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📅 2025-02-07
Capturing and reconstructing high-speed dynamic 3D scenes has numerous applications in computer graphics, vision, and interdisciplinary fields such as robotics, aerodynamics, and evolutionary biology. However, achieving this using a single imaging modality remains challenging. For instance, traditional RGB cameras suffer from low frame rates, limited exposure times, and narrow baselines. To address this, we propose a novel sensor fusion approach using Gaussian splatting, which combines RGB, depth, and event cameras to capture and reconstruct deforming scenes at high speeds. The key insight of our method lies in leveraging the complementary strengths of these imaging modalities: RGB cameras capture detailed color information, event cameras record rapid scene changes with microsecond resolution, and depth cameras provide 3D scene geometry. To unify the underlying scene representation across these modalities, we represent the scene using deformable 3D Gaussians. To handle rapid scene movements, we jointly optimize the 3D Gaussian parameters and their temporal deformation fields by integrating data from all three sensor modalities. This fusion enables efficient, high-quality imaging of fast and complex scenes, even under challenging conditions such as low light, narrow baselines, or rapid motion. Experiments on synthetic and real datasets captured with our prototype sensor fusion setup demonstrate that our method significantly outperforms state-of-the-art techniques, achieving noticeable improvements in both rendering fidelity and structural accuracy.
📅 2025-02-07 | 💬 9 pages, 7 figures
In computer graphics and vision, recovering easily modifiable scene appearance from image data is crucial for applications such as content creation. We introduce a novel method that integrates 3D Gaussian Splatting with an implicit surface representation, enabling intuitive editing of recovered scenes through mesh manipulation. Starting with a set of input images and camera poses, our approach reconstructs the scene surface using a neural signed distance field. This neural surface acts as a geometric prior guiding the training of Gaussian Splatting components, ensuring their alignment with the scene geometry. To facilitate editing, we encode the visual and geometric information into a lightweight triangle soup proxy. Edits applied to the mesh extracted from the neural surface propagate seamlessly through this intermediate structure to update the recovered appearance. Unlike previous methods relying on the triangle soup proxy representation, our approach supports a wider range of modifications and fully leverages the mesh topology, enabling a more flexible and intuitive editing process. The complete source code for this project can be accessed at: https://github.com/WJakubowska/NeuralSurfacePriors.
📅 2025-02-05 | 💬 14 pages,11 figures
3D Gaussian Splatting has emerged as an efficient photorealistic novel view synthesis method. However, its reliance on sparse Structure-from-Motion (SfM) point clouds consistently compromises the scene reconstruction quality. To address these limitations, this paper proposes a novel 3D reconstruction framework Gaussian Processes Gaussian Splatting (GP-GS), where a multi-output Gaussian Process model is developed to achieve adaptive and uncertainty-guided densification of sparse SfM point clouds. Specifically, we propose a dynamic sampling and filtering pipeline that adaptively expands the SfM point clouds by leveraging GP-based predictions to infer new candidate points from the input 2D pixels and depth maps. The pipeline utilizes uncertainty estimates to guide the pruning of high-variance predictions, ensuring geometric consistency and enabling the generation of dense point clouds. The densified point clouds provide high-quality initial 3D Gaussians to enhance reconstruction performance. Extensive experiments conducted on synthetic and real-world datasets across various scales validate the effectiveness and practicality of the proposed framework.
📅 2025-02-05
The 3D Gaussian Splatting (3DGS)-based SLAM system has garnered widespread attention due to its excellent performance in real-time high-fidelity rendering. However, in real-world environments with dynamic objects, existing 3DGS-based SLAM systems often face mapping errors and tracking drift issues. To address these problems, we propose GARAD-SLAM, a real-time 3DGS-based SLAM system tailored for dynamic scenes. In terms of tracking, unlike traditional methods, we directly perform dynamic segmentation on Gaussians and map them back to the front-end to obtain dynamic point labels through a Gaussian pyramid network, achieving precise dynamic removal and robust tracking. For mapping, we impose rendering penalties on dynamically labeled Gaussians, which are updated through the network, to avoid irreversible erroneous removal caused by simple pruning. Our results on real-world datasets demonstrate that our method is competitive in tracking compared to baseline methods, generating fewer artifacts and higher-quality reconstructions in rendering.
📅 2025-02-05 | 💬 AAAI-25. Project page: https://jumpat.github.io/SAGA
This paper presents SAGA (Segment Any 3D GAussians), a highly efficient 3D promptable segmentation method based on 3D Gaussian Splatting (3D-GS). Given 2D visual prompts as input, SAGA can segment the corresponding 3D target represented by 3D Gaussians within 4 ms. This is achieved by attaching an scale-gated affinity feature to each 3D Gaussian to endow it a new property towards multi-granularity segmentation. Specifically, a scale-aware contrastive training strategy is proposed for the scale-gated affinity feature learning. It 1) distills the segmentation capability of the Segment Anything Model (SAM) from 2D masks into the affinity features and 2) employs a soft scale gate mechanism to deal with multi-granularity ambiguity in 3D segmentation through adjusting the magnitude of each feature channel according to a specified 3D physical scale. Evaluations demonstrate that SAGA achieves real-time multi-granularity segmentation with quality comparable to state-of-the-art methods. As one of the first methods addressing promptable segmentation in 3D-GS, the simplicity and effectiveness of SAGA pave the way for future advancements in this field. Our code will be released.
📅 2025-02-05 | 💬 Accepted to ICLR2025. During the ICLR review process, we changed the name of our framework from GSLoc to GS-CPR (Camera Pose Refinement) according to the comments of reviewers. The project page is available at https://gsloc.active.vision
We leverage 3D Gaussian Splatting (3DGS) as a scene representation and propose a novel test-time camera pose refinement (CPR) framework, GS-CPR. This framework enhances the localization accuracy of state-of-the-art absolute pose regression and scene coordinate regression methods. The 3DGS model renders high-quality synthetic images and depth maps to facilitate the establishment of 2D-3D correspondences. GS-CPR obviates the need for training feature extractors or descriptors by operating directly on RGB images, utilizing the 3D foundation model, MASt3R, for precise 2D matching. To improve the robustness of our model in challenging outdoor environments, we incorporate an exposure-adaptive module within the 3DGS framework. Consequently, GS-CPR enables efficient one-shot pose refinement given a single RGB query and a coarse initial pose estimation. Our proposed approach surpasses leading NeRF-based optimization methods in both accuracy and runtime across indoor and outdoor visual localization benchmarks, achieving new state-of-the-art accuracy on two indoor datasets. The project page is available at https://gsloc.active.vision.
📅 2025-02-05
LiDAR novel view synthesis (NVS) has emerged as a novel task within LiDAR simulation, offering valuable simulated point cloud data from novel viewpoints to aid in autonomous driving systems. However, existing LiDAR NVS methods typically rely on neural radiance fields (NeRF) as their 3D representation, which incurs significant computational costs in both training and rendering. Moreover, NeRF and its variants are designed for symmetrical scenes, making them ill-suited for driving scenarios. To address these challenges, we propose GS-LiDAR, a novel framework for generating realistic LiDAR point clouds with panoramic Gaussian splatting. Our approach employs 2D Gaussian primitives with periodic vibration properties, allowing for precise geometric reconstruction of both static and dynamic elements in driving scenarios. We further introduce a novel panoramic rendering technique with explicit ray-splat intersection, guided by panoramic LiDAR supervision. By incorporating intensity and ray-drop spherical harmonic (SH) coefficients into the Gaussian primitives, we enhance the realism of the rendered point clouds. Extensive experiments on KITTI-360 and nuScenes demonstrate the superiority of our method in terms of quantitative metrics, visual quality, as well as training and rendering efficiency.
📅 2025-02-04 | 💬 14 pages,11 figures
3D Gaussian Splatting has emerged as an efficient photorealistic novel view synthesis method. However, its reliance on sparse Structure-from-Motion (SfM) point clouds consistently compromises the scene reconstruction quality. To address these limitations, this paper proposes a novel 3D reconstruction framework Gaussian Processes Gaussian Splatting (GP-GS), where a multi-output Gaussian Process model is developed to achieve adaptive and uncertainty-guided densification of sparse SfM point clouds. Specifically, we propose a dynamic sampling and filtering pipeline that adaptively expands the SfM point clouds by leveraging GP-based predictions to infer new candidate points from the input 2D pixels and depth maps. The pipeline utilizes uncertainty estimates to guide the pruning of high-variance predictions, ensuring geometric consistency and enabling the generation of dense point clouds. The densified point clouds provide high-quality initial 3D Gaussians to enhance reconstruction performance. Extensive experiments conducted on synthetic and real-world datasets across various scales validate the effectiveness and practicality of the proposed framework.
📅 2025-02-04 | 💬 journal
In embodied vision, Instance ImageGoal Navigation (IIN) requires an agent to locate a specific object depicted in a goal image within an unexplored environment. The primary challenge of IIN arises from the need to recognize the target object across varying viewpoints while ignoring potential distractors. Existing map-based navigation methods typically use Bird's Eye View (BEV) maps, which lack detailed texture representation of a scene. Consequently, while BEV maps are effective for semantic-level visual navigation, they are struggling for instance-level tasks. To this end, we propose a new framework for IIN, Gaussian Splatting for Visual Navigation (GaussNav), which constructs a novel map representation based on 3D Gaussian Splatting (3DGS). The GaussNav framework enables the agent to memorize both the geometry and semantic information of the scene, as well as retain the textural features of objects. By matching renderings of similar objects with the target, the agent can accurately identify, ground, and navigate to the specified object. Our GaussNav framework demonstrates a significant performance improvement, with Success weighted by Path Length (SPL) increasing from 0.347 to 0.578 on the challenging Habitat-Matterport 3D (HM3D) dataset. The source code is publicly available at the link: https://github.com/XiaohanLei/GaussNav.
📅 2025-02-04
Recently, the field of text-guided 3D scene generation has garnered significant attention. High-quality generation that aligns with physical realism and high controllability is crucial for practical 3D scene applications. However, existing methods face fundamental limitations: (i) difficulty capturing complex relationships between multiple objects described in the text, (ii) inability to generate physically plausible scene layouts, and (iii) lack of controllability and extensibility in compositional scenes. In this paper, we introduce LayoutDreamer, a framework that leverages 3D Gaussian Splatting (3DGS) to facilitate high-quality, physically consistent compositional scene generation guided by text. Specifically, given a text prompt, we convert it into a directed scene graph and adaptively adjust the density and layout of the initial compositional 3D Gaussians. Subsequently, dynamic camera adjustments are made based on the training focal point to ensure entity-level generation quality. Finally, by extracting directed dependencies from the scene graph, we tailor physical and layout energy to ensure both realism and flexibility. Comprehensive experiments demonstrate that LayoutDreamer outperforms other compositional scene generation quality and semantic alignment methods. Specifically, it achieves state-of-the-art (SOTA) performance in the multiple objects generation metric of T3Bench.
📅 2025-02-03 | 💬 Accepted for ICLR 2025
Novel view synthesis has experienced significant advancements owing to increasingly capable NeRF- and 3DGS-based methods. However, reflective object reconstruction remains challenging, lacking a proper solution to achieve real-time, high-quality rendering while accommodating inter-reflection. To fill this gap, we introduce a Reflective Gaussian splatting (Ref-Gaussian) framework characterized with two components: (I) Physically based deferred rendering that empowers the rendering equation with pixel-level material properties via formulating split-sum approximation; (II) Gaussian-grounded inter-reflection that realizes the desired inter-reflection function within a Gaussian splatting paradigm for the first time. To enhance geometry modeling, we further introduce material-aware normal propagation and an initial per-Gaussian shading stage, along with 2D Gaussian primitives. Extensive experiments on standard datasets demonstrate that Ref-Gaussian surpasses existing approaches in terms of quantitative metrics, visual quality, and compute efficiency. Further, we show that our method serves as a unified solution for both reflective and non-reflective scenes, going beyond the previous alternatives focusing on only reflective scenes. Also, we illustrate that Ref-Gaussian supports more applications such as relighting and editing.
📅 2025-02-03
Localizing textual descriptions within large-scale 3D scenes presents inherent ambiguities, such as identifying all traffic lights in a city. Addressing this, we introduce a method to generate distributions of camera poses conditioned on textual descriptions, facilitating robust reasoning for broadly defined concepts. Our approach employs a diffusion-based architecture to refine noisy 6DoF camera poses towards plausible locations, with conditional signals derived from pre-trained text encoders. Integration with the pretrained Vision-Language Model, CLIP, establishes a strong linkage between text descriptions and pose distributions. Enhancement of localization accuracy is achieved by rendering candidate poses using 3D Gaussian splatting, which corrects misaligned samples through visual reasoning. We validate our method's superiority by comparing it against standard distribution estimation methods across five large-scale datasets, demonstrating consistent outperformance. Code, datasets and more information will be publicly available at our project page.
📅 2025-02-03
Recently, generalizable feed-forward methods based on 3D Gaussian Splatting have gained significant attention for their potential to reconstruct 3D scenes using finite resources. These approaches create a 3D radiance field, parameterized by per-pixel 3D Gaussian primitives, from just a few images in a single forward pass. However, unlike multi-view methods that benefit from cross-view correspondences, 3D scene reconstruction with a single-view image remains an underexplored area. In this work, we introduce CATSplat, a novel generalizable transformer-based framework designed to break through the inherent constraints in monocular settings. First, we propose leveraging textual guidance from a visual-language model to complement insufficient information from a single image. By incorporating scene-specific contextual details from text embeddings through cross-attention, we pave the way for context-aware 3D scene reconstruction beyond relying solely on visual cues. Moreover, we advocate utilizing spatial guidance from 3D point features toward comprehensive geometric understanding under single-view settings. With 3D priors, image features can capture rich structural insights for predicting 3D Gaussians without multi-view techniques. Extensive experiments on large-scale datasets demonstrate the state-of-the-art performance of CATSplat in single-view 3D scene reconstruction with high-quality novel view synthesis.
📅 2025-02-03 | 💬 https://aashishrai3799.github.io/uvgs
3D Gaussian Splatting (3DGS) has demonstrated superior quality in modeling 3D objects and scenes. However, generating 3DGS remains challenging due to their discrete, unstructured, and permutation-invariant nature. In this work, we present a simple yet effective method to overcome these challenges. We utilize spherical mapping to transform 3DGS into a structured 2D representation, termed UVGS. UVGS can be viewed as multi-channel images, with feature dimensions as a concatenation of Gaussian attributes such as position, scale, color, opacity, and rotation. We further find that these heterogeneous features can be compressed into a lower-dimensional (e.g., 3-channel) shared feature space using a carefully designed multi-branch network. The compressed UVGS can be treated as typical RGB images. Remarkably, we discover that typical VAEs trained with latent diffusion models can directly generalize to this new representation without additional training. Our novel representation makes it effortless to leverage foundational 2D models, such as diffusion models, to directly model 3DGS. Additionally, one can simply increase the 2D UV resolution to accommodate more Gaussians, making UVGS a scalable solution compared to typical 3D backbones. This approach immediately unlocks various novel generation applications of 3DGS by inherently utilizing the already developed superior 2D generation capabilities. In our experiments, we demonstrate various unconditional, conditional generation, and inpainting applications of 3DGS based on diffusion models, which were previously non-trivial.
📅 2025-02-03
Effective network planning and sensing in wireless networks require resource-intensive site surveys for data collection. An alternative is Radio-Frequency (RF) signal spatial propagation modeling, which computes received signals given transceiver positions in a scene (e.g.s a conference room). We identify a fundamental trade-off between scalability and fidelity in the state-of-the-art method. To address this issue, we explore leveraging 3D Gaussian Splatting (3DGS), an advanced technique for the image synthesis of 3D scenes in real-time from arbitrary camera poses. By integrating domain-specific insights, we design three components for adapting 3DGS to the RF domain, including Gaussian-based RF scene representation, gradient-guided RF attribute learning, and RF-customized CUDA for ray tracing. Building on them, we develop RFSPM, an end-to-end framework for scalable RF signal Spatial Propagation Modeling. We evaluate RFSPM in four field studies and two applications across RFID, BLE, LoRa, and 5G, covering diverse frequencies, antennas, signals, and scenes. The results show that RFSPM matches the fidelity of the state-of-the-art method while reducing data requirements, training GPU-hours, and inference latency by up to 9.8\,$\times$, 18.6\,$\times$, and 84.4\,$\times$, respectively.
📅 2025-02-03 | 💬 Project Page: https://vr-robo.github.io/
Recent success in legged robot locomotion is attributed to the integration of reinforcement learning and physical simulators. However, these policies often encounter challenges when deployed in real-world environments due to sim-to-real gaps, as simulators typically fail to replicate visual realism and complex real-world geometry. Moreover, the lack of realistic visual rendering limits the ability of these policies to support high-level tasks requiring RGB-based perception like ego-centric navigation. This paper presents a Real-to-Sim-to-Real framework that generates photorealistic and physically interactive "digital twin" simulation environments for visual navigation and locomotion learning. Our approach leverages 3D Gaussian Splatting (3DGS) based scene reconstruction from multi-view images and integrates these environments into simulations that support ego-centric visual perception and mesh-based physical interactions. To demonstrate its effectiveness, we train a reinforcement learning policy within the simulator to perform a visual goal-tracking task. Extensive experiments show that our framework achieves RGB-only sim-to-real policy transfer. Additionally, our framework facilitates the rapid adaptation of robot policies with effective exploration capability in complex new environments, highlighting its potential for applications in households and factories.
📅 2025-02-03
Research on differentiable scene representations is consistently moving towards more efficient, real-time models. Recently, this has led to the popularization of splatting methods, which eschew the traditional ray-based rendering of radiance fields in favor of rasterization. This has yielded a significant improvement in rendering speeds due to the efficiency of rasterization algorithms and hardware, but has come at a cost: the approximations that make rasterization efficient also make implementation of light transport phenomena like reflection and refraction much more difficult. We propose a novel scene representation which avoids these approximations, but keeps the efficiency and reconstruction quality of splatting by leveraging a decades-old efficient volumetric mesh ray tracing algorithm which has been largely overlooked in recent computer vision research. The resulting model, which we name Radiant Foam, achieves rendering speed and quality comparable to Gaussian Splatting, without the constraints of rasterization. Unlike ray traced Gaussian models that use hardware ray tracing acceleration, our method requires no special hardware or APIs beyond the standard features of a programmable GPU.
📅 2025-02-02
Gaussian Splatting (GS) has emerged as a crucial technique for representing discrete volumetric radiance fields. It leverages unique parametrization to mitigate computational demands in scene optimization. This work introduces Topology-Aware 3D Gaussian Splatting (Topology-GS), which addresses two key limitations in current approaches: compromised pixel-level structural integrity due to incomplete initial geometric coverage, and inadequate feature-level integrity from insufficient topological constraints during optimization. To overcome these limitations, Topology-GS incorporates a novel interpolation strategy, Local Persistent Voronoi Interpolation (LPVI), and a topology-focused regularization term based on persistent barcodes, named PersLoss. LPVI utilizes persistent homology to guide adaptive interpolation, enhancing point coverage in low-curvature areas while preserving topological structure. PersLoss aligns the visual perceptual similarity of rendered images with ground truth by constraining distances between their topological features. Comprehensive experiments on three novel-view synthesis benchmarks demonstrate that Topology-GS outperforms existing methods in terms of PSNR, SSIM, and LPIPS metrics, while maintaining efficient memory usage. This study pioneers the integration of topology with 3D-GS, laying the groundwork for future research in this area.
📅 2025-02-02
In this paper, we present a large-scale fine-grained dataset using high-resolution images captured from locations worldwide. Compared to existing datasets, our dataset offers a significantly larger size and includes a higher level of detail, making it uniquely suited for fine-grained 3D applications. Notably, our dataset is built using drone-captured aerial imagery, which provides a more accurate perspective for capturing real-world site layouts and architectural structures. By reconstructing environments with these detailed images, our dataset supports applications such as the COLMAP format for Gaussian Splatting and the Structure-from-Motion (SfM) method. It is compatible with widely-used techniques including SLAM, Multi-View Stereo, and Neural Radiance Fields (NeRF), enabling accurate 3D reconstructions and point clouds. This makes it a benchmark for reconstruction and segmentation tasks. The dataset enables seamless integration with multi-modal data, supporting a range of 3D applications, from architectural reconstruction to virtual tourism. Its flexibility promotes innovation, facilitating breakthroughs in 3D modeling and analysis.
📅 2025-02-02 | 💬 22 pages
3D Gaussian splatting-based talking head synthesis has recently gained attention for its ability to render high-fidelity images with real-time inference speed. However, since it is typically trained on only a short video that lacks the diversity in facial emotions, the resultant talking heads struggle to represent a wide range of emotions. To address this issue, we propose a lip-aligned emotional face generator and leverage it to train our EmoTalkingGaussian model. It is able to manipulate facial emotions conditioned on continuous emotion values (i.e., valence and arousal); while retaining synchronization of lip movements with input audio. Additionally, to achieve the accurate lip synchronization for in-the-wild audio, we introduce a self-supervised learning method that leverages a text-to-speech network and a visual-audio synchronization network. We experiment our EmoTalkingGaussian on publicly available videos and have obtained better results than state-of-the-arts in terms of image quality (measured in PSNR, SSIM, LPIPS), emotion expression (measured in V-RMSE, A-RMSE, V-SA, A-SA, Emotion Accuracy), and lip synchronization (measured in LMD, Sync-E, Sync-C), respectively.
📅 2025-02-01
Dynamic scene rendering has taken a leap forward with the rise of 4D Gaussian Splatting, but there's still one elusive challenge: how to make 3D Gaussians move through time as naturally as they would in the real world, all while keeping the motion smooth and consistent. In this paper, we unveil a fresh approach that blends state-space modeling with Wasserstein geometry, paving the way for a more fluid and coherent representation of dynamic scenes. We introduce a State Consistency Filter that merges prior predictions with the current observations, enabling Gaussians to stay true to their way over time. We also employ Wasserstein distance regularization to ensure smooth, consistent updates of Gaussian parameters, reducing motion artifacts. Lastly, we leverage Wasserstein geometry to capture both translational motion and shape deformations, creating a more physically plausible model for dynamic scenes. Our approach guides Gaussians along their natural way in the Wasserstein space, achieving smoother, more realistic motion and stronger temporal coherence. Experimental results show significant improvements in rendering quality and efficiency, outperforming current state-of-the-art techniques.
📅 2025-02-01 | 💬 project website https://weichengtseng.github.io/gs-granular-mani/
Recent advancements in learned 3D representations have enabled significant progress in solving complex robotic manipulation tasks, particularly for rigid-body objects. However, manipulating granular materials such as beans, nuts, and rice, remains challenging due to the intricate physics of particle interactions, high-dimensional and partially observable state, inability to visually track individual particles in a pile, and the computational demands of accurate dynamics prediction. Current deep latent dynamics models often struggle to generalize in granular material manipulation due to a lack of inductive biases. In this work, we propose a novel approach that learns a visual dynamics model over Gaussian splatting representations of scenes and leverages this model for manipulating granular media via Model-Predictive Control. Our method enables efficient optimization for complex manipulation tasks on piles of granular media. We evaluate our approach in both simulated and real-world settings, demonstrating its ability to solve unseen planning tasks and generalize to new environments in a zero-shot transfer. We also show significant prediction and manipulation performance improvements compared to existing granular media manipulation methods.