# diffgs_functional_gaussian_splatting_diffusion__d9463ca8.pdf Diff GS: Functional Gaussian Splatting Diffusion Junsheng Zhou Weiqi Zhang Yu-Shen Liu School of Software, Tsinghua University, Beijing, China {zhou-js24,zwq23}@mails.tsinghua.edu.cn liuyushen@tsinghua.edu.cn 3D Gaussian Splatting (3DGS) has shown convincing performance in rendering speed and fidelity, yet the generation of Gaussian Splatting remains a challenge due to its discreteness and unstructured nature. In this work, we propose Diff GS, a general Gaussian generator based on latent diffusion models. Diff GS is a powerful and efficient 3D generative model which is capable of generating Gaussian primitives at arbitrary numbers for high-fidelity rendering with rasterization. The key insight is to represent Gaussian Splatting in a disentangled manner via three novel functions to model Gaussian probabilities, colors and transforms. Through the novel disentanglement of 3DGS, we represent the discrete and unstructured 3DGS with continuous Gaussian Splatting functions, where we then train a latent diffusion model with the target of generating these Gaussian Splatting functions both unconditionally and conditionally. Meanwhile, we introduce a discretization algorithm to extract Gaussians at arbitrary numbers from the generated functions via octree-guided sampling and optimization. We explore Diff GS for various tasks, including unconditional generation, conditional generation from text, image, and partial 3DGS, as well as Point-to-Gaussian generation. We believe that Diff GS provides a new direction for flexibly modeling and generating Gaussian Splatting. Project page: https://junshengzhou.github.io/Diff GS. 1 Introduction 3D content creation is a vital task in computer graphics and 3D computer vision, which shows great potential in real-world applications such as virtual reality, game design, film production, and robotics. Previous 3D generative models usually take Neural Radiance Field (Ne RF) [41, 2, 62] as the representation. However, the volumetric rendering for Ne RF requires considerable computational cost, leading to sluggish rendering speeds and significant memory burden. Recent advances of 3D Gaussian Splatting (3DGS) [28, 68, 23] have demonstrated its potential to serve as the nextgeneration 3D representation by enabling both real-time rendering and high-fidelity appearance modeling. Designing 3D generative models for 3DGS provides a scheme for real-time interaction with 3D creations. The core challenge in generative 3DGS modeling lies in its discreteness and unstructured nature, which prevents the well-studied frameworks in structural image/voxel/video generation from transferring to directly generate 3DGS. Concurrent works [72, 19] alternatively transport Gaussians into structural voxel grids with volume generation models [11] for generating Gaussians. However, these methods lead to 1) abundant computational cost for high-resolution voxels, and 2) limited number of generated Gaussians constrained by the voxel resolutions. Certain voxelization schemes [19] also introduce information loss, making it challenging to maintain high-quality Gaussian reconstructions. Equal contribution. Yu-Shen Liu is the corresponding author. 38th Conference on Neural Information Processing Systems (Neur IPS 2024). Multi-View Images 3DGS Neural Functioning Gaussian Extraction Gaussian Probability Function (Gau PF) Gaussian Color Function (Gau CF) Gaussian Transform Function (Gau TF) Gaussian Splatting Functions Figure 1: The illustration of Diff GS. We fit 3DGS from multi-view images and then disentangle it into three Gaussian Splatting Functions. We train a Gaussian VAE with a latent diffusion model for generating these functions, followed by a Gaussian extraction algorithm to obtain the final generated Gaussians. To address these challenges, we present Diff GS, a novel diffusion-based generative model for general 3D Gaussian Splatting, which is capable of efficiently generating high-quality Gaussian primitives at arbitrary numbers. The key insight of Diff GS is to represent Gaussian Splatting in a disentangled manner via three novel functions: Gaussian Probability Function (Gau PF), Gaussian Color Function (Gau CF) and Gaussian Transform Function (Gau TF). Especially, Gau PF indicates the geometry of 3DGS by modeling the probabilities of each sampled 3D location to be a Gaussian location. Gau CF and Gau TF predict the Gaussian attributes of appearances and transformations given a 3D location as input, respectively. Through the novel disentanglement of 3DGS, we represent the discrete and unstructured 3DGS with three continuous Gaussian Splatting functions. With the disentangled and powerful representation, the next step is to design a generative model with the target of generating these Gaussian Splatting functions. We propose a Gaussian VAE model for creating compressed representation for the Gaussian Splatting functions. The Gaussian VAE learns a regularized latent space which maps the Gaussians Splatting functions of each shape into one latent vector. A latent diffusion model (LDM) is simultaneously trained at the latent space for generating novel 3DGS shapes. With the powerful LDM, we explore Diff GS to generate diverse 3DGS both conditionally and unconditionally. Finally, we introduce a discretization algorithm to extract Gaussians at arbitrary numbers from the generated functions via octree-guided sampling and optimization. The key idea is to first extract 3D Gaussian geometry from Gau PF by sampling 3D locations at the 3D spaces with the highest Gaussian probabilities, and then predict the Gaussian attributes with Gau CF and Gau TF. We illustrate the overview of Diff GS in Fig. 1. We systematically summarize the superiority of Diff GS in terms of: 1) Efficiency, we design Diff GS based on Gaussian Splatting and Latent Diffusion Models, which shows significant efficiency in model training, inference and shape rendering. 2),3) Generality and quality, we generate native 3DGS without processes like voxelization, leading to unimpaired quality and generality in applying to downstream 3DGS applications. 4) Scalability, we scalably generate Gaussian primitives at arbitrary numbers. We conduct comprehensive experiments on both synthetic Shape Net dataset and real-world Deep Fashion3D dataset, which demonstrate our non-trivial improvements over the state-of-the-art methods. In summary, our contributions are given as follows. We propose Diff GS, a novel diffusion-based generative model for general 3D Gaussian Splatting, which is capable of efficiently generating high-quality Gaussian primitives at arbitrary numbers. We introduce a novel schema to represent Gaussian Splatting in a disentangled manner via three functions to model Gaussian probabilities, Gaussian colors and Gaussian transforms, respectively. We simultaneously propose a discretization algorithm to extract Gaussians from these functions via octree-guided sampling and optimization. Diff GS achieves remarkable performances under various tasks including unconditional generation, conditional generation from text, image, and partial 3DGS, as well as Point-to Gaussian generation. 2 Related Work 2.1 Rendering-Guided 3D Representation Neural implicit representations which learn signed [46, 79, 37] (unsigned [77, 78, 75]) distance functions or occupancy functions [39] have largely advanced the field of 3D generation [84, 76, 66, 36], reconstruction [80, 26, 24, 25, 45] and perception [82, 83, 81, 32, 31]. Remarkable progress have been achieved in the field of novel view synthesis (NVS) [41, 47, 62, 2, 43], with the proposal of Neural Radiance Field (Ne RF) [41]. Ne RF implicitly represents scene appearance and geometries using MLP-based neural networks, optimized through volume rendering to achieve outstanding NVS quality. Some subsequent variants [1, 15, 49] have shown promising performance by advancing Ne RF in terms of rendering quality, scalability and view-consistency. Additionally, more recent methods [43, 7, 14, 64] explore the training and rendering efficiency of Ne RF by introducing featuregrids based 3D representations. Instant-NGP [43] highly accelerates Ne RF learning by introducing multi-resolution feature grids based on hash table with fully-fused CUDA kernel implementations. However, the Ne RF representations which require expensive neural network inferences during volume rendering, still struggles in the applications where real-time rendering is required. Recently, the emergence of 3D Gaussian Splatting (3DGS) [28, 59, 30, 68, 71, 18, 74] has showcased impressive real-time results in novel view synthesis (NVS). 3DGS [28] has led to revolutions in the NVS field by demonstrating superior performances in multiple domains. However, the generation of Gaussian Splatting remains a challenge due to its discreteness and unstructured nature. In this paper, we introduce a novel schema to represent the discrete and unstructured 3DGS with three continuous Gaussian Splatting Functions, thus ingeniously tackle the challenge by designing generative models for the functions. 2.2 3D Generative Models The field of creating 3D contents with generative models has emerged as a particularly captivating research direction. A series of studies [48, 33, 65, 52, 40, 36, 9, 56, 69, 60] focus on optimizationbased frameworks based on Score Distillation Sampling (SDS), which achieve convincing generation performances by distilling 3D geometry and appearance of the radiance fields with pretrained 2D diffusion models [44, 21] as the prior. However, these studies entail significant computational costs due to time-consuming per-scene optimization. Going beyond optimization-based 3D generation, recent methods [42, 61, 63, 27] explore 3D generative methods based on diffusion models to directly learn priors from 3D datasets for generative radiance fields modeling, which typically represent radiance fields as structural triplanes [63, 55, 17] or voxels [61, 42, 11]. Diff RF [42] leverage a voxel based Ne RF representation with 3D U-Nets as the backbone to train a diffusion model. With the recent advances in 3DGS [28], designing a powerful 3D generative model for generating 3DGS is expected to be a popular research topic. This also brings significant challenges due to the discreteness and unstructured nature of 3DGS, which prevents the well-studied frameworks in structural image/voxel/video generation from transferring to directly generate 3DGS. A series of studies [70, 86, 22, 73] follow the schema of image-based reconstruction without generative modeling, which lack the ability to generate diverse shapes. Concurrent studies Gaussian Cube [72] and GVGEN [19] follow the voxel-based representations to transport Gaussians into structural voxel grids with volume generation models for generating Gaussians. However, these methods come with several drawbacks, including abundant computational costs for high-resolution voxels and a restricted number of generated Gaussians constrained by voxel resolutions. Some voxelization strategies [19] may introduce information loss, leading to difficulties in preserving high-quality Gaussian reconstructions. In contrast, our proposed Diff GS explores a new perspective to directly represent the discrete and unstructured 3DGS with three continuous Gaussian Splatting Functions. Though the insight, we design a latent diffusion model for efficiently generating high-quality Gaussian primitives by learning to generate the Gaussian Splatting Functions. Diff GS generates general Gaussians at arbitrary numbers with a specially designed octree-based extraction algorithm. We introduce Diff GS, a novel diffusion-based generative model for general 3D Gaussian Splatting, which is capable of efficiently generating high-quality Gaussian primitives at arbitrary numbers. z GS Encoder Triplane Decoder (a) Training Probability Color Transform Gaussian LDM Step K Step 0 Text, Image, Partial GS Generator 饾懅饾懅饾憳饾憳 饾懅饾懅饾憳饾憳 1 饾懅饾懅1 饾懅饾懅0 Triplane Decoder Geometry Extraction GS Locations Gaussian VAE (b) Gaussian Generation Figure 2: The overview of Diff GS. (a) We disentangle the fitted 3DGS into three Gaussian Splatting Functions to model the Gaussian probability, colors and transforms, respectively. We then train a Gaussian VAE with a conditional latent diffusion model for generating these functions. (b) During generation, we first extract Gaussian geometry from the generated Gau PF, followed by the Gau CF and Gau TF to obtain the Gaussian attributes. The overview of Diff GS is shown in Fig. 2. We first preview Gaussian Splatting in Sec. 3.1 and present the novel functional schema for representing Gaussian Splatting with three disentangled Gaussian Splatting Functions in Sec. 3.2. We then introduce the Gaussian Variational Auto-encoder and the Latent Diffusion Model for compressing and generative modeling on Gaussian Splatting Functions, as shown in Sec. 3.3. A novel discretization algorithm is further developed in Sec. 3.4 to extract Gaussians at arbitrary numbers from the generated functions via octree-guided sampling and optimization. 3.1 Preview Gaussian Splatting 3D Gaussian Splatting (3DGS) [28] represents a 3D shape or scene as a set of Gaussians with attributes to model the geometries and view-dependent appearances. For a 3DGS G = {gi}N i=1 containing N Gaussians, the geometry of i-th Gaussian is explicitly parameterized via 3D covariance matrix 危i and its center 蟽i R3, fomulated as: gi(x) = exp 1 2(x 蟽i)T 危 1(x 蟽i) , (1) where the covariance matrix 危i = risis T i r T i is factorized into a rotation matrix ri R4 and a scale matrix si R. The appearance of the Gaussian gi is controlled by an opacity value oj R and a color value ci R3. Note that the color is represented as a series of sphere harmonics coefficients in practice of 3DGS, yet we still keep its definition as three-dimension color ci in our paper for a clear understanding on our method. To this end, the 3DGS G is defined as {gi = {蟽i, ri, si, oi, ci} RK}N j=1, where K is dimension of the combined attributes in each Gaussian. 3.2 Functional Gaussian Splatting Representation The key challenge in generative 3DGS modeling lies in its discreteness and unstructured nature, which prevents the well-studied generative frameworks from transferring to directly generate 3DGS. We address this challenge by introducing to represent Gaussian Splatting in a disentangled manner via three novel functions: Gaussian Probability Function (Gau PF), Gaussian Color Function (Gau CF) and Gaussian Transform Function (Gau TF), respectively. Through the novel disentangling of 3DGS, we represent the discrete and unstructured 3DGS with three continuous Gaussian Splatting Functions. Gaussian Probability Function. Gaussian Probability Function (Gau PF) indicates the geometry of 3DGS by modeling the probabilities of each sampled 3D location to be a Gaussian location. Given a set of 3D query location Q = {qj R3}M i=1 sampled in 3D space around a fitted 3DGS G = {gi R3}N j=1, the Gau PF of G predicts the probabilities p of queries {qj}M i=1 to be a Gaussian location in G, fomulated as: pj = Gau PF(qj) [0, 1]. (2) The idea of Gaussian probability modeling comes from the observation that the further a 3D location qj is from all Gaussians, the lower the probability that any Gaussian occupies the space at qj. Therefore the ground truth Gaussian probability of qj is defined as: Gau PF(qj) = 蟿(位( min i [1,N] ||qj 蟽i||2)), (3) where min i [1,N] ||qj 蟽i||2 indicates the distance from qj to the nearest Gaussian center in {蟽i}N i=1, 位 is a truncation function which filters the extremely large values and 蟿 is a continuous function which maps the query-to-Gaussian distances to probabilities in the range of [0,1]. A learned Gau PF implicitly models the locations of 3D Gaussian centers, which is the key factor for generating high-quality 3DGS. The extraction of 3DGS centers from Gau PF is then achieved with our designed Gaussian extraction algorithm which will be introduced in Sec. 3.4. Gaussian Color and Transform Modeling. Gaussian Color Function (Gau CF) and Gaussian Transform Function (Gau TF) predict the Gaussian attributes of appearances and transformations from Gaussian geometries. Specifically, given the center 蟽i of a Gaussian gi in G as input, Gau CF predicts the color attribute ci and Gau TF predicts the rotation ri, scale si and opacity oi, formulated as: {ci} = Gau CF(蟽i); {ri, si, oi} = Gau TF(蟽i). (4) Note that Gau CF and Gau TF mainly focus on predicting the Gaussian colors and transforms from 3D Gaussian centers. This is different from the Gau PF which models the probabilities of query samples in the 3D space. The reason is that Gau PF focuses on exploring the geometry of 3DGS from the 3D space, while Gau CF and Gau TF learn to predict the Gaussian attributes from the known geometries. Through the novel disentanglement of 3DGS, we represent the discrete and unstructured 3DGS with three continuous Gaussian Splatting Functions. The functional representation is a general and flexible term for 3DGS which has no restrictions on the Gaussian numbers, densities, geometries, etc. 3.3 Gaussian Variational Auto-encoder and Latent Diffusion With the disentangled and powerful representation, the next step is to design a generative model with the target of generating these Gaussian Splatting Functions. We follow the common schema to design a Gaussian Variational Auto-encoder (VAE) [29] with a Latent Diffusion Model (LDM) [44] as the generative model. The detailed framework and the training pipeline of Diff GS are illustrated in Fig. 1(a). Gaussian VAE. The Gaussian VAE compresses the Gaussian Splatting Functions into a regularized latent space by mapping the Gaussian Splatting Functions of each 3DGS shape into a latent vector, from which we can also recover the Gaussian Splatting Functions. Specifically, the Gaussian VAE consists of 1) a GS encoder 蠒en to learn representations from 3DGS and encodes each 3DGS into a latent vector z, 2) a triplane decoder 蠒de which decodes the latent z into a feature triplane, and 3) three neural predictors 蠄pf, 蠄cf and 蠄tf which serve as the implementation of Gau PF, Gau CF and Gau TF to predict Gaussian probabilities, colors and transforms, respectively. Given a fitted 3DGS G = {gi}N j=1 as input, the GS encoder 蠒en extracts a global latent feature z from G, which is then decoded into a feature triplane t RH W C 3 with the decoder 蠒de, formulated as: z = 蠒en(G); t = 蠒de(z). (5) The triplane t consists of three orthogonal feature planes {t XY , t XZ, t Y Z} which are aligned to the axex. For a 3D location qj, we obtain its corresponding feature fj = interp(t, qj) from the triplane t by projecting qj onto the orthogonal feature planes and concatenating the tri-linear interpolated (a) Octree depth 1 (b) Octree depth 2 (c) Octree depth L (d) Proxy Gaussian centers (e) Final Gaussian centers Figure 3: Gaussian geometry extractions from generated Gau PF. The yellow and green regions indicate the high probability area and the low probability area judged by Gau PF. (a),(b) and (c) show the progressively octree build process at depth 1,2 and L. (d) We sample proxy Gaussian centers from the octree at final depth L. (e) We optimize proxy centers to the exact geometry indicated in Gau PF. features at the three planes. We then predict the Gaussian probability, color and transform of qj with the neural Gaussian Splatting Function predictors as: { 藛pi} = 蠄pf(fj); {藛ci} = 蠄cf(fj); {藛ri, 藛si, 藛oi} = 蠄tf(fj). (6) The Gaussian VAE is trained with the target of accurately predicting Gaussian attributes and robustly regularizing the latent space. In practice, the training objective is formulated as: LVAE = {藛p, 藛c, 藛r, 藛s, 藛o} {p, c, r, s, o} 1 + 尾 (DKL (Q蠒(z|G) P(z))) . (7) The first loss term indicates the L1 loss between the predicted Gaussian attributes in Eq. (6) and the target ones defined by the ground truth Gaussian Splatting Functions in Eq. (2) and Eq. (4). The second term in Eq. (7) is the KL-divergence loss with a factor of 尾, which constrains on the regularization of the learned latent space of z. Specifically, we define the inferred posterior of z as the distribution Q蠒(z|G), which is regularized to align with the Gaussian distribution prior P(z) = N(0, I), where I is the standard deviation. Gaussian LDM. With the trained Gaussian VAE in place, we are now able to encode any 3DGS into a compact 1D latent vector z. We then train a latent diffusion model (LDM) [44] efficiently on the latent space. A diffusion model is trained to generate samples from a target distribution by reversing a process that incrementally introduces noise. We define {z0, z1, ..., z K} as the forward process 纬(z0:K) which gradually transforms a real data z0 into Gaussian noise (z T ) by adding noises. The backward process 碌(z0:K) leverages a neural generator 碌 to denoise z K into a real data sample. To achieve controllable generation of 3DGS, we introduce a conditioning mechanism [54] into the diffusion process with cross-attention. Given an input condition y (e.g. text, image, partial 3DGS), we leverage a custom encoder 未 to project y into the condition embedding 未(y). The embedding is then fused into the generator 碌 with cross attention modules. Following DDPM, we simply adopt the optimizing objective to train the generator for predicting noises 系蟽, formulated as: LLDM = Ez0,t,系 N(0,I) h 系 系蟽 (zt, 未(y), t) 2i , (8) where t is a time step and 系 is a noise latent sampled from the Gaussian distribution N(0, I), respectively. We adopt the well-studied architecture DALLE-2 [53] as the LDM implementation. 3.4 Gaussian Extraction Algorithm The final step for the generation process of Diff GS is to extract 3DGS from the generated Gaussian Splatting Functions, similar to the effect of Marching Cubes algorithm [34] which extracts meshes from Signed Distance Functions. The key factor is to extract the geometries of 3DGS, i.e., Gaussian locations and the appearances of 3DGS, i.e., colors and transforms. The full generation pipeline is shown in Fig. 2(b). Octree-Guided Geometry Sampling. The locations of 3D Gaussian centers indicate the geometry of the represented 3DGS. We aim to design a discretization algorithm to obtain the discrete 3D locations from the learned continuous Gaussian Probability Function parameterized with the neural network 蠄pf, which models the probability of each query sampled in the 3D space to be a 3D Gaussian Table 1: Comparisons of unconditional generation under Shape Net [6] dataset. Method Airplane Chair FID-50K KID-50K ( ) FID-50K KID-50K ( ) GET3D [16] 59.51 2.414 Diff TF [4] 110.8 9.173 93.02 6.708 Ours 47.03 3.436 35.28 2.148 GET3D Diff TF Ours Figure 4: Visual comparisons with state-of-the-arts on unconditional generation of Shape Net Chairs. location. To achieve this, we design an octree-based sampling and optimization algorithm which generates accurate center locations of 3D Gaussians at arbitrary numbers. We show the 2D illustration of the algorithm in Fig. 3. Assume that the 3D space is divided into the high probability area (the yellow region) and the low probability area (the green region) by the generated Gau PF. We aim to extract the geometry as the locations with high probabilities. A naive implementation is to densely sample queries in the 3D space and keep the ones with large probabilities as outputs. However, it will lead to high computational cost for inferencing and the discrete sampling also struggles to accurately reach the locations with largest probabilities in the continuous Gau PF. We get inspiration from octree [38, 67] to design a progressive strategy which only explores the 3D regions with large probabilities in current octree depth for further subdivision in the next octree depth. After L layers of octree subdivision, we reach the local regions with largest probabilities, from where we uniformly sample N 3D points as the proxy points {蟻i}N i=1 representing coarse locations of Gaussian centers. Optimizing Geometry with Gau PF. To further refine the proxy points to the exact locations of Gaussian centers with largest probabilities in Gau PF, we propose to further optimize the proxy points with the supervision from learned Gau PF 蠄pf. Specifically, we set the position of proxy points {蟻i = {蟻xi, 蟻yi, 蟻zi}}N i=1 to be learnable and optimize them to reach the positions { 藛蟽i}N i=1 with largest probabilities of 蠄pf. The optimization target is formulated as: i=1 蠄pf(蟻i). (9) Note that we can set N to arbitrary numbers, enabling Diff GS to generate 3DGS with no limits on the density and resolution. Extracting Gaussian Attributes. We now obtain the estimated geometry indicating the predicted Gaussian centers { 藛蟽i}N i=1. We then extract the appearances and transforms from the generated triplane t, Gaussian Color Function 蠄cf and Gaussian Transform Function 蠄tf as a chair with brown handles and a grey back. (a) (b) (c) a grey chair has two L type legs. Figure 5: Visualization of conditional 3DGS generation results on Shape Net. (a) Text conditional generation. (b) Image conditional generation. (c) Gaussian Splatting completion. {藛ci} = 蠄cf(interp(t, 藛蟽i)) and {藛ri, 藛si, 藛oi} = 蠄tf(interp(t, 藛蟽i)). Finally, the general 3DGS is now generated as 藛G = { 藛蟽i, 藛ci, 藛ri, 藛si, 藛oi}N i=1. 4 Experiment 4.1 Unconditional Generation Dataset and Metrics. For unconditional generation of 3D Gaussian Splatting, we conduct experiments under the airplane and chair classes of Shape Net [6] dataset. Following previous works [42, 4], we report two widely-used image generation metrics Fr茅chet Inception Distance (FID) [20] and Kernel Inception Distance (KID) [3] for evaluating the rendering quality of our proposed Diff GS and previous state-of-the-art works. The metrics are evaluated between 50K renderings of the generated shapes and 50K renderings of the ground turth ones, both at the resolution of 1024 1024. Comparisons. We compare Diff GS with the state-of-the-art methods in terms of the rendering quality of generated shapes, including the GAN-based methods GET3D [16] and the diffusion-based method Diff TF [4]. The quantitative comparison is shown in Tab. 1, where Diff GS achieves the best performance over all the baselines. We further show the visual comparison on the renderings of some generated shapes in Fig. 4, where the GAN-based GET3D struggles in generating complex shapes and the generations of Diff TF is blurry with poor textures. In contrast, Diff GS produces significantly more visual-appealing and high-fidelity generations in terms of rendering and geometry qualities. 4.2 Conditional Generation. We explore the conditional generation ability of Diff GS given texts, images and partial 3DGS as the input conditions. All the experiments are conducted under the chair class of Shape Net [6] dataset with commonly used data splits in previous methods [10, 35]. Text/Image-conditional Gaussian Splatting Generation. For introducing texts/images as the conditions for controllable Gaussian Splatting generation, we leverage the frozen text and image encoder from the pretrained CLIP [51] model as the implementation of custom text encoder 纬text and 纬image for achieving text/image embeddings. We then train Diff GS with the conditional optimization objective in Eq.(8). We show the visualization of some text/image conditional generations produced by Diff GS in Fig. 5(a) and Fig. 5(b). The results show that Diff GS accurately recovers the semantics and geometries described in the text prompts and the images, demonstrating the powerful capability of Diff GS in generating high-fidelity 3DGS from text descriptions or vision signals. Gaussian Splatting Completion. Additionally, we explore an interesting task of Gaussian Splatting completion. To the best of our knowledge, we are the first to focus and introduce solutions for this task. Specifically, the Gaussian Splatting completion task is to recover the complete 3DGS from a Deep Fashion3D Shape Net Figure 6: Visualization of Point-to-Gaussian fittings on Deepfashion3D and generations on Shape Net. partial 3DGS which contains large occlusions. In real-world applications, having only sparse views with limited viewpoint movement available for optimizing 3DGS often results in a partial 3DGS. Solving Gaussian Splatting completion task enables us to infer the complete and dense 3DGS from the partial ones for improving the rendering quality at invisible viewpoints. We introduce Diff GS with partial 3DGS as the conditions for solving this task. Specifically, we simply leverage a modified Point Net [50] as the custom encoder 纬partial for partial 3DGS. Fig. 5(c) presents the visualization of Gaussian Splatting completion results produced by Diff GS. The results show that Diff GS is capable of recovering complex geometries and detailed appearances from highly occluded 3DGS. Please refer to the appendix for implementation details on Gaussian Splatting completion. 4.3 Point-to-Gaussian Generation We further introduce Diff GS for another challenging and vital task of Point-to-Gaussian generation. This task aims to generate the Gaussian attributes given a 3D point cloud as input. The task serves as the bridge between the easily accessible point clouds and the powerful 3DGS representation which efficiently models high-quality 3D appearances. Dataset and Implementation. We conduct experiments under the chair and airplane classes of Shape Net and also the widely-used garment dataset Deep Fashion3D [85]. The Deep Fashion3D dataset is a real-captured 3D dataset containing complex textures. For implementing Point-to Gaussian, we simply train the Gaussain VAE with the three-dimension point clouds as inputs, instead of the 3DGS with attributes. Please refer to the Appendix for more details on data preparation and implementation. Performances. We provide the visualization of some Point-to-Gaussian fitting and generation results in Fig. 6. We shown the fitting results for Deepfashion3D [85] dataset and the generation results for the test set of airplane and chair classes in Shape Net [6]. Diff GS produces visual-appealing 3DGS generations given only 3D point cloud geometries as inputs. The results demonstrate that Diff GS can accurately predict Gaussian attributes for 3D point clouds. We believe Diff GS provides a new direction for 3DGS content generation by connecting 3DGS with point clouds. 4.4 Ablation Study To evaluate some major designs and important hyper-parameters in Diff GS, we conduct ablation studies under the chair class of Shape Net dataset. We report the performance in terms of PSNR, SSIM and LPIPS of the reconstructed 3DGS with Gaussian VAE. Table 2: Ablations on framework designs. Method PSNR SSIM LPIPS w/o Trunction 29.39 0.9792 0.0173 Exponent 29.74 0.9765 0.0188 w/o Optimization 30.34 0.9875 0.0152 Ours 34.01 0.9879 0.0149 Framework Designs. We first evaluate some major designs of our framework in Tab. 2. We justify the effectiveness of introducing the truncation function 位 when modeling Gau PF and report the results without 位 as w/o truncation . We then explore implementing the projection function 蟿 either as 蟿(x) = e x (as shown in Exponent ) or as a linear projection (as shown in Ours ). We also show the results without the optimization process during Gaussian extraction as w/o Optimization , which demonstrates the effectiveness of optimizing Gaussians to the exact locations. Table 3: Ablations on Gaussian number. Num PSNR SSIM LPIPS 50K 28.61 0.9787 0.0251 100K 30.35 0.9838 0.0151 350K 34.01 0.9879 0.0149 Gaussian Numbers. One significant advantage of Diff GS lies in the ability of generating high-quality Gaussians at arbitrary numbers. To explore how the number of Gaussians affects the rendering quality, we conduct ablations on the Gaussian numbers as shown in Fig. 3. The results demonstrate that denser Gaussians lead to better quality. 5 Conclusion In this paper, we introduce Diff GS for generative modeling of 3DGS. Diff GS disentangled represent 3DGS via three novel functions to model Gaussian probabilities, colors and transforms. We then train a latent diffusion model with the target of generating these functions both conditionally and unconditionally. Diff GS generates 3DGS with arbitrary numbers by an octree-guided extraction algorithm. The experimental results on various tasks demonstrate the superiority of Diff GS. 6 Acknowledgement This work was supported by National Key R&D Program of China (2022YFC3800600), the National Natural Science Foundation of China (62272263, 62072268), and in part by Tsinghua-Kuaishou Institute of Future Media Data. 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[86] Zi-Xin Zou, Zhipeng Yu, Yuan-Chen Guo, Yangguang Li, Ding Liang, Yan-Pei Cao, and Song-Hai Zhang. Triplane meets gaussian splatting: Fast and generalizable single-view 3d reconstruction with transformers. ar Xiv preprint ar Xiv:2312.09147, 2023. A More Experimental Details A.1 Gaussian Splatting Data Preparing Diff GS takes the fitted 3DGS as input for learning generative modeling. To prepare the 3DGS dataset of Shape Net, we uniformly render 100 views from the ground truth meshes with blender to first obtain the dense multi-view images for each 3D shape in the chair and airplane classes of Shape Net dataset. After that, we leverage the vanilla 3D Gaussian Splatting [28] method for fitting the 3DGS for each shape with the rendered multi-view images. For achieving more stable and regularized 3DGS data for better generative modeling, we design some strategies for better initialization and optimization of 3DGS. (1) Since we fit 3DGS from existing 3D datasets with known geometries, we can simply sample dense point clouds uniformly from the surfaces as the perfect initialization for 3DGS optimization, instead of initializing with COLMAP points. The sampled point number is set to 100K. (2) We observe that optimizing 3DGS freely may often lead to some extremly large Gaussians. This will lead to unstable training of the Gaussian VAE and latent diffusion models, further affecting the generative modeling results. Therefore, we clip the scales at a maximum size of 0.01 to avoid the abnormal Gaussians. A.2 Gaussian Splatting Completion We explore the task of Gaussian Splatting completion. Specifically, the Gaussian Splatting completion task is to recover the complete 3DGS from a partial 3DGS which contains large occlusions. In real-world applications, having only sparse views with limited viewpoint movement available for optimizing 3DGS often results in a partial 3DGS. Solving Gaussian Splatting completion task enables us to infer the complete and dense 3DGS from the partial ones for improving the rendering quality at invisible viewpoints. Data preparation. We generate partial 3D Gaussian Splatting data from the complete datasets in a straightforward manner. First, we randomly divide each 3DGS into 8 chunks. Then, we occlude 7 chunks, leaving the remaining chunk as the partial 3DGS. This method allows us to prepare partial-complete 3DGS pairs for training and testing. Implementation. To leverage Diff GS with partial 3DGS as the conditions for Gaussian Splatting completion, we leverage a modified Point Net [50] as the custom encoder 纬partial for partial 3DGS, which projects the partial 3DGS with K channels into a global partial 3DGS embedding. The Diff GS for Gaussian Splatting completion is trained with the target of Eq.(8) by introducing partial 3DGS embeddings through the cross-attention module. A.3 Point-to-Gaussian Generation Data preparation. For the task of Point-to-Gaussian generation, we first prepare the training/testing data as point cloud-3DGS pairs obtained through the Gaussian Splatting Fitting process described in Sec. A.1. Specifically, the point clouds are generated by densely sampling 100K points on the ground truth meshes, while the paired 3DGS are obtained by optimizing with multi-view images rendered around the ground truth meshes. The data preparation for the Deep Fashion3D [85] dataset follows the same process as for the Shape Net [6] dataset. Note that we train the Point-to-Gaussian Diff GS models for fitting the Deep Fashion3D dataset, which contains only 563 garment instances. In contrast, we split the airplane and chair classes of the Shape Net dataset into train/test sets to learn generalizable representations that enables Diff GS to predict novel appearances for unknown point cloud geometries. The results shown in Fig. 6 of the main paper include both the fitting results on the Deep Fashion3D dataset and the generation results from the point clouds in the test set of the airplane and chair classes in the Shape Net dataset. Implementation. For implementing Point-to-Gaussian, we train the Gaussian VAE using threedimensional point clouds as inputs instead of 3DGS with attributes. Specifically, we replace the GS encoder in the Gaussian VAE with a Point Net-based network to learn representations from threedimensional point clouds and recover Gaussian attributes from them. All architectures, optimization Triplane Gaussian Dream Gaussian LGM Ours Splatter Image Figure 7: Qualitative comparison of image-to-3D generation. targets, and Gaussian extraction processes remain the same as in the Gaussian VAE, except for the encoder. Note that for the Point-to-Gaussian task, the Gaussian LDM is not trained, as we focus solely on decoding and extracting Gaussians from the point cloud inputs. B More Comparisons and Ablations We further conducted comprehensive experiments focusing on two critical tasks: text-to-3D generation and single-view 3D generation. These tasks are central to demonstrating the flexibility and robustness of our approach in different application scenarios. B.1 Image-to-3D Generation We compare Diff GS with various SOTA methods on implicit generation or Gaussian Splatting generation. The visual comparison of image-to-3D generation is presented in Fig. 7. These results illustrate the superior visual quality and fidelity achieved by our method compared to the SOTA baseline methods including Splatter Image [57], Triplane Gaussian [86], LGM [58] and Dream Gaussian [59]. Our approach consistently produced more detailed and accurate generations, effectively capturing intricate textures and geometries that are often challenging for the compared optimization-based and multi-view based methods. B.2 Text-to-3D Generation We conduct evaluations under the difficult task of text-to-3D generation. We compare Diff GS with the SOTA data-driven and optimization-based methods Shap E [27], LGM [58] and Dream Gaussian [59]. We present the visual comparisons in Fig. 8, where Diff GS achieves more visual-appealing results compared to the baselines. We also follow the common setting to conduct quantitative comparisons using the CLIP score, a metric that measures the semantic alignment between the generated 3D models and the input conditions. The results are presented in Tab. 4. According to Tab. 4, our method achieved higher CLIP scores than both Dream Gaussian and LGM. This indicates that our approach more faithfully adheres to the condition inputs. However, it is important to note that Diff GS is trained on the Shape Net dataset, while some methods (e.g., LGM, Triplane Gaussian) are trained on the Objaverse [13] dataset. As a result, the comparisons may not fully reflect the generation capabilities due to different data sources. The above comparisons are provided for reference, and we plan to conduct further training using the same dataset for a more accurate comparison. A chair with a cloth seat and white legs Shap E LGM Ours Dream Gaussian Wooden chair with gray seat, small armrests and 4 legs Figure 8: Qualitative comparison of text-to-3D generation. Table 4: Comparisons of text consistencies. Dream Gaussian Shap E LGM Ours CLIP Scores 29.08 32.76 32.52 33.42 B.3 Unconditional Generation We compare Diff GS with Diff TF [4] on the airplane class of the Shape Net dataset. The visual comparison is shown in Fig. 9, where our proposed Diff GS achieves more visually appealing results than Diff TF. Diff TF often produces shape generations with blurry textures, resulting in poor rendering quality. In contrast, our method produces high-fidelity renderings with the generated high-quality 3DGS, accurately capturing both geometry and appearances. We further make a comparison with the GAN-based 3D generative model EG3D [5] and the Ne RFbased SSD-Ne RF [8] on unconditional generation of car models under Shape Net dataset. The visual comparison is shown in Fig. 10, where Diff GS significantly outperforms EG3D and SSD-Ne RF on the geometry and appearance details. Diff TF Ours Figure 9: Visual comparisons with state-of-the-art method Diff TF [4] on unconditional generation of Shape Net airplanes. EG3D SSD-Ne RF Ours Figure 10: Visual comparisons with state-of-the-arts on unconditional generation of Shape Net cars. B.4 Ablation Study on Octree Depth The depth of the octree in our Gaussian extraction algorithm is an important hyper-parameter in the framework. To explore how the octree depth affects the rendering quality, we conduct ablations on the octree depth as shown in Tab. 5. The results demonstrate that a larger octree depth leads to better quality by capturing more geometry details. The deeper octree depths may lead to increased complexity in Gaussian extraction. To address the trade-off between the efficiency and quality, we conducted an ablation study in Tab. 5 to identify the optimal balance between computational cost and reconstruction quality. The results indicate that a moderate increase in octree depths can significantly improve the Gaussian quality with very few additional cost. Table 5: Ablations on the sample time and Gaussian quality with different octree depths. Depth PSNR SSIM LPIPS Sample Time (s) 7 29.77 0.9772 0.0254 0.15 8 31.70 0.9824 0.0156 0.16 9 32.70 0.9842 0.0162 0.21 10 34.01 0.9879 0.0149 0.58 B.5 Ablation Study on Framework Designs We also conduct ablations to demonstrate the effectiveness of introducing triplanes as the decoder implementation of our Gaussian VAE. We replace the Triplane decoder with simple Multi-Layer Perceptron (MLP) model and show the performance in Fig. 11. The results indicate that using MLP fails to capture the intricacies of Gaussian modeling adequately. The Triplane model demonstrates superior performance in terms of detail accuracy and geometric fidelity. C Efficiency Analysis and Comparison C.1 Parameters and Inference Time We compare the model sizes and generation time between Diff GS and other SOTA generative models. The results are shown in Tab. 6, where we highlight that Diff GS demonstrates significant efficiency compared to the SOTA baselines Diff TF, Shap E, SSDNe RF and Dream Gaussian. Diff GS also offers competitive generation time with GET3D and LGM. Diff GS has a significantly smaller number of parameters compared to most baseline methods. The smaller parameter count of Diff GS translates (a) Ground-truth (b) Gaussian Splatting (c) Triplane (d) MLP PSNR: 34.47 33.71 21.50 PSNR: 37.01 36.62 20.04 Figure 11: Ablations on 3D representation implementations. (a) The input shapes from Shape Net. (b) Gaussians trained on the ground truth shape. (c) Reconstructed Gaussian primitives obtained with our Triplane-based Gaussian Variational Auto-encoder using proposed Gaussian Splatting functions. (d) Replace the Triplane architectures with simple MLPs. Table 6: Comparison of model parameters and inference time. Inference time is measured on a single NVIDIA RTX 3090 GPU. GET3D Diff TF SSDNerf Shap E Dream Gaussian LGM Ours Parameters (M) 34.3 929.9 244.9 759.5 258.7 429.8 127.4 Inference Time (s) 5.0 99.7 27.4 27.1 197 10.5 9.5 into reduced memory usage and potentially faster inference times, which can be advantageous in environments where computational resources are limited. C.2 Gaussian Numbers during Extraction We conducted supplementary experiments to analyze the impact of the number of extracted Gaussian points on optimization time. The results of this ablation study are presented in Tab. 7. The results show that for generations with a smaller number of Gaussians, e.g., 50K, the optimization is extremely fast, taking only 0.64 seconds to converge. For high-quality Gaussian generations with 350K primitives, the optimization time increases to 2.5 seconds, which is still efficient. In our experiments, we selected a configuration of 350K Gaussian points. This choice balances quality and computational efficiency, providing a robust representation of the model without excessively increasing processing time. Table 7: Ablations on Gaussian Number. Optimization time is measured on a single NVIDIA RTX 3090 GPU. Num PSNR SSIM LPIPS Opt. Time (s) 50K 28.61 0.9787 0.0251 0.64 100K 30.35 0.9838 0.0151 1.26 350K 34.01 0.9879 0.0149 2.5 D Implement Details We implement Diff GS with Pytorch Lightning. We leverage the Adam optimizer with a learning rate of 0.0001. We train Diff GS with eight 3090 GPUs and the convergence in each class of Shape Net dataset takes around 5 days. The Guassian encoder and Triplane decoder are implemented based on the SDF-VAE encoder and decoder of Diffusion SDF [12], where we modify the Point Net [50] in the SDF-VAE encoder to receive K dimension 3DGS as the inputs. E Limitation One limitation of our method is that it sometimes produces overly creative color schemes. We illustrate this issue with two examples in Fig. 12. As shown, the failure cases of Diff GS result in excessively colorful appearances. For instance, the chair shown exhibits a color transition from yellow to blue to green and finally to orange. These overly creative generations may not accurately reflect real-world shapes. Figure 12: Failure cases of our method. Diff GS sometimes generates overly creative shapes with colorful appearances. Neur IPS Paper Checklist Question: Do the main claims made in the abstract and introduction accurately reflect the paper s contributions and scope? Answer: [Yes] Justification: Our main claims made in the abstract and introduction accurately reflect the paper s contributions and scope. Guidelines: The answer NA means that the abstract and introduction do not include the claims made in the paper. 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