修正: deepseek 笔记 96 处块级公式改为多行写法(适配 SilverBullet 行首锚点), 索引脚本同步 _abstract 命名
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@@ -30,11 +30,15 @@
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目标是在参考视角匹配参考图 $\hat{\bm{x}}$,同时其他视角依然合理,故对随机视角施加 SDS 损失:
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$$\nabla_\theta \mathcal{L}_{\text{SDS}}(\phi, g(\theta)) = \mathbb{E}_{t,\bm{\epsilon}}\Big[\omega(t)\big(\bm{\epsilon}_\phi(\bm{x}_t;y,t)-\bm{\epsilon}\big)\frac{\partial \bm{x}}{\partial \theta}\Big]$$
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$$
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\nabla_\theta \mathcal{L}_{\text{SDS}}(\phi, g(\theta)) = \mathbb{E}_{t,\bm{\epsilon}}\Big[\omega(t)\big(\bm{\epsilon}_\phi(\bm{x}_t;y,t)-\bm{\epsilon}\big)\frac{\partial \bm{x}}{\partial \theta}\Big]
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$$
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即渲染图加噪后预测噪声与所加噪声的逐像素差,$\omega(t)$ 为权重函数。为利用参考图,在参考视角 $\hat{c}$ 上施加仅计前景的光度损失 $\mathcal{L}_{\text{rgb}}=\lVert\hat{\bm{m}}\odot(\hat{\bm{x}}-g(\theta;\hat{c}))\rVert_2$ 与掩码损失 $\mathcal{L}_{\text{mask}}=\lVert\hat{\bm{m}}-g_m(\theta;\hat{c})\rVert_2$(后者鼓励场景稀疏),并由参考图推断深度与法向先验强制一致:
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$$\mathcal{L}_{\text{depth}}=-\frac{\text{conv}(\bm{d},\hat{\bm{d}})}{\sigma(\bm{d})\sigma(\hat{\bm{d}})},\qquad \mathcal{L}_{\text{normal}}=-\frac{\bm{n}\cdot\hat{\bm{n}}}{\lVert\bm{n}\rVert_2\cdot\lVert\hat{\bm{n}}\rVert_2}$$
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$$
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\mathcal{L}_{\text{depth}}=-\frac{\text{conv}(\bm{d},\hat{\bm{d}})}{\sigma(\bm{d})\sigma(\hat{\bm{d}})},\qquad \mathcal{L}_{\text{normal}}=-\frac{\bm{n}\cdot\hat{\bm{n}}}{\lVert\bm{n}\rVert_2\cdot\lVert\hat{\bm{n}}\rVert_2}
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$$
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其中 $\hat{\bm{d}}$、$\hat{\bm{n}}$ 由现成单视图估计器给出;深度损失取**负皮尔逊相关**形式以规避深度尺度不匹配。但仅此仍难保证背面语义一致,故需额外手段。
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@@ -42,11 +46,15 @@ $$\mathcal{L}_{\text{depth}}=-\frac{\text{conv}(\bm{d},\hat{\bm{d}})}{\sigma(\bm
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仅靠逐视角监督的 3D 优化欠约束,因此引入在大规模 3D 资产上训练的视角条件扩散模型 Zero-1-to-3:给定参考图与相对位姿 $c$ 即可「幻想」对应视角图像,编码更丰富的 3D 知识:
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$$\nabla_\theta \mathcal{L}_{\text{3D-SDS}}(\phi, g(\theta)) = \mathbb{E}_{t,\bm{\epsilon}}\Big[\omega(t)\big(\bm{\epsilon}_\phi(\bm{x}_t;\hat{\bm{x}},c,y,t)-\bm{\epsilon}\big)\frac{\partial \bm{x}}{\partial \theta}\Big]$$
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$$
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\nabla_\theta \mathcal{L}_{\text{3D-SDS}}(\phi, g(\theta)) = \mathbb{E}_{t,\bm{\epsilon}}\Big[\omega(t)\big(\bm{\epsilon}_\phi(\bm{x}_t;\hat{\bm{x}},c,y,t)-\bm{\epsilon}\big)\frac{\partial \bm{x}}{\partial \theta}\Big]
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$$
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它能缓解 Janus 类缺陷,但该模型基于类别有限、渲染质量偏低的数据微调,生成能力受损,单独使用会拖坏通用图像升维质量。故采用**混合 SDS 损失**,同时纳入 2D 与 3D 先验:
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$$\nabla_\theta \mathcal{L}_{\text{hybrid}}(\phi, g(\theta)) = \nabla_\theta \mathcal{L}_{\text{SDS}}(\phi, g(\theta)) + \mu \nabla_\theta \mathcal{L}_{\text{3D-SDS}}(\phi, g(\theta))$$
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$$
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\nabla_\theta \mathcal{L}_{\text{hybrid}}(\phi, g(\theta)) = \nabla_\theta \mathcal{L}_{\text{SDS}}(\phi, g(\theta)) + \mu \nabla_\theta \mathcal{L}_{\text{3D-SDS}}(\phi, g(\theta))
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$$
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取 $\mu=2$ 强调 3D 先验权重;$\mathcal{L}_{\text{SDS}}$ 使用 DeepFloyd IF base 模型($64\times64$ 像素空间,更擅长捕捉粗粒度几何)。
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@@ -58,11 +66,15 @@ $$\nabla_\theta \mathcal{L}_{\text{hybrid}}(\phi, g(\theta)) = \nabla_\theta \ma
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几何阶段纹理模糊有三因:2D 先验分辨率粗($64\times64$)、3D 感知模型锐度有限、大无分类器引导(CFG)带来过平滑与过饱和。纹理阶段改用变分分数蒸馏(VSD)并切换到 Stable Diffusion 获取高分辨率梯度,固定四面体网格只优化纹理,且刻意**不**用 Zero-1-to-3(会损害纹理质量):
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$$\mathcal{L}_{\text{VSD}}=D_{\text{KL}}\big(q^\mu(\bm{x}_0|y)\,\|\,p(\bm{x}_0|y)\big),\qquad \nabla_\theta \mathcal{L}_{\text{VSD}} = \mathbb{E}_{t,\bm{\epsilon}}\Big[\omega(t)\big(\bm{\epsilon}_\phi(\bm{x}_t;y,t)-\bm{\epsilon}_{\text{lora}}(\bm{x}_t;y,t,c)\big)\frac{\partial \bm{x}}{\partial \theta}\Big]$$
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$$
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\mathcal{L}_{\text{VSD}}=D_{\text{KL}}\big(q^\mu(\bm{x}_0|y)\,\|\,p(\bm{x}_0|y)\big),\qquad \nabla_\theta \mathcal{L}_{\text{VSD}} = \mathbb{E}_{t,\bm{\epsilon}}\Big[\omega(t)\big(\bm{\epsilon}_\phi(\bm{x}_t;y,t)-\bm{\epsilon}_{\text{lora}}(\bm{x}_t;y,t,c)\big)\frac{\partial \bm{x}}{\partial \theta}\Big]
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$$
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但仅用 VSD,不一致的纹理可能回归。作者观察到上一阶段的多视角渲染虽偏模糊却具备良好 3D 一致性,于是用 DreamBooth 在这些渲染 $\{\bm{x}\}$ 上微调,让模型对「场景环绕视角」形成概念——提示词含唯一标识符与类别名(如 "A [V] astronaut"),每视角相机参数作为附加条件。关键技巧是用**带噪增强**渲染 $\bm{x_r}=r_{t'}(\bm{x})$:按时间步 $t'$ 注入高斯噪声 $\bm{x}_{t'}=\alpha_{t'}\bm{x}_0+\sigma_{t'}\bm{\epsilon}$ 再由模型恢复,$t'$ 越大暴露的高频细节越多、但保真度越低。据此对 3D 场景与扩散先验做**交替优化**:初期渲染模糊就用较大的 $t'$ 增强纹理(代价是引入一些 3D 不一致);纹理变精细后减小噪声,DreamBooth 便从更一致的渲染学习。3D 梯度由如下 BSD 损失给出:
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$$\nabla_\theta \mathcal{L}_{\text{BSD}}(\phi, g(\theta)) = \mathbb{E}_{t,\bm{\epsilon},c}\Big[\omega(t)\big(\bm{\epsilon}_{\text{DreamBooth}}(\bm{x}_t;y,t,r_{t'}(\bm{x}),c)-\bm{\epsilon}_{\text{lora}}(\bm{x}_t;y,t,\bm{x},c)\big)\frac{\partial \bm{x}}{\partial \theta}\Big]$$
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$$
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\nabla_\theta \mathcal{L}_{\text{BSD}}(\phi, g(\theta)) = \mathbb{E}_{t,\bm{\epsilon},c}\Big[\omega(t)\big(\bm{\epsilon}_{\text{DreamBooth}}(\bm{x}_t;y,t,r_{t'}(\bm{x}),c)-\bm{\epsilon}_{\text{lora}}(\bm{x}_t;y,t,\bm{x},c)\big)\frac{\partial \bm{x}}{\partial \theta}\Big]
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$$
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与从固定 2D 模型蒸馏的先前工作不同,BSD 学习一个**不断演化**的模型,靠正在被雕刻的 3D 模型反馈而越来越 3D 一致;交替两轮即可得到细节丰富且一致的纹理。
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