jan 19, 2024**: Update several ICLR 2024 papers.

**Jan 11, 2024**: Add AGG and recent papers.

**Jan 10, 2024**: Add DreamGaussian (3D version) and several avatar papers.

**Jan 6, 2024**: Add recent papers.

**Jan 2, 2024**: Add papers to image to 3d generation.

**Dec 29, 2023**: Contribute to the section on text-to-3d by adding new papers with their publication years.

**Dec 27, 2023**: Initial list with first 15 papers.

## Survey:
### 1. Generative AI meets 3D: A Survey on Text-to-3D in AIGC Era [arxiv 2023.05]

**Authors**: Chenghao Li, Chaoning Zhang, Atish Waghwase, Lik-Hang Lee, Francois Rameau, Yang Yang, Sung-Ho Bae, Choong Seon Hong

Abstract
Generative AI (AIGC, a.k.a. AI generated content) has made remarkable progress in the past few years, among which text-guided content generation is the most practical one since it enables the interaction between human instruction and AIGC. Due to the development in text-to-image as well 3D modeling technologies (like NeRF), text-to-3D has become a newly emerging yet highly active research field. Our work conducts the first yet comprehensive survey on text-to-3D to help readers interested in this direction quickly catch up with its fast development. First, we introduce 3D data representations, including both Euclidean data and non-Euclidean data. On top of that, we introduce various foundation technologies as well as summarize how recent works combine those foundation technologies to realize satisfactory text-to-3D. Moreover, we summarize how text-to-3D technology is used in various applications, including avatar generation, texture generation, shape transformation, and scene generation.

[πŸ“„ Paper](https://arxiv.org/pdf/2305.06131.pdf)

### 2. Deep Generative Models on 3D Representations: A Survey [arxiv 2023.10]

**Authors**: Zifan Shi, Sida Peng, Yinghao Xu, Andreas Geiger, Yiyi Liao, Yujun Shen

Abstract
Generative models aim to learn the distribution of observed data by generating new instances. With the advent of neural networks, deep generative models, including variational autoencoders (VAEs), generative adversarial networks (GANs), and diffusion models (DMs), have progressed remarkably in synthesizing 2D images. Recently, researchers started to shift focus from 2D to 3D space, considering that 3D data is more closely aligned with our physical world and holds immense practical potential. However, unlike 2D images, which possess an inherent and efficient representation (\textit{i.e.}, a pixel grid), representing 3D data poses significantly greater challenges. Ideally, a robust 3D representation should be capable of accurately modeling complex shapes and appearances while being highly efficient in handling high-resolution data with high processing speeds and low memory requirements. Regrettably, existing 3D representations, such as point clouds, meshes, and neural fields, often fail to satisfy all of these requirements simultaneously. In this survey, we thoroughly review the ongoing developments of 3D generative models, including methods that employ 2D and 3D supervision. Our analysis centers on generative models, with a particular focus on the representations utilized in this context. We believe our survey will help the community to track the field's evolution and to spark innovative ideas to propel progress towards solving this challenging task.

[πŸ“„ Paper](https://arxiv.org/pdf/2210.15663.pdf) | [🌐 Project Page](https://github.com/justimyhxu/awesome-3D-generation/)

### 3. A survey of deep learning-based 3D shape generation [Computational Visual Media 2023.05]
**Authors**: Qun-Ce Xu, Tai-Jiang Mu, Yong-Liang Yang

Abstract
Deep learning has been successfully used for tasks in the 2D image domain. Research on 3D computer vision and deep geometry learning has also attracted attention. Considerable achievements have been made regarding feature extraction and discrimination of 3D shapes. Following recent advances in deep generative models such as generative adversarial networks, effective generation of 3D shapes has become an active research topic. Unlike 2D images with a regular grid structure, 3D shapes have various representations, such as voxels, point clouds, meshes, and implicit functions. For deep learning of 3D shapes, shape representation has to be taken into account as there is no unified representation that can cover all tasks well. Factors such as the representativeness of geometry and topology often largely affect the quality of the generated 3D shapes. In this survey, we comprehensively review works on deep-learning-based 3D shape generation by classifying and discussing them in terms of the underlying shape representation and the architecture of the shape generator. The advantages and disadvantages of each class are further analyzed. We also consider the 3D shape datasets commonly used for shape generation. Finally, we present several potential research directions that hopefully can inspire future works on this topic.

[πŸ“„ Paper](https://link.springer.com/article/10.1007/s41095-022-0321-5)

### 4. Learning Generative Models of 3D Structures [Computer Graphics Forum 2020.05]
**Authors**: Siddhartha Chaudhuri, Daniel Ritchie, Jiajun Wu, Kai Xu, Hao Zhang

Abstract
3D models of objects and scenes are critical to many academic disciplines and industrial applications. Of particular interest is the emerging opportunity for 3D graphics to serve artificial intelligence: computer vision systems can benefit from synthetically-generated training data rendered from virtual 3D scenes, and robots can be trained to navigate in and interact with real-world environments by first acquiring skills in simulated ones. One of the most promising ways to achieve this is by learning and applying generative models of 3D content: computer programs that can synthesize new 3D shapes and scenes. To allow users to edit and manipulate the synthesized 3D content to achieve their goals, the generative model should also be structure-aware: it should express 3D shapes and scenes using abstractions that allow manipulation of their high-level structure. This state-of-the-art report surveys historical work and recent progress on learning structure-aware generative models of 3D shapes and scenes. We present fundamental representations of 3D shape and scene geometry and structures, describe prominent methodologies including probabilistic models, deep generative models, program synthesis, and neural networks for structured data, and cover many recent methods for structure-aware synthesis of 3D shapes and indoor scenes.

[πŸ“„ Paper](https://doi.org/10.1111/cgf.14020)

### 5. A Survey on 3D Gaussian Splatting [arxiv 2024.01]
**Authors**: Guikun Chen, Wenguan Wang

Abstract
3D Gaussian splatting (3D GS) has recently emerged as a transformative technique in the explicit radiance field and computer graphics landscape. This innovative approach, characterized by the utilization of millions of 3D Gaussians, represents a significant departure from the neural radiance field (NeRF) methodologies, which predominantly use implicit, coordinate-based models to map spatial coordinates to pixel values. 3D GS, with its explicit scene representations and differentiable rendering algorithms, not only promises real-time rendering capabilities but also introduces unprecedented levels of control and editability. This positions 3D GS as a potential game-changer for the next generation of 3D reconstruction and representation. In the present paper, we provide the first systematic overview of the recent developments and critical contributions in the domain of 3D GS. We begin with a detailed exploration of the underlying principles and the driving forces behind the advent of 3D GS, setting the stage for understanding its significance. A focal point of our discussion is the practical applicability of 3D GS. By facilitating real-time performance, 3D GS opens up a plethora of applications, ranging from virtual reality to interactive media and beyond. This is complemented by a comparative analysis of leading 3D GS models, evaluated across various benchmark tasks to highlight their performance and practical utility. The survey concludes by identifying current challenges and suggesting potential avenues for future research in this domain. Through this survey, we aim to provide a valuable resource for both newcomers and seasoned researchers, fostering further exploration and advancement in applicable and explicit radiance field representation.

[πŸ“„ Paper](https://arxiv.org/abs/2401.03890)

### 6. A Survey on Deep Generative 3D-aware Image Synthesis [ACM Computing Surveys 2023.11]

**Authors**: WEIHAO XIA JING-HAO XUE

Abstract
Recent years have seen remarkable progress in deep learning powered visual content creation. This includes deep generative 3D-aware image synthesis, which produces high-fidelity images in a 3D-consistent manner while simultaneously capturing compact surfaces of objects from pure image collections without the need for any 3D supervision, thus bridging the gap between 2D imagery and 3D reality. The field of computer vision has been recently captivated by the task of deep generative 3D-aware image synthesis, with hundreds of papers appearing in top-tier journals and conferences over the past few years (mainly the past two years), but there lacks a comprehensive survey of this remarkable and swift progress. Our survey aims to introduce new researchers to this topic, provide a useful reference for related works, and stimulate future research directions through our discussion section. Apart from the presented papers, we aim to constantly update the latest relevant papers along with corresponding implementations at https://weihaox.github.io/3D-aware-Gen.

[πŸ“„ Paper](https://dl.acm.org/doi/pdf/10.1145/3626193) | [🌐 Project Page](https://weihaox.github.io/3D-aware-Gen/)

### 7. Advances in 3D Generation: A Survey [arxiv 2024.01]

**Authors**: Xiaoyu Li, Qi Zhang, Di Kang, Weihao Cheng, Yiming Gao, Jingbo Zhang, Zhihao Liang, Jing Liao, Yan-Pei Cao, Ying Shan

Abstract
Generating 3D models lies at the core of computer graphics and has been the focus of decades of research. With the emergence of advanced neural representations and generative models, the field of 3D content generation is developing rapidly, enabling the creation of increasingly high-quality and diverse 3D models. The rapid growth of this field makes it difficult to stay abreast of all recent developments. In this survey, we aim to introduce the fundamental methodologies of 3D generation methods and establish a structured roadmap, encompassing 3D representation, generation methods, datasets, and corresponding applications. Specifically, we introduce the 3D representations that serve as the backbone for 3D generation. Furthermore, we provide a comprehensive overview of the rapidly growing literature on generation methods, categorized by the type of algorithmic paradigms, including feedforward generation, optimization-based generation, procedural generation, and generative novel view synthesis. Lastly, we discuss available datasets, applications, and open challenges. We hope this survey will help readers explore this exciting topic and foster further advancements in the field of 3D content generation.

[πŸ“„ Paper](https://arxiv.org/abs/2401.17807)


## Text to 3D Generation:
### 1. DreamFusion: Text-to-3D using 2D Diffusion [ICLR 2023]

**Authors**: Ben Poole, Ajay Jain, Jonathan T. Barron, Ben Mildenhall

Abstract
Recent breakthroughs in text-to-image synthesis have been driven by diffusion models trained on billions of image-text pairs. Adapting this approach to 3D synthesis would require large-scale datasets of labeled 3D assets and efficient architectures for denoising 3D data, neither of which currently exist. In this work, we circumvent these limitations by using a pretrained 2D text-to-image diffusion model to perform text-to-3D synthesis. We introduce a loss based on probability density distillation that enables the use of a 2D diffusion model as a prior for optimization of a parametric image generator. Using this loss in a DeepDream-like procedure, we optimize a randomly-initialized 3D model (a Neural Radiance Field, or NeRF) via gradient descent such that its 2D renderings from random angles achieve a low loss. The resulting 3D model of the given text can be viewed from any angle, relit by arbitrary illumination, or composited into any 3D environment. Our approach requires no 3D training data and no modifications to the image diffusion model, demonstrating the effectiveness of pretrained image diffusion models as priors.

[πŸ“„ Paper](https://arxiv.org/abs/2209.14988) | [🌐 Project Page](https://dreamfusion3d.github.io) | [πŸ’» Code](https://github.com/ashawkey/stable-dreamfusion)

### 2. Shapeglot: Learning Language for Shape Differentiation [CVPR 2019]

**Authors**: Panos Achlioptas* Judy Fan Robert Hawkins Noah Goodman Leonidas Guibas

Abstract
In this work we explore how fine-grained differences between the shapes of common objects are expressed in language, grounded on images and 3D models of the objects. We first build a large scale, carefully controlled dataset of human utterances that each refers to a 2D rendering of a 3D CAD model so as to distinguish it from a set of shape-wise similar alternatives. Using this dataset, we develop neural language understanding (listening) and production (speaking) models that vary in their grounding (pure 3D forms via point-clouds vs. rendered 2D images), the degree of pragmatic reasoning captured (e.g. speakers that reason about a listener or not), and the neural architecture (e.g. with or without attention). We find models that perform well with both synthetic and human partners, and with held out utterances and objects. We also find that these models are amenable to zero-shot transfer learning to novel object classes (e.g. transfer from training on chairs to testing on lamps), as well as to real-world images drawn from furniture catalogs. Lesion studies indicate that the neural listeners depend heavily on part-related words and associate these words correctly with visual parts of objects (without any explicit network training on object parts), and that transfer to novel classes is most successful when known part-words are available. This work illustrates a practical approach to language grounding, and provides a case study in the relationship between object shape and linguistic structure when it comes to object differentiation.

[πŸ“„ Paper](https://openaccess.thecvf.com/content_ICCV_2019/papers/Achlioptas_Shapeglot_Learning_Language_for_Shape_Differentiation_ICCV_2019_paper.pdf) | [πŸ’» Code](https://github.com/optas/shapeglot)

### 3. Text2Shape: Generating Shapes from Natural Language by Learning Joint Embeddings [ACCV 2018]

**Authors**: Kevin Chen, Christopher B. Choy, Manolis Savva, Angel X. Chang, Thomas Funkhouser, Silvio Savarese

Abstract
We present a method for generating colored 3D shapes from natural language. To this end, we first learn joint embeddings of freeform text descriptions and colored 3D shapes. Our model combines and extends learning by association and metric learning approaches to learn implicit cross-modal connections, and produces a joint representation that captures the many-to-many relations between language and physical properties of 3D shapes such as color and shape. To evaluate our approach, we collect a large dataset of natural language descriptions for physical 3D objects in the ShapeNet dataset. With this learned joint embedding we demonstrate text-to-shape retrieval that outperforms baseline approaches. Using our embeddings with a novel conditional Wasserstein GAN framework, we generate colored 3D shapes from text. Our method is the first to connect natural language text with realistic 3D objects exhibiting rich variations in color, texture, and shape detail. See video at this https URL

[πŸ“„ Paper](http://arxiv.org/abs/1803.08495) | [🌐 Project Page](http://text2shape.stanford.edu/) | [πŸ’» Code](https://github.com/kchen92/text2shape/)

### 4. ShapeCrafter: A Recursive Text-Conditioned 3D Shape Generation Model [NeurIPS 2022]

**Authors**: Rao Fu, Xiao Zhan, Yiwen Chen, Daniel Ritchie, Srinath Sridhar

Abstract
We present ShapeCrafter, a neural network for recursive text-conditioned 3D shape generation. Existing methods to generate text-conditioned 3D shapes consume an entire text prompt to generate a 3D shape in a single step. However, humans tend to describe shapes recursively---we may start with an initial description and progressively add details based on intermediate results. To capture this recursive process, we introduce a method to generate a 3D shape distribution, conditioned on an initial phrase, that gradually evolves as more phrases are added. Since existing datasets are insufficient for training this approach, we present Text2Shape++, a large dataset of 369K shape--text pairs that supports recursive shape generation. To capture local details that are often used to refine shape descriptions, we build on top of vector-quantized deep implicit functions that generate a distribution of high-quality shapes. Results show that our method can generate shapes consistent with text descriptions, and shapes evolve gradually as more phrases are added. Our method supports shape editing, extrapolation, and can enable new applications in human--machine collaboration for creative design.

[πŸ“„ Paper](https://arxiv.org/abs/2207.09446) | [🌐 Project Page](https://ivl.cs.brown.edu/#/projects/shapecrafter)

### 5. Magic3D: High-Resolution Text-to-3D Content Creation [CVPR 2023]

**Authors**: Chen-Hsuan Lin, Jun Gao, Luming Tang, Towaki Takikawa, Xiaohui Zeng, Xun Huang, Karsten Kreis, Sanja Fidler, Ming-Yu Liu, Tsung-Yi Lin

Abstract
DreamFusion has recently demonstrated the utility of a pre-trained text-to-image diffusion model to optimize Neural Radiance Fields (NeRF), achieving remarkable text-to-3D synthesis results. However, the method has two inherent limitations: (a) extremely slow optimization of NeRF and (b) low-resolution image space supervision on NeRF, leading to low-quality 3D models with a long processing time. In this paper, we address these limitations by utilizing a two-stage optimization framework. First, we obtain a coarse model using a low-resolution diffusion prior and accelerate with a sparse 3D hash grid structure. Using the coarse representation as the initialization, we further optimize a textured 3D mesh model with an efficient differentiable renderer interacting with a high-resolution latent diffusion model. Our method, dubbed Magic3D, can create high quality 3D mesh models in 40 minutes, which is 2x faster than DreamFusion (reportedly taking 1.5 hours on average), while also achieving higher resolution. User studies show 61.7% raters to prefer our approach over DreamFusion. Together with the image-conditioned generation capabilities, we provide users with new ways to control 3D synthesis, opening up new avenues to various creative applications.

[πŸ“„ Paper](https://arxiv.org/pdf/2211.10440.pdf) | [🌐 Project Page](https://research.nvidia.com/labs/dir/magic3d) | [πŸ’» Code][Coming soon.]

### 6. Dream3D: Zero-Shot Text-to-3D Synthesis Using 3D Shape Prior and Text-to-Image Diffusion Models [CVPR 2023]

**Authors**: Jiale Xu, Xintao Wang, Weihao Cheng, Yan-Pei Cao, Ying Shan, Xiaohu Qie, Shenghua Gao

Abstract
Recent CLIP-guided 3D optimization methods, such as DreamFields and PureCLIPNeRF, have achieved impressive results in zero-shot text-to-3D synthesis. However, due to scratch training and random initialization without prior knowledge, these methods often fail to generate accurate and faithful 3D structures that conform to the input text. In this paper, we make the first attempt to introduce explicit 3D shape priors into the CLIP-guided 3D optimization process. Specifically, we first generate a high-quality 3D shape from the input text in the text-to-shape stage as a 3D shape prior. We then use it as the initialization of a neural radiance field and optimize it with the full prompt. To address the challenging text-to-shape generation task, 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 the images synthesized by the text-to-image diffusion 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, Dream3D, is capable of generating imaginative 3D content with superior visual quality and shape accuracy compared to state-of-the-art methods.

[πŸ“„ Paper](https://arxiv.org/pdf/2212.14704.pdf) | [🌐 Project Page](https://bluestyle97.github.io/dream3d/) | [πŸ’» Code][Coming soon.]

### 7. CLIP-Mesh: Generating textured meshes from text using pretrained image-text models [SIGGRAPH ASIA 2022]

**Authors**: Nasir Mohammad Khalid, Tianhao Xie, Eugene Belilovsky, Tiberiu Popa

Abstract
We present a technique for zero-shot generation of a 3D model using only a target text prompt. Without any 3D supervision our method deforms the control shape of a limit subdivided surface along with its texture map and normal map to obtain a 3D asset that corresponds to the input text prompt and can be easily deployed into games or modeling applications. We rely only on a pre-trained CLIP model that compares the input text prompt with differentiably rendered images of our 3D model. While previous works have focused on stylization or required training of generative models we perform optimization on mesh parameters directly to generate shape, texture or both. To constrain the optimization to produce plausible meshes and textures we introduce a number of techniques using image augmentations and the use of a pretrained prior that generates CLIP image embeddings given a text embedding.

[πŸ“„ Paper](https://arxiv.org/pdf/2203.13333.pdf) | [🌐 Project Page](https://www.nasir.lol/clipmesh) | [πŸ’» Code](https://github.com/NasirKhalid24/CLIP-Mesh)

### 8. Score Jacobian Chaining: Lifting Pretrained 2D Diffusion Models for 3D Generation [CVPR 2023]

**Authors**: Haochen Wang, Xiaodan Du, Jiahao Li, Raymond A. Yeh, Greg Shakhnarovich

Abstract
A diffusion model learns to predict a vector field of gradients. We propose to apply chain rule on the learned gradients, and back-propagate the score of a diffusion model through the Jacobian of a differentiable renderer, which we instantiate to be a voxel radiance field. This setup aggregates 2D scores at multiple camera viewpoints into a 3D score, and repurposes a pretrained 2D model for 3D data generation. We identify a technical challenge of distribution mismatch that arises in this application, and propose a novel estimation mechanism to resolve it. We run our algorithm on several off-the-shelf diffusion image generative models, including the recently released Stable Diffusion trained on the large-scale LAION dataset.

[πŸ“„ Paper](https://arxiv.org/pdf/2212.00774.pdf) | [🌐 Project Page]() | [πŸ’» Code](https://github.com/pals-ttic/sjc/)

### 9. Dream Fields: Zero-Shot Text-Guided Object Generation with Dream Fields [CVPR 2022 and AI4CC 2022 (Best Poster)]

**Authors**: Ajay Jain, Ben Mildenhall, Jonathan T. Barron, Pieter Abbeel, Ben Poole

Abstract
We combine neural rendering with multi-modal image and text representations to synthesize diverse 3D objects solely from natural language descriptions. Our method, Dream Fields, can generate the geometry and color of a wide range of objects without 3D supervision. Due to the scarcity of diverse, captioned 3D data, prior methods only generate objects from a handful of categories, such as ShapeNet. Instead, we guide generation with image-text models pre-trained on large datasets of captioned images from the web. Our method optimizes a Neural Radiance Field from many camera views so that rendered images score highly with a target caption according to a pre-trained CLIP model. To improve fidelity and visual quality, we introduce simple geometric priors, including sparsity-inducing transmittance regularization, scene bounds, and new MLP architectures. In experiments, Dream Fields produce realistic, multi-view consistent object geometry and color from a variety of natural language captions.

[πŸ“„ Paper](https://openaccess.thecvf.com/content/CVPR2022/papers/Jain_Zero-Shot_Text-Guided_Object_Generation_With_Dream_Fields_CVPR_2022_paper.pdf) | [🌐 Project Page](https://ajayj.com/dreamfields) | [πŸ’» Code]()

### 10. RichDreamer: A Generalizable Normal-Depth Diffusion Model for Detail Richness in Text-to-3D [arxiv 2023.11]

**Authors**: Lingteng Qiu, Guanying Chen, Xiaodong Gu, Qi Zuo, Mutian Xu, Yushuang Wu, Weihao Yuan, Zilong Dong, Liefeng Bo, Xiaoguang Han

Abstract
Lifting 2D diffusion for 3D generation is a challenging problem due to the lack of geometric prior and the com- plex entanglement of materials and lighting in natural im- ages. Existing methods have shown promise by first creat- ing the geometry through score-distillation sampling (SDS) applied to rendered surface normals, followed by appear- ance modeling. However, relying on a 2D RGB diffusion model to optimize surface normals is suboptimal due to the distribution discrepancy between natural images and nor- mals maps, leading to instability in optimization. In this paper, recognizing that the normal and depth information effectively describe scene geometry and be automatically estimated from images, we propose to learn a generaliz- able Normal-Depth diffusion model for 3D generation. We achieve this by training on the large-scale LAION dataset together with the generalizable image-to-depth and normal prior models. In an attempt to alleviate the mixed illumi- nation effects in the generated materials, we introduce an albedo diffusion model to impose data-driven constraints on the albedo component. Our experiments show that when in- tegrated into existing text-to-3D pipelines, our models sig- nificantly enhance the detail richness, achieving state-of- the-art results.

[πŸ“„ Paper](https://arxiv.org/abs/2311.16918) | [🌐 Project Page](https://aigc3d.github.io/richdreamer/) | [πŸ’» Code](https://github.com/modelscope/richdreamer)

### 11. SteinDreamer: Variance Reduction for Text-to-3D Score Distillation via Stein Identity [arxiv 2024.01]

**Authors**: Peihao Wang, Zhiwen Fan, Dejia Xu, Dilin Wang, Sreyas Mohan, Forrest Iandola, Rakesh Ranjan, Yilei Li, Qiang Liu, Zhangyang Wang, Vikas Chandra

Abstract
Score distillation has emerged as one of the most prevalent approaches for text-to-3D asset synthesis. Essentially, score distillation updates 3D parameters by lifting and back-propagating scores averaged over different views. In this paper, we reveal that the gradient estimation in score distillation is inherent to high variance. Through the lens of variance reduction, the effectiveness of SDS and VSD can be interpreted as applications of various control variates to the Monte Carlo estimator of the distilled score. Motivated by this rethinking and based on Stein's identity, we propose a more general solution to reduce variance for score distillation, termed Stein Score Distillation (SSD). SSD incorporates control variates constructed by Stein identity, allowing for arbitrary baseline functions. This enables us to include flexible guidance priors and network architectures to explicitly optimize for variance reduction. In our experiments, the overall pipeline, dubbed SteinDreamer, is implemented by instantiating the control variate with a monocular depth estimator. The results suggest that SSD can effectively reduce the distillation variance and consistently improve visual quality for both object- and scene-level generation. Moreover, we demonstrate that SteinDreamer achieves faster convergence than existing methods due to more stable gradient updates.

[πŸ“„ Paper](https://arxiv.org/abs/2401.00604) | [🌐 Project Page](https://vita-group.github.io/SteinDreamer/) | [πŸ’» Code](https://github.com/Ir1d/SteinDreamer)

### 12. Taming Mode Collapse in Score Distillation for Text-to-3D Generation [arxiv 2024.01]

**Authors**: Peihao Wang, Dejia Xu, Zhiwen Fan, Dilin Wang, Sreyas Mohan, Forrest Iandola, Rakesh Ranjan, Yilei Li, Qiang Liu, Zhangyang Wang, Vikas Chandra

Abstract
Despite the remarkable performance of score distillation in text-to-3D generation, such techniques notoriously suffer from view inconsistency issues, also known as "Janus" artifact, where the generated objects fake each view with multiple front faces. Although empirically effective methods have approached this problem via score debiasing or prompt engineering, a more rigorous perspective to explain and tackle this problem remains elusive. In this paper, we reveal that the existing score distillation-based text-to-3D generation frameworks degenerate to maximal likelihood seeking on each view independently and thus suffer from the mode collapse problem, manifesting as the Janus artifact in practice. To tame mode collapse, we improve score distillation by re-establishing in entropy term in the corresponding variational objective, which is applied to the distribution of rendered images. Maximizing the entropy encourages diversity among different views in generated 3D assets, thereby mitigating the Janus problem. Based on this new objective, we derive a new update rule for 3D score distillation, dubbed Entropic Score Distillation (ESD). We theoretically reveal that ESD can be simplified and implemented by just adopting the classifier-free guidance trick upon variational score distillation. Although embarrassingly straightforward, our extensive experiments successfully demonstrate that ESD can be an effective treatment for Janus artifacts in score distillation.

[πŸ“„ Paper](https://arxiv.org/abs/2401.00909) | [🌐 Project Page](https://vita-group.github.io/3D-Mode-Collapse/) | [πŸ’» Code](https://github.com/VITA-Group/3D-Mode-Collapse)

### 13. DreamGaussian: Generative Gaussian Splatting for Efficient 3D Content Creation [arxiv 2023.09]

**Authors**: Jiaxiang Tang1, Jiawei Ren2, Hang Zhou3, Ziwei Liu2, Gang Zeng1

Abstract
Recent advances in 3D content creation mostly leverage optimization-based 3D generation via score distillation sampling (SDS). Though promising results have been exhibited, these methods often suffer from slow per-sample optimization, limiting their practical usage. In this paper, we propose DreamGaussian, a novel 3D content generation framework that achieves both efficiency and quality simultaneously. Our key insight is to design a generative 3D Gaussian Splatting model with companioned mesh extraction and texture refinement in UV space. In contrast to the occupancy pruning used in Neural Radiance Fields, we demonstrate that the progressive densification of 3D Gaussians converges significantly faster for 3D generative tasks. To further enhance the texture quality and facilitate downstream applications, we introduce an efficient algorithm to convert 3D Gaussians into textured meshes and apply a fine-tuning stage to refine the details. Extensive experiments demonstrate the superior efficiency and competitive generation quality of our proposed approach. Notably, DreamGaussian produces high-quality textured meshes in just 2 minutes from a single-view image, achieving approximately 10 times acceleration compared to existing methods.

[πŸ“„ Paper](https://arxiv.org/abs/2309.16653) | [🌐 Project Page](https://dreamgaussian.github.io/) | [πŸ’» Code](https://github.com/dreamgaussian/dreamgaussian)

Note: DreamGaussian also supports image-to-3d and text-to-image-to-3d.

### 14. HiFA: High-fidelity Text-to-3D Generation with Advanced Diffusion Guidanceγ€€[arxiv 2023.05]

**Authors**: Junzhe Zhu and Peiye Zhuang

Abstract
Recent advances in 3D content creation mostly leverage optimization-based 3D generation via score distillation sampling (SDS). Though promising results have been exhibited, these methods often suffer from slow per-sample optimization, limiting their practical usage. In this paper, we propose DreamGaussian, a novel 3D content generation framework that achieves both efficiency and quality simultaneously. Our key insight is to design a generative 3D Gaussian Splatting model with companioned mesh extraction and texture refinement in UV space. In contrast to the occupancy pruning used in Neural Radiance Fields, we demonstrate that the progressive densification of 3D Gaussians converges significantly faster for 3D generative tasks. To further enhance the texture quality and facilitate downstream applications, we introduce an efficient algorithm to convert 3D Gaussians into textured meshes and apply a fine-tuning stage to refine the details. Extensive experiments demonstrate the superior efficiency and competitive generation quality of our proposed approach. Notably, DreamGaussian produces high-quality textured meshes in just 2 minutes from a single-view image, achieving approximately 10 times acceleration compared to existing methods.

[πŸ“„ Paper](https://arxiv.org/abs/2305.18766) | [🌐 Project Page](https://josephzhu.com/HiFA-site/) | [πŸ’» Code](https://github.com/JunzheJosephZhu/HiFA)

### 15. Triplane Meets Gaussian Splatting [arxiv 2023.12]

**Authors**: Zi-Xin Zou, Zhipeng Yu, Yuan-Chen Guo, Yangguang Li, Ding Liang, Yan-Pei Cao, Song-Hai Zhang

Abstract
Recent advancements in 3D reconstruction from single images have been driven by the evolution of generative models. Prominent among these are methods based on Score Distillation Sampling (SDS) and the adaptation of diffusion models in the 3D domain. Despite their progress, these techniques often face limitations due to slow optimization or rendering processes, leading to extensive training and optimization times. In this paper, we introduce a novel approach for single-view reconstruction that efficiently generates a 3D model from a single image via feed-forward inference. Our method utilizes two transformer-based networks, namely a point decoder and a triplane decoder, to reconstruct 3D objects using a hybrid Triplane-Gaussian intermediate representation. This hybrid representation strikes a balance, achieving a faster rendering speed compared to implicit representations while simultaneously delivering superior rendering quality than explicit representations. The point decoder is designed for generating point clouds from single images, offering an explicit representation which is then utilized by the triplane decoder to query Gaussian features for each point. This design choice addresses the challenges associated with directly regressing explicit 3D Gaussian attributes characterized by their non-structural nature. Subsequently, the 3D Gaussians are decoded by an MLP to enable rapid rendering through splatting. Both decoders are built upon a scalable, transformer-based architecture and have been efficiently trained on large-scale 3D datasets. The evaluations conducted on both synthetic datasets and real-world images demonstrate that our method not only achieves higher quality but also ensures a faster runtime in comparison to previous state-of-the-art techniques.

[πŸ“„ Paper](https://arxiv.org/abs/2312.09147) | [🌐 Project Page](https://zouzx.github.io/TriplaneGaussian/)

### 16. DMV3D:Denoising Multi-View Diffusion using 3D Large Reconstruction Model [ICLR 2024]

**Authors**: Yinghao Xu, Hao Tan, Fujun Luan, Sai Bi, Peng Wang, Jiahao Li, Zifan Shi, Kalyan Sunkavalli, Gordon Wetzstein, Zexiang Xu, Kai Zhang

Abstract
We propose \textbf{DMV3D}, a novel 3D generation approach that uses a transformer-based 3D large reconstruction model to denoise multi-view diffusion. Our reconstruction model incorporates a triplane NeRF representation and can denoise noisy multi-view images via NeRF reconstruction and rendering, achieving single-stage 3D generation in ∼30s on single A100 GPU. We train \textbf{DMV3D} on large-scale multi-view image datasets of highly diverse objects using only image reconstruction losses, without accessing 3D assets. We demonstrate state-of-the-art results for the single-image reconstruction problem where probabilistic modeling of unseen object parts is required for generating diverse reconstructions with sharp textures. We also show high-quality text-to-3D generation results outperforming previous 3D diffusion models. Our project website is at: this https URL .

[πŸ“„ Paper](https://arxiv.org/abs/2311.09217) | [🌐 Project Page](https://justimyhxu.github.io/projects/dmv3d/)

Note: DMV3D also supports image-to-3d and text-to-image-to-3d.

### 17. Instant3D: Fast Text-to-3D with Sparse-View Generation and Large Reconstruction Model [arxiv 2023.11]

**Authors**: Jiahao Li, Hao Tan, Kai Zhang, Zexiang Xu, Fujun Luan, Yinghao Xu, Yicong Hong, Kalyan Sunkavalli, Greg Shakhnarovich, Sai Bi

Abstract
Text-to-3D with diffusion models has achieved remarkable progress in recent years. However, existing methods either rely on score distillation-based optimization which suffer from slow inference, low diversity and Janus problems, or are feed-forward methods that generate low quality results due to the scarcity of 3D training data. In this paper, we propose Instant3D, a novel method that generates high-quality and diverse 3D assets from text prompts in a feed-forward manner. We adopt a two-stage paradigm, which first generates a sparse set of four structured and consistent views from text in one shot with a fine-tuned 2D text-to-image diffusion model, and then directly regresses the NeRF from the generated images with a novel transformer-based sparse-view reconstructor. Through extensive experiments, we demonstrate that our method can generate high-quality, diverse and Janus-free 3D assets within 20 seconds, which is two order of magnitude faster than previous optimization-based methods that can take 1 to 10 hours.

[πŸ“„ Paper](https://openreview.net/forum?id=2lDQLiH1W4) | [🌐 Project Page](https://instant-3d.github.io/)

### 18. Instant3D: Instant Text-to-3D Generation [arxiv 2023.11]

**Authors**: Ming Li, Pan Zhou, Jia-Wei Liu, Jussi Keppo, Min Lin, Shuicheng Yan, Xiangyu Xu

Abstract
Text-to-3D generation, which aims to synthesize vivid 3D objects from text prompts, has attracted much attention from the computer vision community. While several existing works have achieved impressive results for this task, they mainly rely on a time-consuming optimization paradigm. Specifically, these methods optimize a neural field from scratch for each text prompt, taking approximately one hour or more to generate one object. This heavy and repetitive training cost impedes their practical deployment. In this paper, we propose a novel framework for fast text-to-3D generation, dubbed Instant3D. Once trained, Instant3D is able to create a 3D object for an unseen text prompt in less than one second with a single run of a feedforward network. We achieve this remarkable speed by devising a new network that directly constructs a 3D triplane from a text prompt. The core innovation of our Instant3D lies in our exploration of strategies to effectively inject text conditions into the network. Furthermore, we propose a simple yet effective activation function, the scaled-sigmoid, to replace the original sigmoid function, which speeds up the training convergence by more than ten times. Finally, to address the Janus (multi-head) problem in 3D generation, we propose an adaptive Perp-Neg algorithm that can dynamically adjust its concept negation scales according to the severity of the Janus problem during training, effectively reducing the multi-head effect. Extensive experiments on a wide variety of benchmark datasets demonstrate that the proposed algorithm performs favorably against the state-of-the-art methods both qualitatively and quantitatively, while achieving significantly better efficiency. The project page is at this https URL.

[πŸ“„ Paper](https://arxiv.org/pdf/2311.08403.pdf) | [🌐 Project Page](https://ming1993li.github.io/Instant3DProj/) | [πŸ’» Code](https://github.com/ming1993li/Instant3DCodes)

Note: two Instant3D papers :)

### 19. Progressive3D: Progressively Local Editing for Text-to-3D Content Creation with Complex Semantic Prompts [ICLR 2024]

**Authors**: Xinhua Cheng, Tianyu Yang, Jianan Wang, Yu Li, Lei Zhang, Jian Zhang, Li Yuan

Abstract
Recent text-to-3D generation methods achieve impressive 3D content creation capacity thanks to the advances in image diffusion models and optimizing strategies. However, current methods struggle to generate correct 3D content for a complex prompt in semantics, i.e., a prompt describing multiple interacted objects binding with different attributes. In this work, we propose a general framework named Progressive3D, which decomposes the entire generation into a series of locally progressive editing steps to create precise 3D content for complex prompts, and we constrain the content change to only occur in regions determined by user-defined region prompts in each editing step. Furthermore, we propose an overlapped semantic component suppression technique to encourage the optimization process to focus more on the semantic differences between prompts. Extensive experiments demonstrate that the proposed Progressive3D framework generates precise 3D content for prompts with complex semantics and is general for various text-to-3D methods driven by different 3D representations.

[πŸ“„ Paper](https://arxiv.org/pdf/2310.11784.pdf) | [🌐 Project Page](https://cxh0519.github.io/projects/Progressive3D/) | [πŸ’» Code](https://github.com/cxh0519/Progressive3D)

### 20. DreamTime: An Improved Optimization Strategy for Diffusion-Guided 3D Generation [ICLR 2024]

**Authors**: Yukun Huang, Jianan Wang, Yukai Shi, Boshi Tang, Xianbiao Qi, Lei Zhang

Abstract
Text-to-image diffusion models pre-trained on billions of image-text pairs have recently enabled 3D content creation by optimizing a randomly initialized differentiable 3D representation with score distillation. However, the optimization process suffers slow convergence and the resultant 3D models often exhibit two limitations: (a) quality concerns such as missing attributes and distorted shape and textures; (b) extremely low diversity comparing to text-guided image synthesis. In this paper, we show that the conflict between the 3D optimization process and uniform timestep sampling in score distillation is the main reason for these limitations. To resolve this conflict, we propose to prioritize timestep sampling with monotonically non-increasing functions, which aligns the 3D optimization process with the sampling process of diffusion model. Extensive experiments show that our simple redesign significantly improves 3D content creation with faster convergence, better quality and diversity.

[πŸ“„ Paper](https://openreview.net/pdf?id=1bAUywYJTU)

### 21. TextField3D: Towards Enhancing Open-Vocabulary 3D Generation with Noisy TextFields [ICLR 2024]

**Authors**: Tianyu Huang, Yihan Zeng, Bowen Dong, Hang Xu, Songcen Xu, Rynson W.H. Lau, Wangmeng Zuo

Abstract
Recent works learn 3D representation explicitly under text-3D guidance. However, limited text-3D data restricts the vocabulary scale and text control of generations. Generators may easily fall into a stereotype concept for certain text prompts, thus losing open-vocabulary generation ability. To tackle this issue, we introduce a conditional 3D generative model, namely TextField3D. Specifically, rather than using the text prompts as input directly, we suggest to inject dynamic noise into the latent space of given text prompts, i.e., Noisy Text Fields (NTFs). In this way, limited 3D data can be mapped to the appropriate range of textual latent space that is expanded by NTFs. To this end, an NTFGen module is proposed to model general text latent code in noisy fields. Meanwhile, an NTFBind module is proposed to align view-invariant image latent code to noisy fields, further supporting image-conditional 3D generation. To guide the conditional generation in both geometry and texture, multi-modal discrimination is constructed with a text-3D discriminator and a text-2.5D discriminator. Compared to previous methods, TextField3D includes three merits: 1) large vocabulary, 2) text consistency, and 3) low latency. Extensive experiments demonstrate that our method achieves a potential open-vocabulary 3D generation capability.

[πŸ“„ Paper](https://arxiv.org/abs/2309.17175) | [🌐 Project Page](https://tyhuang0428.github.io/textfield3d.html)

### 22. Sketch2NeRF: Multi-view Sketch-guided Text-to-3D Generation [arxiv 2024.01]

**Authors**: Minglin Chen, Longguang Wang, Weihao Yuan, Yukun Wang, Zhe Sheng, Yisheng He, Zilong Dong, Liefeng Bo, Yulan Guo

Abstract
Recently, text-to-3D approaches have achieved high-fidelity 3D content generation using text description. However, the generated objects are stochastic and lack fine-grained control. Sketches provide a cheap approach to introduce such fine-grained control. Nevertheless, it is challenging to achieve flexible control from these sketches due to their abstraction and ambiguity. In this paper, we present a multi-view sketch-guided text-to-3D generation framework (namely, Sketch2NeRF) to add sketch control to 3D generation. Specifically, our method leverages pretrained 2D diffusion models (e.g., Stable Diffusion and ControlNet) to supervise the optimization of a 3D scene represented by a neural radiance field (NeRF). We propose a novel synchronized generation and reconstruction method to effectively optimize the NeRF. In the experiments, we collected two kinds of multi-view sketch datasets to evaluate the proposed method. We demonstrate that our method can synthesize 3D consistent contents with fine-grained sketch control while being high-fidelity to text prompts. Extensive results show that our method achieves state-of-the-art performance in terms of sketch similarity and text alignment.

[πŸ“„ Paper](https://arxiv.org/abs/2401.14257)

### 23. Consistent3D: Towards Consistent High-Fidelity Text-to-3D Generation with Deterministic Sampling Prior [arxiv 2024.01]

**Authors**: Zike Wu, Pan Zhou, Xuanyu Yi, Xiaoding Yuan, Hanwang Zhang

Abstract
Score distillation sampling (SDS) and its variants have greatly boosted the development of text-to-3D generation, but are vulnerable to geometry collapse and poor textures yet. To solve this issue, we first deeply analyze the SDS and find that its distillation sampling process indeed corresponds to the trajectory sampling of a stochastic differential equation (SDE): SDS samples along an SDE trajectory to yield a less noisy sample which then serves as a guidance to optimize a 3D model. However, the randomness in SDE sampling often leads to a diverse and unpredictable sample which is not always less noisy, and thus is not a consistently correct guidance, explaining the vulnerability of SDS. Since for any SDE, there always exists an ordinary differential equation (ODE) whose trajectory sampling can deterministically and consistently converge to the desired target point as the SDE, we propose a novel and effective "Consistent3D" method that explores the ODE deterministic sampling prior for text-to-3D generation. Specifically, at each training iteration, given a rendered image by a 3D model, we first estimate its desired 3D score function by a pre-trained 2D diffusion model, and build an ODE for trajectory sampling. Next, we design a consistency distillation sampling loss which samples along the ODE trajectory to generate two adjacent samples and uses the less noisy sample to guide another more noisy one for distilling the deterministic prior into the 3D model. Experimental results show the efficacy of our Consistent3D in generating high-fidelity and diverse 3D objects and large-scale scenes, as shown in Fig. 1.

[πŸ“„ Paper](https://arxiv.org/abs/2401.09050)

### 24. AToM: Amortized Text-to-Mesh using 2D Diffusion [arxiv 2024.02]

**Authors**: Guocheng Qian, Junli Cao, Aliaksandr Siarohin, Yash Kant, Chaoyang Wang, Michael Vasilkovsky, Hsin-Ying Lee, Yuwei Fang, Ivan Skorokhodov, Peiye Zhuang, Igor Gilitschenski, Jian Ren, Bernard Ghanem, Kfir Aberman, Sergey Tulyakov

Abstract
We introduce Amortized Text-to-Mesh (AToM), a feed-forward text-to-mesh framework optimized across multiple text prompts simultaneously. In contrast to existing text-to-3D methods that often entail time-consuming per-prompt optimization and commonly output representations other than polygonal meshes, AToM directly generates high-quality textured meshes in less than 1 second with around 10 times reduction in the training cost, and generalizes to unseen prompts. Our key idea is a novel triplane-based text-to-mesh architecture with a two-stage amortized optimization strategy that ensures stable training and enables scalability. Through extensive experiments on various prompt benchmarks, AToM significantly outperforms state-of-the-art amortized approaches with over 4 times higher accuracy (in DF415 dataset) and produces more distinguishable and higher-quality 3D outputs. AToM demonstrates strong generalizability, offering finegrained 3D assets for unseen interpolated prompts without further optimization during inference, unlike per-prompt solutions.

[πŸ“„ Paper](https://arxiv.org/abs/2402.00867v1) | [🌐 Project Page](https://snap-research.github.io/AToM/) | [πŸ’» Code](https://github.com/snap-research/AToM)

### 25. EscherNet: A Generative Model for Scalable View Synthesis [arxiv 2024.02]

**Authors**: Xin Kong, Shikun Liu, Xiaoyang Lyu, Marwan Taher, Xiaojuan Qi, Andrew J. Davison

Abstract
We introduce EscherNet, a multi-view conditioned diffusion model for view synthesis. EscherNet learns implicit and generative 3D representations coupled with a specialised camera positional encoding, allowing precise and continuous relative control of the camera transformation between an arbitrary number of reference and target views. EscherNet offers exceptional generality, flexibility, and scalability in view synthesis -- it can generate more than 100 consistent target views simultaneously on a single consumer-grade GPU, despite being trained with a fixed number of 3 reference views to 3 target views. As a result, EscherNet not only addresses zero-shot novel view synthesis, but also naturally unifies single- and multi-image 3D reconstruction, combining these diverse tasks into a single, cohesive framework. Our extensive experiments demonstrate that EscherNet achieves state-of-the-art performance in multiple benchmarks, even when compared to methods specifically tailored for each individual problem. This remarkable versatility opens up new directions for designing scalable neural architectures for 3D vision.

[πŸ“„ Paper](https://arxiv.org/abs/2402.03908) | [🌐 Project Page](https://kxhit.github.io/EscherNet) | [πŸ’» Code](https://github.com/kxhit/EscherNet)

### 26. TIP-Editor: An Accurate 3D Editor Following Both Text-Prompts And Image-Prompts [arxiv 2024.01]

**Authors**: Jingyu Zhuang, Di Kang, Yan-Pei Cao, Guanbin Li, Liang Lin, Ying Shan

Abstract
Text-driven 3D scene editing has gained significant attention owing to its convenience and user-friendliness. However, existing methods still lack accurate control of the specified appearance and location of the editing result due to the inherent limitations of the text description. To this end, we propose a 3D scene editing framework, TIPEditor, that accepts both text and image prompts and a 3D bounding box to specify the editing region. With the image prompt, users can conveniently specify the detailed appearance/style of the target content in complement to the text description, enabling accurate control of the appearance. Specifically, TIP-Editor employs a stepwise 2D personalization strategy to better learn the representation of the existing scene and the reference image, in which a localization loss is proposed to encourage correct object placement as specified by the bounding box. Additionally, TIPEditor utilizes explicit and flexible 3D Gaussian splatting as the 3D representation to facilitate local editing while keeping the background unchanged. Extensive experiments have demonstrated that TIP-Editor conducts accurate editing following the text and image prompts in the specified bounding box region, consistently outperforming the baselines in editing quality, and the alignment to the prompts, qualitatively and quantitatively.

[πŸ“„ Paper](https://arxiv.org/abs/2401.14828)

Note: TIP-Editor supports both text-to-3d and image-to-3d

### 27. BoostDream: Efficient Refining for High-Quality Text-to-3D Generation from Multi-View Diffusion [arxiv 2024.01]

**Authors**: Yonghao Yu, Shunan Zhu, Huai Qin, Haorui Li

Abstract
Witnessing the evolution of text-to-image diffusion models, significant strides have been made in text-to-3D generation. Currently, two primary paradigms dominate the field of text-to-3D: the feed-forward generation solutions, capable of swiftly producing 3D assets but often yielding coarse results, and the Score Distillation Sampling (SDS) based solutions, known for generating high-fidelity 3D assets albeit at a slower pace. The synergistic integration of these methods holds substantial promise for advancing 3D generation techniques. In this paper, we present BoostDream, a highly efficient plug-and-play 3D refining method designed to transform coarse 3D assets into high-quality. The BoostDream framework comprises three distinct processes: (1) We introduce 3D model distillation that fits differentiable representations from the 3D assets obtained through feed-forward generation. (2) A novel multi-view SDS loss is designed, which utilizes a multi-view aware 2D diffusion model to refine the 3D assets. (3) We propose to use prompt and multi-view consistent normal maps as guidance in refinement.Our extensive experiment is conducted on different differentiable 3D representations, revealing that BoostDream excels in generating high-quality 3D assets rapidly, overcoming the Janus problem compared to conventional SDS-based methods. This breakthrough signifies a substantial advancement in both the efficiency and quality of 3D generation processes.

[πŸ“„ Paper](https://arxiv.org/abs/2401.16764)

### 28. AToM: Amortized Text-to-Mesh using 2D Diffusion [arxiv 2024.02]

**Authors**: Guocheng Qian, Junli Cao, Aliaksandr Siarohin, Yash Kant, Chaoyang Wang, Michael Vasilkovsky, Hsin-Ying Lee, Yuwei Fang, Ivan Skorokhodov, Peiye Zhuang, Igor Gilitschenski, Jian Ren, Bernard Ghanem, Kfir Aberman, Sergey Tulyakov

Abstract
We introduce Amortized Text-to-Mesh (AToM), a feed-forward text-to-mesh framework optimized across multiple text prompts simultaneously. In contrast to existing text-to-3D methods that often entail time-consuming per-prompt optimization and commonly output representations other than polygonal meshes, AToM directly generates high-quality textured meshes in less than 1 second with around 10 times reduction in the training cost, and generalizes to unseen prompts. Our key idea is a novel triplane-based text-to-mesh architecture with a two-stage amortized optimization strategy that ensures stable training and enables scalability. Through extensive experiments on various prompt benchmarks, AToM significantly outperforms state-of-the-art amortized approaches with over 4 times higher accuracy (in DF415 dataset) and produces more distinguishable and higher-quality 3D outputs. AToM demonstrates strong generalizability, offering finegrained 3D assets for unseen interpolated prompts without further optimization during inference, unlike per-prompt solutions.

[πŸ“„ Paper](https://arxiv.org/abs/2402.00867) | [🌐 Project Page](https://snap-research.github.io/AToM/) | [πŸ’» Code](https://github.com/snap-research/AToM)

### 29. IM-3D: Iterative Multiview Diffusion and Reconstruction for High-Quality 3D Generation [arxiv 2024.02]

**Authors**: Luke Melas-Kyriazi, Iro Laina, Christian Rupprecht, Natalia Neverova, Andrea Vedaldi, Oran Gafni, Filippos Kokkinos

Abstract
Most text-to-3D generators build upon off-the-shelf text-to-image models trained on billions of images. They use variants of Score Distillation Sampling (SDS), which is slow, somewhat unstable, and prone to artifacts. A mitigation is to fine-tune the 2D generator to be multi-view aware, which can help distillation or can be combined with reconstruction networks to output 3D objects directly. In this paper, we further explore the design space of text-to-3D models. We significantly improve multi-view generation by considering video instead of image generators. Combined with a 3D reconstruction algorithm which, by using Gaussian splatting, can optimize a robust image-based loss, we directly produce high-quality 3D outputs from the generated views. Our new method, IM-3D, reduces the number of evaluations of the 2D generator network 10-100x, resulting in a much more efficient pipeline, better quality, fewer geometric inconsistencies, and higher yield of usable 3D assets.

[πŸ“„ Paper](https://arxiv.org/abs/2402.08682)

### 30. GALA3D: Towards Text-to-3D Complex Scene Generation via Layout-guided Generative Gaussian Splatting [arxiv 2024.02]

**Authors**: Xiaoyu Zhou, Xingjian Ran, Yajiao Xiong, Jinlin He, Zhiwei Lin, Yongtao Wang, Deqing Sun, Ming-Hsuan Yang

Abstract
We present GALA3D, generative 3D GAussians with LAyout-guided control, for effective compositional text-to-3D generation. We first utilize large language models (LLMs) to generate the initial layout and introduce a layout-guided 3D Gaussian representation for 3D content generation with adaptive geometric constraints. We then propose an object-scene compositional optimization mechanism with conditioned diffusion to collaboratively generate realistic 3D scenes with consistent geometry, texture, scale, and accurate interactions among multiple objects while simultaneously adjusting the coarse layout priors extracted from the LLMs to align with the generated scene. Experiments show that GALA3D is a user-friendly, end-to-end framework for state-of-the-art scene-level 3D content generation and controllable editing while ensuring the high fidelity of object-level entities within the scene.

[πŸ“„ Paper](https://arxiv.org/abs/2402.07207) | [🌐 Project Page](https://gala3d.github.io) | [πŸ’» Code](https://github.com/VDIGPKU/GALA3D)

### 31. GPT-4V(ision) is a Human-Aligned Evaluator for Text-to-3D Generation [arxiv 2024.01]

**Authors**: Tong Wu, Guandao Yang, Zhibing Li, Kai Zhang, Ziwei Liu, Leonidas Guibas, Dahua Lin, Gordon Wetzstein

Abstract
Despite recent advances in text-to-3D generative methods, there is a notable absence of reliable evaluation metrics. Existing metrics usually focus on a single criterion each, such as how well the asset aligned with the input text. These metrics lack the flexibility to generalize to different evaluation criteria and might not align well with human preferences. Conducting user preference studies is an alternative that offers both adaptability and human-aligned results. User studies, however, can be very expensive to scale. This paper presents an automatic, versatile, and human-aligned evaluation metric for text-to-3D generative models. To this end, we first develop a prompt generator using GPT-4V to generate evaluating prompts, which serve as input to compare text-to-3D models. We further design a method instructing GPT-4V to compare two 3D assets according to user-defined criteria. Finally, we use these pairwise comparison results to assign these models Elo ratings. Experimental results suggest our metric strongly align with human preference across different evaluation criteria.

[πŸ“„ Paper](https://arxiv.org/abs/2401.04092)

### 32. ScaleDreamer: Scalable Text-to-3D Synthesis with Asynchronous Score Distillation [ECCV 2024]

**Authors**: Zhiyuan Ma, Yuxiang Wei, Yabin Zhang, Xiangyu Zhu, Zhen Lei, Lei Zhang

Abstract
By leveraging the text-to-image diffusion priors, score distillation can synthesize 3D contents without paired text-3D training data. Instead of spending hours of online optimization per text prompt, recent studies have been focused on learning a text-to-3D generative network for amortizing multiple text-3D relations, which can synthesize 3D contents in seconds. However, existing score distillation methods are hard to scale up to a large amount of text prompts due to the difficulties in aligning pretrained diffusion prior with the distribution of rendered images from various text prompts. Current state-of-the-arts such as Variational Score Distillation finetune the pretrained diffusion model to minimize the noise prediction error so as to align the distributions, which are however unstable to train and will impair the model's comprehension capability to numerous text prompts. Based on the observation that the diffusion models tend to have lower noise prediction errors at earlier timesteps, we propose Asynchronous Score Distillation (ASD), which minimizes the noise prediction error by shifting the diffusion timestep to earlier ones. ASD is stable to train and can scale up to 100k prompts. It reduces the noise prediction error without changing the weights of pre-trained diffusion model, thus keeping its strong comprehension capability to prompts. We conduct extensive experiments across different 2D diffusion models, including Stable Diffusion and MVDream, and text-to-3D generators, including Hyper-iNGP, 3DConv-Net and Triplane-Transformer. The results demonstrate ASD's effectiveness in stable 3D generator training, high-quality 3D content synthesis, and its superior prompt-consistency, especially under large prompt corpus.

[πŸ“„ Paper](https://arxiv.org/pdf/2407.02040) | [🌐 Project Page](https://sites.google.com/view/scaledreamer-release/) | [πŸ’» Code](https://github.com/theEricMa/ScaleDreamer)


## Image to 3D Generation:
### 1. Zero-1-to-3: Zero-shot One Image to 3D Object [ICCV 2023]

**Authors**: Ruoshi Liu1, Rundi Wu1, Basile Van Hoorick1, Pavel Tokmakov2, Sergey Zakharov2, Carl Vondrick1

Abstract
We introduce Zero-1-to-3, a framework for changing the camera viewpoint of an object given just a single RGB image. To perform novel view synthesis in this under-constrained setting, we capitalize on the geometric priors that large-scale diffusion models learn about natural images. Our conditional diffusion model uses a synthetic dataset to learn controls of the relative camera viewpoint, which allow new images to be generated of the same object under a specified camera transformation. Even though it is trained on a synthetic dataset, our model retains a strong zero-shot generalization ability to out-of-distribution datasets as well as in-the-wild images, including impressionist paintings. Our viewpoint-conditioned diffusion approach can further be used for the task of 3D reconstruction from a single image. Qualitative and quantitative experiments show that our method significantly outperforms state-of-the-art single-view 3D reconstruction and novel view synthesis models by leveraging Internet-scale pre-training.

[πŸ“„ Paper](https://arxiv.org/abs/2303.11328) | [🌐 Project Page](https://zero123.cs.columbia.edu/) | [πŸ’» Code](https://github.com/cvlab-columbia/zero123) | [πŸ€— Hugging Face](https://huggingface.co/spaces/cvlab/zero123-live)

### 2. Zero123++: a Single Image to Consistent Multi-view Diffusion Base Model [arxiv 2023.10]

**Authors**: Ruoxi Shi, Hansheng Chen, Zhuoyang Zhang, Minghua Liu, Chao Xu, Xinyue Wei, Linghao Chen, Chong Zeng, Hao Su

Abstract
We report Zero123++, an image-conditioned diffusion model for generating 3D-consistent multi-view images from a single input view. To take full advantage of pretrained 2D generative priors, we develop various conditioning and training schemes to minimize the effort of finetuning from off-the-shelf image diffusion models such as Stable Diffusion. Zero123++ excels in producing high-quality, consistent multi-view images from a single image, overcoming common issues like texture degradation and geometric misalignment. Furthermore, we showcase the feasibility of training a ControlNet on Zero123++ for enhanced control over the generation process. The code is available at this https URL.

[πŸ“„ Paper](https://arxiv.org/abs/2310.15110) | [🌐 Project Page](https://zero123.cs.columbia.edu/) | [πŸ’» Code](https://github.com/SUDO-AI-3D/zero123plus) | [πŸ€— Hugging Face](https://huggingface.co/spaces/sudo-ai/zero123plus-demo-space)

### 3. One-2-3-45: Any Single Image to 3D Mesh in 45 Seconds without Per-Shape Optimization [arxiv 2023.06]

**Authors**: Minghua Liu1*, Chao Xu2*, Haian Jin3,4*, Linghao Chen1,4*, Mukund Varma T5, Zexiang Xu6, Hao Su1

Abstract
Single image 3D reconstruction is an important but challenging task that requires extensive knowledge of our natural world. Many existing methods solve this problem by optimizing a neural radiance field under the guidance of 2D diffusion models but suffer from lengthy optimization time, 3D inconsistency results, and poor geometry. In this work, we propose a novel method that takes a single image of any object as input and generates a full 360-degree 3D textured mesh in a single feed-forward pass. Given a single image, we first use a view-conditioned 2D diffusion model, Zero123, to generate multi-view images for the input view, and then aim to lift them up to 3D space. Since traditional reconstruction methods struggle with inconsistent multi-view predictions, we build our 3D reconstruction module upon an SDF-based generalizable neural surface reconstruction method and propose several critical training strategies to enable the reconstruction of 360-degree meshes. Without costly optimizations, our method reconstructs 3D shapes in significantly less time than existing methods. Moreover, our method favors better geometry, generates more 3D consistent results, and adheres more closely to the input image. We evaluate our approach on both synthetic data and in-the-wild images and demonstrate its superiority in terms of both mesh quality and runtime. In addition, our approach can seamlessly support the text-to-3D task by integrating with off-the-shelf text-to-image diffusion models.

[πŸ“„ Paper](https://arxiv.org/pdf/2306.16928.pdf) | [🌐 Project Page](https://one-2-3-45.github.io/) | [πŸ’» Code](https://github.com/One-2-3-45/One-2-3-45)

### 4. One-2-3-45++: Fast Single Image to 3D Objects with Consistent Multi-View Generation and 3D Diffusion [arxiv 2023.11]

**Authors**: Minghua Liu, Ruoxi Shi, Linghao Chen, Zhuoyang Zhang, Chao Xu, Xinyue Wei, Hansheng Chen, Chong Zeng, Jiayuan Gu, Hao Su

Abstract
Recent advancements in open-world 3D object generation have been remarkable, with image-to-3D methods offering superior fine-grained control over their text-to-3D counterparts. However, most existing models fall short in simultaneously providing rapid generation speeds and high fidelity to input images - two features essential for practical applications. In this paper, we present One-2-3-45++, an innovative method that transforms a single image into a detailed 3D textured mesh in approximately one minute. Our approach aims to fully harness the extensive knowledge embedded in 2D diffusion models and priors from valuable yet limited 3D data. This is achieved by initially finetuning a 2D diffusion model for consistent multi-view image generation, followed by elevating these images to 3D with the aid of multi-view conditioned 3D native diffusion models. Extensive experimental evaluations demonstrate that our method can produce high-quality, diverse 3D assets that closely mirror the original input image. Our project webpage: this https URL.

[πŸ“„ Paper](https://arxiv.org/pdf/2311.07885.pdf) | [🌐 Project Page](https://sudo-ai-3d.github.io/One2345plus_page/) | [πŸ’» Code](https://github.com/SUDO-AI-3D/One2345plus)

### 5. TextureDreamer: Image-guided Texture Synthesis through Geometry-aware Diffusion [ICLR 2024]

**Authors**: Yu-Ying Yeh, Jia-Bin Huang, Changil Kim, Lei Xiao, Thu Nguyen-Phuoc, Numair Khan, Cheng Zhang, Manmohan Chandraker, Carl S Marshall, Zhao Dong, Zhengqin Li

Abstract
We present TextureDreamer, a novel image-guided texture synthesis method to transfer relightable textures from a small number of input images (3 to 5) to target 3D shapes across arbitrary categories. Texture creation is a pivotal challenge in vision and graphics. Industrial companies hire experienced artists to manually craft textures for 3D assets. Classical methods require densely sampled views and accurately aligned geometry, while learning-based methods are confined to category-specific shapes within the dataset. In contrast, TextureDreamer can transfer highly detailed, intricate textures from real-world environments to arbitrary objects with only a few casually captured images, potentially significantly democratizing texture creation. Our core idea, personalized geometry-aware score distillation (PGSD), draws inspiration from recent advancements in diffuse models, including personalized modeling for texture information extraction, variational score distillation for detailed appearance synthesis, and explicit geometry guidance with ControlNet. Our integration and several essential modifications substantially improve the texture quality. Experiments on real images spanning different categories show that TextureDreamer can successfully transfer highly realistic, semantic meaningful texture to arbitrary objects, surpassing the visual quality of previous state-of-the-art.

[πŸ“„ Paper](https://arxiv.org/abs/2401.09416) | [🌐 Project Page](https://texturedreamer.github.io/)

### 6. Wonder3d: Single Image to 3D using Cross-Domain Diffusion [arxiv 2023.10]

**Authors**: Xiaoxiao Long1,3,6,*, Yuan-Chen Guo2,3,*, Cheng Lin1, Yuan Liu1, Zhiyang Dou1, Lingjie Liu4, Yuexin Ma5, Song-Hai Zhang2, Marc Habermann6, Christian Theobalt6, Wenping Wang7

Abstract
In this work, we introduce Wonder3D, a novel method for efficiently generating high-fidelity textured meshes from single-view images.Recent methods based on Score Distillation Sampling (SDS) have shown the potential to recover 3D geometry from 2D diffusion priors, but they typically suffer from time-consuming per-shape optimization and inconsistent geometry. In contrast, certain works directly produce 3D information via fast network inferences, but their results are often of low quality and lack geometric details. To holistically improve the quality, consistency, and efficiency of image-to-3D tasks, we propose a cross-domain diffusion model that generates multi-view normal maps and the corresponding color images. To ensure consistency, we employ a multi-view cross-domain attention mechanism that facilitates information exchange across views and modalities. Lastly, we introduce a geometry-aware normal fusion algorithm that extracts high-quality surfaces from the multi-view 2D representations. Our extensive evaluations demonstrate that our method achieves high-quality reconstruction results, robust generalization, and reasonably good efficiency compared to prior works.

[πŸ“„ Paper](https://arxiv.org/pdf/2310.15008.pdf) | [🌐 Project Page](https://www.xxlong.site/Wonder3D/) | [πŸ’» Code](https://github.com/xxlong0/Wonder3D)

### 7. LRM: Large Reconstruction Model for Single Image to 3D [ICLR 2024]

**Authors**: Yicong Hong1,2, Kai Zhang1, Jiuxiang Gu1, Sai Bi1, Yang Zhou1, Difan Liu1, Feng Liu1, Kalyan Sunkavalli1, Trung Bui1, Hao Tan1

Abstract
We propose the first Large Reconstruction Model (LRM) that predicts the 3D model of an object from a single input image within just 5 seconds. In contrast to many previous methods that are trained on small-scale datasets such as ShapeNet in a category-specific fashion, LRM adopts a highly scalable transformer-based architecture with 500 million learnable parameters to directly predict a neural radiance field (NeRF) from the input image. We train our model in an end-to-end manner on massive multi-view data containing around 1 million objects, including both synthetic renderings from Objaverse and real captures from MVImgNet. This combination of a high-capacity model and large-scale training data empowers our model to be highly generalizable and produce high-quality 3D reconstructions from various testing inputs including real-world in-the-wild captures and images from generative models.

[πŸ“„ Paper](https://arxiv.org/abs/2311.04400) | [🌐 Project Page](https://yiconghong.me/LRM/)

### 8. Magic123: One Image to High-Quality 3D Object Generation Using Both 2D and 3D Diffusion Priors [arxiv 2023.06]

**Authors**: Qian, Guocheng and Mai, Jinjie and Hamdi, Abdullah and Ren, Jian and Siarohin, Aliaksandr and Li, Bing and Lee, Hsin-Ying and Skorokhodov, Ivan and Wonka, Peter and Tulyakov, Sergey and Ghanem, Bernard

Abstract
We present "Magic123", a two-stage coarse-to-fine solution for high-quality, textured 3D meshes generation from a single unposed image in the wild using both 2D and 3D priors. In the first stage, we optimize a neural radiance field to produce a coarse geometry. In the second stage, we adopt a memory-efficient differentiable mesh representation to yield a high-resolution mesh with a visually appealing texture. In both stages, the 3D content is learned through reference view supervision and novel views guided by both 2D and 3D diffusion priors. We introduce a single tradeoff parameter between the 2D and 3D priors to control exploration (more imaginative) and exploitation (more precise) of the generated geometry. Additionally, We employ textual inversion and monocular depth regularization to encourage consistent appearances across views and to prevent degenerate solutions, respectively. Magic123 demonstrates a significant improvement over previous image-to-3D techniques, as validated through extensive experiments on synthetic benchmarks and diverse real-world images.

[πŸ“„ Paper](https://arxiv.org/abs/2306.17843) | [🌐 Project Page](https://guochengqian.github.io/project/magic123/) | [πŸ’» Code](https://github.com/guochengqian/Magic123)

### 9. DreamCraft3D: Hierarchical 3D Generation with Bootstrapped Diffusion Prior [arxiv 2023.10]

**Authors**: Jingxiang Sun 1, Bo Zhang 3, Ruizhi Shao 1, Lizhen Wang 1, Wen Liu 2, Zhenda Xie 2, Yebin Liu 1

Abstract
We present DreamCraft3D, a hierarchical 3D content generation method that produces high-fidelity and coherent 3D objects. We tackle the problem by leveraging a 2D reference image to guide the stages of geometry sculpting and texture boosting. A central focus of this work is to address the consistency issue that existing works encounter. To sculpt geometries that render coherently, we perform score distillation sampling via a view-dependent diffusion model. This 3D prior, alongside several training strategies, prioritizes the geometry consistency but compromises the texture fidelity. We further propose Bootstrapped Score Distillation (BSD) to specifically boost the texture. We train a personalized diffusion model, Dreambooth, on the augmented renderings of the scene, imbuing it with 3D knowledge of the scene being optimized. The score distillation from this 3D-aware diffusion prior provides view-consistent guidance for the scene. Notably, through an alternating optimization of the diffusion prior and 3D scene representation, we achieve mutually reinforcing improvements: the optimized 3D scene aids in training the scene-specific diffusion model, which offers increasingly view-consistent guidance for 3D optimization. The optimization is thus bootstrapped and leads to substantial texture boosting. With tailored 3D priors throughout the hierarchical generation, DreamCraft3D generates coherent 3D objects with photorealistic renderings, advancing the state-of-the-art in 3D content generation.

[πŸ“„ Paper](https://arxiv.org/abs/2310.16818) | [🌐 Project Page](https://mrtornado24.github.io/DreamCraft3D/) | [πŸ’» Code](https://github.com/deepseek-ai/DreamCraft3D)

### 10. GD^2-NeRF: Generative Detail Compensation via GAN and Diffusion for One-shot Generalizable Neural Radiance Fields [arxiv 2024.01]

**Authors**: Xiao Pan, Zongxin Yang, Shuai Bai, Yi Yang

Abstract
In this paper, we focus on the One-shot Novel View Synthesis (O-NVS) task which targets synthesizing photo-realistic novel views given only one reference image per scene. Previous One-shot Generalizable Neural Radiance Fields (OG-NeRF) methods solve this task in an inference-time finetuning-free manner, yet suffer the blurry issue due to the encoder-only architecture that highly relies on the limited reference image. On the other hand, recent diffusion-based image-to-3d methods show vivid plausible results via distilling pre-trained 2D diffusion models into a 3D representation, yet require tedious per-scene optimization. Targeting these issues, we propose the GD2-NeRF, a Generative Detail compensation framework via GAN and Diffusion that is both inference-time finetuning-free and with vivid plausible details. In detail, following a coarse-to-fine strategy, GD2-NeRF is mainly composed of a One-stage Parallel Pipeline (OPP) and a 3D-consistent Detail Enhancer (Diff3DE). At the coarse stage, OPP first efficiently inserts the GAN model into the existing OG-NeRF pipeline for primarily relieving the blurry issue with in-distribution priors captured from the training dataset, achieving a good balance between sharpness (LPIPS, FID) and fidelity (PSNR, SSIM). Then, at the fine stage, Diff3DE further leverages the pre-trained image diffusion models to complement rich out-distribution details while maintaining decent 3D consistency. Extensive experiments on both the synthetic and real-world datasets show that GD2-NeRF noticeably improves the details while without per-scene finetuning.

[πŸ“„ Paper](https://arxiv.org/abs/2401.00616)

### 11. NeuralLift-360: Lifting An In-the-wild 2D Photo to A 3D Object with 360Β° Views [arxiv 2022.11]

**Authors**: Dejia Xu, Yifan Jiang, Peihao Wang, Zhiwen Fan, Yi Wang, Zhangyang Wang

Abstract
Virtual reality and augmented reality (XR) bring increasing demand for 3D content. However, creating high-quality 3D content requires tedious work that a human expert must do. In this work, we study the challenging task of lifting a single image to a 3D object and, for the first time, demonstrate the ability to generate a plausible 3D object with 360Β° views that correspond well with the given reference image. By conditioning on the reference image, our model can fulfill the everlasting curiosity for synthesizing novel views of objects from images. Our technique sheds light on a promising direction of easing the workflows for 3D artists and XR designers. We propose a novel framework, dubbed NeuralLift-360, that utilizes a depth-aware neural radiance representation (NeRF) and learns to craft the scene guided by denoising diffusion models. By introducing a ranking loss, our NeuralLift-360 can be guided with rough depth estimation in the wild. We also adopt a CLIP-guided sampling strategy for the diffusion prior to provide coherent guidance. Extensive experiments demonstrate that our NeuralLift-360 significantly outperforms existing state-of-the-art baselines. Project page: this https URL

[πŸ“„ Paper](https://arxiv.org/abs/2211.16431) | [🌐 Project Page](https://vita-group.github.io/NeuralLift-360/) | [πŸ’» Code](https://github.com/Ir1d/NeuralLift-360)

### 12. Free3D: Consistent Novel View Synthesis without 3D Representation [arxiv 2023.12]

**Authors**: Chuanxia Zheng, Andrea Vedaldi

Abstract
We introduce Free3D, a simple approach designed for open-set novel view synthesis (NVS) from a single image. Similar to Zero-1-to-3, we start from a pre-trained 2D image generator for generalization, and fine-tune it for NVS. Compared to recent and concurrent works, we obtain significant improvements without resorting to an explicit 3D representation, which is slow and memory-consuming or training an additional 3D network. We do so by encoding better the target camera pose via a new per-pixel ray conditioning normalization (RCN) layer. The latter injects pose information in the underlying 2D image generator by telling each pixel its specific viewing direction. We also improve multi-view consistency via a light-weight multi-view attention layer and multi-view noise sharing. We train Free3D on the Objaverse dataset and demonstrate excellent generalization to various new categories in several new datasets, including OminiObject3D and GSO. We hope our simple and effective approach will serve as a solid baseline and help future research in NVS with more accuracy pose. The project page is available at this https URL.

[πŸ“„ Paper](https://chuanxiaz.com/free3d/static/videos/Free3D.pdf) | [🌐 Project Page](https://chuanxiaz.com/free3d/) | [πŸ’» Code](https://github.com/lyndonzheng/Free3D)

### 13. AGG: Amortized Generative 3D Gaussians for Single Image to 3D [arxiv 2024.01]

**Authors**: Dejia Xu, Ye Yuan, Morteza Mardani, Sifei Liu, Jiaming Song, Zhangyang Wang, Arash Vahdat

Abstract
Given the growing need for automatic 3D content creation pipelines, various 3D representations have been studied to generate 3D objects from a single image. Due to its superior rendering efficiency, 3D Gaussian splatting-based models have recently excelled in both 3D reconstruction and generation. 3D Gaussian splatting approaches for image to 3D generation are often optimization-based, requiring many computationally expensive score-distillation steps. To overcome these challenges, we introduce an Amortized Generative 3D Gaussian framework (AGG) that instantly produces 3D Gaussians from a single image, eliminating the need for per-instance optimization. Utilizing an intermediate hybrid representation, AGG decomposes the generation of 3D Gaussian locations and other appearance attributes for joint optimization. Moreover, we propose a cascaded pipeline that first generates a coarse representation of the 3D data and later upsamples it with a 3D Gaussian super-resolution module. Our method is evaluated against existing optimization-based 3D Gaussian frameworks and sampling-based pipelines utilizing other 3D representations, where AGG showcases competitive generation abilities both qualitatively and quantitatively while being several orders of magnitude faster. Project page: [this https URL](https://ir1d.github.io/AGG/).

[πŸ“„ Paper](https://arxiv.org/abs/2401.04099) | [🌐 Project Page](https://ir1d.github.io/AGG/)

### 14. What You See is What You GAN: Rendering Every Pixel for High-Fidelity Geometry in 3D GANs [arxiv 2024.01]

**Authors**: Alex Trevithick, Matthew Chan, Towaki Takikawa, Umar Iqbal, Shalini De Mello, Manmohan Chandraker, Ravi Ramamoorthi, Koki Nagano

Abstract
3D-aware Generative Adversarial Networks (GANs) have shown remarkable progress in learning to generate multi-view-consistent images and 3D geometries of scenes from collections of 2D images via neural volume rendering. Yet, the significant memory and computational costs of dense sampling in volume rendering have forced 3D GANs to adopt patch-based training or employ low-resolution rendering with post-processing 2D super resolution, which sacrifices multiview consistency and the quality of resolved geometry. Consequently, 3D GANs have not yet been able to fully resolve the rich 3D geometry present in 2D images. In this work, we propose techniques to scale neural volume rendering to the much higher resolution of native 2D images, thereby resolving fine-grained 3D geometry with unprecedented detail. Our approach employs learning-based samplers for accelerating neural rendering for 3D GAN training using up to 5 times fewer depth samples. This enables us to explicitly "render every pixel" of the full-resolution image during training and inference without post-processing superresolution in 2D. Together with our strategy to learn high-quality surface geometry, our method synthesizes high-resolution 3D geometry and strictly view-consistent images while maintaining image quality on par with baselines relying on post-processing super resolution. We demonstrate state-of-the-art 3D gemetric quality on FFHQ and AFHQ, setting a new standard for unsupervised learning of 3D shapes in 3D GANs.

[πŸ“„ Paper](https://research.nvidia.com/labs/nxp/wysiwyg/media/WYSIWYG.pdf) | [🌐 Project Page](https://research.nvidia.com/labs/nxp/wysiwyg/)

### 15. TOSS: High-quality Text-guided Novel View Synthesis from a Single Image [ICLR 2024]

**Authors**: Yukai Shi, Jianan Wang, He Cao, Boshi Tang, Xianbiao Qi, Tianyu Yang, Yukun Huang, Shilong Liu, Lei Zhang, Heung-Yeung Shum

Abstract
In this paper, we present TOSS, which introduces text to the task of novel view synthesis (NVS) from just a single RGB image. While Zero123 has demonstrated impressive zero-shot open-set NVS capabilities, it treats NVS as a pure image-to-image translation problem. This approach suffers from the challengingly under-constrained nature of single-view NVS: the process lacks means of explicit user control and often result in implausible NVS generations. To address this limitation, TOSS uses text as high-level semantic information to constrain the NVS solution space. TOSS fine-tunes text-to-image Stable Diffusion pre-trained on large-scale text-image pairs and introduces modules specifically tailored to image and camera pose conditioning, as well as dedicated training for pose correctness and preservation of fine details. Comprehensive experiments are conducted with results showing that our proposed TOSS outperforms Zero123 with higher-quality NVS results and faster convergence. We further support these results with comprehensive ablations that underscore the effectiveness and potential of the introduced semantic guidance and architecture design.

[πŸ“„ Paper](https://arxiv.org/abs/2310.10644) | [🌐 Project Page](https://toss3d.github.io/)

### 16. Make-it-3D: high-fidelity 3d creation from a single image with diffusion prior [ICCV 2023]

**Authors**: Junshu Tang, Tengfei Wang, Bo Zhang, Ting Zhang, Ran Yi, Lizhuang Ma, Dong Chen

Abstract
In this work, we investigate the problem of creating high-fidelity 3D content from only a single image. This is inherently challenging: it essentially involves estimating the underlying 3D geometry while simultaneously hallucinating unseen textures. To address this challenge, we leverage prior knowledge from a well-trained 2D diffusion model to act as 3D-aware supervision for 3D creation. Our approach, Make-It-3D, employs a two-stage optimization pipeline: the first stage optimizes a neural radiance field by incorporating constraints from the reference image at the frontal view and diffusion prior at novel views; the second stage transforms the coarse model into textured point clouds and further elevates the realism with diffusion prior while leveraging the high-quality textures from the reference image. Extensive experiments demonstrate that our method outperforms prior works by a large margin, resulting in faithful reconstructions and impressive visual quality. Our method presents the first attempt to achieve high-quality 3D creation from a single image for general objects and enables various applications such as text-to-3D creation and texture editing.

[πŸ“„ Paper](https://arxiv.org/pdf/2303.14184.pdf) | [🌐 Project Page](https://make-it-3d.github.io) | [πŸ’» Code](https://github.com/junshutang/Make-It-3D)

### 17. IRIS: Inverse Rendering of Indoor Scenes from Low Dynamic Range Images [arxiv 2024.01]

**Authors**: Zhi-Hao Lin, Jia-Bin Huang, Zhengqin Li, Zhao Dong, Christian Richardt, Tuotuo Li, Michael ZollhΓΆfer, Johannes Kopf, Shenlong Wang, Changil Kim

Abstract
While numerous 3D reconstruction and novel-view synthesis methods allow for photorealistic rendering of a scene from multi-view images easily captured with consumer cameras, they bake illumination in their representations and fall short of supporting advanced applications like material editing, relighting, and virtual object insertion. The reconstruction of physically based material properties and lighting via inverse rendering promises to enable such applications.
However, most inverse rendering techniques require high dynamic range (HDR) images as input, a setting that is inaccessible to most users. We present a method that recovers the physically based material properties and spatially-varying HDR lighting of a scene from multi-view, low-dynamic-range (LDR) images. We model the LDR image formation process in our inverse rendering pipeline and propose a novel optimization strategy for material, lighting, and a camera response model. We evaluate our approach with synthetic and real scenes compared to the state-of-the-art inverse rendering methods that take either LDR or HDR input. Our method outperforms existing methods taking LDR images as input, and allows for highly realistic relighting and object insertion.

[πŸ“„ Paper](https://arxiv.org/abs/2401.12977) | [🌐 Project Page](https://irisldr.github.io)

### 18. Sat2Scene: 3D Urban Scene Generation from Satellite Images with Diffusion [arxiv 2024.01]

**Authors**: Zuoyue Li, Zhenqiang Li, Zhaopeng Cui, Marc Pollefeys, Martin R. Oswald

Abstract
Directly generating scenes from satellite imagery offers exciting possibilities for integration into applications like games and map services. However, challenges arise from significant view changes and scene scale. Previous efforts mainly focused on image or video generation, lacking exploration into the adaptability of scene generation for arbitrary views. Existing 3D generation works either operate at the object level or are difficult to utilize the geometry obtained from satellite imagery. To overcome these limitations, we propose a novel architecture for direct 3D scene generation by introducing diffusion models into 3D sparse representations and combining them with neural rendering techniques. Specifically, our approach generates texture colors at the point level for a given geometry using a 3D diffusion model first, which is then transformed into a scene representation in a feed-forward manner. The representation can be utilized to render arbitrary views which would excel in both single-frame quality and inter-frame consistency. Experiments in two city-scale datasets show that our model demonstrates proficiency in generating photo-realistic street-view image sequences and cross-view urban scenes from satellite imagery.

[πŸ“„ Paper](https://arxiv.org/abs/2401.10786)

### 19. TIP-Editor: An Accurate 3D Editor Following Both Text-Prompts And Image-Prompts [arxiv 2024.01]

**Authors**: Jingyu Zhuang, Di Kang, Yan-Pei Cao, Guanbin Li, Liang Lin, Ying Shan

Abstract
Text-driven 3D scene editing has gained significant attention owing to its convenience and user-friendliness. However, existing methods still lack accurate control of the specified appearance and location of the editing result due to the inherent limitations of the text description. To this end, we propose a 3D scene editing framework, TIPEditor, that accepts both text and image prompts and a 3D bounding box to specify the editing region. With the image prompt, users can conveniently specify the detailed appearance/style of the target content in complement to the text description, enabling accurate control of the appearance. Specifically, TIP-Editor employs a stepwise 2D personalization strategy to better learn the representation of the existing scene and the reference image, in which a localization loss is proposed to encourage correct object placement as specified by the bounding box. Additionally, TIPEditor utilizes explicit and flexible 3D Gaussian splatting as the 3D representation to facilitate local editing while keeping the background unchanged. Extensive experiments have demonstrated that TIP-Editor conducts accurate editing following the text and image prompts in the specified bounding box region, consistently outperforming the baselines in editing quality, and the alignment to the prompts, qualitatively and quantitatively.

[πŸ“„ Paper](https://arxiv.org/abs/2401.14828)

Note: TIP-Editor supports both text-to-3d and image-to-3d

### 20. 2L3: Lifting Imperfect Generated 2D Images into Accurate 3D [arxiv 2024.01]

**Authors**: Yizheng Chen, Rengan Xie, Qi Ye, Sen Yang, Zixuan Xie, Tianxiao Chen, Rong Li, Yuchi Huo

Abstract
Reconstructing 3D objects from a single image is an intriguing but challenging problem. One promising solution is to utilize multi-view (MV) 3D reconstruction to fuse generated MV images into consistent 3D objects. However, the generated images usually suffer from inconsistent lighting, misaligned geometry, and sparse views, leading to poor reconstruction quality. To cope with these problems, we present a novel 3D reconstruction framework that leverages intrinsic decomposition guidance, transient-mono prior guidance, and view augmentation to cope with the three issues, respectively. Specifically, we first leverage to decouple the shading information from the generated images to reduce the impact of inconsistent lighting; then, we introduce mono prior with view-dependent transient encoding to enhance the reconstructed normal; and finally, we design a view augmentation fusion strategy that minimizes pixel-level loss in generated sparse views and semantic loss in augmented random views, resulting in view-consistent geometry and detailed textures. Our approach, therefore, enables the integration of a pre-trained MV image generator and a neural network-based volumetric signed distance function (SDF) representation for a single image to 3D object reconstruction. We evaluate our framework on various datasets and demonstrate its superior performance in both quantitative and qualitative assessments, signifying a significant advancement in 3D object reconstruction. Compared with the latest state-of-the-art method Syncdreamer~\cite{liu2023syncdreamer}, we reduce the Chamfer Distance error by about 36\% and improve PSNR by about 30\% .

[πŸ“„ Paper](https://arxiv.org/abs/2401.15841)

### 21. GaussianObject: Just Taking Four Images to Get A High-Quality 3D Object with Gaussian Splatting [arxiv 2024.02]

**Authors**: Chen Yang, Sikuang Li, Jiemin Fang, Ruofan Liang, Lingxi Xie, Xiaopeng Zhang, Wei Shen, Qi Tian