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1,093篇论文匹配“3D Rendering & Reconstruction”
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Andrew Bond, Jui-Hsien Wang, Long Mai, Erkut Erdem, Aykut Erdem

Efficient neural representations for dynamic video scenes are critical for applications ranging from video compression to interactive simulations. Yet, existing methods often face challenges related to high memory usage, lengthy training times, and temporal consistency. To address these issues, we introduce a novel neural video representation that combines 3D Gaussian splatting with continuous camera motion modeling. By leveraging Neural ODEs, our approach learns smooth camera trajectories while maintaining an explicit 3D scene representation through Gaussians. Additionally, we introduce a spatiotemporal hierarchical learning strategy, progressively refining spatial and temporal features to enhance reconstruction quality and accelerate convergence. This memory-efficient approach achieves high-quality rendering at impressive speeds. Experimental results show that our hierarchical learning, combined with robust camera motion modeling, captures complex dynamic scenes with strong temporal consistency, achieving state-of-the-art performance across diverse video datasets in both high- and low-motion scenarios. Unlike prior methods that depend heavily on extensive external supervision, our approach operates entirely within a self-contained pipeline without requiring any additional supervision.

Sacha Ichbiah, Anshuman Sinha, Fabrice Delbary, Hervé Turlier

Traditional methods for biological shape inference, such as deep learning (DL) and active contour models, face important limitations in 3D. DL approaches require large annotated datasets, which are often impractical to obtain, while active contour methods depend on carefully tuned heuristics for intensity attraction and shape regularization. We introduce deltaMic, a novel differentiable 3D renderer for fluorescence microscopy that formulates shape inference as an inverse problem. By leveraging differentiable convolutions, deltaMic simulates the image formation process, integrating a parameterized point spread function (PSF) with a triangle mesh-based representation of biological structures. Unlike DL- or contour-based segmentation, deltaMic directly optimizes both shape and optical parameters to align synthetic and real microscopy images, removing the need for large datasets or sample-specific fine-tuning. To ensure scalability, we implement a GPU-accelerated Fourier transform for triangle meshes along with narrow-band spectral filtering. We show that deltaMic accurately reconstructs cell geometries from both synthetic and diverse experimental 3D microscopy data, while remaining robust to noise and initialization. This establishes a new physics-informed framework for biophysical image analysis and inverse modeling.

Yufei Han, Bowen Tie, Heng Guo, Youwei Lyu, Si Li, Boxin Shi, Yunpeng Jia, Zhanyu Ma

Efficient shape reconstruction for surfaces with complex reflectance properties is crucial for real-time virtual reality. While 3D Gaussian Splatting (3DGS)-based methods offer fast novel view rendering by leveraging their explicit surface representation, their reconstruction quality lags behind that of implicit neural representations, particularly in the case of recovering surfaces with complex reflective reflectance. To address these problems, we propose PolGS, a Polarimetric Gaussian Splatting model allowing fast reflective surface reconstruction in 10 minutes. By integrating polarimetric constraints into the 3DGS framework, PolGS effectively separates specular and diffuse components, enhancing reconstruction quality for challenging reflective materials. Experimental results on the synthetic and real-world dataset validate the effectiveness of our method.

Vanessa Sklyarova, Egor Zakharov, Malte Prinzler, Giorgio Becherini, Michael J. Black, Justus Thies

We present a novel approach for 3D hair reconstruction from single photographs based on a global hair prior combined with local optimization. Capturing strand-based hair geometry from single photographs is challenging due to the variety and geometric complexity of hairstyles and the lack of ground truth training data. Classical reconstruction methods like multi-view stereo only reconstruct the visible hair strands, missing the inner structure of hairstyles and hampering realistic hair simulation. To address this, existing methods leverage hairstyle priors trained on synthetic data. Such data, however, is limited in both quantity and quality since it requires manual work from skilled artists to model the 3D hairstyles and create near-photorealistic renderings. To address this, we propose a novel approach that uses both, real and synthetic data to learn an effective hairstyle prior. Specifically, we train a transformer-based prior model on synthetic data to obtain knowledge of the internal hairstyle geometry and introduce real data in the learning process to model the outer structure. This training scheme is able to model the visible hair strands depicted in an input image, while preserving the general 3D structure of hairstyles. We exploit this prior to create a Gaussian-splatting-based reconstruction method that creates hairstyles from one or more images. Qualitative and quantitative comparisons with existing reconstruction pipelines demonstrate the effectiveness and superior performance of our method for capturing detailed hair orientation, overall silhouette, and backside consistency. For additional results and code, please refer to https://im2haircut.is.tue.mpg.de.

Ruida Zhang, Chengxi Li, Chenyangguang Zhang, Xingyu Liu, Haili Yuan, Yanyan Li, Xiangyang Ji, Gim Hee Lee

Realistic scene reconstruction in driving scenarios poses significant challenges due to fast-moving objects. Most existing methods rely on labor-intensive manual labeling of object poses to reconstruct dynamic objects in canonical space and move them based on these poses during rendering. While some approaches attempt to use 3D object trackers to replace manual annotations, the limited generalization of 3D trackers - caused by the scarcity of large-scale 3D datasets - results in inferior reconstructions in real-world settings. In contrast, 2D foundation models demonstrate strong generalization capabilities. To eliminate the reliance on 3D trackers and enhance robustness across diverse environments, we propose a stable object tracking module by leveraging associations from 2D deep trackers within a 3D object fusion strategy. We address inevitable tracking errors by further introducing a motion learning strategy in an implicit feature space that autonomously corrects trajectory errors and recovers missed detections. Experimental results on Waymo-NOTR and KITTI show that our method outperforms existing approaches. Our code will be made publicly available.

Jie Chen, Zhangchi Hu, Peixi Wu, Huyue Zhu, Hebei Li, Xiaoyan Sun

Dynamic scene reconstruction is a long-term challenge in 3D vision. Existing plane-based methods in dynamic Gaussian splatting suffer from an unsuitable low-rank assumption, causing feature overlap and poor rendering quality. Although 4D hash encoding provides an explicit representation without low-rank constraints, directly applying it to the entire dynamic scene leads to substantial hash collisions and redundancy. To address these challenges, we present DASH, a real-time dynamic scene rendering framework that employs 4D hash encoding coupled with self-supervised decomposition. Our approach begins with a self-supervised decomposition mechanism that separates dynamic and static components without manual annotations or precomputed masks. Next, we introduce a multiresolution 4D hash encoder for dynamic elements, providing an explicit representation that avoids the low-rank assumption. Finally, we present a spatio-temporal smoothness regularization strategy to mitigate unstable deformation artifacts. Experiments on real-world datasets demonstrate that DASH achieves state-of-the-art dynamic rendering performance, exhibiting enhanced visual quality at real-time speeds of 264 FPS on a single 4090 GPU. Code: https://github.com/chenj02/DASH.

Wenhang Ge, Jiantao Lin, Guibao Shen, Jiawei Feng, Tao Hu, Xinli Xu, Ying-Cong Chen

We propose PRM, a novel photometric stereo based large reconstruction model to reconstruct high-quality meshes with fine-grained details. Previous large reconstruction models typically prepare training images under fixed and simple lighting, offering minimal photometric cues for precise reconstruction. Furthermore, images containing specular surfaces are treated as out-of-distribution samples, resulting in degraded reconstruction quality. To handle these challenges, PRM renders images by varying materials and lighting, which not only improves the local details by providing rich photometric cues but also increases the model's robustness to variations in the appearance of input images. To offer enhanced flexibility, we incorporate a real-time physically-based rendering (PBR) method and mesh rasterization for ground-truth rendering. By using an explicit mesh as 3D representation, PRM ensures the application of differentiable PBR for predicted rendering. This approach models specular color more accurately for images with varying materials and illumination than previous neural rendering methods and supports multiple supervisions for geometry optimization. Extensive experiments demonstrate that PRM significantly outperforms other models.

Minsu Kim, Subin Jeon, In Cho, Mijin Yoo, Seon Joo Kim

Recent advances in novel view synthesis (NVS) have enabled real-time rendering with 3D Gaussian Splatting (3DGS). However, existing methods struggle with artifacts and missing regions when rendering unseen viewpoints, limiting seamless scene exploration. To address this, we propose a 3DGS-based pipeline that generates additional training views to enhance reconstruction. We introduce an information-gain-driven virtual camera placement strategy to maximize scene coverage, followed by video diffusion priors to refine rendered results. Fine-tuning 3D Gaussians with these enhanced views significantly improves reconstruction quality. To evaluate our method, we present Wild-Explore, a benchmark designed for challenging scene exploration. Experiments demonstrate that our approach outperforms existing 3DGS-based methods, enabling high-quality, artifact-free rendering from arbitrary viewpoints.

Zitong Zhang, Suranjan Gautam, Rui Yu

Generating immersive 360deg indoor panoramas from 2D top-down views has applications in virtual reality, interior design, real estate, and robotics. This task is challenging due to the lack of explicit 3D structure and the need for geometric consistency and photorealism. We propose Top2Pano, an end-to-end model for synthesizing realistic indoor panoramas from top-down views. Our method estimates volumetric occupancy to infer 3D structures, then uses volumetric rendering to generate coarse color and depth panoramas. These guide a diffusion-based refinement stage using ControlNet, enhancing realism and structural fidelity. Evaluations on two datasets show Top2Pano outperforms baselines, effectively reconstructing geometry, occlusions, and spatial arrangements. It also generalizes well, producing high-quality panoramas from schematic floorplans. Our results highlight Top2Pano's potential in bridging top-down views with immersive indoor synthesis.

Fangfu Liu, Hao Li, Jiawei Chi, Hanyang Wang, Minghui Yang, Fudong Wang, Yueqi Duan

Recovering 3D structures with open-vocabulary scene understanding from 2D images is a fundamental but daunting task. Recent developments have achieved this by performing per-scene optimization with embedded language information. However, they heavily rely on the calibrated dense-view reconstruction paradigm, thereby suffering from severe rendering artifacts and implausible semantic synthesis when limited views are available. In this paper, we introduce a novel generative framework, coined LangScene-X, to unify and generate 3D consistent multi-modality information for reconstruction and understanding. Powered by the generative capability of creating more consistent novel observations, we can build generalizable 3D language-embedded scenes from only sparse views.Specifically, we first train a TriMap video diffusion model that can generate appearance (RGBs), geometry (normals), and semantics (segmentation maps) from sparse inputs through progressive knowledge integration. Furthermore, we propose a Language Quantized Compressor (LQC), trained on large-scale image datasets, to efficiently encode language embeddings, enabling cross-scene generalization without per-scene retraining. Finally, we reconstruct the language surface fields by aligning language information onto the surface of 3D scenes, enabling open-ended language queries. Extensive experiments on real-world data demonstrate the superiority of our LangScene-X over state-of-the-art methods in terms of quality and generalizability.

Tobias Kirschstein, Javier Romero, Artem Sevastopolsky, Matthias Nießner, Shunsuke Saito

Traditionally, creating photo-realistic 3D head avatars requires a studio-level multi-view capture setup and expensive optimization during test-time, limiting the use of digital human doubles to the VFX industry or offline renderings. To address this shortcoming, we present Avat3r, which regresses a high-quality and animatable 3D head avatar from just a few input images, vastly reducing compute requirements during inference. More specifically, we make Large Reconstruction Models animatable and learn a powerful prior over 3D human heads from a large multi-view video dataset. For better 3D head reconstructions, we employ position maps from DUSt3R and generalized feature maps from the human foundation model Sapiens. To animate the 3D head, our key discovery is that simple cross-attention to an expression code is already sufficient. Finally, we increase robustness by feeding input images with different expressions to our model during training, enabling the reconstruction of 3D head avatars from inconsistent inputs, e.g., an imperfect phone capture with accidental movement, or frames from a monocular video. We compare Avat3r with current state-of-the-art methods for few-input and single-input scenarios, and find that our method has a competitive advantage in both tasks. Finally, we demonstrate the wide applicability of our proposed model, creating 3D head avatars from images of different sources, smartphone captures, single images, and even out-of-domain inputs like antique busts.

Tobias Fischer, Samuel Rota Bulò, Yung-Hsu Yang, Nikhil Keetha, Lorenzo Porzi, Norman Müller, Katja Schwarz, Jonathon Luiten, Marc Pollefeys, Peter Kontschieder

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 applications like 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 models typically rely on a noise-to-data generative process conditioned only on a handful of reference input views, leading to hallucinations, inconsistent generation results, and subsequent reconstruction artifacts. Instead, we propose a multi-view, flow matching model that learns a flow to directly connect novel view renderings from possibly sparse reconstructions to renderings that we expect from dense reconstructions. This enables augmenting scene captures with consistent, 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.

Xiaobiao Du, Yida Wang, Haiyang Sun, Zhuojie Wu, Hongwei Sheng, Shuyun Wang, Jiaying Ying, Ming Lu, Tianqing Zhu, Kun Zhan 等

3D cars are widely used in self-driving systems, virtual and augmented reality, and gaming applications. However, existing 3D car datasets are either synthetic or low-quality, limiting their practical utility and leaving a significant gap with the high-quality real-world 3D car dataset. In this paper, we present the first large-scale 3D real car dataset, termed 3DRealCar, which offers three key features: (1) High-Volume: 2,500 cars meticulously scanned using smartphones to capture RGB images and point clouds with real-world dimensions; (2) High-Quality: Each car is represented by an average of 200 dense, high-resolution 360-degree RGB-D views, enabling high-fidelity 3D reconstruction; (3) High-Diversity: The dataset encompasses a diverse collection of cars from over 100 brands, captured under three distinct lighting conditions (reflective, standard, and dark). We further provide detailed car parsing maps for each instance to facilitate research in automotive segmentation tasks. To focus on vehicles, background point clouds are removed, and all cars are aligned to a unified coordinate system, enabling controlled reconstruction and rendering. We benchmark state-of-the-art 3D reconstruction methods across different lighting conditions using 3DRealCar. Extensive experiments demonstrate that the standard lighting subset can be used to reconstruct high-quality 3D car models that significantly enhance performance on various car-related 2D and 3D tasks. Notably, our dataset reveals critical challenges faced by current 3D reconstruction methods under reflective and dark lighting conditions, providing valuable insights for future research.

Chengbo Wang, Guozheng Ma, Yifei Xue, Yizhen Lao

3D Gaussian Splatting (3DGS) has emerged as a powerful technique for novel view synthesis, demonstrating remarkable capability in high-fidelity scene reconstruction through its Gaussian primitive representations. However, the computational overhead induced by the massive number of primitives poses a significant bottleneck to training efficiency. To overcome this challenge, we propose Group Training, a simple yet effective strategy that organizes Gaussian primitives into manageable groups, optimizing training efficiency and improving rendering quality. This approach shows universal compatibility with existing 3DGS frameworks, including vanilla 3DGS and Mip-Splatting, consistently achieving accelerated training while maintaining superior synthesis quality. Extensive experiments reveal that our straightforward Group Training strategy achieves up to 30% faster convergence and improved rendering quality across diverse scenarios. Project Website: https://chengbo-wang.github.io/3DGS-with-Group-Training/.

Yufeng Jin, Vignesh Prasad, Snehal Jauhri, Mathias Franzius, Georgia Chalvatzaki

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 5x speedup. We also demonstrate the method's suitability for live, dynamic object tracking and reconstruction in a real-world setting.

Dongbin Zhang, Yunfei Liu, Lijian Lin, Ye Zhu, Yang Li, Minghan Qin, Yu Li, Haoqian Wang

Reconstructing a high-quality, animatable 3D human avatar with expressive facial and hand motions from a single image has gained significant attention due to its broad application potential. 3D human avatar reconstruction typically requires multi-view or monocular videos and training on individual IDs, which is both complex and time-consuming. Furthermore, limited by SMPLX's expressiveness, these methods often focus on body motion but struggle with facial expressions. To address these challenges, we first introduce an expressive human model (EHM) to enhance facial expression capabilities and develop an accurate tracking method. Based on this template model, we propose GUAVA, the first framework for fast animatable upper-body 3D Gaussian avatar reconstruction. We leverage inverse texture mapping and projection sampling techniques to infer Ubody (upper-body) Gaussians from a single image. The rendered images are refined through a neural refiner. Experimental results demonstrate that GUAVA significantly outperforms previous methods in rendering quality and offers significant speed improvements, with reconstruction times in the sub-second range ( 0.1s), and supports real-time animation and rendering.

Avinash Paliwal, Xilong Zhou, Wei Ye, Jinhui Xiong, Rakesh Ranjan, Nima Khademi Kalantari

In this paper, we propose RI3D, a novel 3DGS-based approach that harnesses the power of diffusion models to reconstruct high-quality novel views given a sparse set of input images. Our key contribution is separating the view synthesis process into two tasks of reconstructing visible regions and hallucinating missing regions, and introducing two personalized diffusion models, each tailored to one of these tasks. Specifically, one model ('repair') takes a rendered image as input and predicts the corresponding high-quality image, which in turn is used as a pseudo ground truth image to constrain the optimization. The other model ('inpainting') primarily focuses on hallucinating details in unobserved areas. To integrate these models effectively, we introduce a two-stage optimization strategy: the first stage reconstructs visible areas using the repair model, and the second stage reconstructs missing regions with the inpainting model while ensuring coherence through further optimization. Moreover, we augment the optimization with a novel Gaussian initialization method that obtains per-image depth by combining 3D-consistent and smooth depth with highly detailed relative depth. We demonstrate that by separating the process into two tasks and addressing them with the repair and inpainting models, we produce results with detailed textures in both visible and missing regions that outperform state-of-the-art approaches on a diverse set of scenes with extremely sparse inputs.

Rui Song, Chenwei Liang, Yan Xia, Walter Zimmer, Hu Cao, Holger Caesar, Andreas Festag, Alois Knoll

Dynamic scene rendering opens new avenues in autonomous driving by enabling closed-loop simulations with photorealistic data, which is crucial for validating end-to-end algorithms. However, the complex and highly dynamic nature of traffic environments presents significant challenges in accurately rendering these scenes. In this paper, we introduce a novel 4D Gaussian Splatting (4DGS) approach, which incorporates context and temporal deformation awareness to improve dynamic scene rendering. Specifically, we employ a 2D semantic segmentation foundation model to self-supervise the 4D semantic features of Gaussians, ensuring meaningful contextual embedding. Simultaneously, we track the temporal deformation of each Gaussian across adjacent frames. By aggregating and encoding both semantic and temporal deformation features, each Gaussian is equipped with cues for potential deformation compensation within 3D space, facilitating a more precise representation of dynamic scenes. Experimental results show that our method improves 4DGS's ability to capture fine details in dynamic scene rendering for autonomous driving and outperforms other self-supervised methods in 4D reconstruction and novel view synthesis. Furthermore, CoDa-4DGS deforms semantic features with each Gaussian, enabling broader applications.

Michael Steiner, Thomas Köhler, Lukas Radl, Felix Windisch, Dieter Schmalstieg, Markus Steinberger

Although 3D Gaussian Splatting (3DGS) has revolutionized 3D reconstruction, it still faces challenges such as aliasing, projection artifacts, and view inconsistencies, primarily due to the simplification of treating splats as 2D entities. We argue that incorporating full 3D evaluation of Gaussians throughout the 3DGS pipeline can effectively address these issues while preserving rasterization efficiency. Specifically, we introduce an adaptive 3D smoothing filter to mitigate aliasing and present a stable view-space bounding method that eliminates popping artifacts when Gaussians extend beyond the view frustum. Furthermore, we promote tile-based culling to 3D with screen-space planes, accelerating rendering and reducing sorting costs for hierarchical rasterization. Our method achieves state-of-the-art quality on in-distribution evaluation sets and significantly outperforms other approaches for out-of-distribution views. Our qualitative evaluations further demonstrate the effective removal of aliasing, distortions, and popping artifacts, ensuring real-time, artifact-free rendering.

Chensheng Peng, Ido Sobol, Masayoshi Tomizuka, Kurt Keutzer, Chenfeng Xu, Or Litany

We present a novel framework for training 3D image-conditioned diffusion models using only 2D supervision. Recovering 3D structure from 2D images is inherently ill-posed due to the ambiguity of possible reconstructions, making generative models a natural choice. However, most existing 3D generative models rely on full 3D supervision, which is impractical due to the scarcity of large-scale 3D datasets. To address this, we propose leveraging sparse-view supervision as a scalable alternative. While recent reconstruction models use sparse-view supervision with differentiable rendering to lift 2D images to 3D, they are predominantly deterministic, failing to capture the diverse set of plausible solutions and producing blurry predictions in uncertain regions. A key challenge in training 3D diffusion models with 2D supervision is that the standard training paradigm requires both the denoising process and supervision to be in the same modality. We address this by decoupling the noisy samples being denoised from the supervision signal, allowing the former to remain in 3D while the latter is provided in 2D. Our approach leverages suboptimal predictions from a deterministic image-to-3D model--acting as a "teacher"--to generate noisy 3D inputs, enabling effective 3D diffusion training without requiring full 3D ground truth. We validate our framework on both object-level and scene-level datasets, using two different 3D Gaussian Splat (3DGS) teachers. Our results show that our approach consistently improves upon these deterministic teachers, demonstrating its effectiveness in scalable and high-fidelity 3D generative modeling.