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

Jonas Belouadi, Tamy Boubekeur, Adrien Kaiser

Material node graphs are programs that generate the 2D channels of procedural materials, including geometry such as roughness and displacement maps, and reflectance such as albedo and conductivity maps. They are essential in computer graphics for representing the appearance of virtual 3D objects parametrically and at arbitrary resolution. In particular, their directed acyclic graph structure and intermediate states enable a modular, interpretable workflow for interactive appearance modeling. However, creating such graphs remains challenging and typically requires professional training. While recent neural program synthesis approaches attempt to simplify this process, they solely represent graphs as textual programs, failing to capture the inherently visual-spatial nature of node graphs that makes them accessible to humans. To address this gap, we present MultiMat, a multimodal program synthesis framework that leverages large multimodal models to process both visual and textual graph representations for improved generation of procedural material graphs. We train our models on a new dataset of production-quality procedural materials and combine them with a constrained tree search inference algorithm that ensures static correctness while efficiently navigating the program space. Our experimental results show that our multimodal program synthesis method is more efficient in both unconditional and conditional graph synthesis with higher visual quality and fidelity than text-only baselines, establishing new state-of-the-art performance.

Computer Vision · 3D Rendering & Reconstruction

Zhizheng Liu, Joe Lin, Wayne Wu, Bolei Zhou

Reconstructing human motion and its surrounding environment is crucial for understanding human-scene interaction and predicting human movements in the scene. While much progress has been made in capturing human-scene interaction in constrained environments, those prior methods can hardly reconstruct the natural and diverse human motion and scene context from web videos. In this work, we propose JOSH, a novel optimization-based method for 4D human-scene reconstruction in the wild from monocular videos. Compared to prior works that perform separate optimization of the human, the camera, and the scene, JOSH leverages the human-scene contact constraints to jointly optimize all parameters in a single stage. Experiment results demonstrate that JOSH significantly improves 4D human-scene reconstruction, global human motion estimation, and dense scene reconstruction by utilizing the joint optimization of scene geometry, human motion, and camera poses. Further studies show that JOSH can enable scalable training of end-to-end global human motion models on extensive web data, highlighting its robustness and generalizability. The code and model are available at [https://vail-ucla.github.io/JOSH/](https://vail-ucla.github.io/JOSH/]).

Computer Vision · 3D Rendering & Reconstruction

Hanzhou Liu, Jia Huang, Mi Lu, Srikanth Saripalli, Peng Jiang

We present Stylos, a single-forward 3D Gaussian framework for 3D style transfer that operates on unposed content, from a single image to a multi-view collection, conditioned on a separate reference style image. Stylos synthesizes a stylized 3D Gaussian scene without per-scene optimization or precomputed poses, achieving geometry-aware, view-consistent stylization that generalizes to unseen categories, scenes, and styles. At its core, Stylos adopts a Transformer backbone with two pathways: geometry predictions retain self-attention to preserve geometric fidelity, while style is injected via cross-attention to enforce visual consistency across views. With the addition of a voxel-based 3D style loss that aligns aggregated scene features to style statistics, Stylos enforces view-consistent stylization while maintaining geometric coherence. Experiments across multiple datasets demonstrate that Stylos delivers high-quality zero-shot stylization, highlighting the effectiveness of the proposed style-content fusion block, the voxel-level style loss, and the scalability of our framework from single view to large-scale multi-view settings. Our codes are available at https://github.com/HanzhouLiu/Stylos.

Computer Vision · 3D Rendering & Reconstruction

Shin Dong-Yeon, Kim Jun-Seong, Kwon Byung-Ki, Tae-Hyun Oh

Radiance of real-world scenes typically spans a much wider dynamic range than what standard cameras can capture. While conventional HDR methods merge alternating-exposure frames, these approaches are inherently constrained to 2D pixel-level alignment, often leading to ghosting artifacts and temporal inconsistency in dynamic scenes. To address these limitations, we present HDR-NSFF, a paradigm shift from 2D-based merging to 4D spatio-temporal modeling. Our framework reconstructs dynamic HDR radiance fields from alternating-exposure monocular videos by representing the scene as a continuous function of space and time, and is compatible with both neural radiance field and 4D Gaussian Splatting (4DGS) based dynamic representations. This unified end-to-end pipeline explicitly models HDR radiance, 3D scene flow, geometry, and tone-mapping, ensuring physical plausibility and global coherence. We further enhance robustness by (i) extending semantic-based optical flow with DINO features to achieve exposure-invariant motion estimation, and (ii) incorporating a generative prior as a regularizer to compensate for limited observation in monocular captures and saturation-induced information loss. To evaluate HDR space-time view synthesis, we present the first real-world HDR-GoPro dataset specifically designed for dynamic HDR scenes. Experiments demonstrate that HDR-NSFF recovers fine radiance details and coherent dynamics even under challenging exposure variations, thereby achieving state-of-the-art performance in novel space-time view synthesis. Project page: https://shin-dong-yeon.github.io/HDR-NSFF

Computer Vision · 3D Rendering & Reconstruction

Zhongwen Wang, Han Ling, Weihao Zhang, Yinghui Sun, Quansen Sun

We propose ETGS, a method for reconstructing dynamic thermal scenes by embedding explicit thermodynamic modeling into 3D Gaussian Splatting. Each Gaussian is equipped with physically interpretable thermal parameters, and its thermodynamics evolution is described by a first-order heat-transfer ODE with an analytical closed-form solution. This formulation avoids numerical integration, enables efficient rendering at arbitrary timestamps, and naturally handles irregular sampling and out-of-order observations. We also introduce the Rapid Heat Dynamics (RHD) dataset, which provides millisecond-aligned RGB–IR image pairs covering typical thermal processes such as cooling, warming, heating, and heat transfer. Experiments on RHD show that ETGS captures rapid thermal dynamics more accurately than existing static and dynamic baselines, while maintaining training and rendering efficiency close to that of static 3DGS. Code and dataset are available at https://github.com/jankin-wang/ETGS.

Computer Vision · 3D Rendering & Reconstruction

Karim Kassab, Antoine Schnepf, Jean-Yves Franceschi, Laurent Caraffa, Flavian Vasile, Jeremie Mary, Andrew Comport, Valerie Gouet-Brunet

Tri-Planar NeRFs enable the application of powerful 2D vision models for 3D tasks, by representing 3D objects using 2D planar structures. This has made them the prevailing choice to model large collections of 3D objects. However, training Tri-Planes to model such large collections is computationally intensive and remains largely inefficient. This is because the current approaches independently train one Tri-Plane per object, hence overlooking structural similarities in large classes of objects. In response to this issue, we introduce Fused-Planes, a novel object representation that improves the resource efficiency of Tri-Planes when reconstructing object classes, all while retaining the same planar structure. Our approach explicitly captures structural similarities across objects through a latent space and a set of globally shared base planes. Each individual Fused-Planes is then represented as a decomposition over these base planes, augmented with object-specific features. Fused-Planes showcase state-of-the-art efficiency among planar representations, demonstrating $7.2 \times$ faster training and $3.2 \times$ lower memory footprint than Tri-Planes while maintaining rendering quality. An ultra-lightweight variant further cuts per-object memory usage by $1875 \times$ with minimal quality loss. Our project page can be found at https://fused-planes.github.io .

Computer Vision · 3D Rendering & Reconstruction

Keyu Fang, Changchun Zhou, Yuzhe Fu, Hai Li, Yiran Chen

We present IncVGGT, a training-free incremental variant of VGGT that makes transformer-based 3D reconstruction feasible for long sequences in real-world applications. Vanilla VGGT relies on dense global attention, which causes memory to grow quadratically and requires excessive computation, making it impractical for long-sequence scenarios. Even evolved streaming variants, such as StreamVGGT, still suffer from rapidly growing cache and latency. IncVGGT addresses these challenges from two orthogonal directions: (1) register and fuse overlapping frames into composite views, reducing duplicate tokens, and (2) history-side pruning retains only the top-$k$ most relevant/maximum slots together with the most recent one, bounding cache growth. This incremental and memory-efficient design minimizes computation and memory occupation across arbitrarily long sequences. Compared to StreamVGGT, IncVGGT sustains arbitrarily long sequences with large efficiency gains (e.g., on 500-frame sequences, 58.5$\times$ fewer operators, 9$\times$ lower memory, 25.7$\times$ less energy, and 4.9$\times$ faster inference) while maintaining comparable accuracy. More importantly, unlike existing baselines that directly run out of memory beyond 300 (VGGT)–500 (StreamVGGT) frames, IncVGGT continues to operate smoothly even on 10k-frame inputs under an 80GB GPU, showing that our design truly scales to ultra-long sequences without hitting memory limits. These results highlight IncVGGT’s potential for deployment in resource-constrained edge devices for long-range 3D scenarios.

Changbai Li, Haodong Zhu, Hanlin Chen, Xiuping Liang, Tongfei Chen, Shuwei Shao, Linlin Yang, Huobin Tan, Baochang Zhang

While 3D Gaussian Splatting (3DGS) delivers high-quality, real-time rendering for bounded scenes, its extension to large-scale urban environments introduces critical challenges in geometric consistency, memory efficiency, and computational scalability. We present UrbanGS, a scalable reconstruction framework that effectively addresses these challenges for city-scale applications. We propose a Depth-Consistent D-Normal Regularization module. In contrast to existing approaches that rely solely on monocular normal estimators—which effectively update rotation parameters but poorly optimize other geometric attributes—our method integrates D-Normal constraints with external depth supervision. This enables comprehensive updates of all geometric parameters. By further incorporating an adaptive confidence weighting mechanism based on gradient consistency and inverse depth deviation, our approach significantly enhances multi-view depth alignment and geometric coherence. To improve scalability, we introduce a Spatially Adaptive Gaussian Pruning (SAGP) strategy, which dynamically adjusts Gaussian density based on local geometric complexity and visibility to reduce redundancy. Additionally, a unified partitioning and view assignment scheme is designed to eliminate boundary artifacts and optimize computational load. Extensive experiments on multiple urban datasets demonstrate that UrbanGS achieves superior performance in rendering quality, geometric accuracy, and memory efficiency, offering a systematic solution for high-fidelity large-scale scene reconstruction.

Computer Vision · 3D Rendering & Reconstruction

Zhuoran Zhao, Xianghao Kong, Linlin Yang, Zheng WEI, Pan Hui, Anyi Rao

Recent studies on 3D hand reconstruction have demonstrated the effectiveness of synthetic training data to improve estimation performance. However, most methods rely on game engines to synthesize hand images, which often lack diversity in textures and environments, and fail to include crucial components like arms or interacting objects. Generative models are promising alternatives to generate diverse hand images, but still suffer from misalignment issues. In this paper, we present SesaHand, which enhances controllable hand image generation from both semantic and structural alignment perspectives for 3D hand reconstruction. Specifically, for semantic alignment, we propose a pipeline with Chain-of-Thought inference to extract human behavior semantics from image captions generated by the Vision-Language Model. This semantics suppresses human-irrelevant environmental details and ensures sufficient human-centric contexts for hand image generation. For structural alignment, we introduce hierarchical structural fusion to integrate structural information with different granularity for feature refinement to better align the hand and the overall human body in generated images. We further propose a hand structure attention enhancement method to efficiently enhance the model's attention on hand regions. Experiments demonstrate that our method not only outperforms prior work in generation performance but also improves 3D hand reconstruction with the generated hand images.

Applications · Robotics

Zhengquan Zhang, Feng Xu, Mengmi Zhang

Imagine trying to understand the shape of a teapot by viewing it from the front—you might see the spout, but completely miss the handle. Some perspectives naturally provide more information than others. How can an AI system determine which viewpoint offers the most valuable insight for accurate and efficient 3D object reconstruction? Active view selection (AVS) for 3D reconstruction remains a fundamental challenge in computer vision. The aim is to identify the minimal set of views that yields the most accurate 3D reconstruction. Instead of learning radiance fields, like NeRF or 3D Gaussian Splatting, from a current observation and computing uncertainty for each candidate viewpoint, we introduce a novel AVS approach guided by neural uncertainty maps predicted by a lightweight feedforward deep neural network, named UPNet. UPNet takes a single input image of a 3D object and outputs a predicted uncertainty map, representing uncertainty values across all possible candidate viewpoints. By leveraging heuristics derived from observing many natural objects and their associated uncertainty patterns, we train UPNet to learn a direct mapping from viewpoint appearance to uncertainty in the underlying volumetric representations. Next, our approach aggregates all previously predicted neural uncertainty maps to suppress redundant candidate viewpoints and effectively select the most informative one. Using these selected viewpoints, we train 3D neural rendering models and evaluate the quality of novel view synthesis against other competitive AVS methods. Remarkably, despite using half of the viewpoints than the upper bound, our method achieves comparable reconstruction accuracy. In addition, it significantly reduces computational overhead during AVS, achieving up to a 400 times speedup along with over 50\% reductions in CPU, RAM, and GPU usage compared to baseline methods. Notably, our approach generalizes effectively to AVS tasks involving novel object categories, without requiring any additional training. All code, models, and datasets are available at \url{https://github.com/ZhangLab-DeepNeuroCogLab/PUN}.

Computer Vision · 3D Rendering & Reconstruction

Lutao Jiang, Jiantao Lin, Kanghao Chen, Wenhang Ge, Xin Yang, Yifan Jiang, Yuanhuiyi Lyu, Xu Zheng, LI JING, Yinchuan Li 等

We propose DiMeR, a novel geometry-texture disentangled feed-forward model with 3D supervision for sparse-view mesh reconstruction. Existing methods confront two persistent obstacles: (i) textures can conceal geometric errors, i.e., visually plausible images can be rendered even with wrong geometry, producing multiple ambiguous optimization objectives in geometry-texture mixed solution space for similar objects; and (ii) prevailing mesh extraction methods are redundant, unstable, and lack 3D supervision. To solve these challenges, we rethink the inductive bias for mesh reconstruction. First, we disentangle the unified geometry-texture solution space, where a single input admits multiple feasible solutions, into geometry and texture spaces individually. Specifically, given that normal maps are strictly consistent with geometry and accurately capture surface variations, the normal maps serve as the only input for geometry prediction in DiMeR, while the texture is estimated from RGB images. Second, we streamline the algorithm of mesh extraction by eliminating modules with low performance/cost ratios and redesigning regularization losses with 3D supervision. Notably, DiMeR still accepts raw RGB images as input by leveraging foundation models for normal prediction. Extensive experiments demonstrate that DiMeR generalises across sparse‑views-3D, single‑image-3D, and text‑to‑3D tasks, consistently outperforming baselines. On the GSO and OmniObject3D datasets, DiMeR significantly reduces Chamfer Distance by more than 30%.

Computer Vision · 3D Rendering & Reconstruction

Jisu Shin, Richard Shaw, Seunghyun Shin, Zhensong Zhang, Hae-Gon Jeon, Eduardo Pérez-Pellitero

Modern camera pipelines apply extensive on-device processing, such as exposure adjustment, white balance, and color correction, which, while beneficial individually, often introduce photometric inconsistencies across views. These appearance variations violate multi-view consistency and degrade novel view synthesis. Joint optimization of scene-specific representations and per-image appearance embeddings has been proposed to address this issue, but with increased computational complexity and slower training. In this work, we propose a generalizable, feed-forward approach that predicts spatially adaptive bilateral grids to correct photometric variations in a multi-view consistent manner. Our model processes hundreds of frames in a single step, enabling efficient large-scale harmonization, and seamlessly integrates into downstream 3D reconstruction models, providing cross-scene generalization without requiring scene-specific retraining. To overcome the lack of paired data, we employ a hybrid self-supervised rendering loss leveraging 3D foundation models, improving generalization to real-world variations. Extensive experiments show that our approach outperforms or matches the reconstruction quality of existing scene-specific optimization methods with appearance modeling, without significantly affecting the training time of baseline 3D models.

Computer Vision · 3D Rendering & Reconstruction

Xianze Fang, Jingnan Gao, Zhe Wang, Zhuo Chen, Xingyu Ren, Jiangjing Lyu, Qiao-Mu Ren, Zhonglei Yang, Xiaokang Yang, Yichao Yan 等

Recent advances in dense 3D reconstruction have led to significant progress, yet achieving accurate unified geometric prediction remains a major challenge. Most existing methods are limited to predicting a single geometry quantity from input images. However, geometric quantities such as depth, surface normals, and point maps are inherently correlated, and estimating them in isolation often fails to ensure consistency, thereby limiting both accuracy and practical applicability. This motivates us to explore a unified framework that explicitly models the structural coupling among different geometric properties to enable joint regression. In this paper, we present Dens3R, a 3D foundation model designed for joint geometric dense prediction and adaptable to a wide range of downstream tasks. Dens3R adopts a two-stage training framework to progressively build a pointmap representation that is both generalizable and intrinsically invariant. Specifically, we design a lightweight shared encoder-decoder backbone and introduce position-interpolated rotary positional encoding to maintain expressive power while enhancing robustness to high-resolution inputs. By integrating image-pair matching features with intrinsic invariance modeling, Dens3R accurately regresses multiple geometric quantities such as surface normals and depth, achieving consistent geometry perception from single-view to multi-view inputs. Additionally, we propose a post-processing pipeline that supports geometrically consistent multi-view inference. Extensive experiments demonstrate the superior performance of Dens3R across various tasks and highlight its potential for broader applications.

Computer Vision · 3D Rendering & Reconstruction

Dmitrii Pozdeev, Alexey Artemov, Ananta R. Bhattarai, Artem Sevastopolsky

We propose DenseMarks -- a new learned representation for human heads, enabling high-quality dense correspondences of human head images. For a 2D image of a human head, a Vision Transformer network predicts a 3D embedding for each pixel, which corresponds to a location in a 3D canonical unit cube. In order to train our network, we collect a dataset of pairwise point matches, estimated by a state-of-the-art point tracker over a collection of diverse in-the-wild talking heads videos, and guide the mapping via a contrastive loss, encouraging matched points to have close embeddings. We further employ multi-task learning with face landmarks and segmentation constraints, as well as imposing spatial continuity of embeddings through latent cube features, which results in an interpretable and queryable canonical space. The representation can be used for finding common semantic parts, face/head tracking, and stereo reconstruction. Due to the strong supervision, our method is robust to pose variations and covers the entire head, including hair. Additionally, the canonical space bottleneck makes sure the obtained representations are consistent across diverse poses and individuals. We demonstrate state-of-the-art results in geometry-aware point matching and monocular head tracking with 3D Morphable Models. The code and the model checkpoint will be made available to the public.

Computer Vision · 3D Rendering & Reconstruction

Iris Zheng, Guojun Tang, Alexander Doronin, Paul Teal, Fang-Lue Zhang

We present SSD-GS, a physically-based relighting framework built upon 3D Gaussian Splatting (3DGS) that achieves high-quality reconstruction and photorealistic relighting under novel lighting conditions. In physically-based relighting, accurately modeling light-material interactions is essential for faithful appearance reproduction. However, existing 3DGS-based relighting methods adopt coarse shading decompositions, either modeling only diffuse and specular reflections or relying on neural networks to approximate shadows and scattering. This leads to limited fidelity and poor physical interpretability, particularly for anisotropic metals and translucent materials. To address these limitations, SSD-GS decomposes reflectance into four components: diffuse, specular, shadow, and subsurface scattering. We introduce a learnable dipole-based scattering module for subsurface transport, an occlusion-aware shadow formulation that integrates visibility estimates with a refinement network, and an enhanced specular component with an anisotropic Fresnel-based model. Through progressive integration of all components during training, SSD-GS effectively disentangles lighting and material properties, even for unseen illumination conditions, as demonstrated on the challenging OLAT dataset. Experiments demonstrate superior quantitative and perceptual relighting quality compared to prior methods and pave the way for downstream tasks including controllable light source editing and interactive scene relighting. The source code is available at: [https://github.com/irisfreesiri/SSD-GS](https://github.com/irisfreesiri/SSD-GS).

Computer Vision · 3D Rendering & Reconstruction

Axel Barroso-Laguna, Tommaso Cavallari, Victor Prisacariu, Eric Brachmann

Visually localizing an image, i.e., estimating its camera pose, requires building a scene representation that serves as a visual map. The representation we choose has direct consequences towards the practicability of our system. Even when starting from mapping images with known camera poses, state-of-the-art approaches still require hours of mapping time in the worst case, and several minutes in the best. This work raises the question whether we can achieve competitive accuracy much faster. We introduce FastForward, a method that creates a map representation and relocalizes a query image on-the-fly in a single feed-forward pass. At the core, we represent multiple mapping images as a collection of features anchored in 3D space. FastForward utilizes these mapping features to predict image-to-scene correspondences for the query image, enabling the estimation of its camera pose. We couple FastForward with image retrieval and achieve state-of-the-art accuracy when compared to other approaches with minimal map preparation time. Furthermore, FastForward demonstrates robust generalization to unseen domains, including challenging large-scale outdoor environments.

Computer Vision · 3D Rendering & Reconstruction

Bing He, Jingnan Gao, Yunuo Chen, Ning Cao, Gang Chen, Zhengxue Cheng, Li Song, Wenjun Zhang

Reconstructing 3D scenes from sparse images remains a challenging task due to the difficulty of recovering accurate geometry and texture without optimization. Recent approaches leverage generalizable models to generate 3D scenes using 3D Gaussian Splatting (3DGS) primitive. However, they often fail to produce continuous surfaces and instead yield discrete, color-biased point clouds that appear plausible at normal resolution but reveal severe artifacts under close-up views. To address this issue, we present SurfSplat, a feedforward framework based on 2D Gaussian Splatting (2DGS) primitive, which provides stronger anisotropy and higher geometric precision. By incorporating a surface continuity prior and a forced alpha blending strategy, SurfSplat reconstructs coherent geometry together with faithful textures. Furthermore, we introduce High-Resolution Rendering Consistency (HRRC), a new evaluation metric designed to evaluate high-resolution reconstruction quality. Extensive experiments on RealEstate10K, DL3DV, and ScanNet demonstrate that SurfSplat consistently outperforms prior methods on both standard metrics and HRRC, establishing a robust solution for high-fidelity 3D reconstruction from sparse inputs.

Computer Vision · 3D Rendering & Reconstruction

Qianfan Shen, Ningxiao Tao, Qiyu Dai, Tianle Chen, Minghan Qin, Yongjie Zhang, Mengyu Chu, Wenzheng Chen, Baoquan Chen

We consider the problem of synthesizing photorealistic, physically plausible combustion effects in in-the-wild 3D scenes. Traditional CFD and graphics pipelines can produce realistic fire effects but rely on handcrafted geometry, expert-tuned parameters, and labor-intensive workflows, limiting their scalability to the real world. Recent scene modeling advances like 3D Gaussian Splatting (3DGS) enable high-fidelity real-world scene reconstruction, yet lack physical grounding for combustion. To bridge this gap, we propose FieryGS, a physically-based framework that integrates physically-accurate and user-controllable combustion simulation and rendering within the 3DGS pipeline, enabling realistic fire synthesis for real scenes. Our approach tightly couples three key modules: (1) multimodal large-language-model-based physical material reasoning, (2) efficient volumetric combustion simulation, and (3) a unified renderer for fire and 3DGS. By unifying reconstruction, physical reasoning, simulation, and rendering, FieryGS removes manual tuning and automatically generates realistic, controllable fire dynamics consistent with scene geometry and materials. Our framework supports complex combustion phenomena—including flame propagation, smoke dispersion, and surface carbonization—with precise user control over fire intensity, airflow, ignition location and other combustion parameters. Evaluated on diverse indoor and outdoor scenes, FieryGS outperforms all comparative baselines in visual realism, physical fidelity, and controllability.

Computer Vision · 3D Rendering & Reconstruction

Kaixuan Zhang, Zhipeng Xiong, Minxian Li, Mingwu Ren, Jiankang Deng, Xiatian Zhu

High Dynamic Range Novel View Synthesis (HDR NVS) seeks to learn an HDR 3D model from Low Dynamic Range (LDR) training images captured under conventional imaging conditions. Current methods primarily focus on static scenes, implicitly assuming all scene elements remain stationary and non-living. However, real-world scenarios frequently feature dynamic elements, such as moving objects, varying lighting conditions, and other temporal events, thereby presenting a significantly more challenging scenario. To address this gap, we propose a more realistic problem named HDR Dynamic Novel View Synthesis (HDR DNVS), where the additional dimension ``Dynamic'' emphasizes the necessity of jointly modeling temporal radiance variations alongside sophisticated 3D translation between LDR and HDR. To tackle this complex, intertwined challenge, we introduce HDR-4DGS, a Gaussian Splatting-based architecture featured with an innovative dynamic tone-mapping module that explicitly connects HDR and LDR domains, maintaining temporal radiance coherence by dynamically adapting tone-mapping functions according to the evolving radiance distributions across the temporal dimension. As a result, HDR-4DGS achieves both temporal radiance consistency and spatially accurate color translation, enabling photorealistic HDR renderings from arbitrary viewpoints and time instances. Extensive experiments demonstrate that HDR-4DGS surpasses existing state-of-the-art methods in both quantitative performance and visual fidelity. Source code is available at \url{https://github.com/prinasi/HDR-4DGS}.

Computer Vision · 3D Rendering & Reconstruction

Chunjiang Liu, Xiaoyuan Wang, Qingran Lin, Albert Xiao, Haoyu Chen, Shizheng Wen, Hao Zhang, Lu Qi, Ming-Hsuan Yang, Laszlo A. Jeni 等

We introduce the challenging problem of multi-object system identification from videos, for which prior methods are ill-suited due to their focus on single-object scenes or discrete material classification with a fixed set of material prototypes. To address this, we propose MOSIV, a new framework that directly optimizes for continuous, per-object material parameters using a differentiable simulator guided by geometric objectives derived from video. We also present a new synthetic benchmark with contact-rich, multi-object interactions to facilitate evaluation. On this benchmark, MOSIV substantially improves grounding accuracy and long-horizon simulation fidelity over adapted baselines, establishing it as a strong baseline for this new task. Our analysis shows that object-level fine-grained supervision and geometry-aligned objectives are critical for stable optimization in these complex, multi-object settings. The source code and dataset will be released.