Traditional image-to-3D models often struggle with scenes containing multipleobjects due to biases and occlusion complexities. To address this challenge, wepresent REPARO, a novel approach for compositional 3D asset generation fromsingle images. REPARO employs a two-step process: first, it extracts individualobjects from the scene and reconstructs their 3D meshes using off-the-shelf imageto-3D models; then, it optimizes the layout of these meshes through differentiablerendering techniques, ensuring coherent scene composition. By integrating optimaltransport-based long-range appearance loss term and high-level semantic loss termin the differentiable rendering, REPARO can effectively recover the layout of 3Dassets. The proposed method can significantly enhance object independence, detailaccuracy, and overall scene coherence. Extensive evaluation of multi-object scenesdemonstrates that our REPARO offers a comprehensive approach to address thecomplexities of multi-object 3D scene generation from single images.
论文检索
输入标题、作者或关键词,从 1,093 篇学术成果中精准定位
CULTURE3D: A Large-Scale and Diverse Dataset of Cultural Landmarks and Terrains for Gaussian-Based Scene Rendering
PDF ↗Current state-of-the-art 3D reconstruction models face limitations in building extra-large scale outdoor scenes, primarily due to the lack of sufficiently large-scale and detailed datasets. In this paper, we present a extra-large fine-grained dataset with 10 billion points composed of 41,006 drone-captured high-resolution aerial images, covering 20 diverse and culturally significant scenes from worldwide locations such as Cambridge campus, the Pyramids, and the Forbidden City. Compared to existing datasets, ours offers significantly larger scale and higher detail, uniquely suited for fine-grained 3D applications. Each scene contains an accurate spatial layout and comprehensive structural information, supporting detailed 3D reconstruction tasks. By reconstructing environments using these detailed images, our dataset supports multiple applications, including outputs in the widely adopted COLMAP format, establishing a novel benchmark for evaluating state-of-the-art large-scale Gaussian Splatting methods.The dataset's flexibility encourages innovations and supports model plug-ins, paving the way for future 3D breakthroughs. All datasets and code will be open-sourced for community use.
We propose a splat-based 3D scene reconstruction method from RGB-D input that effectively handles extreme motion blur, a frequent challenge in low-light environments. Under dim illumination, RGB frames often suffer from severe motion blur due to extended exposure times, causing traditional camera pose estimation methods, such as COLMAP, to fail. This results in inaccurate camera pose and blurry color input, compromising the quality of 3D reconstructions. Although recent 3D reconstruction techniques like Neural Radiance Fields and Gaussian Splatting have demonstrated impressive results, they rely on accurate camera trajectory estimation, which becomes challenging under fast motion or poor lighting conditions. Furthermore, rapid camera movement and the limited field of view of depth sensors reduce point cloud overlap, limiting the effectiveness of pose estimation with the ICP algorithm. To address these issues, we introduce a method that combines camera pose estimation and image deblurring using a Gaussian Splatting framework, leveraging both 3D Gaussian splats and depth inputs for enhanced scene representation. Our method first aligns consecutive RGB-D frames through optical flow and ICP, then refines camera poses and 3D geometry by adjusting Gaussian positions for optimal depth alignment. To handle motion blur, we model camera movement during exposure and deblur images by comparing the input with a series of sharp, rendered frames. Experiments on a new RGB-D dataset with extreme motion blur show that our method outperforms existing approaches, enabling high-quality reconstructions even in challenging conditions. This approach has broad implications for 3D mapping applications in robotics, autonomous navigation, and augmented reality. Both code and dataset are publicly available on https://github.com/KAISTVCLAB/ gs-extreme-motion-blur.
TimeFormer: Capturing Temporal Relationships of Deformable 3D Gaussians for Robust Reconstruction
PDF ↗Dynamic scene reconstruction is a long-term challenge in 3D vision. Recent methods extend 3D Gaussian Splatting to dynamic scenes via additional deformation fields and apply explicit constraints like motion flow to guide the deformation. However, they learn motion changes from individual timestamps independently, making it challenging to reconstruct complex scenes, particularly when dealing with violent movement, extreme-shaped geometries, or reflective surfaces. To address the above issue, we design a plug-and-play module called TimeFormer to enable existing deformable 3D Gaussians reconstruction methods with the ability to implicitly model motion patterns from a learning perspective. Specifically, TimeFormer includes a Cross-Temporal Transformer Encoder, which adaptively learns the temporal relationships of deformable 3D Gaussians. Furthermore, we propose a two-stream optimization strategy that transfers the motion knowledge learned from TimeFormer to the base stream during the training phase. This allows us to remove TimeFormer during inference, thereby preserving the original rendering speed. Extensive experiments in the multi-view and monocular dynamic scenes validate qualitative and quantitative improvement brought by TimeFormer.Project
Dynamic scene rendering and reconstruction play a crucial role in computer vision and augmented reality. Recent methods based on 3D Gaussian Splatting (3DGS), have enabled accurate modeling of dynamic urban scenes, but for urban scenes they require both camera and LiDAR data, ground-truth 3D segmentations and motion data in the form of tracklets or pre-defined object templates such as SMPL. In this work, we explore whether a combination of 2D object agnostic priors in the form of depth and point tracking coupled with a signed distance function (SDF) representation for dynamic objects can be used to relax some of these requirements. We present a novel approach that integrates Signed Distance Functions (SDFs) with 3D Gaussian Splatting (3DGS) to create a more robust object representation by harnessing the strengths of both methods. Our unified optimization framework enhances the geometric accuracy of 3D Gaussian splatting and improves deformation modeling within the SDF, resulting in a more adaptable and precise representation. We demonstrate that our method achieves near state-of-the-art performance in rendering metrics even without LiDAR data on urban scenes. Furthermore, when incorporating LiDAR, our approach surpasses existing methods in reconstructing and generating novel views across diverse object categories, without ground-truth 3D motion annotation. Additionally, our method enables various scene editing tasks including scene decomposition, and scene composition.
3D reconstruction and simulation, although interrelated, have distinct objectives: reconstruction requires a flexible 3D representation that can adapt to diverse scenes, while simulation needs a structured representation to model motion principles effectively. This paper introduces the Mesh-adsorbed Gaussian Splatting (MaGS) method to address this challenge. MaGS constrains 3D Gaussians to roam near the mesh, creating a mutually adsorbed mesh-Gaussian 3D representation. Such representation harnesses both the rendering flexibility of 3D Gaussians and the structured property of meshes. To achieve this, we introduce RMD-Net, a network that learns motion priors from video data to refine mesh deformations, alongside RGD-Net, which models the relative displacement between the mesh and Gaussians to enhance rendering fidelity under mesh constraints. To generalize to novel, user-defined deformations beyond input video without reliance on temporal data, we propose MPE-Net, which leverages inherent mesh information to bootstrap RMD-Net and RGD-Net. Due to the universality of meshes, MaGS is compatible with various deformation priors such as ARAP, SMPL, and soft physics simulation. Extensive experiments on the D-NeRF, DG-Mesh, and PeopleSnapshot datasets demonstrate that MaGS achieves state-of-the-art performance in both reconstruction and simulation.
We present a novel approach to mesh shape editing, building on recent progress in 3D reconstruction from multi-view images. We formulate shape editing as a conditional reconstruction problem, where the model must reconstruct the input shape with the exception of a specified 3D region, in which the geometry should be generated from the conditional signal. To this end, we train a conditional Large Reconstruction Model (LRM) for masked reconstruction, using multi-view consistent masks rendered from a randomly generated 3D occlusion, and using one clean viewpoint as the conditional signal. During inference, we manually define a 3D region to edit and provide an edited image from a canonical viewpoint to fill that region. We demonstrate that, in just a single forward pass, our method not only preserves the input geometry in the unmasked region through reconstruction capabilities on par with SoTA, but is also expressive enough to perform a variety of mesh edits from a single image guidance that past works struggle with, while being 2-10 times faster than the top-performing prior work.
RayletDF: Raylet Distance Fields for Generalizable 3D Surface Reconstruction from Point Clouds or Gaussians
PDF ↗In this paper, we present a generalizable method for 3D surface reconstruction from raw point clouds or pre-estimated 3D Gaussians by 3DGS from RGB images. Unlike existing coordinate-based methods which are often computationally intensive when rendering explicit surfaces, our proposed method, named **RayletDF**, introduces a new technique called raylet distance field, which aims to directly predict surface points from query rays. Our pipeline consists of three key modules: a raylet feature extractor, a raylet distance field predictor, and a multi-raylet blender. These components work together to extract fine-grained local geometric features, predict raylet distances, and aggregate multiple predictions to reconstruct precise surface points. We extensively evaluate our method on multiple public real-world datasets, demonstrating superior performance in surface reconstruction from point clouds or 3D Gaussians. Most notably, our method achieves exceptional generalization ability, successfully recovering 3D surfaces in a single-forward pass across unseen datasets in testing.
We present FaceLift, a novel feed-forward approach for generalizable high-quality 360-degree 3D head reconstruction from a single image. Our pipeline first employs a multi-view latent diffusion model to generate consistent side and back views from a single facial input, which then feed into a transformer-based reconstructor that produces a comprehensive 3D Gaussian splats representation. Previous methods for monocular 3D face reconstruction often lack full view coverage or view consistency due to insufficient multi-view supervision. We address this by creating a high-quality synthetic head dataset that enables consistent supervision across viewpoints. To bridge the domain gap between synthetic training data and real-world images, we propose a simple yet effective technique that ensures the view generation process maintains fidelity to the input by learning to reconstruct the input image alongside the view generation. Despite being trained exclusively on synthetic data, our method demonstrates remarkable generalization to real-world images. Through extensive qualitative and quantitative evaluations, we show that FaceLift outperforms state-of-the-art 3D face reconstruction methods on identity preservation, detail recovery and rendering quality.
We present a framework that enables fast reconstruction and real-time rendering of urban-scale scenes while maintaining robustness against appearance variations across multi-view captures. Our approach begins with scene partitioning for parallel training, employing a visibility-based image selection strategy to optimize training efficiency. A controllable level-of-detail (LOD) strategy explicitly regulates Gaussian density under a user-defined budget, enabling efficient training and rendering while maintaining high visual fidelity. The appearance transformation module mitigates the negative effects of appearance inconsistencies across images while enabling flexible adjustments. Additionally, we utilize enhancement modules, such as depth regularization, scale regularization, and antialiasing, to improve reconstruction fidelity. Experimental results demonstrate that our method effectively reconstructs urban-scale scenes and outperforms previous approaches in both efficiency and quality. The source code is available at: https://yzslab.github.io/REUrbanGS.
3D Gaussian Splatting (3DGS) has become a popular solution in SLAM due to its high-fidelity and real-time novel view synthesis performance. However, some previous 3DGS SLAM methods employ a differentiable rendering pipeline for tracking, lack geometric priors in outdoor scenes. Other approaches introduce separate tracking modules, but they accumulate errors with significant camera movement, leading to scale drift. To address these challenges, we propose a robust RGB-only outdoor 3DGS SLAM method: S3PO-GS. Technically, we establish a self-consistent tracking module anchored in the 3DGS pointmap, which avoids cumulative scale drift and achieves more precise and robust tracking with fewer iterations. Additionally, we design a patch-based pointmap dynamic mapping module, which introduces geometric priors while avoiding scale ambiguity. This significantly enhances tracking accuracy and the quality of scene reconstruction, making it particularly suitable for complex outdoor environments. Our experiments on the Waymo, KITTI, and DL3DV datasets demonstrate that S3PO-GS achieves state-of-the-art results in novel view synthesis and outperforms other 3DGS SLAM methods in tracking accuracy.
SAFT: Shape and Appearance of Fabrics from Template via Differentiable Physical Simulations from Monocular Video
PDF ↗The reconstruction of three-dimensional dynamic scenes is a well-established yet challenging task within the domain of computer vision. In this paper, we propose a novel approach that combines the domains of 3D geometry reconstruction and appearance estimation for physically based rendering and present a system that is able to perform both tasks for fabrics, utilizing only a single monocular RGB video sequence as input. In order to obtain realistic and high-quality deformations and renderings, a physical simulation of the cloth geometry and differentiable rendering are employed. In this paper, we introduce two novel regularization terms for the 3D reconstruction task that improve the plausibility of the reconstruction by addressing the depth ambiguity problem in monocular video. In comparison with the most recent methods in the field, we have reduced the error in the 3D reconstruction by a factor of 2.64 while requiring a medium runtime of 30 min per scene. Furthermore, the optimized motion achieves sufficient quality to perform an appearance estimation of the deforming object, recovering sharp details from this single monocular RGB video.
Surface reconstruction and novel view rendering from sparse-view images are challenging. Signed Distance Function (SDF)-based methods struggle with fine details, while 3D Gaussian Splatting (3DGS)-based approaches lack global geometry coherence. We propose a novel hybrid method that combines both strengths: SDF captures coarse geometry to enhance 3DGS-based rendering, while newly rendered images from 3DGS refine SDF details for accurate surface reconstruction. As a result, our method surpasses state-of-the-art approaches in surface reconstruction and novel view synthesis on DTU and MobileBrick datasets. Code will be released at https://github.com/aim-uofa/SurfaceSplat.
We present RayZer, a self-supervised multi-view 3D Vision model trained without any 3D supervision, i.e., camera poses and scene geometry, while exhibiting emerging 3D awareness. Concretely, RayZer takes unposed and uncalibrated images as input, recovers camera parameters, reconstructs a scene representation, and synthesizes novel views. During training, RayZer relies solely on its self-predicted camera poses to render target views, eliminating the need for any ground-truth camera annotations and allowing RayZer to be trained with 2D image supervision. The emerging 3D awareness of RayZer is attributed to two key factors. First, we design a self-supervised framework, which achieves 3D-aware auto-encoding of input images by disentangling camera and scene representations. Second, we design a transformer-based model in which the only 3D prior is the ray structure, connecting camera, pixel, and scene simultaneously. RayZer demonstrates comparable or even superior novel view synthesis performance than "oracle" methods that rely on pose annotations in both training and testing.
Deformable 3D Gaussian Splatting (3D-GS) is limited by missing intermediate motion information due to the low temporal resolution of RGB cameras. To address this, we introduce the first approach combining event cameras, which capture high-temporal-resolution, continuous motion data, with deformable 3D-GS for dynamic scene reconstruction. We observe that threshold modeling for events plays a crucial role in achieving high-quality reconstruction. Therefore, we propose a GS-Threshold Joint Modeling strategy, creating a mutually reinforcing process that greatly improves both 3D reconstruction and threshold modeling. Moreover, we introduce a Dynamic-Static Decomposition strategy that first identifies dynamic areas by exploiting the inability of static Gaussians to represent motions, then applies a buffer-based soft decomposition to separate dynamic and static areas. This strategy accelerates rendering by avoiding unnecessary deformation in static areas, and focuses on dynamic areas to enhance fidelity. Additionally, we contribute the first event-inclusive 4D benchmark with synthetic and real-world dynamic scenes, on which our method achieves state-of-the-art performance.
3D Gaussian Splatting (3DGS) has demonstrated impressive performance in novel view synthesis and real-time rendering. However, it heavily relies on high-quality initial sparse points from Structure-from-Motion (SfM) which often struggles in textureless regions, degrading the geometry and visual quality of 3DGS. To address this limitation, we propose a novel initialization pipeline, achieving high-fidelity reconstruction from dense image sequences without relying on SfM-derived point clouds. Specifically, we first propose an effective depth alignment method to align the estimated monocular depth with depth rendered from an under-optimized coarse Gaussian model using an unbiased depth rasterization approach and ensemble them afterward. After that, to efficiently process dense image sequences, we incorporate a progressive segmented initialization process that to generate the initial points. Extensive experiments demonstrate the superiority of our method over previous approaches. Notably, our method outperforms the SfM-based method by a 14.4% improvement in LPIPS on the Mip-NeRF360 datasets and a 30.7% improvement on the Tanks and Temples datasets.
Accurate, real-time 3D reconstruction of human heads from monocular images and videos underlies numerous visual applications. As 3D ground truth data is hard to come by at scale, previous methods have sought to learn from abundant 2D videos in a self-supervised manner. Typically, this involves the use of differentiable mesh rendering, which is effective but faces limitations. To improve on this, we propose SHeaP (Self-supervised Head Geometry Predictor Learned via 2D Gaussians).Given a source image, we predict a 3DMM mesh and a set of Gaussians that are rigged to this mesh. We then reanimate this rigged head avatar to match a target frame, and backpropagate photometric losses to both the 3DMM and Gaussian prediction networks. We find that using Gaussians for rendering substantially improves the effectiveness of this self-supervised approach.Training solely on 2D data, our method surpasses existing self-supervised approaches in geometric evaluations on the NoW benchmark for neutral faces and a new benchmark for non-neutral expressions. Our method also produces highly expressive meshes, outperforming state-of-the-art in emotion classification.
Physical adversarial attack methods expose the vulnerabilities of deep neural networks and pose a significant threat to safety-critical scenarios such as autonomous driving. Camouflage-based physical attack is a more promising approach compared to the patch-based attack, offering stronger adversarial effectiveness in complex physical environments. However, most prior work relies on mesh priors of the target object and virtual environments constructed by simulators, which are time-consuming to obtain and inevitably differ from the real world. Moreover, due to the limitations of the backgrounds in training images, previous methods often fail to produce multi-view robust adversarial camouflage and tend to fall into sub-optimal solutions. Due to these reasons, prior work lacks adversarial effectiveness and robustness across diverse viewpoints and physical environments. We propose a physical attack framework based on 3D Gaussian Splatting (3DGS), named PGA, which provides rapid and precise reconstruction with few images, along with photo-realistic rendering capabilities. Our framework further enhances cross-view robustness and adversarial effectiveness by preventing mutual and self-occlusion among Gaussians and employing a min-max optimization approach that adjusts the imaging background of each viewpoint, helping the algorithm filter out non-robust adversarial features. Extensive experiments validate the effectiveness and superiority of PGA. Our code is available at: https://github.com/TRLou/PGA.
We present Multi-Baseline Gaussian Splatting (MuGS), a generalized feed-forward approach for novel view synthesis that effectively handles diverse baseline settings, including sparse input views with both small and large baselines. Specifically, we integrate features from Multi-View Stereo (MVS) and Monocular Depth Estimation (MDE) to enhance feature representations for generalizable reconstruction. Next, We propose a projection-and-sampling mechanism for deep depth fusion, which constructs a fine probability volume to guide the regression of the feature map. Furthermore, We introduce a reference-view loss to improve geometry and optimization efficiency. We leverage 3D Gaussian representations to accelerate training and inference time while enhancing rendering quality. MuGS achieves state-of-the-art performance across multiple baseline settings and diverse scenarios ranging from simple objects (DTU) to complex indoor and outdoor scenes (RealEstate10K). We also demonstrate promising zero-shot performance on the LLFF and Mip-NeRF 360 datasets. Code is available at https://github.com/EuclidLou/MuGS.
Recently, 3D Gaussian Splatting (3DGS) has reshaped the field of photorealistic 3D reconstruction, achieving impressive rendering quality and speed. However, when applied to large-scale street scenes, existing methods suffer from rapidly escalating per-viewpoint reconstruction costs as scene size increases, leading to significant computational overhead.After revisiting the conventional pipeline, we identify three key factors accounting for this issue: unnecessary local-to-global transformations, excessive 3D-to-2D projections, and inefficient rendering of distant content. To address these challenges, we propose S3R-GS, a 3DGS framework that Streamlines the pipeline for large-scale Street Scene Reconstruction, effectively mitigating these limitations. Moreover, most existing street 3DGS methods rely on ground-truth 3D bounding boxes to separate dynamic and static components, but 3D bounding boxes are difficult to obtain, limiting real-world applicability. To address this, we propose an alternative solution with 2D boxes, which are easier to annotate or can be predicted by off-the-shelf vision foundation models. Such designs together make S3R-GS readily adapt to large, in-the-wild scenarios.Extensive experiments demonstrate that S3R-GS enhances rendering quality and significantly accelerates reconstruction. Remarkably, when applied to videos from the challenging Argoverse2 dataset, it achieves state-of-the-art PSNR and SSIM, reducing reconstruction time to below 50%--and even 20%--of competing methods. Code is available at https://github.com/Tom-zgt/S3R-GS.