Beyond human imagination: The art of creating prompt-driven 3D scenes with Generative AI
Abstract
This work presents a novel approach to large-scale 3D environment reconstruction using generative AI, building upon previous research on Spatio-Temporal Diffusion architectures and SDF_MIP representations. We introduce the Neural-Clipmap algorithm, designed to improve scalability and efficiency by dynamically refining scene details through a hierarchical structure. Additionally, we explore the use of Score Distillation Sampling (SDS), Inpainting Diffusion model and Gaussian Splatting for image-driven 3D generation, addressing challenges such as multi-view consistency and color correction. These advancements contribute to more accessible and high-quality 3D content creation, fostering new possibilities in XR applications.
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Beyond human imagination: The art of creating prompt-driven 3D scenes with Generative AI Beyond human imagination: The art of creating prompt-driven 3D scenes with Generative AI Giulio Federico, Fabio Carrara, Giuseppe Amato, Marco Di Benedetto CNR-ISTI (Pisa-Italy, name.[email protected].it) Corresponding author: giulio.fed[email protected] Keywords: Generative AI, Computer Graphics, Denoising Diffusion Probabilistic Model, Gaussian Splatting, NeRF, Signed Distance Field, Video Reconstruction, Deep Learning, Machine Learning, Artificial Intelligence, Text-to-3D, Image-to-3D, Urban Environment, Score Distillation Sampling Extended Abstract The reconstruction of large-scale real outdoor environments is crucial for promoting the adoption of Extended Reality (XR) in industrial and entertainment sectors. This task often requires significant resources such as depth cameras, LiDAR sensors, drones, and others, alongside traditional data processing pipelines like Structure-from-Motion (SfM), which demand extensive computational resources, thus preventing real-time processing. Additional constraints arise from the limited accessibility to the aforementioned resources. While 3D laser scanners (e.g., LiDAR) are precise and fast, they are expensive, often bulky — especially the high-quality models — and their effectiveness is contingent on the type of environment being scanned. Depth sensors offer a more affordable and compact alternative; however, due to their limited range, they are ideal only for indoor settings. Photogrammetry, while capable of producing high-quality results at a lower cost, can be time-consuming and computationally intensive. It also suffers from limited accuracy, strong dependence on lighting conditions, and the need for numerous photos from various angles that can be not always easily accessible. To address these limitations, we initially proposed a Spatio-Temporal Diffusion neural architecture [1], a generative architecture based on diffusion models. This solution integrates simple and cost-effective temporal information (a brief temporally ordered sequence of photographs) with spatial information (a rough approximation of the environment to be reconstructed) to rapidly reconstruct complex 3D environments, filling in missing or noisy information. The use of a neural architecture stems from the need to achieve real-time processing, while the application of generative artificial intelligence serves to compensate for the lack of information, arising from the absence of access to costly resources or situations where certain data are unattainable (e.g., an unreachable viewpoint). We also introduced a
Beyond human imagination: The art of creating prompt-driven 3D scenes with Generative AI novel 3D representation termed the Most Informative Part (SDF_MIP), a modification of the well-known Signed Distance Field (SDF) that aims to symmetrically distribute positive and negative voxels — a requirement we identified as essential during network training, particularly for outdoor environments. Our model comprises a two-stage network: the first stage fuses temporal and spatial information to generate the missing data , while the second stage converts the SDF_MIP representation back to SDF An optimal trade-off between reconstruction quality and execution speed was achieved using the DDIM scheduler. Figure 1. Stage 1 (left) and Stage 2 (right) of our Spatio-Temporal Diffusion Neural Architecture. Despite encouraging results, the reconstruction of complex environments required prohibitively long training times and high computational costs, failing to overcome the aforementioned limitations. Furthermore, the proposed solution does not scale well with the resolution and complexity of the target environment. We are currently developing a generative network architecture called Neural-Clipmap and an associated algorithm that alleviates training burdens, enables scalability, and minimizes computational and memory requirements. Specifically, the algorithm hallucinates and build a high quality version of a complex environment with a divide and conquer strategy by enhancing the structure of the underlying supporting octree, where each leaf is an atomic unit of computation . Supported by the generative network (the diffusion one ), it determines whether a leaf node requires a coarsening operation (i.e., the input leaf is overly detailed and should be removed, refinement (i.e., the leaf requires further detailing), or no operation at all. The algorithm operates in two iterative phases In the first phase, for each leaf of the coarse octree, the generative network uses contextual information to modify it: a series of frames of color images of an hypothetical actor driving around a path, and the spatial neighbors of the leaf. The latter are taken at multiple levels. In particular, given a leaf, its spatial neighbors correspond to the nodes around it and, going up a level, those around the leaf's parent and so on up to the root. These two phases dynamically allow the octree levels to be pruned or increased. The generative network leverages the contextual information from our initial work , but it now employs a video vision encoder to create a compact representation of the RGB frames. In this phase, we encountered challenges with training when using SDF or SDF_MIP, as the network struggled to appropriately correlate the contextual information. Consequently, we adopted the Triplane representation , inspired by recent successes in neural representations, yielding more promising preliminary results.
Beyond human imagination: The art of creating prompt-driven 3D scenes with Generative AI Figure 2. The Neural-Clipmap algorithm progressively converts a coarse octree into a detailed octree. However, generating the Triplane representation for every leaf of the octree and for each model in our dataset results in a frustrating delay. Additionally, increasing the model resolution exponentially raises the number of leaves, thereby contradicting our goal of easy scalability with resolution. Concurrently, we are exploring the use of 2D diffusion models as priors for reconstructing complex 3D environments. In this new attempt we minimize the input data by using only sequences of RGB images. Through a monocular depth estimator , we generate an initial point cloud of the environment, serving as the initialization for a 3D Gaussian Splatting representation . However, these points represent partial information, as the RGB image sequence covers only a portion of the environment. Thus, we employ 2D diffusion models as priors, utilizing a recent technique known as Score Distillation Sampling (SDS) to reconstruct the missing information by moving the camera to points of interest. Unlike other works based on this technique our challenge lies in starting from images rather than text and ensuring the consistency of the generated missing information with the existing data (termed "anchors"). SDS has been employed to generate simple 3D models and, despite this, suffers from various issues such as the Janus problem difficulty in determining the appropriate guidance value, and overly saturated or blurred colors. To compensate for the lack of text guidance for the SDS, we used an image prompt adapter To tackle the issues of overly saturated or blurred colors, we devised a two-phase approach. The first phase uses the SDS (with an inpainting diffusion model) for initializing the missing parts, which may exhibit the aforementioned problems. The subsequent phase involves inpainting over the areas initialized by the SDS. For inpainting to work effectively, the missing parts require some initialization coherent with the real information available. Classical approaches include initializing the missing region with the average color of the real data, Perlin Noise, or, though slower, using an algorithm known as Patch Match We propose using SDS (Figure 3, top) as a new method for initializing the missing areas and employing inpainting in the next phase (Figure 3, below)
Beyond human imagination: The art of creating prompt-driven 3D scenes with Generative AI to mitigate issues with saturated and blurred colors. Stage 1 is crucial not only for initializing the missing regions but also for performing multi-view inpainting in a manner consistent with other views, which would be unfeasible if starting directly from Stage 2. Furthermore, we could introduce a third Refine phase, where we add some noise to the rendered views and subsequently employ a standard diffusion model to denoise them, thereby eliminating any residual noise that may persist after Stage 2. For better quality results, the diffusion model for the refinement phase will likely be fine-tuned using the anchor images with the prior preservation technique Figure 3. Starting from a sequence of images (the anchors), a monocular depth estimator is used to initialize the point cloud and then gaussian splatting is used to render the views and optimize its parameters via Score Distillation Sampling (Stage 1, above). The inpainting model is then used to realistically fill the parts filled but blurred by Stage 1 (Stage 2, below).
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