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📅 2025-04-15
Novel view synthesis (NVS) from multiple captured photos of an object is a widely studied problem. Achieving high quality typically requires dense sampling of input views, which can lead to frustrating and tedious manual labor. Manually positioning cameras to maintain an optimal desired distribution can be difficult for humans, and if a good distribution is found, it is not easy to replicate. Additionally, the captured data can suffer from motion blur and defocus due to human error. In this paper, we present a lightweight object capture pipeline to reduce the manual workload and standardize the acquisition setup. We use a consumer turntable to carry the object and a tripod to hold the camera. As the turntable rotates, we automatically capture dense samples from various views and lighting conditions; we can repeat this for several camera positions. This way, we can easily capture hundreds of valid images in several minutes without hands-on effort. However, in the object reference frame, the light conditions vary; this is harmful to a standard NVS method like 3D Gaussian splatting (3DGS) which assumes fixed lighting. We design a neural radiance representation conditioned on light rotations, which addresses this issue and allows relightability as an additional benefit. We demonstrate our pipeline using 3DGS as the underlying framework, achieving competitive quality compared to previous methods with exhaustive acquisition and showcasing its potential for relighting and harmonization tasks.
📅 2025-04-15
Single-image 3D scene reconstruction presents significant challenges due to its inherently ill-posed nature and limited input constraints. Recent advances have explored two promising directions: multiview generative models that train on 3D consistent datasets but struggle with out-of-distribution generalization, and 3D scene inpainting and completion frameworks that suffer from cross-view inconsistency and suboptimal error handling, as they depend exclusively on depth data or 3D smoothness, which ultimately degrades output quality and computational performance. Building upon these approaches, we present GaussVideoDreamer, which advances generative multimedia approaches by bridging the gap between image, video, and 3D generation, integrating their strengths through two key innovations: (1) A progressive video inpainting strategy that harnesses temporal coherence for improved multiview consistency and faster convergence. (2) A 3D Gaussian Splatting consistency mask to guide the video diffusion with 3D consistent multiview evidence. Our pipeline combines three core components: a geometry-aware initialization protocol, Inconsistency-Aware Gaussian Splatting, and a progressive video inpainting strategy. Experimental results demonstrate that our approach achieves 32% higher LLaVA-IQA scores and at least 2x speedup compared to existing methods while maintaining robust performance across diverse scenes.
📅 2025-04-15
We present GaSLight, a method that generates spatially-varying lighting from regular images. Our method proposes using HDR Gaussian Splats as light source representation, marking the first time regular images can serve as light sources in a 3D renderer. Our two-stage process first enhances the dynamic range of images plausibly and accurately by leveraging the priors embedded in diffusion models. Next, we employ Gaussian Splats to model 3D lighting, achieving spatially variant lighting. Our approach yields state-of-the-art results on HDR estimations and their applications in illuminating virtual objects and scenes. To facilitate the benchmarking of images as light sources, we introduce a novel dataset of calibrated and unsaturated HDR to evaluate images as light sources. We assess our method using a combination of this novel dataset and an existing dataset from the literature. The code to reproduce our method will be available upon acceptance.
📅 2025-04-15
3D Gaussian Splatting reconstructs scenes by starting from a sparse Structure-from-Motion initialization and iteratively refining under-reconstructed regions. This process is inherently slow, as it requires multiple densification steps where Gaussians are repeatedly split and adjusted, following a lengthy optimization path. Moreover, this incremental approach often leads to suboptimal renderings, particularly in high-frequency regions where detail is critical. We propose a fundamentally different approach: we eliminate densification process with a one-step approximation of scene geometry using triangulated pixels from dense image correspondences. This dense initialization allows us to estimate rough geometry of the scene while preserving rich details from input RGB images, providing each Gaussian with well-informed colors, scales, and positions. As a result, we dramatically shorten the optimization path and remove the need for densification. Unlike traditional methods that rely on sparse keypoints, our dense initialization ensures uniform detail across the scene, even in high-frequency regions where 3DGS and other methods struggle. Moreover, since all splats are initialized in parallel at the start of optimization, we eliminate the need to wait for densification to adjust new Gaussians. Our method not only outperforms speed-optimized models in training efficiency but also achieves higher rendering quality than state-of-the-art approaches, all while using only half the splats of standard 3DGS. It is fully compatible with other 3DGS acceleration techniques, making it a versatile and efficient solution that can be integrated with existing approaches.
📅 2025-04-14 | 💬 16 pages, 8 figures, Project pages: https://jzr99.github.io/DNF-Avatar/
Creating relightable and animatable human avatars from monocular videos is a rising research topic with a range of applications, e.g. virtual reality, sports, and video games. Previous works utilize neural fields together with physically based rendering (PBR), to estimate geometry and disentangle appearance properties of human avatars. However, one drawback of these methods is the slow rendering speed due to the expensive Monte Carlo ray tracing. To tackle this problem, we proposed to distill the knowledge from implicit neural fields (teacher) to explicit 2D Gaussian splatting (student) representation to take advantage of the fast rasterization property of Gaussian splatting. To avoid ray-tracing, we employ the split-sum approximation for PBR appearance. We also propose novel part-wise ambient occlusion probes for shadow computation. Shadow prediction is achieved by querying these probes only once per pixel, which paves the way for real-time relighting of avatars. These techniques combined give high-quality relighting results with realistic shadow effects. Our experiments demonstrate that the proposed student model achieves comparable or even better relighting results with our teacher model while being 370 times faster at inference time, achieving a 67 FPS rendering speed.
📅 2025-04-14
A key challenge in fine-grained 3D-based interactive editing is the absence of an efficient representation that balances diverse modifications with high-quality view synthesis under a given memory constraint. While 3D meshes provide robustness for various modifications, they often yield lower-quality view synthesis compared to 3D Gaussian Splatting, which, in turn, suffers from instability during extensive editing. A straightforward combination of these two representations results in suboptimal performance and fails to meet memory constraints. In this paper, we introduce SplatMesh, a novel fine-grained interactive 3D segmentation and editing algorithm that integrates 3D Gaussian Splat with a precomputed mesh and could adjust the memory request based on the requirement. Specifically, given a mesh, \method simplifies it while considering both color and shape, ensuring it meets memory constraints. Then, SplatMesh aligns Gaussian splats with the simplified mesh by treating each triangle as a new reference point. By segmenting and editing the simplified mesh, we can effectively edit the Gaussian splats as well, which will lead to extensive experiments on real and synthetic datasets, coupled with illustrative visual examples, highlighting the superiority of our approach in terms of representation quality and editing performance. Code of our paper can be found here: https://github.com/kaichen-z/SplatMesh.
📅 2025-04-14 | 💬 Paper Video: https://youtu.be/QuIYTljvhyg Project Page: https://tangjiapeng.github.io/projects/GAF
We propose a novel approach for reconstructing animatable 3D Gaussian avatars from monocular videos captured by commodity devices like smartphones. Photorealistic 3D head avatar reconstruction from such recordings is challenging due to limited observations, which leaves unobserved regions under-constrained and can lead to artifacts in novel views. To address this problem, we introduce a multi-view head diffusion model, leveraging its priors to fill in missing regions and ensure view consistency in Gaussian splatting renderings. To enable precise viewpoint control, we use normal maps rendered from FLAME-based head reconstruction, which provides pixel-aligned inductive biases. We also condition the diffusion model on VAE features extracted from the input image to preserve facial identity and appearance details. For Gaussian avatar reconstruction, we distill multi-view diffusion priors by using iteratively denoised images as pseudo-ground truths, effectively mitigating over-saturation issues. To further improve photorealism, we apply latent upsampling priors to refine the denoised latent before decoding it into an image. We evaluate our method on the NeRSemble dataset, showing that GAF outperforms previous state-of-the-art methods in novel view synthesis. Furthermore, we demonstrate higher-fidelity avatar reconstructions from monocular videos captured on commodity devices.
📅 2025-04-14
Novel view synthesis (NVS) in low-light scenes remains a significant challenge due to degraded inputs characterized by severe noise, low dynamic range (LDR) and unreliable initialization. While recent NeRF-based approaches have shown promising results, most suffer from high computational costs, and some rely on carefully captured or pre-processed data--such as RAW sensor inputs or multi-exposure sequences--which severely limits their practicality. In contrast, 3D Gaussian Splatting (3DGS) enables real-time rendering with competitive visual fidelity; however, existing 3DGS-based methods struggle with low-light sRGB inputs, resulting in unstable Gaussian initialization and ineffective noise suppression. To address these challenges, we propose LL-Gaussian, a novel framework for 3D reconstruction and enhancement from low-light sRGB images, enabling pseudo normal-light novel view synthesis. Our method introduces three key innovations: 1) an end-to-end Low-Light Gaussian Initialization Module (LLGIM) that leverages dense priors from learning-based MVS approach to generate high-quality initial point clouds; 2) a dual-branch Gaussian decomposition model that disentangles intrinsic scene properties (reflectance and illumination) from transient interference, enabling stable and interpretable optimization; 3) an unsupervised optimization strategy guided by both physical constrains and diffusion prior to jointly steer decomposition and enhancement. Additionally, we contribute a challenging dataset collected in extreme low-light environments and demonstrate the effectiveness of LL-Gaussian. Compared to state-of-the-art NeRF-based methods, LL-Gaussian achieves up to 2,000 times faster inference and reduces training time to just 2%, while delivering superior reconstruction and rendering quality.
📅 2025-04-14
3D object removal is an important sub-task in 3D scene editing, with broad applications in scene understanding, augmented reality, and robotics. However, existing methods struggle to achieve a desirable balance among consistency, usability, and computational efficiency in multi-view settings. These limitations are primarily due to unintuitive user interaction in the source view, inefficient multi-view object mask generation, computationally expensive inpainting procedures, and a lack of applicability across different radiance field representations. To address these challenges, we propose a novel pipeline that improves the quality and efficiency of multi-view object mask generation and inpainting. Our method introduces an intuitive region-based interaction mechanism in the source view and eliminates the need for camera poses or extra model training. Our lightweight HoMM module is employed to achieve high-quality multi-view mask propagation with enhanced efficiency. In the inpainting stage, we further reduce computational costs by performing inpainting only on selected key views and propagating the results to other views via homography-based mapping. Our pipeline is compatible with a variety of radiance field frameworks, including NeRF and 3D Gaussian Splatting, demonstrating improved generalizability and practicality in real-world scenarios. Additionally, we present a new 3D multi-object removal dataset with greater object diversity and viewpoint variation than existing datasets. Experiments on public benchmarks and our proposed dataset show that our method achieves state-of-the-art performance while reducing runtime to one-fifth of that required by leading baselines.
📅 2025-04-14
In recent years, significant advancements have been made in text-driven 3D content generation. However, several challenges remain. In practical applications, users often provide extremely simple text inputs while expecting high-quality 3D content. Generating optimal results from such minimal text is a difficult task due to the strong dependency of text-to-3D models on the quality of input prompts. Moreover, the generation process exhibits high variability, making it difficult to control. Consequently, multiple iterations are typically required to produce content that meets user expectations, reducing generation efficiency. To address this issue, we propose GPT-4V for self-optimization, which significantly enhances the efficiency of generating satisfactory content in a single attempt. Furthermore, the controllability of text-to-3D generation methods has not been fully explored. Our approach enables users to not only provide textual descriptions but also specify additional conditions, such as style, edges, scribbles, poses, or combinations of multiple conditions, allowing for more precise control over the generated 3D content. Additionally, during training, we effectively integrate multi-view information, including multi-view depth, masks, features, and images, to address the common Janus problem in 3D content generation. Extensive experiments demonstrate that our method achieves robust generalization, facilitating the efficient and controllable generation of high-quality 3D content.
📅 2025-04-14 | 💬 Accepted at CVPR 2025, Project page: https://vcai.mpi-inf.mpg.de/projects/DUT/
Real-time free-view human rendering from sparse-view RGB inputs is a challenging task due to the sensor scarcity and the tight time budget. To ensure efficiency, recent methods leverage 2D CNNs operating in texture space to learn rendering primitives. However, they either jointly learn geometry and appearance, or completely ignore sparse image information for geometry estimation, significantly harming visual quality and robustness to unseen body poses. To address these issues, we present Double Unprojected Textures, which at the core disentangles coarse geometric deformation estimation from appearance synthesis, enabling robust and photorealistic 4K rendering in real-time. Specifically, we first introduce a novel image-conditioned template deformation network, which estimates the coarse deformation of the human template from a first unprojected texture. This updated geometry is then used to apply a second and more accurate texture unprojection. The resulting texture map has fewer artifacts and better alignment with input views, which benefits our learning of finer-level geometry and appearance represented by Gaussian splats. We validate the effectiveness and efficiency of the proposed method in quantitative and qualitative experiments, which significantly surpasses other state-of-the-art methods. Project page: https://vcai.mpi-inf.mpg.de/projects/DUT/
📅 2025-04-14
While 3D Gaussian Splatting (3D-GS) achieves photorealistic novel view synthesis, its performance degrades with motion blur. In scenarios with rapid motion or low-light conditions, existing RGB-based deblurring methods struggle to model camera pose and radiance changes during exposure, reducing reconstruction accuracy. Event cameras, capturing continuous brightness changes during exposure, can effectively assist in modeling motion blur and improving reconstruction quality. Therefore, we propose Event-driven Bundle Adjusted Deblur Gaussian Splatting (EBAD-Gaussian), which reconstructs sharp 3D Gaussians from event streams and severely blurred images. This method jointly learns the parameters of these Gaussians while recovering camera motion trajectories during exposure time. Specifically, we first construct a blur loss function by synthesizing multiple latent sharp images during the exposure time, minimizing the difference between real and synthesized blurred images. Then we use event stream to supervise the light intensity changes between latent sharp images at any time within the exposure period, supplementing the light intensity dynamic changes lost in RGB images. Furthermore, we optimize the latent sharp images at intermediate exposure times based on the event-based double integral (EDI) prior, applying consistency constraints to enhance the details and texture information of the reconstructed images. Extensive experiments on synthetic and real-world datasets show that EBAD-Gaussian can achieve high-quality 3D scene reconstruction under the condition of blurred images and event stream inputs.
📅 2025-04-14
Single-image 3D scene reconstruction presents significant challenges due to its inherently ill-posed nature and limited input constraints. Recent advances have explored two promising directions: multiview generative models that train on 3D consistent datasets but struggle with out-of-distribution generalization, and 3D scene inpainting and completion frameworks that suffer from cross-view inconsistency and suboptimal error handling, as they depend exclusively on depth data or 3D smoothness, which ultimately degrades output quality and computational performance. Building upon these approaches, we present GaussVideoDreamer, which advances generative multimedia approaches by bridging the gap between image, video, and 3D generation, integrating their strengths through two key innovations: (1) A progressive video inpainting strategy that harnesses temporal coherence for improved multiview consistency and faster convergence. (2) A 3D Gaussian Splatting consistency mask to guide the video diffusion with 3D consistent multiview evidence. Our pipeline combines three core components: a geometry-aware initialization protocol, Inconsistency-Aware Gaussian Splatting, and a progressive video inpainting strategy. Experimental results demonstrate that our approach achieves 32% higher LLaVA-IQA scores and at least 2x speedup compared to existing methods while maintaining robust performance across diverse scenes.
📅 2025-04-14
Neural Radiance Field (NeRF) is widely known for high-fidelity novel view synthesis. However, even the state-of-the-art NeRF model, Gaussian Splatting, requires minutes for training, far from the real-time performance required by multimedia scenarios like telemedicine. One of the obstacles is its inefficient sampling, which is only partially addressed by existing works. Existing point-sampling algorithms uniformly sample simple-texture regions (easy to fit) and complex-texture regions (hard to fit), while existing ray-sampling algorithms sample these regions all in the finest granularity (i.e. the pixel level), both wasting GPU training resources. Actually, regions with different texture intensities require different sampling granularities. To this end, we propose a novel dynamic-resolution ray-sampling algorithm, MCBlock, which employs Monte Carlo Tree Search (MCTS) to partition each training image into pixel blocks with different sizes for active block-wise training. Specifically, the trees are initialized according to the texture of training images to boost the initialization speed, and an expansion/pruning module dynamically optimizes the block partition. MCBlock is implemented in Nerfstudio, an open-source toolset, and achieves a training acceleration of up to 2.33x, surpassing other ray-sampling algorithms. We believe MCBlock can apply to any cone-tracing NeRF model and contribute to the multimedia community.
📅 2025-04-13 | 💬 CVPR 2025. Project page: https://ref-gs.github.io/
In this paper, we introduce Ref-GS, a novel approach for directional light factorization in 2D Gaussian splatting, which enables photorealistic view-dependent appearance rendering and precise geometry recovery. Ref-GS builds upon the deferred rendering of Gaussian splatting and applies directional encoding to the deferred-rendered surface, effectively reducing the ambiguity between orientation and viewing angle. Next, we introduce a spherical Mip-grid to capture varying levels of surface roughness, enabling roughness-aware Gaussian shading. Additionally, we propose a simple yet efficient geometry-lighting factorization that connects geometry and lighting via the vector outer product, significantly reducing renderer overhead when integrating volumetric attributes. Our method achieves superior photorealistic rendering for a range of open-world scenes while also accurately recovering geometry.
📅 2025-04-13
Recent advancements in Generalizable Gaussian Splatting have enabled robust 3D reconstruction from sparse input views by utilizing feed-forward Gaussian Splatting models, achieving superior cross-scene generalization. However, while many methods focus on geometric consistency, they often neglect the potential of text-driven guidance to enhance semantic understanding, which is crucial for accurately reconstructing fine-grained details in complex scenes. To address this limitation, we propose TextSplat--the first text-driven Generalizable Gaussian Splatting framework. By employing a text-guided fusion of diverse semantic cues, our framework learns robust cross-modal feature representations that improve the alignment of geometric and semantic information, producing high-fidelity 3D reconstructions. Specifically, our framework employs three parallel modules to obtain complementary representations: the Diffusion Prior Depth Estimator for accurate depth information, the Semantic Aware Segmentation Network for detailed semantic information, and the Multi-View Interaction Network for refined cross-view features. Then, in the Text-Guided Semantic Fusion Module, these representations are integrated via the text-guided and attention-based feature aggregation mechanism, resulting in enhanced 3D Gaussian parameters enriched with detailed semantic cues. Experimental results on various benchmark datasets demonstrate improved performance compared to existing methods across multiple evaluation metrics, validating the effectiveness of our framework. The code will be publicly available.
📅 2025-04-13 | 💬 Accepted by CVPR 2025
Although 3D Gaussian Splatting (3DGS) has demonstrated promising results in novel view synthesis, its performance degrades dramatically with sparse inputs and generates undesirable artifacts. As the number of training views decreases, the novel view synthesis task degrades to a highly under-determined problem such that existing methods suffer from the notorious overfitting issue. Interestingly, we observe that models with fewer Gaussian primitives exhibit less overfitting under sparse inputs. Inspired by this observation, we propose a Random Dropout Regularization (RDR) to exploit the advantages of low-complexity models to alleviate overfitting. In addition, to remedy the lack of high-frequency details for these models, an Edge-guided Splitting Strategy (ESS) is developed. With these two techniques, our method (termed DropoutGS) provides a simple yet effective plug-in approach to improve the generalization performance of existing 3DGS methods. Extensive experiments show that our DropoutGS produces state-of-the-art performance under sparse views on benchmark datasets including Blender, LLFF, and DTU. The project page is at: https://xuyx55.github.io/DropoutGS/.
📅 2025-04-13
Monitoring space objects is crucial for space situational awareness, yet reconstructing 3D satellite models from ground-based telescope images is challenging due to atmospheric turbulence, long observation distances, limited viewpoints, and low signal-to-noise ratios. In this paper, we propose a novel computational imaging framework that overcomes these obstacles by integrating a hybrid image pre-processing pipeline with a joint pose estimation and 3D reconstruction module based on controlled Gaussian Splatting (GS) and Branch-and-Bound (BnB) search. We validate our approach on both synthetic satellite datasets and on-sky observations of China's Tiangong Space Station and the International Space Station, achieving robust 3D reconstructions of low-Earth orbit satellites from ground-based data. Quantitative evaluations using SSIM, PSNR, LPIPS, and Chamfer Distance demonstrate that our method outperforms state-of-the-art NeRF-based approaches, and ablation studies confirm the critical role of each component. Our framework enables high-fidelity 3D satellite monitoring from Earth, offering a cost-effective alternative for space situational awareness. Project page: https://ai4scientificimaging.org/ReconstructingSatellites
📅 2025-04-12
3D Gaussian Splatting (3DGS) is a powerful reconstruction technique, but it needs to be initialized from accurate camera poses and high-fidelity point clouds. Typically, the initialization is taken from Structure-from-Motion (SfM) algorithms; however, SfM is time-consuming and restricts the application of 3DGS in real-world scenarios and large-scale scene reconstruction. We introduce a constrained optimization method for simultaneous camera pose estimation and 3D reconstruction that does not require SfM support. Core to our approach is decomposing a camera pose into a sequence of camera-to-(device-)center and (device-)center-to-world optimizations. To facilitate, we propose two optimization constraints conditioned to the sensitivity of each parameter group and restricts each parameter's search space. In addition, as we learn the scene geometry directly from the noisy point clouds, we propose geometric constraints to improve the reconstruction quality. Experiments demonstrate that the proposed method significantly outperforms the existing (multi-modal) 3DGS baseline and methods supplemented by COLMAP on both our collected dataset and two public benchmarks.
📅 2025-04-12 | 💬 Accepted to CVPR 2025
Reconstructing 3Ds of hand-object interaction (HOI) is a fundamental problem that can find numerous applications. Despite recent advances, there is no comprehensive pipeline yet for bimanual class-agnostic interaction reconstruction from a monocular RGB video, where two hands and an unknown object are interacting with each other. Previous works tackled the limited hand-object interaction case, where object templates are pre-known or only one hand is involved in the interaction. The bimanual interaction reconstruction exhibits severe occlusions introduced by complex interactions between two hands and an object. To solve this, we first introduce BIGS (Bimanual Interaction 3D Gaussian Splatting), a method that reconstructs 3D Gaussians of hands and an unknown object from a monocular video. To robustly obtain object Gaussians avoiding severe occlusions, we leverage prior knowledge of pre-trained diffusion model with score distillation sampling (SDS) loss, to reconstruct unseen object parts. For hand Gaussians, we exploit the 3D priors of hand model (i.e., MANO) and share a single Gaussian for two hands to effectively accumulate hand 3D information, given limited views. To further consider the 3D alignment between hands and objects, we include the interacting-subjects optimization step during Gaussian optimization. Our method achieves the state-of-the-art accuracy on two challenging datasets, in terms of 3D hand pose estimation (MPJPE), 3D object reconstruction (CDh, CDo, F10), and rendering quality (PSNR, SSIM, LPIPS), respectively.
📅 2025-04-12
Recently, reconstructing scenes from a single panoramic image using advanced 3D Gaussian Splatting (3DGS) techniques has attracted growing interest. Panoramic images offer a 360$\times$ 180 field of view (FoV), capturing the entire scene in a single shot. However, panoramic images introduce severe distortion, making it challenging to render 3D Gaussians into 2D distorted equirectangular space directly. Converting equirectangular images to cubemap projections partially alleviates this problem but introduces new challenges, such as projection distortion and discontinuities across cube-face boundaries. To address these limitations, we present a novel framework, named TPGS, to bridge continuous panoramic 3D scene reconstruction with perspective Gaussian splatting. Firstly, we introduce a Transition Plane between adjacent cube faces to enable smoother transitions in splatting directions and mitigate optimization ambiguity in the boundary region. Moreover, an intra-to-inter face optimization strategy is proposed to enhance local details and restore visual consistency across cube-face boundaries. Specifically, we optimize 3D Gaussians within individual cube faces and then fine-tune them in the stitched panoramic space. Additionally, we introduce a spherical sampling technique to eliminate visible stitching seams. Extensive experiments on indoor and outdoor, egocentric, and roaming benchmark datasets demonstrate that our approach outperforms existing state-of-the-art methods. Code and models will be available at https://github.com/zhijieshen-bjtu/TPGS.
📅 2025-04-12
Depth estimation is a fundamental task in 3D geometry. While stereo depth estimation can be achieved through triangulation methods, it is not as straightforward for monocular methods, which require the integration of global and local information. The Depth from Defocus (DFD) method utilizes camera lens models and parameters to recover depth information from blurred images and has been proven to perform well. However, these methods rely on All-In-Focus (AIF) images for depth estimation, which is nearly impossible to obtain in real-world applications. To address this issue, we propose a self-supervised framework based on 3D Gaussian splatting and Siamese networks. By learning the blur levels at different focal distances of the same scene in the focal stack, the framework predicts the defocus map and Circle of Confusion (CoC) from a single defocused image, using the defocus map as input to DepthNet for monocular depth estimation. The 3D Gaussian splatting model renders defocused images using the predicted CoC, and the differences between these and the real defocused images provide additional supervision signals for the Siamese Defocus self-supervised network. This framework has been validated on both artificially synthesized and real blurred datasets. Subsequent quantitative and visualization experiments demonstrate that our proposed framework is highly effective as a DFD method.
📅 2025-04-12 | 💬 https://github.com/SunshineWYC/BlockGaussian
The recent advancements in 3D Gaussian Splatting (3DGS) have demonstrated remarkable potential in novel view synthesis tasks. The divide-and-conquer paradigm has enabled large-scale scene reconstruction, but significant challenges remain in scene partitioning, optimization, and merging processes. This paper introduces BlockGaussian, a novel framework incorporating a content-aware scene partition strategy and visibility-aware block optimization to achieve efficient and high-quality large-scale scene reconstruction. Specifically, our approach considers the content-complexity variation across different regions and balances computational load during scene partitioning, enabling efficient scene reconstruction. To tackle the supervision mismatch issue during independent block optimization, we introduce auxiliary points during individual block optimization to align the ground-truth supervision, which enhances the reconstruction quality. Furthermore, we propose a pseudo-view geometry constraint that effectively mitigates rendering degradation caused by airspace floaters during block merging. Extensive experiments on large-scale scenes demonstrate that our approach achieves state-of-the-art performance in both reconstruction efficiency and rendering quality, with a 5x speedup in optimization and an average PSNR improvement of 1.21 dB on multiple benchmarks. Notably, BlockGaussian significantly reduces computational requirements, enabling large-scale scene reconstruction on a single 24GB VRAM device. The project page is available at https://github.com/SunshineWYC/BlockGaussian
📅 2025-04-11
The semantically interactive radiance field has long been a promising backbone for 3D real-world applications, such as embodied AI to achieve scene understanding and manipulation. However, multi-granularity interaction remains a challenging task due to the ambiguity of language and degraded quality when it comes to queries upon object components. In this work, we present FMLGS, an approach that supports part-level open-vocabulary query within 3D Gaussian Splatting (3DGS). We propose an efficient pipeline for building and querying consistent object- and part-level semantics based on Segment Anything Model 2 (SAM2). We designed a semantic deviation strategy to solve the problem of language ambiguity among object parts, which interpolates the semantic features of fine-grained targets for enriched information. Once trained, we can query both objects and their describable parts using natural language. Comparisons with other state-of-the-art methods prove that our method can not only better locate specified part-level targets, but also achieve first-place performance concerning both speed and accuracy, where FMLGS is 98 x faster than LERF, 4 x faster than LangSplat and 2.5 x faster than LEGaussians. Meanwhile, we further integrate FMLGS as a virtual agent that can interactively navigate through 3D scenes, locate targets, and respond to user demands through a chat interface, which demonstrates the potential of our work to be further expanded and applied in the future.
📅 2025-04-11 | 💬 Accepted by Visual Informatics. Project Page: https://github.com/JiuTongBro/MultiView_Inpaint
Generating and inserting new objects into 3D content is a compelling approach for achieving versatile scene recreation. Existing methods, which rely on SDS optimization or single-view inpainting, often struggle to produce high-quality results. To address this, we propose a novel method for object insertion in 3D content represented by Gaussian Splatting. Our approach introduces a multi-view diffusion model, dubbed MVInpainter, which is built upon a pre-trained stable video diffusion model to facilitate view-consistent object inpainting. Within MVInpainter, we incorporate a ControlNet-based conditional injection module to enable controlled and more predictable multi-view generation. After generating the multi-view inpainted results, we further propose a mask-aware 3D reconstruction technique to refine Gaussian Splatting reconstruction from these sparse inpainted views. By leveraging these fabricate techniques, our approach yields diverse results, ensures view-consistent and harmonious insertions, and produces better object quality. Extensive experiments demonstrate that our approach outperforms existing methods.
📅 2025-04-11 | 💬 Accepted at the International Conference on Robotics, Computer Vision and Intelligent Systems 2025 (ROBOVIS)
Generating synthetic images is a useful method for cheaply obtaining labeled data for training computer vision models. However, obtaining accurate 3D models of relevant objects is necessary, and the resulting images often have a gap in realism due to challenges in simulating lighting effects and camera artifacts. We propose using the novel view synthesis method called Gaussian Splatting to address these challenges. We have developed a synthetic data pipeline for generating high-quality context-aware instance segmentation training data for specific objects. This process is fully automated, requiring only a video of the target object. We train a Gaussian Splatting model of the target object and automatically extract the object from the video. Leveraging Gaussian Splatting, we then render the object on a random background image, and monocular depth estimation is employed to place the object in a believable pose. We introduce a novel dataset to validate our approach and show superior performance over other data generation approaches, such as Cut-and-Paste and Diffusion model-based generation.
📅 2025-04-11 | 💬 Technical Report
We propose a new problem, In-2-4D, for generative 4D (i.e., 3D + motion) inbetweening from a minimalistic input setting: two single-view images capturing an object in two distinct motion states. Given two images representing the start and end states of an object in motion, our goal is to generate and reconstruct the motion in 4D. We utilize a video interpolation model to predict the motion, but large frame-to-frame motions can lead to ambiguous interpretations. To overcome this, we employ a hierarchical approach to identify keyframes that are visually close to the input states and show significant motion, then generate smooth fragments between them. For each fragment, we construct the 3D representation of the keyframe using Gaussian Splatting. The temporal frames within the fragment guide the motion, enabling their transformation into dynamic Gaussians through a deformation field. To improve temporal consistency and refine 3D motion, we expand the self-attention of multi-view diffusion across timesteps and apply rigid transformation regularization. Finally, we merge the independently generated 3D motion segments by interpolating boundary deformation fields and optimizing them to align with the guiding video, ensuring smooth and flicker-free transitions. Through extensive qualitative and quantitiave experiments as well as a user study, we show the effectiveness of our method and its components. The project page is available at https://in-2-4d.github.io/
📅 2025-04-11
Recently, 3D Gaussian Splatting (3DGS) provides a new framework for novel view synthesis, and has spiked a new wave of research in neural rendering and related applications. As 3DGS is becoming a foundational component of many models, any improvement on 3DGS itself can bring huge benefits. To this end, we aim to improve the fundamental paradigm and formulation of 3DGS. We argue that as an unnormalized mixture model, it needs to be neither Gaussians nor splatting. We subsequently propose a new mixture model consisting of flexible Student's t distributions, with both positive (splatting) and negative (scooping) densities. We name our model Student Splatting and Scooping, or SSS. When providing better expressivity, SSS also poses new challenges in learning. Therefore, we also propose a new principled sampling approach for optimization. Through exhaustive evaluation and comparison, across multiple datasets, settings, and metrics, we demonstrate that SSS outperforms existing methods in terms of quality and parameter efficiency, e.g. achieving matching or better quality with similar numbers of components, and obtaining comparable results while reducing the component number by as much as 82%.
📅 2025-04-11 | 💬 Accepted to Applied Optics (AO). The source code and dataset will be available at https://github.com/MasterHow/E-3DGS
Achieving 3D reconstruction from images captured under optimal conditions has been extensively studied in the vision and imaging fields. However, in real-world scenarios, challenges such as motion blur and insufficient illumination often limit the performance of standard frame-based cameras in delivering high-quality images. To address these limitations, we incorporate a transmittance adjustment device at the hardware level, enabling event cameras to capture both motion and exposure events for diverse 3D reconstruction scenarios. Motion events (triggered by camera or object movement) are collected in fast-motion scenarios when the device is inactive, while exposure events (generated through controlled camera exposure) are captured during slower motion to reconstruct grayscale images for high-quality training and optimization of event-based 3D Gaussian Splatting (3DGS). Our framework supports three modes: High-Quality Reconstruction using exposure events, Fast Reconstruction relying on motion events, and Balanced Hybrid optimizing with initial exposure events followed by high-speed motion events. On the EventNeRF dataset, we demonstrate that exposure events significantly improve fine detail reconstruction compared to motion events and outperform frame-based cameras under challenging conditions such as low illumination and overexposure. Furthermore, we introduce EME-3D, a real-world 3D dataset with exposure events, motion events, camera calibration parameters, and sparse point clouds. Our method achieves faster and higher-quality reconstruction than event-based NeRF and is more cost-effective than methods combining event and RGB data. E-3DGS sets a new benchmark for event-based 3D reconstruction with robust performance in challenging conditions and lower hardware demands. The source code and dataset will be available at https://github.com/MasterHow/E-3DGS.
📅 2025-04-11
Achieving high-fidelity 3D reconstruction from monocular video remains challenging due to the inherent limitations of traditional methods like Structure-from-Motion (SfM) and monocular SLAM in accurately capturing scene details. While differentiable rendering techniques such as Neural Radiance Fields (NeRF) address some of these challenges, their high computational costs make them unsuitable for real-time applications. Additionally, existing 3D Gaussian Splatting (3DGS) methods often focus on photometric consistency, neglecting geometric accuracy and failing to exploit SLAM's dynamic depth and pose updates for scene refinement. We propose a framework integrating dense SLAM with 3DGS for real-time, high-fidelity dense reconstruction. Our approach introduces SLAM-Informed Adaptive Densification, which dynamically updates and densifies the Gaussian model by leveraging dense point clouds from SLAM. Additionally, we incorporate Geometry-Guided Optimization, which combines edge-aware geometric constraints and photometric consistency to jointly optimize the appearance and geometry of the 3DGS scene representation, enabling detailed and accurate SLAM mapping reconstruction. Experiments on the Replica and TUM-RGBD datasets demonstrate the effectiveness of our approach, achieving state-of-the-art results among monocular systems. Specifically, our method achieves a PSNR of 36.864, SSIM of 0.985, and LPIPS of 0.040 on Replica, representing improvements of 10.7%, 6.4%, and 49.4%, respectively, over the previous SOTA. On TUM-RGBD, our method outperforms the closest baseline by 10.2%, 6.6%, and 34.7% in the same metrics. These results highlight the potential of our framework in bridging the gap between photometric and geometric dense 3D scene representations, paving the way for practical and efficient monocular dense reconstruction.
📅 2025-04-10
With the rising interest from the community in digital avatars coupled with the importance of expressions and gestures in communication, modeling natural avatar behavior remains an important challenge across many industries such as teleconferencing, gaming, and AR/VR. Human hands are the primary tool for interacting with the environment and essential for realistic human behavior modeling, yet existing 3D hand and head avatar models often overlook the crucial aspect of hand-body interactions, such as between hand and face. We present InteracttAvatar, the first model to faithfully capture the photorealistic appearance of dynamic hand and non-rigid hand-face interactions. Our novel Dynamic Gaussian Hand model, combining template model and 3D Gaussian Splatting as well as a dynamic refinement module, captures pose-dependent change, e.g. the fine wrinkles and complex shadows that occur during articulation. Importantly, our hand-face interaction module models the subtle geometry and appearance dynamics that underlie common gestures. Through experiments of novel view synthesis, self reenactment and cross-identity reenactment, we demonstrate that InteracttAvatar can reconstruct hand and hand-face interactions from monocular or multiview videos with high-fidelity details and be animated with novel poses.
📅 2025-04-10 | 💬 10 pages, 6 figures, 5 tables
3D Gaussian splatting has recently been widely adopted as a 3D representation for novel-view synthesis, relighting, and text-to-3D generation tasks, offering realistic and detailed results through a collection of explicit 3D Gaussians carrying opacities and view-dependent colors. However, efficient rendering of many transparent primitives remains a significant challenge. Existing approaches either rasterize the 3D Gaussians with approximate sorting per view or rely on high-end RTX GPUs to exhaustively process all ray-Gaussian intersections (bounding Gaussians by meshes). This paper proposes a stochastic ray tracing method to render 3D clouds of transparent primitives. Instead of processing all ray-Gaussian intersections in sequential order, each ray traverses the acceleration structure only once, randomly accepting and shading a single intersection (or N intersections, using a simple extension). This approach minimizes shading time and avoids sorting the Gaussians along the ray while minimizing the register usage and maximizing parallelism even on low-end GPUs. The cost of rays through the Gaussian asset is comparable to that of standard mesh-intersection rays. While our method introduces noise, the shading is unbiased, and the variance is slight, as stochastic acceptance is importance-sampled based on accumulated opacity. The alignment with the Monte Carlo philosophy simplifies implementation and easily integrates our method into a conventional path-tracing framework.
📅 2025-04-10 | 💬 Project Page: https://jhuangbu.github.io/gsdeformer, Video: https://www.youtube.com/watch?v=-ecrj48-MqM
We present GSDeformer, a method that enables cage-based deformation on 3D Gaussian Splatting (3DGS). Our approach bridges cage-based deformation and 3DGS by using a proxy point-cloud representation. This point cloud is generated from 3D Gaussians, and deformations applied to the point cloud are translated into transformations on the 3D Gaussians. To handle potential bending caused by deformation, we incorporate a splitting process to approximate it. Our method does not modify or extend the core architecture of 3D Gaussian Splatting, making it compatible with any trained vanilla 3DGS or its variants. Additionally, we automate cage construction for 3DGS and its variants using a render-and-reconstruct approach. Experiments demonstrate that GSDeformer delivers superior deformation results compared to existing methods, is robust under extreme deformations, requires no retraining for editing, runs in real-time, and can be extended to other 3DGS variants. Project Page: https://jhuangbu.github.io/gsdeformer/
📅 2025-04-10
3D Gaussian Splatting (3DGS) has become increasingly popular in 3D scene reconstruction for its high visual accuracy. However, uncertainty estimation of 3DGS scenes remains underexplored and is crucial to downstream tasks such as asset extraction and scene completion. Since the appearance of 3D gaussians is view-dependent, the color of a gaussian can thus be certain from an angle and uncertain from another. We thus propose to model uncertainty in 3DGS as an additional view-dependent per-gaussian feature that can be modeled with spherical harmonics. This simple yet effective modeling is easily interpretable and can be integrated into the traditional 3DGS pipeline. It is also significantly faster than ensemble methods while maintaining high accuracy, as demonstrated in our experiments.
📅 2025-04-10 | 💬 CVPR 2025. Project page at https://noodle-lab.github.io/gaussianspa/
3D Gaussian Splatting (3DGS) has emerged as a mainstream for novel view synthesis, leveraging continuous aggregations of Gaussian functions to model scene geometry. However, 3DGS suffers from substantial memory requirements to store the multitude of Gaussians, hindering its practicality. To address this challenge, we introduce GaussianSpa, an optimization-based simplification framework for compact and high-quality 3DGS. Specifically, we formulate the simplification as an optimization problem associated with the 3DGS training. Correspondingly, we propose an efficient "optimizing-sparsifying" solution that alternately solves two independent sub-problems, gradually imposing strong sparsity onto the Gaussians in the training process. Our comprehensive evaluations on various datasets show the superiority of GaussianSpa over existing state-of-the-art approaches. Notably, GaussianSpa achieves an average PSNR improvement of 0.9 dB on the real-world Deep Blending dataset with 10$\times$ fewer Gaussians compared to the vanilla 3DGS. Our project page is available at https://noodle-lab.github.io/gaussianspa/.
📅 2025-04-10 | 💬 Code will be available at https://github.com/YaNLlan-ljb/ContrastiveGaussian
Creating 3D content from single-view images is a challenging problem that has attracted considerable attention in recent years. Current approaches typically utilize score distillation sampling (SDS) from pre-trained 2D diffusion models to generate multi-view 3D representations. Although some methods have made notable progress by balancing generation speed and model quality, their performance is often limited by the visual inconsistencies of the diffusion model outputs. In this work, we propose ContrastiveGaussian, which integrates contrastive learning into the generative process. By using a perceptual loss, we effectively differentiate between positive and negative samples, leveraging the visual inconsistencies to improve 3D generation quality. To further enhance sample differentiation and improve contrastive learning, we incorporate a super-resolution model and introduce another Quantity-Aware Triplet Loss to address varying sample distributions during training. Our experiments demonstrate that our approach achieves superior texture fidelity and improved geometric consistency.
📅 2025-04-10 | 💬 DAC 2025
3D intelligence leverages rich 3D features and stands as a promising frontier in AI, with 3D rendering fundamental to many downstream applications. 3D Gaussian Splatting (3DGS), an emerging high-quality 3D rendering method, requires significant computation, making real-time execution on existing GPU-equipped edge devices infeasible. Previous efforts to accelerate 3DGS rely on dedicated accelerators that require substantial integration overhead and hardware costs. This work proposes an acceleration strategy that leverages the similarities between the 3DGS pipeline and the highly optimized conventional graphics pipeline in modern GPUs. Instead of developing a dedicated accelerator, we enhance existing GPU rasterizer hardware to efficiently support 3DGS operations. Our results demonstrate a 23$\times$ increase in processing speed and a 24$\times$ reduction in energy consumption, with improvements yielding 6$\times$ faster end-to-end runtime for the original 3DGS algorithm and 4$\times$ for the latest efficiency-improved pipeline, achieving 24 FPS and 46 FPS respectively. These enhancements incur only a minimal area overhead of 0.2\% relative to the entire SoC chip area, underscoring the practicality and efficiency of our approach for enabling 3DGS rendering on resource-constrained platforms.
📅 2025-04-09 | 💬 Copyright 2025 IEEE. This is the author's version of the work. It is posted here for your personal use. Not for redistribution. The definitive version is published in the 2025 IEEE/CVF Conference on Computer Vision and Pattern Recognition Workshops (CVPRW)
Automated extraction of plant morphological traits is crucial for supporting crop breeding and agricultural management through high-throughput field phenotyping (HTFP). Solutions based on multi-view RGB images are attractive due to their scalability and affordability, enabling volumetric measurements that 2D approaches cannot directly capture. While advanced methods like Neural Radiance Fields (NeRFs) have shown promise, their application has been limited to counting or extracting traits from only a few plants or organs. Furthermore, accurately measuring complex structures like individual wheat heads-essential for studying crop yields-remains particularly challenging due to occlusions and the dense arrangement of crop canopies in field conditions. The recent development of 3D Gaussian Splatting (3DGS) offers a promising alternative for HTFP due to its high-quality reconstructions and explicit point-based representation. In this paper, we present Wheat3DGS, a novel approach that leverages 3DGS and the Segment Anything Model (SAM) for precise 3D instance segmentation and morphological measurement of hundreds of wheat heads automatically, representing the first application of 3DGS to HTFP. We validate the accuracy of wheat head extraction against high-resolution laser scan data, obtaining per-instance mean absolute percentage errors of 15.1%, 18.3%, and 40.2% for length, width, and volume. We provide additional comparisons to NeRF-based approaches and traditional Muti-View Stereo (MVS), demonstrating superior results. Our approach enables rapid, non-destructive measurements of key yield-related traits at scale, with significant implications for accelerating crop breeding and improving our understanding of wheat development.
📅 2025-04-09 | 💬 SCIA 2025
The development of large-scale 3D scene reconstruction and novel view synthesis methods mostly rely on datasets comprising perspective images with narrow fields of view (FoV). While effective for small-scale scenes, these datasets require large image sets and extensive structure-from-motion (SfM) processing, limiting scalability. To address this, we introduce a fisheye image dataset tailored for scene reconstruction tasks. Using dual 200-degree fisheye lenses, our dataset provides full 360-degree coverage of 5 indoor and 5 outdoor scenes. Each scene has sparse SfM point clouds and precise LIDAR-derived dense point clouds that can be used as geometric ground-truth, enabling robust benchmarking under challenging conditions such as occlusions and reflections. While the baseline experiments focus on vanilla Gaussian Splatting and NeRF based Nerfacto methods, the dataset supports diverse approaches for scene reconstruction, novel view synthesis, and image-based rendering.
📅 2025-04-09
This work presents IAAO, a novel framework that builds an explicit 3D model for intelligent agents to gain understanding of articulated objects in their environment through interaction. Unlike prior methods that rely on task-specific networks and assumptions about movable parts, our IAAO leverages large foundation models to estimate interactive affordances and part articulations in three stages. We first build hierarchical features and label fields for each object state using 3D Gaussian Splatting (3DGS) by distilling mask features and view-consistent labels from multi-view images. We then perform object- and part-level queries on the 3D Gaussian primitives to identify static and articulated elements, estimating global transformations and local articulation parameters along with affordances. Finally, scenes from different states are merged and refined based on the estimated transformations, enabling robust affordance-based interaction and manipulation of objects. Experimental results demonstrate the effectiveness of our method.
📅 2025-04-09
Reconstructing 3D assets from images, known as inverse rendering (IR), remains a challenging task due to its ill-posed nature. 3D Gaussian Splatting (3DGS) has demonstrated impressive capabilities for novel view synthesis (NVS) tasks. Methods apply it to relighting by separating radiance into BRDF parameters and lighting, yet produce inferior relighting quality with artifacts and unnatural indirect illumination due to the limited capability of each Gaussian, which has constant material parameters and normal, alongside the absence of physical constraints for indirect lighting. In this paper, we present a novel framework called Spatially-vayring Gaussian Inverse Rendering (SVG-IR), aimed at enhancing both NVS and relighting quality. To this end, we propose a new representation-Spatially-varying Gaussian (SVG)-that allows per-Gaussian spatially varying parameters. This enhanced representation is complemented by a SVG splatting scheme akin to vertex/fragment shading in traditional graphics pipelines. Furthermore, we integrate a physically-based indirect lighting model, enabling more realistic relighting. The proposed SVG-IR framework significantly improves rendering quality, outperforming state-of-the-art NeRF-based methods by 2.5 dB in peak signal-to-noise ratio (PSNR) and surpassing existing Gaussian-based techniques by 3.5 dB in relighting tasks, all while maintaining a real-time rendering speed.
📅 2025-04-09 | 💬 9 pages. In submission to an IEEE conference
Gaussian Splatting (GS) is a popular approach for 3D reconstruction, mostly due to its ability to converge reasonably fast, faithfully represent the scene and render (novel) views in a fast fashion. However, it suffers from large storage and memory requirements, and its training speed still lags behind the hash-grid based radiance field approaches (e.g. Instant-NGP), which makes it especially difficult to deploy them in robotics scenarios, where 3D reconstruction is crucial for accurate operation. In this paper, we propose GSta that dynamically identifies Gaussians that have converged well during training, based on their positional and color gradient norms. By forcing such Gaussians into a siesta and stopping their updates (freezing) during training, we improve training speed with competitive accuracy compared to state of the art. We also propose an early stopping mechanism based on the PSNR values computed on a subset of training images. Combined with other improvements, such as integrating a learning rate scheduler, GSta achieves an improved Pareto front in convergence speed, memory and storage requirements, while preserving quality. We also show that GSta can improve other methods and complement orthogonal approaches in efficiency improvement; once combined with Trick-GS, GSta achieves up to 5x faster training, 16x smaller disk size compared to vanilla GS, while having comparable accuracy and consuming only half the peak memory. More visualisations are available at https://anilarmagan.github.io/SRUK-GSta.
📅 2025-04-09
Collision avoidance can be checked in explicit environment models such as elevation maps or occupancy grids, yet integrating such models with a locomotion policy requires accurate state estimation. In this work, we consider the question of collision avoidance from an implicit environment model. We use monocular RGB images as inputs and train a collisionavoidance policy from photorealistic images generated by 2D Gaussian splatting. We evaluate the resulting pipeline in realworld experiments under velocity commands that bring the robot on an intercept course with obstacles. Our results suggest that RGB images can be enough to make collision-avoidance decisions, both in the room where training data was collected and in out-of-distribution environments.
📅 2025-04-09
Recently, Gaussian splatting has demonstrated significant success in novel view synthesis. Current methods often regress Gaussians with pixel or point cloud correspondence, linking each Gaussian with a pixel or a 3D point. This leads to the redundancy of Gaussians being used to overfit the correspondence rather than the objects represented by the 3D Gaussians themselves, consequently wasting resources and lacking accurate geometries or textures. In this paper, we introduce LeanGaussian, a novel approach that treats each query in deformable Transformer as one 3D Gaussian ellipsoid, breaking the pixel or point cloud correspondence constraints. We leverage deformable decoder to iteratively refine the Gaussians layer-by-layer with the image features as keys and values. Notably, the center of each 3D Gaussian is defined as 3D reference points, which are then projected onto the image for deformable attention in 2D space. On both the ShapeNet SRN dataset (category level) and the Google Scanned Objects dataset (open-category level, trained with the Objaverse dataset), our approach, outperforms prior methods by approximately 6.1%, achieving a PSNR of 25.44 and 22.36, respectively. Additionally, our method achieves a 3D reconstruction speed of 7.2 FPS and rendering speed 500 FPS. Codes are available at https://github.com/jwubz123/LeanGaussian.
📅 2025-04-09 | 💬 10 pages, 6 figures, 5 tables
3D Gaussian splatting has recently been widely adopted as a 3D representation for novel-view synthesis, relighting, and text-to-3D generation tasks, offering realistic and detailed results through a collection of explicit 3D Gaussians carrying opacities and view-dependent colors. However, efficient rendering of many transparent primitives remains a significant challenge. Existing approaches either rasterize the 3D Gaussians with approximate sorting per view or rely on high-end RTX GPUs to exhaustively process all ray-Gaussian intersections (bounding Gaussians by meshes). This paper proposes a stochastic ray tracing method to render 3D clouds of transparent primitives. Instead of processing all ray-Gaussian intersections in sequential order, each ray traverses the acceleration structure only once, randomly accepting and shading a single intersection (or N intersections, using a simple extension). This approach minimizes shading time and avoids sorting the Gaussians along the ray while minimizing the register usage and maximizing parallelism even on low-end GPUs. The cost of rays through the Gaussian asset is comparable to that of standard mesh-intersection rays. While our method introduces noise, the shading is unbiased, and the variance is slight, as stochastic acceptance is importance-sampled based on accumulated opacity. The alignment with the Monte Carlo philosophy simplifies implementation and easily integrates our method into a conventional path-tracing framework.
📅 2025-04-09 | 💬 ICLR 2025
Recently, 3D Gaussian Splatting (3DGS) has emerged as a significant advancement in 3D scene reconstruction, attracting considerable attention due to its ability to recover high-fidelity details while maintaining low complexity. Despite the promising results achieved by 3DGS, its rendering performance is constrained by its dependence on costly non-commutative alpha-blending operations. These operations mandate complex view dependent sorting operations that introduce computational overhead, especially on the resource-constrained platforms such as mobile phones. In this paper, we propose Weighted Sum Rendering, which approximates alpha blending with weighted sums, thereby removing the need for sorting. This simplifies implementation, delivers superior performance, and eliminates the "popping" artifacts caused by sorting. Experimental results show that optimizing a generalized Gaussian splatting formulation to the new differentiable rendering yields competitive image quality. The method was implemented and tested in a mobile device GPU, achieving on average $1.23\times$ faster rendering.
📅 2025-04-09
Applying style transfer to a full 3D environment is a challenging task that has seen many developments since the advent of neural rendering. 3D Gaussian splatting (3DGS) has recently pushed further many limits of neural rendering in terms of training speed and reconstruction quality. This work introduces SGSST: Scaling Gaussian Splatting Style Transfer, an optimization-based method to apply style transfer to pretrained 3DGS scenes. We demonstrate that a new multiscale loss based on global neural statistics, that we name SOS for Simultaneously Optimized Scales, enables style transfer to ultra-high resolution 3D scenes. Not only SGSST pioneers 3D scene style transfer at such high image resolutions, it also produces superior visual quality as assessed by thorough qualitative, quantitative and perceptual comparisons.
📅 2025-04-08 | 💬 Accepted to IEEE Robotics and Automation Letters
Robotics applications often rely on scene reconstructions to enable downstream tasks. In this work, we tackle the challenge of actively building an accurate map of an unknown scene using an RGB-D camera on a mobile platform. We propose a hybrid map representation that combines a Gaussian splatting map with a coarse voxel map, leveraging the strengths of both representations: the high-fidelity scene reconstruction capabilities of Gaussian splatting and the spatial modelling strengths of the voxel map. At the core of our framework is an effective confidence modelling technique for the Gaussian splatting map to identify under-reconstructed areas, while utilising spatial information from the voxel map to target unexplored areas and assist in collision-free path planning. By actively collecting scene information in under-reconstructed and unexplored areas for map updates, our approach achieves superior Gaussian splatting reconstruction results compared to state-of-the-art approaches. Additionally, we demonstrate the real-world applicability of our framework using an unmanned aerial vehicle.
📅 2025-04-08
3D Gaussian Splatting (3DGS) has made significant strides in novel view synthesis but is limited by the substantial number of Gaussian primitives required, posing challenges for deployment on lightweight devices. Recent methods address this issue by compressing the storage size of densified Gaussians, yet fail to preserve rendering quality and efficiency. To overcome these limitations, we propose ProtoGS to learn Gaussian prototypes to represent Gaussian primitives, significantly reducing the total Gaussian amount without sacrificing visual quality. Our method directly uses Gaussian prototypes to enable efficient rendering and leverage the resulting reconstruction loss to guide prototype learning. To further optimize memory efficiency during training, we incorporate structure-from-motion (SfM) points as anchor points to group Gaussian primitives. Gaussian prototypes are derived within each group by clustering of K-means, and both the anchor points and the prototypes are optimized jointly. Our experiments on real-world and synthetic datasets prove that we outperform existing methods, achieving a substantial reduction in the number of Gaussians, and enabling high rendering speed while maintaining or even enhancing rendering fidelity.
📅 2025-04-08
Recent advancements in 3D Gaussian Splatting have achieved impressive scalability and real-time rendering for large-scale scenes but often fall short in capturing fine-grained details. Conventional approaches that rely on relatively large covariance parameters tend to produce blurred representations, while directly reducing covariance sizes leads to sparsity. In this work, we introduce Micro-splatting (Maximizing Isotropic Constraints for Refined Optimization in 3D Gaussian Splatting), a novel framework designed to overcome these limitations. Our approach leverages a covariance regularization term to penalize excessively large Gaussians to ensure each splat remains compact and isotropic. This work implements an adaptive densification strategy that dynamically refines regions with high image gradients by lowering the splitting threshold, followed by loss function enhancement. This strategy results in a denser and more detailed gaussian means where needed, without sacrificing rendering efficiency. Quantitative evaluations using metrics such as L1, L2, PSNR, SSIM, and LPIPS, alongside qualitative comparisons demonstrate that our method significantly enhances fine-details in 3D reconstructions.
📅 2025-04-08 | 💬 Appearing in Scandinavian Conference on Image Analysis (SCIA) 2025
3D Gaussian Splatting (3DGS) has demonstrated remarkable effectiveness in 3D reconstruction, achieving high-quality results with real-time radiance field rendering. However, a key challenge is the substantial storage cost: reconstructing a single scene typically requires millions of Gaussian splats, each represented by 59 floating-point parameters, resulting in approximately 1 GB of memory. To address this challenge, we propose a compression method by building separate attribute codebooks and storing only discrete code indices. Specifically, we employ noise-substituted vector quantization technique to jointly train the codebooks and model features, ensuring consistency between gradient descent optimization and parameter discretization. Our method reduces the memory consumption efficiently (around $45\times$) while maintaining competitive reconstruction quality on standard 3D benchmark scenes. Experiments on different codebook sizes show the trade-off between compression ratio and image quality. Furthermore, the trained compressed model remains fully compatible with popular 3DGS viewers and enables faster rendering speed, making it well-suited for practical applications.
📅 2025-04-08 | 💬 To be published in CVPR Workshop on Open-World 3D Scene Understanding with Foundation Models
Open-set 3D segmentation represents a major point of interest for multiple downstream robotics and augmented/virtual reality applications. We present a decoupled 3D segmentation pipeline to ensure modularity and adaptability to novel 3D representations as well as semantic segmentation foundation models. We first reconstruct a scene with 3D Gaussians and learn class-agnostic features through contrastive supervision from a 2D instance proposal network. These 3D features are then clustered to form coarse object- or part-level masks. Finally, we match each 3D cluster to class-aware masks predicted by a 2D open-vocabulary segmentation model, assigning semantic labels without retraining the 3D representation. Our decoupled design (1) provides a plug-and-play interface for swapping different 2D or 3D modules, (2) ensures multi-object instance segmentation at no extra cost, and (3) leverages rich 3D geometry for robust scene understanding. We evaluate on synthetic and real-world indoor datasets, demonstrating improved performance over comparable NeRF-based pipelines on mIoU and mAcc, particularly for challenging or long-tail classes. We also show how varying the 2D backbone affects the final segmentation, highlighting the modularity of our framework. These results confirm that decoupling 3D mask proposal and semantic classification can deliver flexible, efficient, and open-vocabulary 3D segmentation.
📅 2025-04-07 | 💬 Project webpage: https://galfiebelman.github.io/let-it-snow/
3D Gaussian Splatting has recently enabled fast and photorealistic reconstruction of static 3D scenes. However, introducing dynamic elements that interact naturally with such static scenes remains challenging. Accordingly, we present a novel hybrid framework that combines Gaussian-particle representations for incorporating physically-based global weather effects into static 3D Gaussian Splatting scenes, correctly handling the interactions of dynamic elements with the static scene. We follow a three-stage process: we first map static 3D Gaussians to a particle-based representation. We then introduce dynamic particles and simulate their motion using the Material Point Method (MPM). Finally, we map the simulated particles back to the Gaussian domain while introducing appearance parameters tailored for specific effects. To correctly handle the interactions of dynamic elements with the static scene, we introduce specialized collision handling techniques. Our approach supports a variety of weather effects, including snowfall, rainfall, fog, and sandstorms, and can also support falling objects, all with physically plausible motion and appearance. Experiments demonstrate that our method significantly outperforms existing approaches in both visual quality and physical realism.
📅 2025-04-07 | 💬 Accepted by CVPR 2025 Workshop on Computer Vision for Metaverse
Automatically generating a complete 3D scene from a text description, a reference image, or both has significant applications in fields like virtual reality and gaming. However, current methods often generate low-quality textures and inconsistent 3D structures. This is especially true when extrapolating significantly beyond the field of view of the reference image. To address these challenges, we propose PanoDreamer, a novel framework for consistent, 3D scene generation with flexible text and image control. Our approach employs a large language model and a warp-refine pipeline, first generating an initial set of images and then compositing them into a 360-degree panorama. This panorama is then lifted into 3D to form an initial point cloud. We then use several approaches to generate additional images, from different viewpoints, that are consistent with the initial point cloud and expand/refine the initial point cloud. Given the resulting set of images, we utilize 3D Gaussian Splatting to create the final 3D scene, which can then be rendered from different viewpoints. Experiments demonstrate the effectiveness of PanoDreamer in generating high-quality, geometrically consistent 3D scenes.
📅 2025-04-07 | 💬 Camera-ready version. Proceedings of CVPR 2025
3D Gaussian Splatting (3DGS) has shown impressive results for the novel view synthesis task, where lighting is assumed to be fixed. However, creating relightable 3D assets, especially for objects with ill-defined shapes (fur, fabric, etc.), remains a challenging task. The decomposition between light, geometry, and material is ambiguous, especially if either smooth surface assumptions or surfacebased analytical shading models do not apply. We propose Relightable Neural Gaussians (RNG), a novel 3DGS-based framework that enables the relighting of objects with both hard surfaces or soft boundaries, while avoiding assumptions on the shading model. We condition the radiance at each point on both view and light directions. We also introduce a shadow cue, as well as a depth refinement network to improve shadow accuracy. Finally, we propose a hybrid forward-deferred fitting strategy to balance geometry and appearance quality. Our method achieves significantly faster training (1.3 hours) and rendering (60 frames per second) compared to a prior method based on neural radiance fields and produces higher-quality shadows than a concurrent 3DGS-based method. Project page: https://www.whois-jiahui.fun/project_pages/RNG.
📅 2025-04-07
The complexity and scale of Volumetric and Simulation datasets for Scientific Visualization(SciVis) continue to grow. And the approaches and advantages of memory-efficient data formats and storage techniques for such datasets vary. OpenVDB library and its VDB data format excels in memory efficiency through its hierarchical and dynamic tree structure, with active and inactive sub-trees for data storage. It is heavily used in current production renderers for both animation and rendering stages in VFX pipelines and photorealistic rendering of volumes and fluids. However, it still remains to be fully leveraged in SciVis where domains dealing with sparse scalar fields like porous media, time varying volumes such as tornado and weather simulation or high resolution simulation of Computational Fluid Dynamics present ample number of large challenging data sets.Goal of this paper is not only to explore the use of OpenVDB in SciVis but also to explore a level of detail(LOD) technique using 3D Gaussian particles approximating voxel regions. For rendering, we utilize NVIDIA OptiX library for ray marching through the Gaussians particles. Data modeling using 3D Gaussians has been very popular lately due to success in stereoscopic image to 3D scene conversion using Gaussian Splatting and Gaussian approximation and mixture models aren't entirely new in SciVis as well. Our work explores the integration with rendering software libraries like OpenVDB and OptiX to take advantage of their built-in memory compaction and hardware acceleration features, while also leveraging the performance capabilities of modern GPUs. Thus, we present a SciVis rendering approach that uses 3D Gaussians at varying LOD in a lossy scheme derived from VDB datasets, rather than focusing on photorealistic volume rendering.
📅 2025-04-07 | 💬 This paper is currently under reviewed for IROS 2025
Simultaneous localization and mapping (SLAM) technology now has photorealistic mapping capabilities thanks to the real-time high-fidelity rendering capability of 3D Gaussian splatting (3DGS). However, due to the static representation of scenes, current 3DGS-based SLAM encounters issues with pose drift and failure to reconstruct accurate maps in dynamic environments. To address this problem, we present D4DGS-SLAM, the first SLAM method based on 4DGS map representation for dynamic environments. By incorporating the temporal dimension into scene representation, D4DGS-SLAM enables high-quality reconstruction of dynamic scenes. Utilizing the dynamics-aware InfoModule, we can obtain the dynamics, visibility, and reliability of scene points, and filter stable static points for tracking accordingly. When optimizing Gaussian points, we apply different isotropic regularization terms to Gaussians with varying dynamic characteristics. Experimental results on real-world dynamic scene datasets demonstrate that our method outperforms state-of-the-art approaches in both camera pose tracking and map quality.
📅 2025-04-07
Recently, Gaussian splatting has demonstrated significant success in novel view synthesis. Current methods often regress Gaussians with pixel or point cloud correspondence, linking each Gaussian with a pixel or a 3D point. This leads to the redundancy of Gaussians being used to overfit the correspondence rather than the objects represented by the 3D Gaussians themselves, consequently wasting resources and lacking accurate geometries or textures. In this paper, we introduce LeanGaussian, a novel approach that treats each query in deformable Transformer as one 3D Gaussian ellipsoid, breaking the pixel or point cloud correspondence constraints. We leverage deformable decoder to iteratively refine the Gaussians layer-by-layer with the image features as keys and values. Notably, the center of each 3D Gaussian is defined as 3D reference points, which are then projected onto the image for deformable attention in 2D space. On both the ShapeNet SRN dataset (category level) and the Google Scanned Objects dataset (open-category level, trained with the Objaverse dataset), our approach, outperforms prior methods by approximately 6.1%, achieving a PSNR of 25.44 and 22.36, respectively. Additionally, our method achieves a 3D reconstruction speed of 7.2 FPS and rendering speed 500 FPS. Codes are available at https://github.com/jwubz123/LeanGaussian.
📅 2025-04-07 | 💬 Accepted by CVPR 2025 4th CV4Metaverse Workshop. 15 pages, 10 figures. Code and data at: https://github.com/wanzhouliu/declutter-nerf
Recent novel view synthesis (NVS) techniques, including Neural Radiance Fields (NeRF) and 3D Gaussian Splatting (3DGS) have greatly advanced 3D scene reconstruction with high-quality rendering and realistic detail recovery. Effectively removing occlusions while preserving scene details can further enhance the robustness and applicability of these techniques. However, existing approaches for object and occlusion removal predominantly rely on generative priors, which, despite filling the resulting holes, introduce new artifacts and blurriness. Moreover, existing benchmark datasets for evaluating occlusion removal methods lack realistic complexity and viewpoint variations. To address these issues, we introduce DeclutterSet, a novel dataset featuring diverse scenes with pronounced occlusions distributed across foreground, midground, and background, exhibiting substantial relative motion across viewpoints. We further introduce DeclutterNeRF, an occlusion removal method free from generative priors. DeclutterNeRF introduces joint multi-view optimization of learnable camera parameters, occlusion annealing regularization, and employs an explainable stochastic structural similarity loss, ensuring high-quality, artifact-free reconstructions from incomplete images. Experiments demonstrate that DeclutterNeRF significantly outperforms state-of-the-art methods on our proposed DeclutterSet, establishing a strong baseline for future research.
📅 2025-04-07 | 💬 CVPR 2025. 16 pages, 7 figures. Code is publicly available at https://github.com/s3anwu/pbrnerf
We tackle the ill-posed inverse rendering problem in 3D reconstruction with a Neural Radiance Field (NeRF) approach informed by Physics-Based Rendering (PBR) theory, named PBR-NeRF. Our method addresses a key limitation in most NeRF and 3D Gaussian Splatting approaches: they estimate view-dependent appearance without modeling scene materials and illumination. To address this limitation, we present an inverse rendering (IR) model capable of jointly estimating scene geometry, materials, and illumination. Our model builds upon recent NeRF-based IR approaches, but crucially introduces two novel physics-based priors that better constrain the IR estimation. Our priors are rigorously formulated as intuitive loss terms and achieve state-of-the-art material estimation without compromising novel view synthesis quality. Our method is easily adaptable to other inverse rendering and 3D reconstruction frameworks that require material estimation. We demonstrate the importance of extending current neural rendering approaches to fully model scene properties beyond geometry and view-dependent appearance. Code is publicly available at https://github.com/s3anwu/pbrnerf
📅 2025-04-07
We propose a method for authoring non-realistic 3D objects (represented as either 3D Gaussian Splats or meshes), that comply with 2D edits from specific viewpoints. Namely, given a 3D object, a user chooses different viewpoints and interactively deforms the object in the 2D image plane of each view. The method then produces a "deformation field" - an interpolation between those 2D deformations in a smooth manner as the viewpoint changes. Our core observation is that the 2D deformations do not need to be tied to an underlying object, nor share the same deformation space. We use this observation to devise a method for authoring view-dependent deformations, holding several technical contributions: first, a novel way to compositionality-blend between the 2D deformations after lifting them to 3D - this enables the user to "stack" the deformations similarly to layers in an editing software, each deformation operating on the results of the previous; second, a novel method to apply the 3D deformation to 3D Gaussian Splats; third, an approach to author the 2D deformations, by deforming a 2D mesh encapsulating a rendered image of the object. We show the versatility and efficacy of our method by adding cartoonish effects to objects, providing means to modify human characters, fitting 3D models to given 2D sketches and caricatures, resolving occlusions, and recreating classic non-realistic paintings as 3D models.
📅 2025-04-07
Traditional 3D content representations include dense point clouds that consume large amounts of data and hence network bandwidth, while newer representations such as neural radiance fields suffer from poor frame rates due to their non-standard volumetric rendering pipeline. 3D Gaussian splats (3DGS) can be seen as a generalization of point clouds that meet the best of both worlds, with high visual quality and efficient rendering for real-time frame rates. However, delivering 3DGS scenes from a hosting server to client devices is still challenging due to high network data consumption (e.g., 1.5 GB for a single scene). The goal of this work is to create an efficient 3D content delivery framework that allows users to view high quality 3D scenes with 3DGS as the underlying data representation. The main contributions of the paper are: (1) Creating new layered 3DGS scenes for efficient delivery, (2) Scheduling algorithms to choose what splats to download at what time, and (3) Trace-driven experiments from users wearing virtual reality headsets to evaluate the visual quality and latency. Our system for Layered 3D Gaussian Splats delivery L3GS demonstrates high visual quality, achieving 16.9% higher average SSIM compared to baselines, and also works with other compressed 3DGS representations.
📅 2025-04-06 | 💬 Project Page: https://tool-as-interface.github.io. 17 pages, 14 figures
Tool use is critical for enabling robots to perform complex real-world tasks, and leveraging human tool-use data can be instrumental for teaching robots. However, existing data collection methods like teleoperation are slow, prone to control delays, and unsuitable for dynamic tasks. In contrast, human natural data, where humans directly perform tasks with tools, offers natural, unstructured interactions that are both efficient and easy to collect. Building on the insight that humans and robots can share the same tools, we propose a framework to transfer tool-use knowledge from human data to robots. Using two RGB cameras, our method generates 3D reconstruction, applies Gaussian splatting for novel view augmentation, employs segmentation models to extract embodiment-agnostic observations, and leverages task-space tool-action representations to train visuomotor policies. We validate our approach on diverse real-world tasks, including meatball scooping, pan flipping, wine bottle balancing, and other complex tasks. Our method achieves a 71\% higher average success rate compared to diffusion policies trained with teleoperation data and reduces data collection time by 77\%, with some tasks solvable only by our framework. Compared to hand-held gripper, our method cuts data collection time by 41\%. Additionally, our method bridges the embodiment gap, improves robustness to variations in camera viewpoints and robot configurations, and generalizes effectively across objects and spatial setups.
📅 2025-04-06 | 💬 7 pages, 2 figures
In the European Union, buildings account for 42% of energy use and 35% of greenhouse gas emissions. Since most existing buildings will still be in use by 2050, retrofitting is crucial for emissions reduction. However, current building assessment methods rely mainly on qualitative thermal imaging, which limits data-driven decisions for energy savings. On the other hand, quantitative assessments using finite element analysis (FEA) offer precise insights but require manual CAD design, which is tedious and error-prone. Recent advances in 3D reconstruction, such as Neural Radiance Fields (NeRF) and Gaussian Splatting, enable precise 3D modeling from sparse images but lack clearly defined volumes and the interfaces between them needed for FEA. We propose Thermoxels, a novel voxel-based method able to generate FEA-compatible models, including both geometry and temperature, from a sparse set of RGB and thermal images. Using pairs of RGB and thermal images as input, Thermoxels represents a scene's geometry as a set of voxels comprising color and temperature information. After optimization, a simple process is used to transform Thermoxels' models into tetrahedral meshes compatible with FEA. We demonstrate Thermoxels' capability to generate RGB+Thermal meshes of 3D scenes, surpassing other state-of-the-art methods. To showcase the practical applications of Thermoxels' models, we conduct a simple heat conduction simulation using FEA, achieving convergence from an initial state defined by Thermoxels' thermal reconstruction. Additionally, we compare Thermoxels' image synthesis abilities with current state-of-the-art methods, showing competitive results, and discuss the limitations of existing metrics in assessing mesh quality.
📅 2025-04-06 | 💬 Project page: https://gynjn.github.io/selfsplat/
We propose SelfSplat, a novel 3D Gaussian Splatting model designed to perform pose-free and 3D prior-free generalizable 3D reconstruction from unposed multi-view images. These settings are inherently ill-posed due to the lack of ground-truth data, learned geometric information, and the need to achieve accurate 3D reconstruction without finetuning, making it difficult for conventional methods to achieve high-quality results. Our model addresses these challenges by effectively integrating explicit 3D representations with self-supervised depth and pose estimation techniques, resulting in reciprocal improvements in both pose accuracy and 3D reconstruction quality. Furthermore, we incorporate a matching-aware pose estimation network and a depth refinement module to enhance geometry consistency across views, ensuring more accurate and stable 3D reconstructions. To present the performance of our method, we evaluated it on large-scale real-world datasets, including RealEstate10K, ACID, and DL3DV. SelfSplat achieves superior results over previous state-of-the-art methods in both appearance and geometry quality, also demonstrates strong cross-dataset generalization capabilities. Extensive ablation studies and analysis also validate the effectiveness of our proposed methods. Code and pretrained models are available at https://gynjn.github.io/selfsplat/
📅 2025-04-05
3D Gaussian Splatting (3DGS) has revolutionized neural rendering with its efficiency and quality, but like many novel view synthesis methods, it heavily depends on accurate camera poses from Structure-from-Motion (SfM) systems. Although recent SfM pipelines have made impressive progress, questions remain about how to further improve both their robust performance in challenging conditions (e.g., textureless scenes) and the precision of camera parameter estimation simultaneously. We present 3R-GS, a 3D Gaussian Splatting framework that bridges this gap by jointly optimizing 3D Gaussians and camera parameters from large reconstruction priors MASt3R-SfM. We note that naively performing joint 3D Gaussian and camera optimization faces two challenges: the sensitivity to the quality of SfM initialization, and its limited capacity for global optimization, leading to suboptimal reconstruction results. Our 3R-GS, overcomes these issues by incorporating optimized practices, enabling robust scene reconstruction even with imperfect camera registration. Extensive experiments demonstrate that 3R-GS delivers high-quality novel view synthesis and precise camera pose estimation while remaining computationally efficient. Project page: https://zsh523.github.io/3R-GS/
📅 2025-04-05
Gaussian Splatting (GS) has recently marked a significant advancement in 3D reconstruction, delivering both rapid rendering and high-quality results. However, existing 3DGS methods pose challenges in understanding underlying 3D semantics, which hinders model controllability and interpretability. To address it, we propose an interpretable single-view 3DGS framework, termed 3DisGS, to discover both coarse- and fine-grained 3D semantics via hierarchical disentangled representation learning (DRL). Specifically, the model employs a dual-branch architecture, consisting of a point cloud initialization branch and a triplane-Gaussian generation branch, to achieve coarse-grained disentanglement by separating 3D geometry and visual appearance features. Subsequently, fine-grained semantic representations within each modality are further discovered through DRL-based encoder-adapters. To our knowledge, this is the first work to achieve unsupervised interpretable 3DGS. Evaluations indicate that our model achieves 3D disentanglement while preserving high-quality and rapid reconstruction.
📅 2025-04-05 | 💬 Project page is available at https://gaussianscenes.github.io/
In this work, we introduce a generative approach for pose-free (without camera parameters) reconstruction of 360 scenes from a sparse set of 2D images. Pose-free scene reconstruction from incomplete, pose-free observations is usually regularized with depth estimation or 3D foundational priors. While recent advances have enabled sparse-view reconstruction of large complex scenes (with high degree of foreground and background detail) with known camera poses using view-conditioned generative priors, these methods cannot be directly adapted for the pose-free setting when ground-truth poses are not available during evaluation. To address this, we propose an image-to-image generative model designed to inpaint missing details and remove artifacts in novel view renders and depth maps of a 3D scene. We introduce context and geometry conditioning using Feature-wise Linear Modulation (FiLM) modulation layers as a lightweight alternative to cross-attention and also propose a novel confidence measure for 3D Gaussian splat representations to allow for better detection of these artifacts. By progressively integrating these novel views in a Gaussian-SLAM-inspired process, we achieve a multi-view-consistent 3D representation. Evaluations on the MipNeRF360 and DL3DV-10K benchmark datasets demonstrate that our method surpasses existing pose-free techniques and performs competitively with state-of-the-art posed (precomputed camera parameters are given) reconstruction methods in complex 360 scenes.
📅 2025-04-04 | 💬 Project Page: https://humandreamer-x.github.io/
Single-image human reconstruction is vital for digital human modeling applications but remains an extremely challenging task. Current approaches rely on generative models to synthesize multi-view images for subsequent 3D reconstruction and animation. However, directly generating multiple views from a single human image suffers from geometric inconsistencies, resulting in issues like fragmented or blurred limbs in the reconstructed models. To tackle these limitations, we introduce \textbf{HumanDreamer-X}, a novel framework that integrates multi-view human generation and reconstruction into a unified pipeline, which significantly enhances the geometric consistency and visual fidelity of the reconstructed 3D models. In this framework, 3D Gaussian Splatting serves as an explicit 3D representation to provide initial geometry and appearance priority. Building upon this foundation, \textbf{HumanFixer} is trained to restore 3DGS renderings, which guarantee photorealistic results. Furthermore, we delve into the inherent challenges associated with attention mechanisms in multi-view human generation, and propose an attention modulation strategy that effectively enhances geometric details identity consistency across multi-view. Experimental results demonstrate that our approach markedly improves generation and reconstruction PSNR quality metrics by 16.45% and 12.65%, respectively, achieving a PSNR of up to 25.62 dB, while also showing generalization capabilities on in-the-wild data and applicability to various human reconstruction backbone models.
📅 2025-04-04
Recently, 3D Gaussian Splatting (3D-GS) has prevailed in novel view synthesis, achieving high fidelity and efficiency. However, it often struggles to capture rich details and complete geometry. Our analysis reveals that the 3D-GS densification operation lacks adaptiveness and faces a dilemma between geometry coverage and detail recovery. To address this, we introduce a novel densification operation, residual split, which adds a downscaled Gaussian as a residual. Our approach is capable of adaptively retrieving details and complementing missing geometry. To further support this method, we propose a pipeline named ResGS. Specifically, we integrate a Gaussian image pyramid for progressive supervision and implement a selection scheme that prioritizes the densification of coarse Gaussians over time. Extensive experiments demonstrate that our method achieves SOTA rendering quality. Consistent performance improvements can be achieved by applying our residual split on various 3D-GS variants, underscoring its versatility and potential for broader application in 3D-GS-based applications.
📅 2025-04-04 | 💬 Accepted at CVPR
We propose PyTorchGeoNodes, a differentiable module for reconstructing 3D objects and their parameters from images using interpretable shape programs. Unlike traditional CAD model retrieval, shape programs allow reasoning about semantic parameters, editing, and a low memory footprint. Despite their potential, shape programs for 3D scene understanding have been largely overlooked. Our key contribution is enabling gradient-based optimization by parsing shape programs, or more precisely procedural models designed in Blender, into efficient PyTorch code. While there are many possible applications of our PyTochGeoNodes, we show that a combination of PyTorchGeoNodes with genetic algorithm is a method of choice to optimize both discrete and continuous shape program parameters for 3D reconstruction and understanding of 3D object parameters. Our modular framework can be further integrated with other reconstruction algorithms, and we demonstrate one such integration to enable procedural Gaussian splatting. Our experiments on the ScanNet dataset show that our method achieves accurate reconstructions while enabling, until now, unseen level of 3D scene understanding.
📅 2025-04-04
We present WildGS-SLAM, a robust and efficient monocular RGB SLAM system designed to handle dynamic environments by leveraging uncertainty-aware geometric mapping. Unlike traditional SLAM systems, which assume static scenes, our approach integrates depth and uncertainty information to enhance tracking, mapping, and rendering performance in the presence of moving objects. We introduce an uncertainty map, predicted by a shallow multi-layer perceptron and DINOv2 features, to guide dynamic object removal during both tracking and mapping. This uncertainty map enhances dense bundle adjustment and Gaussian map optimization, improving reconstruction accuracy. Our system is evaluated on multiple datasets and demonstrates artifact-free view synthesis. Results showcase WildGS-SLAM's superior performance in dynamic environments compared to state-of-the-art methods.
📅 2025-04-04 | 💬 Accepted to TMLR 2025. Project page at https://video-3dgs-project.github.io/
Recent advancements in zero-shot video diffusion models have shown promise for text-driven video editing, but challenges remain in achieving high temporal consistency. To address this, we introduce Video-3DGS, a 3D Gaussian Splatting (3DGS)-based video refiner designed to enhance temporal consistency in zero-shot video editors. Our approach utilizes a two-stage 3D Gaussian optimizing process tailored for editing dynamic monocular videos. In the first stage, Video-3DGS employs an improved version of COLMAP, referred to as MC-COLMAP, which processes original videos using a Masked and Clipped approach. For each video clip, MC-COLMAP generates the point clouds for dynamic foreground objects and complex backgrounds. These point clouds are utilized to initialize two sets of 3D Gaussians (Frg-3DGS and Bkg-3DGS) aiming to represent foreground and background views. Both foreground and background views are then merged with a 2D learnable parameter map to reconstruct full views. In the second stage, we leverage the reconstruction ability developed in the first stage to impose the temporal constraints on the video diffusion model. To demonstrate the efficacy of Video-3DGS on both stages, we conduct extensive experiments across two related tasks: Video Reconstruction and Video Editing. Video-3DGS trained with 3k iterations significantly improves video reconstruction quality (+3 PSNR, +7 PSNR increase) and training efficiency (x1.9, x4.5 times faster) over NeRF-based and 3DGS-based state-of-art methods on DAVIS dataset, respectively. Moreover, it enhances video editing by ensuring temporal consistency across 58 dynamic monocular videos.
📅 2025-04-03 | 💬 ICPRAM 2025. Implementation details (no code): https://github.com/MarcelRogge/object-centric-2dgs
Current Gaussian Splatting approaches are effective for reconstructing entire scenes but lack the option to target specific objects, making them computationally expensive and unsuitable for object-specific applications. We propose a novel approach that leverages object masks to enable targeted reconstruction, resulting in object-centric models. Additionally, we introduce an occlusion-aware pruning strategy to minimize the number of Gaussians without compromising quality. Our method reconstructs compact object models, yielding object-centric Gaussian and mesh representations that are up to 96% smaller and up to 71% faster to train compared to the baseline while retaining competitive quality. These representations are immediately usable for downstream applications such as appearance editing and physics simulation without additional processing.
📅 2025-04-03
Efficient and accurate object pose estimation is an essential component for modern vision systems in many applications such as Augmented Reality, autonomous driving, and robotics. While research in model-based 6D object pose estimation has delivered promising results, model-free methods are hindered by the high computational load in rendering and inferring consistent poses of arbitrary objects in a live RGB-D video stream. To address this issue, we present 6DOPE-GS, a novel method for online 6D object pose estimation \& tracking with a single RGB-D camera by effectively leveraging advances in Gaussian Splatting. Thanks to the fast differentiable rendering capabilities of Gaussian Splatting, 6DOPE-GS can simultaneously optimize for 6D object poses and 3D object reconstruction. To achieve the necessary efficiency and accuracy for live tracking, our method uses incremental 2D Gaussian Splatting with an intelligent dynamic keyframe selection procedure to achieve high spatial object coverage and prevent erroneous pose updates. We also propose an opacity statistic-based pruning mechanism for adaptive Gaussian density control, to ensure training stability and efficiency. We evaluate our method on the HO3D and YCBInEOAT datasets and show that 6DOPE-GS matches the performance of state-of-the-art baselines for model-free simultaneous 6D pose tracking and reconstruction while providing a 5$\times$ speedup. We also demonstrate the method's suitability for live, dynamic object tracking and reconstruction in a real-world setting.
📅 2025-04-03
We present MonoGS++, a novel fast and accurate Simultaneous Localization and Mapping (SLAM) method that leverages 3D Gaussian representations and operates solely on RGB inputs. While previous 3D Gaussian Splatting (GS)-based methods largely depended on depth sensors, our approach reduces the hardware dependency and only requires RGB input, leveraging online visual odometry (VO) to generate sparse point clouds in real-time. To reduce redundancy and enhance the quality of 3D scene reconstruction, we implemented a series of methodological enhancements in 3D Gaussian mapping. Firstly, we introduced dynamic 3D Gaussian insertion to avoid adding redundant Gaussians in previously well-reconstructed areas. Secondly, we introduced clarity-enhancing Gaussian densification module and planar regularization to handle texture-less areas and flat surfaces better. We achieved precise camera tracking results both on the synthetic Replica and real-world TUM-RGBD datasets, comparable to those of the state-of-the-art. Additionally, our method realized a significant 5.57x improvement in frames per second (fps) over the previous state-of-the-art, MonoGS.
📅 2025-04-03 | 💬 Accepted to CVPR'25. https://hcis-lab.github.io/GaussianLSS/
Bird's-eye view (BEV) perception has gained significant attention because it provides a unified representation to fuse multiple view images and enables a wide range of down-stream autonomous driving tasks, such as forecasting and planning. Recent state-of-the-art models utilize projection-based methods which formulate BEV perception as query learning to bypass explicit depth estimation. While we observe promising advancements in this paradigm, they still fall short of real-world applications because of the lack of uncertainty modeling and expensive computational requirement. In this work, we introduce GaussianLSS, a novel uncertainty-aware BEV perception framework that revisits unprojection-based methods, specifically the Lift-Splat-Shoot (LSS) paradigm, and enhances them with depth un-certainty modeling. GaussianLSS represents spatial dispersion by learning a soft depth mean and computing the variance of the depth distribution, which implicitly captures object extents. We then transform the depth distribution into 3D Gaussians and rasterize them to construct uncertainty-aware BEV features. We evaluate GaussianLSS on the nuScenes dataset, achieving state-of-the-art performance compared to unprojection-based methods. In particular, it provides significant advantages in speed, running 2.5x faster, and in memory efficiency, using 0.3x less memory compared to projection-based methods, while achieving competitive performance with only a 0.4% IoU difference.
📅 2025-04-03 | 💬 13 pages, 11 figures, 3 tables
Recent advances in zero-shot text-to-3D generation have revolutionized 3D content creation by enabling direct synthesis from textual descriptions. While state-of-the-art methods leverage 3D Gaussian Splatting with score distillation to enhance multi-view rendering through pre-trained text-to-image (T2I) models, they suffer from inherent view biases in T2I priors. These biases lead to inconsistent 3D generation, particularly manifesting as the multi-face Janus problem, where objects exhibit conflicting features across views. To address this fundamental challenge, we propose ConsDreamer, a novel framework that mitigates view bias by refining both the conditional and unconditional terms in the score distillation process: (1) a View Disentanglement Module (VDM) that eliminates viewpoint biases in conditional prompts by decoupling irrelevant view components and injecting precise camera parameters; and (2) a similarity-based partial order loss that enforces geometric consistency in the unconditional term by aligning cosine similarities with azimuth relationships. Extensive experiments demonstrate that ConsDreamer effectively mitigates the multi-face Janus problem in text-to-3D generation, outperforming existing methods in both visual quality and consistency.
📅 2025-04-03
We introduce DD3G, a formulation that Distills a multi-view Diffusion model (MV-DM) into a 3D Generator using gaussian splatting. DD3G compresses and integrates extensive visual and spatial geometric knowledge from the MV-DM by simulating its ordinary differential equation (ODE) trajectory, ensuring the distilled generator generalizes better than those trained solely on 3D data. Unlike previous amortized optimization approaches, we align the MV-DM and 3D generator representation spaces to transfer the teacher's probabilistic flow to the student, thus avoiding inconsistencies in optimization objectives caused by probabilistic sampling. The introduction of probabilistic flow and the coupling of various attributes in 3D Gaussians introduce challenges in the generation process. To tackle this, we propose PEPD, a generator consisting of Pattern Extraction and Progressive Decoding phases, which enables efficient fusion of probabilistic flow and converts a single image into 3D Gaussians within 0.06 seconds. Furthermore, to reduce knowledge loss and overcome sparse-view supervision, we design a joint optimization objective that ensures the quality of generated samples through explicit supervision and implicit verification. Leveraging existing 2D generation models, we compile 120k high-quality RGBA images for distillation. Experiments on synthetic and public datasets demonstrate the effectiveness of our method. Our project is available at: https://qinbaigao.github.io/DD3G_project/
📅 2025-04-03
3D Gaussian Splatting (3DGS) has demonstrated remarkable effectiveness in 3D reconstruction, achieving high-quality results with real-time radiance field rendering. However, a key challenge is the substantial storage cost: reconstructing a single scene typically requires millions of Gaussian splats, each represented by 59 floating-point parameters, resulting in approximately 1~GB of memory. To address this challenge, we propose a compression method by building separate attribute codebooks and storing only discrete code indices. Specifically, we employ noise-substituted vector quantization technique to jointly train the codebooks and model features, ensuring consistency between gradient descent optimization and parameter discretization. Our method reduces the memory consumption efficiently (around $45\times$) while maintaining competitive reconstruction quality on standard 3D benchmark scenes. Experiments on different codebook sizes show the trade-off between compression ratio and image quality. Furthermore, the trained compressed model remains fully compatible with popular 3DGS viewers and enables faster rendering speed, making it well-suited for practical applications.
📅 2025-04-03
The accurate reconstruction of dynamic street scenes is critical for applications in autonomous driving, augmented reality, and virtual reality. Traditional methods relying on dense point clouds and triangular meshes struggle with moving objects, occlusions, and real-time processing constraints, limiting their effectiveness in complex urban environments. While multi-view stereo and neural radiance fields have advanced 3D reconstruction, they face challenges in computational efficiency and handling scene dynamics. This paper proposes a novel 3D Gaussian point distribution method for dynamic street scene reconstruction. Our approach introduces an adaptive transparency mechanism that eliminates moving objects while preserving high-fidelity static scene details. Additionally, iterative refinement of Gaussian point distribution enhances geometric accuracy and texture representation. We integrate directional encoding with spatial position optimization to optimize storage and rendering efficiency, reducing redundancy while maintaining scene integrity. Experimental results demonstrate that our method achieves high reconstruction quality, improved rendering performance, and adaptability in large-scale dynamic environments. These contributions establish a robust framework for real-time, high-precision 3D reconstruction, advancing the practicality of dynamic scene modeling across multiple applications.
📅 2025-04-03 | 💬 Project Page: https://denghilbert.github.io/self-cali/
In this paper, we present a self-calibrating framework that jointly optimizes camera parameters, lens distortion and 3D Gaussian representations, enabling accurate and efficient scene reconstruction. In particular, our technique enables high-quality scene reconstruction from Large field-of-view (FOV) imagery taken with wide-angle lenses, allowing the scene to be modeled from a smaller number of images. Our approach introduces a novel method for modeling complex lens distortions using a hybrid network that combines invertible residual networks with explicit grids. This design effectively regularizes the optimization process, achieving greater accuracy than conventional camera models. Additionally, we propose a cubemap-based resampling strategy to support large FOV images without sacrificing resolution or introducing distortion artifacts. Our method is compatible with the fast rasterization of Gaussian Splatting, adaptable to a wide variety of camera lens distortion, and demonstrates state-of-the-art performance on both synthetic and real-world datasets.
📅 2025-04-02
We present UAVTwin, a method for creating digital twins from real-world environments and facilitating data augmentation for training downstream models embedded in unmanned aerial vehicles (UAVs). Specifically, our approach focuses on synthesizing foreground components, such as various human instances in motion within complex scene backgrounds, from UAV perspectives. This is achieved by integrating 3D Gaussian Splatting (3DGS) for reconstructing backgrounds along with controllable synthetic human models that display diverse appearances and actions in multiple poses. To the best of our knowledge, UAVTwin is the first approach for UAV-based perception that is capable of generating high-fidelity digital twins based on 3DGS. The proposed work significantly enhances downstream models through data augmentation for real-world environments with multiple dynamic objects and significant appearance variations-both of which typically introduce artifacts in 3DGS-based modeling. To tackle these challenges, we propose a novel appearance modeling strategy and a mask refinement module to enhance the training of 3D Gaussian Splatting. We demonstrate the high quality of neural rendering by achieving a 1.23 dB improvement in PSNR compared to recent methods. Furthermore, we validate the effectiveness of data augmentation by showing a 2.5% to 13.7% improvement in mAP for the human detection task.
📅 2025-04-02 | 💬 CVPR 2025; Project page:https://maskgaussian.github.io/
While 3D Gaussian Splatting (3DGS) has demonstrated remarkable performance in novel view synthesis and real-time rendering, the high memory consumption due to the use of millions of Gaussians limits its practicality. To mitigate this issue, improvements have been made by pruning unnecessary Gaussians, either through a hand-crafted criterion or by using learned masks. However, these methods deterministically remove Gaussians based on a snapshot of the pruning moment, leading to sub-optimized reconstruction performance from a long-term perspective. To address this issue, we introduce MaskGaussian, which models Gaussians as probabilistic entities rather than permanently removing them, and utilize them according to their probability of existence. To achieve this, we propose a masked-rasterization technique that enables unused yet probabilistically existing Gaussians to receive gradients, allowing for dynamic assessment of their contribution to the evolving scene and adjustment of their probability of existence. Hence, the importance of Gaussians iteratively changes and the pruned Gaussians are selected diversely. Extensive experiments demonstrate the superiority of the proposed method in achieving better rendering quality with fewer Gaussians than previous pruning methods, pruning over 60% of Gaussians on average with only a 0.02 PSNR decline. Our code can be found at: https://github.com/kaikai23/MaskGaussian
📅 2025-04-02
Scene-level 3D generation is a challenging research topic, with most existing methods generating only partial scenes and offering limited navigational freedom. We introduce WorldPrompter, a novel generative pipeline for synthesizing traversable 3D scenes from text prompts. We leverage panoramic videos as an intermediate representation to model the 360{\deg} details of a scene. WorldPrompter incorporates a conditional 360{\deg} panoramic video generator, capable of producing a 128-frame video that simulates a person walking through and capturing a virtual environment. The resulting video is then reconstructed as Gaussian splats by a fast feedforward 3D reconstructor, enabling a true walkable experience within the 3D scene. Experiments demonstrate that our panoramic video generation model achieves convincing view consistency across frames, enabling high-quality panoramic Gaussian splat reconstruction and facilitating traversal over an area of the scene. Qualitative and quantitative results also show it outperforms the state-of-the-art 360{\deg} video generators and 3D scene generation models.
📅 2025-04-02 | 💬 WACV ULTRRA Workshop 2025
Recent advancements in 3D Gaussian Splatting (3DGS) and Neural Radiance Fields (NeRF) have achieved impressive results in real-time 3D reconstruction and novel view synthesis. However, these methods struggle in large-scale, unconstrained environments where sparse and uneven input coverage, transient occlusions, appearance variability, and inconsistent camera settings lead to degraded quality. We propose GS-Diff, a novel 3DGS framework guided by a multi-view diffusion model to address these limitations. By generating pseudo-observations conditioned on multi-view inputs, our method transforms under-constrained 3D reconstruction problems into well-posed ones, enabling robust optimization even with sparse data. GS-Diff further integrates several enhancements, including appearance embedding, monocular depth priors, dynamic object modeling, anisotropy regularization, and advanced rasterization techniques, to tackle geometric and photometric challenges in real-world settings. Experiments on four benchmarks demonstrate that GS-Diff consistently outperforms state-of-the-art baselines by significant margins.
📅 2025-04-02
3D Gaussian Splatting (3DGS) proposes an efficient solution for novel view synthesis. Its framework provides fast and high-fidelity rendering. Although less complex than other solutions such as Neural Radiance Fields (NeRF), there are still some challenges building smaller models without sacrificing quality. In this study, we perform a careful analysis of 3DGS training process and propose a new optimization methodology. Our Better Optimized Gaussian Splatting (BOGausS) solution is able to generate models up to ten times lighter than the original 3DGS with no quality degradation, thus significantly boosting the performance of Gaussian Splatting compared to the state of the art.
📅 2025-04-02
Recent advances in text-to-3D creation integrate the potent prior of Diffusion Models from text-to-image generation into 3D domain. Nevertheless, generating 3D scenes with multiple objects remains challenging. Therefore, we present DreamScape, a method for generating 3D scenes from text. Utilizing Gaussian Splatting for 3D representation, DreamScape introduces 3D Gaussian Guide that encodes semantic primitives, spatial transformations and relationships from text using LLMs, enabling local-to-global optimization. Progressive scale control is tailored during local object generation, addressing training instability issue arising from simple blending in the global optimization stage. Collision relationships between objects are modeled at the global level to mitigate biases in LLMs priors, ensuring physical correctness. Additionally, to generate pervasive objects like rain and snow distributed extensively across the scene, we design specialized sparse initialization and densification strategy. Experiments demonstrate that DreamScape achieves state-of-the-art performance, enabling high-fidelity, controllable 3D scene generation.
📅 2025-04-02 | 💬 SCIA 2025
The development of large-scale 3D scene reconstruction and novel view synthesis methods mostly rely on datasets comprising perspective images with narrow fields of view (FoV). While effective for small-scale scenes, these datasets require large image sets and extensive structure-from-motion (SfM) processing, limiting scalability. To address this, we introduce a fisheye image dataset tailored for scene reconstruction tasks. Using dual 200-degree fisheye lenses, our dataset provides full 360-degree coverage of 5 indoor and 5 outdoor scenes. Each scene has sparse SfM point clouds and precise LIDAR-derived dense point clouds that can be used as geometric ground-truth, enabling robust benchmarking under challenging conditions such as occlusions and reflections. While the baseline experiments focus on vanilla Gaussian Splatting and NeRF based Nerfacto methods, the dataset supports diverse approaches for scene reconstruction, novel view synthesis, and image-based rendering.
📅 2025-04-02 | 💬 Project page is available at https://tobiasfshr.github.io/pub/flowr
3D Gaussian splatting enables high-quality novel view synthesis (NVS) at real-time frame rates. However, its quality drops sharply as we depart from the training views. Thus, dense captures are needed to match the high-quality expectations of some applications, e.g. Virtual Reality (VR). However, such dense captures are very laborious and expensive to obtain. Existing works have explored using 2D generative models to alleviate this requirement by distillation or generating additional training views. These methods are often conditioned only on a handful of reference input views and thus do not fully exploit the available 3D information, leading to inconsistent generation results and reconstruction artifacts. To tackle this problem, we propose a multi-view, flow matching model that learns a flow to connect novel view renderings from possibly sparse reconstructions to renderings that we expect from dense reconstructions. This enables augmenting scene captures with novel, generated views to improve reconstruction quality. Our model is trained on a novel dataset of 3.6M image pairs and can process up to 45 views at 540x960 resolution (91K tokens) on one H100 GPU in a single forward pass. Our pipeline consistently improves NVS in sparse- and dense-view scenarios, leading to higher-quality reconstructions than prior works across multiple, widely-used NVS benchmarks.
📅 2025-04-02 | 💬 Accepted by ICME 2025
Recent advancements in text-to-3D generation have shown remarkable results by leveraging 3D priors in combination with 2D diffusion. However, previous methods utilize 3D priors that lack detailed and complex structural information, limiting them to generating simple objects and presenting challenges for creating intricate structures such as bonsai. In this paper, we propose 3DBonsai, a novel text-to-3D framework for generating 3D bonsai with complex structures. Technically, we first design a trainable 3D space colonization algorithm to produce bonsai structures, which are then enhanced through random sampling and point cloud augmentation to serve as the 3D Gaussian priors. We introduce two bonsai generation pipelines with distinct structural levels: fine structure conditioned generation, which initializes 3D Gaussians using a 3D structure prior to produce detailed and complex bonsai, and coarse structure conditioned generation, which employs a multi-view structure consistency module to align 2D and 3D structures. Moreover, we have compiled a unified 2D and 3D Chinese-style bonsai dataset. Our experimental results demonstrate that 3DBonsai significantly outperforms existing methods, providing a new benchmark for structure-aware 3D bonsai generation.
📅 2025-04-02
Modeling animatable human avatars from monocular or multi-view videos has been widely studied, with recent approaches leveraging neural radiance fields (NeRFs) or 3D Gaussian Splatting (3DGS) achieving impressive results in novel-view and novel-pose synthesis. However, existing methods often struggle to accurately capture the dynamics of loose clothing, as they primarily rely on global pose conditioning or static per-frame representations, leading to oversmoothing and temporal inconsistencies in non-rigid regions. To address this, We propose RealityAvatar, an efficient framework for high-fidelity digital human modeling, specifically targeting loosely dressed avatars. Our method leverages 3D Gaussian Splatting to capture complex clothing deformations and motion dynamics while ensuring geometric consistency. By incorporating a motion trend module and a latentbone encoder, we explicitly model pose-dependent deformations and temporal variations in clothing behavior. Extensive experiments on benchmark datasets demonstrate the effectiveness of our approach in capturing fine-grained clothing deformations and motion-driven shape variations. Our method significantly enhances structural fidelity and perceptual quality in dynamic human reconstruction, particularly in non-rigid regions, while achieving better consistency across temporal frames.
📅 2025-04-02 | 💬 12 pages
Recently single-view 3D generation via Gaussian splatting has emerged and developed quickly. They learn 3D Gaussians from 2D RGB images generated from pre-trained multi-view diffusion (MVD) models, and have shown a promising avenue for 3D generation through a single image. Despite the current progress, these methods still suffer from the inconsistency jointly caused by the geometric ambiguity in the 2D images, and the lack of structure of 3D Gaussians, leading to distorted and blurry 3D object generation. In this paper, we propose to fix these issues by GS-RGBN, a new RGBN-volume Gaussian Reconstruction Model designed to generate high-fidelity 3D objects from single-view images. Our key insight is a structured 3D representation can simultaneously mitigate the afore-mentioned two issues. To this end, we propose a novel hybrid Voxel-Gaussian representation, where a 3D voxel representation contains explicit 3D geometric information, eliminating the geometric ambiguity from 2D images. It also structures Gaussians during learning so that the optimization tends to find better local optima. Our 3D voxel representation is obtained by a fusion module that aligns RGB features and surface normal features, both of which can be estimated from 2D images. Extensive experiments demonstrate the superiority of our methods over prior works in terms of high-quality reconstruction results, robust generalization, and good efficiency.
📅 2025-04-02 | 💬 CVPR 2025, project page: https://cuiziteng.github.io/Luminance_GS_web/
Capturing high-quality photographs under diverse real-world lighting conditions is challenging, as both natural lighting (e.g., low-light) and camera exposure settings (e.g., exposure time) significantly impact image quality. This challenge becomes more pronounced in multi-view scenarios, where variations in lighting and image signal processor (ISP) settings across viewpoints introduce photometric inconsistencies. Such lighting degradations and view-dependent variations pose substantial challenges to novel view synthesis (NVS) frameworks based on Neural Radiance Fields (NeRF) and 3D Gaussian Splatting (3DGS). To address this, we introduce Luminance-GS, a novel approach to achieving high-quality novel view synthesis results under diverse challenging lighting conditions using 3DGS. By adopting per-view color matrix mapping and view-adaptive curve adjustments, Luminance-GS achieves state-of-the-art (SOTA) results across various lighting conditions -- including low-light, overexposure, and varying exposure -- while not altering the original 3DGS explicit representation. Compared to previous NeRF- and 3DGS-based baselines, Luminance-GS provides real-time rendering speed with improved reconstruction quality.
📅 2025-04-02
3D Gaussian Splatting shows great potential in reconstructing photo-realistic 3D scenes. However, these methods typically bake illumination into their representations, limiting their use for physically-based rendering and scene editing. Although recent inverse rendering approaches aim to decompose scenes into material and lighting components, they often rely on simplifying assumptions that fail when editing. We present a novel approach that enables efficient global illumination for 3D Gaussians Splatting through screen-space ray tracing. Our key insight is that a substantial amount of indirect light can be traced back to surfaces visible within the current view frustum. Leveraging this observation, we augment the direct shading computed by 3D Gaussians with Monte-Carlo screen-space ray-tracing to capture one-bounce indirect illumination. In this way, our method enables realistic global illumination without sacrificing the computational efficiency and editability benefits of 3D Gaussians. Through experiments, we show that the screen-space approximation we utilize allows for indirect illumination and supports real-time rendering and editing. Code, data, and models will be made available at our project page: https://wuzirui.github.io/gs-ssr.
📅 2025-04-01 | 💬 Accepted by CVPR 2025
In this work, we introduce Monocular and Generalizable Gaussian Talking Head Animation (MGGTalk), which requires monocular datasets and generalizes to unseen identities without personalized re-training. Compared with previous 3D Gaussian Splatting (3DGS) methods that requires elusive multi-view datasets or tedious personalized learning/inference, MGGtalk enables more practical and broader applications. However, in the absence of multi-view and personalized training data, the incompleteness of geometric and appearance information poses a significant challenge. To address these challenges, MGGTalk explores depth information to enhance geometric and facial symmetry characteristics to supplement both geometric and appearance features. Initially, based on the pixel-wise geometric information obtained from depth estimation, we incorporate symmetry operations and point cloud filtering techniques to ensure a complete and precise position parameter for 3DGS. Subsequently, we adopt a two-stage strategy with symmetric priors for predicting the remaining 3DGS parameters. We begin by predicting Gaussian parameters for the visible facial regions of the source image. These parameters are subsequently utilized to improve the prediction of Gaussian parameters for the non-visible regions. Extensive experiments demonstrate that MGGTalk surpasses previous state-of-the-art methods, achieving superior performance across various metrics.
📅 2025-04-01 | 💬 Accepted in IEEE Robotics and Automation Letters. Code available at: https://github.com/ShuyiZhou495/RobustCalibration
LiDAR-camera systems have become increasingly popular in robotics recently. A critical and initial step in integrating the LiDAR and camera data is the calibration of the LiDAR-camera system. Most existing calibration methods rely on auxiliary target objects, which often involve complex manual operations, whereas targetless methods have yet to achieve practical effectiveness. Recognizing that 2D Gaussian Splatting (2DGS) can reconstruct geometric information from camera image sequences, we propose a calibration method that estimates LiDAR-camera extrinsic parameters using geometric constraints. The proposed method begins by reconstructing colorless 2DGS using LiDAR point clouds. Subsequently, we update the colors of the Gaussian splats by minimizing the photometric loss. The extrinsic parameters are optimized during this process. Additionally, we address the limitations of the photometric loss by incorporating the reprojection and triangulation losses, thereby enhancing the calibration robustness and accuracy.
📅 2025-04-01 | 💬 The project page can be found at https://maggiesong7.github.io/research/ADGaussian/
We present a novel approach, termed ADGaussian, for generalizable street scene reconstruction. The proposed method enables high-quality rendering from single-view input. Unlike prior Gaussian Splatting methods that primarily focus on geometry refinement, we emphasize the importance of joint optimization of image and depth features for accurate Gaussian prediction. To this end, we first incorporate sparse LiDAR depth as an additional input modality, formulating the Gaussian prediction process as a joint learning framework of visual information and geometric clue. Furthermore, we propose a multi-modal feature matching strategy coupled with a multi-scale Gaussian decoding model to enhance the joint refinement of multi-modal features, thereby enabling efficient multi-modal Gaussian learning. Extensive experiments on two large-scale autonomous driving datasets, Waymo and KITTI, demonstrate that our ADGaussian achieves state-of-the-art performance and exhibits superior zero-shot generalization capabilities in novel-view shifting.
📅 2025-04-01 | 💬 CVPR 2025, 11 pages, 7 figures
The reconstruction of immersive and realistic 3D scenes holds significant practical importance in various fields of computer vision and computer graphics. Typically, immersive and realistic scenes should be free from obstructions by dynamic objects, maintain global texture consistency, and allow for unrestricted exploration. The current mainstream methods for image-driven scene construction involves iteratively refining the initial image using a moving virtual camera to generate the scene. However, previous methods struggle with visual discontinuities due to global texture inconsistencies under varying camera poses, and they frequently exhibit scene voids caused by foreground-background occlusions. To this end, we propose a novel layered 3D scene reconstruction framework from panoramic image, named Scene4U. Specifically, Scene4U integrates an open-vocabulary segmentation model with a large language model to decompose a real panorama into multiple layers. Then, we employs a layered repair module based on diffusion model to restore occluded regions using visual cues and depth information, generating a hierarchical representation of the scene. The multi-layer panorama is then initialized as a 3D Gaussian Splatting representation, followed by layered optimization, which ultimately produces an immersive 3D scene with semantic and structural consistency that supports free exploration. Scene4U outperforms state-of-the-art method, improving by 24.24% in LPIPS and 24.40% in BRISQUE, while also achieving the fastest training speed. Additionally, to demonstrate the robustness of Scene4U and allow users to experience immersive scenes from various landmarks, we build WorldVista3D dataset for 3D scene reconstruction, which contains panoramic images of globally renowned sites. The implementation code and dataset will be released at https://github.com/LongHZ140516/Scene4U .
📅 2025-04-01 | 💬 Accepted to CVPR2025
We introduce ActiveGAMER, an active mapping system that utilizes 3D Gaussian Splatting (3DGS) to achieve high-quality, real-time scene mapping and exploration. Unlike traditional NeRF-based methods, which are computationally demanding and restrict active mapping performance, our approach leverages the efficient rendering capabilities of 3DGS, allowing effective and efficient exploration in complex environments. The core of our system is a rendering-based information gain module that dynamically identifies the most informative viewpoints for next-best-view planning, enhancing both geometric and photometric reconstruction accuracy. ActiveGAMER also integrates a carefully balanced framework, combining coarse-to-fine exploration, post-refinement, and a global-local keyframe selection strategy to maximize reconstruction completeness and fidelity. Our system autonomously explores and reconstructs environments with state-of-the-art geometric and photometric accuracy and completeness, significantly surpassing existing approaches in both aspects. Extensive evaluations on benchmark datasets such as Replica and MP3D highlight ActiveGAMER's effectiveness in active mapping tasks.