Director3D: Real-world Camera Trajectory and 3D Scene Generation from Text

Recent advancements in 3D generation have leveraged synthetic datasets with ground truth 3D assets and predefined cameras. However, the potential of adopting real-world datasets, which can produce significantly more realistic 3D scenes, remains largely unexplored. In this work, we delve into the key challenge of the complex and scene-specific camera trajectories found in real-world captures. We introduce Director3D, a robust open-world text-to-3D generation framework, designed to generate both real-world 3D scenes and adaptive camera trajectories. To achieve this, (1) we first utilize a Trajectory Diffusion Transformer, acting as the Cinematographer, to model the distribution of camera trajectories based on textual descriptions. (2) Next, a Gaussian-driven Multi-view Latent Diffusion Model serves as the Decorator, modeling the image sequence distribution given the camera trajectories and texts. This model, fine-tuned from a 2D diffusion model, directly generates pixel-aligned 3D Gaussians as an immediate 3D scene representation for consistent denoising. (3) Lastly, the 3D Gaussians are refined by a novel SDS++ loss as the Detailer, which incorporates the prior of the 2D diffusion model. Extensive experiments demonstrate that Director3D outperforms existing methods, offering superior performance in real-world 3D generation.

Paper

Similar papers

Peer review

Reviewer yFX55/10 · confidence 5/52024-07-12

Summary

This paper presents Director3D, a text-to-3D generation framework that creates realistic 3D scenes with adaptive camera trajectories. It includes a Cinematographer (Traj-DiT) for generating camera trajectories, a Decorator (GM-LDM) for initial scene generation, and a Detailer (SDS++ loss) for refinement. Using 3D Gaussians for scene representation, extensive experiments demonstrate its effectiveness.

Strengths

The results are good with high spatial consistency. The task is interesting. It is a good idea to generate scene-level 3D GS directly. The writing is clear.

Weaknesses

1. The quantitative comparison with object-level methods seems unfair. The given prompts include sence information, which efftets clip score. In quantitative comparisons, the authors should at least compare with scene-level methods like LucidDreamer or others. 2. Why didn't the authors compare their method with camera control video generation methods?

Questions

1. Is the number of Gaussians equal to the number of pixels in each view? Why set it that way? It seems that 256*256 Gaussians might not be sufficient for a scene-level representation. What is the total number of Gaussians used? 2. Can this pipeline achieve user-specified camera trajectories? 3. Is it possible to generate a complete 3D scene and then reconstruct it? If the camera trajectory encompasses the entire scene, all 3D information is captured. How does the novel view inference ability perform once the three stages are completed? If only can generate denoised views, the contributions will be weakened.

Rating

5

Confidence

5

Soundness

3

Presentation

4

Contribution

3

Limitations

1. What about failure cases? In what situations does the method fail to generate a consistent scene? I find it hard to believe that training on only two not large datasets can achieve such good results. The performance even surpasses object-level methods trained on Objaverse, which doesn't make sense. 2. I want to confirm how the test set is divided. For each class, is a portion of the videos divided as the test set, or are a portion of the classes divided as the test categories? And I want to confirm again that none of the prompts appeared in the training set?

Authorsrebuttal2024-08-13

Another interesting question! In fact, our initial idea was to propose a novel LDM architecture with 3D Gaussians as the intermediate representation (i.e., GM-LDM) for text-to-3D generation. At that time, the core comparison method we had was MVDream, so we roughly followed it to utilize Stable Diffusion as the prior model. Subsequently, due to some characteristics found during the training with real-world data, Director3D was proposed and GM-LDM was finally used as one of its sub-modules. We also noticed that some recent works fine-tune video generation models to multi-view generation models (e.g., SV3D), and the idea of GM-LDM (i.e., convert image/video decoders into pixel-aligned 3D Gaussians decoders) is also applicable to these architectures. Compared to the current structure (3D global attention), video diffusion models with separated spatial and temporal attention are more efficient and will help increase the supported number of views. However, at the same time, this may lead to the impairment of multi-view consistency. We will explore this in future works.

Reviewer yFX52024-08-13

Thank you for your detailed explain. I read other reviewers' discussions. And I think text-to-3D in sence level is an important but un-solved problem. So I decide to matain the score.

Reviewer sdLT5/10 · confidence 5/52024-07-13

Summary

The paper proposes a scene-generation method from text input. The framework utilizes three models that first generate a trajectory, then produce 3D Gaussians, and finally refine through SDS loss.

Strengths

- The design of using a trajectory generator and 3DGS diffusion is novel and impressive. - The proposed method outperforms existing object-level methods as shown in experiments.

Weaknesses

- The paper's evaluation is limited. The methods compared are object-level generation frameworks. The experiments can be improved by comparing them against scene-level generation methods, e.g. LucidDreamer[16] and ZeroNVS[1]. - I am confused about how SDS++ loss is presented. The paragraph following Eq. (9) contains numerous undefined variables, making it hard to understand how exactly SDS++ loss is formulated. Can I say it is the loss presented in [67] but integrated with learnable text embedding? What's the difference against the loss proposed in VSD[26] and how does it compare? - The proposed trajectory generator is novel. How important is generating the trajectory? Can we just assign some trajectories by retrieving the dataset? It seems that most trajectories in MVImgNet and DL3DV are very similar. How diverse are the generations? I see the results in Fig. 12. But aren't the differences coming from different sampling results of a text-based generator? Since the cameras are already normalized, the orientation of the first frame should not be restricted by the camera trajectory. It seems that the model is overfitting to the orientations in MVImgNet (flying around something on the table). Are the "randomly generated camera trajectories" coming from other objects? Is it because GM-LDM only works with one trajectory per scene? Does the model support working with multiple trajectories for the same scene? - Is the proposed GM-LDM only training the 3DGS scene on observed views? How do the authors avoid overfitting in the rendering-based denoising? Is the SDS++ loss only employed on interpolated camera trajectory? - Is the presented video only showing the views presented in the trajectory or they are novel view synthesis results? How do we know the generated 3D scene is not overfitting to these views? Sparse-view 3D reconstruction suffers from over-fitting issues a lot and I'd like to hear the authors' thoughts on this matter. [1] Sargent K, Li Z, Shah T, et al. Zeronvs: Zero-shot 360-degree view synthesis from a single real image. CVPR 2024, arxiv 2023.

Questions

Please refer to the weakness.

Rating

5

Confidence

5

Soundness

2

Presentation

1

Contribution

3

Limitations

Please refer to the weakness. This work shows brilliant visual results. I hope the authors clarify my questions above to help me better understand how the results are obtained.

Authorsrebuttal2024-08-13

Thank you for your very insightful comments and observations. --- ***Q1: Is the generated 3D Gaussian showing reasonably good geometry and texture?*** According to your idea, we conduct experiments on **depth rendering** of the generated 3D Gaussians. We are sorry that we cannot provide external images here. We observed that the generated depth is **reasonable for the overall layout**, but it is rather **noisy for object edges and details**. We suspect the main reason for this issue resides in the fact that we temporarily have not introduced geometric supervision in Director3D. Thank you very much for raising this question and we attach great importance to this issue. We will supplement the results of depth rendering in the revision and try possible solutions (e.g., introducing depth supervision and replacing 3DGS with 2DGS) in future works. --- ***Q2: Whether the novel cameras are obtained through interpolation.*** The novel cameras provided in Fig. 3 are **not obtained through interpolation** but controlled by user interaction with a web demo. We make sure that the novel cameras are **not within** but also **not too far away** from the original camera trajectory. The approximate distance and angular differences between the novel camera and the nearest original camera are 0.1 and 15°, respectively. --- Thanks again for your detailed comments and inspiring questions. We will continuously enhance the novel view synthesis ability and geometric quality of Director3D.

Reviewer sdLT2024-08-13

Thanks for the prompt response. I hope the authors can consider providing some visualizations of the geometry in the revised version. This can potentially encourage more future work. Thanks again for the clear answers and I am happy to increase to a positive rating.

Authorsrebuttal2024-08-13

We express our gratitude for your careful reading and valuable advice. We will continuously enhance our manuscript according to the rebuttals. Also, the code will be released to the community for reproduction and further modification. Since the average score for acceptance last year was 5.94, we kindly ask if you could increase the score to be higher than that. In any case, we are grateful for your efforts and time.

Reviewer Lv1o7/10 · confidence 4/52024-07-13

Summary

This paper presents Director3D, a novel text-to-3D generation framework designed to generate both real-world 3D scenes and adaptive camera trajectories. Specifically, the authors propose the Traj-DiT to generate adaptive camera trajectories, which treats camera parameters as temporal tokens and performs conditional denoising using a transformer model. The authors propose the GM-LDM and SDS++ Loss to generate robust 3D scenes by leveraging the 2D diffusion prior. Extensive experiments demonstrate the effectiveness of Director3D.

Strengths

1. This paper is written clearly and easy to read. 2. The idea of treating camera parameters as temporal tokens for denoising generation is novel and effective. 3. The GM-LDM and SDS++ loss functions achieve a fairly high level of realistic scene synthesis. The generated scenarios conform to the textual input as well as being reasonably realistic and consistent. 4. The proposed Director3D achieves impressive results on both quantitative and qualitative results.

Weaknesses

1. It would be more convincing to include more text-to-3D scene generation methods in the Quantitative Comparison in the Qualitative Comparison. 2. For ablation experiments of SDS++ Loss, please use more detailed evaluation metrics and experimental results to illustrate the effects. 3. Further implementation of conditionally controllable camera view generation would be helpful for the application of this technology. 4. Some important work in this area such as 3D-SceneDreamer should be discussed if they are not suitable for the experimental comparison. 5. The visual quality of the results seems acceptable compared to existing methods like 3D-scene-dreamer, the limitation of the method, including not allowing a large range of the camera movement, should be discussed.

Questions

No additional questions.

Rating

7

Confidence

4

Soundness

3

Presentation

3

Contribution

4

Limitations

1. The baseline methods like Fantasia3D and DreamFusion are mainly for object-level generation, not focusing on scene generation. 2. The result visualization can be improved, e.g., the imges are quite small for the reviewer to check the visual quality.

Reviewer YUdV5/10 · confidence 4/52024-07-17

Summary

This paper proposes a framework for simultaneous text-to-3D scene and camera trajectory generation. The authors propose a 3-stage pipeline to (1) generate a dense camera trajectory from input text, (2) use multi-view latent diffusion from a sparse subset of the generated trajectory to generate the 3D scene representation (Gaussian splats), and (3) refine the Gaussian splats with a modified SDS loss.

Strengths

- The paper tackles a practical problem of generating a 3D scene representation while also synthesizing a camera trajectory from text. It has implications of potential further applications for video/movie synthesis using explicit 3D representations. + The paper is well-written, the presentation is clear, and the method description is easy to follow and understand.

Weaknesses

- While this paper tackles a new problem, I have concerns with the problem statement. First, what is a "real-world" camera trajectory? Virtually any kind of camera motion could be created in the real world (be it hand-held shakiness or really smooth orbital trajectories that could be achieved via physical equipment). It seems that the camera motions that Traj-DiT could synthesize are mostly orbital (object-centric) -- why would this be considered as a "real-world" trajectory? - I don't quite get why 3D scene generation and camera trajectory generation should be a coupled problem. NeRFs / Gaussian splats with good quality are not necessarily created via "camera trajectories", but rather via a broad range of covered viewpoints. - Using a diffusion model to synthesize trajectories, the number of frames would be fixed. How does one determine such trajectory length? How can one vary the length? - It is unclear why Cinematographer generates a trajectory with dense frames while only a sparse subset is ever used subsequently. - To evaluate the quality of the synthesized camera trajectory, I believe the method should also be evaluated and compared against with a video generation quality metric (e.g. FVD). The 3D scene representation could be a well-trained NeRF / Gaussian splat, and rendered videos under different trajectories could be quantified and compared.

Questions

Please see the weakness sections.

Rating

5

Confidence

4

Soundness

3

Presentation

3

Contribution

3

Limitations

Yes

Reviewer sdLT2024-08-12

Interpolation is great. But is there renderings of more distant / novel viewpoints?

Thanks to the authors for the detailed response. A lot of my concerns are well resolved. I am, however, still confused about the **novel view evaluations**. I understand that "The presented video is rendered with uniformly interpolated cameras within the generated trajectories". But 3D Gaussians are known to be easy to overfit and interpolation still doesn't guarantee a reasonable 3D structure. My major question maybe is -- **is the generated 3D Gaussian showing reasonably good geometry and texture?** The current results demonstrate great visual quality on the limited views, but this can be achievable even when the 3D geometry is very poor. If the authors happen to have some renderings of more distant novel views or some renderings of the depth or the point cloud (proving the geometry is truly learned), showing some of these results can make the submission more solid. I notice in Figure 3 of rebuttal, that some novel view renderings are presented. Can the authors please elaborate on whether these cameras are obtained through interpolation? Maybe measuring through relative camera distance can quantitatively show how novel these cameras are. E.g. When the scene is normalized, how far are these novel view cameras from the given views.

Reviewer yFX52024-08-13

Thank you to the authors for their detailed response. Many of my concerns have been addressed. I have another question. Does the author mean that the diffusion frame number (i.e., 29) is capable of sparse reconstruction of 3D scenes? I believe sparse reconstruction is a challenging task. How can this problem be solved, and what are the limitations?

Authorsrebuttal2024-08-13

Your question is very interesting. To reconstruct a specific scene, 29 views possibly cannot fully guarantee the reconstruction quality. However, for generative models, since there is a large amount of scene data for training, the novel view supervision is regarded as a distribution for the model to learn. To learn the distribution, the model needs to generate 3D scenes supporting widely possible views. However, the 29 views we currently adopt are all nearby frames, and the number of frames is also limited due to the expensive GPU memory cost. We will try exploring more views for supervision (e.g., views within a range of frustum overlap) and increasing the number of sparse views to further enhance the novel view synthesis ability.

Authorsrebuttal2024-08-13

Actually no. The required number of views depends on the scene complexity. For 180° object-centric scenes, 8 views used for denoising and 29 views used for supervision in Director3D are basically enough to cover the whole scenes. But for complicated scenes, 8 views for denoising can only cover a corner. The supported number of views, as well as the supported scene complexity of Director3D, is now limited by the specific architecture, the GPU resources and the used datasets. However, the framework of Director3D have the potential to scale up.

Program Chairsdecision2024-09-25

Decision

Accept (poster)

© 2026 NYSGPT2525 LLC