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Robo3D: Towards Robust and Reliable 3D Perception against Corruptions

The robustness of 3D perception systems under natural corruptions from environments and sensors is pivotal for safety-critical applications. Existing large-scale 3D perception datasets often contain data that are meticulously cleaned. Such configurations, however, cannot reflect the reliability of perception models during the deployment stage. In this work, we present Robo3D, the first comprehensive benchmark heading toward probing the robustness of 3D detectors and segmentors under out-of-distribution scenarios against natural corruptions that occur in real-world environments. Specifically, we consider eight corruption types stemming from adversarial weather conditions, external disturbances, and internal sensor failure. We uncover that, although promising results have been progressively achieved on standard benchmarks, state-of-the-art 3D perception models are at risk of being vulnerable to corruptions. We draw key observations on the use of data representations, augmentation schemes, and training strategies, that could severely affect the model's performance. To pursue better robustness, we propose a density-insensitive training framework along with a simple flexible voxelization strategy to enhance the model resiliency. We hope our benchmark and approach could inspire future research in designing more robust and reliable 3D perception models. Our robustness benchmark suite is publicly available.

Sample-adaptive Augmentation for Point Cloud Recognition Against Real-world Corruptions

Robust 3D perception under corruption has become an essential task for the realm of 3D vision. While current data augmentation techniques usually perform random transformations on all point cloud objects in an offline way and ignore the structure of the samples, resulting in over-or-under enhancement. In this work, we propose an alternative to make sample-adaptive transformations based on the structure of the sample to cope with potential corruption via an auto-augmentation framework, named as AdaptPoint. Specially, we leverage a imitator, consisting of a Deformation Controller and a Mask Controller, respectively in charge of predicting deformation parameters and producing a per-point mask, based on the intrinsic structural information of the input point cloud, and then conduct corruption simulations on top. Then a discriminator is utilized to prevent the generation of excessive corruption that deviates from the original data distribution. In addition, a perception-guidance feedback mechanism is incorporated to guide the generation of samples with appropriate difficulty level. Furthermore, to address the paucity of real-world corrupted point cloud, we also introduce a new dataset ScanObjectNN-C, that exhibits greater similarity to actual data in real-world environments, especially when contrasted with preceding CAD datasets. Experiments show that our method achieves state-of-the-art results on multiple corruption benchmarks, including ModelNet-C, our ScanObjectNN-C, and ShapeNet-C.

Toward a Holistic Evaluation of Robustness in CLIP Models

Contrastive Language-Image Pre-training (CLIP) models have shown significant potential, particularly in zero-shot classification across diverse distribution shifts. Building on existing evaluations of overall classification robustness, this work aims to provide a more comprehensive assessment of CLIP by introducing several new perspectives. First, we investigate their robustness to variations in specific visual factors. Second, we assess two critical safety objectives--confidence uncertainty and out-of-distribution detection--beyond mere classification accuracy. Third, we evaluate the finesse with which CLIP models bridge the image and text modalities. Fourth, we extend our examination to 3D awareness in CLIP models, moving beyond traditional 2D image understanding. Finally, we explore the interaction between vision and language encoders within modern large multimodal models (LMMs) that utilize CLIP as the visual backbone, focusing on how this interaction impacts classification robustness. In each aspect, we consider the impact of six factors on CLIP models: model architecture, training distribution, training set size, fine-tuning, contrastive loss, and test-time prompts. Our study uncovers several previously unknown insights into CLIP. For instance, the architecture of the visual encoder in CLIP plays a significant role in their robustness against 3D corruption. CLIP models tend to exhibit a bias towards shape when making predictions. Moreover, this bias tends to diminish after fine-tuning on ImageNet. Vision-language models like LLaVA, leveraging the CLIP vision encoder, could exhibit benefits in classification performance for challenging categories over CLIP alone. Our findings are poised to offer valuable guidance for enhancing the robustness and reliability of CLIP models.

Unique3D: High-Quality and Efficient 3D Mesh Generation from a Single Image

In this work, we introduce Unique3D, a novel image-to-3D framework for efficiently generating high-quality 3D meshes from single-view images, featuring state-of-the-art generation fidelity and strong generalizability. Previous methods based on Score Distillation Sampling (SDS) can produce diversified 3D results by distilling 3D knowledge from large 2D diffusion models, but they usually suffer from long per-case optimization time with inconsistent issues. Recent works address the problem and generate better 3D results either by finetuning a multi-view diffusion model or training a fast feed-forward model. However, they still lack intricate textures and complex geometries due to inconsistency and limited generated resolution. To simultaneously achieve high fidelity, consistency, and efficiency in single image-to-3D, we propose a novel framework Unique3D that includes a multi-view diffusion model with a corresponding normal diffusion model to generate multi-view images with their normal maps, a multi-level upscale process to progressively improve the resolution of generated orthographic multi-views, as well as an instant and consistent mesh reconstruction algorithm called ISOMER, which fully integrates the color and geometric priors into mesh results. Extensive experiments demonstrate that our Unique3D significantly outperforms other image-to-3D baselines in terms of geometric and textural details.

R3D-AD: Reconstruction via Diffusion for 3D Anomaly Detection

3D anomaly detection plays a crucial role in monitoring parts for localized inherent defects in precision manufacturing. Embedding-based and reconstruction-based approaches are among the most popular and successful methods. However, there are two major challenges to the practical application of the current approaches: 1) the embedded models suffer the prohibitive computational and storage due to the memory bank structure; 2) the reconstructive models based on the MAE mechanism fail to detect anomalies in the unmasked regions. In this paper, we propose R3D-AD, reconstructing anomalous point clouds by diffusion model for precise 3D anomaly detection. Our approach capitalizes on the data distribution conversion of the diffusion process to entirely obscure the input's anomalous geometry. It step-wisely learns a strict point-level displacement behavior, which methodically corrects the aberrant points. To increase the generalization of the model, we further present a novel 3D anomaly simulation strategy named Patch-Gen to generate realistic and diverse defect shapes, which narrows the domain gap between training and testing. Our R3D-AD ensures a uniform spatial transformation, which allows straightforwardly generating anomaly results by distance comparison. Extensive experiments show that our R3D-AD outperforms previous state-of-the-art methods, achieving 73.4% Image-level AUROC on the Real3D-AD dataset and 74.9% Image-level AUROC on the Anomaly-ShapeNet dataset with an exceptional efficiency.

DreamCraft3D: Hierarchical 3D Generation with Bootstrapped Diffusion Prior

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

Sharp-It: A Multi-view to Multi-view Diffusion Model for 3D Synthesis and Manipulation

Advancements in text-to-image diffusion models have led to significant progress in fast 3D content creation. One common approach is to generate a set of multi-view images of an object, and then reconstruct it into a 3D model. However, this approach bypasses the use of a native 3D representation of the object and is hence prone to geometric artifacts and limited in controllability and manipulation capabilities. An alternative approach involves native 3D generative models that directly produce 3D representations. These models, however, are typically limited in their resolution, resulting in lower quality 3D objects. In this work, we bridge the quality gap between methods that directly generate 3D representations and ones that reconstruct 3D objects from multi-view images. We introduce a multi-view to multi-view diffusion model called Sharp-It, which takes a 3D consistent set of multi-view images rendered from a low-quality object and enriches its geometric details and texture. The diffusion model operates on the multi-view set in parallel, in the sense that it shares features across the generated views. A high-quality 3D model can then be reconstructed from the enriched multi-view set. By leveraging the advantages of both 2D and 3D approaches, our method offers an efficient and controllable method for high-quality 3D content creation. We demonstrate that Sharp-It enables various 3D applications, such as fast synthesis, editing, and controlled generation, while attaining high-quality assets.

EG4D: Explicit Generation of 4D Object without Score Distillation

In recent years, the increasing demand for dynamic 3D assets in design and gaming applications has given rise to powerful generative pipelines capable of synthesizing high-quality 4D objects. Previous methods generally rely on score distillation sampling (SDS) algorithm to infer the unseen views and motion of 4D objects, thus leading to unsatisfactory results with defects like over-saturation and Janus problem. Therefore, inspired by recent progress of video diffusion models, we propose to optimize a 4D representation by explicitly generating multi-view videos from one input image. However, it is far from trivial to handle practical challenges faced by such a pipeline, including dramatic temporal inconsistency, inter-frame geometry and texture diversity, and semantic defects brought by video generation results. To address these issues, we propose DG4D, a novel multi-stage framework that generates high-quality and consistent 4D assets without score distillation. Specifically, collaborative techniques and solutions are developed, including an attention injection strategy to synthesize temporal-consistent multi-view videos, a robust and efficient dynamic reconstruction method based on Gaussian Splatting, and a refinement stage with diffusion prior for semantic restoration. The qualitative results and user preference study demonstrate that our framework outperforms the baselines in generation quality by a considerable margin. Code will be released at https://github.com/jasongzy/EG4D.

3D-GPT: Procedural 3D Modeling with Large Language Models

In the pursuit of efficient automated content creation, procedural generation, leveraging modifiable parameters and rule-based systems, emerges as a promising approach. Nonetheless, it could be a demanding endeavor, given its intricate nature necessitating a deep understanding of rules, algorithms, and parameters. To reduce workload, we introduce 3D-GPT, a framework utilizing large language models~(LLMs) for instruction-driven 3D modeling. 3D-GPT positions LLMs as proficient problem solvers, dissecting the procedural 3D modeling tasks into accessible segments and appointing the apt agent for each task. 3D-GPT integrates three core agents: the task dispatch agent, the conceptualization agent, and the modeling agent. They collaboratively achieve two objectives. First, it enhances concise initial scene descriptions, evolving them into detailed forms while dynamically adapting the text based on subsequent instructions. Second, it integrates procedural generation, extracting parameter values from enriched text to effortlessly interface with 3D software for asset creation. Our empirical investigations confirm that 3D-GPT not only interprets and executes instructions, delivering reliable results but also collaborates effectively with human designers. Furthermore, it seamlessly integrates with Blender, unlocking expanded manipulation possibilities. Our work highlights the potential of LLMs in 3D modeling, offering a basic framework for future advancements in scene generation and animation.

3D-LLM: Injecting the 3D World into Large Language Models

Large language models (LLMs) and Vision-Language Models (VLMs) have been proven to excel at multiple tasks, such as commonsense reasoning. Powerful as these models can be, they are not grounded in the 3D physical world, which involves richer concepts such as spatial relationships, affordances, physics, layout, and so on. In this work, we propose to inject the 3D world into large language models and introduce a whole new family of 3D-LLMs. Specifically, 3D-LLMs can take 3D point clouds and their features as input and perform a diverse set of 3D-related tasks, including captioning, dense captioning, 3D question answering, task decomposition, 3D grounding, 3D-assisted dialog, navigation, and so on. Using three types of prompting mechanisms that we design, we are able to collect over 300k 3D-language data covering these tasks. To efficiently train 3D-LLMs, we first utilize a 3D feature extractor that obtains 3D features from rendered multi- view images. Then, we use 2D VLMs as our backbones to train our 3D-LLMs. By introducing a 3D localization mechanism, 3D-LLMs can better capture 3D spatial information. Experiments on ScanQA show that our model outperforms state-of-the-art baselines by a large margin (e.g., the BLEU-1 score surpasses state-of-the-art score by 9%). Furthermore, experiments on our held-in datasets for 3D captioning, task composition, and 3D-assisted dialogue show that our model outperforms 2D VLMs. Qualitative examples also show that our model could perform more tasks beyond the scope of existing LLMs and VLMs. Project Page: : https://vis-www.cs.umass.edu/3dllm/.

3D-GRAND: A Million-Scale Dataset for 3D-LLMs with Better Grounding and Less Hallucination

The integration of language and 3D perception is crucial for developing embodied agents and robots that comprehend and interact with the physical world. While large language models (LLMs) have demonstrated impressive language understanding and generation capabilities, their adaptation to 3D environments (3D-LLMs) remains in its early stages. A primary challenge is the absence of large-scale datasets that provide dense grounding between language and 3D scenes. In this paper, we introduce 3D-GRAND, a pioneering large-scale dataset comprising 40,087 household scenes paired with 6.2 million densely-grounded scene-language instructions. Our results show that instruction tuning with 3D-GRAND significantly enhances grounding capabilities and reduces hallucinations in 3D-LLMs. As part of our contributions, we propose a comprehensive benchmark 3D-POPE to systematically evaluate hallucination in 3D-LLMs, enabling fair comparisons among future models. Our experiments highlight a scaling effect between dataset size and 3D-LLM performance, emphasizing the critical role of large-scale 3D-text datasets in advancing embodied AI research. Notably, our results demonstrate early signals for effective sim-to-real transfer, indicating that models trained on large synthetic data can perform well on real-world 3D scans. Through 3D-GRAND and 3D-POPE, we aim to equip the embodied AI community with essential resources and insights, setting the stage for more reliable and better-grounded 3D-LLMs. Project website: https://3d-grand.github.io

FlexiDreamer: Single Image-to-3D Generation with FlexiCubes

3D content generation from text prompts or single images has made remarkable progress in quality and speed recently. One of its dominant paradigms involves generating consistent multi-view images followed by a sparse-view reconstruction. However, due to the challenge of directly deforming the mesh representation to approach the target topology, most methodologies learn an implicit representation (such as NeRF) during the sparse-view reconstruction and acquire the target mesh by a post-processing extraction. Although the implicit representation can effectively model rich 3D information, its training typically entails a long convergence time. In addition, the post-extraction operation from the implicit field also leads to undesirable visual artifacts. In this paper, we propose FlexiDreamer, a novel single image-to-3d generation framework that reconstructs the target mesh in an end-to-end manner. By leveraging a flexible gradient-based extraction known as FlexiCubes, our method circumvents the defects brought by the post-processing and facilitates a direct acquisition of the target mesh. Furthermore, we incorporate a multi-resolution hash grid encoding scheme that progressively activates the encoding levels into the implicit field in FlexiCubes to help capture geometric details for per-step optimization. Notably, FlexiDreamer recovers a dense 3D structure from a single-view image in approximately 1 minute on a single NVIDIA A100 GPU, outperforming previous methodologies by a large margin.

SceneVerse: Scaling 3D Vision-Language Learning for Grounded Scene Understanding

3D vision-language grounding, which focuses on aligning language with the 3D physical environment, stands as a cornerstone in the development of embodied agents. In comparison to recent advancements in the 2D domain, grounding language in 3D scenes faces several significant challenges: (i) the inherent complexity of 3D scenes due to the diverse object configurations, their rich attributes, and intricate relationships; (ii) the scarcity of paired 3D vision-language data to support grounded learning; and (iii) the absence of a unified learning framework to distill knowledge from grounded 3D data. In this work, we aim to address these three major challenges in 3D vision-language by examining the potential of systematically upscaling 3D vision-language learning in indoor environments. We introduce the first million-scale 3D vision-language dataset, SceneVerse, encompassing about 68K 3D indoor scenes and comprising 2.5M vision-language pairs derived from both human annotations and our scalable scene-graph-based generation approach. We demonstrate that this scaling allows for a unified pre-training framework, Grounded Pre-training for Scenes (GPS), for 3D vision-language learning. Through extensive experiments, we showcase the effectiveness of GPS by achieving state-of-the-art performance on all existing 3D visual grounding benchmarks. The vast potential of SceneVerse and GPS is unveiled through zero-shot transfer experiments in the challenging 3D vision-language tasks. Project website: https://scene-verse.github.io .

Interactive3D: Create What You Want by Interactive 3D Generation

3D object generation has undergone significant advancements, yielding high-quality results. However, fall short of achieving precise user control, often yielding results that do not align with user expectations, thus limiting their applicability. User-envisioning 3D object generation faces significant challenges in realizing its concepts using current generative models due to limited interaction capabilities. Existing methods mainly offer two approaches: (i) interpreting textual instructions with constrained controllability, or (ii) reconstructing 3D objects from 2D images. Both of them limit customization to the confines of the 2D reference and potentially introduce undesirable artifacts during the 3D lifting process, restricting the scope for direct and versatile 3D modifications. In this work, we introduce Interactive3D, an innovative framework for interactive 3D generation that grants users precise control over the generative process through extensive 3D interaction capabilities. Interactive3D is constructed in two cascading stages, utilizing distinct 3D representations. The first stage employs Gaussian Splatting for direct user interaction, allowing modifications and guidance of the generative direction at any intermediate step through (i) Adding and Removing components, (ii) Deformable and Rigid Dragging, (iii) Geometric Transformations, and (iv) Semantic Editing. Subsequently, the Gaussian splats are transformed into InstantNGP. We introduce a novel (v) Interactive Hash Refinement module to further add details and extract the geometry in the second stage. Our experiments demonstrate that Interactive3D markedly improves the controllability and quality of 3D generation. Our project webpage is available at https://interactive-3d.github.io/.

Holodeck: Language Guided Generation of 3D Embodied AI Environments

3D simulated environments play a critical role in Embodied AI, but their creation requires expertise and extensive manual effort, restricting their diversity and scope. To mitigate this limitation, we present Holodeck, a system that generates 3D environments to match a user-supplied prompt fully automatedly. Holodeck can generate diverse scenes, e.g., arcades, spas, and museums, adjust the designs for styles, and can capture the semantics of complex queries such as "apartment for a researcher with a cat" and "office of a professor who is a fan of Star Wars". Holodeck leverages a large language model (GPT-4) for common sense knowledge about what the scene might look like and uses a large collection of 3D assets from Objaverse to populate the scene with diverse objects. To address the challenge of positioning objects correctly, we prompt GPT-4 to generate spatial relational constraints between objects and then optimize the layout to satisfy those constraints. Our large-scale human evaluation shows that annotators prefer Holodeck over manually designed procedural baselines in residential scenes and that Holodeck can produce high-quality outputs for diverse scene types. We also demonstrate an exciting application of Holodeck in Embodied AI, training agents to navigate in novel scenes like music rooms and daycares without human-constructed data, which is a significant step forward in developing general-purpose embodied agents.

What You See is What You GAN: Rendering Every Pixel for High-Fidelity Geometry in 3D GANs

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

3D Medical Image Segmentation based on multi-scale MPU-Net

The high cure rate of cancer is inextricably linked to physicians' accuracy in diagnosis and treatment, therefore a model that can accomplish high-precision tumor segmentation has become a necessity in many applications of the medical industry. It can effectively lower the rate of misdiagnosis while considerably lessening the burden on clinicians. However, fully automated target organ segmentation is problematic due to the irregular stereo structure of 3D volume organs. As a basic model for this class of real applications, U-Net excels. It can learn certain global and local features, but still lacks the capacity to grasp spatial long-range relationships and contextual information at multiple scales. This paper proposes a tumor segmentation model MPU-Net for patient volume CT images, which is inspired by Transformer with a global attention mechanism. By combining image serialization with the Position Attention Module, the model attempts to comprehend deeper contextual dependencies and accomplish precise positioning. Each layer of the decoder is also equipped with a multi-scale module and a cross-attention mechanism. The capability of feature extraction and integration at different levels has been enhanced, and the hybrid loss function developed in this study can better exploit high-resolution characteristic information. Moreover, the suggested architecture is tested and evaluated on the Liver Tumor Segmentation Challenge 2017 (LiTS 2017) dataset. Compared with the benchmark model U-Net, MPU-Net shows excellent segmentation results. The dice, accuracy, precision, specificity, IOU, and MCC metrics for the best model segmentation results are 92.17%, 99.08%, 91.91%, 99.52%, 85.91%, and 91.74%, respectively. Outstanding indicators in various aspects illustrate the exceptional performance of this framework in automatic medical image segmentation.

GaussianCity: Generative Gaussian Splatting for Unbounded 3D City Generation

3D city generation with NeRF-based methods shows promising generation results but is computationally inefficient. Recently 3D Gaussian Splatting (3D-GS) has emerged as a highly efficient alternative for object-level 3D generation. However, adapting 3D-GS from finite-scale 3D objects and humans to infinite-scale 3D cities is non-trivial. Unbounded 3D city generation entails significant storage overhead (out-of-memory issues), arising from the need to expand points to billions, often demanding hundreds of Gigabytes of VRAM for a city scene spanning 10km^2. In this paper, we propose GaussianCity, a generative Gaussian Splatting framework dedicated to efficiently synthesizing unbounded 3D cities with a single feed-forward pass. Our key insights are two-fold: 1) Compact 3D Scene Representation: We introduce BEV-Point as a highly compact intermediate representation, ensuring that the growth in VRAM usage for unbounded scenes remains constant, thus enabling unbounded city generation. 2) Spatial-aware Gaussian Attribute Decoder: We present spatial-aware BEV-Point decoder to produce 3D Gaussian attributes, which leverages Point Serializer to integrate the structural and contextual characteristics of BEV points. Extensive experiments demonstrate that GaussianCity achieves state-of-the-art results in both drone-view and street-view 3D city generation. Notably, compared to CityDreamer, GaussianCity exhibits superior performance with a speedup of 60 times (10.72 FPS v.s. 0.18 FPS).

Collaborative Novel Object Discovery and Box-Guided Cross-Modal Alignment for Open-Vocabulary 3D Object Detection

Open-vocabulary 3D Object Detection (OV-3DDet) addresses the detection of objects from an arbitrary list of novel categories in 3D scenes, which remains a very challenging problem. In this work, we propose CoDAv2, a unified framework designed to innovatively tackle both the localization and classification of novel 3D objects, under the condition of limited base categories. For localization, the proposed 3D Novel Object Discovery (3D-NOD) strategy utilizes 3D geometries and 2D open-vocabulary semantic priors to discover pseudo labels for novel objects during training. 3D-NOD is further extended with an Enrichment strategy that significantly enriches the novel object distribution in the training scenes, and then enhances the model's ability to localize more novel objects. The 3D-NOD with Enrichment is termed 3D-NODE. For classification, the Discovery-driven Cross-modal Alignment (DCMA) module aligns features from 3D point clouds and 2D/textual modalities, employing both class-agnostic and class-specific alignments that are iteratively refined to handle the expanding vocabulary of objects. Besides, 2D box guidance boosts the classification accuracy against complex background noises, which is coined as Box-DCMA. Extensive evaluation demonstrates the superiority of CoDAv2. CoDAv2 outperforms the best-performing method by a large margin (AP_Novel of 9.17 vs. 3.61 on SUN-RGBD and 9.12 vs. 3.74 on ScanNetv2). Source code and pre-trained models are available at the GitHub project page.

Feature 3DGS: Supercharging 3D Gaussian Splatting to Enable Distilled Feature Fields

3D scene representations have gained immense popularity in recent years. Methods that use Neural Radiance fields are versatile for traditional tasks such as novel view synthesis. In recent times, some work has emerged that aims to extend the functionality of NeRF beyond view synthesis, for semantically aware tasks such as editing and segmentation using 3D feature field distillation from 2D foundation models. However, these methods have two major limitations: (a) they are limited by the rendering speed of NeRF pipelines, and (b) implicitly represented feature fields suffer from continuity artifacts reducing feature quality. Recently, 3D Gaussian Splatting has shown state-of-the-art performance on real-time radiance field rendering. In this work, we go one step further: in addition to radiance field rendering, we enable 3D Gaussian splatting on arbitrary-dimension semantic features via 2D foundation model distillation. This translation is not straightforward: naively incorporating feature fields in the 3DGS framework leads to warp-level divergence. We propose architectural and training changes to efficiently avert this problem. Our proposed method is general, and our experiments showcase novel view semantic segmentation, language-guided editing and segment anything through learning feature fields from state-of-the-art 2D foundation models such as SAM and CLIP-LSeg. Across experiments, our distillation method is able to provide comparable or better results, while being significantly faster to both train and render. Additionally, to the best of our knowledge, we are the first method to enable point and bounding-box prompting for radiance field manipulation, by leveraging the SAM model. Project website at: https://feature-3dgs.github.io/

ShaSTA-Fuse: Camera-LiDAR Sensor Fusion to Model Shape and Spatio-Temporal Affinities for 3D Multi-Object Tracking

3D multi-object tracking (MOT) is essential for an autonomous mobile agent to safely navigate a scene. In order to maximize the perception capabilities of the autonomous agent, we aim to develop a 3D MOT framework that fuses camera and LiDAR sensor information. Building on our prior LiDAR-only work, ShaSTA, which models shape and spatio-temporal affinities for 3D MOT, we propose a novel camera-LiDAR fusion approach for learning affinities. At its core, this work proposes a fusion technique that generates a rich sensory signal incorporating information about depth and distant objects to enhance affinity estimation for improved data association, track lifecycle management, false-positive elimination, false-negative propagation, and track confidence score refinement. Our main contributions include a novel fusion approach for combining camera and LiDAR sensory signals to learn affinities, and a first-of-its-kind multimodal sequential track confidence refinement technique that fuses 2D and 3D detections. Additionally, we perform an ablative analysis on each fusion step to demonstrate the added benefits of incorporating the camera sensor, particular for small, distant objects that tend to suffer from the depth-sensing limits and sparsity of LiDAR sensors. In sum, our technique achieves state-of-the-art performance on the nuScenes benchmark amongst multimodal 3D MOT algorithms using CenterPoint detections.

HumanLiff: Layer-wise 3D Human Generation with Diffusion Model

3D human generation from 2D images has achieved remarkable progress through the synergistic utilization of neural rendering and generative models. Existing 3D human generative models mainly generate a clothed 3D human as an undetectable 3D model in a single pass, while rarely considering the layer-wise nature of a clothed human body, which often consists of the human body and various clothes such as underwear, outerwear, trousers, shoes, etc. In this work, we propose HumanLiff, the first layer-wise 3D human generative model with a unified diffusion process. Specifically, HumanLiff firstly generates minimal-clothed humans, represented by tri-plane features, in a canonical space, and then progressively generates clothes in a layer-wise manner. In this way, the 3D human generation is thus formulated as a sequence of diffusion-based 3D conditional generation. To reconstruct more fine-grained 3D humans with tri-plane representation, we propose a tri-plane shift operation that splits each tri-plane into three sub-planes and shifts these sub-planes to enable feature grid subdivision. To further enhance the controllability of 3D generation with 3D layered conditions, HumanLiff hierarchically fuses tri-plane features and 3D layered conditions to facilitate the 3D diffusion model learning. Extensive experiments on two layer-wise 3D human datasets, SynBody (synthetic) and TightCap (real-world), validate that HumanLiff significantly outperforms state-of-the-art methods in layer-wise 3D human generation. Our code will be available at https://skhu101.github.io/HumanLiff.

3D Human Reconstruction in the Wild with Synthetic Data Using Generative Models

In this work, we show that synthetic data created by generative models is complementary to computer graphics (CG) rendered data for achieving remarkable generalization performance on diverse real-world scenes for 3D human pose and shape estimation (HPS). Specifically, we propose an effective approach based on recent diffusion models, termed HumanWild, which can effortlessly generate human images and corresponding 3D mesh annotations. We first collect a large-scale human-centric dataset with comprehensive annotations, e.g., text captions and surface normal images. Then, we train a customized ControlNet model upon this dataset to generate diverse human images and initial ground-truth labels. At the core of this step is that we can easily obtain numerous surface normal images from a 3D human parametric model, e.g., SMPL-X, by rendering the 3D mesh onto the image plane. As there exists inevitable noise in the initial labels, we then apply an off-the-shelf foundation segmentation model, i.e., SAM, to filter negative data samples. Our data generation pipeline is flexible and customizable to facilitate different real-world tasks, e.g., ego-centric scenes and perspective-distortion scenes. The generated dataset comprises 0.79M images with corresponding 3D annotations, covering versatile viewpoints, scenes, and human identities. We train various HPS regressors on top of the generated data and evaluate them on a wide range of benchmarks (3DPW, RICH, EgoBody, AGORA, SSP-3D) to verify the effectiveness of the generated data. By exclusively employing generative models, we generate large-scale in-the-wild human images and high-quality annotations, eliminating the need for real-world data collection.

Compact 3D Scene Representation via Self-Organizing Gaussian Grids

3D Gaussian Splatting has recently emerged as a highly promising technique for modeling of static 3D scenes. In contrast to Neural Radiance Fields, it utilizes efficient rasterization allowing for very fast rendering at high-quality. However, the storage size is significantly higher, which hinders practical deployment, e.g.~on resource constrained devices. In this paper, we introduce a compact scene representation organizing the parameters of 3D Gaussian Splatting (3DGS) into a 2D grid with local homogeneity, ensuring a drastic reduction in storage requirements without compromising visual quality during rendering. Central to our idea is the explicit exploitation of perceptual redundancies present in natural scenes. In essence, the inherent nature of a scene allows for numerous permutations of Gaussian parameters to equivalently represent it. To this end, we propose a novel highly parallel algorithm that regularly arranges the high-dimensional Gaussian parameters into a 2D grid while preserving their neighborhood structure. During training, we further enforce local smoothness between the sorted parameters in the grid. The uncompressed Gaussians use the same structure as 3DGS, ensuring a seamless integration with established renderers. Our method achieves a reduction factor of 8x to 26x in size for complex scenes with no increase in training time, marking a substantial leap forward in the domain of 3D scene distribution and consumption. Additional information can be found on our project page: https://fraunhoferhhi.github.io/Self-Organizing-Gaussians/

Joint2Human: High-quality 3D Human Generation via Compact Spherical Embedding of 3D Joints

3D human generation is increasingly significant in various applications. However, the direct use of 2D generative methods in 3D generation often results in significant loss of local details, while methods that reconstruct geometry from generated images struggle with global view consistency. In this work, we introduce Joint2Human, a novel method that leverages 2D diffusion models to generate detailed 3D human geometry directly, ensuring both global structure and local details. To achieve this, we employ the Fourier occupancy field (FOF) representation, enabling the direct production of 3D shapes as preliminary results using 2D generative models. With the proposed high-frequency enhancer and the multi-view recarving strategy, our method can seamlessly integrate the details from different views into a uniform global shape.To better utilize the 3D human prior and enhance control over the generated geometry, we introduce a compact spherical embedding of 3D joints. This allows for effective application of pose guidance during the generation process. Additionally, our method is capable of generating 3D humans guided by textual inputs. Our experimental results demonstrate the capability of our method to ensure global structure, local details, high resolution, and low computational cost, simultaneously. More results and code can be found on our project page at http://cic.tju.edu.cn/faculty/likun/projects/Joint2Human.

CoT3DRef: Chain-of-Thoughts Data-Efficient 3D Visual Grounding

3D visual grounding is the ability to localize objects in 3D scenes conditioned by utterances. Most existing methods devote the referring head to localize the referred object directly, causing failure in complex scenarios. In addition, it does not illustrate how and why the network reaches the final decision. In this paper, we address this question Can we design an interpretable 3D visual grounding framework that has the potential to mimic the human perception system?. To this end, we formulate the 3D visual grounding problem as a sequence-to-sequence task by first predicting a chain of anchors and then the final target. Interpretability not only improves the overall performance but also helps us identify failure cases. Following the chain of thoughts approach enables us to decompose the referring task into interpretable intermediate steps, boosting the performance and making our framework extremely data-efficient. Moreover, our proposed framework can be easily integrated into any existing architecture. We validate our approach through comprehensive experiments on the Nr3D, Sr3D, and Scanrefer benchmarks and show consistent performance gains compared to existing methods without requiring manually annotated data. Furthermore, our proposed framework, dubbed CoT3DRef, is significantly data-efficient, whereas on the Sr3D dataset, when trained only on 10% of the data, we match the SOTA performance that trained on the entire data.

Vision-based Situational Graphs Generating Optimizable 3D Scene Representations

3D scene graphs offer a more efficient representation of the environment by hierarchically organizing diverse semantic entities and the topological relationships among them. Fiducial markers, on the other hand, offer a valuable mechanism for encoding comprehensive information pertaining to environments and the objects within them. In the context of Visual SLAM (VSLAM), especially when the reconstructed maps are enriched with practical semantic information, these markers have the potential to enhance the map by augmenting valuable semantic information and fostering meaningful connections among the semantic objects. In this regard, this paper exploits the potential of fiducial markers to incorporate a VSLAM framework with hierarchical representations that generates optimizable multi-layered vision-based situational graphs. The framework comprises a conventional VSLAM system with low-level feature tracking and mapping capabilities bolstered by the incorporation of a fiducial marker map. The fiducial markers aid in identifying walls and doors in the environment, subsequently establishing meaningful associations with high-level entities, including corridors and rooms. Experimental results are conducted on a real-world dataset collected using various legged robots and benchmarked against a Light Detection And Ranging (LiDAR)-based framework (S-Graphs) as the ground truth. Consequently, our framework not only excels in crafting a richer, multi-layered hierarchical map of the environment but also shows enhancement in robot pose accuracy when contrasted with state-of-the-art methodologies.

3D-MuPPET: 3D Multi-Pigeon Pose Estimation and Tracking

Markerless methods for animal posture tracking have been rapidly developing recently, but frameworks and benchmarks for tracking large animal groups in 3D are still lacking. To overcome this gap in the literature, we present 3D-MuPPET, a framework to estimate and track 3D poses of up to 10 pigeons at interactive speed using multiple camera views. We train a pose estimator to infer 2D keypoints and bounding boxes of multiple pigeons, then triangulate the keypoints to 3D. For identity matching of individuals in all views, we first dynamically match 2D detections to global identities in the first frame, then use a 2D tracker to maintain IDs across views in subsequent frames. We achieve comparable accuracy to a state of the art 3D pose estimator in terms of median error and Percentage of Correct Keypoints. Additionally, we benchmark the inference speed of 3D-MuPPET, with up to 9.45 fps in 2D and 1.89 fps in 3D, and perform quantitative tracking evaluation, which yields encouraging results. Finally, we showcase two novel applications for 3D-MuPPET. First, we train a model with data of single pigeons and achieve comparable results in 2D and 3D posture estimation for up to 5 pigeons. Second, we show that 3D-MuPPET also works in outdoors without additional annotations from natural environments. Both use cases simplify the domain shift to new species and environments, largely reducing annotation effort needed for 3D posture tracking. To the best of our knowledge we are the first to present a framework for 2D/3D animal posture and trajectory tracking that works in both indoor and outdoor environments for up to 10 individuals. We hope that the framework can open up new opportunities in studying animal collective behaviour and encourages further developments in 3D multi-animal posture tracking.

FrozenRecon: Pose-free 3D Scene Reconstruction with Frozen Depth Models

3D scene reconstruction is a long-standing vision task. Existing approaches can be categorized into geometry-based and learning-based methods. The former leverages multi-view geometry but can face catastrophic failures due to the reliance on accurate pixel correspondence across views. The latter was proffered to mitigate these issues by learning 2D or 3D representation directly. However, without a large-scale video or 3D training data, it can hardly generalize to diverse real-world scenarios due to the presence of tens of millions or even billions of optimization parameters in the deep network. Recently, robust monocular depth estimation models trained with large-scale datasets have been proven to possess weak 3D geometry prior, but they are insufficient for reconstruction due to the unknown camera parameters, the affine-invariant property, and inter-frame inconsistency. Here, we propose a novel test-time optimization approach that can transfer the robustness of affine-invariant depth models such as LeReS to challenging diverse scenes while ensuring inter-frame consistency, with only dozens of parameters to optimize per video frame. Specifically, our approach involves freezing the pre-trained affine-invariant depth model's depth predictions, rectifying them by optimizing the unknown scale-shift values with a geometric consistency alignment module, and employing the resulting scale-consistent depth maps to robustly obtain camera poses and achieve dense scene reconstruction, even in low-texture regions. Experiments show that our method achieves state-of-the-art cross-dataset reconstruction on five zero-shot testing datasets.

3DPortraitGAN: Learning One-Quarter Headshot 3D GANs from a Single-View Portrait Dataset with Diverse Body Poses

3D-aware face generators are typically trained on 2D real-life face image datasets that primarily consist of near-frontal face data, and as such, they are unable to construct one-quarter headshot 3D portraits with complete head, neck, and shoulder geometry. Two reasons account for this issue: First, existing facial recognition methods struggle with extracting facial data captured from large camera angles or back views. Second, it is challenging to learn a distribution of 3D portraits covering the one-quarter headshot region from single-view data due to significant geometric deformation caused by diverse body poses. To this end, we first create the dataset 360{\deg}-Portrait-HQ (360{\deg}PHQ for short) which consists of high-quality single-view real portraits annotated with a variety of camera parameters (the yaw angles span the entire 360{\deg} range) and body poses. We then propose 3DPortraitGAN, the first 3D-aware one-quarter headshot portrait generator that learns a canonical 3D avatar distribution from the 360{\deg}PHQ dataset with body pose self-learning. Our model can generate view-consistent portrait images from all camera angles with a canonical one-quarter headshot 3D representation. Our experiments show that the proposed framework can accurately predict portrait body poses and generate view-consistent, realistic portrait images with complete geometry from all camera angles.

Distilling Coarse-to-Fine Semantic Matching Knowledge for Weakly Supervised 3D Visual Grounding

3D visual grounding involves finding a target object in a 3D scene that corresponds to a given sentence query. Although many approaches have been proposed and achieved impressive performance, they all require dense object-sentence pair annotations in 3D point clouds, which are both time-consuming and expensive. To address the problem that fine-grained annotated data is difficult to obtain, we propose to leverage weakly supervised annotations to learn the 3D visual grounding model, i.e., only coarse scene-sentence correspondences are used to learn object-sentence links. To accomplish this, we design a novel semantic matching model that analyzes the semantic similarity between object proposals and sentences in a coarse-to-fine manner. Specifically, we first extract object proposals and coarsely select the top-K candidates based on feature and class similarity matrices. Next, we reconstruct the masked keywords of the sentence using each candidate one by one, and the reconstructed accuracy finely reflects the semantic similarity of each candidate to the query. Additionally, we distill the coarse-to-fine semantic matching knowledge into a typical two-stage 3D visual grounding model, which reduces inference costs and improves performance by taking full advantage of the well-studied structure of the existing architectures. We conduct extensive experiments on ScanRefer, Nr3D, and Sr3D, which demonstrate the effectiveness of our proposed method.

GLA-GCN: Global-local Adaptive Graph Convolutional Network for 3D Human Pose Estimation from Monocular Video

3D human pose estimation has been researched for decades with promising fruits. 3D human pose lifting is one of the promising research directions toward the task where both estimated pose and ground truth pose data are used for training. Existing pose lifting works mainly focus on improving the performance of estimated pose, but they usually underperform when testing on the ground truth pose data. We observe that the performance of the estimated pose can be easily improved by preparing good quality 2D pose, such as fine-tuning the 2D pose or using advanced 2D pose detectors. As such, we concentrate on improving the 3D human pose lifting via ground truth data for the future improvement of more quality estimated pose data. Towards this goal, a simple yet effective model called Global-local Adaptive Graph Convolutional Network (GLA-GCN) is proposed in this work. Our GLA-GCN globally models the spatiotemporal structure via a graph representation and backtraces local joint features for 3D human pose estimation via individually connected layers. To validate our model design, we conduct extensive experiments on three benchmark datasets: Human3.6M, HumanEva-I, and MPI-INF-3DHP. Experimental results show that our GLA-GCN implemented with ground truth 2D poses significantly outperforms state-of-the-art methods (e.g., up to around 3%, 17%, and 14% error reductions on Human3.6M, HumanEva-I, and MPI-INF-3DHP, respectively). GitHub: https://github.com/bruceyo/GLA-GCN.

TrajectoryFormer: 3D Object Tracking Transformer with Predictive Trajectory Hypotheses

3D multi-object tracking (MOT) is vital for many applications including autonomous driving vehicles and service robots. With the commonly used tracking-by-detection paradigm, 3D MOT has made important progress in recent years. However, these methods only use the detection boxes of the current frame to obtain trajectory-box association results, which makes it impossible for the tracker to recover objects missed by the detector. In this paper, we present TrajectoryFormer, a novel point-cloud-based 3D MOT framework. To recover the missed object by detector, we generates multiple trajectory hypotheses with hybrid candidate boxes, including temporally predicted boxes and current-frame detection boxes, for trajectory-box association. The predicted boxes can propagate object's history trajectory information to the current frame and thus the network can tolerate short-term miss detection of the tracked objects. We combine long-term object motion feature and short-term object appearance feature to create per-hypothesis feature embedding, which reduces the computational overhead for spatial-temporal encoding. Additionally, we introduce a Global-Local Interaction Module to conduct information interaction among all hypotheses and models their spatial relations, leading to accurate estimation of hypotheses. Our TrajectoryFormer achieves state-of-the-art performance on the Waymo 3D MOT benchmarks. Code is available at https://github.com/poodarchu/EFG .

NaviNeRF: NeRF-based 3D Representation Disentanglement by Latent Semantic Navigation

3D representation disentanglement aims to identify, decompose, and manipulate the underlying explanatory factors of 3D data, which helps AI fundamentally understand our 3D world. This task is currently under-explored and poses great challenges: (i) the 3D representations are complex and in general contains much more information than 2D image; (ii) many 3D representations are not well suited for gradient-based optimization, let alone disentanglement. To address these challenges, we use NeRF as a differentiable 3D representation, and introduce a self-supervised Navigation to identify interpretable semantic directions in the latent space. To our best knowledge, this novel method, dubbed NaviNeRF, is the first work to achieve fine-grained 3D disentanglement without any priors or supervisions. Specifically, NaviNeRF is built upon the generative NeRF pipeline, and equipped with an Outer Navigation Branch and an Inner Refinement Branch. They are complementary -- the outer navigation is to identify global-view semantic directions, and the inner refinement dedicates to fine-grained attributes. A synergistic loss is further devised to coordinate two branches. Extensive experiments demonstrate that NaviNeRF has a superior fine-grained 3D disentanglement ability than the previous 3D-aware models. Its performance is also comparable to editing-oriented models relying on semantic or geometry priors.

3D-VField: Adversarial Augmentation of Point Clouds for Domain Generalization in 3D Object Detection

As 3D object detection on point clouds relies on the geometrical relationships between the points, non-standard object shapes can hinder a method's detection capability. However, in safety-critical settings, robustness to out-of-domain and long-tail samples is fundamental to circumvent dangerous issues, such as the misdetection of damaged or rare cars. In this work, we substantially improve the generalization of 3D object detectors to out-of-domain data by deforming point clouds during training. We achieve this with 3D-VField: a novel data augmentation method that plausibly deforms objects via vector fields learned in an adversarial fashion. Our approach constrains 3D points to slide along their sensor view rays while neither adding nor removing any of them. The obtained vectors are transferable, sample-independent and preserve shape and occlusions. Despite training only on a standard dataset, such as KITTI, augmenting with our vector fields significantly improves the generalization to differently shaped objects and scenes. Towards this end, we propose and share CrashD: a synthetic dataset of realistic damaged and rare cars, with a variety of crash scenarios. Extensive experiments on KITTI, Waymo, our CrashD and SUN RGB-D show the generalizability of our techniques to out-of-domain data, different models and sensors, namely LiDAR and ToF cameras, for both indoor and outdoor scenes. Our CrashD dataset is available at https://crashd-cars.github.io.

3D-QCNet -- A Pipeline for Automated Artifact Detection in Diffusion MRI images

Artifacts are a common occurrence in Diffusion MRI (dMRI) scans. Identifying and removing them is essential to ensure the accuracy and viability of any post processing carried out on these scans. This makes QC (quality control) a crucial first step prior to any analysis of dMRI data. Several QC methods for artifact detection exist, however they suffer from problems like requiring manual intervention and the inability to generalize across different artifacts and datasets. In this paper, we propose an automated deep learning (DL) pipeline that utilizes a 3D-Densenet architecture to train a model on diffusion volumes for automatic artifact detection. Our method is applied on a vast dataset consisting of 9000 volumes sourced from 7 large clinical datasets. These datasets comprise scans from multiple scanners with different gradient directions, high and low b values, single shell and multi shell acquisitions. Additionally, they represent diverse subject demographics like the presence or absence of pathologies. Our QC method is found to accurately generalize across this heterogenous data by correctly detecting 92% artifacts on average across our test set. This consistent performance over diverse datasets underlines the generalizability of our method, which currently is a significant barrier hindering the widespread adoption of automated QC techniques. For these reasons, we believe that 3D-QCNet can be integrated in diffusion pipelines to effectively automate the arduous and time-intensive process of artifact detection.

Are We Hungry for 3D LiDAR Data for Semantic Segmentation? A Survey and Experimental Study

3D semantic segmentation is a fundamental task for robotic and autonomous driving applications. Recent works have been focused on using deep learning techniques, whereas developing fine-annotated 3D LiDAR datasets is extremely labor intensive and requires professional skills. The performance limitation caused by insufficient datasets is called data hunger problem. This research provides a comprehensive survey and experimental study on the question: are we hungry for 3D LiDAR data for semantic segmentation? The studies are conducted at three levels. First, a broad review to the main 3D LiDAR datasets is conducted, followed by a statistical analysis on three representative datasets to gain an in-depth view on the datasets' size and diversity, which are the critical factors in learning deep models. Second, a systematic review to the state-of-the-art 3D semantic segmentation is conducted, followed by experiments and cross examinations of three representative deep learning methods to find out how the size and diversity of the datasets affect deep models' performance. Finally, a systematic survey to the existing efforts to solve the data hunger problem is conducted on both methodological and dataset's viewpoints, followed by an insightful discussion of remaining problems and open questions To the best of our knowledge, this is the first work to analyze the data hunger problem for 3D semantic segmentation using deep learning techniques that are addressed in the literature review, statistical analysis, and cross-dataset and cross-algorithm experiments. We share findings and discussions, which may lead to potential topics in future works.

3D Dynamic Scene Graphs: Actionable Spatial Perception with Places, Objects, and Humans

We present a unified representation for actionable spatial perception: 3D Dynamic Scene Graphs. Scene graphs are directed graphs where nodes represent entities in the scene (e.g. objects, walls, rooms), and edges represent relations (e.g. inclusion, adjacency) among nodes. Dynamic scene graphs (DSGs) extend this notion to represent dynamic scenes with moving agents (e.g. humans, robots), and to include actionable information that supports planning and decision-making (e.g. spatio-temporal relations, topology at different levels of abstraction). Our second contribution is to provide the first fully automatic Spatial PerceptIon eNgine(SPIN) to build a DSG from visual-inertial data. We integrate state-of-the-art techniques for object and human detection and pose estimation, and we describe how to robustly infer object, robot, and human nodes in crowded scenes. To the best of our knowledge, this is the first paper that reconciles visual-inertial SLAM and dense human mesh tracking. Moreover, we provide algorithms to obtain hierarchical representations of indoor environments (e.g. places, structures, rooms) and their relations. Our third contribution is to demonstrate the proposed spatial perception engine in a photo-realistic Unity-based simulator, where we assess its robustness and expressiveness. Finally, we discuss the implications of our proposal on modern robotics applications. 3D Dynamic Scene Graphs can have a profound impact on planning and decision-making, human-robot interaction, long-term autonomy, and scene prediction. A video abstract is available at https://youtu.be/SWbofjhyPzI

3D Semi-Supervised Learning with Uncertainty-Aware Multi-View Co-Training

While making a tremendous impact in various fields, deep neural networks usually require large amounts of labeled data for training which are expensive to collect in many applications, especially in the medical domain. Unlabeled data, on the other hand, is much more abundant. Semi-supervised learning techniques, such as co-training, could provide a powerful tool to leverage unlabeled data. In this paper, we propose a novel framework, uncertainty-aware multi-view co-training (UMCT), to address semi-supervised learning on 3D data, such as volumetric data from medical imaging. In our work, co-training is achieved by exploiting multi-viewpoint consistency of 3D data. We generate different views by rotating or permuting the 3D data and utilize asymmetrical 3D kernels to encourage diversified features in different sub-networks. In addition, we propose an uncertainty-weighted label fusion mechanism to estimate the reliability of each view's prediction with Bayesian deep learning. As one view requires the supervision from other views in co-training, our self-adaptive approach computes a confidence score for the prediction of each unlabeled sample in order to assign a reliable pseudo label. Thus, our approach can take advantage of unlabeled data during training. We show the effectiveness of our proposed semi-supervised method on several public datasets from medical image segmentation tasks (NIH pancreas & LiTS liver tumor dataset). Meanwhile, a fully-supervised method based on our approach achieved state-of-the-art performances on both the LiTS liver tumor segmentation and the Medical Segmentation Decathlon (MSD) challenge, demonstrating the robustness and value of our framework, even when fully supervised training is feasible.