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SubscribeOptimized Minimal 4D Gaussian Splatting
4D Gaussian Splatting has emerged as a new paradigm for dynamic scene representation, enabling real-time rendering of scenes with complex motions. However, it faces a major challenge of storage overhead, as millions of Gaussians are required for high-fidelity reconstruction. While several studies have attempted to alleviate this memory burden, they still face limitations in compression ratio or visual quality. In this work, we present OMG4 (Optimized Minimal 4D Gaussian Splatting), a framework that constructs a compact set of salient Gaussians capable of faithfully representing 4D Gaussian models. Our method progressively prunes Gaussians in three stages: (1) Gaussian Sampling to identify primitives critical to reconstruction fidelity, (2) Gaussian Pruning to remove redundancies, and (3) Gaussian Merging to fuse primitives with similar characteristics. In addition, we integrate implicit appearance compression and generalize Sub-Vector Quantization (SVQ) to 4D representations, further reducing storage while preserving quality. Extensive experiments on standard benchmark datasets demonstrate that OMG4 significantly outperforms recent state-of-the-art methods, reducing model sizes by over 60% while maintaining reconstruction quality. These results position OMG4 as a significant step forward in compact 4D scene representation, opening new possibilities for a wide range of applications. Our source code is available at https://minshirley.github.io/OMG4/.
Reasoning-VLA: A Fast and General Vision-Language-Action Reasoning Model for Autonomous Driving
Vision-Language-Action (VLA) models have recently shown strong decision-making capabilities in autonomous driving. However, existing VLAs often struggle with achieving efficient inference and generalizing to novel autonomous vehicle configurations and driving scenarios. In this paper, we propose Reasoning-VLA, a general and fast action-generation VLA framework. The proposed model employs a set of learnable action queries, initialized via Gaussian sampling from ground-truth trajectories within the training corpus. These learnable queries interact with reasoning-enhanced vision-language features to generate continuous action trajectories in parallel. To promote robust generalization, we consolidate eight publicly available autonomous driving datasets into a standardized, Chain-of-Thought reasoning-based, and easy-to-use data format for model training. Leveraging both supervised learning and reinforcement learning fine-tuning, extensive empirical evaluations across multiple benchmarks demonstrate that Reasoning-VLA achieves state-of-the-art performance, superior generalization capability, and the excellent inference speed reported to date.
FLDM-VTON: Faithful Latent Diffusion Model for Virtual Try-on
Despite their impressive generative performance, latent diffusion model-based virtual try-on (VTON) methods lack faithfulness to crucial details of the clothes, such as style, pattern, and text. To alleviate these issues caused by the diffusion stochastic nature and latent supervision, we propose a novel Faithful Latent Diffusion Model for VTON, termed FLDM-VTON. FLDM-VTON improves the conventional latent diffusion process in three major aspects. First, we propose incorporating warped clothes as both the starting point and local condition, supplying the model with faithful clothes priors. Second, we introduce a novel clothes flattening network to constrain generated try-on images, providing clothes-consistent faithful supervision. Third, we devise a clothes-posterior sampling for faithful inference, further enhancing the model performance over conventional clothes-agnostic Gaussian sampling. Extensive experimental results on the benchmark VITON-HD and Dress Code datasets demonstrate that our FLDM-VTON outperforms state-of-the-art baselines and is able to generate photo-realistic try-on images with faithful clothing details.
Gaussian Weight Sampling for Scalable, Efficient and Stable Pseudo-Quantization Training
Ever-growing scale of large language models (LLMs) is pushing for improved efficiency, favoring fully quantized training (FQT) over BF16. While FQT accelerates training, it faces consistency challenges and requires searching over an exponential number of cases, each needing over 200B tokens to ensure stability. Pseudo-quantization training (PQT) addresses the issues of FQT, although it is not well-studied. We explore the practical implications of PQT in detail and propose a noise distribution R that is floating-point (FP)-friendly, with ideal properties including stochastic precision annealing. As a result, the proposed method serves as an effective theoretical foundation for low-precision FP parameters through PQT, utilizing efficient fake quantization via an addition and subsequent FP casting. We demonstrate that Gaussian weight sampling is (1) scalable: supports low-precision FP parameters down to FP6 and high-precision noise up to 9-bit with BF16 operator. The proposed method is (2) efficient: incurring computational overhead as low as 1.40\% on the A100 GPU in terms of Llama2 training tokens per second, and requiring 2 bytes per parameter in GPU memory. We demonstrate that PQT with Gaussian weight sampling is (3) stable: closely following or even surpassing performance of the BF16 baseline while pre-training GPT2 and Llama2 models with up to 1B parameters and 300B tokens.
PointGS: Point Attention-Aware Sparse View Synthesis with Gaussian Splatting
3D Gaussian splatting (3DGS) is an innovative rendering technique that surpasses the neural radiance field (NeRF) in both rendering speed and visual quality by leveraging an explicit 3D scene representation. Existing 3DGS approaches require a large number of calibrated views to generate a consistent and complete scene representation. When input views are limited, 3DGS tends to overfit the training views, leading to noticeable degradation in rendering quality. To address this limitation, we propose a Point-wise Feature-Aware Gaussian Splatting framework that enables real-time, high-quality rendering from sparse training views. Specifically, we first employ the latest stereo foundation model to estimate accurate camera poses and reconstruct a dense point cloud for Gaussian initialization. We then encode the colour attributes of each 3D Gaussian by sampling and aggregating multiscale 2D appearance features from sparse inputs. To enhance point-wise appearance representation, we design a point interaction network based on a self-attention mechanism, allowing each Gaussian point to interact with its nearest neighbors. These enriched features are subsequently decoded into Gaussian parameters through two lightweight multi-layer perceptrons (MLPs) for final rendering. Extensive experiments on diverse benchmarks demonstrate that our method significantly outperforms NeRF-based approaches and achieves competitive performance under few-shot settings compared to the state-of-the-art 3DGS methods.
Compressed Image Generation with Denoising Diffusion Codebook Models
We present a novel generative approach based on Denoising Diffusion Models (DDMs), which produces high-quality image samples along with their losslessly compressed bit-stream representations. This is obtained by replacing the standard Gaussian noise sampling in the reverse diffusion with a selection of noise samples from pre-defined codebooks of fixed iid Gaussian vectors. Surprisingly, we find that our method, termed Denoising Diffusion Codebook Model (DDCM), retains sample quality and diversity of standard DDMs, even for extremely small codebooks. We leverage DDCM and pick the noises from the codebooks that best match a given image, converting our generative model into a highly effective lossy image codec achieving state-of-the-art perceptual image compression results. More generally, by setting other noise selections rules, we extend our compression method to any conditional image generation task (e.g., image restoration), where the generated images are produced jointly with their condensed bit-stream representations. Our work is accompanied by a mathematical interpretation of the proposed compressed conditional generation schemes, establishing a connection with score-based approximations of posterior samplers for the tasks considered.
Sampling 3D Gaussian Scenes in Seconds with Latent Diffusion Models
We present a latent diffusion model over 3D scenes, that can be trained using only 2D image data. To achieve this, we first design an autoencoder that maps multi-view images to 3D Gaussian splats, and simultaneously builds a compressed latent representation of these splats. Then, we train a multi-view diffusion model over the latent space to learn an efficient generative model. This pipeline does not require object masks nor depths, and is suitable for complex scenes with arbitrary camera positions. We conduct careful experiments on two large-scale datasets of complex real-world scenes -- MVImgNet and RealEstate10K. We show that our approach enables generating 3D scenes in as little as 0.2 seconds, either from scratch, from a single input view, or from sparse input views. It produces diverse and high-quality results while running an order of magnitude faster than non-latent diffusion models and earlier NeRF-based generative models
Statistical Efficiency of Thompson Sampling for Combinatorial Semi-Bandits
We investigate stochastic combinatorial multi-armed bandit with semi-bandit feedback (CMAB). In CMAB, the question of the existence of an efficient policy with an optimal asymptotic regret (up to a factor poly-logarithmic with the action size) is still open for many families of distributions, including mutually independent outcomes, and more generally the multivariate sub-Gaussian family. We propose to answer the above question for these two families by analyzing variants of the Combinatorial Thompson Sampling policy (CTS). For mutually independent outcomes in [0,1], we propose a tight analysis of CTS using Beta priors. We then look at the more general setting of multivariate sub-Gaussian outcomes and propose a tight analysis of CTS using Gaussian priors. This last result gives us an alternative to the Efficient Sampling for Combinatorial Bandit policy (ESCB), which, although optimal, is not computationally efficient.
Plug-and-Play Posterior Sampling under Mismatched Measurement and Prior Models
Posterior sampling has been shown to be a powerful Bayesian approach for solving imaging inverse problems. The recent plug-and-play unadjusted Langevin algorithm (PnP-ULA) has emerged as a promising method for Monte Carlo sampling and minimum mean squared error (MMSE) estimation by combining physical measurement models with deep-learning priors specified using image denoisers. However, the intricate relationship between the sampling distribution of PnP-ULA and the mismatched data-fidelity and denoiser has not been theoretically analyzed. We address this gap by proposing a posterior-L2 pseudometric and using it to quantify an explicit error bound for PnP-ULA under mismatched posterior distribution. We numerically validate our theory on several inverse problems such as sampling from Gaussian mixture models and image deblurring. Our results suggest that the sensitivity of the sampling distribution of PnP-ULA to a mismatch in the measurement model and the denoiser can be precisely characterized.
AGG: Amortized Generative 3D Gaussians for Single Image to 3D
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: https://ir1d.github.io/AGG/
Safe Learning-based Gradient-free Model Predictive Control Based on Cross-entropy Method
In this paper, a safe and learning-based control framework for model predictive control (MPC) is proposed to optimize nonlinear systems with a non-differentiable objective function under uncertain environmental disturbances. The control framework integrates a learning-based MPC with an auxiliary controller in a way of minimal intervention. The learning-based MPC augments the prior nominal model with incremental Gaussian Processes to learn the uncertain disturbances. The cross-entropy method (CEM) is utilized as the sampling-based optimizer for the MPC with a non-differentiable objective function. A minimal intervention controller is devised with a control Lyapunov function and a control barrier function to guide the sampling process and endow the system with high probabilistic safety. The proposed algorithm shows a safe and adaptive control performance on a simulated quadrotor in the tasks of trajectory tracking and obstacle avoidance under uncertain wind disturbances.
Never Miss A Beat: An Efficient Recipe for Context Window Extension of Large Language Models with Consistent "Middle" Enhancement
Recently, many methods have been developed to extend the context length of pre-trained large language models (LLMs), but they often require fine-tuning at the target length (gg4K) and struggle to effectively utilize information from the middle part of the context. To address these issues, we propose Continuity-Relativity indExing with gAussian Middle (CREAM), which interpolates positional encodings by manipulating position indices. Apart from being simple, CREAM is training-efficient: it only requires fine-tuning at the pre-trained context window (eg, Llama 2-4K) and can extend LLMs to a much longer target context length (eg, 256K). To ensure that the model focuses more on the information in the middle, we introduce a truncated Gaussian to encourage sampling from the middle part of the context during fine-tuning, thus alleviating the ``Lost-in-the-Middle'' problem faced by long-context LLMs. Experimental results show that CREAM successfully extends LLMs to the target length for both Base and Chat versions of Llama2-7B with ``Never Miss A Beat''. Our code will be publicly available soon.
Progressive Gaussian Transformer with Anisotropy-aware Sampling for Open Vocabulary Occupancy Prediction
The 3D occupancy prediction task has witnessed remarkable progress in recent years, playing a crucial role in vision-based autonomous driving systems. While traditional methods are limited to fixed semantic categories, recent approaches have moved towards predicting text-aligned features to enable open-vocabulary text queries in real-world scenes. However, there exists a trade-off in text-aligned scene modeling: sparse Gaussian representation struggles to capture small objects in the scene, while dense representation incurs significant computational overhead. To address these limitations, we present PG-Occ, an innovative Progressive Gaussian Transformer Framework that enables open-vocabulary 3D occupancy prediction. Our framework employs progressive online densification, a feed-forward strategy that gradually enhances the 3D Gaussian representation to capture fine-grained scene details. By iteratively enhancing the representation, the framework achieves increasingly precise and detailed scene understanding. Another key contribution is the introduction of an anisotropy-aware sampling strategy with spatio-temporal fusion, which adaptively assigns receptive fields to Gaussians at different scales and stages, enabling more effective feature aggregation and richer scene information capture. Through extensive evaluations, we demonstrate that PG-Occ achieves state-of-the-art performance with a relative 14.3% mIoU improvement over the previous best performing method. Code and pretrained models will be released upon publication on our project page: https://yanchi-3dv.github.io/PG-Occ
3DGS-DET: Empower 3D Gaussian Splatting with Boundary Guidance and Box-Focused Sampling for 3D Object Detection
Neural Radiance Fields (NeRF) are widely used for novel-view synthesis and have been adapted for 3D Object Detection (3DOD), offering a promising approach to 3DOD through view-synthesis representation. However, NeRF faces inherent limitations: (i) limited representational capacity for 3DOD due to its implicit nature, and (ii) slow rendering speeds. Recently, 3D Gaussian Splatting (3DGS) has emerged as an explicit 3D representation that addresses these limitations. Inspired by these advantages, this paper introduces 3DGS into 3DOD for the first time, identifying two main challenges: (i) Ambiguous spatial distribution of Gaussian blobs: 3DGS primarily relies on 2D pixel-level supervision, resulting in unclear 3D spatial distribution of Gaussian blobs and poor differentiation between objects and background, which hinders 3DOD; (ii) Excessive background blobs: 2D images often include numerous background pixels, leading to densely reconstructed 3DGS with many noisy Gaussian blobs representing the background, negatively affecting detection. To tackle the challenge (i), we leverage the fact that 3DGS reconstruction is derived from 2D images, and propose an elegant and efficient solution by incorporating 2D Boundary Guidance to significantly enhance the spatial distribution of Gaussian blobs, resulting in clearer differentiation between objects and their background. To address the challenge (ii), we propose a Box-Focused Sampling strategy using 2D boxes to generate object probability distribution in 3D spaces, allowing effective probabilistic sampling in 3D to retain more object blobs and reduce noisy background blobs. Benefiting from our designs, our 3DGS-DET significantly outperforms the SOTA NeRF-based method, NeRF-Det, achieving improvements of +6.6 on [email protected] and +8.1 on [email protected] for the ScanNet dataset, and impressive +31.5 on [email protected] for the ARKITScenes dataset.
DreamScene: 3D Gaussian-based Text-to-3D Scene Generation via Formation Pattern Sampling
Text-to-3D scene generation holds immense potential for the gaming, film, and architecture sectors. Despite significant progress, existing methods struggle with maintaining high quality, consistency, and editing flexibility. In this paper, we propose DreamScene, a 3D Gaussian-based novel text-to-3D scene generation framework, to tackle the aforementioned three challenges mainly via two strategies. First, DreamScene employs Formation Pattern Sampling (FPS), a multi-timestep sampling strategy guided by the formation patterns of 3D objects, to form fast, semantically rich, and high-quality representations. FPS uses 3D Gaussian filtering for optimization stability, and leverages reconstruction techniques to generate plausible textures. Second, DreamScene employs a progressive three-stage camera sampling strategy, specifically designed for both indoor and outdoor settings, to effectively ensure object-environment integration and scene-wide 3D consistency. Last, DreamScene enhances scene editing flexibility by integrating objects and environments, enabling targeted adjustments. Extensive experiments validate DreamScene's superiority over current state-of-the-art techniques, heralding its wide-ranging potential for diverse applications. Code and demos will be released at https://dreamscene-project.github.io .
Robust 3D-Masked Part-level Editing in 3D Gaussian Splatting with Regularized Score Distillation Sampling
Recent advances in 3D neural representations and instance-level editing models have enabled the efficient creation of high-quality 3D content. However, achieving precise local 3D edits remains challenging, especially for Gaussian Splatting, due to inconsistent multi-view 2D part segmentations and inherently ambiguous nature of Score Distillation Sampling (SDS) loss. To address these limitations, we propose RoMaP, a novel local 3D Gaussian editing framework that enables precise and drastic part-level modifications. First, we introduce a robust 3D mask generation module with our 3D-Geometry Aware Label Prediction (3D-GALP), which uses spherical harmonics (SH) coefficients to model view-dependent label variations and soft-label property, yielding accurate and consistent part segmentations across viewpoints. Second, we propose a regularized SDS loss that combines the standard SDS loss with additional regularizers. In particular, an L1 anchor loss is introduced via our Scheduled Latent Mixing and Part (SLaMP) editing method, which generates high-quality part-edited 2D images and confines modifications only to the target region while preserving contextual coherence. Additional regularizers, such as Gaussian prior removal, further improve flexibility by allowing changes beyond the existing context, and robust 3D masking prevents unintended edits. Experimental results demonstrate that our RoMaP achieves state-of-the-art local 3D editing on both reconstructed and generated Gaussian scenes and objects qualitatively and quantitatively, making it possible for more robust and flexible part-level 3D Gaussian editing. Code is available at https://janeyeon.github.io/romap.
Gaussian Mixture Flow Matching Models
Diffusion models approximate the denoising distribution as a Gaussian and predict its mean, whereas flow matching models reparameterize the Gaussian mean as flow velocity. However, they underperform in few-step sampling due to discretization error and tend to produce over-saturated colors under classifier-free guidance (CFG). To address these limitations, we propose a novel Gaussian mixture flow matching (GMFlow) model: instead of predicting the mean, GMFlow predicts dynamic Gaussian mixture (GM) parameters to capture a multi-modal flow velocity distribution, which can be learned with a KL divergence loss. We demonstrate that GMFlow generalizes previous diffusion and flow matching models where a single Gaussian is learned with an L_2 denoising loss. For inference, we derive GM-SDE/ODE solvers that leverage analytic denoising distributions and velocity fields for precise few-step sampling. Furthermore, we introduce a novel probabilistic guidance scheme that mitigates the over-saturation issues of CFG and improves image generation quality. Extensive experiments demonstrate that GMFlow consistently outperforms flow matching baselines in generation quality, achieving a Precision of 0.942 with only 6 sampling steps on ImageNet 256times256.
pixelSplat: 3D Gaussian Splats from Image Pairs for Scalable Generalizable 3D Reconstruction
We introduce pixelSplat, a feed-forward model that learns to reconstruct 3D radiance fields parameterized by 3D Gaussian primitives from pairs of images. Our model features real-time and memory-efficient rendering for scalable training as well as fast 3D reconstruction at inference time. To overcome local minima inherent to sparse and locally supported representations, we predict a dense probability distribution over 3D and sample Gaussian means from that probability distribution. We make this sampling operation differentiable via a reparameterization trick, allowing us to back-propagate gradients through the Gaussian splatting representation. We benchmark our method on wide-baseline novel view synthesis on the real-world RealEstate10k and ACID datasets, where we outperform state-of-the-art light field transformers and accelerate rendering by 2.5 orders of magnitude while reconstructing an interpretable and editable 3D radiance field.
FATE: Full-head Gaussian Avatar with Textural Editing from Monocular Video
Reconstructing high-fidelity, animatable 3D head avatars from effortlessly captured monocular videos is a pivotal yet formidable challenge. Although significant progress has been made in rendering performance and manipulation capabilities, notable challenges remain, including incomplete reconstruction and inefficient Gaussian representation. To address these challenges, we introduce FATE, a novel method for reconstructing an editable full-head avatar from a single monocular video. FATE integrates a sampling-based densification strategy to ensure optimal positional distribution of points, improving rendering efficiency. A neural baking technique is introduced to convert discrete Gaussian representations into continuous attribute maps, facilitating intuitive appearance editing. Furthermore, we propose a universal completion framework to recover non-frontal appearance, culminating in a 360^circ-renderable 3D head avatar. FATE outperforms previous approaches in both qualitative and quantitative evaluations, achieving state-of-the-art performance. To the best of our knowledge, FATE is the first animatable and 360^circ full-head monocular reconstruction method for a 3D head avatar. The code will be publicly released upon publication.
Gaussian in the Wild: 3D Gaussian Splatting for Unconstrained Image Collections
Novel view synthesis from unconstrained in-the-wild images remains a meaningful but challenging task. The photometric variation and transient occluders in those unconstrained images make it difficult to reconstruct the original scene accurately. Previous approaches tackle the problem by introducing a global appearance feature in Neural Radiance Fields (NeRF). However, in the real world, the unique appearance of each tiny point in a scene is determined by its independent intrinsic material attributes and the varying environmental impacts it receives. Inspired by this fact, we propose Gaussian in the wild (GS-W), a method that uses 3D Gaussian points to reconstruct the scene and introduces separated intrinsic and dynamic appearance feature for each point, capturing the unchanged scene appearance along with dynamic variation like illumination and weather. Additionally, an adaptive sampling strategy is presented to allow each Gaussian point to focus on the local and detailed information more effectively. We also reduce the impact of transient occluders using a 2D visibility map. More experiments have demonstrated better reconstruction quality and details of GS-W compared to NeRF-based methods, with a faster rendering speed. Video results and code are available at https://eastbeanzhang.github.io/GS-W/.
Tractable MCMC for Private Learning with Pure and Gaussian Differential Privacy
Posterior sampling, i.e., exponential mechanism to sample from the posterior distribution, provides varepsilon-pure differential privacy (DP) guarantees and does not suffer from potentially unbounded privacy breach introduced by (varepsilon,delta)-approximate DP. In practice, however, one needs to apply approximate sampling methods such as Markov chain Monte Carlo (MCMC), thus re-introducing the unappealing delta-approximation error into the privacy guarantees. To bridge this gap, we propose the Approximate SAample Perturbation (abbr. ASAP) algorithm which perturbs an MCMC sample with noise proportional to its Wasserstein-infinity (W_infty) distance from a reference distribution that satisfies pure DP or pure Gaussian DP (i.e., delta=0). We then leverage a Metropolis-Hastings algorithm to generate the sample and prove that the algorithm converges in W_infty distance. We show that by combining our new techniques with a careful localization step, we obtain the first nearly linear-time algorithm that achieves the optimal rates in the DP-ERM problem with strongly convex and smooth losses.
Gamba: Marry Gaussian Splatting with Mamba for single view 3D reconstruction
We tackle the challenge of efficiently reconstructing a 3D asset from a single image with growing demands for automated 3D content creation pipelines. Previous methods primarily rely on Score Distillation Sampling (SDS) and Neural Radiance Fields (NeRF). Despite their significant success, these approaches encounter practical limitations due to lengthy optimization and considerable memory usage. In this report, we introduce Gamba, an end-to-end amortized 3D reconstruction model from single-view images, emphasizing two main insights: (1) 3D representation: leveraging a large number of 3D Gaussians for an efficient 3D Gaussian splatting process; (2) Backbone design: introducing a Mamba-based sequential network that facilitates context-dependent reasoning and linear scalability with the sequence (token) length, accommodating a substantial number of Gaussians. Gamba incorporates significant advancements in data preprocessing, regularization design, and training methodologies. We assessed Gamba against existing optimization-based and feed-forward 3D generation approaches using the real-world scanned OmniObject3D dataset. Here, Gamba demonstrates competitive generation capabilities, both qualitatively and quantitatively, while achieving remarkable speed, approximately 0.6 second on a single NVIDIA A100 GPU.
DreamWaltz-G: Expressive 3D Gaussian Avatars from Skeleton-Guided 2D Diffusion
Leveraging pretrained 2D diffusion models and score distillation sampling (SDS), recent methods have shown promising results for text-to-3D avatar generation. However, generating high-quality 3D avatars capable of expressive animation remains challenging. In this work, we present DreamWaltz-G, a novel learning framework for animatable 3D avatar generation from text. The core of this framework lies in Skeleton-guided Score Distillation and Hybrid 3D Gaussian Avatar representation. Specifically, the proposed skeleton-guided score distillation integrates skeleton controls from 3D human templates into 2D diffusion models, enhancing the consistency of SDS supervision in terms of view and human pose. This facilitates the generation of high-quality avatars, mitigating issues such as multiple faces, extra limbs, and blurring. The proposed hybrid 3D Gaussian avatar representation builds on the efficient 3D Gaussians, combining neural implicit fields and parameterized 3D meshes to enable real-time rendering, stable SDS optimization, and expressive animation. Extensive experiments demonstrate that DreamWaltz-G is highly effective in generating and animating 3D avatars, outperforming existing methods in both visual quality and animation expressiveness. Our framework further supports diverse applications, including human video reenactment and multi-subject scene composition.
The Unreasonable Effectiveness of Gaussian Score Approximation for Diffusion Models and its Applications
By learning the gradient of smoothed data distributions, diffusion models can iteratively generate samples from complex distributions. The learned score function enables their generalization capabilities, but how the learned score relates to the score of the underlying data manifold remains largely unclear. Here, we aim to elucidate this relationship by comparing learned neural scores to the scores of two kinds of analytically tractable distributions: Gaussians and Gaussian mixtures. The simplicity of the Gaussian model makes it theoretically attractive, and we show that it admits a closed-form solution and predicts many qualitative aspects of sample generation dynamics. We claim that the learned neural score is dominated by its linear (Gaussian) approximation for moderate to high noise scales, and supply both theoretical and empirical arguments to support this claim. Moreover, the Gaussian approximation empirically works for a larger range of noise scales than naive theory suggests it should, and is preferentially learned early in training. At smaller noise scales, we observe that learned scores are better described by a coarse-grained (Gaussian mixture) approximation of training data than by the score of the training distribution, a finding consistent with generalization. Our findings enable us to precisely predict the initial phase of trained models' sampling trajectories through their Gaussian approximations. We show that this allows the skipping of the first 15-30% of sampling steps while maintaining high sample quality (with a near state-of-the-art FID score of 1.93 on CIFAR-10 unconditional generation). This forms the foundation of a novel hybrid sampling method, termed analytical teleportation, which can seamlessly integrate with and accelerate existing samplers, including DPM-Solver-v3 and UniPC. Our findings suggest ways to improve the design and training of diffusion models.
HeadStudio: Text to Animatable Head Avatars with 3D Gaussian Splatting
Creating digital avatars from textual prompts has long been a desirable yet challenging task. Despite the promising outcomes obtained through 2D diffusion priors in recent works, current methods face challenges in achieving high-quality and animated avatars effectively. In this paper, we present HeadStudio, a novel framework that utilizes 3D Gaussian splatting to generate realistic and animated avatars from text prompts. Our method drives 3D Gaussians semantically to create a flexible and achievable appearance through the intermediate FLAME representation. Specifically, we incorporate the FLAME into both 3D representation and score distillation: 1) FLAME-based 3D Gaussian splatting, driving 3D Gaussian points by rigging each point to a FLAME mesh. 2) FLAME-based score distillation sampling, utilizing FLAME-based fine-grained control signal to guide score distillation from the text prompt. Extensive experiments demonstrate the efficacy of HeadStudio in generating animatable avatars from textual prompts, exhibiting visually appealing appearances. The avatars are capable of rendering high-quality real-time (geq 40 fps) novel views at a resolution of 1024. They can be smoothly controlled by real-world speech and video. We hope that HeadStudio can advance digital avatar creation and that the present method can widely be applied across various domains.
GUAVA: Generalizable Upper Body 3D Gaussian Avatar
Reconstructing a high-quality, animatable 3D human avatar with expressive facial and hand motions from a single image has gained significant attention due to its broad application potential. 3D human avatar reconstruction typically requires multi-view or monocular videos and training on individual IDs, which is both complex and time-consuming. Furthermore, limited by SMPLX's expressiveness, these methods often focus on body motion but struggle with facial expressions. To address these challenges, we first introduce an expressive human model (EHM) to enhance facial expression capabilities and develop an accurate tracking method. Based on this template model, we propose GUAVA, the first framework for fast animatable upper-body 3D Gaussian avatar reconstruction. We leverage inverse texture mapping and projection sampling techniques to infer Ubody (upper-body) Gaussians from a single image. The rendered images are refined through a neural refiner. Experimental results demonstrate that GUAVA significantly outperforms previous methods in rendering quality and offers significant speed improvements, with reconstruction times in the sub-second range (0.1s), and supports real-time animation and rendering.
Triplane Meets Gaussian Splatting: Fast and Generalizable Single-View 3D Reconstruction with Transformers
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. Please see our project page at https://zouzx.github.io/TriplaneGaussian/.
CADS: Unleashing the Diversity of Diffusion Models through Condition-Annealed Sampling
While conditional diffusion models are known to have good coverage of the data distribution, they still face limitations in output diversity, particularly when sampled with a high classifier-free guidance scale for optimal image quality or when trained on small datasets. We attribute this problem to the role of the conditioning signal in inference and offer an improved sampling strategy for diffusion models that can increase generation diversity, especially at high guidance scales, with minimal loss of sample quality. Our sampling strategy anneals the conditioning signal by adding scheduled, monotonically decreasing Gaussian noise to the conditioning vector during inference to balance diversity and condition alignment. Our Condition-Annealed Diffusion Sampler (CADS) can be used with any pretrained model and sampling algorithm, and we show that it boosts the diversity of diffusion models in various conditional generation tasks. Further, using an existing pretrained diffusion model, CADS achieves a new state-of-the-art FID of 1.70 and 2.31 for class-conditional ImageNet generation at 256times256 and 512times512 respectively.
Diffusion Posterior Sampling for General Noisy Inverse Problems
Diffusion models have been recently studied as powerful generative inverse problem solvers, owing to their high quality reconstructions and the ease of combining existing iterative solvers. However, most works focus on solving simple linear inverse problems in noiseless settings, which significantly under-represents the complexity of real-world problems. In this work, we extend diffusion solvers to efficiently handle general noisy (non)linear inverse problems via approximation of the posterior sampling. Interestingly, the resulting posterior sampling scheme is a blended version of diffusion sampling with the manifold constrained gradient without a strict measurement consistency projection step, yielding a more desirable generative path in noisy settings compared to the previous studies. Our method demonstrates that diffusion models can incorporate various measurement noise statistics such as Gaussian and Poisson, and also efficiently handle noisy nonlinear inverse problems such as Fourier phase retrieval and non-uniform deblurring. Code available at https://github.com/DPS2022/diffusion-posterior-sampling
Bridging Geometry-Coherent Text-to-3D Generation with Multi-View Diffusion Priors and Gaussian Splatting
Score Distillation Sampling (SDS) leverages pretrained 2D diffusion models to advance text-to-3D generation but neglects multi-view correlations, being prone to geometric inconsistencies and multi-face artifacts in the generated 3D content. In this work, we propose Coupled Score Distillation (CSD), a framework that couples multi-view joint distribution priors to ensure geometrically consistent 3D generation while enabling the stable and direct optimization of 3D Gaussian Splatting. Specifically, by reformulating the optimization as a multi-view joint optimization problem, we derive an effective optimization rule that effectively couples multi-view priors to guide optimization across different viewpoints while preserving the diversity of generated 3D assets. Additionally, we propose a framework that directly optimizes 3D Gaussian Splatting (3D-GS) with random initialization to generate geometrically consistent 3D content. We further employ a deformable tetrahedral grid, initialized from 3D-GS and refined through CSD, to produce high-quality, refined meshes. Quantitative and qualitative experimental results demonstrate the efficiency and competitive quality of our approach.
Robust Binding Energy Distribution Sampling on Amorphous Solid Water Models. Method testing and validation with NH3, CO and CH4
This work aims to develop a method based on a structurally reliable ice model and a statistically and physico-chemically robust approach for BE distribution inference, with the aim to be applicable to various relevant interstellar species. A multiscale computational approach is presented, with a Molecular Dynamics (MD) Heat & Quench protocol for the amorphous water ice model, and an ONIOM(B3LYP-D3(BJ)/6-311+G**:GFN2-xtb) scheme for the BE inference, with a prime emphasis onto the BE/real system size convergence. The sampling of the binding configurations is twofold, exploring both regularly spaced binding sites, as well as various adsorbate-to-substrate orientations on each locally distinct site. This second source of BE diversity accounts for the local roughness of the potential energy landscape of the substrate. Three different adsorbate test cases are considered, i.e. NH3, CO and CH4, owing to their significance in dust icy mantles, and their distinct binding behavior with water ices. The BE distributions for NH3, CO and CH4 have been inferred, with converged statistics. The distribution for NH3 is better represented by a double Gaussian component profile. Three starting adsorbate orientations per site are required to reach convergence for both Gaussian components of NH3, while 2 orientations are sufficient for CO, and one unique for CH4 (symmetric). Further geometrical and molecular surrounding insights have been provided. These results encompass previously reported results.
GP-GS: Gaussian Processes for Enhanced Gaussian Splatting
3D Gaussian Splatting has emerged as an efficient photorealistic novel view synthesis method. However, its reliance on sparse Structure-from-Motion (SfM) point clouds consistently compromises the scene reconstruction quality. To address these limitations, this paper proposes a novel 3D reconstruction framework Gaussian Processes Gaussian Splatting (GP-GS), where a multi-output Gaussian Process model is developed to achieve adaptive and uncertainty-guided densification of sparse SfM point clouds. Specifically, we propose a dynamic sampling and filtering pipeline that adaptively expands the SfM point clouds by leveraging GP-based predictions to infer new candidate points from the input 2D pixels and depth maps. The pipeline utilizes uncertainty estimates to guide the pruning of high-variance predictions, ensuring geometric consistency and enabling the generation of dense point clouds. The densified point clouds provide high-quality initial 3D Gaussians to enhance reconstruction performance. Extensive experiments conducted on synthetic and real-world datasets across various scales validate the effectiveness and practicality of the proposed framework.
3D$^2$-Actor: Learning Pose-Conditioned 3D-Aware Denoiser for Realistic Gaussian Avatar Modeling
Advancements in neural implicit representations and differentiable rendering have markedly improved the ability to learn animatable 3D avatars from sparse multi-view RGB videos. However, current methods that map observation space to canonical space often face challenges in capturing pose-dependent details and generalizing to novel poses. While diffusion models have demonstrated remarkable zero-shot capabilities in 2D image generation, their potential for creating animatable 3D avatars from 2D inputs remains underexplored. In this work, we introduce 3D^2-Actor, a novel approach featuring a pose-conditioned 3D-aware human modeling pipeline that integrates iterative 2D denoising and 3D rectifying steps. The 2D denoiser, guided by pose cues, generates detailed multi-view images that provide the rich feature set necessary for high-fidelity 3D reconstruction and pose rendering. Complementing this, our Gaussian-based 3D rectifier renders images with enhanced 3D consistency through a two-stage projection strategy and a novel local coordinate representation. Additionally, we propose an innovative sampling strategy to ensure smooth temporal continuity across frames in video synthesis. Our method effectively addresses the limitations of traditional numerical solutions in handling ill-posed mappings, producing realistic and animatable 3D human avatars. Experimental results demonstrate that 3D^2-Actor excels in high-fidelity avatar modeling and robustly generalizes to novel poses. Code is available at: https://github.com/silence-tang/GaussianActor.
Fast Sampling of Diffusion Models via Operator Learning
Diffusion models have found widespread adoption in various areas. However, their sampling process is slow because it requires hundreds to thousands of network evaluations to emulate a continuous process defined by differential equations. In this work, we use neural operators, an efficient method to solve the probability flow differential equations, to accelerate the sampling process of diffusion models. Compared to other fast sampling methods that have a sequential nature, we are the first to propose parallel decoding method that generates images with only one model forward pass. We propose diffusion model sampling with neural operator (DSNO) that maps the initial condition, i.e., Gaussian distribution, to the continuous-time solution trajectory of the reverse diffusion process. To model the temporal correlations along the trajectory, we introduce temporal convolution layers that are parameterized in the Fourier space into the given diffusion model backbone. We show our method achieves state-of-the-art FID of 4.12 for CIFAR-10 and 8.35 for ImageNet-64 in the one-model-evaluation setting.
Distributed Adaptive Sampling for Kernel Matrix Approximation
Most kernel-based methods, such as kernel or Gaussian process regression, kernel PCA, ICA, or k-means clustering, do not scale to large datasets, because constructing and storing the kernel matrix K_n requires at least O(n^2) time and space for n samples. Recent works show that sampling points with replacement according to their ridge leverage scores (RLS) generates small dictionaries of relevant points with strong spectral approximation guarantees for K_n. The drawback of RLS-based methods is that computing exact RLS requires constructing and storing the whole kernel matrix. In this paper, we introduce SQUEAK, a new algorithm for kernel approximation based on RLS sampling that sequentially processes the dataset, storing a dictionary which creates accurate kernel matrix approximations with a number of points that only depends on the effective dimension d_{eff}(γ) of the dataset. Moreover since all the RLS estimations are efficiently performed using only the small dictionary, SQUEAK is the first RLS sampling algorithm that never constructs the whole matrix K_n, runs in linear time mathcal{O}(nd_{eff}(γ)^3) w.r.t. n, and requires only a single pass over the dataset. We also propose a parallel and distributed version of SQUEAK that linearly scales across multiple machines, achieving similar accuracy in as little as mathcal{O}(log(n)d_{eff}(γ)^3) time.
DreamGaussian: Generative Gaussian Splatting for Efficient 3D Content Creation
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.
Is There a Better Source Distribution than Gaussian? Exploring Source Distributions for Image Flow Matching
Flow matching has emerged as a powerful generative modeling approach with flexible choices of source distribution. While Gaussian distributions are commonly used, the potential for better alternatives in high-dimensional data generation remains largely unexplored. In this paper, we propose a novel 2D simulation that captures high-dimensional geometric properties in an interpretable 2D setting, enabling us to analyze the learning dynamics of flow matching during training. Based on this analysis, we derive several key insights about flow matching behavior: (1) density approximation can paradoxically degrade performance due to mode discrepancy, (2) directional alignment suffers from path entanglement when overly concentrated, (3) Gaussian's omnidirectional coverage ensures robust learning, and (4) norm misalignment incurs substantial learning costs. Building on these insights, we propose a practical framework that combines norm-aligned training with directionally-pruned sampling. This approach maintains the robust omnidirectional supervision essential for stable flow learning, while eliminating initializations in data-sparse regions during inference. Importantly, our pruning strategy can be applied to any flow matching model trained with a Gaussian source, providing immediate performance gains without the need for retraining. Empirical evaluations demonstrate consistent improvements in both generation quality and sampling efficiency. Our findings provide practical insights and guidelines for source distribution design and introduce a readily applicable technique for improving existing flow matching models. Our code is available at https://github.com/kwanseokk/SourceFM.
$Ψ$-Sampler: Initial Particle Sampling for SMC-Based Inference-Time Reward Alignment in Score Models
We introduce Psi-Sampler, an SMC-based framework incorporating pCNL-based initial particle sampling for effective inference-time reward alignment with a score-based generative model. Inference-time reward alignment with score-based generative models has recently gained significant traction, following a broader paradigm shift from pre-training to post-training optimization. At the core of this trend is the application of Sequential Monte Carlo (SMC) to the denoising process. However, existing methods typically initialize particles from the Gaussian prior, which inadequately captures reward-relevant regions and results in reduced sampling efficiency. We demonstrate that initializing from the reward-aware posterior significantly improves alignment performance. To enable posterior sampling in high-dimensional latent spaces, we introduce the preconditioned Crank-Nicolson Langevin (pCNL) algorithm, which combines dimension-robust proposals with gradient-informed dynamics. This approach enables efficient and scalable posterior sampling and consistently improves performance across various reward alignment tasks, including layout-to-image generation, quantity-aware generation, and aesthetic-preference generation, as demonstrated in our experiments.
Towards Realistic Example-based Modeling via 3D Gaussian Stitching
Using parts of existing models to rebuild new models, commonly termed as example-based modeling, is a classical methodology in the realm of computer graphics. Previous works mostly focus on shape composition, making them very hard to use for realistic composition of 3D objects captured from real-world scenes. This leads to combining multiple NeRFs into a single 3D scene to achieve seamless appearance blending. However, the current SeamlessNeRF method struggles to achieve interactive editing and harmonious stitching for real-world scenes due to its gradient-based strategy and grid-based representation. To this end, we present an example-based modeling method that combines multiple Gaussian fields in a point-based representation using sample-guided synthesis. Specifically, as for composition, we create a GUI to segment and transform multiple fields in real time, easily obtaining a semantically meaningful composition of models represented by 3D Gaussian Splatting (3DGS). For texture blending, due to the discrete and irregular nature of 3DGS, straightforwardly applying gradient propagation as SeamlssNeRF is not supported. Thus, a novel sampling-based cloning method is proposed to harmonize the blending while preserving the original rich texture and content. Our workflow consists of three steps: 1) real-time segmentation and transformation of a Gaussian model using a well-tailored GUI, 2) KNN analysis to identify boundary points in the intersecting area between the source and target models, and 3) two-phase optimization of the target model using sampling-based cloning and gradient constraints. Extensive experimental results validate that our approach significantly outperforms previous works in terms of realistic synthesis, demonstrating its practicality. More demos are available at https://ingra14m.github.io/gs_stitching_website.
DreamScene: 3D Gaussian-based End-to-end Text-to-3D Scene Generation
Generating 3D scenes from natural language holds great promise for applications in gaming, film, and design. However, existing methods struggle with automation, 3D consistency, and fine-grained control. We present DreamScene, an end-to-end framework for high-quality and editable 3D scene generation from text or dialogue. DreamScene begins with a scene planning module, where a GPT-4 agent infers object semantics and spatial constraints to construct a hybrid graph. A graph-based placement algorithm then produces a structured, collision-free layout. Based on this layout, Formation Pattern Sampling (FPS) generates object geometry using multi-timestep sampling and reconstructive optimization, enabling fast and realistic synthesis. To ensure global consistent, DreamScene employs a progressive camera sampling strategy tailored to both indoor and outdoor settings. Finally, the system supports fine-grained scene editing, including object movement, appearance changes, and 4D dynamic motion. Experiments demonstrate that DreamScene surpasses prior methods in quality, consistency, and flexibility, offering a practical solution for open-domain 3D content creation. Code and demos are available at https://jahnsonblack.github.io/DreamScene-Full/.
VideoRFSplat: Direct Scene-Level Text-to-3D Gaussian Splatting Generation with Flexible Pose and Multi-View Joint Modeling
We propose VideoRFSplat, a direct text-to-3D model leveraging a video generation model to generate realistic 3D Gaussian Splatting (3DGS) for unbounded real-world scenes. To generate diverse camera poses and unbounded spatial extent of real-world scenes, while ensuring generalization to arbitrary text prompts, previous methods fine-tune 2D generative models to jointly model camera poses and multi-view images. However, these methods suffer from instability when extending 2D generative models to joint modeling due to the modality gap, which necessitates additional models to stabilize training and inference. In this work, we propose an architecture and a sampling strategy to jointly model multi-view images and camera poses when fine-tuning a video generation model. Our core idea is a dual-stream architecture that attaches a dedicated pose generation model alongside a pre-trained video generation model via communication blocks, generating multi-view images and camera poses through separate streams. This design reduces interference between the pose and image modalities. Additionally, we propose an asynchronous sampling strategy that denoises camera poses faster than multi-view images, allowing rapidly denoised poses to condition multi-view generation, reducing mutual ambiguity and enhancing cross-modal consistency. Trained on multiple large-scale real-world datasets (RealEstate10K, MVImgNet, DL3DV-10K, ACID), VideoRFSplat outperforms existing text-to-3D direct generation methods that heavily depend on post-hoc refinement via score distillation sampling, achieving superior results without such refinement.
Question-Aware Gaussian Experts for Audio-Visual Question Answering
Audio-Visual Question Answering (AVQA) requires not only question-based multimodal reasoning but also precise temporal grounding to capture subtle dynamics for accurate prediction. However, existing methods mainly use question information implicitly, limiting focus on question-specific details. Furthermore, most studies rely on uniform frame sampling, which can miss key question-relevant frames. Although recent Top-K frame selection methods aim to address this, their discrete nature still overlooks fine-grained temporal details. This paper proposes QA-TIGER, a novel framework that explicitly incorporates question information and models continuous temporal dynamics. Our key idea is to use Gaussian-based modeling to adaptively focus on both consecutive and non-consecutive frames based on the question, while explicitly injecting question information and applying progressive refinement. We leverage a Mixture of Experts (MoE) to flexibly implement multiple Gaussian models, activating temporal experts specifically tailored to the question. Extensive experiments on multiple AVQA benchmarks show that QA-TIGER consistently achieves state-of-the-art performance. Code is available at https://aim-skku.github.io/QA-TIGER/
Localized Gaussian Splatting Editing with Contextual Awareness
Recent text-guided generation of individual 3D object has achieved great success using diffusion priors. However, these methods are not suitable for object insertion and replacement tasks as they do not consider the background, leading to illumination mismatches within the environment. To bridge the gap, we introduce an illumination-aware 3D scene editing pipeline for 3D Gaussian Splatting (3DGS) representation. Our key observation is that inpainting by the state-of-the-art conditional 2D diffusion model is consistent with background in lighting. To leverage the prior knowledge from the well-trained diffusion models for 3D object generation, our approach employs a coarse-to-fine objection optimization pipeline with inpainted views. In the first coarse step, we achieve image-to-3D lifting given an ideal inpainted view. The process employs 3D-aware diffusion prior from a view-conditioned diffusion model, which preserves illumination present in the conditioning image. To acquire an ideal inpainted image, we introduce an Anchor View Proposal (AVP) algorithm to find a single view that best represents the scene illumination in target region. In the second Texture Enhancement step, we introduce a novel Depth-guided Inpainting Score Distillation Sampling (DI-SDS), which enhances geometry and texture details with the inpainting diffusion prior, beyond the scope of the 3D-aware diffusion prior knowledge in the first coarse step. DI-SDS not only provides fine-grained texture enhancement, but also urges optimization to respect scene lighting. Our approach efficiently achieves local editing with global illumination consistency without explicitly modeling light transport. We demonstrate robustness of our method by evaluating editing in real scenes containing explicit highlight and shadows, and compare against the state-of-the-art text-to-3D editing methods.
Analytic-Splatting: Anti-Aliased 3D Gaussian Splatting via Analytic Integration
The 3D Gaussian Splatting (3DGS) gained its popularity recently by combining the advantages of both primitive-based and volumetric 3D representations, resulting in improved quality and efficiency for 3D scene rendering. However, 3DGS is not alias-free, and its rendering at varying resolutions could produce severe blurring or jaggies. This is because 3DGS treats each pixel as an isolated, single point rather than as an area, causing insensitivity to changes in the footprints of pixels. Consequently, this discrete sampling scheme inevitably results in aliasing, owing to the restricted sampling bandwidth. In this paper, we derive an analytical solution to address this issue. More specifically, we use a conditioned logistic function as the analytic approximation of the cumulative distribution function (CDF) in a one-dimensional Gaussian signal and calculate the Gaussian integral by subtracting the CDFs. We then introduce this approximation in the two-dimensional pixel shading, and present Analytic-Splatting, which analytically approximates the Gaussian integral within the 2D-pixel window area to better capture the intensity response of each pixel. Moreover, we use the approximated response of the pixel window integral area to participate in the transmittance calculation of volume rendering, making Analytic-Splatting sensitive to the changes in pixel footprint at different resolutions. Experiments on various datasets validate that our approach has better anti-aliasing capability that gives more details and better fidelity.
GaussianSR: 3D Gaussian Super-Resolution with 2D Diffusion Priors
Achieving high-resolution novel view synthesis (HRNVS) from low-resolution input views is a challenging task due to the lack of high-resolution data. Previous methods optimize high-resolution Neural Radiance Field (NeRF) from low-resolution input views but suffer from slow rendering speed. In this work, we base our method on 3D Gaussian Splatting (3DGS) due to its capability of producing high-quality images at a faster rendering speed. To alleviate the shortage of data for higher-resolution synthesis, we propose to leverage off-the-shelf 2D diffusion priors by distilling the 2D knowledge into 3D with Score Distillation Sampling (SDS). Nevertheless, applying SDS directly to Gaussian-based 3D super-resolution leads to undesirable and redundant 3D Gaussian primitives, due to the randomness brought by generative priors. To mitigate this issue, we introduce two simple yet effective techniques to reduce stochastic disturbances introduced by SDS. Specifically, we 1) shrink the range of diffusion timestep in SDS with an annealing strategy; 2) randomly discard redundant Gaussian primitives during densification. Extensive experiments have demonstrated that our proposed GaussainSR can attain high-quality results for HRNVS with only low-resolution inputs on both synthetic and real-world datasets. Project page: https://chchnii.github.io/GaussianSR/
Exact Coset Sampling for Quantum Lattice Algorithms
We give a simple, fully correct, and assumption-light replacement for the contested "domain-extension" in Step 9 of a recent windowed-QFT lattice algorithm with complex-Gaussian windows~chen2024quantum. The published Step~9 suffers from a periodicity/support mismatch. We present a pair-shift difference construction that coherently cancels all unknown offsets, produces an exact uniform CRT-coset state over Z_{P}, and then uses the QFT to enforce the intended modular linear relation. The unitary is reversible, uses poly(log M_2) gates, and preserves the algorithm's asymptotics. Project Page: https://github.com/yifanzhang-pro/quantum-lattice.
RoboMonkey: Scaling Test-Time Sampling and Verification for Vision-Language-Action Models
Vision-Language-Action (VLA) models have demonstrated remarkable capabilities in visuomotor control, yet ensuring their robustness in unstructured real-world environments remains a persistent challenge. In this paper, we investigate test-time scaling through the lens of sampling and verification as means to enhance the robustness and generalization of VLAs. We first demonstrate that the relationship between action error and the number of generated samples follows an exponentiated power law across a range of VLAs, indicating the existence of inference-time scaling laws. Building on these insights, we introduce RoboMonkey, a test-time scaling framework for VLAs. At deployment, RoboMonkey samples a small set of actions from a VLA, applies Gaussian perturbation and majority voting to construct an action proposal distribution, and then uses a Vision Language Model (VLM)-based verifier to select the optimal action. We propose a synthetic data generation pipeline for training such VLM-based action verifiers, and demonstrate that scaling the synthetic dataset consistently improves verification and downstream accuracy. Through extensive simulated and hardware experiments, we show that pairing existing VLAs with RoboMonkey yields significant performance gains, achieving a 25% absolute improvement on out-of-distribution tasks and 9% on in-distribution tasks. Additionally, when adapting to new robot setups, we show that fine-tuning both VLAs and action verifiers yields a 7% performance increase compared to fine-tuning VLAs alone.
The Surprising Effectiveness of Skip-Tuning in Diffusion Sampling
With the incorporation of the UNet architecture, diffusion probabilistic models have become a dominant force in image generation tasks. One key design in UNet is the skip connections between the encoder and decoder blocks. Although skip connections have been shown to improve training stability and model performance, we reveal that such shortcuts can be a limiting factor for the complexity of the transformation. As the sampling steps decrease, the generation process and the role of the UNet get closer to the push-forward transformations from Gaussian distribution to the target, posing a challenge for the network's complexity. To address this challenge, we propose Skip-Tuning, a simple yet surprisingly effective training-free tuning method on the skip connections. Our method can achieve 100% FID improvement for pretrained EDM on ImageNet 64 with only 19 NFEs (1.75), breaking the limit of ODE samplers regardless of sampling steps. Surprisingly, the improvement persists when we increase the number of sampling steps and can even surpass the best result from EDM-2 (1.58) with only 39 NFEs (1.57). Comprehensive exploratory experiments are conducted to shed light on the surprising effectiveness. We observe that while Skip-Tuning increases the score-matching losses in the pixel space, the losses in the feature space are reduced, particularly at intermediate noise levels, which coincide with the most effective range accounting for image quality improvement.
RayGaussX: Accelerating Gaussian-Based Ray Marching for Real-Time and High-Quality Novel View Synthesis
RayGauss has achieved state-of-the-art rendering quality for novel-view synthesis on synthetic and indoor scenes by representing radiance and density fields with irregularly distributed elliptical basis functions, rendered via volume ray casting using a Bounding Volume Hierarchy (BVH). However, its computational cost prevents real-time rendering on real-world scenes. Our approach, RayGaussX, builds on RayGauss by introducing key contributions that accelerate both training and inference. Specifically, we incorporate volumetric rendering acceleration strategies such as empty-space skipping and adaptive sampling, enhance ray coherence, and introduce scale regularization to reduce false-positive intersections. Additionally, we propose a new densification criterion that improves density distribution in distant regions, leading to enhanced graphical quality on larger scenes. As a result, RayGaussX achieves 5x to 12x faster training and 50x to 80x higher rendering speeds (FPS) on real-world datasets while improving visual quality by up to +0.56 dB in PSNR. Project page with videos and code: https://raygaussx.github.io/.
LabelGS: Label-Aware 3D Gaussian Splatting for 3D Scene Segmentation
3D Gaussian Splatting (3DGS) has emerged as a novel explicit representation for 3D scenes, offering both high-fidelity reconstruction and efficient rendering. However, 3DGS lacks 3D segmentation ability, which limits its applicability in tasks that require scene understanding. The identification and isolating of specific object components is crucial. To address this limitation, we propose Label-aware 3D Gaussian Splatting (LabelGS), a method that augments the Gaussian representation with object label.LabelGS introduces cross-view consistent semantic masks for 3D Gaussians and employs a novel Occlusion Analysis Model to avoid overfitting occlusion during optimization, Main Gaussian Labeling model to lift 2D semantic prior to 3D Gaussian and Gaussian Projection Filter to avoid Gaussian label conflict. Our approach achieves effective decoupling of Gaussian representations and refines the 3DGS optimization process through a random region sampling strategy, significantly improving efficiency. Extensive experiments demonstrate that LabelGS outperforms previous state-of-the-art methods, including Feature-3DGS, in the 3D scene segmentation task. Notably, LabelGS achieves a remarkable 22X speedup in training compared to Feature-3DGS, at a resolution of 1440X1080. Our code will be at https://github.com/garrisonz/LabelGS.
DGNS: Deformable Gaussian Splatting and Dynamic Neural Surface for Monocular Dynamic 3D Reconstruction
Dynamic scene reconstruction from monocular video is critical for real-world applications. This paper tackles the dual challenges of dynamic novel-view synthesis and 3D geometry reconstruction by introducing a hybrid framework: Deformable Gaussian Splatting and Dynamic Neural Surfaces (DGNS), in which both modules can leverage each other for both tasks. During training, depth maps generated by the deformable Gaussian splatting module guide the ray sampling for faster processing and provide depth supervision within the dynamic neural surface module to improve geometry reconstruction. Simultaneously, the dynamic neural surface directs the distribution of Gaussian primitives around the surface, enhancing rendering quality. To further refine depth supervision, we introduce a depth-filtering process on depth maps derived from Gaussian rasterization. Extensive experiments on public datasets demonstrate that DGNS achieves state-of-the-art performance in both novel-view synthesis and 3D reconstruction.
3D Gaussian Ray Tracing: Fast Tracing of Particle Scenes
Particle-based representations of radiance fields such as 3D Gaussian Splatting have found great success for reconstructing and re-rendering of complex scenes. Most existing methods render particles via rasterization, projecting them to screen space tiles for processing in a sorted order. This work instead considers ray tracing the particles, building a bounding volume hierarchy and casting a ray for each pixel using high-performance GPU ray tracing hardware. To efficiently handle large numbers of semi-transparent particles, we describe a specialized rendering algorithm which encapsulates particles with bounding meshes to leverage fast ray-triangle intersections, and shades batches of intersections in depth-order. The benefits of ray tracing are well-known in computer graphics: processing incoherent rays for secondary lighting effects such as shadows and reflections, rendering from highly-distorted cameras common in robotics, stochastically sampling rays, and more. With our renderer, this flexibility comes at little cost compared to rasterization. Experiments demonstrate the speed and accuracy of our approach, as well as several applications in computer graphics and vision. We further propose related improvements to the basic Gaussian representation, including a simple use of generalized kernel functions which significantly reduces particle hit counts.
GSD: View-Guided Gaussian Splatting Diffusion for 3D Reconstruction
We present GSD, a diffusion model approach based on Gaussian Splatting (GS) representation for 3D object reconstruction from a single view. Prior works suffer from inconsistent 3D geometry or mediocre rendering quality due to improper representations. We take a step towards resolving these shortcomings by utilizing the recent state-of-the-art 3D explicit representation, Gaussian Splatting, and an unconditional diffusion model. This model learns to generate 3D objects represented by sets of GS ellipsoids. With these strong generative 3D priors, though learning unconditionally, the diffusion model is ready for view-guided reconstruction without further model fine-tuning. This is achieved by propagating fine-grained 2D features through the efficient yet flexible splatting function and the guided denoising sampling process. In addition, a 2D diffusion model is further employed to enhance rendering fidelity, and improve reconstructed GS quality by polishing and re-using the rendered images. The final reconstructed objects explicitly come with high-quality 3D structure and texture, and can be efficiently rendered in arbitrary views. Experiments on the challenging real-world CO3D dataset demonstrate the superiority of our approach. Project page: https://yxmu.foo/GSD/{this https URL}
HumanGaussian: Text-Driven 3D Human Generation with Gaussian Splatting
Realistic 3D human generation from text prompts is a desirable yet challenging task. Existing methods optimize 3D representations like mesh or neural fields via score distillation sampling (SDS), which suffers from inadequate fine details or excessive training time. In this paper, we propose an efficient yet effective framework, HumanGaussian, that generates high-quality 3D humans with fine-grained geometry and realistic appearance. Our key insight is that 3D Gaussian Splatting is an efficient renderer with periodic Gaussian shrinkage or growing, where such adaptive density control can be naturally guided by intrinsic human structures. Specifically, 1) we first propose a Structure-Aware SDS that simultaneously optimizes human appearance and geometry. The multi-modal score function from both RGB and depth space is leveraged to distill the Gaussian densification and pruning process. 2) Moreover, we devise an Annealed Negative Prompt Guidance by decomposing SDS into a noisier generative score and a cleaner classifier score, which well addresses the over-saturation issue. The floating artifacts are further eliminated based on Gaussian size in a prune-only phase to enhance generation smoothness. Extensive experiments demonstrate the superior efficiency and competitive quality of our framework, rendering vivid 3D humans under diverse scenarios. Project Page: https://alvinliu0.github.io/projects/HumanGaussian
Only Pay for What Is Uncertain: Variance-Adaptive Thompson Sampling
Most bandit algorithms assume that the reward variances or their upper bounds are known, and that they are the same for all arms. This naturally leads to suboptimal performance and higher regret due to variance overestimation. On the other hand, underestimated reward variances may lead to linear regret due to committing early to a suboptimal arm. This motivated prior works on variance-adaptive frequentist algorithms, which have strong instance-dependent regret bounds but cannot incorporate prior knowledge on reward variances. We lay foundations for the Bayesian setting, which incorporates prior knowledge. This results in lower regret in practice, due to using the prior in the algorithm design, and also improved regret guarantees. Specifically, we study Gaussian bandits with {unknown heterogeneous reward variances}, and develop a Thompson sampling algorithm with prior-dependent Bayes regret bounds. We achieve lower regret with lower reward variances and more informative priors on them, which is precisely why we pay only for what is uncertain. This is the first result of its kind. Finally, we corroborate our theory with extensive experiments, which show the superiority of our variance-adaptive Bayesian algorithm over prior frequentist approaches. We also show that our approach is robust to model misspecification and can be applied with estimated priors.
Few-shot Open Relation Extraction with Gaussian Prototype and Adaptive Margin
Few-shot relation extraction with none-of-the-above (FsRE with NOTA) aims at predicting labels in few-shot scenarios with unknown classes. FsRE with NOTA is more challenging than the conventional few-shot relation extraction task, since the boundaries of unknown classes are complex and difficult to learn. Meta-learning based methods, especially prototype-based methods, are the mainstream solutions to this task. They obtain the classification boundary by learning the sample distribution of each class. However, their performance is limited because few-shot overfitting and NOTA boundary confusion lead to misclassification between known and unknown classes. To this end, we propose a novel framework based on Gaussian prototype and adaptive margin named GPAM for FsRE with NOTA, which includes three modules, semi-factual representation, GMM-prototype metric learning and decision boundary learning. The first two modules obtain better representations to solve the few-shot problem through debiased information enhancement and Gaussian space distance measurement. The third module learns more accurate classification boundaries and prototypes through adaptive margin and negative sampling. In the training procedure of GPAM, we use contrastive learning loss to comprehensively consider the effects of range and margin on the classification of known and unknown classes to ensure the model's stability and robustness. Sufficient experiments and ablations on the FewRel dataset show that GPAM surpasses previous prototype methods and achieves state-of-the-art performance.
Distilled Decoding 1: One-step Sampling of Image Auto-regressive Models with Flow Matching
Autoregressive (AR) models have achieved state-of-the-art performance in text and image generation but suffer from slow generation due to the token-by-token process. We ask an ambitious question: can a pre-trained AR model be adapted to generate outputs in just one or two steps? If successful, this would significantly advance the development and deployment of AR models. We notice that existing works that try to speed up AR generation by generating multiple tokens at once fundamentally cannot capture the output distribution due to the conditional dependencies between tokens, limiting their effectiveness for few-step generation. To address this, we propose Distilled Decoding (DD), which uses flow matching to create a deterministic mapping from Gaussian distribution to the output distribution of the pre-trained AR model. We then train a network to distill this mapping, enabling few-step generation. DD doesn't need the training data of the original AR model, making it more practical.We evaluate DD on state-of-the-art image AR models and present promising results on ImageNet-256. For VAR, which requires 10-step generation, DD enables one-step generation (6.3times speed-up), with an acceptable increase in FID from 4.19 to 9.96. For LlamaGen, DD reduces generation from 256 steps to 1, achieving an 217.8times speed-up with a comparable FID increase from 4.11 to 11.35. In both cases, baseline methods completely fail with FID>100. DD also excels on text-to-image generation, reducing the generation from 256 steps to 2 for LlamaGen with minimal FID increase from 25.70 to 28.95. As the first work to demonstrate the possibility of one-step generation for image AR models, DD challenges the prevailing notion that AR models are inherently slow, and opens up new opportunities for efficient AR generation. The project website is at https://imagination-research.github.io/distilled-decoding.
PLA4D: Pixel-Level Alignments for Text-to-4D Gaussian Splatting
As text-conditioned diffusion models (DMs) achieve breakthroughs in image, video, and 3D generation, the research community's focus has shifted to the more challenging task of text-to-4D synthesis, which introduces a temporal dimension to generate dynamic 3D objects. In this context, we identify Score Distillation Sampling (SDS), a widely used technique for text-to-3D synthesis, as a significant hindrance to text-to-4D performance due to its Janus-faced and texture-unrealistic problems coupled with high computational costs. In this paper, we propose Pixel-Level Alignments for Text-to-4D Gaussian Splatting (PLA4D), a novel method that utilizes text-to-video frames as explicit pixel alignment targets to generate static 3D objects and inject motion into them. Specifically, we introduce Focal Alignment to calibrate camera poses for rendering and GS-Mesh Contrastive Learning to distill geometry priors from rendered image contrasts at the pixel level. Additionally, we develop Motion Alignment using a deformation network to drive changes in Gaussians and implement Reference Refinement for smooth 4D object surfaces. These techniques enable 4D Gaussian Splatting to align geometry, texture, and motion with generated videos at the pixel level. Compared to previous methods, PLA4D produces synthesized outputs with better texture details in less time and effectively mitigates the Janus-faced problem. PLA4D is fully implemented using open-source models, offering an accessible, user-friendly, and promising direction for 4D digital content creation. Our project page: https://github.com/MiaoQiaowei/PLA4D.github.io{https://github.com/MiaoQiaowei/PLA4D.github.io}.
Spectrally Pruned Gaussian Fields with Neural Compensation
Recently, 3D Gaussian Splatting, as a novel 3D representation, has garnered attention for its fast rendering speed and high rendering quality. However, this comes with high memory consumption, e.g., a well-trained Gaussian field may utilize three million Gaussian primitives and over 700 MB of memory. We credit this high memory footprint to the lack of consideration for the relationship between primitives. In this paper, we propose a memory-efficient Gaussian field named SUNDAE with spectral pruning and neural compensation. On one hand, we construct a graph on the set of Gaussian primitives to model their relationship and design a spectral down-sampling module to prune out primitives while preserving desired signals. On the other hand, to compensate for the quality loss of pruning Gaussians, we exploit a lightweight neural network head to mix splatted features, which effectively compensates for quality losses while capturing the relationship between primitives in its weights. We demonstrate the performance of SUNDAE with extensive results. For example, SUNDAE can achieve 26.80 PSNR at 145 FPS using 104 MB memory while the vanilla Gaussian splatting algorithm achieves 25.60 PSNR at 160 FPS using 523 MB memory, on the Mip-NeRF360 dataset. Codes are publicly available at https://runyiyang.github.io/projects/SUNDAE/.
Test-Time Anchoring for Discrete Diffusion Posterior Sampling
We study the problem of posterior sampling using pretrained discrete diffusion foundation models, aiming to recover images from noisy measurements without retraining task-specific models. While diffusion models have achieved remarkable success in generative modeling, most advances rely on continuous Gaussian diffusion. In contrast, discrete diffusion offers a unified framework for jointly modeling categorical data such as text and images. Beyond unification, discrete diffusion provides faster inference, finer control, and principled training-free Bayesian inference, making it particularly well-suited for posterior sampling. However, existing approaches to discrete diffusion posterior sampling face severe challenges: derivative-free guidance yields sparse signals, continuous relaxations limit applicability, and split Gibbs samplers suffer from the curse of dimensionality. To overcome these limitations, we introduce Anchored Posterior Sampling (APS) for masked diffusion foundation models, built on two key innovations -- quantized expectation for gradient-like guidance in discrete embedding space, and anchored remasking for adaptive decoding. Our approach achieves state-of-the-art performance among discrete diffusion samplers across linear and nonlinear inverse problems on the standard benchmarks. We further demonstrate the benefits of our approach in training-free stylization and text-guided editing.
BrightDreamer: Generic 3D Gaussian Generative Framework for Fast Text-to-3D Synthesis
Text-to-3D synthesis has recently seen intriguing advances by combining the text-to-image models with 3D representation methods, e.g., Gaussian Splatting (GS), via Score Distillation Sampling (SDS). However, a hurdle of existing methods is the low efficiency, per-prompt optimization for a single 3D object. Therefore, it is imperative for a paradigm shift from per-prompt optimization to one-stage generation for any unseen text prompts, which yet remains challenging. A hurdle is how to directly generate a set of millions of 3D Gaussians to represent a 3D object. This paper presents BrightDreamer, an end-to-end single-stage approach that can achieve generalizable and fast (77 ms) text-to-3D generation. Our key idea is to formulate the generation process as estimating the 3D deformation from an anchor shape with predefined positions. For this, we first propose a Text-guided Shape Deformation (TSD) network to predict the deformed shape and its new positions, used as the centers (one attribute) of 3D Gaussians. To estimate the other four attributes (i.e., scaling, rotation, opacity, and SH coefficient), we then design a novel Text-guided Triplane Generator (TTG) to generate a triplane representation for a 3D object. The center of each Gaussian enables us to transform the triplane feature into the four attributes. The generated 3D Gaussians can be finally rendered at 705 frames per second. Extensive experiments demonstrate the superiority of our method over existing methods. Also, BrightDreamer possesses a strong semantic understanding capability even for complex text prompts. The project code is available at https://vlislab22.github.io/BrightDreamer.
Learning Disentangled Representations of Timbre and Pitch for Musical Instrument Sounds Using Gaussian Mixture Variational Autoencoders
In this paper, we learn disentangled representations of timbre and pitch for musical instrument sounds. We adapt a framework based on variational autoencoders with Gaussian mixture latent distributions. Specifically, we use two separate encoders to learn distinct latent spaces for timbre and pitch, which form Gaussian mixture components representing instrument identity and pitch, respectively. For reconstruction, latent variables of timbre and pitch are sampled from corresponding mixture components, and are concatenated as the input to a decoder. We show the model efficacy by latent space visualization, and a quantitative analysis indicates the discriminability of these spaces, even with a limited number of instrument labels for training. The model allows for controllable synthesis of selected instrument sounds by sampling from the latent spaces. To evaluate this, we trained instrument and pitch classifiers using original labeled data. These classifiers achieve high accuracy when tested on our synthesized sounds, which verifies the model performance of controllable realistic timbre and pitch synthesis. Our model also enables timbre transfer between multiple instruments, with a single autoencoder architecture, which is evaluated by measuring the shift in posterior of instrument classification. Our in depth evaluation confirms the model ability to successfully disentangle timbre and pitch.
BIGS: Bimanual Category-agnostic Interaction Reconstruction from Monocular Videos via 3D Gaussian Splatting
Reconstructing 3Ds of hand-object interaction (HOI) is a fundamental problem that can find numerous applications. Despite recent advances, there is no comprehensive pipeline yet for bimanual class-agnostic interaction reconstruction from a monocular RGB video, where two hands and an unknown object are interacting with each other. Previous works tackled the limited hand-object interaction case, where object templates are pre-known or only one hand is involved in the interaction. The bimanual interaction reconstruction exhibits severe occlusions introduced by complex interactions between two hands and an object. To solve this, we first introduce BIGS (Bimanual Interaction 3D Gaussian Splatting), a method that reconstructs 3D Gaussians of hands and an unknown object from a monocular video. To robustly obtain object Gaussians avoiding severe occlusions, we leverage prior knowledge of pre-trained diffusion model with score distillation sampling (SDS) loss, to reconstruct unseen object parts. For hand Gaussians, we exploit the 3D priors of hand model (i.e., MANO) and share a single Gaussian for two hands to effectively accumulate hand 3D information, given limited views. To further consider the 3D alignment between hands and objects, we include the interacting-subjects optimization step during Gaussian optimization. Our method achieves the state-of-the-art accuracy on two challenging datasets, in terms of 3D hand pose estimation (MPJPE), 3D object reconstruction (CDh, CDo, F10), and rendering quality (PSNR, SSIM, LPIPS), respectively.
RDG-GS: Relative Depth Guidance with Gaussian Splatting for Real-time Sparse-View 3D Rendering
Efficiently synthesizing novel views from sparse inputs while maintaining accuracy remains a critical challenge in 3D reconstruction. While advanced techniques like radiance fields and 3D Gaussian Splatting achieve rendering quality and impressive efficiency with dense view inputs, they suffer from significant geometric reconstruction errors when applied to sparse input views. Moreover, although recent methods leverage monocular depth estimation to enhance geometric learning, their dependence on single-view estimated depth often leads to view inconsistency issues across different viewpoints. Consequently, this reliance on absolute depth can introduce inaccuracies in geometric information, ultimately compromising the quality of scene reconstruction with Gaussian splats. In this paper, we present RDG-GS, a novel sparse-view 3D rendering framework with Relative Depth Guidance based on 3D Gaussian Splatting. The core innovation lies in utilizing relative depth guidance to refine the Gaussian field, steering it towards view-consistent spatial geometric representations, thereby enabling the reconstruction of accurate geometric structures and capturing intricate textures. First, we devise refined depth priors to rectify the coarse estimated depth and insert global and fine-grained scene information to regular Gaussians. Building on this, to address spatial geometric inaccuracies from absolute depth, we propose relative depth guidance by optimizing the similarity between spatially correlated patches of depth and images. Additionally, we also directly deal with the sparse areas challenging to converge by the adaptive sampling for quick densification. Across extensive experiments on Mip-NeRF360, LLFF, DTU, and Blender, RDG-GS demonstrates state-of-the-art rendering quality and efficiency, making a significant advancement for real-world application.
Generalized and Efficient 2D Gaussian Splatting for Arbitrary-scale Super-Resolution
Implicit Neural Representation (INR) has been successfully employed for Arbitrary-scale Super-Resolution (ASR). However, INR-based models need to query the multi-layer perceptron module numerous times and render a pixel in each query, resulting in insufficient representation capability and computational efficiency. Recently, Gaussian Splatting (GS) has shown its advantages over INR in both visual quality and rendering speed in 3D tasks, which motivates us to explore whether GS can be employed for the ASR task. However, directly applying GS to ASR is exceptionally challenging because the original GS is an optimization-based method through overfitting each single scene, while in ASR we aim to learn a single model that can generalize to different images and scaling factors. We overcome these challenges by developing two novel techniques. Firstly, to generalize GS for ASR, we elaborately design an architecture to predict the corresponding image-conditioned Gaussians of the input low-resolution image in a feed-forward manner. Each Gaussian can fit the shape and direction of an area of complex textures, showing powerful representation capability. Secondly, we implement an efficient differentiable 2D GPU/CUDA-based scale-aware rasterization to render super-resolved images by sampling discrete RGB values from the predicted continuous Gaussians. Via end-to-end training, our optimized network, namely GSASR, can perform ASR for any image and unseen scaling factors. Extensive experiments validate the effectiveness of our proposed method.
GeoTexDensifier: Geometry-Texture-Aware Densification for High-Quality Photorealistic 3D Gaussian Splatting
3D Gaussian Splatting (3DGS) has recently attracted wide attentions in various areas such as 3D navigation, Virtual Reality (VR) and 3D simulation, due to its photorealistic and efficient rendering performance. High-quality reconstrution of 3DGS relies on sufficient splats and a reasonable distribution of these splats to fit real geometric surface and texture details, which turns out to be a challenging problem. We present GeoTexDensifier, a novel geometry-texture-aware densification strategy to reconstruct high-quality Gaussian splats which better comply with the geometric structure and texture richness of the scene. Specifically, our GeoTexDensifier framework carries out an auxiliary texture-aware densification method to produce a denser distribution of splats in fully textured areas, while keeping sparsity in low-texture regions to maintain the quality of Gaussian point cloud. Meanwhile, a geometry-aware splitting strategy takes depth and normal priors to guide the splitting sampling and filter out the noisy splats whose initial positions are far from the actual geometric surfaces they aim to fit, under a Validation of Depth Ratio Change checking. With the help of relative monocular depth prior, such geometry-aware validation can effectively reduce the influence of scattered Gaussians to the final rendering quality, especially in regions with weak textures or without sufficient training views. The texture-aware densification and geometry-aware splitting strategies are fully combined to obtain a set of high-quality Gaussian splats. We experiment our GeoTexDensifier framework on various datasets and compare our Novel View Synthesis results to other state-of-the-art 3DGS approaches, with detailed quantitative and qualitative evaluations to demonstrate the effectiveness of our method in producing more photorealistic 3DGS models.
GSEditPro: 3D Gaussian Splatting Editing with Attention-based Progressive Localization
With the emergence of large-scale Text-to-Image(T2I) models and implicit 3D representations like Neural Radiance Fields (NeRF), many text-driven generative editing methods based on NeRF have appeared. However, the implicit encoding of geometric and textural information poses challenges in accurately locating and controlling objects during editing. Recently, significant advancements have been made in the editing methods of 3D Gaussian Splatting, a real-time rendering technology that relies on explicit representation. However, these methods still suffer from issues including inaccurate localization and limited manipulation over editing. To tackle these challenges, we propose GSEditPro, a novel 3D scene editing framework which allows users to perform various creative and precise editing using text prompts only. Leveraging the explicit nature of the 3D Gaussian distribution, we introduce an attention-based progressive localization module to add semantic labels to each Gaussian during rendering. This enables precise localization on editing areas by classifying Gaussians based on their relevance to the editing prompts derived from cross-attention layers of the T2I model. Furthermore, we present an innovative editing optimization method based on 3D Gaussian Splatting, obtaining stable and refined editing results through the guidance of Score Distillation Sampling and pseudo ground truth. We prove the efficacy of our method through extensive experiments.
Enhancing Score-Based Sampling Methods with Ensembles
We introduce ensembles within score-based sampling methods to develop gradient-free approximate sampling techniques that leverage the collective dynamics of particle ensembles to compute approximate reverse diffusion drifts. We introduce the underlying methodology, emphasizing its relationship with generative diffusion models and the previously introduced F\"ollmer sampler. We demonstrate the efficacy of ensemble strategies through various examples, ranging from low- to medium-dimensionality sampling problems, including multi-modal and highly non-Gaussian probability distributions, and provide comparisons to traditional methods like NUTS. Our findings highlight the potential of ensemble strategies for modeling complex probability distributions in situations where gradients are unavailable. Finally, we showcase its application in the context of Bayesian inversion problems within the geophysical sciences.
PSAvatar: A Point-based Morphable Shape Model for Real-Time Head Avatar Animation with 3D Gaussian Splatting
Despite much progress, achieving real-time high-fidelity head avatar animation is still difficult and existing methods have to trade-off between speed and quality. 3DMM based methods often fail to model non-facial structures such as eyeglasses and hairstyles, while neural implicit models suffer from deformation inflexibility and rendering inefficiency. Although 3D Gaussian has been demonstrated to possess promising capability for geometry representation and radiance field reconstruction, applying 3D Gaussian in head avatar creation remains a major challenge since it is difficult for 3D Gaussian to model the head shape variations caused by changing poses and expressions. In this paper, we introduce PSAvatar, a novel framework for animatable head avatar creation that utilizes discrete geometric primitive to create a parametric morphable shape model and employs 3D Gaussian for fine detail representation and high fidelity rendering. The parametric morphable shape model is a Point-based Morphable Shape Model (PMSM) which uses points instead of meshes for 3D representation to achieve enhanced representation flexibility. The PMSM first converts the FLAME mesh to points by sampling on the surfaces as well as off the meshes to enable the reconstruction of not only surface-like structures but also complex geometries such as eyeglasses and hairstyles. By aligning these points with the head shape in an analysis-by-synthesis manner, the PMSM makes it possible to utilize 3D Gaussian for fine detail representation and appearance modeling, thus enabling the creation of high-fidelity avatars. We show that PSAvatar can reconstruct high-fidelity head avatars of a variety of subjects and the avatars can be animated in real-time (ge 25 fps at a resolution of 512 times 512 ).
Mip-Splatting: Alias-free 3D Gaussian Splatting
Recently, 3D Gaussian Splatting has demonstrated impressive novel view synthesis results, reaching high fidelity and efficiency. However, strong artifacts can be observed when changing the sampling rate, \eg, by changing focal length or camera distance. We find that the source for this phenomenon can be attributed to the lack of 3D frequency constraints and the usage of a 2D dilation filter. To address this problem, we introduce a 3D smoothing filter which constrains the size of the 3D Gaussian primitives based on the maximal sampling frequency induced by the input views, eliminating high-frequency artifacts when zooming in. Moreover, replacing 2D dilation with a 2D Mip filter, which simulates a 2D box filter, effectively mitigates aliasing and dilation issues. Our evaluation, including scenarios such a training on single-scale images and testing on multiple scales, validates the effectiveness of our approach.
IMPUS: Image Morphing with Perceptually-Uniform Sampling Using Diffusion Models
We present a diffusion-based image morphing approach with perceptually-uniform sampling (IMPUS) that produces smooth, direct and realistic interpolations given an image pair. The embeddings of two images may lie on distinct conditioned distributions of a latent diffusion model, especially when they have significant semantic difference. To bridge this gap, we interpolate in the locally linear and continuous text embedding space and Gaussian latent space. We first optimize the endpoint text embeddings and then map the images to the latent space using a probability flow ODE. Unlike existing work that takes an indirect morphing path, we show that the model adaptation yields a direct path and suppresses ghosting artifacts in the interpolated images. To achieve this, we propose a heuristic bottleneck constraint based on a novel relative perceptual path diversity score that automatically controls the bottleneck size and balances the diversity along the path with its directness. We also propose a perceptually-uniform sampling technique that enables visually smooth changes between the interpolated images. Extensive experiments validate that our IMPUS can achieve smooth, direct, and realistic image morphing and is adaptable to several other generative tasks.
DialoGPS: Dialogue Path Sampling in Continuous Semantic Space for Data Augmentation in Multi-Turn Conversations
In open-domain dialogue generation tasks, contexts and responses in most datasets are one-to-one mapped, violating an important many-to-many characteristic: a context leads to various responses, and a response answers multiple contexts. Without such patterns, models poorly generalize and prefer responding safely. Many attempts have been made in either multi-turn settings from a one-to-many perspective or in a many-to-many perspective but limited to single-turn settings. The major challenge to many-to-many augment multi-turn dialogues is that discretely replacing each turn with semantic similarity breaks fragile context coherence. In this paper, we propose DialoGue Path Sampling (DialoGPS) method in continuous semantic space, the first many-to-many augmentation method for multi-turn dialogues. Specifically, we map a dialogue to our extended Brownian Bridge, a special Gaussian process. We sample latent variables to form coherent dialogue paths in the continuous space. A dialogue path corresponds to a new multi-turn dialogue and is used as augmented training data. We show the effect of DialoGPS with both automatic and human evaluation.
Non-Log-Concave and Nonsmooth Sampling via Langevin Monte Carlo Algorithms
We study the problem of approximate sampling from non-log-concave distributions, e.g., Gaussian mixtures, which is often challenging even in low dimensions due to their multimodality. We focus on performing this task via Markov chain Monte Carlo (MCMC) methods derived from discretizations of the overdamped Langevin diffusions, which are commonly known as Langevin Monte Carlo algorithms. Furthermore, we are also interested in two nonsmooth cases for which a large class of proximal MCMC methods have been developed: (i) a nonsmooth prior is considered with a Gaussian mixture likelihood; (ii) a Laplacian mixture distribution. Such nonsmooth and non-log-concave sampling tasks arise from a wide range of applications to Bayesian inference and imaging inverse problems such as image deconvolution. We perform numerical simulations to compare the performance of most commonly used Langevin Monte Carlo algorithms.
Interactive Segmentation as Gaussian Process Classification
Click-based interactive segmentation (IS) aims to extract the target objects under user interaction. For this task, most of the current deep learning (DL)-based methods mainly follow the general pipelines of semantic segmentation. Albeit achieving promising performance, they do not fully and explicitly utilize and propagate the click information, inevitably leading to unsatisfactory segmentation results, even at clicked points. Against this issue, in this paper, we propose to formulate the IS task as a Gaussian process (GP)-based pixel-wise binary classification model on each image. To solve this model, we utilize amortized variational inference to approximate the intractable GP posterior in a data-driven manner and then decouple the approximated GP posterior into double space forms for efficient sampling with linear complexity. Then, we correspondingly construct a GP classification framework, named GPCIS, which is integrated with the deep kernel learning mechanism for more flexibility. The main specificities of the proposed GPCIS lie in: 1) Under the explicit guidance of the derived GP posterior, the information contained in clicks can be finely propagated to the entire image and then boost the segmentation; 2) The accuracy of predictions at clicks has good theoretical support. These merits of GPCIS as well as its good generality and high efficiency are substantiated by comprehensive experiments on several benchmarks, as compared with representative methods both quantitatively and qualitatively.
Approximate Inference for Fully Bayesian Gaussian Process Regression
Learning in Gaussian Process models occurs through the adaptation of hyperparameters of the mean and the covariance function. The classical approach entails maximizing the marginal likelihood yielding fixed point estimates (an approach called Type II maximum likelihood or ML-II). An alternative learning procedure is to infer the posterior over hyperparameters in a hierarchical specification of GPs we call Fully Bayesian Gaussian Process Regression (GPR). This work considers two approximation schemes for the intractable hyperparameter posterior: 1) Hamiltonian Monte Carlo (HMC) yielding a sampling-based approximation and 2) Variational Inference (VI) where the posterior over hyperparameters is approximated by a factorized Gaussian (mean-field) or a full-rank Gaussian accounting for correlations between hyperparameters. We analyze the predictive performance for fully Bayesian GPR on a range of benchmark data sets.
EdgeGaussians -- 3D Edge Mapping via Gaussian Splatting
With their meaningful geometry and their omnipresence in the 3D world, edges are extremely useful primitives in computer vision. 3D edges comprise of lines and curves, and methods to reconstruct them use either multi-view images or point clouds as input. State-of-the-art image-based methods first learn a 3D edge point cloud then fit 3D edges to it. The edge point cloud is obtained by learning a 3D neural implicit edge field from which the 3D edge points are sampled on a specific level set (0 or 1). However, such methods present two important drawbacks: i) it is not realistic to sample points on exact level sets due to float imprecision and training inaccuracies. Instead, they are sampled within a range of levels so the points do not lie accurately on the 3D edges and require further processing. ii) Such implicit representations are computationally expensive and require long training times. In this paper, we address these two limitations and propose a 3D edge mapping that is simpler, more efficient, and preserves accuracy. Our method learns explicitly the 3D edge points and their edge direction hence bypassing the need for point sampling. It casts a 3D edge point as the center of a 3D Gaussian and the edge direction as the principal axis of the Gaussian. Such a representation has the advantage of being not only geometrically meaningful but also compatible with the efficient training optimization defined in Gaussian Splatting. Results show that the proposed method produces edges as accurate and complete as the state-of-the-art while being an order of magnitude faster. Code is released at https://github.com/kunalchelani/EdgeGaussians.
Markup-to-Image Diffusion Models with Scheduled Sampling
Building on recent advances in image generation, we present a fully data-driven approach to rendering markup into images. The approach is based on diffusion models, which parameterize the distribution of data using a sequence of denoising operations on top of a Gaussian noise distribution. We view the diffusion denoising process as a sequential decision making process, and show that it exhibits compounding errors similar to exposure bias issues in imitation learning problems. To mitigate these issues, we adapt the scheduled sampling algorithm to diffusion training. We conduct experiments on four markup datasets: mathematical formulas (LaTeX), table layouts (HTML), sheet music (LilyPond), and molecular images (SMILES). These experiments each verify the effectiveness of the diffusion process and the use of scheduled sampling to fix generation issues. These results also show that the markup-to-image task presents a useful controlled compositional setting for diagnosing and analyzing generative image models.
GScream: Learning 3D Geometry and Feature Consistent Gaussian Splatting for Object Removal
This paper tackles the intricate challenge of object removal to update the radiance field using the 3D Gaussian Splatting. The main challenges of this task lie in the preservation of geometric consistency and the maintenance of texture coherence in the presence of the substantial discrete nature of Gaussian primitives. We introduce a robust framework specifically designed to overcome these obstacles. The key insight of our approach is the enhancement of information exchange among visible and invisible areas, facilitating content restoration in terms of both geometry and texture. Our methodology begins with optimizing the positioning of Gaussian primitives to improve geometric consistency across both removed and visible areas, guided by an online registration process informed by monocular depth estimation. Following this, we employ a novel feature propagation mechanism to bolster texture coherence, leveraging a cross-attention design that bridges sampling Gaussians from both uncertain and certain areas. This innovative approach significantly refines the texture coherence within the final radiance field. Extensive experiments validate that our method not only elevates the quality of novel view synthesis for scenes undergoing object removal but also showcases notable efficiency gains in training and rendering speeds.
PhysGM: Large Physical Gaussian Model for Feed-Forward 4D Synthesis
Despite advances in physics-based 3D motion synthesis, current methods face key limitations: reliance on pre-reconstructed 3D Gaussian Splatting (3DGS) built from dense multi-view images with time-consuming per-scene optimization; physics integration via either inflexible, hand-specified attributes or unstable, optimization-heavy guidance from video models using Score Distillation Sampling (SDS); and naive concatenation of prebuilt 3DGS with physics modules, which ignores physical information embedded in appearance and yields suboptimal performance. To address these issues, we propose PhysGM, a feed-forward framework that jointly predicts 3D Gaussian representation and physical properties from a single image, enabling immediate simulation and high-fidelity 4D rendering. Unlike slow appearance-agnostic optimization methods, we first pre-train a physics-aware reconstruction model that directly infers both Gaussian and physical parameters. We further refine the model with Direct Preference Optimization (DPO), aligning simulations with the physically plausible reference videos and avoiding the high-cost SDS optimization. To address the absence of a supporting dataset for this task, we propose PhysAssets, a dataset of 50K+ 3D assets annotated with physical properties and corresponding reference videos. Experiments show that PhysGM produces high-fidelity 4D simulations from a single image in one minute, achieving a significant speedup over prior work while delivering realistic renderings.Our project page is at:https://hihixiaolv.github.io/PhysGM.github.io/
MoGA: 3D Generative Avatar Prior for Monocular Gaussian Avatar Reconstruction
We present MoGA, a novel method to reconstruct high-fidelity 3D Gaussian avatars from a single-view image. The main challenge lies in inferring unseen appearance and geometric details while ensuring 3D consistency and realism. Most previous methods rely on 2D diffusion models to synthesize unseen views; however, these generated views are sparse and inconsistent, resulting in unrealistic 3D artifacts and blurred appearance. To address these limitations, we leverage a generative avatar model, that can generate diverse 3D avatars by sampling deformed Gaussians from a learned prior distribution. Due to limited 3D training data, such a 3D model alone cannot capture all image details of unseen identities. Consequently, we integrate it as a prior, ensuring 3D consistency by projecting input images into its latent space and enforcing additional 3D appearance and geometric constraints. Our novel approach formulates Gaussian avatar creation as model inversion by fitting the generative avatar to synthetic views from 2D diffusion models. The generative avatar provides an initialization for model fitting, enforces 3D regularization, and helps in refining pose. Experiments show that our method surpasses state-of-the-art techniques and generalizes well to real-world scenarios. Our Gaussian avatars are also inherently animatable. For code, see https://zj-dong.github.io/MoGA/.
Towards Practical Preferential Bayesian Optimization with Skew Gaussian Processes
We study preferential Bayesian optimization (BO) where reliable feedback is limited to pairwise comparison called duels. An important challenge in preferential BO, which uses the preferential Gaussian process (GP) model to represent flexible preference structure, is that the posterior distribution is a computationally intractable skew GP. The most widely used approach for preferential BO is Gaussian approximation, which ignores the skewness of the true posterior. Alternatively, Markov chain Monte Carlo (MCMC) based preferential BO is also proposed. In this work, we first verify the accuracy of Gaussian approximation, from which we reveal the critical problem that the predictive probability of duels can be inaccurate. This observation motivates us to improve the MCMC-based estimation for skew GP, for which we show the practical efficiency of Gibbs sampling and derive the low variance MC estimator. However, the computational time of MCMC can still be a bottleneck in practice. Towards building a more practical preferential BO, we develop a new method that achieves both high computational efficiency and low sample complexity, and then demonstrate its effectiveness through extensive numerical experiments.
Adaptive Pruning for Increased Robustness and Reduced Computational Overhead in Gaussian Process Accelerated Saddle Point Searches
Gaussian process (GP) regression provides a strategy for accelerating saddle point searches on high-dimensional energy surfaces by reducing the number of times the energy and its derivatives with respect to atomic coordinates need to be evaluated. The computational overhead in the hyperparameter optimization can, however, be large and make the approach inefficient. Failures can also occur if the search ventures too far into regions that are not represented well enough by the GP model. Here, these challenges are resolved by using geometry-aware optimal transport measures and an active pruning strategy using a summation over Wasserstein-1 distances for each atom-type in farthest-point sampling, selecting a fixed-size subset of geometrically diverse configurations to avoid rapidly increasing cost of GP updates as more observations are made. Stability is enhanced by permutation-invariant metric that provides a reliable trust radius for early-stopping and a logarithmic barrier penalty for the growth of the signal variance. These physically motivated algorithmic changes prove their efficacy by reducing to less than a half the mean computational time on a set of 238 challenging configurations from a previously published data set of chemical reactions. With these improvements, the GP approach is established as, a robust and scalable algorithm for accelerating saddle point searches when the evaluation of the energy and atomic forces requires significant computational effort.
SplatPose: Geometry-Aware 6-DoF Pose Estimation from Single RGB Image via 3D Gaussian Splatting
6-DoF pose estimation is a fundamental task in computer vision with wide-ranging applications in augmented reality and robotics. Existing single RGB-based methods often compromise accuracy due to their reliance on initial pose estimates and susceptibility to rotational ambiguity, while approaches requiring depth sensors or multi-view setups incur significant deployment costs. To address these limitations, we introduce SplatPose, a novel framework that synergizes 3D Gaussian Splatting (3DGS) with a dual-branch neural architecture to achieve high-precision pose estimation using only a single RGB image. Central to our approach is the Dual-Attention Ray Scoring Network (DARS-Net), which innovatively decouples positional and angular alignment through geometry-domain attention mechanisms, explicitly modeling directional dependencies to mitigate rotational ambiguity. Additionally, a coarse-to-fine optimization pipeline progressively refines pose estimates by aligning dense 2D features between query images and 3DGS-synthesized views, effectively correcting feature misalignment and depth errors from sparse ray sampling. Experiments on three benchmark datasets demonstrate that SplatPose achieves state-of-the-art 6-DoF pose estimation accuracy in single RGB settings, rivaling approaches that depend on depth or multi-view images.
Unite and Conquer: Cross Dataset Multimodal Synthesis using Diffusion Models
Generating photos satisfying multiple constraints find broad utility in the content creation industry. A key hurdle to accomplishing this task is the need for paired data consisting of all modalities (i.e., constraints) and their corresponding output. Moreover, existing methods need retraining using paired data across all modalities to introduce a new condition. This paper proposes a solution to this problem based on denoising diffusion probabilistic models (DDPMs). Our motivation for choosing diffusion models over other generative models comes from the flexible internal structure of diffusion models. Since each sampling step in the DDPM follows a Gaussian distribution, we show that there exists a closed-form solution for generating an image given various constraints. Our method can unite multiple diffusion models trained on multiple sub-tasks and conquer the combined task through our proposed sampling strategy. We also introduce a novel reliability parameter that allows using different off-the-shelf diffusion models trained across various datasets during sampling time alone to guide it to the desired outcome satisfying multiple constraints. We perform experiments on various standard multimodal tasks to demonstrate the effectiveness of our approach. More details can be found in https://nithin-gk.github.io/projectpages/Multidiff/index.html
Parallel Test-Time Scaling for Latent Reasoning Models
Parallel test-time scaling (TTS) is a pivotal approach for enhancing large language models (LLMs), typically by sampling multiple token-based chains-of-thought in parallel and aggregating outcomes through voting or search. Recent advances in latent reasoning, where intermediate reasoning unfolds in continuous vector spaces, offer a more efficient alternative to explicit Chain-of-Thought, yet whether such latent models can similarly benefit from parallel TTS remains open, mainly due to the absence of sampling mechanisms in continuous space, and the lack of probabilistic signals for advanced trajectory aggregation. \ This work enables parallel TTS for latent reasoning models by addressing the above issues. For sampling, we introduce two uncertainty-inspired stochastic strategies: Monte Carlo Dropout and Additive Gaussian Noise. For aggregation, we design a Latent Reward Model (LatentRM) trained with step-wise contrastive objective to score and guide latent reasoning. Extensive experiments and visualization analyses show that both sampling strategies scale effectively with compute and exhibit distinct exploration dynamics, while LatentRM enables effective trajectory selection. Together, our explorations open a new direction for scalable inference in continuous spaces. Code released at https://github.com/YRYangang/LatentTTS.
Learning to Discretize Denoising Diffusion ODEs
Diffusion Probabilistic Models (DPMs) are generative models showing competitive performance in various domains, including image synthesis and 3D point cloud generation. Sampling from pre-trained DPMs involves multiple neural function evaluations (NFEs) to transform Gaussian noise samples into images, resulting in higher computational costs compared to single-step generative models such as GANs or VAEs. Therefore, reducing the number of NFEs while preserving generation quality is crucial. To address this, we propose LD3, a lightweight framework designed to learn the optimal time discretization for sampling. LD3 can be combined with various samplers and consistently improves generation quality without having to retrain resource-intensive neural networks. We demonstrate analytically and empirically that LD3 improves sampling efficiency with much less computational overhead. We evaluate our method with extensive experiments on 7 pre-trained models, covering unconditional and conditional sampling in both pixel-space and latent-space DPMs. We achieve FIDs of 2.38 (10 NFE), and 2.27 (10 NFE) on unconditional CIFAR10 and AFHQv2 in 5-10 minutes of training. LD3 offers an efficient approach to sampling from pre-trained diffusion models. Code is available at https://github.com/vinhsuhi/LD3.
Chain of Log-Concave Markov Chains
We introduce a theoretical framework for sampling from unnormalized densities based on a smoothing scheme that uses an isotropic Gaussian kernel with a single fixed noise scale. We prove one can decompose sampling from a density (minimal assumptions made on the density) into a sequence of sampling from log-concave conditional densities via accumulation of noisy measurements with equal noise levels. Our construction is unique in that it keeps track of a history of samples, making it non-Markovian as a whole, but it is lightweight algorithmically as the history only shows up in the form of a running empirical mean of samples. Our sampling algorithm generalizes walk-jump sampling (Saremi & Hyv\"arinen, 2019). The "walk" phase becomes a (non-Markovian) chain of (log-concave) Markov chains. The "jump" from the accumulated measurements is obtained by empirical Bayes. We study our sampling algorithm quantitatively using the 2-Wasserstein metric and compare it with various Langevin MCMC algorithms. We also report a remarkable capacity of our algorithm to "tunnel" between modes of a distribution.
Fixed-Confidence Guarantees for Bayesian Best-Arm Identification
We investigate and provide new insights on the sampling rule called Top-Two Thompson Sampling (TTTS). In particular, we justify its use for fixed-confidence best-arm identification. We further propose a variant of TTTS called Top-Two Transportation Cost (T3C), which disposes of the computational burden of TTTS. As our main contribution, we provide the first sample complexity analysis of TTTS and T3C when coupled with a very natural Bayesian stopping rule, for bandits with Gaussian rewards, solving one of the open questions raised by Russo (2016). We also provide new posterior convergence results for TTTS under two models that are commonly used in practice: bandits with Gaussian and Bernoulli rewards and conjugate priors.
CAT4D: Create Anything in 4D with Multi-View Video Diffusion Models
We present CAT4D, a method for creating 4D (dynamic 3D) scenes from monocular video. CAT4D leverages a multi-view video diffusion model trained on a diverse combination of datasets to enable novel view synthesis at any specified camera poses and timestamps. Combined with a novel sampling approach, this model can transform a single monocular video into a multi-view video, enabling robust 4D reconstruction via optimization of a deformable 3D Gaussian representation. We demonstrate competitive performance on novel view synthesis and dynamic scene reconstruction benchmarks, and highlight the creative capabilities for 4D scene generation from real or generated videos. See our project page for results and interactive demos: cat-4d.github.io.
Provable and Practical: Efficient Exploration in Reinforcement Learning via Langevin Monte Carlo
We present a scalable and effective exploration strategy based on Thompson sampling for reinforcement learning (RL). One of the key shortcomings of existing Thompson sampling algorithms is the need to perform a Gaussian approximation of the posterior distribution, which is not a good surrogate in most practical settings. We instead directly sample the Q function from its posterior distribution, by using Langevin Monte Carlo, an efficient type of Markov Chain Monte Carlo (MCMC) method. Our method only needs to perform noisy gradient descent updates to learn the exact posterior distribution of the Q function, which makes our approach easy to deploy in deep RL. We provide a rigorous theoretical analysis for the proposed method and demonstrate that, in the linear Markov decision process (linear MDP) setting, it has a regret bound of O(d^{3/2}H^{3/2}T), where d is the dimension of the feature mapping, H is the planning horizon, and T is the total number of steps. We apply this approach to deep RL, by using Adam optimizer to perform gradient updates. Our approach achieves better or similar results compared with state-of-the-art deep RL algorithms on several challenging exploration tasks from the Atari57 suite.
Dynamic-Group-Aware Networks for Multi-Agent Trajectory Prediction with Relational Reasoning
Demystifying the interactions among multiple agents from their past trajectories is fundamental to precise and interpretable trajectory prediction. However, previous works mainly consider static, pair-wise interactions with limited relational reasoning. To promote more comprehensive interaction modeling and relational reasoning, we propose DynGroupNet, a dynamic-group-aware network, which can i) model time-varying interactions in highly dynamic scenes; ii) capture both pair-wise and group-wise interactions; and iii) reason both interaction strength and category without direct supervision. Based on DynGroupNet, we further design a prediction system to forecast socially plausible trajectories with dynamic relational reasoning. The proposed prediction system leverages the Gaussian mixture model, multiple sampling and prediction refinement to promote prediction diversity, training stability and trajectory smoothness, respectively. Extensive experiments show that: 1)DynGroupNet can capture time-varying group behaviors, infer time-varying interaction category and interaction strength during trajectory prediction without any relation supervision on physical simulation datasets; 2)DynGroupNet outperforms the state-of-the-art trajectory prediction methods by a significant improvement of 22.6%/28.0%, 26.9%/34.9%, 5.1%/13.0% in ADE/FDE on the NBA, NFL Football and SDD datasets and achieve the state-of-the-art performance on the ETH-UCY dataset.
LucidDreamer: Towards High-Fidelity Text-to-3D Generation via Interval Score Matching
The recent advancements in text-to-3D generation mark a significant milestone in generative models, unlocking new possibilities for creating imaginative 3D assets across various real-world scenarios. While recent advancements in text-to-3D generation have shown promise, they often fall short in rendering detailed and high-quality 3D models. This problem is especially prevalent as many methods base themselves on Score Distillation Sampling (SDS). This paper identifies a notable deficiency in SDS, that it brings inconsistent and low-quality updating direction for the 3D model, causing the over-smoothing effect. To address this, we propose a novel approach called Interval Score Matching (ISM). ISM employs deterministic diffusing trajectories and utilizes interval-based score matching to counteract over-smoothing. Furthermore, we incorporate 3D Gaussian Splatting into our text-to-3D generation pipeline. Extensive experiments show that our model largely outperforms the state-of-the-art in quality and training efficiency.
ClotheDreamer: Text-Guided Garment Generation with 3D Gaussians
High-fidelity 3D garment synthesis from text is desirable yet challenging for digital avatar creation. Recent diffusion-based approaches via Score Distillation Sampling (SDS) have enabled new possibilities but either intricately couple with human body or struggle to reuse. We introduce ClotheDreamer, a 3D Gaussian-based method for generating wearable, production-ready 3D garment assets from text prompts. We propose a novel representation Disentangled Clothe Gaussian Splatting (DCGS) to enable separate optimization. DCGS represents clothed avatar as one Gaussian model but freezes body Gaussian splats. To enhance quality and completeness, we incorporate bidirectional SDS to supervise clothed avatar and garment RGBD renderings respectively with pose conditions and propose a new pruning strategy for loose clothing. Our approach can also support custom clothing templates as input. Benefiting from our design, the synthetic 3D garment can be easily applied to virtual try-on and support physically accurate animation. Extensive experiments showcase our method's superior and competitive performance. Our project page is at https://ggxxii.github.io/clothedreamer.
GraspSplats: Efficient Manipulation with 3D Feature Splatting
The ability for robots to perform efficient and zero-shot grasping of object parts is crucial for practical applications and is becoming prevalent with recent advances in Vision-Language Models (VLMs). To bridge the 2D-to-3D gap for representations to support such a capability, existing methods rely on neural fields (NeRFs) via differentiable rendering or point-based projection methods. However, we demonstrate that NeRFs are inappropriate for scene changes due to their implicitness and point-based methods are inaccurate for part localization without rendering-based optimization. To amend these issues, we propose GraspSplats. Using depth supervision and a novel reference feature computation method, GraspSplats generates high-quality scene representations in under 60 seconds. We further validate the advantages of Gaussian-based representation by showing that the explicit and optimized geometry in GraspSplats is sufficient to natively support (1) real-time grasp sampling and (2) dynamic and articulated object manipulation with point trackers. With extensive experiments on a Franka robot, we demonstrate that GraspSplats significantly outperforms existing methods under diverse task settings. In particular, GraspSplats outperforms NeRF-based methods like F3RM and LERF-TOGO, and 2D detection methods.
Meta-Learning MCMC Proposals
Effective implementations of sampling-based probabilistic inference often require manually constructed, model-specific proposals. Inspired by recent progresses in meta-learning for training learning agents that can generalize to unseen environments, we propose a meta-learning approach to building effective and generalizable MCMC proposals. We parametrize the proposal as a neural network to provide fast approximations to block Gibbs conditionals. The learned neural proposals generalize to occurrences of common structural motifs across different models, allowing for the construction of a library of learned inference primitives that can accelerate inference on unseen models with no model-specific training required. We explore several applications including open-universe Gaussian mixture models, in which our learned proposals outperform a hand-tuned sampler, and a real-world named entity recognition task, in which our sampler yields higher final F1 scores than classical single-site Gibbs sampling.
Human 3Diffusion: Realistic Avatar Creation via Explicit 3D Consistent Diffusion Models
Creating realistic avatars from a single RGB image is an attractive yet challenging problem. Due to its ill-posed nature, recent works leverage powerful prior from 2D diffusion models pretrained on large datasets. Although 2D diffusion models demonstrate strong generalization capability, they cannot provide multi-view shape priors with guaranteed 3D consistency. We propose Human 3Diffusion: Realistic Avatar Creation via Explicit 3D Consistent Diffusion. Our key insight is that 2D multi-view diffusion and 3D reconstruction models provide complementary information for each other, and by coupling them in a tight manner, we can fully leverage the potential of both models. We introduce a novel image-conditioned generative 3D Gaussian Splats reconstruction model that leverages the priors from 2D multi-view diffusion models, and provides an explicit 3D representation, which further guides the 2D reverse sampling process to have better 3D consistency. Experiments show that our proposed framework outperforms state-of-the-art methods and enables the creation of realistic avatars from a single RGB image, achieving high-fidelity in both geometry and appearance. Extensive ablations also validate the efficacy of our design, (1) multi-view 2D priors conditioning in generative 3D reconstruction and (2) consistency refinement of sampling trajectory via the explicit 3D representation. Our code and models will be released on https://yuxuan-xue.com/human-3diffusion.
Reverse Diffusion Monte Carlo
We propose a Monte Carlo sampler from the reverse diffusion process. Unlike the practice of diffusion models, where the intermediary updates -- the score functions -- are learned with a neural network, we transform the score matching problem into a mean estimation one. By estimating the means of the regularized posterior distributions, we derive a novel Monte Carlo sampling algorithm called reverse diffusion Monte Carlo (rdMC), which is distinct from the Markov chain Monte Carlo (MCMC) methods. We determine the sample size from the error tolerance and the properties of the posterior distribution to yield an algorithm that can approximately sample the target distribution with any desired accuracy. Additionally, we demonstrate and prove under suitable conditions that sampling with rdMC can be significantly faster than that with MCMC. For multi-modal target distributions such as those in Gaussian mixture models, rdMC greatly improves over the Langevin-style MCMC sampling methods both theoretically and in practice. The proposed rdMC method offers a new perspective and solution beyond classical MCMC algorithms for the challenging complex distributions.
Tackling the Generative Learning Trilemma with Denoising Diffusion GANs
A wide variety of deep generative models has been developed in the past decade. Yet, these models often struggle with simultaneously addressing three key requirements including: high sample quality, mode coverage, and fast sampling. We call the challenge imposed by these requirements the generative learning trilemma, as the existing models often trade some of them for others. Particularly, denoising diffusion models have shown impressive sample quality and diversity, but their expensive sampling does not yet allow them to be applied in many real-world applications. In this paper, we argue that slow sampling in these models is fundamentally attributed to the Gaussian assumption in the denoising step which is justified only for small step sizes. To enable denoising with large steps, and hence, to reduce the total number of denoising steps, we propose to model the denoising distribution using a complex multimodal distribution. We introduce denoising diffusion generative adversarial networks (denoising diffusion GANs) that model each denoising step using a multimodal conditional GAN. Through extensive evaluations, we show that denoising diffusion GANs obtain sample quality and diversity competitive with original diffusion models while being 2000times faster on the CIFAR-10 dataset. Compared to traditional GANs, our model exhibits better mode coverage and sample diversity. To the best of our knowledge, denoising diffusion GAN is the first model that reduces sampling cost in diffusion models to an extent that allows them to be applied to real-world applications inexpensively. Project page and code can be found at https://nvlabs.github.io/denoising-diffusion-gan
Taming Diffusion for Dataset Distillation with High Representativeness
Recent deep learning models demand larger datasets, driving the need for dataset distillation to create compact, cost-efficient datasets while maintaining performance. Due to the powerful image generation capability of diffusion, it has been introduced to this field for generating distilled images. In this paper, we systematically investigate issues present in current diffusion-based dataset distillation methods, including inaccurate distribution matching, distribution deviation with random noise, and separate sampling. Building on this, we propose D^3HR, a novel diffusion-based framework to generate distilled datasets with high representativeness. Specifically, we adopt DDIM inversion to map the latents of the full dataset from a low-normality latent domain to a high-normality Gaussian domain, preserving information and ensuring structural consistency to generate representative latents for the distilled dataset. Furthermore, we propose an efficient sampling scheme to better align the representative latents with the high-normality Gaussian distribution. Our comprehensive experiments demonstrate that D^3HR can achieve higher accuracy across different model architectures compared with state-of-the-art baselines in dataset distillation. Source code: https://github.com/lin-zhao-resoLve/D3HR.
Connecting Consistency Distillation to Score Distillation for Text-to-3D Generation
Although recent advancements in text-to-3D generation have significantly improved generation quality, issues like limited level of detail and low fidelity still persist, which requires further improvement. To understand the essence of those issues, we thoroughly analyze current score distillation methods by connecting theories of consistency distillation to score distillation. Based on the insights acquired through analysis, we propose an optimization framework, Guided Consistency Sampling (GCS), integrated with 3D Gaussian Splatting (3DGS) to alleviate those issues. Additionally, we have observed the persistent oversaturation in the rendered views of generated 3D assets. From experiments, we find that it is caused by unwanted accumulated brightness in 3DGS during optimization. To mitigate this issue, we introduce a Brightness-Equalized Generation (BEG) scheme in 3DGS rendering. Experimental results demonstrate that our approach generates 3D assets with more details and higher fidelity than state-of-the-art methods. The codes are released at https://github.com/LMozart/ECCV2024-GCS-BEG.
WiCo: Win-win Cooperation of Bottom-up and Top-down Referring Image Segmentation
The top-down and bottom-up methods are two mainstreams of referring segmentation, while both methods have their own intrinsic weaknesses. Top-down methods are chiefly disturbed by Polar Negative (PN) errors owing to the lack of fine-grained cross-modal alignment. Bottom-up methods are mainly perturbed by Inferior Positive (IP) errors due to the lack of prior object information. Nevertheless, we discover that two types of methods are highly complementary for restraining respective weaknesses but the direct average combination leads to harmful interference. In this context, we build Win-win Cooperation (WiCo) to exploit complementary nature of two types of methods on both interaction and integration aspects for achieving a win-win improvement. For the interaction aspect, Complementary Feature Interaction (CFI) provides fine-grained information to top-down branch and introduces prior object information to bottom-up branch for complementary feature enhancement. For the integration aspect, Gaussian Scoring Integration (GSI) models the gaussian performance distributions of two branches and weightedly integrates results by sampling confident scores from the distributions. With our WiCo, several prominent top-down and bottom-up combinations achieve remarkable improvements on three common datasets with reasonable extra costs, which justifies effectiveness and generality of our method.
DDPM-CD: Denoising Diffusion Probabilistic Models as Feature Extractors for Change Detection
Remote sensing change detection is crucial for understanding the dynamics of our planet's surface, facilitating the monitoring of environmental changes, evaluating human impact, predicting future trends, and supporting decision-making. In this work, we introduce a novel approach for change detection that can leverage off-the-shelf, unlabeled remote sensing images in the training process by pre-training a Denoising Diffusion Probabilistic Model (DDPM) - a class of generative models used in image synthesis. DDPMs learn the training data distribution by gradually converting training images into a Gaussian distribution using a Markov chain. During inference (i.e., sampling), they can generate a diverse set of samples closer to the training distribution, starting from Gaussian noise, achieving state-of-the-art image synthesis results. However, in this work, our focus is not on image synthesis but on utilizing it as a pre-trained feature extractor for the downstream application of change detection. Specifically, we fine-tune a lightweight change classifier utilizing the feature representations produced by the pre-trained DDPM alongside change labels. Experiments conducted on the LEVIR-CD, WHU-CD, DSIFN-CD, and CDD datasets demonstrate that the proposed DDPM-CD method significantly outperforms the existing state-of-the-art change detection methods in terms of F1 score, IoU, and overall accuracy, highlighting the pivotal role of pre-trained DDPM as a feature extractor for downstream applications. We have made both the code and pre-trained models available at https://github.com/wgcban/ddpm-cd
Black-Box Face Recovery from Identity Features
In this work, we present a novel algorithm based on an it-erative sampling of random Gaussian blobs for black-box face recovery, given only an output feature vector of deep face recognition systems. We attack the state-of-the-art face recognition system (ArcFace) to test our algorithm. Another network with different architecture (FaceNet) is used as an independent critic showing that the target person can be identified with the reconstructed image even with no access to the attacked model. Furthermore, our algorithm requires a significantly less number of queries compared to the state-of-the-art solution.
RoomPlanner: Explicit Layout Planner for Easier LLM-Driven 3D Room Generation
In this paper, we propose RoomPlanner, the first fully automatic 3D room generation framework for painlessly creating realistic indoor scenes with only short text as input. Without any manual layout design or panoramic image guidance, our framework can generate explicit layout criteria for rational spatial placement. We begin by introducing a hierarchical structure of language-driven agent planners that can automatically parse short and ambiguous prompts into detailed scene descriptions. These descriptions include raw spatial and semantic attributes for each object and the background, which are then used to initialize 3D point clouds. To position objects within bounded environments, we implement two arrangement constraints that iteratively optimize spatial arrangements, ensuring a collision-free and accessible layout solution. In the final rendering stage, we propose a novel AnyReach Sampling strategy for camera trajectory, along with the Interval Timestep Flow Sampling (ITFS) strategy, to efficiently optimize the coarse 3D Gaussian scene representation. These approaches help reduce the total generation time to under 30 minutes. Extensive experiments demonstrate that our method can produce geometrically rational 3D indoor scenes, surpassing prior approaches in both rendering speed and visual quality while preserving editability. The code will be available soon.
Analysis of Variational Sparse Autoencoders
Sparse Autoencoders (SAEs) have emerged as a promising approach for interpreting neural network representations by learning sparse, human-interpretable features from dense activations. We investigate whether incorporating variational methods into SAE architectures can improve feature organization and interpretability. We introduce the Variational Sparse Autoencoder (vSAE), which replaces deterministic ReLU gating with stochastic sampling from learned Gaussian posteriors and incorporates KL divergence regularization toward a standard normal prior. Our hypothesis is that this probabilistic sampling creates dispersive pressure, causing features to organize more coherently in the latent space while avoiding overlap. We evaluate a TopK vSAE against a standard TopK SAE on Pythia-70M transformer residual stream activations using comprehensive benchmarks including SAE Bench, individual feature interpretability analysis, and global latent space visualization through t-SNE. The vSAE underperforms standard SAE across core evaluation metrics, though excels at feature independence and ablation metrics. The KL divergence term creates excessive regularization pressure that substantially reduces the fraction of living features, leading to observed performance degradation. While vSAE features demonstrate improved robustness, they exhibit many more dead features than baseline. Our findings suggest that naive application of variational methods to SAEs does not improve feature organization or interpretability.
STAG4D: Spatial-Temporal Anchored Generative 4D Gaussians
Recent progress in pre-trained diffusion models and 3D generation have spurred interest in 4D content creation. However, achieving high-fidelity 4D generation with spatial-temporal consistency remains a challenge. In this work, we propose STAG4D, a novel framework that combines pre-trained diffusion models with dynamic 3D Gaussian splatting for high-fidelity 4D generation. Drawing inspiration from 3D generation techniques, we utilize a multi-view diffusion model to initialize multi-view images anchoring on the input video frames, where the video can be either real-world captured or generated by a video diffusion model. To ensure the temporal consistency of the multi-view sequence initialization, we introduce a simple yet effective fusion strategy to leverage the first frame as a temporal anchor in the self-attention computation. With the almost consistent multi-view sequences, we then apply the score distillation sampling to optimize the 4D Gaussian point cloud. The 4D Gaussian spatting is specially crafted for the generation task, where an adaptive densification strategy is proposed to mitigate the unstable Gaussian gradient for robust optimization. Notably, the proposed pipeline does not require any pre-training or fine-tuning of diffusion networks, offering a more accessible and practical solution for the 4D generation task. Extensive experiments demonstrate that our method outperforms prior 4D generation works in rendering quality, spatial-temporal consistency, and generation robustness, setting a new state-of-the-art for 4D generation from diverse inputs, including text, image, and video.
Hierarchical Multi-Grained Generative Model for Expressive Speech Synthesis
This paper proposes a hierarchical generative model with a multi-grained latent variable to synthesize expressive speech. In recent years, fine-grained latent variables are introduced into the text-to-speech synthesis that enable the fine control of the prosody and speaking styles of synthesized speech. However, the naturalness of speech degrades when these latent variables are obtained by sampling from the standard Gaussian prior. To solve this problem, we propose a novel framework for modeling the fine-grained latent variables, considering the dependence on an input text, a hierarchical linguistic structure, and a temporal structure of latent variables. This framework consists of a multi-grained variational autoencoder, a conditional prior, and a multi-level auto-regressive latent converter to obtain the different time-resolution latent variables and sample the finer-level latent variables from the coarser-level ones by taking into account the input text. Experimental results indicate an appropriate method of sampling fine-grained latent variables without the reference signal at the synthesis stage. Our proposed framework also provides the controllability of speaking style in an entire utterance.
The Diffusion Duality
Uniform-state discrete diffusion models hold the promise of fast text generation due to their inherent ability to self-correct. However, they are typically outperformed by autoregressive models and masked diffusion models. In this work, we narrow this performance gap by leveraging a key insight: Uniform-state diffusion processes naturally emerge from an underlying Gaussian diffusion. Our method, Duo, transfers powerful techniques from Gaussian diffusion to improve both training and sampling. First, we introduce a curriculum learning strategy guided by the Gaussian process, doubling training speed by reducing variance. Models trained with curriculum learning surpass autoregressive models in zero-shot perplexity on 3 of 7 benchmarks. Second, we present Discrete Consistency Distillation, which adapts consistency distillation from the continuous to the discrete setting. This algorithm unlocks few-step generation in diffusion language models by accelerating sampling by two orders of magnitude. We provide the code and model checkpoints on the project page: http://s-sahoo.github.io/duo
Causal Reasoning Elicits Controllable 3D Scene Generation
Existing 3D scene generation methods often struggle to model the complex logical dependencies and physical constraints between objects, limiting their ability to adapt to dynamic and realistic environments. We propose CausalStruct, a novel framework that embeds causal reasoning into 3D scene generation. Utilizing large language models (LLMs), We construct causal graphs where nodes represent objects and attributes, while edges encode causal dependencies and physical constraints. CausalStruct iteratively refines the scene layout by enforcing causal order to determine the placement order of objects and applies causal intervention to adjust the spatial configuration according to physics-driven constraints, ensuring consistency with textual descriptions and real-world dynamics. The refined scene causal graph informs subsequent optimization steps, employing a Proportional-Integral-Derivative(PID) controller to iteratively tune object scales and positions. Our method uses text or images to guide object placement and layout in 3D scenes, with 3D Gaussian Splatting and Score Distillation Sampling improving shape accuracy and rendering stability. Extensive experiments show that CausalStruct generates 3D scenes with enhanced logical coherence, realistic spatial interactions, and robust adaptability.
Resfusion: Denoising Diffusion Probabilistic Models for Image Restoration Based on Prior Residual Noise
Recently, research on denoising diffusion models has expanded its application to the field of image restoration. Traditional diffusion-based image restoration methods utilize degraded images as conditional input to effectively guide the reverse generation process, without modifying the original denoising diffusion process. However, since the degraded images already include low-frequency information, starting from Gaussian white noise will result in increased sampling steps. We propose Resfusion, a general framework that incorporates the residual term into the diffusion forward process, starting the reverse process directly from the noisy degraded images. The form of our inference process is consistent with the DDPM. We introduced a weighted residual noise, named resnoise, as the prediction target and explicitly provide the quantitative relationship between the residual term and the noise term in resnoise. By leveraging a smooth equivalence transformation, Resfusion determine the optimal acceleration step and maintains the integrity of existing noise schedules, unifying the training and inference processes. The experimental results demonstrate that Resfusion exhibits competitive performance on ISTD dataset, LOL dataset and Raindrop dataset with only five sampling steps. Furthermore, Resfusion can be easily applied to image generation and emerges with strong versatility. Our code and model are available at https://github.com/nkicsl/Resfusion.
Wrapped Cauchy Distributed Angular Softmax for Long-Tailed Visual Recognition
Addressing imbalanced or long-tailed data is a major challenge in visual recognition tasks due to disparities between training and testing distributions and issues with data noise. We propose the Wrapped Cauchy Distributed Angular Softmax (WCDAS), a novel softmax function that incorporates data-wise Gaussian-based kernels into the angular correlation between feature representations and classifier weights, effectively mitigating noise and sparse sampling concerns. The class-wise distribution of angular representation becomes a sum of these kernels. Our theoretical analysis reveals that the wrapped Cauchy distribution excels the Gaussian distribution in approximating mixed distributions. Additionally, WCDAS uses trainable concentration parameters to dynamically adjust the compactness and margin of each class. Empirical results confirm label-aware behavior in these parameters and demonstrate WCDAS's superiority over other state-of-the-art softmax-based methods in handling long-tailed visual recognition across multiple benchmark datasets. The code is public available.
Consistent Flow Distillation for Text-to-3D Generation
Score Distillation Sampling (SDS) has made significant strides in distilling image-generative models for 3D generation. However, its maximum-likelihood-seeking behavior often leads to degraded visual quality and diversity, limiting its effectiveness in 3D applications. In this work, we propose Consistent Flow Distillation (CFD), which addresses these limitations. We begin by leveraging the gradient of the diffusion ODE or SDE sampling process to guide the 3D generation. From the gradient-based sampling perspective, we find that the consistency of 2D image flows across different viewpoints is important for high-quality 3D generation. To achieve this, we introduce multi-view consistent Gaussian noise on the 3D object, which can be rendered from various viewpoints to compute the flow gradient. Our experiments demonstrate that CFD, through consistent flows, significantly outperforms previous methods in text-to-3D generation.
What can a Single Attention Layer Learn? A Study Through the Random Features Lens
Attention layers -- which map a sequence of inputs to a sequence of outputs -- are core building blocks of the Transformer architecture which has achieved significant breakthroughs in modern artificial intelligence. This paper presents a rigorous theoretical study on the learning and generalization of a single multi-head attention layer, with a sequence of key vectors and a separate query vector as input. We consider the random feature setting where the attention layer has a large number of heads, with randomly sampled frozen query and key matrices, and trainable value matrices. We show that such a random-feature attention layer can express a broad class of target functions that are permutation invariant to the key vectors. We further provide quantitative excess risk bounds for learning these target functions from finite samples, using random feature attention with finitely many heads. Our results feature several implications unique to the attention structure compared with existing random features theory for neural networks, such as (1) Advantages in the sample complexity over standard two-layer random-feature networks; (2) Concrete and natural classes of functions that can be learned efficiently by a random-feature attention layer; and (3) The effect of the sampling distribution of the query-key weight matrix (the product of the query and key matrix), where Gaussian random weights with a non-zero mean result in better sample complexities over the zero-mean counterpart for learning certain natural target functions. Experiments on simulated data corroborate our theoretical findings and further illustrate the interplay between the sample size and the complexity of the target function.
