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1,093篇论文匹配“3D Rendering & Reconstruction”
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Computer Vision · 3D Rendering & Reconstruction

Wenzong Ma, Zhuoxiao Li, Jinjing Zhu, Tongyan Hua, Kanghao Chen, Zidong Cao, Da Yang, Peilun Shi, Yibo Zhou, Wufan Zhao 等

Recent advances in large-scale 3D scene reconstruction using unmanned aerial vehicles (UAVs) have spurred increasing interest in neural rendering techniques. However, existing approaches with conventional cameras struggle to capture consistent multi-view images of scenes, particularly in extremely blurred and low-light environments, due to the inherent limitations in dynamic range caused by long exposure and motion blur resulting from camera motion. As a promising solution, bio-inspired event cameras exhibit robustness in extreme scenarios, due to their high dynamic range and microsecond-level temporal resolution. Nevertheless, dedicated event datasets specifically tailored for large-scale UAV 3D scene reconstruction remain limited. To bridge this gap, we introduce SkyEvents, a pioneering large-scale event-enhanced UAV dataset for 3D scene reconstruction, incorporating RGB, event, and LiDAR data. SkyEvents encompasses 45 sequences, spanning over 8 hours of video, captured across a diverse set of illumination conditions, scenarios, and flight altitudes. To facilitate the event-based 3D scene reconstruction with SkyEvents, we propose the Geometry-constrained Timestamp Alignment (GTA) module to align timestamps between the event and RGB cameras. Furthermore, we introduce a Region-wise Event Rendering (RER) loss for supervising the rendering optimization. With SkyEvents, we aim to motivate and equip researchers to advance large-scale 3D scene reconstruction in challenging environments, harnessing the unique strengths of event cameras. Dataset and code will be available at https://github.com/Anthony-ECPKN/SkyEvent.

Computer Vision · 3D Rendering & Reconstruction

Pengfei Wang, Liyi Chen, Zhiyuan Ma, Yanjun Guo, Guowen Zhang, Lei Zhang

Generating explorable 3D scenes from a single image is a highly challenging problem in 3D vision. Existing methods struggle to support free exploration, often producing severe geometric distortions and noisy artifacts when the viewpoint moves far from the original perspective. We introduce One2Scene, an effective framework that decomposes this ill-posed problem into three tractable sub-tasks to enable immersive explorable scene generation. We first use a panorama generator to produce anchor views from a single input image as initialization. Then, we lift these 2D anchors into an explicit 3D geometric scaffold via a generalizable, feed-forward Gaussian Splatting network. Instead of treating the panorama as a single image for reconstruction, we project it into multiple sparse anchor views and reformulate the reconstruction task as multi-view stereo matching, which allows us to leverage robust geometric priors learned from large-scale multi-view datasets. A bidirectional feature fusion module is used to enforce cross-view consistency, yielding an efficient and geometrically reliable scaffold. Finally, the scaffold serves as a strong prior for a novel view generator to produce photorealistic and geometrically accurate views at arbitrary cameras. By explicitly conditioning on a 3D-consistent scaffold to perform reconstruction, One2Scene works stably under large camera motions, supporting immersive scene exploration. Extensive experiments show that One2Scene substantially outperforms state-of-the-art methods in panorama depth estimation, feed-forward 360° reconstruction, and explorable 3D scene generation. Project page can be found at: https://one2scene5406.github.io

Junliang Ye, Shenghao Xie, Ruowen Zhao, Zhengyi Wang, Hongyu Yan, Wenqiang Zu, Lei Ma, Jun Zhu

3D object editing is essential for interactive content creation in gaming, animation, and robotics, yet current approaches remain inefficient, inconsistent, and often fail to preserve unedited regions. Most methods rely on editing multi-view renderings followed by reconstruction, which introduces artifacts and limits practicality. To address these challenges, we propose \textbf{Nano3D}, a training-free framework for precise and coherent 3D object editing without masks. Nano3D integrates FlowEdit into TRELLIS to perform localized edits guided by front-view renderings, and further introduces region-aware merging strategies, Voxel/Slat-Merge, which adaptively preserve structural fidelity by ensuring consistency between edited and unedited areas. Experiments demonstrate that Nano3D achieves superior 3D consistency and visual quality compared with existing methods. Based on this framework, we construct the first large-scale 3D editing datasets \textbf{Nano3D-Edit-100k}, which contains over 100,000 high-quality 3D editing pairs. This work addresses long-standing challenges in both algorithm design and data availability, significantly improving the generality and reliability of 3D editing, and laying the groundwork for the development of feed-forward 3D editing models.

Computer Vision · 3D Rendering & Reconstruction

Hao Ai, Wenjie Chang, Jianbo Jiao, Ales Leonardis, Eyal Ofek

Articulated objects are ubiquitous in daily life. Our goal is to achieve a high-quality reconstruction, segmentation of independent moving parts, and analysis of articulation. Recent methods analyse two different articulation states and perform per-point part segmentation, optimising per-part articulation using cross-state correspondences, given a priori knowledge of the number of parts. Such assumptions greatly limit their applications and performance. Their robustness is reduced when objects cannot be clearly visible in both states. To address these issues, in this paper, we present a new framework, *Articulation in Motion (AiM)*. We infer part-level decomposition, articulation kinematics, and reconstruct an interactive 3D digital replica from a user–object interaction video and a start-state scan. We propose a dual-Gaussian scene representation that is learned from an initial 3DGS scan of the object and a video that shows the movement of separate parts. It uses motion cues to segment the object into parts and assign articulation joints. Subsequently, a robust, sequential RANSAC is employed to achieve part mobility analysis \textit{without any part-level structural priors}, which clusters moving primitives into rigid parts and estimates kinematics while automatically determining the number of parts. The proposed approach separates the object into parts, each represented as a 3D Gaussian set, enabling high-quality rendering. Our approach yields higher quality part segmentation than previous methods, without prior knowledge. Extensive experimental analysis on both simple and complex objects validates the effectiveness and strong generalisation ability of our approach. Project page: https://haoai-1997.github.io/AiM/.

Applications · Robotics

Zicheng Zhang, Ke Wu, Xiangting Meng, Keyu Liu, Jieru Zhao, Wenchao Ding

Monocular 3D Gaussian Splatting SLAM suffers from critical limitations in time efficiency, geometric accuracy, and multi-view consistency. These issues stem from the time-consuming $\textit{Train-from-Scratch}$ optimization and the lack of inter-frame scale consistency from single-frame geometry priors. We contend that a feed-forward paradigm, leveraging multi-frame context to predict Gaussian attributes directly, is crucial for addressing these challenges. We present Flash-Mono, a system composed of three core modules: a feed-forward prediction frontend, a 2D Gaussian Splatting mapping backend, and an efficient hidden-state-based loop closure module. We trained a recurrent feed-forward frontend model that progressively aggregates multi-frame visual features into a hidden state via cross attention and jointly predicts camera poses and per-pixel Gaussian properties. By directly predicting Gaussian attributes, our method bypasses the burdensome per-frame optimization required in optimization-based GS-SLAM, achieving a $\textbf{10x}$ speedup while ensuring high-quality rendering. The power of our recurrent architecture extends beyond efficient prediction. The hidden states act as compact submap descriptors, facilitating efficient loop closure and global $\mathrm{Sim}(3)$ optimization to mitigate the long-standing challenge of drift. For enhanced geometric fidelity, we replace conventional 3D Gaussian ellipsoids with 2D Gaussian surfels. Extensive experiments demonstrate that Flash-Mono achieves state-of-the-art performance in both tracking and mapping quality, highlighting its potential for embodied perception and real-time reconstruction applications.

Computer Vision · 3D Rendering & Reconstruction

Zeyu Cai, Ziyang Li, Xiaoben Li, Boqian Li, Zeyu Wang, Zhenyu Zhang, Yuliang Xiu

We present UP2You, the first tuning-free solution for reconstructing high-fidelity 3D clothed portraits from extremely unconstrained in-the-wild 2D photos. Unlike previous approaches that require "clean" inputs (e.g., full-body images with minimal occlusions, or well calibrated cross-view captures), UP2You directly processes raw, unstructured photographs, which may vary significantly in pose, viewpoint, cropping, and occlusion. Instead of compressing data into tokens for slow online text-to-3D optimization, we introduce a data rectifier paradigm that efficiently converts unconstrained inputs into clean, orthogonal multi-view images in a single forward pass within seconds, simplifying the 3D reconstruction. Central to UP2You is a pose-correlated feature aggregation module PCFA, that selectively fuses information from multiple reference images w.r.t. target poses, enabling better identity preservation and nearly constant memory footprint, with more observations. Extensive experiments on 4D-Dress, PuzzleIOI, and in-the-wild captures demonstrate that UP2You consistently surpasses previous methods in both geometric accuracy (Chamfer-15\%$\\downarrow$, P2S-18\%$\\downarrow$ on PuzzleIOI) and texture fidelity (PSNR-21\%$\\uparrow$, LPIPS 46\%$\\downarrow$ on 4D-Dress). UP2You is efficient (1.5 minutes per person), and versatile (supports arbitrary pose control, and training-free multi-garment 3D virtual try-on), making it practical for real-world scenarios where humans are casually captured. Both models and code will be released to facilitate future research on this underexplored task.

Computer Vision · Image and Video Generation

Xinya Ji, Sebastian Weiss, Manuel Kansy, Jacek Naruniec, Xun Cao, Barbara Solenthaler, Derek Bradley

Despite recent progress in 3D Gaussian-based head avatar modeling, efficiently generating high fidelity avatars remains a challenge. Current methods typically rely on extensive multi-view capture setups or monocular videos with per-identity optimization during inference, limiting their scalability and ease of use on unseen subjects. To overcome these efficiency drawbacks, we propose FastGHA, a feed-forward method to generate high-quality Gaussian head avatars from only a few input images while supporting real-time animation. Our approach directly learns a per-pixel Gaussian representation from the input images, and aggregates multi-view information using a transformer-based encoder that fuses image features from both DINOv3 and Stable Diffusion VAE. For real-time animation, we extend the explicit Gaussian representations with per-Gaussian features and introduce a lightweight MLP-based dynamic network to predict 3D Gaussian deformations from expression codes. Furthermore, to enhance geometric smoothness of the 3D head, we employ point maps from a pre-trained large reconstruction model as geometry supervision. Experiments show that our approach significantly outperforms existing methods in both rendering quality and inference efficiency, while supporting real-time dynamic avatar animation.

Computer Vision · 3D Rendering & Reconstruction

Yiping Xie, Yuchi Huo, Yunlong Ran, Zijian Huang, Lincheng Li, Yingfeng Chen, Jiming Chen, Qi Ye

Neural radiance fields and 3D Gaussian splatting (3DGS) have significantly advanced 3D reconstruction and novel view synthesis (NVS). Yet, achieving high-fidelity and view-consistent renderings directly from point clouds---without costly per-scene optimization---remains a core challenge. In this work, we present DiffPBR, a diffusion-based framework that synthesizes coherent, photorealistic renderings from diverse point cloud inputs. We demonstrate that diffusion models, when guided by viewpoint-projected noise explicitly constrained by scene geometry and visibility, naturally enforce geometric consistency across camera motion. To achieve this, we first introduce adaptive CoNo-Splatting, a technique for fast and faithful rasterization that ensures efficient and effective handling of point clouds. Secondly, we integrate residual learning into the neural re-rendering pipeline, which improves convergence, generalization, and visual quality across diverse rendering tasks. Extensive experiments show that our method outperforms existing baselines with an improvement of **3~5dB** in rendered image quality, a reduction from **41 to 8** in GPU hours for training, and an increase from **3.6fps to 10fps** (our one-step variant) in rendering speed frequency.

Computer Vision · Image and Video Generation

Shan Wang, Peixia Li, Chenchen Xu, Ziang Cheng, Jiayu Yang, Hongdong Li, Pulak Purkait

We propose Light–Geometry Interaction (LGI) maps, a novel representation that encodes light-aware occlusion from monocular depth. Unlike ray tracing, which requires full 3D reconstruction, LGI captures essential light–shadow interactions reliably and accurately, computed from off-the-shelf 2.5D depth map predictions. LGI explicitly ties illumination direction to geometry, providing a physics-inspired prior that constrains generative models. Without such prior, these models often produce floating shadows, inconsistent illumination, and implausible shadow geometry. Building on this representation, we propose a unified pipeline for joint shadow generation and relighting-unlike prior methods that treat them as disjoint tasks-capturing the intrinsic coupling of illumination and shadowing essential for modeling indirect effects. By embedding LGI into a bridge-matching generative backbone, we reduce ambiguity and enforce physically consistent light–shadow reasoning. To enable effective training, we curated the first large-scale benchmark dataset for joint shadow and relighting, covering reflections, transparency, and complex interreflections. Experiments show significant gains in realism and consistency across synthetic and real images. LGI thus bridges geometry-inspired rendering with generative modeling, enabling efficient, physically consistent shadow generation and relighting.

Computer Vision · Vision Models & Multimodal

Zhanpeng Luo, Ce Zhang, Silong Yong, Cunxi Dai, Qianwei Wang, Haoxi Ran, Guanya Shi, Katia Sycara, Yaqi Xie

Multi-modal Large Language Models (MLLMs) have demonstrated strong capabilities in general-purpose perception and reasoning, but they still struggle with tasks that require spatial understanding of the 3D world. To address this, we introduce pySpatial, a visual programming framework that equips MLLMs with the ability to interface with spatial tools via Python code generation. Given an image sequence and a natural-language query, the model composes function calls to spatial tools including 3D reconstruction, camera-pose recovery, novel-view rendering, etc. These operations convert raw 2D inputs into an explorable 3D scene, enabling MLLMs to reason explicitly over structured spatial representations. Notably, pySpatial requires no gradient-based fine-tuning and operates in a fully zero-shot setting. Experimental evaluations on the challenging MindCube and Omni3D-Bench benchmarks demonstrate that our framework pySpatial consistently surpasses strong MLLM baselines; for instance, it outperforms GPT-4.1-mini by 12.94% on MindCube. Furthermore, we conduct real-world indoor navigation experiments where the robot can successfully traverse complex environments using route plans generated by pySpatial, highlighting the practical effectiveness of our approach. Our project website will be available at https://pySpatial.github.io.

Xiaogang Wang, Hongyu Wu, Wenfeng Song, Kai Xu

This paper presents a unified framework for simulating and visualizing dynamic fracture phenomena in extreme mechanical collisions using multi-view image inputs. While existing methods primarily address elastic deformations at contact surfaces, they fail to capture the complex physics of extreme collisions, often producing non-physical artifacts and material adhesion at fracture interfaces. Our approach integrates two key innovations: (1) an enhanced Collision Material Point Method (Collision-MPM) with momentum-conserving interface forces derived from normalized mass distributions, which effectively eliminates unphysical adhesion in fractured solids; and (2) a fracture-aware 3D Gaussian continuum representation that enables physically plausible rendering without post-processing. The framework operates through three main stages: First, performing implicit reconstruction of collision objects from multi-view images while sampling both surface and internal particles and simultaneously learning surface particle Gaussian properties via splatting; Second, high-fidelity collision resolution using our improved Collision-MPM formulation; Third, dynamic fracture tracking with Gaussian attribute optimization for fracture surfaces rendering. Through comprehensive testing, our framework demonstrates significant improvements over existing methods in handling diverse scenarios, including homogeneous materials, heterogeneous composites, and complex multi-body collisions. The results confirm superior physical accuracy, while maintaining computational efficiency for rendering.

Computer Vision · 3D Rendering & Reconstruction

Jian Gao, Mengqi Yuan, Yifei Zeng, Chang Zeng, Zhihao Li, Dave Chen, Weichao Qiu, Xiao-Xiao Long, Hao Zhu, Xun Cao 等

Gaussian Splatting (GS) enables immersive rendering, but realistic 3D object–scene composition remains challenging. Baked appearance and shadow information in GS radiance fields cause inconsistencies when combining objects and scenes. Addressing this requires relightable object reconstruction and scene lighting estimation. For relightable object reconstruction, existing Gaussian-based inverse rendering methods often rely on ray tracing, leading to low efficiency. We introduce Surface Octahedral Probes (SOPs), which store lighting and occlusion information and allow efficient 3D querying via interpolation, avoiding expensive ray tracing. SOPs provide at least a 2x speedup in reconstruction and enable real-time shadow computation in Gaussian scenes. For lighting estimation, existing Gaussian-based inverse rendering methods struggle to model intricate light transport and often fail in complex scenes, while learning-based methods predict lighting from a single image and are viewpoint-sensitive. We observe that 3D object–scene composition primarily concerns the object’s appearance and nearby shadows. Thus, we simplify the challenging task of full scene lighting estimation by focusing on the environment lighting at the object’s placement. Specifically, we capture a 360° reconstructed radiance field of the scene at the location and fine-tune a diffusion model to complete the lighting. Building on these advances, we propose ComGS, a novel 3D object–scene composition framework. Our method achieves high-quality, real-time rendering at around 26 FPS, produces visually harmonious results with vivid shadows, and requires only 36 seconds for editing. The code and dataset are available at https://nju-3dv.github.io/projects/ComGS/.

Computer Vision · 3D Rendering & Reconstruction

Jian Liu, Chunshi Wang, Song Guo, Haohan Weng, Zhen Zhou, Zhiqi Li, Jiaao Yu, Yiling Zhu, Jing Xu, Biwen Lei 等

The generation of quadrilateral-dominant meshes is a cornerstone of professional 3D content creation. However, existing generative models generate quad meshes by first generating triangle meshes and then merging triangles into quadrilaterals with some specific rules, which typically produces quad meshes with poor topology. In this paper, we introduce QuadGPT, the first autoregressive framework for generating quadrilateral meshes in an end-to-end manner. QuadGPT formulates this as a sequence prediction paradigm, distinguished by two key innovations: a unified tokenization method to handle mixed topologies of triangles and quadrilaterals, and a specialized Reinforcement Learning fine-tuning method tDPO for better generation quality. Extensive experiments demonstrate that QuadGPT significantly surpasses previous triangle-to-quad conversion pipelines in both geometric accuracy and topological quality. Our work establishes a new benchmark for native quad-mesh generation and showcases the power of combining large-scale autoregressive models with topology-aware RL refinement for creating structured 3D assets.

Computer Vision · 3D Rendering & Reconstruction

Yanqi Bao, Jing Liao, Jing Huo, Yang Gao

We present DGGS, a novel framework that addresses the previously unexplored challenge: \textbf{Distractor-free Generalizable 3D Gaussian Splatting} (3DGS). Previous generalizable 3DGS works are often limited to static scenes, struggling to mitigate distractor impacts in training and inference phases, which leads to training instability and inference artifacts. To address this new challenge, we propose a distractor-free generalizable training paradigm and corresponding inference framework, which can be directly integrated into existing Generalizable 3DGS frameworks. Specifically, in our training paradigm, DGGS proposes a feed-forward mask prediction and refinement module based on the 3D consistency of references and semantic prior, effectively eliminating the impact of distractor on training loss. Based on these masks, we combat distractor-induced artifacts and holes at inference time through a novel two-stage inference framework for reference scoring and re-selection, complemented by a distractor pruning mechanism that further removes residual distractor 3DGS-primitive influences. Extensive feed-forward experiments on the real and our synthetic data show DGGS's reconstruction capability when dealing with novel distractor scenes. Moreover, our feed-forward mask prediction even achieves an accuracy superior to scene-specific Distractor-free methods.

Computer Vision · 3D Rendering & Reconstruction

YoungJoong Kwon, Yao He, Hee Jung Choi, Chen Geng, Zhengmao Liu, Jiajun Wu, Ehsan Adeli

We present a feed-forward human performance capture method that renders novel views of a performer from a monocular RGB stream. A key challenge in this setting is the lack of sufficient observations, especially for unseen regions. Assuming the subject moves continuously over time, we take advantage of the fact that more body parts become observable by maintaining a canonical space that is progressively updated with each incoming frame. This canonical space accumulates appearance information over time and serves as a context bank when direct observations are missing in the current live frame. To effectively utilize this context while respecting the deformation of the live state, we formulate the rendering process as probabilistic regression. This resolves conflicts between past and current observations, producing sharper reconstructions than deterministic regression approaches. Furthermore, it enables plausible synthesis even in regions with no prior observations. Experiments on both in-domain (4D-Dress) and out-of-distribution (MVHumanNet) datasets demonstrate the effectiveness of our approach.

Computer Vision · 3D Rendering & Reconstruction

Jiarui Chen, Yikeng Chen, Yingshuang Zou, Ye Huang, Peng Wang, Yuan Liu, YUJING SUN, Wenping Wang

3D Gaussian Splatting (3DGS) has emerged as a dominant novel-view synthesis technique, but its high memory consumption severely limits its applicability on edge devices. A growing number of 3DGS compression methods have been proposed to make 3DGS more efficient, yet most only focus on storage compression and fail to address the critical bottleneck of rendering memory. To address this problem, we introduce MEGS², a novel memory-efficient framework that tackles this challenge by jointly optimizing two key factors: the total primitive number and the parameters per primitive, achieving unprecedented memory compression. Specifically, we fully replace the memory-intensive Spherical Harmonics with lightweight, arbitrarily oriented and prunable Spherical Gaussian lobes as our color representations. More importantly, we propose a unified soft pruning framework that models primitive-number and lobe-number pruning as a single constrained optimization problem. Experiments show that MEGS² achieves a 50% static VRAM reduction and a 40% rendering VRAM reduction compared to existing methods, while maintaining comparable rendering quality.

Computer Vision · 3D Rendering & Reconstruction

Tingxuan Huang, Haowei Zhu, Jun-Hai Yong, Hao Pan, Bin Wang

Reconstructing dynamic 3D scenes with photorealistic detail and temporal coherence remains a significant challenge. Existing Gaussian splatting approaches modeling scenes rely on per-frame optimization, causing them to overfit to instantaneous states rather than learning true motion dynamics. To address this, we present Mango-GS, a multi-frame, node-guided framework for high-fidelity 4D reconstruction. Our approach leverages a temporal Transformer to learn complex motion dependencies across a window of frames, ensuring the generation of plausible trajectories. For efficiency, this temporal modeling is confined to a sparse set of control nodes. These nodes are uniquely designed with decoupled position and latent codes, which provide a stable semantic anchor for motion influence and prevents correspondence errors for large movements. Our framework is trained end-to-end, enhanced by a input masking strategy and two multi-frame loss to ensure robustness. Extensive experiments demonstrate that Mango-GS achieves state-of-the-art quality and fast rendering speed, enabling high-fidelity reconstruction and real-time rendering of dynamic scenes.

Computer Vision · 3D Rendering & Reconstruction

Feiran Wang, Junyi Wu, Dawen Cai, Yuan Hong, Yan Yan

We present CogniMap3D, a bioinspired framework for dynamic 3D scene understanding and reconstruction that emulates human cognitive processes. Our approach maintains a persistent memory bank of static scenes, enabling efficient spatial knowledge storage and rapid retrieval. CogniMap3D integrates three core capabilities: a multi-stage motion cue framework for identifying dynamic objects, a cognitive mapping system for storing, recalling, and updating static scenes across multiple visits, and a factor graph optimization strategy for refining camera poses. Given an image stream, our model identifies dynamic regions through motion cues with depth and camera pose priors, then matches static elements against its memory bank. When revisiting familiar locations, CogniMap3D retrieves stored scenes, relocates cameras, and updates memory with new observations. Evaluations on video depth estimation, camera pose reconstruction, and 3D mapping tasks demonstrate its state-of-the-art performance, while effectively supporting continuous scene understanding across extended sequences and multiple visits.

Computer Vision · 3D Rendering & Reconstruction

Xiaolu Liu, Yicong Li, Qiyuan He, Jiayin Zhu, Wei Ji, Angela Yao, Jianke Zhu

Textured 3D morphing seeks to generate smooth and plausible transitions between two 3D assets, preserving both structural coherence and fine-grained appearance. This ability is crucial not only for advancing 3D generation research but also for practical applications in animation, editing, and digital content creation. Existing approaches either operate directly on geometry, limiting them to shape-only morphing while neglecting textures, or extend 2D interpolation strategies into 3D, which often causes semantic ambiguity, structural misalignment, and texture blurring. These challenges underscore the necessity to jointly preserve geometric consistency, texture alignment, and robustness throughout the transition process. To address this, we propose Interp3D, a novel training-free framework for textured 3D morphing. It harnesses generative priors and adopts a progressive alignment principle to ensure both geometric fidelity and texture coherence. Starting from semantically aligned interpolation in condition space, Interp3D enforces structural consistency via SLAT (Structured Latent)-guided structure interpolation, and finally transfers appearance details through fine-grained texture fusion. For comprehensive evaluations, we construct a dedicated dataset, Interp3DData, with graded difficulty levels and assess generation results from fidelity, transition smoothness, and plausibility. Both quantitative metrics and human studies demonstrate the significant advantages of our proposed approach over previous methods. Source code is available at https://github.com/xiaolul2/Interp3D.

Computer Vision · 3D Rendering & Reconstruction

Jiahao Chang, Chongjie Ye, Yushuang Wu, Yuantao Chen, Yidan Zhang, Zhongjin Luo, Chenghong Li, Yihao Zhi, Xiaoguang Han

Existing multi-view 3D object reconstruction methods heavily rely on sufficient overlap between input views, where occlusions and sparse coverage in practice frequently yield severe reconstruction incompleteness. Recent advancements in diffusion-based 3D generative techniques offer the potential to address these limitations by leveraging learned generative priors to ‘‘hallucinate" invisible parts of objects, thereby generating plausible 3D structures. However, the stochastic nature of the inference process limits the accuracy and reliability of generation results, preventing existing reconstruction frameworks from integrating such 3D generative priors. In this work, we comprehensively analyze the reasons why diffusion-based 3D generative methods fail to achieve high consistency, including (a) the insufficiency in constructing and leveraging cross-view connections when extracting multi-view image features as conditions, and (b) the poor controllability of iterative denoising during local detail generation, which easily leads to plausible but inconsistent fine geometric and texture details with inputs. Accordingly, we propose ReconViaGen to innovatively integrate reconstruction priors into the generative framework and devise several strategies that effectively address these issues. Extensive experiments demonstrate that our ReconViaGen can reconstruct complete and accurate 3D models consistent with input views in both global structure and local details.